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Baldur's Gate 2 No-Reload Challenge


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#4501
Grond0

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PPewt wrote...
In addition, as I've said before, I'm not a huge fan of relying on saves unless there is no possible alternative (non-caster solo run, but even then you should go for items which grant immunities): in a no-reload if you leave yourself any chance of dying it'll happen eventually.

I agree entirely about not leaving things to chance - that's why I like saving throwsPosted Image.  Item immunities are great, but you need to know what's coming, which is not always possible in combat.  Buffs can provide protection at the start of the combat, but leave you horribly exposed when dispelled.  Admittedly the extent of this danger depends on your game set-up - dispel magic type spells are far less common in vanilla than with SCS for example.

To some extent my preference is also to avoid buffs to reduce the hassle in game-play.  Not bothering with available buffs has caused plenty of my deaths in the past!

I think this discussion just illustrates that there are lots of potential routes to play the game - which is no doubt a major reason why it's still popular.

#4502
Krazy Solo

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Thanks to all the responses so far... It seems I'm leaning more toward the F/C multiclass than the R/C based on one minor detail... Alignment Restrictions. Nothing wrong with being good. Just I don't want to end up playing the game only to have my choices result in becoming fallen. As I know the Hell trials can result in an alignment shift which can cause Rangers and Paladins to become fallen.

#4503
PPewt

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Perhaps I've played the game one too many times but I can't think of any enemy in vanilla which I'm not clear on an approach for. In addition, thanks to being able to pause in your inventory in BG2 you can quickly reconfigure items from a Bag of Holding on the fly if it's absolutely necessary. There are only really a few immunities you need item-wise: Charm (Helm of Charm Protection), Fear (Dragonslayer, Blackrazor), Confusion (Lilarcor), Psionics (Greenstone Amulet, Brine Potions, or Psion's Blade), Hold (Ring of Free Action, Arbane's Sword), Basically Everything (Shield of Harmony), etc, and for a solo run you should probably just build your character around those being always available regardless of whether it's in addition to saves or not.

It's also worth noting that with decent items your saves will be very good anyways and that being able to yank out items at a moment's notice helps with things that saves can't (for example you could have 100% fire resistance readily available for Firkraag/the Marching Mountains/Saladrex).

Modifié par PPewt, 30 mai 2012 - 02:40 .


#4504
saros_shadow_follower

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PPewt wrote...

Perhaps I've played the game one too many times but I can't think of any enemy in vanilla which I'm not clear on an approach for.


An Elder Orb or a Hive Mother, with their Imprisonment spell. No problem for a vanilla arcane caster, a thief with UAI or a berserker, but quite problematic for any other solo character.

#4505
Triaxx2

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Ah. Yeah, I tend not to be a fan of mods that make changes like that. So I deal with rules as built.

#4506
Krazy Solo

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Well I guess I can rule out multiclass at least for now. For some unknown reason I just cannot get into playing a cleric of any kind. They bore me severely compared to other classes. I also feel anything involving Melee is out of the question too. So I'm pretty much restricting myself to Caster oriented characters.

At this point I think I might just very well enjoy playing a Mage or Sorcerer above all other classes. So with that in mind I'm gonna just figure out which one and roll with it. It is something that interests me far more than most aspect of the game. For that matter interest me in almost all games I play although I tend to fall back onto Rogueish tactics.

#4507
corey_russell

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Goodguy (level 8 cleric/level 9 mage controlled by Corey_Russell) and Badgirl (level 8 fighter/level 9 thief controlled by Dogdancing) continue their adventure...
Areas adventured: 2nd level Irenicus Dungeon, Mencar Pebblecrusher, Circus

Thanks to Yoshimo's assistance, the duo was able to loot everything they were wanting from Irenicus Dungeon. He was kicked out after the duo escaped.

After the escape, Goodguy leveled to level 9 illusionist and now has 2 level 5 spell slots, but NO level 5 spells! So first purchase was cloudkill, am sure that will come in handy....

In fact, it came in handy the very next battle! We rested, then moved upstairs in the Seven Vales. Badgirl laid a few snares. Goodguy carefully cast web, greater malison (which was silly - I forgot this only affect ENEMIES, so should have cast it after a damaging spell like fireball or cloudkill - the web doesn't make them hostile), stinking cloud, 2x cloudkill and fireball. The duo then slinged.

Took a while to get them all, but was pretty safe at first. Rencar Risling tried to escape but fell victim to our snares by the stairs (this was Dogdancing's first experience with BG 2 snares - she likes them). Mencar Pebblecrusher charged and got some hits on Badgirl. But he failed to save vs. Goodguy's very first hold person, so that was basically the end of that. The full plate went to Badgirl.

