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

WiseGrimwald

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Journal of Valiant Continued

We successfully made our way through Candlekeep. Jet was poisoned by a phase spider and we were unable to keep her alive. We therefore stopped fighting spiders and left to have her raised at a temple.

The Ducal palace was straightforward. One of the skellies did quite a bit of damage so we left for R&R.

We then left as I want to stock up on equipment. We will have to earn some gold for that as it is currently in short supply.

Since we have no thief, I'm not decided whether to go to Durlag's Tower.
 
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Borco

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Rissa, half-elven cleric/mage: Part 2

With Girdle of Piercing, Shield, MIs, Chant, and Sleep/Command, Rissa had all the right tools for tackling the ankegh lair. We even threw in a Barkskin cast for the saving throw bonus against their acid attacks. Who cares about lack of weapon proficiency and dual-wielding penalties when pummeling unconscious victims?
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We use Strength of One to deliver Brun's son's body and continue further north to confront Tenya. She surprises us by resisting our opening Command (apparently she's level 6 and thus gets a saving throw) and in turn pressures Rissa with a Hold Person cast.
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With a clear aura, it's possible to counter Hold Person with Invisibility thanks to its faster casting speed, however we were on the back foot here. At best, Rissa might be able to get some distance between her and Tenya and finish her Invisibility cast shortly before the projectile could reach her. She would still be exposed to the risk of a failed save insofar as Tenya would follow up with a divination cast. The risk-free option would be using our only Potion of Freedom. Since we've assessed the divination risk as low (plus we've also got our skeleton warrior on the field), Rissa opts for the first option.
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The good news is that we get the timing right, but Rissa still fails her save and now has to wait 1 turn while Tenya wrestles with our summon. Luckily, as anticipated, there's no Detect Invisibility at play.
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Rissa jumps back into action with Silence and finishes Tenya at range.
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We purchase the L4 scrolls (II, Remove Curse, Greater Malison, Emotion: Hopelessness), Cloak of Displacement, and Greenstone Amulet at Ulgoth's Beard, collect the +1 flail from Sonner to complement Rissa's recently acquired flail/morningstar proficiency (although note that she can't use it without a STR buff), and proceed to Durlag's Tower.

Rissa's been working on her melee capabilities and we decide to test her dual-wielding against one of the battle horrors. Buffed with Shield, Strength, Chant, ProEvil, and Chill Touch, she draws the battle horror to the bridge where it gets blinded.

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Our skeleton warrior decoy crumbles, so now it's one on one. Rissa's been able to apply her MIs and DuHM in the meantime, effectively maximizing her offensive potential - also, due to the behavior of summoned weapons in the current version of the game, she's dual-wielding Chill Touch with her flail with no penalties whatsoever, as can be seen from the character sheet and inventory screen below.
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Despite being blind and forced to take several saving throws against Chill Touch's THAC0 penalty, the battle horror still manages to put up a fight and cut through all of our images before falling. Nevertheless, Rissa can be proud of herself for being able to stand against such high AC foe, even if it means deploying the majority of her book in one go.
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The second battle horror resists Rissa's Blindness and thus forces us to use our remaining offensive spells and a Wand of Fire charge.
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After resting, Rissa enters the tower and applies MSD to bypass the Dire Charm and the Chromatic Orb traps on the altar (to obtain her WIS tome) and in the narrow corridor leading to the rooftop, avoiding the ghasts under Sanctuary.
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ProPetrification, skeleton warriors, and standard combat buffs take care of the greater basilisks - two of them drop L3 scrolls (Non-Detection and Wraithform). ProFire then allows us to counter the Fireball trap and retrieve Rashad's Talon.
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Rissa rests once again to refresh her MSD (as the Chromatic Orb trap can be tripped repeatedly) and hunts down the ghasts in the tower with her sling and Holy Smites to pass the XP threshold for her 6th mage level.
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Borco

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Rissa, half-elven cleric/mage: Part 2 - continued

As L6 cleric/L6 mage, Rissa was looking good as far as XP was concerned, however there were still a few gaps in her inventory that we wanted to fill in ahead of the mines (in particular Aule's Staff, Wand of Heavens, ProUndead scroll, and a Potion of Magic Blocking). I'll quickly report on some of the fundraising side quests.

