Alrighty then.
Raphael Argus is a very religious half-elf.
He is dedicated to living by the Holy Dictates of Sinistar.
Sinistar dwells in the Hub of the
Great Cheese Wheel In The Sky.
He hungers... for
Cheese.
The Duty of all followers of Sinistar is to feed Sinistar's Hunger.
The Great Hunger is a consequence of
Sinistar's Existence.
He
Lives, therefore He
Hungers.
Cheese Tactics cause the Great Cheese Wheel In The Sky to turn, and in turning bits flake off and fall to the Hub, wherein is the Dining Table of Sinistar.
Those who feed the Hunger recieve the
Divine Guidance of Sinistar in return.
Sinistar sees many things that are hidden, especially phat lewt.
He also offers excellent advice, usually of an urgent, existentialist nature.
On to the story:
(Continued from last week)
In Waukeen's Promenade Raffi's team unwisely interrupted a Vampire assaulting a Rogue.
In direct contravention of Sinistar's directives, we combat the vampire.
We win, with some damage and level drain.
This is especially bad as getting restoration would use a chunk of the 20,000 Gold I was saving towards.
Suddenly, the Argosy feels an alcohol deficiency along with a desire to head north.
It was Divine Inspiration, as this led them to:
A companion who can cast Restoration.
Also, a Firkkrand fellow wants to pay me a suspiciously necessary sum of money to handle a problem in the Windspear Hills. I accept, but I'll probably just stop by to grab some easy kills and loot, then bug out to save my hide.
Then we go shopping. Well, browsing. (Actually we went shopping on our way to drinking, but it's a better story if we get Anomen first. Only a 2-minute difference anyway.)
Just browsing, but this brings up purchase strategies.
The Argosy, as we shall be calling this enterprise, has a strict policy on purchases. (placed at end of post to avoid text wall)
So, on our way to handle or pretend to handle a job for Lord Firkkraand- that's "Firky" for now on... we avail ourselves of opportunities to pick locks, disarm traps, and grab some unattended property.
On the way to Firky-land we pass by the City Gates.
The tingle of Divine Inspiration that led us to Anomen now intensifies to the actual Voice Of Sinistar!
He Hungers! I must feed him Cheese!
As per the Holy Covenant, the Faithful recieve The Wisdom Of Sinistar that they may better serve Sinistar.
A paraphrase of the Holy Command:
"Go into that inn over there and look for a secret door in the wall. There is a lich in there so be hasted and have the thief pick the lock on the chest while you stand right next to the lich. The thief should grab the sword from the chest and transfer it immediately to you; you will immediately equip the sword and activate it's Sunray function. Then run directly to the exit, and with your team, leave the inn. This must all be done with absolutely no extra movements or you may find yourself killed or immobilized."
Sinistar must be Famished! Cowards are supposed to Run, Run, Run!
But not like that. This actually looks kind of brave. Some gods move in mysterious ways; Sinistar, being a construct-god, is a pretty straightforward entity.
So we continue to Windspear.
On arrival we massacre some monsters that turn out to be knights covered in illusions. Perhaps they saw us the same way.
Then this goombah shows up and wants us to visit his cabin.
Whatever.
So there's a child hostage involved and Minsc and Anomen aren't going to let this stuff rest. It's going to be hard cheese, not easy cheese.
Let's finish some business first and then clear the area before going after Firky (or, preferably, cheesing our way to the kid and then dissappearing).
Damn, no reward?
Not even like the one Richard Pryor ("Wally") was thinking of?
They don't need money for that.
Cleared area while invisible playing my Jester Battle Song.
Sweet music for Sinistar's ears.
Over half of those bodies were fratricides.
Wandering the area enabled some dialog:
That's all 'til tommorrow folks.
I promise the remaining [majority] of my BG2 Ironman Let's Play will not have nearly as much text. (Referring to below)
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Purchasing policy:
1. Potions of Extra-Healing always get priority. (BG2 Fixpack removes almost all from sale.) Regular ones are kept if found but never purchased. Penny-wise, and pound-wise, too.
Save,
coward!
2. Protection From Undead/Magic Scrolls to be gradually stockpiled for a prophesied confrontation. (BG2 Fixpack appears to remove all Protection From Magic scrolls).
3. No other Protection Scrolls will be purchased as spells can substitute and there will be plenty of Protection Scrolls among the captured loot- just collect those.
4. Keep at least 5 Antidote in stock and grab all Elixirs of Health- not necessarily all at once, just remember where to return for them.
