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

Borco

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Sorry to hear that about Edric. It was lot of fun following his run :-(

Can you actually open the door behind this party without the scroll from Adalon or talking your way into them opening it for you? I always though it can't be opened. On one of my playthroughs, Solaufein was on his way back from killing the gnome patrol and a bunch of drow I did not get rid of killed him. Suddenly the city was closed and I had to find an alternative and killed Adalon.

I found this on net, not really sure if it's correct - can anyone confirm this?

In the northwest tunnel is the exit from the Underdark, guarded by drow. There are two ways to open this door: talk the drow into opening it for you (you can only do this if you are still disguised), or use the opening rune you get from Adalon. As you can see, you cannot leave the Underdark without talking to Adalon (though you can help her, betray her, kill her, or steal from her; take your pick). The drow can be convinced to let you pass, but you have to be very careful with your conversational choices.

In my install, the door will be open without any further interaction with Adalon and her illusion will automatically expire on the other side. This is what Edric did to escape in an alternative universe in which he hadn't died.

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Borco

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There's Kangaxx and the Ravager in vanilla. With Ascension installed Melissan too.

The other issue is getting over the top of Mantles. For that purpose your Cloak of the Stars darts will suffice, though, since you don't need too many of them.

You could leave the Cloak of the Stars as is and then give the Crimson Dart a post Underdark upgrade to +4. Maybe Cromwell could combine it with Dace's hand or something like that. IIRC, Dace was the undead dart champion from 1124-1163. He was well past his prime by 1369, but there was still a bit of magic in those hands.

Oh yes, Dace the Ace they used to call him.
 

WiseGrimwald

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When I came across the image on the web, I thought, "What a great portrait for a dagger wielding Drow!"

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I believe that my family were on the lookout for land that they could "Acquire," when spotted by a party of elves who took steps to prevent this. I was hiding inside a well-hidden cave where we lived at the time when my family was killed, I being the sole survivor. The drow equipment in the cave was sufficient to ensure my survival until Gorion found me and took me under his wing. I hope that it doesn't disintegrate too quickly!
When things became too dangerous in Candlekeep he tried to get me to Baldur's Gate, but assassins prevented that. I headed to Beregost where I was able to acquire wealth by using the skills of my profession and then bought provisions.
Now heading for Nashkel.
 

Finarfin

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There's Kangaxx and the Ravager in vanilla. With Ascension installed Melissan too.

The other issue is getting over the top of Mantles. For that purpose your Cloak of the Stars darts will suffice, though, since you don't need too many of them.

You could leave the Cloak of the Stars as is and then give the Crimson Dart a post Underdark upgrade to +4. Maybe Cromwell could combine it with Dace's hand or something like that. IIRC, Dace was the undead dart champion from 1124-1163. He was well past his prime by 1369, but there was still a bit of magic in those hands.
Sounds like Dace and Luke could make quite a conversation when (if) they meet :D

I will think about the upgrade after Underdark. It's like 10% extra damage which is quite a lot and it will really be needed for ToB, and it will help with a few enemies/spells as you mentioned before.
 

Finarfin

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Luke, Halfling Fighter: Part 6 – The Dungeon of Broken Spirits

Not long after his victory at the Grand Tournament, Luke was celebrating in his usual style—half-pint of ale in hand, grin wide, and a dart in his belt for anyone foolish enough to challenge him. The streets were busy that night, laughter and music spilling from tavern doors. Luke remembered leaving one party and heading to another… and then nothing.

At first, he thought it was one of his usual drunken blackouts. He’d woken up in strange places before—on rooftops, under carts, once in a chicken coop—but this time was different. The air was damp and sour. His wrists ached from tight manacles. And somewhere in the dark, water dripped in an endless, maddening rhythm.

That was when he came. The madman. His voice was cold and curious, the kind that didn’t just want you dead—it wanted to see what happened to you first. Luke never learned his name, but he’d never forget his face. The man’s eyes were wrong. Too calm. Too certain. His experiments—Luke refused to call it “torture” in his head—left him bruised, cut, and burned in ways that went deeper than the skin. Some nights, when Luke closed his eyes, he could still hear the sound of steel tools being set neatly back on a table.

