// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22_20150614 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #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
Since a no-reload of BG2 is out of the question for me, I return to my first love. BG1. I decide to play something different: A Bard. The Skald kit, to be precise, as regular bards have a strong showing amongst BG1 companions and because everyone and his/her idiot brother/sister plays a Blade.
I thought about a Jester as it also sounds fun, but since BG1 has bards with no PP penalties I feel the Skald can do very well.
Prax gets a very impressive roll of 91, after about 3 seconds. I usually go for 88, not because I need those stats... I just like 88. I don't know what font they use for the numbers in character creation, but the 8s have an elegant look about them.
That's here on the morning after Gorion's death, after partially completing Candlekeep. I must say that's a very impressive THAC0 boost for a non combat class level 1 character. It proves very useful in Candlekeep and in the wilderness. After the death of Gorion, Prax is joined by Imoen and then Monty/Xzar, two other characters I've never actually played with before.
My experience with Xzar and Monty is limited to my very first playthrough, where I accepted them and then booted them from the party because they were marked as 'Evil'. I've always just overlooked them since then. This time, however, Prax and Imoen appreciate the presence of some decent hired muscle and overlook alignment.
They hunt ogre on the way to Candlekeep. The Skald song ups the party's damage and helps them to actually hit their target. I'm immediately pleased with it.
The Bard song takes a round to wear off, meaning that Prax and the party are able to make all of their attacks under it's effect. As ranged fighters, Prax resumes singing each time they reposition for another attack, meaning she's almost always under it's effect. I find it a very useful buff.
Tarnesh goes down with hardly a fight. I'm not doing any kind of satistical analysis here, but I definitely feel like everyone hits harder and more often under the effect of the Skald song. Presumably, with everyone having high AC at the start of the game, that +2 THAC0 is pretty substantial.
Prax and the team also clear out the wilderness around FAI and the wilderness on the coastway, returning Unshey's belt, an Amazon's flamedance ring, and finding an aristocrat's fibula in the wreckage of an ambushed caravan.
They then move south to Beregost, stopping there on the way to Xzar/Monty's destination of Nashkell.
Soon after arriving they run afoul of Thayan mages... who put up little fight.
We find out a lot about what's going on from the town criers. In particular, Prax hears about Bassilus and a former mage school called Ulcaster. Lured by the promise of magical loot, Prax puts Ulcaster on the list. And while Bounty Hunting is hardly the stuff of heroic legend, it does bring in the bacon. She goes looking for the sweet sweet reward of 5000gp, confident that she can bring an element of flair and bardic style to what is normally grisly work.
Besides, after Monty and Xzar pick a fight at Feldepost's, reducing the party's reputation by a whopping seven points, she's going to have to do something to help their image in the eyes of the townsfolk. She decides to keep the tale of Monty's heroic victory over an unarmed farmer to boisterous limericks and bolshy drinking songs... you know, for the rougher pubs.
Interestingly, Monty allows Prax to talk Marl down from his rage before sucker punching him into bits of Marl-guts. Prax gets experience for the high road and the low road, at the same time. A girl like her likes her cake and eating it, too.
Prax finds Bassilus to the west. With accurate longbow fire and repeated use of the bard song, she disrupts all of his spells. Xzar, Monty and Imoen drain him of health until he falls, Monty being quite the little monster with a sling.
Prax also helps to anti-chickenate a wizard's apprentice.
So far... this journey has been more acid-trip adventure than traditional sword and shield heroic, but Prax is a capable bard. She'll work with it.
After Bassilus and Melicamp, Prax heads to Ulcaster, where an invisible Imoen goes treasure hunting. Along with a stack of useful potions and gems, Imoen retrieves a wand of fire, an immensely powerful tool for a bard. The legion of wolves infesting the Ulcaster Ruins never even know Imoen's there.
With Xzar pestering Prax to go further south, the party heads to Nashkell. There they are confronted with tales of strange happenings in the Amnian mine.
The following pictures are all the explanation that is really needed.
Next Prax hears of a witch trapped in a gnoll stronghold to the west. Lured by tales of a damsell in distress and the potential for a bloody-good dust-up, she saves Dynaheir from becoming a main course.
A hasted and strengthened Monty proves deadly effective.
Just don't call him a knight in shining armour. He has a reputation to protect.
Now that we have Dynaheir, we tell Xzar to take a hike. The man had become positively incompatible with the party, wanting to kill nymphs and all. It's part of his quest in the NPC project. My information tells me there were also the beginnings of a Xzar romance, but that it was dropped. I must say he's the kind of guy who sounds like he'd fall head-over-heels in love with you over the crook of your neck, the inside of your knee, or the line where your left breast joins your flank. Or your earlobe, or something. In any case, he'd love you and see you as meat at the same time.
The highly fetishistic manner of his hinted obsession would have made a delightfully ghoulish counter-point to the overarching theme of the BG saga; Rather than obsessed over as something to be used, Xar would love charname with all the clinical and fetishistic objectification of Irenicus.
An intriguing scenario... for an evil lass.
But Prax isn't chaotic evil masquerading as chaotic neutral. She just doesn't know where she fits in yet, or where she's going (but it's probably going to make a ripping good novel, am I right? Ya? Right?).
So Prax, Imoen, Monty and Dyanheir set off to clear the wilderness around Nashkell before returning to Beregost to confront Tranzig. On the way they stumble across a seal colony, and discover that seals are impervious to an agannazar's scorcher beam.
She also meets another bard once back in Beregost. Prax immediately likes him, as does Imoen, who starts getting rather horny in Garrick's presence. She even calls her special place her 'kitty'.
For Prax, Garrick encompasses the same joy of the unknown, quest for knowledge and thrill for adventure that she does, and confronts it all with the same inexperienced wide-eyed naivete that she does. They are a match.
And he's one of the best NPCs. I truly mean that. His stats don't suck (unless you can't accept anything other than 18), he has good abilities, picks pockets well, can use a broad selection of equipment and gets far too much flack for providing as much as he does.
He does have the slightly naive 'wide-eyed' babe character about him, but remember: We were all Garrick at some point, usually on our first playthrough.
And naturally, the benefit of having another minstrel in the party means that, should winter strike, they can eat him for food.
Next the party returns south to the Nashkell Carnival to pick up some supplies that were previously unaffordable. Trapsing through the wilderness has provided the party with a good sum of cash.
The next chapter in Prax's adventure gets very hairy. Her no-reload run almost ends twice.
Prax is ambushed by the first of two groups outside the carnival. Molkar and his band. Prax is knocked out of the fight almost immediately by a hold person spell and they nearly succeed in wiping her lineage right out of the realms, reducing her to a single hitpoint. In desperation I have Dynaheir AOE web our own party, throwing the chips down on the ground and seeing who makes their saves against web's holding effect. Imoen succeeds and I move her out of the effect to continue with bow and arrow.
Dynaheir ends up carrying this battle, surely because of her invoker bonuses. Her improved chromatic orbs knock out Molkar and Morvin with temporary blindness. Her web spell holds everything to the ground except for one stubborn dwarf: Halacan. The little jerk is almost single minded in his attentions on Prax.
Garrick damages the ambushers with a wand of fire before being put to sleep, while Imoen and Dyanheir try desparately to fight Halacan and Molkar without the crucial aid of Prax's bard song. Prax had already been held, so Dyanheir's web actually helped keep the enemies away from her. Things got very dicey.
But the party pulled through, thanks to Dynaheir. It was very close.
Then again, on their way back to Ulcaster, after meeting a fellow Bard at the carnival who gives Garrick a book written by the legendary Saemon Schama, Prax and company are ambushed by amazons.
No pictures, but it went like this.
Amazon: Tell us your name, girly! Prax: My left is named Thelma, and the right is Louise. And my little friend here is wand of fire. Amazons: Oh it burns, it burns! Aaaaaggghh!!!
Flawless victory.
Then we come face to face with Myr'Cutio, an undead Bard. We don't like where it's going almost immediately.
Seeking death, Myr'Cutio turns on us, desiring one last epic battle for the ages. Things seem to go okay at first, then suddenly Garrick just drops dead, laid low by a critical hit from Myr'Cutio's throwing knife.
Without Garrick's bard song, the party is almost completely knocked out by Myr'Cutio's death song. Only Monty, with his shorty bonuses and potion of invulnerability, makes his save.
It's all up to him now.
For a while nothing much happens. Nobody hits Monty. Monty hits nothing.
Then a hasted Myr'Cutio catches sight of the stricken Prax and makes a bee-line for her. His crippling strikes and Blade speed threaten to end her run. He lands two hits before the unhasted Monty.
But Monty pulls through, landing heavy hits with his Whistling Sword.
A plague on your house, Myr'Cutio. You tough bastard.
Wow, I hadn't expected that. Myr'Cutio was immune to normal weapons, not something seen so early in the game. The party was completely unprepared, with no magical ammo to speak of, having spent it all on earlier fights. And when Garrick got crit-hitted we lost access to our wand of fire. Unlike BG2, you can't quik-loot from a distance. Anything other than gold must still be approached and picked up, and with Myc'Cutio blocking the entrance to the plateau we weren't able to get back up there to Garrick's body.
The weakness in our party set up is becoming apparent. Prax is all important, with her bard song. If she gets knocked out of the battle things get really difficult. With rogue and wizard Thac0s and AC, we absolutely need it, especially for Monty, who we've lately been relying on for damage dealing. I haven't done any statistical analysis, here, but my screen has been shaking a lot on this run, meaning a lot of critical hits from the party. Maybe it has something to do with the bonuses for the bard song, in the way it adds to the roll. For a crit I thought the base roll had to be 20, but with the skald song it might only need to be 18.
Monty is brutal when he gets a critical hit, dealing heavy damage, which makes him useful. But although he's good in a straight up fight, I'm beginning to see that I need more utility than straight up firepower now, as the enemies are getting stronger. Firepower is something the party has with its wands and skald song, but those can be knocked out. If there was an NPC who could stack other bonuses onto them and throw in a few useful abilities, plus the ability to remove paralysis/fear, I think we could be really strong.
And what if said NPC could also be groomed to be the backstabber I've been skilling Monty to be?
Why, an NPC capable of that would be the undisputed King of Utility.
There is, in fact, a multiclass fit for the job, and thanks to the NPC Project he is readily at hand. He's waiting for us at Feldepost's.
We returned to Nashkel and got a bounty for the stolen emeralds. Mortuus reached the 3rd level (5/6 hps). After telling the town's major about the Mines, Karasu got a level up as well (2/6 hps).
We just were going to rest in the tavern, when we were attacked by another assassin, Nimbul. He didn't save against neither Spook no Blindness.
He was poisoned and at one point went invisible because of Minor Sequencer. We almost lost any hope to find him, but thankfully going around the town was enough to come very close to the place where hasted and blind Nimbul stood. After that, he was doomed.
After the long awaited rest, we decided to scout several nearby locations. Neera had fun with using the Necklace of Missiles and her wands against ogres.
At the level up, she again got maximum (4/4 hps), while Uzume was not so lucky (4/8 hps).
During travelling we were ambushed by bandit archers but in general we had good AC against missile weapons, so they weren't a threat.
Yahiko charmed Algernon and crazy Tranzig summoned monster to kill a poor chap. This way we got a new cloak for Mortuus. Tranzig himself didn't survive blows of Woden's hammer.
Then we cleared all the Cloudpeaks areas and the Gnoll Stronghold. Our dwarven defender was becoming more and more valuable to the party. Only one thing was unlucky - he rolled only 1 from 12 at the level up. Yahiko, on the other hand, rolled 8 from 8.
Against Revenant, we used a Protection from Undead scroll. All the SCS danger from Revenant was completely turned off thanks to this scroll.
She is still alive and going very well. I am amazed at how good alteration spells and evocation scrolls are in the hands of my protagonist. Sure the melee part has some thac0 issues to be fixed, but with a strength spell and/or polymorphing self it is not half bad. I am also super positive about the spell repertoire of the shaman. Add to that that M'khiin is a pleasant NPC and has fun interactions with most of the party members so far. A mage and a shaman can clear just about anything in the game up until now, and Melissa is only casting alteration and evocation to boot. A world of insights for me. If you restrict your protagonist, you really get to see how good some spells are, and you really start to experiment with their usage.
SoD run spoiler below.
We left off about to face the dragon in the cave, but then Melissa spots a doorway to another portion of the cave, which we identify as the entry towards the temple of bhaal/cyric. Since that is the main goal for now (we need to get the orb to enter bridgefort) we had into the place first. A bunch of bugbears are stopping us in our tracks, but the normal dynaheir-web + m'khiin-entangle+writhing fog + Melissa-haste+slow clears out most problems for us.... except this time we are up against invisible foes! Dynaheir gets killed by a stealthy bugbear and I am super happy it was not Melissa who bit the dust (totally unprotected and she has low HP by default since she has only 6 constitution). .
More careful, the party presses on and meets some more bugbears along the way. A particular nasty bunch is taken care of with web and teleportation field... only most bugbears at times land right between the back of the party, so they move to a corner of the playing field keeping hopefully Melissa away from backstabs. Then I notice that the bugbear chieftain saves twice against Melissa's polymorph other... why twice (?)... I do not understand that but press on instead (maybe teleportation field?).
The orb really is easy to obtain in the temple... I did not make screenshots I realise, but I recall killing the neothelid with ranged weaponry, some demon lady with melee and lots of fire, and the mindflayer with web (from scroll)+entangle+writhing fog+spirit fire and it ended really anticlimactic. Area of effect damage is just too good in small spaces with foes focusing on Minsc who can tank rather well and has the ring of free action to counter the party's castings of web.
After retrieving the orb from below we head back to swap Dynaheir (permadead to me) for Voghlin and go back to face the dragon finally.
It is a green dragon so we buff Melissa with a green scroll of protection from poison and buff the party in numerous ways. Minsc potion of heroism, potion of giant strength. Melissa haste, polymorph self (but none yet chosen), strength. Glint resist fear, chant. Corwin called shot). Voghlin shield, stone skin.
Minsc starts the fight, Corwin and Glint focus fire on the dragon Morentherene. M'khiin starts with writhing fog. Vohglin starts with lower resistance and then shoots some acid arrows After Corwin expended the called shot, she and M'khiin follow up with doom. Minsc continuously heals himself from the punishment of Morentherene. Melissa stays back to keep a clear aura. One of the dooms sticks. Voghlin follows up with glitterdust Melissa casts polymorph other on Morentherene. Greater wyverns are being targeted by Glint with wand of heavens, while M'khinn uses summon insects.
Both glitterdust and polymorph actually work on Morentherene!
The rest focuses on the greater wyvern that is poisoning Voghlin, Melissa burns Morentherene to death with burning hands. Then we mop up the wyverns while saving Voghlin with a casting of slow poison by Glint.
The most worrysome fight so far, but surprisingly not that tough with polymorph other around. Feeling quite accomplished the party goes to Bridgefort. Some minor quests there. We sneak into the crusader camp, get the scroll to undo the level draining boulder from a mage and free Dorn from his prison. Then we get back to Bridgefort and convince Khalid to storm the crusader camp. He dies valiantly immediately while the party exercises the strategy of teleportation field and writing fog to clear out most opponents before mopping up. Although at some point Minsc gets stunned and punched around a bit, M'khiin is there to clear up his problem with spiritual clarity and Glint heals him back to decent levels. What a nice addition the shaman is to the game. Can solve quite a few problems
So now we are standing outside Brigdefort, ready to go to coalition camp (I think that is where I need to go next).
I finally started Siege of Dragonspear and I am loving it. It is an improvement on Baldur's Gate 2 so far, though the comparison is close. I will be posting my progress in this thread until I have to reload, at which point I'll switch it over to the minimal reload thread. Since SOD is still little-known, all details will be in spoilers. Core rules and no mods, beyond whatever SCS changes carry over from BG:EE.
The introduction begins! It seems our enemy this time is a mysterious figure known as Caelar Argent. Looks like an angel of some sort.
Apparently she's been cutting a bloody swathe across the land, but lots of people worship her as a divine hero. I don't fully understand what's going on, but whatever. I'll figure it out.
Since I don't know anything about SOD or its gameplay--I've never even read about it, much less played it--I have no idea which class would be best. Instead I pick the character I understand the most: a Cleric/Illusionist. Poppy is back! SOD gives us some nice equipment, too.
We also have an interesting selection of companions--perhaps because Poppy is Chaotic Neutral? Khalid and Jaheira are no surprise, but Dorn seems the odd man out, as he wouldn't fit in good-aligned parties. I know nothing about Safana, but her voice acting is better than it was in BG1.
Imoen is present, but is not in the party. At first, this bothered me, but in retrospect, it makes sense. Imoen's survival is plot-required in BG2; it wouldn't make sense to let her die (this was excusable in the original BG1, since the BG2 plot hadn't come up yet).
We're already in the middle of a dungeon, right off the bat. Great. After poring over our spells and inventory, I march forward without resting. I notice a group of bats flying over.
It's a nice touch to add to the atmosphere.
A gang of humans attacks. Lots of them, too.
I like Neera's voice. Sounds cute. Anyway, she blasts the enemy to bits.
A little poking around reveals some special abilities I didn't know the team had.
Safana slays the last enemy with a backstab. I don't know what will happen if I rest, so I put it off. We run into another band of humans right after. I have Dorn soften them up before luring them out of the tight room, giving us room to navigate. Then we get a bad message.
One of the enemies is using poisoned arrows. This could get really ugly.
We trade disablers. Our front line gets slowed--a crippling handicap for any character--while the enemy gets confused. We're not in good condition, but Neera's Confusion turns those poisoned arrows against the enemy mage, an excellent trade.
Neera finishes him off with Minute Meteors and we thin the herd while it's still confused. We take over the battlefield.
We continue once more without resting. Another diverse group of enemies confronts us, this time undead. We haul out Holy Smite, taking care to keep Dorn out of the way.
It feels weird to deal so little damage with Holy Smite, after using a Red Soul version of Aerie in my previous run.
The fights here are already fairly complex, considering we just started. Archers, melee grunts, and even Shadowed Souls like they had in IWD, spellcaster-type shadows that cast Larloch's Minor Drain, though these drain a lot more HP.
I finally cast Invisibility 10' Radius to get the jump on the next group of enemies, and also to let Safana search for traps without worrying about getting ambushed.
Invisibility 10' Radius is a really excellent utility spell with lots of uses. It's a party-wide escape option that I almost always have on hand.
The undead here are a lot tougher than I expected, and Poppy doesn't have the cleric levels to turn all of them. SOD doesn't hold back on the first dungeon.
Nobody in my party can cast Restoration. But we have an NPC healer behind us with the scripting to help out in the thick of combat.
Khalid's luck doesn't last. I foolishly send him off into a corner alone to inspect something, and he gets cornered by a familiar foe.
We hurry in to rescue him and he makes it out alive. Mephits have really low AC, but spells ignore AC. The same mechanics that let them get automatic hits on Khalid with their fire spells also let us get automatic hits on them with Magic Missile.
I still don't rest, even though it would be safer. I scout out the next pack of undead--this time, Shadows--and have Neera bomb them. Apparently an Unsleeping Guardian has a single-target slow spell.
Slow decreases spells per round as well as attacks per round and movement rate, so it'll be a bit before Neera can retaliate. I pull her back and smite the incoming Shadows.
We're almost out of spells. I cast Invisibility 10' Radius and finally let the party rest. The invisibility lets us avoid night-time ambushes.
It also lets us get the jump on the next group of enemies. Another gang of humans. Khalid flanks an Archer and slays him in a single hit, to my surprise.
With the enemy distracted, Neera is free to act without fear of disruption. She cripples them with two spells.
We kite the enemy Kensai a bit and wear the survivors down with single-target spells.
After the battle is over, Dorn goes exploring away from the party, and runs right into an undead mage. He fails a save against Stinking Cloud, and the nearby skeletons have no one else to target besides him. He could die in two rounds or less. Poppy runs to his rescue, silencing the mage before it can land an Acid Arrow on him.
It's not enough. Dorn has less than 50 HP; it doesn't take long for a group of enemies to whittle through that. Especially when one of those enemies has a bow. We slay the mage and Poppy engages the skeleton archer in melee to encourage it to stop shooting Dorn and attack Poppy instead. It saves Dorn's life; he failed his next save and had another 9 seconds of unconsciousness.
We heal up and move on. While we're poking around, the dialog box warns us that our target is taking action.
Korlasz is the woman we're chasing; she's preparing for battle. I could rest before seeking her out, but I don't want Korlasz catching up to us after we awaken, and attacking before we have a chance to buff ourselves. It's not likely, but it still feels like the time to attack.
Neera suffers spell failure while we're casting some light buffs.
I could wait for the spell failure to wear off, but that would drain our spell durations, and resting and repeating the process doesn't feel right. I march in with a malfunctioning spellcaster.
I scout them out. Apparently Korlasz is a mage with Stoneskin already active, and she has NINE friends backing her up. I didn't realize the fight was going to be this intense. No other Infinite Engine game threw this much stuff at you in the first dungeon.
I break out our best items. Khalid fires an Arrow of Biting right after the fight begins. A failed save!
He lands another hit, and Korlasz fails her save again. She's in bad shape. But Khalid is under even more pressure.
He'll die if he spends much longer out there. The rest of the party rushes to his defense, but in the end, Korlasz surrenders.
Apparently the poison overwhelmed her. And apparently SOD lets you spare some enemies instead of killing them. You even get to take their items!
We pillage the rest of the area, but can't figure out what to do with the colored torches.
This was a really excellent dungeon. Diverse enemies, light puzzles, excellent atmosphere, and interesting tactics. Best introduction of the saga, though I'm sure the difficulty would be very steep for a new player.
We return to the Ducal Palace. Everyone in the party leaves, but some of their equipment gets stashed away. I'm still missing a lot of stuff, and Poppy has almost no room left in her inventory.
I start exploring the palace. Turns out Korlasz was very ungrateful for our mercy. She breaks out of her cell and attacks. I have no party members to assist me, but there are a couple of guards to help out.
Unfortunately, both guards fail their saves against Confusion and are now useless. Poppy vanishes before Korlasz can try to disable her.
It doesn't last. Right after Poppy breaks invisibility to attack, Korlasz disables her. Poppy's gnome saving throw bonuses, her various defensive items, and her +2 bonus vs. illusion spells (thanks to the illusionist kit) are not enough to stop Spook, with its high save penalty.
While Poppy is disabled, Korlasz hurls damage spells at the guards. Soon after Poppy recovers, I realize that this fight was designed to be difficult to lose.
It seems Korlasz has already run out of spells, after dealing only a few tens of damage against the guards. The battle is set up to seem very challenging, but has relatively low risk: Korlasz starts out with strong disablers, but doesn't have quite enough spell damage to bring you down. I disable her to speed things up.
Further exploration finds that there's an option to release one of the prisoners, whom the guard claims is a doppelganger. It could make for an interesting diversion, but I decide to let the prisoner stay.
SOD is very dense. Much like BG2 had smaller areas with denser content than BG1, SOD has smaller areas with denser content than BG2. It's a good design decision, minimizing the time gap between quests.
I agree with all your observations, @semiticgod. It's a pity these things are overlooked when people talk about SoD.
Mortuus, the Elven Sorcerer (4th BG1 update)
We survived a hard test of mother wit. In the battle against Narcillicus and his Mustard Jellies we managed to find a way to save a nearly hopeless situation of losing one of our companions (the alternative would have been losing all XP of this companion).
At first, all was well, with Narcillicus poisoned by a Spirit Snake. Woden saved against Horror and was getting closer to the wizard.
With enough damage from poison by both Karasu and the Spirit Snake, Narcillicus went invisible and healed himself.
Soon the wizard revealed himself and casted Web on Karasu. An immediate reaction with maneuvering managed to let us not get into Web.
Woden activated his Defensive Stance and it was very effective against Fireball and Lightning bolt (this ability not only gives 50% resistance to physical damage, but also improves saving throws at -2).
But then a crisis happened. Woden didn't save against double Chromatic Orb by Narcillicus and was stunned. He was severely injured and open to all hits againt him. We were facing a situation of losing our tank and losing all his XP, as if he was killed, we would have to create a new character with 0 XP.
Luckly, Mortuus had a solution in his scroll case. We had several Invisibility scrolls, and didn't give them to Neera to memorize, exactly for these kinds of situations. Uzume now had to quickly reach the Mustard Jellies to get their attention (relying on halfling saving throws and an ankheg armour in the process).
So, the rest of the party immediately went to help Woden.
The Defensive Stance by Woden was still active, and even while he was stunned, this ability still reduced the damage he got from the Mustard Jellies. It probably saved him from death. Meanwhile, Neera used her wand of lightning to kill Narcillicus.
Woden was saved exactly in the last possible moment.
