Cedric, the zealot cavalier
lurith_ii
Member Posts: 42
Hello, all
I'm a long-time lurker in this forum and I've played BG on and off for decades (like many here) but I still consider myself a bit of a noob (relatively speaking). I've only really completed three or four playthroughs of the entire saga. Baldurs Gate 1 I've played the most but even that I have not completed more than eight or ten times (a few of those in the Enhanced Edition).
All that being said, I'm going to attempt a no-reload (insane dif, no damage increase) challenge run of sorts, very RP-inspired. I've never played a paladin, and I think every paladin run should be a challenge run, in the sense of RP code-of-conduct beyond the reputation mechanics...
So here is Cedric:
Cedric was raised in Candlekeep, kept virtuous and disciplined by Gorion's tutelage as well as a stoic life of education and contemplation. His only vice was reading. Unbeknownst to everyone, a dark impulse in his blood corrupted even this hobby. Cedric's obsession with chivalry books twisted into a concerning, if righteous, thirst for blood. He dreams of nothing but slaying monsters and dragons. He thinks his destiny and responsibility is to be the scourge of all evil in the world. A one-man crusade against the growing darkness.
Only Gorion knew enough to see the worrying signs in Cedric's behavior and words. He had concerns but he also had hope. Cedric had grown to be strong and disciplined, and there was no denying that he has good-hearted and kind. Will his heritage claim him, turning him into a maniacal zealot who sees the world in absolutes and rejoices in righteous violence? Or will he be strong enough to become his own self?
I'm a long-time lurker in this forum and I've played BG on and off for decades (like many here) but I still consider myself a bit of a noob (relatively speaking). I've only really completed three or four playthroughs of the entire saga. Baldurs Gate 1 I've played the most but even that I have not completed more than eight or ten times (a few of those in the Enhanced Edition).
All that being said, I'm going to attempt a no-reload (insane dif, no damage increase) challenge run of sorts, very RP-inspired. I've never played a paladin, and I think every paladin run should be a challenge run, in the sense of RP code-of-conduct beyond the reputation mechanics...
So here is Cedric:
Cedric was raised in Candlekeep, kept virtuous and disciplined by Gorion's tutelage as well as a stoic life of education and contemplation. His only vice was reading. Unbeknownst to everyone, a dark impulse in his blood corrupted even this hobby. Cedric's obsession with chivalry books twisted into a concerning, if righteous, thirst for blood. He dreams of nothing but slaying monsters and dragons. He thinks his destiny and responsibility is to be the scourge of all evil in the world. A one-man crusade against the growing darkness.
Only Gorion knew enough to see the worrying signs in Cedric's behavior and words. He had concerns but he also had hope. Cedric had grown to be strong and disciplined, and there was no denying that he has good-hearted and kind. Will his heritage claim him, turning him into a maniacal zealot who sees the world in absolutes and rejoices in righteous violence? Or will he be strong enough to become his own self?
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Comments
Remain vigilant. Evil is everywhere. {Detect Evil as much as possible. Before every NPC conversation. In every tavern, etc. }
Smite evil where it stands. {Evil NPCs or creatures will be attacked and killed on sight. No mercy, no exception.}
Slay monsters. {Monsters and humanoid monsters are always evil. No shades of gray}
Spare those redeemable. {Otherwise, no unnecessary fights. No killing of non-evil humanoids.}
Protect the weak. {Will protect and help those in need. In old-school chivalry style, women are to be protected and saved. Cedric is slightly misogynistic and condescending with halfings, gnomes and "weaker" races}
I am no mercenary, no reward is needed for doing what is right. {I will not accept, or immediately donate, rewards from righteous quests. Monster loot and the possessions of the wicked will finance the crusade}
No stealing, no deception. {What is says, both in dialogues and mechanically. E.g. hide in shadows only for exploration, no backstabs.}
I actually don't know a lot about NPC alignment and I have the feeling that the "kill evil on sight" should get Cedric in trouble more than once. I am prepared to become a Fallen Paladin if it was meant to be and I will stick with it for BG1. In BG2, some rules are DEFINITELY going to give me trouble (the drow disguise in the underdark comes to mind) but I'll worry about that if I get there.
