Essery the Fighter vs A Horrifically Modded Baldur's Gate 1
OlvynChuru
Member Posts: 3,079
This playthrough pits my protagonist Essery, an elf fighter, against a Baldur's Gate 1 that has been dramatically transformed by a megamod made by me called High Power Baldur's Gate. The mod gives everybody - both the party and the enemies they fight - absolutely ridiculous innate abilities and passive effects. Some characters might have permanent Aura Cleansing; others might be able to do over 50 damage in a single hit. Everyone is given powers they have no right to have. Even a kobold might be able to cast Bigby's Crushing Hand. The good news is that the good guys have awesome powers as well. You can learn more about the mod here.
NOTE: The events in this first post took place in an old version of the mod, before it was even released. Some elements of the mod mentioned below have been changed in the newest version.
Here's my character:
(I made it so that fighters can start with up to three proficiency points in a weapon)
So, to start off, Essery went in the inn to buy stuff from Winthrop. Winthrop now sells a Gem Bag, a Potion Case, a Scroll Case, and an Ammo Belt. Essery bought all those and then he didn't have enough money left to buy armor. He bought himself a helmet, a shield, two battleaxes and some throwing axes. In addition, he has a magical staff which player characters now start with instead of the normal quarterstaff:
But that's not what makes Essery really interesting. What makes him interesting is his selection of innate abilities. Just about everyone now has innate abilities. Characters created by the player get different abilities depending on their class and their kit. Being an unkitted fighter, Essery gets the following abilities:
- Smite 1x/day
- Critical Strike 2x/day
- Power Attack at will
Smite and Critical Strike are the same abilities that warriors get at high levels in Throne of Bhaal. To summarize, Critical Strike makes it so that every attack you make in the next round is a critical hit. Smite also makes it so that every attack you make in the next round is a critical hit, but also makes it so that all your attacks in the next two rounds knock the target back.
However, Power Attack is not the same ability as in Throne of Bhaal; that ability is called Stunning Attack here. In this mod, Power Attack is based on the 3rd edition Power Attack, where your attacks do more damage but are less accurate. Essery can choose to gain up to +5 damage with up to a -5 THAC0 penalty. This works with both melee and ranged weapons.
IMPORTANT NOTE: Any attack that is a critical hit automatically hits, even if the attack was not a natural 20 and the roll normally wouldn't have been good enough to hit.
Essery went upstairs. He found that someone had left their black clothes lying on the ground.
Since he was accustomed to doing chores and dealing with the laundry, he was going to put those clothes back where they belonged. However, when he approached the clothes, he found that they were not clothes at all, but an evil undead creature; a shadow!
Once Essery locked eyes with the shadow, he suddenly became much weaker, for the shadow had used its Enfeebling Gaze on him.
The gaze set his Strength to 5, making him too weak to move. The shadow then advanced, ready to attack him and try to reduce his Strength to 0.
Essery knew that shadows could only be hurt by magical weapons, so he had to resort to his Training Staff. He set Power Attack to 5, used Smite, and whacked the shadow hard, knocking it back. However, the shadow came back. He used Critical Strike and whacked it again, but then the shadow killed him.
Let's try that again. After reloading and provoking the shadow again, he was once again enfeebled. However, this time, instead of fighting, he dropped everything he had except the light magical staff and ran away. The shadow followed him down the stairs and blocked his path. Essery used Smite and whacked the shadow out of the way. He then left the building in an attempt to seek help from the guards, who are a lot more powerful than they were in the original game.
However, while Essery was running frantically around Candlekeep, the doppelgangers masquerading as cows saw that their assassination target was being pursued by someone else, so they reverted to their true forms and tried to help kill him.
Luckily, Essery was able to get the help of the Watchers, who destroyed the shadow and killed the doppelgangers. However, the doppelgangers put up a fight, and they managed to kill one of the Watchers. Essery picked up the +3 Watcher Staff that the guy dropped, as well as the plate armor.
I can see why Gorion wanted Essery to leave Candlekeep. He's almost dead and he hasn't even fought Shank or Carbos yet!
After having picked up the stuff he dropped on the second floor of the inn, and having healed, he went in the bunkhouse and encountered Carbos. This assassin had some stoneskins on, but worse, he started summoning some Lesser Death Shades! These enemies have 1 HP, and 20 AC, but they have extremely good THAC0. Each hit they deal causes the target to take damage equal to half their maximum HP, rounded down. Essery had an odd max HP and was at full health, so they would have to hit him three times to kill him. By the time he got past Carbos' stoneskins and killed him and his Lesser Death Shades, he had been hit by the shades twice. He was at 1 HP. From that battle, he got a total of 570 experience.
At this point, he left Candlekeep with Gorion. Who knows what horrible things the other assassins lurking in Candlekeep could've done to him?
NOTE: The events in this first post took place in an old version of the mod, before it was even released. Some elements of the mod mentioned below have been changed in the newest version.
Here's my character:
(I made it so that fighters can start with up to three proficiency points in a weapon)
So, to start off, Essery went in the inn to buy stuff from Winthrop. Winthrop now sells a Gem Bag, a Potion Case, a Scroll Case, and an Ammo Belt. Essery bought all those and then he didn't have enough money left to buy armor. He bought himself a helmet, a shield, two battleaxes and some throwing axes. In addition, he has a magical staff which player characters now start with instead of the normal quarterstaff:
But that's not what makes Essery really interesting. What makes him interesting is his selection of innate abilities. Just about everyone now has innate abilities. Characters created by the player get different abilities depending on their class and their kit. Being an unkitted fighter, Essery gets the following abilities:
- Smite 1x/day
- Critical Strike 2x/day
- Power Attack at will
Smite and Critical Strike are the same abilities that warriors get at high levels in Throne of Bhaal. To summarize, Critical Strike makes it so that every attack you make in the next round is a critical hit. Smite also makes it so that every attack you make in the next round is a critical hit, but also makes it so that all your attacks in the next two rounds knock the target back.
