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

Alesia_BH

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Footnote on Astrid's Game:

I let Astrid retry the final battle in different ways. She can do it with the pools and without Mirroring, or with Mirroring and without the pools. Without the pools or Mirroring would be difficult.

Cheers,

A.
 
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If I weren't sharing my runs publicly, I'd probably play with Spell Revision and Item Revisions, along with an item randomizer.
Personally, I pretty much like SR/IR concept - there are a lot of changes there that I fully support. My main concern with them is their constant changes with literaly every release - as if the authors themselves do not know what they want to achieve. They also fix some inevitable bugs in the process of maintaining the mods (which is great, no doubts) while often introducing a new ones. So in the whole it looks to me as a permanent 'work-in-process'... Which is not that bad by itself but quite confusing nonetheless.

aTweaks are great too, though they aren't maintaning anymore (as far as I'm aware).

And Item Randomiser is a must have for me, along with SCS and Ascension, nowadays. I only skipped it for my Avatars' runs only to keep our setups as similar as possible. For my other playthroughs it's in the top list, that's for sure.
 
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Alesia_BH

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Aurora, Elven Beast Master: Early Adventures



I enjoy the beast master kit. I don't understand why everyone hates it. If you focus on what beast masters can do, rather than what they can't, it's clear that they're fine. Beast masters are fun, too- there are plenty of ways to make the animal skills relevant. And in BG1, at least, they are legitimately powerful: Aule's and bows and stealth and charms, oh my.

I do, nonetheless, have an issue with the beast master kit. It's nigh impossible to capture the Dar vibe. To use a beast master's abilities, you need to be mean to animals. Charming a bear and tossing him into combat is an awful thing to do. Summoning animals to use them as canon fodder is vile as well. If PETA were in the Forgotten Realms, they'd be all over the beast masters case. Dar never got his ferrets killed, and it's a bummer that I need to send wolves to the slaughter to be a beast master. For the purpose of this run, I'm going to assume that Aurora and her animals are the best of friends, that they serve her willingly, like Dar's animals serve him. I'm also going to assume that somehow, someway everyone has a good time. It's bull shit, but where would any of us on this planet be without our bull shit rationalizations? I ask you.

I guess that got a little dark...Whatever. Let's have some fun with our beast master, Aurora. And remember: no animals were harmed in the making of these screenshots.

Aurora started her adventure by summoning her familiar, bringing her elven race limited HP total up to 19. Who but a beast master can have 20hp during their first convo with Winthrop? Beastmasters really do rock in BG1.

With her generous hitpoint total, and the prospect of recruiting allies, Aurora went straight for the belt ogre. Her charmed wolf engaged and then ran distraction while Aurora plinked away.
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After assuaging Marl's grief, and walking literally across the street to get a book for the epically lazy Firebead Elvenhair, Aurora sought out Melicamp. Charming the wolf did not permit dialogue, sadly. It was sent off into the sunset where it was not -I repeat not- murdered with arrows.
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I'm a very chill person in general. I take everything in stride, good or bad. I do, however, get emotionally invested in the anti-chickenator. Nothing sends me to greater heights of joy or depths of despair than Melicamp's roll. The skellie was killed with a quarterstaff smack out of stealth. That was satisfying. That's the closest Aurora will ever come to a backstab.
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What happened next? You guessed it: Melicamp died. My cry of anguish was heard throughout the neighborhood. Know that I weep for thee, Melicamp- weep for thee I do. Someone stop me before this turns into an elegy. Actually, don't stop me. And don't stop yourselves. If you'd like to share elegiac poetry in honor of Melicamp, I'd like that very much. Haiku? Shakespearean sonnet? You choose. Whatever style suits you. Just make this world feel the loss of Melicamp as keenly as I do.

