Paladins and rangers everywhere! Rejoice!
JuliusBorisov
Member, Administrator, Moderator, Developer Posts: 22,758
A thought has come to me some time ago. Usually, when deciding upon which characters to play, I overlook paladins and rangers. Of course, I've used Kivan, Minsc, Keldorn and Valygar many times, but still I have never truly roleplayed as a paladin or a good ranger. And I've thought - why not try something new? Why not create a party consisting only of paladins and rangers? Then I've quickly recalled that there're 3 good paladin kits and 3 ranger kits - how fitting for a 6-person party.
Yes, this will an experimental run. No arcane magic, no thieving. And yes, a beastmaster in a party, even more so, not the main character, so no familiar for him.
One more thing. 2 weeks ago in the no-reload thread an interesting discussion happened, which also reminded me about this thread - https://forums.beamdog.com/discussion/56430/interesting-video-examination-of-how-to-play-a-paladin-in-bg, and several other comments by @BelgarathMTH .
The core of that discussion is that actually, if you truly roleplay as a lawful good character, you get less items in the end. For example, in BG1 it means no Stupifier (an idea shared by @BillyYank and @typo_tilly , in particular), no fighting Kirin or Sendai, no entering houses except for quest purposes.
And I've thought - why not? If I'm already experimenting, why not add something, why not add this lawful good approach. It will make me think again about common encounters and situations - no usual approach is possible. How would a paladin Charname act? I still don't know what my choices will be for each situation - but it adds to the fun, right?
And of course, the fighting part. How will the party of paladins and rangers feel in BG, where magic rocks?
After the concept of the run had been created, I started looking for names and portraits. Portrait packs by @ineth helped greatly, while for the names I chose to call characters after deities and heroes from different regions.
Also, I took rolls as they came, no adjusting. It helped to create balanced characters, not 18/00-18-18 machines.
My WeiDU log:
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6103 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3011 // Maximum HP for NPCs (the bigg) -> For Non-Party-Joinable NPCs Only: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): Beta 4
Paladins and rangers everywhere, rejoice!
Sigyn, Charname - Undead Hunter. She deals with undead, so a smile rarely comes to her grave face.
Bacchus, her companion - Inquisitor. While the party leader is solemn and serious, this lad is a source of constant humor. His affection for good spirits gave him strange looks in the Order, but his bravery is unprecended.
Owatatsumi, her companion - Cavalier. Born in Kara-Tur, Owatatsumi, whose name means Dragon God, trained hard in order to protect villages against nearby dragons. His 18 CHA helps to persuade even the biggest pessimist that everything will be fine.
Ali Shar, her companion - Stalker. He comes from Calimshan and brings a curved sword, as well as a deadly dagger.
Artemis, her companion - Archer. She, like Ali Shar, comes from the east - from Zakhara. She's known for her black beauty and quick arrows. Don't flirt with this proud lady without honour.
Dazdbog, her companion - Beastmaster. In his homeland, Rashemen, Dazdbog learned how to charm animals and make them his best friends.
Yes, this will an experimental run. No arcane magic, no thieving. And yes, a beastmaster in a party, even more so, not the main character, so no familiar for him.
One more thing. 2 weeks ago in the no-reload thread an interesting discussion happened, which also reminded me about this thread - https://forums.beamdog.com/discussion/56430/interesting-video-examination-of-how-to-play-a-paladin-in-bg, and several other comments by @BelgarathMTH .
The core of that discussion is that actually, if you truly roleplay as a lawful good character, you get less items in the end. For example, in BG1 it means no Stupifier (an idea shared by @BillyYank and @typo_tilly , in particular), no fighting Kirin or Sendai, no entering houses except for quest purposes.
And I've thought - why not? If I'm already experimenting, why not add something, why not add this lawful good approach. It will make me think again about common encounters and situations - no usual approach is possible. How would a paladin Charname act? I still don't know what my choices will be for each situation - but it adds to the fun, right?
And of course, the fighting part. How will the party of paladins and rangers feel in BG, where magic rocks?
After the concept of the run had been created, I started looking for names and portraits. Portrait packs by @ineth helped greatly, while for the names I chose to call characters after deities and heroes from different regions.
Also, I took rolls as they came, no adjusting. It helped to create balanced characters, not 18/00-18-18 machines.
My WeiDU log:
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6103 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3011 // Maximum HP for NPCs (the bigg) -> For Non-Party-Joinable NPCs Only: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): Beta 4
Paladins and rangers everywhere, rejoice!
Sigyn, Charname - Undead Hunter. She deals with undead, so a smile rarely comes to her grave face.
