@121. but that DOES happen in Baldur's Gate? Shouldn't it be..
122. Charname, Jaheira and Khalid arrives in Nashkel after a long journey from the Friendly Arm Inn. After talking to the local guards, charname walks towards a farm field. He walks out into the middle of the field, and ramdomly gets down on his knees and thrusts arms elbow-deep into the moist mixture of dirt and manure that is the field. Khalid and Jaheira, who are visibly shocked, fearing that the death of Gorion may have taken its phychological toll on poor charname, become even more shocked when charname's dung-covered arms rise up from the ground, emptyhandedly. Charname then chooses a new random place to dig down his/her arms, only to once again bring them up emptyhanded. It's obvious Jaheira's and Khalid's first assessment of the situation was indeed correct, only a true madman would dig down his precious armor in the middle of a farm field, and only a true psycho would randomly dig for it. Charname has gone bananas!
127. Upon entering an enemy stronghold the sentries actually do their job and sound the alarm thus a party of brave adventurers, including a child of Bhaal, are swiftly surrounded and killed.
Gorion comes looking for CHARNAME after he spends weeks in Winthrop's Inn to heal up from murdering Candlekeep Guards he lured off into some dark corner.
132. A priest enters his quarters to find an assassin lying in wait. With a quick command spell, the assasin gives up the identity of the man who hired him in Baldur's Gate. Contacting the Flaming Fist mercenary company upon the revelation, the law enforcement arrest the man for attempted murder. Upon arrest, the man is searched and a journal outlining an plan to bring the sword coast to war with its neighbour Amn is revealed.
In a well organized and coordinated raids, The iron throne, the bandit camp, and the cloakwood and nashkel mines are taken over by force by the flaming fist on the same day Character Name purchases some bolts for Fuller.
132. A priest enters his quarters to find an assassin lying in wait. With a quick command spell, the assasin gives up the identity of the man who hired him in Baldur's Gate. Contacting the Flaming Fist mercenary company upon the revelation, the law enforcement arrest the man for attempted murder. Upon arrest, the man is searched and a journal outlining an plan to bring the sword coast to war with its neighbour Amn is revealed.
In a well organized and coordinated raids, The iron throne, the bandit camp, and the cloakwood and nashkel mines are taken over by force by the flaming fist on the same day Character Name purchases some bolts for Fuller.
I would so play a game that starts off that way, where Charname is a flaming fist mercenary sent to do that.
137. Charname reaches the top floor of the Iron Throne headquarters, and confronts the leadership of the Iron Throne: A bunch of businessmen with math and management-related HLAs, but obviously no combat-related skills. They are easily dispatched with a fireball.
141. A cleric realizes that there is more chance of his enemy surviving an encounter, and thus be redeemed in the future should be recover, if he attacks with a dagger instead of a four headed spiked flail that oozes acid, spits fire, strikes with lightning, and freezes people to death.
142. An infamous bhaalspawn, a drow, a half orc, a vampire, a dwarf berserker and a red wizard walk into a store. The non-combatant store keeper gives them a really big discount so they don't murder him.
(Still can't believe how brave the store keepers are!)
142. An infamous bhaalspawn, a drow, a half orc, a vampire, a dwarf berserker and a red wizard walk into a store. The non-combatant store keeper gives them a really big discount so they don't murder him.
(Still can't believe how brave the store keepers are!)
That's because they know that killing them removes their stock from the universe.
143. Your evil party kills a storekeeper and walks off with his entire inventory.
144. Running at full speed up or down a flight of stairs, charname and his brave group of adventurers proceed to inevitably misstep and fall down in a maelstrom of metallic noises, yells and weapons being dropped in all directions.
144. Running at full speed up or down a flight of stairs, charname and his brave group of adventurers proceed to inevitably misstep and fall down in a maelstrom of metallic noises, yells and weapons being dropped in all directions.
This is why, when you tell the party to head downstairs, half of them take off in the other direction. It's not bad pathfinding, it's a safety feature.
147. The Nashkel guard decides to use some of the men stationed in the mines to investigate the disappearances of the miners. A half-dozen guards easily dispatch the kobolds and the low-level priest leading them.
148. Charname finds the secret passage that that other adventuring group used to get to the bottom of Durlag's Tower without killing any of the monsters, disarming any of the traps, or solving any of the puzzles.
149. A massive, city-wide manhunt for the murderers of the Iron Throne leaders actually hurts the party's reputation in the eyes of the public.
150. A group of adventurer's walk into the merchant's league of Baldur's Gate, kills everyone and walks out with the sea charts. People in the city actually cares and the local militia is qiuckly scrambled to stop the evil-doers.
151. Larry, Darryl, and Darryl start a comedic sitcom traveling play. It is an immediate success. Years later it is still remembered due to its reference in the successful video game, Baldur's Gate tomes of history kept in Baldur's Gate.
Comments
Actually doesn't two certain NPCs romance each other? She will choose him over you, if I am correct.
[Spoiler]
Haer'Dalis and Aerie
[/Spoiler]
122. Charname, Jaheira and Khalid arrives in Nashkel after a long journey from the Friendly Arm Inn. After talking to the local guards, charname walks towards a farm field. He walks out into the middle of the field, and ramdomly gets down on his knees and thrusts arms elbow-deep into the moist mixture of dirt and manure that is the field. Khalid and Jaheira, who are visibly shocked, fearing that the death of Gorion may have taken its phychological toll on poor charname, become even more shocked when charname's dung-covered arms rise up from the ground, emptyhandedly. Charname then chooses a new random place to dig down his/her arms, only to once again bring them up emptyhanded. It's obvious Jaheira's and Khalid's first assessment of the situation was indeed correct, only a true madman would dig down his precious armor in the middle of a farm field, and only a true psycho would randomly dig for it. Charname has gone bananas!
126. Evil mages in your party get a quest to acquire lichdom.
Korgan and Mazzy (not completely explicit but you see it)
Edwin tries and fails with Viconia
In a well organized and coordinated raids, The iron throne, the bandit camp, and the cloakwood and nashkel mines are taken over by force by the flaming fist on the same day Character Name purchases some bolts for Fuller.
139. You walk into a store and the owner gives you money out of admiration
(Still can't believe how brave the store keepers are!)
That's because they know that killing them removes their stock from the universe.
143. Your evil party kills a storekeeper and walks off with his entire inventory.
This is why, when you tell the party to head downstairs, half of them take off in the other direction. It's not bad pathfinding, it's a safety feature.
146. You take over a mine instead of flooding it.
148. Charname finds the secret passage that that other adventuring group used to get to the bottom of Durlag's Tower without killing any of the monsters, disarming any of the traps, or solving any of the puzzles.
149. A massive, city-wide manhunt for the murderers of the Iron Throne leaders actually hurts the party's reputation in the eyes of the public.