For Greywolf, Rissa prepared with Vampiric Touch (when taking VT as a pre-buff, Rissa's default approach is to smack her skeleton warrior and then heal it up), Shield, Strength of One, Chant, DuHM, Chill Touch (this time with a shield in the off-hand) and MIs. In the first round, Greywolf quaffed a Potion of Heroism and simultaneously failed his save against Blindness, allowing Rissa to engage in melee. To my surprise, not even the Chill Touch THAC0 penalty could stop him from quickly cutting though our defenses (we certainly missed the Golder Girdle here).
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Time to change the plan - if you can't melee them, you have to disable them.
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Vax and Zal were divided and easily conquered with Vampiric Touch + Command + Hold Person.
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Sendai got blinded, her archers taken down in crit-only mode thanks to Rissa's effective missile AC, and she was finished with Rissa's first use of Skull Trap.
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Charming Caldo or Krumm and having them kill one another never gets dull, although this time Rissa had to interfere and take the kill in order to avoid too much chasing around after Caldo starts to panic.
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You know what I find to be the most difficult part of BG1? It's not the Bandit Camp, it's not Drasus or Davaeorn, not even Slythe or the Ducal Palace fight, it's earning Drienne's ProUndead scroll. I always get this wrong and every time I think we finally have what it takes to deserve it, I only end up disappointed again and again.
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Nevermind, we now had enough gold to buy one from the High Hedge, in addition to Aule's and Wand of Heavens purchased from Ulgoth's Beard. We decide to test our new weapon against the flesh golems in the Pirate Cove - to reach them, Rissa uses Invisibility to avoid the sirines and MSD to foil the traps inside the cave.
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Note: That Potion of Invulnerability icon on Rissa's portrait is actually the Wraithform spell that we had acquired earlier at Durlag's Tower. Rissa used in hopes of shutting down the fleshies only to find out that their attacks strike as enchanted weapon (as is the case with the other types of golems). We knew that this Wraithform plan was a long shot, so we prepared a solid back-up in the form of Ankegh Plate + MIs + Girdle of Bluntness, while our fast striking long-range staff and magical bullets took care of the offense.

Rissa's base CON score is 16, so that CON tome boost will only become relevant once she starts wearing the Claw - and that day is still in the future. For now, however, we're ready to hit the mines.

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Regards,

B.
 
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Borco

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Rissa, half-elven cleric/mage: Part 3

Rissa breezed through the Nashkel mines in shorter time than it has taken me to put together this brief update. She reached Mulahey's sanctum under Invisibility, prepared a Skull Trap, summoned her skeleton warrior, buffed with ProUndead, Remove Fear, Shield, ProEvil, MSD, Chant, Strength of One, DuHM, and Greenstone Amulet, and engaged.
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Mulahey's reinforcements were instantly obliterated by Rissa's trap. Oghma be praised for the divine intel!
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Although he avoided our opening Silence, Mulahey could not withstand the pressure from Aule + Holy Smite for more than few rounds, while Rissa's buffs effectively thwarted all of his offensive avenues.
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We finished with Magic Missile, collected the loot and escaped to the surface under Sanctuary.
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Taking advantage of the ProUndead scroll, Rissa raided the tombs for some XP, potions and Wand of Monster Summoning.
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Back in Nashkel, Nimbul became another entry on the growing list of Rissa's Hold Person victims. We were running Greenstone Amulet to counter Emotion: Hopelessness, as well as MSD, Shield, Remove Fear, and ProPetrification to shut down his other spells.
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Note that while Rissa failed to silence Nimbul, Rasaad still got affected and therefore we'd be spared of his annoying forced dialogue - she definitely gets some extra points for that!

We didn't want to spend another Greenstone Amulet charge on Silke and so Rissa had to fight her reactively - by keeping her aura clear for potential Chaos cast counter via Potion of Magic Blocking. Silke's Chromatic Orb trigger on Rissa's skeleton provided us with the window of opportunity to land Silence.
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Although Silke initially recovered with Vocalize, she had no response to a successful Hold Person cast that followed.
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With that, it was time to purchase some last minute supplies from High Hedge and Nashkel carnival (including the Claw, Necklace of Missiles and Shield Amulet) and move on to the Bandit Camp.

Regards,

B.
 
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Alesia_BH

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I always enjoy your runs, Borco, but this one has been especially interesting so far, tactically speaking.

Glad to see you using Chill Touch. Like Polymorph Self, I’ve been using it less due to the EE changes but I still enjoy finding uses for it. I think you may have found a way forward vis-a-vis the dual wield approach. Thanks for that!

Cheers,

A.
 