Your rules would be perfect if there was a DM, but I feel like your experience will be more frustrating than funny.
Good luck, though.
Would love to hear other thoughts. But maybe my ignorance will be my shield. It's a challenge... and a game. I will give a try and have fun while I do it
If you fall in a real life DnD session, what would happen is that you and your DM would talk, you would think about the actions that made your character fall, you would imagine if your character thinks your actions were good or would start to regret them, in the universe that your DM has set up for you.
Not that even the rule of killing every evil npc would work in a "civilized" setting even with a DM; I would think such a rule would be okay if you were in a low level settings with no cities, but at best tribes, in a place where humans are slim in numbers and the occasional civilization is the orc tribe that is set on eating you or treating you like a plaything if they enslave you.
It's not bad to roleplay, but the roleplay that can be done in this game doesn't come from the actions you do - it mostly comes to the thoughts your character has while doing his own stuff. Of course he can follow moral conduit, have rules, etc, but these must be adapted for the setting that Baldur's gate is.
I recently did a BG playthrough where I never entered houses because I was a good person. Would it be fun reading that you do not enter houses or lockpick things that do not belong to me? I guess. Would be food for roleplaying? I doubt it. It's the way your character frames the events that can be fun for roleplaying. What are his ideas, what does he think about everything that happened?
If one is a writer and wants to indulge in such an experience, I would be entertained.
But it is still hard to care about random characters in the .net when you have no real link to the person that is making them.
I understand what you say and it's a completely reasonable way to see it. I disagree, or at least question, a few things:
"your paladin is going to fall very soon because the rule of "Smite evil where it stands."
Do you KNOW this? Can you give me a specific example where killing an evil NPC will turn the reputation system or the whole town against me? I'm in Chapter 3, on my way to the bandit camp and so far I'm a hero and everybody loves me. There are fewer evil NPCs that I was expecting, and they tend to be villains. When I kill an evil NPC in a town (like Edwin), people ignore me. Which I find both hilarious IRL and completely reasonably within the RP of my character. Anyway, even if you were right ....
"And playing a fallen paladin is not fun, because..."
Again, do you KNOW this? No offense, but it's pretty bold to assume what will or will not be fun for someone else. This is a forum where people play the game in extra hardcore runs, solo, with minimum stats, no gold, and just about any possible way you could think of. I don't find many of those ways to play fun, but I'm sure other people do. I, for one, love the idea of ending with a fallen paladin (I kinda hope it happens). This could end in an arc where I redeem my character in BG2, or EEKeeper it into a blackguard. In any case, it's an experiment, and I'm having a blast.
"the roleplay that can be done in this game doesn't come from the actions you do"
I also kind of disagree but this doesn't matter because again it's how you see the game and it's fine. I think choosing dialogue options and making in-game choices is roleplaying too, not only the internal dialogue my character may have. I love playing tabletop D&D, and BG is not D&D. Any roleplaying is in the interaction of mechanics and imagination. Anyway, back to "you play however you want."
Maybe I misinterpret you and you are giving me advice on what would be fun to read/write as far as a forum contribution. Honestly, I'm no writer, BG is no high-concept interpretative game, and I don't expect too much of this. I will write a few notes/journaling on my progress because it's fun to me and if anyone else finds it entertaining that's fantastic I don't think I'm misusing the forum by doing so, but may be wrong.
Anyway, thanks for sharing and being civil and articulate expressing your opinions! Would love to hear other's thoughts too, but either way I will start posting some updates.
Day 1
Errands and training at home. I do not mind helping out my friends or the guard, who put their lives on the line every day to protect the bookworms of Candlekeep. However, I can defend myself. I suffered not one but two assassination attempts in the same day. Fortunately the thugs were as weak as they were evil. This must have to do with Gorion's hurried plans to leave today. I can't be a coincidence.