Bacchus, her companion - Inquisitor. While the party leader is solemn and serious, this lad is a source of constant humor. His affection for good spirits gave him strange looks in the Order, but his bravery is unprecended.
Owatatsumi, her companion - Cavalier. Born in Kara-Tur, Owatatsumi, whose name means Dragon God, trained hard in order to protect villages against nearby dragons. His 18 CHA helps to persuade even the biggest pessimist that everything will be fine.
Ali Shar, her companion - Stalker. He comes from Calimshan and brings a curved sword, as well as a deadly dagger.
Artemis, her companion - Archer. She, like Ali Shar, comes from the east - from Zakhara. She's known for her black beauty and quick arrows. Don't flirt with this proud lady without honour.
Dazdbog, her companion - Beastmaster. In his homeland, Rashemen, Dazdbog learned how to charm animals and make them his best friends.
22
Comments
I wonder if going with an all warrior crew won't exacerbate the problem of less items, since you've now got six characters vying for the same items instead of the usual two or three.
@BillyYank From what I can see many have high dex and varied weapons skills and armour restrictions so I don't imagine there will be too much fighting over the toys.
Mechanics wise, I think your inquisitor's True Sight and Dispel Magic should get you through most of the encounters with mages where you would normally use an anti-mage mage. In BG2, my mages do very little but cast Breach and Lower Resistance, then Magic Missiles. Of course, I play vanilla, and you're playing SCS, so that will make things different.
Mind control against your party could be a problem, but paladins have excellent saves, plus the assortment of kits give you a lot of immunities. Your cavalier's bonuses against dragons and demons should come in really handy in BG2 and ToB.
Even more than the combat, though, I am very interested to see what kinds of ethical decisions you will make.
After a long travelling from distant lands, our heroes gathered in the old Candlekeep tavern of good ol' boy Winthrop. There they listened to the speech of Sigyn, a young lady paladin from the Order of the Gauntlet.
She told them that many people, who had been visiting Candlekeep for the last weeks, reported about an iron shortage outside the walls of Candlekeep. Her foster father, Gorion, recently asked Sigyn to pack her belongins in order to leave Candlekeep beause of "the great threat". The heroes she gathered were actually young, but promising warriors from different parts of Faerun. Each of them showed signs of becoming good servants of Justice and Rightness.
Sigyn, who had been intructed by Gorion about stealth and caution, asked Owatatsumi to become the formal leader of the group, to confuse their potential enemies. It was an honour for kara-turan warrior to protect Sigyn. Only she knew local people and only she could determine the reason of that iron shortage people had been talking about.
Each of our heroes specialized in their favourite weapons. Artemis chose Short bows. Sigyn spent a lot among Candlekeep's blacksmiths to choose hammers and flails. Bacchus wielded a two-handed sword and could use a crossbow. Ali Shar's scimitars and daggers were a sight for old Winthrop. Dazdbog had unremarkable, yet deadly, weapons: a staff and a sling. At last, Owatatsumi specialized in long swords and axes.
The group started with saying goodbuy to all Sigyn's friends around the Keep. They didn't loot any container in the tavern - it was a property of Winthrop and his guests (so, no potion of clarity and no scrolls).
Fuller, with whom Sigyn had been training usually, granted her his father's old dagger as a farewell gift.
The danger came quickly - it looked like Gorion was right about a threat. One suspicious thug approached Owatatsumi asking about Sigyn. When the Cavalier said he didn't know such a name, this thug draw his dagger and coated it into poison.
Artemis was quicker, though.
In another house the group met another thug. Remember Dazdbog and his unremarkable sling. Well, a bullet into a head can cause a serious wound.
There were no other dangers around the Keep, and the group left its walls under the guidance of Sigyn's foster father and teacher, Gorion.
The following night after leaving Candlekeep, the group was attacked by a mysterious figure and a bunch of mercenaries under his control. Gorion asked Sigyn to retreat and hide in the nearest forest, because even though her companions were warriors, that mysterious figure looked much more dangerous that their combined efforts could. Ali Shar, hidden is the shadows, stayed not far from the battlefield and saw a sad picture of Gorion's quick death. He returned to others and reported about what he had seen.
Our heroes had a long talk about possible actions they could take. Gorion mentioned the Friendly Arm Inn, but when in Candlekeep, Sigyn heard about a town, Beregost, and its blacksmith. Looking at three murder attempts which happened during one full day, Sigyn decided it was the right choice to buy armours and weapons first, and only then to travel to the Inn. After that the group rested, with only Dazdbog not sleeping and listening to all nearby animals in case the feel somebody approaching.
