Well in vanilla, very few things offer immunity to stun. Chaotic commands if you have a divine caster party member or Mazzy's short sword. I think I understand how Noywad III made it past this part - he was a solo fighter, but a dwarf with obvious great saves vs. death. So I should have gulped a potion of magic shielding before dealing with this group - will remember for next time.
Chara has hit level 15, gaining access to Red Half-dragon form. It's a grade stronger than the White Half-dragon, though it's difficult to say whether the red bikini is sexier than the black, and naturally that's the most important question.
Anyhoo, IWD2's Ease of Use mod also adds certain mage spells to the druid's repertoire, including Vipergout. Vipergout is a weakish spell in vanilla, but with my mods, it's actually quite deadly. It disables spellcasting for 1 round per level, summoning a viper every round, each of which lasts 3 rounds.
The thing about Vipergout is that, since the vipers constantly vanish and reappear, it's effectively an invincible summons, as you can never finish it off. Plus, the spell will fire without breaking invisibility, so you can just spit out viper after viper and gradually wear out the enemy. It's especially brutal in Heart of Fury mode.
I want Asriel and Frisk helping out, though, so only Chara stays invisible. Asriel targets Imphraili, while Frisk focuses on Imphraili's spellcasting drider to the right.
Then I see trouble. Imphraili might be deadlier than I thought.
As the least valuable party member, Frisk is the only one without Death Ward--Asriel's spell slots, I figured, were better spent elsewhere. Frisk retaliates with Chromatic Orb, to no avail. Unsure of Frisk's safety, I pull them away to hide.
Imphraili finishes casting her next spell... and Frisk rolls a Fortitude save below 10.
Luckily, they're out of the way, so there are no area-effect spells that could chunk them. I can restore them later.
Then we get a second auto-pause.
Apparently petrification in IWD2 is an automatic chunking. You only get a couple seconds before it happens, and since Stone to Flesh would take more than 2 seconds to cast, you'd have to start casting it before the spell even hit. So Stone to Flesh is pretty much useless in this game.
No one in our party has Protection from Petrification, and I doubt that Death Ward will block Flesh to Stone. Asriel casts Sanctuary; it's not safe to fight Imphraili without both Death Ward and Protection from Petrification.
Chara steps over to Imphraili and spits some vipers her way.
When Imphraili grows weak, we pounce.
Asriel tries to cast Raise Dead on Frisk. Nothing.
I take out a Stone to Flesh scroll, but when I try to target Frisk's portrait, the cursor remains gray, and clicking the portrait has no effect.
Okay. This is a pretty nasty loss, but we can recover. At least Asriel or Chara didn't get chunked; then we'd be in really big trouble. I don't know if we could survive at all without Chara.
I never exported Frisk, so I can't import them back. I have to create a new copy of our favorite lecherous time-traveler. We've lost a lot of arcane power, but we actually gain a lot in the process:
With a level 1 character, our average level is below average for this chapter. We're going to gain LOTS of experience from now on. Frisk will never recover from the setback, but Asriel and more importantly Chara will advance much faster. This might just let Chara get the final half-dragon form by the end of the game!
For now, we have to deal with the Viciscamera. Frisk hides in Imphraili's lab while Chara and Asriel fight the driders. There's nothing special about that fight, so here's just one screenshot.
Later, we run into a gang of hostile drow. I don't know what they're doing here.
But they turn hostile, which means they die. Chara cuts them apart, but the drow hit hard. Asriel actually has to restore Chara's Stoneskin mid-combat.
I actually anticipated this. As a Cleric of Ilmater, Asriel can cast Stoneskin as a domain spell. Since Chara spends most of their time shapeshifted, most of their spell slots are for buffs, and so everyone in the party gets Stoneskin from Chara first. Asriel's domain Stoneskin is for exactly this situation.
The Drow Assassin, like the Rune Assassin from the Ice Temple, apparently can sneak attack with every strike. Infinity Engine enemies can sneak attack from any direction, and in IWD2, rogues can sneak attack even while visible, as long as they're behind the target.
Thus, enemy rogues in IWD2 backstab with every hit.
We return to Malavon, who is reunited with his sister.
Yaaay! We're such good people doing good things. Goodness gracious, we're good.
There are some merchants hiding out to the southwest, and they sell some rather impressive items. Chara gets a spectacular set of armor.
The damage resistance will stack with Chara's shapeshifts, making them even more resilient than before.
To get to the next area, we need to fight some Mind Flayers. The first one attacks us for not giving it a shiny rock, and promptly kills itself, seconds into the fight.
The other one isn't very dangerous, either.
Mind Flayers in IWD2 can't kill you with Intelligence drain; stat drain kills aren't possible in IWD2's engine. You can't get a stat below 1. Instead, Mind Flayers rely on their goons to deal damage after they disable you. But their disablers are pretty weak, and Chara is basically a stone wall.
We are keeping the petrified version of Frisk in the party. Their grayed-out portrait will serve as a reminder of a critical shift in the course of this run.
Frisk says transmuter mages make them rock hard. We are filled with determination.
@Corey_Russell: Smite will still not offer a save. If a Potion of Freedom or a Ring of Free Action won't block stun in your install, and you don't have Chaotic Commands next time, I'm guessing the best buff for Smite would be Hardiness, just to survive the two rounds of stun.
Immunity to stun is even rarer in IWD2. Even Chaotic Commands won't stop it. Only Chara's half-dragon form blocks it.
We returned to the Docks to kill Monk after jumping on some spiders... Nice trinket.
Some slavers tried to capture us between areas but I was not in the mood to be owned... I assume this was a one off but if they keep coming then we may have to visit their leader in the slums to discuss it?
Well I'm off to murder some government officer next. I think Bodhi has a reason to want him dead but the truth is, I forgot to ask!
I had to restart this game, so the first part is virtually the same as a previous post:
Weidu log first:
// 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] ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for BGEE/Tutu/BGT -> Default version: areas connected by travel triggers: v3.00 ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #2 // Raise the XP cap: v3.00 ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // Delayed start: Drizzt joins after Durlag's Tower: v3.00 ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v12 ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v12 ~SETUP-BGEEAR.TP2~ #0 #0 // TeamBG's Armors for BG:EE, BGT and TuTu Version 1.05 ~SETUP-BGEEW.TP2~ #0 #0 // TeamBG's Weapons Pack for BG:EE, BGT and TuTu Version 1.04 ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v13 ~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 // "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v213 ~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #1 // Bardolan's Briefing, by berelinde: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #2 // Scar's Spare Time, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #3 // Kim's Preoccupation, by jastey (WARNING - refer to the readme!): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #4 // Extension of Bjornin Encounter (Personal Wound Treatment), by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #5 // No Starch in the Maypole: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #6 // Duke Eltan's Spare Minute, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #7 // Husam's Personal Preparation, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #8 // Laurel's Post-Hunting, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #9 // Bartus' Seduction, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #10 // Lina's Massage, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #11 // First Night with Quentin, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #12 // Chatting Niklos Up, by Kulyok (mature content. WARNING - refer to the readme!): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #13 // Slythe and Krystin, by Kulyok (mature content. WARNING - refer to the readme!): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #14 // No Regrets: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #15 // Purchased Love, by Thimblerig: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #16 // Hull: Heavy Duty, by Lava: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #17 // Late Night with Jaheira, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #19 // Melicamp: The Poultry Boy, by Lava: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #20 // Reading with Rinnie, by Western Paladin: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #21 // Molly the Husband-Grabber, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #22 // The Mourning of Centeol, the Spider Lady, by Lava: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #23 // The Essential End, by Lava: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #24 // The Harvestmen Lair, by Lava (mature content): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #25 // The Great Zudini, by Kulyok (mature content): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #27 // Ender Sai, the Hero's Reward, by Thimblerig (WARNING - refer to the readme!): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #30 // Necromancer's Trouble, by jastey (WARNING - refer to the readme!): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #31 // Dinner with Thalantyr, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #32 // Girdle of Gender Reactions, by Thimblerig, Kulyok, Domi, Lava, Lastknightleft, Twani, Jastey, Daisy Ninja Girl: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #34 // All That Left Was, by Lava and Thimblerig: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #35 // A Childhood Friend, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #36 // Arlene the Working Girl, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #37 // Della May from Thay, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #38 // A Dirty Guard in Candlekeep, by Kulyok (mature content. WARNING - refer to the readme!): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #39 // Phoenix Flame, by Kulyok (mature content): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #40 // Mikala the Monk, by Twani: v1.3 ~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 2 ~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7 ~THALAN/THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: v4.2 ~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: v9 ~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): v9 ~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): v9 ~GAVIN/GAVIN.TP2~ #0 #10 // Gavin: Alternate Portraits -> Blue cloak, by kiwidoc: v9 ~GAVIN/GAVIN.TP2~ #0 #13 // Gavin: Player Initiated Dialogue: v9 ~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu ~ISRA/SETUP-ISRA.TP2~ #0 #2 // Install Gavin/Isra crossmod banter? ~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 10 ~SETUP-CRUSADE.TP2~ #0 #0 // Champion of Torm ~SETUP-CRUSADE.TP2~ #0 #2 // Adventurer ~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 #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 #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 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2372 // Alter Dual-class Restrictions -> Install both of the above options: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v16 ~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v15 ~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #2 // Crossmod Romance Conflicts: v15 ~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief ~NPC_EE/NPC_EE.TP2~ #0 #141 // Choose a class for Khalid -> Make Khalid a ranger/cleric ~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter ~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric ~NPC_EE/NPC_EE.TP2~ #0 #302 // Choose a class for Xzar -> Make Xzar a necromancer/cleric ~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief ~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage ~NPC_EE/NPC_EE.TP2~ #0 #583 // Choose a class for Viconia -> Make Viconia a cleric/thief ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #2 // Install Acrobat bard kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #4 // Install Dirgesinger bard kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v6
There were four of us that were brought up together in Candlekeep, Æthel, Wilfred, William and Imoen.
