Baldur's Gate 2 No-Reload Challenge
#8451
Posté 24 janvier 2014 - 06:14
#8452
Posté 24 janvier 2014 - 06:34
There's always a tiny risk with casting, but once you have decent HPs and a spell save of 1 you're safe from virtually all surges for spells cast outside combat. Most of the time I did have Ludd walking around with Spirit Armour, but I did sometimes forget or not bother with it.polytope wrote...
Hard luck Grond, I guess a wild mage can't safely buff their saves with Spirit Armor... or maybe Contingency doesn't have a risk of surge? (I confess I have little knowledge of the class).
Story of my {BG} lifeArbitorius wrote...
Wild Mage's have a lot of problems with their surges but it sounds like you just made a simple mistake
I'd like to think so. If you play to their strengths the wild mage is an extremely strong class, so I should have a decent chance (even if I'm yet to succeed with any class ...).Serg BlackStrider wrote...
Sad news, Grond0. But grats with getting that far! Looks like you are pretty confident with wild mages so hope you'll succeed one day.
Modifié par Grond0, 24 janvier 2014 - 06:37 .
#8453
Posté 24 janvier 2014 - 07:03
Spiro, half-elf beastmaster (Grond0) & Shuern, elf enchanter (Gate70)
We managed to synchronise a bit of time free from work today and took the opportunity to make good progress.
After seeing Garren reunited with his family the duo returned to the city to have a go at the illithid enclave. A nabassu proved no match for the enemies there, but an improved hasted / improved invisible Spiro was a more than adequate substitute for bashing illithid brains. A variety of summons provided distractions to prevent the illithid from managing their own brain drain.
On to Umar Hills, where the initial tasks were quickly completed. The ruined temple was guarded by greater mummies rather than liches, which made things relatively straightforward, though Spiro did take a healing potion in one combat. Thaxy seemed easier than usual - mainly because Spiro's haste allowed him to move faster than the dragon (in BGT that area seems to be bugged so that Thaxy tends to move quicker even when you are hasted and he is not). The speed advantage allowed Spiro to move in and out of melee, while Shuern stayed back replenishing summons and casting damaging spells after a couple of lower resistances softened Thaxy up. The Shade Lord managed to get his buffs up when at near death, but his mirrors didn't prevent a club from almost immediately crashing through for a fatal blow. As a post-script Valygar donated his body.
The final action was a quick run through the de'Arnise Hold. There were no problems with most of that, though there was one slight oddity when Shuern simply talking to Glaicas proved enough to convince him to surrender and hand over a piece of the flail. The only hint of danger was when Torgal and his giant trolls seemed to see through Spiro's stealth and all attacked (rather than just Torgal as expected). Shuern had cast project image and the trolls all were able to see his real body as well and attacked. Fortunately Spiro clubbed the last one down just as it inflicted a bit of damage on Shuern after wearing down her stoneskin.
Stats:
Spiro, beastmaster 15, 122 HPs (incl. 6 from familiar, 5 from Helm), 524 kills
Shuern, enchanter 15, 51 HPs (incl. 4 from ioun stone), 102 kills, 5 deaths (including 2 in BG1)
#8454
Posté 25 janvier 2014 - 07:38
(was almost an easy escape but the radiant mephit at the 4 portals forced a save - annoying as Carthusian was running before the spray erupted and it never got near him).
Stunning Blow worked on the cambion, Illyich and Ulvaryl. Should really have sneaked in to pick up the sword of free xp chaos but decided not to in the end.
#8455
Posté 26 janvier 2014 - 11:17
The Circus. DUHM = job done. Ring of human influence. Buy Ring of Air Control, gembag, potion container.
Suna Seni. Arrived in the shadows. DUHM > Improved Invisibility saw a clean victory.
Watchers Keep. Struggled against the stone golem, didn't venture further. Purchase potion case.
Umar. DUHM > Improved Invisibility, Arbane equipped and an extra healer against the mimic. Reward Ilbratha.