After all the mojo expired, we entered the room and all enemies slain...time to ID and figure out who needs what. Corey_Russell was talking to Dogdancing about the loot they just acquired, what she needs to keep and what she can sell. What he didn't know was she wasn't satisfied with the great haul they just made - she wanted more!

So she duly tried to open the trapped chest, and got PETRIFIED! Good thing that's reversible...Goodguy went to the Temple downstairs and purchased a stone to flesh scroll and uses it on Badgirl. He informed her that MANY chests are trapped in BG 2 - she says she should always detect traps then first? Yes, she should. We rested to get everyone up to speed.

We didn't quite have enough to get her the medium shield +2. So we put our stuff we want, but for later in a chest in the upper left of the map. Showed her how to place a note, which she never knew about to show where our "base" is. Very relevant, no bag of holding.

Goodguy now has a magical weapon, Dogdancing is now using the short sword +1. We ventured into the circus. Since Goodguy is not level 9 cleric yet, he can't dispel illusions, so they had to beat up the werewolves. Not too much trouble, just a bit slow...

Kalah was a bit anti-climatic, as Goodguy just MMMed him to death, though Badgirl might have got a single hit in before the end...no levels. But the ring upgrades Goodguy's CHA from 3 to 18 - and since he does a lot of the talking, that actually be of some use.

After selling, we could finaly afford the +2 medium shield. Badgirl will use for now. Session ended here.

Badgirl deaths 6: (Tarnesh, vampiric wolves by Beregost, Brage, Kahrk, Durlag's Tower Basilisk, Mencar Pebblecrusher's trapped chest)

#4508
saros_shadow_follower

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IA v6 modded BG2+ToB, added 'The Four' mod as well.

Will post the contents of the WeiDu log later.

Main part of the party transferred from successful SCS modded BG1+TOTSC no-reload run, with two additional fighters created now (or rather, imported, can't always throw dices like those...):

PC - human LG Necromancer, Astarta, 475 000 xp, 18/18/18/18/18/7 (CHA tome), knows all spells lvl 1-4 (except Melf's Acid arrow - forgot, obv), and several lvl 5 spells, lvl 11, *Quarterstaff *Sling.
Custom elven sorceress - Alia - Lawful Evil (it's good to have someone like that in the party), 18/19/16/9/18/9, 475 000 xp, lvl 11, *Dagger *Dart known spells:
Lvl 1: Sleep, Shield, MM, LMD, Chromatic Orb
Lvl 2: Invisibility, Mirror Image, M's Acid Arrow, Resist Fear, Web
Lvl 3: Remove Magic, Haste, ProFire, Vampiric Touch
Lvl 4: Stoneskin, Improved Invisibility, Minor Sequencer
Lvl 5: Spell Immunity, Breach

Custom human ranger - Torham Zed, LG, xp 473 000, current level 9, proficiencies: *Axe, **Club **Scimitar *LongBow ***Two-weapon. 18(00)/18/19/14/21/3 (3 Wis tomes, an Int tome and a Con tome from BG1). Decided not to raise PC's intelligence to 19, because there is a crucial item which requires PC to be a necromancer with Wis and Int 18 in order to be 100% forgeable (the robe of the apprenti, namely).

Custom human Assassin - Jack Sparrow - TN, xp 474 000, current level 11, proficiencies *Quarterstaff *Two-handed weapon *LongSword *ShortBow. 19/19/18/18/18/3 (Str and Dex tomes from BG1). 100% Detect Illusion, 100%find traps, 35% lock picks, other skills base.

Custom human Riskbreaker, Saros, LG, xp 89 000, level 7, prof ****Flail **Two-weapon, 18(00)/18/16/13/13/3

Custom human Riskbreaker, Bane, LG, xp 89 000, level 7, prof ****Longsword **Two-weapon,
18(00)/18/16/14/14/3.

Will not fill in extra custom NPCs later - if one of these is disbanded/chunked/anything else, will have to make up with whatever in-game NPCs are around. Will replace the sorceress by Cernd in the ending of chapter 3 though, who is th be replaced later by Imoen (although her IA spell selection is IMO awful).

#4509
Grond0

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corey_russell wrote...
So she duly tried to open the trapped chest, and got PETRIFIED! Good thing that's reversible...Goodguy went to the Temple downstairs and purchased a stone to flesh scroll and uses it on Badgirl. He informed her that MANY chests are trapped in BG 2 - she says she should always detect traps then first? Yes, she should. We rested to get everyone up to speed.