Three of us were strongly influenced by a visiting cleric of Helm and thus we became followers of Helm. Imoen being of chaotic nature felt a little left out, but we remained friends as she is a good-hearted soul. I and Wilfred became paladins, but William didn’t have the charisma and so became a cleric. I am a Moonblade wielder and have proficiency in long swords and sword and shield, Wilfred specialises in two handed swords and two handed weapons, whilst William specialises in spiked weapons and sword and shield style.
We were attacked by assassins in Candlekeep, but because they were not working together, we defeated them easily despite their good equipment. One of them had had the gall to steal my Moonblade which I was so glad to recover.
These attacks precipitated our leaving of Candlekeep which saddened me somewhat as I had just begun to enjoy the earthier pleasures of life with a guard and also Hull.
To the east we were attacked by more assassins who killed Gorion. We headed for the FAI and on the way found some useful rings. Outside the FAI we were attacked by another assassin, a mage this time who didn’t manage to cast a single spell before his demise.
Inside I continued my carnal education with another adventurer and I was also asked to deal with a spider infestation in Beregost.
Outside I cleared the area of hobgoblins and in transit killed a lot of bandits.
To the north we helped a widow and a priestess called Tenya and we killed an ankheg as well before heading to Beregost where we cooled the temper of the hothead Marl and took a tome to Firebead who is suffering from arthritis nowadays.
We helped get the Dudley's neighbour back into shape and whilst doing so were asked to find Perdue's sword. This we did and in the process tried to help Mellicamp. Unfortunately we failed.
We headed south killing two ogrillon and three Flaming Fist Mercenaries. We now all have good armour.
We were given a useful ring by Mirianne and headed south once more. We found an amulet which we were able to give to the grieving parent of the one who had been wearing it. This boosted our reputation somewhat.
Continuiong south to Nashkel, we found some armour that was even better than plate. We turned down a reward from Oublek and continued southwards where we helped a dryad and a dead cat.
In that area we had our first dangerous confrontation when we fought a bunch of ogres led by an ogre mage. He cast horror which left me alone to do the fighting. I tried to get to the mage to kill him first, but the way was blocked by summoned monsters.
The mage continued to target me with spells such as acid arrow whilst the ogres continued to pound me. I returned the compliment and eventually an ogre died which enabled me to attack the mage.
I was then able to kill the rest of them without difficulty.
The others returned when the battle was all over. William then healed me and soon we were back to full health.
This is my first BGEE 2.x run, it's (more or less) without any mods (RE is installed to start with a unbreakable weapon and to get a ioun stone later, also evil NPCs don't leave on high reputation. And of course in my installation elves can sing ).
Actually it's Sarya II. as Sarya I. (who was 'rebalanced Jester') died some month ago when ambushed in a dark alley in Athkatla and failing a Chromatic Orb saving throw (iirc). I started playing on core but switched to insane (but without the additional damage) after a while.
After doing the usual tasks (and kills) in Candlekeep Sarya was about the leave but was joined by Gorion albeit for a very short period only as her foster father was killed in an ambush. Sarya then was joined by Imoen, Xzar and Montaron and the four made their way to the Friendly Arm Inn where Tarnesh failed to see another day. The party grew to full size when Jaheira and Khalid joined the group and the sextet set out for Nashkel. On the way an Ogre was killed for his belt, some spiders were fought for experience, Karlat was taken down in self-defense and later in Nashkel Neira shared the dwarf's fate. On their way to the mines Xzar and Montaron were replaced by the half orc Dorn who made an impact on Sarya because of his combat abilities (and because of all the stuff he probably could carry). At the mines Greywolf turned out to be no lover of fine arts but was punished accordingly...
The party left the mines for later and turned east where Dorn took revenge on Kryll, a revenant was visited in his tomb (without bringing a gift), more tombs were visited and then Samuel was brought to the Friendly Arm Inn. On their way back unfortunately the party experienced the first death as Jaheira was hit by a Flaming Arrow when the group was attacked by Thayans. A visit at the nearby temple brought Jaheira back to life and also Neera joined the group who went west to High Hedge and south then where Mellicamp was picked up and successfully transformed by Thalantyr. Further travelling saw the group fighting a Doomsayer, some Flesh Golems in a pirate cave (the tome was given to Jaheira). Neera became killed by Shoal but after being somewhat restored she took revenge on Droth...
At the Firewine Bridge Meilum was not used to fight to music and therefore lost life first and then bracers to Jaheira...
To help Neera with her spell casting the group agreed to visit Acoy's Enclave but unfortunately the party was too late (to prevent Ekandor from using the precious Stoneskin scroll). Ignoring that drawback the party set out for the mines finally and Mulahey was put down easily...
Back at the surface again some amazons nearly killed Khalid but failed and had to pay the price...
Taking down Nimbul in front of Nashkel Inn got Sarya a familiar and the party went east of Beregost for some XP hunting, killing vampiric wolfes, basilisks, Mutamin and Kirian's group...
Next the Ulcaster Ruins and the upper levels of Durlag's Tower were visited (the Tome was given to Jaheira). On the Tower's roof some basilisks were guessed and as no-one wanted to stay behind lots of protection from petrification spells were memorized but unfortunately something went wrong with the casting...
The surviving members of the party decided to fight the basilisks nevertheless, both in memory of Imoen and Neera and that the already casted spells were not wasted. In a trapped chimney pipe a magical scimitar was spotted but unfortunately the party's only thief was in no condition to remove said trap but Khalid the Brave worked up the courage to secure the weapon for his wife...
Once Imoen and Neera were raised again the party set out for the Bandit Camp which was stormed during the night...
Before going to Cloakwood Forest the party went north for some Ankheg hunting (Neera died for the third time) and pickpocketing the Ring of Free Action from Dushai at Ulgoth's Beard. Travel through Cloakwood Forest was without incidents worth mentioning, the mines were quickly found - albeit they turned out to be a Wyvern cave. Nevertheless the real mines were found somewhat later...
On the lowest level of the mines all the traps were disarmed preventing the Battle Horrors from spawning. Without SCS installed fighting Davaeorn is much easier of course and so the evildoer went down easily...
The party was about to enter Baldur's Gate when they became ambushed by Simmeon and while two-thirds of the group was stricken by fear Dorn and Neera managed to win the fight...
At Baldur's Gate the all usual things were done (Ramazith/Abela, Varci/Casson's Body, Gorpel Hind/Maulers of Undermontain, Balduran's Helm/Degrodel, Seven Suns, Merchant League, Ogre Mage in the Sewers). In between Dyara had dinner with Thalantyr and was presented with a nice Ioun Stone...
At the Iron Throne inobservance caused Neera to die once more but the group prevailed nevertheless...
The group then became poisoned, Sarya failed to pickpocket the Geas Removal Scroll from Jalantha Mistmyr (the Tome had been given to Jaheira already) forcing the party to kill the priestess unfortunately. Taking one half of the antidote (and the boots) from Lothander and the other half from Marek cured the poison then. Somewhat later the party was send to Candlekeep by Duke Eltan. Despite being innocent the party was accused of murder but escaped through the catacombs (again the Tome of Understanding was given to Jaheira and Dorn read the Manual of Gainful Exercise).
In the cave while thinking about to kill the spiders first the party was seen by Prat's gang catching the party somewhat unprepared. Prat was killed quickly...
... but Khalid became stunned and both Jaheira and Dorn became confused. Fortunately Khalid was still disabled when Jaheira was slain by Dorn...
The group (for some reason plus Arkanis) then left the cave...
... and returned to Durlag's Tower (without Arkanis) for exploring the lower levels but after fighting the four warders...
... they left again. In Baldur's Gate the party was hunted by the Flaming Fist and when seeking shelter inside a house they became attacked just the same (but at least they got another Ring of Wizardry and the Helm of Glory this way). Nevertheless Duke Eltan was saved, Sarevok's diary was secured and then the party searched the Undercellars for Slythe and Krystin. There somehow Sarya got separated from the group and while trying to find her companions she was found by Slythe and got (more or less) dragged into one of the chambers. Quaffing a Potion of Invisibility however allowed her to escape (after a while)...
... and when Slythe went searching for her he was greeted by arrows, bolts and bullets and finally crushed by a summoned Ogre...
and only some moments later his wife Krystin shared his fate...
At the Duchal Palace the Greater Doppelgangers were quickly dispatched and both Dukes survived (albeit Belt only barely)...
Then Sarevok mistook Khalid for Belt (which nearly killed Khalid but saved the Duke)...
... and when he saw his plans foiled he got teleported by some Winski Perotate. Down at the Thieves Maze the party killed everything blocking their path (just for the experience). Careless playing then got Khalid killed when fighting the mercenaries sent by the Iron Throne...
Instead of going back to raise Khalid the group continued to explore the Undercity. This nearly proved to be a bad idea when only a Potion of Fortitude saved Dorn from certain death while fighting lots of skeleton warriors...
After raising Khalid at the city the party returned to the Undercity. There the party had to fight Tamoko (most likely because Khalid did the talking unfortunately)...
As everyone was one or two levels below the XP cap the party did not enter the temple but returned to the surface to gain more experience. After bringing Bassilus to justice the party went to Durlag's Tower to explore more of the lower levels. There two more death were seen when Khalid failed to dodge a Lightning Bolt and Neera was stalked by an invisible Stalker...
while in between somehow Jaheira scored the kill for all the four Dwarven Dome Guards. Once the Fission Slime was properly burned (but killed by cold) outside its lair (so we don’t get teleported immediately) the party prepared for chess (everyone 100% immune to electricity). On the board web spells were used to prepare the battlefield, fireballs killed all the pawns and some of the pieces. The surviving ones were shot one-by-one (to make sure the king was killed last)...