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You know what I find to be the most difficult part of BG1? It's not the Bandit Camp, it's not Drasus or Davaeorn, not even Slythe or the Ducal Palace fight, it's earning Drienne's ProUndead scroll. I always get this wrong and every time I think we finally have what it takes to deserve it, I only end up disappointed again and again.
As far as I'm aware you need to have NPC reaction 15-20 to get that scroll from Drienne: 200 exp, Reputation +1, [Protection from Undead]
You roll between 8 - 12 and then apply a modificator. Your heroic reputation gave you +4 reaction adjustment and 12 Charisma gave 0. In this case you just need another +3 adjustment from Charisma to guarantee a success even with a roll of 8. Which is a Charisma 15 or one cast of Friends spell.
 

Alesia_BH

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As far as I'm aware you need to have NPC reaction 15-20 to get that scroll from Drienne: 200 exp, Reputation +1, [Protection from Undead]
You roll between 8 - 12 and then apply a modificator. Your heroic reputation gave you +4 reaction adjustment and 12 Charisma gave 0. In this case you just need another +3 adjustment from Charisma to guarantee a success even with a roll of 8. Which is a Charisma 15 or one cast of Friends spell.
Thanks for the breakdown, Serg. I had always thought it was a rep of 15-20, not a reaction of 15-20. I had noticed a couple times when I had a rep of 15 and didn't get the scroll, but I had just shrugged that off as an anomaly. Now I know what happened there.
 

WiseGrimwald

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Journal of Valiant Continued

The Ducal Palace was easy as was the Final Battle against Sarevok, though both my clerics were killed.

I think that this could be the first time that I have fought the final battle without a thief!

The traps were what killed my clerics, but they also took out Sarevok's Cohorts and injured him too.

Now at the start of SoD having discovered that party members who were killed in the final battle get raised from the dead.

I was a little concerned about not having clerics in the party.

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Borco

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@Alesia_BH Interestingly enough, I would never even consider using the spell were it not for the original Alastria, so thank you! Oh yes, Chill Touch and Fireball-spitting jellies, that was certainly something to behold! By the way, her remake's looking fierce!

Regarding the EE treatment of touch spells and summoned weapons - I'm not sold on it either and I'm semi-inclined to treat it as an exploit. Nevertheless, so far as it can make certain strategies slightly more relevant, without necessarily compromising the game balance, as is the case with Chill Touch or Werewolf forms, then I'm willing to play along.
 

Borco

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Rissa, half-elven cleric/mage: Part 4

Orrin’s assault on the bandit camp in my previous run had been a messy affair. Consequently, I was feeling a bit uneasy when Rissa arrived there with Raiken. Do we have a good plan? Will it work? What can go wrong? These were some of the questions that kept popping up in my head while Rissa was walking around the camp, searching for the chest with the precious Firebreath potion.

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Despite my concerns, there was one thing that played to our advantage and that was Rissa’s helmet – plain and ordinary as that may seem, combined with MIs and her superb missile AC, the chances of getting hard-pressed through a sequence of critical hits were comfortably low.

Suffice to say, Rissa has handled the entire battle with total confidence, barring one potentially dangerous moment into which I maneuvered her. Her buffs were green ProFire scroll + Potion of Fire Resistance, green ProCold scroll + Potion of Cold Resistance, Vampiric Touch, Shield Amulet charge, Remove Fear, Strength (arcane), Oil of Speed, Potion of Regeneration, ProEvil (divine), MSD, Chant, DuHM, and a Greenstone Amulet charge. She also exchanged the Ring of Holiness for Batalista's Passport for 127% fire resistance and was wearing the Claw + Cloak of Displacement + Girdle of Piercing + Boots of Avoidance. Finally, the plan was to clear the main tent in her robes, retaining her arcane spells, and switch to ankegh plate before engaging the remaining bandits out in the open.
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She entered under Sanctuary and, as soon as her aura cleared, smacked Venkt on his head with Aule's.
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We followed up with a Wand of Fire scorcher, which unfortunately failed to finish him. In turn, the mage wasted his first round by tagging Rissa's skeleton warrior that had followed us into the tent with Sleep.
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In the second round, Venkt upped his game and brought abjuration into play. A successful dispel could be worrisome and I immediately reproach myself for not burning that newly acquired Firebreath potion for an instant kill when we had the chance. In an attempt to shut down the spellcasting, Rissa activates her Necklace of Missiles…
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Oh, wow - well done! Rissa gets one point for removing Venkt and the Remove Magic threat, one point for finishing several archers at once, and one point for narrowly avoiding civilian casualties. Poor Ender Sai got cremated by accident during Orrin's run, so I was certainly glad to seeing him only getting gently kissed by the fire this time around.