I'm with Badgirl here - nothing quite like the thrill of opening a chest without knowing if you're about to be mazed, petrified or just dunked in acidPosted Image.

#4510
corey_russell

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Goodguy (level 8 cleric/level 9 illusionist, controlled by Corey_Russell) and Badgirl (level 8 fighter/level 9 thief, controlled by Dogdancing) continue their adventure...Micro-update
Areas adventured: Copper Coronet, Gaelen Bayle's house

Corey_Russell and Dogdancing both couldn't sleep, so instead adventured for a while.

The party talked with Gaelen and accepted his offer of help, for now. Badgirl successfully looted his place, this time being careful with the traps...

The duo also had to deal with a slaver problem at the Copper Coronet. Before triggering the first fight with the guards in the cells, Goodguy put free-action on the duo, rendering the enemy casters harmless. The duo's slings were amazingly efective during this fight. Goodguy also had 3 skeleton helpers.

For the beastmaster, Badgirl carefully pulled the creatures in the first two cages. Goodguy then cast entangle, cloudkill, malison and cloudkill. This killed nearly all the enemies, including the Beastmaster. One enemy survived (a panther), Goodguy ran back to his skeletons and they protected him.

The rest of the guards were a piece of cake for the team -- so much so, Dogdancing asked are we tweaked? Corey_Russell responded slightly, but mainly because of our tomes we used in BG 1.

Goodguy purchased the longsword of flame +1 and sling of seeking for Badgirl. We needed an anti-troll weapon. Badgirl's fighter AC is -8, pretty decent at this point of the game.

#4511
saros_shadow_follower

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Astarta & party, current adventures:

Chateau Irenicus - completed without trouble. There are two Lesser Spirit Spiders inside, however they can be Emotion-alized and eliminated fast. Also, they are in separate groups.

Items inside are vanilla + the Golden Pantaloons. In this run, will try to assemble the pantaloon armor, just to try something new (maybe).

Level ups - Saros (8), Bane (8)

After emerging from the dungeon, the party fighters were armed like that:

Bane: +1 long sword, normal long sword off, RoP +1, Girdle of Bluntness
Saros: Two normal flails main and off-hand
Torham Zed: Two normal scimitars main and off, splint mail, Helm of balduran
Jack Sparrow: Quarterstaff +1

Completed the Circus tent. Killed the two Genies (the riddle one and the one before Kalah) for 10 000 additional xp (this must be done fast, they DD away quickly). Killed Kalah. Got the Girdle of Piercing.

From the Promenade: waited for the first Shadow Thief-Vampire night encounter, looted the battlefield (didn't interfere - wanna side with Bodhi after all), got a Contingency scroll (to be used later), and after selling almost all looted in Chateau Irenicus, bought the following items:

RoP +1
Amulet of protection +1
several containers
two Enchanted Weapon scrolls. Ups. Looks like PC doesn't know that 4th lvl spell, and it's essential. Erased Confusion and Wizard Eye just to learn this one.
a Sunfire scroll

Traveled to the slums. Talked to Gaelan, looted the containers in his home (using Knock for some of them). Didn't have enough money for a second Amulet from Aledrian's store, well, will return later. Bought the Gem bag still.

Copper Coronet: at present party levels, after proper buffing, the guards near the cells were wiped out fast (an additional +3 long sword created for Bane). Went forward, cleared the first animal cells, mages cleared the second sells from inside the first ones (MM, M's Acid Arrow). The Minotaur and the panther spotted the party (from the third row of beast cells). Retreated. Rested. Buffed and went outside. The Minotaur !!! followed. This is a known IA bug, have noticed it even in v5. The party, seizing the opportunity to deal with the powerful enemies separately (Beastmaster and Tabitha without Minotaur) quickly slew the beast.

Moreover, IA v6's improved Minotaurs each carry a +2 axe, which is an excellent off-hand weapon for the Ranger (he has * in axes after all).

Killed Corvale outside and Amalas inside for some extra xp.

Rested. With that party composition, healing is the major problem, since the party has to rely only on two Cure Light Wounds from the Bhaal powers of PC, and 2 CLW from the ranger's spells.

The beastmaster: Frankly, he and Tabitha should be an easy prey right now, but my mistake was that I forgot v6 Tabitha can't be harmed while the Beastmaster is alive, so PC and Alia wasted their Minor Sequencers with 2*MM each. The battle prolonged, but in the end, managed to slay Tabitha without wasting any Healing potions, although the two Riskbreakers were heavily injured. Magic Missiles saved the day.

Loot: A +1 Buckler (for the Assassin), a +3 Club (for the Ranger), a cloak and ring +1 (for Bane), Magical Flower Seeds, some gems, the key.