The fourth level of Durlag's labyrinth is the easiest one, neither the spiders nor the greater ghouls caused much trouble...
After a well-deserved rest the party went for the Demon Knight. Down there Sarya destroyed the mirror, then Sarya and Jaheira became confused and that was used by the mirror fiends to slay the Demon Knight.
The Soultaker dagger was taken to Ulgoth's Beard but when arriving there (invisible) the party was awaited by some cultists who were driven back but the dagger got stolen nevertheless...
The party was about to enter the storehouse but agreed to help Shangalar with his lost cloak first. The mages on the ice island didn't cause much of a problem...
... the party was rewarded with a Stoneskin scroll which was scribed by Sarya immediately (after drinking some potions). Back at Ulgoth's Beard Sarya casted Invisibility on the party but unfortunately Neera did not tell about her Minor Globe of Invulnerability. Thus, when party entered the storehouse everyone was invisible but Neera...
... and so another trip to a temple was in order. Once that was done the party (but Neera) entered the cellar below the storehouse. While Khalid kept Aec'Letec busy the others killed Cult mage...
Next Khalid lured the Tanar'ri into one of the corners and quaffed a potion of invisibility then while Sarya, Imoen, Dorn and Jaheira started to kill the Cult Guards...
Once all the guards were dead the party went for Aec'Letec putting Wand of Frost to good use but with Khalid performing the killing blow...
With everyone at 161k XP now the party felt ready to finally enter (well protected and invisible) the ruined Temple of Bhaal where Sarevok was hiding...
Inside Sarevok spoke to an invisible party, he refused to give up and Semaj teleported near the entrance where he met his doom...
Next Sarevok was separated from Angelo and Tazok...
... so the party could fight Angelo...
... and Tazok without Sarevok interfering...
While the party was preparing for the final fight Sarevok appeared but without support he didn't last long...
... and the group reported to the Dukes. But instead of celebrating the victory they were send on a new mission but that would be another story.
Name Level HP Game Kills XP Game Kills Strongest Kill Deaths
Sarya Jester(10) 79 101,302 228 Greater Basilisk -
Khalid Figther(8) 87 220,698 363 Greater Basilisk 2
Jaheira Fighter(7)/Druid(8) 83 134,671 159 Greater Basilisk 2
Dorn Blackguard(8) 64+5 282,212 432 Greater Basilisk -
Imoen Thief(10) 61 86,695 168 Davaeorn 1
Neera Wildmage(9) 33 34,067 66 Greater Wyvern 5
Xzar Mage(1) 295 2 Ogrillon -
Montaron Fighter(1)/Thief(1) 1,090 18 Ogre -
To be continued (in Siege of Dragonspear)...
Well done Dyara. A lot of deaths and near-deaths, but you survived. I have never come across the Simmeon battle. Do you need a particular NPC in your party for that to happen? All the best in Dragonspear.
Aethel, Wilfred and William continued their adventures by exploting the southern part of the sword coast. They were ambushed several times by polar bears and winter wolves. Whilst they were not overly dangerous, they did slow down progress as the party had to return to safe quarters to rest time and time again. On a positive note, this did raise their experience, though that was not what Aethel was looking for.
Near the gnoll stronghold they were attacked by a couple of ogrillon led by Hairtooth. They themselves were not a problem, but in fighting them some assassins got involved in the fight. Whilst the party dealt with them adequately, because the assassins had separated somewhat, more charges of the necklace of missiles were used than usual. Nevertheless they reached the cave and plundered it before heading north.
They helped the archaeologist but did not speak to him afterwards. They went further north and I almost single-handedly defeated some hostile sirene. However I made friends with another party of them before raiding another cave successfully. The golems there were a problem and we had to rest because of it, but eventually we were able to return to Beregost to finish off some quests there. We sold some excess equipment before heading to the Carnival where the necklace of missiles was recharged making us poor once again.
We then took on Tristan and Isolde and prevailed though they did hurt us. We killed an ogre with a belt fetish before returning to where Gorion fell. On the way I got held by a ghast, but Wilfred had the prersence of mind to dispell magic so all was well.
Xzar and Montaron joined me and wanted to be taken to Nashkel. On the way we called in on Ulgoth's Beard and Beregost. It was whilst doing this that I realised that Montaron is a compulsive thief which I suppose is not surprising. He pickpocketted several items which were useful to have but I quickly realised that sooner or later, he would get us into trouble, therefore we dropped them off at Nashkel.
We then took Khaled and jaheira to Nashkel before stumbling across my old friend Imoen who is a conjurer/thief.
I'm really afraid of cult assassins - for good reason, since they tend to chunk my party members, and in this party, the characters all have less than 50 hp (though Goibniu does get up to 52 if he's wearing the Helm of Balduran). Also, Helios, Owain and Anapa all can be critted, so they're in huge danger starting with the opening ambush.
That's why immediately after entering the Beard, everyone except for Goibniu and Luna (who also have by far the best armor class) drank a potion of invisibilty, only revealing themselves after the cult assassins attempted (and, luckily, failed) their first backstab:
As you can see, I had Goibniu drink a potion of invulnerability to improve his ac and saving throws even further. However, with no prebuffs (especially no combat buffs), the party's weaknesses really came into play when it comes to straight up fighting, and Goibniu and Luna had to drink some healing potions, while Luna used her first short casting time buff (defensive harmony). Meanwhile, Owain cast emotion - this proved to be incredibly effective:
The spell won Goibniu the fight, allowing the party to heal up and use some buffs, including giant strength potions for the fighters and the usual spells. Thus, the cultist group in front of their building was quickly defeated. However, the cultist group inside the building proved to be far, far more troublesome:
Here's the thing - I try to limit resting; I usually don't like resting while in dungeons, while clearing an area or while time seems to be an important factor in-game. With a randomized party, I usually don't adhere to these rules because I really need my buffs for most tough encounters, so I did rest a couple of times in the iron mines, for example. I didn't rest in Ulgoth's Beard, though, and ran into the building with the remaining buffs from the fight in front of the building mostly still active.
However, this proved to be a bad idea - Bless and Chant were already gone, so my damage output was limited. Most of the party started out invisible anyway, because there's another assassin in there, so I basically had no offensive power, because the assassin didn't reveal herself during the first couple of rounds. Luna and Goibniu took some damage, and dealt almost none in return, so I had to do something - I started revealing the other party members, drank some healing potions and started using wand of the heavens charges, magic missle spells and more.
Then, my haste spell ran out. Not only that, because I didn't rest, the party gained the fatigued-debuff, making them even worse fighters, with only Luna and Owain dealing significant damage. Shortly after that, the assassin finally revealed herself - and she attacked Goibniu, with success this time.
Her backstab brought my main character to 2 hp. I had him run and drink a potion of invisibilty (saved for just such an occasion), and he managed to barely escape with his life:
Anapa, who can't tank at all, had to run away too. Luna took up his position, just spamming more and more wand of the heavens charges while Owain cast his magic missle spells, hoping to finally kill the remaining enemies. With most of the party heavily wounded and Luna's low hp, Owain finally used his wand of paralyzation to stun the last two remaining cult members. I propably should have used it right away.
Now, I had no choice but to rest. I had prepared numerous potions for Aec'Letec, including cloud giant strength, invulnerability and heroism for the fighters, strength for the non-fighters, mirrored eyes and magic shielding for everyone. This made it impossible for the demons to really hurt the party, and as soon as someone was damaged, I had them drink a regeneration potion. I started by killing all of the cultists with melee weapons before turning to Aec himself:
The demon didn't survive for long and was eventually slain by Helios:
So glad to see bioware boards veterans writing here among usual forumites and read your adventures!
I too can report a bit about a progress of my single classes run with full SCS on Core.
Mortuus, the Elven Sorcerer (8th BG1 update)
We decided to take on the Bandit Camp. Woden (dwarven defender) gulped potions of Frost Giant Str and of Heroism, Yahiko (totemic druid) summoned two spirit lions, Mortuus and Xan activated Mirror Images, Uzume (priest of Tyr) casted Chant on the group, Karasu (assassin) was ready with arrows of biting.
We started with Holy Smite from Uzume, Blindness from Mortuus, Wand of Fear from Xan and Call Lightning from Yahiko. Taurgosz Khosann failed his saving throw against wands, and flee in horror.
While two spirit lions and Woden were attracting attention of all bandits, Xan and Mortuus were frying them with the Wand of Fire.
Once, Xan was hit with an arrow, but quickly retreated to stay alive.
Soon an enemy wizard, Venkt, appeared. The group, except for Woden, switched their attention on this mage, who then failed his saving throw against Command by Uzume. Mortuus successfully horrored him with Spook, while Karasu poisoned the mage and effectively finished him.
All this time Woden was busy with being a focus of all bandits' attacks. His dwarven defender special ability, coupled with all anti-missile armour pieces we had, let Woden to successfully tank during the whole fight.
At last, Mortuus finished the fight with another Fireball from the wand.
Yahiko reached a new level, getting first lvl 4 spells. Meanwhile, here're the percentage of of total kills in the team after the Bandit Camp.
Mortuus - 11% Woden - 44% Uzume - 8% Karasu - 28% Yahiko - 4% Xan - 2%
Overall, I can say that so far the dwarven defender is the answer to nearly everything the start of the trilogy can bring on you, with the rest of the party supporting him. With 50% damage reduction, he's the best fighter I've ever had at the start of BG1. The second main power of this group is an assassin, whose poison, even after it was nerfed in 2.X versions of BGEE, still causes deaths for nearly all enemy wizards the party can encounter.
