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

Alesia_BH

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Correct! I'm thinking about putting the Reflex effect back on to make it easier to assess what's going in the heat of the battle, keeping only the removal of blur effect from the Claw and Cloak of Displacement.
I'd definitely want The Reflex effect in place. That's an item where you really want a clear visual signal- especially in the late game with Illasera on the field. There will be moments when you'll want to swap The Reflex for Harmony, like when Sendai casts Implosion. You'll typically want to switch back to The Reflex ASAP to protect your buffs from Illasera. It's easy to forget, though. The shimmering disc has saved me more than once.
 

Borco

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Iona, Human Illusionist: Introduction

Ok everyone, I'm pleased to introduce you to my new character and a successor to the late Alagar - Iona.

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Game version: BGEE 2.6.6.0 (no SoD)

Difficulty: Insane

Mods: SCS (v34.3) with all tactical and AI components; BG Tweaks (cosmetic changes)

Modified SCS components: Giant Spiders (Tactical)

Iona's an illusionist, because illusionists are straight up cool. While there's not that much going on in terms of Illusion school save penalties beyond L1-L2, the loss of Necromancy spells is an acceptable price to pay for being a specialist. They're the most nimble mages out there (note the 16 DEX requirement), complementing their spellcasting with fluidity and precision of their movement, which inevitably becomes equally important in the adventuring profession when even a small misstep can mean the difference between life and death.

We, as players and no-reloaders, often employ various tricks to overcome the obstacles that we're facing. A slight of hand here, a feint there - sometimes the most efficient course of action is not to wipe out the enemies in direct combat, but rather to confuse them, outsmart them, or avoid them altogether. And illusionists are perfectly suited to do just that.

To briefly illustrate Iona's early game playbook, I'll give the example of how she's handled the assassination attempt in the Red Sheaf in Beregost at level 2:

As soon as Karlat declares his intentions, Iona quickly moves out his sight and looses him in the general commotion of the inn by blending in with the other patrons.
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She knows that the dwarf will now keep guard near the only exit and that her simple ruse will not last for long. She has to act. By casting her Reflected Image, there are suddenly two Ionas to chose from.
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Iona was all like:
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Visibility puzzled, Karlat hesitates for a moment, but his resolve to finish the job is stronger. Eager to be done with it as quickly as possible, he even quaffs the valuable Oil of Speed.
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Facing a hasted fighter means serious trouble for any low level mage, although Iona's Shield and Reflected Image can provide her with slightly more time to do something about it. With a stack of 3 Blindness casts in her book, each carrying -2 save penalty, we're confident that she'll get out of this.
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Karlat fails his first save and that, my friends, is all. Hasted and blinded, he ended up running up and down the pub, crashing into furniture and spilling drinks while cursing all along. The assembled crowd that mockingly cheered him on seemed well entertained. Iona finished her glass at the bar and decided to spend the rest of the night in the Burning Wizard instead.
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By the way, that Oil of Speed must have cost a fortune given how rare these are throughout the Sword Coast nowadays. I'd hate to be explaining that to my employers if I were in Karlat's shoes like "The target has escaped. And by the way, do you remember that potion you have given me to ensure it doesn't happen? Well, I've wasted it and got blind-drunk. Sorry. It won't happen again."

Regards,

B.
 
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Alesia_BH

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Quick Note on Alastria’s Game:

Alastria has escaped the Underdark. She’s now substantially over-powered for SoA. Nonetheless, there are still significant hurdles ahead for a mage without Abjuration spells. I’m hopeful that she’ll make it through the encounters to come, but I fear whatever first pass strategies I conjure may fail. Some of the upcoming fights may require a bit of experimentation. We’ll see.

I do think an SoA success is in Alastria’s future. I’m just not sure how far off that future is.

Now that Iona is in the mix, I’m tempted to restart Alastria in BG1. With her BG2 re-load eligible doppelgänger still active, though, that would feel a bit too much like a parallel save approach, something I’ve always eschewed. For now I think I’ll continue to play Alastria off thread, and cheer on Iona. If Iona would prefer some company, I could be swayed though.

Best,

A.
 

Borco

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@Alesia_BH It's great to hear that Alastria's making such progress! Good luck with Bodhi and the rest of SoA!