I had to put Imoen in her place. She is much too nosy for her own good. Whatever plans Gorion has, and he won't explain himself further, don't include her. Gorion knows best. On we go, then. Leaving Candlekeep, who knows when to return.
Day 2
Another assassination attempt last night, and this time a serious one. I fear the worst, and I'm shamed that I didn't stay there for victory or death with Gorion. However, my father told me to run, so I did. He knows best what fate has reserved for me.
I meet Imoen in this wilderness, who not only followed us but also trespassed into Gorion's office to read private correspondence. She has a good heart, but I would send her back if I could. Alas, she cannot go back to Candlekeep now, and she won't be safe alone. The attempts to get to me have already hurt my family. Now I'm responsible for Imoen.
I rid the world of two evil characters, one possibly a necromancer, and a couple of wolves. My conscience is clean, and if anything I wish I could have spared the wolves. There no honor in killing hungry animals, and the world is no better without them. Sadly, taming a wolf is not a skill I possess, so I must defend myself and Imoen.
Upon return to the site of last night's battle, my fears are confirmed. Gorion will be avenged. A missive on his person instructs me to go to the Friendly Arm Inn and met his two friends. I shall do so, but not immediately. Our foes have been one step ahead of us, and surely they must have seen this letter themselves. If I had to guess, an ambush awaits me at the inn. I will lay low for a bit and go to the nearest city, where we will be safer.
Days 3-4
A yellow ogre lays slain on my feet. A glorious battle! Obviously, I'm no berserker to go hand-to-hand with an ogre. Axes thrown from a distance weakened it, and I only held my ground to protect Imoen. If evil is to be defeated, one must fight intelligently.
I rest and buy provisions in Beregost, helping a few locals in and around the town. I slay an evil witch who a bard named Garrick would have had me work for! He made the introduction as if she was some artist and not the evil mage she reveals herself to be. I let Garrick go with a warning. He may not deserve my blade for now, but he will soon if he insists on keeping such companies.
Another mage, this a young girl, asks for help against wizard-bandits. How could I refuse a damsel in distress? The bandits immediately prove to be evil to the core, kidnappers and sadists. Why do I waste time exchanging words with them when my nose for evil tells all I need to know? They are dispatched promptly, and I will protect the young girl, Neera, from further attacks.
I met a mage living in an impressive fortress West of Beregost. It was fortuitous because later that day I rescued his apprentice polymorphed into a chicken. A few skeletons and gnols are all that stands between the poor sod and salvation. A waste of my talents, to save a fool mages from a curse of their own making, but the young one shouldn't pay such high a price for a mistake.
Day 6
Neera isn't nearly as useful as her constant bragging would indicate. I felt some measure of responsibility towards her wellbeing after rescuing her, but what she tells me makes me change my mind. She wounded, possibly killed, innocent people in a magic accident. She then ran away instead of taking responsibility. I won't leave her in the wilderness but I can't have her with me. She talks of the Friendly Arm Inn, so I will escort her there and be done with her. It's probably about time I face what awaits me there, anyway. Friend or foe.
Day 7
Ambushed on the way to the Friendly Arm Inn. Hobgoblins and xvarts aplenty. Nothing worthy of the telling. Give me dragons!
The guards at the gate of the inn tell me than hostilities must remain outside. I do not break rules lightly, but I shall not leave evil unpunished. We shall see.
Unsurprisingly, another killer, this time a mage, was waiting for me at the inn. Neera finally proves useful interrupting the spell he was casting with her own magic projectiles. I am afraid of no warlock, but I respect magic enough to cut him down quickly and without hesitation. He goes down, and the guards thankfully see my use of violence as what it was: a justified act of self-defense and a purge of evil within the walls of this fortification.
