The Epic Tale of Icewind Dale, featuring the Lucky 75s, as told by the famed bard, Kreena Kanan

JustKneller

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Introduction

On another forum, someone presented what I thought would be an interesting challenge for Icewind Dale Classic. It's always so tempting to just keep hitting the reroll button, but the challenge was to play with a party of 75-point characters, specifically with the stats of 18, 16, 13, 12, 9, 7 (arranged as you like and adjusted for race bonuses/penalties). 75-point characters are still pretty good, as the average roll for a 4d6 keep the highest three is a 73 and a 3d6 is a 63. However, this precludes you from min-maxing and fully optimizing a build as it gives you an even spread of two high abilities, two average(ish) abilities, and two low(ish) abilities.

As a frequent reroll addict myself, I thought this would be a fun way to breathe some new life into one of my favorite games. Back in the day, I played plenty of tabletop 2nd edition D&D and had no trouble playing characters with average stats. Somehow, D&D as a video game put a little bit of powergamer in me. Having a challenge to scale that back has really helped me reconnect with the characters I play, even in a dungeon crawler like Icewind Dale.

And just to make things more interesting, I decided to add some additional criteria to the challenge. The additional rules are as follows:

1) Only a party of four. I tried to suss out what party size offers the most challenge by searching various forums. I didn't find much of a consensus, but a party of four pulled out slightly ahead as being more difficult. I guess the general idea is that you have fewer bodies in the mix helping out. A party of four may level quicker, but by end game, you only have a couple of levels or so over a party of six. Conversely solos and duos get a much more significant level lead and can outlevel the content pretty quickly. Imagine a cleric in a solo or duo going through an area with undead. Turn Undead becomes the "I Win" button at those levels.

2) Only single-classed characters. No Multis or Duals. This one killed me, but I wanted to go the distance with this challenge. Multis are duals are pretty meta and make for powergaming 101, which is why I prohibited it. But, I've always preferred single classed characters from a character concept perspective anyway. Even still, it's such a waste to take a pure thief, period. I was tempted to turn on 3E sneak attack just to make the character more viable, but I held strong and stayed true to 2e. It's also a waste to take a pure mage in a full party, never mind a party of four. But, luckily you can sub a bard in their place for a magic-user and bards are actually more useful in this game.

3) Classic party. One each of a cleric, fighter, thief, and magic-user. I already know I'm going to miss having a druid and paladin.

4) Iconic Weapons. Characters can only use weapons shown in their portraits. You'll see that I have a Halfling cleric (female Halfling with a war hammer portrait), a Dwarven fighter (male Dwarf with an axe and shield), Halfling thief (male Halfling with the green hood wielding daggers and a quiver of arrows/bolts), and a Half-Elf bard (female Half-Elf sitting on a railing holding a recorder, so no weapons for her and she'll also be a pacifist on top of it). After starting this rule, I realized this gives me one character that's crushing only, another that is slashing only, a third that is piercing only and no real magical damage. That should make things interesting.

5) No save scumming the RNG. I take the first roll for exceptional strength on my fighter. I get what I get for the random drops. If I blow scribing a scroll, I lose the spell unless I find another scroll to try again (but I can use potions, so this isn't a big deal). Whatever I get for hit points on level up, is whatever I get. That last one is going to hurt. I used to have a rule that I only reroll if I get less than half my hit die, but we're going to play this straight up 2e style. I expect the party will be resting a lot.

6) Make the run epic. I've done play logs for games before, usually in a journal format. It doesn't really work so well in a game like Icewind Dale that is a little light on the plot. I dabbled a bit with that method here, but the exercise was tedious. It was boring to write, boring to read over again, and it's my run so I can't imagine anyone else would want to read that. So, I took logging with a twist and attempted to present it in the form of an epic. It's not perfect because I didn't want to spend an eternity getting just the right cadence so I just kinda riffed it. It's no Virgil, it's janky in places, but it sticks to an AABB scheme with the same (12) number of syllables per line, so it basically works. 😁

This is just my opinion, but I always felt that Icewind Dale was the best adaptation of the 2nd edition D&D ruleset in terms of gameplay for the IE games. Baldur's Gate kinda jumps the shark in BG2 with the uber power levels and Planescape, while having the best story, the gameplay takes a backseat. I am currenly playing IWD Complete (and Classic) from GOG, not the EE from Beamdog. I've heard the EE actually makes the game easier between the kits available and the new items thrown in the game. I don't want to powergame, nor be swimming in treasure, though. I want to value what I get.