I agree. The dwarven defender and assassin are very powerful indeed. The drawback of the defender is lack of speed if the enemy moves away and uses ranged weapons.
Imoen identified the items over several days. Aethel used the tome to increase her charisma (Now 19). Scythia used the tome to increase constitution (Now 20) so that he now regenerates. A lot of ankheg shells and surplus armour was sold to buy boots that improve speed. Poor again, but well equipped. They paid for ankheg armour but haven't got it yet.
They cleared the mines including the extra assassins with no problems. Upon leaving, they killed the assassins there (Lamalha and co), the revenant, the ghasts and Narcilicus. They then went to the carnival where they enjoyed a well-earned rest.
I forget to cast Sanctuary on Frisk before entering the Mind Flayer city. Talk-blocking the nearest illithid buys us enough time to hide them; the enemy doesn't go hostile until after a dialog.
The Mind Flayers don't take us very seriously, but the Elder Brain knows better.
We chop up the Mind Golems for thousands of XP before tackling the Elder Brain.
I've never seen the Elder Brain do much harm before. Today is no exception.
Most of the threat comes from the enemy archers and their bolts. Still, we focus on the Elder Brain first. Its defenses are basically nil.
Chara rolls a 1 against Dispel Magic, but Asriel is there to partly restore her buffs.
The archers go down before they deal much damage. Chara goes to loot the area, and we find many copies of an item I'm quite fond of.
It's Iron Rations! They only heal 3 HP per use, but I like them for sentimental reasons. Sometimes I keep items as souvenirs if they have some special meaning to me.
...But then I notice the svirfneblin thralls around me, and I feel bad. We can't steal their food. We leave the rations alone and walk away hungry.
We intimidate our way past the last Mind Flayer. His dialogue implies he'll attack if we take too long, but when I linger, he doesn't budge. He just waits for us to go.
I decide not to attack, even though it would be an easy fight. It would be weird to attack somebody with a blue circle that wasn't going to turn red. Red circle means kill; blue circle means talk.
The next fight is a nightmare. I've gotten overwhelmed here before. There are two very well-buffed mages with evasion and a horde of Earth Elementals and Harpies to pummel you while you struggle to get past the mages' defenses.
Frisk hides. Asriel and Chara engage Mirabel, who surprisingly does not have Improved Invisibility.
Mirabel goes down. Majrash is next.
Chara rolls a 1 against fear--it seems I never buffed the party with Remove Fear. Asriel finishes casting Invisibility Purge--to no effect--and then removes the fear effect.
Majrash is smart enough to know not to rely on his own might. He buffs all the enemies with Improved Haste--this will substantially increase the pressure on Asriel and Chara.
The normal Haste spell in IWD2 only hastes one target; Improved Haste is area-effect. Also unlike BG, Improved Haste only grants 1 extra attack per round, and all haste effects grant +4 generic AC and impose no fatigue penalty.
Improved Invisibility and Mirror Image are so strong that we deal more damage to the enemies we're not even targeting.
Our defenses hold steady. Asriel has high AC; Chara has high damage resistances, and both of them have spell resistance and an ample HP pool. Majrash smashes us with one last spell before Asriel chunks him.
The fight comes to a close. And Oswald is here! Our old plan, which apparently was to reach the Severed Hand (finally I know what we've been trying to accomplish), is no longer happening. Instead, we're going to Kuldahar for some reason.
Oswald's niece Maralie is here. She narrates the game as a young woman, but in-game, she's a very tiny girl with an incredibly adorable voice.
If you've played IWD2 before, you can probably hear her darling giggle when you read this. I wish there was more Maralie in this game.
Eager to hear more of Maralie's voice, Frisk goes on to inquire about an apparent bondage fetish of hers.
It seems the explanation is much more innocent. Aww...
I talk to Oswald one last time. We're ready to go to Kuldahar for some reason. We hear the best line in the IE games.
SHE'S SO INCREDIBLY CUTE
On to Kuldahar. Furiously attempting to stuff our heads in the root jar fills us with determination.
Sarya II., elven Jester (Siege of Dragonspear, first and final)
Unfortunately further tales of Sarya the Jester are quickly told. Perhaps the adventure was already ill-fated when Imoen decided to stay behind and was replaced by Safana, perhaps the group should had listened more carefully to the healer's advice about undead fighting, perhaps facing the unknown (as I hadn't played SoD before) was too much for this group (and for my at times careless style of playing ).
Anyway, hunting down the last of Sarevok's Followers led by the wizard Korlasz started quite well, the first encounter with some of the followers was easily won...
Perhaps a certain incident should had served as a warning but merely added to the group's enthusiasm and strengthened the feeling of invincibility instead. Inside a small tomb the group had just disturbed a mummy who at first wanted to destroy the group but was talked into the role of a quest giver. But while Sarya was thinking about a possible reward Safana felt the urge to glance into mummy's coffin, which made Fanegonorom (that's the mummy's name) change his mind again...
Fortunately (or perhaps unfortunately as maybe it would had made the group act more carefully) the fight was easily won. Of course everyone was angry with Safana, especially as were no items on the mummy's corpse. Thanks to lots of fireballs the party made good progress...
Somewhat later placing a purple torch into a bracket revealed a secret room. Inside Sarya found some of her brother's notes about his research into the Lord of Murder. But while she was reading the notes Safana opened one of the chests...
Quickly the group left the room to put up a line of defense at its entrance with Sarya and Neera throwing fireballs inside...
The fight appeared almost won but a Stinking Cloud casted into the group with devastating effect turned the tide completely; immediately Dorn, Sarya and Neera went down unconscious...
Next Dorn was killed...
... and when Jaheira dropped unconscious too and Khalid ran away it was just Safana still fighting. Unfortunately she neither had Arrows of Dispelling (not sure of Unconsciousness can be dispelled) nor Arrows of Detonation nor Potions of Explosions (by that time despite the unconsciousness Sarya was healthy enough to survive some fireballs) and so she could just shot arrows with nearly no effect. Without coming round again Sarya was slain next.
For the benefit of USS Norway and anyone else who does not know how to post images here, it is much easier than on the Bioware forum. You click on the point that the arrow indicates and drag and drop your image into the rectangle that appears. It's a bit like dragging and dropping images into photobucket.
Aethel and comrades had their first real test against Silke as they wanted all the treasure without loss of reputation. The ones that Silke wanted murdering for her were charmed. She therefore had to do her own dirty work after which she was attacked by Aethel, Wilfred, William and Imoen.
At that point the battle became easy. The problem was getting Silke to attack the charmed characters first!
The treasure gained was several gems, 3 potions of defence, and Silke's possessions as well.
I needed at least one potion of defence for the mage at High Hedge to make a powerful robe for Imoen.
Silke's first lightning bolt went where I intended it to go, but she sent another before a second charm spell could be cast. That one was extremely painful.
For the benefit of USS Norway and anyone else who does not know how to post images here, it is much easier than on the Bioware forum. You click on the point that the arrow indicates and drag and drop your image into the rectangle that appears. It's a bit like dragging and dropping images into photobucket.
Alternately, you can drag them into the text box, and they'll be inserted at the cursor.
thanks guys but I know how to post images, my point was that there does not appear to be a place (thread) in which to put custom made portraits... I may fire up icewind next as well
Perhaps you should start a thread then. That would certainly make sense. A lot of us playing the game add our own portraits by taking what is on the web and adding backgrounds, or using photos of ourselves and inserting the photo on a BG or Icewind Dale Backgound. Making a thread about it could encourage those who have never tried it to have a go.
thanks guys but I know how to post images, my point was that there does not appear to be a place (thread) in which to put custom made portraits... I may fire up icewind next as well
Most of them are under the Fan Creations subforum.
Another tip for using these forums is: Don't bother with the forum's search engine, it's not very good. Instead, just go to Google and specify this forum using the "site:" keyword.
Corey the dwarven fighter with his band of dwarves (mostly)
This is an BG 1 EE run. I started him a while ago, but hadn't really made much progress (we were level 2 at the start of the session) - I got a chance to play him last night. His entire party is dwarves, except the bard who is human. Class wise, the party has two berserkers, one fighter, one cleric, one bard and one thief. The characters are all made in MP, but this is a single player game.
The very slow leveling was starting to get to me, so decided to take a play out of Grond0's/Gate70's playbook and hit the basilisks early. I figured with enrage and resist fear we should be able to take on Kirian's party without a death and I was correct. A lot of weapon upgrades were found in the loot.
Then we rested, recruited Korax and proceeded to clear most of the map. Actually one berserker did most of the work (protected by the green scroll protection from petrification) with some help from Korax. Usually the berserker and Korax would get the attention of a basilisk then the rest of the party would assist with ranged fire. This worked well, and got us quite a few helpful levels.
We then sold our stuff at High Hedge. We tried to rescue Melicamp but Thalantyr failed to save Melicamp. We returned Perdue's sword, which got the fighters of the party to level 4. We restocked on ammunition, as well as getting some magical ammo - this is so we can clear out those vampiric wolves in the temple area, now that the melees of the group have a magical weapon they can use.
I needed some rest in real life, so ended my session here.
The party entered the thieve's maze, where Goibniu used another giant strength potion to improve his melee abilites. For the skeleton warriors, I had Luna cast animate dead, because the party needed some fodder. Otherwise, not much happened in the maze.
