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Forgotten Realms Chronology (Novels & Games UPDATED!) Pt2

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Thanks to @JuliusBorisov, I have an idea of how to make this long list work without making too many posts that could damage the forums.


"Sea of Swords" of the Paths of Darkness series ends sometime in the Winter of 1370 DR


"Baldur's Gate 2: Shadows of Amn" game version ends sometime in the Spring of 1370 DR


"BALDUR'S GATE 2 (part 2): THRONE OF BHAAL" game and novel (The game was developed by BioWare as an expansion story to Shadows of Amn, the Enhanced Edition version is made by Overhaul Games of Beamdog) (Novel version written by Drew Karpyshyn) (Release date (Original): June 22nd, 2001, (Novel): 2001, (Enhanced Edition version released inside BG2:EE), (In-universe date of game: 1370 DR (sometime during the first year of the Sothillisian War), (Novel): 1368 DR???))

Game story synopsis: Not long after saving the elven city Suldanessellar from the vengeful wrath of Jon Irenicus, Gorion's Ward and his/her companions are once again pulled into another adventure. This time, Gorion's Ward must contend with more of his/her siblings, other children of Bhaal, especially five Bhaalspawn that are so powerful, the gods themselves fear their strength, collectively known as The Five. This bloodshed between siblings in the nation of Tethyr, south from Amn, is all for competing for the right to ascend to godhood, becoming Bhaal's successor... Or so they think. Can Gorion's Ward escape his/her destiny? Or will he/she embrace it?

Fun fact: Confusing, isn't it? Why is the novel version of Throne of Bhaal set in 1368 DR? I'll explain, because I've read it (with a grain of salt). The prologue of the ToB novel is set in 1368 DR, but after the prologue ends, the author somehow forgot to make it clear that the rest of the story takes place in the "present day", therefore the continuity of the Baldur's Gate novelization series is seriously thrown out of order, Throne of Bhaal is before Shadows of Amn even though it should be the other way around, because in the novel Jaheira gets killed by Abazigal, and Imoen gets killed off by Sendai, and in the Shadows of Amn novel, Jaheira and Imoen are alive and healthy, except for Jaheira, because she had been recently brought back from the dead from getting killed by Sarevok at the end of the first Baldur's Gate novel. Another reason why the Baldur's Gate games are more canon. The only lore contradiction the Throne of Bhaal game makes is a tavern bartender NPC telling you a rumor that Sythillis or Sothillis, the ogre mage leading the Sothillisian War against the southern regions of Amn is a Bhaalspawn and crossed paths with Bhaalspawn fire giant Yaga Shura and got killed by him. Again, that is just a tavern rumor in the ToB game, and rumors are not always true. Truthfully, the game was wrong about Sythillis/Sothillis, he was NOT a Bhaalspawn, and he and Yaga Shura never crossed paths because Sythillis/Sothillis lived to see the year 1374, holding the city Murann, which is directly west from Trademeet captive even after the war ended.

Fun fact #2: Viekang, the guy who teleports away with a flash of lightning every time he gets scared survived Yaga Shura's attack on Saradush because of Gorion's Ward, and because he is a Bhaalspawn, he lived on for 100 years even though he is human (being a Bhaalsapwn guarantees near longevity for races with normally short lifespans), and he becomes one of the last living Bhaalspawn in the 5th Edition time frame during the events of the Murder in Baldur's Gate tabletop adventure game as the assassin who attempts to kill Abdel Adrian, the alleged hero of Baldur's Gate. Again, there is no way Abdel and Gorion's Ward are the same character, especially after the way Siege of Dragonspear ended. If Abdel were revealed to the people of Baldur's Gate to be a Bhaalspawn and accused of murdering a Grand Duke's child, he would NEVER be treated with love and respect during Murder in Baldur's Gate, even after stopping Grand Duke Valarken's coup 100 years later, let alone be elected as Grand Duke. In the games, Gorion's Ward falls from grace in the eyes of Baldur's Gate and Saradush despite his/her heroics, even the Thayans during Neera's TOB side quest know Gorion's Ward as the "fallen hero of Baldur's Gate". The Grand Dukes would instead appoint Abdel as the hero of Baldur's Gate even if he was not involved in any of the events in the Baldur's Gate games. In other words, Gorion's Ward's reputation falls and is eventually forgotten by history as time passes, while Abdel is considered by many to be the true hero (when he really isn't).

Game: https://www.baldursgateii.com/

Novel: https://www.amazon.com/Baldurs-Gate...mp;psc=1&refRID=EYX31T1W8WNSR4VX01VB




"The Magehound" 1st book of the Counselors & Kings Trilogy (Written by Elaine Cunningham) ((Release date: April 1st, 2000), (In-universe date of novel: 1370 DR))

Story synopsis: Some are born with magic. Some without. Matteo, un-magical counselor to the mighty of Halruaa, has devoted his life to the truth - until he finds that he may have a hidden spark of magic after all. Now, with only a street waif for a companion, he's on the run from the mysterious Cabal. In the dismal Swamp of Akhlaur, Matteo will seek his own truth while battling a creature out of his nightmares.

But something even worse is on his trail: a relentless persecutor of magic. The Magehound.

https://www.amazon.com/Magehound-Fo...;qid=1562646051&s=gateway&sr=8-1




"The Sea Devil's Eye" of The Threat from the Sea Trilogy also ends in 1370 DR


"Sea of Fallen Stars" (a sourcebook tabletop game campaign expansion) (By Steven E. Schend) (1370 DR)

Story synopsis: For years beyond measure, folk of Faerûn have sailed and swum the Inner Sea from the Lake of Dragons to the Alamber Sea, but few believed there was more here than a vast expanse of blue water filled with fish, a few sea monsters, and ever-present pirates. Come, take another look and discover new worlds above and beneath the sea. Once you enter the Sea of Fallen Stars, you may never want to go home again.
Atop the Waves: Examine life on the Inner Sea from the major ports and common superstitions to the goings-on in the Pirate Isles.

Beneath the Seas: Discover the worlds within the Sea! Visit Serôs, an ancient land. Meet the enigmatic shalarin, a magical sea people from unknown oceans. Join the mysterious Dukars, magical defenders of the depths.

Myth Nantar, City of Destinies: Wrapped in a magical mythal, the elven city of Myth Nantar is the perfect place to make the transition to the world under the waves or to begin a complete aquatic campaign.

Fun fact: The events of this tabletop game include and overlap some of the events from "Under Fallen Stars" and "The Sea Devil's Eye", this game is set after those novels, revealing some spoilers of plot elements from those novels, so before playing this game, read the novels first.

https://www.amazon.com/FALLEN-STARS...;qid=1562646148&s=gateway&sr=8-1




"The Wyrmskull Throne" Tabletop adventure game (By Steven E. Schend and Thomas M. Reid) (1370 DR, alongside the "Sea of Fallen Stars" tabletop adventure, but can be a stand-alone game story)

Story synopsis: The Wyrmskull Throne - the ruling seat of the great dwarven nation of Shanatar - has been lost for five millenia. Now, rumors have surfaced that it has been found, and there are sinister parties that will stop at nothing to claim it. But the path to finding the throne is long and twisted, leading from a small village in the remotest regions of Tethyr to the bottom of the ocean! Those who follow it had best be prepared for the strange and wondrous - as well as enemies on every side - for it is no journey for the faint of heart.

https://www.amazon.com/WYRMSKULL-TH...p;s=books&qid=1298747714&sr=8-1#




"The City of Ravens" of The Cities series (Written by Richard Baker) (1370 DR)

Story synopsis: The City of Ravens. For the first time, Jack Ravenwild's designs exceed his talents. His ambitions plunge him into the middle of a plot to destroy the city, a noble quest to find a lost hoard, and a conspiracy to seize the reins of power through the nobility's Game of Masks. Worse yet, Jack must choose between a life of freedom and saving the city he doesn't even know he loves.

https://www.amazon.com/City-Ravens-...;qid=1562646173&s=gateway&sr=8-1




"Calimport" sourcebook (By Steven E. Schend) (1370 DR)

https://www.amazon.com/Calimport-Ad...;qid=1565024515&s=gateway&sr=8-1




"Beyond the High Road" (Written by Troy Denning) (1370 DR)

Story synopsis: The Seer Alaundo prophesied that seven scourges would sweep Cormyr away in ruin. For centuries the royal family has stood watch against that day and devoted their lives to the protection of the realm.

But in a time when their ancient guardians slumber and their most loyal servants disappear, when a terrible evil prepares to sweep down upon their home...

Who will protect the royal family?

https://www.amazon.com/Beyond-High-...;qid=1562646212&s=gateway&sr=8-1




"The Thousand Orcs" of The Hunter's Blades Trilogy (Written by R.A. Salvatore) (1370 DR)

Story synopsis: One dark elf. Two enchanted blades. One unknown enemy. And a horde of invaders.

It's been a long time since Drizzt Do'Urden has had to fight alone. When a ravaging mob of vicious orcs overruns the North and his friends are washed away in its evil tide, he must take matters into his own deadly hands.

https://www.amazon.com/Thousand-Orc...;qid=1562646254&s=gateway&sr=8-3




"The Lone Drow" of The Hunter's Blades Trilogy (By R.A. Salvatore) (1370 DR)

Story synopsis: Alone on the battlefield. Surrounded by death. Cornered by enemies. And ready to die.

Drizzt Do'Urden has become the Hunter, the bane of the orc hordes still ravaging the North. Cut off, alone, convinced that everyone and everything he ever valued has been destroyed, all that's left is to kill, and kill, and kill until there are no enemies left. But there are a lot of enemies, and even the Hunter is just one lone drow.

https://www.amazon.com/Lone-Drow-Hu...mp;psc=1&refRID=08BCYP6Y4FGCZZCR9F6X




"The Vilhon Reach" tabletop accessory book (By Jim Butler) (1370 DR)

https://www.amazon.com/Vilhon-Advanced-Dungeons-Dragons-Forgotten/dp/0786904003




"The Two Swords" of The Hunter's Blades Trilogy (starts in 1370 DR after "The Lone Drow" ends)

Story synopsis: Drow stalk the shadows. Trolls infest the marshes. Orcs rule the mountains. And time is running out. Mithral Hall is under siege. Nesmé is overrun, and even powerful Silverymoon braces for war. Through it all, Drizzt has fought alone, but as the conflict draws to a bloody conclusion, the hunter will have to find allies both new and old, or die along with the rest of the civilized North.

https://www.amazon.com/Two-Swords-H...mp;psc=1&refRID=YFP9K7MWWACZJZPMBAN4




"The Jewel of Turmish" of The Cities series (Written by Mel Odom) (1370 DR)

Story synopsis: Alaghôn – The Jewel of Turmish Preserving the balance of nature is a way of life for Haarn Brightoak, no matter what the cost, but even his dedication to the customs of the druid is put to the test when a long-dead evil returns to the world of the living. As this vile creature gathers its undead army, Haarn must decide if he will compromise his way of life to defend the city that has never welcomed him.

https://www.amazon.com/Jewel-Turmis...;qid=1562646426&s=gateway&sr=8-1




"The City of Splendors: A Waterdeep Story" of The Cities series (Written by Elaine Cunningham and Ed Greenwood) (story begins in 1370 DR)

Story synopsis: In the streets of Waterdeep, conspiracies run like water through the gutters, bubbling beneath the seeming calm of the city's life. As a band of young, foppish lords discovers there is a dark side to the city they all love, a sinister mage and his son seek to create perverted creatures to further their twisted ends.

