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Baldur's Gate 2 No-Reload Challenge


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#601
Alesia_BH

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Shadow_Leech07 wrote...
Very nice! Liked the music too!


Thanks. I enjoyed making them. :)

Congratulations Alesia on almost making it through SoA once again!


Thanks Thrar. Based on Angiras's report, I'm a little worried about SCS's Slayer Irenicus- he sounds like the type of enemy that could give Alastria grief. I think I have a plan though. We'll see.


Best,

A.

#602
Serg BlackStrider

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Update of BlackStrider & Co.

Quests (Areas) finished so far:
-Umar Hills & Temple Ruins (ex. Shadow Dragon. will take him later). Drop Aerie and joined Valygar. Had some weirdness with Shadows near entrance to the Temple (may be due to Infinity Animations mod - I had problems exactly in that area in my previous run)- when I lid the mirror, shadows ignored it's light altogether (even in very close area) and didn't die. And there are lots of them... and Viconia's Holy Smite doesn't cast (she start chant, waving her hands in the air... waving... waving... and nothing happened. and spell wasted...). And Shadows drained Strength like a crazy... Well, so far so good, we succeed in the end. Joined Mazzy and finished Shade Lord.
- Trademeet and Druid Grove (all possible tasks). Ilfateer dealt with in Flind form (both BlackStrider and Nalia) and Zone of Sweet Area from Jaheira. Against Faldorn Jaheira cast Insect Plague, Fire Elemental and Woodland Being who held Faldorn.
-finished two Aran Linvail tasks
-two missions for the temple (dawn ring and Sir Sarles)
-Mazzy and Gorf
-Nalia's Father's Funeral
-The Return of the Fiance & the Abduction of Nalia
-The Planar Sphere (killed all three demons outside. Aerial Servant and Invisible Stalker help a lot - Lea'liyl for example can't even harm them).
-Lich in a Wall in City Gate (Nalia stole Daystar from the chest and with it it was almost a pushover).
-The Bridge (Solve the Murders, Rescue Haer'Dalis from the Mage, Mekrath)
-Temple Sewers. The fight with party there was quite interesting. We walked unbuffed and at the begining of the fight Jaheira only managed to cast Insect Plague and then all but BlackStrider were panic. So he almost solo this fight (Greater Malison, Slow, Blindness, Glitterdust, Web, Polymorph Self (note: it's Spider form doesn't immune to Web...:blink:)
-finished Jaheira's bandits encounter, Galvarey, Reviane (this time had rep 14 or 15 at the moment so was forced to fight her).
-had some night encounters with vampires (three as I remember correct)


to be continued...

#603
saros_shadow_follower

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Edit: Forgot to mention that Astarta and Alorra killed all of the vampire night spawns before joining Bodhi, also killed the Spectral Harpists before completing Xzar's quest, and Alorra hit lvl 13 earlier - choosing Emotion, Protection from Acid and Protection from Magical Weapons as new picks.



P.S. Good luck with Irenicus, Alesia!

#604
Shadow_Leech07

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I've recently started a new campaign with Stephanie Kettles a fighter/mage multi. She's out of the beginning dungeon and currently doing all the beginning quests. Will probably post more about her later. That's it.

#605
saros_shadow_follower

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A two sorceress tale, next entry:



Harper quest completed, Jaheira died in the battle with Dermin, party ditched her body. Sold most of the loot, kept some items, including four RoP+1 and an amulet +1. Forged a third RoP +2 out of three +1 for Alorra. Killed Kangaxx's improved Minotaur guards, cleared Rejiek's basement, cleared Pai-na's entry guardians (2 killer and a spirit spider), cleared lvl 2 of the catacombs (a single Vampire Bride was the improved monster on this lvl), raised reputation to 14 by donations, then to 19 by finishing some quests (reported to Trademeet mayor, visited Tiris' parents, finished Fallen Paladins quest, finishing Rejiek quest, and brought Neb's head to the authorities), finished Jan's subquest, used Jan to clear the traps in the newly cleaned areas, and also to help with the traps in the Thieves' hold, ditched Jan, killed Aran, got Amulet of Power and another RoP +2, and a Djinni Summoning ring, travelled to Temple Sewers, used Jan (again) to disarm some traps in the area, went to lvl 3, ditched Jan after he disarmed some more traps, and killed a group of Beholders with double Sequencers, loaded with Skull Traps.