I rested upon arriving in the undercity, and Luna resummoned her skeletons. The three fighters added heroism potions to their usual buffs, and the undead were sent to face the undercity party, while my group threw six fireballs (via potions and necklaces) at them:
Most enemies died, but their mage was protected via MGoI, so the party charged forward:
With most buffs still active, Goibniu also defeated Tamoko:
After another rest (considering my Ulgoth's Beard experience, I'll rest as often as I like with this party), it was finally time to kill Sarevok.
My final round of potions was extensive: Heroism, storm giant strength and invulnerability for the fighters, agility, fortitude and mind focusing for everyone, power and strength for the non-fighters, and a last potion of defense for Luna (there really aren't enough of those in the game for a randomized party). I also used oils of speed instead of the haste spell, and Luna cast holy power and DUHM in addition to the usual buffs. As you can imagine, the very high dexterity scores and additional potions greatly improved the party's ranged damage.
Skeletons were summoned, and Helios managed to lure Sarevok to the party:
Everyone started firing their magical ammunition, and Anapa used kai before entering melee combat, dealing a lot of damage:
Sarevok only managed to kill three skeletons before he was defeated:
Not the most interesting fight, but then again, vanilla Sarevok rarely is if you lure him away from his allies.
And now, Baldur's Gate 1 is done! Time to go to Amn - I'm taking the Helm of Balduran and the Chainmail +3 with me.
Comments
Chara has hit level 15, gaining access to Red Half-dragon form. It's a grade stronger than the White Half-dragon, though it's difficult to say whether the red bikini is sexier than the black, and naturally that's the most important question.
Anyhoo, IWD2's Ease of Use mod also adds certain mage spells to the druid's repertoire, including Vipergout. Vipergout is a weakish spell in vanilla, but with my mods, it's actually quite deadly. It disables spellcasting for 1 round per level, summoning a viper every round, each of which lasts 3 rounds.
The thing about Vipergout is that, since the vipers constantly vanish and reappear, it's effectively an invincible summons, as you can never finish it off. Plus, the spell will fire without breaking invisibility, so you can just spit out viper after viper and gradually wear out the enemy. It's especially brutal in Heart of Fury mode.
I want Asriel and Frisk helping out, though, so only Chara stays invisible. Asriel targets Imphraili, while Frisk focuses on Imphraili's spellcasting drider to the right.
Then I see trouble. Imphraili might be deadlier than I thought.
As the least valuable party member, Frisk is the only one without Death Ward--Asriel's spell slots, I figured, were better spent elsewhere. Frisk retaliates with Chromatic Orb, to no avail. Unsure of Frisk's safety, I pull them away to hide.
Imphraili finishes casting her next spell... and Frisk rolls a Fortitude save below 10.
Luckily, they're out of the way, so there are no area-effect spells that could chunk them. I can restore them later.
Then we get a second auto-pause.
Apparently petrification in IWD2 is an automatic chunking. You only get a couple seconds before it happens, and since Stone to Flesh would take more than 2 seconds to cast, you'd have to start casting it before the spell even hit. So Stone to Flesh is pretty much useless in this game.
No one in our party has Protection from Petrification, and I doubt that Death Ward will block Flesh to Stone. Asriel casts Sanctuary; it's not safe to fight Imphraili without both Death Ward and Protection from Petrification.
Chara steps over to Imphraili and spits some vipers her way.
When Imphraili grows weak, we pounce.
Asriel tries to cast Raise Dead on Frisk. Nothing.
I take out a Stone to Flesh scroll, but when I try to target Frisk's portrait, the cursor remains gray, and clicking the portrait has no effect.
Okay. This is a pretty nasty loss, but we can recover. At least Asriel or Chara didn't get chunked; then we'd be in really big trouble. I don't know if we could survive at all without Chara.
I never exported Frisk, so I can't import them back. I have to create a new copy of our favorite lecherous time-traveler. We've lost a lot of arcane power, but we actually gain a lot in the process:
With a level 1 character, our average level is below average for this chapter. We're going to gain LOTS of experience from now on. Frisk will never recover from the setback, but Asriel and more importantly Chara will advance much faster. This might just let Chara get the final half-dragon form by the end of the game!
For now, we have to deal with the Viciscamera. Frisk hides in Imphraili's lab while Chara and Asriel fight the driders. There's nothing special about that fight, so here's just one screenshot.
Later, we run into a gang of hostile drow. I don't know what they're doing here.
But they turn hostile, which means they die. Chara cuts them apart, but the drow hit hard. Asriel actually has to restore Chara's Stoneskin mid-combat.
I actually anticipated this. As a Cleric of Ilmater, Asriel can cast Stoneskin as a domain spell. Since Chara spends most of their time shapeshifted, most of their spell slots are for buffs, and so everyone in the party gets Stoneskin from Chara first. Asriel's domain Stoneskin is for exactly this situation.
The Drow Assassin, like the Rune Assassin from the Ice Temple, apparently can sneak attack with every strike. Infinity Engine enemies can sneak attack from any direction, and in IWD2, rogues can sneak attack even while visible, as long as they're behind the target.
Thus, enemy rogues in IWD2 backstab with every hit.
We return to Malavon, who is reunited with his sister.
Yaaay! We're such good people doing good things. Goodness gracious, we're good.
There are some merchants hiding out to the southwest, and they sell some rather impressive items. Chara gets a spectacular set of armor.
The damage resistance will stack with Chara's shapeshifts, making them even more resilient than before.
To get to the next area, we need to fight some Mind Flayers. The first one attacks us for not giving it a shiny rock, and promptly kills itself, seconds into the fight.
The other one isn't very dangerous, either.
Mind Flayers in IWD2 can't kill you with Intelligence drain; stat drain kills aren't possible in IWD2's engine. You can't get a stat below 1. Instead, Mind Flayers rely on their goons to deal damage after they disable you. But their disablers are pretty weak, and Chara is basically a stone wall.
We are keeping the petrified version of Frisk in the party. Their grayed-out portrait will serve as a reminder of a critical shift in the course of this run.
Frisk says transmuter mages make them rock hard. We are filled with determination.
Immunity to stun is even rarer in IWD2. Even Chaotic Commands won't stop it. Only Chara's half-dragon form blocks it.
Odd jobs;
Hear text as mp3,
We returned to the Docks to kill Monk after jumping on some spiders... Nice trinket.
Some slavers tried to capture us between areas but I was not in the mood to be owned... I assume this was a one off but if they keep coming then we may have to visit their leader in the slums to discuss it?
Well I'm off to murder some government officer next. I think Bodhi has a reason to want him dead but the truth is, I forgot to ask!
Weidu log first:
// 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]
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for BGEE/Tutu/BGT -> Default version: areas connected by travel triggers: v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #2 // Raise the XP cap: v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // Delayed start: Drizzt joins after Durlag's Tower: v3.00
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v12
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v12
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v12
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v12
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v12
~SETUP-BGEEAR.TP2~ #0 #0 // TeamBG's Armors for BG:EE, BGT and TuTu Version 1.05
~SETUP-BGEEW.TP2~ #0 #0 // TeamBG's Weapons Pack for BG:EE, BGT and TuTu Version 1.04
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v13
~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 // "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v213
~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #1 // Bardolan's Briefing, by berelinde: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #2 // Scar's Spare Time, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #3 // Kim's Preoccupation, by jastey (WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #4 // Extension of Bjornin Encounter (Personal Wound Treatment), by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #5 // No Starch in the Maypole: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #6 // Duke Eltan's Spare Minute, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #7 // Husam's Personal Preparation, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #8 // Laurel's Post-Hunting, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #9 // Bartus' Seduction, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #10 // Lina's Massage, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #11 // First Night with Quentin, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #12 // Chatting Niklos Up, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #13 // Slythe and Krystin, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #14 // No Regrets: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #15 // Purchased Love, by Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #16 // Hull: Heavy Duty, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #17 // Late Night with Jaheira, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #19 // Melicamp: The Poultry Boy, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #20 // Reading with Rinnie, by Western Paladin: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #21 // Molly the Husband-Grabber, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #22 // The Mourning of Centeol, the Spider Lady, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #23 // The Essential End, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #24 // The Harvestmen Lair, by Lava (mature content): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #25 // The Great Zudini, by Kulyok (mature content): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #27 // Ender Sai, the Hero's Reward, by Thimblerig (WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #30 // Necromancer's Trouble, by jastey (WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #31 // Dinner with Thalantyr, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #32 // Girdle of Gender Reactions, by Thimblerig, Kulyok, Domi, Lava, Lastknightleft, Twani, Jastey, Daisy Ninja Girl: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #34 // All That Left Was, by Lava and Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #35 // A Childhood Friend, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #36 // Arlene the Working Girl, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #37 // Della May from Thay, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #38 // A Dirty Guard in Candlekeep, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #39 // Phoenix Flame, by Kulyok (mature content): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #40 // Mikala the Monk, by Twani: v1.3
~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 2
~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7
~THALAN/THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: v4.2
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: v9
~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): v9
~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): v9
~GAVIN/GAVIN.TP2~ #0 #10 // Gavin: Alternate Portraits -> Blue cloak, by kiwidoc: v9
~GAVIN/GAVIN.TP2~ #0 #13 // Gavin: Player Initiated Dialogue: v9
~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu
~ISRA/SETUP-ISRA.TP2~ #0 #2 // Install Gavin/Isra crossmod banter?
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 10
~SETUP-CRUSADE.TP2~ #0 #0 // Champion of Torm
~SETUP-CRUSADE.TP2~ #0 #2 // Adventurer
~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 #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 #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
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2372 // Alter Dual-class Restrictions -> Install both of the above options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v16
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v15
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #2 // Crossmod Romance Conflicts: v15
~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief
~NPC_EE/NPC_EE.TP2~ #0 #141 // Choose a class for Khalid -> Make Khalid a ranger/cleric
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter
~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric
~NPC_EE/NPC_EE.TP2~ #0 #302 // Choose a class for Xzar -> Make Xzar a necromancer/cleric
~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief
~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage
~NPC_EE/NPC_EE.TP2~ #0 #583 // Choose a class for Viconia -> Make Viconia a cleric/thief
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #2 // Install Acrobat bard kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #4 // Install Dirgesinger bard kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v6
There were four of us that were brought up together in Candlekeep, Æthel, Wilfred, William and Imoen.
