Baldur's Gate 2 No-Reload Challenge
#4951
Posté 26 août 2012 - 10:59
Traveling with Korgan, Minsc, Anomen, Edwin, Imoen
The City-of-Caverns was successfully cleared. The party was just real careful, and concentrated on killing the enemies fast. Some salamanders were beating up Korgan and Yakman, but Edwin's death spell destroyed 4 of them, which saved the day. Undead taken out with Anomen and turning undead, undead survivors then mowed down by melee. We sided with the king.
Underdark surface cleared of hostiles as well, including two drow war parties. The first war party was heavily weakened by Anomoen's earthquake, the party was able to mop up the survivors pretty well, although an enemy mage was picking on Imoen and she got to about 15% health - Anomen had to toss some heal potions to her mid-battle so she wouldn't die. The demon at the gnome village was defeated by a combo of summons, melee, 4x lower magic resist and loads of magic missiles. Anomen had already doomed and was working on finger of death, but the mages beat him to it.
The Kua-Toa lair was cleared mostly with melee/ranged fire, though we did have a few summons helping while we were at it. The drow war party guarding the exit was soloed by Edwin. Edwin crept up invisible, did web/cloudkill/greater malison/web/cloudkill/fireball and then MMM the last survivor. Demon knights had 3 invisible stalkers, Ariel Servant, massive buffs. Both mages protected by SI:N. Finally I noticed what one of the demon knights was doing - spamming power word: kill! No wonder my mages usually die here, but not anymore now that I know this. Party prevailed with no party casualties. The strength belt went to Minsc.
Beholder entrance -- massive buffs again. Edwin only was able to cast two spells before both beholders were mowed down. While the buffs were still active, they were used on the drow war party in the beholder's lair. With the amulet we picked up here, and passing his amulet to Korgan, now Yakman's spell saves are -1, and Korgan's is 0 - Korgan's all other saves are also 0 or less - these stats should come in handy in the illithid City. Korgan was given the honor of clearing the lair, using either Stonefire and Belm (4.5 attacks) or his +2 throwing axe, depending on the situation. For once, eveytime a beholder would appear, I would pause and TAB over it, to see if it was an elder orb. Korgan did well, though the enemy managed to slow him few times. Ah, now Korgan was battling the Elder Orb -- corey_russell was watching the Elder Orb VERY carefully, waiting to see if it was casting a spell and Korgan's AI was off - yep there it was! Korgan immediately enraged and continued his attack - the Elder Orb tries to maze, but Korgan foiled it! And the Elder Orb falls soon after. Rest of the lair was no trouble.
Party came back to the gnome village to sell and rest -- illithid lair next -- mainly because we want the fire resistance ring in there - no one has any fire resistance except Anomen and Edwin.
#4952
Posté 27 août 2012 - 12:49
A ring of fire protection and a fire resistance potion means 90% fire retardation, much to the chagrin of several guardian djinn level 19. A director looks worse than it is, then curiosity of a nearby door gets the better of me and I'm deluged in acid. I could heal slowly, or with a potion but the sewer cloak troll is best.
Kitthix is waiting in a corridor while the berserk warrior is in a chamber. I have cast auto-pause DUHM, mirror image and improved haste THACO -17/-8 and 9APR as I return to the warrior and find Samia is turning hostile. Kaol gets a stoneskin up before I hit not good so I switch targets; Akae and Legdoril are first to go. I have to run though, glugging a potion of defence then healing. Kaol casts chaos and with a dirty aura I can only continue running. Despite my saves does it offer one the chaos hits and a badly wounded kensai is out of his mind with a trio of enemies in reach and more nearby.

