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Baldur's Gate 2 No-Reload Challenge


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#6001
Grond0

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Gate70/Grond0 Multiplayer attempt 16(11) - (update 3 - 1 hrs 30 mins, total 5 hrs 20 mins)
Nasha, half-elf shapeshifter (Grond0), & Charel, elf sorceror (Gate70)

The first action was to punish the kidnappers and recover their intended ransom.  After saving Sansuki it was off to Umar Hills, where the first death of the BGT run occurred. Nasha was running round a couple of shadow fiends for Charel to MM them, but one of them broke away and immediately held Charel.  Nasha killed all the attackers, but alas only in time to revenge Charel.  Our commitment to a no-death run was specific to BG1, so we agreed to continue.

By the time the duo returned from the temple in the city and went to get some mimic blood the young adventurers were in the cave being chased by a dragondiseased gibberling - a new treat for Gate70 as there tends to be not much reason to go back there to see that.  The mage was saved from his creation, but the rest of Umar Hills was skipped and the duo headed for Trademeet.

First port of call there was to recover a bottle from a djinn.  Then on to the druid grove.  The trolls there were no problem - Charel's MMM made short work of those, while they found it hard to make any impression on Nasha.  Kyland Lind also found himself heavily outmatched - a fire elemental, djinn and golem almost immediately taking him to a position where an insect plague could prove fatal.  Nasha buffed up to confront Faldorn rather than rely upon Cernd for once.  With strength 25 he was a handful and Faldorn's HPs disappeared too rapidly to react with her normal shape-change.

Nasha experimented a bit with equipping a weapon in her off hand.  That costs her 1 AC from the loss of single weapon ability and reduces to hit with the main hand by 2.  However, blackblood might potentially be helpful against stoneskinned mages for the elemental damage.  More promising is Belm, which improves her APR base from 2 to 4.  That gives her 5 attacks with her own innate haste, but that goes to 8 with the improved haste capability that Charel has - thus largely taking away the major problem with the shapeshifter kit of low APR compared to a fighter.

Nasha, shapeshifter L13, 83 HPs (5 from Helm), 395 kills
Charel, sorceror L13, 52 HPs (4 from ioun stone), 262 kills, 1 death (shadow fiend)
- shield, sleep, MM, PfE, LMD; invisibility, resist fear, MI, knock, glitterdust; MMM, MSD, flame arrow, spell thrust; stoneskin, minor sequencer, spirit armour, II; breach, spell immunity, oracle; improved haste, contingency

Modifié par Grond0, 05 avril 2013 - 04:54 .


#6002
Grond0

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Gate70/Grond0 Multiplayer attempt 16(11) - (final update)
Nasha, half-elf shapeshifter (Grond0), & Charel, elf sorceror (Gate70)

Trademeet tasks were finished off by helping Tiris and clearing the tomb.  Then it was time to return to Umar Hills to clear out the ruins.

Most of the encounters were pretty easy as no liches were present and the duo made their way to the dragon lair.  Nasha found it difficult to hit Thaxy and made no impression in the early rounds while Charel used magic missiles and flame arrow to inflict damage.  Somewhat surprisingly Charel also managed to blind Thaxy with a glitterdust and Nasha took advantage of the chance to attack uninterrupted by landing 2 criticals to get Thaxy to near death.

To try and finish off the dragon Charel tried to attack it with the wand of lightning.  Unfortunately, before that could be used, Nasha expired.  She had been running Thaxy round while waiting for Charel to be ready, but suddenly found she was moving at half-speed while the dragon wasn't and 2 rapid chomps were enough to defeat her regeneration (I've noticed before that there can be strange speed effects with Thaxy in multi-player). 

#6003
corey_russell

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Corerage (solo) entering Trilogy no-reload challenge...

Corerage defeated Sarevok, and escaped Chateau Irenicus. He also solved the circus problem, and for some reason will have to go to the slums next. His first purchases were plate mail and ring of air control.

