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I've already played this Prequel and part of the game, with two other parties, and had no issues. Restarted and first problem was the Ogre death not leaving the Contract. So, had to reload and do that hassle fight again. Now, after that, Hrothgar tells me to go give list of supplies to Promab, and I get there, and that selection, that "I have a list of supplies", is not there. I go back to Hrothgar, and he says I need to give the list of supplies. Appears the game can't go on, even if I wanted to forego the XP from this.

WTH? Anyone else ever see this stuff happen? Can't tell you how much I don't want to fight the Ogre again.
Do you have any mods installed ?

The caravan contract is totally unnecessary for continuing with the game. It only gives some bonus XP if you take it to teh fishmonger.
For leaving Easthaven you don't even have to enter the orc cave, it's enough to see the caravan remains at the cave exit to get the quest from Hrothgar to get the supplies and continue.

I'd export the characters and start a new game with them, no need to reenter the cave if you keep the XP and items from before.
If it doesn't work I'd backup the character files, uninstall and delete everything and make a fresh install.

As last resort you can use the cheat console to teleport your party to Kuldahar Pass.
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kmonster: Do you have any mods installed ?

The caravan contract is totally unnecessary for continuing with the game. It only gives some bonus XP if you take it to teh fishmonger.
For leaving Easthaven you don't even have to enter the orc cave, it's enough to see the caravan remains at the cave exit to get the quest from Hrothgar to get the supplies and continue.

I'd export the characters and start a new game with them, no need to reenter the cave if you keep the XP and items from before.
If it doesn't work I'd backup the character files, uninstall and delete everything and make a fresh install.

As last resort you can use the cheat console to teleport your party to Kuldahar Pass.
Thanks....I think I'm going to start yet again, anyhow. I am trying out the following party, which includes my first efforts at a Bard and Druid. I think I screwed up stats, and don't think I like Dalekeeper...being only this far, not that big a deal.

Human Paladin
Dwarf Fighter/Thief
Half Elf Cleric/Ranger
Half Elf Cleric/Mage
Human Bard
Half Elf Druid


Maybe you can answer though.......I've seen the Bard is a nice character after the HoW expansion. But, I wanted to use it for an archer. But, if you have to be playing songs, no archer. If you do anything else with that character, the song ends, I think. Seems a waste of a character, and kind of messes up my party idea. Unless I'm missing something.
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billybgame: Thanks....I think I'm going to start yet again, anyhow. I am trying out the following party, which includes my first efforts at a Bard and Druid. I think I screwed up stats, and don't think I like Dalekeeper...being only this far, not that big a deal.

Human Paladin
Dwarf Fighter/Thief
Half Elf Cleric/Ranger
Half Elf Cleric/Mage
Human Bard
Half Elf Druid
I'd suggest dropping the Cleric in that Cleric/Mage character and just go with pure mage. Druids get some healing spells, so you don't need the second Cleric and the multiclassing will mean you'll gain new mage spell levels much slower. Your Bard can act as a secondary mage as well.
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billybgame: Maybe you can answer though.......I've seen the Bard is a nice character after the HoW expansion. But, I wanted to use it for an archer. But, if you have to be playing songs, no archer. If you do anything else with that character, the song ends, I think. Seems a waste of a character, and kind of messes up my party idea. Unless I'm missing something.
It's a bit of a trade-off as far as using the Songs goes. I tend to use my Bards as secondary arcane casters and use the Songs only sparingly (usually only when needed). The real treat is the Song of the Sith, which gives you healing for free. Very, very nice to have. There is also a nice item that's for Bards only which gives extra spells, which is noce. But Bards are very versatile, so having the Bard ugives you:

- secondary arcane casting
- decent ranged weapon fighter
- dedicated pick pocket
- a character with good Lore to identify magic items
- some Songs for use in specific circumstances when needed
- a party 'face' (more of an advantage if you don't have a Paladin)
Post edited May 02, 2013 by Coelocanth
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billybgame: Thanks....I think I'm going to start yet again, anyhow. I am trying out the following party, which includes my first efforts at a Bard and Druid. I think I screwed up stats, and don't think I like Dalekeeper...being only this far, not that big a deal.