Freed Hendak. Having worked about 5 500 gp, decided to check Bernard's improved store (bought only a scroll case from the old display). And there it was - the best possible weapon for Saros at present. A cheap (3 400 gp I think), +2 morningstar, with an additional bonus on hit - the Sleeper. +2 flails (there are two such items sold in the Promenade) have their damage mixed up (1d6 +2 - should be 1d6 +3), but this is vanilla bug, and those flails also cost 5 000 gp each. However, the Sleeper's special ability is useful, especially if the target is attacked after Malison.

Okay. So it's 'not enough minerals' once again. No amulet. Looted the remainer of the Copper Coronet, killed Llynis for the teddy bear. Traveled to the bridge, still not disturbed by any ruffians.

The merchant's estate is the main thing of interest right now. Looted the 2nd floor, but paid dearly in blood. No one killed, but several heavily injured. But at least obtained some potions, a good amount of gold (from the safe), a +1 enchanted Flail for Saros' off-hand weapon, a regular suit of plate for the ranger. Decided to leave the lower floor untouched for now (there is only one emerald and more guards to kill after all). Visited Five Flaggons, took Raelis' quest to free Haer'dalis, looted the place. Also exposed Reijek (didn't report to the authorities yet), and looted his house. Looted also another house for the Horn of Valhalla. Sold the extra loot, bought a Potion of Clarity at the local temple.

Rested until healed, met with the second Vampire-thief group, killed them  for some items & scrolls. Made two enchanted +3 long swords, using the Enchanted Weapon scroll with the sorceress. Traveled to the slums (still undisturbed) and bought a +1 amulet from Aledrian. Also cast Contingency from scroll (prepared Remove Magic on see enemy). Traveled to the City Gates.

Intercepted by Suna Seni. Armaments for this battle:

Saros: The Sleeper +2, Flail +1, RoP +1, amulet +1, Girdle of Bluntness
Bane: Long Sword +3 main and off-hand, two RoP +1, amulet +1, Cloak +1 Girdle of Piercing
Torham Zed: Plate mail, Club +3 main, Axe +2 off, Helm of Balduran

Buffs are dispelled at start of combat. At the same time, enemy buffs trigger, those include Haste for the entire enemy party. PC's remove Magic from Contingency kicked in almost immediately, dispelling the buffs on Suna seni, the assassin and a fighter (but not Eldarin). Jack Sparrow summoned berserk warrior from the horn, however a bit too late, since the enemy fighters chased after Torham. Torham and the two riskbreakers each drank an Oil of Speed (chateau irenicus has 3, all consumed for this fight), while the two mages concentrated their Minor Sequencers on the priest in order to disrupt his Greater Command. Successful, and the priest was slain fast by the fighters, which afterwards dispersed. Enemy mage's Chaos spell was targeted on Torham, which is why he used the Potion of Clarity, being far-far away from all party members. Berserk warrior, being untargeted, attacked the enemy mage, whose illusions were dispelled by Jack Sparrow the assassin. Alia Breached him, while Astarta cast Malison. Torham was circling around, because enemy fighters were chasing after him. Still, he and the riskbreakers spared a few seconds to slay the enemy Assassin. Suna seni then went for the sorceress, and even scored a hit. The sorceress cast Stone Skin, and both mages retreated. Fighters killed the mage, when Astarta cast Emotion (rendering Eldarin and the other fighter asleep), followed by Hold Monster (Suna Seni held, the sword protects her only from Hold Person), completing the fight.

Another RoP +1 won here, Arbane's sword +2, a plate +1 for Torham, and lots of +1 enchanted weapons and armor (and some non-enchanted ones). Also, a bunch of Invisibility potions from enemy assassin.

At present levels and with present equipment, overally, the battle is much easier compared to a starting party, which is no surprise. Nobody was even badly injured.

Back to the Slums - rested - traveled to graveyard day-time (don't have enough gold to draw Bodhi's attention, but won't risk it to travel to the graveyard at night, not before joining sides with her), created only one +3 Longsword (won't waste any more gold on Enchant Weapon scrolls), traveled to the Docks, thus triggering Rylock's assassins fight.

This group is much easier than Suna Seni one, but still not a pleasant fight. Buffs are once more dispelled at start of combat, and this time the priest is too far away for quick melee hits. Moreover, the party has no more oils of speed. Separated Torham from the rest of the party, and he ate both the Greater Command (save) and Chaos (failed save) spells. Enemy fighters (just 2 of them, and pathetic ones) surrounded him, the cleric also joined, but Alia cast Haste, and the riskbreakers quickly eliminated the cleric, next the fighters. In the meantime, the enemy mage managed to cast a few spells (even harming Bane seriously), but he was alone, and fell fast.

