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5 Kythorn 1368:
KEY EVENT: Clearing the black at Larswood was not nearly as challenging as its northern
neighbor Peldvale, well except that Jaheira is completely lost to me, beyond resurrection.
In a Druid grove, I encountered two druids, the first of which immediately
attacked us, accusing us of murdering his fellow druids. He had two Cave Bears with him that had my
attention early, (as I wasn’t much concerned about the druid). He was more dangerous
than I expected, because as my retinue was dispatching a Cave Bear, he cast Call Lightning & obliterated
Jaheira, to the point where there was nothing that could be done to bring her
back. Shortly afterward, we defeated him, & then, upon close questioning
the 2nd druid became hostile. We defeated him quickly, as well as another Cave Bear (three
in all), a Dread Wolf & a Wild Dog that he summoned to help him.
WHAT THE HELL? (I was planning on having Jaheira & Dorn, & both got killed by stupid stuff )
I ran upon another Bandit gang, eight
of them, led by a fighter/bandit. As before, they were not a challenge. There
weren’s as many BTE here either, so I think we go further north next. The
search for Tazok continues.
demise, I enlisted a Cleric, Drake, to fill her spot. He’s a Cleric of Tyr, so
I’m not sure. This group is getting a little too sensitive me thinks. I’ll see
how Drake performs.
Best Kill Competition:
Khalid (Osmadi), Eldoth (Corsone) (1000 exp ea)
Minsc (Tranzig, 950 exp)
Imoen, (Silke, 900 exp)
CASUALTIES: Jaheira, beyond raise or resurrection (Osmadi, Call Lightning)
MONSTERS DEFEATED: Osmadi (Druid/7), Corsone
(Druid/7), Tevin (Fighter-Bandit/6), Cave Bear (3), Dread Wolves (2), Black Talon
Elite (2), Dire Wolves (7), Bandits (7), Wild Dog
NOTEWORTHY TREASURE: (Purse = 5644gp) Armor & weapons: Gems/jewelry: Potions: Scrolls: Wands: Misc & Artifacts:
CURRENT DISPOSITION: Resting, recuperating, recovering &
resupplying at The Burning Wizard.
NEXT STEPS: North of Peldvale
LEVEL UP: Eldoth, Bard/4, Khalid, Ranger (Archer)/3, Imoen, Thief
PARTY MAKEUP: (Reputation: 10)
of Oghma) (HP18) S/mail +1, M/star*
& Rg of Energy; Spells: Command (3), Doom;(Gnoll Veteran)(AI none)
S/Leather w/L/bow*** & B/sword*; (Neira)(AI: Ftr Ranged Atk)(3)
Imoen Th/4 (Adventurer)(HP25)
S/Leather +2 w/S/bow* (w/Bracers of Archery) & S/sword +1* & Wand of
MMs, Skills: OL 60, FT 50, PP35, MS 45, HS 40, DI 15, ST10; (Silke)(Thf Rgd Atk)(4)
Minsc Ftr/2 (Barbarian)(HP19) C/mail +1 & 2H/sword;
S/ability: Bsk, Bar Rg; (Nimbul)(AI: Ftr Def)
Eldoth Bd/4 (HP20)
S/Leather w/L/bow* & Scimitar*, Spells: MM(2), S/ability: Poison arrows; (Mulahey)(AI:Wzd
(Holy Justice of Tyr)(HP30) S/mail, M/shield, Warhammer* & Sling*, S/ability:
H/Person, Str/of One
MOD USED: BG NPC v23.3, BG NPC Music v6, Plane
Touched Races _v0,0, Indira v12, Isra v2.3, Finch v4.0, Gavin v14, Drake,
Sirene v2.5, Verr’sza v5.2, BG UB v16, Tweaks Anthology Beta 4, Song &
Silence v9, Deities of Faerun, Rogue Rebalancing v491, Level 1 NPCs, SCS v31,
aTweaks, Item Randomizer v7
Blue Font: New information;
Red Font: Monster encounters (first use)
kill)(Current AI)(Chain of
A Shadow Disciple is merely a sorcerer version of the Shadow Adept, whose abilities can be found here. Shadow Magic spells are listed here because there's a lot of them, since it IS a new casting system after all. I'll try to give brief descriptions to spells when I get them.
Shadow Magic is generally stronger than normal magic from the Weave, but it temporarily drains CON points equal to the spell level unless the caster can save vs. death with a -1 penalty per spell level.
So, let's go. Yin takes the Ring of Wizardry from the hidey-hole at the Friendly Arm. The day/night cycle in the game is much more relevant since Yin suffers a -2 caster level & -2 casting speed penalty in daylight, so we're careful to only travel at night. The belt ogre on the Coast Way is blinded and then picked off from range by Yang's sling.
@Blackraven: How reliable is jelly form against beholders in your install? Last I checked, Death Ray bypassed magic resistance and the save penalty was at -4, and I'd think that few characters who could cast Polymorph Self would be able to hit an undispellable -3 save vs. death.
Once we loot the bodies, the tent, and Ender Sai's chest, we try to take on the rest of the bandit camp. Web and Grease see most of the bandits incapacitated, but some make their save and Taurgosz resists both. Greater Malison + Shadow Binding weakens the bandits further and holds Tenhammer in place. It's at this point that I realize we're chock full of disablers, but with not much way to kill the disabled bandits when Yin's shadow fiends get caught in the Web too. Skull Trap kind of works, but then I realize that Yang still has 2 Cloudkill scrolls. He uses one and it instantly kills all the bandits caught in the Web + Grease trap, including a bunch from juuuust beyond the party's visual range at the bottom left.
Cloakwood is cleared by summoned shadow fiends. Baby wyverns give us the last push of XP to get to level 9.
Drasus's party is thoroughly dismantled. Of their own accord, summoned Wraiths led by Nyx all cast Impose on Rezdan, sending him flying straight through the palisade despite it being a solid wall! At the same time, Kysus is blinded by a backstab from Nyx, rendering him mostly harmless. Nyx then casts Blinding Darkness on Genthore, blinding him as well. The wraiths then drain the life out of Drasus.
The fight is basically over. The mage who crashed through the wall Dragonball Z style just needs to be dealt with. He is on an inaccessible part of the moat now. This would pose a slight problem if it weren't for the fact that the summoned wraiths can cast Shadow Walk to teleport over to Rezdan.
Genthore is cleaned up with a Shadow Binding for automatic hits.