Thursday, 11 February 2016

Darkness Over Daggerford Walkthrough Guide - Part I

Darkness Over Daggerford Walkthrough Guide - Part I

Update (01-Aug-18): The Enhanced Edition of Darkness Over Daggerford has been released. Read about it here. In that post, I have added recommended character builds in order to help new players get going with the adventure.

Ossian's award-winning Darkness Over Daggerford (2006) is a Forgotten Realms epic strongly influenced by the Baldur's Gate series, what with its world map system, explorative aspect and companion banter along with its large number of side quests, player stronghold and references to the the lore of Bhaal. It's a solid entry in the line of traditional Baldur's Gate-esque epics for the Neverwinter Nights platform, in which arena I would place it below the Aielund Saga and perhaps on par with Crimson Tides of Tethyr - both of which I consider inferior to Swordflight

DoD was supposed to be released as a commercial Premium Module, but the Prime Evil known as Atari scrapped the program during its development. Not to be discouraged, Ossian completed the module and published it on IGN's Neverwinter Vault, free to download for all members - and the community rejoiced!

The World Map: Daggerford & Surrounds

In this epic the player assumes the role of an adventurer investigating the suspicious death of Duke Pwyll Greatshout, in and around the city of Daggerford. The introduction is presented as a slideshow in sepia tone, similar to the Original Campaign; but, for the purposes of this recounting and the reader's convenience, I've condensed its contents into a single pic.

The city of Daggerford, by night

Notes on the walkthrough

• You may search the posts for keywords using Ctrl +F in your browser. You may also use my Looking for something? search bar (top-right) to search multiple posts; indeed, the whole blog.

• The posts include pics to illustrate coverage, including maps of the areas. The pics have been edited and upscaled to improve viewability on current gen displays. If your add-on/extension does not block the script, clicking a pic will enter Light Box mode, allowing you to mouse-wheel through them, at your leisure.

• The text is color-coded and varied in size for readability and clarity. Purple text highlights an item that is either important, flavorsome (to the lore/story) or useful, Pink highlights especially valuable items, Green text friendlies, Red enemies, Blue companions, and Orange quest names.

***First & Final Spoiler Warning***


Part I: Introduction, Trade Way North, The City of Daggerford, Notes on the Campaign.
Part II: Daggerford Docks, Side Questing & Exploring, Lifting the Lockdown.
Part III: Lockdown Lifted: The Overworld, Western Farmlands.
Part IV: Eastern Farmlands, Daggerford Graveyard.
Part V: Gillian's Hill.


Falias Emberthumb's Caravan Wagon

You begin the adventure resting inside a caravan wagon, having been hired as a guard by Falias Emberthumb, a portly halfling merchant traveling south along the Trade Way to Daggerford, from Waterdeep. Falias steps inside to announce that the wagon has stopped because a fallen tree has blocked the road; also, that your good friend and companion on this journey, Talarenne, is waiting for you just outside.

Chargen & Loadout

At this point the module bumps you up to eighth level and supplies you with starting equipment tailored to your class, as per the OC. Loot your traveler's trunk for better tailored treasures. If you have the weapon focus feat then the trunk should also hold a +1 weapon for the one you have focus in.

This section will be expanded as I progress in the module. For now, I just recommend not being a Fighter or Rogue, as the two companions already adequately fill those roles. An arcane or divine build would be perfect. Note that I initially recounted DoD as a Fighter/Rogue mix until I completed the Docks sequence; then replayed the module back to that point as a Wizard when I realized how boring it would be to have a party consisting of Fighter, Rogue and Fighter/Rogue for the entire adventure. 

Once you're leveled, equipped and ready for battle, step out of the wagon and onto the road, into the darkness and pouring rain.

Note that spellcasters are not given the opportunity to rest in order to memorize their spells. This is simply unfair and could have been worked around, quite easily.

Trade Way North

We have stopped in what amounts to a swamp! Three ox-drawn caravan wagons are parked on the road, guarded by spear-wielders. Your light-hearted chat with Talarenne is cut short as she senses something is wrong - an ambush! It seems they used the age-old "fallen tree" tactic to stop the caravan... but who are they?

