Baldur's Gate 2 No-Reload Challenge
#7901
Posté 14 octobre 2013 - 05:21
#7902
Posté 15 octobre 2013 - 02:33

Mods: G3, SCS v 21 (full pre-buffs, with tactical challenges), Ascension
Proficiencies: Axes (2), Shortbows (2), Darts, Flails
Given Akira's class it's tempting to expect a success here, however, I've recently upgraded to SCS v21 and it's entirely possible that I'll encounter a gotcha or two en route to The Throne. The odds still favor Akira I suspect, but victory is far from assured. Wish her luck!
Best,
A.
Modifié par Alesia_BH, 15 octobre 2013 - 03:23 .
#7903
Posté 15 octobre 2013 - 03:44
#7904
Posté 15 octobre 2013 - 04:14
Ok. I've decided to cover Akira's run in a fair amount of detail- in part to make up for the shoddy coverage of Ashanti's run, but also to document SCS v21 changes for my own reference. For some this may end up being annoying, for others it may be welcome. I can only hope the latter will out number the former.
So: To the Chateau. Akira arrived in the Chateau with a few spells left over from the Sarevok fight- notably a pair of ProNMs, a few Mirror Images, and a couple of Pro Evils. The plan was to put those spells to use on L1, take her free rest on L2, and then finish up using the refreshed spellbook- hopefully with a few extra healers left over. That plan worked, happily: Akira escaped with ease and is now relaxing in the Promenade with some potions and trinkets in tow.
Heading into the first duergar encounter, Akira cast ProNM and Pro Evil before equipping her armor. She made a slight error here by choosing splint over chain while running ProNM. She prevailed nonetheless- aided by a strength spell courtesy of Imoen.

(Interestingly, the duergars did not detect ProNM.)
By the time Akira finished the second batch of duergars she has taken substantial damage. The three baby healers proferred by Imoen took care of the damage- along with Akira's Bhaalspawn power heals.

After activating the Sewage Golem, Akira refreshed her buffs before re-donning her armor. She opted for chain this time. Note the first use of DUHM here- as well as the extra healer total (1 consumed).

Evading the Otuygh, Akira then finished off the duegars in the narrow hall leading to Jon-Jon's room. Her second DUHM helped her through.

A second extra healer got Akira to full health before she triggered the traps in Jon's room. She put her first MI into play here, hoping to conserve extra healers. That worked: both traps were foiled.

The traps in Ellesime's room consumed a third extra healer, but Akira was near full health as she dashed to the portal.

Upon arriving at L2, Akira took a much deserved rest. She awoke with a fully loaded spellbook featuring the following spells: two Pro Evils and two Shields at L1; three Invisibilities and one Strength at L2; a ProNM, a ProFire, and a MSD at L3; and a Stoneskin paired with a MGoI at L4.
For the portals she went with Pro Evil, Shield, Strength, ProFire, and DUHM. No risk here at all for an elf running Pro Fire.

Akira's first Invisibility was taken after looting the portal room. That got her safely to the trapped hall were she recovered the RoP +1 before refreshing her Invisibility and healing the damage taken from the steam trap.

Just one more hurdle: the thief ambush. Akira's plan here was to stealth through under Invisibility. however, she couldn't rule out the possibility that a divination cast might reveal her. Playing it safe, she buffed with Pro Evil, Shield, MSD, MGoI, ProNM, and Stoneskins before attempting passage- while also having a last invisibility available so she could re-stealth if revealed. Happily, she made it through undetected. Freedom was hers.

Character record upon reaching the Promenade.