My last IWD run was quite some time ago. Long enough that I only remember the first real dungeon area has a lot of skeletons, I fight a bunch of lizard people at some point, and there is a temple full of giants somewhere. That's pretty much it. I'm glad for this. It's fun not knowing much about what's ahead. I can't really metagame much and I have to take things as they come.
 
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JustKneller

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The Party

CLERIC: Lydwin Moonshadow, NG F Halfling (12, 19, 16, 9, 11, 7) (5 points discarded) with a war hammer and shield. Lydwin will be the party captain in combat and tank. Between the high dex, best armor/shield, Helm of the Trusted Defender, and any needed buffs, she can bottom out her AC and resists better than anyone. Her job is to draw aggro and play defense. If she gets some hits in, that's just gravy.

Lydwin joined the church of Tymora in 1275 DR. Up until now, she had been serving as an acolyte at a temple in Bryn Shander. When she heard the rumors of the troubles in Easthaven, she realized she couldn't spend her life in a temple handing out healing potions and needed to take some chances of her own. She decided to join up with the expedition as part of a spiritual journey in reverence to Tymora. She seeks not fortune or glory, per se, but a favorable outcome for all good people involved. Should this come to pass, Lydwin will consider this venture a success.

FIGHTER: Uliwyf Flintfire, LN M Dwarf (18/80, 12, 17, 7, 12, 7) (2 points discarded) with an axe and shield. He will be armored as best as he can be, but melee damage is the priority. If you're only going to carry one weapon, and axe is the way to go as it is one of the few weapons with both melee and ranged options. Besides, c'mon, Dwarves and axes go together like peanut butter and jelly!

Uliwyf (pronounced UL-vife as in the “ull” from “pull” and “vife” as in rhymes with “wife”, it will matter later) is from one of the lesser known (and less popular) clans in the Dwarven Valley. He spent most of his adult life prior to this journey serving as a lowly guard for a caravan between Mithral Hall and Bryn Shander. Due to his lack of status (Flintfires aren't Battlehammers or Brawnanvils after all), he was not able to recruit any viable talent among his Dwarven kinsmen to accompany him on this quest. This is alright by Uliwyf, as when he emerges victorious, there will be no question as to what Dwarf brought fame and riches to his clan. He has some history with Lydwin and Cydwin and has come to think of himself as more of an (ornery) uncle-figure to them. Even if he was not interested in elevating his clan, he would still go on this journey, if only to help protect the inexperienced Lyd and keep an eye on the audacious Cyd.

THIEF: Cydwin Moonshadow, CG M Halfling Thief (12, 19, 16, 12, 8, 7) (8 points discarded, ouch!) with dagger and (cross)bow. He will serve as the party's de facto archer, scout, skillmonkey, and stealth attacker. Having a single-classed thief (with average strength) is probably the biggest nerf I'm levying on myself. A Fighter/Thief would be so much more effective, but I gotta keep it real.

Cydwin is Lydwin's twin brother. Cyd envisions himself as more of a treasure hunter than a thief. He doesn't steal from good folk and aspires to ply his skills in ancient ruins to extract their riches. He respects his sister's faith in Tymora, but prefers to make his own luck. This tends to get him in a little trouble from time to time, but he is well meaning at least. Cyd claims his main motivation to join Lyd in this adventure is for the treasures to be found, but in truth, he would follow his sister anywhere just to watch her back.