Kept a stoneskined mage near Torham, just in case he tried to attack anyone from the party until Chaos wears off.

From here on, will be short:
Docks - completed Xzar's quest, after killing the Spectral Harpists inside and looting all containers (used 2*Master Thievery potions to do so). Riskbreakers hit lvl 9, one chose fifth star in Longswords, the other in flails.
Killed Lucette (the Harper that did in Xzar) for 4 000 additional xp.

Renal and Mae'var - completed the quest with ease, no big trouble from either Rayic(rep drops by 1) or Mae'var. Bought another ring +1 from Gorch, and 2 Freedom potions too. Accepted the guild after first looting all containers in Mae'var's and Shadow thieves guildhalls.
Killed the Fallen Paladins in the Bridge district. Anarg drops a Laeral's tear necklace.
Traveled around the city, took many quests. Traveled to Watcher's keep, scouted on the enemy groups via Farsight, killed several less frightening groups (a stone golem, a group of shadows to the left). There are 4 Noble Trolls in the central area, and a big group of scary golems + lesser improved Undead in the fireplace room. Withdrawed.
Killed Renal Bloodscalp. He and a goon of his both drop a +1 protective cloak. By doing so, also obtained the Short Sword of Backstabbing +3 (which Renal doesn't give away provided that the guild offer is accepted).
Somewhere in this mix the ranger got a level up, he's now 10th.
Traveled to the Graveyard district, returned teddy bear, sided with Bodhi. Mae'var's guild (strange as it may seem) is still non-hostile, and still working. Frankly, took it only for the shop, not because of the profit (it has been anyway nerfed in v6 to be very little).

Hopefully after completing Bodhi's tasks, the party mages will hit lvl 12, which is crucial to start xp and gold exploiting.

Edit: Completed Bodhi's second task (freed a spy), and the mages hit level 12. Picked Improved Haste for the sorceress, bought some sixth-level spell scrolls for PC. Starting the xp exploit...up to 2 million xp for PC, which will take some time.

Modifié par saros_shadow_follower, 02 juin 2012 - 07:45 .


#4512
Krazy Solo

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Was gonna enter a character but he died while doing the planar sphere. I'll let ya guess what killed me... Naw was a damn golemn... Love how I had the appropriate weapons for the battle yet my tank decided lose morale and bail on the team. In the end I was last one standing had the golem about dead when stoneskin failed me. Alas back to the drawing board,

I'm uncertain what to attempt next... Although I'm thinking something that will make short work of golems. As their starting to become my roadblocks in this game. Frustrating, but not to the point where one gets angry.

#4513
corey_russell

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Krazy Solo wrote...

Was gonna enter a character but he died while doing the planar sphere. I'll let ya guess what killed me... Naw was a damn golemn... Love how I had the appropriate weapons for the battle yet my tank decided lose morale and bail on the team. In the end I was last one standing had the golem about dead when stoneskin failed me. Alas back to the drawing board,

I'm uncertain what to attempt next... Although I'm thinking something that will make short work of golems. As their starting to become my roadblocks in this game. Frustrating, but not to the point where one gets angry.


Off-hand, would say Rangers are best against golems, since they can choose golems as their racial enemy.

#4514
corey_russell

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Goodguy (level 9 cleric/level 11 illusionist controlled by Corey_Russell) and Badgirl (level 9 fighter/level 11 thief controlled by Dogdancing) continue their adventure...

The duo took care of the slavers in the moored ship, fairly easily. Badgirl is a great tank and thief, so the traps and locks were no problem. Goodguy assisted with hold persons, MMMs, cloudkills. Took 3 trips to loot everything. The trolls weren't much of a problem since Badgirl has the Sword of Flame.

The duo was TRYING to get to Trademeet, but we encountered a large number of ambushes. Goodguy assisted with things like holy smite, hold persons, cloudkills and glitterdust, and the duo handled the ambushes well. With no bag of holding, the duo had to do quite a few stops at vendors.

We also searched for Montaron for Xzar - we thought we had found him, but the bird turned out to be an assassin. We purchased the AC 3 bracers for Goodguy. We also purchased a magic license.

The battle at Prebek's house was fun. Badgirl couldn't be held as she was wielding the Arbane's -- Goodguy was almost buffless, as he couldn't cast arcane spells yet (no license at the time). So he summoned mass of skeletons and monster summoning 1, then MMM to finish off the survivors. Some spells were cast at Goodguy, but he saved (yay gnomes).

