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Baldur's Gate 2 No-Reload Challenge


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#8551
Grond0

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The dragon saves sound more like something from PnP than BG.

#8552
Gate70

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It wouldn't surprise me if the save wasn't at -4, -6 or -8. I've had parties panic in there when I thought they were safe and often rely on items such as Dragonslayer. Condolences anyway, can you reload and experiment.

#8553
Grond0

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Inti - elf wild mage (update 1)

In the dungeon Inti switched from his BG1 methods and used spells for most combats - particularly cloudkill, though there were monsters summoned against various enemies, such as the golems and the Cambion.  For defense he typically cast spirit armour for the spell saving throw bonus and used vampiric touch on summons to protect against spike traps - the others he just soaked up the damage.  His final level got him a welcome 6 HPs to finish 3.5 above average.

The first 2 mephit portals were killed after Inti distracted their guardians away.  More summons then ran interference while Inti destroyed the other 2.  The escaped clone had no defence against a cloudkill.

There was a nasty moment when I thought Kon (fairy dragon familiar) was safely in the rear, only to find him following some summons through the magic missile trap - good job it wasn't one of the other wands.  Frennadan fell to summons, although Ulvaryl annoyingly changed into bat shape an instant before a wand of frost blast arrived that would almost certainly have killed her.  Inti then cloudkilled his way past the final assassins and into the open air.

He had quite a few surges during his escape, but nothing potentially lethal.

#8554
Matuse

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The dragon saves sound more like something from PnP than BG.


Well...yes. In theory, the save categories in BG should be the same as PnP.

#8555
Grond0

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Gate70/Grond0 multiplayer attempt 37 - (update 1)
Slough, halfling swashbuckler (Grond0) & Varrel, human paladin (Gate70)

Having completed BG1 relatively early in session, the duo were able to move straight on to BG2.  These character classes are randomly chosen, but play to our strengths in game playing, so hopefully they can produce a good run.

The dungeon proved fairly straight-forward.  The elemental plane mephits perhaps put up the best fight, without really causing a problem.  The clone, that ended a recent run, was one-shotted by Varrel through her mirrors.

The circus was quickly put to rights before going to talk to Gaelan Bayle.  Things were slowed down not just by the cut-scenes, but also several MP crashes - resulting in us creating 4 different game sessions.  However, there was time to put the Copper Coronet under new management and deal with the Suna Seni and Renfeld ambushes.

Stats:
Slough, swashbuckler 11, 63 HPs, 39 kills
Varrel, paladin 9, 103 HPs (incl. 5 from Helm), 90 kills, 0 deaths


#8556
Gate70

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Looks like Carthusian forgot to write up his previous session. Here's how it ended.
Image IPB

Todays action saw him head over to the druid grove, nothing too serious there other than Cernd observing how Quivering Palm cuts through Ironskins to vorpal a shadow druid or two, and Stunning Blow helping out against the many ironskins of what is left of Kyland Lind and his party.

Then on to the de'Arnise hold. Another brief test of Quivering Palm sees 3 trolls down in a round.
Image IPB

The yuan-ti mage demonstrates QP bypassing stoneskin too. Glaicus is charmed out of his domination, then TorGal survives a round of QP's only for the Blackblood club to drop him.

#8557
Grond0

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Inti - elf wild mage (update 2)

At the circus Inti buffed up downstairs, then used Kon's invisibility to disappear again after grabbing some scrolls.  Upstairs a couple of webs helped disable Kalah while he was shot up.

Used potions of genius to learn stoneskin and a few other spells and bought the RoAC and some bags.  Then went to report to Gaelan Bayle.  Some summoned monsters helped against Cohrvale & Bregg (and incurred a warning from the Cowled Wizards).  Inside the Copper Coronet Inti buffed up to deal with Amalas - who spent his time chasing Kon in vain).  Cloudkill was used to kill the cell guard before he could summon help and Inti went on to beat up the beastmaster and his animals before helping Hendak against Lehtinan.