Goodbye, Neera. Talented or not, you are not a person I can proudly associate with. You will be safe here. There is no reek of evil in this inn, not even coming from the shady half-orc in the corner, so I can rest at ease. I exchange pleasantries with Gorion's friends but I am a good judge of character and they strike me as cowards and lacking moral conviction. I know my father would have wanted me to find my own path. Imoen and I will travel on our own.
Some people needed help between the Friendly Arm Inn and Beregost, so we take the chance to help the commonfolk and rest. In one of our trips back and forth we make it past the inn and meet a knight called Ajantis. He is a kindred spirit and has as good a nose for evil as myself. Imoen and I welcome his company. Evil won't take us by surprise.
Ajantis insists on dealing with the ruin brought about by bandits and I find it hard to disagree, having seen their work from up close. The clues point to Nashkell, so there we go.
Day 10
Nashkell. Bandits and the iron crisis certainly are top of mind here. That, and some local drama about a former capitan of the guard.
Before we have time to rest or do much else, another bounty hunter attacks us. That's the sixth attack in a short time, counting the band who murdered Gorion and a dwarf that Ajantis and I dispatched in Beregost. This time, a woman comes to us at the Nashkell Inn. I smell evil before she says a word, but we let her speak her mind anyway. Everyone is entitled to their final words. Combat ensues.
Imoen may not be strong, but she is a fast learner. She took a lesson from Neera and started casting magic missiles from a wand as soon as the killer started a divine recitation. Effective. I daren't ask where she got that wand, or how much magic she's learning when I am not looking. Of course, Ajantis and I call upon divine protection and our blades strike true. The evil cleric falls. Whichever God gives power to a killer for money? I would such scum a thousand times over, and her God had I the power.
Besides, Minsc is strong, and as committed to fighting evil as myself or Ajantis. Us three together will be a force to be reckoned with. While we travel, I fantasize of this being the seed of a holy order; a crusade under the name of good and my banner.
As to prove me right, soon after we meet a wizard blocking our pass on the bridge west of town. He reeks of evil, and I recognize the colors of the kidnappers and sociopaths red wizards who wanted to dissect Neera. If I've learned anything about magic-users is that letting them speak may be ruinous, so I strike swiftly before he has a chance to bewitch us. Minsc interrupts the conjuration he starts, and Ajantis puts him down permanently. Not a worthy adversary, but a victory for good nonetheless.
Traveling West, some behaviors from Minsc are worrying. We were fighting lowly xvarts, cutting through any resistance without difficulty and burning their evil lair to the ground. Even Imoen has become quite proficient with the bow, although of course that is entirely superfluous.
Ajantis and I act as a solid, disciplined vanguard; alternating ranged attacks with defensive stances and unstoppable blades. Minsc, on the hand, fights magnificently but in a chaotic manner, driven mad by righteous fury. Such was his madness, that for a second he had trouble telling friend from foe, and swung at us. He almost cut Ajantis in two!
Now we must return to Nashkell to heal wounds we shouldn't have suffered. This waste of time is on Minsc's conscience, but he seems repentant enough and we have all learned valuable lessons. The Gods apply their righteous wrath in mysterious ways, and I still believe Minsc is one of us. Lacking healing capabilities, it does occur to me that a warrior-priest would be a welcome addition to our little crusade.
I only hope that Minsc's damsel in distress is as worthy as himself. I have bad experiences with mages, and Minsc calling her constantly his "witch" does little to ease my fears.
Traveling West. Some behaviors from Minsc are worrying me. We were fighting lowly xvarts, cutting through any resistance without difficulty and burning their evil lair to the ground. Even Imoen has become quite proficient with the bow, and she was contributing, although quite unnecessarily of course. Ajantis and I are a solid, disciplined vanguard, alternating ranged attacks with defensive stances and unstoppable blades. Minsc fights magnificently but in a chaotic manner, driven mad by a righteous fury. Such was his madness that for a second he could not tell friend from foe and swung at us. He almost cut Ajantis in two!