Bandits, of course! - but a step up from the average in that these ones are adept in sorcery. Talarenne is magically whisked away (kidnapped) as the bandits encircle the caravan in a coordinated attack (Quest: Talarenne).

Assist the caravan crew in fighting off the eight bandits. Two capable allies will be fighting alongside you: Raegan and Amara. Prioritize the bandit leader and attempt to land the killing blow: she's an experience point bomb (+1212 Exp!) Slay the rest as you like. Be wary of their poisoned projectiles and disabling spells such as Daze, both of which can wreak havoc at this early stage.

(bandit leader +1212 Exp, bandit mage +97 Exp, bandit archer x3 +65 Exp ea, bandit blade x3 +65 Exp)

The only corpse worth looting is that of the bandit leader who drops the valuable short sword, Starfire (+1, +1d6 fire, on-hit Flare [1]). I sold this to the dwarf smithy in Daggerford for over 6,000 GP.

Ok, recruit Raegen Brunegar as your first companion, a stock-standard seventh level Fighter whose equipment is Paladin-flavored and for her use only. Raegen's longsword is nice - and seems to have more personality than her - but the armor and shield are nothing special (though no doubt better than what you have at this stage).

Depending on your class/build, Purfbin Doogrick may actually be your first companion. I have covered him in the next post.

Raegen's notable feats (naked): Dodge, Power Attack, Improved Power Attack, Cleave, Great Cleave, Weapon Focus: Longsword, Weapon Focus: Greatsword, Weapon Specialization: Greatsword.
Raegen's notable skills (naked): Discipline (13), Parry (11), Concentration (4).

Yep, she's a solid tank/DPS companion.

If you overlook your companion, here, Raegen may also be found and recruited in Daggerford's Happy Cow Tavern, when you reach the city. Purfbin may be recruited at the Black Stone Inn, too.
Both companions are always one level behind the PC's level, as is normal in NWN.
You may recruit both companions for a party of three adventurers. Note that you will receive fewer experience points for kills if you adventure with companions, summons or familiars, as per NWN's party size penalty rules. Quest experience points are unaffected, so I wasn't too bothered by this. Playing solo means you miss out on their flavor comments, interjections and personal story, so I don't recommend it.
Speak with Amara Leontyne, who it turns out is also bound for Daggerford and just happened to be passing through as the fight broke out. We'll meet up with her again in the city.

The diminutive merchant will now reappear and reward you for saving his shipment of ladies' gowns (Completed Quest: The Story So Far, 100 GP, +500 Exp). It seems Falias avoided battle by virtue of his magical cloak that grants him invisibility. Delay your departure and pick pocket the cloak from him, if you can: Falias' Cloak of Invisibility (Invisibility [3] five charges) (+50 Exp)

Skilled builds may examine the ground by the caravan wagons using Spellcraft, Search and Lore. You will learn that powerful wizardry - some kind of Binding spell - was used to whisk away your friend, Talarenne. But how could mere bandits have cast that?

Well, let's find out! Wind your way to the northeast to find the abandoned camp of the bandits. Loot the leather knapsack for a crumpled note, revealing that Amara was actually the target of the ambush (not Talarenne) and that the bandits used a Scroll of Binding, pre-made by someone highly versed in the arcane arts, to transport the target into a "Binding Prison". Examine the empty ale barrow to learn it's the property of Black Stone Inn, of Daggerford.

Ok, when you're ready to continue the journey to Daggerford, speak again to Falias.


"The outlook is golden!" - Matagar Bugo, Baron of Daggerford.

My approach to Daggerford city is to hammer out the plot critical path to a certain point while gathering side quests along the way. Most of the side quests branch out to Daggerford's surrounds and therefore have to be put on hold until the lockdown on the city gates is lifted and the player gains access to the world map.

Red: hostile encounters

You will arrive at Daggerford's caravan gate with no further hitch - and just before the city is placed under lockdown! (i.e, nobody may enter or exit the gates.) The relieved Falias will thank you again for services rendered and offer to supply you with fine clothing, if you need it. Then, he trundles off to his wagon parked in the market place.