Anyhoo...Aurora was ambushed three times up till this point. In the first two she high tailed it and emerges unscathed. In the third she stood her ground. She had been ambushed by animals, and they could be easily turned against each other. I know this looks like a pit fight, but it's not. The animals are having fun. I promise.
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In runs where I restrict the easter eggs and the basilisk hunt, I head south to Nashkel, and then west to Brage, via the Gnoll Stronghold. The two halberds in the Cloud Peaks fund our first big ticket item, the Wand of Sleep. The Chelsey Crusher was acquired with the aid of a wolf, because that's how we do things now. No more skelton warriors, no more balors: it's wolves and bears and hope.
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Having sold the halbreds and acquired the Wand of Sleep, we doubled back through the Cloud Peaks to take care of Caldo and Krumm. You're absolutely right, Serg. The wake on sleep tweak is a good one. It's kind of ridiculous that these guys are toast just because they took a nap.
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Onward to the gnoll stronghold, and the charisma tome. There aren't any animals in this vicinity so Aurora took on those knucklehead ogrillions solo.
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When you play a beast master, it's good to know what you can charm and what their abilities are. Bats are useless, so you know.
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As are squirrels. They're both too slow to kite, and they Totes McGoats can't fight.
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With our rep at 16, we were able to score a pro undead scroll from Drienne. Aurora put that to use in the Valley of Tombs.
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Stealth and the Wand of Sleep got us to Farmer Brun's expired progeny. And more importantly, honestly, the Darts of Stunning. Speaking of darts, Aurora's first post Keep pip went to darts, because of course it should.
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Since Aurora was close to the Beard, and flush with cash, she filled out her kit: Aule's, Cloak of Displacement, Greenstone Amulet and Darts of Stunning, to complement her already purchased +1 bow and Shield Amulet. We're ready for Greywolf now. We rested a couple times in the hope of scoring a winter wolf. When that failed, we recruited a regular wolf. Our wolf ran distraction while Aurora tossed her Darts of Stunning. The second dart took.
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The wolf got the kill and, happily, Aurora still got the XP.
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Vax and Zal were felled with Darts of Stunning too. No wolf this time.
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Aurora is at level five and her early game inventory is complete. She's ready for the Nashkel Mines. Current character record and inventory below:
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Cheers,

A.
 
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Alesia_BH

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Aurora, Elven Beast Master: The Nashkel Mines to Bandit Camp



Aurora is alike to Dar, but she has a Curupira streak in her too. Aurora abhors the exploitation of nature, and would gladly lead an animal uprising, if such a thing would lead to change. I like to think of her as a descendent of both Dar and Curupira. May she be a credit to both of her ancestors.

Aurora's rejection of metal weapons is a principled decision. Mines lead to the destruction and exploitation of nature. One can not reject that exploitation and destruction while embracing the products that depend on it. Aurora is not limited to wooden weapons. She is empowered to live by her principles.

And so Aurora didn't aid the village of Nashkel to get their mines working again. She did it to learn, in the hope of someday striking a blow against the iron industry. Iron escalates conflict between the races while undermining the ecology that they all depend on. Iron isn't the solution, it's the problem.

In light of our recent discussion of traps in the Nashkel Mines @m7600 , I'll show, in detail, how they can be navigated by a solo non-thief. If you'd prefer not to know, with the intent of remaining meta-light, please do skip the next three screenshots and the associated descriptions.

Traps along the route to Mulahey are found in two places: on the bridge over the chasm in the middle of level 3, and near the exit to level 4. The traps on the bridge are arrow traps. There are two of them. Seeking to separate trap damage from enemy attacks, Aurora triggered the traps under stealth. They did a total of 19 damage between them. After taking the damage, Aurora pulled back out of sight of the kobolds, where she healed the damage. She then returned to the shadows and moved on.
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Stealth got Aurora through the mass of kolbods heading into level 3's final area.
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The remaining traps on level 3 are near the exit. If you hug the southern wall and follow its curvature to the exit you can evade the traps.
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Ok. No more trap spoilers, @m7600. Just combat spoilers from here on out, lol.

Like most of my characters, Aurora dispatched the kobolds just outside of Mulahey's lair to facilitate buffing. The Wand of Sleep was the MVP here.
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Across runs, I go back and forth on allowing ambush attacks on blue circled foes. The game world operates under the assumption that you'll initiate dialogue, and the fights are constructed around that assumption. At the same time, it's painfully implausible that, say, an assassin, would walk up and introduce herself. It's a problem. I'm not the only one who feels this conflict. Shortly before the Reddit closure, there was a thread about this very subject. Is attacking blue circled foes an exploit, or it is role playing? Interestingly, the majority of respondents called it role playing.

I strike a middle ground. Is it role playing? Yes, it can be. Is it an exploit? Yes, it is. A tactic can be both at the same time. I resolve this conflict by switching between runs. My roguish characters are allowed ambush attacks. It suits them from a RP standpoint, and these characters, by nature, don't play fair. My more chivalrous characters, in contrast, are not allowed ambush attacks. It doesn't suit them from a RP standpoint, and there's no logic in sacrificing fair play. Aurora is not a rogue, and while she appreciates the value of stealth, she doesn't have strong roguish leanings. She will not be allowed to ambush blue circled foes, although she may do so once or twice for flavor. She is, after all, a master of stealth and a cunning warrior. It would make sense for her to leverage that skill set at some point.