However, Power Attack is not the same ability as in Throne of Bhaal; that ability is called Stunning Attack here. In this mod, Power Attack is based on the 3rd edition Power Attack, where your attacks do more damage but are less accurate. Essery can choose to gain up to +5 damage with up to a -5 THAC0 penalty. This works with both melee and ranged weapons.
IMPORTANT NOTE: Any attack that is a critical hit automatically hits, even if the attack was not a natural 20 and the roll normally wouldn't have been good enough to hit.
Essery went upstairs. He found that someone had left their black clothes lying on the ground.
Since he was accustomed to doing chores and dealing with the laundry, he was going to put those clothes back where they belonged. However, when he approached the clothes, he found that they were not clothes at all, but an evil undead creature; a shadow!
Once Essery locked eyes with the shadow, he suddenly became much weaker, for the shadow had used its Enfeebling Gaze on him.
The gaze set his Strength to 5, making him too weak to move. The shadow then advanced, ready to attack him and try to reduce his Strength to 0.
Essery knew that shadows could only be hurt by magical weapons, so he had to resort to his Training Staff. He set Power Attack to 5, used Smite, and whacked the shadow hard, knocking it back. However, the shadow came back. He used Critical Strike and whacked it again, but then the shadow killed him.
Let's try that again. After reloading and provoking the shadow again, he was once again enfeebled. However, this time, instead of fighting, he dropped everything he had except the light magical staff and ran away. The shadow followed him down the stairs and blocked his path. Essery used Smite and whacked the shadow out of the way. He then left the building in an attempt to seek help from the guards, who are a lot more powerful than they were in the original game.
However, while Essery was running frantically around Candlekeep, the doppelgangers masquerading as cows saw that their assassination target was being pursued by someone else, so they reverted to their true forms and tried to help kill him.
Luckily, Essery was able to get the help of the Watchers, who destroyed the shadow and killed the doppelgangers. However, the doppelgangers put up a fight, and they managed to kill one of the Watchers. Essery picked up the +3 Watcher Staff that the guy dropped, as well as the plate armor.
I can see why Gorion wanted Essery to leave Candlekeep. He's almost dead and he hasn't even fought Shank or Carbos yet!
After having picked up the stuff he dropped on the second floor of the inn, and having healed, he went in the bunkhouse and encountered Carbos. This assassin had some stoneskins on, but worse, he started summoning some Lesser Death Shades! These enemies have 1 HP, and 20 AC, but they have extremely good THAC0. Each hit they deal causes the target to take damage equal to half their maximum HP, rounded down. Essery had an odd max HP and was at full health, so they would have to hit him three times to kill him. By the time he got past Carbos' stoneskins and killed him and his Lesser Death Shades, he had been hit by the shades twice. He was at 1 HP. From that battle, he got a total of 570 experience.
At this point, he left Candlekeep with Gorion. Who knows what horrible things the other assassins lurking in Candlekeep could've done to him?
Post edited by OlvynChuru on
8
Comments
I'd like to see it released.
https://forums.beamdog.com/discussion/comment/896812/#Comment_896812
This mod feels like Baldur's Gate's answer to the Pokemon randomizer, and I love it.
However, I am not going to continue where I left off. I had originally started this playthrough at a time when the mod was unfinished. By this point, the mod has changed a lot. I think it would be better just to start a new game.
In the new game, I am still playing as an elven axe-wielding fighter named Essery. However, instead of being Lawful Good, he is Chaotic Evil. He's going to assemble an evil party.
At character creation, I gave him four proficiency points in axes (one of the components of the mod allows that). He has approximately the same stats as the original Essery.
Previously an unkitted fighter PC was able to use Critical Strike twice per day, Smite twice per day, and Power Attack at will. Now they can use Critical Strike six times per day but they can't use Smite. Smite is instead given to barbarian and monk PCs.
At the start of the game, Essery went into the inn and bought two battle axes, fifteen throwing axes, a suit of studded leather armor, a large shield and a helmet. Winthrop was also offering the Firetooth crossbow (which fires an endless number of exploding bolts), but Essery couldn't possibly afford it.
(Note: The shadow I had previously put upstairs in the inn is no longer there. It had been put there for testing purposes only.)
Essery fetched an Identify scroll for Firebead Elvenhair. In return, Firebead cast a special Protection from Evil spell on him which provides +6 AC against evil creatures and lasts for several days. Essery headed to the priest's quarters and heard someone's voice, even though he couldn't see anyone.
Note: This mod doesn't change much dialogue in the game. This is one of the only times it does.
Shank burst out of invisibility and attacked Essery, who then killed him. Essery then went to Gorion. Together they left Candlekeep.
They got ambushed by the Armored Figure, and Gorion fought a battle that I made even more epic. Gorion threw around Meteor Swarms, 60-foot radius fireballs, and hundreds of Magic Missiles. However, the Armored Figure overcame him and killed him.
The next morning, Imoen came along and joined Essery, who took her valuable stuff and kicked her out (that's what evil characters do). Instead, he met Xzar and Montaron.
Xzar has permanent Aura Cleansing and 99% Cold Resistance. He can cast Energy Drain and Control Undead at will. He also has an innate ability called Skeleton Horde, which lets him summon one skeleton per level, and these skeletons ignore the summoning limit. However, he only has 3 Constitution, so he's starting off with 2 HP. He can also cast Skeleton Horde as a level 5 spell, and he has a special level 3 spell called Wild Horror.
Ability descriptions:
(Necromancy)
Level: 3
Range: 40 ft.
Duration: 1 turn
Casting Time: 3
Area of Effect: 30-ft. radius
Saving Throw: Neg.
This is the necromantic version of the second-level spell Horror. All creatures in the area of effect, friend or foe, must save vs wands at -4 or run away in fear for 1 turn. Although this spell affects allies, this does not bother the necromancer, for his allies are undead.