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Setup:
Vanilla BG 2
Throne of Bhaal Expansion
Official ToB patch
no mods
Core rules at all times

#6004
corey_russell

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Corerage the dwarven berserker continues his adventure (solo)...
Corerage - level 11, 104 HP (5 from helm of balduran)

Corerage has made good progress. His first priority was upgrading his sword to the much more helpful Lilacor - Lilacor offers charm protection, which will be quite handy when he has to face vampires. By using berserk on the caster groups, he completed his quest, and go this sword, which he will likely use for a long time.

Next, was time to upgrade his armor to full plate. Via DUHM and enrage, he defeated Droth in the Seas Bounty and took his full plate. There is no rep loss and doesn't cause others to go hostile, so he's good for solo fighters who need good armor.

Before doing the Coronet, Corerage wanted boots of avoidance. However, he got the sick harper ambush. Should be mentioned on any difficult melee fight using DUHM and enrage, and if casters are involved then also improved invisibility via ring. This technique so far has carried every fight cleanly.

There was only one "uh oh" moment so far in BG 2, and that was in RL my wife came home, started talking to me because she's about to leave the house again - well, while she was talking to me, I was looking at her, and as such my character walked right over the petrify trap in the Coronet Sewers! His dwarven saves came through though and he didn't die.

Question: Corerage save vs. death was 1 at that point, so if Corerage rolled a 1, would he have lived or been petrified?

While Corerage was at the docks, he did a quest for the Harpers at Prebek's house - the mages there just can't deal with people fighting with improved invisibility, and the mages were in fact chunked before they could get their defenses up. While there, also dealt with the pirates at the Seas Bounty, same technique, targeting the mage first, which worked well.

Corerage finally made it to the bridge district. He managed to procure the horn of Valhalla, and used it to help him solve the murder mystery there. The assassins were tough, but Coreage has -11 to piercing, so he weathered them OK.

He also finally got his boots of avoidance, and also got he silver pants from the ransom. Finally he was ready to Free Hendak, which was very easy for him, though he did take down the Beastmaster's pets piecemeal for safety reasons.

The Horn of Valhalla would be much more help upgraded, so Corerage went to Immesvale and got the diamond and bejuril he needed to so (his cash was very good). He did the quests there without any trouble. Corerage then returned to Waukeen's promendade and upgraded his horn to the best version.

#6005
corey_russell

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Corerage the dwarven berserker - brief note

I remembered how much the Gaxx ring helped Picenon, so Corerage did the necessary steps (a lot of them...) to take down Kangaxx. Of course, as a solo berserker no way Corerage can duplicate Picenon's feat (Picenon managed to pick-pocket a 2nd gaxx ring) but still Corerage was still happy to get 1 gaxx ring, hopefully it will be enough...
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#6006
corey_russell

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Corerage the level 14 berserker (solo) - continues to adventure

Corerage is doing really well so far. All his saves are negative except for polymorph and breath but even those are very low. Progress to date:

1) Corerage solved the Trademeet problems. He tanked really well with his -8 AC. By using his resources wisely (enrage/DUHM/II/silence/improved haste) he won all the encounters very cleanly. For the first group of shadow druids, Corerage just attacked the trolls - the trolls killed those shadow druids, then Corerage finished the trolls. I am not aware of any chapter two 2-hand swords or staffs that do fire/acid damage, so Corerage just finished off the trolls with acid or fire arrows. The 2nd group of druids all failed their save vs. the Namuraa silence - naturally that was their end.

Once back in Trademeet, obtained a circlet, given to the Mayor to increase reputation, as well as helping Tyris, also helping the reputation.

Graveyard enemies except the lower crypts were all destroyed. DUHM and/or enrage were all that was needed there. A strength potion was used for the Crypt King though, not ever taking that thing for granted again.

Nalia's Keep was also secured. With his -9 AC by that point, the trolls had a tough time hitting Corerage. Potion of absorption was used for the umber hulks, immune to their confusion thanks to Lilacor. Maximum buffs used for Torgal and that was successful as well.

The slavers in the moored ship were also cleaned out, though not without Corerage taking a lot of damage from the mages.