In the morning the group set off for Beregost. On the way to this town they had to deal with a wild wolf which resisted charming. Owatatsumi, being of the 1st level and having less than 14 hps, wasn't afraid to melee enemies - he couldn't be killed in one hit.
Arriving to Beregost, the group found that Firebead Elvenhair moved here from Candlekeep as well. Sigyn bought a book for an old mage, and he gave her a container for scrolls as a reward. In the nearby tavern Owatatsumi had an uneasy talk with a local guy, Marl, who had lost his son. The Cavalier soothed a poor guy, and Bacchus offered a round of wine to honor the memory of a lost hero.
Sigyn's guess about the blacksmith proved to be right, and now everyone at least had a good armor and a shield. Going around the town, Ali Shar heard one house was abandoned by its dwellers because of the spider attack. Owatatsumi was resistant to any poison, so the group decided to clear the house, so that its dwellers could return.
There were other urgent deeds in Beregost, but Sigyn reminded that Gorion's old friends were waiting for her in the Friendly Arm Inn. So it was decided to go there immediately.
On the way to the Inn the group stumbled across an Ogre. Again our fearless Cavalier faced an enemy, with the rest of the party supporting with arrows, bolts and bullets.
One of the habitants nearby the Inn asked to return her ring which had been taken by a bunch of hobgoblins. It looked that these hobgoblins were not far away from the Inn, so Sigyn couldn't refuse this request. The hobgoblins were dispatched without problems, and Joia, - that was the name of the ring owner, promised to spread good words about Sigyn.
Just when the group was ready to enter the Inn, they were called out by a figure in robes. Another assassin! Bacchus tried to dispel Mirror Image, before falling unconcious. Others, though, saved vs Death and didn't fell under the Sleep spell. Then Tarnesh - that was the name of the wizard - casted Power Word: Sleep on Owatatsumi. But in the next second Ali Shar, who used both his daggers, cut the wizard's throat.
Inside the Inn the group found many people. Among them there was a writer, who lost her girdle. It turned out the Ogre the party killed on their way to the FAI, was the girdle thief. Our heroes gladly returned the girdle to its owner.
On the last floor of the Inn the party met Landrin, the gnome who had to move to the FAI from her house in Beregost because of that spider attack. Landrin thanked Sigyn for her help.
One Nobleman mistook our Cavalier for a pantaloons cleaner, but Owatatsumi cautiously revealed that small mistake (no Big Metal Unit for this party).
On the first floor of the Inn, Detect Evil by Sigyn revealed a half-orc, who looked like a blackguard. Such an evil creature couldn't be let to continue in this world.
It was a right decision - on the half-orc's corpse they found an evil sword, holding which caused feelings of guilt and anxiety. Sigyn asked Bentey Mirrorshade, the innkeeper, to conceal this sword and don't sell it to anyone.
At last, Sigyn greeted Gorion's friends, although she didn't find an answer to reflect her reason of why she didn't want to bother Jaheira and Khalid with her own problems (there was no respectful way to refuse the harpers' services):
Now, when Sigyn had heard from Gorion's friends about the need to visit Nashkel, the way became more clear to her. But she coundn't continue without helping people in Beregost.
The first task was to learn about Mirianne's husband. The group encountered two ogrillions on the southern road, one of them had a letter that was so important for Mirianne.
The second quest was to retrieve Zhurlong's favourite boots from hobgoblins. Although Ali Shar had only a 2x backstab multiplier, his dagger still pierced through the hobgoblin's armour quite easily:
The group encounted a frightened woman in the wilderness. It turned out a Flaming Fist officer was after her. Just because this woman was a dark elf, a drow, the officer wanted to murder her. Owatatsumi inquired about evidence the officer could provide to prove his accusations. But the officer only replied about the woman being a drow and thus deserving to die.
Owatatsumi tried to bring the officer to reason, but failed. Thus a paladin had to fight a Flaming Fist officer. Everyone in the party felt sorrow that the fight was inevitable but they couldn't let lynching to happen.
Sigyn promised to herself that as soon as she had a chance to talk to the head of the Flaming Fist, she would report about this story and enquire about that officer and his orders.
As for the drow, Sigyn told her that not every surface dweller despised drow. When Sigyn, still young, had visited the Order of the Gauntlet, she had been told that people could have been prosecuted only if there had been enough evidence. Sigyn adviced the drow to find a lone wilderness house and try to begin living there.
Back in Beregost, the group helped another woman, this time a mage hunted by other wizards. Warriors' THAC0 let the party kill those hunters in seconds. Sigyn adviced the mage, Neera, to find a shelter in the FAI.