#8456
Posté 26 janvier 2014 - 06:52
Renfeld has been rescued, albeit at a cost Xzar didn't want to pay. Pai'Na and her spiders soaked up an oil of fiery burning while Anarg bashed Carthusuan into the shadows then turned on Reynald de'Chatillon. Carthusian worked his way back from the shadows to whittle the fallen paladins into defeat.
DUHM > Mirror > II > Stunning Blow saw the sewer Rakshasa and kobolds eliminated, and the same tactics worked when recovering some silver pantaloons. A slight hiccup when dealing with Jerlia saw only the fake alloy available so the scummy Neb will have to have his come-uppance at the hands of another Carthusian,
Even with the RoAC there was a chance for the Dao Djinn to petrify him, but instead he stunned one and got an efreeti to help with the other two.
Scrolls of protection from undead and petrification were used with a potion of storm giant strength to clear out the 4 city liches and a few tombs. Sister Garlena removed the inevitable level drain from dealing with a trapped door on the last of them.
#8457
Posté 26 janvier 2014 - 07:21
Spiro, half-elf beastmaster (Grond0) & Shuern, elf enchanter (Gate70)
A couple of weekend sessions provided some more good progress for this duo.
That started with the Planar Sphere, where the standard tactic was to stay back behind summons. Tolgerias did eventually wonder where they were all coming from, but didn't manage to finish casting anything after going to investigate after being hit with arrows of biting. One amusing encounter, at least in retrospect, was when Spiro was standing just out of reach of an adamantite golem. Shuern targeted a summoning spell on the other side of the golem and in moving forward to cast it shoved Spiro within the golem's reach - fortunately he had the HPs to cope with the experience! The hardest fight was getting a demon heart - the demon shredding a large number of summons before getting into sight range of Shuern and paralysing her with its death gaze. Spiro had meanwhile put on II and was ready to intervene, but a staff-summoned air elemental proved more than capable of finishing the job without him.
The last major objective in Athkatla was the Unseeing Eye. With the Shield of Balduran to hand Spiro was able to work through the beholders without problems. The lich underground with his escorting greater mummies proved a decent challenge and Spiro had to use healing potions to stay comfortable there. Some blind priests produced plenty of summons of their own, but none were able to make any real impression on Spiro. After the Eye was closed Gaal didn't last long.
The duo have just arrived in Brynnlaw and fought off some vampire ambushers. They'll start getting HLAs at their next level.
Stats:
Spiro, beastmaster 17, 128 HPs (incl. 6 from familiar, 5 from Helm), 637 kills
Shuern, enchanter 17, 53 HPs (incl. 4 from ioun stone), 122 kills, 5 deaths (including 2 in BG1)
#8458
Posté 26 janvier 2014 - 10:34
Consoled in bag04 of holding after dealing with Haegan as inventory was getting a bit tight. Used the extra space to justify a spending spree.
- Blackblood club. Acid for trolls.
- Cloak of displacement. Saves vs death and breath will help against huge scaly critters.
- Belt of Inertial Barrier. Reduce impact of Wiltings and other massive magical damage.
- Sling of Seeking. Overkill as Arla's Dragonbane +3 is also bagged.
Considering whether to buy a sword that does fire damage. Think Blackblood will cover that angle although can't remember if there are any fission slimes anywhere apart from BG1 Durlags Tower. Maybe in Watchers Keep and the Yaga Shura side-rooms?
As usual with monks my mid-game concern is against level drain. Spectral Brand and Angurvadal both require Cespenar as does Hindo's Doom for the restoration side. Maybe grab Ras as another distraction for those sorts of events and try not to get hit.
Just realised I've forgotten about maze and imprisonment. Should be fun if I get that far.
#8459
Posté 27 janvier 2014 - 06:30
Sal is lagging well behind Carthusian at the moment, but has just made it out of the dungeon. There was plentiful use of cloudkills and summoning spells there; a few surges resulted, but nothing dangerous.
She did have one nasty moment after I initially tried to bypass the lesser clay golems forgetting that they had a follow-me script. That allowed them to not only follow Sal, but open doors to get at her. As a result they managed to corner her. Fortunately none of her buffing spells failed and she was able to beat them up without trouble.

A nicely timed vampiric touch finished off Ulvaryl at almost the same instant that she killed the last of the assassins.