The first level of Watcher's Keep except the statues was cleared out before going to Nalia's actually, primarily for the ammo belt. Corerage used an protection from undead scroll, which helped out a lot.

Galen Bayle has been paid his 15k, but haven't reported to Linvail yet - can't use the AoP, and the +2 ring doesn't fit quite yet, as Corerage has to constantly switch out rings to use the various abilities, mostly the air control and human influence rings at the moment, but now even earth control if I am wanting AC. So instead Corerage is using a protection amulet.

Forgot to mention Corerage got the Cloak of the Sewers, primarily with the improved invisibility from his ring.

#6007
corey_russell

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Corerage the level 17 berserker - FINAL Update

Coreage defeated Tarnor's gang, primarily by running around and only fighting a few of them at a time, and of course the improved haste from his Gaxx ring. Corerage also defeated Mekrath, who Corerage would provoke, then run to wait out a few of Mekrath's protections, then II via ring and then victory. He also battled a large group of Yuan-tis - LONG battle, but he was victorious.

The planar prison was dealt with via a precious protection from magic scroll - seemed worth it for the haste boots.

At this point, ALL of Corerage's saves are very, very negative (about -5). He should be able to save vs. most of the beholder bad stuff right? Corey_Russell vaguely recalled that there was at least one attack that saves were of no use, cause wounds I think. So he gets across that riddle bridge and 3 beholders - however, they overwhelemed Corerage's defense, as they were spamming cause SERIOUS wounds. As a result, Corerage died before his RoR could heal him (or he might have got interrupted, not sure).
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What's sad is Corerage had 60,000 gold, he could have easily gotten the Shield of Balduran and toasted these turkeys. I didn't know the shield was the ONLY way a pure solo fighter could make progress against these things...

Back to the drawing board...

#6008
Gate70

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I hate beholders/gauth and tend to be overly-cautious around them. I'm sure there are other options than the shield (or cloak) but can't remember. Should really create a list of what to tackle each enemy with.

#6009
Alesia_BH

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Condolences Corey. Are you going to go solo again in your next run?

Gate70 wrote...

I hate beholders/gauth and tend to be overly-cautious around them. I'm sure there are other options than the shield (or cloak) but can't remember.


My solo warriors have grown accustomed to fighting them without the Shield of Balduran since beholders can steal it in my install.

Basically, once you have non-dispellable protection from the Save or Else stuff, the remaining threats are Cause Serious Wounds (as Corerage learned) and Lightning Bolt (Gauths and Hive Mothers in particular).

There are a number of non-dispellable options for foiling the Lightning Bolts of course. Cause Serious Wounds does Magic Damage and can be muted with items such as the Belt of Inertial Barrier, the Mana Bow, and the Corthala Family Armor.

My characters typically fight them at range wearing available electricity resistance items and the BoIB. They monitor incoming damage, maintain a clear aura, and -if they get in trouble- use a healing potion or item created invisibility as the situation demands. Having Auto-pauses active, following the battle record carefully, and being willing to waltz pass if there are too many to fight safely, are keys to success (or at lease survival in the latter case...) as well.

Anyhoo. Beholders are among the more dangerous opponents, but they can be safely handled without the Shield: they just require a cautious, measured approach.


Best,

A.


Btw. I still haven't done much with Ashanti since her last update. I may set aside some time to play her in the next couple days.

Modifié par Alesia_BH, 07 avril 2013 - 11:10 .


#6010
corey_russell

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Alesia_BH wrote...

Condolences Corey. Are you going to go solo again in your next run?


Thanks. I've done a number of solos recently, I'm ready to travel with some friends. Will post when he has some real HP, he has less than 20 at the moment - no point posting if he dies shortly there-after, which is less likely with some HP under his belt. Here's a scary ambush he had to endure - party was level 1/2.

Based on the options you told me, sounds like a lot of hassle them to battle with without the SoB (for solo fighter), in my install, the belt of inertial barrier is real high price anyways, so might as well do the SoB if I'm going to spend that much. Thanks for the info in any case. Live and learn, as they say.