Amara will then request you meet her at the Chateau Elite Inn, just across the road.

However, the inn has a strict dress code and the door guard won't let you in, dressed as you are in adventuring gear.

Head over to the market place and Falias will gladly give you something classy to slip on.

You will now gain admittance to the opulent inn.

Note: The door guard doesn't seem to care that I'm brandishing a sword and that Raegen remains decked in armor. The cook will let you in through the back door if you pass 100 GP through the hatch.

Chateau Elite Inn

Members of high society gossip in the common room. Quintessa will give you a free sample of her perfume that bestows a temporary +1 bonus to Charisma. Further applications actually stack to a total bonus of +12. I would have thought wearing too much perfume would drop your charisma, but whatevs.

If you can, endure the long flavor conversation with the snobby Pemberton couple.

Amara Leontyne is waiting for you in the master suite down the hall. It seems the bandits were after her, not Talarenne: a case of mistaken identity. Amara drops her cover to reveal herself as Astriel Shalyn, an agent investigating the suspicious death of Duke Greatshout for the Lords' Alliance of Waterdeep (Quest: Amara Leontyne). Needing to maintain her cover, she requests that you be her eyes and ears in Daggerford. 

First up, she requests you look into the reasons for the city's lockdown (remember, the town gates have been locked and nobody is permitted to enter or exit them) (Quest: Detained in Daggerford). 

In the meantime, she intends to mingle with the merchant patrons here at the inn, hoping to learn more about Matagar Buto, who she says in an entrepreneur from Waterdeep with a shady past. Astriel will offer you 500 GP and half of that upfront, but she might cough up double that if you persuade her.

You may also like to strike up conversation with Raegen, though she's hardly the talkative type. I hope she loosens up as the party levels and the banters evolve.

Take your leave and step out onto the street where a farmer will approach you and request you meet with Hevesar Dimpet, a spokesman for the troubled farmers who is staying in the Happy Cow Tavern (Quest: There be Trouble Down on the Farm). I'm laying this quest aside, for now.

Ok, so. Who is going to know why the city is in lockdown? The town militia, of course! March over to the barracks in the northwest for an audience with the captain.

Daggerford Barracks

There are actually two captains stationed here, in separate offices: Captain Frederick of the militia and Captain Dratharion of the Griffon Mercenary Company. Odd..

Also curious about the reason for the lockdown, Frederick requests that you spy on Dratharion (Quest: Play the Spy for Captain Frederick). 

Question Dratharion in his office. The insolent captain will reveal that the lockdown is in place due to an escaped prisoner by the name of Wikkers, and that it was ordered by Matagar Buto himself, the Baron of Daggerford.

Report back to Frederick and tell him what you have learned from the sell-sword. (Completed Quest: Play the Spy for Captain Frederick , +150 Exp). The militia captain will now request you survey the wild elves camped in the Lonely Barrens, who are causing problems for the farmers  (Quest: Border Dispute). Again, I lay this quest aside.

Loot the cabinets and chests in the barracks for random treasures ranging from knick-knacks to magical items (OL DCs 7-18). One of the chests holds a valuable static treasure: the Longbite (+2 greatsword, Keen, on-hit unique power level 1). The sword can be sold for upwards of 9,000 GP.

Return to Astriel to report your findings (Completed Quest: Detained in Daggerford, +501 Exp). She knows Wikkers as a spy for the Iron Throne, referencing further what took place in Baldur's Gate city, all those years ago.

While you were gone Astriel has been mingling with the merchants of the inn and has learned that cargo is being off-loaded in the Docks in full view of authorities, without being inspected and levied. Your task is to find out the nature of the cargo by searching for records in the offices of the Mariners' Alliance (Quest: Strange Cargo).

March over to the Mariner's Alliance building in the north.

Mariners' Alliance

Speak with the guard named Taffy standing in front of the locked door that leads down to the basement. You will need to get creative if you can't bluff or intimidate him for the key. It seems his weakness is alcohol but Fillian's Brew doesn't hit him hard enough: this blockhead requires Harbor Bottom whiskey, no less.

