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#1 |
Elite Waterdeep Guard
![]() Join Date: August 23, 2007
Location: Neb
Age: 60
Posts: 33
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is there a way to tell them to get lost? I don't want them anymore but can't get rid of them
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Peace is not just the absence of violance, but the manifestation of human compassion. |
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#2 |
Red Wizard of Thay
![]() Join Date: March 13, 2006
Location: The Redneck Riviera
Age: 57
Posts: 892
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Just tell them to leave the party and don't pick them back up at the Theater or gate. Thats the easiest way.
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'The most terrifying words in the English language are: I'm from the government and I'm here to help.' - Ronald Reagan |
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#3 |
Elite Waterdeep Guard
![]() Join Date: August 23, 2007
Location: Neb
Age: 60
Posts: 33
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The option to tell them to leave never appears. I have the dwarf and tiefling right now.
Also I can take a 20 when disabling a device and lockpicking but not when I try and recover a trap? Is that the way it should be?
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Peace is not just the absence of violance, but the manifestation of human compassion. |
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#4 | |
Ma'at - Goddess of Truth & Justice
![]() Join Date: November 15, 2001
Location: Asheville, NC
Posts: 3,253
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![]() Quote:
SOME of your companions are NOT optional at certain points in the plot in the OC. You HAVE to take them on certain parts of the story. In MOtB, the companions are totally optional - dump them as you see fit. ![]()
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“Every tavern’s an opportunity, I say.” |
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#5 |
Elite Waterdeep Guard
![]() Join Date: August 23, 2007
Location: Neb
Age: 60
Posts: 33
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Cool!
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Peace is not just the absence of violance, but the manifestation of human compassion. |
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#6 |
Ma'at - Goddess of Truth & Justice
![]() Join Date: November 15, 2001
Location: Asheville, NC
Posts: 3,253
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Almost forgot, the new Adventure Pack for NWN2: Mysteries of Westgate ALSO has totally optional companions.
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“Every tavern’s an opportunity, I say.” |
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