Baldur's Gate 2 No-Reload Challenge
#5626
Posté 13 février 2013 - 06:42
#5627
Posté 13 février 2013 - 07:09
Illasera really should have improved herself - our battle is over in moments as we kill three of her aides but the fourth escapes. We are transported into what turns out to be our own private hell - shared only by Sarevok and Cespenar. Krimlor tells Sarevok to hang around while we deal with Gavid - another easy task (after the SCS versions).
Cassia has a huge leap in spellcasting ability and also learns how to become a fire elemental. She has no idea how it compares to her were-cat form but will no doubt be useful at times.
Alesia learns how to use any item; Blackstrider howls in anguish as she equips Soul Reaver then Carsomyr, and sighs with relief as she switches back to Firetooth and Celestial Fury.
Grond learns Whirlwind; as did Krimlor before facing Irenicus at the Tree of Life.
Hope I don't fluff vanilla ToB up before reaching the few improved encounters in this install. Edit, since the vanilla game gives some flexibility how about you each review your character. e.g. choose a different weapon/equipment selection (subject to me having them in the bag of holding), melee / ranged / casting. That should spice it up for me!
Modifié par Gate70, 13 février 2013 - 07:19 .
#5628
Posté 13 février 2013 - 11:17
#5629
Posté 14 février 2013 - 01:49
Looking forward to Sendai and Abazgial!
PS. Don't get me chunked...
Modifié par Alesia_BH, 14 février 2013 - 01:52 .
#5630
Posté 14 février 2013 - 02:22
Alesia_BH wrote...
I'm curious: what was the reasoning behind taking Animate Dead early?
silenceall wrote...
Stupidity, mostly. I had decided to fashion this character with more offensive capabilities and skelly warriors seemed to fit that bill (probably at the eventual cost of Spell Shield). Of course you don't get the warriors until the caster is level 15, but it was a no reload and I took the spell before remembering that detail.
Understood. The 4th level 5 comes in at L15. I'm personally unfond of summons, but for players who want Skeleton Warriors, that might be a sensible times to take Animate Dead (FYI. The 3rd comes in at 13).
I realize this probably OT, but...I did some testing with Silenceall vs. the Haegan Priest of Cyric.
Interesting. In theory, force casting Remove Magic is a peculiar move for a priest of course. I don't see that behavior in my install, so I can't really comment on how common it may be in your setup.
Anyhoo. Priestly Remove force casts would certainly be an additional reason to take SI early.
Modifié par Alesia_BH, 14 février 2013 - 02:36 .
#5631
Posté 14 février 2013 - 04:29
#5632
Posté 14 février 2013 - 06:27
I missed this post yesterday. I know there is some point where things can get lost and decided to play safe in a no-reload. It's not like I get this far too oftencorey_russell wrote...
@Gate70 - perhaps you didn't realize this, but it's quite unnecessary to gather equipment of fallen comrades at the Tree of Life fight (unless you need an item that a fallen comrade had during the battle). The game will automatically put all equipment under the PC when you go to Hell. So once you arrive in Hell, just go to inventory screen and hand people their stuff.
Without a mod, though the same is NOT true for fighting Irenicus in Hell - you do lose stuff if you don't pick the stuff up before winning the battle and heading to ToB.
I did notice Pot's 20 normal throwing daggers that I didn't bother with turned up under Krimlor so good to have the confirmation.
#5633
Posté 14 février 2013 - 09:05
Blackstrider has been talking to Cespenar and is desperately searching for a PfNW scroll to add to his armour. No rush!
For some reason we have to travel to Saradush and arrive in the midst of a siege. A mad general called Gromnir Il-Khan has locked himself in the castle while his soldiers do whatever they want, including attacking us. Pot learns how to throw a dart so puts his sling away and borrows the crimson dart for which Alesia has no further need.
A stranger called Melissan tells us what to do and teleports away. Neither Krimlor or Blackstrider will bow to her command though and we choose our own priorities starting with raising Fezhak for his son. We head for the nearest refuge as a fireball comes towards us, and discover Kiser Jhaeri is helping to condemn an innocent man - we can read him like the page of a book.
