The Candlekeep Annex: RPed Baldur’s Gate No and Low Reload Adventures

WiseGrimwald

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Wise is just that cool. Drizzt couldn't resist. I'm surprised Elminster hasn't signed up too.
The NPC that helps you join the Drizzt party at Ulgoth's isn't there. I assume that there have been changes made to the mod.

In my next game I think that I will just delay the encounter with Drizzt until later.

In this game I'll go to Tenya's house and exchange him for Tenya.
 
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Alesia_BH

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Alena, Halfling Priest of Lathander, Canon Party Run: Bodhi's Lair, Part 2- Tanova and Lassal

I shared my concerns about Tanova with Aerie and Nalia. They brushed it off. They figured the plan they used for Conster would work again here. I wasn't so sure. Alena, ever fair, ever balanced, ever sensible, suggested that we let someone else take the lead.
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That's right, intrepid friends: Special Agent Boo is on the case.

First he spied on Tanova from the shadows.
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Then he forged ahead into the room of Blood and Blades. He didn't love that part of the job.
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Once he was back, we asked him to break it down. What's the plan for Tanny-Baby, Special Agent Boo?
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Archmage Boo, huh? We'll file that one away for later. Maybe. I'm not sold on it.

The thing I found interesting was that he could sneak by. Why don't we try Aerie next? With Vecna equipped, her SI: D is faster than a Divination spell. If Tanova so much as twitches, Aerie can cast. We tried that. It worked.
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We were certain Aerie could handle this alone, but Minsc insisted on accompanying her. We decided to humor him. With the party already buffed, sending him through under Haste was an acceptable risk. He'd almost certainly be able to escape sight range before Tanny could divine him.

We let Aerie take point because she's 100% that witch. Con drain is less of a threat to her.
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With Azuredge and iMod targeting him, and Aerie buffed to the nines, Lassal wasn't long for this world. Minsc got the kill with an Azuredge crit.
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As for those rats, Aerie finished them off. No damage in this encounter, although Aerie did lose some MIs.
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And back we go. Minsc made it through, too, hidden in shadows. The CND could have made this plan safer.
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All that remains is Bodhi. We would have taken her on in our last session, but we have a gap in our spell books once again. Lucky for you I don't have a terrible pun this time.

Best,

A.
 
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WiseGrimwald

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Journal of Strongheart

A lightning bolt ALMOST brought the run to an end. Was I lucky not to be killed, or unlucky to be so badly hurt?

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As you can see, Dynaheir was killed by the bolt and we had to go elsewhere to raise her. Meanwhile I retreated and allowed my comrades the glory of finishing the battle whilst I quaffed healing potions.

At the FAI we had to make a sharp exit when we were attacked!

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Alesia_BH

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Was I lucky not to be killed, or unlucky to be so badly hurt?
I'm going to go with lucky that you're not dead, lol. Close calls don't get closer than that! 1HP!

(You see, OrlonKronsteen: Those are the kinds of epic moments that Drizzt couldn't resist sticking around for. Can you blame him?)
 
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Alesia_BH

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Alena, Halfling Priest of Lathander, Canon Party Run: Bodhi's Lair, Part 3- Bodhi

If you've been following this run at all, you probably know how our showdown with Bodhi went: Aerie kicked the crap out of her, taking no damage.

Buffs can be read off the portraits, for the curious. We skipped Defensive Harmony once again, because I was hedging against the possibility that v35 had given Bodhi new abilities, or a more aggressive script. We chose to prioritize Death Wards, reserve NPPs and reserve Free Actions over Defensive Harmony. It turned out none of those were needed, but it also turned out that Defensive Harmony wasn't needed either, so no harm done.

The buffs I will highlight are the CCs all around, arcane Pro Colds all around and divine Pro Fires all around. Aerie is running her standard combat buffs. She's also sporting a Pro Magic Energy tossed by Nalia. She's wearing the Girdle of Bluntness and she has a potion of absorption at the ready.