MAGIC-USER: Kreena Kanan TN F Half-Elf Bard (9, 12, 7, 18, 13, 16) (also 8 points discarded, ouch!) with bare hands. She's the party “herald” and will support a bit with her magics. Fortunately, carrying no weapons means she'll have her hands free for the Lyre of Progression. Kreena will actually be a pacifist. So, she won't be putting out any magical damage, either. Her spells will be all buffs/debuffs and crowd control. Her influence is intended to be indirect and subtle. She'll be singing most of the time, and slinging a spell here and there. Let's face it, bards are better mages than mages in IWD, especially with a small party. Add Lore, better HP, better in-game content, and Bard songs on top of it and it's a no brainer. I did try a version of this party with a Gnome illusionist (all shorty party) in this spot, but honestly, the experience was so lackluster compared to having an honest to goodness bard. Not to mention, in a party of four, the illusionist far outleveled her spell access. I wanted to stick with the wizard for the challenge, but the character was just so lame and spent a lot of time just sitting around doing nothing. I had to respec for my own sanity.

Kreena is an acquaintance of Cydwin. The two frequent the same taverns in Bryn Shander. Between the tales that Cyd tells of the adventurer he plans to be and the songs Kreena sings of adventurers from the past, they have a lot of common ground. She was intrigued by the Easthaven venture due to the cast of characters. There are not exactly many songs of smallfolk heroes among the tallfolk, so she intends to get a unique song of her own out of this pursuit.

This party is dubbed The Lucky 75s. The name is a combination of their names forming an acrostic of “Luck”, an homage to Tymora, the fact they are all base 75 point characters, 75% of the party are smallfolk, and (12)75 is the year that Lydwin joined Tymora's church. 😁
 
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JustKneller

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Prologue to the Prologue: You Must Gather Your Party Before Venturing Forth

Gather round, grab a stool, hearken, have a gander
Our epic tale starts here, Ten Towns' own Bryn Shander
Our heroes here fare from commonplace places
And, if you believe it, the smallest of races

Of the Moonshadow kin, humble Halfling, Lydwin
with Cydwin, her brother, the more precocious twin
Uliwyf, a dwarf uncle, though no blood relation
yours truly, their herald, and other oration

Uliwyf, Flintfire clan, and a clan rather small
hails from, as you'd expect, the Dwarves' great Mithril Hall
aspired a station of more fame and import
than that of a Dwarven caravan's mere escort

As such, in Bryn Shander, he spent most of his days
when not under the stars on guard for Dwarven sleighs
Moradin his patron, but life far from his kin
forged faith in Tymora much to Uliwyf's chagrin

Cydwin had a faith, too, though one far less austere
His temples were taverns, his prayers were for beer
But he was not a drunk, his nose not a cherry
He just liked to have fun, laugh well, and make merry

Underneath the party was a sober side, too
his dear sister he loved and for anything do
he would like to do more than his life waste away
perhaps be a famous treasure hunter some day

And finally Lydwin, more modest of the twins
Within her timid heart, this grand epic begins
In Tymora's church since twelve-seven-five DR
Lyd served adventurers from great places afar

But Lydwin reflected, mulled over, and pondered
just snug in a temple, her life would be squandered
The careful, quiet life was not Tymora's stance
Can one laud Lady Luck, never taking a chance

Rumors of great evil somewhere near Easthaven
this was not a venture for venturers craven
With consideration, humble Lydwin assessed
a perfect candidate for a spiritual quest

She went first to Cydwin with intent to recruit
for a trouble brewing they should surely refute
Without hesitation, the small crew was now two
as Cydwin made a joke that she had him at “brew”

But if it was evil with whom they must tussle
it was in their interests to pick up some muscle
Whoever would they trust on this quest to assist
Their gruff “Uncle” Uliwyf sat on top of the list

Uliwyf joined their cadre, Dwarven frown on his face
but beneath he was glad to get out of this place
The Dwarf was aware they could meet with disaster
but better than serving a caravan master

And of course, there is me, the fair Half-Elven dame
you see, the pubs Cydwin and I haunt are the same
when prior to leaving, he bid a fond farewell
I offered to come with, for the story to tell

Lydwin with stout hammer and decked out in full plate
Uliwyf with a sharp axe, edge could not be more straight
Cydwin's favorite daggers and on his back a bow
the heroes now equipped, they were ready to go

They began their journey to the hamlet in need
With spirits riding high how could they not succeed
but hopes distracted from the course they had charted
and their quest nearly done 'fore it even started

