I had previously not mentioned, I turned up the difficulty on SCS for this run, to “Improved”. Tentatively, I may bump it up to Tactical for a later run, but probably no further. The higher levels often irk me, when enemy spellcasters too often have even short duration defenses up for every fight. It feels too “meta” to me. And certainly no new powers or abilities, then its not AD&D anymore…
Eh, that’s my bias. But anyway, this is the first point in the game where I’ve noticed some increased difficulty. The Shadow Druids are not a difficult fight on Core, not even a little. They were a little more challenging here, and didn’t feel like a cheat.




The fights here were mostly mage fights, and most of them took a round or so longer than I’m used to. This seems about right to me. As a long time DM, it seems to me, one or two spellcasters of *about* the same level as a capable team of six adventurers, *should* die pretty quickly. The added difficulty I’m seeing in fights so far seems about right, the mages are fighting/casting smarter and better. But they don’t seem crazy powerful, or worse, omniscient with all of their defenses always up. So this has been a fun upgrade for me.

We all love the easily confused ogre Larze at the Blushing Mermaid, right? It makes me laugh how with NPC Project installed, Minsc will screw the little scam up completely.

The Loretakers mod adds a very well designed two-level dungeon to the City of Baldur’s Gate.


I really like this part of the game. The City of Baldur’s Gate is fittingly my favorite part of this game. I like the urban busyness, and I love this power level of the game. A well equipped party in the middle levels is ready for some more serious challenges!




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