At the end of the session, Dogdancing needed to stop, so we saved. We still hadn't made it to Trademeet to get our SoH, though...

#4515
Gate70

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Fresh from BG1 multiplayer (BGT, Fixpack s below, generalized biffing), no party deaths.

BG2 Fixpack - Core Fixes, Game Text Update -> GTU Light, BETA Core Fixes, Party Gets XP for Sending Keldorn to Reconcile With Maria, Improved Spell Animations, Mixed-Use Dagger Fixes, Ghreyfain's Holy Symbol Fixes, Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes, Remove Dual-classing Restriction from Archers   and Stalkers, Corrected Summoned Demon Behavior, Additional Script Fixes, Bard Song Fixes, Wizard Slayers Cause Miscast Magic on Ranged Attacks, Additional Alignment Fixes, Change Free Action to Protect Against Stun

Screenshots towards the end of the dungeon run.

Gate70: Protaganist
Tomes: Constitution, Charisma.
Posted Image

Grond0: Bodyguard
Tomes: Strength, Dexterity, Intelligence, 2 wisdom (we forgot 3rd in Durlags Tower).
Posted Image

Escape
We carefully break out, taking 30 minutes to reach the trapped bedroom beyond the dryads. Power cut, back to the start.
We carefully break out again. Probably 45 minutes all-in, practice makes perfect...

Promenade
Imoen gets fuzzed by the Cowled Wizards, along with our captor. We'll pretend to rescue her just to hunt him down.
After a quick shop we sort the circus out, doesn't take long, and another sale of looted items.
Where next - the slums. Power cut 2, lasting longer. Not sure where the last save was yet...

#4516
Gate70

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Multiplayer: Boor/Gate70 and Perry/Grond0
Session 2 : 1h30, 2.40ish total. From autosave exiting the circus after rescuing Quayle et al, so only 1-2 minutes lost this time.

Changed management at the Copper Coronet
Our first task is to free Hendak, then we obtain Lilacor and dispose of Captain Haegan. Hendak is impressed and gives us a good discount on the Stonefire and Azuredge axes.

Containers
We've got three gem bags and a scroll case. A quick trip to Watchers Keep sees us add an ammo belt and a potion case. We must remember to store the Keep wardstone somewhere safe.

Ambush
Suna Seni and her gang think they have a pair of easy marks, but instead they are flaxed (flail and axe). 

de'Arnise hold
We've made our entrance, and Perry has the FOA +1, and our next task will be to crank it up a couple of notches. She's also got a ring of Earth Control in her inventory and a spare ring slot...

Is that a gnat's whisker
Boor, halfling berserker 9. 368 kills, Angelo. 104 kills in BG2.
Perry, dwarf barbarian 9. 374 kills, Jalantha Mistmyr. 102 kills in BG2.
We're not trying to keep it balanced, they just seem very evenly matched. Boor is using DUHM now and that seems to have closed the gap slightly.

#4517
Gate70

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Condolences Krazy. Girdle of bluntness helps against most golems. Hard to comment more without knowing your party setup but are you doing the quests in the right order. Planar sphere can be challenging for an early level group, particularly if equipment is also low-level.

Nice going Coreysparty, Saros.

corey_russell wrote...<snip>
Goodguy was almost buffless, as he couldn't cast arcane spells yet (no license at the time).

Corey, we encountered this with Nawgrim and after a while used the old "buff in the house next door". Just a thought.

Modifié par Gate70, 02 juin 2012 - 11:13 .


#4518
corey_russell

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Gate70 wrote...

Nice going Coreysparty, Saros.

corey_russell wrote...<snip>
Goodguy was almost buffless, as he couldn't cast arcane spells yet (no license at the time).

Corey, we encountered this with Nawgrim and after a while used the old "buff in the house next door". Just a thought.


Thanks for the thought -- it's irrelevant now, we do have a license now, so won't have that problem again. Was just mentioning it as it was relevant for that particular fight.

#4519
Krazy Solo

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Far as the planar sphere I was already lvl 10 mage with Valygar, Anomen, and Yoshimo. We pre-buffed for the fight vs the golem. Everything was going fine until Anomen started getting panicky when his health dropped resulting in morale failure he took off to the entrance. Valygar was doing fine holding the golem, but haste wore off mid battle when the golem was badly injured giving the golem the attack advantage resulting in valygar getting beat down bad, i pulled him back and took the tank position since i had stoneskin on at the time. Yoshimo crit agro the golem resulting in his death, then valygar tried to pull off a backstab although not sure if possible, but wiffed resulting in stoneskin poofing and the golem crit hiting on back to back hits killing me. The golem was one hit from death. Really nothing I did wrong just unfortunate Anomen panicked and messed the fight up.