Levels: Astarta (17) - chose Mass Invisibility and ADHW, Alorra (lvl 14) chose Spell Sequencer.

#606
Thrar

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Athos - Barbarian 18
Valygar - Stalker 16
Imoen - Thief 7, Mage 16

A silver dragon named Adalon helped Athos to enter the drow city. Here, Athos and Valygar fought against a few creatures in an arena and defeated a drow fighter, netting them the Helm of Balduran. Nice. :) When exiting the city to rescue a captured drow, they were ambushed by a group of surfacers. Imoen was well prepared and opened the battle with her 3x skull trap sequencer. This killed one enemy (only) outright, badly injuring everyone else. She followed up with a few fireballs from the wand of fire, while fire-immune Valygar blocked their path. Shortly after, only the smell of charred bodies remained. Their thief managed to sneak past and backstab Athos a couple of times, he was well-equipped with invisibility potions. Since Athos is immune to backstab, that wasn't too bad though. Looting their bodies, they found - Azuredge!
To fight the mind flayers that captured Phaere, the most important thing was to make both Athos and Valygar immune to their magic and psionics. The easiest way to achieve this was by giving them negative saves vs spells, since we found out earlier that the shield of harmony doesn't help against psionics. Athos having negative saves anyway, Valygar was equipped with any save-decreasing gear they could find, resulting in a save vs spells of 3. Imoen's image cast a bunch of buffs, topped off by II for everyone, giving another -4 to saves, thus having Valygar achieve immunity. After the mind flayers arrived, the image cast Death Spell on the umber hulks, only to be unsummoned before the spell was completed. Athos and Valygar, 9 attacks each with Imp Haste, quickly finished off the mind flayers and turned towards the umber hulks. Phaere and Solaufein took a beating in the meantime, but survived. (Is it possible for them to die at this point?)
Back in the city, Athos' group killed a priestess named Quile for a strange being in a fish tank. Quile herself was a pushover, but those 5 mages that guarded her were annoying. Fortunately they didn't show up all at once, so that the group could fight them one by one, out-waiting their respective PfMW when necessary.

Phaere gave Athos and his group a bit of free time, which they spent fighting Kuo-Toa and demon knights. The former weren't particularly difficult, drawing them out one by one worked well. In one room they met a beholder and two gauth, which Athos chose to fight alone, thanks to his immunity to disabling spells. He did it, but a charge of the rod of resurrection was required to heal him during battle. I'd really like to have Valygar help out there, but the beholder's anti-magic ray will make short work of whatever he uses for immunity, and while the shield of harmony protects against lots of things, petrification or fear might get him. Is the ray able to dispel Improved Invisibility? Valygar could use that for immunity via saves, but just trying it out would be dangerous.
For the beholder lair I'll need to figure out some different tactics. Athos was barely able to fight 3 at once, and in the lair there will be larger groups. The initial ones at the entrance might be tricky already, since he has no way to protect himself from Imprisonment which, I believe, the elder orb can cast.
To call the demon knights, Imoen used up their wand of monster summoning. One ogre was sacrificed, the remaining two were used to draw out spells from the knights. Athos drew out the rest, mostly symbols and power words, to which he was immune by HP or by saves. I initially forgot about the -4 penalty of the symbols and had Athos run in fear, but Imoen calmed him down and a change of amulet made him immune from then on. The knights were lured out one by one, with Valygar and Athos taking them down. Athos took a bit of damage here, due to their excellent THAC0. Athos lost two levels because I forgot about the knights' ability to level drain, but a scroll of restoration fixed that and his rage protected him while fighting the remaining knights. But the reward was well worth it: Girdle of Stone Giant Strength, Bladesinger's chain mail, and the gauntlets of weapon expertise. Athos is using the belt to finally get a STR bonus, Imoen gets the chain, and Athos might get the gloves as well; I'm not sure yet if I prefer those or the DEX gauntlets for a point of AC.

#607
wise grimwald

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Diary of Dragonslayer
Amber was kidnapped just as I was going to do the cleric quests. No thief!! Picked up Xan and did his quests in the city. Dropped him off again. Did a number of easy quests such as Wellyn's teddy bear and the like.
Found Amber. (Next time I must pick up a thief first.).
Used the Item upgrade mod to merge boots of speed and boots of avoidance and to merge boots of speed and boots of stealth.

