Game-wise, this is a much bigger update than the last couple. We covered more ground, to the end of a chapter. And significantly, every member of the party has grown. They have ALL gained levels AND some important equipment.
While the narrative will continue to focus on the story, I will try to weave in important details about how the team has improved, with an end-note to hit the major changes.
*****
We continued exploring along the east side of the main road. We were approaching the ruins of the old Ulcaster magic school. We routed out many hobgoblins. One band of them, the “Chill” seem to be wrapped up in the greater bandit problem. And of course, many others seem to be opportunistic. It seems chaos begets chaos. We have become more capable of restoring order as we go.

We decided to dig in a little deeper and see if there was anything left worth finding.

And more dangerous types like Dread Wolves and Vampiric Wolves. We did find a number of interesting books and scrolls. And a great tome, a big history of the school itself.
On leaving, I offered this to the ghost of Ulcaster. It seemed to bring him some peace? I hope.
We then traveled up to Gullykin Village, a halfling community just north of the ruined Firewine Bridge. There had apparently been much Kobold raiding in the area, this is particularly loathsome for halflings. The two groups do not care for each other. Minsc saw signs of kobold activity near one village hut. We entered to ask the owner about this, and he was pretty maniacle about his new partnership. There were steps heading down into the dark behind an old book case.

And just through an archway we heard the sound of another spellcaster invoking something dire.

But he didn’t go down. We warriors went for his bodyguards (and a host of kobold archers!) while Dyna and Imoen dueled with the mage.
When it was over, we could hear the sound of “yip! yip!” further back in the caves. When we left we told a village leader what we had found. We *think* we had slain the leadership, but there still may be a kobold colony in those tunnels. They would need to either route them out or seal it up.



Traveling out from Gullykin I happened to overhear Imoen talking to Dyna. I have no idea what brought it on, but Imoen was telling a “tale” she used to tell when we were kids… that I have a long blue and purple tail. Dyna sounded so confused! (NPC Project mod).

As we traveled on we saw an elaborate scupture gardin decaying in the woods. Jaheira and Minsc reacted immediately, warning this means basalisks are in the area. We decided the smart thing was for Dyna to cast “Protection from Petrification” and “Strength” on Amyntor.

This all left half of us helpless to intervene. But in the end, we had removed a serious menace.
Later, trouble found us again in the form of Red Wizards of Thay. When we last met some they were eager to kill poor Neera. It seems they had similar violent desire where Dyna was concerned. These guys just don’t play well with other mages. But I guess that isn’t exactly breaking news.

I’ve hardly mentioned the large number of bandits we’ve faced these last few days. Their numbers are increasing as we explore north, towards where our maps say the main bandit camp is located.

That means the fighting is getting tougher as we get nearer the camp.
And then we saw it in a clearing ahead. A number of huts, and a large number of humans and Chill hobgoblins.


Of course archers are more dangerous en masse than swordsman (mainly the ability to concentrate fire and change targets quickly). And we faced at least two leaders, an armored warrior with a warhammer and a very skilled archer with a magic long bow. This left the six of us very sore and tired!

The chieftain’s tent was mostly empty, a couple Lieutenants were no great challenge. We rescued a prisoner who advised this group was also commanding an operation in the Nashkel Mines… we told him we’d already ended that.
He also suggested they were getting orders from elsewhere. We found several scrolls from Davaeorn. The brother of the Surgeon! He had an uncorrupted mine deep in the Cloakwood forest. Well, we knew where we were heading next.


*****
A lot of what I mention here is drawn from mods. One I love and hate at the same time, Tweaks mod allows for armor and helmets being broken like weapons during the iron crisis. Armor even better, can be damaged once (reducing its effectiveness) and is destroyed by a second break. Well yeah, so here Minsc’s plate armor was damaged almost as soon as we sold Amyntor’s. After the bandit camp we bought him a nice suit of new Full Plate Armor. And that is now post-crisis armor so it won’t be prone to breakage.
The good news is, everyone now has the improved armor or magic armor (which also won’t break) except Jaheira, but we should fix that soon.
On a related note, all team weapons are magic. This is especially a big deal because of the iron crisis. Amyntor wields the two named swords Varscona and Harrower.
It does seem like I’m spending a fortune on potions! Between healing and improving various combat bonuses, this team needs all the help they can get! But I do find it fun to wring so much out of them.
Dyna will normally cast “Strength” on Brad, it gives her an 18/50 strength for 6 hours. This is still a long ways from the *strongest* team I’ve run, but with good spell use and magic items they can be effective.
I’ve mentioned Minsc as top damage dealer. I’ll add Brademante is the least effective. That may change with her getting daily “Strength” spells? But its not a huge thing, she is tanky (-6 AC is the best on the team). And I enjoy using her as the narrator and leader. Being smart, wise and charismatic she a natural as team lead.




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