And across it sprawls the great city itself: brawling, drinking, laughing, living life to the fullest.

Even in the face of death.

https://www.amazon.com/City-Splendors-Forgotten-Realms-Cities/dp/0786940042/ref=sr_1_3?keywords=Forgotten+Realms+City+of+splendors:+A+Waterdeep+Story&qid=1562646536&s=gateway&sr=8-3




"Empires of the Shining Sea" boxed adventure set (By Steven E. Schend and Dale Donovan) (1370 DR)

https://www.amazon.com/Calimport-Ad...;qid=1565024515&s=gateway&sr=8-1




"Lands of Intrigue" boxed set (By Steven E. Schend) (1370 DR)

Fun fact: I use this boxed set and Volo's Guide to Baldur's Gate 2 as references to more accurate D&D lore in my Baldur's Gate 2 fan fiction.

https://www.amazon.com/LANDS-INTRIG...;qid=1565024992&s=gateway&sr=8-1




"For Duty & Deity" tabletop adventure game (By Dale Donovan) (Marpenoth "October" to Nightal "December" 1370 DR)

Story synopsis: For over a decade, mystery has surrounded the fate of the lost goddess of trade and wealth, Waukeen. The Golden Lady disappeared during the Time of Troubles and has not been heard from since. Now, in Marpenoth in the Year of the Tankard (1370 DR), a young prophet suffers from disturbing, divine visions that reveal a beautiful, golden-tressed woman imprisoned on a far plane of existence by some great evil.

The leader of Waukeen's church believes that these visions mean Waukeen is alive but trapped in the deadly and dangerous Abyss. A party of adventurers is dedicated to peeling back the mystery of the Golden Lady's fate. Their route takes them to the plane-spanning Infinite Staircase and beyond, to the Abyss, the home of the demonic tanar'ri. The heroes must brave the dangers of the Abyss and rescue the lost goddess from the clutches of one of the most brilliant and dangerous of all Abyssal lords.

Fun fact: This adventure is very important to the D&D lore because it involves the rescue of Waukeen, the goddess known as the Merchant's Friend, who has been absent ever since the Time of Troubles. Because of her absence, clerics that worship her could only cast Level 1 and 2 clerical spells. In Baldur's Gate 2 Shadows of Amn, during Mazzy's personal side quest about curing her poisoned sister, the head cleric of Waukeen in Trademeet named Overgold says that several of his fellow clerics have given up on worshiping Waukeen because of her absence, not knowing whether she is dead or captured by someone. The latter was the answer.

https://www.amazon.com/Duty-Deity-A...;qid=1562646580&s=gateway&sr=8-1




"Living Forever" (The Best of the Realms, Book II Story XIV) (1370 DR)


"Temple Hill" of The Cities series (By Drew Karpyshyn) (story begins in 1370 DR)

https://www.amazon.com/Temple-Hill-...;qid=1562646635&s=gateway&sr=8-3




"A Tall Tale" (Realms of the Dragons II Story VI) (By J.L. Collins) (1370 DR)


"Chase the Dark" (Realms of War Story X) (By Jaleigh Johnson) (1370 DR during the Sothillisian War)


"Bones and Stones" (Realms of War Story XI) (By R.A. Salvatore) (1370 DR)


"Song of Chaos" (Halls of Stormweather Story II) ends. (1370 DR)

https://www.amazon.com/Halls-Stormw...;qid=1562646685&s=gateway&sr=8-2




"Night School" (Halls of Stormweather Story III) (Written by Clayton Emery) (begins in 1370 DR)


"The Price" (Halls of Stormweather Story IV) (Written by Voronica Whitney-Robinson) (begins in 1370 DR)


"Thirty Days" (Halls of Stormweather Story V) (Written by Dave Gross) (begins in 1370 DR)


"Resurrection" (Halls of Stormweather Story VI) (Written by Paul Kemp) (begins in 1370 DR)


"Skin Deep" (Halls of Stormweather Story VII) (Written by Lisa Smedman) (begins in 1370 DR)


"The Floodgate", 2nd book of the Counselors & Kings Trilogy (By Elaine Cunningham) (1371 DR)

Story synopsis: After a fight, some warriors seek to return home. Others seek revenge.

The battle of Akhlaur's Swamp is over, and its heroes part ways. One becomes a wizard's apprentice and tries to unravel her mysterious lineage. Another hero returns to his queen, only to find that all is not as it was.

Hidden from them both, the Magehound broods. She cannot forgive those who drove her from power, and she will stop at nothing to be avenged. Her bitterness ensures that Akhlaur's Swamp was only the beginning for them all.

https://www.amazon.com/Floodgate-Fo...;qid=1562646757&s=gateway&sr=8-2



"The Wizardwar" 3rd book of the Counselors & Kings Trilogy (By Elaine Cunningham) (1371 DR)

Story synopsis: Defeat breeds anger. Hatred breeds revenge.

Once again, the counselors of Halruaa have beaten back an attack by the wizard Akhlaur. Once more, the kingdom has been saved from its enemies.

But victory comes at a terrible price. The aged king is weakened, his powers diminished. His chief counselor Matteo is torn between his duty and his heart. Tzigone, the hero of the battle of Akhlaur's Swamp, has been hurled into a dark world from which she may never escape. And at the edge of time, Akhlaur and his ally, the Magehound, plot their final revenge.

https://www.amazon.com/Wizardwar-Fo...mp;psc=1&refRID=PS8JN0KSEC9K4Q6B16N7



"The Two Swords" end in 1371 DR


"Comrades at Odds" (Realms of the Elves Story V and The Collected Stories: The Legend Of Drizzt) (By R.A. Salvatore) (1371 DR)

Story synopsis: Tos'un Armgo finds himself without any allies since his three drow companions are all dead and he has become an enemy of King Obould Many-Arrows because of Kaer'lic Suun Wett's attempt to kill the orc while Obould and Drizzt Do'Urden were fighting. Tos'un knows that he cannot survive the journey back through the Underdark alone. Feeling helpless on the surface world, he lets out his rage by attacking orcs with the powerful sentient blade Khazid'hea.

Meanwhile Drizzt Do'Urden and Innovindil search for the body of Ellifain Tuuserail, the moon elf girl that Drizzt saved from being killed during the drow raiding party during the Homeland novel, but she eventually grew up wanting revenge, believing Drizzt along with his brethren killed her mother and friends, and crossed paths with Drizzt again in Sea of Swords, dueling against him and resulting in a draw. Ellifain died while Drizzt was healed even though he tried to beg Bruenor to heal her first. However, they find that the orc hordes have not yet disbanded after the (so Drizzt and Innovindil believe) death of King Obould. Upon inspection, the two elves find that the orcs are building a gate upon a trail further fortifying the orc kingdom. Realizing there is nothing they can do, they continue their journey objective.

Fun fact: This story takes place not long after "The Two Swords"


"Evermeet: Island of Elves" ends in 1371 DR


"Death of the Dragon" (Written by Ed Greenwood and Troy Denning) (1371 DR)

Story synopsis: Seven scourges—five long gone, one of the day, and one soon to come—open the door no man can close. Out come the armies of the dead and the legions of the devil made by itself, to sweep all Cormyr away in ruin, unless those long dead rise to stand against them.

—The Prophecies of Alaundo

The realm has endured a thousand years and more.

For all that time, an Obarskyr has sat upon the Purple Throne.

But under the tearing talons of dark magic, fell foes, and a dragon more vicious than any ever encountered, how much longer can the royal family of Cormyr endure?

Or the kingdom herself?

https://www.amazon.com/Death-Dragon...;qid=1562646862&s=gateway&sr=8-4



"Night School" (Halls of Stormweather Story III) (ends in 1371 DR)


"The Price" (Halls of Stormweather Story IV) (ends in 1371 DR)


"Thirty Days" (Halls of Stormweather Story V) (ends in 1371 DR)


"Waylaid" (Realms of the Dragons Story VIII) (By Thomas M. Reid) (Marpenoth "October" 1371 DR)


"Resurrection" (Halls of Stormweather Story VI) (ends in 1371 DR)


"Skin Deep" (Halls of Stormweather Story VII) (ends in 1371 DR)


"Shadow's Witness" of Sembia: Gateway to the Realms series (Written by Paul S. Kemp) (1371 DR)

Story synopsis: Erevis Cale, loyal servant to the Uskevren family, can't keep his secret any longer. From the nobles in their towers to the gangs in the streets, in the city of Selgaunt power belongs to the bold and no one's position is certain. When a thieves' guild attempts to eradicate a rival organization, something unspeakable breaks free—and it's hungry.

With Selgaunt in chaos, Erevis Cale must return to the shadowy life he left behind, to protect the family that has made him one of their own from the horrors of the Abyss.

https://www.amazon.com/Shadows-Witness-Sembia-Gateway-Realms-ebook/dp/B006AV0C06/ref=sr_1_1?keywords=Forgotten+Realms+Shadow's+witness&qid=1562646910&s=audible&sr=1-1-catcorr



"The Summoning" of the Return of the Archwizards Trilogy (Written by Troy Denning) (story starts in 1371 DR)

Story synopsis: From the depths of the Demiplane of Shadow comes a new magic so mysterious it confounds even the Chosen of Mystra.
From beneath the dune seas of Anauroch escapes one of Toril's most powerful and ancient evils—the phaerimm.

From Evereska, the last elven refuge on comes word of invasion.

From nowhere appears a group of enigmatic sorcerers determined to destroy the phaerimm and save Evereska... for purposes known only to themselves.

https://www.amazon.com/Summoning-Fo...;qid=1562646939&s=audible&sr=1-1



"Into the Dragon's Lair" 3rd edition tabletop adventure game (By Sean K. Reynolds and Steve Miller) (1371 DR, a few months after Death of the Dragon)

Story synopsis: Great Riches Await – And Great Danger!

As war-ravaged Cormyr tries to rebuild, a host of eager seekers—expert adventurers, hardened mercenaries, scheming wizards, misguided patriots, covetous rivals, and more—scramble to find the dragon's treasure.

Will your band of heroes venture across the dangerous landscape of the Forest Kingdom to secure Cormyr's future, or will they seek the hoard for themselves?

Fun fact: This tabletop adventure takes place after The Goblin War of 1370-1371 DR, so Cormyr in this game is still in bad shape after the war.

https://www.amazon.com/Into-Dragons-Lair-Dungeons-Forgotten/dp/0786916346/ref=sr_1_1?keywords=Forgotten+Realms+Into+The+dragon's+Lair&qid=1562647032&s=gateway&sr=8-1




"Black Wolf" of Sembia: Gateway to the Realms series (Written by Dave Gross) (story begins in 1371 DR)

Story synopsis: Talbot Uskevren's problems are his own business.