The last quest in Beregost began when Owatatsumi spoke to a good-looking man offering a well-paid work. Sigyn didn't want money, but couldn't refuse offering her help only because it was a gainful task. It turned out, however, that the woman to whom Sigyn had been supposed to help, wanted to kill innocent people.
Bacchus dispelled Silke's Stoneskin and then revealed her invisibility. Getting severe hits, Silke went invisible for the second time, but True Sight worked again. Silke didn't even manage to cast any battle spell.
The group wanted to rest in the nearby inn, but as soon as they entered they were attacked by another bounty hunter, this time a tough dwarf. Owatatsumi still wasn't afraid to melee, even against Karlat. The Cavalier was hit once, but immediately gulped a healing potion. 6 warriors prevailed against one melee opponent.
@JuliusBorisov, nice progress. Good job on Silke especially? Couldn't Bacchus time his Detect Evil spell a bit better?
Looking forward to the next one!
To me, a blackguard (referred to sometimes as the antipaladin) epitomizes pure evil, especially taking into account consorting with demons and devils. So a paladin would consider a blackguard an enemy as soon as he (she) sees one.
Drow in the 2E are chaotic evil, in the 3E they are neutral evil, so overall they are evil, yes. But is a frightened evil woman, alone, in the already hostile atmosphere (with all those people running after her and screaming "Burn, kill!") a real threat to justice and rightness? I think a person killing evil on the first sight would be a psychopath, not a paladin. A context is needed. If that Flaming Fist officer wanted to take the drow into custody, it would be a different thing. But in this case, to me, the only wish to kill the drow no matter what makes the officer more evil than the drow herself.
One of the patrons of the Red Sheaf Inn was Perdue, a halfling who wanted his short sword back from gnolls. So the group travelled to the High Hedge and retrieved the sword.
In the nearby building Sigyn found a wizard who provided selling and buying opportunities, as well as identifing options. The group could finally identify their rings and sell those they didn't need. The price was good (especially on the ring of Wizardy), so thanks to this trading the group got money enough to buy Full Plate Armor and Short Bow +1 from Taerom Fuiruim.
Now our heroes could travel to Nashkel. On the way there they met several groups of hobgoblins and kobolds, nothing to fear with Owatatsumi leading the line in his new Full Plate.
Near one of hobgoblin's camps, Ali Shar found human corpses with some jewelry left. That jewelry had "Colquetle" engraved, so everyone decided to ask about this during a future return to Beregost. But now, to Nashkel!
The town started with a small tavern, which our heroes decided to visit. Inside, another bounty hunter waited for them. It was a cleric, Neira, and her Unholy Blight was very dangerous to the party consisting of paladins and rangers. Thankfully, it was only one Ali Shar who suffered.
Other than that, Neira couldn't injure anyone.
The group raised Ali Shar at the local temple, rested in the tavern and then spoke to the mayor of Nashkel. He asked them to invistigate the Mines located nearby.
When further exploring the town, the group found a fun guy, Oublek, and assured him Sigyn was not the bounty hunter he had looked for. Oublek was thankful for this honesty and asked the group to retrieve emeralds stolen by a local sculptor.
The group also found another fun guy, Noober, who looked like he didn't have a talk in ages. Patiently, the listened to him for an hour and in the end this guy ran out of things to say.
Before going to the Mines, the group inspected everyone in the town and proceeded to the Carnival nearby. There they learned that the local sculptor, Prism, missed the carnival. Also, they watched the Great Gazib Show. An ogre summoned by a mage exploded two times! Sigyn decided not to put the mage into a risk and didn't ask him for the third time.
Not far away from there the group found a stone statue. Bacchus detected signs of magic on that statue, so the group returned to the Nashkel temple, bought a scroll of stone to flesh and used it on the statue. A woman was very grateful for her salvation. She warned the adventurers about a mage, Tranzig, who had done that to her.
On the way to the Mines the group was ambushed by hobgoblin archers but the monsters couldn't hit them.
To the south of the Mines entrance the group found the sculptor mentioned by Oublek and commoners in the Carnival. He asked them for an immediate help against a bounty hunter, Greywolf. Of course, Sigyn agreed. Greywolf was a skilled fighter, wielding two quick swords. But he wore a leather armor, while Owatatsumi was finely protected from swords in his Full Plate.
Thanks to their help, Prism finished his sculpture but then unfortunately died from exhaustion. Owatatsumi, Bacchus, Sigyn and Artemis all levelled up. The Cavalier got only 3 hps from 10, while others were more fortunate: 10, 13 and 12 hps respectively. It was not fun to get such a low improvement on the party's tank, but the main thing here is that Sigyn got 13 hps from 14. Here's the group right now:
The group interviewed all the miners on the first level of the Nashkel Mines, and according to them it was at least a dragon somewhere beneath. Bacchus didn't observe any marks of a dragon, it looked more likely that somebody controlled an army of kobolds.