Head over to the Black Stone Inn in search of the whiskey.

Black Stone Inn

Sailors and Mariners are boozing up in here like there's no tomorrow. As you grope your way through cigar smoke in search of the bar, you will be pick pocketed by a young man, Davey, who is desperate to help his father pay off a loan shark by the name of Vlad (Quest: An Uncommon Criminal). I lay this quest aside.

Note: Flavor conversation with Black Bill O'Shaughnessy.

Purchase a bottle of Harbor Bottom from the "regular brews" menu offered by the drunken innkeep, Gildamesh (-5 GP).

You will spy a seedy looking character standing in the corner: Stran. This roguish vendor will sell you some Knockout Drops with which to spike the whiskey (-4 GP).

Why is a drug cheaper than booze?

Choice items: Greater Mask of Persuasion (Cha +2, Persuade +5, Concentration +1), Rogue Links (Hide +6, Move Silently +6), Amulet of Natural Armor +3, Ring of Protection +3, Bracers of Dexterity +3, traps. 

Unlike Vladmyr of Stop Hole Abbey, Stran's wares are accessible to non-Rogues/Monks. However, he lacks the monk robes. Choice items from other Daggerford vendors are detailed in the next post.

Standing beside the bar is a gnome in purple garb, Purfbin Doogrick, a stock-standard seventh level Rogue companion who comes complete with equipment exclusive to him: clothes that grant him solid bonuses to Rogue skills and a +2 crossbow that grants him Point Blank Shot for free and unlimited +1d6 lightning bolts.

Purfbin's notable feats (naked): Sneak Attack (+4d6), Uncanny Dodge II, Ambidexterity, Evasion, Point Blank Shot, Skill Focus: Pick Pocket, Spell Focus: Illusion.
Purfbin's notable skills (naked): Disable Trap (10), Open Lock (13), Move Silently (13), Hide (13), Pick Pocket (16), Search (12), Set Trap (15), Use Magic Device (11).

Yep, a great lil' utility companion. Bring him along for a party of three!

As with Raegen earlier, strike up a conversation with the more talkative Purfbin, whose banters will also evolve as the party levels.

Return to the Mariners' Alliance and hand Taffy the Tainted Harbor Bottom Whiskey. He will greedily chug it down and be knocked out cold, dropping the Key to the Mariners' Alliance Door.
Note: You could have also simply slain him for the key. In order to spike the whiskey, you must first right-click on the Knock Out Drop, use its special ability, and then click on the whiskey. 

Descend the spiral staircase to the basement.

Mariners' Alliance Basement

Eavesdrop on the conversation coming from the room behind the door.

Step inside to find four hostile mariners in need of a smackdown.

(mariner x2, +43 Exp ea, mariner x2, +65 Exp ea)

Procure the shipping records from the cabinet. You will learn that the Barracuda, a ship currently docked in Daggerford, is frequently shipping arms and armor to an unmentioned destination.

The armoire in the storage room holds static treasure: Gloves of Appraisal (Appraise +3), Cape of Winter (Cold resist 10/-, all saves +2), Healer's Kit +3, Glittering Necklace (DT DC-25, OL DC-25).

Ok, we're done with this place!

As you leave the Alliance building Griffon mercs will surround you and forcibly escort you to the Castle for audience with the Baron.

Daggerford Castle

With a thinly veiled threat Matagar Buto warns you not to meddle in his affairs.

Upon being released you will find yourself outside the Castle. Ignore the warning and head to the Docks in search of the Barracuda.

Coming up in Darkness Over Daggerford - Part II: The trio continue their investigation in Daggerford Docks and explore the city itself in greater detail, finding a variety of secrets and snapping up a load of side quests.

Notes on the Campaign

• Skip this section, if you like. It contains ongoing notes and observations on the adventure, and is therefore a work in progress and subject to revision.