Went to deal with the dragon in the Umar Hills. Had to make a sharp exit. Rested to get spells back and healing.
Jahiera disappeared Image IPB. I needed her! Went and did some minor quests before picking her up and rerturning.
Fortunately it was only Amber that was level drained. (Must note that dragon uses that spell for future games!!)

With all my buffs, was able to kill it and then restore Amber.

Went to complete the Cleric quests, and got the rewards.

Have just acquired the Mask of King Strohmh III. Am now about to go to challenge Firkraag.

If I manage that I will truly be Dragonslayer, maybe even "Slayer of Dragons".Image IPB

Modifié par wise grimwald, 20 octobre 2010 - 10:11 .


#608
Serg BlackStrider

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Short (very) update of BlackStrider & Co



We finished Cult of Unseen Eye. Fire Elementals and other summons help a lot against undead and Beholders.

Now planing Planar Prison.



to be continued...

#609
wise grimwald

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Diary of Dragonslayer

The final battle with Firkraag was interrupted by an attack by Dermin etc.

Eventually got round to fighting Firkraag.

We won by using buffing, brute force and ignorance. Wing Buffet was the only thing that caused problems, and only minor ones at that. Image IPB

Image IPB

I have had to kill the High Priestess of Talos. Felt a bit bad about it as they did not attack us.

I will have to see what can be done about the Planar Sphere and the Twisted Rune I think, and then it will be time to deal with the vampyric nest and go in search of Imoen.

#610
saros_shadow_follower

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Short entry:



Astarta and Alorra finished the Unseeing Eye quest with the help of Gloves of Healing and Jan, who was able to use them to heal the demon. The rest of the quest was easy, and the party got a reputation boost to the maximum of 20 after completing it. Also, the party completed the vanilla Cleric stronghold tasks and was rewarded with enough xp for Astarta to gain lvl 18 (Alorra had long ago hit lvl 15). New picks: Astarta - Wish and Improved Alacrity, Alorra - Globe of Invulnerability and *Hand of Undoing.



Hand of Undoing - 7th level spell, replacement of the vanilla spell Projected Image. School: Necromancy. Inflicts damage on golems upon touch. Casting time:7. Deals damage as follows: Stone, Clay, Sand, Flesh and Iron Golems - 8d8; Adamantite, Coin, Gem and Amber golems- 4d8; Ice and Elemental golems - 2d8.



As a side note, Ray of Fragmentation (4th lvl spell) is replacement for Otiluke's Resilient Sphere, has casting time 4, is from the Evocation school, and does not require touch (a ranged spell).

#611
saros_shadow_follower

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2-sorceress run failed. Apparently, they cannot effectively recharge spells during combat, which was the main reason.

#612
wise grimwald

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Comiserations. Hope that your next run succeeds.

One reason to have wands, and a case to carry scrolls for casting in an emergency.

Perhaps you did, but not the ones that you needed.

I presume that you got ambushed whilst resting?

I'm not good enough at BG2 to even try it!

#613
saros_shadow_follower

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Nah, Improved Anvil is a totally different story. I actually didn't lose a battle, but the efforts spent to defeat some early opponents convinced me that this run would be a failure.

#614
polytope

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Thrar wrote...
Phaere and Solaufein took a beating in the meantime, but survived. (Is it possible for them to die at this point?)

Neither Phaere nor Solaufein can be stunned by mindflayers in the first encounter... It is still possible for them to die either here or when fighting the beholder, which means Ust Natha quest failed and entire Drow city turns hostile.

Thrar wrote...
I'd really like to have Valygar help out there, but the beholder's anti-magic ray will make short work of whatever he uses for immunity, and while the shield of harmony protects against lots of things, petrification or fear might get him. Is the ray able to dispel Improved Invisibility? Valygar could use that for immunity via saves, but just trying it out would be dangerous.
For the beholder lair I'll need to figure out some different tactics. Athos was barely able to fight 3 at once, and in the lair there will be larger groups. The initial ones at the entrance might be tricky already, since he has no way to protect himself from Imprisonment which, I believe, the elder orb can cast.

Their AMR does dispel improved invisibility (all dispellable effects infact). Slayer change does protect you from imprisonment, though for a fighter your hp are actually lowered by becoming the Slayer.

Has Imoen got spellshield yet? With spellshield + spell turning she should have a couple of rounds immunity to beholder rays. A single 3*fireball spell sequencer usually kills a group of gauths (3*skulltrap sequencer is better, but has a fiddly range and requires pro magic energy on the mage).