5. Potions of Defense, Power, Heroism, and Invulnerability to be hoarded but only purchased if the Argosy is super rich and has already purchased everything else on the priority list.
6. Scrolls of spells: necessary spells first, then a few extras. Then buy for xp or for entertainment. (Teleport Field and Polymorph Other are good for entertainment.)
Necessary Arcane spells: friends (for bartering), grease, protection from evil, web, stinking cloud, horror, invisibility, mirror image, invisibility 10'r, protection from evil 10'r, haste, fireball, improved invisibility, stoneskin, confusion, chaos, cloudkill, animate dead (after 15th level- excellent for fast-levelingBards), Tenser'sTransformation, invisible stalker, Improved Haste, Project Image, Mordenkainen's Sword, Mass Invisibility, Incendiary Cloud, Meteor Swarm, shapechange, Time Stop. Time Stop is beyond Gold Standard- it is diamond-encrusted platinum standard.
Buy the expensive scrolls as you become able to cast them or if you are on the edge of leveling up and really have gold to spare.
Extras: magic missile, chromatic orb, melf's acid arrow, protection from petrification (just stash a stack of them), slow, melfs minute meteors, polymorph self (except BG2 Fixpack removed the magic immunity from the Mustard Jelly, awww), Remove Curse (just let cleric do it or keep a scroll stashed), Monster Summoning I-II-etc. (hoard the ones you find), spider spawn, shadow door, mislead, death fog, wyvern call, conjure elemental (lesser and regular), summon efreeti/djinni, cacofiend/etc., and various Power Word spells.
Possibly add lightning bolt, flame arrow, chain lightning, acid fog, hold/charm/domination.
Note: In honor of Ironman mode I do not unlearn spells to relearn for XP, but I do use Potions Of Genius to increase learning chances and to increase the maximum number of spells knowable per spell level.
Cleric/Druid scrolls: silence 15'r, sanctuary. Keep good found scrolls (chaotic commands, negative plane protection, death ward if you can find any- I might even buy a few if they were for sale and Sinistar told me I would be facing those sorts of threats) and strong healing ones, but I just sell other druid/cleric scrolls unless they are for meat shields.
Armor: captured armor only. If towards end of quest, flush with gold, and all priority things are bought, then maybe. Just maybe. If it's really good armor.
Weapons: same as armor. Exception: anything with Undead Disruption.
Use fire/acid ammo, flameblade spell for finishing trolls. Unless there are bugs/lots of trolls- in which case buy 1 or 2 of the cheapest things that can deliver fire or acid effect. But only if having trouble with that stuff.
Burning Hands scrolls may substitute, but that is an expensive option.
Fire elemental is a good thing, too, except they break off when the troll goes down instead of finishing. You have to micromanage the finishing blow.
Ammo: captured only. Very early in the game it is possible to switch to using only magic ammo. Keep some regular ammo handy for mages that have protection from magic weapons but no protection from normal missiles to go with it.
(Watch out for them having invisibility instead so they can't be targeted.)
Exception: arrows of piercing and bolts of lightning. These can be of great assistance in some fights that need to be as short as possible. Keep a bundle of each handy, but only buy as needed.(break the stack and distribute to all who can use it right before the fight. In a hasted missile-frenzy, they don't need the whole batch and it takes up less space to transport them together.)
The bolts and arrows of biting are too expensive unless you have a hit and run strategy to take advantage of the time-dependent effects. In that case, look into the poisoned throwing daggers. Unless a save is allowed every round they might be very excellent value for money. Just time consuming.
Other items: captured only. Really, there is lots of neat gear, but strategic application of potions, scrolls, spells, etc. can obviate the need to spend the gold or allocate the inventory space.
Potions: in addition to what is listed above, just use what is captured.
Exceptions: slowly buy up/hoard all invisibility and speed potions.
Regeneration potions can be a good way to heal on extended crawls- in Ironman
I rest as infrequently as possible and never for more than 8 hours.
Potions of clarity, magic blocking, magic shielding, and absorption have their place. Perhaps experiment if gold permits and other priorities are satisfied. The absorption potion is -10 AC vs crushing (think golems).
Strength is a worthless potion unless the duration is many hours- then maybe it would be good for making mages into pack mules.
Giant Strength potions can provide a small to medium edge but I generally just used tactics.
The Hill Giant Strength belt available at the start after the obligatory start dungeon is a must for me, but a half-orc character may say otherwise.