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The telling of this story was inspired by a previous thread, http://www.ironworksforum.com/ubb/no...c;f=1;t=003971 but I thought I would start a new thread rather than hijack the old one.
I will play through BG1 using Prince Humperdink, a "Nobleman". He shall remain a 1st level fighter through the entire saga. He has the following stats: Neutral Evil Human Fighter STR 9 DEX 9 CON 9 INT 9 WIS 9 CHR 9 - He will not level up despite accumulating experience points. - He will be limited to wearing magical cloaks, robes, bracers, rings, belts, and boots. No armor. - He will have proficiency in mace (think scepter), dagger, staff, and crossbow (for hunting) and will not obtain specialization or mastery in any weapon. He will avoid combat if at all possible. - He will only engage in conversation with other nobles (interaction with commoners, merchants, barmaids, etc are below his station) unless directly approached or needed for plot purposes. - He will only sleep at Inns that can provide the highest accomodations and will camp outside only under the most dire circumstances. In addition, I am using the "no leveling up of any character" policy as detailed in the prior thread but if it gets too difficult I may decide to at least level up the NPCs. Humperdink, however, will remain a 1st level fighter. ************************************************** **************************** And so the saga begins... Although he tried to make Imoen go back to Candlekeep after Gorion was killed, she insisted on tagging along. Which ended up being a good thing. She and Humperdink soon came across a few diseased Gibberlings, and Humperdink, not wanting to get his hands dirty, left the job to Imoen. She was down to 1 hp before the last of the Gibberlings was dispatched. Although only of average intelligence, even Humperdink soon realized that they were not going to get very far without help. So, as soon as they came across Xzar and his diminutive friend, Montaron, Humperdink allowed them to join his entourage. Remembering Gorion's instructions to seek out friends at an Inn along the coastal road, Humperdink led his three intrepid followers to the Friendly Arms, where they met the acrid Jaheira and her stuttering fool of a husband, Khalid. These weren't exactly the type of heavily armed thugs that Humperdink was looking to hire, but they would do in a pinch. Strange thing, though, that good friends of Gorion would seemingly be as inexperienced as Humperdink, himself, was. No matter, after resting for a night in the luxury rooms of the Friendly Arms, the Company of Humperdink set out on to the road again. [ 09-19-2004, 06:53 PM: Message edited by: Neomi ] |
This should prove most interesting... I look forward to hearing all about your adventure.
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A very nice idea for a themed game, but it really seems a shame not to hack the existing NPCs into close facsimiles of Fezzik, Inigo, Vizzini, and Count Rugen. Hmmm....pity you can't use Miracle Max as your healer.
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Fezzik - Barbarian Inigo - Kensai or straight Fighter Vizzini - Mage or Sorcerer Rugen - Assassin? Miracle Max - Cleric/Mage Except for the fact that Fezzik/Inigo were opposed to Rugen and Humperdink, but aside from that it could work. Any other ideas? Sounds great! |
And so the journeys of Prince Humperdink and his faithful minions continued...
Outside the Friendly Arms, Prince Humperdink paused for a moment. Which way to go? That insistent wizard, Xzar, had suggested heading south to investigate some events that had occurred in a back-woods town called Nashkel. But who really wants to travel to a dismal two-bit hamlet? So the Company headed north toward the fine city of Baldur's Gate. Unfortunately, they were only a few minutes down the road when they were waylayed by a band of Hobgoblins. The stench and the flying arrows were enough to send Humperdink scooting to the rear of the group while Khalid and Montaron closed the gap to engage their attackers. Although the first group were dispatched easily, a short distance further along the road Khalid was mortally wounded in a second skirmish. Not wanting to waste time by making a detour back to the Friendly Arms, Humperdink ordered Jaheira to leave Khalid's lifeless body by the side of the road and directed the group to turn back to the south. After all, Beregost was known to have several fine Inns and Taverns, and Khalid could easily be replaced. Several hours south of the Friendly Arms the group turned off the main road. Jaheira, still mourning the loss of Khalid and perhaps regretting having allowed Humperdink to simply leave his body behind, thought she remembered a short-cut through the wilderness to the east. Not far into the woods, however, the group came upon an Ogre. Jaheira instantly began slinging stones upon him while Imoen and Montaron unleashed their missiles as well. However, the Ogre continued to advance as most of the arrows and bolts bounced off his leathery hide. Humperdink stepped quietly back a few steps to avoid the saliva spray from the Ogre's mouth and the spatters of blood from Montaron's scalp as the Ogre made his first contact. Jaheira's ammunition ran out quickly, and before Humperdink could command her to reload from her backpack, she had pulled out a club and run up to the Ogre, pounding upon him the misery she felt from Khalid's passing. Unfortunately, the Ogre's club was swifter and his swing much stronger as he turned his attention away from the visibly swooning (and now panicked) Montaron to this new ferocious attacker. Jaheira's life ended in an atrocious manner, as the last swing of the Ogre's club cleaved her into several pieces. Luckily for Humperdink and the rest of his Company, Imoen finally landed a critical hit with an arrow from her bow, and the Ogre's life was over. It took several minutes for Montaron to return to the group. Xzar, who had been next to useless during the fighting after using his only spell early during the battle, picked up what was left of Jaheira's belongings and then noticed that the Ogre had strangely possessed two belts. One was dull and most likely of no consequence. The other, however, was bronze and verily hummed with magical energy. Quickly, before Humperdink could see what he was doing, Xzar strapped the belt around his waist and he... he was a she. No one in the group knew quite what to say, so they silently resumed their course to the south, toward Beregost and Nashkel beyond. Prince Humperdink was beginning to wonder if this group would actually be able to survive. |