#615
Serg BlackStrider

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Update of BlackStrider & Co.



Finished so far:

-all Mage Stronghold quests (including antimagic fanatics)

-Jaheira's return to Harper Hold (Dermin's encounter and fights in Harper's Hold).

-Planar Prison. Aerial Servant finished Master of Thralls almost in one single hit. Cambion was dealt with by Jaheira, buffed with Chaotic Commands, Death Ward, Protection from Magic Energy, Prot from Fire. No issues at all.



to be continued...

#616
wise grimwald

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Hmm, Looks like I'm copying you!Image IPB

Diary of Dragonslayer

I have let Lavok see Faerun once more and arranged for the Knights to return home. Tyris was upset that I couldn't do the same for her.

The apprentices are making me a dagger, so I went to release a bard from the sewers. He sent me to the theatre, and on the way, I came across the trapped door that killed Nalia. We entered and had an interesting battle.

Most of the enemy were easily dealt with, but the final mage summoned a pit demon.
Strangely, he then cast maze on it!
The party dealt with the mage easily, but I was stunned.
Whilst I was helpless, the demon found its way out of the maze and attacked, severely injuring me.
The rest of the party attacked the demon whilst Jahiera healed me just in time!
We escaped successfully.
Phew!
Perhaps I will see how the apprentices are getting on before seeing the play.

#617
Serg BlackStrider

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Hmm, Looks like I'm copying you!

Heh :) It may look like this, but at the same time I never ever even tried to play with dragons in melee... ;) And I've not dealt with any of them in current run as of yet.
And I personaly prefer  Wand of Apprenty more than Dagger of me self... ;)

Modifié par Serg BlackStrider, 22 octobre 2010 - 11:39 .


#618
Thrar

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Thanks for the spell info and advice, polytope.

Imoen doesn't have spell shield, but I think I have an idea how to modify that suggestion. Making her invisible, I could have her sneak up into a group of beholders and unleash a triple sunfire. That should be enough to fry anything within range, so it doesn't matter that she'll be vulnerable after becoming visible. It's somewhat expensive, costing a level 8 and 3 level 5 spells, but should work fine for those groups too large for Athos to take on. Skull trap would be fine with PfME, but it takes a little time to explode I think. Or I might use mislead, so she won't be at risk after firing off the trigger.
Do projected images or simmies inherit the caster's sequencers? If they do, I could fill up her two level 7 spells with images for better efficiency. I guess I have to try something here...

Against groups of gauth only, I could send in an II (immune via save) Valygar as they don't have AMR. If there's a single beholder with them Athos might be able to take him out quickly, then Valygar can unhide and join.

Slayer change is a good idea for the initial battle. Fortunately imprisonment is a spell, not an eyestalk ability, so I could just wait until it's cast before changing (and weakening Athos' combat abilities in the process).

It will probably take a few days until I get to play again, but when I do, expect to hear about either a dead Athos or an empty beholder lair!

#619
wise grimwald

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Hope it's the beholders that die!

Diary of Dragonslayer

Went to the Planar Prison and did some rescuing.
I had chaos cast on me, so I don't know much about the final battle other than what the others told me. Apparently, I was very close to going into one of the cells, but fortunately didn't. The rest of the party had few difficulties.

The apprentices successfully made a "Dagger of Dragonslayer". Not much use for slaying dragons though. I have asked them to make a mislead scroll next.

I think that I will visit Watcher's Keep whilst they do that. I believe that they are going to be successful.Image IPB

Edit

Completed the top floor of Watcher's Keep and will now return to the apprentices. Took a lot of resting!!
Then went hunting liches. Apparently they think that I was sent by one called Kangaxx, so presumably there is at least one other one still to find.

Modifié par wise grimwald, 22 octobre 2010 - 10:03 .