He didn’t know how long he’d been there before the cell door creaked open.

“Luke? It’s me—Imoen! C’mon, we’re gettin’ out of here.”
Luke blinked in the dim torchlight. “…You look taller.”
“I’m not taller, you’re just sitting in a cage, dummy. Now move before he comes back.”

They slipped into the corridor, where Luke noticed their strange company—a tall, grim half-elf woman and a mountain of a man with a tattooed head, quietly speaking to… a hamster. Luke decided not to ask. Another minute in that dungeon and he might’ve started talking to rodents too.

The first enemy they met was a lone mephit—supposed to be an easy fight. But the noise brought eight dwarves running, their boots hammering against the stone. Luke, stripped of his darts and gear, fought with a longsword for the first time. And bloody hell—it hit hard. He made a mental note to try it again someday… but darts were still in his heart:
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Later, they found the gang leader, Ilyich, and his dwarven crew. Luke, freshly reunited with his Claw of Kazgaroth, turned the fight into a shooting gallery, even if he was stuck with a rusty crossbow. Imoen tried to help, but when she started taking more hits than she dealt, she retreated to let Luke finish the job.
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Her talent for sneaking did come in handy—slipping behind foes for brutal backstabs and burning a few to cinders with Burning Hands. But her confidence got the better of her when she looted a lavish chamber and set off a trap, sending two hulking golems crashing toward her. She never stood a chance. Still, before disappearing from sight, she tossed Luke a key to the next level.
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(Side note: Big mistake, I was trying to save an oil of speed as I though Luke will really need it later. Getting greedy is never a good idea)

There, Luke met a wiry bounty hunter named Yoshimo. Luke didn’t trust him one bit—no one just “happens” to be in a place like this. But Yoshimo fought well, diving headfirst into danger to give Luke time to destroy summoning portals.
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Then came the strange man named Frennedan, begging for rescue. Luke told Yoshimo to check the room for loot. Once Yoshimo disarmed a trap and handed over the goods, Luke slammed the door shut.
“You were just waiting here for me? Not buying it. So long.”:
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On the other side of the door, Frennedan dropped the act, revealing his true doppelganger form, and the sound of Yoshimo’s screams began. Old Luke might have tried to help. This Luke didn’t. Prolonged suffering changes you—never for the better.

Luke had had enough. He sprinted for the exit, dodging spells and blades. A Chromatic Orb nearly stunned him, but he pushed through. When he burst into the open air, his lungs burned, his legs ached, but the sky had never looked so wide. Say one thing about Luke, say that luck and stubbornness were hard to tell apart with him:
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The Grand Tournament had made him a legend. This place had made him something else entirely.

(Side note: This was such a huge mistake with the Chromatic orb. With all my previous chars Imoen survived and she cast Invisibility on main char to get away from there. I did not even know that guy is a mage. Luke had saving throw vs spell 5, so I think there was around 20% chance of getting stun and possibly ending the game. Huge mistake, hopefully last. Without doubt my worst Irenicus Dungeon run, but luckily Luke made it)
 

WiseGrimwald

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Welcome to team dagger wielding swashbuckler! May nothing stand in our way!
Tarnesh definitely stood in my way. He cast horror and I fled right to the other side of the Inn, him injuring me with spells all the way. Then Ishlilka, an orcish fighter asked to join the party. (from a mod) I said yes and she took the heat. I immediately bade her farewell afterwards.
I returned Joia's ring and then to the south I then killed an ogre. I then killed Zargos Flintblade near Nashkel.
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When Greywolf attacked, I killed him too, and then went for the reward for the emeralds.

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Alesia_BH

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Ava, Halfling Swashbuckler: The Umar Hills (and Whatever the Rock that Was)

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Covering Ava's SoA adventures is going to be a little awkward. I was feeling rusty -really rusty- and I was anxious to collect enough EXP to finally wear a hat. This led to a lot of dithering about in various directions. That, in turn, led to an unexpected discovery or two.