#8460
Posté 27 janvier 2014 - 08:25
I took the easy route with the Cowled Wizards this time and paid over 5,000 immediately after speaking to Gaelan. Invisibility and cloudkill made the Suna Seni ambush a formality, whilea mage trying to kidnap Renfeld found that horror wasn't helpful against rabid dogs. Sal didn't have strength memorized and I thought that meant that she was going to lose some valuable armour. However, the mage had a strength scroll which solved the problem. On the way to the docks the orog ambush triggered. Another cloudkill there made mincemeat of that, although Sal's inventory was already full so had to leave some loot behind. She dropped Renfeld off - using MGoI on the mad cleric on the way.
Off to Watcher's Keep to loot the top floor there (except for the container with a level drain trap). The crimson dart and flesh golem are both particularly welcome for a wild mage.
Back to Athkatla to sort out a problem at the circus - the flesh golem annoyed the werewolf there, but fortunately nearly killed Kalah before dying itself. Then she bought some spell upgrades - including spell immunity, which was quickly put to work to get the berserker horn.
The next target was Kangaxx. Sal did get level drained by a vampiric mist in the temple sewers that was determined to attack her rather than some supporting summons, but she had no further problems in opening up the liches. 3 of them were killed using phantom blade before moving on to Kangaxx. I realised there that I had not brought an improved haste scroll, meaning Sal was significantly handicapped in attacking with MMM. She attempted the assault anyway and finally got the kill halfway through her seventh (and last) MMM scroll - luckily there were no surges when using those.
I resisted temptation and sold the Rod of Terror rather than abusing it to increase charisma.
#8461
Posté 27 janvier 2014 - 08:59
Mekrath failed to distract the monk.
Tarnor the Hatchetman failed to distract the monk.
Aawil and the bounty hunters failed to distract the monk.
The enslaved thralls were not observant enough to notice him slip past them.
The group of yuan-ti failed to distract the monk.
The wyvern failed to distract the monk.
The Master of Thralls had a couple of nasty spells bounce off magic resistance.
Carthusian shoved the mastery orb into the brazier and combat started. He'd already cast DUHM and added Mirror Image > Improved Invisibility on the way back, adding Quivering Palm. The Warden had buffed and survived so Carthusian retreated to finish off three yuan-ti in safety. The Warden pinged a couple of spells, a PW:stun defeated by 91hp and the other foiled by magic resistance.
With the yuan-ti down and the warden in the south-west Carthusian decided to deal with the 3 yuan-ti mages near the troupe of hapless actors. With one down he charged the others, shrugging off chaos spells left right and centre. The yuan-ti summoned a skeleton each then one cast Hold Person and Carthusian failed his save (spell save was at 2).
It is all over bar the dissolving hand
As the skeletons move in the yuan-ti both cast skulltrap, badly wounding themselves but more importantly killing the skeletons. One yuan-ti dies seconds later and the other bounces magic missiles and a lightning bolt off the stricken monk. Down to 36hp.
The yuan-ti casts spell after spell, Carthusian relying on his magic resistance and Gaxx regeneration until the hold expires. Worst point was 32hp, now he can move the yuan-ti is quickly chunked. Just time to pause long enough to regenerate health.
Just the Warden left. Kitthix and the efreeti help but the Warden misleads. Carthusian has DUHM active and bashes it apart but the warden has cast mirror image and a fireshield. Carthusian runs and the Warden follows. A disintegrate is closing in and Carthusian glugs a potion of invulnerability.
Past the recovering thralls who are staring at the mastery orb. They attack the Warden, one perishing and the other two becoming confused. Carthusian glugs a heroism potion and moves in to attack again as these buffs expire, but the Warden looks to have something like Improved Invisibility. Stunning blows are wasted but only 3 hits are required - the first of which disrupts a spell.
(I thought that was game over with the yuan-ti, Planar Prison is always a tricky encounter)

#8462
Posté 28 janvier 2014 - 06:34
#8463
Posté 28 janvier 2014 - 08:44
You had me going there as well Gate! Glad to see Carthusian escape from a sticky situation. Sal was also held by surges a couple of times in my last session, but out of combat so in no danger.