That must be game over, but I hover ready to pause. Chak and Ferric Ironblade are dead too but I have stopped and Samia is now taking free hits - missing a lot though and when she hits it's not too painful.
The chaos clears but I am at 10hp was 7 but Gaxx ring has kept me alive and i can see magic missiles being cast. I glug an extra healing potion to stay alive and run. The missiles slam into my back 27 hp left, the potion added 27 so would have been zero and dead if still chaos'd.
Having observed Samia fight earlier I can attack her even in my weakened state. Two skeletons are no threat either and then I backtrack for Kaol. He hits me with magic missiles as I move in so I switch to the FoA and set to work. One spell is disrupted then his stoneskins are gone. I switch to my blade to land a final blow. How on earth did Meoru survive there....
There is no sign of the greater lycanthrope so I kill the rest and go say hello to an old acquaintance. My final improved haste wears off but I'm still too much for Chieftain DigDag and his three buddies. I tell Firkraag I will come back later when my backpack has some space, or when I've levelled up, or when I've rested up. Big dragon... then prepare to deal with Conster. Invisibility lets me position myself as I'm worse for wear. I dig out Namarra and try to silence him - the second time works so I use Arbane to haste myself and attack.
My timing is bad failed to haste and he casts vocalise as I FoA him. Poo. The haste works second time around and I flail like mad. Despite 5APR elemental damage he FoD's me my save is -3 and I roll 5. I disrupt his next spell and he magic tattoos some mirror images. He casts protection from electricity so I glug a potion of absorbtion and flail some more as chain lightning hits. He casts mantle, stoneskin, lightning bolt mind the prisoner please, lightning bolt I'm glad I glugged that potion and finally I hit him to disrupt a spell. The flail disrupts another spell and drops the stoneskins, one more hit and he chunks. Time to release a prisoner and count my blessings.
#4953
Posté 27 août 2012 - 01:34
#4954
Posté 27 août 2012 - 04:33
Traveling with Korgan, Minsc, Anomen, Imoen, Edwin
So the party got captured by illithids in the Illithids' City. The few arena fights were no problem. Small groups of mind flayers were defeated by straight melee, since both berserkers save vs spells are both 0 or less. Anomen, however, could only have 3 CC available at first, so Imoen was unprotected (and did get stunned). Fortunately after just a few fights, Anomen leveled and now he has 4 CC, so after resting everyone was protected.
For the first large group of enemies, Edwin buffed himself, went invisible, then fired a cloudkill shot from his wand and backed up to the party The party was hasted, no summons. Some enemies came and did do some intelligence drains, but killed no one before dieing themselves. Yakman is particularly well suited to fight mind flayers as his 16 INT he can take 3 INT drains and not die.
For the next group, we did have some summons this time (2 skeletal warriors, 3 invisible stalkers) -- Edwin again crept up alone, invisible (buffed too, just in case he gets into trouble). He fires a cloudkill shot and books it back to the party. The party and summons quickly destroyed the enemies, and again no one died. A few trapped creatures were free and then fought, giving an important 50% fire resist ring to Yakman.
We still had most of our summons. Oh, had to change into slayer 2 times (-4 rep) to open 2 doors. We sent summons to battle enemies guarding the master brain -- party ranged, at first, Edwin did a death spell - only brain golems left, party then moved in and finished them off. The party then left the area and the city.
We then did the Ust Natha tasks. Not too much to say, except whenever possible to solve tasks without fighting we did. Also Korgan took out all the melee enemies in the cage. I was VERY tempted to send Edwin vs. the drow wizards in the one-on-one duels, but I have never been able to figure out how to get the equipment back if he dies, so passed on it. I have never defeated all the drow wizards, just the first two you battle, and that's it. I have had a run end doing this too (when my PC was a mage).
Once Phaere and the Matron Mother were killed by the demon, Minsc took off his free action ring, Edwin hasted the party, and booked it to Adalons' lair. Adalon teleported the party to the entrance to the exit. Edwin was JUST about to put the party invisible (because the whole party was exhausted so didn't want to fight), when many Kua-Toas showed up. The party was forced to fight first - however we were BACKWARDS and bunched together, which mean a hold person held the mages and Minsc, and the melees couldn't access the Kua-Toas!
Edwin immediately case a Hakeshear and some spiders, then MMM to burn down the one Kua-Toa attacking the hold people in melee. Mid-battle realized the berserkers weren't reaching the Kua-Toas so switched to their throwing axes - this destroyed the melee. Edwin then did MMM on the far enemies, the berserkers couldn't reach them with their throwing axes, the spiders also helped to finish them off.
Enough was enough -- when the hold wore off, the party regrouped and headed into the lair to kill all the Kua-Toa respawns Then returned and Edwin was finally able to do mass invisibility - the party then ignored all the drow and made it to the surface, talked to Elhan, rested and ended the session here.
During all of this, I learned somthing I never realized before -- the sphere of chaos spell affects ENEMIES ONLY. So been using it a few times in the Underdark, now that I know it's party friendly. Many chapter 2 quests are unfinished (on purpose), they will be worked on next to give Imoen more experience.