NOTE: The normal level 2 spell Horror is now an enchantment spell.
Montaron is a fighter/assassin. He has a large boost to Hide in Shadows and Move Silently, and his backstab multiplier is increased by 1. In addition, he can use the innate abilities Vanish, Improved Haste (self only), Back Poison, Assassination, and Phase. Each of Montaron's special abilities can be used instantly even when the game is paused (similar to Contingency). Montaron also has four proficiency points in daggers and shortswords.
Some NPC party members start with proficiencies higher than their class can normally get; however, they cannot further improve proficiencies if their class doesn't allow it. Montaron, for example, cannot gain a fifth proficiency point in daggers or shortswords. He also doesn't have any proficiency in any other weapons, so his only ranged attacks are throwing daggers.
Ability descriptions:
Casting Time: Instant
Montaron "vanishes," becoming invisible. He can attack and remain mostly invisible. Attacks against him suffer a -4 penalty to attack rolls, and his Saving Throws are made with a +4 bonus. The invisibility lasts for four rounds at level 1, and it lasts another round for each additional level Montaron has.
This ability has no casting time, can be used immediately after another ability, and can be used while the game is paused.
Improved Haste
Casting Time: Instant
Montaron moves and attacks at twice his normal rate. Free Action does not prevent the effects of this ability. It lasts 2 rounds per level.
This ability has no casting time, can be used immediately after another ability, and can be used while the game is paused.
Back Poison
Casting Time: Instant
Montaron coats his weapon with a poison which, for the next 4 rounds, will be given to any creature whom he backstabs. The poison deals the same damage as the normal Poison Weapon ability (based on Montaron's level) and can stack with the damage from that ability.
This ability has no casting time, can be used immediately after another ability, and can be used while the game is paused.
Assassination
Casting Time: Instant
Every strike in the next round acts as a backstab, using Montaron's current backstab modifier to determine damage.
This ability has no casting time, can be used immediately after another ability, and can be used while the game is paused.
Phase
Casting Time: Instant
Montaron teleports to a random enemy he can see. If there are no enemies in sight, this ability does nothing. Montaron can use this ability while invisible without revealing his presence. He can use the ability at will.
This ability has no casting time, can be used immediately after another ability, and can be used while the game is paused.
Aside from Phase, each of his abilities can only be used once per day. Montaron is a lot of fun to use, as is Xzar.
That's where I'll stop for now.
Essery used Critical Strike and gave himself +5 damage/-5 THAC0 with Power Attack. He ran away from the ogre while throwing axes. Each axe did about 30 damage.
However, there was a problem: while running away, he encountered an xvart! Xvarts attack 5 times per round and stop time for a couple of seconds whenever they move. The xvart went up to him while time was stopped and attacked him, dealing a good percent of his HP. When the time stop ended, Essery only had a few moments to live and the ogre was approaching. If he ran away from the xvart, it would move toward him and stop time again. Xzar killed the xvart with two Larloch's Minor Drains (the second one was cast right after the first one with Aura Cleansing), and Essery finished off the ogre. The party got some belts.
They went to Beregost, heading first into the Red Sheaf inn. There, they did NOT find a dwarf assassin (I moved Karlat to a different tavern), but they did find Eldoth. Eldoth talked about his schemes and joined the party.
Eldoth is proficient in all weapons and fighting styles. He can use any item. He is immune to poison and has a +50 bonus to Save vs. Wands. He can cast Knock three times per day and Bigby's Crushing Hand, Death Fog, Protection from Acid, Immunity: Necromancy, Great Shout and Eldoth's Offensive Spin once per day (he is not a Blade; he has no Defensive Spin ability).
Ability descriptions:
Casting Time: 1
The Great Shout ability causes the caster to produce a yell so loud as to be deadly. Releasing the shout is very taxing on the caster and will knock him or her unconscious for two rounds with no saving throw. However, the shout will do much worse things to the creatures in its path. The shout travels in a 15-degree cone, reaching a distance of about 36 feet away from the caster. Any creature of 5 HD or less that gets hit by the shout dies instantly with no saving throw; this form of instant death is so violent that a Death Ward will not protect against it. A stronger creature that gets hit will take 6d12 magic damage, become deafened permanently, become stunned for 2 rounds, and get knocked away from the caster. A successful Save vs. Spell will half the damage, reduce the duration of the deafness to 5 rounds, and reduce the duration of the stun to 1 round.
Eldoth's Offensive Spin
During the next 4 rounds, Eldoth's movement rate triples and he gains a +5 bonus to hit and damage rolls as well as two extra attacks per round. All attacks deal maximum damage for the duration.
Eldoth's version of the ability can also be used alongside Haste and Improved Haste effects.
Immunity: Necromancy
Casting Time: 1
This ability protects the caster from all necromancy spells, both helpful and harmful. It lasts 9 rounds or until dispelled.
They went into the Thunderhammer Smithy and looked at what was for sale. There were plenty of cool magic items for sale, including Taralash +2, The Stupidifier +2, and the Mildly Vorpal Sword +5. However, the party couldn't afford anything since they only had 49 gold! Heeding the requests of Montaron and Xzar, the party continued south towards Nashkel.
In this mod, a low level party will frequently run into extremely dangerous foes that can kill party members almost immediately after seeing them. These enemies include ogrillions, mutated gibberlings, carrion crawlers, Blacktalon Elites, and a few others. Whenever I explore the wilderness in this mod, I usually have a character scout ahead in stealth or invisibility. If the character sees a dangerous enemy, they let the party know what enemies they're up against before fighting them. This strategy greatly reduces the amount of metagaming I do.