Three of us were strongly influenced by a visiting cleric of Helm and thus we became followers of Helm. Imoen being of chaotic nature felt a little left out, but we remained friends as she is a good-hearted soul. I and Wilfred became paladins, but William didn’t have the charisma and so became a cleric. I am a Moonblade wielder and have proficiency in long swords and sword and shield, Wilfred specialises in two handed swords and two handed weapons, whilst William specialises in spiked weapons and sword and shield style.
We were attacked by assassins in Candlekeep, but because they were not working together, we defeated them easily despite their good equipment. One of them had had the gall to steal my Moonblade which I was so glad to recover.
These attacks precipitated our leaving of Candlekeep which saddened me somewhat as I had just begun to enjoy the earthier pleasures of life with a guard and also Hull.
To the east we were attacked by more assassins who killed Gorion. We headed for the FAI and on the way found some useful rings. Outside the FAI we were attacked by another assassin, a mage this time who didn’t manage to cast a single spell before his demise.
Inside I continued my carnal education with another adventurer and I was also asked to deal with a spider infestation in Beregost.
Outside I cleared the area of hobgoblins and in transit killed a lot of bandits.
To the north we helped a widow and a priestess called Tenya and we killed an ankheg as well before heading to Beregost where we cooled the temper of the hothead Marl and took a tome to Firebead who is suffering from arthritis nowadays.
We helped get the Dudley's neighbour back into shape and whilst doing so were asked to find Perdue's sword. This we did and in the process tried to help Mellicamp. Unfortunately we failed.
We headed south killing two ogrillon and three Flaming Fist Mercenaries. We now all have good armour.
We were given a useful ring by Mirianne and headed south once more. We found an amulet which we were able to give to the grieving parent of the one who had been wearing it. This boosted our reputation somewhat.
Continuiong south to Nashkel, we found some armour that was even better than plate. We turned down a reward from Oublek and continued southwards where we helped a dryad and a dead cat.
In that area we had our first dangerous confrontation when we fought a bunch of ogres led by an ogre mage. He cast horror which left me alone to do the fighting. I tried to get to the mage to kill him first, but the way was blocked by summoned monsters.
The mage continued to target me with spells such as acid arrow whilst the ogres continued to pound me. I returned the compliment and eventually an ogre died which enabled me to attack the mage.
I was then able to kill the rest of them without difficulty.
The others returned when the battle was all over. William then healed me and soon we were back to full health.
We have now arrived in the carnival.
This is my first BGEE 2.x run, it's (more or less) without any mods (RE is installed to start with a unbreakable weapon and to get a ioun stone later, also evil NPCs don't leave on high reputation. And of course in my installation elves can sing ).
Actually it's Sarya II. as Sarya I. (who was 'rebalanced Jester') died some month ago when ambushed in a dark alley in Athkatla and failing a Chromatic Orb saving throw (iirc). I started playing on core but switched to insane (but without the additional damage) after a while.
After doing the usual tasks (and kills) in Candlekeep Sarya was about the leave but was joined by Gorion albeit for a very short period only as her foster father was killed in an ambush. Sarya then was joined by Imoen, Xzar and Montaron and the four made their way to the Friendly Arm Inn where Tarnesh failed to see another day. The party grew to full size when Jaheira and Khalid joined the group and the sextet set out for Nashkel. On the way an Ogre was killed for his belt, some spiders were fought for experience, Karlat was taken down in self-defense and later in Nashkel Neira shared the dwarf's fate. On their way to the mines Xzar and Montaron were replaced by the half orc Dorn who made an impact on Sarya because of his combat abilities (and because of all the stuff he probably could carry). At the mines Greywolf turned out to be no lover of fine arts but was punished accordingly...
The party left the mines for later and turned east where Dorn took revenge on Kryll, a revenant was visited in his tomb (without bringing a gift), more tombs were visited and then Samuel was brought to the Friendly Arm Inn. On their way back unfortunately the party experienced the first death as Jaheira was hit by a Flaming Arrow when the group was attacked by Thayans. A visit at the nearby temple brought Jaheira back to life and also Neera joined the group who went west to High Hedge and south then where Mellicamp was picked up and successfully transformed by Thalantyr. Further travelling saw the group fighting a Doomsayer, some Flesh Golems in a pirate cave (the tome was given to Jaheira). Neera became killed by Shoal but after being somewhat restored she took revenge on Droth...
At the Firewine Bridge Meilum was not used to fight to music and therefore lost life first and then bracers to Jaheira...
To help Neera with her spell casting the group agreed to visit Acoy's Enclave but unfortunately the party was too late (to prevent Ekandor from using the precious Stoneskin scroll). Ignoring that drawback the party set out for the mines finally and Mulahey was put down easily...
Back at the surface again some amazons nearly killed Khalid but failed and had to pay the price...
Taking down Nimbul in front of Nashkel Inn got Sarya a familiar and the party went east of Beregost for some XP hunting, killing vampiric wolfes, basilisks, Mutamin and Kirian's group...
Next the Ulcaster Ruins and the upper levels of Durlag's Tower were visited (the Tome was given to Jaheira). On the Tower's roof some basilisks were guessed and as no-one wanted to stay behind lots of protection from petrification spells were memorized but unfortunately something went wrong with the casting...
The surviving members of the party decided to fight the basilisks nevertheless, both in memory of Imoen and Neera and that the already casted spells were not wasted. In a trapped chimney pipe a magical scimitar was spotted but unfortunately the party's only thief was in no condition to remove said trap but Khalid the Brave worked up the courage to secure the weapon for his wife...
Once Imoen and Neera were raised again the party set out for the Bandit Camp which was stormed during the night...
Before going to Cloakwood Forest the party went north for some Ankheg hunting (Neera died for the third time) and pickpocketing the Ring of Free Action from Dushai at Ulgoth's Beard. Travel through Cloakwood Forest was without incidents worth mentioning, the mines were quickly found - albeit they turned out to be a Wyvern cave. Nevertheless the real mines were found somewhat later...
On the lowest level of the mines all the traps were disarmed preventing the Battle Horrors from spawning. Without SCS installed fighting Davaeorn is much easier of course and so the evildoer went down easily...
The party was about to enter Baldur's Gate when they became ambushed by Simmeon and while two-thirds of the group was stricken by fear Dorn and Neera managed to win the fight...
At Baldur's Gate the all usual things were done (Ramazith/Abela, Varci/Casson's Body, Gorpel Hind/Maulers of Undermontain, Balduran's Helm/Degrodel, Seven Suns, Merchant League, Ogre Mage in the Sewers). In between Dyara had dinner with Thalantyr and was presented with a nice Ioun Stone...
At the Iron Throne inobservance caused Neera to die once more but the group prevailed nevertheless...
The group then became poisoned, Sarya failed to pickpocket the Geas Removal Scroll from Jalantha Mistmyr (the Tome had been given to Jaheira already) forcing the party to kill the priestess unfortunately. Taking one half of the antidote (and the boots) from Lothander and the other half from Marek cured the poison then. Somewhat later the party was send to Candlekeep by Duke Eltan. Despite being innocent the party was accused of murder but escaped through the catacombs (again the Tome of Understanding was given to Jaheira and Dorn read the Manual of Gainful Exercise).
In the cave while thinking about to kill the spiders first the party was seen by Prat's gang catching the party somewhat unprepared. Prat was killed quickly...
... but Khalid became stunned and both Jaheira and Dorn became confused. Fortunately Khalid was still disabled when Jaheira was slain by Dorn...
The group (for some reason plus Arkanis) then left the cave...
... and returned to Durlag's Tower (without Arkanis) for exploring the lower levels but after fighting the four warders...
... they left again. In Baldur's Gate the party was hunted by the Flaming Fist and when seeking shelter inside a house they became attacked just the same (but at least they got another Ring of Wizardry and the Helm of Glory this way). Nevertheless Duke Eltan was saved, Sarevok's diary was secured and then the party searched the Undercellars for Slythe and Krystin. There somehow Sarya got separated from the group and while trying to find her companions she was found by Slythe and got (more or less) dragged into one of the chambers. Quaffing a Potion of Invisibility however allowed her to escape (after a while)...
... and when Slythe went searching for her he was greeted by arrows, bolts and bullets and finally crushed by a summoned Ogre...
and only some moments later his wife Krystin shared his fate...
At the Duchal Palace the Greater Doppelgangers were quickly dispatched and both Dukes survived (albeit Belt only barely)...
Then Sarevok mistook Khalid for Belt (which nearly killed Khalid but saved the Duke)...
... and when he saw his plans foiled he got teleported by some Winski Perotate. Down at the Thieves Maze the party killed everything blocking their path (just for the experience). Careless playing then got Khalid killed when fighting the mercenaries sent by the Iron Throne...
Instead of going back to raise Khalid the group continued to explore the Undercity. This nearly proved to be a bad idea when only a Potion of Fortitude saved Dorn from certain death while fighting lots of skeleton warriors...
After raising Khalid at the city the party returned to the Undercity. There the party had to fight Tamoko (most likely because Khalid did the talking unfortunately)...