And don't worry about Iona in case you decide to keep Alastria behind the scenes for now. Although she'd of course be happy to see a friend in the thread, she's not all alone out there - in fact, she's got a pretty fierce company :)!
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Alesia_BH

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I think he had a worse time over in Alastria's game.

First she turned him into a squirrel. Then she tried to charisma drain him to death with Contagion.
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I expected this to work because Contagion supposedly stacks and has an unlimited duration. But after days and nights of rapid fire Contagions under Improved Alacrity, he just wouldn't die. Maybe the squirrel form has protection against stat modification. I'm not sure. The good news is that squirrel Rasaad was stricken with a foul disease over and over again over the course of about a week.
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Eventually Alastria decided to put him out of his misery. First she paralyzed him.
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Then she mashed him into an unrecognizable goo with her iron golem fists. I feel like an iron golem could really pancake a squirrel- especially if the squirrel were immobilized first, insuring pinpoint aim.
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Borco

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Iona, Human Illusionist: Part 1

First of all, I apologize for omitting some important information in the original introductory post. I have now edited it to at least include the install details.

I'll also note that Iona's starting spells were Find Familiar, Shield, and Blindness as the mandatory illusion school pick. Her familiar is a she-ferret named Uki - she's fast and cunning, and she's super cute.
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Iona's first real encounter involved the belt ogre. Her opening Blindness turned out to be a mixed blessing, considering that it resulted in this frantic chase of the ogre around the entire area. That obviously didn't go unnoticed by some of its other (smaller but equally aggressive) residents.
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We picked up the rings and decided to recycle Alagar's idea of recruiting Viconia in order to be able to access FAI at L1. The Flaming Fist Mercenary was overwhelmed with Blindness and Commands, while Iona's darts, Viconia's mace, and Uki's claws and teeth took care of the damage.
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And no, I don't believe that standing up to Viccy would be inconsistent with Iona's LN alignment, at least not the way I understand it (though its in-game description, with which I have maybe even bigger issues that with that of CN, may suggest otherwise). On the contrary, allowing such court martial execution is something that would be in direct opposition to the social contract in the eyes of my LN characters.

With Viconia on board, we breezed through Tarnesh thanks to Remove Fear and two Commands, although those otherwise completely useless guards stole our kill.
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Once again following Alagar's playbook, Iona made three donations to the temple before parting ways with Viconia. In order to defeat Joia's hobgoblins, we deployed our basic early game strategy revolving around Blindness, darts, and Uki's speed. Iona's familiar does a great job in distracting melee enemies, thus providing us the space for casting spells and flinging darts. Moreover, with the right conditions, Uki can also chip in with a backstab or two.
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At reputation 14, we departed for Beregost, where we had a friendly chart with Marl and couriered Firebeard's book. While at Feldepost's, we also purchased the Reflected Image scroll there.

Moving on further south, the two ogrillions were in for a nasty surprise when our ferret feasted on their blind eyes.
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Reflected Image, Blindness, darts, and a Wand of Magic Missiles charge obtained us the Boots of Stealth.
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Using the scrolls left behind by Tarnesh, Iona had successfully scribed Burning Hands and Magic Missile into her book. Now at level 2, with more slots to spare, she could start incorporating those into her repertoire. I've never been a Burning Hands fan, but I'm starting to appreciate its AoE and damage potential for L1 spell. While Iona will never be as good with the spell as Alastria, she'll certainly find some use for it.
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Here we can see Iona doing some test work in Nashkel for her anti-coup de grâce on Rasaad in the future.
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By selling the ankegh plate, we were able to fund our first visit to the High Hedge and run a limited spell scribing session consisting of memorizing the guaranteed Illusion school spells (Invisibility, Mirror Image, Spook) and couple of disposable L1s (Sleep, Charm Person, Friends, ProPetrification, ProEvil) without any INT buffs. The only spell that didn't go through was ProEvil, but we'll get that later on.