Modifié par corey_russell, 27 août 2012 - 04:37 .
#4955
Posté 27 août 2012 - 05:30
Chaos does offer a save, though it's at -2, so your basic saving throw would need to be 0 or below to be safe. Assuming that was the case here were you malisoned or doomed?Gate70 wrote...
Despite my saves does it offer one the chaos hits and a badly wounded kensai is out of his mind with a trio of enemies in reach and more nearby.
#4956
Posté 27 août 2012 - 06:42
#4957
Posté 27 août 2012 - 07:43
No malison or doom. My save for spells was -3, so are you sure it is at -2. I found this (& a great reference I have just bookmarked for such emergencies);Grond0 wrote...
Chaos does offer a save, though it's at -2, so your basic saving throw would need to be 0 or below to be safe. Assuming that was the case here were you malisoned or doomed?
www.sorcerers.net/Games/BG2/Walkthrough/wizard5.php
CHAOS [WIZARD]..."However, if the
victim is 5th level or higher, he receives a save vs. Spells at -4 penalty. The spell lasts for the
duration or until a successful Dispel Magic is cast.
"
@Shadow_Leech07 yes I thought he'd gone and was kicking myself. An hour later I remembered I had Lilacor...
@Corey I reckon I could get a dragon, but then I reckoned Samia would be easy with what I did. & keep up your good progress.
#4958
Posté 27 août 2012 - 09:14
#4959
Posté 27 août 2012 - 09:22
Meoru, dwarf kensai.
Spring clean time, selling anything I don't need. Everything else is now stored above the Adventurers Mart instead of around the city. Excess potions are stored too as my potion container was bursting. I have 50111gp and nothing much to buy so I upgrade the berserk warrior horn twice. Towards the docks I find Gorch has three potions while my failed search for a night-time trader (Fovem?) sees Parisia maced instead. My appointment at 10am in the bridge district with Mrs Cragmoon results in 6 potions of defence and 10 potions of stone form good tip Corey, I have loads of mind focusing stashed already. I'll still treat them as a rare treat though.
DUHM, mirror image and improved haste are used to destroy the Crooked Crane lich and add Daystar to my bag of tricks. At Trademeet I add Ras and the Dwarven Thrower too, each may prove invaluable in due course. I'm down to 12486gp again so time to get on the de'Arnise property ladder. I finish the ground floor inside and out, dropping the drawbridge for good measure level 20, first HLA: Hardiness. I'm tempted to max Hardiness. Maybe add a couple of GWW's for non-proficient weapons (e.g. 2HS, halberd, hammer) and a Critical Strike to get a Smite. Thoughts anyone?
Modifié par Gate70, 27 août 2012 - 09:23 .
#4960
Posté 27 août 2012 - 12:35
Time to try the new buff order. Hardiness, DUHM, mirror images, improved haste and a touch of kai. A last troll inside is felled before I cook up a stew and head upstairs. I clear the rooms I can get in and grumble all the way back to the promenade - I have the odorous sewer key but not the keep key.
On my return I tell Auntie how to leave and kill several golems using my remaining DUHM plus two improved hastes. I forge the FoA from +2 to +3 forgot I hadn't done that even though the icon gives it away and descend into the basement. My backpack is full of missiles but I make room for a few more items and identify a shield amulet with 42 charges is this the answer to life the universe and everything for me. I try it and my AC drops to -7. Three trolls don't fare well against this, allowing me to use invisibility to feed a quintet of umber hulks. With their appetites sated I use DUHM, mirror image and improved haste to kill them. I'm having to stash missiles in my bag of holding now - not a good sign.
DUHM, mirror image, Ras, improved haste and kai combined with the FoA are too much for Torgal so I move forward to take the other trolls together as Ras un-summons. Once done I rest before stashing Ras away. Nalia is saddened to hear the loss of her father, but appeased when I agree to become guardian of the keep. Immediately I realise it is a money pit and head into the city sewers to clear my head.
I find two secret entrances and investigate the west-most first. Mekrath wants a mirror so I find one, then kill him for fobbing me off with slavery level 21 : Whirlwind Attack, * hammer. Haer'dalis wants my help and I agree as the boots of speed will help in the illithid lair. I grab a necklace of form stability which will take my saves to -6, -6, -5, -7, -3. On returning a portal gem to Raelis Shai I am encouraged to fight a few summons then am expected to rescue the performers. Oh, why not. I glug 7 potions and jump through.
Ah, boots of speed. These help me clear two cells to the north then I double back and head east under invisibility past some thralls and into a gith cell. A gish has turned invisible and won't come out so I equip the Dragonslayer sword and force him out. Next on the list are various Yuan-Ti, with another mage. All are ineffective until I see a cone of cold, so I retreat to avoid it and attack that mage but she gets me with a second. I'm still fighting fit (ish) so stash their gear in my bag and move on.
A wyvern and the Master of Thralls wound me and once they are down an air elemental hits me to badly wound me 49hp but now level 22 : Greater Whirlwind.
I glug a few healing potions before realising the stone form has been removed, so glug one of those too hindsight - think the oil of speed had gone too. The penultimate cell had wolfwere occupants and the final cell had 3 efreeti ring of fire resistance and second potion for 127% healing doesn't work. I use a cloak troll form to partially regenerate then return to cast hardiness, DUHM and mirror image. Time to face the warden.