Resting in the city is restricted to inns and unmarked buildings that have been cleared of denizens, but Stupid Thing: the module actually forces the party to rest once per 36 hours (about 1 hour of real-time), otherwise you will incur cumulative ability score penalties! The party members will constantly yawn and their shoulders will slump in indication of this status. Realistic? Yes. Annoying and unnecessary? Hell, yes. While this reflects Baldur's Gate, at least resting in the IE RPGs was instant (there was no progress bar to "wait out").

• There is tons of cash-flow during the adventure and itemization is grotesquely generous. I hope you're not playing this for tactical combat and strategic resource management. This isn't in the same ballpark as Swordflight. The party's pockets bulged with 76,000 GP upon hitting the World Map..

Treasure is a mix of static (i.e., hand-placed and always there, no matter what), randomized and tailored (that is, to class and feats). Be on the lookout for items with spell-like special abilities, they sell for a small fortune.

Vendors are stocked up on powerful items. Take for example the Greater belts of Swordsman, Brawler and Archer (DR 20/- against slashing, bludgeoning and piercing, respectively). These are obscenely OP items that imbalanced the OC, four years prior, and so I would have thought it obvious to leave them out.

• The implementation of social skills in dialogue (Persuasion, Bluff, Intimidate) is almost entirely limited to flavor, and resolving a conflict non-violently does not seem to reward experience points as it does if you just slay the NPC, outright.

• Areas of the campaign are navigated by means of a world map, similar to the one used in the Infinity Engine RPGs. As per Baldur's Gate the waylays are themed (four themes, ten different zones) and can be deadly; for example:

- Two trolls and two shaman.
- Two ogre berserkers and two ogre magi.
- Seven Gargoyles and three Harpies. 
- Eight gypsies of fighter, rogue and mage types. You start on a bridge and they have you boxed in from both ends.
(The above were encountered at PC Level 9)
- Aftermath of a caravan raid. Party is pitted against seven human bandits led by their chief - who is one tough mutha (875 XP @ lvl 10). Caravan and chief are not lootable.
- Swamp. Seven lizardfolk savages and two chiefs.
Also as per Baldur's Gate, you may simply flee the scene by reaching the transition point. Reloading in the waylay zone repeats the script and adds more enemies to fight (it seems to only repeat once).

Respawn comes with significant experience point and gold penalties - based on level and wealth - that most players won't accept; so, it does not discourage reloading on death.

• Two companions are offered in the early stages of the campaign: a stock-standard Fighter and a stock-standard Rogue. Therefore, I recommend the player choose an arcane or divine build to complement the party and add variety to the game-play. Companions will offer flavor comments, interjections and their own stories as you level up, but they're very, very basic.
- It seems the NWN party size penalty does not factor in DoD, at least as regards companions (familiars and summons do penalize, however).  
- Companions will turn aggro if you "friendly fire" them, but you can easily order them to stop attacking you (right-click -> Stand Your Ground).
- I just reached the second banter and there seems to be an "Influence" system at work. I'm not sure how consequential it is, though.  

• The module often employs cutscenes or locks the camera at a certain angle with only dialogue being selectable by the player. These are primitive, over-used and add nothing to the atmosphere or immersion - indeed, quite the opposite. There is no need to take control of the camera and character from the player for such simple segments that can be scripted in real-time. I mean, wow: A halfling steps into a wagon - MUST HAVE CUTSCENE. Really, now? The Aielund Saga is a good example of how to script segments in real-time, adding to the immersion instead of breaking it. Moreover, there are two other problems brought on by cutscenes: first, they break your stealth and can cause the enemy to get the jump on the party and that's simply unfair; second, Ossian were not thorough in preventing the player from trying to skip cutscenes with the Esc-key, so that if the player hits Esc it can cause awful bugs to manifest, such as the area repeatedly reloading, over and over, for example. So yeah, cutscenes: I can't stand them.
Note: Some real-time scripting is implemented, and done well. And, to be fair, the non-dialogue cutscenes are skippable and don't seem to cause bugs.

Aesthetics: The custom visuals are of Project Q level of quality (which is to say as good as it gets). The brickwork is gorgeous. Placeable density is also impressive, though it can hinder your movement at times. The area design is polished, built from tilesets that allow for hills and undulating terrain. The custom music is memorable. Ambience is also superior to most other NWN campaigns: you will hear such things as the pitter-patter of rain outside, and the fireplace crackling. It's all very charming, actually.