In her next session Akira will complete the Circus Tent quest, acquire some potions, and then sally forth to the Coronet.
Best,
A.
Btw. What's the consensus on capitalizing spell names? As some may have noticed, my capitalization norms are always in flux. Not too long ago I was capitalizing all game play concepts- that was clearly over-kill. More recently I've been capitalizing unique items and unique creatures only, but I'm tempted to resume capitalizing spells at least and perhaps potions as well. Does anyone have an opinion? Does anyone care?
Modifié par Alesia_BH, 15 octobre 2013 - 05:37 .
#7905
Posté 15 octobre 2013 - 04:16
Grond0 wrote...
Best of luck to Akira
Thanks!
- though I hope she gets treatment soon for that nasty scalp wound!
I like her face paint! And I think her portrait is pretty cool, actually: I've been wanting to use this one for awhile now.
Modifié par Alesia_BH, 15 octobre 2013 - 04:17 .
#7906
Posté 15 octobre 2013 - 04:25
#7907
Posté 15 octobre 2013 - 04:41
#7908
Posté 15 octobre 2013 - 05:51
Is that because the elf's stated 90% resistance to sleep is bugged to 100%?Alesia_BH wrote...
For the portals she went with Pro Evil, Shield, Strength, ProFire, and DUHM. No risk here at all for an elf running Pro Fire.
Capitalizing appeals slightly to the purist in me, but I can't honestly say I'm too bothered.Btw. What's the consensus on capitalizing spell names? As some may have noticed, my capitalization norms are always in flux. Not too long ago I was capitalizing all game play concepts- that was clearly over-kill. More recently I've been capitalizing unique items and unique creatures only, but I'm tempted to resume capitalizing spells at least and perhaps potions as well. Does anyone have an opinion? Does anyone care?
#7909
Posté 15 octobre 2013 - 05:57
Ran through Mae'Var's tasks with no problem - for Rayic went to hide in the corner and produced summons to run the mage out of most spells before tackling him. Got to level 14 there and access to a new, improved, chaos shield (though Tlaloc tends not to use chaos shield a lot anyway).
Back to the temple sewers to deal with a troll problem, a rakshasa and another party of would-be robbers - this time the cloudkill strategy working without any hiccups. Took some high value items to put into storage for contingencies and then came back for Mekrath. He died of an overdose of skeletons, while a single cloudkill took out a group of low hit dice umber hulks.
While in the sewers also opened up the Unseeing Eye quest to get access to the lich there. Tlaloc was drained by a vampiric mist as well as the trap on the floor in the process. I made another mistake with spell immunity here as well, thinking that conjuration covered evocation - Tlaloc was lucky that the bolt from the lightning trap bounced away after hitting once.
Did the Sir Sarles quest - using a potion of strength to help carry heavy stuff around. Neb refused to appear for a while (presumably because Tlaloc was partly invisible through II), so the child spirits got killed for once, before Neb eventually tried to attack. Also got to L15 there.
While in the mood for temple quests, Tlaloc recovered a relic for Lathander and took on the Fallen Paladins - some skeletons distracting them while web, chaos, skull trap and ice storm softened them up. Anarg was blinded and was the last to go - interestingly via a surge (Tlaloc still got the XP).
Cashed in stored items and purchased more spell scrolls - now got just about all of those available in the city I think.
#7910
Posté 15 octobre 2013 - 06:39
After emerging from the Chateau, Akira rented a room at the Den of Seven Vales and spent the afternoon identifying items. Her inventory at that point appears below.

She then went to investigate the Circus Tent with a refreshed spellbook and a minty set of Stoneskins. Her spell slot choices can be seen here.

Taking her cue from Spiderwoman, Akira buffed before confronting the peasants. She chose Strength, Spirit Armor, Pro Evil, and DUHM. She opened with Vampiric Touch- hoping to get a HP boost that would carryover to later encounters. VT is, however, a bit unreliable: the HP bonus doesn't always take affect, it didn't here.

Nonetheless, Akira's buffs had gotten her AC down to -7 pre adjustments- enough to put the peasants in critical only territory.

Akira's sole ranged damage spell, Flame Arrow, was put to use when the last peasant turned tail.

Aerie was freed from her illusory chains, and then Akira cast Invisibility before buffing up her Flind form for Kalah. Her buffs included MI, Blur, and a post shift DUHM. MSD was taken too just incase Kalah decided to target Akira with a spell (a precaution: recall that I haven't seen the v21 script).
An odd thing happened here when the icon for Akira's flind form halbred didn't appear. I'm still not sure what to make of that.

Icon or no, the engine registered Akira's halbred. Kalah didn't last long. Importantly, he didn't do anything unexpected.

Aerie kindly thanked Flindy-Akira. Our suddenly furry heroine then took an impromptu stroll, during which she witnessed a vampiric ambush. Surveying the battlefield, she found an intriguing note, but more importantly a few bits of shiny that gave her just enough gold to buy the shield and potions she had been eyeing- with the aid of a new found ring and a Friends spell that she just happened to have memorized (how fortuitous!).
Character record and inventory upon leaving the Promenade.