#4520
PPewt

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Doing the planar sphere at level 10 is not a good idea. Not saying it's impossible, just a good way to end a no-reload early between ADHW-casting mages and tanar'ri.

#4521
corey_russell

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Goodguy (level 9 cleric/level 10 illusionist controlled by Corey Russell) and Badgirl (level 9 fighter/level 11 thief controlled by Dogdancing) continue their adventure...

As mentioned previous post, the party finally made it to Trademeet. The duo put protection from petrification on each person and then battled the genie with the lamp - he was defeated quickly, thanks in part to MMMs. The duo went inside and managed to dispatch the head genie. The SoH went to Badgilr so she could use the helm of balduran and still have charm protection -- Goodguy uses a charm helmet for that.

Goodguy figured they might as well do main Trademeet quest as well and deal with some druids. At first, the battles with the trolls went pretty well. We then were at the Troll Mound...

TROUBLE at the Trolll Mound
Corey_Russell remembered these trolls were tough - so he put free action on both party members and did web - this sorted out the enemies nicely. However, the party took a while to whittle them down, and as result the free action wore off before encountering the next two large trolls.

Goodguy ran out of MMM at this point, so our dps rather suffered. The trolls were hitting Badgirl really hard...so hard in fact, she couldn't potion in time and was killed. Now Goodguy could escape easily, but that would mean losing Badgirl's equipment. So Goodguy thought a moment and did sanctuary. He then walked outside and resurrected Badgirl (he only has 1 level 5 cleric spell slot at the moment, no RoR). He gave her a few heal potions, his backup cleric armor, his sling.

He then did invisibility 10' on the duo. The idea was for Badgirl to loot her stuff while invis and then we battle. However, when we walked into the room something went horribly wrong - Badgirl fired at a troll immediately! At this point found out she was using a script for her character, not good, we turned that off. But the damage was done. Goodguy got into melee, temporarily protected by stoneskin, while Badgirl looted the all important sword of flame. Working together, they finally took down one of the trolls, but Badgirl was at a sliver of life left.

We need more damage dealing. Badgirl went invisible via ring and backstabbed. She used a potion of invisibility and bacstabbed -- the troll was just badly injured. But then she got its attention with that and was slain. What to do, what to do. Goodguy's last stoneskin was about to expire. Out of desparation, Goodguy did a fireball right on top of himself -- the troll stood, but then when it fell, it was near death. Goodguy looked through his spells again, and saw cloudkill - cast on top of himself and it DID slay that pesky troll!
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Now he just had to wait out the cloudkill. He then looted Badgirl's unique items (Goodguy had a strength spell active, or he wouldn't be able to move otherwise) and headed to Trademeet. Where he then rested, resurrected Badgirl, and gaver her stuff back.

Goodguy figures they just aren't strong enough for this quest yet -- however, they CAN complete it. Goodguy heads back and he invisibility 10' again on the duo. This time they avoid ALL fights, talk to Cernd, have him beat up Faldorn, and quest success!

We need some more cash, after a few purchases, in particular the STR 19 belt for Goodguy, so he can carry Badgirl's stuff if she dies...

We stop by the temple district and go into the sewers. Badgirl lays 3 snares, Goodguy manages to summon 5 skeletons. Goodguy then scouted with sanctuary, saw some bandits and backed off. He then did these spells in succession: web, stinking cloud, silence, cloudkill, malison and finally cloudkill. He then backed up to where Badgirl and the skeletons ands snares were and waited. A dwarf (Tarnor probably) came, but hit the snares and died quickly. Another enemy (Gaius I think) approached and was slain by combo of skeletons and the duo's slings. Everyone else was slain by the cloudkills. This resulted in a nice influx of cash, the wyvern's tail is even an upgrade for Goodguy. The full plate +1 to Badgirl.

The session ends here...

Badgirl's deaths: 7 (Tarnesh, vampiric wolves by Beregost Temple, Brage, Kahrk, Durlag's Tower Basilisk, Mencar Pebblecrusher's trapped chest, Troll Mound)

#4522
ussnorway

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Well done corey_russell, cloak and live to fight another day is a valid battle plan for no-reload.

p.s.

You could have been a gentleman & picked up her gear while your 'sanctuary' was active and carried it out side for her to dress with out the stress (even two trips)... just FYI for next time. :wub:

Modifié par ussnorway, 03 juin 2012 - 06:49 .


#4523
corey_russell

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ussnorway wrote...

Well done corey_russell, cloak and live to fight another day is a valid battle plan for no-reload.

p.s.