The second son of Thamalon Uskevren would like nothing more than to be free—free to pursue a life in the theater, free to socialize with whomever he wishes, free to keep to himself in his tallhouse in the city.

But everything changes when a hunting accident leaves Tal infected with lycanthropy. All those wishes and most of Tal's problems are suddenly insignificant compared to controlling the dangerous beast within him. The priests of two gods keep offering him answers—for a price—and every night he delays may cost more lives than his family and friends have to offer.

https://www.amazon.com/Black-Wolf-F...;qid=1562646964&s=audible&sr=1-1



"City of Splendors: A Waterdeep Novel" ends in 1371 DR)


"The Long Road Home" (The Best of the Realms, Book II Story XV) (1371 DR)

Forgotten Realms Chronology (Novels & Games UPDATED!) Pt3

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"The Devil You Know" Part 9 is in 1400 DR


"The Devil You Know" Part 10 is in 1408 DR


"Gauntlgrym" of The Neverwinter Saga (Written by R.A. Salvatore) (begins in 1409 DR)

Story synopsis: When one of his oldest friends, Bruenor Battlehammer, chooses to spend his final days searching for the fabled dwarf kingdom of Gauntlgrym, Drizzt readily agrees. But before Drizzt and Bruenor even get close to finding the lost city, the dwarf assassin Athrogate, black-widow elf Dahlia, and Drizzt's old nemesis Jarlaxle stumble upon it first. In their search for riches and magic, the three treasure hunters inadvertently set into motion a catastrophe that could spell disaster for the unsuspecting people of the city of Neverwinter—a catastrophe big enough to even send the mercenary Jarlaxle into risking his own coin and skin to stop it. Unfortunately, the more they uncover about the secret of Gauntlgrym, the more it looks like they can't stop the impending disaster on their own. They'll need help, and from the last people they ever thought to fight alongside again: Drizzt and Bruenor.

Drizzt joins these new companions with a conflicted heart. The promise of adventure appeals to a primal part of him. But his lust for battle is growing stronger. Is he really no different from any other dark elf? If he loses the last of his trusted companions, will his drow nature claim him at last? Will his new companions lead him into temptation or deliver him from his darkest desires?

https://www.amazon.com/Gauntlgrym-N...;qid=1562691174&s=gateway&sr=8-5


"Dungeons & Dragons: Daggerdale" (A game developed by Bedlam Games, playable on PlayStation 3 (downloadable via PlayStation Network), Xbox 360 (downloadable via Xbox Live Arcade), and Microsoft Windows (downloadable via Steam)) (1420 DR)

Story synopsis: In Daggerdale, a region in the Dalelands on the continent of Faerûn, the evil Rezlus and his Zhentarim attempt to invade and conquer the Dalelands from the Tower of the Void and the Mines of Tethyamar. A small group of adventurers are charged with the task of restoring order to the Dalelands by unlocking the secrets of the Mines of Tethyamar, defeating the evil within the treacherous Tower of the Void, leading to the final confrontation with Rezlus himself.

https://store.steampowered.com/app/99100/Dungeons_and_Dragons_Daggerdale/


"To Legend He Goes" of The Legend of Drizzt Anthology (By R.A. Salvatore) (1439 DR)

Story synopsis: Wulfgar is now an 100 year old frail old man—in the Tribe of the Elk in Icewind Dale, and his time is ending.

Fun fact: Wulfgar was born in the year 1339 DR.


"The Devil You Know" Part 11 is in 1441 DR


"The Godborn" of The Sundering Saga (By Paul S. Kemp) (begins in 1450 DR)

Story synopsis: The shadow legacy of Erevis Cale lives on even as his old foe Mephistopheles seeks to stamp it out at any cost. Cale's son Vasen—unmoored in time by the god Mask—has thus far been shielded from the archdevil's dark schemes, alone among the servants of the Lord of Light who have raised him since birth.

At the crossroads of divine intrigue and mortal destiny, unlikely heroes unite to thwart the powers of shadow and hell, and the sundering of worlds is set on its course.

https://www.amazon.com/Godborn-Sund...;qid=1562691279&s=gateway&sr=8-1



"Sandstorm" continues in 1450 DR, the Second Era of Skyfire ends


"Dawnbringer" (Written by Samantha Henderson) (begins in 1460 DR and believe it or not, ends in 1600 DR!) Amazing, isn't it?! This novel jumps 121 years from the 4th edition setting to a time beyond 5th edition!!!

Story synopsis: Two Households Both Alike in Dignity

Two devas, angels given mortal flesh, are sent to guard two star-crossed lovers, born scions of rival merchant houses. The devas have worked together through countless cycles of reincarnation, guarding each other's backs as they pursue justice.

Break from Ancient Grudge into New Mutiny

At first, it looks as though love will conquer all, and the rift between the rival houses will finally be mended. But there are those who hate the word peace with a passion so great that it poisons everything they touch, turning house against house, mother against child, and deva against deva.

Leaving Even Angels' Hands Unclean

https://www.amazon.com/Dawnbringer-...;qid=1562691412&s=gateway&sr=8-1



"The Devil You Know" Part 12 is in 1460 DR


"Gauntylgrym" of the Neverwinter Saga ends in 1462 DR


"Neverwinter Tales" comic book series issues 1, 2, 3, 4, and 5 (Written by R.A. Salvatore and Geno Salvatore, published by IDW Publishing, cover art by Gonzalo Flores, interior art by Augustin Padilla, Jose Avilles, Tim Seeley, Leonard O'Grady, and Gonzalo Flores) (1462 DR)

Story synopsis: Drizzt and his companion Dahlia hunt for something that seems part vampire and part elite dwarven warrior and must find out how the evil lich Valindra Shadowmantle and her minion Korbin Dor'crae factor into the mystery.

Fun fact: This comic book series takes place not long after "Gauntlgrym" ends, starring Drizzt, Dahlia Sin'felle, and Valindra Shadowmantle who previously appeared in Neverwinter Nights is one of the characters in this story

Issue 1: https://www.comixology.com/Dungeons...b3Avc2xpZGVyTGlzdC90b3BSZXN1bHRzU2xpZGVy

Issue 2: https://www.comixology.com/Dungeons...dmlldy9kZXNrdG9wL3NsaWRlckxpc3Qvc2VyaWVz

Issue 3: https://www.comixology.com/Dungeons...dmlldy9kZXNrdG9wL3NsaWRlckxpc3Qvc2VyaWVz

Issue 4: https://www.comixology.com/Dungeons...dmlldy9kZXNrdG9wL3NsaWRlckxpc3Qvc2VyaWVz

Issue 5: https://www.comixology.com/Dungeons...dmlldy9kZXNrdG9wL3NsaWRlckxpc3Qvc2VyaWVz


"The Companions" of The Sundering Saga (By R.A. Salvatore) (begins in 1463 DR) (Drizzt's deceased companions Bruenor, Cattie-Brie, Wulfgar and Regis begin to reincarnate in this story)

Story synopsis: As Drizzt's fate hangs in the balance, he reflects on the lives of the trusted allies who stood by his side throughout his early life--the friends now known as the Companions of the Hall. Meanwhile, the first stirrings of the Sundering begin.

https://www.amazon.com/Companions-S...;qid=1562691628&s=gateway&sr=8-1




"The Last Legend of Gedrin Shadowbane" (By Erik Scott de Bie) (Flamerule (July), 1463 DR)

http://www.wizards.com/dnd/files/GedrinShadowbane.pdf




Realms of the Dead book "The Resurrection Agent" (By Erin M. Evans) (Eleasis (August),1463 DR)

Story synopsis: Set over a two-day period in early Eleasis in the Year of the Reborn Hero, 1463 DR, "The Resurrection Agent" follows the life and death of a woman known as the Harlot, who is a "resurrection agent" — someone hired to spy on people and intentionally be caught and killed, and later resurrected to give testimony. Viridi, the woman who recruited her, has been killed, and she and a man known as the Shepherd (the Selûnite priest who does the resurrecting) go to retrieve the body.




"Neverwinter" of The Neverwinter Saga (by R.A. Salvatore) (1463 DR)

Story synopsis: With Bruenor's death, Drizzt is alone—and free—for the first time in almost a hundred years. Guilt mingles with relief, leaving Drizzt uniquely vulnerable to the persuasions of his newest companion—Dahlia, a darkly alluring elf and the only other member of their party to survive the cataclysm at Mount Hotenow. But traveling with Dahlia is challenging in more ways than one. As the two companions seek revenge on the one responsible for leveling Neverwinter—and nearly Luskan as well—Drizzt finds his usual moral certainty swept away by her unconventional views. Forced to see the dark deeds that the common man may be driven to by circumstance, Drizzt begins to find himself on the wrong side of the law in an effort to protect those the law has failed. Making new enemies, as his old enemies acquire deadly allies, Drizzt and Dahlia quickly find themselves embroiled in battle—a state he's coming to enjoy a little too much.

Fun fact: This novel is intentionally tied in to the Neverwinter MMORPG game because in one part of the book, the moon elf lich Valindra Shadowmantle led an attack on Neverwinter for the purpose of powering up the Dread Ring in the Neverwinter forest, a location that can be visited in Module 2 of the Neverwinter MMORPG)

https://www.amazon.com/Neverwinter-...;qid=1562691993&s=gateway&sr=8-4



"Charon's Claw" of The Neverwinter Saga (by R.A. Salvatore) (1463 DR)

Story synopsis: Drizzt draws his swords once more to herald a final battle for freedom. Returning to Neverwinter alongside the beautiful elf Dahlia, he plots revenge against the dictatorial Netherese lord Herzgo Alegni, then joins old foe Artemis Entreri as he seeks to destroy the magical weapon that holds him hostage—even if destroying the weapon means his own destruction as well.

https://www.amazon.com/Charons-Claw...mp;psc=1&refRID=VA16NYD6E7C3YZBG4KKR



"The Last Threshold" of The Neverwinter Saga (By R.A. Salvatore) (begins in 1463 DR after "Charon's Claw")

Story synopsis: Drizzt Do'Urden navigates a winding path littered with secrets and lies. Tangled up in his companion Dahlia's dark secrets, the ties that once held her close to Drizzt threaten to tear as her bonds to his former foe, Artemis Entreri, continue to grow. Meanwhile, in the caverns of Gauntlgrym, the drow Tiago Baenre enlists the help of Bregan D'aerthe in his quest to destroy Drizzt. While making promises they may not keep, the agents of the elite drow mercenary group hide plans of their own. Determined to stand for what's right in the Realms once again, Drizzt forges a new road north—toward Icewind Dale. Will his new companions follow? Can he fight the darkness alone? Either way, he knows now where he's headed—back to the only place that's ever felt like home.

https://www.amazon.com/Last-Thresho...mp;psc=1&refRID=V5N797FGV8K6HK670EF2


"Corsair" of the Blades of the Moonsea Trilogy (By Richard Baker) (prologue is in 1466 DR)

Story synopsis: Kamoth Kastelmar, Lord of the Black Moon

He was a sadistic young lord who charmed his way into the marrying the Harmach of Hulburg's sister before he was exiled for conspiring against his new brother-in-law.