In Mulahey's case, Aurora revealed herself. Her buffs here were Potion of Fire Resistance, Potion of Stone Giant Strength, Shield Amulet and Greenstone Amulet.
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An early but post buff thwack from Aule's put Mulahey on the defensive. A One Gift Lost charge and a follow up melee blow finished him. A smooth victory, for our beast master.
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Nimbul was overcome with the aid of the Amnish army. We used a Greenstone Amulet charge here.
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Tranzig was killed with arrows, under Greenstone Amulet. Aurora did charm a worg summoned by Tranzig but I don't have a screenshot of that. Aurora did take some damage here. She was never in danger, though.
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The Molkar ambush was Aurora's first legitimate challenge. In some runs you get luck, in some runs you don't. Aurora has fared well so far, but she has, objectively speaking, been insanely unlucky in this run. She's been getting terrible rolls. Her opponents have been getting excellent ones. Her opponents have been getting great potions, too. They always seem to have the right bottle on hand, as if they know what I'm planning. In this case, it was an Oil of Speed from Marvin that threw Aurora off her game. The best counter to an Oil of Speed is an Oil of Speed. Aurora does not have one to spare. We opened with a Greenstone Amulet charge and prepared for a length fight.
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The Morvin problem appeared to be solved by a Dart of Stunning, but a Remove Paralysis from Drakar got him up and running again.
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With Marvin giving us serious grief, One Gift Lost was the only solution. Aurora quaffed a Potion of Fire Resistance and bombed away, using three charges. With her enemies softened, she finished in melee.
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Since we were running low of healing potions and Dart of Stunning, we took a trip to Ulgoth's Beard. Suffering for lack of animal companionship, Aurora charmed a chicken. I highly recommend this move, simply because you get to see cluck caw bucbuc becaw in the battle record. It's worth it, and if you don't believe me, check out how majestic this is:
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The Amazonians arrived soon after. They, like Molkar et al, gave Aurora grief. We've been getting rolls like this all run long: Aurora 5, Telka 19.
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A Greenstone Amulet charge kept Aurora safe at first, but the Amazonians wisely withheld their disablers this time, unlike in prior fights, forcing Aurora to consume another charge. It's a good thing Aurora activated on "cupio," otherwise I'd be posting on another character right now.
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Aurora whittled down the thieves, but again the clerics cagely withheld their disablers until Aurora's Greenstone Amulet expired. Seeking to save charges, Aurora used a recently looted Potion of Magic Blocking to finish the fight.
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We appeared to be on the verge of victory, until Zeela quaffed a Potion of Superior Healing. And no: that's not a typo. The enemy potion quaffs in this run have been brutal.
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But you can't keep a good beast master down, can you? Not in BG1, at least.
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I always fight the Larswood and Peldvale bandits, mostly for flavor. Aurora killed the black talon elites using opening Aule's strikes from stealth, followed by arrows. With her Boots of Avoidance and Cloak of Displacement bringing the black talons into crit only range, Antipode was the best choice for the belt slot.
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Finally, Raiken's crew. We opened with a Dart of Stunning on Raiken. It took.
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Aule's and the Wand of Sleep did the rest.
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I'll post on Bandit Camp soon.

Cheers,

A.
 
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Alesia_BH

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Aurora, Elven Beast Master: Bandit Camp

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The attentive reader will notice a small but significant change to Aurora's inventory.
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Did you catch it? If not, try again...

That's right, intrepid friends: Aurora now has a ferret familiar. This is a shoutout to Dar, and his ferret familiars, which can be seen here:
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To be honest, I hope Aurora's ferret proves to be less pervy than those voyeuristic little weirdos. The second one even licked his lips. I do not approve.

You all should definitely approve of the shift to a ferret familiar. It's more authentic for a beast master. More importantly, there are far more gifs and meme for ferrets than fairy dragons. In fact, I found exactly one cool fairy dragon gif. I think the thing to do is use that one right now so we can cover that ground before the transition. Here it is. I don't know what it means but I like it a lot. Watch it to the tune of Quiet Riot's Bang Your Head and you'll see what I see in it. Go ahead. Trust me. It's worth it.
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Right. Well, that's enough foolishness. Let's move onto the combat...

There is one word and one word only for Aurora's raid on the Bandit Camp:
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Smooth indeed. She crushed this like peanuts into Jiff. That shouldn't come as a surprise. All my characters nail this, and Aurora is as strong as any of them.