The all important question in the opening was whether Bodhi would take the bait and go for the ToD. She did.
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Awesome. Go ahead, Aerie, quaffs that potion of absorption. Shut her down.
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That Repulse from Alena was a failed experiment. Nalia's LR was more productive.
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Alena casts False Dawn while Nalia clears what's left of Bodhi's magic resistance.
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In come the damage spells. We didn't optimize our inventories, as you can see. Jaheira doesn't have a pip in darts yet, but she should have Nalia's Crimson Dart. It would have given her something to do at least. Also, Jaheira's Saving Grace should be in Aerie's hands right now, not the Reflex. If you're wondering about that potion of genius in Minsc's quick slot, it was there in the unlikely event that Minsc had to read a Pro Undead scroll, say if Tanova crashed the party and we scattered.
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Bodhi's only effective action was a Touch of Death. Aerie, under MI and Pro ME, was unaffected. Minsc and Nalia were protected by their Mirror Images. Alena's BoIB cushioned the damage in her case, but Jaheira suffered a significant wound. Both Alena and Jaheira should have been running AoF. No excuse for that.
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Alena and Jaheira counter the damage with extra healers. Aerie and Nalia start unleashing their Sunfires. Alena readies her wand of the heavens.
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Keep at it, team. We're crushing this, despite my many errors.
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Aerie keeps up the pressure with cast and attack tactics. Nalia, Alena and Minsc plug away while Jaheira stares at the wall. No painting of Elvis over there, I'm afraid.
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Bodhi capitulates. Chalk up another victory for the ToD.
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The way to Spellhold is clear, but we still have work to do in Amn. At the very least we need to raise gold to buy scrolls for Imoen. Ideally we'd find some Spell Shield scrolls, too. Our mages should be running Spell Shield when they face Irenicus.

Best,

A.
 
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Alesia_BH

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Alena, Halfling Priest of Lathander, Canon Party Run: Kaol & the Gang

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After a round of drinks at the Flagons, Alena resolved to finish what she started. We would head to the Windspear Hills and enter the tomb of King Strohm. A little righteous grave robbing never hurt anyone, right?

That decision led to this run's recurring dilemma: To Yoshi, or not to Yoshi. In this case there was little debate. We smelled an ambush, and when there's an ambush Yoshi is our Uno reversal card. We weren't about to leave him behind. As for that young lovely business, it's 1369. We can let that slide.
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Those of you who've read the Adventurer's Lounge thread know that I have a different take on Aerie. In Alena's game in particular Aerie's sweetness is a cover for a hidden well of rage. She was on the sweet side in her younger days, before the circus. Now it's mostly an act. She's trying to keep up appearances by being the girl she remembers being, but she’s something very different now. Most of the party thinks Aerie is as harmless as she appears. Alena knows better. Alena knows Aerie is constantly on the brink of completely losing her shit. It scares her.

Aerie wasn't happy about going back to the Windspear Hills- not to that infernal maze, at least. Aerie wanted to spend some time at the dryad grove, where it was peaceful and she could see the sky. Alena said there wasn't time. Aerie's solution was to get the job done fast. Get in, get out: go to the grove. Fine. We can do that. It was agreed.

There's currently a bug in the EE whereby a collision of fire shields causes a reciprocal feedback loop, killing anyone unprotected. I intend to install a fix for that very soon. When Aerie heard she insisted that I let her Fire Shield: Blue the guardians. This an exploit and I don't love it, but I also don't love fighting those trivial but irritating guardians. Might as well let Aerie have her way. It won't make a difference, and it'll give me a chance to observe the behavior before I install the fix. Plus, I don't want to make Aerie mad. That way lies ruin.
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Aerie was a little annoyed that she couldn't Fireshield: Blue the final guardian. She fed him Fleshy instead.
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What about the director? Aerie wasn't sure what that thing was or where it came from, but she figured she'd get to the grove quicker if she killed it. She did, with the aid of a skeleton warrior.
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The way was clear. It wouldn't be long before Aerie was at the grove. Or so she thought. That's when Kaol and the Gang showed up. If only they had known.
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Yoshi sensed something was up, so he pre-trapped the area. We took our buffs as a precaution too.
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We were prepared for a fight. Kaol and the Gang were prepared for a fight too. They were not, however, prepared for a fight with an Aerie on the brink. Yoshi's traps fired. Aerie, enraged, blockaded the door. The Death Fog settled in.
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This could get ugly.