For example, we started our Umar Hills session where one should, collecting Ilbratha.
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Our next stop was here.
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Strange detour, huh? For whatever reason those acorns were burning a hole in my pocket, so I sauntered off to the other hills, Windspear. NGL, I was surprised when the paladins assaulted me, and I was unfond of the idea of lengthening the detour, so I declined Garren's offer of hospitality. Little did I know that would have repercussions.

For now, though, we're back to the Umar Hills, rocking Ilbratha in the opening battles, supported by summons and our fall back traps.
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Ilbratha Mirror Images are glorious for any rogue or warrior, but they can create a false sense of security. Illusionary duplicates are great, hats are still better.
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I miss the days when ioun stones and such protected against crits. Yes, it made no sense from a lore perspective. Yes, it was an accident, a consequence of the way crit protection was implemented in the original game. But it helped even the playing field between rogues and warriors. It also granted UAI rogues more stylish options. Now as a UAI rogue, the first thing you do is don a helm, despoiling the appearance of your avatar. And what of the Thieves Hood? Who in their right mind would wear that thing? And should the EE have more-or-less obsoleted Cespenar's class specific upgrade for thieves? Leave the ioun stones as is, if you must, but give the Thieves Hood back it's critical hit protection. If it has the magic to stop backstabs, surely it can foil crits too.

Moving forward, ever forward. We freed Mazzy, claimed Arvoreen, scooped up the bony baby football and made our way to the death crib. There we were met by the bone golem, who we nixed with range weapons. I would have loved to have done this in melee, but, you guessed it, no crit protection.
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Even with Arbane on hand, shadow fiends sketch me out, so we lured them into the lava at every opportunity.
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Ditto for the skeleton warriors, although this was more about laziness. I didn't feel like kiting, and I didn't feel like risking crit exposure.
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This is a very underwhelming screenshot of Ava punking a solitary shadow fiend at range. If my objective were to bore you to death, I'd definitely share more pics like this.
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In recent runs I've made a point of heading to the Umar Hills sans-Pro Undead. The intent is to nudge myself into giving the Shade Lord a fair fight. So far it hasn't worked out that way. Instead I've ended up doing a walk of shame back to the promenade. That's what happened here, but when I did arrive I was met by something most unexpected: a Time Stop.
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At first I thought this was a bug. My reputation is shiny. Why would I get ambushed by high level enforcers? Then I looked up that mage, Alhelor.
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Ok. Got it. Garren actually does something when he scampers off to Athlkatla. Now I know. This, I decided, was a problem to deal with later. For now, I collected my cowardly scroll, like the cowardly coward that I am, and proceeded to nix the hapless, effectively comatose Shade Lord. For the record, Finarfin is 100% right that Pro Undead should be skipped. I always thought it should work like invisibility, losing efficacy once you took offensive action. You may wonder what the point would be then, if it were so similar to invisibility. It would work against liches and other undead the detect the invisible. It would be a way to walk past them, not kill them. It might also be cool if all undead were given invisibility detection, granting them a needed buff, and extending the relevance of the revised Pro Undead. Seems worth play testing at the very least, assuming it can be implemented.

Anyhoo, that's not how things work here, now, in my install. Here, now, in my install the Shade Lord is dead. Now we just need to figure out what to do with that high level mage in the promenade.
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Best,

A.
 
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Alesia_BH

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912
Ava, Halfling Swashbuckler: Mae'Var's Guild Hall (and The End of Whatever the Rock that Was)

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I don't think any of you are sufficiently insane to check the dates and times of my screenshots. If, perchance one of you -or god forbid some of you- are that bonkers, you'll notice that some of these shots have been posted out of sequence. I did a little jumping around, like I said, and I decided to tidy things up in the presentation by grouping things in a more logical order. No need to interrupt each and every narrative arc with a scene shift. My narrative arcs are meager in enough in this run as is.