Pot casts haste to minimise our fireball runs and we start to sort out the minor issues. Re-open Lazarus Librarus to buy an archmagi robe for Pot, stop a couple of fights, re-home some elves, scare Viekang off, get Cespenar to upgrade armour for Blackstrider and a cloak for Pot.
Kiser Jhaeri fails to fool us, and with that done there is little else to do in Saradush. Blackstrider is a happy man - finally able to use any item and deciding to start with Carsomyr unless a voice in his head says otherwise.[/b]
#5634
Posté 14 février 2013 - 11:02
Alesia_BH wrote...
Understood. The 4th level 5 comes in at L15. I'm personally unfond of summons, but for players who want Skeleton Warriors, that might be a sensible times to take Animate Dead (FYI. The 3rd comes in at 13).
Yes, thanks. I have all the applicable tables and even created a spreadsheet to plan my runs. It was just a brain fart about when to take Animate Dead when leveling up.
I think the end result of all this is another reinstall. I like sorcerers too much to put up with the game "cheating" that way...
#5635
Posté 15 février 2013 - 12:04
Cassia is trying out her fire elemental form; she melees vampires while Blackstrider hurls Azuredge from a safe distance. The Saradush prison is safely negotiated until Alesia springs a dispelling trap just as a mage casts timestop and catches her with the edge of a fireball. Krimlor raises her and we continue.
Blackstrider has switched back to Carsomyr and is rapidly filling our second bag of holding and second potion container - he’s a walking store.
The sewers prove deadly for Cassia as a mage wilts her. A pocket plane rest is required to revive her and Krimlor is left scratching his head over these careless mistakes. As we return our luck worsens; a group of devil shades spawning among us. Alesia is drained but alive so we plane rest again and the next set of shades are dealt with more effectively. Cassia decides to return to were cat form but her ironskins are taking a pounding. Blackstrider stoically hands her the ring of Gaxx and immediately finds himself in a similar situation so Cassia covers for him until the sewers are cleared.
The final two rooms of the castle cellar are straight-forward, then we decide to head upstairs without resting. A battle mage manages to stoneskin at near death but Blackstrider uses Carsomyr to dispel and a volley of shots finish her off. The three fighters are easy pickings then we plane rest and return to buff for Gromnir.
Blackstrider has dealt with both mage defences so we can shoot them, and then he stands toe to toe with Gromnir. Cassia has been mauled by Eler Had and companions so has to glug on the run. We shoot her remaining attacker to pieces and then kill off a scared soldier. Blackstrider is only taking elemental damage from Gromnir and still has a Tenser running so remains in combat as we turn to help him. Another one bites the dust.
#5636
Posté 15 février 2013 - 11:36
I = intermission
In which our adventurers sally forth to conquer new worlds.
Having passed through BG1, the duo arrived in BG2. The first chapter there - and the ninth part of this challenge - runs from getting out of the cells in Irenicus' dungeon to travelling to the Athkatla Slum District.
In the dungeon the combination of thief and magical abilities made progress quite easy and all encounters were completed except Ulvaryl. She can be quite a problem to kill due to turning into bat form when injured. I made a mistake here in not having Alter pre-cast MMM - the delay in attacking her with a magic weapon allowing her to escape at near death.
The first port of call in the Promenade was at the circus. That was rather too easy, so in order to get a decent battle to report on I also decided I should do the party in the inn at this stage. To prepare for them Ego used his thieving skills (boosted by Ribald's potions) to get better quality equipment; he also took the risk of pickpocketing Ribald for his regeneration ring.
Before going to the inn I thought I would see how easy it would be to kill the cowled wizards. The answer was it would be tricky, even with just the first group. The trouble started when one of them dimension doored over to Alter near the circus and chased him and Ego into the tent.
- under cover of invisibility and stealth they prepared for battle, including Ego producing a simulacrum.
- unfortunately the simmy got affected by chaos, which resulted in Aerie and Quayle dying as well as the wizard.
- very unfortunately the simmy also wandered out of the tent on its own (through a party transition
I then tried setting a more complicated trap for the cowled wizards, using layered cloudkills. However, no more turned up - I'm not sure whether they might appear in other areas, so will need to be careful.
Finally the duo moved on to confront the inn party. After tangling with the Cowled Wizards etc, I thought this lot should be pretty innocuous and so it proved. Ego initally laid down some traps to prevent Brennan running away and then moved next to him invisibly, while his simmy and a summons went to distract Amon and his familiar.