Now he is Captain of the Kraken Queen, High Captain of the Black Moon Corsairs—a ruthless pirate fleet that scours the Moonsea, raping, pillaging, and burning wherever they go.

He was willing to let bygones be bygones, but when the Harmach of Hulburg arms a warship to thwart his piracy, he starts taking their actions against him personally.

It's time to teach the harmach a lesson in respect.

It's time to raze Hulburg.

https://www.amazon.com/Corsair-Blad...;qid=1562692086&s=gateway&sr=8-1


"City of the Dead" (By Rosemary Jones) (prologue set in 1467 DR)

Story synopsis: Something is causing trouble in the City of the Dead, and Sophraea Carver, born and bred next to the historic graveyard, is determined to solve the mystery before it places all of Waterdeep in peril.

https://www.amazon.com/City-Dead-Fo...;qid=1562692111&s=gateway&sr=8-1


"Shadowbane: Eye of Justice" (By Erik Scott de Bie) (prologue set in 1470 DR)

Story synopsis: The tale of a never-say-die hero struggling against the forces of evil in a world full of peril. Kalen Dren, the vigilante paladin who calls himself Shadowbane, has turned his back on a life of crime and selfishness to chart a new course with the aid of the sword Vindicator, once wielded by the vanished God of Guardians himself. He will face legions of enemies and ultimately struggle with his own dualistic nature: the bright, goodly paladin and the dark, pragmatic assassin.

https://www.amazon.com/gp/product/B007JCC1EU/ref=series_rw_dp_sw


Realms of the Dead book "Feast of the Moon" (By Cristopher Rowe) (Nightal "December" 1471 DR)

Story synopsis: Set on the first day of Nightal in the Year of the Plagued Lords, 1471 DR, "Feast of the Moon" follows Jaeg Felidae, a Malar-worshiping weretiger from the plains of Dambrath. Each year, the Malarites here hunt down the most dangerous foe in the area, and the story opens with the initiation of the ritual to receive that vision, the death and desecration of a wild boar. Jaeg receives a vision from the Beastlord of an opened tomb in the Hills of the Dead Kings. The vision shows him a party of halflings entering the tomb, and it is accompanied with the scent of his prey.


"The Orc King" ends in 1472 DR (prologue and epilogue both take place in this year)


"Avenger" of the Blades of the Moonsea Trilogy (By Richard Baker) (begins in 1473 DR)

Story synopsis: Rhovann Disarnnyl, Master Mage of Hulburg

He was an arrogant elf lord, exploiting the life of luxury his ancestral home in Myth Drannor afforded him, before the upstart human Geran Hulmaster maimed him in a duel and the city uncovered his predilection for necromancy and exiled him.

In vengeance, he drove Geran's family from their ancestral lands, filled the town with nightmarish golems to enforce his will, and crushed the native Hulburgans with the aggressive enforcement of unfair laws.

But Geran is intent on making Rhovann's life miserable. Stirring up unrest, killing his allies, mustering an army.... Why can't Geran just admit he's lost? The only reason he's not dead is that Rhovann prefers to see him suffer.

But what can one expect from humans? The art of revenge is wasted on them.

Better to kill them all—down to the last Hulmaster.

https://www.amazon.com/Avenger-Forg...;qid=1562692267&s=gateway&sr=8-1


"Ghosts of Dragonspear Castle" (Tabletop game created by Christopher Perkins (the guy who usually is the DM for Acquisitions Inc.), and Jeremy Crawford) (1474 DR)

Story synopsis: In Ghosts of Dragonspear Castle, adventurers clash with a grave threat to the Sword Coast. Backed by Sir Isteval, a retired paladin from Cormyr, they descend into dungeons to keep the secrets of an ancient elemental cult from falling into the clutches of the Red Wizards of Thay. Along the way, the adventurers face an immortal foe from Isteval's past, leading to an epic confrontation in the ruins of Dragonspear Castle.

https://www.dmsguild.com/product/12...-DD-Next?filters=0_0_0_0_0_45462_45547_0




"Dungeons & Dragons: Forgotten Realms" comic book issues #1, 2, 3, 4 and 5 (Written by Ed Greenwood, edited by John Barber, published by IDW Publishing, colored by Dee Cunniffe and Len O'Grady, inked by Sal Buscema, cover art by Tyler Walpole and Steve Ellis) (1474 DR)

Story synopsis: These comic books tell the adventures of an unlikely new band of heroes in Waterdeep, Randral Daunter, Torn and Talandra, who get into a bit more trouble than usual in the fabled port city of Waterdeep, but soon discover some of the seedier corners of the wider Realms-the hard way!

issue 1: https://www.comixology.com/Dungeons...dmlldy9kZXNrdG9wL3NsaWRlckxpc3Qvc2VyaWVz

issue 2: https://www.comixology.com/Dungeons...dmlldy9kZXNrdG9wL3NsaWRlckxpc3Qvc2VyaWVz

issue 3: https://www.comixology.com/Dungeons...dmlldy9kZXNrdG9wL3NsaWRlckxpc3Qvc2VyaWVz

issue 4: https://www.comixology.com/Dungeons...dmlldy9kZXNrdG9wL3NsaWRlckxpc3Qvc2VyaWVz

issue 5: https://www.comixology.com/Dungeons...dmlldy9kZXNrdG9wL3NsaWRlckxpc3Qvc2VyaWVz


"The Fall Of Highwatch" of The Chosen of Nendawen Trilogy (By Mark Sehestedt) (1475 DR) (This novel takes place a century after "Frostfell")

Story synopsis: Highwatch has never been taken. The fortress has sat, undisturbed for over a century, high above Narfell's frozen plains. The line of the High Warden runs unbroken down to his seventeen-year-old granddaughter, Hweilan. It is a place of peace in the wilderness.

But one among Highwatch isn't at peace. Guric, the foster son of the High Warden, makes a pact with an ancient, evil spirit to resurrect his wife. The price: his family's blood. Highwatch falls in less than a day. The line of the High Warden is broken. Only Hweilan escapes, her father's unstrung bow in hand and her heart full of vengeance.

Vengeance enough to drive Hweilan to make her own pact with an ancient spirit: Nendawen, the Master of the Hunt, primal spirit of the shapechanging Vil Adanrath.

https://www.amazon.com/Fall-Highwat...;qid=1562692505&s=gateway&sr=8-1




"Hand of the Hunter" of The Chosen of Nendawen Trilogy (By Mark Sehestedt) (1475 DR)

Story synopsis: For generations we fought him, but he grew stronger, destroying our homeland. We fled....

The demon Jagun Ghen, the nemesis of Nendawen the Hunter, roams the frozen wastes, building an army. For long years, Hweilan, the last scion of fallen Highwatch and the loose end of the Defiler’s plans, has been missing.

In the Hunting Lands, Jagun Ghen almost conquered. Only hundreds of years of blood and sacrifice vanquished him. Here... in this corrupt world beneath its cold stars....Here... Jagun Ghen could become a god....

For long years, in the cold places of the Feywild, Hweilan has been shaped into a tool to bring down Jagun Ghen and a weapon to avenge her dead family with—the Hand of the Hunter. But even in the Feywild, Jagun Ghen has eyes.

There are far crueler things in these woods than me.

https://www.amazon.com/Hand-Hunter-...;qid=1562692545&s=gateway&sr=8-1




"Cry of the Ghost Wolf" of The Chosen of Nendawen Trilogy (By Mark Sehestedt) (1475 DR)

Story synopsis: Hweilan went into the Feywild a girl focused on avenging her family's death, and emerged a brutal killer. Nendawen the Hunter has anointed her his Hand in destroying the demonic and undead forces of his nemesis—the murderer of her family—Jagen Ghen. But while she managed to survive long enough to become the Hand of the Hunter, the war with Jagen Ghen has just begun. And while she is hunting them—they are likewise hunting her. It will take every trick of the Fox, every drop of Lore, and every ounce of will she has to stand against Jagen Ghen, but Hweilan will have her chance to avenge her family—or die trying.

https://www.amazon.com/Cry-Ghost-Wo...;qid=1562691206&s=gateway&sr=8-1


"Swordmage" of the Blades of the Moonsea Trilogy (By Richard Baker) (begins in 1477 DR)

Story synopsis: Geran studied the Chainsmen surrounding them. Eight on the street and possibly more in the alehouse or another place nearby, and most looked like they knew how to use the cudgels at their belts. It would be easier to play their game and buy them off with a couple of silver pennies ... but the thought of paying for safe passage in his own home town did not sit well with him. Besides, Geran told himself. They're probably not as reasonable as they say they are.
Geran, a swordmage exiled from the elven city of Myth Drannor, returns home to find the once peaceful Moonsea town of Hulburg under the thumb of greedy and ruthless merchants.

"I am here to offer you power, Warchief—the power to make yourself the king of all Thar. Every tribe in this land will call you master and do as you bid them. They will call you lord, pay you tribute, and march as you command. I can arm your warriors with a thousand hauberks of good steel mail. I can give you ten Warlock Knights to wield their battle-magic in your service. And I have control over a number of strong monsters from the high mountains—manticores, giants, chimeras, even a young dragon or two. They will be yours to command. Tell me, Warchief, what would you do with an army such as that?"
Kardhel, a Warlock Knight of Vaasa, stirs the violent passions of a tribe of brutal orcs, and sends them to Hulburg bent on pillage.

The lich laughed coldly. "What do I care for your lives?" he said. He stretched out his clawlike hand and made a small gesture, and the Infiernadex was wrenched out of Geran's grasp by some unseen force. The book soared to the lich's hand, and Aesperus twisted what remained of his face into a horrible smile. "Good-bye, Geran Hulmaster. I expect that you and I will speak again soon, when you have been laid under stone as your forefathers were."
And Aesperus, the King in Copper, rises from the dead once more to terrorize them all, and protect a secret beyond imagination.

https://www.amazon.com/Swordmage-Bl...;qid=1562692678&s=gateway&sr=8-2



"The Devil You Know" of the Brimstone Angels series (By Erin M. Evans) (All the parts that do not follow Bryseis's story is set in 1477 DR)

Story synopsis: Before Farideh took a devil's pact, before she was Chosen by the god-king of the Hells, before any of this started, there was Bryseis Kakistos, the original Brimstone Angel, first of Farideh’s line. Now, at the end, there is also Bryseis Kakistos—but this time, instead of helping the king of the Hells achieve godhood, she’s going to kill him. All she needs is a little help from Farideh—which she should, by all accounts, be happy to give. After all, who could object to killing the king of the Hells? Except, it turns out, Farideh. Because as always, things are far more complicated than they seem.

Fun fact: Though this novel's realm year is not anchored to one time frame, it is not hard to narrow down the timeline once you realize that this story takes place before Farideh made the warlock pact in the "Brimstone Angels" story and follows her ancestor Bryseis in a few parts.

https://www.amazon.com/Devil-You-Kn...;qid=1562692749&s=gateway&sr=8-2



"Brimstone Angels" of the Brimstone Angels Series (By Erin M. Evans) (prologue is in 1477 DR)

Story synopsis: Havilar and Farideh are twin tieflings abandoned at birth and raised by dragonborn. Careless Havilar has an innocent soul and a penchant for trouble, and careful Farideh feels the weight of the world, her tainted bloodline—and her sister—on her shoulders.