As everyone was one or two levels below the XP cap the party did not enter the temple but returned to the surface to gain more experience. After bringing Bassilus to justice the party went to Durlag's Tower to explore more of the lower levels. There two more death were seen when Khalid failed to dodge a Lightning Bolt and Neera was stalked by an invisible Stalker...
while in between somehow Jaheira scored the kill for all the four Dwarven Dome Guards. Once the Fission Slime was properly burned (but killed by cold) outside its lair (so we don’t get teleported immediately) the party prepared for chess (everyone 100% immune to electricity). On the board web spells were used to prepare the battlefield, fireballs killed all the pawns and some of the pieces. The surviving ones were shot one-by-one (to make sure the king was killed last)...
The fourth level of Durlag's labyrinth is the easiest one, neither the spiders nor the greater ghouls caused much trouble...
After a well-deserved rest the party went for the Demon Knight. Down there Sarya destroyed the mirror, then Sarya and Jaheira became confused and that was used by the mirror fiends to slay the Demon Knight.
The Soultaker dagger was taken to Ulgoth's Beard but when arriving there (invisible) the party was awaited by some cultists who were driven back but the dagger got stolen nevertheless...
The party was about to enter the storehouse but agreed to help Shangalar with his lost cloak first. The mages on the ice island didn't cause much of a problem...
... the party was rewarded with a Stoneskin scroll which was scribed by Sarya immediately (after drinking some potions). Back at Ulgoth's Beard Sarya casted Invisibility on the party but unfortunately Neera did not tell about her Minor Globe of Invulnerability. Thus, when party entered the storehouse everyone was invisible but Neera...
... and so another trip to a temple was in order. Once that was done the party (but Neera) entered the cellar below the storehouse. While Khalid kept Aec'Letec busy the others killed Cult mage...
Next Khalid lured the Tanar'ri into one of the corners and quaffed a potion of invisibility then while Sarya, Imoen, Dorn and Jaheira started to kill the Cult Guards...
Once all the guards were dead the party went for Aec'Letec putting Wand of Frost to good use but with Khalid performing the killing blow...
With everyone at 161k XP now the party felt ready to finally enter (well protected and invisible) the ruined Temple of Bhaal where Sarevok was hiding...
Inside Sarevok spoke to an invisible party, he refused to give up and Semaj teleported near the entrance where he met his doom...
Next Sarevok was separated from Angelo and Tazok...
... so the party could fight Angelo...
... and Tazok without Sarevok interfering...
While the party was preparing for the final fight Sarevok appeared but without support he didn't last long...
... and the group reported to the Dukes. But instead of celebrating the victory they were send on a new mission but that would be another story.
Name Level HP Game Kills XP Game Kills Strongest Kill Deaths Sarya Jester(10) 79 101,302 228 Greater Basilisk - Khalid Figther(8) 87 220,698 363 Greater Basilisk 2 Jaheira Fighter(7)/Druid(8) 83 134,671 159 Greater Basilisk 2 Dorn Blackguard(8) 64+5 282,212 432 Greater Basilisk - Imoen Thief(10) 61 86,695 168 Davaeorn 1 Neera Wildmage(9) 33 34,067 66 Greater Wyvern 5 Xzar Mage(1) 295 2 Ogrillon - Montaron Fighter(1)/Thief(1) 1,090 18 Ogre -
To be continued (in Siege of Dragonspear)...
Near the gnoll stronghold they were attacked by a couple of ogrillon led by Hairtooth. They themselves were not a problem, but in fighting them some assassins got involved in the fight. Whilst the party dealt with them adequately, because the assassins had separated somewhat, more charges of the necklace of missiles were used than usual. Nevertheless they reached the cave and plundered it before heading north.
They helped the archaeologist but did not speak to him afterwards. They went further north and I almost single-handedly defeated some hostile sirene. However I made friends with another party of them before raiding another cave successfully. The golems there were a problem and we had to rest because of it, but eventually we were able to return to Beregost to finish off some quests there. We sold some excess equipment before heading to the Carnival where the necklace of missiles was recharged making us poor once again.
We then took on Tristan and Isolde and prevailed though they did hurt us. We killed an ogre with a belt fetish before returning to where Gorion fell. On the way I got held by a ghast, but Wilfred had the prersence of mind to dispell magic so all was well.
Xzar and Montaron joined me and wanted to be taken to Nashkel. On the way we called in on Ulgoth's Beard and Beregost. It was whilst doing this that I realised that Montaron is a compulsive thief which I suppose is not surprising. He pickpocketted several items which were useful to have but I quickly realised that sooner or later, he would get us into trouble, therefore we dropped them off at Nashkel.
We then took Khaled and jaheira to Nashkel before stumbling across my old friend Imoen who is a conjurer/thief.
Goibniu, human paladin, update 13
The return to Ulgoth's Beard.
I'm really afraid of cult assassins - for good reason, since they tend to chunk my party members, and in this party, the characters all have less than 50 hp (though Goibniu does get up to 52 if he's wearing the Helm of Balduran). Also, Helios, Owain and Anapa all can be critted, so they're in huge danger starting with the opening ambush.
That's why immediately after entering the Beard, everyone except for Goibniu and Luna (who also have by far the best armor class) drank a potion of invisibilty, only revealing themselves after the cult assassins attempted (and, luckily, failed) their first backstab:
As you can see, I had Goibniu drink a potion of invulnerability to improve his ac and saving throws even further. However, with no prebuffs (especially no combat buffs), the party's weaknesses really came into play when it comes to straight up fighting, and Goibniu and Luna had to drink some healing potions, while Luna used her first short casting time buff (defensive harmony). Meanwhile, Owain cast emotion - this proved to be incredibly effective:
The spell won Goibniu the fight, allowing the party to heal up and use some buffs, including giant strength potions for the fighters and the usual spells. Thus, the cultist group in front of their building was quickly defeated. However, the cultist group inside the building proved to be far, far more troublesome:
Here's the thing - I try to limit resting; I usually don't like resting while in dungeons, while clearing an area or while time seems to be an important factor in-game. With a randomized party, I usually don't adhere to these rules because I really need my buffs for most tough encounters, so I did rest a couple of times in the iron mines, for example. I didn't rest in Ulgoth's Beard, though, and ran into the building with the remaining buffs from the fight in front of the building mostly still active.
However, this proved to be a bad idea - Bless and Chant were already gone, so my damage output was limited. Most of the party started out invisible anyway, because there's another assassin in there, so I basically had no offensive power, because the assassin didn't reveal herself during the first couple of rounds. Luna and Goibniu took some damage, and dealt almost none in return, so I had to do something - I started revealing the other party members, drank some healing potions and started using wand of the heavens charges, magic missle spells and more.
Then, my haste spell ran out. Not only that, because I didn't rest, the party gained the fatigued-debuff, making them even worse fighters, with only Luna and Owain dealing significant damage. Shortly after that, the assassin finally revealed herself - and she attacked Goibniu, with success this time.
Her backstab brought my main character to 2 hp. I had him run and drink a potion of invisibilty (saved for just such an occasion), and he managed to barely escape with his life:
Anapa, who can't tank at all, had to run away too. Luna took up his position, just spamming more and more wand of the heavens charges while Owain cast his magic missle spells, hoping to finally kill the remaining enemies. With most of the party heavily wounded and Luna's low hp, Owain finally used his wand of paralyzation to stun the last two remaining cult members. I propably should have used it right away.
Now, I had no choice but to rest. I had prepared numerous potions for Aec'Letec, including cloud giant strength, invulnerability and heroism for the fighters, strength for the non-fighters, mirrored eyes and magic shielding for everyone. This made it impossible for the demons to really hurt the party, and as soon as someone was damaged, I had them drink a regeneration potion. I started by killing all of the cultists with melee weapons before turning to Aec himself:
The demon didn't survive for long and was eventually slain by Helios:
Only Sarevok remains.
Enuhal
I too can report a bit about a progress of my single classes run with full SCS on Core.
Mortuus, the Elven Sorcerer (8th BG1 update)
We decided to take on the Bandit Camp. Woden (dwarven defender) gulped potions of Frost Giant Str and of Heroism, Yahiko (totemic druid) summoned two spirit lions, Mortuus and Xan activated Mirror Images, Uzume (priest of Tyr) casted Chant on the group, Karasu (assassin) was ready with arrows of biting.
We started with Holy Smite from Uzume, Blindness from Mortuus, Wand of Fear from Xan and Call Lightning from Yahiko. Taurgosz Khosann failed his saving throw against wands, and flee in horror.
While two spirit lions and Woden were attracting attention of all bandits, Xan and Mortuus were frying them with the Wand of Fire.
Once, Xan was hit with an arrow, but quickly retreated to stay alive.
Soon an enemy wizard, Venkt, appeared. The group, except for Woden, switched their attention on this mage, who then failed his saving throw against Command by Uzume. Mortuus successfully horrored him with Spook, while Karasu poisoned the mage and effectively finished him.
All this time Woden was busy with being a focus of all bandits' attacks. His dwarven defender special ability, coupled with all anti-missile armour pieces we had, let Woden to successfully tank during the whole fight.
At last, Mortuus finished the fight with another Fireball from the wand.
Yahiko reached a new level, getting first lvl 4 spells. Meanwhile, here're the percentage of of total kills in the team after the Bandit Camp.
Mortuus - 11%
Woden - 44%
Uzume - 8%
Karasu - 28%
Yahiko - 4%
Xan - 2%
Overall, I can say that so far the dwarven defender is the answer to nearly everything the start of the trilogy can bring on you, with the rest of the party supporting him. With 50% damage reduction, he's the best fighter I've ever had at the start of BG1. The second main power of this group is an assassin, whose poison, even after it was nerfed in 2.X versions of BGEE, still causes deaths for nearly all enemy wizards the party can encounter.