She started by sneaking in to Prebek's house and producing some summons to help her defeat the mages. Then looted Harper HQ - getting to level 12 in the process.
Moved on to Mae'Var's tasks. Rayic was assaulted by various summons from the corner before being finished off with MMMs. After looting the remainder of the guild Mae'Var (as usual) put up no real struggle.
The Fallen Paladins proved unwilling to give up their unenchanted swords and were an easy kill for a fire elemental (the reward taking Sal to level 13).
With money burning a hole in her pocket, Sal went shopping - acquiring the Robe of Vecna in particular.
Back at the Bridge District the skinner murders were solved - defenders being pulled up to a waiting fire elemental / skeleton warrior combination.
#8464
Posté 29 janvier 2014 - 05:22
Sal cleared the graveyard - using a green scroll upstairs for convenience since there are so many of them available. Pai'Na would have been pretty helpless against summons anyway, but a first use of PW:silence made extra sure. Sal was a bit slow moving against a wight in the Southern tombs and had to pay for another restoration, but otherwise the clearance operation went smoothly.
At the Bridge District Sal punished some kidnappers and retrieved a ransom. She also settled an old account with Neb. As illithium is no use to her she gave the real stuff to Sir Sarles just for a change before going on to recover a relic for the Lathander temple.
Next she got around to working over the Copper Coronet and carried on to clear out the slaver ship with no problems (level 14).
Finally venturing out of the City, she went to Trademeet and quickly worked her way through there - again with no problems with the initial quests (though the rakshasas were left alone). The tomb was safely cleared but she did demonstrate the dangers of over-preparation against Rejiek. A few skeletons would have been enough support there, but I tried for a fire elemental as well. An area effect surge on that spell had the result that four automatically hostile elementals were produced, as well as turning all the skeletons hostile. However, as the spell was successfully cast Sal was held while she tried to overcome the resistance of the original target of the spell.

I thought that might be curtains for Sal, but fortunately all of the skeletons and one of the elementals attacked the neutral elemental and another elemental was distracted by the militia wizard. That left only two elementals attacking her and their attacks had to get through her spirit armour (she was treated by the game as distracted and unable to move, but not held with automatic hits) - meaning she was only slightly injured by the time she could move again.
Edit: returned the de'Arnise Hold to normality - got to level 15 there.
Modifié par Grond0, 29 janvier 2014 - 06:06 .
#8465
Posté 29 janvier 2014 - 06:50
Summons backed up by covering MMM fire proved much too strong for Tarnor's party and Sal also helped Roger out before buying the pick of his potions.
Mekrath and his yuan-ti were no more successful than Tarnor and Sal got to level 16 there.
Following on to the Planar Prison I made a mistake in sending Sal too far out of range of the Bounty Hunter's true sight and dropped into one of the prison chambers. Most of the inhabitants followed her out, so she went back inside, went invisible and waited out the true sight before re-emerging. She managed to cast her first ADHW and a sunfire without surges, which got rid of the nearby enemies. She then attempted to produce some summons for the Bounty Hunters - only for her fire elemental to prove hostile! After an invisible rest she managed to successfully produce 3 skeleton warriors and a fire elemental and they made short work of the Bounty Hunters. The same group worked through some thralls and yuan-ti and the Master of Thralls, while only losing the fire elemental. The Warden killed one of the skeleton warriors, but died himself from the impact of a couple of skull traps before some fresh summons helped finish off the yuan-ti mages.
Sal immediately moved on to the Unseeing Eye. Area effect damage dealt with the beholders on the way to the underground temple, while summons worked through the lich and his minions. A mixture of those cleared the beholder area and the death of the Eye got Sal to level 18 and the ability to summon a planetar. Before the session ended I took the rod back so I didn't forget to do that next time.
#8466
Posté 29 janvier 2014 - 10:48
Carthusian XI
On returning from the Planar Prison it is nighttime and three vampires await outside. The boots of speed have carried Carthusian halfway to Bel Dalemark before he can hide in the shadows to evade their speech.
A nearby door beckons. Only one Rune Assassin is inside with a pair of undead. Easy pickings, and Carthusian uses a little-known monk ability to divine the location of Rejiek Hidesman.