Mortuus levelled up in the process (4 from 6 hps). While Uzume tanked the Jellies, Karasu used his backstabs to gradually finish them off. He too levelled up during this fight (5 from 6 hps), and his new backstab multiplier helped tremendously against the last Jelly - Uzume already was slowed and Yahiko kept curing her poison.
This is how Woden was saved. As a reward for our heroics, Neera decided to share her knowledge of how to find a Stoneskin scroll.
Okay, let's plaster on a fake smile and plow through this $#!% one more time. I decide to take another crack at a no-reload BG1 adventure. This time I decide to roll a ranger.
Lately what I've been doing is rerolling until I get an 18 in the class prime stat. For a ranger that's constitution... but as an elf I feel like I should get high dex instead. So I do roll for it... but after rolling two or three times decide that an elf ranger should have high dex and constitution, so I decide to take the next roll with DEX and CON both over 15, which I do. I comes fast, 18/52, 16, 16, 9, 14, 10. But then I think to myself, 'elves get 19 DEX', so let's roll for 19. Why else be an elf with a bow? So I decide to take the next 19 DEX roll with no changes. Within half a minute I get this:
Low strength, but that can be remedied. The fact remains that a 97 is a frickin' 97. I barely even tried for it.
Io's performance as an archer is impressive, and she makes short work of the belt fetish ogre. Meanwhile, as she does circles around crops of trees to open the range and use her bow, 17 wolves, a gibberling, some random guy and possibly an insane clown from the astral plane join in the chase. Such is life in the wilderness of Baldur's Gate. I'm sure you've all experienced the incessant supply of wolves those maps can spawn.
Io, however, defends herself. She does well enough that I begin to look forward to trying out this new class, feel giddy at the possibility of a stealthy combatant who can backstab and has fighter thac0.
I go north towards the FAI. It's what Gorion told her to do, so Io is sure that if she heeds his advice everything will be okay.
Then this happens:
Io dies before taking two steps, riddled with arrows.
No-Reload Siege of Dragonspear with Poppy, the Cleric/Illusionist
I exit the Ducal Palace and begin exploring Baldur's Gate. Right off the bat, the city looks very different from how I remembered it. Caelar Argent's warmongering shenanigans have flooded the streets with refugees. The Flaming Fist dispenses justice!
The city is overwhelmed by the burden of poor refugees unable to pay for food or shelter. It's a complex problem we face in the real world as well.
I can fix this! I'll weed out the evil with a Holy Smite spell!
Looks like nobody here is evil. That's going to make things complicated. Especially since I don't have Fireball memorized.
I poke around the city, doing teensy quests and looking for recruitable NPCs as our Flaming Fist buddy Corwin suggests. I stop by Sorcerous Sundries. Looks like Siege of Dragonspear has some interesting and well-balanced items around.
I head upstairs to fetch some empty bottles, and catch some burglars in the act. Unfortunately, those burglars are well-equipped adventurers.
I haven't been able to rest once since I got here, even after fighting Korlasz a second time. I'm low on spells. Unable to fight back, I resort to a valuable escape option: a Potion of Invisibility.
I doubt I can fight them all, but maybe I can take down one. I nail the enemy mage with the Wand of Wonder... and destroy a single Mirror Image.
I'm not going to be able to handle this. Poppy just isn't strong enough on her own. I flee the scene, surviving the encounter thanks to Poppy's gnome save bonuses.
I report the incident to Haberdasher Drin. All I did was run away from the burglars, but Drin thinks I actually stopped them, and there's no dialog option to disclaim responsibility. Poppy is a hero by default.
I still can't find a place to rest, so I keep exploring. Garrick doesn't seem interested in joining the party, though I'm not sure I wanted him.
We happen across a very immersion-breaking stoner dude, who gives us a rather spectacular magic item for free.
We find Safana upstairs and welcome her back into the party. She tries on the stoner guy's glasses and uses them to drag an extraplanar critter into the room.
It seems that, in Siege of Dragonspear, not every decision the game offers you is a good one. Corwin bails us out of trouble.
These are rather interesting quests here. They don't follow the normal formulas and tropes.
I keep searching for a place to rest. At the next inn, we stumble upon the beginning of a bar brawl. Poppy tries to get them to settle down, but in the end, they fight anyway, and we have to pick a side. I wasn't paying attention to who was being reasonable and who was being a jerk, so I pick randomly.
One group turns red; the other stays blue. They're dealing nonlethal damage to each other, so I feel safe that they'll come out okay. I hurry up the fight with a Hold Person spell.
Unfortunately, I did not notice that Corwin was getting involved, and using some very lethal arrows.
Well, crap. After all my talk about peace and love, Corwin just shoots somebody to death.
Finally, I find the people who stole Ophyllis' money--Ophyllis being the guy who lost all of our money. They don't have it anymore, but they offer something almost as good: admitting that they were wrong to beat Ophyllis within an inch of his life.
They still maintain that it was okay to steal the money, though, because they really felt like taking it. Good enough for me!
Finally, I find a decent warrior. Minsc is back! And his voice acting has improved a lot. He seems more lively and real than in the other games.
I don't know why it was funny how he said "How are you?" but it was. Plus, we get Dynaheir, whose voice acting has also improved.
More exploring! I finally track down Rasaad, but he's not willing to join our adventure. Is it because Poppy's Charisma is 8? Or is Rasaad just more interesting in feeding the homeless than kicking ass?
He's in good company, with lots of clerics to tend to the refugees. They show off their powers, healing the sick and smiting the wicked.
I just love that those two spells happened at the same time.
We get involved in an argument regarding a stolen necklace or some such. Naturally, the accused defends his innocence by turning into a werewolf and trying to murder us.
You know, in RPGs, normally these arguments end in the accused apologizing and explaining their motives and there's forgiveness and resolution. Apparently Siege of Dragonspear is no normal RPG.
There are stairs here, but they lead nowhere. Unlike BG2, where such dead ends are described simply as dead ends, SOD throws in some flavor text.
We keep searching for a place to rest, but we're losing hope of regaining our spells. I suppose the glut of refugees makes finding lodging impossible, though it's rather inconvenient. The refugees don't have spells to memorize.
SOD has been criticized for having only three standard dialog options: good, evil, and goofy. Sometimes it works. We get a nice option after rescuing some rich bullies from the Flaming Fist, which I thought was being mean to them.
I choose the good option anyway, though. It's an impulse.
Some quests I never delve into. No idea what happened to this poor sod.
Get it? Poor SOD? Siege of Dragonspear?
The content is so dense I can't keep track of the names. We meet some guy in jail and we've met him before, but I don't remember who he is or why he ended up there.
As soon as one quest ends, another begins. There's more people in here I forgot about!
Finally, I meet a prisoner I remember.
But Tiax won't join us for some reason. I blame Poppy's 8 Charisma. It so repulses Tiax that he attempts to slay us, before realizing he's behind bars.
I still haven't found anyplace to rest. Defeated, we return to the Ducal Palace. A mysterious stranger pays us a visit and spouts a few cryptic lines.
Wait, that's Jon-bon! His voice is a little different, but between the accent, the context, the word choice, and the cowled appearance, you can tell it's him.
It's not just a cameo, though. He's here to scope out your capabilities and stuff. It's a tie-in to the BG2 plotline. Also, his identity isn't too obvious. That's exactly how you should introduce such characters in prequels.
Skie wakes us up. She sums up her motivations quickly and vividly, as a good NPC should.
We tell Skie's father about her plans, though I didn't really mean to. It doesn't matter; he won't be stopping her anyway. He gives us a treat!
We didn't even do anything and still got a reward. A Ring of Protection +2! Minsc gets it; Poppy's saving throws are already really low.
We finally leave Baldur's Gate and march to Dragonspear. We get a nice cutscene to emphasize the bigness of the situation.
We're so important.
Jon-bon pops up in the next cutscene, expressing interest in Caelar Argent's heritage.
Now I know it's really him.
Siege of Dragonspear is off to a great start. The quests defy your expectations, even when you're expecting a twist of some sort. There's moral ambiguity, but the difference between good and bad is still meaningful. The voice acting is a lot better; the lines I once found grating are replaced by smoother versions.
The only weakness so far is in the villain, Caelar Argent. The introduction sends you very mixed messages about her nature--she's doing horrible things, but some people absolutely love her, even people whose lives she destroyed--so I'm not sure how I should really feel about her.
Awesome, @semiticgod I do so enjoy your playthroughs, and your first play of SoD will be most interesting, am sure. I had so much fun with SoD, it is a great game. I will be watching your run with interest.
I am a bit further than you but I still do not understand neither what Caelar wants nor why we are going to castle dragonspear. I think I missed something really big even though I talked to everybody about the trip. So far the quests and interactions are great but the main plot has a hole for me. Might be better the second time through I guess or the big reveal Iis around the corner...
In the Adoy's enclave Neera reached the 4th level, again getting maximum (4/4) hps.
We started the fight against Ekandor with Neera using the wand of monster summoning. Karasu then poisoned a thayan wizard, and Uzume silenced all enemies. While Mortuus, under Mirror Image, kited around the room, Uzume successfully casted Hold Person on Ekandor. Then she held the second thayan wizard. The battle was won.
We bought a robe of the Good Archmagi for Mortuus, so when we were ambushed by hobgoblin archers, unlike the time before (when Mortuus had survived two shots with 1 hp left), AC it gave helped to not get hit.
The next ambush was much more dangerous, though. A group of amazons attacked us.
Maneira and Telka went invisible at the start of the combat, and we still didn't have detect invisibilities spells.
Fortunately, Telka fell under the radius of Hold Person by Uzume.
Unfortunately, Neera couldn't use magic (thus no Mirror Image, unlike Mortuus) not to risk summoning Nabassu, and fell to a single backstab by Maneira. It was a moment of a great sorrow for the party, and for Mortuus himself, as he clearly had fallen in love with a pretty half-elf... Even 4 perfect HP rolls weren't enough for Neera to survive a double backstab.
Not long after that, an enemy cleric dispelled Hold person on Telka, and she attempted to backstab Karasu. No more deaths this time!
Our magic prevailed on the amazons, and we had to bury Neera.
Reluctantly, we decided to invite Garrick to our party - after losing Neera we needed someone to identify items for us and use wands. Silke panicked because of Spook, then failed a save against Hold Person.
Yahiko levelled up, getting 8 from 8 hps. Garrick got 13 hps, not many, as the Neera experience could tell...
No-Reload Siege of Dragonspear: Poppy, the Cleric/Illusionist
We finally leave Baldur's Gate, entering a new area to explore before Siege of Dragonspear, with our comrades-in-arms forming a camp in a corner of the map. It's a convenient way to give the player access to a store, an inn, and a healer.
I finally meet Mizhena, the controversial trans character! She's the healer around here.
Let's find out what people are so offended about. I ask about her name.
Apparently that's it; she doesn't go any further than that. Four sentences, if you bother to ask her about her name. I've heard so many people complain about being lectured in-game and having some radical 21st-century agenda being shoved down their throat.
They must have been talking about some other game.
We head out in search of monsters to kill and money to loot. We find a new variant of spider, a Gargantuan Spider, which apparently inflicts not poison or web on hit, but a sleep effect.
Looks like SOD enemies are going to continue to surprise us. Unpredictability is the bane of no-reload runs.
We have another dream sequence! It doesn't tell us anything interesting.
I doubt we're going to fight him again in SOD. It wouldn't really fit the BG2 plot, where you're said to have defeated him only once before.
We run into some dwarven clerics in a cave, who are fighting some low-grade undead. We pitch in with party-friendly stuff like Holy Smite and Turn Undead.
But it doesn't go like I planned. Because Viconia is evil, her turn undead ability lets her take control of undead rather than destroy them. What happens when we gain control of undead that are fighting neutral NPCs?
The undead keep attacking, and the dwarven clerics all turn hostile.
These guys are probably quest-givers; this could be really costly. Unfortunately, this is a no-reload run, and we can't pacify them under the rules of the Infinity Engine. We have to fight.
Dynaheir hurls a Fireball at them, but the dwarves have excellent saving throws.
Their spells could be devastating if we don't let up the pressure. They're bound to have Hold Person and Command memorized, both of which could destroy us.
They start throwing disablers at the party. Poppy, as a gnome, also has strong saving throws.
The rest of the party, however, is not so lucky.
Poppy never memorized Remove Paralysis. That's what Viconia was for; her magic resistance should have made her the most likely to avoid getting held.
We throw out the few disablers we have left. The dwarves all make their saving throws. We don't.
Safana lands a critical hit, disrupting a spell by chance, but Glint and Poppy are low on spells and out of good options. Luck was against us. Poppy resorts to a Wand of the Heavens, but one of the dwarves responds in kind.
We use the Wand of Monster Summoning to hold off the enemies. Glint pitches in, but his AC is terrible. It won't be enough to resist enemy pressure.
Our summons make progress. Glint's saving throws help him absorb a Hold Person spell that might have slain our Gnoll instead.
The dwarves keep using Sanctuary to heal themselves. We're out of area-effect spells; we can't touch them. Worse, they still have some Flame Strikes left.
We silence a few of the enemies (Silence 15' Radius has a ludicrous -5 save penalty), but it doesn't stop the enemy's own Wand of Wonder. Glint drinks one of our few Potions of Extra Healing to survive.
Finally, Viconia and Dynaheir recover from Hold Person. But Dynaheir just got silenced; she's useless.
The enemy wears down our summons and advances to the party. But a Command spell from Viconia seals the head dwarf's fate.
Minsc breaks free from Hold Person! The tide has changed; the enemies failed to capitalize on our weakened state by attacking our helpless characters. The end is near.
We get a new Wand of Wonder for our trouble, compensating for the charge we lost, but that was entirely too close. Had we failed more saves, we might have needed more charges from the Wand of Monster Summoning, and those could be very precious in the fights to come.
I don't know how precious, because I have no idea what's coming next. I can't metagame Siege of Dragonspear on my first playthrough. I'm actually surprised I got this far without reloading.
Anyway, Poppy casts Invisibility 10' Radius and we rest. I cast this spell all the time; it can get you out of so many bad situations. I use Viconia's turn undead ability to turn the undead against each other while the party remains safely out of sight.
But the process is too slow, so I give up and proceed normally. I barely save a Verbeeg from a bunch of shadows, using healing spells to keep the giant alive, and Holy Smite spells to soften up the undead. I think we get rewarded somehow, but I don't remember what we got.
Moving along, I run into one of the last enemies I expected: Umber Hulks! I always thought of them as a BG2 thing, and I keep thinking of SOD as an expansion of BG1, when it's really a game of its own. I have Minsc go berserk to block the confusion effect, though he'll end up unable to drink potions either way.
Holy Smite softens them up, but not by much. They have more HP than I had hoped. Somehow, Minsc avoids getting crushed (Umber Hulks have pretty strong attacks), and we get out of it alive.
I find a disturbing note. I'm not sure what to make of this.
We've got a lich around here. But it also mentions phylacteries, which were never needed in BG2.
In Icewind Dale, Terikan the lich was just a skeleton with Animate Dead mage spells and not much else. You had to destroy his phylactery, however, to defeat him for good. In Baldur's Gate 2, by contrast, you never had to deal with phylacteries. But BG2 liches were absolute nightmares to fight, with high-level mage pre-buffs even in vanilla, weapon immunities, spell level immunities, high-level disablers, high-level damage spells, and high-level demon summoning spells. They could easily pulverize any party that didn't have the right tools to handle it.
So which kind of lich is this going to be? The weak IWD kind, or the nearly-invincible BG2 kind?
We'll just have to wait and see. Safana does some scouting for traps, and discovers that Bonebats can see through invisibility.
Because they're bats, of course. They use sonar. It would be cool if a deafness spell could render them blind.
Safana ends up luring a whole bunch of enemies over to the party. We've got a lot of critters to take down, but a choke point near the entrance slows them down. We throw out some area-effect spells before they swarm the party.
The Greater Ghast and mummies probably have nasty on-hit effects. I don't want to risk losing Minsc to a bad save, so Dynaheir takes them down. A critical detail about spells like Magic Missile is that they don't require attack rolls, so they can make good rescue options when fighters are struggling to land hits.
SOD likes to give you dissimilar enemy groups to deal with. But I'm surprised to see a Bronze Sentry from IWD pop up. These guys are ruthless.
There's no way Minsc can handle this. Especially when his two-handed sword +1 can't harm the thing. But he can buy us some time to weaken the Bronze Sentry and bring out some summons to absorb its future attacks.
I test out some spell damage on the Bronze Sentry. As I feared, it has the same damage resistances as in IWD.
Still, it has no apparent magic resistance. While our summons crumple under the Bronze Sentry's might, we grind it down from afar.
Later, we discover a group of pillars, which apparently need to be activated in the correct order. We get in serious trouble when we first try it out, and have to deal with a bunch of Mephits all at once.
I thought we'd be seeing a lot of Mephits in the future, since SOD gave us a scimitar that slays Mephits on critical hits. But nobody in the party is good with scimitars besides Safana, and she's not very tough. We barely survive the enemy's constant Agannazar's Scorcher attacks. That damage really adds up, and neither AC nor saving throws can stop it.
At some point, I scrounge up a rather interesting hammer.
It was definitely meant to be used against those dwarven clerics we fought in the previous level. I guess there was an option to betray them at some point.
I get tired of scouting for traps, and I'm not using CTRL-4 to detect traps since it imitates metagaming, so I proceed for a bit without stopping to look for traps. Moments later, we march right into a Fireball trap. Just as a new enemy approaches.
We lose a lot of potions that way. After having Mizhena raise Safana, we rest up and proceed, only to get blasted by fire once again. Mephits.
We lose a lot more potions. The Agannazar's Scorcher projectile strikes twice and produces a lingering line of effect, so it's easy for a single such spell to hit lots of people at once.
We're almost done here. One of the last treasures is a pack of five very interesting arrows.
We should save these for a special occasion. I'm not sure how reliable they'll be, however, since they offer a save vs. spell to negate the effects, and mages are great at making those saves.
We've finally met the lich, but he's not hostile. He gives us an item of some sort. But I'm sure there's something I'm missing here. I notice a secret door in the lich's room.
He might go hostile if we try to open it. But I have to see what's inside.
The lich is hostile. But what kind is he? The easy IWD kind, or the deadly BG2 kind?
No-Reload Siege of Dragonspear: Poppy, the Cleric/Illusionist
I can't believe SOD would throw such a hideously powerful enemy at such a low-level party.
Okay. We have to take down a BG2-style lich with a level 8 party. The lich has PFMW active already; those anti-magic arrows are useless. Even if the lich doesn't have the standard BG2 spell level immunities, it has Spell Shield active, which would block any Breach spells we might cast at him, if we even had Breach in the first place.
This lich is at least level 16 to cast Spell Trigger. It has at least one other level 8 spell to use against us, which could be Symbol Stun, Symbol Death, Summon Fiend, or the infamous Horrid Wilting spell. Any of those could wipe out the entire party.
There is no way for us to break through those defenses, or survive a direct attack. We have to run.
It seems that the lich is even higher level than I feared.
This really IS a BG2-style lich.
The lich loses some time to catching up with us, but not very much. Safana dies instantly.
Two level 9 spells in a day. This is either a level 18+ specialist mage, or a level 20+ generalist mage.
We keep running, but this lich uses a gnomish mage avatar, and therefore walks a lot faster than a normal lich. We can't outrun it unless Dynaheir casts Haste--which would require us to stand still for several seconds.
Poppy lags behind. The lich nails her with a no-reload player's least favorite disabler.
Minsc plucks away at his bow, trying to distract the mage while Viconia rescues Poppy. But since those anti-magic arrows are so finite and the lich might have a save vs. spell of 1 (like its BG2 relatives) for a guaranteed save against the spell failure, he uses some cheaper +1 arrows instead.
Minsc accomplishes nothing, but Viconia frees Poppy from her prison, and Glint has a summons ready to drain the lich's spells.
The lich turns to Minsc, so I hold back our Skeleton Warrior, lest the lich destroy both of them with the same spell. The lich disables Minsc--the Rasheman warrior isn't going anywhere for the next round.
This lich is almost behaving like an SCS lich. Proper pre-buffs (vanilla BG2 liches buffed with Improved Mantle instead of PFMW), solid targeting, and well-chosen sequencers.
Minsc might just make his saves and escape the area, but he won't have a chance if the lich is targeting him. I send out our Skeleton Warrior to pester the lich, while Dynaheir summons more monsters to replace the Skeleton I'm sure I'm about to lose.
The lich wastes good spells on the skeleton, but I am not reassured.
This is just a reminder that he's using potentially lethal spells. This isn't a fake difficulty fight like the escaped Korlasz was.
I was right. The lich has plenty more spells on hand.
One party member down. Viconia could make a strong tank if we gave her the Cloak of Balduran (90% magic resistance!), but I'm not ready to take that cloak away from Poppy. Poppy's the only one we really need to stay alive.
We're running out of options, though. The lich is making short work of our summons.
The lich is using more costly spells than we are, so we're narrowing the power difference, but I'm not sure it's going to be enough. After all, Minsc and Safana just showed us that the lich only needs one single spell to kill. And our summons might run out before the lich gets low on spells.
Plus, we're backed into a corner. We made a wrong turn and hit a dead end. If the lich advances, it'll have some extra time to attack us as we flee.
Remove Magic comes along--just like SCS!--but Dynaheir draws it away from the rest of the party.
We call in some new summons, but Dynaheir loses her voice in the process. The lich still has an overwhelming advantage.
Finally, a breakthrough: at least one of our summons attacks with a magical weapon.
Plus, the lich's Fire Shields have gone down. Unfortunately, the summons won't last long, and without her spells, Dynaheir is pretty much just waiting to absorb a spell. Another sacrifice to keep Poppy safe.
A Skeleton Warrior absorbs another dangerous disabler. Meanwhile, Glint tests the lich using Sanctuary. Unfortunately, the lich has the same ability to see through invisibility as its BG2 cousins.
Worse yet, this puts a barrier in front of our only escape route. To get through that doorway, we'd need to make a save vs. death at +2. Glint made his, but could Poppy?
We inch back and keep the lich occupied with summons. The carnage unfolds offscreen. Then, we see a disturbing message.
That's one spell the PWWP strategy (Provoke, Withdraw, Weaken, Pounce) cannot handle. Now the lich has a level 15 Skeleton Warrior on his side, with strong attack stats and 90% magic resistance. There's no way we could kill the Skeleton Warrior in our condition. Not without draining our supply of magical bullets, and I'm not sure even that would be enough.
I move Poppy to the far west, inch Viconia a little closer, and put our least valuable party member within range of the lich, lest the lich destroy Viconia, the stronger asset to our party. Glint suffers some light spell damage.
This isn't good. Ideally, Glint should be absorbing the lich's disablers with his gnome save bonuses, leaving the late-battle spell damage to fall on Poppy, whose high HP might be able to take the hit.
I pore through my inventory. It's going to take forever to harm the lich with magical bullets--we only have 3 APR unless we drink Oils of Speed, and we really need those. Finally, I get an idea.
The Wand of Wonder might just be able to hit the lich. It should strike as a level 5 spell, but perhaps this lich doesn't have BG2-style spell level immunities.
Viconia steps into view and uses the wand on our foe. It works!
Either he doesn't get BG2 lich spell level immunities, or SCS has made him vulnerable to level 5 effects.
The damage is also quite respectable. Two chunks of that life bar go away in one hit!
But we don't have that many charges from the Wand of Wonder. We drained our own in the fight against the dwarven clerics, and the wand we picked up from that battle was severely depleted. If the lich can heal itself or regenerate, we might not be able to end this fight without losing our Wands of Wonder--which I was hoping to sell and recharge for future use.
Viconia uses it again. It works even better than I thought.
The lich is dead! Two charges from the wand, and it goes down.
The enemy Skeleton Warrior comes for us. We're in no condition to take it down, so Poppy hides the party before it can land a hit.
If this lich is anything like Terikan, it'll come back soon. We need to find and destroy that phylactery before the lich can strike again. We hurry over to the room we unlocked. The phylactery must be there.
It seems it is. But the lich has already recovered, and all of its buffs come back!
We activate every clickable spot in the room, but we don't get any message indicating we've got the phylactery. Hopefully we've done what we needed to do, and the lich only needs to be defeated one last time.
In any case, we have to escape. Poppy downs an Oil of Speed.
Viconia and Glint drink nothing. They need to stay behind, at least for a moment. Why?
Well, if all three of us flee the room, all three of us could get hit by whatever spell the lich throws out. By staying behind for a couple seconds, Glint and Viconia will ensure Poppy makes it out okay.
Poppy escapes the lich's grasp. The enemy Skeleton Warrior confronts her, but, against the odds, fails a save vs. Blindness.
Poppy could already outrun it, but this makes sure that the Skeleton Warrior can't attack her friends.
The lich keeps pace with Viconia and Glint, and shows that it didn't just get back its HP and its buffs--it even got back its spells. And it knows how to deal with Viconia and her high magic resistance.