Also, people say going directly to High Hedge from Gorion's death scene area is no archers, but when we did that Xzar got killed by a skeleton archer when we were all level 1...perhaps a difference between Tutu and vanilla, but not sure...

#6011
Alesia_BH

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corey_russell wrote...
Thanks. I've done a number of solos recently, I'm ready to travel with some friends.


Good luck with that. Hoping to see you back in Amn soon. :)

Based on the options you told me, sounds like a lot of hassle them to battle with without the SoB (for solo fighter), in my install, the belt of inertial barrier is real high price anyways, so might as well do the SoB if I'm going to spend that much. Thanks for the info in any case.


Makes sense. If your beholders will let you keep it, the Shield is, of course, the safest option.

As an aside, the BoIB is typically the first high value item my characters pick up: Magic Damage is fairly common (MM, Skull Trap, Wilting, Unholy Blight, etc) and relatively difficult to defend against.

Also, people say going directly to High Hedge from Gorion's death scene area is no archers, but when we did that Xzar got killed by a skeleton archer when we were all level 1...perhaps a difference between Tutu and vanilla, but not sure...


Yes: It can happen. It's a low probability event though. Dudleyville quotes a 20% probability of a waylay on that transition. However, in an experiment with a sample size of 80 I found the probability lower, ~5%. And of the 10 spawns  that can occur in that waylay area, 2 include archers.

Anyhoo. I'm glad your PC made it.

Cheers,

A.

Modifié par Alesia_BH, 08 avril 2013 - 01:00 .


#6012
Grond0

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Gate70/Grond0 Multiplayer attempt 17 - (update 4 {numbering continued from BG1})
Choler, elf wild mage (Grond0), & Maris, elf wild mage (Gate70)

The wild mage duo had relatively easy progress through BG1 and are now ready to play in the big league. 

So far they have just passed through the dungeon.  Things went pretty smoothly there with no nasty surges or near deaths.  They didn't bother with the elemental plane given their inability to use swords, but did successfully kill Ulvaryl.  Choler used vampiric touch several times on Maris to boost her HPs in case traps found their way through her mirror images.

Here are their current character records (Choler is wearing the Claw of Kazgoroth carried forward from BG1):
Image IPB
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Modifié par Grond0, 08 avril 2013 - 06:35 .


#6013
Gate70

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Kronk - berserk berserker.
(Looks like Viconia will stoop to half-orc, been a while but I think I can remember how to dialogue Jaheira out of romance and Viconia in).

Kronk has travelled alone from Candlekeep, but decides to work with Imoen, Jaheira and Minsc for the time being.Image IPB

#6014
corey_russell

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Just curious Grond0, do you and Gate70 pause a lot so you can target and cast spells, or are you two casting spells real-time so to speak (no pause)?

#6015
Grond0

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Gate70 might have his own perspective. From my point of view things have developed over time. In our first run we had no voice contact and didn't know what to expect from the other person so everything took far longer. We then moved to a position for quite a while where there was very little pausing at all. In recent runs I think we have started pausing rather more - it's not the norm, so most spells are cast real-time, but it's also not unusual.

#6016
Gate70

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Tch, that Grond0 pauses all the time (pot calling kettle).

It depends on the battle, the tougher it is the more likely we pause. I'm pre-sequencing spell / sling / spell / sling combos when stood still but not if I have to run or if buff duration is important.

Spell hotkeys may help but I'd choose the wrong ones in the heat of battle - not a good idea.

#6017
Grond0

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Gate70/Grond0 Multiplayer attempt 17 - (update 5)
Choler, elf wild mage (Grond0), & Maris, elf wild mage (Gate70)

Yesterday's progress started at the circus.  This was made a bit more difficult than it might have been as the werewolves were actually damaging us, but we prevailed.  A few spells purchased after that included stoneskin, to make such attacks less of a problem in future.