Human Paladin
Dwarf Fighter/Thief
Half Elf Cleric/Ranger
Half Elf Cleric/Mage
Human Bard
Half Elf Druid
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Coelocanth: I'd suggest dropping the Cleric in that Cleric/Mage character and just go with pure mage. Druids get some healing spells, so you don't need the second Cleric and the multiclassing will mean you'll gain new mage spell levels much slower. Your Bard can act as a secondary mage as well.
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billybgame: Maybe you can answer though.......I've seen the Bard is a nice character after the HoW expansion. But, I wanted to use it for an archer. But, if you have to be playing songs, no archer. If you do anything else with that character, the song ends, I think. Seems a waste of a character, and kind of messes up my party idea. Unless I'm missing something.
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Coelocanth: It's a bit of a trade-off as far as using the Songs goes. I tend to use my Bards as secondary arcane casters and use the Songs only sparingly (usually only when needed). The real treat is the Song of the Sith, which gives you healing for free. Very, very nice to have. There is also a nice item that's for Bards only which gives extra spells, which is noce. But Bards are very versatile, so having the Bard ugives you:

- secondary arcane casting
- decent ranged weapon fighter
- dedicated pick pocket
- a character with good Lore to identify magic items
- some Songs for use in specific circumstances when needed
- a party 'face' (more of an advantage if you don't have a Paladin)
Ok...thanks. I think I might go with a dualed Fighter/Mage, so I still could have a Mage down the road. I'd like another archer, in those cases where I want my Bard playing songs. This way, I have another tank, and can make my Figher/Thief into an archer. Trying to decide when to change over to Mage, though. 7 maybe......3? It's kind of a tough decision.:)
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billybgame: Ok...thanks. I think I might go with a dualed Fighter/Mage, so I still could have a Mage down the road. I'd like another archer, in those cases where I want my Bard playing songs. This way, I have another tank, and can make my Figher/Thief into an archer. Trying to decide when to change over to Mage, though. 7 maybe......3? It's kind of a tough decision.:)
I'd dual class at level 3, just so I get my arcane spell casting quicker.
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billybgame: Ok...thanks. I think I might go with a dualed Fighter/Mage, so I still could have a Mage down the road. I'd like another archer, in those cases where I want my Bard playing songs. This way, I have another tank, and can make my Figher/Thief into an archer. Trying to decide when to change over to Mage, though. 7 maybe......3? It's kind of a tough decision.:)
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Coelocanth: I'd dual class at level 3, just so I get my arcane spell casting quicker.
Can't you get a lot higher level with the H of W expansion? I want this guy to be more of a tank, who can cast some spells, when needed. I was thinking more 7 or 9.
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billybgame: Can't you get a lot higher level with the H of W expansion? I want this guy to be more of a tank, who can cast some spells, when needed. I was thinking more 7 or 9.
In my game- with a party of six- I had a character who started out as a Fighter, and then dual-classed to Transmuter after level 3. At the end of the original game and before the expansions, he was 12th level (~ 1,070,000 xp). He ended the game- after Heart of Winter and Trials of the Luremaster- at 16th level (~ 2,333,000 xp).

The expansion raises the xp cap to much higher, allowing for much higher levels. But to get the higher levels, you probably need smaller party size.
Post edited May 02, 2013 by bjbrown
In a normal game you'll only get access to level 7 spells if your casters are pure or dualclassed. A ranger/cleric multiclass might be good for soloing but the ranger half only improves physical attack power of one of 6 characters who can attack while taking away the only way to cast high level cleric spells for your party, I'd rather keep the main cleric pure than multiclassed.

If you want to emphasize combat with this character a level7 ranger > cleric dualclass will have the same if not better attack power at the end of the game than the multiclass and even 2 fighter or ranger levels offer most benefits if you want earlier access to cleric spells.

Fighter7/mage works, just like with ranger7/cleric the dualing period starts in chapter 2 and ends in chapter 3. You'll of course miss the class-specific weaknesses and when you get some low level spells like sleep their usefulness will have expired.

I wouldn't bother too much about secondary tanks besides your paladin, any character should be able to survive a few hits if prepared properly and you still have summoning spells, in my party I didn't have a dedicated tank, all were able to use ranged and melee weapons.
I'd consider making the fighter/thief a gnome instead of dwarf. You loose the up to 9 extra HP for 19 con and the +5 save vs. paralyze/poison/death bonus but can buy and equip a gnome only item which adds +3 to AC.
Thief backstabbing is extremely powerful if used properly.