Brennan died from 2 swift blows, while Amon, Mencar and Pooky were all confused by Alter's chaos. Ego lost his buffs to Amon's force-cast remove magic and went out to the exit to use the ring of air control. Smaeluv, chasing Ego, got killed by the traps near the exit. Alter threw in a cloudkill, sacrificing the simmy, for the sake of ensuring Amon and Pooky would die quickly. Ego stopped on the edge of the cloudkill, hemming Amon in and the cloudkill duly finished him off.

Pooky also died gasping as the duo engaged Mencar. He survived long enough for the chaos to wear off and hit Ego a couple of times before a combination of staff and magic missiles outpaced his healing potions.
Here are current character stats:
Ego
Alter
Proverb for the day:
"It's better safe than sorry."
(or, if your opponents are down then stomp on them
Modifié par Grond0, 15 février 2013 - 11:39 .
#5637
Posté 15 février 2013 - 05:11
@Grond0 - nice work on Mencar, sounds like you have a potent duo.
#5638
Posté 16 février 2013 - 09:28
ToB Krimlor & friends
Question for soldiers looting a caravan. What’s worse than a lycanthrope attacking you. That’s right, two of the blighters.
Instead of searching for Yaga Shura we return to Watchers Keep, and a few minutes later Blackstrider equips the upgraded Blessed Bracers. Two statues later he has sheathed Carsomyr and equipped Foebane +5/Kundane. Krimlor performs a sacred ritual badly but gets it right at the second attempt and then we are fighting more statues. Blackstrider ends that battle with 24hp more than he started thanks to Foebane LMD's.
The second level of Watchers Keep sees Blackstrider and Cassia fighting air elementals in a lightning storm. Their helmets help somewhat, unlike the cloak of reflection. They retreat to the door so hammer, lightning arrow, dart and flaming bolt can help them. Cassia has to glug an extra healer as Blackstrider uses a nearby staff to crank the localised airflow up to 11.
A poison chamber is cleared, then an ice chamber. The next room has mists - Cassia getting level drained and as we try to rescue her another mist drains Grond despite him being at the back. He switches to the Improved Mace but another hit kills him. Once the battle is over Krimlor raises the archer and we plane-rest.
The chromatic demon looks tough; Blackstrider is concerned his stoneskins and mirror images won’t suffice so WerePot decides to test his shapechange. He doesn’t bother improving armour class but does add stoneskins and mirror images. The fight starts and these buffs don’t last long, but WerePot stands his ground thanks to uber-crazy regeneration. We are whittling down the demon while Grond keeps the Flail of Ages +4 at the ready in case things go sour.
Cassia intends to cast creeping doom (hindsight, don’t think it would have worked) but a mispronunciation (click) sees her summon an earth elemental instead (we’d intended fighting without summons). The demon is almost dead but Pot finally has to step to the left. He has hardly moved before Grond and Krimlor finish the battle - Pot has already regenerated from 6hp to 22hp (he starts to move at “paused” below and he hasn’t completed his move at the next “pause” but that’s all it takes to regenerate 18hp). He fully deserves the level-up for that battle.

Cespenar forges the Wondrous Gloves, giving Blackstrider a dilemma. He eventually replaces the Blessed Bracers (not sure for how long). Pot takes the circlet of Netheril - gaining 10hp which may make his shapechange abilities more effective. He doesn’t know Tensers Transformation so cannot experiment with Shapeshift > Tenser > Wolfwere to see if it would help him.
#5639
Posté 16 février 2013 - 09:59
Some decent progress yesterday saw the duo complete:
- the circus.
- Copper Coronet.
- sewers and slavers.
- paid Gaelan Bayle and went to get upgraded ring (neither of us can use the amulet, but judging by the price of 150 gold it can't be much use anyway
- looting top of Watchers Keep (Khrog survived the FoD trap, but did die to a lightning trap).
- de'Arnise Hold (with Suna Seni ambush on the way). A mis-click saw Nalia briefly join the party before being dismissed back to the Copper Coronet. That meant she had to wait a long time for news of her father, but bringing her into the party to travel back to the castle did trigger the offer to Khrang of a stronghold. No problems clearing the place - the yuan-ti mage and Glaicas, who might have caused difficulties, were both stunned.