The Copper Coronet was swiftly cleared thanks to an argument between the beastmaster and his stock and the duo progressed on through the sewers to take care of the slavers.  Choler used vampiric touch and LMD on Maris to get her up to 85 HPs to be safe from the acid trap (which was foiled by mirrors anyway).

There were lots of surges in the session and I gave up keeping count, but I should think there were at least a dozen each.  This surge was potentially fatal (I think Choler had a save vs spell of 3 at the time).  I was also surprised here when use of DUHM not only attracted a surge (which I knew could happen), but also brought the Cowled Wizards running).

With the money from the slavers Gaelan Bayle was paid and Aran visited.  They went straight on to revenge Mook - Choler buffing to get negative saves there.  Hareishan also turned up at the same point and took about 4 lots of MMM (diving in and out of buildings) to see off.

The Suna Seni ambush yielded a useless sword on the way to the bridge, where Choler was briefly mazed in collecting a horn.  The skinner murders were solved - the final confrontation being started with a pair of fireballs to take down the ghasts, while MM / MMM dealt with the Rune Assassins.

Watcher's Keep was only defended by mephits, so the girls soon added an ammo case and golem manual to the potion case purchased outside.

Feeling the lack of some critical protection the next target was Pai'Na - a cloudkill thinned out the spiders there.  The intention was to go to Umar Hills to get another ioun stone, but first there was a need to save and return Renfeld.  Prebek & Sanasha lasted only seconds allowing Harper HQ to be looted.

At this point Gate70's connection briefly dropped.  While waiting for him to rejoin I thought I might as well open Kangaxx's door - probably would have been better if I had done this without a knock spell though!  Gate70 rejoined with the news that some angry mages were waiting outside the door and that Choler had no invisibilities left.  Fortunately Maris did have one and, once outside, set up some summons as distractions allowing Choler to flee as well.  There was another hasty exit required at the City Gates when Sansuki asked for rescue, but attempted spells only summoned more Cowled Wizards.

Finally the duo got to Umar Hills and did the tasks there.  Moving on to the temple they cleared the initial groups of undead safely, though Maris did need to remind Choler at one point that the shadow about to attack her was actually a shadow fiend.  No liches were inside, which made things easier.  It was still a bit of a struggle dealing with large groups of undead with 2 mages, but it was managed safely.  Discretion made a rare appearance for these wild mages as they just waved to Thaxy on the way to the Shade Lord.  He just survived the initial MM / MMM onslaught to get his buffs up and chased the mages round for a few rounds before a single MMM found a weak spot in his defenses to finish him off.

Choler, wild mage L12, 67 HPs (12 from familiar; 6 from ioun stone), 302 kills
Maris, wild mage L12, 51 HPs, 201 kills, 1 death

Modifié par Grond0, 09 avril 2013 - 06:52 .


#6018
Blind_Visionary

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Go wild mages!

#6019
Gate70

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Kronk leaps out of the underground complex and is almost overwhelmed by the brightly lit promenade. He turns around until he can make out Irenicus, raises the sword of chaos as he charges and swings a mighty blow. Imoen has adapted to daylight quicker stll and has traded spells with Irenicus; resulting in them both being arrested and teleported away. Kronk screams in rage as his sword passes through the air where Irenicus stood not a moment ago.

Jaheira, Minsc and the Yoshimo belatedly emerge to look at Kronk, wondering what lies ahead.

Kronk is already putting the details of his jailbreak behind him (Imoen and Yoshimo gamely removed all manner of obstacles while Jaheira, Kronk and Minsc used healing spells after each battle; a safe and clean prologue).

Kronk doesn't know it yet but he will have to work out which companions to travel with (a party of 15+ would be fun).

#6020
Blind_Visionary

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Go Kronk!

#6021
Grond0

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Gate70/Grond0 Multiplayer attempt 17 - (update 6)
Choler, elf wild mage (Grond0), & Maris, elf wild mage (Gate70)

After their adventures in Umar Hills the daring duo invested the proceeds in a few spells along with the rod of resurrection and ring of air control.