So, we left last episode with a quasi-cliff hanger pertaining to Alhelor, and his unwelcome presence in the promenade. I didn't fancy fighting him, and I didn't fancy leaving him there to create a ruckus. And so, in the end, I outsourced the job, luring Alhelor and his crew to the Amnish Guard. In the end, I discovered that this is actually a moderately effective way to raise gold in the early game, since the drops here are no joke. To be fair, though, this isn't fair at all. It pins the cheese-o-meter for sure. I give this a pass as a way out of an unexpected and unwanted situation. Deliberately summoning these blokes for the cash monies is another thing entire.
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In any case, with Alhelor dead, we were free to enter the circus tent. By now Ava had found her groove. Boomerang Dagger + Belm + Girdle of Hill Giant Strength, unenchanted studded leather + Bracers of AC 3 + Guard's Ring, Ilbratha + RoAC, Cloak of Displacement + Boots of Avoidance.

With her swashie bonus stacked atop her AC gear she was hard to hit and with her DuHM strength buff boosted by her strength belt, at 4 APR, she could deal out damage too. The good time have begun for little miss Ava.
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Kalah found himself sliced and diced in record time, and we were off to the Docks.
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Mae'Var's attempt at intimidation had little effect on our plucky halfling heroine. All it did was leave her convinced that a confrontation was on the horizon. Ava planned accordingly.
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She then took down the mephitis under pro fire.
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Followed by the golems, protected by her AC and illusions.
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That left Rayic Gethras.
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I usually prefer to do this with the Cloak of Non-Detection in tow, since theoretically it's best to fight mages with that piece of gear. True Sight gets crowded out of most mage books for respectable reasons, though, so in practice the CoND isn't essential, unless you're eager to save PoIs. Ava entered invisible, broke to the back corner of the room, beyond Ray's sight, and then set her traps. Mr. Efreeti was sent ahead on an exploratory mission, mostly to insure that Rayic's aura would be clouded when Ava broke. She opened with an arrow of dispelling, and then followed with a volley of acid arrows before retreating to her trapped corner. All that remained was to wait for the mage to pursue.
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Mission accomplished.
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Our progress to Mae'Var was rudely interrupted by yet another gang of Most Noble enforcers. This time we lured them to the ever dependable Officer Dirth. Most of my characters never figure out that he is a slaver and a dirtbag. They just think of him as a valiant defender. He's good at killing vampires too.
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Time for our showdown with Mae'Var. The poor bloke didn't even get a chance to say "die then, slowly." He just died quickly, thanks to the traps.
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Then it was time for Ava's melee prowess to take center stage. You thieves are so screwed.
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Am I the only one with thinks of Rush's 2112 whenever I run into a priest of Cyric? Cyric isn't Syrinx but it's close enough for a seamless lyric swap.
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These are the steamroller days.
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Like Amara before her, Ava turned down the Guildhall, albeit for different reasons. Amara declined because she was a chivalrous warrior, not a thief. Chaotic Neutral Ava, in contrast, simply doesn't have the people skills. She claimed Rayic Gethras's home as her stronghold instead.
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And with that, we were off to the De'Arnise Keep.

Best,

A.
 

Alesia_BH

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In some respects I'm glad that I don't have such intricate knowledge as it means that I keep on getting surprises. :)
Thanks, Wise!

These days I think of myself as a casual player who knows enough to get by.

In some ways your game knowledge exceeds mine, Wise. I’ve never completed Durlag’s Tower, for example. There are a few BG2 encounters that I’ve never completed too, like the WK demi-lich.

Part of me wants to complete those encounters, in the interest of doing it all. I kind of like the fact that there are still unknowns in the game world, though. It helps maintain the illusion of expansiveness in a world that I by now know pretty well.

(My extended breaks also help keep things fresh. I forget a ton every time I arc away from the game, lol.)

Best,

A.
 