Cloudkills and summons were still the main offensive spells used as Inti moved through the sewers, though there was a fair amount of buffed melee and use of MMM as well.  In Slaver HQ a cloudkill followed by a RoAC disappearance dealt with most of the guards and another accompanied by some summons was enough for Captain Haegan.  After a rest Inti created some more summons for the trolls and used vampiric touch on a survivor before triggering the acid trap (mirrors protected him anyway). The yuan-ti failed to reach Inti through a doorway blocked by Kon and the mages died in webbed cloudkills.  I didn't fancy going through the poison trap on the stairs so went back through the sewers and paid for a magic license before knocking open the slaver door.

Suna Seni found themselves in a webbed cloudkill, while 3 of the 4 attacking Renfeld were confused and no match for summons.  After returning Renfeld Inti went to deal with Prebek and Sanasha.  The intention was to produce some summons and then use cloudkill, but a wild surge creating extra summons caused them to push Inti into sight of Sanasha.  He responded by nipping outside to put improved invisibility on before using MMMs on the mages.  He looted the Harper HQ - only potential problem was a surge summoning a Nabassu, but he was able to run out of sight before it appeared.

Some summons provided distraction while MMM dealt with Roger's troll.  The same was done to the rakshasa, though a rest was needed in the middle to refresh summons.  On to try and open up the Unseeing Eye where Inti found the nastiest moment of his run so far when shadows converged unexpectedly from 2 directions and trapped him (it's not obvious in the screenshot, but he's surrounded by 7 or 8 of them here).  A potion of invisibility gave him the chance to buff up and he was then able to get out without much trouble using a potion of firebreath.

A couple of vampiric mists got him to level 12 and the opportunity for some improved summons.  Inti bought some scrolls along with AC3 bracers and a few potions.  Using his newly learned spell immunity he picked up the berserker horn and then went to solve the skinner murders.  While preparing for that he had his first petrification surge, but his spell save was down at 1 and protected him.  The Rune Assassins could do nothing to Inti's first fire elemental.  He's also now using 2 chaos shields in a minor sequencer before buffing, so is better protected when surges do occur.

At the Graveyard Inti rescued Nevin with the help of summons, punished some grave robbers, returned a teddy bear, dug a grave up and found a paladin a daughter.  Underground a fire elemental helped clear out various spiders before another took on Pai'Na (Inti entering invisibly and getting out of sight of Pai'Na before bringing in summons).

Summons also helped with the Southern Tombs, although Inti had to resort to risking his first sunfire to finish off the vampyre.  He finished clearing the upper Graveyard as well.  The main problem there was the tomb with shadow fiends in - I couldn't initially think of a way to do that safely, but eventually went in after having removed the Claw of Kazgoroth and using the Horn of Kazgoroth along with other buffs to get save vs death down to 1.  I was thinking that spell immunity would protect him from his own skull trap, but it appears that's coded as magic resistance and he took damage (I originally intended using protection from energy, but fluffed learning that spell).  However, one shadow fiend died in the blast and the second took just one chop with a phantom blade to finish it off.  The remaining mummy was too slow to be much of a threat - particularly after Kitthix webbed it!

With the Graveyard loot Inti bought the Robe of Vecna.  Then returned to the Bridge District to punish some kidnappers before collecting a ransom (though that was fairly pointless since I don't have the golden pantaloons).

#8558
Grond0

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Inti - elf wild mage (update 3)

After plenty of hard graft up to now, Inti tried to make things easier for himself by going after the Ring of Gaxx.  The last couple of times I've done that I haven't prepared properly, but there were no mistakes this time.  A green scroll of protection from undead and a potion of speed were the main equipment with phantom blade spells being used to finish off the 4 liches in the City.  When Kangaxx's demi-lich form appeared Inti took a potion of power and switched to MMM using improved haste.  He had 5 MMM spells memorised, but one of those was lost to a surge and he was on to his 3rd of 7 MMM scrolls when Kangaxx fell (he had previously tried to run, but Inti was blocking the way).  That also took Inti to level 13.