Seeking a further equipment upgrade they went to the temple to acquire the cloak of the sewers.  That was easy enough, although it was notable how difficult it was to hit the rakshasa with just mage THAC0.  To make things easier with Tarnor & co a couple of webs and a stinking cloud were cast along with various area damage spells and a chaos - none survived to fight back.

The Fallen Paladins were started, but before finishing that Maris suggested that a license from the Cowled Wizards should be obtained before Choler had another of her episodes.  With full spell capability the paladins didn't last long.

While in the area the kidnappers were dealt with (Reti was blocked from getting back to the house by a couple of skeleton warriors, but the quest design had allowed for him to be killed there).  Tanova and her 2 companions then appeared and could have been a problem, but an invisibility potion allowed Maris to buff safely (her own spell would have been in danger of being interrupted, quite apart from the danger of a surge) making the fight easy enough.

Next up was Trademeet.  There was an interesting initial encounter with Taquee - he panicked and ran from the initial assault and came to his senses just in time to stone and then chunk the militia wizard near the entrance gates (only the aftermath unfortunately caught on the screenshot).  The druid grove was no problem, through a couple of rests were needed to chew through the trolls.  At one point Maris tried to renew his MMM to finish off a spirit troll, but destroyed the party's gold instead.  However, as there was only about 120 left after buying the cloak of displacement and belt of inertial barrier, that was no great loss.  Kyland Lind was webbed and under cloudkill when Choler inadvertently showed herself - allowing him to react and run away.  Cernd joined the party briefly to kill Faldorn - interrupting her first 2 spells with werewolf attacks and then summoning some mountain bears to finish her off quickly.

The tomb was swiftly cleared and Tiris helped to complete their work in Trademeet before a few more spells were acquired.  Choler tried for the second and third times to learn spell immunity without success (he eventually got it later courtesy of the cutpurse in the Bridge District).

Mook's death was belatedly reported to Aran Linvail and the duo were sent in search of the group that killed him.  Via a Guild Contact they made their way to vampire HQ where buffs were used to protect against domination (via saving throw) and MMM did most of the initial damage.  A skeleton warrior survived very well against Tanova - killing her before succumbing to her simulacrum.  Surprisingly Bodhi appeared with only 2 of the 3 named vampires staked - before buffing was complete - but she still caused little trouble.

Investigating Valygar's house before talking to Tolgerias meant generating a large number of guards.  This group ended Gate70's recent solo run and looked like they might be a problem when Maris didn't get out of the house before being stunned.  However, Choler nipped back in to put an II on her and, after a rest, the guards had disappeared.  That cleared the way to go to Umar and collect Valygar's body and use it to open the Planar Sphere.

Choler, wild mage L13, 68 HPs (12 from familiar; 6 from ioun stone), 368 kills
Maris, wild mage L13, 52 HPs, 264 kills, 1 death


#6022
Gate70

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Kronk - berserk berserker
(Travelling with Jaheira, Minsc and Yoshimo)

Kronk is following his nose, but has to pass through the slums. Gaelan Bayle offers a deal but the price is unaffordable, so he suggests Kronk takes a job or two. Kronk doesn't like the sound of "work" so decides to stick with what he does best - making money as an adventurer.

His keen sense of smell leads the group to the Government district. Jaheira wrinkles her nose and mutters about filthy drow while Minsc and Boo can find no den of stinking evil here. Kronk hones in on something irresistible, a drow in need. “Kronk, help me”. Kronk has never met this sulty temptress before but he’s bright enough to recognise an opportunity even if a few religious fanatics have to be killed (that’s just an added bonus).

The fanatics attack as Kronk releases Viconia. Kronk adds a berserker fury to his holy might while Minsc shoots arrows into the nearest fanatic. Jaheira has sent insects towards a spellcaster while a special snare wounds the attacker to the east at the same time as Yoshimo backstabs the attacker to the west. No wonder he’s the Yoshimo.

Viconia is given some splint mail and advice on what spells would benefit the party most, then Kronk discusses the small matter of a magical licence. 5000gp he scoffs - we don’t even have an arcane spellcaster. As he turns to leave another administrator asks him to track down a murderer called Valygar instead.