On the second Mines level the group saved one miner, Beldin, from 4 angry kobolds:
In one chamber on that level the group found Kylee, a miner to whom they had to bring a dagger. After getting a reward, Dazdbog reached the 2nd level and recieved 10 hps.
On the third Mines level the group found a corpse of a miner. There was a ring among his belongings with "Joseph" engraved on it. Sigyn decided to ask about Joseph as soon as they would come back to Nashkel.
Artemis surved as a scout on that level, as her arrows could hit kobolds from the shadows. She also activated 2 traps on the bridge, but the damage from these traps was low.
After killing two spiders further in the dungeon the last member of the party, Ali Shar, finally reached the 2nd level. He was lucky, getting 10 hps.
Fighting the next group of kobolds, our heroes were injured, so had to retreat to the town to heal and rest. Sigyn returned two emeralds to Oublek and asked him whether he knew something about Joseph. The guy mentioned he heard one woman, living in the house at the western side of the town, had recently inquired about her lost husband, Joseph.
The door to that house was locked. After talking to one of the guards in Nashkel, Sigyn decided it was worth to break the lock because the group had news about Joseph. They brought sobering news, but still it was important.
The local merchant couldn't identify a wand Ali Shar found near the entrance to the Mines, so the party had to travel to the High Hedge (in my setup, only certain merchants can identify such items as wands). They sold the wand of frost to Thalantyr, and used the money from that deal to buy the Necklace of Missiles in the Carnival. Without having any mage in the group, our heroes needed some AOE damage, as they saw kobolds usually came in large groups.
And the story showed they really needed that Necklace.
When Sigyn reached the last chamber of the Mines, a half-orc, Mulahey, who looked like the main figure in this dungeon, mistook our heroes for bounty hunters sent by someone called "Tazok". Bacchus was not stupid to reveal their identity yet.
Mulahey turned to be evil when Bacchus used his detecting ability, so the party prepared for a treachery when opening the chest. And the treachery happened.
Mulahey attacked the group and summoned kobolds and skeletons for his aid. Although Artemis hit Mulahey, he didn't stop casting. It was Unholy Blight, which immediately killed Owatatsumi and Bacchus and severely injured others.
Several fireballs from the Necklace of Missiles cleared the entrance to the chamber.
After getting severly injured, Mulahey asked for mercy. SIgyn granted it and asked the half-orc to reveal what had been happening in the Mines. But in the next second Mulahey attacked again.
But our heroes still prevailed.
Among personal items of Mulahey Sigyn found documents confirming the half-orc organized all the kobolds to corrupt iron ore. He seemed to get orders from "Tazok" and had a contact in Beregost. "Tranzig" - the group already knew that name from the Branwen's story.
Emerson was very glad to learn that the Mines were safe now and adviced to report to the Nashkel mayor about it.
P.S. Thank you, Blackraven! It's not easy to create these reports but I'm trying to RP, instead of just choosing the safest options and quests. It adds to the game and makes me focus more on dialogue choices in these updates, than on actual battle reports.
When Sigyn brought the news to Berrun Ghastkill, he thanked her on behalf of the whole town. Now quality iron would slowly come back to soldiers, commoners and merchants. The group reached 17 reputation points and got their new task - to get rid of bandits on the roads.
Our heroes, weary and injured after the Mulahey's fight, sought resting in a tavern. What a surprise they had when a new bounty hunter, Nimbul, attacked before anyone could fetch their breath.
Nimbul was a very dangerous opponent, considering the state of our warriors. Bacchus, who had been raised from dead just minutes ago, fell again.
Nimbul then casted Sleep, but the party members were dispersed on the battlefield, so the spell affected only Ali Shar. The next step of the bounty hunter (whose Mirror Images still kept him invulnerable to attacks) was summoning two huge spiders. Their poison killed Dazdbog but Owatatsumi managed to
detain the spiders.
It was an Amnian Soldier, though, who killed Nimbul. Sigyn was very grateful to the whole Nashkel garrison, because without their help the group would have many more problems with Nimbul.
Finally, the group could rest peacefully in the tavern. They had an excellent chance to speak with each town resident during their rest, and learned that Minsc, a compatriot of Dazdbog and a fellow ranger, wished to find his friend and a mage, Dynaheir. He mentioned gnolls could hold her. Sigyn felt her duty was to help people in Nashkel after their help against Nimbul, so the party set off for the Gnoll Stronghold.