He set out wrapping his charisma round from 8 to 25.  The pirates offered a couple of reductions before he started Mae'Var's quests.  That involved looting the Temple of Talos (using MGoI for protection) before going into Rayic Gethras' house.  MGoI, among other buffs, allowed Inti to whack away at the mephits in Rayic's house, getting 4 more charisma reductions in the process.  A fire elemental, intended to occupy the golems, then went hostile and hitting that took charisma down to 0 (avoiding death by wearing ring of human influence).  With just one more reduction needed Inti attacked one of the skeletons that were running interference against the fire elemental -that did the job.

The berserk warrior occupied the stone golems while Inti threw MMM at them.  Then, after resting, Inti went upstairs and got out of sight of Rayic with the intention of producing some summons.  The first attempt to do so got a lightning bolt instead; that hit Rayic, but he didn't appear to recognise where it came from and stayed where he was.  More summons followed faster than Rayic could kill them and a skeleton warrior got a fatal blow in.  Fire shield and protection from acid spells allowed him to loot Rayic's treasure.

The remaining tasks were quickly finished and Inti invaded the Thieves Guild.  The enemies there were no danger with stoneskins available and a skeleton warrior and fire elemental were more than enough to account for Mae'Var.

After looting the guild (I can never resist a locked chest), Inti moved on to the de'Arnise Hold.  He quickly picked up level 14 there and moved on through - mainly using summons and MMM.  Kitthix webbed the yuan-ti mage (and Glaicas).  After feeding the umber hullks invisibly Inti duly pulled Torgal back to kill him, though too late to save Nalia's father. 

Next up was Watcher's Keep.  Inti prepared a nasty surprise for some vampiric wraiths, only to find it hopelessly outclassing a few mephits.  However, the hasted skeleton warriors were able to clear the rest of the top floor of enemies.  They also did 1 of the 2 statues annoyed at the removal of a book from the altar - a horde summoned via limited wish helped finish the other off, before the Crimson Dart was put to use on the guardian golems - when will golem builders learn that big is not beautiful!  That also took him to level 15. 

After resting. Inti summoned some more help and killed the remaining statues - completing his work at Watcher's Keep for now.  The only drawback of that adventure is that Inti's intelligence of 15 is not sufficient to read the golem manual, so that will probably be kept in storage for now.

#8559
Gate70

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Carthusian XII makes a bit more progress.

After making a start on the Coronet last night he completes the job this morning and shuts down the nearby slavery trade. With that done he heads off to Windspear, returning for the dryad acorns. Such is his nymphly reward (level 20, immune to non-magical weapons, whirlwind attack) that he diverts into Watchers Keep. Two vampiric wraiths are easy prey but a normal wraith drains him shortly afterwards. He adds a DUHM to break open a container or two then takes a second level drain from a trap before asking Sister Garlena to cast greater restoration.

With that done he returns inside to loot an ammo belt and pops a crimson dart into it for emergencies. Windspear, Umar ruins and Watchers Keep remain to be done outside the city, while major jobs inside are the 2 planars, Unseeing Eye, guarded compound, illithid lair and Twisted Rune. Plus Brynnlaw.

#8560
corey_russell

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@Grond0 - remember there's a head item that boosts INT by 1 in ToB, so that means you will be able to use the golem manual in ToB if you wanted to.

#8561
Matuse

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There's also a point of int to be had from the machine on level 3.

#8562
Gate70

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Carthusian XII decides not to faff around, and heads to Brynnlaw.

Once there he de-pimps a local and grabs a wardstone to get into Spellhold. After a bad dream he quickly works his way around two levels of a maze before scaring Bodhi away in Slayer form. Irenicus gets the bulk of a GWW before Kitthix is summoned and Wanev timestops. Irenicus teleports away and Carthusian helps Saemon Havarian steal a ship.

More antics on the high seas ends up in the city of caverns. Carthusian puts an ettin on the ground and agrees to help the sahuagin king (after I cook tea...)

Level 24, with a bag of holding now in hand life should be easier. There are a few stashes of loot around the game where essential equipment was hauled out and other valuables left for a later stage due to inventory limits.