On the road south of Beregost, Montaron snuck ahead and spotted the gnome bandits Ergiellit and Fibrenat. Montaron let the rest of the party know that there were bandits up ahead, and they devised their strategy accordingly. Montaron went behind Ergiellit and backstabbed him, killing him instantly. Essery used Critical Strike and Eldoth used his Offensive Spin, and the two of them rushed at Fibrenat and killed her very quickly. The party picked up a magical ring from Ergiellit. No one in the party knew Identify at that point.
That was by far the easiest time I've had beating those two gnomes, and I didn't get to show what they could do. I had replaced the two ogrillions with them, but there are still other ogrillions in the game. Fibrenat has the scroll for Mirianne.
Don't worry, the playthrough is going to get much more interesting from here. In the next area, the party fought a group of hobgoblins. All hobgoblins get +20 THAC0 with melee weapons, and hobgoblin spellcasters (which there are more of in this mod) count as 20 levels higher for purposes of determining the power of their spells. There were no spellcasters in this group of hobgoblins, but they were still dangerous foes in melee. Despite this, Xzar was the star player in this fight as he managed to get up close and kill multiple hobgoblins with his Energy Drain ability.
After that fight, the party continued on the road north of Nashkel and found Tiax. Essery agreed to help Tiax in his quest for world domination, and he joined the party.
Like Xzar, Tiax has permanent Aura Cleansing. In addition, his priest spells have twice the normal duration. He has 99% resistance to electricity and has a large bonus to Detect Illusion. In addition to his Summon Ghast ability (and I've powered up his ghast as well), he can cast Energy Blades (one blade per level) and Aura of Flaming Death once per day, and he can cast Bolt of Glory at will.
Montaron scouted ahead and spotted a Blacktalon Elite. All human bandits get +20 THAC0 with ranged weapons, and Blacktalon Elites are especially deadly. Montaron backstabbed the bandit, but that was not enough to kill him. The bandit switched to his melee weapon (much less dangerous than his arrows) to fight Montaron. The rest of the party swooped in and helped him take out the bandit.
Elsewhere in the map, the party encountered Portalbendarwinden. Essery asked him for wisdom. Dissatisfied and irritated by Portalbendarwinden's insights, Essery attacked him, only for the hermit to obliterate the party with Prismatic Spray.
Essery reloads...
Anyway, the next stop is Nashkel!
Xzar was very fatigued (due to his 3 Constitution). He said that it was almost as if he had used his energy drain on himself! The party went to the inn to turn in. However, when they entered the inn, the assassin Neira burst out of invisibility and start casting her spells. She started by casting Hold Person, but she was not the only threat. One of the commoners sitting in the bar revealed its true form as a doppelganger! The doppelganger cast Spellstrike on Essery, who was paralyzed by the Hold Person. In this mod, Spellstrike gives the target 100% vulnerability to fire, cold, electricity, acid and magic damage, in addition to removing spell protections. Meanwhile, Eldoth had begun to cast Bigby's Crushing Hand on the doppelganger, Tiax was summoning his ghast, and Xzar was about to start level draining Neira. The doppelganger was about to cast an evocation spell on Essery but then it got paralyzed by the Crushing Hand. Neira cast Holy Power but got paralyzed by the ghast soon after. Xzar and the ghast killed Neira, and Eldoth finished off the doppelganger with the help of the Crushing Hand. That was a battle! It definitely feels funny for these low level characters to be casting level 9 spells on each other. From Neira's corpse, the party got a magical suit of studded leather armor, a tome, and a helmet.
After getting 8 hours of sleep, the party went to the store. They payed the storekeep some gold to identify a few of the magic items. The armor from Neira happened to be Studded Leather Armor of Missile Attraction +4. The ring from Ergiellit was something far more interesting.
Essery told Eldoth to put on the ring. He did it reluctantly. Now I'm using a party where one character (Xzar) has 2 maximum hit points and another character (Eldoth) has 3 maximum hit points. Right now Eldoth is level 3 (higher level than the rest of the party), so 3 hit points is the lowest hit point maximum he could possibly have.
They sold most of the magical loot including the armor of missile attraction, gaining a decent amount of gold.
Before going to the Nashkel Mines, the party decided to stop at the carnival. They went in one of the tents and mocked the great acid mage Zordral. Zordral pre-casted Mirror Image, Protection from Acid and Protection from Normal Weapons, and he cast Greater Malison on them. He was about to cast another enchantment spell, but the party left the tent before he could cast it. Zordral followed them outside and cast his signiture spell Zordral's Corrosive Breath (like an acid Cone of Cold). None of the party members got hit by the cone because they ran away from it until they got out of its range. One of the children in the festival, however, did get hit. He died a horrible death (though surely there must be even more horrible deaths to be had in this messed up modded world). Zordral followed the party until he ran into the Great Gazib, another mage. Gazib cast "Poof, Gone!" on Zordral, and he... disappeared. Gazib used this unlikely scenario as an excuse to advertise his show.
The Amazing Oopah got sick of being exploded and attacked the party. Like other ogres, Oopah uses a random Throne of Bhaal warrior HLA once every few rounds. Essery hit Oopah with a throwing axe, causing the ogre to explode. However, Oopah reappeared a few moments later, used another ability, and attacked again. When he reappeared, he always did so right next to a party member. Once, he appeared next to Montaron and used Greater Whirlwind Attack. Montaron had to use his Vanish ability to avoid death. After sufficient exploding, the Amazing Oopah lay dead.
The Nashkel Mines are next.
After getting permission to enter the mines, the party went in. The miners seemed convinced that there were demons in the mines. But how could that be? Essery declined to return Kylee's dagger.
In the next area, a miner came running, screaming that the demons were coming.
"Demons?!"
It turned out that there WERE demons in the mine.
The mane began invisible but came out to attack Beldin. Now it was Tiax's turn. He cast Bolt of Glory on the mane. Bolt of Glory, which is very effective against fiends, killed the mane instantly. When the mane died, it exploded in a 2d6 damage fireball, but no one got killed.