Poisoned, writing in acid, trapped by the Tank of Doom, Kaol and the Gang had nothing to celebrate.
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Special Snares. Skull Traps. Holy Smites. This isn't a fight: It's a slaughter. Aerie kept blocking the door. They had not hope of moving her, no hope of harming her. They had no hope.
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Our wounds were self inflicted. Yoshi bounced a Special Snare off a Physical Mirror. Minsc got too close to Aerie.
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Nalia, feeding off Aerie's rage, grew equally furious. We should be helping the less fortunate. Instead we're in here. Because of them. Because of Samia and her greed. Eat another Skull Trap, you bounders.
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And so it ends.
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It was a massacre: an ugly, ugly massacre. Somehow it brightened Aerie's mood.
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I'm not sure when our next session will be. It may take awhile. Some things can't be rushed. Not if you want to see tomorrow.
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Best,

A.
 
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WiseGrimwald

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Journal of Strongheart

We are now back at the Cloakwood mines and my comrade Bert Berserker having reached level 7 as a cleric now regained his Berserker attributes. I chose to dual class at level 6 because waiting until level 7 would have been too much. I'm impatient!
 

OrlonKronsteen

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Well, I just lost a run tonight, at level 13. Wonko the Sane was incredibly tough this install, pre-buffed to the gills. I find that usually you can get in one physical attack on mages before the physical defenses go up. Sometimes I abuse this, depending on my demeanor. But it was moot tonight because he appeared with all buffs up, including spell trap, stoneskin, PFMW… He had a seemingly endless number of Incendiary Clouds and Horrid Wiltings. I resorted to cheese: hiding my party and using charge after charge from the wand of monster summoning to get him to waste his spells. Then, ironically, he killed himself with his own Cloudkill.

Anyway, there was no chance to regroup as you are then thrown through the inmate cutscene into the fight with Irenicus. This is usually not a tough fight for me, for some reason. But this install seems cursed for me. He played brilliantly, wiping out the inmates in seconds, dispelling my buffs, and endless Horrid Wiltings targeting my party who were on the run from the get-go. The last of which wiped out Aerie, Imoen and my companion sorcerer. Technically my run was still alive, but carnage like that is just too much to clean up for me, i.e. I’m lazy. And I most likely was toast with only a paladin and Valygar left. So that’s it. I tipped my king. Watcha gonna do? I’m glad that you others still have your runs going.
 

Alesia_BH

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Bummer, OrlonKronsteen :(

The SCS Spellhold Irenicus is kind of chaotic. Sometimes it's super-easy; sometimes it's super-hard. There's no shame in falling there.

I typically pre-buff before Lonk, and then convince him to let the inmates out. Fighting him would definitely make life more difficult.
 
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Borco

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Orrin, human archer: Part 1 - Assembling the Team

"It's not a picture of my family - it's the A-team!"

With apologies to Nessa, we smuggled Drepin's antidote potion from Candlekeep inside Orrin's bag, confident that he'll be able to procure a replacement from the local temple. I have a soft spot for them, as this particular potion had been a life saver in a some of my previous runs - getting tagged by the hobgolin elites' poison arrows can result in fairly threatening moments during early stages of the adventure. Apart from that, we bought ourselves studded leather, helmet (note: helmets are not showing due to BG Tweaks Remove Helmet Animation component), shortbow and a stack of arrows from Winthrop and proceeded to discuss our travel arrangements with Gorion.