Borco

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(Side note: This was such a huge mistake with the Chromatic orb. With all my previous chars Imoen survived and she cast Invisibility on main char to get away from there. I did not even know that guy is a mage. Luke had saving throw vs spell 5, so I think there was around 20% chance of getting stun and possibly ending the game. Huge mistake, hopefully last. Without doubt my worst Irenicus Dungeon run, but luckily Luke made it)
Chromatic Orb comes with -6 penalty, so with save vs. spell 5 you should be safe even if the mage an invoker (I'm not sure if duals, such as this mage/thief, get assigned specializations by SCS).
 

Alesia_BH

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Chromatic Orb comes with -6 penalty, so with save vs. spell 5 you should be safe even if the mage an invoker (I'm not sure if duals, such as this mage/thief, get assigned specializations by SCS).
David changed COrb. He removed the save bonus and the high level insta-kill effects.

Old description:
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New description:
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Finarfin

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Luke, Halfling Fighter: Part 7 – Darts, Drinks, and Gearing up!

After crawling out of that hellhole of a dungeon, Luke had only two things on his mind:
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and:
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The rest could wait.

He didn’t care about torture, conspiracies, or even the headache that felt like an orc drummer was rehearsing inside his skull. He just wanted to drink until the dungeon memories blurred into a manageable haze.

At the tavern, he met a few locals — a man offering a fat purse for clearing his lands of ogres, and a lady whose fortress had been attacked by something-or-other. Those were tomorrow’s problems. Tonight was darts and ale. He even beat a grumpy fellow named Surly in a few dart duels. Surly didn’t take the loss well.

Luke woke up the next morning in bed beside a peacefully sleeping woman. She looked happy. Luke smirked:
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Say one thing about Luke, say he’s a lover.

Downstairs, still nursing a hangover, Luke ordered a drink. That’s when a man named Amalas picked a fight. Luke, still groggy, thought, Sure, I can win a dart duel even like this.

Small problem — it wasn’t darts. It was a pit fight to the death. And Surly was the one locking the gate:
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“Hey, Surely, you can’t be serious!” Luke shouted.

“I am serious,” Surly snarled. “And don’t call me Surely.”:
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It was a rough fight, but Luke scraped out a win, chugging a healing potion mid-brawl. Still, he wasn’t impressed with this whole pit-fighting racket, so he led a quick and messy tavern revolt, freed the slaves, and shut the fights down for good:
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Later, while wandering the Bridge District, Luke ran into a dwarf named Camitis — who apparently spent his free time burying people alive. After running circles around the district twice and burning through most of his healing potions, Luke retreated.

He realized he needed better gear. No more wasting gold on booze, darts, or stupid nonsense — from now on, it was only serious purchases.

…Then he immediately handed 5,000 gold to a random mage so he could “cast spells” — despite being a pure fighter:
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(Side note: Already got a warning when I used Ring of Air Control to flee from Camitis, so I did not want to take a chance. After that ring, this is often 2nd investment as it could mean game over if I forget it. And in a heat of a battle I would forget it)

While patting himself on the back for that investment, Luke was ambushed. A mage cast Spook on him:
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In under a moment he opened the bottle and drank the potion of invisibility. Possibly saving his life:
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Then he decided to get out of the city for a while. On the way out, a merchant offered him a magical shield in exchange for dealing with trouble in their town called Trademeet.

“Magical shield?” Luke grinned. “Now that sounds like a solid investment.”
 

Finarfin

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Luke, Halfling Fighter: Part 8 – The Shadow Over Trademeet

(Side note: Some weird things happened to me in Trademeet and got some funny screenshots. I decided to make the story bit around it. Tried to do a bit more horror-ish/Lovecraft entry with Luke inside it)

From the moment Luke crossed the weather-worn gates of Trademeet, he knew something was wrong. Not the usual “oh no, animals are attacking the city” sort of wrong, but the deep kind. The kind that sits under your skin and whispers in a language you’re sure you’ve never heard but somehow understand.

The merchants stood half-hidden behind warped shutters, their eyes pale and unblinking when they dared glance out. Most didn’t speak at all — and those who did offered words slow and uncertain, as if their tongues had forgotten the shapes of speech. They’d summoned him, a stranger, to solve their troubles with beasts run amok. But now that he was here, it felt as though they feared his very presence. Windows shut when he passed. Children were pulled indoors without a word. Luke could feel the weight of eyes on his back — cold, collective, and wholly unwelcoming.