In a summoning ritual gone wrong, Farideh ends up bound in a warlock's pact with a handsome but sadistic cambion devil, and they are thrown out of the village. A lone dragonborn accompanies them out of compassion, and the three adventurers, often perceived as monsters themselves, begin to make a name for themselves as monster slayers.

But once they reach the encampments in the ruined city of Neverwinter, their simple plans of slaying monsters to make a living get tangled up in a devilish snare six layers deep. It will take every ounce of the twins' skills—and some borrowed besides—if they are to have any hope of staying afloat in the deadly designs around them.

https://www.amazon.com/Brimstone-An...;qid=1562692855&s=gateway&sr=8-2


"Unholy" of The Haunted Lands (By Richard Lee Byers) (1478 DR)

Story synopsis: Forces undreamed of even by Szass Tam have brought havoc and death to Thay, but the lich's true intentions remain a mystery—a mystery that could spell doom for the entire world. The formerly green fields lie in war-torn ruins. The formerly living populace in undead. And the formerly brilliant necromancer, the mastermind behind the civil war that drove the ruling council into exile, appears to have gone insane. But rumor spreads of a reason behind his randomness—a reason all survivors of Thay must rally against.

https://www.amazon.com/Unholy-Haunt...;qid=1568646891&s=gateway&sr=8-1



"Brimstone Angels" continues and ends in 1478 DR


"Brimstone Angels: Lesser Evils" (By Erin M. Evans) (1478 DR)

Story synopsis: First there were three.

Mere weeks after escaping Neverwinter, Farideh's dreams are still haunted by Lorcan, the cambion devil whose power fuels her own. One of only four known descendants of the original Brimstone Angel, Farideh has no regrets about the pact she made with the devil. But no one in the Hells knows that she has a twin - an impulsive, eager sister just waiting to be corrupted. At least as long as Lorcan can keep her secret.

And then you found the fourth.

Determined to protect her sister, Farideh searches for a ritual that could call Lorcan out of the Hells, but in the midst of her hunt, she's drawn into an assignment for the secret society of the Harpers, an assignment which leads her and a ragtag group of allies to an ancient Netherese library deep underground.

The fifth one is mine.

While the group combs the site, dodging ghosts and magical traps, Farideh discovers a magical book whose pronouncements throw into question everything she thought she knew about herself and her sister. The more the Book gives up its macabre secrets, the more one thing becomes clear - a traitor lurks among them.

The fifth Brimstone Angel.

https://www.amazon.com/Brimstone-An...;qid=1562692855&s=gateway&sr=8-1



"Cold Steel and Secrets" (By Rosemary Jones) (1478 DR)

Story synopsis: Part I

Sent by the spymaster of Neverwinter to investigate a group of rebels, Rucas Sarfael finds a worthy adversary in the beautiful fencing master Elyne. Matching wits and blades with the rebel leader, Rucas strives to prove himself and rise in the rebel ranks in part 1 of this four-part novella set in the renowned city of Neverwinter.

Part II

A whiff of brimstone, a laughing ghost, and talk of a crown... In part 2 of this four-part Neverwinter novella, Rucas Sarfael finds himself invited to a meeting of rebel leaders and entangled more than he would like in the plans of the beautiful and dangerous Elyne. When those plans lead to a mad seer, Rucas finds a clue to the treasure he seeks—and more than one path to doom.

Part III

A mysterious key, the walking dead, and a grisly murder... The four-part Neverwinter novella continues as the rebels find the lost Crown of Neverwinter in their grasp. But the rebels are betrayed and Rucas Sarfael finds himself caught between his duty and his heart.

Part IV

Deception! Betrayal! A perfect partnership! In the conclusion to this four-part novella, Rucas Sarfael uncovers the twisted plots that brought him to the city of Neverwinter and discovers a plot on the life of its lord.

https://www.amazon.com/Cold-Steel-S...;qid=1562692960&s=audible&sr=8-1



"The Captive Flame" of the Brotherhood of the Griffin series (By Richard Lee Byers) (begins in 1478 DR)

Story synopsis: Aoth Fezim and his band of mercenaries, the Brotherhood of the Griffon, are hired to put a stop to a disturbing series of ritualistic killings. While they manage to defeat the perpetrators, Aoth Fezim can't seem to shake the feeling that there's more to these mysterious murders than meets the eye. Still, he resists the urge to investigate. After all, it's just business. Until an assassin's knife almost finds a home between his shoulder blades, and Aoth Fezim finds himself tangled in a lethal web of intrigue.

https://www.amazon.com/Captive-Flam...;qid=1562693014&s=gateway&sr=8-1



"The Adversary" of The Sundering saga (By Erin M. Evans) (1478 DR)

Story synopsis: As the chaos of the Sundering rages around her, young warlock Farideh faces a more personal turmoil wrought by a deal she made with a devil years ago. Hoping to protect her twin sister, she leaves everything she holds dear to assist a wizard in a scheme that pits the devils of the Nine Hells against the gods above.

But when Farideh casts the spell to enter the wizard's remote mountaintop fortress, she picks up a stowaway—a Harper agent named Dahl who isn't so inclined to follow devilish demands. Dahl attempts to escape only to run into a village of odd people, lurking behind an impenetrable wall.

Forced to gaze into the villagers' souls, Farideh points out the ones who seem different, only to watch as the wizard's guard carts them off to fates unknown. Are these villagers or prisoners? Are they blessed or doomed by the gods? As the wizard's guessing game proves more and more diabolical, Farideh resolves to unravel his secrets—even if it means she'll lose her own soul to the Nine Hells.

https://www.amazon.com/Adversary-Fo...;qid=1562693033&s=audible&sr=1-1

Small mods you would like to see

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This is a thread for people who don't have the faintest idea how to mod themselves to suggest minor mods that they would like to see.

I will get the ball rolling ...

I have always found the Melicamp quest really frustrating and it is the one place I will reload even if I am in theory doing a no reload run. Currently you get 2,000 XP and +1 reputation if Thalantyr's Antichickenator spell succeeds and nothing if it fails. This feels really unfair. Surely seeing a guy who has been polymorphed into a chicken dying in the process of being returned to human form should be worth some experience? So what I would I like to see is a mod that gives you 1,000 XP and -1 reputation if Thalantyr's Antincheckenator spell fails and Melicamp dies.

Anyway, that's what I would like to see. Are there any other minor tweaks people are longing for?

An upcoming BGII stream by David Gaider and Liam Esler

Baldur’s Gate / John Wick Crossover?

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In my playthrough thread, the protagonist Bhaalspawn (Ausar, elven F/M) has finally made it to the Friendly Arms Inn (Chapter 1, Parts XVII - XIX: https://forums.beamdog.com/discussion/78398/ausar-the-riven-fighter-mage-playthrough/p2). Although I’ve played through this part of the game many times before, I never really paid much attention to one of the FAI guard’s lines, until now.

Guard: “Perhaps ‘rules’ is a touch too formal. It is unwritten, but accepted, that while herein you will act with the utmost civility to all other guests. This is neutral ground, and all grievances are left at the gate. If the grievances come in, then you will go out.”

Does this evoke the Continental Hotel from John Wick for anyone else? I mean, I’m sure FAI management wants to keep its grounds safe for everyday guests, but I could also see it as a kind of safe harbor for those engaged in dangerous lines of work. Two Harpers (Khalid and Jaheira) and a blackguard (Dorn) are sharing the common room, after all. Neera, who is being hunted by Red Wizards, decides to head there immediately after you drop her from the party, where she - presumably - remains safe until you are ready to pick her up again. Anyway, no smoking gun, but it sure is food for thought.

Gives me half a mind to download a Keanu Reeves portrait and roll a Fighter or F/T . . .
Anyone interested in modding “Gorion” into a beagle? lol

Skeletons drink potions???

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Alright, following my friend @ZaramMaldovar 's topic of BG's Logic , how exactly did that skeleton manage to drink the potion?

I sacrificed Imoen at Resurrection Gorge

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I recorded the whole thing in the YouTube video below. It was actually pretty funny, probably one of the most evil things one can do in the game when you think about it.

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Specialist Mage kit via EEkeeper

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Hello.
I know this question has been asked countless times, but im wondering, if i add lets say enchanter to a Cleric/Mage via EEkeeper, reset the characters lvl,hps etc etc, do i get the saving throw modifier for spell cast from the enchantment school? And if so, do they work on the cleric versions aswell?

/Cheers Rangeltoft

Solo Poverty Monks? What Steps Are Required For Feasibility?

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So most of us have probably heard of "solo insane poverty sorcerer play-throughs". But my question is, can it be done with a monk, and what steps would be required for it to work? Soloing BG2 as a monk is definitely possible, albeit challenging. But on a poverty run? Also, one of the biggest challenges for the hero would be BG1. Does BG1 REQUIRE magical combat to succeed, or can you flee from enemies requiring magical equipment? For those of you who aren't aware, a "poverty" run-through is where you pick up absolutely no items or gold. Of course this doesn't apply to quest items, since those are required, but it does apply to every piece of non-quest equipment. Previously, the only class that "could" do this was the sorcerer, due to his offensive and defensive power coming straight from his spells, which are gained naturally. The monk's only true weapons are his fists, however, and they do gain an enchantment bonus naturally, up to +4, which is, to my knowledge, enough to kill anything in the game. The monk also gains a great deal of sheer combat potential, what with his eventual magic resistance of 78%, and his excellent offensive and defensive abilities. Now, are these enough? What about traps, or locks, or any number of things that might interfere? Below I've laid out a few basic options to increase the monk's chances of success. 1. 108 total ability roll. This would mean that the monk has an 18 in all stats. This isn't absolutely necessary, as some of his stats really don't gain any use from being that high. However, for the sake of the character, I decided on this anyway. So, this would mean that he has... 18 STR: The highest possible damage and THAC0 modifier available. This can't be increased to the (very handy) 19 in BG1 due to the nature of a poverty run-through, but it could be increased in Watcher's Keep, or the hell trials. Up to either 19 or (assuming the character chooses a path of evil) 21. 18 DEX: This would give the monk the best possible AC, which would be very handy, considering he'll be lacking armor. This could be increased to 20 if the character chooses to be evil, but the bonus wouldn't change much, since the monk won't be using ranged equipment. 18 CON: This would give the monk the largest possible health bonus. On the other hand, the monk does not NEED anything higher than a 16, and only if the monk becomes evil would he attain the 20+ required for regeneration. 18 INT: The biggest use of this is simply allowing the monk to survive against illithids for longer. Not much to say beyond that. 18 WIS: Completely pointless. The monk won't be identifying anything, so why would he need the lore bonus, which is all he would get from it. 18 CHA: Since the monk won't be bartering, this really won't do much, other than occasionally allow for better quest rewards and opportunities. 2. Easy difficulty. This might not be the "uber hard challenge" that many people want, but it would greatly increase his chances of success. 3. Exceptions. Maybe he needs a certain item to survive, or maybe he needs a weapon to succeed in BG1, who knows. Point is, what exceptions might need to be made, or are there even any? 4. Level Un-cappers. This would mainly solve the lack of magical fists in BG1, as it would allow the monk to level past level 8 and gain +1 fists at level 9. Any ideas? Any tips? Any memories from personal attempts? Share and discuss.