Only our two gnomes remain. Glint gets debuffed, though it was really a waste of the lich's time.
I'm not sure how exactly we're going to take the lich down without the party members and summons to absorb stuff like Skull Trap and Horrid Wilting. When Poppy narrowly escapes death thanks to the Cloak of Balduran, I know we can't just duck around corners and hope to survive.
I try to keep the lich focused on Glint, with mixed success. Poppy gets silenced--a survivable disabler--while Glint fails a save against another Stinking Cloud+Web Minor Sequencer.
I need to get Poppy away. I decide to check back on that phylactery room and see if I missed anything.
We finally get our hands on the phylactery! But Glint didn't make the saving throws he needed to survive.
Poppy is all alone.
I check the item description for the phylactery. It says nothing in this plane can destroy it. So what could work?
Then I realize. The hallway where we got blasted by a Fireball trap--it leads to a portal to the Plane of Fire! I'd been wondering what that room was before besides respawning enemies. I need to take the phylactery over to the portal.
The lich teleports over to stop us. Will the Wand of the Heavens work yet? Is the lich weakened enough?
Its Fire Shield is down; it must be vulnerable. We still have both wands, but we've only got three charges between them. If we use them up now, we'll never get them back.
I don't know if Poppy can run away from the next spell. We have to use the wand.
The lich survives. If we strike again, we'll lose one of our wands forever. But if we run instead, we might get a fatal spell hurled after us. We use the last charge of one of our wands.
But the lich survives.
If we're going to finish it off, we'd need one more chunk of damage. But if I use our last wand, we'll never be able to recharge it. It'll be gone for good.
I search Poppy's inventory. We have an alternative: a Potion of Explosions. It's not as strong, but the lich is almost dead.
My only concern is that the potion will strike as a level 3 spell, just like the Fireball spell it imitates, and perhaps not bypass the lich's spell level immunities. I decide to take the gamble.
It works! The lich falls once more!
We have one last chance. Everyone else in the party is dead, and we simply don't have the resources to fight the lich a third time. We need to get to that portal before the lich can come after us again.
Poppy runs all the way across the dungeon and hurls the phylactery into the fire.
Finally, the battle is over. We fought a BG2 lich twice in the same day with a level 8 party, and won against the odds.
I befriended the dwarves and you get a notification that you should report to them. Then you get a gem which disables the lich. Since I had autopause enemy sighted I used it before its buffs went off (did noot know he would have any) and that was all. I am not sure I would have led to fight it as you have but wow... I do think I missed out this run. Noreload would be troublesome for me
One of the most intense and epic fights ever! In my run I have entirely skipped this area, it is an optional quest ı think. I never even noticed or knew. I only had one weekend to play on pc so I kinda rushed to the end. Very interesting! And it really shows your skill as a player. Everyone can beat that enemy with lvl 20+ party. Few can beat it twice with a lvl 8 party. Congrats!
I really, really, really want to see you play the final fight of SoD, it had given me quite trouble. (Didn't reload, but was very tough going and we lost Glint permanently from massive damage) But the game throws lots of hints and help to your way for the final confrontation, which I have recognised along the way, so it was a bit easier for me...still a lot trouble and suitably epic.
SoD encounters are varied, interesting, and actually quite difficult. They found the perfect mix between bg2's 'distinct enemies with deadly abilities' and iwd's 'throw hordes of enemies' style, I think.
How much I want to try myself in that battle too, although I don't exactly know what you're talking about (it will be the first time for me as well, if Mortuus reaches SoD)
"Tabletop RPGs are the world in which save scumming doesn’t exist, so I think it serves as a reasonable subject for comparison. In TTRPGs, most GMs/DMs/storytellers/god emperors won’t allow players to re-roll or take back the consequences of a stand-alone check (e.g., trying to pick the lock on a door). The game may have built in mechanics for retrying a check, but otherwise the player has to live with the results. Some games also have a caution to let the results stand, e.g. Burning Wheel’s “let it ride” recommendation won’t let the player test again unless the circumstances surrounding the test change significantly.
In these situations, the tension/exhilaration/relief/anguish comes from the “no take back” stakes. Here’s a video from a D&D game we played a few years ago. Darren’s character would die if the incoming damage were over a certain threshold:
That sort of reaction happens in a TTRPG because you can’t reload from it. The chaos of die ranges normalizes in a combat, which is why save-scumming is not usually as big of a deal outside of early combat save-or-die effects.
There is also a different feeling for many people that comes from rolling physical dice rather than seeing a RNG spit out a result. A lot of people like an element of randomness in games. It increases tension and uncertainty. It doesn’t really matter that people are colossally awful at understanding probability (e.g. listen to people cry about “bad beats” in poker). The emotional aspect of rolling is more compelling than the rational analysis/problem solving aspect of considering the odds."
With Garrick on board, we cleared the xvart village - Woden provided the best possible AC wall against all xvarts. Uzume got an access to the 3rd spell level (3 hps from 8).
We killed a bad Polar Bear and saved the Sword Coast from gibberlings' plague.
Then we were ambushed by the second group of bounty hunters, led by Molkar. Holy Smite from Uzume blinded several enemies, but Garrick and Woden fell under Sleep effect.
Stubborn Molkar proceeded to attack sleeping Garrick, who had only 19 hps. Uzume managed to cast Exaltation - it was exactly the moment a priest of Tyr could be invaluable for the party - but poor bard was dead the same second our cleric finished her casting.
Garrick didn't last even a week in our party... But we had no time to mourn the bard, we concentrated on enemies. An enemy mage was soon killed by our summoned dire wolves. Yahiko managed to charm Molkar, Uzume commanded to an enemy dwarf, while our wolves finished an enemy cleric.
At last, the bounty hunters were finished, and Woden was unconcious.
With our bard dead, we had a counsel whom to invite to our group. Mortuus remembered he saw an elven mage in the Mulahey's chamber and decided to return to him. Xan promised to repay us for his freedom, and this time we accepted his offer. He got even less Hps than Garrick from 3 level ups (7), but at least Xan was not a wild mage (and thus we were free from any surges) and already knew Mirror Image. He was an Enchanter, and excelled in crowd-controlling spells.
Before continuing our journey, we paid a visit to Thalantyr and bought the Horn and the Claw of Kazgaroth for Woden - yes, his saving throws against poison/death became worse, but instead he became a lot more resilent against spells and wands. So, we hoped, he wouldn't lay unconcious in future battles. Also, his armour class was increasinly starting to resemble the brickwall.
As for the CON penalty, Uzume always had Remove Curse spell memorized, so that Woden could regenerate when needed.
With new items, we killed an ogre-mage, Droth, who enslaved a nereid. But since this nereid first killed Xan, he didn't wish to let her wander around the Sword Coast freely, and freezed her to death.
Woden reached a new level, getting 6 hps (from 15), but more importantly, his saving throws improved at -2.
Xan showed what a good mage he was, alone defeating a pack of ogres and berserkers. It began to look like we finally found the right 6th party member.
Woden, equipped with the cursed two-handed sword of berserkering, helped to deal with sirens. We found out that this sword didn't stop feeblemind effects to be shown on the Woden's screen, but in the same time Woden remained active and fought the sirens even having the feeblemind icon. Also, we found out that feeblemind inflicted by sirens was a temporary effect, unlike the arcane spell with the same name.
No-Reload Siege of Dragonspear: Poppy the Cleric/Illusionist
We suffer a huge setback, but come back stronger than ever before.
SOD has pretty cool cutscenes. Looks like Caelar Argent has a very diverse army!
I think this is what SOD's critics meant by pandering to diversity. In SOD, you don't fight hordes of the same enemy over and over, as so often happens in CRPGs.
But personally, I happen to like enemy diversity. I want my characters bathing in a whole RAINBOW of blood types.
Hephernaan, a consul to Caelar, uses the same animation Poquelin did from IWD. Poquelin being an evil schemer with a similarly evil voice to Hephernaan, I think I know what kind of character he's going to be. Especially when he practically quotes Poquelin in a cutscene.
More exploring! I finally run into Baeloth, who I've heard is absurdly overpowered. The moment I hear his voice, I hate him.
It's not the alliteration (I like alliteration), though the alliteration does sound a bit forced at times. It's really just Baeloth's voice. This guy is not getting in the party.
The spectators aren't very impressed with his rodent cage matches. I think it's hilarious.
I get what the writers were going for in that spectator's complaint, but it falls flat. It would have been great as a voiced line with the right voice actor, but as a simple line of text, it doesn't quite work.
I heard good things about M'Khiin, though I wasn't sure who she was until now. Apparently Baeloth tried to enslave her. It's really not helping my opinion of the guy. I free M'Khiin and bring her into the party, finally booting Glint. One problem remains:
She's unable to level up. Judging by the -1 XP to the next level, I assume the problem lies with the XPLEVEL.2da. Somehow it's missing a line for the Shaman class, even though I just installed SOD and the only mod I have--SCS--preceded SOD. I add the line and she jumps up to level 9! SOD really makes sure your companions keep up with you. Good mechanic.
We wander up to the north and find some enemies, who seal off the exit... while the party is still unbuffed.
Games only cut off your escape during boss battles. This is going to be hard.
We switch to missile weapons and make our first attacks against the enemy spellcasters. Two hits and two disrupted spells. We're off to a good start!
Then things go horribly wrong. Minsc does not have nearly low enough AC to handle the enemy fighters.
Then, a more disturbing sign: one of the enemies can stun on hit!
And then? Even worse news.
Minsc, our only fighter, pops like a balloon, sending Boo soaring on a flying chunk of meat.
Fly, Boo, fly! The fate of the forest, nay, the world, depends upon thee!
Dynaheir unleashes her fury on the enemy. Poppy gets caught in the crossfire, and her Mirror Image fails to protect her.
The enemy target Poppy, nearly slaying her. We have to drink a Potion of Invisibility to keep her safe--a healing potion would not be enough, and we barely have any left to drink.
M'Khiin piles on the Call Lightning spells. They're slow to cast, but the effect is incredible. Dynaheir casts her second Fireball...
...and then, everything ends.
Poppy has fallen, struck by some unknown force.
But no death cinematic appears. That was just a cutscene ending the battle early! Caelar comes to speak with us. She asks us to join her... or some other conciliatory message. M'Khiin warns us in her characteristically blunt way.
She reminds me of a stern but wise grandmother figure. Our Goblin Grandma!
I try to say something conciliatory back, but the game won't let me.
You're required to dislike Caelar, or at least mistrust her.
Apparently Caelar's endgame is to wage a war against the Nine Hells and free the trapped souls within. That's actually a really cool idea and a noble cause, and it's exactly the sort of messianic megalomaniacalism that I would love to see in a quest. But Poppy doesn't get to join the crusade and murder demons.
We turn to more mundane matters. We need somebody to take Minsc's place. But there are zero fighters at the camp, because I don't know Corwin (whom I've since heard is a badass Archer) can join the party. Of the few available options, I pick my favorite: Edwin.
But Dynaheir hates Edwin for some reason and won't abide his presence. I side with Edwin in the least evil way I can.
With the loot from the fight, including the Full Plate Mail that Minsc will no longer be able to use (and which we can't carry due to our low Strength scores), we get enough gold to buy some Potions of Genius and fill up Edwin and Poppy's spellbooks.
We also get a very special item, an incredibly expensive tool that could bail us out when things go horribly wrong.
Why not the Wand of Fire, or a Wand of the Heavens? First, the Wand of Fire costs a lot more, and I get the feeling that late-game enemies are going to be resistant to fire (they almost always are). Plus, if I can get a hold of a couple scrolls of Minor Spell Turning, I can create a scorcher loop that does cold damage!
Except the projectile for the Wand of Frost doesn't actually strike as an Agannazar's Scorcher projectile does, even though it looks like a re-colored variant of it. The Wand of Frost neither strikes foes in a line (it's single-target only) nor does it strike twice. It's still a strong investment, though.
M'Khiin awakens some goblin spirits, who give a sparkling insight into goblin ethics while explaining how they died.
Some jokes break immersion, but this one supports it.
We've almost exhausted what the map has to offer. All that's left is to buy some Stone to Flesh scrolls to the petrified folks up north and use the scrolls to fleshify them. Turns out the reward exceeds the cost!
Those refugees have been loaded this whole time! Can't complain, though. The refugees' money is better spent on wands of destruction for the HERO OF BALDUR'S GATE than silly niceties like food and shelter for their children.
Since Caelar (or somebody else; I don't know) destroyed the bridge we wanted to use, and there's no in-game mechanic for building a bridge out of shiny refugee money, we have to go someplace else. But we're waylaid by enemies on the way!
Actually, no enemies appear just yet. We toddle out to the west and agree to go butcher a vampire. Naturally, we wait until nightfall to attack the thing.
The vampire asks to speak with us first. I can't see the harm in talking, but the vampire hunters believe that merely talking to a vampire is worthy of death. We end up fighting the vampire hunters instead.
We've got one fighter and one pre-buffed mage to deal with. Viconia absorbs the first disabler, but the vampire fails its save. It'll be very easy to kill unless we act fast.
M'Khiin moves into position, targets the enemy fighter with Call Lightning, and activates Detect Illusions to try and reveal the enemy mage. Edwin hauls out a Phase Spider, which can deal the original Phase Spider's powerful poison effect on a failed save: 5 HP per second!
Both plans fail instantly. The mage has Emotion. The Phase Spider and our Goblin Grandma are both out for the duration.
Edwin's Minute Meteors bounce back onto him. It seems the mage has a spell turning effect active. But we have a bigger issue.
See those tiny white dots in between Viconia and the Fire Shielded mage? It looks like the GAZE projectile, which I only know to appear in a Basilisk's gaze attack. It hit Viconia without any message indicating a spell cast, and bounced off her MR. What happened?
Is that a wand?
We need to hurry; our vampire friend is approaching death. Emotion predictably fails to knock out the mage, but it takes down the fighter. Half the battle is won!
We hurl Silence 15' Radius at the mage. It fails its save! Now the fight is truly over.
But then...
The mage, Ikros, just attacked us again. Poppy's MR blocked something. But what?
With the mage silenced, it can only be one thing. It's a wand!
I want it. It could be a Wand of Paralyzation, my favorite wand, which Belegarm, back at the camp, does not sell. But if we take too long to kill the mage, it'll run out of charges, and the wand will disappear forever.
Edwin casts Slow. It works! The mage will be much easier to hit now.
But without a fighter in the group, our THAC0 still isn't good enough for reliable hits.
Improved Invisibility must have balanced out the AC penalty from Slow. But look! Poppy is stunned! That's a Wand of Paralyzation!
We have to get this. But the mage keeps shrugging off our attacks. While we struggle to hit the mage, the vampire slays the fighter.
The mage turns visible! And its Stoneskin breaks down!
Now we can hit the mage with damage spells. But if Ikros has Shield as a pre-buff, Magic Missile will do nothing. Edwin's only alternative is an Acid Arrow.
But Acid Arrows take time to deal their full damage. And if we don't hurry, Ikros will empty the wand before we can get our hands on it.
The vampire deals the final blow. The wand is there!
WE GOT IT WE GOT IT WE GOT IT! Yes!
Poppy identifies it. It had a single charge left. If the fight had lasted a few seconds longer, we might have lost it. Edwin's Slow was crucial to our success, as it meant the mage could only use the wand once every two rounds.
Recharging it will cost us a lot of money, but it will be worth it. With its massive -4 save penalty, it will have about a 50% success rate, assuming the enemy has no MR, spell protections, or immunity to stun. And it has 100 max charges!
For the first time in... actually, forever, I'll be able to throw around Wand of Paralyzation charges for an entire game. This could save our lives many times over the course of the run.
No-Reload Siege of Dragonspear: Poppy the Cleric/Illusionist
Poppy dies because I didn't check for traps.
Just kidding!
Lots of little tiny battles. I start resting more before each fight; I'm getting more anxious about death as I get further in the game. So far, we've had no reloads, and it would be awesome if I could keep that up until the end.
Normal fights are actually pretty easy to resolve with Edwin and M'Khiin together.
Edwin sums up our strategy rather nicely.
SOD has a lot of tiny details that make the environment seem more real. Like adding rats to some bodies left outside, even though they're easy to overlook.
We run into Rasaad! He changed his mind about helping the poor and decided to go punch bad guys with us instead.
He's a bit like Keldorn. Pure, wise, and warmhearted. Plus, we really needed a replacement for Minsc, and Rasaad is the closest thing we have to a fighter now.
We're in luck! SOD really does make sure all your party members are up to speed.
This was an issue in BG1 and BG2, where it was generally best to stick with one group of allies for the entire game, never switching out anyone. In SOD, it's not so bad to lose Minsc forever.
We have some Trolls to deal with in the next area. Trolls are bad news for magic-heavy parties, since they're immune to almost all disablers, but they're still vulnerable to slow and blindness, and Poppy has decent damage output in flind form, which has the added advantage of dealing fire damage.
I was worried that Trolls would give us trouble. I don't think they have the same stats they did in BG2.
We get a new cutscene! Back to Candlekeep we go.
I have no idea what Imoen is talking about... Kind weird.
Apparently, SOD hobgoblins use potions. Big potions.
I think this is one of the ideas they borrowed from SCS. It's a wise choice; it keeps things fresh.
We run into several groups of Trolls... It seems SOD does still have some repeating encounters; not all of them are unique. The good news is that SOD Trolls are vulnerable to poison! Edwin's Phase Spider shows off its powerful poison damage. M'Khiin shows off, too.
We generally travel under the effects of Invisibility 10' Radius. Aside from helping us get the jump on enemies, it also renders Web traps useless.
We just wait out the duration before engaging the spiders.
Later, the party stumbles into a den of Trolls, including a Giant Troll and a Troll Shaman. Rasaad gets severely injured by a critical hit--as a monk, he has no defense against critical hits--but area-effect damage and Poppy's flind form cut down the Trolls.
We poke around and find a secret chest. Infravision has a use in SOD! At least once, anyway.
M'Khiin gets a new set of goblin armor, and it boosts her CON to the maximum. Now she gets maximum HP! We also get a valuable new scroll.
I actually haven't used this much in the Beamdog games, but I really love the concept of making Darts of Stunning hit Planetars and destroying Clay Golems with our bare hands.
Another unique encounter! And another nearly fatal critical hit against Rasaad.
If I didn't like Rasaad, those critical hits probably would have gotten him kicked out of the party. It's an especially bad weakness in a no-reload run.
Not everything in this area wants to kill us. Some people actually know who we are.
Even marching around under invisibility, Safana's looks attract unwanted attention.
SOD banters happen passively in the dialog box; they don't interrupt gameplay. Another smart choice.
I keep taking screenshots of items without remembering where I actually got them.
Viconia gets an extra level 4 spell slot with this thing in hand. But she loses it if she switches to her sling, with which she has superior THAC0.
SOD likes throwing hordes of enemies at you, much like IWD. It's a refreshing break from BG2, where you'd have one gigantic enemy crushing you all by itself. But not all enemies are the same; a lot of them are spellcasters.
Fights with spellcasters are usually more interesting. Even though my top priority is to keep them from casting any spells in the first place. This, by the way, is a "You have been waylaid by enemies and must defend yourself" area, so you can't revisit it later.
We break into a poor Myconid family's home and slaughter them en masse. They were probably evil anyway. More importantly, they've got a sword!
Look at those stats. A halfling, dwarven, or gnomish Wizard Slayer with this sword and the Helm of Balduran would have a save vs. spell of 1 by this point. Another cool novelty from EE is the ability to add effects to critical hits. Single-Weapon Style isn't just for thieves anymore.
We also get a confusing message about the hooded figure.
The elves have been tracking Irenicus since before BG2 began, and they still didn't see his attack on Shabbashashar coming?
Another note makes more sense. I was right! Hephernaan is the evil adviser type!
The text itself also implies otherwise, but they wouldn't put that annotation there unless he really was evil. Characters in fiction are basically never wrong when they distrust somebody's motives.
SOD always makes sure you don't feel guilty about your homicidal rampages. After all, it's not like the rest of the world is any better.
Clearly this is the natural order.
Finally, we get some REAL anti-magic arrows. Once again, I've no idea where they came from.
Enemy diversity stays strong. SOD takes some enemies from the BG saga, others from IWD, and adds in some completely new ones as well.
I remember fighting a Displacer Beast in an old D&D arcade game. It was merciless, but the fight was awesome.
I love Rasaad and M'Khiin. I especially love them together.
No-Reload Siege of Dragonspear: Poppy the Cleric/Illusionist
We ignore sound advice.
While snooping around Wyrmface Forest, somebody tells me not to go into the cave full of spiders.
Something tells me that this cave of spiders is tougher than I might suspect. I go inside anyway. What's the worst that could happen?
Seconds later, we're swarmed.
Edwin deploys his magical boomstick (no, not that one) (yes, that one) while the rest of the party holds off the spiders. Many survive.
Edwin marches forward to follow up. Meanwhile, Rasaad buckles under the pressure, failing his save vs. breath weapon and becoming entangled.
Edwin flash-freezes half the horde, but we're too late to save Rasaad. Edwin is not very troubled by the loss.
Disablers work better on the spiders. While M'Khiin prepares to finish the job, Edwin is busy failing his saves vs. death.
That poison is from a Phase Spider. He'll be dead within the round without treatment. I hand him an Elixir of Health, cast Slow Poison on Safana, and finish off the last of the visible spiders, still running around due to Horror.
A LOT more spiders came out than I thought, and they came in separate waves. I'm not sure I trust that the rest of the place is empty. I brace for another fight.
Sure enough, a Seven-Legged Spider runs out to kill us. It probably has especially deadly poison. But we never find out, thanks to Command.
Now, I'm sure the nest is empty. Time to search for traps and loot the place. Seconds later, Safana gets webbed. Poppy scares two of the nearby spiders, but can't stop the third one from pouncing on Safana.
But now Viconia is webbed. When Command fails to take it down, Edwin rushes out to kill it with spell damage while Poppy prepares Invisibility 10' Radius to rescue Viconia. Both of them fail their saves against Web.
The Gargantuan Spider knocks out both M'Khiin and Edwin, but Poppy finally makes her save, and finishes casting Invisibility 10' radius.
We heal ourselves a little and smoosh the spider, but when Poppy tries to hide the party again with Invisibility 10' Radius so we can rest safely, Polymorph Self expires and disrupts her spell.
Getting caught in a Web won't disrupt the spell, but Polymorph Self expiring will, because it uses a delayed "Cast Spell" opcode that overrides anything else you might be doing, and which is coded to cast normally rather than cast instantly.
We can't rest here safely. I decide it's wiser to head back to camp without resting, lest we get overwhelmed by a spider ambush. But we run into a new area first, and it looks like we won't get time to rest before the next fight.
We are much too weak to handle a couple of Verbeegs safely, so we turn to our wands. Edwin summons a cluster of monsters, unfortunately rendering M'Khiin's Call Woodland Beings spell useless, as we could not kill our summoned wolf in time to make room.
After a couple tries, one of the Verbeegs fails its save against the Wand of Paralyzation (yay!), while the other fails its save against Feeblemind. They're easy to dispatch after that.
We save the dragon! It gives us a useful but unimpressive rock.
We are so low on gold that we can't raise both Viconia and Rasaad.
We actually have to pawn off some of our supplies just to get the party back together.
First of all, I just want to put out there that the pronunciation of Io goes thusly: Ee-oh.
If you say Aye-Oh, you've been saying it wrong your whole life. That's right, NASA, I'm looking at you.
Second, I am admitting ahead of time that I, sluckers, am an idiot.
No, Io is not dead. She is alive and well and on her way to Nashkell. I have not gotten her smashed, burnt to a crisp, diced, choked, drowned, charmed, feebleminded, or any of the other myriad ways to die in what is sometimes a truly ludicrous 'surprise-you're-dead!' game. It turns out that an Avenger is a darn hard character to destroy, which is good, because despite my idiocy Io has carried my ass through to Chapter 2 of this latest no-reload run of BG1.
Here's the proof:
Io is going to be the leader of a 'Force of Nature' no-reload run. Rangers and Druid's primarily, though that theme won't be completely strict. I've been inspired by @bengoshi's current custom party, and seeing Yahiko again has reminded me that I love druids above all the other spellcasters. But I want some conversation (no point in wasting the NPC project mod) so I will use EEKeeper to change NPC classes to fit. That is the theme.
Now let us begin at the... beginning.
So first things first, Io must get to the Friendly Arm Inn. Should be simple enough, right? Unfortunately, Candlekeep wasn't the best of places to practice druidic skills, particularly navigational skills. Fortunately, however, Io had the wherewithall to bring her iPhone.
This is my head-canon RP explanation for the next picture, and I'm sticking to it.
No, Io had not visited the Nashkell Carnival and picked-up a protection from petrification scroll, nor was she capable of using the helpfully available pro. from pet. scrolls in high hedge, as she's a druid. She had neither the strength or lockpicking picking skill to obtain any potions of invisibility from any chests, either. She was completely unprotected.
