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Baldur's Gate 2 No-Reload Challenge


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#8801
Grond0

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Geduld - elven melee sorcerer (5th and final update)
 
Geduld moved on to the Druid Grove.  Mordy swords made the trolls there simple - with no danger that the sword could kill them.  The trolls killed the first group of druids, while all 4 of Kyland Lin's friends were pre-blinded and he ran into a PW: silence.  The rakshasas were left, before he had another struggle through the myconids - getting confused, but his stoneskins survived after the distracting mordy swords disappeared.  Eventually moving on he used a mordy sword to pull the last shadow druids together for a malison / hold combination before watching Cernd set things to rights.
 
Back in Trademeet Geduld cleared the tomb (level 16) and for the third time in the run I accidentally selected a spell while intending just to look at it - this time pierce shield. Then Geduld took final revenge on Rejiek Hidesman at the end of a session.
 
At the start of the next session I wasn't sure where to go, but eventually decided to have a look at Watcher's Keep.  Inside, I summoned a couple of mordy swords with the intention that they could occupy vampiric wraiths for a bit.  However, there were none there and I absent-mindedly let them move forward to attack some mephits.  I only realised I wasn't supposed to have done that after the battle was over.  Checking back on the record the swords had killed 2 of the mephits, in contravention of my restriction that Geduld can only receive XP for enemies he's killed in melee and I'll therefore retire him here.
 
Two posts in a row detailing my mistakes - doesn't look good :whistle:.


#8802
corey_russell

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Sorry about that Grond0. What's next?



#8803
Serg BlackStrider

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Yes, too much sad news this morn, Grond0...



#8804
polytope

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Quick Update about CoreTalos and Gang: We got out of spellhold, but a little sloppy play in Spellhold resulted in the permanent death of Korgan (a trap). I thought with spell save at 2 and pro evil active he should be OK, but apparently the trap spell must have a save penalty applied and he was chunked. 

 

In spite of the description, Protection from Evil does NOT improve saving throws, it just causes evil creatures to take a -2 penalty on their attacks.

 

That was a really unlucky roll though.

 



Your run has been interesting, Polytope. I'm sorry I haven't commented much. I've been enjoying it nonetheless.

 

More interesting to read than to play perhaps, Aesgareth and Tahazzar were challenging alright, but most of the rest was too easy, the underdark certainly is.

 

So where are you travelling this time?

 

Anyway, short update on Eryx & party who are currently working their way through Ust Natha quests.

 

Both drow ambushes defeated swiftly (the blade's high level Remove Magic shines against groups of casters, I used it frequently this session), I thought I would be clever and have Randolph the sorc use a triple Sunfire trigger to blow up the drow blocking the bridge, but surprisingly it only killed their mage, which didn't matter, they were no match.

 

The Kuo Toans did little damage, but their mages invariably made nuisances of themselves by casting telefield and dispelling Aleks's DUHM, not that DUHM was needed, but due to his low caster level and the frequency of enemy RM Aleks will be a good candidate to use Crom Fayer.

 

Around this time Aleks got level 17, which means the final improvement in warrior saving throws, important when going up against beholders.

 

N'Ashtar and party defeated and Phaere rescued, but the Umber Hulks (one of the creatures changed by my polytweak mod) managed to confuse her, this was unexpected and I'll try to prevent it happening in future versions as I think it might bug out something here.

 

I didn't really buff properly before meeting the crazy mage trapped in the soul prison, who is amazingly skilled at spell casting for someone unable to utter a coherent sentence; our party has globes from Limited Wish but Eryx had no Spell Immunity/Deflection left (or any antimagic) and not everybody is hasted either (silly of me to wish for globes before haste), Raevilin used his Wish for double length Timestop + Improved Alacrity, but mostly focused on breach/dispelling and debuffs, good thing I had the globes, as he would otherwise probably have gone for MM and Flame Arrow spam (Eryx wasn't in danger, he got out of Raevilin's LoS as Wish was being cast).

 

underdark2.jpg

 

Randolph had enough antimagic to remove Raevilin's Spell Shield + Immunity soon enough anyway, and Eryx's RM was successful once again, Raevilin went down a couple of seconds afterwards even with the party unhasted/dispelled (besides weakening powerful enemies with called shot, another thing Artemisia is great for is shooting debuffed mages who otherwise run away when attacked and can be difficult to catch if you're not hasted).

 

Assassinated Qilue and her servants for a giant goldfish, Eryx got level 23 here, which is only noteworthy for the improvement in Dispel Magic checks. Eryx is a little behind the rest of the party due to Aesgareth stealing my xp in our game of cards, most of the others are on the verge of getting HLA's (would have got them sooner if I was playing with full xp for locks/traps and learning scrolls).

 

Eryx's Spell Shield wore off before facing the beholder, allowing it to tag him with an Anti Magic Ray, I knew this wouldn't matter and it didn't.