#620
Thailog

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Hi again guys. I've decided to try out a solo run and I figured I might as well make the attempt No Reload Style. :) So, I'm entering Vincent, a Half-Elf Totemic Druid into the challenge. My mods are as follows:


BG2 Fixpack - installed everything
Item Revisions - main component, weapon changes, halberds can slash and protection items can be worn with armor
One Pixel Productions - only colorable quarterstaves, flaming short swords and avatar fixes (the rest is already contained within Item Revisions)
Spell Revisions - installed everything
Banter Pack - installed everything
IEP Banters - installed everything
Quest Pack - installed everything
Unfinished Business - Kalah's promise, Restored Encounters, Xzar's Creations, Item Restorations, Restored Bhaalpowers
Aurora's Shoes - Shoe Store, P&P Battle Horrors and Kobold Commandos
Rogue Rebalancing - installed everything
BG2 Tweaks - Unlimited potion/gem/arrow stacking, More Interjections, 100% Spell Learning, Maximum HP, P&P spell and THAC0 progression tables, Happy Patch...
aTweaks - installed everything
P&P Free Action - main component only
Infinity Animations - Distinctive Fiends, Genies and Undead, More Icewind Dale and Base Animations
Generalized Biffing - this speeds up the game's loading times


Party setup:

Vincent - Totemic Druid(8)


After awakening in Irenicus' lair, Vincent dismisses Imoen and frees Jaheira and Minsc leaving them to find their own way out. Since he has no spells memorized at this time, he summons a Spirit Snake and has it take care of the goblins and mephits in the adjacent rooms gaining a level in the process. The snake gets unsummoned just as Vincent reaches the library so he summons a spirit bear to take its place. This cerature is a bit tougher and its attack occasionally makes the enemies flee in panic. The bear kills an Otyugh, a couple of clay golems and some more goblins before unsummoning. Vincent encounters a group of dryads and promises to free them if they watch over him as he rests. After a few hours of sleep, his spellbook is refreshed and he decides to make good on his promise by taking down Ilych and his crew. The summoned Nymph proves very useful here as she manages to hold Ilych and charm one of his friends which eases the job for the dire wolves. Vincent then leads the remains of his summoned army against the cambion who falls quickly after the Nymph scrambles his spellcasting with an Insect Swarm.

Vincent uses the air elemental figurine to enter the nearby chamber which is infested with all kinds of mephits. He summons a spirit bear who cleans up the place and frees the genie in exchange for Sarevok's sword. After returning the acorns to the dryads, Vincent gains another level and enters the portal to the next floor. He refuses Yoshimo's offer to join him and eliminates the mephit portals by encasing himself in a Storm Shell and summoning more dire wolves. Dealing with the escaped clone proves more difficult than expected when she summons a bunch of elite gnolls who quickly chop up the wolves. He summons a spirit bear who is luckily immune to the gnoll's weapons and turns the battle in the druid's favor. After dispatching some more goblins, a few dwarves and a doppleganger, Vincent encounters a few shadow thieves and sics his last pack of dire wolves on them. Nearly out of spells, the druid stumbles onto the surface only to witness Imoen and Irenicus being taken captive by the Cowled Wizards which gives him enough experience to reach level 11.

After getting a good night's rest and re-arranging his spellbook, Vincent offers to help a little boy find his mother who got lost inside a circus tent which was enchanted by illusionary magic. Inside, he frees a winged elf from illusinary chains after dispatching two orcs who were posing as peasants. In the next room, a True Seeing spell gets rid of the illusionary werewolves which allows Vincent and a spirit bear to take care of the shadows. Upstairs, Kalah and his shadows fall to a pack of dire leopards which breaks the illusion and reverts the tent back to normal. After reuniting the boy with his mother Vincent retrieves a ring of Human Influence from Kalah's corpse and gains another level. He heads for the slums where he takes up Gaelan's offer to gather 20,000 gold pieces in order to enlist the help of the Shadow Thieves. After purchasing the Glasses of Identification from Arledrian and disposing of a few thugs, Vincent makes his way to the nearby tavern. Inside, he defeats Amalas in a duel after hitting him with the Cause Affliction Bhaalpower which blinds the poor sod making him defenseless against ranged attacks. Nalia and Firkraag are impressed by this feat and offer Vincent some seemingly lucrative jobs but he decides to take a moment and enjoy the fine accommodations of the Copper Coronet.

Modifié par Thailog, 23 octobre 2010 - 12:48 .