Because I'm an idiot.
I will admit to being impatient, since my last couple of attempts at no-reloading BG1 have ended in failure due to ambushes or surprise 'gotcha!' moments the game throws at you. I really really really wanted a character that could take more than a single arrow hit.
And before you ask yourself why I would take such a risk with my beloved Avenger Io in a no-reload attempt, know that it actually was much worse than that. I also had a run in with Neera in Beregost. As it turns out, facing off against Red Wizards isn't the smartest of things to do as a level 1 druid, especially because Neera is a douchebag. Fighting them was, in hindsight, a stupid thing to do.
But Neera...
I hate that woman. My hatred for that woman keeps the Nine Hells burning.
She gets Io to help her, then just walks away and throws us to the wolves. Io then gets hit with a few too many mage spells.
Getting hit with Melf's Acid Arrow and Drain Declogger is not fun when you have only 9HP. Io spends the next couple rounds unable to do anything except chug healing potions to prevent the bleeding from killing her off. I have her pepper the mage with darts, and every 2 darts she chugs a potion. She manages to stay alive, using the applied AC penalty of entanglement to help land hits.
Oh, ya, and I forget to collect the coveted gembag from Neera's corpse. Because, like I said, I'm an idiot. That was kind of the whole point I triggered that event in the first place.
Anyway, things get better. After barely winning against the red wizards and failing to save Neera (not that I tried after what she pulled), Io's map app directs her to walk 37kms east to the Friendly Arm Inn. Unfortunately, all that our tired and lonely Avenger finds over there is a ghoul, a lot of bassilisks and an FAI "We've Moved!" sign.
Now to fighting bassilisks unprotected...
I have Korax walk in front and use the contrails of the petrification gazes to aim the ghoul in the right direction. Doing this, and moving him along the edge of Io's line of sight, you can get him into melee range without ever being at risk of petrification... usually. Korax has to successfully freeze the basslisk in the first 2-3 hits.
Just never ever ever stand along the same angle of attack as Korax. SCS bassilisks will switch targets to spread the petrification around. Having Io stand far away in a different direction means that the bassilisk will turn before using its gaze, which is a helpful visual clue. If it turns, run away. You have about 1.5 seconds.
Unlike certain summoned monsters or spirit animals, Korax cannot attack beyond line of sight. When the message that the bassilisk has retargeted him appears, you can walk back into visual range and give him another round to hold it in place.
Oh, and, uh... don't get hit.
Do this for each bassilisk and wallow in your shameless metagaming crapulence.
Victory over the bassilisks brings Io to over 30hp. Oh happy days. NOW we can go to the Friendly Arm Inn, hopefully with no diversions along the way.
Okay, maybe just one diversion.
Alright, make it two. The fetish orge IS on the way.
It's all about efficiency in heroic adventuring and errand running.
So satisfying. I love druids.
Tarnesh is pretty hard if you try to face him solo, at level 1.
When Io finally reaches the FAI for a well deserved rest, she unites with Gorion's friends...
...who pledge to assist her and help keep her safe by dragging her off to a potential warzone, black pit of death or site of a miner's strike... or whatever the Nashkell mine has become.
For sirens near the Seawatcher tower we used the same tactics: Woden with the cursed sword of berserkering + Karasu for backstabbing.
Mortuus, Yahiko and Karasu all got new levels, with favourable hp rolls (5/6, 8/8 and 4/6 respectively).
Xzar also levelled up, getting an access to 3rd level spells and 2 hps from 4.
Woden, under the effect of a potion of absorption, dealt with all flesh golems in the cave.
This way we acquired a CON tome for Woden and Relair's Mistake cloak for Karasu - the wolf form has better STR than his base variant, and provides faster speed to reach his opponents.
It was the right time to go ankheg hunting, with Sleep spells from Xan, the wolf form for backstabs and solid HP pool of Woden. We didn't encounter any difficulties in the process, usually seeing an ankheg die in two seconds which covered an attack by Woden and a backstab by Karasu (or vice versa).
We helped Tenya in her quarrel with fishermen and bought Dagger of Venom for Yahiko.
We dispatched wolves to the east of Beregost temple, with Woden successfully tanking against the whole pack of them.
Woden, protected from pertification by the green scroll, and under the effect of a potion of invulnerability, saved against all control spells of Mutamin, and finely tanked all basilisks.
Uzume got a new level (5/8), everyone else already had solid XP under their belt, so we felt capable of dealing with a mercenary band there.
A single silence spell from Uzume and Korax still under our control helped to won this battle for us.
On the way back to Beregost Woden reached the 6th level (9 hps from 16), and already was prepared for BG2 flails
We bought the last major item available pre-BG (except for Ulgoth's Beard items, but I find it fair to visit that area only after reaching BG) - the Army Scythe crossbow, and cleared Peldvale and Larswood, camping before attacking the Bandit lair.
P.S. My vacation is closing in, so the continuation of this tale will happen in a month-time. Good luck to Poppy, Melissa and Io!
SOD took the sprites from IWD2 and resized them. Cool.
We sneak inside the cave. Look! Something horrible!
But it's asleep. We can sneak past it, and avoid a confrontation with one of the deadliest critters in Faerun. We're already invisible, so I figure we can just walk past it. I go for a container just behind the dragon.
I'm wrong. The dragon awakens the moment we get close.
It's lucky only M'Khiin failed her save against Dragon Fear, but we're still unbuffed and unprepared. This is a green dragon; it uses poison breath. We have zero defense against poison damage.
I'm not quite sure how I'm going to handle such a creature; I never thought SOD would throw a dragon at us. And judging by that line, I think you're expected to avoid fighting it. That's no longer an option.
First, we need to get control of M'Khiin.
We're safe from Dragon Fear, but Morentherene has lots of other options at her disposal. She puts Rasaad in the red with a Wing Buffet and a swipe of her claw.
I have almost no Potions of Extra Healing; holding off that much damage for long is simply not realistic. I need to knock out Morentherene quickly if we are to survive.
She blasts us with her breath weapon. Viconia's magic resistance is no help.
One character down on the first round of combat. Worse, Poppy is going to lose her aura to drinking an Elixir of Health; those Greater Wyverns have deadly poison as well.
Edwin launches Feeblemind. If it works, we're safe. Morentherene just barely makes her save.
We may still have a shot with the Wand of Paralyzation--maybe SOD dragons don't have all the same immunities as BG2 dragons--but it's a long shot.
We have to start running. We are completely unequipped to handle this fight; we have to get out. Poppy, trying to avoid the Greater Wyverns, downs an Elixir of Health while her friends flee from Morentherene.
But the dragon has fast movement and long reach. Safana approaches death.
The dragon only needs a 3 to hit Safana. Safana has poor AC, but that attack roll is still a telling sign that no one in the party will have the AC and HP to tank Morentherene.
Safana's aura isn't clear to drink a potion, but she manages to slip away. The dragons wrath descends upon M'Khiin instead. Goblin Grandma has the highest HP of the party, but even she can't survive more than three hits.
Notice the little swirl of magic over Morentherene. She made her save against the Wand of Paralyzation. I need a failed save, either to disable Morentherene or at least to confirm that she's immune to the effect itself.
M'Khiin keeps running, but she can't escape Morentherene's reach.
But we're almost to the exit! We might just make it out alive.
We reach the west end of the cave, but at the last second, Morentherene knocks Rasaad unconscious. We can't leave until he wakes up.
Morentherene blasts us one more time with her breath weapon. We survive the attack and stagger outside.
No one follows us. We're safe for now.
We've still got a problem. That dragon is probably still waiting for us by the entrance. That breath weapon does tens of damage even on a successful save; most of our party could die in one or two hits. And Morentherene appears to use it rather frequently. There wasn't much time between the two breath weapons she used.
I consider my options. Based on Morentherene's incredible THAC0 and powerful breath weapon, and our shallow supply of healing potions, I don't think anybody in the party could tank her for long. We need to take her down with magic.
Edwin can cast Feeblemind three times. But if Morentherene has 50 MR and the standard save vs. spell of 6, the chance of disabling her is only about 50%. That's nowhere near good enough; we need another plan.
The Wand of Paralyzation just might work. If Morentherene has BG2 dragon immunities, it's hopeless, but if not, we have a good chance of stunning her, particularly since we have so many charges from the wand.
Failing that, the Wand of Frost could slay her through brute force alone. It deals 30 damage per hit (it doesn't offer a save for half, contrary to the spell description), but Morentherene's MR will cut that in half. It would take time to kill her.
What about our defenses? We have basically no means of improving our saves vs. breath, no one can get AC low enough to hold off her physical attacks, and M'Khiin and Rasaad won't get poison damage immunity for a long time. We do, however, have one item that could help us.
I'm not confident this can work, though. I check the item in Near Infinity to make sure.
It doesn't give immunity to poison damage; just the poison opcode and the intoxication opcode. Since I hadn't seen @Iroumen's post at the time (I've not read anything about SOD that I haven't already played through, and this is my first run), I assume that BG:EE items are the same as SOD items, and do not realize Near Infinity is misleading me.
So I won't bother using the scroll.
I go over it in my mind. I really want to take down the dragon, but it poses a severe threat to the success of the run. I consider doing a test run. If I failed in the test run, I'd just move on with the questline, never fighting the dragon. If I succeeded, I would do the same--the purpose of the test run is not to get past the dragon, but merely to see if a proposed solution would work.
In the end, I decide to just go for it. But I can't do it as we are now. Not everyone in my party has the power to take down Morentherene, and none of us have the power to tank her. There is no point in resurrecting Viconia or M'Khiin; they'd just die without contributing to the effort. But if I boot them from the party without raising them, they're gone forever. Instead, I'll kick out Safana to make room for the new character.
I look around the camp. I need an NPC with the power to either tank Morentherene or take her down. But nobody in the camp fits that description.
So I just pick somebody I don't like.
I've heard Baeloth is overpowered, but that's not why I want him, especially considering his MR is useless against Morentherene's breath weapon. I want him to serve as our tank, even though his HP is low, simply because I know he'll never be in the party late game.
He's useful because I don't care if he dies.
Our callous disregard for Baeloth's life costs us 2 reputation points. Rasaad is not happy we're using a sacrificial lamb.
Our reputation is at 5, solely because Viconia, Edwin, and Baeloth are in our party.
We march back to the dragon's lair. Baeloth and Edwin chant in unison.
I take a peek inside. The dragon moved!
This is great. We have an extra 10 seconds before we die!
Edwin deploys the Wand of Monster Summoning. Every monster we summon panics the moment they see the dragon.
While Morentherene is busy with our summons, Baeloth casts Greater Malison while Poppy and Edwin use the Wand of Frost and Wand of Paralyzation. Rasaad scurries ahead so we have a fast-moving character to distract Morentherene once our summons go down.
Baeloth is our intended decoy, but first I want him to cast Greater Malison. Morentherene takes down one of our summons, but Greater Malison gets past her magic resistance.
It means little, however, unless Morentherene is vulnerable to stun.
We keep blasting Morentherene with our wands. Normally I like to save charges, but this fight is too big for us to go without them.
We're making progress! Morentherene doesn't have the huge dragon hit points that I've gotten used to while playing with SCS. She's still a monster, though, and her MR blocks many of our attacks.
See that swirl over Morentherene? This time, she failed her save, and her MR didn't block it (it just blocked Baeloth's Magic Missiles). This means she is indeed immune to the Wand of Paralyzation, just like normal dragons.
Knowing the Wand of Paralyzation is useless, I have Edwin and Poppy toss the Wand of Frost back and forth so we can use it slightly more than once per round. Meanwhile, Morentherene turns to Rasaad. He won't last long.
Morentherene is almost dead! I don't want to lose her loot, so I can't deal the final blow with the Wand of Frost. I switch to Magic Missiles.
She falls!
That was a nightmare. I wasn't sure I'd make it out of that. I knew our potions would never be enough to hold off Morentherene's repeated breath weapon attacks, but those monsters from the Wand of Monster Summoning at the beginning gave us enough time to slay the dragon with the Wand of Frost and some damage spells.
Baeloth just got poisoned by a Greater Wyvern. I don't care; he contributed nothing to this fight.
Bye-bye, Baeloth, you bitchy bastard.
We still have two Greater Wyverns to deal with, but we used up almost no spell slots. We're still in good shape to take them down.
It's finally over. And we get a new set of dragon scales, too!
The pleated skirt sounds cute. I wonder where I can find somebody to forge it.
We head home, raise Baeloth in case we need another sacrificial lamb later on, and kick him out of the party. Bringing him was a mistake; all he did was suck up XP.
Rasaad is glad to see him go.
I finally find out what treasure the dragon was hiding. It's actually kind of underwhelming.
At least it's pretty. Don't know why a white cloak is called "sable," though.
That was an interesting fight. Painful, but interesting. I like that SOD scaled down the dragon's size; having a smaller circle and sprite was a good idea for the dragon.
I actually did not know whether it would work and since I did not encounter the breath so I still do not know whether Melissa would be protected well enough. The fight took only 3 rounds because when I first spotted her I retreated and circumvented which gave me the opportunity to come back well-prepared (good thing polymorph other works so well).
No-Reload Siege of Dragonspear: Poppy the Cleric/Illusionist
HOLY CRAP Part 1
The dragon is gone and the party is back up to speed, albeit short of some valuable wand charges and a lot of gold. The next fight is an easy one: Bugbears! Apparently Invisibility Purge has really long reach.
Another AI improvement from SCS: enemies with divination spells will use them if you try to sneak up on them.
Safana nearly dies because I was too impatient to move forward. Maybe I'll just use CTRL-4 to look for traps when I'm feeling impatient, instead of just charging ahead.
The next fight was a little complicated, but there's only one interesting screenshot.
I normally don't use Glitterdust, but Edwin's Conjurer kit imposes an additional -2 save penalty.
We reach the bottom level. I don't really remember what exactly I'm doing here, but it looks like this is part of the main quest. Some crusaders are here, trapped in a cage.
You can make some pretty ruthless decisions in this game.
Not really my style. I chat with one of the prisoners, Madele. Apparently she's a priestess of Bhaal. She's quite happy to see a Bhaalspawn. Or, rather, smell one.
We can't do anything for her just yet.
Safana snoops around. To speed things up, I use CTRL-4 to highlight traps. Safana stumbles onto a half-dragon in the southwest.
I send in the party, in case the half-dragon proves hostile, like the Cultists in the area. Turns out she's Morentherene's sister, and she's not happy that we murdered her.
She has priest buffs and poison breath. Thankfully, her breath weapon doesn't seem to have much reach, much like Morentherene's.
Better still, she lacks typical dragon immunities. Spook disables her just long enough for us to drag her down.
Further exploration reveals that Akanna, one of the folks down here, had a sadistic obsession with the priestess of Bhaal we spoke to earlier. It doesn't look like a very healthy relationship.
Before we can enter the next room, we see a brief cutscene, in which a pair of cultists get killed by a WHAT THE HELL IS THAT
Is that a boss? Am I supposed to fight that thing?
I've never seen that sprite before. It must be something special, and that can only be bad news for us.
I think I'm going to stay away from that room. I don't wanna fight that horrible thing.
We finally free Madele, and command her to be good from now on.
I only knew Madele for a few minutes, but that was a pretty memorable diversion. Disturbing, too. I hope she's okay.
We keep exploring and get into a fight with some cultists. A pair of assassins surprise us, but fortunately they only poison Rasaad; they don't backstab him.
Things are looking good. For a moment.
HOLY CRAP
Seriously? This humongous tentacle worm thingy can burrow around and chase us?
I want to end this fast; a critter that big has to be deadly. Edwin and Poppy draw their wands.
The Wand of Frost failed to bypass the Neothelid's MR, but the Wand of Paralyzation succeeded. The worm, however, is unaffected.
It's immune to stun. It's immune to all disablers, isn't it? It really is a boss monster.
Also, it has mind control powers.
I don't like this monster! This is scary!
And it has a freaking breath weapon, too.
Mage spells, poison breath, magic resistance, and burrowing like an Ankheg to teleport. Are there any powers this thing doesn't have?
As soon as it came, the Neothelid burrows back down and vanishes, leaving a pile of grease behind.
What just freaking happened?
Even after the Neothelid is gone, we suffer poison damage. Is it actually still there, or do we have a lingering damage effect? Either way, we lose a character, and the survivors are in bad condition.
For a moment at least, we're safe. M'Khiin summons a Nymph to heal the party with Mass Cure.
I think we need to go to that room where I first saw the Neothelid. Maybe we'll figure out a way to get rid of it.
The far wall says they sacrifice people to the monster in this room. So we need a sacrifice of some sort?
The Neothelid is still around, attacking our Skeleton Warrior offscreen.
Ego Whip. That is a goddamn psionic power. This worm can do everything. What's it going to throw at us next? A Fallen Deva? Insect Plague? A Spike Trap?
No, it just casts Mordenkainen's Sword and kills our Skeleton Warrior. And no, it's not burrowing around; it really can teleport.
I hoped there was some quest-y thing we could do to get rid of it instead, but I don't think that's an option anymore.
No-Reload Siege of Dragonspear: Poppy the Cleric/Illusionist
HOLY CRAP Part 2
As if the Neothelid wasn't enough, we have to deal with traps, too.
We hurry into an open area for better freedom of movement. The Neothelid follows us, but the move gives us time to heal up and prepare a bit.
The Neothelid smashes Viconia, but Poppy is already on it.
The Neothelid resists the Wand of Frost and vanishes.
When it returns, we greet it with a ray of ice. It takes a sizable chunk out of the monster's life bar.
Another smart move by Beamdog. Life bars are much faster to check than the old tooltip message system.
Soon the Neothelid is close to death. To avoid destroying precious loot, we switch to the Wand of the Heavens. The Neothelid goes down!
That was a horrifying experience. Seeing the monster was scary enough, but then seeing it teleport and use all kinds of magic powers was one more reminder that we didn't fully understand what we were facing.
I don't want to go back to town to rest and resurrect Rasaad quite yet. Instead, I turn invisible once more and go scouting. We pass by Akanna, the sadist priestess of Cyric who was torturing Madele, and slip away from her Invisibility Purge, which we failed to do against that bugbear spellcaster.
The Nymph broke invisibility by casting a spell; the crawlers are bound to devour it. It's not worth losing our invisibility to rescue it.
We open one last door.
Holy crap.
We have to fight a mind flayer now. It's just one nightmare after another.
If this guy has BG2 mind flayer powers, we're kinda screwed. Psionic Blast would annihilate us.
We run away. No one pursues us yet, so we break invisibility to summon monsters and lay traps. We'll just have to proceed without Rasaad.
Investing in Set Traps was a good idea. Darskhelin (not Darkshelin, but Darskhelin) the mind flayer takes big damage on the first round when he comes out to play.
Darskhelin, suddenly close to death, runs to his allies for aid. Pre-buffs flare up. We have a diverse enemy party to deal with. Archer, Berserker, and mage, judging by the dialog box, and a Kensai as well, judging by the unarmored bloke in the doorway.
Poppy brains Darskhelin with a heavy rock. The mind flayer goes down before attacking us! M'Khiin throws Spirit Fire into the next room; it should bypass the enemy mage's MGOI buff. Edwin's Fireball isn't far behind.
I've been avoiding Web due to the chance of friendly fire, but Poppy is low on spells and doesn't have many other options. As we cast a Web into the enemy's room, the mage on the other side casts a Teleport Field into ours.
Normally Teleport Field is there to ward off melee attacks, but that's only useful if the caster is inside the field.
The mage does benefit from Teleport Field, despite the strange targeting: it puts M'Khiin inside our Web, and she fails her save. Fortunately, her attackers have poor luck as well. Poppy switches to spider form, but the Teleport Field keeps her from reaching the entrance.
Look at that! The enemy is using a choke point against the player! I've never seen that before. If that was intentional, it was genius.
I have to stress just how cool that is. I've never thought of using Teleport Field to enhance a choke point, and I love Teleport Field.
Also notice that the Carrion Crawlers from before have joined the fight. M'Khiin has gotten stunned (I assume by the enemy Archer), but Viconia is there to cast Remove Paralysis. I just hope M'Khiin won't get teleported out of range at the last second. Meanwhile, a single dwarven fighter breaks free of the Web and attacks Poppy, who stuns him with the Wand of Paralyzation.
But it doesn't work. The dwarf keeps attacking. Berserker rage immunities must have blocked it.
Viconia successfully frees M'Khiin, only to fail a save against Chaos.
Poppy needs to focus on the most vulnerable targets, as her THAC0 isn't good enough to hit others reliably. She slays the Kensai first.
In SOD, spider form does NOT deal poison damage. It is therefore a rather weak anti-mage tool compared to BG2:EE. The APR does benefit from other damage bonuses, like from the Gauntlets of Extraordinary Specialization (or whatever better name Beamdog came up with) that Poppy started the game with.
We make slow progress against the enemies, as we are in poor shape ourselves. Poppy's saving throws block a spell of unknown origin--possibly saving her life.
You know, if they save your life, then "saving throws" isn't really a great name. Why not call them "Life Savers" instead? At least then the name would make sense.
Poppy finishes off the enemy Archer, revealing a special SOD item that grants +2 DEX to Archers and +1 DEX to other classes. Many SOD items have class-specific benefits. Edwin hits the dwarf with Feeblemind, because I only realized the dwarf was a Berserker when I wrote this. The dwarf fails its save, but keeps fighting anyway.
Poppy breaks through the enemy mage's Stoneskin. Soon, Jhan Redmoons is dead. Only the dwarf remains. He has no missile weapons, so we kite him to death.
The battle is won!
But we can't carry all of this loot home without Rasaad. I break out one of our two Raise Dead scrolls--which I bought a long time ago in case we needed to raise somebody in combat--and heal Rasaad up to full health. Rasaad is quite upbeat about the situation.
I actually couldn't raise him at all; the scroll is bugged somehow. I used CTRL-R instead, dropped the scroll, and cast the healing spells onto him to imitate having used it normally.
Rasaad gets a brand new katana, but his damage output is still better unarmed, due to the extra 0.5 APR.
There are three dead bodies where the mind flayer once stood. These must be the intended sacrifices! Maybe I can get something by bringing them over to the wall that talked about the sacrificial stuff.
The bodies weigh like 200 pounds apiece. To move them around, I'd need to use Edwin's spell STR-boosting staff, and remove all other equipment from the character. Instead, I have Poppy switch to ogre form. She can carry basically anything now. She uses her newfound strength to squash a bug on the way.
It doesn't work, though. I don't know if you can sacrifice anybody, or do anything at all with those corpses. I drop them and move on.
One last enemy remains: Akanna. She says something crazy-like and then attacks us. I figure this will be easy.
But apparently she has a friend. Aerial Servants only get one attack per round, but they hit really hard with it. Mages and bards with Stoneskin need not worry about them, but anyone else can die awfully fast when an Aerial Servant is after them.
Knowing that the Aerial Servant won't get another attack roll for the next 6 seconds, I send Rasaad running. But he can't move. Soon, I learn why.
Wow. There were two of them. That sucks.
I need to take down Akanna and resurrect Rasaad one more time if I'm going to get all of our loot back to camp. I look over our resources and rediscover a special ability I forgot I had.
I've never even tried out this power. Why not now?
Safana tries charming Akanna, but it seems not to work despite a failed save. Akanna is disabled by Horror anyway, so it doesn't matter.
M'Khiin summons her spirits despite a savage blow from an Aerial Servant. Her Nymph is more successful, charming the other Aerial Servant with Mental Domination. While our charmed Aerial Servant and goblin spirits beat down the hostile Aerial Servant, Edwin hits Akanna with Cone of Cold.
The enemy Aerial Servant doesn't last long. We chase down Akanna and destroy her.
I raise him one more time to gather his equipment. He gets in trouble when we find yet more hidden enemies, but Poppy rescues him.
We come back later to finish off the Invisible Stalker, get ambushed by the no-longer-charmed Aerial Servant, and cut down the last enemy.
We're swimming in gold now.
Holy crap. First was the lich. Then the dragon. Then a mind flayer. Three of the classic "ha ha ur ded nao loser" enemies of BG2.
The way things are going, the next fight is going to involve an Elder Orb.
Enter Cain, CG elven FMT with thief duties, playing on core with scs (everything except naked in spellhold), limited resting, limited meta, nothing I deem as cheese or abuse of poor AI.
Dual wielding longswords is very strong with good str and dex in chateu irenicus, saving everyone as always, getting a scroll of incendiary cloud in the process, letting Yoshi and Minsc grab some beers indefinitely in the copper coronet as soon as we see daylight. Donating a lot of gold to Ilmater for letting Imoens bars break in the earthquake.
Saving Aerie, accepting Nalia. Letting both tag along immediately since they are both part of my long term plans and I don't want to get a lot of free exp to get them later due to limited meta this run.