Now we must return to Nashkell to heal wounds we needn't have suffered. This waste of time is on Minsc's conscience, but he seems repentant enough, and we all have learned valuable lessons. The Gods apply their righteous wrath in mysterious ways, and I still believe Minsc is one of us. I think to myself that a warrior-priest would be another welcome addition to our little crusade. We lack in healing skills.
I only hope that Minsc's damsel in distress is as worthy as himself. I have bad experiences with magic-users, and Minsc calling her his "witch" does little to ease my fears.
Back on the road West. We kill some wolves, avoid others. We slay more monstrous gnolls that I can count, including a leader and his band who dared demand our gold, and an exile from the fortress we seek. We fight in the name of a dryad and help a little girl who seemed strangely at home in this gnoll-infested valley. Still, there was no evil in her heart and no sign of foul play, so we leave her be.
I will leave the telling of the next story to the bards. In brief, the gnoll fortress falls. Minsc cleaves through gnolls like so many gibberlings. Ajantis and I support and cover his flanks. This is his battle. The witch Dynaheir is saved and she is, turns out, a rather good, decent person with a more stable head on her shoulders than her companion. She is no battle-mage, but her magic will be welcome, and Minsc will keep her safe.
The return is quick and safe and we rest and provision again in Nashkell. We buy new bastard swords, because Ajantis insists on breaking them on the head of brigands. Lots of arrows for Imoen. A better armor for Ajantis and Minsc, paid for by the spoils of war. I have my own trusty Ankheg plate I found in Nashkell. We are ready for the mines.
Yet again, we are ambushed! Regular bandits, this time, if better armed than average. While the bandit leader hurls empty threats, some of his men are cut down by a half-orc whose face seems familiar. Our instincts do not lie, however, as he is as evil as the brigands he seems to hate. We may share enemies, for a minute, but we do not fight on his side. As soon as the bandits are dealt with, he attempts to save his skin talking, but we won't show mercy. After shutting him up, he shamelessly runs away! Our swords and arrows chase him, but somehow he gets away. I call it a shameful defeat; the first one since that cursed ambush that took Gorion's life. Any harm that the half-orc causes from now on is on us. I leave that accursed canyon in a terrible mood.
We need a victory after that recent disappointment, so we report to the master of the mine and promise to rid his mine from evil influences. Once inside, it's obvious that the guards and workers are terrified. Ajantis and I are like hunting dogs sniffing out evil. Any of the guards, even a miner, could be the source of all the problems. All clues point to something internal. And yet, everyone is as figuratively clean as they are literally dirty. Well then, it is my duty and my honor to protect these people in need.
Kobolds! Kobolds everywhere in the lower levels. The wretched creatures are cunning enough to put an arrow in a miner or two from the shadows, but not to orchestrate this crisis.
Some undead, spiders, and many more kobolds. Ajantis and I have identified the source of all evil in the mine. That central structure in the lower caves must have some answers.
The culprit turns out to be another half-orc; another evil cleric. Two things I hate in one stinky thug. He takes us for someone else, but it matters little to us. I correct his mistake , ready to send him to his God. Imoen, once again, puts her wand of magic missiles to good use. The cleric calls for mercy but finds none from us. Minsc finally brings him down. The half-orc cleric and his pets lie on the floor at our feet. We free an elf prisoner and loot the cleric's cave, finding important intel as well as valuable magic for Dynaheir.