- Pai'Na to get green ioun stone (Khrog miscalculated the speed of the spider poison and died here. Both the Renfeld and Orog ambushes triggered while Khrang was carrying the body to a temple, forcing some inventory juggling to squeeze everything in).
- ransomed a kidnap victim (also picked up berserking horn while in the area).
- returned Renfeld and undertook Xzar's quests. This time Khrog used ring of air control before going into face Prebek (who ended our last multi-player run); he did get a hold person off before being stunned, but that bounced off Khrang's rage.
- skinner murders. The assassins there are quick and appeared to be immune to stun. One chased Khrog determinedly upstairs and looked like it was going to hang on to him until grim death, but eventually deigned to switch to Khrang (to it's cost).
- the duo are currently at Trademeet and have just inherited a curious bottle from a dead djinn.
Stats (continued from BG1)
Khrang, barbarian 10, 107 HPs, 483 kills.
Khrog, monk 11, 60 HPs, 210 kills, 4 deaths.
Modifié par Grond0, 16 février 2013 - 10:05 .
#5640
Posté 16 février 2013 - 11:18
#5641
Posté 16 février 2013 - 01:44
Back to Saradush where Pot fluffs two Tenser scrolls. Krimlor sighs, but carefully stashes two new Freedom scrolls into his scroll case (Pot and Alesia both have it in their spell books but you can’t be too careful). Karthis al Hezzar has no scrolls but we decide to purchase another gem bag (5th) and scroll case (6th).
The rest of this area is explored. A number of fire giants try unsuccessfully to stamp on WerePot, leaving Blackstrider and Cassia to retaliate. Once the area is clear Pot decides to keep WerePot in reserve until he can try to further improve the form.
The swamp temple is next, where a Master Wraith blocks our progress. Cassia the fire elemental takes a beating but we have the last laugh. Krimlor tries a sanctuary turn against a group of skeletons (including cleric, mage, assassin) but the mage hits him with two sets of Magic Missiles. He turns to run but a FoD badly wounds him then a silence is cast as he approaches Blackstrider. He moves away from the party so they won’t be affected but then crumples to the ground as an over-the-horizon Bigby hand animates around him.
(Does anybody know when sanctuary isn’t safe - both the cleric and mage here ignored it, as does Kangaxx). Over to the remaining Avatars to try and complete the game.
Edit, & once again I vaguely recall the advice of Corey to use a protection from undead scroll in this area. Rats.
Modifié par Gate70, 16 février 2013 - 01:52 .
#5642
Posté 16 février 2013 - 05:29
#5643
Posté 17 février 2013 - 10:36
Further good progress yesterday from the duo , including:
- at Trademeet, freeing the Grove, helping Tiris and cleansing the tomb. Kyland Lind's party can be a problem in the Grove, but I don't think any of them managed to finish their call lightning spells this time.
- watching over Mook's death and exposing a vampire guild contact on the way to get the mace of disruption.
- finding a bonus head in Neb's house as well as some illithium in order to make the IMoD. That was soon in action against ambushing vampires.
- stunning Anarg to complete the fall of the Fallen Paladins.
- at Umar Hills Khrang was talking with the mayor when he noticed Khrog attacking the Killer Mimic. The Mimic got a couple of juicy acid blows in before Khrang saw Khrog connected with a stunning blow. Here's an alternative view from inside the cave.
- moving on to the temple area Khrog forgot himself for a moment when providing answers to the statue. Annoyed at being called into action the statue retaliated by walling Khrog in and forced him to escape using a micro-jump. Khrang was pleased with how quickly he killed the Shade Lord, but taken a bit aback to see that Khrog had already killed the altar and finished off Shadow Patrick before he could turn round.
- Thaxy was a decent battle - not easy, but always felt in control. The berserk warrior and Kitthix coaxed out a death spell and a remove magic before the duo buffed up with potions. Their initial assault failed with Thaxy successfully buffeting both away, but they continued to bore in. Khrog had no defence against breath, so tried to get in attacks when Thaxy was focusing on Khrang and eventually got the fatal blow.
- cleared the graveyard, including returning a teddy, promoting an adoption and reburying Uncle Lester (his nephew also needed burying).