They cleared the mines including the extra assassins with no problems. Upon leaving, they killed the assassins there (Lamalha and co), the revenant, the ghasts and Narcilicus. They then went to the carnival where they enjoyed a well-earned rest.
I forget to cast Sanctuary on Frisk before entering the Mind Flayer city. Talk-blocking the nearest illithid buys us enough time to hide them; the enemy doesn't go hostile until after a dialog.
The Mind Flayers don't take us very seriously, but the Elder Brain knows better.
We chop up the Mind Golems for thousands of XP before tackling the Elder Brain.
I've never seen the Elder Brain do much harm before. Today is no exception.
Most of the threat comes from the enemy archers and their bolts. Still, we focus on the Elder Brain first. Its defenses are basically nil.
Chara rolls a 1 against Dispel Magic, but Asriel is there to partly restore her buffs.
The archers go down before they deal much damage. Chara goes to loot the area, and we find many copies of an item I'm quite fond of.
It's Iron Rations! They only heal 3 HP per use, but I like them for sentimental reasons. Sometimes I keep items as souvenirs if they have some special meaning to me.
...But then I notice the svirfneblin thralls around me, and I feel bad. We can't steal their food. We leave the rations alone and walk away hungry.
We intimidate our way past the last Mind Flayer. His dialogue implies he'll attack if we take too long, but when I linger, he doesn't budge. He just waits for us to go.
I decide not to attack, even though it would be an easy fight. It would be weird to attack somebody with a blue circle that wasn't going to turn red. Red circle means kill; blue circle means talk.
The next fight is a nightmare. I've gotten overwhelmed here before. There are two very well-buffed mages with evasion and a horde of Earth Elementals and Harpies to pummel you while you struggle to get past the mages' defenses.
Frisk hides. Asriel and Chara engage Mirabel, who surprisingly does not have Improved Invisibility.
Mirabel goes down. Majrash is next.
Chara rolls a 1 against fear--it seems I never buffed the party with Remove Fear. Asriel finishes casting Invisibility Purge--to no effect--and then removes the fear effect.
Majrash is smart enough to know not to rely on his own might. He buffs all the enemies with Improved Haste--this will substantially increase the pressure on Asriel and Chara.
The normal Haste spell in IWD2 only hastes one target; Improved Haste is area-effect. Also unlike BG, Improved Haste only grants 1 extra attack per round, and all haste effects grant +4 generic AC and impose no fatigue penalty.
Improved Invisibility and Mirror Image are so strong that we deal more damage to the enemies we're not even targeting.
Our defenses hold steady. Asriel has high AC; Chara has high damage resistances, and both of them have spell resistance and an ample HP pool. Majrash smashes us with one last spell before Asriel chunks him.
The fight comes to a close. And Oswald is here! Our old plan, which apparently was to reach the Severed Hand (finally I know what we've been trying to accomplish), is no longer happening. Instead, we're going to Kuldahar for some reason.
Oswald's niece Maralie is here. She narrates the game as a young woman, but in-game, she's a very tiny girl with an incredibly adorable voice.
If you've played IWD2 before, you can probably hear her darling giggle when you read this. I wish there was more Maralie in this game.
Eager to hear more of Maralie's voice, Frisk goes on to inquire about an apparent bondage fetish of hers.
It seems the explanation is much more innocent. Aww...
I talk to Oswald one last time. We're ready to go to Kuldahar for some reason. We hear the best line in the IE games.
SHE'S SO INCREDIBLY CUTE
On to Kuldahar. Furiously attempting to stuff our heads in the root jar fills us with determination.
nibbit.net/red.html
Unfortunately further tales of Sarya the Jester are quickly told. Perhaps the adventure was already ill-fated when Imoen decided to stay behind and was replaced by Safana, perhaps the group should had listened more carefully to the healer's advice about undead fighting, perhaps facing the unknown (as I hadn't played SoD before) was too much for this group (and for my at times careless style of playing ).
Anyway, hunting down the last of Sarevok's Followers led by the wizard Korlasz started quite well, the first encounter with some of the followers was easily won...
Perhaps a certain incident should had served as a warning but merely added to the group's enthusiasm and strengthened the feeling of invincibility instead. Inside a small tomb the group had just disturbed a mummy who at first wanted to destroy the group but was talked into the role of a quest giver. But while Sarya was thinking about a possible reward Safana felt the urge to glance into mummy's coffin, which made Fanegonorom (that's the mummy's name) change his mind again...
Fortunately (or perhaps unfortunately as maybe it would had made the group act more carefully) the fight was easily won. Of course everyone was angry with Safana, especially as were no items on the mummy's corpse. Thanks to lots of fireballs the party made good progress...
Somewhat later placing a purple torch into a bracket revealed a secret room. Inside Sarya found some of her brother's notes about his research into the Lord of Murder. But while she was reading the notes Safana opened one of the chests...
Quickly the group left the room to put up a line of defense at its entrance with Sarya and Neera throwing fireballs inside...
The fight appeared almost won but a Stinking Cloud casted into the group with devastating effect turned the tide completely; immediately Dorn, Sarya and Neera went down unconscious...
Next Dorn was killed...
... and when Jaheira dropped unconscious too and Khalid ran away it was just Safana still fighting. Unfortunately she neither had Arrows of Dispelling (not sure of Unconsciousness can be dispelled) nor Arrows of Detonation nor Potions of Explosions (by that time despite the unconsciousness Sarya was healthy enough to survive some fireballs) and so she could just shot arrows with nearly no effect. Without coming round again Sarya was slain next.
fyi no the dispel arrows would not have helped.
Hard luck Dyara.
Diary of Aethel continued:
Aethel and comrades had their first real test against Silke as they wanted all the treasure without loss of reputation. The ones that Silke wanted murdering for her were charmed. She therefore had to do her own dirty work after which she was attacked by Aethel, Wilfred, William and Imoen.At that point the battle became easy. The problem was getting Silke to attack the charmed characters first!
The treasure gained was several gems, 3 potions of defence, and Silke's possessions as well.
I needed at least one potion of defence for the mage at High Hedge to make a powerful robe for Imoen.
Silke's first lightning bolt went where I intended it to go, but she sent another before a second charm spell could be cast. That one was extremely painful.
https://forums.beamdog.com/discussion/41704/custom-pc-npc-portraits
https://forums.beamdog.com/discussion/49253/hero-of-a-thousand-faces-portraits/
https://forums.beamdog.com/discussion/44895/custom-npc-portraits-masterthread-spoilers-obviously
https://forums.beamdog.com/discussion/5339/alternate-npc-and-pc-portraits-just-because-p
Another tip for using these forums is: Don't bother with the forum's search engine, it's not very good. Instead, just go to Google and specify this forum using the "site:" keyword.
site:https://forums.beamdog.com portraits
https://forums.beamdog.com/discussion/61065/making-portraits-for-baldurs-gate-ee-bg2-ee-icewind-dale-ee-and-the-vanilla-games-too/p1?new=1
This is an BG 1 EE run. I started him a while ago, but hadn't really made much progress (we were level 2 at the start of the session) - I got a chance to play him last night. His entire party is dwarves, except the bard who is human. Class wise, the party has two berserkers, one fighter, one cleric, one bard and one thief. The characters are all made in MP, but this is a single player game.
The very slow leveling was starting to get to me, so decided to take a play out of Grond0's/Gate70's playbook and hit the basilisks early. I figured with enrage and resist fear we should be able to take on Kirian's party without a death and I was correct. A lot of weapon upgrades were found in the loot.
Then we rested, recruited Korax and proceeded to clear most of the map. Actually one berserker did most of the work (protected by the green scroll protection from petrification) with some help from Korax. Usually the berserker and Korax would get the attention of a basilisk then the rest of the party would assist with ranged fire. This worked well, and got us quite a few helpful levels.
We then sold our stuff at High Hedge. We tried to rescue Melicamp but Thalantyr failed to save Melicamp. We returned Perdue's sword, which got the fighters of the party to level 4. We restocked on ammunition, as well as getting some magical ammo - this is so we can clear out those vampiric wolves in the temple area, now that the melees of the group have a magical weapon they can use.
I needed some rest in real life, so ended my session here.
The party entered the thieve's maze, where Goibniu used another giant strength potion to improve his melee abilites. For the skeleton warriors, I had Luna cast animate dead, because the party needed some fodder. Otherwise, not much happened in the maze.
I rested upon arriving in the undercity, and Luna resummoned her skeletons. The three fighters added heroism potions to their usual buffs, and the undead were sent to face the undercity party, while my group threw six fireballs (via potions and necklaces) at them:
Most enemies died, but their mage was protected via MGoI, so the party charged forward:
With most buffs still active, Goibniu also defeated Tamoko:
After another rest (considering my Ulgoth's Beard experience, I'll rest as often as I like with this party), it was finally time to kill Sarevok.
My final round of potions was extensive: Heroism, storm giant strength and invulnerability for the fighters, agility, fortitude and mind focusing for everyone, power and strength for the non-fighters, and a last potion of defense for Luna (there really aren't enough of those in the game for a randomized party). I also used oils of speed instead of the haste spell, and Luna cast holy power and DUHM in addition to the usual buffs. As you can imagine, the very high dexterity scores and additional potions greatly improved the party's ranged damage.
Skeletons were summoned, and Helios managed to lure Sarevok to the party:
Everyone started firing their magical ammunition, and Anapa used kai before entering melee combat, dealing a lot of damage:
Sarevok only managed to kill three skeletons before he was defeated:
Not the most interesting fight, but then again, vanilla Sarevok rarely is if you lure him away from his allies.
And now, Baldur's Gate 1 is done! Time to go to Amn - I'm taking the Helm of Balduran and the Chainmail +3 with me.
Enuhal