After a terse meeting with Lord Logan, whose gaze slid past Luke as though he were an unwelcome shadow, Luke resolved to handle the “Djinn problem” first. The creature stood outside its tent, swathed in silks that moved against the wind. Luke, brimming with Oil of Speed and armed with his best darts, struck first. The djinn struck back harder:
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Something strange happened in the melee — the guards turned their weapons not on the monster, but on him. Their movements were jerky, as though their limbs were not entirely their own. Luke caught flashes in their eyes — a depthless darkness, like staring into the open sea at midnight:
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He felled one djinn, but two more slithered from the tent, their voices ringing with alien harmonics. Luke ran, darting into the crooked streets in search of help.

“Rasaad! I know we’ve had our differences, but I could REALLY use a hand right now. Remember Nimbul? Be a tank, take a hit!” Luke cried.

Rasaad’s reply was not anger, but something worse — indifference. “Farewell,” he intoned in a voice drained of warmth, then turned away. That was not Rasaad. Not the Rasaad Luke knew. Luke felt his stomach drop:
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Still, after a grueling fight, the djinn were slain. But the guards still came for him, silent and relentless, their armor whispering against itself in an oddly insectile rhythm. Luke slipped past their arrows, out through the city gates, and into the Druid Grove:
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He crept through like a shadow with potion of invisibility in him… until he slipped on a root and fell face-first in front of a family of bears. Say one thing about Luke — say he’s stealthy:
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After clawing through beasts and druids alike, he reached the archdruid. He didn’t ask questions — just threw darts until she dropped. He wanted this nightmare to be over with. With her final breath, she rasped:

“You… don’t understand… we were trying… to save the town… that town… is not… what it seems…”



Her words crawled into his mind like cold worms. Returning to Trademeet, Luke was lauded as a hero — but the praise was hollow, the smiles brittle. His skin prickled with unease.

Then came the request to retrieve an heirloom from a local tomb. Foolishly, Luke agreed. He needed the money. The tomb was not empty. Its interior yawned before him in cyclopean gloom, stone walls slick with some cold, unwholesome damp that seemed older than the town itself. From its depths came a tide of skeletons, their movements jerky and wrong, as though driven by some eldritch will far beyond mortal reckoning. Luke bolted back into town. “Logan! Guildmistress Busya! HELP!” he shouted. But they stood frozen, staring past him, lips moving faintly as if in prayer — or as if mouthing something that wasn’t their own words.

He strained to catch a syllable. What he heard was not Common, nor Elvish, nor any tongue that should be spoken under the sun — a wet, bubbling sequence of sounds, as if the sea itself were trying to speak. It was a name… something like Cthulhu… something?

That was enough. Luke carved through the skeletons — and a few guards — without hesitation. The crowd watched without sound or motion:
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Looting what he could, Luke found a letter buried in a desk: Mind flayers. The word alone made his skin crawl. It all made sense now. He didn’t wait:
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A woman named Jenia caught him on the way out. “My son says his betrothed was attacked by… someone not what he seems. Like a person wearing another’s face.”

Luke didn’t break stride. You got that right, lady, he thought, heading for the gate. At least he wasn’t dead. At least he wasn’t mind-controlled. Gorion had always told him to look on the bright side. He wondered, not for the first time, where Gorion was now.



Later, in a dim tavern far from the stifling air of Trademeet, Luke overheard two old sailors whispering over their ale:

“They say the folk of Trademeet ain’t quite… right anymore,” one muttered, eyes darting to the door. “Look too long into their faces, and you’ll see it — that blank, fish-eyed stare. Like they’re listenin’ to something deep underground.”

“Aye,” the other replied, voice low. “And if you hear them whisperin’ after dark… best you keep walkin’. Some voices ain’t meant for mortal ears.”

Luke drank in silence, pretending not to listen. But the memory of those faces still made his skin crawl.
 