While there, Iona collected the skull for the Antichickenator and retrieved Perdue's sword.
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Our Wand of Sleep featured prominently also against Melicamp's eternal nemesis and Zargal, although the latter's day was also spiced up a bit with Charm Person. Unfortunately, the ghoul that sometimes spawns north of the hobgoblins only showed up after the battle and so we couldn't feed the charmed Zargal to him.
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Back in Beregost, the Red Wizard became the first victim of Iona's brand new Deafness spell.
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Borco

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Iona, Human Illusionist: Part 1 - continued

Moving on to Mutamin's Garden, Korax and Iona's petrification-immune familiar made a splendid duo against the basilisks. We even managed to drop an MMM scroll from one of the greater basilisks, which will come in handy later on.
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We then allowed Korax to ''backstab'' Mutamin by attacking from Invisibility.
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Well, well, well, that's the second successful Antichickenator in a row. Give me a third one and I'll consider hitting Atlantic City right away.
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Following the XP bonanza via the basilisks, Iona now had access to L3 spells, but had no actual spells in her book to populate the slots with. That brought us to the second scribing session of the run, this time under Potion of Genius and Potion of Mind Focusing purchased from the FAI temple, including Chromatic Orb, ProEvil, Glitterdust, Stinking Cloud, Detect Invisibility, Resist Fear, Strength, Luck, MMMs, ProCold, ProFire, MSD, Flame Arrow, and Hold Person.
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We finished the session but testing some of our new spells against Greywolf. Iona buffed with Shield, ProEvil (I believe that Greywolf may be neutral in which case this might be obsolete), MI, and Luck, waited for the bounty hunter to show up, and disabled him with her opening Hold Person.
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I'll admit that this last bit is highly questionable from RP perspective in Iona's, but we were indeed in a grave need of funds ahead of her trip to Ulgoth's Beard and this was too good of an opportunity to pass.

Regards,

B.
 

Alesia_BH

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Quick Note on Alastria's Game: Another Sample Battle Plan

Alastria is by now a powerful archmage, capable of blasting most foes into oblivion. Nonetheless, I've made a point of continuing to emphasize the Alteration school in her battle plans. Here we see Alastria in the North Forest, making full use of her transmutation abilities. Mind you, she could have done all of this with a Wilting chain and a planetar, but what's the fun in that?

Confronting the North Forest party, Alastria opens with Improved Alacrity. Summons ahead run distraction.
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Let's do this. We begin by disabling threats with Power Words. The mage may seem to be operating with impunity, but he caught a Holy Word from the planetar. Alastria does typically have Ruby Ray x 2 and a Power Word available for mages.
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Malison is in place. Let the transformations begin. Alastria's book holds as many Polymorph: Others, Disintegrations and Flesh to Stones as she can fit.
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A multilayer Sphere of Chaos takes the madness up a notch. I'm not sure how that squirrel is chugging extra healers, but ok.
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The mage, the lone survivor of the transmutation phase, falls to a Wilting. Alastria has had an affinity for necromancy spells since her Chill Touch days.
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A greater wyvern approaches. We're back to the Alteration school with Time Stop->Shapechange: Mindflayer
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Alastria's book is now tapped, but she still has a lot of death left in her. Spell Trigger: Tenser's + Improved Haste + Enchanted Weapon
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Pulling this trigger over the mind flayer form makes Alastria a very dangerous melee fighters. 8APR, THACO -3, -5 Int drain per hit, enchanted at +3. Very few creatures in the game stand a chance against her in toe to toe melee.
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Down go the vamps.
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Best,

A.
 

Borco

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Iona, Human Illusionist: Part 2

Hey, hey! I'm behind with posting on Iona's progress, but rest assured that she's well and alive. For now, let's continue from where we left off the last time and briefly cover the build-up for the Nashkel Mines.