• As per the OC and BG2, components may be found that can be used to forge custom weapons. Here are the ones I have found, thus far:
Broken Ice Blade Hilt: Found on the corpse of Loru, in the Mill Cave in the Eastern Farmlands.
Glowing Flail Shaft (Last Rest light flail): Found on a searchable table in Torleth's Treasures at Gillian's Hill.
Glowing Flail Head (Last Rest light flail): Found on the corpse of Daxiong in the crypt, also at Gillian's Hill.
Black Hammer Head (?): Found in a locked receptacle in the Stronghold tower of Liam's Hold.

• Once you have the required components, you can have Derval Ironeater of Daggerford forge you a custom weapon from them.

• At times the writing is great, at times so-so, and at other times quite funny. Or at least, I think so. Much work has gone into writing the descriptions and journal entries. Looted books and journals are particularly well done and the lore-filled descriptions of the antique exhibits and gravestones are a highlight. The dialogue is often upbeat and most players are gonna come away smiling after each quest.

• This module offers almost sixty quests, a few of which are directly influenced by Baldur's Gate. Some of the quests are fairly interesting and mildly amusing, whereas others are downright forgettable and so brief and basic that I wondered why they even bothered their ass to make journal entries for them. A criticism has been leveled that the side quests take the steam out of things and many of them are not related to the main plot (interwoven). While true, this was also the case in Baldur's Gate.

Part I: Introduction, Trade Way North, The City of Daggerford, Notes on the Campaign.
Part II: Daggerford Docks, Side Questing & Exploring, Lifting the Lockdown.
Part III: Lockdown Lifted: The Overworld, Western Farmlands.
Part IV: Eastern Farmlands, Daggerford Graveyard.
Part V: Gillian's Hill.



  1. I am glad to see you're recounting "DoD". A very nice and graphically satisfying module. The green, flowery area with a stronghold and Liam's Hold village is one of the most cozy and memorable locations I have visited n NWN universe. You really feel like a citizen of AD&D realm who belong to the local community, when you settle down there. One thing though: in DoD emphasis is more on collection of side-quests than on the main plot, which some people might not like. Btw. does focus on DoD mean you're not planning to recount entire "Bastard of Kosigan" series anymore ? :)

    1. Yeah, I have abandoned BoK because it is has too many bugs and therefore isn't worth playing (imo), let alone recounting.

    2. Yes, you have a proper attitude, especially compared to mine, which is in fact a stubborn need to finish things once they are undertaken. This really ensure you have an overall better gaming experience than I do. I bet you gave up on module 2, which has problems with loading game? Pity, maybe Fabien, the author of BoK, will correct the bugs in the future.

      As to DoD, I remember that at "Trade Way North" you could spot the markings and content of the barrels, in upper right corner of the map. Can't remember, if this gives much experience or triggers anything later, though.

    3. Well, I completed Exile of the West despite its notorious bugs and clumsy dialogue code, recounting it in more detail than it deserves (recounting is harder than just playing, and 10x more time consuming). I had no qualms writing the rest of the series off after I experienced more bugs in the 2nd part and then found others had bugs, too. It's also not the sort of RPG I prefer, having too much focus on narrative and dialogue for my tastes and it didn't feel "D&D enough" (Swordflight is my ideal). Still, without the bugs I may have continued on..

      Thanks for the tip on the Trade Way North. I've added that in, and a few other things.

  2. what is this???
    Seems something I should play! Never heard of this one... but I've just read "party of three" and if it deserves a recounting ..well then it has to be played!

    ps: CToT wasn't so bad so.. if it's on par it will be interesting.
    Time to play a cleric, then!

    1. Let me know how you fare, Marco!

    2. so far is good.
      I agree absolutely for the fixed camera scenes... pity because so far the plot is interesting.