Minsc is stood outside chatting to a lad called Delon and is already getting twitchy that we must help immediately. Looks like that is the next job then, but Flydian is standing at the city gate promising riches beyond Kronk’s imagination (err, Kronk can imagine a lot of treasure actually) in return for helping a town called Trademeet.

Kronk has the measure of Minsc; after travelling to Umar Hills and agreeing to help the mayor he reckons the party ranger won’t notice a brief diversion of several days (or weeks or months). Minsc is happy, demonstrating how Boo’s fur is standing on end in anticipation (Minsc, you’re stroking him back to front).

#6023
Gate70

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Kronk - berserk berserker
(Travelling with Jaheira, Minsc, Yoshimo and Viconia)

The first level of Watchers Keep (no vampiric mists at the entrance today) is carefully looted without disturbing any statues. The Yoshimo learns how to open all the containers nearby so Minsc has a quiver of plenty while the Yoshimo has an ammo belt. Kronk is busy filling a potion container while Jaheira is sorting through her inventory. Everything required later is dumped into a container for Odren and his brethren to guard.

Back to the Promenade where a couple of scroll cases are picked up. Kronk is slightly wounded as he checks a container outside the Adventurers Mart (bit of a mad click, I had the party target him by mistake and Minsc hit with an arrow +1 for 7 damage).

Kronk decides to head back to Gaelan Bayle to pick up a pair of glasses for the Yoshimo meaning Cohrvale and Bregg bark their last insult, at least in Kronk’s little world. Jaheira glares at the Yoshimo as he carefully inspects her chain mail +2 armour, suspicious of exactly what he can see with the glasses held to his face.

#6024
Gate70

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Kronk - berserk berserker
(Travelling with Jaheira, Minsc, Yoshimo and Viconia)

It’s not Kronk, it’s Jaheira (actually, it was Kronk).
Life changed when we visited the docks. First a mad cleric tried to fight us, failing miserably. Next,  the Yoshimo suggested we speak to Renal Bloodscalp and no harm came of that although we haven’t visited Mae’Var yet. Then we headed to the Seass Bounty to rest but instead Baron Ployer and his mages cast a curse on Jaheira.

Kronk briefly contemplates RP’ing her death but instead locates a derelict home in the slums. Sure enough, Ployer and his hired help are holed up inside. One mage is quickly killed as is Ployer, but Malcazar takes longer to kill and Terrece has been silenced and vocalised before he expires. Little damage is taken, although a summoned nymph has been confused into attacking Kronk and has to be returned to nature more quickly than intended.

After resting for 24 hours Jaheira has recovered, but decides it is best not to travel with Kronk. He tries desperately to stop her going (not) but is unable to change her mind. Minsc also tries and fails to prevent her leaving for the Harper Hold. Kronk suggests the ranger should keep tabs on her - from a distance, perhaps based in the Copper Coronet so Boo can act as his eyes. Minsc heroically accepts this task, leaving Kronk in the company of Viconia and Yoshimo for now.

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Gate70

Gate70
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 Kronk - berserk berserker
(Travelling with Yoshimo and Viconia)

The Yoshimo is telling Kronk about suitable travelling companions.

He reckons Aerie is a bit clingy (and some) so not a good idea. Anomen is a self-righteous arrogant unmentionable with a chip off his old block and on his shoulder. Cernd the slavering druid is currently unavailable. Edwin - well he’s playing hard-to-get. Haer’Dalis is the sort who has to be micro-managed while Jan can’t be bought for love nor turnips. Keldorn is a bit old while Korgan is a bit short as is Mazzy. Nalia can’t tell her elbow traps from her posterior locks and as for Valygar the man has more bounties on his head than Kronk ever had.

Kronk works it out for himself; the Yoshimo is suggesting that nobody else is suitable. “In fact” says the Yoshimo, “you should think about dumping the drow bint too”. Kronk is inclined to disagree, thinking it may be time to ditch the Yoshimo instead and see which of the above would offer some variety to life.