Remain vigilant. Evil is everywhere. {Detect Evil as much as possible. Before every NPC conversation. In every tavern, etc. }
Smite evil where it stands. {Evil NPCs or creatures will be attacked and killed on sight. No mercy, no exception.}
Slay monsters. {Monsters and humanoid monsters are always evil. No shades of gray}
Spare those redeemable. {Otherwise, no unnecessary fights. No killing of non-evil humanoids.}
Protect the weak. {Will protect and help those in need. In old-school chivalry style, women are to be protected and saved. Cedric is slightly misogynistic and condescending with halfings, gnomes and "weaker" races}
I am no mercenary, no reward is needed for doing what is right. {I will not accept, or immediately donate, rewards from righteous quests. Monster loot and the possessions of the wicked will finance the crusade}
No stealing, no deception. {What is says, both in dialogues and mechanically. E.g. hide in shadows only for exploration, no backstabs.}
I actually don't know a lot about NPC alignment and I have the feeling that the "kill evil on sight" should get Cedric in trouble more than once. I am prepared to become a Fallen Paladin if it was meant to be and I will stick with it for BG1. In BG2, some rules are DEFINITELY going to give me trouble (the drow disguise in the underdark comes to mind) but I'll worry about that if I get there.
Traveling West, some behaviors from Minsc are worrying. We were fighting lowly xvarts, cutting through any resistance without difficulty and burning their evil lair to the ground. Even Imoen has become quite proficient with the bow, although of course that is entirely superfluous.
Ajantis and I act as a solid, disciplined vanguard; alternating ranged attacks with defensive stances and unstoppable blades. Minsc, on the hand, fights magnificently but in a chaotic manner, driven mad by righteous fury. Such was his madness, that for a second he had trouble telling friend from foe, and swung at us. He almost cut Ajantis in two!
Now we must return to Nashkell to heal wounds we shouldn't have suffered. This waste of time is on Minsc's conscience, but he seems repentant enough and we have all learned valuable lessons. The Gods apply their righteous wrath in mysterious ways, and I still believe Minsc is one of us. Lacking healing capabilities, it does occur to me that a warrior-priest would be a welcome addition to our little crusade.
I only hope that Minsc's damsel in distress is as worthy as himself. I have bad experiences with mages, and Minsc calling her constantly his "witch" does little to ease my fears.
Well, there is a petrified priest at the Nashkel carnival ... and a friendly little man looking to sell you a scroll to cure her.
(Why yes, I am looking to get your character in entirely appropriate trouble.)
You'll probably get through BGEE without falling outright; there are only seven creatures in the game that are both evil and "innocent" so that you lose a big chunk of reputation for killing them. One of those is unused. One appears only in what's basically a cutscene, not giving you a chance to attack. One is locked behind a quest that you won't do. One is a werewolf that transforms when attacked, so wouldn't be innocent when you killed him. That just leaves three that you're likely to encounter, and they're widely spaced enough that your reputation should recover between them and keep you from falling.
By the way, I'm enjoying Cedric playthrough.
I have also noticed that it's not enough to have an evil creature in the group's line of sight for it to light up. It has to be within the paladin's line of sight. I'm pretty sure that's why Dorn didn't light up when I encountered him at the Friendly Arm Inn (Cedric will atone for the the oversight) but it did during his scripted encounter. And the reason why the bastard got away.
Anyway, Dorn is far from innocent and I know for experience (and from my recent encounter with Edwin) that everyone at the inn would have been very chill about me murdering him. I was honestly expecting to find more trouble, perhaps when I got to Baldurs Gate, but it looks like I might get away with it.
So far, the no-lying and deception, when taken to the extreme (like I must) is giving its own share of problem.
On my way back to Nashkell, I decide to spend a bit of time at the nearby carnival. We all need some rest.
But there is no rest for the holy warriors. At the fair we find a dwarf looking to sell a scroll to free a petrified maiden. My senses do not lie: the dwarf is utterly evil, seeking to profit from the woman's captivity, if not guilty of the lady's imprisonment himself. We cannot let it stand and we cut him down, stopping his dirty business and any future exploitation and shady deeds.
Having done so, I cannot help but notice that the way people at the festival look at me has changed. Surely they aren't blind to the dwarf's evil plot? I do not enjoy looks, and I used to pride myself in my heroic reputation, but doing the right thing isn't always seen as such. All good faith I had gained with my good deeds since Candlekeep is lost, but I shall regain the favor of the commonfolk again.