Aurora took her long duration buffs at the edge of the map. They were Potion of Mind Focusing, Potion of Fire Resistance, Potion of Frost Giant Strength, Potion of Regeneration, Oil of Speed and Shield Amulet. She then hit the shadows and headed into the tent.
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She activated her Greenstone Amulet upon entering the door. That served to break her invisibility, triggering dialogue. Venkt opened with a Chromatic Orb on Aurora. Aurora replied with a Dart of Stunning. Aurora's stun took.
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After firing a few arrows to peel Venkt's Mirror Images, Aurora tossed a Potion of Explosion, and then finished Venkt with Aule's.
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From here on it was a game of rock paper scissors. Staff beats bow, bow beats sword: Aurora beats everyone.
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As my long time readers now, I'm fond of using a Potion of Absorption for Taurgosz. Some may wonder why I don't just pre-buff with it before entering the tent. The issue is that Venkt sometimes casts Blindness, which is best countered with a Potion of Magic Blocking, and Potions of Magic Blocking dispel buffs. It's better to wait until after the fight to use that Potion of Absorption, or else risk losing it. That's exactly what Aurora did here.

Taurgosz has two option. He can use an Oil of Speed, in which case he dies to Darts of Stunning, or he can use a Potion of Freedom, in which case he dies to our Oil of Speed pre-buff. This time he chose to die by Oil of Speed.
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Aurora managed her Wand of Sleep charges far better than Astrid so there was plenty of nap time to go around. There wasn't nearly enough bow pressure here to keep Aurora off Taurgosz's case.
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With the principals gone, we focused on the elites, swooping in with Aule's strikes. Is a Potion of Frost Giant Strength overkill for this fight? It sure looks like it. But the Potion of Frost Giant Strength also grants access to the locked chests, and one of them contains a second Potion of Firebreath. That alone makes the usage worth it.
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Thank you for your service, Wand of Sleep. We'll see you again next run.
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Aurora is off to the Cloakwood.

Cheers,

A.
 
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Urdnot_Wrex

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So I don't quite understand yet how exactly you're handling the various ambushes and encounters with wild animals.
Do you make a difference between "normal" animals and monsters, e.g. normal spiders and sword spiders? How do you handle running into a winter wolf or a normal hostile wolf or bear? Will you charm spiders in the Cloakwood and make them fight each other?
 

Alesia_BH

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Aurora, Elven Beast Master: The Cloakwood
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Before heading into the Cloakwood, Aurora made a crucial purchase: the Sandthief Ring. Evil though they may be, the spiders of the Cloakwood are the forest's immune system. Age after age, they've warded off the infection of civilization, keeping the forest safe from the ventures of man. Aurora had no intention of interfering with their work. She went so far as to submit to their webs, albeit under invisibility.
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A couple posts ago, I said that squirrels are useless. I should have known better. They aided Aurora capably during her raid on the Cloakwood Mine, distracting the guards, allowing Aurora to pass without combat.
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Ah, but squirrels alone couldn't handle Drasus- nor could they cripple this mine. That's what beast masters are for.
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Since Potions of Firebreath cut through Mirror Images, Kysus and Rezdan gained nothing from their buffs.
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Aurora, in contrast, gained much from hers. She went all out here: Protection from Magic, Potion of Cloud Giant Strength, Potion of Mind Focusing, Potion of Stone Form, Potion of Power, Potion of Regeneration, Oil of Speed. And when Drasus closed, Aurora topped off with a Potion of Absorption.
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In the end, Aurora took no damage at all. A clean win.
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Stealth and the Cloak of Non-Detection got us passed Hariesham.
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A Dart of Stunning ended Davaeorn's last protector.
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As for the Master of the Mines, he stood no chance at all. He was dropped unceremoniously by acid arrows. His protectors never made it to the scene.
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Soon the villains were all:
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And the animals were all:
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We're off to Baldur's Gate.

Cheers,

A.
 
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Alesia_BH

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So I don't quite understand yet how exactly you're handling the various ambushes and encounters with wild animals.
Do you make a difference between "normal" animals and monsters, e.g. normal spiders and sword spiders? How do you handle running into a winter wolf or a normal hostile wolf or bear? Will you charm spiders in the Cloakwood and make them fight each other?
Great question!

I'll be handling that on a case by case basis. In the case of the Cloakwood spiders Aurora used Sandthief, as above :)
 
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Alesia_BH

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Aurora, Elven Beast Master: Candlekeep

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Aurora isn't a city girl, so our stay at the Gate was brief. We aided Nadine, did some shopping, grabbed the helm and that was it. Aurora's primary objective in this phase of the adventure was tome scoring. She grabbed three: dex, wisdom and constitution. She would add to that total in the Catacombs.