Akira's first night at The Copper will follow shortly.
Best,
A.
Modifié par Alesia_BH, 15 octobre 2013 - 08:17 .
#7911
Posté 15 octobre 2013 - 06:58
Alesia_BH wrote...
Ok. I've decided to cover Akira's run in a fair amount of detail- in part to make up for the shoddy coverage of Ashanti's run, but also to document SCS v21 changes for my own reference. For some this may end up being annoying, for others it may be welcome. I can only hope the latter will out number the former.
I'm looking forward for that and I'm definitely the *latter*. It would be nice as well to see your full new v21 WeiDU setup.
And of course - best of luck to Akira-san and odds-free new setup run:)
Btw. What's the consensus on capitalizing spell names? As some may have noticed, my capitalization norms are always in flux. Not too long ago I was capitalizing all game play concepts- that was clearly over-kill. More recently I've been capitalizing unique items and unique creatures only, but I'm tempted to resume capitalizing spells at least and perhaps potions as well. Does anyone have an opinion? Does anyone care?
Personally I'm leaning to capitalize nearly most, if not all, gameplay concept (spells, potions, items, characters...) - I think it's more appealing and *readable*. But of course it's up to you how to post your run - do it the way that suits you best:)
Modifié par Serg BlackStrider, 15 octobre 2013 - 06:59 .
#7912
Posté 15 octobre 2013 - 07:05
Serg BlackStrider wrote...
Personally I'm leaning to capitalize nearly most, if not all, gameplay concept (spells, potions, items, characters...) - I think it's more appealing and *readable*. But of course it's up to you how to post your run - do it the way that suits you best:)
Noted. As you may recall, I had gotten to the point where I was capitalizing nearly everying related to the game world- including phrases like "Cold Damage." I think that may have been a bit annoying.
I personally prefer to see spell names capitalized- potions too. I suppose I'll go that route.
Modifié par Alesia_BH, 15 octobre 2013 - 07:06 .
#7913
Posté 15 octobre 2013 - 07:16
Serg BlackStrider wrote...
It would be nice as well to see your full new v21 WeiDU setup.
Here's the SCS portion (I still have full Ascension, of course).
FYI: The SCS options are basically the same as those in my last install.
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2111 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at their level (not twice their level): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3010 // Remove the invisibility power of the Staff of the Magi: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3540 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v21
~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v21
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6113 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6122 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids cannot see invisible enemies: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6150 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6180 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7031 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v21
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v21
Modifié par Alesia_BH, 15 octobre 2013 - 07:17 .
#7914
Posté 15 octobre 2013 - 07:20
BTW, any particular reason for not *Give Ascension demons SCSII scripts and abilities*?
Modifié par Serg BlackStrider, 15 octobre 2013 - 07:29 .
#7915
Posté 15 octobre 2013 - 08:13
Serg BlackStrider wrote...
BTW, any particular reason for not *Give Ascension demons SCSII scripts and abilities*?
No: no particular reason. I should have that.
(The Ascension demons in my prior install seemed to have SCS scripts and abilities anyways though: they behaved like all the other demons in the game.)
Modifié par Alesia_BH, 15 octobre 2013 - 08:24 .
#7916
Posté 15 octobre 2013 - 09:12
Btw, guys, I still do peek in as I can. Know you have an audience! (I'm sure you do anyway) oh, also - agree w/ Serg about capitalization.