#8563
Grond0

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Gate70/Grond0 multiplayer attempt 37 - (update 2)
Slough, halfling swashbuckler (Grond0) & Varrel, human paladin (Gate70)

A dodgy session yesterday, but this duo survived to make some inroads into BG2. 

At the Bridge District the berserker horn was picked up and the skinner murders solved - though the Rune Assassins were left for now (Varrel wants something better than chainmail armour before doing them).

After returning Renfeld the assault on Prebek's house proved to be a bit of a shambles.  First, Varrel entered without intending to, activating the defenders.  He nipped out again, only for Slough to also go in without meaning to!  She was held, but Varrel was quickly back in to support her and managed to survive the spell onslaught.  They looted Harper HQ, but contrived to leave the charm protection helmet behind (sorry CoreyImage IPB).

Next on the agenda was Watcher's Keep to get a potion case.  Inside, Varrel was drained by a wraith and then held by a shadow fiend.  Slough, wielding Arbane tried to get up close and personal to get the attention of the fiend, but for a long time it looked like it was going to kill Varrel.  However, at the last minute it did turn its attacks on to Slough and she was able to outlast it.

Back in Athkatla Gaelan Bayle got his money and Varrel went to collect some goodies from Aran Linvail - immediately putting the amulet to good use against Hareishan.  Using RoAC II he confronted Lassal over the murder of Mook and then moved on to discover the identity of a Guild Contact.  With the Cowled Wizards having warned him for that use of a magic item we went to pay for a license.

At the Graveyard the spiders were no problem - and neither was Pai'Na against more II.  The same trick was tried at vampire HQ - II did not give Varrel guaranteed success against domination, but no-one successfully tagged him on the way to pick up the MoD.  On the way out of the Graveyard various quests were done and Varrel meleed the Crypt King to get Namarra for Slough - though he had to use several healing potions in the process.

Stats:
Slough, swashbuckler 13, 73 HPs (incl. 6 from ioun stone), 73 kills
Varrel, paladin 10, 116 HPs (incl. 5 from Helm, 10 from bracers), 145 kills, 0 deaths
There were a number of MP crashes in that session - they resulted in a loss of 80k XP for Varrel and presumably his kills are rather understated as well.


#8564
Gate70

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Carthusian XII crosses the city of caverns off his map (the king is in charge so it will be imploding shortly).

After a very brief clearout of the initial Underdark foes Carthusian releases young Dagglefodd from the imprisonment device - the rest of them can stay in there. On to the Beholder lair where an Elder Orb is GWW'd. A second orb is left well alone, and Carthusian considers his next move.

#8565
Gate70

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Carthusian XII covers a lot of dangerous ground this session.

First off, the kuo-toa breeding grounds where five demon knights and a kuo-toan prince have a bad day. A group of drow guarding a locked exit get more of the same, then on to the illithid lair. Carthusian is careful to use the control circlets from stealth, and uses a couple of brine potions against the larger groups of ulitharid on top of improved invisibilty.

With all 3 samples collected there is time to visit the swirf settlement and stoneshape a balor before heading into Ust Natha. The firetooth dagger, Kaigen's amulet and a few potions (cloud/storm strength, invulnerability, absorbtion, magic blocking, magic protection, fire resistance) are bagged before the city tasks are ticked off. No time to play in the fighting pits but always time for Deirex and the Ghaunadians as well as Boz and his pals. Nashtar didn't manage a Maze animation but Carthusian had equipped the Sword of Balduran and amulet for 100% resistance anyway (was 98% against Simyaz and co but put them down safely in a round). The Matron Mother and Phaere fail to survive a Lesser Demon Lord summoning and Carthusian picks the brain of Quilue on his way out.

Elhan manages a half-hearted welcome and Carthusian picks up some holy water and stakes for what lies ahead.

Modifié par Gate70, 19 février 2014 - 11:58 .