There were also kobolds in the mine. There are a lot of different kinds of kobolds in this mod. On a pathway crossing a body of water, the party found a Cloaked Kobold, a Charming Kobold, and a Kobold Breacher. The Cloaked Kobold cast Mantle on itself, but Essery killed it with Imoen's Wand of Missiles. The Charming Kobold cast Dire Charm on Essery, but his elven nature prevented the effects. The Kobold Breacher did manage to accomplish something, though. It cast Breach on Essery. In the mod, Breach gives the target a -20 Armor Class penalty. Those two kobolds started attacking Essery, and they had no trouble hitting him, but the party was able to kill them before they did too much harm.
Further on, they had another fight with kobolds, specifically Lesser Kobolds, which are kobolds that don't have any special abilities. They were led by an Extremely Strong Kobold. It was at this point that I realized that this party has no tanks. Two of my party members (Eldoth and Xzar) have barely any HP, and no one in the party has a good Armor Class (Essery does normally, but he was under the effect of Breach). There was no one who I could throw at the kobolds without risking getting killed (except for Tiax's ghast, but I didn't think of that at the time). Instead, the party killed the kobolds with magic and ranged weapons. It took several hits to get past the Extremely Strong Kobold's mirror images.
After that battle, the party rested. Essery acquired the first Evil Bhaalspawn power: Cause Serious Wounds! This mod greatly powers up Cure Wounds and Cause Wounds spells. Cause Serious Wounds in particular deals a flat 30 magic damage. It offers no save and doesn't require an attack roll; you simply cast it on someone and they take 30 damage. The party was fully healed and the Breach effect wore off.
The next battle involved two Kobold Tainters. These stealthy kobolds used Poison Weapon and backstabbed Essery. Otherwise, they weren't any tougher than other kobolds. These were the kobolds carrying the Vial of Mysterious Liquid.
Further down the tunnel was another Extremely Strong Kobold and some Lesser Kobold Archers. Once again, the party kited them.
In the next area, the first thing the party encountered was another mane. It came out of invisibility to attack Montaron. Montaron fled from it. The mane pursued him, but not for long, because Tiax killed it with another Bolt of Glory. No one got hit by the explosion.
Montaron scouted ahead. Down one tunnel there was a Kobold Fogthrower; down another there was a Kobold Magic Hurler. Montaron snuck up to the Fogthrower, used Back Poison, and backstabbed it for 16 damage. The kobold survived the damage, and it instantly cast Minor Spell Turning on itself. Montaron finished it off before it could cast anything else, though. He then snuck up to the Magic Hurler and killed it with another backstab. When the kobold got hit, it automatically fired a Magic Missile at Montaron. He was almost dead, and the next group of kobolds had seen him! One of them, a Hold Kobold, cast Hold Person on him as he ran away; he made the save. None of the kobolds followed him.
The party went in the Fogthrower's tunnel and soon encountered an Insidious Lightning Kobold. It was under the effect of Minor Globe of Invulnerability, and it started casting an evocation spell, but Essery killed it with Cause Serious Wounds before it could finish casting the spell.
Montaron scouted ahead at the bridge over the chasm. He disabled two traps while in stealth. He also saw a Kobold Commando and a few lesser kobolds. Now that Essery was reasonably tanky again, he decided to go up against the kobolds alone. When the Kobold Commando saw Essery, it used Greater Whirlwind Attack, but he ran away out of its sight until it wore off. Then he came back and killed that group of kobolds. He was missing the kobolds a lot, so he stopped using Power Attack.
The next encounter involved a Scorching Kobold and a Kobold Life Drainer. Those two kobolds both cast Mirror Image. Tiax dispelled the mirror images with Detect Illusion, and the party killed the Scorching Kobold before it could do anything else. While they were doing this, they ran into another Insidious Lightning Kobold. It cast Lightning Bolt on Tiax, but he was mostly unharmed due to his 99% electricity resistance. The Kobold Life Drainer was still alive, and it cast Vampiric Touch on Essery, but that didn't do much damage. The party killed the rest of the nearby kobolds.
Continuing on, they encountered two Huge Spiders. Spiders in this mod summon additional spiders every time they hit someone. Xzar summoned two skeletons with his Skeleton Horde ability (not much of a horde yet) and Tiax summoned his ghast. Ghasts in this mod have a base THAC0 of -20 and a lot more HP than normal. The undead minions killed the huge spiders before they could summon too many allies. Note that the spiders summoned by Huge Spiders do not summon spiders themselves.
Since the undead minions were still intact, they were led to the next encounter. In front of the lava river, there were a bunch of lesser kobolds and a Kobold Shade Summoner. This kobold cast Time Stop and quickly (with Aura Cleansing) cast Summon Death Shade three times. Death Shades have 1 HP and 20 AC, but they have a base THAC0 of -100 and anyone who they hit with a melee attack dies instantly with no saving throw. A Death Ward will prevent them from killing a character instantly (they'll deal 1 damage per hit in that in case), and undead can't be killed that way either. The undead and the Death Shades fought it out for about 1 second, but then a kobold from the other side of the lava river, a Kobold Frost Detonater, fired a Blue Arrow of Detonation at one of the skeletons. The arrow exploded in a coldball, dealing 5d6 cold damage to creatures within a 30 foot radius. That explosion killed the Death Shades and some of the kobolds, but the party's undead minions survived. The skeletons advanced further and encountered a Kobold Fire Detonater, which fired an Arrow of Detonation, killing the skeletons and most of the rest of the kobolds. The party finished off the Fire Detonater.