If you could change one thing about the Baldurs Gate games....

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If you could change any one thing, what would it be? Mine would be the addition of a better alignment/reputation system.

Things that make you go "D'oh!" - Share the times you have really messed up

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I thought we needed a thread where we can share the times we have really messed up during a game. A place where we can display our mistakes so that others can sympathise (and mock).

So regale us with your tales of woe and tell us of the self-inflicted wounds that brought your run to an untimely end.

Playing a Barbarian, Part 2: Advice for using a barb

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This is Part 2 of my intended two-part series on playing as a barbarian in BG1:EE. Part 1, which is here, http://forum.baldursgate.com/discussion/35609/playing-a-barbarian-part-1-advice-for-rping-a-barb , mainly focused on the RP aspect of playing as a barb. With this thread, I hope to generate a discussion on how to use a barb effectively. As I had explained in Part 1, I had been very reluctant to attempt a serious playthrough as a barbarian in BG1:EE, because I feared that their strengths and weaknesses wouldn't translate well to the style and format of the 1st game. I ended up attempting a playthrough only because I found this portrait, here, image ...that I was eager to use for a BG1 playthrough, but only seemed to be appropriate for a barb. I was also intent on RPing my playthrough more diligently than I had ever done before, so I chose stats and proficiencies based primarily on what I felt best matched the character's portrait and concept moreso than what I though would be the most efficient. For example, 1. I made my character a human, because that's what the portrait depicts - even though literally any other race would've probably been more beneficial. 2. She specializes in halberds, because that's what the picture appears to show her wielding (although I think that it's actually a 2-handed battle axe, but of course those don't exist in BG). I was initially very uncomfortable with this choice, because I felt that it would've been more beneficial to wield a one-handed weapon with either a shield, or (if also using a 2-handed ranged weapon) points in single weapon style, to offset the barb's armor restrictions. 3. Rather than maxing all her combat-oriented stats, I gave her 18/11 str (comparable to respectably strong characters like Kivan and Ajantis, but below hulking brutes like Minsc, Dorn, and Shar-Teel), 17 dext (athletic, but just below a master thief like Imoen), and only 15 con (the minimum amount that will still grant a bonus). The con stat is significant, since it undermines the fact that the barb is typically supposed to have an unusually high number of HPs to help offset the armor restrictions. I'm also playing on core rules and basically just accepting the first random HP roll that I get when leveling up, which further exacerbates the HP issue. A lot of people seem to believe that a barbarian is supposed to fill a specific role - namely, tanking - and they come to be disappointed when they don't live up to their expectations for that role. However, the barbarian is probably most effective if you treat it as a versatile, but unconventional class with a lot of offbeat strengths and weaknesses. They aren't intended to be played in the same manner as a conventional warrior - their main strength is that they're able to do things that other, conventional characters typically can't do. Depending on your point of view, this may be either a selling point or a turn-off for playing as a barb. For example, because the barbarian's rage grants a substantial strength bonus (unlike the berserker's rage), you can use it to break open locked chests or doors in situations where you either don't have a thief, or your thief's skills aren't sufficient to get the job done. In my case, I used my barbarian's rage a few times during the transitional period after dualing Imoen to a mage and waiting for Shar-Teel to progress as a thief. image You can also use the barbarian rage to break open that locked chest on the second floor of Wnthrop's Inn and access that very valuable gem (although I didn't do that in my current playthrough, since I'm RPing a good-aligned character who doesn't steal, plus I've also found that getting access to that much gold so early in the game can make the rest of the game seem too easy afterward). In the early stages of my playthrough, when none of my party members had access to any armor greater than split mail, I used my barbarian largely as a front-line tank, since all of my party members were basically equally vulnerable and unprotected. However, once I started getting ahold of heavier armor, and also more powerful NPCs like Dorn and Kagain had joined my party, my barb settled into the role of an archer and flanker - either sharpshooting from long range with composite longbows, or marching into battle behind my frontline tank(s) once they had engaged and preoccupied the enemy. It was here that I found that the (purely coincidental) choice to specialize in halberds was perfectly suited for my character, since it allowed her to stand directly behind my tank(s) and then "reach" over them with the halberd to do hefty amounts of damage. I typically try to keep my barbarian rage in reserve (especially since you will never get more than two uses a day in BG1) until mage battles. If I see that I've failed to interrupt a mage's spellcasting with ranged weapons, I will quickly "rage" my barbarian and then send her rushing among the mages (this is where the extra movement rate comes in handy) to do some up-close damage. This is especially useful in situations where an enemy mage casts spells from scripts rather than a spellbook, which makes their casting un-interruptable - like Bassilus or Mulahey. For example, during the (normally very difficult) battle with the Amazon bounty hunters, while the rest of my party stood at long range and fired missile weapons, I sent my enraged barbarian rushing among the Amazons as their spellcasters prepared to cast. Within mere seconds, she had chunked both of their spellcasters before either of them had gotten a chance to cast even a single spell - and then proceeded to kill a third one of them as well. image image image So for those of you who also play as barbarians, what advice do you have on the best ways to use a barb?