Their intended course warped to unintended lands
to an ambush of crooks, they fell right in their hands
they could die with their things or walk off with their life
they considered a fight...especially Uliwyf

The bandits were many and our heroes were few
at a disadvantage, there was naught they could do
and so they departed, retracing errant tracks
sans weapons and armor, just the clothes on their backs
 
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JustKneller

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The Actual Prologue: Beginning at the Beginning Again

Huddled around the hearth, leaned on found walking sticks
bravely fighting a chill, our heroes in their knicks
Easthaven they did reach, though with woe unforeseen
Winter's Cradle Tavern, they must have been a scene

Hrothgar, village elder, the heroes he did find
of their current sad state, the chief seemed not to mind
Hrothgar greeted warmly, informed of a mission
but they already knew of the expedition

Our heroes were willing, they wanted to go
but their gear was all gone so their spirits were low
though they dare not go home with heads hung in disgrace
just then a rascal's grin grew on Cyd's Halfling face

His apparent delight was met with only ire
Where did Cyd find the jest, their situation dire
See, when they gave the thieves every bit of their wealth
the bandit leader's purse, Cyd purloined with great stealth

And what were the proceeds from a gamble so bold
within the pouch they found near a few hundred gold
this was not quite enough to give them a new start
but it was possible if they played their hand smart

So they went about town seeking ways give aid
particularly tasks ending with getting paid
I even sang for my sup, taught a drunk temperance
Cyd was gifted a trout from a local's offense

And another they helped, his dreams were a bother
which came from a sea elf who loved his forefather
After they tallied up each and every award
new gear for everyone, our heroes could afford

They continued to help the locals about town
The innkeeper needed viscous beetles put down
A boy robbed of his fish by goblins at the shore
and a wolf on the lose in a scrimshander's store

And when the wolf battle our brave heroes had won
A gift of a fine blade when the business was done
A deftly carved handle, it's blade naught be graver
It was Apsel's Dagger Cyd started to favor

Though their outfit humble, it would get the job done
and so they met Hrothgar for their quest had begun
but before they could leave, there was one urgent task
track a lost caravan, Hrothgar kindly did ask

Off ventured our heroes on a patrol detail
twas the first time Uliwyf liked the caravan trail
they found some beastly tracks, followed careful and well
until they found a cave that reeked an orcish smell

Cydwin scouted forwards staying out of the light
Our heroes then prepared for every single fight
The orcs fell to arrows, stout hammer and axe blade
as they plied the craft of the adventurer's trade

At the end of the cave they found their head quarry
at least that is what they assumed a priori
An ogre assembled this motley orcish crew
and our heroes then set for what they had to do

The orcs were feasible, the ogre was a threat
a head to head battle would be a losing bet
So Cyd readied his bow to put arrows in flight
while Lyd led ogre 'round as if flying a kite.

While the ogre chased Lyd, orcs fell to Uliwyf's axe
it was total bedlam, their flurry of attacks
the monsters bewildered by these heroes so slight
and no smallfolk were harmed in this beastly cave fight

When all of the riffraff met their eternal sleep
The heroes discovered a treasure to keep
this dagger enchanted with a magical flame
a new blade for Cydwin this magic knife became

Reporting to Hrothgar the convoy's tragic fate
the trek to Kuldahar he would now reinstate
Preparations were made, expedition's a go
A small army began a hike through winter's snow

But tragedy would strike the company quite soon
in the Kuldahar Pass by the light of the moon
Frost giants in the peaks prepared for those below
a deadly avalanche, all buried in the snow

Alas for our heroes, their luck not yet run out
perhaps because Lydwin was Tymora devout
pulled themselves from the snow and off snow was dusted
no one suffered a scratch and no bones were busted

Their allies all fallen but in no such way crass
our heroes carried on through the Kuldahar Pass
as they made their way towards the rising winter sun
they discovered their trials had only just begun

A goblin detachment had been called to this place
by a mystery voice with a magic embrace
An ogre also hid in a tower in pain
with no will for a fight bound by a strange migraine

Another orcish gang holed up in an old mill
were the only creatures there of their own free will
every one of these foes met their end I assure
except for the ogre who just wanted a cure