The party kept moving, with the ghast in front. They encountered two demons: a mane and a quasit! The quasit put on Mirror Image and cast Blood Rage on the ghast, causing the ghast to go uncontrollably berserk. The ghast attacked the nearest creature, which was the mane. The ghast was able to slay the mane, but the quasit then cast Intoxicate on the ghast. The spell Intoxicate causes a creature to gain a level of intoxication that is greater the lower the creature's Constitution is. In addition, the creature's Wisdom gets lowered by an amount depending on their Constitution, potentially killing them. In the case of the ghast, one Intoxication spell was enough to kill it. Tiax was able to kill the quasit with a Bolt of Glory.
The next area was in sight, but that is where I stopped.
In the next area, Montaron and Tiax scouted ahead and found plenty of kobolds waiting:
If you recall, Kobold Commandos use Greater Whirlwind Attack and shoot lots of flaming arrows, Kobold Fire Detonaters shoot a single Arrow of Detonation and then shoot fire arrows, Kobold Breachers cast Breach, we haven't seen what Kobold Captains can do yet, and Kobold Fogthrowers will cast Minor Spell Turning and will then cast another spell which we haven't seen yet (probably some sort of cloud/fog spell).
Montaron snuck up to the first Kobold Commando (bottom left), backstabbed it, ran away from the next commando as it used its Greater Whirlwind Attack, hid again, and killed the second commando. Montaron ran away from the third commando, who followed him and ran into Essery, who killed it. Then Montaron snuck up to the Kobold Fire Detonater and killed it before it could blow things up. He then used his Improved Haste ability and quickly killed the Kobold Breacher and the Kobold Captain before they could do much. The Kobold Captain did manage to get a hit on him (Kobold Captains have -20 THAC0). The Kobold Fogthrowers put on their initial Minor Spell Turning buff, but Montaron used his Vanish ability and regrouped with the rest of the party.
Xzar then summoned some skeletons to lure the Fogthrowers into casting their other spell. The two of them cast Death Fog on the skeletons, destroying them. These kobolds were immune to acid and could stand in the Death Fogs unharmed. Tiax managed to kill both kobolds with a single Bolt of Glory. Montaron and Tiax gained a level, so the party rested again to give Tiax his new 2nd level spells.
After resting, the party entered the central cave. There they encountered a Greater Kobold Jailer, which cast Spell Turning while unseen and then came and cast Imprisonment on Montaron!
Oh no!
The rest of the party got their revenge on the jailer, but Montaron was still gone. This was the party's first taste of what Greater Kobolds were like, and it wasn't good.
Further on in the cave, there were three Kobold Confusers. One of them cast Rigid Thinking on Eldoth, but Tiax killed it with a backstab. Essery and Tiax proceeded to kill the other two.
After the confusion effects wore off, the party approached Mulahey's chamber. Xzar summoned his skeletons and Tiax summoned his ghast. The party went in and confronted Mulahey, who was invisible.
"You'll not have me! You'll not, You'll not!"
Mulahey immediately put on Hardiness, Resist Magic and Greater Evasion. His minions appeared; the party put the skeletons in the middle of the cave so that all of Mulahey's minions would attack the skeletons first. Meanwhile, the party and the ghast were in Mulahey's chamber. Mulahey started casting an enchantment spell, but Essery and the ghast hit him and interrupted him, though he did not get paralyzed. After getting hit, he automatically put on Sanctuary. Once all of Mulahey's minions had been led to the middle of the cave, Eldoth cast Death Fog on that spot, killing all the enemies...
However, when Mulahey's own skeleton minions died, their skulls became animated. The skulls would also die to the fog one round later, but before that happened they cast Wild Horror on the party (it's a spell that Xzar also has; you can check his ability descriptions for it). Most of the party was affected by the spell, including Tiax, the only character in the party who could cast Remove Fear. Mulahey himself was also terrified by Wild Horror (which affects both enemies and allies). But that was of little consolation, since Xzar and Eldoth decided to flee into the Death Fog and get annihilated.
Oops...
After reloading, the party confronted Mulahey once more. This time, the skeletons AND the ghast were sent to fend off the minions. When the enemy skeletons died and their skulls became animated, they cast Wild Horror on the ghast instead of the party. The party's minions were able to beat Mulahey's minions on their own. Meanwhile, Mulahey had just cast Protection from Evil on himself. Now he cast Summon Lesser Demon, which spawned a mane! So he's the one summoning the demons in the mines!
Help from the ghast, Eldoth's magic missiles, and Xzar's minor drains did in the mane. Essery managed to beat up Mulahey enough to get him to surrender. Essery accepted his surrender but stayed right next to him along with the ghast in case of treachery. Once Mulahey's most recent Sanctuary effect had worn off, Tiax opened the big chest and Mulahey attacked again for some stupid reason. Essery finished him off with a critical hit, and the party took care of the last of his minions. Mulahey dropped three magic items: boots, a ring, and an ioun stone.
In the chest the party found a short sword +1, a moonblade, a magic tome, and lots of scrolls, including a scroll of Freedom. Xzar cast Freedom from the scroll, and two creatures were released from imprisonment: Montaron and an elf. Montaron joined the party again. Essery talked to the elf, who introduced himself as Xan and requested his moonblade back. Essery refused to hand over the moonblade and Montaron killed Xan.
Now we will never know what powers Xan gained in this mod (unless you play it). However, the party did at least learn the new power of the moonblade:
However, no one in the party could wield it. Not even Eldoth could wield it, even though he has Use Any Item. The party threw the sword in the water.
The party rested on Mulahey's lair. Essery had another dream, gaining his second evil Bhaalspawn power, Emotion Hopelessness!
Now Xzar has Identify, and he currently has one casting of it memorized. He used it to identify Greywolf's sword, which was Varscona +1, a sword which deals +6 cold damage and blinds people, but only at night. Eldoth replaced his scimitar with this new sword, and Montaron equipped the Short Sword +1.
On the way out of the mines, the party encountered the last demon, a lone quasit, which they handled surprisingly terribly. After that, they had to fight two gray oozes.