On the way there, our heroes met with Sendai, Delgod and Alexander - the adventurers from Amn. Althouth their leader seemed a bit arrogant, Sigyn had nothing against this group and they parted ways.
In a forest the group found a boy, Albert, who asked to find his dog. Although Bacchus detected Evil in this boy, the warriors performed his task. Albert turned to be a devil, though. Unfortunately, he teleported away too quickly before the party could do anything.
In the next area our heroes encountered two speaking gnolls. The first gnoll offered to have a duel between him and "best champion" of the group - it turned to be Owatatsumi.
The second gnoll confirmed the group was closer to finding Dynaheir. After hearing his words about tasting the captive's flesh, Sigyn couldn't let the gnoll live.
Another child was wandering in the wilderness. This time, however, it was a poor girl who lost her cat. Dazdbog brough the cat (who unfortunately died in the waterfall) to the girl, but she was relieved: her father would raise the cat from dead.
In the same area Sigyn helped a dryad: two brutes didn't want anything but to hurt a gentle forest spirit.
After arriving to the Gnoll Stronghold, it were first two ogrillions whom the group found, not gnolls. They demanded money for going through the bridge, the group refused. Owatatsumi was killed in a single blow (it looks like the inability to be one-shotted if hps are less than 14 is active only during the 1st level).
The warriors had to return to Nashkel to raise Owatatsumi. Among ogrillions' belongings Sigyn found bracers that greatly improved her AC. It was decided she could lead the group now, as she became more skillful, had more HPs and better AC if compared to the moment the party started their journey in Candlekeep. Also, Sigyn became quite famous after the Nashkel Mines, and Owatatsumi couldn't play a disguising role anymore.
Now, with Sigyn leading the line, the party went through all the gnolls in the stronghold and rescued Dynaheir.
Now, when Sigyn got better AC, the group had more confidence when approaching tough-looking evil creatures in the wilderness. On their way to the Gnoll Stronghold, Ali Shar had located 2 warriors, Vax and Zal, who had been detected as evil by Bacchus. Now the group was ready to speak with them. It turned out these guys were just ripping off all people who were passing by. Our heroes couldn't let them continue.
Sigyn and Atremis reached the 3rd level, getting good rolls: 12 and 11 hps respectively. Soon afterwards others got their new levels too. It was very important Owatatsumi was lucky this time: 10 hps.
The group decided to return to the High Hedge for identifying and distributing items. During their travels, they found a magical tome which could increase CHA. It was decided the party leader should use that tome.
Sigyn visited Beregost and found Mr Colquetle in one of the building there. She was sorry to bring sad news to the old man. Ali Shar asked in the Feldepost's Inn about Tranzig and was told that this mage planned to stay in the inn for another several weeks. So the group focused on other problems they had been told about by folks in the town: Bjornin asked to defeat half-ogres, a town herald mentioned an evil cleric Bassilus.
During these tasks Sigyn met Drizzt, a well-known hero, and had honour to help him against gnolls.
The group also found a talking chicken, who explained he was an apprentice of Thalantyr. It was decided Sigyn would show this chicken to the wizard the next time the group visited him.
Finally, our heroes found Bassilus. He mistook Sigyn for his mother, and then attacked, protected by a dozen of skeletons. The group retreated, only to find three hobgoblins asking them for money. It was a good riddance Bassilus and his skeletons didn't follow Sigyn while the heroes were fighting with hobgoblin bandits.
After that the group managed to take down one skeleton from Bassilus' entourage, and the cleric appeared. He managed to hold Ali Shar, but, under constant attacks of 5 warriors, couldn't do anything else. All the skeletons died with their master.
Kelddath Ormlyr at the Song of the Morning Temple was very relieved to learn about Bassilus. As for Thalantyr, he showed great surprise in hearing Melicamp, his apprentice. Sigyn asked what could be done about that transformation. The group brough a skull to Thalantyr, the wizard then casted a rare spell - Antichickenator. The gods showed mercy for Melicamp, as he survived the transformation.
(Maybe roleplay hiding your dark convictions before the party. Imagine that...one Evil guy in a party of goody-two-shoes trying to not give it away, growing more and more paranoid)
IIRC... in vBG1 you could not visit Wenric's farm without reaching BG, but installing TotSC allowed you to reach both that area and Ulgoth's Beard. I remember this because I ALWAYS went to Durlag's tower before BG was available and furthermore the only time I did not go to Ulgoth's Beard before that was the very first time I installed the expansion (because I didn't know better and the tower was on the way to Nashkel).
Edit: I just booted good old vBG1 with TotSC installed and made a beeline for Ulgoth's Beard to test my memory. Turns out my memory is quite accurate as I was able to get there in chapter 1. I am not sure this will change the way you play or not, but I just thought you should know that the reasoning for your self-imposed restriction is wrong.