I didn't have a particular plan regarding the envisaged party composition. All I knew was that we'll be aiming for a balanced team of 6, to be assembled as early on as possible while respecting the basic flow of the main quest. Imoen was a no-brainer - she's our best friend and aspires to become our master trap finder and illusion remover, eventually also picking up crossbow proficiency down the road for Army Scythe. Welcome on board, little sister!
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Old habits die hard. We're just about to relieve Montaron of his Oil of Speed before kicking him and Xzar of the party, as is my custom when playing solo, when it occurred to me that they're potential candidates to fill in our wizard and 2nd warrior vacancies. Our concern here was twofold. First, the referrals that we received from the HR suggested that their ideas and methods were…unsound.
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Although something to ponder upon, it still seemed manageable. More concerning to us was the fact that Xzar is a Necromancer. We might not necessarily agree on the assessment of moral aspects of the profession, though I'm sure we can all agree that the Illusion school is awesome. Blindness, MIs, Blur, Invisibility, Invisibility 10' Radius (if you can find one) and II/Shadow Door are some of the most useful spells in the BG 1 context and any mage is going to have a hard time on the Sword Coast (and beyond) without them. With the rise of Abjuration spells later in the game, the lack of the illusionary protections can partially be mitigated, which is why I personally feel that while Necromancers are the most challenging specialization to being with, it's Transmuters that will typically have to cope with the most painful drawbacks of their opposing school from SoA onwards.

But what other options did we have? We love Dynaheir, however we didn't need another ranger in the group, so that's a pass. Edwin? He's a cheat. Xan? Well, I had a suspicion that we might need to onboard Ajantis and having to cope with both of them would certainly drive the remainder of the party nuts. Uncle Qualye could be an option, but since I'm not running the BG Tweaks component that relocates some of these NPCs into more convenient location, he's just too far in the future. And so, despite our reservations, we left for the Coast Way as a party of four.
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That there's strength strategic advantage in numbers was already proven against the belt ogre whom was shot down by Orrin and Imoen, while Montaron played the bait.
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Our halfling companion insisted on splitting the loot. Arguing that he should be able to pick first, as it was his neck on the line, he set his eyes on of the belts…
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Xzar calls her Montarona and she's a lovely halfling lass, putting aside the raspy voice and foul language. But she's also deadly, as this bandit in Larswood could testify.
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That's right, we decided to avoid the most direct route to the Friendly Arm Inn to minimize the chances of further surprises and traverse through Larswood and Peldvale instead. Avoiding unnecessary confrontation apart from that lone bandit, we only interfered on behalf of Viconia, whom we happily introduced into the party after dealing with the Flaming Fist enforcer.
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This is great news, since we love single class priests (Alena is not an exception)! Viconia's going to be the spine of our group, taking up multiple roles such as the disabler (Command, Hold Person, Silence, Rigid Thinking), the protector (Remove Fear, Chant, Remove Paralysis, Defensive Harmony etc.), the scout (Sanctuary) or the summoner (Animate Dead).

When the five of us have finally reached FAI from the east, we're ready to face Tarnesh. Protected by Remove Fear, we used Hide in Shadows to position Montarona and Orrin closer to our would be assailant to mitigate the threat via Sleep, while the rest to the party initiated the conversation. Even though Tarnesh's Mirror Images saved him from a backstab, he was still unable to withstand the full round of attacks while Commanded unconscious by Viconia.
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When we finally meet Khalid and Jaheira, Orrin politely refuses their offer to join us as we don't have the room in our current party to accommodate both of them. Jaheira is kind enough to give us her Potion of Invisibility and we also purchase weapons and ammunition for our slingers Montarona and Viconia. Xzar is now rocking the Ring of Wizardry, while the RoP +1 obtained at Coast Way is with our protagonist.

Orrin, our spider exterminator extraordinaire, promised to Landrin to resolve her predicament and we also retrieved Joia's ring from the hobgoblins.
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After that, we proceeded north. Some of you might already know what this is about. We're looking to fill in that sixth slot in our party and we needed a warrior. We received compelling CVs from Kagain, Shar-Teel and Kivan, but ultimately and with a heavy heart, decided to give the job to Ajantis. I mean I disdain him so much that I can't even recall how many years passed since the last time I actually had him on board. And given that this run is supposed to be something new, he's bound to be a part of it, whether I like it or not. Call it positive discrimination if you will.