Having reached level 6 by the end of the first session, Iona now had access to three L3 spells and that provided us with the means to brave the Durlag's Tower. The two battle horrors beyond the little bridge were dealt with by Blindness + MMMs (our lucky drop from a greater basilisk early on) + Wand of Frost charges + Magic Missiles (spells & wand).
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Inside the tower, Iona's MSD foiled the Dire Charm trap on the altar and the Chromatic Orb trap in the narrow corridor leading to the rooftop.
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Buffed with ProPetrification, she cleared the basilisks with Blindness and a mix of damage dealers including MMMs, Wand of Frost, Magic Missiles, and plain darts. Uki - Iona's petrification-immune ferret - ran the distraction and chipped in with an occasional backstab on the blinded monsters.
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We managed to score a whooping three L3 scrolls as random loot from greater basilisks in total - two of those were irrelevant, since we already had MMMs and we won't be using Dispel Magic, but Slow might certainly come in handy.
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All that chunky XP got Iona to level 7, which marked her graduation as L4 spellcaster. Prior to the run, I had been considering installing the SCS component that turns sequencers and contingencies into special abilities available at the corresponding levels, though eventually I decided against it. To partially compensate Iona for this, she was allowed to "find" a Minor Sequencer scroll in the trapped container with Rashad's Talon. The intention was to provide her with slightly more flexibility and reach in BG1 and I was confident that it should not materially alter her relative power level (as for example early access to Stoneskins would do).
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With that, our time at Durlag's Tower was at an end and Iona traveled north to Ulgoth's Beard. Unlike in the case of the late Alagar, her detour through the ankegh lair turned out to be quite uneventful (note the active Luck spell on top of her MIs for extra safety).
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Tenya was shot down with MMMs without being able to cast a single spell (Iona's MSD took care of the Command threat and she was keeping her aura clear to counter Hold Person with Invisibility if needed).
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At Ulgoth's Beard we purchased Cloak of Displacement, Greenstone Amulet, and most of the available L4 scrolls. Iona then booked a room at the inn and ran a spell scribing session under Potion of Genius + Potion of Mind Focusing to add the following spells into her repertoire: Minor Sequencer, Greater Malison, Improved Invisibility, Emotion: Hopelessness, Ghost Armor, Dire Charm, Dispel Magic, and Slow.
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With MMMs in hand, readied sequencer, access to II, and a Wand of Fire in her quick slot, Iona's starting to look like a grown up mage. Although it's true that she doesn't have a robe yet, but that's because she deems all those available Traveler's/Knave's/Adventurer's robes too bulky and out of fashion and would prefer to wear one from the elemental resistance set instead.
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Our next stop was Meilum and boy he was a pain! The core of Iona's strategy against melee grunts - Blindness - was deemed too risky to use as we didn't want him to start running around and draw the attention of the kobold hordes or, even worse, trigger the Kahrk encounter while we're chasing him. Instead, we stocked up on Hold Person and went to work - here we can see Iona's opening Malison.
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Frustratingly, Meilum made his saves against both of our Hold Person casts despite the debuffed saving throws and we had to shift gears to MMMs and Chromatic Orb.
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What now? We had Darts of Stunning, but using them only made sense with AC penalty via Blindness. To mitigate the risk of his uncontrollable movement outlined above, we decided to close on Meilum to keep him occupied. Normally, the most sensible thing about fighting an opponent carrying one of the best pieces of fighting gear out there would be to avoid it at all costs. However, Iona had one more trick up her sleeve - her MI+Luck sequencer. Since the positive luck modifier ensures that enemies will keep hitting any remaining images instead of the real caster, the Luck spell elevates Iona's illusions one league up by providing her with a faux Absolute Immunity for 3 rounds.
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Our Blindness landed and Meilum eventually fell to Magic Missiles before we could deploy the Darts of Stunning.
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Borco

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Iona, Human Illusionist: Part 2 - continued

Onwards to the Fire Leaf Forest. Zal had to fight his charmed buddy and that very same charmed buddy then fell to Iona's leftover MMMs.
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For Sendai's crew, we buffed with MIs + II and opened with Luck. Sendai then went to take a nap following our Emotion: Hopelessness.
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Her teammates, however, were much more persistent and made all their saves, including against Iona's subsequent Charm Person, Dire Charm, and Hold Person. At least we managed to tag Sendai with poison via Darts of Wounding and finish her off while unconscious.
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Even though we eventually overcame both Alexander and Delgod after slowing the former and blinding the latter, it was not without an injury.
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On the contrary, Caldo and Krumm came down quietly - the winning recipe here was Shield + ProEvil + MIs + 2x Charm Person. Krumm even assisted us with the dire wolf guarding the cavern entrance.
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Gnarl and Hairtooth got hopelessly emotional (or emotionally hopeless, whichever you prefer) and had to be fixed with MMMs.
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While the flesh golems in the Black Alaric's Cave did not show any signs of being emotional at all, MMMs worked equally fine for them (note that the traps inside the cave were foiled with MSD).
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We wrapped up the session by purchasing the Claw and some miscellaneous consumables from the High Hedge - Iona was now ready for the mines, with only 645 XP away from level 8.

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Regards,

B.
 