His contingencies foil my blade so I switch to the FoA. I almost have him but he uses another contingency so I switch to the greater yuan-ti instead. I've glugged an extra healing potion plus regeneration, and start to work around the other attackers. I feel in control despite having a room full of casters targeting me; at least until a double skull trap obliterates the opposition. There is no sign of the warden so I look back and realise he has died but can't see how I'm attacking a thrall and no message other than he just dies. The FoA finishes a final yuan-ti mage and then I de-activate the cells using a green orb. Haer'dalis and Raelis Shai thank me and I return to the playhouse.
Modifié par Gate70, 27 août 2012 - 12:42 .
#4961
Posté 27 août 2012 - 02:07
The other hidden tunnel under the sewers looks like an illithid lair. I clear two chambers then use 2/42 shield amulet before moving the the final chamber. I have to move back a few times as my brain starts to fade, switching to the dwarven thrower for a final hit on Alhoon. One problem area down but the next is more concerning.
Spiders and yuan-ti are no problem but gauth and beholders take their toll even when removed quickly and with buffs active - taking me to half health. The shadows that follow are a relief in comparison and I'm going to struggle in the main beholder area based on that effort. My speed has out-un a prismatic spray on the way and my saving throws beaten a petrification trap.
A long forgotten avatar lends me half of the rod and I return the way I came. Past Gaal and Tad, into a pit of undead level 24 : Critical Strike, * halberd. I'm too lazy to buff, the mace and Belm together with my saving throws is enough to throw caution to the wind. A series of roped bridges are cleared with 2/3rds of my health intact. DUHM sees me into the next area and Theshal.
Mirror image and improved haste fail against a lich, and a timestop de-buff is endured. No problem, other than a symbol fear save at -4, was at -3. Immediately I start running around but having been de-buffed I am an easy target and my health starts to fade. This time there is no last-gasp escape.
& over to the minimal reload thread. I didn't even get to the beholder bit that concerned me more. Oh well, was fun and still will be.
#4962
Posté 27 août 2012 - 03:31
Modifié par corey_russell, 27 août 2012 - 03:31 .
#4963
Posté 27 août 2012 - 04:24
Traveling with:
Korgan, Minsc, Anomen, Imoen, Edwin
The party finally bought a shield of balduran. But now we need some more cash, down to about 10,000 gold after getting arrows for Minsc and Imoen.
So to that end, we battled the hostile party in the warehouse in the bridge district - Edwin did cast a few single target damage spells, spell thrust and that was about it, rest was taken care of by melee/ranged fire. We did do a ton of buffs before hand.
For Captain Dennis we did a lot of buffs again - however, the difference this time is Anomen put free action on everyone but Minsc (who has the free action ring). Then when entering, Imoen and Edwin open with web. Edwin then does single damage target spells and the rest melee - complete victory with no deaths. We also used a pro undead scroll on the lich in this disctrict, who was killed instantly by the IMoD. While it was active, we also took down the liches in the Crooked Crane and the Unseeing Eye lich, all on the same scroll.
Since we were already here, the party battled their way to the old Amaunator Temple and ended the session just before entering the passage back to Ssar, the former unseeing eye worshipper.
#4964
Posté 27 août 2012 - 05:12
Grond0 wrote...
I'm not sure no (although glancing down the list of spells you linked there are definitely errors or omissions in several of the spell descriptions), but even with a save at -4 you should have had automatic success with a base saving throw of -3 unless there was something else going on - don't suppose you were fatigued?
I'm not sure if this applies here, but I know from tweaking my characters' spellbooks with Shadowkeeper that many spells in the game program have multiple versions that the computer can use and the player cannot (without SK'ing them in). Some of the more common spells have as many as five versions, all with different parameters to how they function.
It is entirely possible that the script for the wizard in this case was using an alternate version of the Chaos spell that either allows no save or has a higher save penalty.
Modifié par BelgarathMTH, 27 août 2012 - 05:15 .
#4965
Posté 28 août 2012 - 12:08
#4966
Posté 28 août 2012 - 12:45
Yakman did NOT die. However, with this balanced party, and even with Yakman in the front lines, the game has been very easy - TOO easy. Solo in an unmodded game, or small parties (like 2-3) are still a challenge, but a full, balanced party is just too easy in unmodded BG 2 for me now. The whole purpose was to evaluate SCS -- while the mages did pre-buff, it wasn't enough help for them.
So I am aborting this run, installing the improved encounters, and also doing a trilogy run (which this wasn't). I have a strange idea for a run, one that hasn't been tried before I believe, so going to give it a go.
#4967
Posté 28 août 2012 - 05:45
@corey_russell, good luck... You probably already know but in SCS [improved] is code for does not follow the D&D rules e.g. spiders can now use teleport and Shade Lord (not un-dead?) never rans out of defence spells so expect the unexpected.
Preliminary:

Nalia asked me to return to the keep for what amounts to a booty-call and we bumped into that other Drow again:
Valando: “You want to help? Yes please!”
From Trademeet to Temple Ruins:

After performing my BFF duties we swung by Trademeet to collect Imoens replacement... Picked a Gins’ pocket and next it’s hammer time for the Shade Lord.
IMO Thumping away at improved SL is a waste of time because he will just bug heal any amount of damage over time... for some reason ‘Repulse Undead’ doesn’t affect him properly any more.

My standard tactic is to kill the Alter first whilst Viconia Turns his own shadow adds against him... that part still works but casting spells at ISL comes at a cost as Cernd discovered.
We need new tactics...

Nalia hit him with her ‘Spell Thrust’/ ‘Skull Trap’; ‘Spell Sequencer’ then starts reloading it with 3 more ‘Skull Trap’... AOE damage does not get reflexed.
ISL counters by slapping a ‘Blind’ on her but my feisty temptress is nothing if not brave so she charges in for the alpha-strike... when the smoke clears my GFF has ruined her mini-skirt but is still standing... yippee.
Ok who else wants some?
#4968
Posté 28 août 2012 - 02:19
A.
@ Gate70- Congrats on a fine run with Meoru! I hope you enjoy the rest of his game.
Btw. Chaos, the L5 mage spell is a -4. Confusion the L4 mage/L7 priest spell is a -2. Getting mixed up is understandable: it is all chaotic and confusing.
@Amanasleep
amanasleep wrote... I would say that M/T is a better character, but FMT is much more forgiving and usable at all levels.
Understood. Thinking of it in terms of foes and encounters, I'd expect the F/M/T to play noticeably better against invisibility detecting, backstab immune foes. I'd also expect the F/M/T to be more convenient in the Underdark and a couple other areas.
@ USSNorway and Corey- Nice work!
Modifié par Alesia_BH, 28 août 2012 - 02:33 .
#4969
Posté 29 août 2012 - 01:25
A Halfling of proud standing:

We entered the Cooper to conduct Mazzys’ pit fight... Yoshimo was so shocked to see us that he had a heart attack and dropped dead. I haggled over the LOVE potion then persuaded Bunkin into giving it to Gorf.
The fine art of duelling:
Our trip to Druid Grove ended in a mano~o~mano between Faldorn and Cernd... she buffed whilst he called in adds but the decider was when she cast ‘Improved Invisibility’, Cernd countered with ‘Insect Plague’ (IP);

Faldorn smiled when Cernd started casting ‘IP’ because every idiot knows you can’t target an invisible target... her smile turned to laugher when he directed the plague at his own nymph and finally to horror as the swarm refused to attack the friendly nymph but still homed in on her instead.
With the insects biting away for all their worth Faldorn panicked and tried to get a ‘Heal’ off... now Cernd smiled... “I can see you my sweet.”
Modifié par ussnorway, 29 août 2012 - 01:27 .
#4970
Posté 30 août 2012 - 11:03
Great work Ussnorway, I dont know what it is but your style can really make it tickle in my fingers for jumping into the game again.
Modifié par BBMorti, 30 août 2012 - 11:05 .
#4971
Posté 31 août 2012 - 03:16

We returned to Trademeet to pose for our statues then solved their un-dead issues before checking the shops. I had to return to the big smoke to get “Robe of Vecna” for Imoen & “Girdle of Hill Giant Strength” for Viconia so we ended up getting the kid back for Cernd then we returned to Trademeet again the save Mazzys’ sister & had words with some of Js’ harpers.