Getting Tuigan for Nalia, grabbing Lilarcor, killing every slaver on that boat (those mages always manage to find a way to surprise me, one of them walked through a web, entangle and stinking cloud).
Time for the first rest, at this point I really think Cain has earned it. Having 20 potions of extra healing saved up!
I justify going to Trademeet before De'Arnise because of Jaheira. Getting sidetracked a lot on the way with ambushes leading to the Harper quest, while there I pick up the thief quest but decide it's too unrealistic to rob Mae'vars hideout so I skip it for now. I also deem grave robbing to be out of character so no Namarra for me yet.
Jaheira is close to her first level 6 spell by now and I really really want a full plate, wrestling with my conscience if I could justify killing that bunch of misfits upstairs in waukeens. Normally I do not kill people for being rude irl... I'll go there on my first shopping spree and see how it turns out, Jaheira needs a belt, Aerie needs a shield and so does the tank, who right now is Cain but that will change after Trademeet. A wand of cloudkill would also be a nice way to deal with all those spirit trolls...
Comments
Praxidike the Skald
WEIDU.log// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22_20150614
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30
// Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #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
Since a no-reload of BG2 is out of the question for me, I return to my first love. BG1. I decide to play something different: A Bard. The Skald kit, to be precise, as regular bards have a strong showing amongst BG1 companions and because everyone and his/her idiot brother/sister plays a Blade.
I thought about a Jester as it also sounds fun, but since BG1 has bards with no PP penalties I feel the Skald can do very well.
Prax gets a very impressive roll of 91, after about 3 seconds. I usually go for 88, not because I need those stats... I just like 88. I don't know what font they use for the numbers in character creation, but the 8s have an elegant look about them.
That's here on the morning after Gorion's death, after partially completing Candlekeep. I must say that's a very impressive THAC0 boost for a non combat class level 1 character. It proves very useful in Candlekeep and in the wilderness. After the death of Gorion, Prax is joined by Imoen and then Monty/Xzar, two other characters I've never actually played with before.
My experience with Xzar and Monty is limited to my very first playthrough, where I accepted them and then booted them from the party because they were marked as 'Evil'. I've always just overlooked them since then. This time, however, Prax and Imoen appreciate the presence of some decent hired muscle and overlook alignment.
They hunt ogre on the way to Candlekeep. The Skald song ups the party's damage and helps them to actually hit their target. I'm immediately pleased with it.
The Bard song takes a round to wear off, meaning that Prax and the party are able to make all of their attacks under it's effect. As ranged fighters, Prax resumes singing each time they reposition for another attack, meaning she's almost always under it's effect. I find it a very useful buff.
Tarnesh goes down with hardly a fight. I'm not doing any kind of satistical analysis here, but I definitely feel like everyone hits harder and more often under the effect of the Skald song. Presumably, with everyone having high AC at the start of the game, that +2 THAC0 is pretty substantial.
Prax and the team also clear out the wilderness around FAI and the wilderness on the coastway, returning Unshey's belt, an Amazon's flamedance ring, and finding an aristocrat's fibula in the wreckage of an ambushed caravan.
They then move south to Beregost, stopping there on the way to Xzar/Monty's destination of Nashkell.
Soon after arriving they run afoul of Thayan mages... who put up little fight.
We find out a lot about what's going on from the town criers. In particular, Prax hears about Bassilus and a former mage school called Ulcaster. Lured by the promise of magical loot, Prax puts Ulcaster on the list. And while Bounty Hunting is hardly the stuff of heroic legend, it does bring in the bacon. She goes looking for the sweet sweet reward of 5000gp, confident that she can bring an element of flair and bardic style to what is normally grisly work.
Besides, after Monty and Xzar pick a fight at Feldepost's, reducing the party's reputation by a whopping seven points, she's going to have to do something to help their image in the eyes of the townsfolk. She decides to keep the tale of Monty's heroic victory over an unarmed farmer to boisterous limericks and bolshy drinking songs... you know, for the rougher pubs.
Interestingly, Monty allows Prax to talk Marl down from his rage before sucker punching him into bits of Marl-guts. Prax gets experience for the high road and the low road, at the same time. A girl like her likes her cake and eating it, too.
Prax finds Bassilus to the west. With accurate longbow fire and repeated use of the bard song, she disrupts all of his spells. Xzar, Monty and Imoen drain him of health until he falls, Monty being quite the little monster with a sling.
Prax also helps to anti-chickenate a wizard's apprentice.
So far... this journey has been more acid-trip adventure than traditional sword and shield heroic, but Prax is a capable bard. She'll work with it.
After Bassilus and Melicamp, Prax heads to Ulcaster, where an invisible Imoen goes treasure hunting. Along with a stack of useful potions and gems, Imoen retrieves a wand of fire, an immensely powerful tool for a bard. The legion of wolves infesting the Ulcaster Ruins never even know Imoen's there.
With Xzar pestering Prax to go further south, the party heads to Nashkell. There they are confronted with tales of strange happenings in the Amnian mine.
The following pictures are all the explanation that is really needed.
Next Prax hears of a witch trapped in a gnoll stronghold to the west. Lured by tales of a damsell in distress and the potential for a bloody-good dust-up, she saves Dynaheir from becoming a main course.
A hasted and strengthened Monty proves deadly effective.
Just don't call him a knight in shining armour. He has a reputation to protect.
Now that we have Dynaheir, we tell Xzar to take a hike. The man had become positively incompatible with the party, wanting to kill nymphs and all. It's part of his quest in the NPC project. My information tells me there were also the beginnings of a Xzar romance, but that it was dropped. I must say he's the kind of guy who sounds like he'd fall head-over-heels in love with you over the crook of your neck, the inside of your knee, or the line where your left breast joins your flank. Or your earlobe, or something. In any case, he'd love you and see you as meat at the same time.
The highly fetishistic manner of his hinted obsession would have made a delightfully ghoulish counter-point to the overarching theme of the BG saga; Rather than obsessed over as something to be used, Xar would love charname with all the clinical and fetishistic objectification of Irenicus.
An intriguing scenario... for an evil lass.
But Prax isn't chaotic evil masquerading as chaotic neutral. She just doesn't know where she fits in yet, or where she's going (but it's probably going to make a ripping good novel, am I right? Ya? Right?).
So Prax, Imoen, Monty and Dyanheir set off to clear the wilderness around Nashkell before returning to Beregost to confront Tranzig. On the way they stumble across a seal colony, and discover that seals are impervious to an agannazar's scorcher beam.
She also meets another bard once back in Beregost. Prax immediately likes him, as does Imoen, who starts getting rather horny in Garrick's presence. She even calls her special place her 'kitty'.
For Prax, Garrick encompasses the same joy of the unknown, quest for knowledge and thrill for adventure that she does, and confronts it all with the same inexperienced wide-eyed naivete that she does. They are a match.
And he's one of the best NPCs. I truly mean that. His stats don't suck (unless you can't accept anything other than 18), he has good abilities, picks pockets well, can use a broad selection of equipment and gets far too much flack for providing as much as he does.
He does have the slightly naive 'wide-eyed' babe character about him, but remember: We were all Garrick at some point, usually on our first playthrough.
And naturally, the benefit of having another minstrel in the party means that, should winter strike, they can eat him for food.
Next the party returns south to the Nashkell Carnival to pick up some supplies that were previously unaffordable. Trapsing through the wilderness has provided the party with a good sum of cash.
The next chapter in Prax's adventure gets very hairy. Her no-reload run almost ends twice.
Prax is ambushed by the first of two groups outside the carnival. Molkar and his band. Prax is knocked out of the fight almost immediately by a hold person spell and they nearly succeed in wiping her lineage right out of the realms, reducing her to a single hitpoint. In desperation I have Dynaheir AOE web our own party, throwing the chips down on the ground and seeing who makes their saves against web's holding effect. Imoen succeeds and I move her out of the effect to continue with bow and arrow.
Dynaheir ends up carrying this battle, surely because of her invoker bonuses. Her improved chromatic orbs knock out Molkar and Morvin with temporary blindness. Her web spell holds everything to the ground except for one stubborn dwarf: Halacan. The little jerk is almost single minded in his attentions on Prax.
Garrick damages the ambushers with a wand of fire before being put to sleep, while Imoen and Dyanheir try desparately to fight Halacan and Molkar without the crucial aid of Prax's bard song. Prax had already been held, so Dyanheir's web actually helped keep the enemies away from her. Things got very dicey.
But the party pulled through, thanks to Dynaheir. It was very close.
Then again, on their way back to Ulcaster, after meeting a fellow Bard at the carnival who gives Garrick a book written by the legendary Saemon Schama, Prax and company are ambushed by amazons.
No pictures, but it went like this.
Amazon: Tell us your name, girly!
Prax: My left is named Thelma, and the right is Louise. And my little friend here is wand of fire.
Amazons: Oh it burns, it burns! Aaaaaggghh!!!
Flawless victory.
Then we come face to face with Myr'Cutio, an undead Bard. We don't like where it's going almost immediately.
Seeking death, Myr'Cutio turns on us, desiring one last epic battle for the ages. Things seem to go okay at first, then suddenly Garrick just drops dead, laid low by a critical hit from Myr'Cutio's throwing knife.
Without Garrick's bard song, the party is almost completely knocked out by Myr'Cutio's death song. Only Monty, with his shorty bonuses and potion of invulnerability, makes his save.
It's all up to him now.
For a while nothing much happens. Nobody hits Monty. Monty hits nothing.
Then a hasted Myr'Cutio catches sight of the stricken Prax and makes a bee-line for her. His crippling strikes and Blade speed threaten to end her run. He lands two hits before the unhasted Monty.
But Monty pulls through, landing heavy hits with his Whistling Sword.
A plague on your house, Myr'Cutio. You tough bastard.
Wow, I hadn't expected that. Myr'Cutio was immune to normal weapons, not something seen so early in the game. The party was completely unprepared, with no magical ammo to speak of, having spent it all on earlier fights. And when Garrick got crit-hitted we lost access to our wand of fire. Unlike BG2, you can't quik-loot from a distance. Anything other than gold must still be approached and picked up, and with Myc'Cutio blocking the entrance to the plateau we weren't able to get back up there to Garrick's body.
The weakness in our party set up is becoming apparent. Prax is all important, with her bard song. If she gets knocked out of the battle things get really difficult. With rogue and wizard Thac0s and AC, we absolutely need it, especially for Monty, who we've lately been relying on for damage dealing. I haven't done any statistical analysis, here, but my screen has been shaking a lot on this run, meaning a lot of critical hits from the party. Maybe it has something to do with the bonuses for the bard song, in the way it adds to the roll. For a crit I thought the base roll had to be 20, but with the skald song it might only need to be 18.
Monty is brutal when he gets a critical hit, dealing heavy damage, which makes him useful. But although he's good in a straight up fight, I'm beginning to see that I need more utility than straight up firepower now, as the enemies are getting stronger. Firepower is something the party has with its wands and skald song, but those can be knocked out. If there was an NPC who could stack other bonuses onto them and throw in a few useful abilities, plus the ability to remove paralysis/fear, I think we could be really strong.
And what if said NPC could also be groomed to be the backstabber I've been skilling Monty to be?
Why, an NPC capable of that would be the undisputed King of Utility.
There is, in fact, a multiclass fit for the job, and thanks to the NPC Project he is readily at hand. He's waiting for us at Feldepost's.
Soon Tiax rules!
Mortuus, the Elven Sorcerer (3rd BG1 update)
We returned to Nashkel and got a bounty for the stolen emeralds. Mortuus reached the 3rd level (5/6 hps). After telling the town's major about the Mines, Karasu got a level up as well (2/6 hps).
We just were going to rest in the tavern, when we were attacked by another assassin, Nimbul. He didn't save against neither Spook no Blindness.
He was poisoned and at one point went invisible because of Minor Sequencer. We almost lost any hope to find him, but thankfully going around the town was enough to come very close to the place where hasted and blind Nimbul stood. After that, he was doomed.
After the long awaited rest, we decided to scout several nearby locations. Neera had fun with using the Necklace of Missiles and her wands against ogres.
At the level up, she again got maximum (4/4 hps), while Uzume was not so lucky (4/8 hps).
During travelling we were ambushed by bandit archers but in general we had good AC against missile weapons, so they weren't a threat.
Yahiko charmed Algernon and crazy Tranzig summoned monster to kill a poor chap. This way we got a new cloak for Mortuus. Tranzig himself didn't survive blows of Woden's hammer.
Then we cleared all the Cloudpeaks areas and the Gnoll Stronghold. Our dwarven defender was becoming more and more valuable to the party. Only one thing was unlucky - he rolled only 1 from 12 at the level up. Yahiko, on the other hand, rolled 8 from 8.
Against Revenant, we used a Protection from Undead scroll. All the SCS danger from Revenant was completely turned off thanks to this scroll.
She is still alive and going very well. I am amazed at how good alteration spells and evocation scrolls are in the hands of my protagonist. Sure the melee part has some thac0 issues to be fixed, but with a strength spell and/or polymorphing self it is not half bad.
I am also super positive about the spell repertoire of the shaman. Add to that that M'khiin is a pleasant NPC and has fun interactions with most of the party members so far. A mage and a shaman can clear just about anything in the game up until now, and Melissa is only casting alteration and evocation to boot. A world of insights for me. If you restrict your protagonist, you really get to see how good some spells are, and you really start to experiment with their usage.
SoD run spoiler below.
A bunch of bugbears are stopping us in our tracks, but the normal dynaheir-web + m'khiin-entangle+writhing fog + Melissa-haste+slow clears out most problems for us.... except this time we are up against invisible foes!
Dynaheir gets killed by a stealthy bugbear and I am super happy it was not Melissa who bit the dust (totally unprotected and she has low HP by default since she has only 6 constitution).
.
More careful, the party presses on and meets some more bugbears along the way. A particular nasty bunch is taken care of with web and teleportation field... only most bugbears at times land right between the back of the party, so they move to a corner of the playing field keeping hopefully Melissa away from backstabs. Then I notice that the bugbear chieftain saves twice against Melissa's polymorph other... why twice (?)... I do not understand that but press on instead (maybe teleportation field?).
The orb really is easy to obtain in the temple... I did not make screenshots I realise, but I recall killing the neothelid with ranged weaponry, some demon lady with melee and lots of fire, and the mindflayer with web (from scroll)+entangle+writhing fog+spirit fire and it ended really anticlimactic. Area of effect damage is just too good in small spaces with foes focusing on Minsc who can tank rather well and has the ring of free action to counter the party's castings of web.
After retrieving the orb from below we head back to swap Dynaheir (permadead to me) for Voghlin and go back to face the dragon finally.
It is a green dragon so we buff Melissa with a green scroll of protection from poison and buff the party in numerous ways.
Minsc potion of heroism, potion of giant strength.
Melissa haste, polymorph self (but none yet chosen), strength.
Glint resist fear, chant.
Corwin called shot).
Voghlin shield, stone skin.
Minsc starts the fight, Corwin and Glint focus fire on the dragon Morentherene.
M'khiin starts with writhing fog.
Vohglin starts with lower resistance and then shoots some acid arrows
After Corwin expended the called shot, she and M'khiin follow up with doom.
Minsc continuously heals himself from the punishment of Morentherene.
Melissa stays back to keep a clear aura.
One of the dooms sticks.
Voghlin follows up with glitterdust
Melissa casts polymorph other on Morentherene.
Greater wyverns are being targeted by Glint with wand of heavens, while M'khinn uses summon insects.
Both glitterdust and polymorph actually work on Morentherene!
The rest focuses on the greater wyvern that is poisoning Voghlin, Melissa burns Morentherene to death with burning hands. Then we mop up the wyverns while saving Voghlin with a casting of slow poison by Glint.
The most worrysome fight so far, but surprisingly not that tough with polymorph other around.
Feeling quite accomplished the party goes to Bridgefort. Some minor quests there. We sneak into the crusader camp, get the scroll to undo the level draining boulder from a mage and free Dorn from his prison. Then we get back to Bridgefort and convince Khalid to storm the crusader camp. He dies valiantly immediately while the party exercises the strategy of teleportation field and writing fog to clear out most opponents before mopping up.
Although at some point Minsc gets stunned and punched around a bit, M'khiin is there to clear up his problem with spiritual clarity and Glint heals him back to decent levels. What a nice addition the shaman is to the game. Can solve quite a few problems
So now we are standing outside Brigdefort, ready to go to coalition camp (I think that is where I need to go next).
Praxidike, the Skald
&#$%ing Davaeorn.The end.
The introduction begins! It seems our enemy this time is a mysterious figure known as Caelar Argent. Looks like an angel of some sort.
Apparently she's been cutting a bloody swathe across the land, but lots of people worship her as a divine hero. I don't fully understand what's going on, but whatever. I'll figure it out.
Since I don't know anything about SOD or its gameplay--I've never even read about it, much less played it--I have no idea which class would be best. Instead I pick the character I understand the most: a Cleric/Illusionist. Poppy is back! SOD gives us some nice equipment, too.
We also have an interesting selection of companions--perhaps because Poppy is Chaotic Neutral? Khalid and Jaheira are no surprise, but Dorn seems the odd man out, as he wouldn't fit in good-aligned parties. I know nothing about Safana, but her voice acting is better than it was in BG1.
Imoen is present, but is not in the party. At first, this bothered me, but in retrospect, it makes sense. Imoen's survival is plot-required in BG2; it wouldn't make sense to let her die (this was excusable in the original BG1, since the BG2 plot hadn't come up yet).
We're already in the middle of a dungeon, right off the bat. Great. After poring over our spells and inventory, I march forward without resting. I notice a group of bats flying over.
It's a nice touch to add to the atmosphere.
A gang of humans attacks. Lots of them, too.
I like Neera's voice. Sounds cute. Anyway, she blasts the enemy to bits.
A little poking around reveals some special abilities I didn't know the team had.
Safana slays the last enemy with a backstab. I don't know what will happen if I rest, so I put it off. We run into another band of humans right after. I have Dorn soften them up before luring them out of the tight room, giving us room to navigate. Then we get a bad message.
One of the enemies is using poisoned arrows. This could get really ugly.
We trade disablers. Our front line gets slowed--a crippling handicap for any character--while the enemy gets confused. We're not in good condition, but Neera's Confusion turns those poisoned arrows against the enemy mage, an excellent trade.
Neera finishes him off with Minute Meteors and we thin the herd while it's still confused. We take over the battlefield.
We continue once more without resting. Another diverse group of enemies confronts us, this time undead. We haul out Holy Smite, taking care to keep Dorn out of the way.
It feels weird to deal so little damage with Holy Smite, after using a Red Soul version of Aerie in my previous run.
The fights here are already fairly complex, considering we just started. Archers, melee grunts, and even Shadowed Souls like they had in IWD, spellcaster-type shadows that cast Larloch's Minor Drain, though these drain a lot more HP.
I finally cast Invisibility 10' Radius to get the jump on the next group of enemies, and also to let Safana search for traps without worrying about getting ambushed.
Invisibility 10' Radius is a really excellent utility spell with lots of uses. It's a party-wide escape option that I almost always have on hand.
The undead here are a lot tougher than I expected, and Poppy doesn't have the cleric levels to turn all of them. SOD doesn't hold back on the first dungeon.
Nobody in my party can cast Restoration. But we have an NPC healer behind us with the scripting to help out in the thick of combat.
Khalid's luck doesn't last. I foolishly send him off into a corner alone to inspect something, and he gets cornered by a familiar foe.
We hurry in to rescue him and he makes it out alive. Mephits have really low AC, but spells ignore AC. The same mechanics that let them get automatic hits on Khalid with their fire spells also let us get automatic hits on them with Magic Missile.
I still don't rest, even though it would be safer. I scout out the next pack of undead--this time, Shadows--and have Neera bomb them. Apparently an Unsleeping Guardian has a single-target slow spell.
Slow decreases spells per round as well as attacks per round and movement rate, so it'll be a bit before Neera can retaliate. I pull her back and smite the incoming Shadows.
We're almost out of spells. I cast Invisibility 10' Radius and finally let the party rest. The invisibility lets us avoid night-time ambushes.
It also lets us get the jump on the next group of enemies. Another gang of humans. Khalid flanks an Archer and slays him in a single hit, to my surprise.
With the enemy distracted, Neera is free to act without fear of disruption. She cripples them with two spells.
We kite the enemy Kensai a bit and wear the survivors down with single-target spells.
After the battle is over, Dorn goes exploring away from the party, and runs right into an undead mage. He fails a save against Stinking Cloud, and the nearby skeletons have no one else to target besides him. He could die in two rounds or less. Poppy runs to his rescue, silencing the mage before it can land an Acid Arrow on him.
It's not enough. Dorn has less than 50 HP; it doesn't take long for a group of enemies to whittle through that. Especially when one of those enemies has a bow. We slay the mage and Poppy engages the skeleton archer in melee to encourage it to stop shooting Dorn and attack Poppy instead. It saves Dorn's life; he failed his next save and had another 9 seconds of unconsciousness.
We heal up and move on. While we're poking around, the dialog box warns us that our target is taking action.
Korlasz is the woman we're chasing; she's preparing for battle. I could rest before seeking her out, but I don't want Korlasz catching up to us after we awaken, and attacking before we have a chance to buff ourselves. It's not likely, but it still feels like the time to attack.
Neera suffers spell failure while we're casting some light buffs.
I could wait for the spell failure to wear off, but that would drain our spell durations, and resting and repeating the process doesn't feel right. I march in with a malfunctioning spellcaster.
I scout them out. Apparently Korlasz is a mage with Stoneskin already active, and she has NINE friends backing her up. I didn't realize the fight was going to be this intense. No other Infinite Engine game threw this much stuff at you in the first dungeon.
I break out our best items. Khalid fires an Arrow of Biting right after the fight begins. A failed save!
He lands another hit, and Korlasz fails her save again. She's in bad shape. But Khalid is under even more pressure.
He'll die if he spends much longer out there. The rest of the party rushes to his defense, but in the end, Korlasz surrenders.
Apparently the poison overwhelmed her. And apparently SOD lets you spare some enemies instead of killing them. You even get to take their items!
We pillage the rest of the area, but can't figure out what to do with the colored torches.
This was a really excellent dungeon. Diverse enemies, light puzzles, excellent atmosphere, and interesting tactics. Best introduction of the saga, though I'm sure the difficulty would be very steep for a new player.
We return to the Ducal Palace. Everyone in the party leaves, but some of their equipment gets stashed away. I'm still missing a lot of stuff, and Poppy has almost no room left in her inventory.
I start exploring the palace. Turns out Korlasz was very ungrateful for our mercy. She breaks out of her cell and attacks. I have no party members to assist me, but there are a couple of guards to help out.
Unfortunately, both guards fail their saves against Confusion and are now useless. Poppy vanishes before Korlasz can try to disable her.
It doesn't last. Right after Poppy breaks invisibility to attack, Korlasz disables her. Poppy's gnome saving throw bonuses, her various defensive items, and her +2 bonus vs. illusion spells (thanks to the illusionist kit) are not enough to stop Spook, with its high save penalty.
While Poppy is disabled, Korlasz hurls damage spells at the guards. Soon after Poppy recovers, I realize that this fight was designed to be difficult to lose.
It seems Korlasz has already run out of spells, after dealing only a few tens of damage against the guards. The battle is set up to seem very challenging, but has relatively low risk: Korlasz starts out with strong disablers, but doesn't have quite enough spell damage to bring you down. I disable her to speed things up.
Further exploration finds that there's an option to release one of the prisoners, whom the guard claims is a doppelganger. It could make for an interesting diversion, but I decide to let the prisoner stay.
SOD is very dense. Much like BG2 had smaller areas with denser content than BG1, SOD has smaller areas with denser content than BG2. It's a good design decision, minimizing the time gap between quests.
Mortuus, the Elven Sorcerer (4th BG1 update)
We survived a hard test of mother wit. In the battle against Narcillicus and his Mustard Jellies we managed to find a way to save a nearly hopeless situation of losing one of our companions (the alternative would have been losing all XP of this companion).
At first, all was well, with Narcillicus poisoned by a Spirit Snake. Woden saved against Horror and was getting closer to the wizard.
With enough damage from poison by both Karasu and the Spirit Snake, Narcillicus went invisible and healed himself.
Soon the wizard revealed himself and casted Web on Karasu. An immediate reaction with maneuvering managed to let us not get into Web.
Woden activated his Defensive Stance and it was very effective against Fireball and Lightning bolt (this ability not only gives 50% resistance to physical damage, but also improves saving throws at -2).
But then a crisis happened. Woden didn't save against double Chromatic Orb by Narcillicus and was stunned. He was severely injured and open to all hits againt him. We were facing a situation of losing our tank and losing all his XP, as if he was killed, we would have to create a new character with 0 XP.
Luckly, Mortuus had a solution in his scroll case. We had several Invisibility scrolls, and didn't give them to Neera to memorize, exactly for these kinds of situations. Uzume now had to quickly reach the Mustard Jellies to get their attention (relying on halfling saving throws and an ankheg armour in the process).