We finished Britik and the remaining bandits with Aule's + Blindness + Holy Smite.
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Eager to meet the rest of the camp, Rissa released the prisoner, raided the chest with the documentary evidence under 100% electricity resistance (via Potion of Insulation and Boots of Grounding), refreshed her short duration buffs (ProEvil, Chant, MIs via scroll, and DuHM), donned the ankegh plate and stepped outside.
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Potion-quaffing, hammer-wielding, full-plate-clad Taurgosz can be scary, but less so if you can him instantly knock out with the Wand of Paralyzation.
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Rissa lights up the stage with a scorcher and, utilizing her speed advantage, tries to assemble the incoming bandits into a tightly packed group.
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As soon as we get some traction, she taps into more AoE resources. Holy Smite comes first.
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Followed by Sleep.
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Enter Wand of Fire fireballs.
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And Wand of Fire scorchers for the finish.
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Well, that should do. Rissa collects what loot she can, takes a rest (we're expecting the assassin ambush any minute) and, turning her back to the huge cloud of smoke still rising from the remains of the camp, sets off for the Friendly Arm Inn.

For the record, she's just reached her cleric level 7 and has gained access to divine L4 spells. Furthermore, she's just 3000 xp short of her mage level-up, at which point she will effectively hit the BG1 cleric/mage cap at L7/L7.

Regards,

B.
 
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Borco

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Rissa, half-elven cleric/mage: Part 5

Raiding the bandit camp proved to be profitable enterprise and Rissa's now rocking a brand new Archmagi Robe.

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She claimed that splashing so much gold on a single piece of clothing has nothing to do with vanity if it actually improves your saving throws. I certainly wasn't going to argue with that, especially since she's also suggested that we go and withdraw some additional cash from Bassilus' ATM nearby.

Rissa is currently well positioned to deal with a high level priest - she's immune to Unholy Blight, has access to Free Action (vs Hold Person), Death Ward (vs Slay Living), MSD (vs single target spells), Remove Fear (vs Cloak of Fear), and possesses sufficient item charges to continue fighting even if silenced.

In addition to the above-mentioned buffs, we ran Shield, ProEvil, MIs, Chant, Holy Power, and DuHM. Rissa opened with Miscast Magic, which bounced off Bassilus' saving throw, while on the other side of the court she's forced to make her save against Silence (that ran against save vs spell of 5 + the ProEvil bonus).
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Another round of divine spell-fencing sees Bassilus resisting our Silence and Rissa avoiding his Unholy Blight.
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We try Blindness next, but Bassilus continues to defy our attempts at disabling him. Meanwhile, he heals up the damage suffered by Rissa's STR boosted slingshots.
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Finally, our second Silence attempt lands home.
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Rissa's finish was a bit slower on account of her expired strength buffs. Bravely defying the Blade Barrier, the skeleton warriors did the heavy lifting here, while Rissa assisted with Commands.
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We cashed in the bounty at the temple and finally triggered the first assassin ambush (we seriously wanted to get those out of the way before moving on to Cloakwood). It was Molkar's crew and everything would've been nice and smooth were it not for an unexpected surprise.
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Arriving invisible, Rissa had the time to plan her first move and prepare her spells without interruption. She moved away from the assailants, however before she could finish her full buff routine her invisibility was suddenly gone. Apparently, and I admit that now I do have a vague recollection of that anomaly occurring to me before, the casting of Free Action breaks it as if it was an offensive action (making it probably the only single target defensive buffs targeting the caster in the game behaving that way).
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The enemy was already on its way and Rissa's aura was clouded. What now?
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The good news is that we've running MSD and - of course - Free Action, so that should give us some time to deal with the casters before they can cause trouble. Halacan's Chromatic Orb bounces of our deflection and Rissa counters with Silence, narrowly missing the priest from its range.
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We enter hit-and-run mode, fire up MIs, and prod our pursuers with Holy Smite and Skull Trap. Molkar falls first.
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Rissa's crown achievement of the battle was this particularly satisfying Hold Person cast.
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Thank you for your gear, lads. And for the final level-up as well - we can't wait to finally start using Improved Invisibility!
 