#8566
Alaestr

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This is my first post on this forum and also my first "published" no-reload attempt. The previous ones were not aspiringly succesful so I'm skeptical as to whether I even make it to Brynnlaw, but well... Everyone must start somewhere.  
My install consists of BG2EE with newest SCS and some portrait pack. That includes all improved elements from scs as well as ai packs. One of the true challenges for me in this particular run will be the new content I will be facing, since I didn't play scs beforehand. Also my memory of bg2 is clouded by cobwebs, so I expect to die from traps at some point (which did happen once in one of my test runs and number of times in reload runs) I will be mainly running solo, but I don't dismiss the possibility of grabbing one or two npcs for quest related purposes.  
Well, without further ado, I present to you.  

Joniren, the brave half-elf blade enters the challenge. Here are his starting stats. I did import the character from bg1 and did collect all of the tomes I believe.  
Character sheet
Joniren is a sneaky blade with an eye for women. He will not hesitate to use any cheese possible to kill the guy, who kidnapped him, robbed him blind, and put in the cage with strangers. It does mean that I will be shamelessly cheesing the game. Since it is my first playthrough through scs I'm not gonna even feel bad about it (from what I've seen scs is quite rough for soloers).  
Joniren was freed from the cage by his childhood friend, Imoen, then proceded to free some guys he didn't know from cellls near him. Decided to keep only Jaheira, Minsc was to heavy a character for Joniren to bear. Keep in mind that scs's dungeon's biggest challenge is that you are allowed to rest only ONCE throughout whole two levels of chateau. Moreover I had had remembered spells from my final fight with sarevok, which wasn't helpful either.  

Even though, I managed to get through the dungeon easily with help of imoen diarming traps, jaheira wolf form (harassing the peksy crossbow duergars). I had cleared gibberlings first, then activated stone golem, cleare two sets of duergars in corridors, mephits in the south, library, illyich, two stone golems, otyagh(?), and continued into pretty rooms. Did make a mistake of walking right into poison trap which forced me to rest (since I was hasted from potion and couldn't cast slow poison without being interrupted). I wasn't happy about that, because I planned to clear last group of duergars near the portal before resting, but that had to do. Room with mephit cages was cheesed - lured the mephits into the room, invisibled myself and imoen, closed the door and wailed on the portals in peace. Clone died from jelly, rest was a formality. Let Ulvaryl escape. Did the air plane.
Next on the agenda is circus, random encounters, copper coronet and probably solving murders in the bridge district. Will see.

PS. I apologize for my shaky english. I am not a native english speaker and will be doing numerous grammar mistakes, can't help it, but hopefully it won't be as unbearable as to deter you from enjoying the read.PPS. I forgot to mention. I did consoled the cloak of balduran and bag of holding. I consider nerfing magic resist on the cloak to +5/10% if I will be able to achieve 100% too easily.

Modifié par Alaestr, 20 février 2014 - 02:53 .


#8567
corey_russell

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@Alestr - Welcome to the challenge, and good luck! I think "cheese" in your run will be just fine,especially since you will be combining solo, SCS and no-reload.

Reem the solo dwarven fighter/cleric entering BG 2 portion of his trilogy no-reload challenge...

Reem has made it out of the initial dungeon and has made good progress once out. Here's stats, using the standard Corey fighter portrait (I haven't made a cleric portrait for myself yet).

STR 19 DEX 18 CON 20 INT 12 WIS 20 CHA 3
** Warhammers
** Sling
** two weapon style
* Flails (this prof obtained later)

There really isn't much to talk about the dungeon - he was never in danger, and always used summons and/or buffs for any difficult fights. He always used dual-wielding warhammers except sling vs. the stunning mephits guarding the genie lamp.

Once out, his first major purchase was Bassilus warhammer. His ONLY melee weapon is warhammers, so might as well get the best he can, he'll have to use this for a while.

The absolutely first objective was a gem container and scroll container and then head to Watcher's Keep to get a potion bag - Reem is overflowing with potions at the moment.

Not surprisingly, Reem got ambushed by Suna Seni's gang - Reem opened with Sanctuary then moved to the edge of the area. He then summoned 5 summons (weak), bless, chant, protection from lightning and charged the enemies. He tried to get a few silences off but he was interrupted. Still he and his gang were killing the enemies super fast. Being solo, saves are far more important than AC, so he didn't equip the plate +1 and kept his splint mail, which allows protection ring.