So there we are, a totally incoherent bunch of personalities bound to suffer from infighting and misaligned interests, with insanity as our omnipresent seventh companion.

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Regards,

B.
 
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Alesia_BH

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With the rise of Abjuration spells later in the game, the lack of the illusionary protections can partially be mitigated, which is why I personally feel that while Necromancers are the most challenging specialization to being with, it's Transmuters that we'll typically have to cope with the most painful drawbacks of their opposing school from SoA onwards.
Agreed. I ran a Transmuter in the Ascension solo challenge many years ago, nudged by a friend and forumite, Potty1. That was before the nerfing of Polymorph Self so it wasn't terrible early on. It did get rough later.

We suffered our first reload in Spellhold, against a lich. From then on reloads were semi-frequent, with moderately bizarre moves occasionally required. She defeated the Ravager, for example, by switching to Greater Wolfwere form, removing her claws by casting over them, and ultimately chucking sling bullets at it. The regen was enough to keep her safe from bone blades.

The Throne battles were dicey, as you might imagine. I basically had to turn her into a potion chugging warrior-pretend, occasionally aided by kamikaze PIs. With smarter scripts it would have been much harder. I could see myself trying a Transmuter in my current install, but not as a no reload. I don't have that kind of patience. I'd prefer something easy, like a Beastmaster, thank you very much.

A Necromancer would be hard, too, at least in the endgame. Without PI you'd run out of spells and end up chucking sling bullets, like a Transmuter. At least you'd have ProMW, though.
 
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Alesia_BH

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Nice work so far, Borco! I like that you're assembling the party early and taking on storyline challenges, like Tarnesh, as they come. I've been pretty cowardly in my run.

I kind of wish I had played around with a party a bit to get comfortable before my run.

Anyhoo, keep it up!
 
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Alesia_BH

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Alena, Halfling Priest of Lathander, Canon Party Run: Mencar & Co

With Aerie now at peace, we turned our attention to our party's greatest challenge: poverty. Seriously, we're broke.

I'm not entirely sure how or why. Scratch that, I am entirely sure. We've been hording weapons with unusual properties like this is a solo run, but also equipping a full party. Then there have been the big ticket purchases, like Vecna, along with the scrolls- so many scrolls. As of our last session we had 300G. Not enough.

We looked around for investment opportunities. There were none. Jobs? That was a no-go, too. The only way to make money was to kill people with nice things. It sounds cold, I know, but we're killing people with bad attitudes so it's ok. Right? Right?

Let's table that discussion. For now we're killing Mencar and Co.

Since the room virtually screamed ToD-Gas Chamber, we proceed with that plan.
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This time we worked in a few fineries to make it extra murdery. Now anyone who tries to sneak by Aerie gets a Harm from Jaheira or Alena under Holy Power. Next time we'll work in Alena's Blade Barrier. I'm pretty sure she'll be able to stand behind Aerie while still reaching enemies in front of her. The summons in this battle were superfluous and, frankly, a pain in the tuckus. We had wanted them to stand still, astride the ToD, so they'd draw the aggro of anyone attempting to sneak by. They refused. Since the can't stay back and wait their turn, they're not invited to the party next time.
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Minsc suffered an injury once again by getting too close. It's hard to keep him away when he thinks Aerie is in danger. Faerun to Minsc: Aerie is never in danger. Boo should have told you that by now.
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Down goes Amon. Nalia and the ToD enter the fog to finish off Pooky. Stand back, Minsc. For justice. It's not cool that Aerie has to heal you after every fight.
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Best,

A.
 

WiseGrimwald

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@OrlonKronsteen

Sorry about your loss. Meanwhile Strongheart's run continues to be "eventful." Not knowing what to expect is certainly a challenge. With fore-knowledge this battle would have been much easier.