But first, Aurora had some business to attend to. How do you like my PowerPoint, Rieltar?
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Most of my characters steer clear of Rieltar and his cronies, but chaotic good Aurora, defender of the Cloakwood, had a score to settle with these clowns. Those interested in the buffs can read them off Aurora's portrait. I should clarify, though, that the shield icon stands for both the Shield Amulet and a Potion of Magic Shielding.

The opening of this battle was complicated by the presence of a Priest of Oghma. Once he wandered off, I breathed easier. Still, we did most of the work here with Aule's, seeking to spare the innocent. Plus, fireballs are against library policy, or so I'm told.
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Once Rieltar and his thief were killed, Aurora settled into toe to toe melee with the remaining warriors. A Potion of Absorption handled the morningstar wielder while Aurora beat the slasher to a bloody pulp.
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Aurora took modest damage here, but she was never in danger. She used one healing potion.
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Phase spiders are not animals, they are monsters. And while the phase spiders of the Cloakwood serve a purpose, the ones below the library serve none. They were killed under Protection from Poison. Note the exceptional damage here, thanks to the Violet Potion. A Potion of Freedom handled the web trap. Balista's Passport + Potion of Fire Resistance took care of the fire traps. Boots of Grounding + Potion of Insulation covered lightning. The Shield Amulet, magic missiles. The locks were bashed.
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Now that I understand how basilisks work in PnP, I no longer feel comfortable killing them for experience. They're ambush predators, dependent on the element of surprise. Their XP values reflects the dangers inherent to that surprise element. Stripped of that asset, they should be worth far less experience, 700XP and 1400XP, roughly, instead of 1400XP and 7000XP. The only basilisks I kill these days are those from the waylay encounters. Those kind of sort of capture the PnP feel, so they're fair game in my book.
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Aurora is closing in on the BG1 endgame. Sarevok's days are numbered.

Cheers,

A.
 
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Alesia_BH

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Aurora, Elven Beast Master: The Dukes
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Jerry Seinfeld has a question.
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I was wondering the same thing, Jerry. In earlier editions of SCS, Slythe had a huge stack in PoIs, and was a substantive threat. Now he's an absolute pushover. I always, always, always roll into this encounter expecting a fight, and I'm always, always, always, disappointed. Bring back the PoIs. Bring back the old script. The Slythe encounter should be a hurdle, not a fetch quest. Dart of Stunning-> Aule's.
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And we're Audi 5000.
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To be fair to Slythe and Krystin, Aurora was buffed to stump. She took the majority of her palace buffs pre-Undercellars. We layered in a Potion of Heroism, a Potion of Power and Draw of Holy Might just before the party, kind of like:
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Pro Magic + Arrow of Dispelling + Potion of Cloud Giant Strength wins this fight, pure and simple. And wait, what? Did Liia launch a triple Remove sequencer? This is going to be a rout.
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The mage falls first.
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Followed by the shaman. Aurora is crushing it. Literally.
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Belt and Liia both survived.
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And interestingly, Aurora outperformed Sarevok in their little melee exchange. A sign of things to come, I hope.
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Here's Aurora's hype song heading into the final fight:


Cheers,

A.
 
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Alesia_BH

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Aurora, Elven Beast Master: Sarevok

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And now for the foregone exciting conclusion of Aurora's BG1 run.
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Life is good for bow wielders in BG1. It's even better for bow wielders with a pip in slings. This was my smoothest Sarevok fight in recent memory.

Aurora opened with an Arrows of Dispelling on Sarevok and Tazok.
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She then pounded away with Arrows of Detonation. I usually don't allow my characters to use Arrows of Detonation, but they suit Aurora unusually well, given her portrait, which features arrows and embers. Aurora was tagged with a single acid arrow. Aside from that, she took no damage in this fight.
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Angelo was the first to fall, followed by Semaj.
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Tazok was next. Note that we're using the sling now. Pro Undead for the skeleton warriors.
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So much for that shield from harm, Sarevok...
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Since BG1 is drawing to a close, I should mention that Aurora scored the intelligence tome and third wisdom tome just prior to the endgame. Like all my warriors, Aurora set down the Helm of Balduran before landing the killing blow. I'm a Claw girl, and always will be. And yes, Sarevok: I'm talking about inventory management while covering your kill. I'm afraid that's all you rate, big fella. I'll see you in Hell. No, really: I will.
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I'll import Aurora to SoA soon. I'm looking forward to this run because I'm trying something different, a 75% XP progression nerf. I expect the balancing to work out nicely. We'll see.

Cheers,

A.
 
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Alesia_BH

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Aurora, Elven Beast Master: BG2 Introduction

Amn just got wilder. Aurora has arrived. She's rocking some big numbers now, thanks to her tome bonuses.
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I'm submitting a BG2 specific entry post because I've added a mod for BG2. I also want to document Aurora's character customizations: her ferret familiar, Hanna, and personal item, Call of the Wild.