Obviously, the honorable thing to do is free the stone-maid. Dynaheir uses the dwarf's scroll to do so. The maiden is, of course, thankful, and calls herself a warrior-priest. How fortuitous! I shall not let a lady endanger herself in the front line, but it is good to have a maid who can at least defend herself. Not to mention, her healing skills will come in handy. Our crusade grows.
We need some rest and provisions, but we are attacked by one more bounty hunter. Nimbul? I care not for his name, though he is more formidable than any other hired killer I've met. Imoen runs scared from his magic, but everyone else is kept in fighting spirits by my command and example. I order Branwen to stay behind. She is still suffering from the magical transformation, not to mention she has no equipment to speak of. The warriors will take care of this.
I surprise all, not least of all this Nimbul, touching a trinket I bough in Nashkell. An amulet protects me with a magical shield and the magic of the hunter of bounties bounces off harmlessly. Minsc, Ajantis and myself cut through his illusions and, then, through his evil heart. We suffer no losses, but some serious wounds. We are going to take a couple of days to rest and equip ourselves well. We must be prepared for what's coming.
A scroll on the body of the bounty hunter directed us to the Feldepost Inn, in Beregost. We face him fearlessly. He turns out to be not the architect of this entire plot, but merely another middle man. At least we have rid the world of yet another evil wizard.
In fact, Branwen had history with this mage. He is the one who turned her to stone! If she was a warrior, such a personal affront would demand a one-on-one duel, but she is not, and he is a magic user. We can't risk it and so I rush him down. Branwen does manage to silence the mage, effectively disarming him against the swords that cut him down. I end his life just as he starts saying something, perhaps asking for mercy, perhaps another evil conjuration. It makes no difference; neither will change my resolve.
The next clue is rather vague. A bandit camp in some forest or another. I do not know the geography of the Sword Coast that well. I spent my childhood reading chivalry novels, not maps. Around the inn, we hear of an evil cleric called Bassilus. Perhaps we will scout the area in search of him (or perhaps commander Brage, missing from Nashkell?) That way, we may run upon the forest, or a more substantial clue.
Our good deeds have also gained the attention of the Flaming Fist, who offer a reward per bandit killed. I need no reward, but I take it as a compliment to be of interest to such an organization. They may only be glorified mercenaries, but they do keep the order in the Sword Coast.
In search of Brage or the mad cleric Bassilus. Any clue into the bandit plague is welcome, and we indeed run into someone else interested on the topic...
We meet a drow, of all things, in broad daylight. The dark elf almost tastes my wrath, but I stay my hand. I sense no evil in him, and he's fighting a pack of gnolls (with some proficiency, I must admit). In a surprising turn of events, we end up aiding the drow, called Drizzt, and sharing a concern towards the bandit crisis. He suggests we infiltrate the bandits ranks and I scoff at the idea. Very drow of him to suggest disguise and misdirection. We shall not stoop so low.
Ogres, half-ogres, and a particularly dangerous breed of berserker ogres put our shields and armors to the test. Branwen and Dynaheir pull their weight, holding the backranks and providing magical support. Only Imoen fails to help much. Lately, she is much too distracted learning magic from Dynaheir to be of help to anyone. She was never strong, but no one could she didn't use to be skillful. Now she's more of a burden than ever, but she's my burden to carry.
We exchange insults with a woman hunter. A most annoying and boastful broad, but not evil, so we avoid confrontation.
A couple of bandits nearby are a different matter. Quick darts and spear are no match for our swords and awe. Minsc, Ajantis and I have bested ogres and ghouls. No bandit will escape our holy punishment.
We also meet a small child who asks for his dog. His innocent face and harmless request almost fools me, but there is an undeniable evil in him. I consult Ajantis to be sure, and there is no doubt. The Gods know that there are shapeshifters capable of taking stranger forms, but that doesn't make it easier to strike a small child. But so I do, attacking by surprise.