It's also worth mention that from the Orcish chief
Our heroes found a cloak to bring Lydwin relief
Looking over the cloak to discern its effect
This magical cloak was enchanted to protect

But before I forget, I have one final note
of the trio's good deeds, I have one to promote
when clearing out the mill of each monstrous dweller
they rescued a young boy who hid in the cellar

This brings us to the end of our epic's first act
and already you see our heroes great impact
if what you've heard so far leaves you wanting some more
have no fear my good friend, there is much more in store
 
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JustKneller

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Chapter 1: Kuldahar Is Having a Sale on Red Herrings

The heroes felt a thaw approaching the Great Oak
This must be Kuldahar of which Hrothgar had spoke
While the rest of the North was enveloped in ice
the warmth under the tree was especially nice

For the lay of the land, the alehouse was first found
It was Cydwin's advice, put your ears to the ground
They were well provided with all the local news
Uliwyf and Lyd mingled while Cyd had a few brews

One barmaid told a tale of a shady innkeep
The other said much less, she was somewhat a creep
On the town's other side, yetis had wandered in
They previously killed the potter's closest kin

The potter also lost a great family heirloom
as the luckless brother sadly met his doom
and what of the innkeep with the shady inn claim
it was found to be false and the thief faced his shame

With the locale now known and the heroes rested
They sought out Arundel as had been suggested
The elder, a druid, and a solemn one too
of the troubles he saw, he gave them a review

The enemy unknown and not much of a trail
Our brave heroes best bet was a shadowy vale
Before they departed they had but one detour
The druid imparted an ogre headache cure

A day's walk to the Vale and our heroes arrived
They found all the long dead had somehow been revived
To add to their troubles, Yetis prowled the land
But courage was plenty, heroes' weapons in hand

The crypts filled with undead, our heroes outnumbered
Skeletons rattled forth with zombies that lumbered
Ghouls and ghasts in the mix made a dangerous horde
And to keep them at bay, Tymora was implored

The soulless enemy feared Lyd's divine power
and into the corners, they all ran to cower
Uliwyf took to his axe and Cyd took up his bow
Their foes started to fall but the going was slow

Skeletons precisely, arrows bounced off the bone
they even turned axe blades but Uliwyf did not moan
If bones resist the axe, Uliwyf would entertain
all the axe required for his foes to be slain

To not waste his arrows, Cydwin held his bow back
and watched out for perils for which he had a knack
it was good that he did for he happened to find
the dangers they faced were undead and traps combined

And on the overland, yetis savage and vile
Cyd gladly took the lead with his personal style
With room enough to move, it was verily fun
attacks from the shadows as Cydwin hit and run

In one of the last crypts, a harbinger eerie
It called itself Therik and answered their query
It claimed to know nothing and turned the party back
when they asked to see more, Therik launched an attack

Their foe a juggernaut that brought the party pain
It whirled with bone and blade, Lydwin was nearly slain
But our heroes were brave, everyone kept their wits
They overcame their foe, Therik was smashed to bits

There was a final crypt that needed be explored
It seemed the garrison for the Vale's undead hoard
Their numbers were massive, a bona fide legion
This must be the evil that threatened the region

Our heroes didn't charge but slowly moved along
the air was stale and thin, the smell of death was strong
they chose their battleground, keenly picked every fight
and surely met their match in combat with a wight

Lyd's hammer bounced right off, Uliwyf's axe could not scratch
They sussed that they needed something else to dispatch
Lyd summoned undead aid to keep it occupied
Cyd with magic dagger backstabbed until it died

Not too long after that, the dungeon did bestow
For Lyd a new hammer and Cyd a magic bow
this still was weak against the resistant undead
Uliwyf kept from the fray and this is what he said

Uliwyf professed that he was not one to complain
just mere observation of the trio's campaign
Magic hammers and knives this dire tomb did convey
Would it kill Tymora to send an axe his way?