After the stop at WK, Reem then wanted to get his easy full plate (Officer Dirth). But of course Renfeld showed up. Reem's silence failed again, and didn't have much at all in protections, but he still won the fight. So returned Renfeld to his buddies, and battled Officer Dirth. Doom and hold person were just too much for the officer, and now Reem has full plate - he will likely wear this armor for a long time.

Right about now he got his first level 5 spell - True Seeing was memorized and used to solve the Circus problem. Now that he got his CHA ring, he can also afford his ring of air control and glasses of identification.

Next, Reem worked on trying to find Montaron in the Harper's base - he only found a bird. He was able to get to 25 STR with buffs, but even then he couldn't bash that trapped painting after many attempts - apparently only mages and thieves can get this charm helmet. Oops forgot to mention that many buffs were used against the enemies in Prebek's house, but RoAC once again made this fight pretty simple.

After all of this, Reem had 14,000 gold but not enough to get the Staff of Rhynn - it would be useful against the tougher golems at D'Arnise Keep, and way down the road maybe Kangaxx. So he decided to investigate the going ons at the Copper Coronet.

Oh, just remembered that Reem found a +1 warhammer in an unoccupied house in the slums, so he now dual wields magical weapons. He just recently got a proficiency, and put in flails, thinking of flail of ages as well as Gromnir's nice flail in ToB.

#8568
Serg BlackStrider

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Well met and welcome, Alaestr! Safe travels to your Blade.

#8569
Grond0

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Gate70/Grond0 multiplayer attempt 37 - (update 3)
Slough, halfling swashbuckler (Grond0) & Varrel, human paladin (Gate70)

A better session yesterday saw this duo starting to become more comfortable.

The first target was the Ring of Gaxx.  That was started by opening up the Unseeing Eye, taking out Roger's troll and the rakshasa on the way.  I mis-clicked the conversation option with Gaal, but he's a forgiving sort and allowed another chance.  After using scrolls of undead protection and potions of speed the Shade Lich, City Gates lich and Elemental Lich all fell according to plan.  Kangaxx's lich form was eliminated and the duo positioned to block the demi-lich in.  Only Slough had a weapon that could hit him, but Varrel was also attacking and, unfortunately, when Kangaxx started to run, Varrel chased after him just far enough to open up a gap and Kangaxx got free.  Chasing him proved extremely difficult and, just as it looked like we could block him in again, the undead protection ran out (and so did we).

Deciding to get the iMoD before coming back, the duo did the Sir Sarles quest.  Also freed a kidnap victim while in the Bridge (no point getting the ransom as we didn't bring the golden pantaloons from BG1).  With the iMoD in hand we tracked down 2 more scrolls of undead protection and returned to Kangaxx - this time he was immediately destroyed by Varrel's first attack.

The next equipment upgrade sought was some full plate for Varrel.  That was provided by Mencar - Kitthix webbing Brennan to prevent him from running away with his invisibility ring.

Now well protected Varrel returned to the Bridge District to finish off the Rune Assassins.  First we had to get past the third version of Rejiek Hidesman we had seen - he was unkillable to lured away by Slough and left on the docks.  The Rune Assassins both missed their backstabs and Varrel swiftly made them pay.

The Temple of Lathander got a relic back and the Fallen Paladins found their swords no match for Varrel's improved AC.  The final action was to go and clear the slaver ship, picking up Lilarcor on the way.

Stats:
Slough, swashbuckler 13, 73 HPs (incl. 6 from ioun stone), 102 kills
Varrel, paladin 10, 116 HPs (incl. 5 from Helm, 10 from bracers), 204 kills, 0 deaths


#8570
Alesia_BH

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Hi all. As you've likely noticed, I haven't yet delivered on my promise to start a run. After returning from South America I had to work for a few days and then I became completely obsessed with My Little Pony: Friendship is Magic. Now that I've burned through all the MLP episodes that I could get my hands on, I'm thinking it's time to get back into BG.