And so the saga continues…
Prince Humperdink and his five comrades emerged from the Nashkel mine, blinking in the noon sun and clutching at their various wounds. Even Humperdink, himself, had been wounded as a kobold appeared from a flanking position to take aim on the group. Even though Humperdink was only of average wisdom, that injury had been enough of a lesson to convince him to keep allies on all sides while exploring treacherous and unknown territory such as the mine shafts. Humperdink paused to recall the recent events ... ... It had been several days since the group had turned south toward Beregost. The city itself had provided fine accommodations and the opportunity to recruit new muscle to replace Khalid and Jaheira. A disgruntled dwarven storekeep named Kagain had been brought into the Company to provide a needed front-liner, allowing Montaron to focus on firing bolts from behind. Once properly equipped with plate mail and shield, Kagain made a difficult target and could deal out some damage with his axe. His incredible constitution, allowing healing at an accelerated rate, meant less consumption of healing potions and fewer nights in the inns. At the insistence of Xzar, Humperdink had ordered the group to continue southward toward Nashkel. On first sight, it appeared that this little backwoods village would have little to offer. However, there was rumored to be a tavern with rooms fit for nobility, so Humperdink opted to stay for a night. Then, since there was little else to do in the area, the group had continued south yet again to seek the mines that were at the center of concerns in the area. It had not been difficult to convince the mine overseer to allow the group to explore the mines, though Humperdink had second thoughts when he overheard a miner comment to Imoen that there were “little yipping demons” down there. Once inside, he had quickly become disoriented and, with his average intelligence, he wouldn’t have been able to find his way out if he had wanted to leave the group and escape to the surface. So he had put on an air of confidence (though with his average charisma, no one really believed him) and urged the group onward. After what seemed to be an interminable journey through mine shafts wide and narrow, not to mention a few tough fights with groups of kobolds and some tricky traps, the group had found themselves in a large cavern in front of a rough wooden door. Humperdink considered resting the group there, but realizing that it would mean lying on the damp bedrock he instead ordered the group to advance. Through the door Humperdink’s company had encountered a large group of kobolds. Humperdink noticed a doorway to the right and quickly sidled through, thinking he would find safe shelter from the battle. Much to his dismay, there were only more kobolds and an incredibly ugly half-orc. Humperdink called his group to retreat to his side in the small chamber. Although he had only average dexterity, Humperdink managed to evade most of the attacks by skirting around the edges of the room while his group slogged through the waves of kobolds and skeletons to defeat the half-orc. Luckily no one was killed but they were uniformly bloodied and battered by the end of the battle. Interestingly, they found a morose elven Enchanter by the name of Xan, who seemed as though he might be of some use to the group, so Humperdink invited him to join his Company. Xan did not seem terribly overjoyed at the prospect, but agreed nevertheless. The party, now an imposing group of six intrepid adventurers, turned wearily to return to the surface. Humperdink, being of only average strength, called upon Kagain and Montaron to carry the heavy loot, while he himself kept the jewelry. They soon emerged from the mine, blinking in the noon sun, and set out toward Nashkel. [ 09-21-2004, 09:39 AM: Message edited by: Neomi ] |
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Humperdinck: Evil Ranger Inigo: Kensai Fezzik: Half-Orc Monk Vizzini: Gnomish Thief/Illusionist Count Rugen: Fighter Miracle Max: Cleric |
You have a point about Miracle Max, he hated Humperdink more than Inigo and Fezzik did.
I like Humperdink as a Ranger (he can track a hawk on a cloudy day) except it didn't work for my game with his evilness. Fezzik as a Half-orc monk? I guess it goes with his hand-to-hand combat style, but it's too bad you can't have him as a hill giant or something like that. |
As a commentary this far into the game, I can say that the most difficult part has not been keeping Humperdink safe. Most of the enemies in BG1 are easily distracted and can be led away from a particular target (unlike in BG2 where they sometimes seem to preferentially target the PC). Rather, the hardest part has been the NPC-non-leveling-up. We entered the Nashkel mine with all 1st level characters (usually Imoen is 2nd level by then). Humperdink could have leveled up early in the mine, and Xzar leveled up somewhere in the 3rd level of the mine. Being stuck with a 1st level fighter who basically just stands there and a mage with two 1st level spells and 4 hp is a real handicap. When we finally met Xan, we at least had enough XP that he started out as a 2nd level Enchanter, but he still only has two 1st level spells. So now I have three almost useless party members. Maybe I'd be better off losing one or both of the mages so that the XP would be divided among a smaller number, and my later NPCs will start at higher level...
I'm going to have to be very strategic about when to pick up new NPCs. I think I'll try to pick up Minsc, then get a little further before picking up Kivan. I think my final group (that I pick up towards the end of the game) will be Edwin, Safana, Shar-teel, and Coran. Or possibly I'll ditch Safana and pick up Branwen for some protection/healing spells. Any thoughts? It's rather a different strategy, waiting until the end to pick up your final group, compared to picking them up early to maximize their XP gaining potential. |
I think that you are doing great...and that is high praise from a Baggins...I wonder if you pick up a party member...say Imoen...at the beginning of the game and then kick her out of the party...since she is one of the characters who stays put waiting for you to return when you pick her up later in the game has her Xp gone up or is she still the level one thief that you kicked out?
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