Proficiencies: Quarterstaves x 2, Shortbows x 1, Darts x 1, Slings x 1, Two Handed Weapon Style x 1, Two Weapon Style x 2

Mods: SCS 34.3, Ascension, G3 Fixpack- Free Action Protects Against Stun, EETweaks- 75% reduction to XP from kills

Difficulty: Insane

Character Customization:

Familiar:
A ferret named Hanna will replace the standard fairy dragon. This is a cosmetic change only. The creature will retain the abilities of the standard fairy dragon.

Personal Item: Call of the Wild

This helm, fashioned from magically hardened bark, was given to Aurora by the hamadryad of the Cloakwood as a reward for dismantling the Iron Throne. It grants a sense of peace and security, in the wilds and elsewhere.

Equipped abilities:
- Protects against critical hits
- Protects against all forms of panic
- 20% Cold Resistance Bonus

Usable by Aurora


That covers it! Wish her luck, everyone!

Cheers,

A.
 
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Alesia_BH

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Aurora, Elven Beast Master: Chateau Irenicus

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I'm not an ambitious person. I have one and only one goal in this life: To finally, finally, finally get the fracking Chateau right.

There's something about this place that turns me into a stumbling, bumbling newbie. Maybe it's the trauma of those first runs? Or maybe it's because I can't wait to leave this psychopath theme park: Its Neverland Ranch meets Spawn Ranch and it's a big, no thank you.

There were some bright spots in the Chateau. We got to see Hanna- complete with her custom avatar and name. Welcome to the team, Hanna!
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And we got to kill some mephits. Aurora drew this one out so Imoen could swoop in with a backstab. 12HP huh, Imoen? Yeah...You're, like, getting better, I guess...
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You'll do better next time. Definitely. I have faith...
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So what have we learned? Hanna is awesome, and Imoen's backstabs lead to awkward silences. Looks like Aurora will need to do the killing here.
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Most of the Chateau staff members were bypassed under stealth, the rest were killed with Aurora's Staff Spear. Imoen had her moments, too, just with spells, not daggers. Lightning Bolt in a hallway is always a great move, as long as you're not in the hallway.
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Illyich and friends were spaced out with a Stinking Cloud and killed one by one, just for fun. (Virtual cookie to whoever caught the reference there...)
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And for the record, it wasn't just for fun, it was for the dryads. Don't eat the acorns, Hanna! Just don't.
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By way of thanks, the dryads watched over us while we rested. It felt good to load Animal Summoning I into the book. Aurora is all grown up now.
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In the mephit room we used Yoshimo as cannon fodder once again, only joining the fray as he approached death. Don't look at us, Yoshiomo. You're the one who crit missed again. You have two crit misses in your last three runs. When you miss, you pay. Figure it out.
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I didn't get my act together until Frennedan: Aurora under Strength + Draw on Holy Might, Imoen adding cast and attack strikes with MMs and her bow. This doesn't look stupid, actually.

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It's a small team, but everyone contributed. Even Hanna pitched in with an Invisibility 10" Radius cast, helping the stealth impaired Imoen slip by our final foes.
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Aurora is currently at the Den of Seven Vales. She's a little nervous, and I can't say I blame her. Since my break I've run nothing but halflings, and shorty saves make SoA 10 times easier. Then there's the XP nerf, 75% less XP from kills. Aurora has her work cut out for her. I do, too.


Cheers,

A.
 
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Alesia_BH

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Aurora, Elven Beast Master: Early Adventures in Athkatla

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In my recent runs I've spent a lot of time talking about my defensive potion kit in the early game, only to never mention it again. Some of you may have wondered what I was thinking. Now you know: I was thinking of Aurora. More precisely, I was thinking of characters like Aurora: tall folk, characters without shorty saves.

Since returning from my six year break, all of my characters have been halflings. It wasn't always so. For many years, I only played tall folk, precisely because shorty saves make the game too easy, and therefore less fun. I have a soft spot for halflings, and I do enjoy them, but my favorite characters are tall folk, due to the richer and more challenging game play. Shadows of Amn plays different when you can't just make every save.

The difference between a shorty and a tallie is felt keenly in early-mid SoA. A Claw wearing halfling can navigate the early-mid game with ease. Not so for an elf. An elf needs to choose her destinations carefully- an elf needs to keep her aura clear, and monitor incoming spells. An elf needs to play the game of look, listen and counter. Elves call for a greater level of refinement in play. Elves are, in the end, more fun and satisfying, if you can pull it off.