Dwarf grumbles put aside for the matters at hand
This heroic venture was harder than they planned
Our heroes stuck between a hard place and a rock
returned to the village so that they could take stock

Visiting the blacksmith, his wares they did peruse
with funds so limited, there wasn't much to choose
all that they could afford, it left them nearly broke
to better protect Lyd, a helm just for smallfolk

The trio then returned but somewhat unprepared
without a magic axe, their offense was impaired
but what they lacked in force, the made up for with grit
our heroes determined and refusing to quit

Against wights and mummies, just the twins could scuffle
with Uliwyf on the side, feathers in a ruffle
Against all other foes, Uliwyf was not deprived
the shadows vaporized, bones and rotting flesh rived

The legion now perished, they met their undead host
the master of the keep was Kresselack the ghost
but he was not the foe our heroes were to find
for only to the crypts this wraith was thus confined

But he offered wisdom, just for one simple test
Kill an Auril priestess that threatened the wraith's rest
Slay evil for evil seemed a simple affair
Off to find the cleric, they had an idea where

In the cold yeti cave, the priestess laid in wait
meddling from our heroes, she did anticipate
she had a grand design, disperse cold near and far
the Vale was just her start, and next was Kuldahar

The cleric called yetis, the heroes took to arms
She cast an evil spell, the heroes snubbed her charms
She swung a wicked mace, the heroes dodged her blows
When all was said and done, her corpse was left for crows

Relaying to the ghost, the priestess was no more
seeking out their payment, the promise from before
The sage was but a fraud, his advice not quite clear
He knew not where to go, just that it was not here

Now back at the Great Tree, they filled in Arundel
Their villain wasn't there, and where they couldn't tell
The druid gave some thought to seek out the unknown
They may just have a chance if they find the Heartstone

After preparations, our humble little squad
left to seek a temple of a forgotten god
Trekking through the mountains for just over a day
they found the aged temple in a state of decay

Taking great care, Cydwin invisibly surveyed
to see some shady priests and a verbeeg brigade
For fighting the Verbeeg, Cydwin would hit and run
But against the clerics, they needed everyone

The heroes pressed along and found the sacellum
but where the Heartstone sat, they found only vellum
also a poison vial unknown what it portends
Uliwyf grumbled gravely, “I'm sick of these dead ends"

So our baffled heroes returned to Arundel
turned over the poison to which he gave a smell
The source of this venom, there's one place to supply
Their next destination, the wicked Dragon's Eye
 
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JustKneller

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So, I have placeholder posts in place to keep all of the log together and I'll be editing them as I play. Maybe I'm just being a neat freak, but I wanted to keep the log together separate from conversation. 😋

I'm not sure how often I'll have updates, but it shouldn't be too long between. It doesn't take long to come up with the actual log entries, it's just a matter of having the time to actually play. As of now, I'm partway through the Vale of Shadows and still going strong.

Edit: I'm actually changing up my format a little bit. I'm just keeping the epic above and the meta down here in the comments.

The Actual Prologue: Beginning at the Beginning Again

Party Statistics:

1220 gp

Lydwin (L3, 26/30 hp, k 10/12%, FS: Cure Light Wounds) - splint mail, large shield, helm, war hammer, Glimglam's Cloak
Uliwyf (L3, 35/45 hp, k 60/69%) - splint mail, medium shield, helm, battle axe, throwing axe
Cydwin (L4, 25/32 hp, k 34/29%, OL 50 MS 85 FT 50 PP 35) - studded leather armor, short bow, Fire Dagger
Kreena (L3*, 13/18 hp, k 0/0%, FS: None) - none

*Kreena is but 2xp from Level 4

Notes:

Not much to say about the prologue. It's pretty straightforward. I'm reading a FAQ as I go, but not reading a head, just to see what could have dropped for the random drops. The two main ones in the prologue are in Easthaven Cave and with the orc chief in the mill. I probably got the best of the options for my party in both cases.
 
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JustKneller

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Chapter 1: Kuldahar Is Having a Sale on Red Herrings

Party Statistics:

6887 gp

Lydwin (L6, 54/60 hp, k 78/16%, FS: Cure Light Wounds) - plate mail, Reinforced Large Shield +1, Helm of the Trusted Defender, War Hammer +1, Glimglam's Cloak, Black Wolf Talisman
Uliwyf (L6, 58/78 hp k 325/67%) - splint mail, large shield, helm, High Quality Battle Axe, Mantle of the Coming Storm, Gauntlets of Weapon Skill
Cydwin (L7, 41/56 hp, k 77/16%, OL 80 MS 100 FT 80 PP 35) - studded leather armor, Short Bow +1, Fire Dagger, Ring of Shadows
Kreena (L7, 25/42 hp, k 0/0%, FS: None) - Lyre of Progression, Bracers of Defense AC 8

Notes:

Chapter 1 has been posted above.