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Borco

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Iona, Human Illusionist: Part 3

Using MIs to foil the two traps at the bridge, Iona made her way through Nashkel Mines under Invisibility.
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Wearing the Girdle of Bluntness and buffed with ProUndead, Shield, ProEvil, and II, she approached Mulahey and triggered her MI+Luck sequencer. Apparently, sequencers (even defensive ones such as this) break invisibility, so the battle was on slightly earlier than we had anticipated.
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Iona showered Mulahey with an opening salvo of MMMs and tagged him with Deafness as soon as her aura cleared, albeit unsuccessfully.
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With Mulahey at close range, Iona shifted her focus on the kobolds in the back of the room, killing three of them with her remaining MMMs. Our subsequent Blindness on Mulahey landed, forcing him to counter with Cure Disease in the next round.
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That gave Iona enough time to tap her Wand of Fire.
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After finishing the panicking priest with MMs, Iona collected the loot and the evidence and escaped the mines under Invisibility.
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It was Nimbul time in Nashkel! Iona's task here was twofold - to eliminate with Nimbul without resorting to using the Wand of Monster Summoning (which we recently obtained from the tombs) and to eliminate Rasaad before he could ruin our day with his annoying post-combat dialogue. She did well on both fronts!

Here we can see Iona at the beginning of the fight - she's running Shield, Resist Fear, ProEvil, MIs, and II, and has just activated her Greenstone Amulet in response to Nimbul's opening enchantment incantation which turned out to be Emotion: Hopelessness.
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In the next round, Nimbul managed to bypass our II with Burning Hands, although the damage here was minimal. Meanwhile, Iona's priority was Rasaad whom she tagged with her Blindness + Deafness sequencer that she had specially prepared for the occasion.
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The assassin went invisible, but Iona remained undisturbed and proceeded according to the plan by deploying Greater Malison.
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Emotion: Hopelessness came next.
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Just in case she couldn't locate Nimbul by the sounds of him snoring, Iona removed his Invisibility with a divination cast.
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She finished Rasaad with Burning Hands, thus completing one of her assignments with full points.
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The first strange occurrence of the day was Nimbul's MI+Invisibility sequencer triggering while he was still unconscious.
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With no means of revealing or targeting him, and with too many innocent bystanders around for deploying standard AoE damage, Iona opted for a Wand of Fire scorcher targeting Rasaad's boots. The first tick of fire damage removed Nimbul's MSD, while the second one was sufficient to finish him.
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Providing his boots as a homing device to Iona's scorcher qualifies as Rasaad's most useful role in all of my runs so far! Thank you, I suppose.

Another weird thing happened right after this - Iona entered the nearby shop (just before the scorcher duration expired) and the log suddenly showed that she killed a commoner with fire damage and lost 10 points of reputation, even though we had made sure there was no one in the way at the time. Iona rushed back outside to investigate and, after a while, managed to find the unfortunate person's body near at the edge of the river. I'm not a forensic expert, but the position of the body doesn't really match the trajectory of Iona's scorcher...

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Have we been framed? I don't know. But please do let Iona know in case you know of any skilled detectives or capable attorneys. She's partially fixed the PR problem through the donations to the Temple of Helm to get back to REP 14, but we'd still like to get to the bottom of what happened.
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Borco

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Iona, Human Illusionist: Part 3 - continued

We concluded the session in Beregost. First, allow me please to showcase the extraordinary abilities of Tranzig, who's posed to become the number one on my list of most annoying enemies of BG1. Since Iona was buffed with Resist Fear and II, there was not much for him to do other than eating our spells - one at a time, starting with Iona's opening Deafness.
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Okay, it seems like we'll need to oil the wheels a bit here. Enter Malison.
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Hold Person (effective save vs. spell penalty -5):
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Slow (effective save vs. spell penalty -8):
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Blindness (effective save vs. spell penalty -6):
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Not sure what spell this was...
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Finally, we managed to get through with Blindness.
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Anyway, if nothing else works, just use MMMs!
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The same was true for Silke, though she did force us to expend one Greenstone Amulet charge to counter her Emotion: Hopelessness.
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By the way, do you remember Karlat from Iona's intro post? We decided to check on him to see whether he's recovered from the humiliating experience several days ago. Back then, the locals did enjoy seeing him running around the pub, so why not give them the pleasure once more?! Iona->Spook.
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Let's not get too fast, sir! Iona->Slow.
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While we didn't believe that he would fall for the same trick again, we tried nevertheless. Iona->Blindness.
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This time we had more, though. Iona->Hold Person.
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We could have left him there, but Iona thought that a coup de grâce would be the more merciful option given what he had go through. Iona->Burning Hands.