Finarfin

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Luke, Halfling Fighter: Part 9 – The Cup, the Corpse, and the Rolling Vampire

(Side note: This was the point where Luke acquired his most treasured possession — his personal magic mug.)

Luke was halfway through a pint in some nameless tavern, putting as much road as possible between himself and the nightmare-fish-eyed stares of Trademeet, when the bartender, Vincenzo, leaned in with a conspiratorial grin. “I’ve got something special for you, friend — a cup that refills itself every morning and gets you drunk instantly.”

It sounded shady, possibly cursed, and almost certainly a bad idea. Which meant Luke wanted it immediately:
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He also overheard a mage offering a good coin for a sample of mimic blood. Say one thing for Luke, say he never turns down a profitable errand. On his way to hunt the mimic, he was ambushed by a fellow named Derrick and a pair of rangers, apparently guarding someone named Valygar. The rangers dropped quickly, but Derrick slipped away, leaving Luke to find Valygar holed up in a cabin. Valygar tried to talk; Luke wasn’t listening — Derrick’s ambush had settled that:
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So Luke killed Valygar and stuffed his corpse into the Bag of Holding. Watching an entire human body slurp into a space the size of a breadbox was like watching someone pour soup into a coin purse. Don’t ask him how — there was some awkward folding, a sound like a squeaky boot, and then pop, gone. Luke didn’t understand it, didn’t want to understand it, and was absolutely fine never checking that bag without gloves again:
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Mimic blood in hand, Luke returned to the mage, who promptly asked for help testing his new creation — a stone golem. The sight of it made Luke sweat, memories of Imoen’s unfortunate smashing flashing back. And like most wizardly experiments, it went wrong instantly. The golem turned on its creator. Fortunately, Luke snapped out of his panic in time, and against all reason, a handful of darts reduced the hulking rock monster to rubble. Turns out “stone beats scissors” but also “dart beats stone.”:
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Back in Athkatla, Luke crossed paths with a gang of heavily-armored fallen paladins. After downing an Oil of Speed, he peppered them with over ninety darts, aiming for weak points in their armor. When the last one fell, Luke muttered, “That’s a lot of darts. I’ll have to restock… again.” Say one thing for Luke, say he was personally responsible for the dart shortage in all of Amn:
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After resupplying at the Adventurer’s Mart, Luke wandered into a nearby tent, curious about “strange goings-on.” Strange things, in Luke’s experience, often meant strange treasure. Inside, he found the source — an ogre-mage named Kalah. Luke summoned his trusty efreet companion and was about to throw his first dart when the efreet incinerated Kalah instantly. “That’s one way to do it,” Luke thought. “At least I saved some ammo.”
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Stopping by the Copper Coronet for a free drink (Hendak’s lifetime offer still standing), Luke was asked to clear out another group of slavers. No reward needed — Hendak was one of his few friends. He snuck into their lair and handled the problem quickly:
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Then Luke remembered the Thieves’ Guild wanted him to deal with a certain mage. Upon entering the mage’s house, he found two enormous golems. None of his weapons worked on them, so he ran, slammed the door, and let his efreet fight them while Luke tanked:
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At a nearby pub, Luke overheard talk of a “magical weapon of enormous power” hidden beneath the graveyard, guarded by vampires. Dangerous? Absolutely. But “magical weapon” had already sold him. In the crypts, his shield from Trademeet kept him safe, but his normal darts couldn’t harm the undead. With his +1 darts running low, Luke went melee on the last vampire — a nasty piece of work named Fred Durst, who kept rollin’, rollin’, rollin’ after him no matter how far Luke ran. By the end, Luke wasn’t sure if he’d been fighting a vampire or the physical manifestation of a nu-metal chorus that refused to die:
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Even drained of strength, Luke got the weapon and retreated to a temple for healing. Unfortunately, the vampires followed and attacked in town. Not trusting his new weapon yet, Luke fled:
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Later, he wandered into a house plagued by the ghost of a child killer and dozens of child spirits. Luke was no saint, but even he got chills. So he did what any halfling with a lifetime supply of darts and a questionable moral compass would do — he took care of them all:
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(According to @Borco 's recommendation, I changed Luke's portrait on the way to the graveyard into a bit more serious. Luke started just as a funny project, didn't know how far I could make it but wasn't expecting very far tbh - info/exp/etc is a bit outdated, just from the start of chapter 3)
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Finarfin