So, the rest of the party immediately went to help Woden.
The Defensive Stance by Woden was still active, and even while he was stunned, this ability still reduced the damage he got from the Mustard Jellies. It probably saved him from death. Meanwhile, Neera used her wand of lightning to kill Narcillicus.
Woden was saved exactly in the last possible moment.
Mortuus levelled up in the process (4 from 6 hps). While Uzume tanked the Jellies, Karasu used his backstabs to gradually finish them off. He too levelled up during this fight (5 from 6 hps), and his new backstab multiplier helped tremendously against the last Jelly - Uzume already was slowed and Yahiko kept curing her poison.
This is how Woden was saved. As a reward for our heroics, Neera decided to share her knowledge of how to find a Stoneskin scroll.
The No Reload Adventure of Io
Okay, let's plaster on a fake smile and plow through this $#!% one more time. I decide to take another crack at a no-reload BG1 adventure. This time I decide to roll a ranger.Lately what I've been doing is rerolling until I get an 18 in the class prime stat. For a ranger that's constitution... but as an elf I feel like I should get high dex instead. So I do roll for it... but after rolling two or three times decide that an elf ranger should have high dex and constitution, so I decide to take the next roll with DEX and CON both over 15, which I do. I comes fast, 18/52, 16, 16, 9, 14, 10. But then I think to myself, 'elves get 19 DEX', so let's roll for 19. Why else be an elf with a bow? So I decide to take the next 19 DEX roll with no changes. Within half a minute I get this:
Low strength, but that can be remedied. The fact remains that a 97 is a frickin' 97. I barely even tried for it.
Io's performance as an archer is impressive, and she makes short work of the belt fetish ogre. Meanwhile, as she does circles around crops of trees to open the range and use her bow, 17 wolves, a gibberling, some random guy and possibly an insane clown from the astral plane join in the chase. Such is life in the wilderness of Baldur's Gate. I'm sure you've all experienced the incessant supply of wolves those maps can spawn.
Io, however, defends herself. She does well enough that I begin to look forward to trying out this new class, feel giddy at the possibility of a stealthy combatant who can backstab and has fighter thac0.
I go north towards the FAI. It's what Gorion told her to do, so Io is sure that if she heeds his advice everything will be okay.
Then this happens:
Io dies before taking two steps, riddled with arrows.
The game giveth a 97, the game taketh away.
Low blow, Baldur's Gate. Low blow.
I exit the Ducal Palace and begin exploring Baldur's Gate. Right off the bat, the city looks very different from how I remembered it. Caelar Argent's warmongering shenanigans have flooded the streets with refugees. The Flaming Fist dispenses justice!
The city is overwhelmed by the burden of poor refugees unable to pay for food or shelter. It's a complex problem we face in the real world as well.
I can fix this! I'll weed out the evil with a Holy Smite spell!
Looks like nobody here is evil. That's going to make things complicated. Especially since I don't have Fireball memorized.
I poke around the city, doing teensy quests and looking for recruitable NPCs as our Flaming Fist buddy Corwin suggests. I stop by Sorcerous Sundries. Looks like Siege of Dragonspear has some interesting and well-balanced items around.
I head upstairs to fetch some empty bottles, and catch some burglars in the act. Unfortunately, those burglars are well-equipped adventurers.
I haven't been able to rest once since I got here, even after fighting Korlasz a second time. I'm low on spells. Unable to fight back, I resort to a valuable escape option: a Potion of Invisibility.
I doubt I can fight them all, but maybe I can take down one. I nail the enemy mage with the Wand of Wonder... and destroy a single Mirror Image.
I'm not going to be able to handle this. Poppy just isn't strong enough on her own. I flee the scene, surviving the encounter thanks to Poppy's gnome save bonuses.
I report the incident to Haberdasher Drin. All I did was run away from the burglars, but Drin thinks I actually stopped them, and there's no dialog option to disclaim responsibility. Poppy is a hero by default.
I still can't find a place to rest, so I keep exploring. Garrick doesn't seem interested in joining the party, though I'm not sure I wanted him.
We happen across a very immersion-breaking stoner dude, who gives us a rather spectacular magic item for free.
We find Safana upstairs and welcome her back into the party. She tries on the stoner guy's glasses and uses them to drag an extraplanar critter into the room.
It seems that, in Siege of Dragonspear, not every decision the game offers you is a good one. Corwin bails us out of trouble.
These are rather interesting quests here. They don't follow the normal formulas and tropes.
I keep searching for a place to rest. At the next inn, we stumble upon the beginning of a bar brawl. Poppy tries to get them to settle down, but in the end, they fight anyway, and we have to pick a side. I wasn't paying attention to who was being reasonable and who was being a jerk, so I pick randomly.
One group turns red; the other stays blue. They're dealing nonlethal damage to each other, so I feel safe that they'll come out okay. I hurry up the fight with a Hold Person spell.
Unfortunately, I did not notice that Corwin was getting involved, and using some very lethal arrows.
Well, crap. After all my talk about peace and love, Corwin just shoots somebody to death.
Finally, I find the people who stole Ophyllis' money--Ophyllis being the guy who lost all of our money. They don't have it anymore, but they offer something almost as good: admitting that they were wrong to beat Ophyllis within an inch of his life.
They still maintain that it was okay to steal the money, though, because they really felt like taking it. Good enough for me!
Finally, I find a decent warrior. Minsc is back! And his voice acting has improved a lot. He seems more lively and real than in the other games.
I don't know why it was funny how he said "How are you?" but it was. Plus, we get Dynaheir, whose voice acting has also improved.
More exploring! I finally track down Rasaad, but he's not willing to join our adventure. Is it because Poppy's Charisma is 8? Or is Rasaad just more interesting in feeding the homeless than kicking ass?
He's in good company, with lots of clerics to tend to the refugees. They show off their powers, healing the sick and smiting the wicked.
I just love that those two spells happened at the same time.
We get involved in an argument regarding a stolen necklace or some such. Naturally, the accused defends his innocence by turning into a werewolf and trying to murder us.
You know, in RPGs, normally these arguments end in the accused apologizing and explaining their motives and there's forgiveness and resolution. Apparently Siege of Dragonspear is no normal RPG.
There are stairs here, but they lead nowhere. Unlike BG2, where such dead ends are described simply as dead ends, SOD throws in some flavor text.
We keep searching for a place to rest, but we're losing hope of regaining our spells. I suppose the glut of refugees makes finding lodging impossible, though it's rather inconvenient. The refugees don't have spells to memorize.
SOD has been criticized for having only three standard dialog options: good, evil, and goofy. Sometimes it works. We get a nice option after rescuing some rich bullies from the Flaming Fist, which I thought was being mean to them.
I choose the good option anyway, though. It's an impulse.
Some quests I never delve into. No idea what happened to this poor sod.
Get it? Poor SOD? Siege of Dragonspear?
The content is so dense I can't keep track of the names. We meet some guy in jail and we've met him before, but I don't remember who he is or why he ended up there.
As soon as one quest ends, another begins. There's more people in here I forgot about!
Finally, I meet a prisoner I remember.
But Tiax won't join us for some reason. I blame Poppy's 8 Charisma. It so repulses Tiax that he attempts to slay us, before realizing he's behind bars.
I still haven't found anyplace to rest. Defeated, we return to the Ducal Palace. A mysterious stranger pays us a visit and spouts a few cryptic lines.
Wait, that's Jon-bon! His voice is a little different, but between the accent, the context, the word choice, and the cowled appearance, you can tell it's him.
It's not just a cameo, though. He's here to scope out your capabilities and stuff. It's a tie-in to the BG2 plotline. Also, his identity isn't too obvious. That's exactly how you should introduce such characters in prequels.
Skie wakes us up. She sums up her motivations quickly and vividly, as a good NPC should.
We tell Skie's father about her plans, though I didn't really mean to. It doesn't matter; he won't be stopping her anyway. He gives us a treat!
We didn't even do anything and still got a reward. A Ring of Protection +2! Minsc gets it; Poppy's saving throws are already really low.
We finally leave Baldur's Gate and march to Dragonspear. We get a nice cutscene to emphasize the bigness of the situation.
We're so important.
Jon-bon pops up in the next cutscene, expressing interest in Caelar Argent's heritage.
Now I know it's really him.
Siege of Dragonspear is off to a great start. The quests defy your expectations, even when you're expecting a twist of some sort. There's moral ambiguity, but the difference between good and bad is still meaningful. The voice acting is a lot better; the lines I once found grating are replaced by smoother versions.
The only weakness so far is in the villain, Caelar Argent. The introduction sends you very mixed messages about her nature--she's doing horrible things, but some people absolutely love her, even people whose lives she destroyed--so I'm not sure how I should really feel about her.
I think I missed something really big even though I talked to everybody about the trip.
So far the quests and interactions are great but the main plot has a hole for me. Might be better the second time through I guess or the big reveal Iis around the corner...
(I did not spoil anything here right?)
In the Adoy's enclave Neera reached the 4th level, again getting maximum (4/4) hps.
We started the fight against Ekandor with Neera using the wand of monster summoning. Karasu then poisoned a thayan wizard, and Uzume silenced all enemies. While Mortuus, under Mirror Image, kited around the room, Uzume successfully casted Hold Person on Ekandor. Then she held the second thayan wizard. The battle was won.
We bought a robe of the Good Archmagi for Mortuus, so when we were ambushed by hobgoblin archers, unlike the time before (when Mortuus had survived two shots with 1 hp left), AC it gave helped to not get hit.
The next ambush was much more dangerous, though. A group of amazons attacked us.
Maneira and Telka went invisible at the start of the combat, and we still didn't have detect invisibilities spells.
Fortunately, Telka fell under the radius of Hold Person by Uzume.
Unfortunately, Neera couldn't use magic (thus no Mirror Image, unlike Mortuus) not to risk summoning Nabassu, and fell to a single backstab by Maneira. It was a moment of a great sorrow for the party, and for Mortuus himself, as he clearly had fallen in love with a pretty half-elf... Even 4 perfect HP rolls weren't enough for Neera to survive a double backstab.
Not long after that, an enemy cleric dispelled Hold person on Telka, and she attempted to backstab Karasu. No more deaths this time!
Our magic prevailed on the amazons, and we had to bury Neera.
Reluctantly, we decided to invite Garrick to our party - after losing Neera we needed someone to identify items for us and use wands. Silke panicked because of Spook, then failed a save against Hold Person.
Yahiko levelled up, getting 8 from 8 hps. Garrick got 13 hps, not many, as the Neera experience could tell...
We finally leave Baldur's Gate, entering a new area to explore before Siege of Dragonspear, with our comrades-in-arms forming a camp in a corner of the map. It's a convenient way to give the player access to a store, an inn, and a healer.
I finally meet Mizhena, the controversial trans character! She's the healer around here.
Let's find out what people are so offended about. I ask about her name.
Apparently that's it; she doesn't go any further than that. Four sentences, if you bother to ask her about her name. I've heard so many people complain about being lectured in-game and having some radical 21st-century agenda being shoved down their throat.
They must have been talking about some other game.
We head out in search of monsters to kill and money to loot. We find a new variant of spider, a Gargantuan Spider, which apparently inflicts not poison or web on hit, but a sleep effect.
Looks like SOD enemies are going to continue to surprise us. Unpredictability is the bane of no-reload runs.
We have another dream sequence! It doesn't tell us anything interesting.
I doubt we're going to fight him again in SOD. It wouldn't really fit the BG2 plot, where you're said to have defeated him only once before.
We run into some dwarven clerics in a cave, who are fighting some low-grade undead. We pitch in with party-friendly stuff like Holy Smite and Turn Undead.
But it doesn't go like I planned. Because Viconia is evil, her turn undead ability lets her take control of undead rather than destroy them. What happens when we gain control of undead that are fighting neutral NPCs?
The undead keep attacking, and the dwarven clerics all turn hostile.
These guys are probably quest-givers; this could be really costly. Unfortunately, this is a no-reload run, and we can't pacify them under the rules of the Infinity Engine. We have to fight.
Dynaheir hurls a Fireball at them, but the dwarves have excellent saving throws.
Their spells could be devastating if we don't let up the pressure. They're bound to have Hold Person and Command memorized, both of which could destroy us.
They start throwing disablers at the party. Poppy, as a gnome, also has strong saving throws.
The rest of the party, however, is not so lucky.
Poppy never memorized Remove Paralysis. That's what Viconia was for; her magic resistance should have made her the most likely to avoid getting held.
We throw out the few disablers we have left. The dwarves all make their saving throws. We don't.
Safana lands a critical hit, disrupting a spell by chance, but Glint and Poppy are low on spells and out of good options. Luck was against us. Poppy resorts to a Wand of the Heavens, but one of the dwarves responds in kind.
We use the Wand of Monster Summoning to hold off the enemies. Glint pitches in, but his AC is terrible. It won't be enough to resist enemy pressure.
Our summons make progress. Glint's saving throws help him absorb a Hold Person spell that might have slain our Gnoll instead.
The dwarves keep using Sanctuary to heal themselves. We're out of area-effect spells; we can't touch them. Worse, they still have some Flame Strikes left.
We silence a few of the enemies (Silence 15' Radius has a ludicrous -5 save penalty), but it doesn't stop the enemy's own Wand of Wonder. Glint drinks one of our few Potions of Extra Healing to survive.
Finally, Viconia and Dynaheir recover from Hold Person. But Dynaheir just got silenced; she's useless.
The enemy wears down our summons and advances to the party. But a Command spell from Viconia seals the head dwarf's fate.
Minsc breaks free from Hold Person! The tide has changed; the enemies failed to capitalize on our weakened state by attacking our helpless characters. The end is near.
We get a new Wand of Wonder for our trouble, compensating for the charge we lost, but that was entirely too close. Had we failed more saves, we might have needed more charges from the Wand of Monster Summoning, and those could be very precious in the fights to come.
I don't know how precious, because I have no idea what's coming next. I can't metagame Siege of Dragonspear on my first playthrough. I'm actually surprised I got this far without reloading.
Anyway, Poppy casts Invisibility 10' Radius and we rest. I cast this spell all the time; it can get you out of so many bad situations. I use Viconia's turn undead ability to turn the undead against each other while the party remains safely out of sight.
But the process is too slow, so I give up and proceed normally. I barely save a Verbeeg from a bunch of shadows, using healing spells to keep the giant alive, and Holy Smite spells to soften up the undead.
I think we get rewarded somehow, but I don't remember what we got.
Moving along, I run into one of the last enemies I expected: Umber Hulks! I always thought of them as a BG2 thing, and I keep thinking of SOD as an expansion of BG1, when it's really a game of its own. I have Minsc go berserk to block the confusion effect, though he'll end up unable to drink potions either way.
Holy Smite softens them up, but not by much. They have more HP than I had hoped. Somehow, Minsc avoids getting crushed (Umber Hulks have pretty strong attacks), and we get out of it alive.
I find a disturbing note. I'm not sure what to make of this.
We've got a lich around here. But it also mentions phylacteries, which were never needed in BG2.
In Icewind Dale, Terikan the lich was just a skeleton with Animate Dead mage spells and not much else. You had to destroy his phylactery, however, to defeat him for good. In Baldur's Gate 2, by contrast, you never had to deal with phylacteries. But BG2 liches were absolute nightmares to fight, with high-level mage pre-buffs even in vanilla, weapon immunities, spell level immunities, high-level disablers, high-level damage spells, and high-level demon summoning spells. They could easily pulverize any party that didn't have the right tools to handle it.
So which kind of lich is this going to be? The weak IWD kind, or the nearly-invincible BG2 kind?
We'll just have to wait and see. Safana does some scouting for traps, and discovers that Bonebats can see through invisibility.
Because they're bats, of course. They use sonar. It would be cool if a deafness spell could render them blind.
Safana ends up luring a whole bunch of enemies over to the party. We've got a lot of critters to take down, but a choke point near the entrance slows them down. We throw out some area-effect spells before they swarm the party.
The Greater Ghast and mummies probably have nasty on-hit effects. I don't want to risk losing Minsc to a bad save, so Dynaheir takes them down. A critical detail about spells like Magic Missile is that they don't require attack rolls, so they can make good rescue options when fighters are struggling to land hits.
SOD likes to give you dissimilar enemy groups to deal with. But I'm surprised to see a Bronze Sentry from IWD pop up. These guys are ruthless.
There's no way Minsc can handle this. Especially when his two-handed sword +1 can't harm the thing. But he can buy us some time to weaken the Bronze Sentry and bring out some summons to absorb its future attacks.
I test out some spell damage on the Bronze Sentry. As I feared, it has the same damage resistances as in IWD.
Still, it has no apparent magic resistance. While our summons crumple under the Bronze Sentry's might, we grind it down from afar.
Later, we discover a group of pillars, which apparently need to be activated in the correct order. We get in serious trouble when we first try it out, and have to deal with a bunch of Mephits all at once.
I thought we'd be seeing a lot of Mephits in the future, since SOD gave us a scimitar that slays Mephits on critical hits. But nobody in the party is good with scimitars besides Safana, and she's not very tough. We barely survive the enemy's constant Agannazar's Scorcher attacks. That damage really adds up, and neither AC nor saving throws can stop it.
At some point, I scrounge up a rather interesting hammer.
It was definitely meant to be used against those dwarven clerics we fought in the previous level. I guess there was an option to betray them at some point.
I get tired of scouting for traps, and I'm not using CTRL-4 to detect traps since it imitates metagaming, so I proceed for a bit without stopping to look for traps. Moments later, we march right into a Fireball trap. Just as a new enemy approaches.
We lose a lot of potions that way. After having Mizhena raise Safana, we rest up and proceed, only to get blasted by fire once again. Mephits.
We lose a lot more potions. The Agannazar's Scorcher projectile strikes twice and produces a lingering line of effect, so it's easy for a single such spell to hit lots of people at once.
We're almost done here. One of the last treasures is a pack of five very interesting arrows.
We should save these for a special occasion. I'm not sure how reliable they'll be, however, since they offer a save vs. spell to negate the effects, and mages are great at making those saves.
We've finally met the lich, but he's not hostile. He gives us an item of some sort. But I'm sure there's something I'm missing here. I notice a secret door in the lich's room.
He might go hostile if we try to open it. But I have to see what's inside.
The lich is hostile. But what kind is he? The easy IWD kind, or the deadly BG2 kind?
We get our answer on round one.
This is going to suck.
I can't believe SOD would throw such a hideously powerful enemy at such a low-level party.
Okay. We have to take down a BG2-style lich with a level 8 party. The lich has PFMW active already; those anti-magic arrows are useless. Even if the lich doesn't have the standard BG2 spell level immunities, it has Spell Shield active, which would block any Breach spells we might cast at him, if we even had Breach in the first place.
This lich is at least level 16 to cast Spell Trigger. It has at least one other level 8 spell to use against us, which could be Symbol Stun, Symbol Death, Summon Fiend, or the infamous Horrid Wilting spell. Any of those could wipe out the entire party.
There is no way for us to break through those defenses, or survive a direct attack. We have to run.
It seems that the lich is even higher level than I feared.
This really IS a BG2-style lich.
The lich loses some time to catching up with us, but not very much. Safana dies instantly.
Two level 9 spells in a day. This is either a level 18+ specialist mage, or a level 20+ generalist mage.
We keep running, but this lich uses a gnomish mage avatar, and therefore walks a lot faster than a normal lich. We can't outrun it unless Dynaheir casts Haste--which would require us to stand still for several seconds.
Poppy lags behind. The lich nails her with a no-reload player's least favorite disabler.
Minsc plucks away at his bow, trying to distract the mage while Viconia rescues Poppy. But since those anti-magic arrows are so finite and the lich might have a save vs. spell of 1 (like its BG2 relatives) for a guaranteed save against the spell failure, he uses some cheaper +1 arrows instead.
Minsc accomplishes nothing, but Viconia frees Poppy from her prison, and Glint has a summons ready to drain the lich's spells.
The lich turns to Minsc, so I hold back our Skeleton Warrior, lest the lich destroy both of them with the same spell. The lich disables Minsc--the Rasheman warrior isn't going anywhere for the next round.
This lich is almost behaving like an SCS lich. Proper pre-buffs (vanilla BG2 liches buffed with Improved Mantle instead of PFMW), solid targeting, and well-chosen sequencers.
Minsc might just make his saves and escape the area, but he won't have a chance if the lich is targeting him. I send out our Skeleton Warrior to pester the lich, while Dynaheir summons more monsters to replace the Skeleton I'm sure I'm about to lose.
The lich wastes good spells on the skeleton, but I am not reassured.
This is just a reminder that he's using potentially lethal spells. This isn't a fake difficulty fight like the escaped Korlasz was.
I was right. The lich has plenty more spells on hand.
One party member down. Viconia could make a strong tank if we gave her the Cloak of Balduran (90% magic resistance!), but I'm not ready to take that cloak away from Poppy. Poppy's the only one we really need to stay alive.
We're running out of options, though. The lich is making short work of our summons.
The lich is using more costly spells than we are, so we're narrowing the power difference, but I'm not sure it's going to be enough. After all, Minsc and Safana just showed us that the lich only needs one single spell to kill. And our summons might run out before the lich gets low on spells.
Plus, we're backed into a corner. We made a wrong turn and hit a dead end. If the lich advances, it'll have some extra time to attack us as we flee.
Remove Magic comes along--just like SCS!--but Dynaheir draws it away from the rest of the party.
We call in some new summons, but Dynaheir loses her voice in the process. The lich still has an overwhelming advantage.
Finally, a breakthrough: at least one of our summons attacks with a magical weapon.
Plus, the lich's Fire Shields have gone down. Unfortunately, the summons won't last long, and without her spells, Dynaheir is pretty much just waiting to absorb a spell. Another sacrifice to keep Poppy safe.
A Skeleton Warrior absorbs another dangerous disabler. Meanwhile, Glint tests the lich using Sanctuary. Unfortunately, the lich has the same ability to see through invisibility as its BG2 cousins.
Worse yet, this puts a barrier in front of our only escape route. To get through that doorway, we'd need to make a save vs. death at +2. Glint made his, but could Poppy?
We inch back and keep the lich occupied with summons. The carnage unfolds offscreen. Then, we see a disturbing message.
That's one spell the PWWP strategy (Provoke, Withdraw, Weaken, Pounce) cannot handle. Now the lich has a level 15 Skeleton Warrior on his side, with strong attack stats and 90% magic resistance. There's no way we could kill the Skeleton Warrior in our condition. Not without draining our supply of magical bullets, and I'm not sure even that would be enough.
I move Poppy to the far west, inch Viconia a little closer, and put our least valuable party member within range of the lich, lest the lich destroy Viconia, the stronger asset to our party. Glint suffers some light spell damage.
This isn't good. Ideally, Glint should be absorbing the lich's disablers with his gnome save bonuses, leaving the late-battle spell damage to fall on Poppy, whose high HP might be able to take the hit.
I pore through my inventory. It's going to take forever to harm the lich with magical bullets--we only have 3 APR unless we drink Oils of Speed, and we really need those. Finally, I get an idea.
The Wand of Wonder might just be able to hit the lich. It should strike as a level 5 spell, but perhaps this lich doesn't have BG2-style spell level immunities.
Viconia steps into view and uses the wand on our foe. It works!
Either he doesn't get BG2 lich spell level immunities, or SCS has made him vulnerable to level 5 effects.
The damage is also quite respectable. Two chunks of that life bar go away in one hit!
But we don't have that many charges from the Wand of Wonder. We drained our own in the fight against the dwarven clerics, and the wand we picked up from that battle was severely depleted. If the lich can heal itself or regenerate, we might not be able to end this fight without losing our Wands of Wonder--which I was hoping to sell and recharge for future use.
Viconia uses it again. It works even better than I thought.
The lich is dead! Two charges from the wand, and it goes down.
The enemy Skeleton Warrior comes for us. We're in no condition to take it down, so Poppy hides the party before it can land a hit.
If this lich is anything like Terikan, it'll come back soon. We need to find and destroy that phylactery before the lich can strike again. We hurry over to the room we unlocked. The phylactery must be there.
It seems it is. But the lich has already recovered, and all of its buffs come back!
We activate every clickable spot in the room, but we don't get any message indicating we've got the phylactery. Hopefully we've done what we needed to do, and the lich only needs to be defeated one last time.
In any case, we have to escape. Poppy downs an Oil of Speed.
Viconia and Glint drink nothing. They need to stay behind, at least for a moment. Why?
Well, if all three of us flee the room, all three of us could get hit by whatever spell the lich throws out. By staying behind for a couple seconds, Glint and Viconia will ensure Poppy makes it out okay.
Poppy escapes the lich's grasp. The enemy Skeleton Warrior confronts her, but, against the odds, fails a save vs. Blindness.