As soon as I thought of firing up a game, it occurred to me that there are exactly six main character ponies in the Friendship is Magic series. Six: You know what that means. Then I found this awesome My Little Pony mod for Baldur's Gate:

http://saber-scorpio...ng/mods_mlp.php

I haven't finalized my decision, but I'm seriously tempted to do a run with the MLP party. It sounds like a lot of fun to me.

Anyhoo. I'll likely get started within the next few days- probably with the MLP party, but possibly with something else. Best of luck to everyone in the meantime.

Cheers,

A.

Btw. Welcome Alaestr! It's wonderful to have you here!

Modifié par Alesia_BH, 20 février 2014 - 10:47 .


#8571
Gate70

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Best of luck Alaestr.

Carthusian XII spends an hour or so purchasing things and stashing them in Watchers Keep (all a bit pointless really as I probably won't bother to use many scrolls or potions but that's what a ToB contingency fund is all about).

Twisted Rune. Used a cloud giant potion to try & open the door, had to use a storm giant potion in the end. Added a protection from undead scroll which was dispelled so GWW'd Shyressa out first. Revanek was next, then Vaxall. Layene and Shangalar both tried Maze but the Sword of Balduran kept magic resistance at 100% and Carthusian picked them apart with ranged Firetooth dagger and melee fists depending on fireshield activity.

Guarded Compound. Sion learnt all about Quivering Palm. Koshi took a GWW in the face then the rest were grouped together and blended.

Tarnor the Hatchetman. Gaius managed several spells before expiring, nobody else was any real trouble. The same was true of the Unseeing Eye, leaving Umar ruins and Windspear Hills for a case of Double Dragon at some point.

edit 1 down 1 to go. A 1 hit wonder too.
Image IPB

Modifié par Gate70, 20 février 2014 - 02:57 .


#8572
Alaestr

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Thank you all for the warm welcome. It is a pleasure to read and share adventures with you.

Gate, your monk run looks really solid to me, I'm amazed at what you can achievee with the class.

Joniren, the brave blade. Update No. 2

Joniren emerged from chateau and went straight into tavern, thanking all the gods for the blessing of a safe rest. Then he helped to dispel Kalah's spell at the circus. Joniren cast MMM, let Aerie cast improved invisibility on him, skipped werewolves and threw some meteors in the Kalah's direction, which soon proved to be fatal for the gnome. Had to crush Aerie's dreams of getting out of the circus and discovering the big world. 

I talked to Gaelen, exploited nearly blind fence at the Mae'vars guild, bought RoAC, Aeger's Hide, some scrolls, potions.

I was caught by Suna Seni during one of my travelling experiences (I had RoAC then). Immediately after the fight began I used RoAC, went to the corner and buffed with PfE, Shield, Mirrors, Blur, MGoI, DUHM and offensive spin. Thus I approached Suna and cast my 2xWeb sequencer. I threw some leftover meteors at the mage, cast skull trap, which only Suna survived. Rest was the history. I should mention that I prebuffed myself with stoneskin. How, you ask, since you have only one 4th level slot. I cast a stoneskin, changed it to MGoI, rested and then ventured forth. Let the cheese begin :)
Sitution just before I cast a Skull Trap. I intend to do the same with Renfald encounter.

Joniren paid Gaelen, talked to Aran and received his Amulet of Power and RoP+2.

Joniren heard about the Cowled Wizards not appreciating magical activity at their own yard. He also carried some resentment towards them, since they took Imoen. Not that he liked her very much, the girl was utterly useless when it came to wingmaning (joniren craeted the word himself), but no one can take anyone from him without his say so. So he decided to get rid of the Cowled pests. 

In this fight I abused the cloudkill wand. I violated the law with II, then offensive spin and ran out of sight. Placed two cloudkills in a way they don't hurt wizards and then cast third which had mages in range. AI panicked and didn't know what to do. Rinse and repeat 6 times (number's correct?). I chose the place specfically for its narrow escape route. The Aftermath . Now Joniren can freely cast all these sweet enchantment spells he likes so much. 
I leveled up during the fight. I chose Axes as my second weapon proficiency. It was a really tough choice between Axes and Katanas. Axes allow me to use sweet Azuredge and Stonfire, but Katanas get me additional 4 spell slots. I concluded that I'm going to be clearing the graveyard sooner than needing extra spell slots, so went for Axes. Also I believe that axes are more useful later in the game than katanas. But I might regret the choice sooner than I expect. I already had 3 stars in two weapon style and one in scimitars. 