So: What does a defensive potion collection look like, and why is assembling one a crucial early game goal? A defensive potion collection is a set of potions that allows the player to foil all conceivable spell threats, assuming care is taken to insure that the right counter may be brought into play at the right time. With the right potions on hand, safety is a matter of maintaining distance, keeping your aura clear, and accurately reading incoming spells. Without the right potions on hand, safety is a matter of luck. Shorties and reloaders can skimp on potions. No reloading tall folk can not. Aurora thought of little else in the early game.

As usual, we sought to buy the RoAC before leaving the promenade. Observing the first guild war encounter got us over the top.
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In addition to the RoAC II, we purchased a Potion of Invisibility, a Potion of Freedom, a Potion of Insulation to add to our Oils of Speed, Potions of Extra Healing, Potion of Health and Potion of Firebreath. We can vanish, we can run away, we can counter damage, and we have firepower to get out of a jam. We can also foil Hold or Slow. This isn't comprehensive, but it's more than enough to get us to Roger, where we can fill in the gaps. We just need to raise some gold. Part one of the slaver quest will do nicely.
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After charming the opening winter wolf, Aurora called her summons. It was time for a beast master versus beastmaster showdown.
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Aurora's charms came in handy here, although they were less helpful than I hoped. Aurora's charmed animals reverted to hostile far quicker than they should have . I suspect that a faulty call for help script was to blame. No matter. Our charms still gave us the edge we needed, permitting Aurora is weaken her enemies from a safe distance before closing in melee.
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Astrid, with her Lightning Bolts, fared better in this fight but Aurora did just fine. Roger, here we come.
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At Roger's we added a Potion of Magic Shielding, a Potion of Clarity, a Potion of Stone Giant Strength and a Potion of Fire Resistance. We saw Cragmoon soon after, seeking our economical save buffs, Potions of Stone Form and Potions of Invulnerability. These serve to protect our precious Potion of Magic Shielding. Our collection is now complete, if shallow. We're ready to quest, but we'll still need to chose our battles. Fortunately, Aurora's stealth skills let her do just that: choose. Suna Seni was skipped. Aurora has no use for Arbane anyways.
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We solved the skinner murder, and then took on the graveyard quests. Wellyn and Littleman were reunited.
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Reti was cornered by wolves and then chunked. Note that Aurora had made two key durable purchases by now: The Reflex and the Staff Mace, both key elements of her SoA kit.
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Aurora is off to a solid start. She's ready for Tradement.

Cheers,

A.
 
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Alesia_BH

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Aurora, Elven Beast Master: Trademeet
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Before heading off to Trademeent, Aurora swung by the Graveyard District to pick up the Staff of Curing. I happened to tab highlight in the tomb and found a removable wall panel. Aurora slid the panel aside and found this:
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She was all:
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And I can't say I blame her. It doesn't do anything. You can't interact with it. What is that thing? Any guesses?

Moving on to things I do understand, let's talk about Aurora's personal item: her helm, Call of the Wild. If you spend enough time on BG forums, you'll find two takes on the beast master kit. The majority view is that beast masters are awful, borderline unplayable. Most people who hold this view have never run a beast master, probably because they've read disparaging comments in the past. The cycle perpetuates itself. Opposing that camp is a small and not so vocal minority of players who have actually tried the kit. Their view is virtually unanimous: "Um, yeah: they're not that bad, actually..."

I'm on team they're no that bad actually: always have, always will be. That said, the beast master kit does have one flaw, which I'd attribute to an oversight. They're unusually susceptible to fear effects, and at the same time, the nature of their kit suggests they shouldn't be. They play with lions and tigers and bears, after all. Surely they've mastered their innate fears.

Mages have Resist Fear. Clerics and paladins have Remove Fear. Warriors have Dragonslayer and Blackrazor. Thieves have Dragonslayer and Blackrazor, too. Then there's the beast master, who gets none of these options, despite bearing a skill set that implies special mastery of fear. Beastmasters are, indeed, not that bad, actually. They are, however, weaker than many alternatives. They could benefit from a boost. My suggestion is fear immunity. It rebalances the kit and it makes perfect sense. That and that alone would suffice, in my estimation.

Some of my characters get a personal item, a kin to the ones enjoyed by Bioware and EE NPCs. They are mostly for roleplaying, but they are intended to be tactically relevant, too. Powerwise, I target something in the middle of the pack, or so. Not as powerful as Edwin's Amulet or Alora's Lucky Rabbit's Foot, but more powerful than, say, Mazzy's bow. Call of the Wild, which grants fear immunity and 20% cold resistance, is suits Aurora, and it fits in the distribution of NPC items. It's much weaker than conferring fear immunity as a kit ability because Call of the Wild crowds out the Helm of Defense, costing Aurora +1 to saves, along with 20% resistance to fire and electricity.