- took Daystar from the City Gates lich - retreating from combat for a while to allow his initial protection from magic weapons to expire.
- no problems with the Mae'Var quests. Khrang's barbarian heritage allowed him to ignore the possibility of backstabs while clearing the guild.
The duo are currently at Windspear Hills, having cleared most of the dungeon, but not yet done the final ambush there or sought out Kirkraag.
Stats (continued from BG1)
Khrang, barbarian 14, 119 HPs, 690 kills.
Khrog, monk 15, 68 HPs, 343 kills, 4 deaths.
Both characters are starting to come into their prime now. Khrog is currently keeping up with Khrang in kills as well as making good use of his special abilities. He's added a quivering palm to his stun ability and already claimed a number of victims with that. In addition to Plath Redege there have been some notable victims - I was surprised to see that golems can be shaken apart, while Tazok caused no more trouble in BG2 than he did in BG1.
Modifié par Grond0, 17 février 2013 - 10:44 .
#5644
Posté 17 février 2013 - 06:51
This couple promised much, but ultimately failed to deliver by coming to grief prior to setting off for Spellhold.
They successfully finished off Windspear Hills, including Firkraag, and went on to clear the temple sewers. However, chasing Haer'Dalis into the planar prison proved a mistake. Attacking a group of thralls and yuan-ti Khrog was confused and went off for a wander leaving Khrang exposed. He tried 3 times to break contact:
- the first time he was unable to move when an invisible creature blocked the way.
- the second time the cursor suggested there was a way out, but he wouldn't take it (I guess though there was an available path his icon was too wide).
- the third time he had a choice of either using rod of resurrection or potion of invisibility. He chose the latter and that did allow him to get free of the attacking group. However, at the point where he should have been able to run to safety some odd pathfinding sent him straight back to the group he had just left and he died before being able to take a further action.
#5645
Posté 18 février 2013 - 08:41
So you know, I haven't done systematic testing with Sanctuary. And even if I had, the results wouldn't necessarily apply to your setup- SCS foes treat Sanctuary differently (EDIT: In different versions, I believe. And I'm still running 15). With my single-class cleric, Abigail, I basically assumed that I would be safe from attack when facing enemies that do not detect the invisible via script but not others. I can't say whether that's how the mechanic works in detail, but nothing unexpected happened. As for the skeleton crew in the glade, I can't comment on them at all: Abigail just turned them.
Anyhoo, best of luck with your current runs.
A.
Modifié par Alesia_BH, 18 février 2013 - 05:23 .
#5646
Posté 18 février 2013 - 07:44
Khanegh
Imoen, Minsc and Jaheira have all left so it is just me and my golden pantaloons. I soon have a war hammer, small shield and splint mail plus a helmet obscuring my ugly mug. Time for some Khanegh (pron: carnage).
Imoen and Irenicus are arrested for fighting with magic, their spells combined with daylight making it difficult for me to see exactly what is happening. They are both whisked away and I am free to store the Sword of Chaos and a few other valuables. The circus looks fun but a guard suggests I return with magical weapons so I head to the slums instead. Lehtinan, Breig, Cohrvale and Haegan help fund a visit to Aran Linvail and then on to Watchers Keep where Brother Odren pronounces me ready to help his cause - a novelty. I purchase a potion container and head inside to deal with a small group of mephits.
I tell Odren to stand guard on my return. I have an ammo belt, a small shield +2 and a quiver of plenty before deciding to come back later. A brief search for a magical war hammer makes me regret becoming a master of them, more so after purchasing Borok’s fist. This leaves me with 1gp so I must look for more abandoned(ish) loot.
A quartet of muggers get their come-uppance in the Bridge district. I grab a silver horn and then speak to Rampah, Rose Boquet and Bel Delmark. I tell Captain Dennis to steer clear of me and confront Rejiek Hidesman. I laugh at two Rune Assassins - their backstabs can’t hurt me. Oh hang on, I’m a berserker and that backstab has quite a bite (confusing my solo and multiplayer runs) so fortunate I am fully prepared anyway. One extra healer and three healers are enough to ensure victory when combined with the silver berserk warrior.