Exploits, Tricks, and Nonstandard Tactics

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This thread is here to document all of the glitches, exploits, tricks, and other assorted tactics that people have discovered over the years. Mostly I want to document the weirder tricks, the ones that the average player wouldn't encounter in their first one or two or five playthroughs. The list is divided into EE and pre-EE/pre-update tricks. If you've found a special trick you're proud of, let me know and I'll add in a new entry. Even if you weren't the first to discover a trick, but just found it independently, go ahead and bring it up! And if you happen to know where the trick was first mentioned, please give me a link so I can add it in. And if I made a mistake somewhere, let me know and I'll correct it. I'm sure many of the older tricks will never have confirmed authors, but I'd like to have citations for as many of these tricks as possible. I'll put "Unknown" in front if there's a list of people who discovered the trick, but it's not clear who was first. These are the tricks that are possible in the most recent versions of the game (that is, the latest updates to the Enhanced Edition). Shadowdancer Trick, documented here Author: @Grum Brief Description: [spoiler] You can maintain invisibility indefinitely as a Shadowdancer by manipulating the stealth timer. Use Hide in Plain Sight, then click Detect Traps (or any other button) without actually breaking invisibility. After 6 seconds pass, you will be able to use Hide in Plain Sight again, but you will still be invisible. This allows you to go invisible, wait 6 seconds, backstab, and then go invisible again without ever exposing yourself to attack. [/spoiler] Wand of Lightning Trick, discussed here Author: Unknown Brief Description: [spoiler] The Wand of Lightning in BG2 (but not BG1 or SoD) fires 6 lightning bolts with up to 6 different targets. You can duplicate the effects of any on-self spell or item by targeting the caster with all 6 lightning bolts, then immediately ordering the character to cast the spell in question. Instead of firing 6 lightning bolts, the character will cast the spell 6 times while only using a single spell slot. This only works with spells that are on-self by default, like Sunfire and Mordenkainen's Sword; not Fireball or Animate Dead. This can also be used with any quick item: choose 6 targets with the Wand of Lightning, then go to the inventory screen and swap the Wand of Lightning for another item. If you use to turn pages in the Book of Daily Spell, you'll get 6 copies of the next page, allowing you to duplicate the book (unless you hit the Burning Hands page on the first try). As @sluckers has noted, it's also possible to use the Wand of Lightning trick to target things from all the way across the map by dedicating one of the six targets to a container or item on the ground. [/spoiler] Scorcher Loop, documented here Author: @semiticgod Brief Description: [spoiler] You can multiply the effects of an Agannazar's Scorcher spell (or a Lance of Disruption in IWD:EE) by having two mages cast (Minor) Spell Turning and then casting Agannazar's Scorcher from one to another. The spell turning effect will bounce the scorcher multiple times until it is exhausted. Spells in sequencer strike as a single spell, so putting three scorchers in a Spell Sequencer and combining it with two mages with Spell Turning will deal about 800 damage. Wands of Fire also work. The spell is extremely party-unfriendly, and both mages will suffer fire damage if they are not immune (note that MGOI will block the damage, but also cancel the loop). The Ring of Energy will also work, but only in the vanilla games, as EE has made the Ring of Energy's damage a level 0 effect. In IWD:EE, you can actually lower enemy fire resistance using the level 3 priest spell Protection from Fire, which sets fire resistance to 80%. [/spoiler] Death Ray Zorcher, documented here Author: @semiticgod Brief Description: [spoiler] You can multiply the effects of the scorcher loop even further by combining it with the Wand of Lightning Trick. Have two characters chain-cast Spell Turning using the Wand of Lightning trick and either the Spell Turning page of the Book of Daily Spell, or a Spell Turning scroll. Then have a third character cast Agannazar's Scorcher across both of them. The loop will strike 10,000 times over several rounds, enough to kill any enemy that is not immune to fire or level 2 spells. Testing killed Adalon in Legacy of Bhaal mode in just over a second. This can also be done by using the Reflect Magic HLA from the Wizard Slayer Rebalancing mod. [/spoiler] Lingering Song Trick Author: Unknown Brief Description: [spoiler] In Icewind Dale 2, the Lingering Song trick lets a bard's song continue for 2 rounds after being activated. This allows you to repeatedly click the bard song icon and stack the effects of any song while the game is still paused. The effects scale infinitely, except for the damage bonus from the Ballad of Three Heroes, which is capped at +20. [/spoiler] Mislead Backstabs Author: Unknown Brief Description: [spoiler] Any character under the effects of Mislead is considered constantly invisible for the purposes of backstabbing. Thus, a Misled character can backstab multiple times in a single round, so long as the target does not turn around. Also, if you send the Mislead clone to a safe place (Maze does not count), enemies will not be able to kill it, and so your Misled character will remain completely undetectable, except to enemies who naturally see through invisibility like liches, demons, and dragons, for the duration of the spell. [/spoiler] Clone Quick Items Trick Author: Unknown Brief Description: [spoiler] Clones from spells such as Project Image and Simulacrum, or items such as Vhailor's Helm, can use any quick items the caster had equipped at the time of casting. Any items the clone uses will not use up charges on the original character. This means you can use rare items such as Protection from Magic scrolls once per day for every casting of Simulacrum or Project Image. Protection from Magic scrolls can be used on enemies to disable spellcasting; they work very well on the many enemy mages of BG2. [/spoiler] Clone Traps Author: Unknown Brief Description: [spoiler] The trap limit of 7 traps per map does not apply to clones. Project Image and Simulacrum clones can lay an unlimited number of traps on any map. [/spoiler] Clone Summons Author: Unknown Brief Description: [spoiler] The summon limit of 5 summoned critters per map does not apply to clones. Project Image and Simulacrum clones can summon an unlimited number of critters in any area. This also allows you to summon multiple Devas or Planetars, bypassing the celestial summon limit of 1. [/spoiler] Clone Innate Abilities Author: Unknown Brief Description: [spoiler] Clones can use any innate ability the caster possesses at the time of casting. A level 10 clone may still use all of the original level 20 character's HLAs, and a character under the effects of Polymorph Self or Shapechange will generate a clone that can also use those shapeshifting abilities. If a Project Image clone shapeshifts, it can even attack while shapeshifted, which Project Image clones are not supposed to be able to do. [/spoiler] Spell Trap Trick, documented here Author: Unknown, @semiticgod (Black Blade of Disaster part only) Brief Description: [spoiler] Spell Trap can be used to gain an infinite number of spells per day by using level 9 effects against the caster. A Project Image clone can cast level 7 and level 9 spells to restore the original caster's spells. For a Simulacrum clone to be able to do the same thing, it would have to be level 18, which means only a level 35 mage (impossible without removing the XP cap) could do the same using Simulacrum instead of Project Image. Black Blade of Disaster also strikes as a level 9 spell for each hit. [/spoiler] Limited Wish-resting Author: Unknown Brief Description: [spoiler] Wild Mages can use Nahal's Reckless Dweomer to cast Limited Wish. Limited Wish allows a caster with high Wisdom to restore spell slots: 1 spell for each level from 1 to 4. If the Wild Mage has no empty level 4 spell slots, it will restore a level 3 spell slot instead. With no empty spell slots, a single Limited Wish, generated from a single Nahal's Reckless Dweomer, can restore 4 level 1 spells slots, allowing a Wild Mage to cast spells indefinitely, provided it does not suffer a wild surge that breaks the loop. [/spoiler] Talk-blocking Author: Unknown Brief Description: [spoiler] Clicking on a neutral character will cause the character to turn to you and wait for you to speak with it. It will not take any other action for several seconds even if you order your character to do something else, so you can click on neutral characters to prevent them from talking to you, or even prevent them from defending themselves when you attack them. [/spoiler] Import/Export Trick, documented here Author: Unknown, @OlvynChuru Brief Description: [spoiler] In multiplayer mode, you can duplicate items by exporting a character with, say, Celestial Fury, then dropping Celestial Fury, going into Character Arbitration, deleting the character, and importing the character you just exported. The character will have an extra copy of Celestial Fury and can pick up the original from the ground. This can duplicate any item besides containers and quest items, as they cannot be exported. [/spoiler] Ferret Smuggling Author: Unknown, @histamiini (Roger the Fence part) Brief Description: [spoiler] A ferret or cat familiar can pickpocket party members. If you use it to pickpocket the Rift Device, you can smuggle it out of the sewers without triggering the instant death script and then talk to the familiar to give it back to you. This can also work with drow equipment, which is supposed to disintegrate when you leave the Underdark, but the game does not check the ferret or cat's inventory for the items; only yours. Note that the familiar needs to have a higher pickpocket score than your character in order to succeed, so it may struggle to pickpocket a character with high Dexterity, racial bonuses to pickpocketing, or thief or bard levels. Roger the Fence can also smuggle the Rift Device out of the area if you charm him using a spell or the Ring of Human Influence or the Nymph Cloak. If you order him to attack you as you enter the first Unseeing Eye area, you can have him pickpocket the Rift Device and then follow you out of the sewers to the surface, where killing him or pickpocketing him can let you keep the device. [/spoiler] Fire Seed Trick, documented here and here Author: @semiticgod Brief Description: [spoiler] Weapons that use area-effect projectiles can apply on-hit effects to more than one enemy at a time. This bypasses weapon immunities and all forms of spell protections. Thus, a character can use any of the following weapons: 1. Flasher Master Bruiser Mates (which are completely party-friendly) 2. Fire Seeds 3. Arrows of Detonation 4. Scorcher Ammunition (which strikes twice, as it uses the Agannazar's Scorcher projectile) 5. Frag Grenades to apply any of the following effects: 1. Wizard Slayer spell failure 2. Power Attack 3. Smite 4. (Greater) Deathblow 5. Poison Weapon 6. Called Shot to any group of creatures, provided the initial target is not immune to the weapon (throwing a Fire Seed will fail against a mage with PFMW active, but it can hit the mage if you target a nearby character without PFMW). [/spoiler] Infinite Maze Trick Author: @Alesia_BH, @Alesia_B_H Brief Description: [spoiler] A Bounty Hunter can Maze an entire group of enemies using a level 21 Special Snare. This allows the Bounty Hunter to set additional traps while the enemies are gone. When the enemies return--usually one at a time--they will immediately trigger any traps the Bounty Hunter has lain since the first Maze trap. This can be done as long as the Bounty Hunter still has Maze traps. [/spoiler] Lightning Bolt Loop Author: Unknown Brief Description: [spoiler] A Lightning Bolt spell can bounce off of both the Cloak of Reflection and the original version of the Cloak of Mirroring. By deleting the Cloak of Mirroring's file in the override folder and restoring the original version, which reflects rather than blocks spell damage (may not be possible in EE), or by using the Import/Export Trick to duplicate the Cloak of Reflection you can bounce a Lightning Bolt spell or Wand of Lightning charges between two party members indefinitely. You can even dedicate multiple charges and add extra lightning bolts to the loop, making it stronger. Testing has found that the loop can be canceled accidentally due to positioning problems. Testing has also suggested that it is possible to make it impossible for the loop to ever be re-created in a single save game. It's also possible to bounce a Lightning Bolt spell or wand in a reliable path by pointing it directly north or south in close quarters, as lightning bolts bounce directly backwards if cast north or south. This can be used to reliably hit a single target about 5 times in a narrow hallway. But the EE version of the lightning bolt projectile may behave differently. [/spoiler] Fog of War Trick Author: Unknown Brief Description: [spoiler] Some enemies will not react if they suffer damage when the player's characters or summons are not in sight. Thus, you can cast Fireball or Cloudkill and so forth without the enemy ever reacting. I believe this is much less likely to be possible in EE, and should never be possible in a normal SCS install. [/spoiler] Sunfire Trick Author: Unknown Brief Description: [spoiler] Spells cast on self ignore magic resistance. Thus, a Sunfire spell, which is cast on self by default, will bypass magic resistance on nearby targets, allowing you to deal fire damage to golems and other magic-immune critters. According to @SpaceInvader, this no longer works for Sunfire in EE, but it still applies to other spells. [/spoiler] Quick Save Trick, documented here Author: @Abi_Dalzim Brief Description: [spoiler] Loading the game resets the aura and stealth timer of all party members. By quick-saving and then quick-loading, you can cast multiple spells or drink multiple potions within the same round, provided that you are not in combat. This can extend the lifespan of short-duration effects, or allow an Archer to stack Called Shot effects right before combat begins. [/spoiler] Blind Thief Trick, documented here and here Author: @semiticgod Brief Description: [spoiler] Thieves cannot hide or set traps when enemies are near. However, this only applies to the thief's field of vision. A blind thief has a restricted field of vision and can therefore hide in plain sight like a Shadowdancer or even set traps in the middle of combat, provided that no enemies are directly next to him or her. Before EE, thieves could hide when blind even when enemies were near, but not set traps. But this may be a testing error. Combined with the blind thief trick, you can also save or even rest in the presence of enemies, though combat must have ended. [/spoiler] Pet Basilisk Strategy/Basilisk XP Loop Author: @semiticgod, @histamiini (BG2 version) Brief Description: [spoiler] You can charm a basilisk using Algernon's Cloak from BG1. If you cast Protection from Petrification on the basilisk after charming it, you can use the pet basilisk to clear out Mutamin's Garden much faster than missile weapons, especially in Legacy of Bhaal mode. You can also gain even more XP than would normally be possible in Mutamin's Garden using Stone to Flesh scrolls. After clearing out most of the area, charm a Lesser Basilisk (approach from behind and flee if it doesn't work), cast Protection from Petrification on it, and then have it petrify a Greater Basilisk. Then, before the Lesser Basilisk can attack again and shatter the Greater Basilisk, order it to stop and use a Stone to Flesh scroll on the petrified basilisk. You can then re-petrify it for another 7000 XP for every Stone to Flesh scroll you have. You can buy 19 scrolls from the temples at the Friendly Arm Inn and near Beregost for a total of 38 even before you reach Baldur's Gate (where even more scrolls are for sale). It's by far the fastest way of gaining XP in BG1, and requires little money and virtually no risk. You can also repeatedly petrify targets in BG2 by using the Wand of Wonder, which has a 12% chance of petrifying the target with no save, bypassing spell protections and magic resistance. While the wand needs to be recharged every once in a while, it has the advantage of not turning the target hostile as long as you cancel the spellcasting of its Fireball or Lightning bolt charges (if you see your character casting an evocation spell, just give them a different command to cancel it). Firkraag is a safe target, as he is neutral unless he is attacked. [/spoiler] Fire Giant XP Loop, documented here Author: @Gallowglass, @Caeria Brief Description [spoiler] By placing archers close to the walls of Saradush and either use the vanilla game's Guard function or apply the right AI script, you can get your archers to shoot at Fire Giants just beyond the walls, out of sight, and get XP for every kill at no risk. [/spoiler] Summoned Demon Behavior Author: @OlvynChuru Brief Description: [spoiler] Summoned demons ignore the summoning limit. Normally, summoning multiple demons will cause them to turn against each other, but casting Protection from Evil 10' Radius will get them to ignore each other and concentrate on your enemies instead (though they still won't get you XP for their kills). [/spoiler] Invincible Level 1 Tanks, documented here Author: @OlvynChuru Brief Description: [spoiler] Level 1 characters cannot die in one hit unless they have 14 HP or higher. Level 1 characters who only have 1 HP therefore cannot die from damage, as the game cannot reduce their HP to any fraction of the total. However, level 1 characters can die if they suffer exactly 1 point of damage, so only increasing the difficulty and doubling enemy damage output can ensure that a 1 HP tank is truly safe. In IWD2, any mage with 3 Constitution, or any bard or thief with 1 Constitution, can start the game with 1 HP. In the other IE games, however, 3 Constitution will only penalize HP per level by 2. A mage in BG must have 1 Constitution in order to have 1 HP at level 1. Summoning a familiar and then killing it can reduce a protagonist mage's Constitution, as can drinking a Vial of Mysterious Liquid, provided that the player rests immediately after drinking the potion (otherwise the lingering poison damage will be fatal). The Claw of Kazgaroth can also decrease CON by 2 points. [/spoiler] Black Raven Monastery Trick, documented here and here Author: @OlvynChuru Brief Description: [spoiler] In Heart of Fury mode in Icewind Dale 2, you can give your entire party HoF-style bonuses by saving and then loading while one of the characters is in one of the chambers in the monk trials at the Black Raven Monastery. When you reload that save, everyone but the character taking the test will have +10 to all stats, +12 to all levels, and triple HP plus 80 on top (and maybe some AB, AC, and save bonuses). Characters with levels about 24 or so will also be able to level up one last time, adding about 230 levels to any class they currently have no levels in. It's generally best to choose rogue or monk for this last level up, as these classes grant 230d6 sneak attack damage for the rogue and 50 SR, +10 AC, and Stunning Blow and Quivering Palm abilities with save DC's over 100, granting a 95% success rate for each one. There is no way to make these bonuses stack. [/spoiler] Resilient Sphere Trick, documented here Author: @semiticgod Brief Description: [spoiler] Barbarian rage makes the Barbarian immune to opcode 185, the opcode that makes Otiluke's Resilient Sphere paralyze its target. A mage can cast Resilient Sphere on a raging Barbarian without rendering the Barbarian completely helpless. This comes with certain limitations: the Barbarian still cannot attack or move around, though it may use items and innate abilities. This can be used to maintain the Slayer form indefinitely, as the spell's immunity to the damage opcode will block the lingering magic damage from the Slayer form. [/spoiler] Remove Curse Trick, documented here Author: @OlvynChuru Brief Description: [spoiler] Remove Curse can be cast on enemies with cursed items, who will immediately drop the item. This can be used to weaken characters such as Kontik, Brage, and Smaeluv Orcslicer. [/spoiler] Universal Stealth Trick Author: @Iroumen Brief Description: [spoiler] By mapping stealth to a hotkey, any character can attempt to hide in shadows, though characters who are not thieves, rangers, and monks will have poor stealth scores. [/spoiler] Armored Casting Trick, documented here Author: @Gotural Brief Description: [spoiler] Mages wearing armor can still cast spells if they do so via a hotkey. [/spoiler] Extra Speed Weapons, documented here Author: @Artemius_I Brief Description: [spoiler] In the most recent version of EE, throwing daggers can be dual-wielded provided that the throwing dagger is kept in the main hand. Since throwing daggers grant +1 APR even when used as melee weapons, they function as additional speed weapons alongside Belm, Kundane, and the Ninja-to of the Scarlet Brotherhood. Before EE, there was another speed weapon: the Shadow Thief Dagger, which you can only get by siding with Bodhi and opting for the "unseemly task" for your second assignment, and which you can only keep by returning to Bodhi to report that you spared the target's life. The Shadow Thief Dagger (STD) sets your APR to 2 rather than increasing it by 1, so it's especially effective in the hands of Project Image clones, but it gets no Strength bonus. However, unlike other speed weapons, it is nonmagical and can bypass PFMW. [/spoiler] Hexxat Stun Trick Author: Unknown Brief Description: [spoiler] Hexxat is immune to nearly all disablers except for Power Word: Stun. The effect interferes with her mist form script, so you can hit her with PW: Stun while she's wounded and she will remain stunned but still invincible thanks to her MINHP1 item. [/spoiler] Potion of Power Trick, documented here Author: @Arctodus Brief Description: [spoiler] If you drink multiple potions of power, the HP bonus, if not the THAC0 bonus, will stack indefinitely. Warriors can get hundreds of HP this way, though the bonuses can be dispelled, and Potions of Power are rare. This should be cumulative with the Wand of Lightning trick. [/spoiler] Killing without Losing Reputation, documented here Author: @bobveng [spoiler] You can kill a character without losing reputation by using a cursed scroll of monster summoning on them. You can also charm them and make them kill themselves with offensive spells, though not all characters have such spells. This can let you avoid reputation loss when killing characters with valuable items such as Firebead Elvenhair, Ordulinian, Noralee, Dushai, and Shandalar's daughters. [/spoiler] Slayer Change Trick for EE, documented here Author: @semiticgod, @Grond0 [spoiler] By combining the Potion of Power trick with the Quick-Save trick and the Item Duplication trick (and perhaps also the Wand of Lightning trick to speed things up), you can boost your HP above 1500 in the ~7 rounds in between the beginning of Slayer Change and the 1500 magic damage that instantly kills you at the end. You have to have 20 or more Potions of Power (or even more, if you're not using the Wand of Lightning trick), probably via item duplication, and you need to be near an area transition. Begin Slayer Change, enter the new area to force the game to auto-save, then load the auto-save. Drink a Potion of Power, force another auto-save by entering the next area, and load up the auto-save again to refresh your aura, allowing you to drink another Potion of Power. If you drink enough potions before the end of Slayer Change, you'll survive the 1500 damage. You will therefore be able to sustain the Slayer form indefinitely. Barbarian protagonists can also maintain Slayer form indefinitely if they use their rage ability, have another character cast Otiluke's Resilient Sphere on them, and then activate Slayer form, as the rage ability will negate the paralysis effect of Resilient Sphere, and the Resilient Sphere spell will block the lingering magic damage of Slayer form. [/spoiler] Reform Party trick, documented here and here Author: @semiticgod (projectile dodging, enemy avoidance, and fatigue removal), @jessejmc (avoiding reputation loss), Unknown (restoring kit abilities) [spoiler] You can temporarily kick characters out of the party to get enemies to ignore them at critical times. Certain spells like Abi-Dalzim's Horrid Wilting, Slow, Greater Malison, and Dragon's Breath will have no effect on neutral critters, so if you kick out a party member before such a spell is about to hit, the spell will fail completely. Enemies will also avoid attacking neutral critters, which means you can get party members out of dangerous situations merely by booting them from the party. The enemy will ignore them until they rejoin the party. If you turn the main character invisible and remove everyone else from the party, you can walk the whole group right past any number of enemies in complete safety while only using a single invisibility spell or potion or Protection from Undead scroll. Single-target and non-party-friendly spells will still hit, however, as will arrows in midair. This means that the Reform Party trick can't rescue party members from all dangers. A character who dies while outside the party cannot be resurrected, so it's not wise to use this trick when a character is close to death. Unlike other escape options, the Reform Party trick can be done at any time, regardless of aura, even when the whole party is disabled, or even during an enemy mage's Time Stop spell. The Reform Party trick can also be used to avoid reputation loss when killing innocent characters like Algernon. If a party member sets a trap and then is removed from the party before the party turns the target hostile and causes him or her to trigger the trap, the trap will fire and any death from that hit will be credited to the missing party member, resulting in no reputation loss for the party. This can also be done with projectiles such as a Fireball spell or Wand of Missiles: if you kick out the character using the projectile before the projectile hits, you won't lose reputation for killing the target. Lastly, kicking a party member out of the group will reset their fatigue to zero and restore any innate abilities they get from their kit, such as a thief's Set Snare ability or a monk or paladin's Lay on Hands spell. Other forms of innate abilities, like Bhaalspawn powers and HLAs, are not restored. [/spoiler] Item Swapping for Disabled Characters, documented here Author: @Pantalion Brief Description: [spoiler] In the IE games, you cannot access a disabled or charmed character's inventory, but EE allows you to add items to their inventory, if not remove them. However, you can force a disabled character to let go of an equipped item if you replace it. For example, if you need to land an Arrow of Dispelling to cure a feebleminded party member, but they have the Boots of Avoidance equipped and therefore have +5 to AC vs. missiles, you can use an extra pair of boots to remove them and make it easier to land the Arrow of Dispelling. [/spoiler] Spell Trigger Trick, documented here Author: @histamiini Brief Description: [spoiler] You can prevent offensive Spell Triggers from breaking invisibility simply by choosing the caster as the target. Since the game considers spell triggers to be single-target spells, they don't break invisibility when cast on self. This allows you to launch three Death Fog spells, say, without ever becoming invisible. [/spoiler] Nazramu Gold Exploit, documented here Author: @semiticgod Brief description: [spoiler] If you have 20 reputation and 20 Charisma, you can repeatedly sell items to Nazramu and buy them back at a net profit because his buy and sell markups are so close together. Fully-charged Wands of Monster Summoning have the highest value and are therefore the fastest way to gain gold using this trick. This is also possible with the Temple of Sekolah in BG2, unless an update closed the exploit. [/spoiler] The list of still-functional tricks continues on this post. You can find the list of pre-EE and pre-update tricks here.