Borco

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Rissa, half-elven cleric/mage: Part 5 - continued

As it was, the first opportunity to do so came shortly thereafter thanks to Lamahla's amazons.
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Rissa's buffs were Shield, ProEvil, Strength of One, MIs, II, and DuHM. As I was not sure whether II can prevent enemy Hold Person targeting (on account of its small AoE effect which, for example, makes it bypass spell deflection), we wanted to have an additional protection in place - instead of repeating that Free Action fiasco, this time we went for Greenstone Amulet. Say hello to Aule's, girls!
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The battlefield came alive with colors - the harmless purple and the deadly white.
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Don't know about the rest of you, but I personally find the chunking of an enemy most satisfying when it comes from staves (or clubs, for that matter).
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Despite failing to re-enact that neat Hold Person move from the Molkar fight, Rissa with her buffs and Girdle of Bluntness had things comfortably under control until the very end.
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The Cloakwood Forest beckons!

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Note: The character sheet above does not yet reflect the most recent "reputation management" performed in Beregost. Murder and theft make no sense from roleplaying perspective, however getting Horror as the fourth Bhaalspawn power (we're planning ahead for Chapter 4 end) seemed a completely legitimate goal, especially for a neutral character. And so it is that, from time to time, Algernon has to pay for the developers' decision with his life.

Regards,

B.
 
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Alesia_BH

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Interestingly enough, I would never even consider using the spell were it not for the original Alastria…By the way, her remake's looking fierce!

Thanks! I’m excited about Alastria 3.0. Here portrait is great. She has an elite theme song too. It’s a spot on match, and a song that I absolutely love. Perfect
 

Borco

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Rissa, half-elven cleric/mage: Part 6

For Rissa, who’s already reached her level cap, there wasn’t anything at all to be gained in any of the Cloakwood areas and so she just rushed through under Invisibility (plus Free Action in the spider forest) all the way to the mines. She didn’t even check in at the entrance – instead, she bypassed Drasus’ crew and quietly descended through the mines all the way down to Davaeorn’s chambers, where she eliminated the lone guard with Hold Person.
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Rissa summoned 4 skeletons, shielded them with ProEvil 10’, and also prepared two Skull Traps near the doorway to ward off the reinforcements. After that she applied her own buffs comprising green ProMagic scroll, 100% fire and cold resistance (via the respective scroll + potion), Potion of Strength, Oil of Speed, Potion of Mind Focusing, equipped the ankegh plate and readied her vast fiery arsenal (Wand of Fire, Wand of Heavens, Necklace of Missiles, 2x Oil of Fiery Burning, 3x Potion of Explosions, 2x Potion of Firebreath). Let’s get this over with!
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Stoic, you say? Maybe, but when it comes to killing evil wizards we’re actually quite passionate!

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We first check Davaeorn’s opening buffs to decide on the course of our offense – there's MIs, MGoI, Minor Spell Turning, Protection from Normal Missiles, and Stoneskin, meaning that we’ll need AoE damage that bypasses MGoI. For starters, Oil of Fiery Burning will do.
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Following that, Rissa starts to work on his images with Aule’s, chasing him around together with our trailing skeletons.
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The incoming vanguard of Davaeorn’s reinforcements gets instantly obliterated by the first Skull Trap.
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As soon as Davaeorn's MIs are gone, Rissa deploys her Wand of Heavens – it’s power level 5, so Minor Spell Turning will not catch it, although his fire resistance still blocks most of the incoming damage.
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His Stoneskins depleted, the mage became an easy target for our concentrated offense.
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With our buffs still running, Rissa equips her Girdle of Bluntness and rushes back to the surface where she launches a surprise attack on Drasus. First comes of remaining Oil of Fiery Burning.
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Followed by Potion of Firebreath.
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With both mages out, Rissa could now turn her attention to Genthore.
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Staying on the move, she then quaffs Potion of Absorption and finishes Genthore, whom managed to land one crit, with Wand of Fire scorcher.
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After using an extra healer, Rissa initially tries taking on Drasus in melee, but she’s forced to reconsider because his crits still hurt – and two unlucky rolls in a row could easily burn through her entire HP pool.
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Another extra healer and we’re back with a hit-and-run approach, utilizing our superior weapon speed and range.
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To relieve the pressure a bit, Rissa brings in some extra fodder via Wand of Monster Summoning.
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We’re rewarded for our efforts with a chunky finish!
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We take a rest to trigger the end-of-the-chapter sequence and acquire the Bhallspawn Horror (that is before we earn those extra reputation points for flooding the mines and saving the slaves), collect the Potion of Magic Shielding from the guardhouse, and set off on the long journey back to the Friendly Arm Inn.
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The Gate awaits!

Regards,

B.
 
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