#621
Thailog

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Chronicles of Vincent, the Half-Elf Totemic Druid, part 2


Party setup:

Vincent - Totemic Druid(12)


After getting some rest, Vincent explores the back rooms of the Copper Coronet and discovers a bunch of slaves who are forced to fight for the amusement of the tavern patrons. Not a big fan of enslavement, he decides to help out and summons some dire wolves and a spirit bear to get rid of the guards. Before taking on the slaver beastmaster and his minions, Vincent summons a few dire leopards which prove to be more than a match for the opposition (BTW, the Spell Revisions summoned leopards seem to somehow auto-cast haste on themselves, not sure if this is a bug or intended). With the beastmaster's key, Vincent frees the slaves who immediately take their revenge on the guards. Hendak takes over the Copper Coronet after disposing of Lethinan and urges Vincent to seek out the remaining slavers who are hiding somewhere beneath the sewers. Downstairs, an army of dire leopards led by a spirit wolf takes out a bunch of hobgoblins, some kobolds and an Otyugh. After Vincent solves a puzzle and acquires Lilacor he rests up before heading upstairs to the slaver's den. All alone against a bunch of slavers, Vincent instantly summons a Spirit Wolf who distracts the guards long enough for some reinforcements to arrive. The Fire Elemental is particularly tough and his fiery attacks come in handy with dispatching some nearby trolls.

After freeing some enslaved children, Vincent sics his pets on a few Yuan-Ti before they get unsummoned. He conjures up some dire wolves alongside a Nymph and buffs all of them with Bless and Strength of One before engaging the slaver wizards. An Insect Plague sends most of the enemies into panic and scrambles their spellcasting which makes them easy prey for the summons while Vincent helps out with a few Sunscorch spells. After the battle, he recovers a pair of Gnomish Boots from the wizard's corpse which make him immune to Grease, Web and Entangle. He returns to Hendak for a reward and sells off the extra loot to Bernard. Back outside, he is greeted by Valen and Bruce who notify him that the price tag for the aid of their respective organizations has been lowered to 15,000 gold pieces. Vincent drops by Gaelan and pays him off which nets him a key to the lair of Aran Linvail, the leader of the Shadow Thieves. At the docks, a Priest of Cyric manages to incapacitate Vincent with a Hold Person spell (yikes!) but luckily, his staff strikes deal very little damage. Still, the priest manages to knock down more than half his hit points before the spell expires. After recovering, Vincent quickly summons a Spirit Wolf and the creature disposes of the mad cleric.

Inside the Shadow Thief guildhall, Vincent encounters a fence named Marina who sells some interesting items. He blows nearly all of his cash on The Guardian (a medium shield made of oak wood which makes it usable by druids) and a Returning Frost Dart. Downstairs, Aran gives Vincent a Ring of Protection +2 and the Amulet of Power in exchange for guarding a woman named Mook who is supposedly expecting an important shipment. Vincent agrees and rests up at the Sea's Bounty tavern before heading for the docks. He finds Mook at the designated location and summons a Fire Elemental, a Lesser Shambler (using the Guardian shield) and three dire leopards to protect her. Unfortunately, it is not enough and Mook falls to single hit from a Vampire who taunts Vincent and flees after taking some damage from his summons. Aran is not too thrilled by the outcome, but he gives Vincent a chance to make up for it. Apparently, Arledrian, the fence who operates above Galen's home is missing, as are two former Shadow Thief members. A search of Arledrian's quarters reveals a Five Flagon inn poster which points Vincent to the Bridge District. On the way there, he is ambushed by Suna Seni and her thugs who get a taste of his Divine Wrath Bhaalpower.

At the Bridge District, Vincent gets involved in a murder case investigation and eventually exposes Rijek, the local tanner, as the perpetrator. After this short interlude, he drops by the Five Flagons and discovers that Arledrian had indeed rented a room here not too long ago. Upstairs, he finds a journal written in elvish which indicates that the rogue is actually an agent of the elves of Sudanesselar and that he was working undercover and investigating the rival guild of the Shadow Thieves. In the next room, Vincent and his pets face off against the Shadow Thief traitors and dispatch them along with their contact without too much trouble. After reporting his findings to Gaelan and Aran, Vincent gets tasked with assaulting the headquarters of the rival guild which is apparently a Vampire den hidden beneath the Graveyard District. Having just reached level 13, he decides to pass this up for now and goes shopping instead. He gets a Fragment of Enlightenment (an Ioun Stone which provides a lore bonus) and the Trollmelter dagger from the Shadow Thief fence. Strolling around the city gates, Vincent finds out that the town of Trademeet is under attack by wild animals and the local druids are supposedly be involved in some way. As a druid himself, he decides to look into the matter and makes his way toward the merchant town.

#622
Alesia_BH

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Quick Note on Alastria's Game:

I've been busy lately, but Alastria is alive and well. She'll try to finish up SoA early next week.

I'm glad to see others making progress.

Best,

A.