I will be clearing the Copper Coronet in the next update. Now I need to make dinner. 

Modifié par Alaestr, 20 février 2014 - 03:54 .


#8573
Grond0

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Alaestr wrote...
So he decided to get rid of the Cowled pests. 

Nice to see someone else giving the Cowled Wizards a taste of their own medicineImage IPB.  Best of luck with your run.

#8574
Grond0

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Gate70/Grond0 multiplayer attempt 37 - (update 4)
Slough, halfling swashbuckler (Grond0) & Varrel, human paladin (Gate70)

We took advantage of neither of us working today to make some more progress, including our first dragon kill.

Things started with a return to vampire HQ, where Tanova was the main obstacle.  Kitthix and the berserk warrior used up some spells.  Then, after waiting for 2 true sights to evaporate, Varrel used II and finished her off.  Downstairs was no problem, except that Lassal did not spawn.  We tried leaving, resting and staking the other 2 named vampires, but without effect.  Eventually the console produced a conversation with Lassal, meaning he was available in the spiked room.  Shortly thereafterBodhi was tanked - she did quite a bit of damage to Varrel, though some of that was the result of her being hit too frequently to get her final conversation out.

After reporting in to Aran the next destination was Trademeet.  The genies had no answer to II and the duo moved swiftly on to the Druid Grove.  That was shaping up nicely with the Troll Mound done and the encounter with the trolls and shadow druids complete.  Unfortunately the game hung there so we had to use the autosave to start the area again.  This time we were a bit more impatient and the trolls were taken in groups rather than bringing them into battle in ones or twos.  However, Varrel's AC stood up to the test and he was never in danger as the duo moved through to watch Cernd savage Faldorn (the rakshasas were left alone).

After rescuing Raissa and clearing the tomb it was off to Umar Hills.  We had more computer problems there with the game synchronisation breaking down during a tough encounter with a greater mummy and his cronies - here I was enquiring (not very gently) why Varrel was not moving away from the undead attackers.
Image IPB
The problem was that on Gate70's screen Varrel was standing quietly by the stairs.  I tried taking control of his character to get things back in sync - that worked, though by the method of bumping him from the game.  The second group of undead led by a greater mummy also hit quite hard, though Varrel did not actually have to retreat that time.  Then it was on to Thaxy, who failed to notice snares being set round his ankles and expired without being otherwise hit.  The intention was for Slough to use a sunray on the Shade Lord, but that got lost during the conversation with him.  However, it didn't matter anyway as a single hit from Varrel's iMoD was sufficient to destroy him.

Back in Athkatla the berserker horn has had a final upgrade and Slough has got a new suit of dragon armour.

Stats:
Slough, swashbuckler 16, 80 HPs (incl. 7 from ioun stone), 187 kills
Varrel, paladin 12, 122 HPs (incl. 5 from Helm, 10 from bracers), 280 kills, 0 deaths


#8575
Matuse

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I chose Axes as my second weapon proficiency. It was a really tough choice between Axes and Katanas. Axes allow me to use sweet Azuredge and Stonfire, but Katanas get me additional 4 spell slots. I concluded that I'm going to be clearing the graveyard sooner than needing extra spell slots, so went for Axes. Also I believe that axes are more useful later in the game than katanas. But I might regret the choice sooner than I expect. I already had 3 stars in two weapon style and one in scimitars.


Katanas are good in SoA because of Celestial Fury. Once you're past that, it becomes a lot less effective. ToB Katanas are fairly meh for hitting things. Axe Of The Unyielding +5 is...preposterously good, however. Also don't sweat the scimitar proficiency; Go get Belm and then swap to the Scarlet Ninja-To once you have UAI and can actually wield it.