Habitué
Messages
125
Luke, Halfling Fighter: Part 10 – One Dart to Rule Them All

Luke decided to take some fresh air in the wilderness — and by “fresh air” he meant “as far away from Trademeet as physically possible” Instead of heading east, he wandered south and stumbled upon a huge, looming tower. Outside stood a band of Helm’s followers, one of whom seemed oddly familiar

After some cautious small talk, they asked Luke to clear the keep for them, promising “a lot of reward.” The job smelled risky, he was thinking of saying no to it — until it hit him.

“Hey, Brother Odren… weren’t you in that darts tournament back in Baldur’s Gate?”

Odren’s eyes narrowed in recognition. “Seems like a lifetime ago. I was a different man back then. I used to have a returning crimson dart, if you can believe it. Should still be somewhere on the first level.

That was it. Say one thing for Luke, say the only thing he loves more than darts is infinite darts. He agreed on the spot to clear the keep of every evil thing in it.

Testing his new graveyard weapon, Luke carved through the keep’s guardians, though they landed a couple of hits that would’ve folded a less stubborn halfling in half:
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Then — there it was. The Crimson Dart. The instant his fingers touched the cold, perfect metal, the world tilted. His vision tunneled into a vast, burning Eye that scoured his soul. In the darkness, a deep, ancient voice hissed: Thrrroooow meee:
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Luke snapped back, blinking, clutching the dart as if the whole realm was about to mug him for it. Without thinking, he hissed, “My precious…” The dart practically purred in his grip, hungry to fly, its whispers curling through his mind — promises of victory, glory, and just the right amount of bloodshed to keep things interesting.

He didn’t need telling twice. Random door after random door, Luke tested the dart’s power. Nine to eleven damage per throw and it just reappeared in his hand:
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In nearby temple ruins, an army of undead barred his path. Greater mummies? Shadows? It didn't matter. Under the combined speed of the dart and an Oil of Speed, they fell like drunks in a tavern brawl. Even the local undead master couldn’t stand up to him — and obligingly dropped a magical cloak that somehow made even stronger magical darts. Luke was pretty sure he could now kill a dragon with enough patience and beer breaks:
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The temple’s destruction freed a nearby village from its undead curse — the same village where Luke had once bought his magical drinking cup and stuffed Valygar’s corpse into a bag of holding like leftovers. They rewarded him handsomely, but celebrations were cut short when a familiar ranger showed up — Derrick, Valygar’s old guard, now unhinged and attacking friendly ogres:
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Luke charged in, calling out: “Hey Derrick! You’ll never guess who I’ve got in my bag! That’s right — your old pal Valygar! He’s a little softer than you remember, but if you tilt your head, squint real hard, and ignore the smell, it’s basically like he’s waving hello! Well… parts of him are.”

Derrick went into a frothing rage — which, conveniently, made him easier to hit. A few well-placed darts later, Derrick was down, the ogres were saved, and Luke was on his way back to Athkatla:
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The local thieves’ guild didn’t fare any better than Derrick. Between the Crimson Dart and Efreet’s fireballs, the fight was over in minutes — and Luke still had half a pint waiting for him at the Copper Coronet:
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Borco

Habitué
Messages
382
David changed COrb. He removed the save bonus and the high level insta-kill effects.

Old description:
View attachment 18208

New description:
View attachment 18209

Interesting. I haven't checked the files, however my in-game description with SCS 35 is consistent with the original. Maybe it falls under this sub-component from the readme and it's just that the description hasn't been properly documented.

"Lots of small changes to BG spells to match more closely how they work in IWD, and vice versa (I didn't do this systematically, only when I significantly preferred one implementation to another)"
 
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