A quick jaunt around the druid grove is a suitable warm-up, Carthusian clubbing anything that stops moving with Blackblood. A slight mistake (clicked on a troll while still friendly) sees him fighting 3 trolls and the 4 druids at the same time - the trolls instantly healing as they fall. Carthusian moves back to fight the trolls on their own and they stay grounded long enough to club into oblivion before returning to kill the druids. Kyland Lind has a bad day, starting with two of his band being Quivered before he is Stunned. Cernd rapidly shows Faldorn who is top-dog.
This is followed by a return to Trademeet. With a heroic statue in place it is only right to kill Rejiek and restore Raissa while returning a precious mantle to a neutral party. The ring of Human Influence and Rose Blade +3 sword see a 20/20 purchase and Ras the dancing sword is bagged for emergencies.
The de'Arnise keep is next. More clubbing is undertaken but two of the toughest battles await.
One

Two

The Iron Golem never saw the Quivering Palm coming while TorGal finds out that saving against it 75% of the time isn't enough. Death without fire or acid, bad luck TorGal.
#8467
Posté 30 janvier 2014 - 03:30
Update on Eryx the blade and party (don't ask me why my PC is a blade, it's not really possible to create a better blade than Haer, although recruiting him can be awkward).
Saving Trademeet gets our archer, Artemisia, level 9 and with the bracers of archery she's the first character to have (unbuffed) negative THAC0 and will be pretty deadly when she gets the Tuigan Bow and Grand Mastery at level 12 (her starting pips were 3x short bow, 2x crossbow, 1x 2 handed sword - ofc an archer could have GM from the start in BG2 but that's kinda cheaty).
Aragrish the barb and Randolph the sorc also level up to 10 and 11, with Randolph choosing MAA, ProFire, Secret Word and Breach - the last two are needed for our next quest, DeArnise keep (though first visit we Umar Hills to get Ilbratha, and meet Valygar - he will wait in the city). Bought the girdle of Inertial Barrier - it will be quite some time before our sorc can cast ProME and PC may get hit with some wiltings before then.
Nothing much to report in the 1st and 2nd level of the keep, but used a potion of invisibility here for the archer when she was attacked by several invisible spirit trolls and strength drained to the point of immobility - I dislike fighting these things without Keldorn.
Battle with TorGal and his cronies, I'm playing with "tougher spawns", so had three extra invisible spirit trolls to contend with. Approached them with buffed Leksa (who had the best AC) and threw a sling bullet at the Yuan-Ti mages (so they would trigger their buffs), then had Randolph cast secret word (to remove their globes) the priests cast 2x holy smite, Eryx casts slow, Nymphs cast 2x confusion and the Efreeti casts fireball - the spirit trolls were mostly crisped and one of the Yuan-Ti mages confused, which made the battle very easy; even the barb's mirror images were still intact at the end. Aleks the PoL reached level 10 here.
Returning to Athkatla we buy some stuff (glasses of ID ,girdle of hill giant strength, shield of reflection - not sure if I should use the last one as it's really too powerful, like the cloak or mirroring vs ranged attackers). Also started the eyeless cult quest, although didn't do anything more than attack the rakshasa in the sewers so far (being careful the fight doesn't move anywhere near the beholders who spawned just round the corner). Here I made a nasty discovery, the priest spell True Seeing does not affect rakshasas, unlike the Inquisitor's version. This left us unable to breach the rakshasa (who was buffed with Improved Invisibility, blur, MI etc.) or indeed for most of the party to hit him except on criticals. As you can see, Artemisia was crucial here, also lol at him wasting that 2x ray of enfeeblement sequencer on a character who doesn't need strength to do damage.

Time for the Umar hills, yes Mazzy we could use a valiant sword arm - by which I mean I could use your sword, when my blade gets the ability to *Use Any Item*. Kind of a jerk to steal her sword, I'll give it back later. Promise. No liches here, just greater mummies and bone golems (which are actually not that easy if they get aggroed all at the same time and come to attack you en masse due to SCS help scripts), the former are dealt with using Flame Strikes and Flame Arrows, the later with Eryx tanking (btw, the efreeti is a much better summon with SCS as he casts his spells instantly and at higher level and is immune to death spell, this is also true of enemy efreeti ofc).