Ok can we please get back to questing now... that is, if nobody else has a second cousin on their mothers side that needs a jar of jam opened?
Buggs/ Issues:

A) Druid Grove... Check this spot on arrival and if you get a messenger then reload the last save and travel somewhere else.

This is caused by a dialogue glitch not a bug so opening Shadow Keeper and adjusting Jaheira’quest’ or closeHarperDoor isn’t going to do didally squat.
A cannon * work around is to use NI to open an earlier save (before handing the bird over to Xzar) and adjust the dialog LUCETTE.GLD (the bird assassin) “state 12” actions so that he doesn’t close/ lock door # 0308... There are about six of them and yes you probably could just remove the lock codes but I haven’t tested that.
* In this case cannon is;
1 You haven’t killed/ hostiled the harpers YET,
2 The game expects to see Jaheira in your party (alive & talking) the next time you step through this door otherwise... on your own head be it.
#4972
Posté 31 août 2012 - 07:37
Hi all. I found a little time to play Alyssa this evening. I'll quickly post on Bodhi's Lair.
From the Vamps perspective, Alyssa's visit could be described with two words: chaotic and disastrous.
Chaotic due to Alyssa's triple Sphere of Chaos Chains.

Disastrous because of her Black Blades.

Running Tenser's+IH+BBoD with Kundane in the offhand, Alyssa gets 6 APR with a respectable THACO. And while the damage from Kundane is unispiring, the BBoD strikes hurt.

Onto Bodhi.
Same basic plan here: buff heavy, drop the Chaos, bring on the Disaster. Skipped the IH because of Bodhi's Bats.
Started by nixing one of Bodhi's support mages.

The other was instakilled by the Sphere of Chaos.

Drizzt (who had received an Improved Haste) got the kill on Bodhi.