Poppy could already outrun it, but this makes sure that the Skeleton Warrior can't attack her friends.
The lich keeps pace with Viconia and Glint, and shows that it didn't just get back its HP and its buffs--it even got back its spells. And it knows how to deal with Viconia and her high magic resistance.
Only our two gnomes remain. Glint gets debuffed, though it was really a waste of the lich's time.
I'm not sure how exactly we're going to take the lich down without the party members and summons to absorb stuff like Skull Trap and Horrid Wilting. When Poppy narrowly escapes death thanks to the Cloak of Balduran, I know we can't just duck around corners and hope to survive.
I try to keep the lich focused on Glint, with mixed success. Poppy gets silenced--a survivable disabler--while Glint fails a save against another Stinking Cloud+Web Minor Sequencer.
I need to get Poppy away. I decide to check back on that phylactery room and see if I missed anything.
We finally get our hands on the phylactery! But Glint didn't make the saving throws he needed to survive.
Poppy is all alone.
I check the item description for the phylactery. It says nothing in this plane can destroy it. So what could work?
Then I realize. The hallway where we got blasted by a Fireball trap--it leads to a portal to the Plane of Fire! I'd been wondering what that room was before besides respawning enemies. I need to take the phylactery over to the portal.
The lich teleports over to stop us. Will the Wand of the Heavens work yet? Is the lich weakened enough?
Its Fire Shield is down; it must be vulnerable. We still have both wands, but we've only got three charges between them. If we use them up now, we'll never get them back.
I don't know if Poppy can run away from the next spell. We have to use the wand.
The lich survives. If we strike again, we'll lose one of our wands forever. But if we run instead, we might get a fatal spell hurled after us. We use the last charge of one of our wands.
But the lich survives.
If we're going to finish it off, we'd need one more chunk of damage. But if I use our last wand, we'll never be able to recharge it. It'll be gone for good.
I search Poppy's inventory. We have an alternative: a Potion of Explosions. It's not as strong, but the lich is almost dead.
My only concern is that the potion will strike as a level 3 spell, just like the Fireball spell it imitates, and perhaps not bypass the lich's spell level immunities. I decide to take the gamble.
It works! The lich falls once more!
We have one last chance. Everyone else in the party is dead, and we simply don't have the resources to fight the lich a third time. We need to get to that portal before the lich can come after us again.
Poppy runs all the way across the dungeon and hurls the phylactery into the fire.
Finally, the battle is over. We fought a BG2 lich twice in the same day with a level 8 party, and won against the odds.
I really, really, really want to see you play the final fight of SoD, it had given me quite trouble. (Didn't reload, but was very tough going and we lost Glint permanently from massive damage) But the game throws lots of hints and help to your way for the final confrontation, which I have recognised along the way, so it was a bit easier for me...still a lot trouble and suitably epic.
SoD encounters are varied, interesting, and actually quite difficult. They found the perfect mix between bg2's 'distinct enemies with deadly abilities' and iwd's 'throw hordes of enemies' style, I think.
I'd like to quote Josh Sawyer from his recent answer:
"Tabletop RPGs are the world in which save scumming doesn’t exist, so I think it serves as a reasonable subject for comparison. In TTRPGs, most GMs/DMs/storytellers/god emperors won’t allow players to re-roll or take back the consequences of a stand-alone check (e.g., trying to pick the lock on a door). The game may have built in mechanics for retrying a check, but otherwise the player has to live with the results. Some games also have a caution to let the results stand, e.g. Burning Wheel’s “let it ride” recommendation won’t let the player test again unless the circumstances surrounding the test change significantly.
In these situations, the tension/exhilaration/relief/anguish comes from the “no take back” stakes. Here’s a video from a D&D game we played a few years ago. Darren’s character would die if the incoming damage were over a certain threshold:
That sort of reaction happens in a TTRPG because you can’t reload from it. The chaos of die ranges normalizes in a combat, which is why save-scumming is not usually as big of a deal outside of early combat save-or-die effects.
There is also a different feeling for many people that comes from rolling physical dice rather than seeing a RNG spit out a result. A lot of people like an element of randomness in games. It increases tension and uncertainty. It doesn’t really matter that people are colossally awful at understanding probability (e.g. listen to people cry about “bad beats” in poker). The emotional aspect of rolling is more compelling than the rational analysis/problem solving aspect of considering the odds."
Exactly to the point.
With Garrick on board, we cleared the xvart village - Woden provided the best possible AC wall against all xvarts. Uzume got an access to the 3rd spell level (3 hps from 8).
We killed a bad Polar Bear and saved the Sword Coast from gibberlings' plague.
Then we were ambushed by the second group of bounty hunters, led by Molkar. Holy Smite from Uzume blinded several enemies, but Garrick and Woden fell under Sleep effect.
Stubborn Molkar proceeded to attack sleeping Garrick, who had only 19 hps. Uzume managed to cast Exaltation - it was exactly the moment a priest of Tyr could be invaluable for the party - but poor bard was dead the same second our cleric finished her casting.
Garrick didn't last even a week in our party... But we had no time to mourn the bard, we concentrated on enemies. An enemy mage was soon killed by our summoned dire wolves. Yahiko managed to charm Molkar, Uzume commanded to an enemy dwarf, while our wolves finished an enemy cleric.
At last, the bounty hunters were finished, and Woden was unconcious.
With our bard dead, we had a counsel whom to invite to our group. Mortuus remembered he saw an elven mage in the Mulahey's chamber and decided to return to him. Xan promised to repay us for his freedom, and this time we accepted his offer. He got even less Hps than Garrick from 3 level ups (7), but at least Xan was not a wild mage (and thus we were free from any surges) and already knew Mirror Image. He was an Enchanter, and excelled in crowd-controlling spells.
Before continuing our journey, we paid a visit to Thalantyr and bought the Horn and the Claw of Kazgaroth for Woden - yes, his saving throws against poison/death became worse, but instead he became a lot more resilent against spells and wands. So, we hoped, he wouldn't lay unconcious in future battles. Also, his armour class was increasinly starting to resemble the brickwall.
As for the CON penalty, Uzume always had Remove Curse spell memorized, so that Woden could regenerate when needed.
With new items, we killed an ogre-mage, Droth, who enslaved a nereid. But since this nereid first killed Xan, he didn't wish to let her wander around the Sword Coast freely, and freezed her to death.
Woden reached a new level, getting 6 hps (from 15), but more importantly, his saving throws improved at -2.
Xan showed what a good mage he was, alone defeating a pack of ogres and berserkers. It began to look like we finally found the right 6th party member.
Woden, equipped with the cursed two-handed sword of berserkering, helped to deal with sirens. We found out that this sword didn't stop feeblemind effects to be shown on the Woden's screen, but in the same time Woden remained active and fought the sirens even having the feeblemind icon. Also, we found out that feeblemind inflicted by sirens was a temporary effect, unlike the arcane spell with the same name.
We suffer a huge setback, but come back stronger than ever before.
SOD has pretty cool cutscenes. Looks like Caelar Argent has a very diverse army!
I think this is what SOD's critics meant by pandering to diversity. In SOD, you don't fight hordes of the same enemy over and over, as so often happens in CRPGs.
But personally, I happen to like enemy diversity. I want my characters bathing in a whole RAINBOW of blood types.
Hephernaan, a consul to Caelar, uses the same animation Poquelin did from IWD. Poquelin being an evil schemer with a similarly evil voice to Hephernaan, I think I know what kind of character he's going to be. Especially when he practically quotes Poquelin in a cutscene.
More exploring! I finally run into Baeloth, who I've heard is absurdly overpowered. The moment I hear his voice, I hate him.
It's not the alliteration (I like alliteration), though the alliteration does sound a bit forced at times. It's really just Baeloth's voice. This guy is not getting in the party.
The spectators aren't very impressed with his rodent cage matches. I think it's hilarious.
I get what the writers were going for in that spectator's complaint, but it falls flat. It would have been great as a voiced line with the right voice actor, but as a simple line of text, it doesn't quite work.
I heard good things about M'Khiin, though I wasn't sure who she was until now. Apparently Baeloth tried to enslave her. It's really not helping my opinion of the guy. I free M'Khiin and bring her into the party, finally booting Glint. One problem remains:
She's unable to level up. Judging by the -1 XP to the next level, I assume the problem lies with the XPLEVEL.2da. Somehow it's missing a line for the Shaman class, even though I just installed SOD and the only mod I have--SCS--preceded SOD. I add the line and she jumps up to level 9! SOD really makes sure your companions keep up with you. Good mechanic.
We wander up to the north and find some enemies, who seal off the exit... while the party is still unbuffed.
Games only cut off your escape during boss battles. This is going to be hard.
We switch to missile weapons and make our first attacks against the enemy spellcasters. Two hits and two disrupted spells. We're off to a good start!
Then things go horribly wrong. Minsc does not have nearly low enough AC to handle the enemy fighters.
Then, a more disturbing sign: one of the enemies can stun on hit!
And then? Even worse news.
Minsc, our only fighter, pops like a balloon, sending Boo soaring on a flying chunk of meat.
Fly, Boo, fly! The fate of the forest, nay, the world, depends upon thee!
Dynaheir unleashes her fury on the enemy. Poppy gets caught in the crossfire, and her Mirror Image fails to protect her.
The enemy target Poppy, nearly slaying her. We have to drink a Potion of Invisibility to keep her safe--a healing potion would not be enough, and we barely have any left to drink.
M'Khiin piles on the Call Lightning spells. They're slow to cast, but the effect is incredible. Dynaheir casts her second Fireball...
...and then, everything ends.
Poppy has fallen, struck by some unknown force.
But no death cinematic appears. That was just a cutscene ending the battle early! Caelar comes to speak with us. She asks us to join her... or some other conciliatory message. M'Khiin warns us in her characteristically blunt way.
She reminds me of a stern but wise grandmother figure. Our Goblin Grandma!
I try to say something conciliatory back, but the game won't let me.
You're required to dislike Caelar, or at least mistrust her.
Apparently Caelar's endgame is to wage a war against the Nine Hells and free the trapped souls within. That's actually a really cool idea and a noble cause, and it's exactly the sort of messianic megalomaniacalism that I would love to see in a quest. But Poppy doesn't get to join the crusade and murder demons.
We turn to more mundane matters. We need somebody to take Minsc's place. But there are zero fighters at the camp, because I don't know Corwin (whom I've since heard is a badass Archer) can join the party. Of the few available options, I pick my favorite: Edwin.
But Dynaheir hates Edwin for some reason and won't abide his presence. I side with Edwin in the least evil way I can.
With the loot from the fight, including the Full Plate Mail that Minsc will no longer be able to use (and which we can't carry due to our low Strength scores), we get enough gold to buy some Potions of Genius and fill up Edwin and Poppy's spellbooks.
We also get a very special item, an incredibly expensive tool that could bail us out when things go horribly wrong.
Why not the Wand of Fire, or a Wand of the Heavens? First, the Wand of Fire costs a lot more, and I get the feeling that late-game enemies are going to be resistant to fire (they almost always are). Plus, if I can get a hold of a couple scrolls of Minor Spell Turning, I can create a scorcher loop that does cold damage!
Except the projectile for the Wand of Frost doesn't actually strike as an Agannazar's Scorcher projectile does, even though it looks like a re-colored variant of it. The Wand of Frost neither strikes foes in a line (it's single-target only) nor does it strike twice. It's still a strong investment, though.
M'Khiin awakens some goblin spirits, who give a sparkling insight into goblin ethics while explaining how they died.
Some jokes break immersion, but this one supports it.
We've almost exhausted what the map has to offer. All that's left is to buy some Stone to Flesh scrolls to the petrified folks up north and use the scrolls to fleshify them. Turns out the reward exceeds the cost!
Those refugees have been loaded this whole time! Can't complain, though. The refugees' money is better spent on wands of destruction for the HERO OF BALDUR'S GATE than silly niceties like food and shelter for their children.
Since Caelar (or somebody else; I don't know) destroyed the bridge we wanted to use, and there's no in-game mechanic for building a bridge out of shiny refugee money, we have to go someplace else. But we're waylaid by enemies on the way!
Actually, no enemies appear just yet. We toddle out to the west and agree to go butcher a vampire. Naturally, we wait until nightfall to attack the thing.
The vampire asks to speak with us first. I can't see the harm in talking, but the vampire hunters believe that merely talking to a vampire is worthy of death. We end up fighting the vampire hunters instead.
We've got one fighter and one pre-buffed mage to deal with. Viconia absorbs the first disabler, but the vampire fails its save. It'll be very easy to kill unless we act fast.
M'Khiin moves into position, targets the enemy fighter with Call Lightning, and activates Detect Illusions to try and reveal the enemy mage. Edwin hauls out a Phase Spider, which can deal the original Phase Spider's powerful poison effect on a failed save: 5 HP per second!
Both plans fail instantly. The mage has Emotion. The Phase Spider and our Goblin Grandma are both out for the duration.
Edwin's Minute Meteors bounce back onto him. It seems the mage has a spell turning effect active. But we have a bigger issue.
See those tiny white dots in between Viconia and the Fire Shielded mage? It looks like the GAZE projectile, which I only know to appear in a Basilisk's gaze attack. It hit Viconia without any message indicating a spell cast, and bounced off her MR. What happened?
Is that a wand?
We need to hurry; our vampire friend is approaching death. Emotion predictably fails to knock out the mage, but it takes down the fighter. Half the battle is won!
We hurl Silence 15' Radius at the mage. It fails its save! Now the fight is truly over.
But then...
The mage, Ikros, just attacked us again. Poppy's MR blocked something. But what?
With the mage silenced, it can only be one thing. It's a wand!
I want it. It could be a Wand of Paralyzation, my favorite wand, which Belegarm, back at the camp, does not sell. But if we take too long to kill the mage, it'll run out of charges, and the wand will disappear forever.
Edwin casts Slow. It works! The mage will be much easier to hit now.
But without a fighter in the group, our THAC0 still isn't good enough for reliable hits.
Improved Invisibility must have balanced out the AC penalty from Slow. But look! Poppy is stunned! That's a Wand of Paralyzation!
We have to get this. But the mage keeps shrugging off our attacks. While we struggle to hit the mage, the vampire slays the fighter.
The mage turns visible! And its Stoneskin breaks down!
Now we can hit the mage with damage spells. But if Ikros has Shield as a pre-buff, Magic Missile will do nothing. Edwin's only alternative is an Acid Arrow.
But Acid Arrows take time to deal their full damage. And if we don't hurry, Ikros will empty the wand before we can get our hands on it.
The vampire deals the final blow. The wand is there!
WE GOT IT WE GOT IT WE GOT IT! Yes!
Poppy identifies it. It had a single charge left. If the fight had lasted a few seconds longer, we might have lost it. Edwin's Slow was crucial to our success, as it meant the mage could only use the wand once every two rounds.
Recharging it will cost us a lot of money, but it will be worth it. With its massive -4 save penalty, it will have about a 50% success rate, assuming the enemy has no MR, spell protections, or immunity to stun. And it has 100 max charges!
For the first time in... actually, forever, I'll be able to throw around Wand of Paralyzation charges for an entire game. This could save our lives many times over the course of the run.
Poppy dies because I didn't check for traps.
Just kidding!
Lots of little tiny battles. I start resting more before each fight; I'm getting more anxious about death as I get further in the game. So far, we've had no reloads, and it would be awesome if I could keep that up until the end.
Normal fights are actually pretty easy to resolve with Edwin and M'Khiin together.
Edwin sums up our strategy rather nicely.
SOD has a lot of tiny details that make the environment seem more real. Like adding rats to some bodies left outside, even though they're easy to overlook.
We run into Rasaad! He changed his mind about helping the poor and decided to go punch bad guys with us instead.
He's a bit like Keldorn. Pure, wise, and warmhearted. Plus, we really needed a replacement for Minsc, and Rasaad is the closest thing we have to a fighter now.
We're in luck! SOD really does make sure all your party members are up to speed.
This was an issue in BG1 and BG2, where it was generally best to stick with one group of allies for the entire game, never switching out anyone. In SOD, it's not so bad to lose Minsc forever.
We have some Trolls to deal with in the next area. Trolls are bad news for magic-heavy parties, since they're immune to almost all disablers, but they're still vulnerable to slow and blindness, and Poppy has decent damage output in flind form, which has the added advantage of dealing fire damage.
I was worried that Trolls would give us trouble. I don't think they have the same stats they did in BG2.
We get a new cutscene! Back to Candlekeep we go.
I have no idea what Imoen is talking about... Kind weird.
Apparently, SOD hobgoblins use potions. Big potions.
I think this is one of the ideas they borrowed from SCS. It's a wise choice; it keeps things fresh.
We run into several groups of Trolls... It seems SOD does still have some repeating encounters; not all of them are unique. The good news is that SOD Trolls are vulnerable to poison! Edwin's Phase Spider shows off its powerful poison damage. M'Khiin shows off, too.
We generally travel under the effects of Invisibility 10' Radius. Aside from helping us get the jump on enemies, it also renders Web traps useless.
We just wait out the duration before engaging the spiders.
Later, the party stumbles into a den of Trolls, including a Giant Troll and a Troll Shaman. Rasaad gets severely injured by a critical hit--as a monk, he has no defense against critical hits--but area-effect damage and Poppy's flind form cut down the Trolls.
We poke around and find a secret chest. Infravision has a use in SOD! At least once, anyway.
M'Khiin gets a new set of goblin armor, and it boosts her CON to the maximum. Now she gets maximum HP! We also get a valuable new scroll.
I actually haven't used this much in the Beamdog games, but I really love the concept of making Darts of Stunning hit Planetars and destroying Clay Golems with our bare hands.
Another unique encounter! And another nearly fatal critical hit against Rasaad.
If I didn't like Rasaad, those critical hits probably would have gotten him kicked out of the party. It's an especially bad weakness in a no-reload run.
Not everything in this area wants to kill us. Some people actually know who we are.
Even marching around under invisibility, Safana's looks attract unwanted attention.
SOD banters happen passively in the dialog box; they don't interrupt gameplay. Another smart choice.
I keep taking screenshots of items without remembering where I actually got them.
Viconia gets an extra level 4 spell slot with this thing in hand. But she loses it if she switches to her sling, with which she has superior THAC0.
SOD likes throwing hordes of enemies at you, much like IWD. It's a refreshing break from BG2, where you'd have one gigantic enemy crushing you all by itself. But not all enemies are the same; a lot of them are spellcasters.
Fights with spellcasters are usually more interesting. Even though my top priority is to keep them from casting any spells in the first place. This, by the way, is a "You have been waylaid by enemies and must defend yourself" area, so you can't revisit it later.
We break into a poor Myconid family's home and slaughter them en masse. They were probably evil anyway. More importantly, they've got a sword!
Look at those stats. A halfling, dwarven, or gnomish Wizard Slayer with this sword and the Helm of Balduran would have a save vs. spell of 1 by this point. Another cool novelty from EE is the ability to add effects to critical hits. Single-Weapon Style isn't just for thieves anymore.
We also get a confusing message about the hooded figure.
The elves have been tracking Irenicus since before BG2 began, and they still didn't see his attack on Shabbashashar coming?
Another note makes more sense. I was right! Hephernaan is the evil adviser type!
The text itself also implies otherwise, but they wouldn't put that annotation there unless he really was evil. Characters in fiction are basically never wrong when they distrust somebody's motives.
SOD always makes sure you don't feel guilty about your homicidal rampages. After all, it's not like the rest of the world is any better.
Clearly this is the natural order.
Finally, we get some REAL anti-magic arrows. Once again, I've no idea where they came from.
Enemy diversity stays strong. SOD takes some enemies from the BG saga, others from IWD, and adds in some completely new ones as well.
I remember fighting a Displacer Beast in an old D&D arcade game. It was merciless, but the fight was awesome.
I love Rasaad and M'Khiin. I especially love them together.
Everything in this game is fun.
We ignore sound advice.
While snooping around Wyrmface Forest, somebody tells me not to go into the cave full of spiders.
Something tells me that this cave of spiders is tougher than I might suspect. I go inside anyway. What's the worst that could happen?
Seconds later, we're swarmed.
Edwin deploys his magical boomstick
(no, not that one)(yes, that one) while the rest of the party holds off the spiders. Many survive.Edwin marches forward to follow up. Meanwhile, Rasaad buckles under the pressure, failing his save vs. breath weapon and becoming entangled.
Edwin flash-freezes half the horde, but we're too late to save Rasaad. Edwin is not very troubled by the loss.
Disablers work better on the spiders. While M'Khiin prepares to finish the job, Edwin is busy failing his saves vs. death.
That poison is from a Phase Spider. He'll be dead within the round without treatment. I hand him an Elixir of Health, cast Slow Poison on Safana, and finish off the last of the visible spiders, still running around due to Horror.
A LOT more spiders came out than I thought, and they came in separate waves. I'm not sure I trust that the rest of the place is empty. I brace for another fight.
Sure enough, a Seven-Legged Spider runs out to kill us. It probably has especially deadly poison. But we never find out, thanks to Command.
Now, I'm sure the nest is empty. Time to search for traps and loot the place. Seconds later, Safana gets webbed. Poppy scares two of the nearby spiders, but can't stop the third one from pouncing on Safana.
But now Viconia is webbed. When Command fails to take it down, Edwin rushes out to kill it with spell damage while Poppy prepares Invisibility 10' Radius to rescue Viconia. Both of them fail their saves against Web.
The Gargantuan Spider knocks out both M'Khiin and Edwin, but Poppy finally makes her save, and finishes casting Invisibility 10' radius.
We heal ourselves a little and smoosh the spider, but when Poppy tries to hide the party again with Invisibility 10' Radius so we can rest safely, Polymorph Self expires and disrupts her spell.
Getting caught in a Web won't disrupt the spell, but Polymorph Self expiring will, because it uses a delayed "Cast Spell" opcode that overrides anything else you might be doing, and which is coded to cast normally rather than cast instantly.
We can't rest here safely. I decide it's wiser to head back to camp without resting, lest we get overwhelmed by a spider ambush. But we run into a new area first, and it looks like we won't get time to rest before the next fight.
We are much too weak to handle a couple of Verbeegs safely, so we turn to our wands. Edwin summons a cluster of monsters, unfortunately rendering M'Khiin's Call Woodland Beings spell useless, as we could not kill our summoned wolf in time to make room.
After a couple tries, one of the Verbeegs fails its save against the Wand of Paralyzation (yay!), while the other fails its save against Feeblemind. They're easy to dispatch after that.
We save the dragon! It gives us a useful but unimpressive rock.
We are so low on gold that we can't raise both Viconia and Rasaad.
We actually have to pawn off some of our supplies just to get the party back together.
Fumbling through Faerun: Io the Avenger
Chapter 1: Risky BusinessFirst of all, I just want to put out there that the pronunciation of Io goes thusly: Ee-oh.
If you say Aye-Oh, you've been saying it wrong your whole life. That's right, NASA, I'm looking at you.
Second, I am admitting ahead of time that I, sluckers, am an idiot.
No, Io is not dead. She is alive and well and on her way to Nashkell. I have not gotten her smashed, burnt to a crisp, diced, choked, drowned, charmed, feebleminded, or any of the other myriad ways to die in what is sometimes a truly ludicrous 'surprise-you're-dead!' game. It turns out that an Avenger is a darn hard character to destroy, which is good, because despite my idiocy Io has carried my ass through to Chapter 2 of this latest no-reload run of BG1.
Here's the proof:
Io is going to be the leader of a 'Force of Nature' no-reload run. Rangers and Druid's primarily, though that theme won't be completely strict. I've been inspired by @bengoshi's current custom party, and seeing Yahiko again has reminded me that I love druids above all the other spellcasters. But I want some conversation (no point in wasting the NPC project mod) so I will use EEKeeper to change NPC classes to fit. That is the theme.
Now let us begin at the... beginning.
So first things first, Io must get to the Friendly Arm Inn. Should be simple enough, right? Unfortunately, Candlekeep wasn't the best of places to practice druidic skills, particularly navigational skills. Fortunately, however, Io had the wherewithall to bring her iPhone.
This is my head-canon RP explanation for the next picture, and I'm sticking to it.
No, Io had not visited the Nashkell Carnival and picked-up a protection from petrification scroll, nor was she capable of using the helpfully available pro. from pet. scrolls in high hedge, as she's a druid. She had neither the strength or lockpicking picking skill to obtain any potions of invisibility from any chests, either. She was completely unprotected.
Because I'm an idiot.
I will admit to being impatient, since my last couple of attempts at no-reloading BG1 have ended in failure due to ambushes or surprise 'gotcha!' moments the game throws at you. I really really really wanted a character that could take more than a single arrow hit.
And before you ask yourself why I would take such a risk with my beloved Avenger Io in a no-reload attempt, know that it actually was much worse than that. I also had a run in with Neera in Beregost. As it turns out, facing off against Red Wizards isn't the smartest of things to do as a level 1 druid, especially because Neera is a douchebag. Fighting them was, in hindsight, a stupid thing to do.