Having the first major dungeon be undead was an ironic blessing. With turn undead, the numbers were quite manageable.

I should note the technique I'm using to keep aggro on Lyd pretty consistently, as it's essential. Let's just call it an aggrostrafe. You're probably aware that weapons have “length”. Daggers are quite short, hammers and axes are longer, staves and halberds are longer than that. If you click on an enemy to attack and have to move in, you'll stop at your weapon's distance and start attacking.

In order to keep the aggro on Lyd, I have to keep her at a dagger's reach so Uliwyf can be at an axe length and be relatively safe. It's a pain in the ass to do that with left clicks because if you click too close to the enemy, it just sets an attack and then you're at weapon distance. So, all my moves are done with right clicks. When advancing on an enemy (Lyd is always on point), I'll right click move Lyd to strafe right in front of their path (as they are advancing towards the party, too). But, then I'll pause when their location circles overlap and then have her attack. For Uliwyf, I just need to click and attack. He's sure to stop further away. It gets a little micro if were dealing with a mob surrounding Lyd, though. Lyd and Uliwyf will work around the circle, but I frequently have to reposition her so Uliwyf can work the outside without drawing aggro.

I would trade everyone else's magic weapons for Uliwyf to have a mere +1 axe. Actually, I should asterisk that. Cydwin's Fire Dagger is the party's only source of unlimited fire/acid damage (even though it has a crappy 15% proc) and I'm sure there will be trolls eventually. In any event the wight/mummy fights (as well as the Lysan fight) were tough with my heavy hitter on the benches. Having Lyd and Cyd with their crappy THAC0, d4 weapons, no strength bonus (though sometimes I used a Strength potion) and 1 APR try to take something down was a slog. On top of that, Cyd on the dagger makes aggrostrafing virtually impossible. So, I worked with it instead. Every time Cyd drew aggro, he would kite the target in a small circle around Lyd (who could still attack). When the aggro went back to Lyd, Cyd would move in and start stabbing again.

The good news is that Lyd's AC is already bottomed out and she can generally only be hit on a crit. The bad news is that when Verbeegs do hit, they hit like a freight train. Fortunately, Cyd was able to use hit and run tactics for many of them. It's a rather slow process, though, using a single-classed thief with no strength bonus.

Cyd spent a fair amount of time out of commission. Kreena would cast invisible on him so he could scout and disable traps. However, (especially if there are doors involved) he couldn't do much else without breaking invisibility. It would be nice if you could search for traps from stealth, though. Kreena is only memorizing a single Invisibility spell at a time (supplies are limited). I expect I'm going to have to start resting every floor to get it back so I can bring Cyd back into the action more.

At this point Kreena had leveled enough to get Tymora's Song. Ballad of Three Heroes is still slightly better for combat, but Tymora's Song is better if I have to worry about spellcasters (i.e. better saves). As such, I bounce between the two as the situation dictates.

The drops were pretty crappy this chapter. I didn't keep a single random drop.
 

JustKneller

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Ok, I need something to make this more of a challenge.

Full disclosure, I basically have a second run with the same party going parallel. I started over when I came up with the idea of the epic poem. This was largely because I wasn't going to be able to retcon the poem based on my play notes from the first run. In any event, I flipped back to that run because after reading @Alesia_BH 's BG thread, I kinda want to just cinch up this run and start my BG saga run. As the first run is further along, I figured I might as well jump back to that. However, it's not giving me the challenge and D&D feel I'm going for.

Here's where we're at.

Lydwin is untouchable. Her AC is negative infinity and her saves are bottomed out. She'll take a hit on a crit, but (especially with War Chant of Sith running) she heals from it before the next hit comes in.