Shade Lord; with six characters in a small battlefield I thought this might get annoying due to masses of shadows restricting movement and having to juggle short duration NPP spells. Well I managed to run the drainable party members out of his LoS immediatley, in the next round Eryx used Pierce Magic (from scroll) and sorc breached the Lord, Leksa cast NPP on Artemisia so she could approach to help out. What do you know, nobody even took any damage. Defeating the shade lord got Artemisia to level 10.
Found a scroll of Horrid Wilting on a skeleton warrior here, which would normally be good but Randolph doesn't need scrolls and Eryx will never be able to cast it (there is a component of Rogue Rebalancing to allow bards progression up to 8th level spell, I didn't install this option though as it seems OP, it's not like blades are weak or anything).
Thoughts on the party: Obviously overpowered for the early game but slow level progression could still doom them in battles with epic level mages and the balors and dark planetars they will summon.
Metagaming: The lack of a thief (Leksa is a little short of tenth level cleric, she needs a few hundred thousand xp to regain her swashbuckler abilities) is also starting to irritate me. The barbarian is a pretty good lock opener but traps are going to be a problem soon. I remember soloing a fighter (...without SCS) long ago, nasty rebounding lightning trap before Glacias room in the keep and in the first floor of the rift device complex (actually no problem with a cleric in the party), prismatic spray trap before bridge in the rift area, flesh to stone trap after. Only fireball and flame strike traps in the Umar hills. Don't remember what any of the later game traps do...
I'm tempted to leave Aleks single classed, coz it'll take all of Chapter 2 and 3 to regain Priest of Lathander abilities, but his initial character concept was a PoL -> fighter and I suppose I should stick with that. I'm also not sure what to do when and if any of my party die, since they are all "Bhaalspawn" and I suppose shouldn't be resurrectable, then again, if it works for Imoen...
Modifié par polytope, 30 janvier 2014 - 03:45 .
#8468
Posté 30 janvier 2014 - 11:03
Polytope I can't remember if the improved Shade Lord encounter stops it but I find a single sunstone bullet shuts the Shade Altar down immediately.
Carthusian XI has cleared Windspear apart from the vampiric wraiths and Firkraag himself. As suggested above he is into HLA territory (had a Hardiness last time and added Whirlwind and a Greater Whirlwind this session).
He's got about 90,000gp. Purchases at the end of this session are the Sword of Balduran (10% magic resistance) and the Sensate Amulet (+5hp and Protection from Evil being an alternative to the save vs polymorph +5 from his previous amulet).
Modifié par Gate70, 30 janvier 2014 - 11:05 .
#8469
Posté 30 janvier 2014 - 08:05
Guarded compound. The order of lessons was Koshi (stun risk), Sion (true sight), buff, kill everybody else.
Bodhi. The vampire nest was cleared of minions with PfU active, Lassal and Bodhi were up against DUHM > II > Mirror > GWW so Carthusian risked a lack of Negative Plane Protection and neither managed to level drain him. Still to report in to Aran Linvail.
Watchers Keep. The vampiric welcoming committee and their impish buddies are cleared out, and a few items (ammo belt, crimson dart) bagged.
Shadow Dragon. Carthusian perfects his attack, out-running the dragon breath while bashing through a stoneskin. Then running around for 4 rounds as PfMW is active. No hidey-holes required. The 3rd GWW hits home. Carthusian briefly dreams about doing the same to Draconis, now there's something to aim for.

A sunstone bullet zaps the Shadow Altar, allowing much of a GWW to land on the Shade Lord. He manages to mirror but a second GWW is too much for him.

Firkraag. Carthusian expects a de-buff and retains a Ring of Protection +2 instead of Fire Resistance. Firkraag tries a Greater Malison after a fireball which Carthusian failed to out-run. The monk has the Sword of Balduran at the ready and switches from fists; magic resistance beats the malison as Lay on Hands heals much of the fire damage. A round later Carthusian nips in with a GWW active and after a minor paused panic about save vs hold he continues punching and kicking until the dragon perishes.