Modifié par Alesia_BH, 24 octobre 2010 - 04:35 .


#623
Demivrgvs

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Thailog wrote...

(BTW, the Spell Revisions summoned leopards seem to somehow auto-cast haste on themselves, not sure if this is a bug or intended).

Sorry, within V3 both Dire Wolves and Leopards have few PnP-like abilities I forgot to mention in their descriptions:
* Dire Wolves get a cumulative +1 to hit for each wolf if they attack as a pack (e.g. if two wolves attack the same target or remain no more than 5 feet from each other they both get +2 bonus);
* Dire Leopards will charge their opponents if they are 10 feet or more distant from them. The spring attack is done with a sort of haste effect (it's not really a haste effect, but they move faster and have similar combat bonuses) which lasts only 1 round, but they'll do it everytime they have the space to charge in.

I'm very interested in your run, because you're testing out SR's druid spells and summons quite a lot. If you don't mind visit G3 or sending me a PM I'd really like to know your opinion on the revised summons in general. It's really hard to balance them and I'd love to have some feedback. As of now most players seemed to think elementals were still too strong (I probably agree) and animals are not strong enough (I'm not sure I agree).

Good luck on your run! ^_^

#624
Thailog

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Demivrgvs wrote...

Sorry, within V3 both Dire Wolves and Leopards have few PnP-like abilities I forgot to mention in their descriptions:
* Dire Wolves get a cumulative +1 to hit for each wolf if they attack as a pack (e.g. if two wolves attack the same target or remain no more than 5 feet from each other they both get +2 bonus);
* Dire Leopards will charge their opponents if they are 10 feet or more distant from them. The spring attack is done with a sort of haste effect (it's not really a haste effect, but they move faster and have similar combat bonuses) which lasts only 1 round, but they'll do it everytime they have the space to charge in.


Ahh, that clears things up. Thank you! What confused me were some odd strings that I kept seeing in the combat log i.e. stuff like "Dire Leopard: Haste". If I may suggest, would it be possible to change that to something like "Dire Leopard: Pounce"? It's a little detail but I think it would help with the immersion.

I'm very interested in your run, because you're testing out SR's druid spells and summons quite a lot. If you don't mind visit G3 or sending me a PM I'd really like to know your opinion on the revised summons in general. It's really hard to balance them and I'd love to have some feedback. As of now most players seemed to think elementals were still too strong (I probably agree) and animals are not strong enough (I'm not sure I agree).


Well, even though I was a bit skeptical at first, so far I really like both of your mods. :) As you've noticed, I'm sort of trying to play a summoner-type druid and you mod makes that build a lot more viable. In the original game, summoned creatures were generally very weak and not worth using except as temporary cannon fodder, with a few notable exceptions (Skeleton Warriors and Fire Elementals). As far as I can see, Spell Revisions made all summons more durable and a lot more interesting, so that's a big plus in my book.

As for elementals being too strong, I don't think so, but I've only been using the fire type so far. IMO, their increased power is offset by the shorted summoning time (they used to last forever in the original game). I'll try out the other elemental types a bit more and report my findings. Also, I really like the new visual effects which you used for the summoning circles. Simply awesome!

BTW, one small thing I didn't like was that the summoned Nymph kept casting spells by herself even if I ordered her to do something else like run away. Can you per chance make it so that player commands have higher priority than AI commands with summoned creatures, especially spellcasters? Also, she seems a bit too powerful for a fourth level spell as you basically summon another high level druid! IIRC, Nymphs are not supposed to be quite that strong in P&P.

Good luck on your run!


Thanks! :)

Modifié par Thailog, 24 octobre 2010 - 06:39 .


#625
Thailog

Thailog
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Chronicles of Vincent, the Half-Elf Totemic Druid, part 3


Party setup:

Vincent - Totemic Druid(13)


On the way to Trademeet, Vincent runs across some bandits who are about to finish off an injured man. He aims an Insect Plague at the mage and summons a Spirit Snake and some dire leopards which dispose of his minions. He brings the injured man to his friends at the docks and the runs into Xzar who wants him to look into the disappearance of his friend Montaron. Vincent postpones the necromancer's request for later and heads back to the merchant town to investigate the animal attacks. After arriving in Trademeet, Vincent is introduced to Cernd, a fellow druid who was imprisoned by the townsfolk out of fear. He suspects that the local druid order has split off from the main branch, probably due to a change in leadership and urges Vincent to investigate a nearby druid grove. The town's mayor and its guildmistress have also mentioned that a bunch of Genies have disrupted the town's trade in their search for a renegade Rakshasa. Vincent heads out toward the grove and soon discovers that a woman named Faldorn, a member of the Shadow Druid sect, has taken over the local order. He proceeds through the swamp while his Fire Elementals and the Shambler get rid of some trolls. He eventually clears out an entire troll mound by luring the creatures outside into a Fire Elemental ambush and recovers the Unicorn Spear and a pair of Bracers of Archery.