A fiend! We fight an enemy like none before, and the context (such a peaceful forest) and recency of his strange request give the whole affair a surreal feel. This is certainly not how I imagined my first test again a demon. Nevertheless, it was the hardest battle of our lives and it took everything we had. In the end, the demon is no more. I should be ecstatic, but the battle with this powerful fiend has shaken me more than I admit to my companions. I am reminded of my own mortality, as well of my relative weakness against the bigger powers of the planes. I must reflect on this.
It was ambitious to try my very first no-reload at the same time as something RP-wise entirely new to me, but no problem. I will continue the run as a minimal-reload, and I will still call it a big victory if I only die this one time (I doubt it). Plus, I'm having way too much fun with Cedric to stop now. ]
The cleric at Nashkell pardons Brage, and gives him a chance to redeem himself. Ajantis and I agree that the cleric speaks for Helm. Brage has already suffered enough.
It wouldn't be safe to just throw away or sell this cursed sword, so we shall carry it until we find a safe way to dispose of it.
In search of Bassilus we found unexpected riches and adventure. Territorial sirines and hobgoblins assault us in the Southern Sword Coast. The sirines are beautiful creatures, not necessarily evil, so it pains me to kill them. However, we defend ourselves, and our search takes us here. We will not back down. The sirine powers are nothing against my determination, and surprisingly it is the poisoned arrows of the hobgoblins that cause my teammates some trouble. Immerse in one his righteous furies, Minsc is lethally poisoned. In his state, he is far too dangerous for Branwen to get close to, and he's too crazed himself to retreat or drink an antidote. He loses conciousness and dies in front of our very eyes. Ajantis and I sustain heavy wounds to protect the back line.
By suggestion of Branwen and insistence of Dynaheir, I carry his body to the nearest temple. I believe he deserves a warrior's death, but it may be true that his time has not come yet. Certainly we still have need of him.
Good to have Minsc back. Upon return to the area, we are bruised by flesh golems in a creepy but full-of-riches cave. That and the biggest pack of wolves I've ever seen test our stamina more than ever. Minsc and Ajantis have suffered very serious wounds; Minsc to the point of falling unconscious yet again. When a woman asks for our help rescuing her son, we seem far too battered to oblige.
Then the unexpected happens. Branwen rises to the occasion. With a prayer that makes her stronger than even Minsc and a hammer conjured out of thin air, she holds the vanguard next to me. More hobgoblins and wolves fall to us: axe and hammer, shield by shield. We do rescue the child hiding in a lighthouse guarded by dire wolves. His mother is appreciative and her story contributes to our legend.
Near the lighthouse we run into a magic user. I don't know her name or her story or what she plots, but she is undeniably evil. We take her down, Dynaheir helping with magic projectiles and a heavily injured Minsc shooting arrows from a safe distance. We are done here.
[Finally caught up with my playthrough, so I will be running in real time from now on.]
Finally we find the mad cleric Bassilus surrounded by pet zombies and skeletons in case his evil was of any doubt. He starts ranting about his family, but we are not here to give him conversation. The monster shall die.
While I'm not scared of the cleric of his undead, we do realize he has the numbers advantage. Dynaheir balances the fight with a web spell that immobilizes many of the enemies, and Branwen secures the victory by silencing the cleric. I must confess that Dynaheir makes up for her weakness with wits, and Branwen with the tactical prowess that one would expect from a cleric of the God of Battles. Only Imoen fails to pull her weight now. I suspect that she is much too distracted learning magic from Dynaheir to be her own skillful self.
In what's becoming a rule, we easily overcome the most dangerous threats only to be tested by more mundane menaces. Simple bandits, somehow allied with ghasts, wound us seriously. Conveniently, our next stop is the Temple of the Morning Song near Beregost. We heal and present the mayor with proof of Bassilus' demise. I obtain a measure of pride from his reaction when we donate all 5000 gold coins back to the temple. We have made some good friends among the faithful, and bards will sing of our good deeds.