As a side note I must say that it was quite a jarring experience doing something in vBG1 again... I cannot state enough how absolutely AMAZING the enhanced editions are by comparison! I also cannot comprehend a great many of the complaints brought against the enhanced edition for the same reason.
@Tresset An interesting insight, thank you a lot. But still, the Ulgoth's Beard came to the vanilla game with the expansion, so (to me) it should not be reachable from the start. I guess it's just the personal choice, like doing the Watcher's Keep in SoA. I look at the Ulgoth's Beard as at the place available for characters that already have some experience under their belts, for characters that are somewhat known-about on the Sword Coast.
Anyway, who am I to judge it, if in my standard playthroughs I usually do Shoal + Basilisks before even reaching the Nashkel Mines. But as this playthrough is RP heavy, I'm trying to choose quest timing based on how the main plot unfolds.
The group now had to complete some serious business: a Tazok contact, Tranzig, and other bandits.
Tranzig introduced himself as a skillful mage, but in practice he didn't manage to cast anything and soon begged for mercy. Unlike Mulahey, this guy stopped attacking, told Sigyn everything she wanted to know about a bandit leaders' location and quickly vanished from the Inn.
Tranzig mentioned Peldvale and Larswood, so the group stated their search for bandits in the Wood of Sharp Teeth.
In Larswood they were attacked by a druid, Osmandi, and during the fight another druid, Corsone, helped Sigyn. In a little talk later, Corsone mentioned he was a friend of Osmandi, which caused additional questions from Sigyn. She pushed far enough to make Corsone confess he was a killer. Another fight happened. This time, the druid managed to finish casting despite being severely hit by our warriors and despite suffering from poison.
Damage from Insect Plague was nasty. Owatatsumi had to gulp a potion of healing not to die. Eventually, the spell's effect wore off. Everyone was close to near dead.
The group returned to Beregost for healing and resting and then continued their exploration of the forest. Both areas were full of bandits. Sigyn commanded to kill all of them. There could be no negotiation with serial murderers and robbers.
Deep in the Wood of Sharp Teeth, the group found a bandit camp. Ali Shar reported there were approximately 50 bandits there, apparently ready to defend the camp after a single alarm.
Sigyn unpacked her potion case and gulped several most useful potions: 2 potions of fire resistance, a potion of defense and a potion of regeneration. The Necklace of Missiles still had 6 charges (I've decided not to recharge items during this run), plus there were 3 potions of explotions the party had bought from Thalantyr.
Everyone in the party was only of the 3rd level before this fight.
The battle began - Sigyn appoached the bandits in melee, while the rest of the party supported from a distance:
Among all the bandits, one armourmed figure looked the most survivable: Taugosz, so Sigyn concentrated on him. Soon an enemy mage appeared.
The mage slowed everyone except for Artemis and Ali Shar. Now he became the target of our warriors, while Sigyn kept tanking Taugosz.
Thankfully, the mage was poisoned and fell quite quickly, after which Bacchus dispelled Slow from everyone except for Sigyn (her position on the battlefield was distant from the main group).
An accurate shot from Artemis finished Taugosz, other bandit leaders - Raemon and Britik shared the same fate shortly afterwards.
Dispatching the bandit leaders gave the group enough experience and each warrior reached the next level (I levelled all of them right in the battle, so they could use additional HPs).
Soon the bandits were defeated, and Sigyn was still under the regeneration effect. It meant the battle lasted less than 3 turns.
Here're the brave paladins and rangers right now, at about 10k XP each (4th level):
Sigyn, Undead Hunter, 46 hps, 66 kills
Owatatsumi, Cavalier, 33 hps, 65 kills, 2 deaths
Bacchus, Inquisitor, 42 hps, 40 kills, 2 deaths
Ali Shar, Stalker, 38 hps, 93 kills, 1 death
Artemis, Archer, 41 hps, 106 kills
Dazdbog, Beastmaster, 47 hps, 49 kills, 1 death
So, Artemis and Ali Shar, both specialized in bows, have the best percentage of kills. HP rolls, except for that first roll for Owatatsumi, were quite favourable for everyone, with Sigyn and Dazdbog leading here, probably because of their 18 CON. Taking down the SCS Bandit Camp while everyone was of the 3rd level (which I consider a low level for that battle) proved to be doable for the party of warriors. High THAC0 helped to quickly shoot off bandits one by one.
Our heroes set free a captive whom the bandits had been keeping in the main tent. Ender Sai, this was his name, told Sigyn that she could find a bandit base in the Cloakwood forest to the west of the FAI. Letters found in a chest nearby (the lightning trap was not dangerous thanks to the Boots of Lightning protection) confirmed that guess.