Journal of Strongheart

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I believe that what did the damage was arrows of detonation. Fortunately in Cloakwood we had bought a scroll that enabled us to raise Nick. We spent some time getting ourselves healthy again.

EDIT


The battle against Davaeorn was trivial. We sent two buffed skeletons against him, and they beat him easily.

Dorn joined us for fighting his arch-enemy. Again the fight was easy. We dropped him off and picked up Jet-Laya. We found her sister who had become a banshee.

With true sight and protection from evil the battle was not hard. [Much easier than when I played it in Tutu as was the dragon near Nashkel. I haven't played this mod for at least a decade so my memory may be faulty.]

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EDIT

The run came to an end at Castle Daethmarc.

We were badly hurt by skeleton Lords casting Lightning Bolts. Then a vampiress cast fear and only I was left to fight. Even though I had cast true sight, most of the time she was invisible. She had also cast weakening spells on me. We were both at near death when I finally succumbed.

At that castle you definitely need to know what is coming next. I am surprised that we lasted as long as we did.

I believe that we were almost at the end of that quest.

A most enjoyable run due largely BECAUSE I had no idea what was coming next.
 
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Alesia_BH

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Alena, Halfling Priest of Lathander, Canon Party Run: The Planar Sphere, Part 1: The Hungry, Hungry Halflings

I'm going to regret this. Maybe? I think? I'm not sure. We'll see I guess.

I've always feared the lock in quests. There's something comforting about knowing you can run back to the Flagons if things go flooey. In the Planar Sphere and Planar Prison quests that's not an option. It's scary.

My discomfort is even greater now with the v35 scripts. Not only are we trapped, but I don't know what to expect. This could go sideways, for sure.

My anxiety aside, I'm pleased to report that Alena's team has cleared their first hurdle in the Planar Sphere: the Hungry, Hungry Halflings. And while we can't celebrate with a round of spiced wine, Alena is pleased. She's one step closer to freedom and one step closer to Imoen.