Monk 26. 1 Hardiness, 1 WW. Now 4 GWW's. 828 kills, Firkraag.
The Amnian to-do list? The Twisted Rune, Watchers Keep (might do this in ToB instead), the Unseeing Eye. Must be a few more.
#8470
Posté 30 janvier 2014 - 11:33
Some unexpected matters. Equally so for Alhoon and his illithid.
On to the Unseeing Eye, where a wraith drains some vitality. Carthusian is fishing in his scroll case for a lesser restoration scroll and stumbles across the level drain trap near Sassal (yes, the one we always avoid Grond0...). A fair use of a scroll then.
The Unseeing Eye is uneventful thanks to the Sword of Balduran bestowing 98% magical resistance. A dropped amulet provides another 5%, so after reporting in to the temple Carthusian picks up the horn of Valhalla.
The Twisted Rune are next, Shangalar trying every spell in his book as Carthusian stands idle. Shyressa arrives after a few rounds and is immune to the Sword of Balduran so Carthusian switches to fists and back each time Shangalar casts. This allows Shyressa to drain a bit of vitality but Carthusian still has 100% resistance by the time she dies.
Revak arrives next and is treated to a Balduran WW. Shangalar is out of spells so Carthusian out-boxes him and then applies a single Balduran GWW to Vaxall. Layene has buffed so Carthusian waits her out, GWW'ing a pit fiend then timing punches on an efreeti to idle the time away. Once Layene loses her fireshield she takes one hit and puts another one up. Kitthix, the warrior and the efreeti are summoned to occupy her and Carthusian kills her.
Back to a temple to get a restoration. Three mazes defeated by 100% magic resistance in this session.
#8471
Posté 31 janvier 2014 - 06:20
Sal - elf wild mage (update 6)
A single wilting destroyed Gaal before Sal moved on to the Guarded Compound. A first outing for a planetar saw the glabrezu killed downstairs, but the planetar turned hostile in the process - so Sal just ran it round until it disappeared. A second planetar for the day was waiting as the upstairs party came down and proved all the support Sal needed.
With over 75k of gold on her (not a good idea for a wild mage) Sal bought the Sling of Everard just in case she finds a use for that one day and went to pay her money over to Gaelan Bayle. A few minutes work saw her invading the vampire guild. Tanova saw off a couple of skeleton warriors, but failed against a planetar, while none of the other enemies did even that well. Sal got to level 19 there before polishing off Bodhi.
Declining the opportunity to take ship Sal travelled to Umar Hills. No problems there as she rapidly worked her way through - a planetar proving more than a match for a lich + bodyguards. She found a spell trigger scroll on a skeleton warrior there. That was nice, particularly as she failed to learn the sequencer scroll on sale in Athkatla (I'm not using intelligence potions this run). A single blow from a planetar was enough to make Thaxy's amusement short-lived. Then, protected by a triple chaos shield (from the spell trigger), Sal summoned another planetar upstairs to deal with the Shade Lord.
After visiting punishment on Valygar, Sal returned to Athkatla to open up the Planar Sphere. He got to level 21 for taking the initial journey in it and 22 for darting lots of golems in the engine room. Apart from golems she mainly stayed behind summons and had no trouble in completing her journey - Lavok allowing her to keep the Sphere permanently.
After helping the Solamnic Knights Sal hung around while her apprentices made a dagger and a mislead scroll. For the hell of it she then asked them to construct a Staff of Power - looks like Sal's wild mage heritage came out a bit too strongly in her teaching! A bit more waiting and an ambush arrived - Sal quickly ran and slammed a door on her attackers before pulling out some summons to deal with them. She moved on to deal with the instigator of the ambush - nice to see the prison bars closing on someone else for a change!