Two voices in my head are arguing about the trap-baiting risks I am running (I think I catch their names at one point; Corey and Grond0). They cease their chatter when I purchase the ring of air control.
The Cloak of the Sewers suits me better than it did a Rukh Transmuter and Roger the Fence sees I have used an acid arrow to kill a troublesome sea troll. Anarg, Reynald and their fallen paladins suffer an unfortunate accident involving two war hammers, a berserk warrior and five extra healing potions. Hareishan is dealt with on the way to a merchant and then the cup of Anarg is returned to Sir Ryan Trawl, probably with bits of Anarg in it. Maheer upgrades the Berserk warrior from silver to bronze. Money is like water in my hands, hardly a dwarven trait.
Suna Seni has picked the wrong mark while Flydian asks me to travel to
Renfeld is a lucky fellow, at least once he falls across my path. I return him to the Harper HQ and turn back to continue my journey. Xzar can wait as I’ve caught Durlagitis and urgently need to establish a suitable home to work from. One day this pile will be mine I tell ya.
Modifié par Gate70, 18 février 2013 - 07:46 .
#5647
Posté 19 février 2013 - 12:52
#5648
Posté 19 février 2013 - 07:08
J = jihad
In which our fearless pathfinders struggle ever onwards.
The second chapter of BG2 - and the tenth part of this challenge - runs from initially talking to Gaelan Bayle to paying him for the help of the thieves (or paying Bodhi).
The amount done in this chapter is very flexible. For this run things completed were:
- Copper Coronet and slavers. No problems, I made quite a bit of use of cloudkill here, which made things much easier.
- Suna Seni ambush
- Renfeld ambush
- Xzar's quest. It was satisfying during that to get a nice juicy backstab to get a bit more revenge on Prebek for ending a recent multi-player run
- pirate lair
- Hareishan ambush
- Mae'Var's quests
- Sea troll
- sewer rakshasa
- Tarnor & party
- Silliria & party
- Salia ambush
- graveyard (except vampire HQ).
- skinner murders. Nearly died during this when I forgot (again) the Rune Assassins ignore invisibility. Both of them bypassed a stoneskinned Alter and the combination of backstabs left Ego grateful to still be able to run.
- Sansuki ambush
- kidnap ransom
- de'Arnise Hold. Torgal was quite a tough battle there and Alter was also nearly killed in an ambush on the way back to the city when left without protective spells.
- Trademeet quests. I was pleased with the malison + chaos combination against Kyland Lin. There was another nasty moment when I woke up rather late to the fact that the Shadow Druid with Dalok had physical mirror up and Ego was merrily shooting himself!
- Windspear Hills. I was particularly concerned here about the vampires: even one SCS vampire can be a challenge, let alone the nest of elder and ancient ones there. However, there was an encounter on the way with a mod party that had some green dragon plate. This not only provides negative plane protection and regeneration, but is AC -4, gives +1 dexterity and is compatible with stealth. Using that Ego was able to deal with the vampires, although their summons, invisibility and backstabs were still no picnic. However, I've still concluded the armour is too powerful and don't intend to use it again. No problems with the rest of the dungeon on the way to confront Firkraag and there was a new record for Ego's backstabs against Kaol.
The plan for Firkraag was to buff up and then have Alter engage his attention and soak up spell attacks, while Ego nipped in and out or used his bow. Carried out well that should have allowed a relatively easy battle, but the reality was rather different! I made a major buffing error when switching between characters while Alter was casting spell immunity - that stopped the spell taking effect meaning he had no protection against remove magic. Rather than rest and start again I carried on with the attack anyway.
Not terribly surprisingly remove magic was cast on Alter almost immediately. With no item based fire resistance that left him very vulnerable, so Ego darted in to get Firkraag's attention (together with a couple of summons), while Alter renewed his fire resistance (good job too).
However, a second remove magic on Alter quickly stripped his protections away again. Ego responded by using an arrow of dispelling, allowing Alter to take a potion of speed and break contact. Annoyed at being dispelled Firkraag used a third remove magic, targeted on Ego this time. Ego ran away from it right up the steps above the entrance and the spell appeared to vanish. Lulled into thinking it had disappeared he came back down the steps to meet with Alter - at which point the spell suddenly materialised again dispelling both characters. Alter tried to buff his fire resistance yet again, but got caught by a breath before he could take his second potion. This was a really vicious action by Firkraag as he was clearly targeting Ego all the time (moving towards him, facing him while drawing back his neck to breathe). However, when actually in the middle of the breath animation Firkraag suddenly jumped his whole body round and breathed on Alter instead, leaving him with a single HP.