Sigyn felt the group had to gather some resources before going to Cloakwood. Because during the bandit camp fight they spent all their fireball potions and necklace charges.
The group started with an ankheg farm. There they found three fishermen, who asked for help in their feud with an Umberlee priestiess. Bacchus showed they were evil, though, so the party was ready for a possible negotiation with the preistiess.
Killing ankhegs on this map has never been easier for me. 6 warriors, due to their high THAC0 and damage, usually killed an ankheg before it finished his first attack.
There was a huge pit in that area. After clearing the ankheg nest the party found a body of Nathan, a missing son of a local farmer, Brun. Sigyn just couldn't take any remuneration for bringing such news, and returned money and an item reward to the farmer.
Before talking to the Umberlee priestiess Bacchus detected she too was evil, just as the fishermen. The priestiess didn't want to negotiate first, but after suffering several hits from Artemis and Ali Shar she explained the situation to Sigyn. It was not easy to choose between Tenya and the fishermen, as all of them were evil. But the fact Tenya lost her mother because of the fishermen's assault made Sigyn take the priestiess' side.
On the way to the FAI our heroes were attacked by a group of amazon bounty hunters. True Sight from Bacchus detected two dangerous assassins right at the start of the battle.
Like against ankhegs, 6 warriors proved to be a powerful group in the battle. The amazons couldn't cast much under constant arrows, bolts and bullets from our warriors.
Our heroes decided to explore southern regions, next to the exit from the Nashkel Mines. They started from the Carnival. In one of the tents the group found an insane wizard instead of merchants.
Sigyn said she couldn't let the mage hurt his captive - a woman whom he called a witch. But the mage didn't listen, he killed that woman with an odd spell and attacked the group.
3 poisonous projectiles (arrows from Artemis and Ali Shar, bolts from Bacchus) blocked all the casting and finished the madman.
During the exploration Sigyn met another Flaming Fist Officer. He was searching for a deserter, Samuel. The group actually found Samuel not very far. He was very sick. A woman, Lena, accompanied him. She told Sigyn that Samuel could only survive if taken to Gellana Mirrorshade in the Temple of Wisdom. Sigyn knew Gellana as a kind woman. Sigyn also remembered her previous meetings with the Flaming Fist officers. She didn't like at all measures this order professed. It was hardly possible that Flaming Fist Officer cold help against Samuel's decease. So it was decided to bring Samuel to Gellana Mirrorshade.
It proved to be the right decision, with Gellana mentioning the need to help Samuel's health.
The group returned to the southern regions, and came on a frightened man. He mentioned an undead creature haunting this man in his dreams. Sigyn was trained as an undead hunter, so she accepted the task of settling the undead down. The battle against the Revenant was short. The undead hit hard but timely healing did the trick.
In the same area the group stumbled across a wizard who was experimenting with magic on creatures. The wizard first reassured he controlled the creatures and then flee when learned he got the wording wrong. Sigyn defeated four green slimes without problems (so, no fight with Narcillicus).
In their later travels, our heroes helped a farmer and saved his cow from xvarts.
After clearing all the southern regions the group decided to explore the coast. There they saw a creature whom Dazdbog identified as a nereid. Detect Evil didn't show anything (interesting). Knowing these creatures usually easier talked to males, Sigyn asked Owatatsumi to speak with the nereid. It only finished in an instant death for the cavalier and after a short fight the nereid started asking for help. Sigyn agreed to help the creature in trade for raising her companion. It turned out the nereid was held by an ogre mage. Soon this ogre appeared.
Stun from Chromatic Orb went through the Undead Hunter's immunity to Hold. Bacchus dispelled this effect immediately. Soon the ogre was dead.
True Seeing helped against three hostile sirens the group encountered further in the same area. Sigyn was charmed but the fight went smooth anyway.
Thanks to the experience gained in this fight, everyone reached the 5th level. HP rolls were quite favourable for each party member: 8 (Sigyn), 10 (Owatatsumi), 6 (Bacchus), 10 (Ali Shar), 7 (Artemis) and 13 (Dazdbog).
During the next area transition our heroes were ambushed by the Molkar group. An enemy wizard, Halacan, was poisoned at the start of the fight, Ali Shar saved against the Hold Person spell from an enemy cleric, Drakar. After that the battle was more or less settled.
Usually in my parties I have 1 or 2 warriors. It turns out that 6 warriors are an excellent choice for BG1: good chance to hit, many hit points, different projectiles provide success in encounters I usually find difficult to handle.