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Regards,

B.
 
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Borco

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Iona, Human Illusionist: Part 4

Iona was almost ready for the bandit camp - she had the intel, she had the supplies, and all that she was missing was a professional thief. With that in mind, she returned to the Coast Way to see if Imoen would be willing to accompany her. While her journey was interrupted by Molkar's ambush, she didn't deem them worth the trouble and simply avoided them by remaining invisible.
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Don't you worry Imoen, we'll save one Invisibility cast for your level 1 self as well, just in case we'd run into those amazons before we reach our destination.
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We infiltrated the bandit ranks by persuading Raiken to take us on board, which gave us the time to explore the camp and shoplift some valuables. Assisted by Potion of Thievery + Potion of Perception, Imoen was able to return from her night raid with a Fireball scroll and a Potion of Firebreath, among others.
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Well done, Imoen! Now you just stay in this tent and sit tight - we'll be back for you as soon as it's safe to leave.
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Iona ran a short spell scribing session to memorize Web, Fireball, and Cloudkill (she did it under Potion of Genius + Potion of Mind Focusing given the importance of these three spells), prepared her book, and rested. In the morning, she buffed with 100% fire resistance (green scroll + potion), 100% cold resistance (green scroll + potion), Potion of Fortitude, Potion of Defense, Shield Amulet, Oil of Speed, ProEvil, MIs, and II, and entered the main tent.
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Here we can see her preparing a Dart of Stunning, with Potion of Firebreath at the ready.
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There are some noticeable gaps in Iona's defenses, mainly the lack of Resist Fear (vs Horror) and Greenstone Amulet charge (vs AoE enchantment spells) - we decided to rely primarily on the ProEvil saving throw bonus here, thanks to which Iona's effective save vs. spells score would be 1, plus the plan was to finish Venkt before he could dispel us.

Unfortunately, our opening Dart of Stunning misses its target - in turn, Venkt's MIs trigger and he immediately initiates an abjuration incantation, which could only mean that Remove Magic is on its way. Iona didn't hesitate and responded with her Firebreath.
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Even though Venkt survived the initial damage which got cushioned by his Robe of Fire Resistance, his concentration was broken and the dispel threat was gone. Using the momentum, Iona performed a long loop around the tent, killing most of the enemies with her scorcher.
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Venkt made it through the second tick of the Firebreath damage and had to be taken down with a Fireball, whereas Raemon was finished with a Magic Missile.
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We released Ender Sai, raided the chest under 100% lightning resistance (Boots of Grounding + Potion of Insulation), donned our newly acquired robe, and made for the exit.
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For Taurgosz, a Wand of Paralyzation charge is usually the safest option. Since Iona was still fully buffed at the time, we could afford to lose a round or two and therefore decided to try something much less reliable.
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Does acting as a decoy for a horde of archers qualify as "people skill"? I'm not sure, but Taurgosz played his role splendidly, allowing Iona to focus on deploying her AoE including Web, Wand of Sleep, and Fireball.
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Once her MIs and II expired, Iona activated her MI+Luck sequencer and re-engaged. Taurgosz went hostile in the meantime and so the Wand of Paralyzation did feature in the battle after all.
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Bummer, we wanted to see him executed by his very own firing squad rather than getting our own hands dirty. But never mind, Iona’s dual-wielded daggers made quick work of him.
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With Taurgosz dead, the remaining bandits rallied alongside Ardenor Crush. They made perfect targets for our Fireballs No. 3 and 4 of the day.
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Ardenor was the only one to make it alive from the fiery inferno, albeit barely. Unfortunately for him, Iona had no mercy in her heart that day.
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As soon as the situation was under control, we picked up Imoen from her hiding place and delivered her safely to the Friendly Arm Inn.
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Regards,

B.
 

WiseGrimwald

Habitué
Messages
548
I've decided on a run with two Tieflings, using the same modifiers as those found in the Sirene mod.
They are Ham the Hammer a Dwarven Tiefling Cleric of Helm and Tina the Tiefling an Inquisitor who is a human Tiefling.


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So far they have headed northwards to try to get to Baldur's Gate. However that is not an option so they are now heading southwards after picking up Sirene at the Temple.

They killed enough ankheg shells to be able to buy a decent flail at the temple and are now poor again.
 
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