      Oddly I had a hard time with the first combat because of lag (maybe due to the rain effect? never happened before)

    3. That area is bad for lag, yeah. My framerate improved a lot when I disabled Shiny Water.

    4. Thanks for the advice!
      I agree with you but so far I find this mod superior to Crimson Tides of Tethyr (better maps, for example). But yes, inferior to both Swordflight and Aielund (that is my favourite saga)

      Strange thing, I recruited Purfbin immediately after the first fight and later Raegen in the tavern.
      Also ... speaking about the cloaks... I've found one and is white! (not a "boring brown one!")

    5. Mmm.. maybe what companion you get there is random or based on class/build? I only tried with Rogue and Wizard, so they gave me a fighter whereas you are a capable fighter (cleric), so they gave you a rogue.

      Yes, the area design is better than CToT.. nice tilesets in general and some sloping terrain (the "hill" of Gillian's Hill etc.)

      Where did you find this white cloak?

    6. hmm I don't know..what if I used a multiclassed character? maybe (like in Kotor2) it's the main char gender choice that determines the companion.
      (note that the first time I played I was killed by the two allies because I used an alchemist fire near them.. sigh)

      CToT had some nice tilesets and ideas too: the elven city was great but its map layout was terrible! Shops were scattered around giant suspended corridoors... lots of walking in a large empty space!

      The pearl white coat was in one of the chests of the militia soldiers near the beds. Probably random loot..a standard protection from evil cloak..but looks good!

    7. For multi-class characters it would probably just read the class of your first level, but I haven't confirmed it. Gender doesn't seem to be a factor: female Rogue = Raegen, male Rogue = Raegen.

      That's another thing, friendly fire: Purfbin often turns on me when I drop Fireballs on Raegen as she tanks - a standard tactic of mine, when I'm an arcane spell-caster ;)

      I disliked that elven city tileset in CToT - or at least, it's size.. visually, it's very pretty.. in my first play-through, back when it was first released, I almost gave up on the module because of how boring it was to explore that area. But somehow, I pushed on and completed CToT.

      And yeah, to my knowledge those barracks chests hold random loot, except for the one that holds the Longbite greatsword! (you found it too, right?)

    8. I forced myself to finish CToT too, but that part was a pain since you have to do a lot of quest in that place. The Prophet had a better elven city, still pretty but not so large and empty.

      Lankhmar Nights has beautiful maps, a city that feels alive. But it's really huge because many quests were crammed into one single mod... but I've to give it a try later (you also have a party of four)

      Yes, I got the Longbite! I feel showered with magical items... while I'm not a fan of the resources managing, I prefer a middle ground approach, like in the first parts of the Aielund saga!
      (doing shopping was far more interesting when you have a selection of items to choose from and not a plethora of generic magical equipments)

    9. Yes, the magical equipment offered by DoD vendors is really uninspired.. just OC-level stuff for the most part. Aielund Saga and Swordflight had much more interesting itemization and some items had cons as well as pros, so you had to weigh them up.

      I guess Lankhmar is yet another module I'll have to check out..

    10. Lankhmar Nights is inspired by sthe adventures Fafhrd and the Gray Mouser, so not the usual D&d setting but not so different. Got a very good rating, introduces new heads, clothes and items too... unfortunately (for my tastes) it's not divided into chapters or parts, it's just a large city with many quests.

    11. I haven't heard of this setting... Fafhrd rings a bell because it's the codeword to access the thieves' guild in BG1. Speaking of which, I have posted the eighth part of my BG1 perspective, and intend to cover Baldur's Gate city in future posts, including the thieves' guild.

    12. Really? Fafhrd and the Gray Mouser are two sword-and-sorcery heroes of the stories written by Fritz Leiber. The first is a barbarian,the second is a thief and former apprentice wizard. Of course they both appear in the mod (that is ideal for a thief, I think, but if I'm correct you find every class covered by companions)

      Speaking of BG... interesting, but... will you also do BG2? Because I feel ashamed because I've never been able to finish it (while I completed the 1st).

    13. I may do a write-up on BG2 or IWD/IWD2. I'm not quite sure, yet.

      I have five posts in the pipeline that are about various things, but none of them are close to being complete!


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