#8805
Grond0

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Riss - elven wild mage (update 1)
 
Having survived BG1 despite not practising safe spell casting Riss has continued in the same vein in BG2.  Most of the dungeon was no trouble, but she did have one near-death experience.  She tried casting DUHM with a view to resting after opening a trap, but found a cow falling on her instead:
Cow1.jpg
- leaving her with a single HP.
 
Falling cows are pretty rare in my experience, but another one appeared later on in the dungeon, though this time it was Frennadan getting a bit squashed!
 
I missed the key to the frost portal somewhere, so just dodged that trap.
 
Getting her sword from the genie got Riss to level 10 (+6 HPs to finish her die roll levels - 2.5 HPs above average).
RecordL10.jpg


#8806
corey_russell

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CoreTalos the Half-Orc Priest of Talos and his rag-tag band - Update 11

Traveling with: Paja (berserker), Imoen (thief>mage), Hanna (sorcerer)

 

I forgot to mention one more item that got destroyed when Korgan was chunked - the gauntlets of ogre power. So this means I cannot forge the Crom Faeyr. 

 

We were real careful in the City of Caverns. We had our summons escorting us for most fights, and Hanna used her death spell a lot which was very effective against these opponents. We used a protection from undead scroll on Paja vs. the large group of undead, lead by the Sea Zombie. 

 

Imoen did great trap work when trying to get the tooth and the +2 cloak. She has the ring of danger sense (from planar sphere), so that helps her skills quite a bit. Luckily, Hanna had 15 WIS so we didn't have to fight the beholder guarding the tooth.

 

As I do for nearly all my characters, I talk to the prince, and then the prince doesn't give his word on something, and I reply, not good enough and take them out. Hanna's death spell and lesser air elemental (from the staff) made short work of the survivors, though the prince got some good hits on Paja.

 

Once we made it to the Underdark, we summoned 5 skeleton warriors, put CC on Paja, and she and her friends took out the 3 mind flayers nearby. We also destroyed the large group of elementals nearby. Imoen managed to memorize freedom on her first attempt, and also cast another freedom scroll to free the mage.

 

We had our summons soften up some nearby drow (guided by farsight, the spell I got from the book of infinite spells), and then the party had to finish up the survivors. We had 4 aerial servants try to soften up the nearby spore colonies, but they weren't very effective, so the party had to get things done themselves.

 

The last task of the session was battling that powerful demon in the halfling village. Lots of summons and good buffs like CC, and Hanna doing MMM was enough to win this battle for the team. We picked up the mage's book from the nearby inn, and will help the formerly imprisoned mage next.



#8807
Alesia_BH

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More interesting to read than to play perhaps, Aesgareth and Tahazzar were challenging alright, but most of the rest was too easy, the underdark certainly is.

 

I enjoy reading SCS playthroughs, and especially SCS party games since I typically solo. The Watcher's Keep section was particularly interesting.

 

Stay focused!

 

So where are you travelling this time?

 

I'll be in North America for the spring and summer. I'll head to South America once the leaves change. 

 

Best,

 

A.



#8808
polytope

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@Grond, let's hope this Wild Mage is the one to beat Draconis.

 


I enjoy reading SCS playthroughs, and especially SCS party games since I typically solo.

 

Well, I'd like to keep up the reports but I have a bit of a problem with my game now.

 

Everytime I try to enter the Illithid city the game slows to a crawl, lagging so much that it becomes unplayable. At least one other player mentioned this happening with SCS, but it doesn't happen with every mindflayer area (Alhoon's sewers hideout and WK lvl 4 didn't bug the game, just this place), and not everytime either (Illithid city worked fine in my last game).

 

Does anyone know what's causing this and how to fix it? I don't want to miss out on the ring of fire control since I lost the red dragon scales, the equalizer may also be needed somewhere.



#8809
Aasim

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@Grond, let's hope this Wild Mage is the one to beat Draconis.

 

 

Well, I'd like to keep up the reports but I have a bit of a problem with my game now.

 

Everytime I try to enter the Illithid city the game slows to a crawl, lagging so much that it becomes unplayable. At least one other player mentioned this happening with SCS, but it doesn't happen with every mindflayer area (Alhoon's sewers hideout and WK lvl 4 didn't bug the game, just this place), and not everytime either (Illithid city worked fine in my last game).

 

Does anyone know what's causing this and how to fix it? I don't want to miss out on the ring of fire control since I lost the red dragon scales, the equalizer may also be needed somewhere.

 

I think that player was actually me (kreso at g3).... Have no idea what causes this to happen, but I'll try something out later today to see if it's easilly fixable. 



#8810
Grond0

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@Grond, let's hope this Wild Mage is the one to beat Draconis.