Modifié par Satyricon331, 15 octobre 2013 - 09:18 .
#7917
Posté 15 octobre 2013 - 03:50
Tlaloc made good, and serene, progress this session and should really be set to go much further now.
I was a bit undecided about what to do at the start of the session, but ended up following Haer'Dalis to the Planar Prison. Tlaloc entered invisibly and got out of range before the Bounty Hunter's True Sight triggered. That allowed him to summon some support (4 skeleton spells all produced warriors!) and use a triple skull trap sequencer to kill the lone mage. The warriors demolished the remaining opposition and worked their way down past some yuan-ti and thralls to deal with the Master of Thralls. With all 4 still (un)alive Tlaloc broke the orb and sent the warriors on to confront the Warden - he also put down web and stinking cloud on the assumption that the warriors magic resistance would allow them a better chance of operating than their enemies. In the end there were 2 of the warriors still standing in the easiest run through that area I've ever had.
Next Tlaloc opened up access to all the liches before resting and attacking them under green scroll protection with potions of speed, mind focusing, strength and power. The City Gates lich was taken down with a Phantom Blade spell and the same spell was still operating to cut down the Shade Lich in the Temple Sewers (level 16). A second Phantom Blade accounted for the Elemental Lich and started on Kangaxx, although a third finished him - the potion of power ran out about here as well. Phantom Blade is not up to dealing with a demi-lich, so Tlaloc switched to using MMM under Improved Haste. They don't do much damage, but it adds up at 10 APR and Kangaxx was killed during the 5th casting (no surges). Tlaloc still had one more standard MMM spell available, plus 2 Limited Wishes and 7 MMM scrolls if required. Kangaxx did try running in terror at the end, but that didn't do him much good against missile weapons.
As Tlaloc's stats are pretty indifferent to start with I didn't feel any compulsion to have him use the Rod of Terror to manipulate his charisma up. Selling that and the other goodies collected gave Tlaloc nearly 20,000 gold. With no more scrolls to buy he decided to pay Gaelen Bayle and go and collect some more baubles from Aran Linvail.
#7918
Posté 15 octobre 2013 - 04:22
#7919
Posté 15 octobre 2013 - 05:10
Surges while unprotected
Area effect
Area explored
Berries in my pocket
Blinded
Burst
Colour change
Combat ready
Dizzy x2
Explosion?
Gated demon
Globe of invulnerability
Gold destroyed x2
Heal
Held x4
Hiccup
Itchy
Lightning bolt x2
Petrification
Polymorphed
Projectile changed
Sex change x3
Silence x3
Slowed x2
Spell cast at double level
Squirrels everywhere
Strengthened x4
Stinking cloud
Weakened
Weapons glow
What's in pocket?
What's with the noise x2
Wrong spell cast x2
Wrong target x2
Hit points doubled / held
Slowed / duration halved
Wrong target / gold destroyed / pretty sparkles / silenced / polymorphed
Surges while chaos shield active
Caster becomes target
Combat ready
Duration halved
Heal
Lightning bolt
Spell cast normally x3
Surges while improved chaos shield active
Burst
#7920
Posté 15 octobre 2013 - 06:06
The Avatars in Watcher's Keep final level.
This level took me several sessions to deal with. First we endured the *horde*, then a gaming imp and finally took our full buffs regime and set a lots of traps (even the Time ones) to face a Dragon. Corey cast a Farsight and a Planetar with a pair of Skelly Warriors engaged. Once a Dragon was busy with them I sent *Project Image* Pot ready to strip his protections but before he arrived Planetar already vorpalled the Dragon (I always thought that SCS Dragons are immune to vorpal attacks but looks like that one is not...).
Next we endured some old good text adventure and cleared the *orbs* room (all but purple liches and green beholders).
The first two seals were not that hard but Spirit Mage managed to destroy 3 or 4 my Planetars with his *fire shield* or whichever it was.