Uliwyf is a beast. He just picked up the Ring of Reckless action as of reaching level 13. With GM in Axe he has 4 1/2 attacks per round. He also has the Girdle of Stromnos, so Strength 19 has him hitting like a truck.

Cydwin is decent. As a straight thief, he's primarily a skill monkey, but still quite handy with his +1 bow. He's backstabbing a bit, but I don't really need the guerilla tactics. Lyd and Uliwyf have everything locked down. Cyd is actually kind of dead weight.

Kreena is Kreena. She's singing almost all the time. I thought I'd have trouble with keeping her a pacifist (e.g. I'd need some AoE damage). Not one bit. I barely even have her casting control spells anymore.

I thought a party of 4 would be more of a challenge. It really isn't. The best gear is split among 4 characters instead of 6. Add that to the approximately two level lead they currently have versus a party of 6 (which I thought would be negligible, but now I doubt it) and you really have a well-oiled machine. I'm thinking now that a full six would be more challenging due to the spread of gear and having more liabilities.

I'm on the fence about the War Chant of Sith. It's definitely powerful, but I'm not sure I'd call it OP. The regen effect is a nice way to keep from having to rest on the regular. That aspect doesn't really turn the tide of battle, though it probably does in Lyd's case. The defensive bonuses are definitely significant.

I'm absolute shit at spellcasting. Like, I hardly ever buff. I only think to use magic in particularly hairy or compromised fights. I had actually (previously) considered a party of secondary casters (i.e. paladins and/or rangers) because I use magic that little. It's not like I need it, though, which is partly why I never think of it.

I'm also absolute shit at using consumables. We're in Chapter 6, and at this point, I've probably used a half dozen healing potions and a single invisibility potion. That's it. Not a single wand or anything else. I'm pretty much just selling everything (and have about 300k gold currently because there's next to nothing worth buying). I'm not even good at using per day items. I have the Jester's Bag of holding (which can actually drop some useful things). I've used it about a half dozen times maybe. I think I've also used the Bardic Horn of Valhalla twice, and the Badge of Courage three or four times. Once again. I think it's a factor of not really needing these things.

I considered just going to HoF, but I don't actually find cranking up enemy HP to be challenging as much as it is tedious. Not to mention the XP boost would skyrocket my levels anyway.

I have an idea I'm cooking up, but right now it's only half baked. However, if anyone has challenge/restriction ideas they want to throw at me, I could use the suggestions to integrate into what I am currently brewing. Thanks!
 

Alesia_BH

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I haven't been reading your run in detail, JustKneller, because I haven't played Icewind Dale and don't want to spoil myself. I love, love, love the concept and approach though. I do look forward to seeing a BG run from you :)

I can't comment on Icewind Dale, but in BG I've always felt that party of four playthroughs are the easiest. Relative to a solo run, you enjoy the enhanced margin of safety of a party. Relative to a party of six, you enjoy quicker leveling. At the absolute end of ToB, a party of six will always be the strongest, but for the prior 95% of the adventure, a party of four is best, although an argument can be made for soloing in BG1, since BG1 is pretty straightforward for any party composition, and a solo requires the least micro, making it faster and simpler, if not easier.

If you're looking to enhance difficulty, I strongly recommend SCS and Ascension, ofc. On top of that, I'd recommend the EETweak packs experience reduction components. There are a number of components suited to different party compositions. Aurora, who is solo, is running with a 75% reduction to XP from kills. For a party of six, I'd advise reinstating the SoA cap. Adding in a percentage nerf, too would make things all the more challenging.

Naturally, it would be easier to offer suggestions if you shared what you have in mind. Whatever it is, I'm sure it will be a joy to follow.

Cheers,

A.
 

JustKneller

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@Alesia_BH You're definitely right about party size. The new concept will utilize six characters.

I should mention, I'm playing classic (so the EETweak pack probably wouldn't be compatible). But, I am considering SCS and Ascension right out of the gates. I'll be playing classic w/ EasyTutu (which puts BG1 in the BG2 engine), so I'll have to suss out how mods might interact with that.

I'm about to post the new concept, but going to mull it over before I run with it. I definitely welcome feedback. 😁
 
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