Fin!
I'll post again when Alyssa gets to Suldanesselar.
Best,
A.
Side Note. I've mentioned feeling unenthused with Alyssa's game a few times. I now recognize this has nothing to do with her class really. M/Ts do have high ceilings, but the problem it's that she's overpowered, it's the way I've been playing her: overusing unsatisfying tactics (Pro Undead, mage assasination, separation, avoidance, etc) and fighting without a cohesive style. I definitely plan to play with more restrictions and renewed attention to style going forward. Hopefully she'll have a good ToB.
@BBMorti. It's good to see you around again. I thought of you when I was fiddling with my Assasin, Alo.
Modifié par Alesia_BH, 31 août 2012 - 08:18 .
#4973
Posté 31 août 2012 - 11:17
Clues at the Umar ranger hut lead us to an area shrouded in darkness. Pendal agrees to help a lycanthrope called Anath, eventually reminding Thimble that she should be wearing stoneskins while fighting the various undead shades I find the NPP and stoneskin icons too similar, not sure if Grond0 had mistaken one for t'other. Anath succumbs to the shadow creatures leaving us to continue the fight alone. Once the shadows are destroyed we fiddle with a mirror and fight a few more. Then we rest before descending into a ruined temple.
More undead are encountered along with a gnawed skeleton, shadow jailor and a statue puzzle. Thimble frees Mazzy Fentan as Pendal guesses all the right religious answers what a zealot. More undead are destroyed and a sun gem taken to deal with a blocked passage, then Thimble triggers a fireball trap to loot a picture. A greater mummy, bone golem and two skeleton warriors are hard to stop, with a gradual retreat towards the entrance being required. A last stand is successful though and we don't have to run outside with our tails between our legs.
Pendal uses two healing abilities, DUHM and a potion of fire resistance to inspect a trapped pillar and take the ensuing flame strike like a
Pendal glugs potions of stone giant strength and speed as both of us buff think this was remove fear, stoneskin, Pendal shield/Thimble ghost armour, mirror image, fireshield, improved invisibility, minor spell turning. Pendal has the improved mace in his offhand allows minor meteors while still having negative plane protection. A berserk warrior is killed then Thimble introduces herself so no advantage of surprise attack from us. An efreeti and golem are behind the dragon with Pendal to the other side.
A wing buffet throws both summons and Pendal to the edges of the room usual bad positioning vs buffet by me, and only Pendal returns. He fails to malison Thaxxy but Thimble lands a breach. She follows up with melee until her stoneskins expire and is hit hard. She runs, by this time Pendal has emptied his spellbook of magic missiles, acid arrow and flame arrow and cast his first minor meteors. Thimble starts on her offensive spells as the dragon switches between targets, and Pendal thinks to run past the efreeti and golem so they re-engage.
This gives Pendal time to empty the best part of two sets of 11 minor meteors but the two summons don't last any longer. Thimble takes another hit and yells for an oil of speed. Pendal shouts that he has handed her one before the fight began hee hee smarty pants and she glugs to run. Pendal finishes his meteors and almost switches to a bow and acid arrows before realising losing NPP would be foolish even with the dragon almost dead. He closes in for a bit of melee as his offensive spells are depleted, and Thimble continues with minor/minute meteors. Pendal looks up and evaluates the caution/valour options, re-mirrors and continues to run instead of fighting. After Thimble hits with two or three more meteors he decides it is time to fight back but there is no need and Thaxll'ssillyia crashes to the ground. Pendal gains a level of fighter and illusionist from this. The stone giant strength potion was wasted as Pendal was too scared to melee after the initial wing buffet.
We sit on the dragon corpse to draw breath, taking another brief dip into Icewind Dale II 3rd edition.
Pendal Fighter 11 / Illusionist 12. 212 BG1 kills. 204 BG2 kills. Torgal.Bulwark and Salde spend the best part of an hour in the wilderness southwest of Targos. Bulwark takes two consecutive critical hits and dies, meaning Salde has to pick up his gear while under attack from orcs. The Targos medical tent gets him breathing for the bargain price of 200gp and a few items are purchased before returning to the wilderness. Salde is protecting herself with Armour and buffing Bulwark with Bulls Strength. This makes the remainder of the area easier to clear. A few shamans are targeted with Magic Missiles as well as crossbow bolts while Bulwark melees at close quarters.
Bulwark has 79 kills, Salde 84. His job is to stay alive, hers to kill. Neither are particularly good at their job yet and need more practice EDIT: Actually he is pretty good at surviving, it's just that a horde of orcs get a lot of chances for criticals until we can thin them down. Both level 4 - Salde finally got 1hp at her third level up so a grand total of 4hp compared to Bulwark with 27hp.
Thimble Fighter 10 / Illusionist 11. 196 BG1 kills. 371 BG2 kills. Thaxll'ssillyia.
Modifié par Gate70, 31 août 2012 - 11:28 .
#4974
Posté 01 septembre 2012 - 12:20
#4975
Posté 01 septembre 2012 - 12:20
Thimble hurls Azuredge at the Shade Lord twice as Pendal smacks Shadow Patrick with the improved mace - double destroy. We return to Umar a final time, then after a quick acorn collection head to Windspear Hills. Some beastly paladins try to kill us, then Thimble starts to mangle a group of lycanthropes. Pendal has stood back, taking the time to malison and emotion them. Garren Windspear explains our predicament and after releasing the dryads we locate yet another abandonded temple. We sit outside in the sunlight, enjoying another page of Icewind Dale II.
Pendal Fighter 11 / Illusionist 12. 212 BG1 kills. 208 BG2 kills. Torgal.A failed rest sees a pack of orcs arrive and kill Salde as an area transition activates leaving all her gear on the floor. Bulwark returns and picks up the gear then treks to the Targos medical unit to get her raised. A good start to the session, lasting 1-2 seconds (no joke) before a death.
Emma Moonblade requires our help. Salde uses cats grace & bulls strength to buff Bulwark, he then sneaks through an orc camp and opens a gate before returning to spot an orc firestarter. Salde uses magic missiles to speed the demise of this enemy and rescue the villagers trapped near exploding barrels. The orc camp is cleared as is a slime cave where a troll called Vrek Vileclaw has to be run around until Bulkwark uses an item charge. A summoned wolf distract him and once Vrek collapses Salde tosses a jar of flaming oil onto him.
Bulwark has 116 kills, Salde 114, both level 5.
Thimble Fighter 11 / Illusionist 12. 196 BG1 kills. 391 BG2 kills. Thaxll'ssillyia.
Modifié par Gate70, 01 septembre 2012 - 12:24 .





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