Now the only Final Guardians remained. We trapped the area, buffs as usual, summoned a Mordy, 4 Skelly Warriors and a Planetar (Pot used his Project Image for summons and a bit of buffs) and opened the seal. Our traps dealt some good initial damage to Huntress, Mordy and Skelly occupied Y'tossi while *project* Pot Breached Hive Mother and Corey *hit* her out of the scene with K'logarath at least for a bit of time. Meanwhile Xei Win Toh took some more damage from the trap and fell a few moments later. Corey continued a GWW assault on Hive Mother but she healed and activated Pro vs MW so he ran back and helped Planetar to finish the Huntress. At the moment a Sunnis was brought onto the scene and occupied our Planetar so Pot Breached (from the wand) Amerilis Zauviir and he doesn't last long vs Corey/Grond GWWs. Y'tossi engaged our hideout and she need +5 to even hit so Krimlor called for Aerial Servant for some distraction, equipped the Sling of Everard, Pot hit with Breach via wand and Y'tossi fell to double GWW from Krimlor and Grond. Hive Mother got some more ranged hits and finally vorpalled by Planetar. Nalmissra was the one last standing but not for long:



So, the only inhabitant of the Keep remained - the Demogorgon itself... Feel free to call me a chicken but I'm not going to face the Ascension Original Tougher Demogorgon first time in a no-reload... I know, many players find even an improved version of Him as a pushover (ignore Demons, DPS on Him and that's it) but I want to *taste* this battle to the full so just made a separate save here to try Him later and bid farewell to His Highness. So, that's it for Avatar's adventures in Watcher's Keep.
No matter how I tried to delay the inevitable but Draconis is the our next target now...
Current state:
BlackStrider: Blade (36), 402 kills (Nizidramanii'yt);
Alesia The Curious: Mage (17)/Thief (23), 176 kills (Lieutenant Cleric); (1 death);
Grond The Pathfinder: Archer (27), 521kills (Ogremoch); (1 death);
Krimlor the Dragonslayer: Fighter (19)/Cleric (20), 597 kills (Firkraag); (4 death);
Pot The Selfless: Mage (25), 132 kills (Chromatic Demon); (4 death);
Corey Russell: Undead Hunter (27), 265 kills (Balor) (1 death).
(Cassia The Furious: Shapeshifter(14), 484 kills (Alchra Diagott); (4 death); Gone... )
to be continued...
Modifié par Serg BlackStrider, 15 octobre 2013 - 06:09 .
#7921
Posté 15 octobre 2013 - 06:26
My memory is that there is a specific component, which is intended to standardise dragon protections - have you installed that?Serg BlackStrider wrote...
before he arrived Planetar already vorpalled the Dragon (I always thought that SCS Dragons are immune to vorpal attacks but looks like that one is not...).
Sounds sensible to me. "There are old adventurers and there are bold adventurers, but there are no ..."So, the only inhabitant of the Keep remained - the Demogorgon itself... Feel free to call me a chicken but I'm not going to face the Ascension Original Tougher Demogorgon first time in a no-reload... I know, many players find even an improved version of Him as a pushover (ignore Demons, DPS on Him and that's it) but I want to *taste* this battle to the full so just made a separate save here to try Him later and bid farewell to His Highness.
#7922
Posté 15 octobre 2013 - 06:34
I was a bit surprised at the start of the session when Lassal was able to target Tlaloc with an attempted domination through his improved invisibility. However, his save vs spell of -3 kept him safe. Leaving for the Bridge District some muggers tried an ambush, but soon regretted it after being subjected to a first use of an Incendiary Cloud (that nearly backfired when Tlaloc had to intercept a beggar before he could wander into it).
Before going to seek out some Guild Contacts I decided to test the behaviour of sequencer chaos shields - my impression was that this use/abuse was still possible, i.e. that the Fixpack had not fixed it. That nearly led to Tlaloc's death when I cast his existing triple skull trap sequencer next to Tlaloc thinking that spell immunity would protect against that - forgetting that it doesn't work against your own spells. It was probably only the fact that the random wild magic level change was a decrease rather than an increase that kept him alive.
Having survived another nasty moment, Tlaloc used dweomers to generate 100 surges with 3 chaos shields stacked in a sequencer. If all 3 were active then the chaos shields would add 45 to the die roll and Tlaloc's level another 16, meaning that 62 out of the 100 spells would be expected to cast normally. If only 1 chaos shield were active then 32 of the 100 would be expected to cast normally. In fact 58 of the spells cast normally, which seemed pretty convincing evidence to me that all 3 were active (and a few of my 100 surges were on normal spells cast for protection so the average would actually be slightly lower than 62). Just for comparison I also generated 35 surges with a single chaos shield active - of those 9 cast normally.
I didn't bother recording all the surges resulting from those tests, but two of them were cowkills, so it was a good job that Tlaloc had stoneskins up for protection!
#7923
Posté 15 octobre 2013 - 06:36
So, that's it for Avatar's adventures in Watcher's Keep.
Congrats Serg! Well done!
FYI: I'm sort of wishing I had continued my Avatars run. I'm jealous!
Feel free to call me a chicken but I'm not going to face the Ascension Original Tougher Demogorgon first time in a no-reload...
Some may call you chicken. I'll just call you sensible. You made the right choice in my estimation.
Go get those Wyrms!
Best,
A.
Modifié par Alesia_BH, 15 octobre 2013 - 06:38 .
#7924
Posté 15 octobre 2013 - 06:43
Grond0 wrote...
My memory is that there is a specific component, which is intended to standardise dragon protections - have you installed that?
Yep, as you may notice from my WeiDU I have that component installed:
Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v21
I don't know why that Dragon isn't modified.
Sounds sensible to me. "There are old adventurers and there are bold adventurers, but there are no ..."
Aye, just like in George R.R. Martin's *A Song of Ice and Fire* : *There are old mercenaries and there are brave mercenaries, but there are no brave old mercenaries...*
@Alesia: Thanks!
Modifié par Serg BlackStrider, 15 octobre 2013 - 06:52 .
#7925
Posté 15 octobre 2013 - 07:34
& Grond0, are you a real-life wild mage...standard game too tame so have at you 100 surges!





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