We started the quest by barging in on Valygar. We added him to the team, walked by alopecia Santa Claus here, and entered the Corthala family fun zone.
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With Remove Curse on hand, clay golems are far less scary, but they still deserve respect. Aerie and Nalia took care of this one with Fleshy and Melf's.
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"My honor is my life," that's the oath of the Solamanic Knight. So why does this crew hide under the table while the hungry, hungry halflings are on the rampage? Yes, they've been having a bad day, but still: it's not super honorable to let a bounty hunter solve your problems.
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Yoshimo's traps sufficed to take down two of the three opening warriors. The last one was stubborn enough that we had to lead him to Minsc. I should probably give Yoshi Aerie's Bracers of AC 3 when she's not using them.
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Time for the main event. Since the call for help ranges are large in v35, we didn't try to separate the front line warriors. Instead we took our buffs and charged in. We didn't slow down for the warriors because we wanted to maximize our buff time while facing Kayardi.
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As is our practice in mage fights, Aerie and Nalia led the way. The party will join them once the Remove threat is neutralized. We used our standard Nalia: Death Fog, Aerie: Secret Word opening.
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In round two we typically go Nalia: Spell Thrust, Aerie: Breach. Nalia was able to target her Spell Thrust but Kayardi shrewdly pulled back to evade both Nalia's Death Fog and Aerie's incoming Breach.
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Mogadish clears the Death Fog with a Zone of Sweet Air. Kayardi returns with a Contingencied GoI. Nice move, but we're ready for it. Nalia has a Secret Word locked and loaded in her book. She even skipped her emergency Stoneskin for it. That hold effect on the Halfling near Aerie is from a Special Snare. The rest of the party hangs back, wary of Remove.
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The Abjuration battle continues. Kayardi, at a spell equivalent action deficit, and a round behind due to Nalia's Death Fog, is on his heels. Nalia and Aerie go Secret Word and Breach respectively. We're playing our hand well, but so is Kayardi.
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Aerie's Breach lands but Nalia's Secret Word won't come out. She's caught in one of those infinite casting animation loops. Damn! We were counting on that Secret Word. We went all Abjuration at 5, so that GoI is a problem. Still, we have Melf's and Kayardi's combat protections are gone. Maybe we can finish this, but we better get Minsc up here in case Kayardi goes ProMW. The downside of Melf's is you can't switch to unenchanted ammo on call. It's a pity our wand of the heavens is in Alena's inventory, not Aerie's. Flame Strike is the only damage spell we have that can get over a GoI. Note that Kayardi has landed a Secret Word on Nalia. If she had two L6s she'd have a Spell Deflection in place to catch that, protecting her Spell Immunities. Nalia and Aerie will continue to be vulnerable until they have Spell Shield and Spell Deflection.
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Predictably, Kayardi goes ProMW. Where the hell is Minsc? The one time we want you near Aerie: the one time!
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Kayardi pulls a sequencer. Shield, Stoneskin, MSD is a nice one. We had prepared for something like that, with a second Spell Thrust in Aerie's book, but since we were cheated out of our Secret Word, leaving that GoI in place, Kayardi will die with dignity, falling to darts of stunning instead of being beaten at his own game.
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Kayardi finally gets an offensive spell off. It's a Death Fog. That's no threat to Aerie and Nalia, both running ProAcid, but it will nick Minsc, who's finally arrived. Nalia's damage is a downstream consequence of the Secret Word debacle. That Secret Word crowded out Nalia's emergency Stoneskin. Had it landed that would have been the right call. Kayardi would have died, allowing Nalia to pull back while the party, now safe from Remove, charged forward. Instead Nalia took some damage while chucking her darts off stunning at Kayardi. Had we anticipated this possibility we would have given Nalia Shield + Boots of Avoidance + Cloak of Displacement. I shouldn't have assumed that we'd neutralize the Remove threat before arrows could work through Nalia's illusions and Stoneskins. ProNM would have been an option, too, but we couldn't spare the L3. We needed that last slot for Haste, as an emergency counter to Slow, and or to buff the party in the endgame.
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With Kayardi stunned and now poisoned by Nalia's darts, the party could join the fray, if only that Death Fog weren't there. Aerie's third Holy Smite should have been a Zone of Sweet Air instead. If it had been, the party would be here right now and Nalia, having deployed her Web x 2 sequencer would be out of harms way. Sorry, Nalia, I really screwed things up for you in this fight and we haven't even talked about my lazy decision to skip your Contingency. Kudos to you for still being the hero of this fight.
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The party could come forward or Aerie, Nalia and Minsc could pull back. We chose the latter since only one person, Minsc, would be hurt. Also, an aerial servant, immune to Web, is on the way. Might as well pull him through the Death Fog and to Yoshi's traps.
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The coast is clear. Time to reunite the party and hand out some beets.
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Forward to the Web. Togan makes a save. Alena goes Defensive Harmony, while Nalia forces him to save again, via darts of stunning. He fails. This is over kill. Togan is not that dangerous, not on his own.
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We'd tell you to go for the eyes, Boo, but that last enemy is a mordy sword. Aerie can handle this.
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An acceptable performance for our first battle in the Sphere. I give it something in the B range. I’m not expecting many A’s in this run.

Best,

A.
 
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WiseGrimwald

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Journal of Shank

When I was given instructions to eliminate Mel Moonflower I was told not to try and fight her as I would surely lose the battle. Instead I was to steal her Moonsword and just let her die as a result of being parted from her sword. I was quite willing to do just that until I saw the Mithril Plate Armour and decided to done that first and THEN take the Moonblade. Unfortunately Mel interrupted me before I could make a sharp exit.

Journal of Mel Moonflower

It was purely by chance that I interrupted Shank in the process of stealing my Moonblade and also that there was another weapon available in my room. He wasn't much of a fighter to I easily bested him. Of course it helped that he couldn't use my Moonblade.

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I dropped Imoen off at Beregost.

[Of course having a Moonblade at the start will make the start of the game easier, but not for long. It is an intrinsic part of the character who is of the famous Moonflower family but who is trying to keep that secret for safety reasons.]
 

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