Oozes are very, very dangerous in this mod. Their attacks automatically hit, and whenever they get hit by an attack, they automatically get a free attack on the attacker. They have protection from backstabs and critical hits, as well as various resistances. The gray ooze weapon forces the target to Save vs. Breath or be knocked back and stunned. Essery, Montaron, and Tiax's ghast went at it, and were able to kill both oozes, but it was a close call.
Once the party exited the mines, they went straight back to Nashkel. There, they got their reward for Berrun Ghastkill.
The party then came across Noober. Noober kept pestering Essery, and Essery became irritated enough to attack Noober.
...
That turned out to be a really bad idea.
Essery reloads again...
This mod looks really awesome, well done.
So, INSTEAD of attacking Noober, the party started to leave Nashkel, only to be ambushed by Nimbul. He came out of invisibility with Mirror Image, Protection from Missiles (50% missile resistance), and Protection from Normal Weapons. He then cast Horror, terrifying Essery who had charged at Nimbul, but Tiax then cast Remove Fear and ended the fear. Eldoth put on Eldoth's Offensive Spin and Montaron put on all his buffs. The two of them attacked Nimbul and killed him before he could do much else.
Nimbul had several magical items: boots, a ring, a short sword, a crossbow, and some bolts. The party went to the store to identify those items. The bolts were Bolts of Biting. The crossbow was a Light Crossbow +2, which increased all poison damage dealt by the wielder by 50%. It's a good thing that Nimbul didn't get a chance to use his crossbow. Essery put on the Boots of Avoidance, and now his AC vs. missiles is -14. He also put on the ring, which grants immunity to blindness.
In addition, the party identified the magic shirt they had gotten from Greywolf. Here's what it does:
Although the shirt can normally only be used by warriors, Eldoth can use any item, so he put on the shirt.
At this point Eldoth is pretty silly. If he uses Eldoth's Offensive Spin and fights at night with Varscona, he will be able to attack 3 times per round, dealing a flat 38 damage with each hit, with 0 THAC0. Yet meanwhile he currently has 19 AC and only 6 hit points.
The party went back to Beregost. There, they sold some of the magical loot they had obtained. Essery bought himself a Battle Axe +1 and a lot of Beruel's Retort +1 throwing axes. The Battle Axe +1 deals an additional 10 damage on a critical hit. Beruel's Retort axes cause disintegration on a critical hit (Save vs. Polymorph negates), but only when thrown.
Now it was time to start exploring the wilderness. First the party went to the Beregost temple area. Four wolves came out of camouflage and used Critical Strike (by this point, the idea of regular wolves using a Throne of Bhaal HLA is not unimaginable). Eldoth hit two of the wolves with Great Shout. Essery used his own Critical Strike ability and disintegrated the remaining two wolves with throwing axes.
After that fight, the party became a little more cautious. Tiax summoned his ghast and Xzar animated three skeletons. They proceeded with one skeleton at the front of the party, one on either side, and the ghast in the back. The party was ambushed by the hobgoblin Cattack.
"We'll never surrender to you cut-rate marauders!"
Chill Hobgoblins appeared from all directions and started casting spells. Cattack cast Spirit Armor, and the other hobgoblins cast Melf's Acid Arrow. Cattack cast Flame Arrow. Most of the hobgoblins cast their spells on the skeletons, but one of them hit Eldoth with an acid arrow spell. He died, so I reloaded.
(Reminder: hobgoblins count as 20 levels higher for purposes of determining the power of their spells)
After reloading, I put Montaron and the ghast in front of the party. Montaron tricked several of the hobgoblins into casting their spells on him, then he used Vanish before they finished casting, causing the spells to fail. Xzar interrupted a hobgoblin's spell with his own spells, and Essery interrupted another one with the last use of his wand of missiles. Since these hobgoblins had helmets and were immune to critical hits, they could not be disintegrated by Beruel's Retort.
The ghast managed to paralyze Cattack before he could do anything bad. However, the last hobgoblin, a Chill Elite, came out of invisibility and cast Cone of Cold on the ghast. It took over 80 cold damage but survived (ghasts have a lot of HP in this mod). Essery cast Emotion Hopelessness on the Chill Elite, incapacitating it as well as the nearby enemies. With the help of the ghast, Bolts of Glory, and Eldoth, the party finished off the rest of the hobgoblins, who were out of spells. Several party members leveled up. Now Eldoth has 9 HP rather than 6. They got one magic item: a Two-Handed Sword +2, which gives +20% Magic Resistance. The only character in the party who could feasibly wield it was Eldoth, and I made him stick with Varscona for now.
After resting, the party went north to Larswood. The party kept going north along the edge of Larswood, with Montaron scouting ahead in stealth. Montaron helped the party stay clear of Blacktalon Elites. However, he didn't notice the three worgs waiting in camouflage. Rather than use Critical Strike, each worg summoned a second worg, for a total of six worgs. The worgs were tougher than the previous wolves, but with the help of Emotion: Hopelessness and Eldoth's supremely damaging attacks, the worgs were defeated.
Next, they went to Peldvale, where they encountered no bandits but found gibberlings. Gibberlings are actually quite dangerous in this mod. They die in one hit to most things, but they move very fast, attack 6 times per round, and are very accurate. The gibberlings almost killed Essery.
Finally, the exhausted party arrived at the Friendly Arm Inn. Outside the inn, they found a magical ring hidden near some rocks. Xzar put on the ring. Here's what it does:
The party went to the inn courtyard, only to be stopped by Tarnesh. By this point, Essery was very suspicious of anyone who asked for his name, so he rudely rebuffed Tarnesh, who then attacked.
Tarnesh immediately put on Armor, Mirror Image and Protection from Normal Weapons. He cast Glitterdust, blinded several of the party members who were clustered around him.