But Neera...
I hate that woman. My hatred for that woman keeps the Nine Hells burning.
She gets Io to help her, then just walks away and throws us to the wolves. Io then gets hit with a few too many mage spells.
Getting hit with Melf's Acid Arrow and Drain Declogger is not fun when you have only 9HP. Io spends the next couple rounds unable to do anything except chug healing potions to prevent the bleeding from killing her off. I have her pepper the mage with darts, and every 2 darts she chugs a potion. She manages to stay alive, using the applied AC penalty of entanglement to help land hits.
Oh, ya, and I forget to collect the coveted gembag from Neera's corpse. Because, like I said, I'm an idiot. That was kind of the whole point I triggered that event in the first place.
Anyway, things get better. After barely winning against the red wizards and failing to save Neera (not that I tried after what she pulled), Io's map app directs her to walk 37kms east to the Friendly Arm Inn. Unfortunately, all that our tired and lonely Avenger finds over there is a ghoul, a lot of bassilisks and an FAI "We've Moved!" sign.
Now to fighting bassilisks unprotected...
I have Korax walk in front and use the contrails of the petrification gazes to aim the ghoul in the right direction. Doing this, and moving him along the edge of Io's line of sight, you can get him into melee range without ever being at risk of petrification... usually. Korax has to successfully freeze the basslisk in the first 2-3 hits.
Just never ever ever stand along the same angle of attack as Korax. SCS bassilisks will switch targets to spread the petrification around. Having Io stand far away in a different direction means that the bassilisk will turn before using its gaze, which is a helpful visual clue. If it turns, run away. You have about 1.5 seconds.
Unlike certain summoned monsters or spirit animals, Korax cannot attack beyond line of sight. When the message that the bassilisk has retargeted him appears, you can walk back into visual range and give him another round to hold it in place.
Oh, and, uh... don't get hit.
Do this for each bassilisk and wallow in your shameless metagaming crapulence.
Victory over the bassilisks brings Io to over 30hp. Oh happy days. NOW we can go to the Friendly Arm Inn, hopefully with no diversions along the way.
Okay, maybe just one diversion.
Alright, make it two. The fetish orge IS on the way.
It's all about efficiency in heroic adventuring and errand running.
So satisfying. I love druids.
Tarnesh is pretty hard if you try to face him solo, at level 1.
When Io finally reaches the FAI for a well deserved rest, she unites with Gorion's friends...
...who pledge to assist her and help keep her safe by dragging her off to a potential warzone, black pit of death or site of a miner's strike... or whatever the Nashkell mine has become.
But of course, since we ARE in the area...
At last, Io is ready for the sword coast.
For sirens near the Seawatcher tower we used the same tactics: Woden with the cursed sword of berserkering + Karasu for backstabbing.
Mortuus, Yahiko and Karasu all got new levels, with favourable hp rolls (5/6, 8/8 and 4/6 respectively).
Xzar also levelled up, getting an access to 3rd level spells and 2 hps from 4.
Woden, under the effect of a potion of absorption, dealt with all flesh golems in the cave.
This way we acquired a CON tome for Woden and Relair's Mistake cloak for Karasu - the wolf form has better STR than his base variant, and provides faster speed to reach his opponents.
It was the right time to go ankheg hunting, with Sleep spells from Xan, the wolf form for backstabs and solid HP pool of Woden. We didn't encounter any difficulties in the process, usually seeing an ankheg die in two seconds which covered an attack by Woden and a backstab by Karasu (or vice versa).
We helped Tenya in her quarrel with fishermen and bought Dagger of Venom for Yahiko.
We dispatched wolves to the east of Beregost temple, with Woden successfully tanking against the whole pack of them.
Woden, protected from pertification by the green scroll, and under the effect of a potion of invulnerability, saved against all control spells of Mutamin, and finely tanked all basilisks.
Uzume got a new level (5/8), everyone else already had solid XP under their belt, so we felt capable of dealing with a mercenary band there.
A single silence spell from Uzume and Korax still under our control helped to won this battle for us.
On the way back to Beregost Woden reached the 6th level (9 hps from 16), and already was prepared for BG2 flails
We bought the last major item available pre-BG (except for Ulgoth's Beard items, but I find it fair to visit that area only after reaching BG) - the Army Scythe crossbow, and cleared Peldvale and Larswood, camping before attacking the Bandit lair.
P.S. My vacation is closing in, so the continuation of this tale will happen in a month-time. Good luck to Poppy, Melissa and Io!
In @Iroumen's footsteps.
Look! Bugbears!
SOD took the sprites from IWD2 and resized them. Cool.
We sneak inside the cave. Look! Something horrible!
But it's asleep. We can sneak past it, and avoid a confrontation with one of the deadliest critters in Faerun. We're already invisible, so I figure we can just walk past it. I go for a container just behind the dragon.
I'm wrong. The dragon awakens the moment we get close.
It's lucky only M'Khiin failed her save against Dragon Fear, but we're still unbuffed and unprepared. This is a green dragon; it uses poison breath. We have zero defense against poison damage.
I'm not quite sure how I'm going to handle such a creature; I never thought SOD would throw a dragon at us. And judging by that line, I think you're expected to avoid fighting it. That's no longer an option.
First, we need to get control of M'Khiin.
We're safe from Dragon Fear, but Morentherene has lots of other options at her disposal. She puts Rasaad in the red with a Wing Buffet and a swipe of her claw.
I have almost no Potions of Extra Healing; holding off that much damage for long is simply not realistic. I need to knock out Morentherene quickly if we are to survive.
She blasts us with her breath weapon. Viconia's magic resistance is no help.
One character down on the first round of combat. Worse, Poppy is going to lose her aura to drinking an Elixir of Health; those Greater Wyverns have deadly poison as well.
Edwin launches Feeblemind. If it works, we're safe. Morentherene just barely makes her save.
We may still have a shot with the Wand of Paralyzation--maybe SOD dragons don't have all the same immunities as BG2 dragons--but it's a long shot.
We have to start running. We are completely unequipped to handle this fight; we have to get out. Poppy, trying to avoid the Greater Wyverns, downs an Elixir of Health while her friends flee from Morentherene.
But the dragon has fast movement and long reach. Safana approaches death.
The dragon only needs a 3 to hit Safana. Safana has poor AC, but that attack roll is still a telling sign that no one in the party will have the AC and HP to tank Morentherene.
Safana's aura isn't clear to drink a potion, but she manages to slip away. The dragons wrath descends upon M'Khiin instead. Goblin Grandma has the highest HP of the party, but even she can't survive more than three hits.
Notice the little swirl of magic over Morentherene. She made her save against the Wand of Paralyzation. I need a failed save, either to disable Morentherene or at least to confirm that she's immune to the effect itself.
M'Khiin keeps running, but she can't escape Morentherene's reach.
But we're almost to the exit! We might just make it out alive.
We reach the west end of the cave, but at the last second, Morentherene knocks Rasaad unconscious. We can't leave until he wakes up.
Morentherene blasts us one more time with her breath weapon. We survive the attack and stagger outside.
No one follows us. We're safe for now.
We've still got a problem. That dragon is probably still waiting for us by the entrance. That breath weapon does tens of damage even on a successful save; most of our party could die in one or two hits. And Morentherene appears to use it rather frequently. There wasn't much time between the two breath weapons she used.
I consider my options. Based on Morentherene's incredible THAC0 and powerful breath weapon, and our shallow supply of healing potions, I don't think anybody in the party could tank her for long. We need to take her down with magic.
Edwin can cast Feeblemind three times. But if Morentherene has 50 MR and the standard save vs. spell of 6, the chance of disabling her is only about 50%. That's nowhere near good enough; we need another plan.
The Wand of Paralyzation just might work. If Morentherene has BG2 dragon immunities, it's hopeless, but if not, we have a good chance of stunning her, particularly since we have so many charges from the wand.
Failing that, the Wand of Frost could slay her through brute force alone. It deals 30 damage per hit (it doesn't offer a save for half, contrary to the spell description), but Morentherene's MR will cut that in half. It would take time to kill her.
What about our defenses? We have basically no means of improving our saves vs. breath, no one can get AC low enough to hold off her physical attacks, and M'Khiin and Rasaad won't get poison damage immunity for a long time. We do, however, have one item that could help us.
I'm not confident this can work, though. I check the item in Near Infinity to make sure.
It doesn't give immunity to poison damage; just the poison opcode and the intoxication opcode. Since I hadn't seen @Iroumen's post at the time (I've not read anything about SOD that I haven't already played through, and this is my first run), I assume that BG:EE items are the same as SOD items, and do not realize Near Infinity is misleading me.
So I won't bother using the scroll.
I go over it in my mind. I really want to take down the dragon, but it poses a severe threat to the success of the run. I consider doing a test run. If I failed in the test run, I'd just move on with the questline, never fighting the dragon. If I succeeded, I would do the same--the purpose of the test run is not to get past the dragon, but merely to see if a proposed solution would work.
In the end, I decide to just go for it. But I can't do it as we are now. Not everyone in my party has the power to take down Morentherene, and none of us have the power to tank her. There is no point in resurrecting Viconia or M'Khiin; they'd just die without contributing to the effort. But if I boot them from the party without raising them, they're gone forever. Instead, I'll kick out Safana to make room for the new character.
I look around the camp. I need an NPC with the power to either tank Morentherene or take her down. But nobody in the camp fits that description.
So I just pick somebody I don't like.
I've heard Baeloth is overpowered, but that's not why I want him, especially considering his MR is useless against Morentherene's breath weapon. I want him to serve as our tank, even though his HP is low, simply because I know he'll never be in the party late game.
He's useful because I don't care if he dies.
Our callous disregard for Baeloth's life costs us 2 reputation points. Rasaad is not happy we're using a sacrificial lamb.
Our reputation is at 5, solely because Viconia, Edwin, and Baeloth are in our party.
We march back to the dragon's lair. Baeloth and Edwin chant in unison.
I take a peek inside. The dragon moved!
This is great. We have an extra 10 seconds before we die!
Edwin deploys the Wand of Monster Summoning. Every monster we summon panics the moment they see the dragon.
While Morentherene is busy with our summons, Baeloth casts Greater Malison while Poppy and Edwin use the Wand of Frost and Wand of Paralyzation. Rasaad scurries ahead so we have a fast-moving character to distract Morentherene once our summons go down.
Baeloth is our intended decoy, but first I want him to cast Greater Malison. Morentherene takes down one of our summons, but Greater Malison gets past her magic resistance.
It means little, however, unless Morentherene is vulnerable to stun.
We keep blasting Morentherene with our wands. Normally I like to save charges, but this fight is too big for us to go without them.
We're making progress! Morentherene doesn't have the huge dragon hit points that I've gotten used to while playing with SCS. She's still a monster, though, and her MR blocks many of our attacks.
See that swirl over Morentherene? This time, she failed her save, and her MR didn't block it (it just blocked Baeloth's Magic Missiles). This means she is indeed immune to the Wand of Paralyzation, just like normal dragons.
Knowing the Wand of Paralyzation is useless, I have Edwin and Poppy toss the Wand of Frost back and forth so we can use it slightly more than once per round. Meanwhile, Morentherene turns to Rasaad. He won't last long.
Morentherene is almost dead! I don't want to lose her loot, so I can't deal the final blow with the Wand of Frost. I switch to Magic Missiles.
She falls!
That was a nightmare. I wasn't sure I'd make it out of that. I knew our potions would never be enough to hold off Morentherene's repeated breath weapon attacks, but those monsters from the Wand of Monster Summoning at the beginning gave us enough time to slay the dragon with the Wand of Frost and some damage spells.
Baeloth just got poisoned by a Greater Wyvern. I don't care; he contributed nothing to this fight.
Bye-bye, Baeloth, you bitchy bastard.
We still have two Greater Wyverns to deal with, but we used up almost no spell slots. We're still in good shape to take them down.
It's finally over. And we get a new set of dragon scales, too!
The pleated skirt sounds cute. I wonder where I can find somebody to forge it.
We head home, raise Baeloth in case we need another sacrificial lamb later on, and kick him out of the party. Bringing him was a mistake; all he did was suck up XP.
Rasaad is glad to see him go.
I finally find out what treasure the dragon was hiding. It's actually kind of underwhelming.
At least it's pretty. Don't know why a white cloak is called "sable," though.
That was an interesting fight. Painful, but interesting. I like that SOD scaled down the dragon's size; having a smaller circle and sprite was a good idea for the dragon.
HOLY CRAP
Part 1
The dragon is gone and the party is back up to speed, albeit short of some valuable wand charges and a lot of gold. The next fight is an easy one: Bugbears! Apparently Invisibility Purge has really long reach.
Another AI improvement from SCS: enemies with divination spells will use them if you try to sneak up on them.
Safana nearly dies because I was too impatient to move forward. Maybe I'll just use CTRL-4 to look for traps when I'm feeling impatient, instead of just charging ahead.
The next fight was a little complicated, but there's only one interesting screenshot.
I normally don't use Glitterdust, but Edwin's Conjurer kit imposes an additional -2 save penalty.
We reach the bottom level. I don't really remember what exactly I'm doing here, but it looks like this is part of the main quest. Some crusaders are here, trapped in a cage.
You can make some pretty ruthless decisions in this game.
Not really my style. I chat with one of the prisoners, Madele. Apparently she's a priestess of Bhaal. She's quite happy to see a Bhaalspawn. Or, rather, smell one.
We can't do anything for her just yet.
Safana snoops around. To speed things up, I use CTRL-4 to highlight traps. Safana stumbles onto a half-dragon in the southwest.
I send in the party, in case the half-dragon proves hostile, like the Cultists in the area. Turns out she's Morentherene's sister, and she's not happy that we murdered her.
She has priest buffs and poison breath. Thankfully, her breath weapon doesn't seem to have much reach, much like Morentherene's.
Better still, she lacks typical dragon immunities. Spook disables her just long enough for us to drag her down.
Further exploration reveals that Akanna, one of the folks down here, had a sadistic obsession with the priestess of Bhaal we spoke to earlier. It doesn't look like a very healthy relationship.
Before we can enter the next room, we see a brief cutscene, in which a pair of cultists get killed by a WHAT THE HELL IS THAT
Is that a boss? Am I supposed to fight that thing?
I've never seen that sprite before. It must be something special, and that can only be bad news for us.
I think I'm going to stay away from that room. I don't wanna fight that horrible thing.
We finally free Madele, and command her to be good from now on.
I only knew Madele for a few minutes, but that was a pretty memorable diversion. Disturbing, too. I hope she's okay.
We keep exploring and get into a fight with some cultists. A pair of assassins surprise us, but fortunately they only poison Rasaad; they don't backstab him.
Things are looking good. For a moment.
HOLY CRAP
Seriously? This humongous tentacle worm thingy can burrow around and chase us?
I want to end this fast; a critter that big has to be deadly. Edwin and Poppy draw their wands.
The Wand of Frost failed to bypass the Neothelid's MR, but the Wand of Paralyzation succeeded. The worm, however, is unaffected.
It's immune to stun. It's immune to all disablers, isn't it? It really is a boss monster.
Also, it has mind control powers.
I don't like this monster! This is scary!
And it has a freaking breath weapon, too.
Mage spells, poison breath, magic resistance, and burrowing like an Ankheg to teleport. Are there any powers this thing doesn't have?
As soon as it came, the Neothelid burrows back down and vanishes, leaving a pile of grease behind.
What just freaking happened?
Even after the Neothelid is gone, we suffer poison damage. Is it actually still there, or do we have a lingering damage effect? Either way, we lose a character, and the survivors are in bad condition.
For a moment at least, we're safe. M'Khiin summons a Nymph to heal the party with Mass Cure.
I think we need to go to that room where I first saw the Neothelid. Maybe we'll figure out a way to get rid of it.
The far wall says they sacrifice people to the monster in this room. So we need a sacrifice of some sort?
The Neothelid is still around, attacking our Skeleton Warrior offscreen.
Ego Whip. That is a goddamn psionic power. This worm can do everything. What's it going to throw at us next? A Fallen Deva? Insect Plague? A Spike Trap?
No, it just casts Mordenkainen's Sword and kills our Skeleton Warrior. And no, it's not burrowing around; it really can teleport.
I hoped there was some quest-y thing we could do to get rid of it instead, but I don't think that's an option anymore.
We have to fight it...
HOLY CRAP
Part 2
As if the Neothelid wasn't enough, we have to deal with traps, too.
We hurry into an open area for better freedom of movement. The Neothelid follows us, but the move gives us time to heal up and prepare a bit.
The Neothelid smashes Viconia, but Poppy is already on it.
The Neothelid resists the Wand of Frost and vanishes.
When it returns, we greet it with a ray of ice. It takes a sizable chunk out of the monster's life bar.
Another smart move by Beamdog. Life bars are much faster to check than the old tooltip message system.
Soon the Neothelid is close to death. To avoid destroying precious loot, we switch to the Wand of the Heavens. The Neothelid goes down!
That was a horrifying experience. Seeing the monster was scary enough, but then seeing it teleport and use all kinds of magic powers was one more reminder that we didn't fully understand what we were facing.
I don't want to go back to town to rest and resurrect Rasaad quite yet. Instead, I turn invisible once more and go scouting. We pass by Akanna, the sadist priestess of Cyric who was torturing Madele, and slip away from her Invisibility Purge, which we failed to do against that bugbear spellcaster.
The Nymph broke invisibility by casting a spell; the crawlers are bound to devour it. It's not worth losing our invisibility to rescue it.
We open one last door.
Holy crap.
We have to fight a mind flayer now. It's just one nightmare after another.
If this guy has BG2 mind flayer powers, we're kinda screwed. Psionic Blast would annihilate us.
We run away. No one pursues us yet, so we break invisibility to summon monsters and lay traps. We'll just have to proceed without Rasaad.
Investing in Set Traps was a good idea. Darskhelin (not Darkshelin, but Darskhelin) the mind flayer takes big damage on the first round when he comes out to play.
Darskhelin, suddenly close to death, runs to his allies for aid. Pre-buffs flare up. We have a diverse enemy party to deal with. Archer, Berserker, and mage, judging by the dialog box, and a Kensai as well, judging by the unarmored bloke in the doorway.
Poppy brains Darskhelin with a heavy rock. The mind flayer goes down before attacking us! M'Khiin throws Spirit Fire into the next room; it should bypass the enemy mage's MGOI buff. Edwin's Fireball isn't far behind.
I've been avoiding Web due to the chance of friendly fire, but Poppy is low on spells and doesn't have many other options. As we cast a Web into the enemy's room, the mage on the other side casts a Teleport Field into ours.
Normally Teleport Field is there to ward off melee attacks, but that's only useful if the caster is inside the field.
The mage does benefit from Teleport Field, despite the strange targeting: it puts M'Khiin inside our Web, and she fails her save. Fortunately, her attackers have poor luck as well. Poppy switches to spider form, but the Teleport Field keeps her from reaching the entrance.
Look at that! The enemy is using a choke point against the player! I've never seen that before. If that was intentional, it was genius.
I have to stress just how cool that is. I've never thought of using Teleport Field to enhance a choke point, and I love Teleport Field.
Also notice that the Carrion Crawlers from before have joined the fight. M'Khiin has gotten stunned (I assume by the enemy Archer), but Viconia is there to cast Remove Paralysis. I just hope M'Khiin won't get teleported out of range at the last second. Meanwhile, a single dwarven fighter breaks free of the Web and attacks Poppy, who stuns him with the Wand of Paralyzation.
But it doesn't work. The dwarf keeps attacking. Berserker rage immunities must have blocked it.
Viconia successfully frees M'Khiin, only to fail a save against Chaos.
Poppy needs to focus on the most vulnerable targets, as her THAC0 isn't good enough to hit others reliably. She slays the Kensai first.
In SOD, spider form does NOT deal poison damage. It is therefore a rather weak anti-mage tool compared to BG2:EE. The APR does benefit from other damage bonuses, like from the Gauntlets of Extraordinary Specialization (or whatever better name Beamdog came up with) that Poppy started the game with.
We make slow progress against the enemies, as we are in poor shape ourselves. Poppy's saving throws block a spell of unknown origin--possibly saving her life.
You know, if they save your life, then "saving throws" isn't really a great name. Why not call them "Life Savers" instead? At least then the name would make sense.
Poppy finishes off the enemy Archer, revealing a special SOD item that grants +2 DEX to Archers and +1 DEX to other classes. Many SOD items have class-specific benefits. Edwin hits the dwarf with Feeblemind, because I only realized the dwarf was a Berserker when I wrote this. The dwarf fails its save, but keeps fighting anyway.
Poppy breaks through the enemy mage's Stoneskin. Soon, Jhan Redmoons is dead. Only the dwarf remains. He has no missile weapons, so we kite him to death.
The battle is won!
But we can't carry all of this loot home without Rasaad. I break out one of our two Raise Dead scrolls--which I bought a long time ago in case we needed to raise somebody in combat--and heal Rasaad up to full health. Rasaad is quite upbeat about the situation.
I actually couldn't raise him at all; the scroll is bugged somehow. I used CTRL-R instead, dropped the scroll, and cast the healing spells onto him to imitate having used it normally.
Rasaad gets a brand new katana, but his damage output is still better unarmed, due to the extra 0.5 APR.
There are three dead bodies where the mind flayer once stood. These must be the intended sacrifices! Maybe I can get something by bringing them over to the wall that talked about the sacrificial stuff.
The bodies weigh like 200 pounds apiece. To move them around, I'd need to use Edwin's spell STR-boosting staff, and remove all other equipment from the character. Instead, I have Poppy switch to ogre form. She can carry basically anything now. She uses her newfound strength to squash a bug on the way.
It doesn't work, though. I don't know if you can sacrifice anybody, or do anything at all with those corpses. I drop them and move on.
One last enemy remains: Akanna. She says something crazy-like and then attacks us. I figure this will be easy.
But apparently she has a friend.
Aerial Servants only get one attack per round, but they hit really hard with it. Mages and bards with Stoneskin need not worry about them, but anyone else can die awfully fast when an Aerial Servant is after them.
Knowing that the Aerial Servant won't get another attack roll for the next 6 seconds, I send Rasaad running. But he can't move. Soon, I learn why.
Wow. There were two of them. That sucks.
I need to take down Akanna and resurrect Rasaad one more time if I'm going to get all of our loot back to camp. I look over our resources and rediscover a special ability I forgot I had.
I've never even tried out this power. Why not now?
Safana tries charming Akanna, but it seems not to work despite a failed save. Akanna is disabled by Horror anyway, so it doesn't matter.
M'Khiin summons her spirits despite a savage blow from an Aerial Servant. Her Nymph is more successful, charming the other Aerial Servant with Mental Domination. While our charmed Aerial Servant and goblin spirits beat down the hostile Aerial Servant, Edwin hits Akanna with Cone of Cold.
The enemy Aerial Servant doesn't last long. We chase down Akanna and destroy her.
I raise him one more time to gather his equipment. He gets in trouble when we find yet more hidden enemies, but Poppy rescues him.
We come back later to finish off the Invisible Stalker, get ambushed by the no-longer-charmed Aerial Servant, and cut down the last enemy.
We're swimming in gold now.
Holy crap. First was the lich. Then the dragon. Then a mind flayer. Three of the classic "ha ha ur ded nao loser" enemies of BG2.
The way things are going, the next fight is going to involve an Elder Orb.
Dual wielding longswords is very strong with good str and dex in chateu irenicus, saving everyone as always, getting a scroll of incendiary cloud in the process, letting Yoshi and Minsc grab some beers indefinitely in the copper coronet as soon as we see daylight. Donating a lot of gold to Ilmater for letting Imoens bars break in the earthquake.
Saving Aerie, accepting Nalia. Letting both tag along immediately since they are both part of my long term plans and I don't want to get a lot of free exp to get them later due to limited meta this run.
Getting Tuigan for Nalia, grabbing Lilarcor, killing every slaver on that boat (those mages always manage to find a way to surprise me, one of them walked through a web, entangle and stinking cloud).
Time for the first rest, at this point I really think Cain has earned it. Having 20 potions of extra healing saved up!
I justify going to Trademeet before De'Arnise because of Jaheira. Getting sidetracked a lot on the way with ambushes leading to the Harper quest, while there I pick up the thief quest but decide it's too unrealistic to rob Mae'vars hideout so I skip it for now. I also deem grave robbing to be out of character so no Namarra for me yet.
Jaheira is close to her first level 6 spell by now and I really really want a full plate, wrestling with my conscience if I could justify killing that bunch of misfits upstairs in waukeens. Normally I do not kill people for being rude irl... I'll go there on my first shopping spree and see how it turns out, Jaheira needs a belt, Aerie needs a shield and so does the tank, who right now is Cain but that will change after Trademeet. A wand of cloudkill would also be a nice way to deal with all those spirit trolls...
To be continued.