On the way to Trademeet, Call of the Wild came into play for the first time, saving Aurora a Potion of Clarity by foiling this Spook cast. I'll be sure to highlight times when Call of the Wild proves relevant.
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There's a lot to love about Trademeet. The Efreeti Bottle, the Shield of Harmony and Adratha are at the top of the list. Taquee and Khan Zhara don't live long in my runs. We invested some potions in this, a Potion of Stone Giant Strength, a Potion of Regeneration and an Oil of Speed. RoAC II and DUHM were deployed, too.
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I was tempted to have the Efreeti Bottle identified prior to the fight with Khan Zhara, but that would have cost us our potion buffs. Khan fell quickly, although he did go all Steven Seagal on our puppies.
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After purchasing the Cloak of Displacement, Aurora headed to the grove. Since magical clubs are rare, and Gnasher is an underrated weapon, we took on Dalok. After observing from the shadows, Aurora decide to attack from the west, instead of the east.
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Attacking from the east would have meant fighting Dalok, and the grizzly bears, a potentially challenging encounter. Attacking from the west, in contrast, permits setting the grizzly bears against Dalok. Upon activation, the grizzly bears random walk. Approaching one by one, they can be recruited.
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Mr. Efreeti and the wild dogs cleared the lackeys. Aurora and her bears handled Dalok himself. Gnasher is ours.
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Aurora had some sympathies with Faldron's views but her methods were suspect, certain to undermine the cause. Cernd will make a better steward of the grove. Still, Aurora observed the challenge solemnly. And when it was over, she said a prayer of remembrance for Faldorn, misguided though she may have been.

In most battles Aurora uses summons to run distraction while she fights. In the Trademeet Crypt she flipped the script, running distraction for Mr. Efreeti. He's better equipped to handle this job.
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Raisa was saved with the aid of our summons. Animal Summoning II is a massive upgrade.
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We finished the session by delivering the Dryad's acorns to the Windspear Hills. Hanna kept nibbling on them. We had to get them out of the pack.
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Cheers,

A.

NW: In an earlier version of this post there was a major typo. I wrote that Call of the Wild grants 20% magic resistance. That should have read 20% COLD resistance, not magic resistance. Call of the Wild functions as per Aurora's entry post: Immunity to panic, like Kiel's Helmet from BG1, plus 20% COLD resistance.
 
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Alesia_BH

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Aurora, Elven Beast Master: The Return to Athkatla
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For those who missed the correction to my last post, allow me to reiterate: I accidentally wrote that Aurora's personal item offers 20% magic resistance. That should have read 20% cold resistance. Apologies for the confusion.

With that out of the way, let's resume...

Returning to Athkatla, Aurora was all:
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She paid Gaelyn, acquiring the Guard's Ring and AoP. She also picked up the Boots of Grounding and Destroyer of the Hills- all that in addition to her Cloak of Displacement, acquired in Trademeent. She hoped to finish up her buying binge at the Adventure Mart, but by the time she got to Ribald she was like:
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Time to raise gold. Mama needs a new pair of bracers.

We started with the circus quest. This is safe now that we have Harmony and a full fledged potion collection. These peasant can be a nuisance, but Tuigan ended them quick.
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Kalah the Grand met the genie in a bottle. Aurora provided range support, under Oil of Speed. We'll need to watch our Oil of Speed usage going forward. We've been profligate.
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In the sewers, Mr. Efreeti led the charge once again against the hobgoblins.
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Aurora's bears took over against the kobolds.
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After acquiring Lilacor, Aurora went back to the Copper to rest. She then charged into the Love Boat, buffed and ready. Potion of Hill Giant Strength, Potion of Regeneration, Oil of Speed, Draw on Holy Might, RoAC II. Aurora opened by dropping Mr. Efreeti on the cleric.
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She followed by summoning her bears.
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Once the summons had taken down the caster, Aurora swapped out Harmony for The Reflex and settled into a melee exchange. Since we still didn't have our Bracers of AC 3, the slavers could hit. They could not, however, overcome Aurora's potion granted regeneration.
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Just a summoned skeleton warrior left now. The slavers have been purged, and we can afford our bracers. Yay!
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Aurora's early game kit is now complete. Her options are growing.
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Cheers,

A.

Btw, the winter wolf pelt icon in Aurora's inventory is a Winter Wolf Bag. It can hold five items, modestly expanding her inventory.
 
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