After slaying a few more trolls and dispatching some Shadow Druids, Vincent finally reaches the grove and challenges Faldorn to a duel. He summons a Spirit Bear and then hits Faldorn with Summoned Insects which sends her running circles in panic. A few Flame Strikes later she falls and the grove's balance is restored. The challenge master thanks Vincent and suggests that he rests here in order to commune with a the Spirit of the Grove. The spirit appears to him in a dream and asks him to slay a troll shamaness who has been stirring up trouble at the troll mound again. On the way to the there, Vincent inspects a ruined tower and discovers the Rakshasa that the Genies are looking for. He sics a Spirit Wolf, a Shambler and three Fire Elementals at the creature and its minions but that's not enough. The Rakshasa's Ice Storm and Cloudkill spells manage to heavily injure Vincent's summons and he is forced to gulp down an invisibility potion and retreat. Luckily, the Rakshasa do not follow him outside. He rests up and re-enters the tower still invisible, which allows him to summon his pets in the upper left corner without being spotted by the enemies. This time, the battle goes much better and all three Rakshasa fall to the combined might of the summons.

Vincent rests up again and continues toward the troll mound in search of the shamaness. She proves to be tougher than expected and summons a pack of diseased rats who oddly enough manage to infect the Fire Elementals and the Shambler with disease even though they are extraplanar and plant creatures, respectively. Vincent retreats to safety and sets a few Fire Traps (a new druid spell added by Spell Revisions) before summoning some dire leopards and a Spirit Bear. He successfully lures the sickly rodents into the traps and then sics the summons at the shamaness and the remaining trolls. She manages to slay the bear before the hasted leopards finally bring her to near death allowing Vincent to finish her off with his acidic dagger. The Spirit of the Grove is satisfied and asks him to come by again in a few weeks. His task done, Vincent heads back for Trademeet, returning the head of the Rakshasa to the Genies and before informing the mayor that the crisis with the druids has been resolved. He is promptly named the Hero of Trademeet and gets another job offer from the town's two noble families. Apparently, they want him to recover a sacred relic from the local crypts. Sensing trouble, Vincent refuses to get involved in the family feud and brings the mantle piece to the mayor instead. Back in Athkhatla, he spends a considerable amount of coin at the Adventurer's Mart, acquiring Karajah's Armor and Bracers of Defense AC 3. Eger to test out the spell storing ability of his new armor, Vincent is surprised that its use violates the Cowled Wizard's law (bug?) and begrudgingly decides to purchase a spellcasting license. Before that, he sets up a Free Action contingency to trigger when he is helpless, having learned a thing or two from his earlier encounter with the mad Priest of Cyric.

At the Government District, he rescues Viconia from the fanatics but doesn't let her join up. He also promises Delon to look into the Umar Hills problem and accepts Tolgerias task to search for Valygar before shelling out 5,000 gp for the spellcasting license. On the way back, Vincent encounters Sasuke the Shadow Thief who is being attacked by three vampires. Without any summons at his side, Vincent quaffs his last invisibility potion and retreats to the upper left corner of the map. In safety, he summons two Fire Elementals, a Spirit Lion and a Spirit Bear and buffs them all with Bless and Strength of One before sicing everyone at the Vampires. However, things don't go exactly as planned and the head vampire bypasses the summons and manages to score a hit on Vincent and drain a few of his levels. He retaliates with Sunscorch which luckily blinds the creature allowing him to put some distance between them. The Fire Elementals get level drained by the vampires and fall quickly, but the spirit animals (who are apparently immune to this effect) eventually manage to dispatch the enemies. Going back to the docks, Vincent gets his levels restored at the Temple of Oghma and finds out that Valygar owns some land near Umar Hills after searching his home. After purchasing a few more invisibility potions and the Safeguard buckler from the Shadow Thief fence, Vincent rests up at the nearby tavern and makes his way toward Umar Hills.