It was at this point that Tarnesh's allies revealed themselves. Two doppelgangers masquerading as guards revealed their true form and attacked. There was a cat nearby that helped out the party by casting Ratify on one of the doppelgangers, transforming it into a rat. Essery used Critical Strike and disintegrated the other doppelganger with a single axe. By this point, Tarnesh had cast Phantom Blade, and he started attacking Montaron with it. A few seconds later, Tarnesh was dead, and one of the real guards killed the doppelganger-rat.
(Side note: I always thought the doppelganger death scream sounded like "awwwwwww-rat")
Tarnesh had a few scrolls, notably Magic Missile, which Xzar learned. More importantly, he also had a magic ring which Eldoth identified as a Ring of Wizardry (like, an actual one). Xzar equipped this one too.
The party went to the temple and paid Gellana to remove the other ring from Xzar.
Then they went in the inn and slept for a great night in royal beds. The next day, they spoke to Bentley and saw what he had for sale. He had one unique magic item: an Amulet of Shapeshifter Detection.
The party bought the amulet, which Eldoth equipped.
Essery went up to Dorn, who was also very rude. He threatened to crush Essery's neck with his bare hands. Essery was kind of suspicious of this, and he told Eldoth to use the Amulet of Shapeshifter Detection and see who glowed purple.
It turned out that Dorn was not, in fact, a shapeshifter in disguise.
...
However, other people in the inn were.
We'll get to that next time.
First, Essery attacked the doppelganger pretending to be a commoner. Essery attacked the commoner and she revealed herself to be a doppelganger. He then used Critical Strike and was going to attack again with his Battle Axe +1, but the doppelganger killed him before he could get another hit in.
Doppelgangers hurt (they have 25 Strength and attack 5 times per round). Yet they only have 31 hit points. Essery could've killed the doppelganger in a single critical hit if he had done another attack.
After reloading, Essery attacked the commoner-doppelganger again, but this time, when the doppelganger revealed its true form, Essery switched to his Throwing Axes of Disintegration. He used Critical Strike and disintegrated the doppelganger at range.
Essery then confronted the other doppelganger, who was masquerading as a cook.
Essery: Hmm, I don't think it would be a good idea to let you cook for the duke...
Essery disintegrated the cook doppelganger as well.
After that, the party resumed their travels. They eventually came across a group of bandits led by Senjack and Dorotea. Dorn came along and started hacking bandits apart, and so the battle started. Montaron phased to the last two generic bandits and started attacking them; however, one of those bandits then used Psionic Blast on Montaron and started to attack him with Intelligence-draining arrows. Eldoth used his signiture Offensive Spin and killed those bandits before they could kill Montaron. Meanwhile, Essery was fighting Senjack. Senjack also used Critical Strike, but Essery was more than a match for him (this battle was meant to be beatable even if you met Dorn earlier in the game). Dorn cast Cause Serious Wounds on Dorotea, dealing 30 damage. Dorotea was a priestess of Talos, and she cast Lightning Bolt on Dorn. Dorn would've been killed, but he has a min HP item for this battle. The party killed Dorotea, and Dorn joined.
Dorn starts with 5 points in two-handed swords and 4 points in crossbows. He can cast Cause Serious Wounds nine times per day, War Cry (as in Throne of Bhaal) three times per day, and Death Gaze (like Aec'Letec's death gaze except the target is killed after one round) three times per day. Whenever he kills a creature, he automatically casts Cure Critical Wounds on himself. In addition, whenever he kills a creature while wielding his signature sword Rancor, he gains a cumulative +1 to hit and damage for 24 hours. If he kills enough creatures with that sword in one day, he can become super powerful. However, he has a downside, which is that he has a -50 penalty to Save vs. Spell.
The party went back to Beregost to seek out Tranzig. They found him in Feldepost's Inn, so they rested at the inn until it was nighttime, so that Varscona would be more powerful. Before fighting Tranzig, Tiax called his ghast, which he positioned behind Tranzig. Xzar animated 4 skeletons with Skeleton Horde, which stood guard in the hallway. The party then confronted Tranzig. Dorn cast Cause Serious Wounds on him while Eldoth attacked him. Tranzig died in a matter of seconds.
However, that was not the end of the fight. From two other rooms came two doppelgangers. One of them tried to charm one of the skeletons with Algernon's Cloak, but the skeleton couldn't be charmed. The other doppelganger had Mirror Image and Fireshield Red up and started casting enchantment spells on the skeletons. Eldoth put on Eldoth's Offensive Spin and killed the doppelgangers with arrows (despite the huge missile THAC0 penalty given by his Dexterity score of 1, he gets a large THAC0 bonus from his Offensive Spin, and the doppelgangers don't have very good AC). Essery retrieved the cloak from the doppelganger and put it on.
Before leaving the inn, Essery became paranoid, wondering how many other doppelganger could be lurking in the inn. He had Eldoth use the Amulet of Shapeshifter Detection. This is what he found:
ANOTHER cook-doppelganger? Are all the cooks in this world doppelgangers?
Essery attacked the cook, who reverted to doppelganger form. The doppelganger started to cast a spell, but Essery killed it before it could get the spell off. Sorry for killing your cook, Feldepost.
After that, the party hurried towards Peldvale to find the bandits. In Peldvale they encountered a pack of flinds. Each flind started casting Agannazar's Scorcher, but Xzar got them all with a Web Spell first. Tiax then killed them all with Bolts of Glory. One of the bolts hit one of Raiken's bandits, so he came on over. Essery decided to join the bandits for now.
The party met Tazok. Essery got Tazok angry, so the party fought him. All half-ogres have AC -20. Tazok in particular has the ability to breathe hands.
Essery got hit by the hands and was paralyzed; the other party members got out of the way. They rushed back in and fended off Tazok. Dorn hurt him with Cause Serious Wounds, and once Essery recovered from the paralysis he damaged Tazok some more with throwing axe critical hits. Tazok finally admitted the party's skill and allowed them into the camp.
What will they discover in the bandit camp?
We'll find out later.