In retrospect that was the dragon's last real effort. In following that far he had run into the 3 traps Ego set at the start of the conflict and took considerable damage from those over several rounds. A first use of Ras provided a brief opportunity for Ego to get a hit in before Firkraag used a death spell. However, he was now on his last legs - at near death and pulling out 2nd level spells. A bit more running round with both characters taking pot shots at him and the job was finally done.

There was no trouble in returning to the city and handing over some pocket money to Gaelan Bayle.
Proverb for the day:
"Judge not, lest ye be judged."
(after all it's hard to judge the worth of a dragon's hoard
I haven't been checking comparative kills during this run, but noticed after this session that they seem well balanced. Ego is leading by 1,050 to 980, but I suspect that is a legacy of his bow use during BG1 and that Alter is probably catching up now he's got the flail of ages.
Modifié par Grond0, 19 février 2013 - 07:12 .
#5649
Posté 19 février 2013 - 11:44
Twinkletoe (Gate70) grins - his potion of mind focusing is still active which should help the escape. Imoen, Jaheira and Minsc are released as Ether (Grond0) grabs the golden pantaloons. We escape without any mishaps...
The below are not mishaps, they were carefully planned...
Ether being stunned by the genie plane mephits and Twinkletoe glugging an oil of speed to rescue him.
Ether being stunned by a salt mephit and Twinkletoe glugging an oil of speed to rescue him.
On our way out we've re-located the helm of Balduran, a ring from Koveras/Gorion and the claw of Kazgaroth.
We stash some unidentified trinkets and flog the rest before heading into the circus. Ether learns how to strike magical blows with his fists as we approach Aerie - just in time to damage some shadows. With the circus restored we purchase Borok’s Fist (warhammer +2 +electric) then head to the Slums where Gaelan Bayle has a deal for us. Ether reminds Twinkletoe that dwarves aren’t immune to stunning blows. (Ether is just to the left of Twinkletoe if you look closely).

The Copper Coronet and Hendak benefit from a brief visit. Twinkletoe knows there is a monk there somewhere but even his dwarven senses can't see past the Kazgaroth blur (think he's below the Beastmaster and been partially cropped).

Hendak wants us to
Stats (including BG1):
Twinkletoe, barbarian 9. 352 kills, greater basilisk.
Ether, monk 9. 149 kills, Slythe.
Modifié par Gate70, 19 février 2013 - 11:47 .
#5650
Posté 20 février 2013 - 08:05
Trolls. I drop three on the ground floor of the de’Arnise keep and head upstairs. I need to find something better than arrows to kill them with - half my time is spent swapping from two warhammers to a bow, and half the time swapping back again. The third half of my time is spent grumbling about the other two halves.
One troll is soon down but a second splits into two smaller trolls that proceed to tear me apart. I take great joy in setting fire to their prone bodies before buffing to deal with a yuan-ti mage. He stoneskins as I reach him but the Borok electrical damage is enough to disrupt each spell until his stoneskins collapse. Another troll and then six golems are carefully dismantled, followed by another troll and Glaicas.
The Flail of Ages +3 is a fine weapon, forging it gives me enough experience to understand which end of it should be held and it is almost as effective as my war hammers (even with * instead of *****). It is immediately used to clear the remaining trolls, a group of umber hulks and then TorGal.
Nalia is now fatherless so I offer her a marriage of convenience (well, why not she's loaded and I'm a dwarf). She is not impressed and instead I am offered the position of guardian for the keep. Deal.
After a couple of ambushes I reach Trademeet. A trio of Dao djinn are enraged away and then I head to the druid grove. A group of trolls outside their mound almost kill me but I move away and glug a potion before finishing the last of them. The interior of the mound is easier to clear as are a trio of druids and a larger group led by Kyland Lind. A few more trolls are fired before I stumble across a sword; Belm.
Inventory & Record
Modifié par Gate70, 20 février 2013 - 08:07 .





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