You could have been a gentleman & picked up her gear while your 'sanctuary' was active and carried it out side for her to dress with out the stress (even two trips)... just FYI for next time. :wub:


If you mean I can loot with sanctuary, I know that. But actually I COULDN'T pick up her gear (not enough inventory space), which I why I was going to have her pick up her own stuff. She can loot while paused, also right-click loot in inventory screen won't drop her invis. If I loot we have to leave things behind - replaceable things, but things nevertheless.

#4524
saros_shadow_follower

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A little something on Astarta & party:

Exploiting, for now PC, sorc, assassin and ranger have 1 565 000 xp, and the two riskbreakers about 1 185 000 xp each, meaning PC and sorc are lvl 13, assassin is lvl 15, ranger and the two riskbreakers - lvl 12.

More interesting thing about the Thieves' stronghold - all five of PC's subordinate thieves dropped dead like flies in 5 week period (after earning PC about 30 000 gold, with dues to deceased Renal paid and all). However, even though PC hasn't paid her dues to Renal in 3 weeks or so, she hasn't lost her guild. Which actually consists of a thief-merchant and nothing else.

Edit: Raised levels to:

PC and sorc: 14
Two riskbreakers and ranger: 13
Assassin: 16

Sorceress' new spell picks:

Ray of Fragmentation, Lower Resistance, Improved Haste, Giant Strength, Mass Invisibility.

Bought the Limited Wish scroll from the promenade, created a +2 full plate for the ranger. Plus, the Limited wish is actually a good healing spell, provided the party still lacks these severely (the ranger can memorize one additional Cure Medium Wounds, but that's all).
Bought a Spell Sequencer scroll from Bernard's discount store.

Completed Bodhi's third task. A couple of slightly improved mages guard the ground level of Thieves' hold, but at present party levels, they are nothing more than a slight nuisanse.

Assembled a total of seven +1 cloaks, used two and the Laeral's tear necklace to create a +2 cloak for Bane.

Looted the Amulet of Power and a RoP +2 from Aran's body.

Gold: 67. Will have to sell some items...

Edit: If the game is played without exploits, siding with Aran is maybe more profitable due to bigger experience boost. However, Bodhi's tasks are easier, and much more profitable gold-wise. However, if siding with Aran, it's unwise to pick the Thieves' stronghold when completing Renal's quest, because this way the Short Sword of backstabbing +3 is lost to the party. However, when siding with Bodhi, it's wise to accept the guild for the additonal shop and 30 000 gold (accumulated while running it), because in that case, Renal can be killed before siding with Bodhi and thus obtain the +3 short sword of backstabbing from his body.

Modifié par saros_shadow_follower, 03 juin 2012 - 07:03 .


#4525
corey_russell

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Goodguy the level 9 cleric/level 11 illusonist controlled by Corey_Russell and Badgirl the level 9 fighter/level 11 fighter controlled by Dgodancing continue their adventure...

Areas Battled: Renal Bloodscalp's task, Ribald's

The party worked on Renal Bloodscalp's task of getting evidence on Maevar. Maevar's task were pretty simple for the party. The riskiest of course is Rayic Gethras house. Badgirl buffed with fire giant STR potion and haste potion - she destroyed the mephits (Goodguy heroically waited outside). Next, the duo tackled the stone golems together, and destroyed them fast. As for Rayic himself, Goodguy stayed behind - but he buffed Badgirl to the max, most important buffs probably being resist fear, death ward, chaotic commands and fire resistance.

Badgirl went upstairs and attacked Rayic with her Arbane's sword - took a while, but she won the battle cleanly. We did the next task for Edwin, pickpocketing Marcus. Interestingly, Edwin did NOT give us credit for the quest at first -- only when Goodguy had the documents in his inventory did Edwin accept the quest had been done.

Goodguy had an idea - since Badgirl's pick-pocket is 160%, how about get a few more rings before resting (we need to rest for true seeing when dealing with Maevar's thieves) - So Ribald's regen ring was the next target. However, when Badgirl tried to pick-pocket it failed! The duo quickly vacated Ribald's, as most the people there are now hostile - including Ribald of course. When Badgirl exited she had no thieving buffs, so possibly they expired just before her attempt, which would explain the results. Goodguy then did invisibility 10' on the duo and they left the area - they have to return to this area once more to get their stuff in their base (a barrel), and also to upgrade the berserker horn when they get it. Otherwise, they won't be coming back here for safety reasons...

The duo got to the docks, rested in the streets, an Amnish guard tried to wake them, but of course they can't see us, rested again and it worked. We got in front of Maevar's guild, and ended the session here.