Posting an out of context Baldur's Gate NPC everyday.

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So I'm going to be posting and making an out of context Baldur's Gate NPC video, everyday (so once a day). In this thread, so I don't clutter up the meme thread.

Day 1: Neera
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Your Most Epic Moments

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Recently I've been inspired by a board I saw called "Your Greatest Facepalm Moments" so I decided to start 2018 off with a bang by creating the opposite of that. What are some of your most epic moments? Thoroughly crushing your enemies? Fighting for ages and barely escaping with your life? Performing the most amazing and hard fought near victory you ever had in your life that would rival an anime battle? Pulling off an incredible feat that you swear you couldn't do again if you tried? Taking very little damage from something that is supposed to annihilate you? A combination of these? Post your most amazing and epic moments ever right here in my very first board of 2018.

List of Recommended Mods

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Anyone have a list of recommended mods for BG1 and BG2. Going to do a fresh playthrough for both and try to make it challenging as well. If anyone has a recommended list somewhere, please link it if you can. I'd be much appreciated.

please stop

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Guys,

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Kagain doesn't talk like this. This is not what he sounds like. Play BG1 and listen to the words that he says. He doesn't say ye or nae. He calls you a buncha chumps and tells you to shaddup. He is not "oi needa swig o' some strong,,, dwarrrven ale". He is not that dwarf. He is a different dwarf and that's okay. You don't need to do this. You do not need to homogenise him just because he is short and beardy. They don't need to all be fake Glaswegians. Let them be what they are. Let them be people. Please. I am begging you. #dwarflivesmatter

Unpopular opinions

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An idea has come to me to make a thread where we can share unpopular opinions about things in BG and other IE games. 1. Cernd is far from being useless NPC. In fact, he has tons of high-level druid spells and if CHARNAME is not a druid, than by not having a second class Cernd offers a lot of variety in lvl 6-7 spells if compared to Jaheira. If use the high-level druid spells right, almost any fight in SoA becomes a lot easier. 2. Darts can be a good choice as a ranged weapon for a fighter. Thalantyr's shop in BG1 has tons of useful darts, Sorcerous Sundries make it even better. There's an unlimited +3 dart on the first level of the Watcher's Keep, available not long after escaping from the Irenicus dungeon. Darts provide 3 APR and with addition APR from specialization and fighter class your darts stay a wonderful weapon from the Candlekeep and to the Hell. 3. 2 thieves in a party is not too much. I prefer to focus on setting traps and dispelling illusions with one of them and to hide in shadows for backstabs with another. Also, there're Open Locks and Disarm Traps skills. There're always multi-class options available. For example, your character can be a multiclass fighter/thief with amazing backstabs while Tiax or Jan Jansen is focused on setting traps to the place you lure your enemies to. Or maybe a half-orc assassin for backstabs and poison weapon and Hexxat for other thieving skills. 4. Mazzy's relatively low starting STR is not a problem. She has innate Strength spell, there're lots of STR-enhancing items in BG2, so that leaves you with a shorty fighter (and thus all saving throws bonuses) who has a chance to become GM in any weapon you like (or choose a standard short bow proficiency providing 5 APR with the Tuigan bow). 5. Keep trying using every and each consumables in any fight if you have any. You won't believe how easier it will become if your fighters nearly always have 22-23 STR for fights and get their saving throws improved drastically. Wands will often be enough to defeat even bosses. Carry on! Share the things that are relatively not popular among BG fans.
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