On to Windspear Hills. One of the bandit ambushers in Garren's house had a Mordenkainen's Sword scroll, which is a nice addition to Sal's summoning capabilities. After, as usual, returning to the City to get the acorns, Sal moved on into the dungeon. She got to level 24 early on and the rest of the area mostly went according to plan, though there was one nasty moment. That was when she was darting a fell ghast while waiting for a couple of skeleton warriors to catch up with her. The ghast must have gone out of sight briefly as she suddenly dashed up to it - allowing it to get an attack in. She saved anyway, although thinking about it afterwards the ghast should not have had any chance of killing her before the skeleton warriors intervened (she not only had stoneskin on, but an active contingency setting an Otiluke's sphere if she took 50% damage).
She got to level 25 for reconstituting the mask and, ironically, beat the final Guardian to death with MMM from herself and her simmy. After resting, a skull trap each from Sal & simmy didn't leave too much of Samia's group for the planetar and a skeleton warrior to mop up. A couple of skeleton warriors lay in wait for Conster before more summons led the assault on Firkraag with Sal backing things up with some energy blades. She had just finished throwing her 20 of those when the planetar laid the final blow on the dragon.
Modifié par Grond0, 31 janvier 2014 - 06:21 .
#8472
Posté 31 janvier 2014 - 06:35
Spiro, half-elf beastmaster (Grond0) & Shuern, elf enchanter (Gate70)
While our single player runs seem to be progressing nicely at the moment, this duo unfortunately had an argument that resulted in the breaking of the partnership.
They had had a good start in Brynnlaw with Perth's book yielding a true sight spell and initial progress in Spellhold seemed pretty untroubled. However, with only the vampire left on the initial level things unravelled quickly:
- first problem was that Shuern's simmy lasted only seconds against the vampire, catching us both somewhat unawares.
- Spiro stepped forward to try and prevent Shuern going the same way as his simmy, only to find that his spell saving throw of 1 was inadequate to deal with vampire domination.
- Shuern tried to retreat, but didn't have a potion of speed and was therefore slower than both his opponents. The MP lag exacerbated the difficulty.
- she quickly read a protection from undead scroll to put the vampire off the scent, but Spiro took the opportunity to swing his clubs and seal not only her fate, but his own.
#8473
Posté 31 janvier 2014 - 04:20
As a side note, I see yet another run that wouldn't have ended had Grond0 been wearing a charm protection helmet...
#8474
Posté 31 janvier 2014 - 06:37
Carthusian XI appears to have been the leap-frogee, with a wild mage and a planetar jumping over him. Time for a review of the tasks via http://mikesrpgcente.../subquests.html
No NPC quests done (that includes the Southern Tombs near Pai'Na).
De'Arnise stronghold tasks ignored.
Captain Dennis ignored - never bother with him in single player.
Looks like Bynnlaw then. Store a few items first, bag some others, buy a second scroll case and second gem bag. Go!
Valen, Del and Parisa are out-witted and Perth the Adept outlasts a GWW but not the next hit. After half a dozen pages are turned on the book of infinite spells Carthusian settles for the second occurrence of wyvern summoning.
Irenicus plays the placebo meal well and Carthusian has a bad dream, recovering in time to pack Imoen off to Amn before scooting around half a maze to stake Dace Sontan. No napping this time.
Modifié par Gate70, 31 janvier 2014 - 06:39 .
#8475
Posté 31 janvier 2014 - 10:41
With Dace dead Carthusian solves a couple of puzzles and empties a portal before heading to the next part of Spellhold maze. He doesn't hang about and quickly clears that area, using II > Mirrors to ensure Bodhi doesn't level drain him. A slayer change soon scares her off, and Carthusian is free to prove his sanity.
With that small matter done he dashes Lonk the Sane into pieces and immediately empties a GWW onto Irenicus before moving away. Kitthix is arriving as Wanev timestops and Irenicus flees as time resumes. A few murderers later the area is clear and Carthusian loots upstairs before returning to help Saemon Havarian.
A group of gith are eliminated with only their invincible (but badly wounded) captain surviving to witness a sahuagin arrival. Carthusian agrees to help their king on condition that he gets the gauntlets of crushing and a magical cloak for which he has little use. 10 minutes later he has both and throws a rope down into the Underdark.
He asks Carlig about two strangers. No, not Jon and Bodhi - the crazy mage and Planetar...have they been here yet?
Modifié par Gate70, 31 janvier 2014 - 10:42 .





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