Thanks - she's survived long enough now that it would be possible to play her virtually risk free, though I'm intending to still treat her more like a standard mage for the time being.

 

Riss - elven wild mage (update 2)
 
She set the circus to rights (level 11).
 
Used webs / stinking cloud / cloudkills to trap the cowled enforcers and make casting in the City safe® for herself - Zallanora was the only one to escape, disappearing with a dimension door during a timestop.
 
Gave Lehtinan the boot from the Copper Coronet.
 
Tried and failed 4 times to learn stoneskin.  The lack of that was apparent in the Suna Seni ambush, although the opposition was too scared to press home their advantage and all died in cloudkills.  Riss travelled on to Watcher's Keep where she finally learned stoneskin at the 6th attempt.
 
Back in the city she saved Renfeld - returning him to the Harpers got her to level 12.  A cloudkill / skull trap combination took our Prebek and Sanasha, though a goblin arrow (for 16 HPs while casting cloudkill) reminded Riss she really should be using stoneskin now she knows that.  She had 8 6th level spell scrolls in her backpack and managed to learn a grand total of 1 of them.  I think in future I'm going to resort to potions of intelligence - I would be quite happy to leave spell learning to chance if the chances were at the levels the manuals say (65% for Riss), but the real chance is way below that stated until you get intelligence up to 24 (when 100% really does mean 100%).
 
After watching Xzar get slaughtered (and doing the same with Sansuki) Riss did Mae'Var's quests.  Rayic Gethras woke up in a stinking cloud in time to prevent a pair of skeleton warriors (getting two of them at this stage was very lucky - the wild mage's variable spell level provides a gradually increasing chance of summoning them from level 12 onwards until level 20 guarantees it) from killing him immediately, but they didn't take long once his PFMW wore off.  Not long after that Mae'Var realised that employing thieves and assassins may not have been the best course of action.  With the reward from Bloodscalp Riss had over 57,000 gold and I was just thinking it was time to go shopping when an attempted Bhaal healing spell destroyed 80% of it.  That triggered a sudden desire to loot both thieves guilds and then Riss bought the Robe of Vecna while she had the chance.
 
After a recent death against Brennan Riesling I prepared a bit more this time - he failed to get out of webs and died to a skeleton warrior, while the casters died in cloudkills (level 13).  
 
At the Bridge District Riss traded in Mencar's equipment for spell immunity and 3 potions of genius to learn it (and a few others)  - that was put to use to get the berserker horn.  Solving the skinner murders didn't take long and the Rune Assassins were helpless against fire elementals (despite carrying +1 weapons), although the bone golem killed 1 of those.  More gold was destroyed immediately after completing that quest, though she only lost a bit over 3,000 that time.
 
I'd been wondering where the orogs had got to, but that ambush finally triggered - most of them died in a couple of cloudkills.  That was on the way to doing the Sir Sarles quest - Neb getting struck down by summons while Riss was invisible.  To be even-handed with the gods Riss quickly tracked down the Dawn Ring and chastised some Fallen Paladins (their failure to use magic weapons again making things easy for the fire elemental).
 
Venturing out of the City again Riss went to the de'Arnise Hold.  No problems there (other than yet another 3,000 odd gold disappearing into thin air) with summons more than equal to most of the opposition. Riss helped out with a PW: silence for the yuan-ti mage.  Feeding the umber hulks got Riss to level 14.  Torgal and his chums managed to defeat the summons sent after them and Torgal survived a petrification surge, but Riss then ran him round in a web until he stuck and could be finished off with MMM.


#8811
Jianson

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I would be quite happy to leave spell learning to chance if the chances were at the levels the manuals say (65% for Riss), but the real chance is way below that stated until you get intelligence up to 24 (when 100% really does mean 100%).


What?

What are the real chances, then?

#8812
Aasim

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What?

What are the real chances, then?

Afaik, the chances are as per manual for specialist mage school spells only (Edwin will write down Conjurations without trouble) but the real chance of success is much lower, around -20% from what the manual says.  



#8813
polytope

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I think that player was actually me (kreso at g3).... Have no idea what causes this to happen, but I'll try something out later today to see if it's easilly fixable. 

 

Well, I've tried out several things, and one thing this bug definitely is not is easily fixable.

 

Since the clever mind flayers are slowing down time whenever we try to invade their city I improvised: Using Solaufein's cutscene script (the one where he summon's Phaere and her abductors) as a template I created a script that would spawn the city's mind flayers and their slaves in waves, one every three rounds. They're coming to take revenge on the party!

 

flayercity1.jpg

 

Mass Cure spell was put to good use in between the waves of attackers to heal my fighters from the mind flayer's ballistic attack spam. I also had to be careful to refresh Aleks's Armor of Faith when it expired.

 

One of the mind flayers from the final wave (with the brain golems) drops the equalizer hilt and a control circlet (although you can collect more than one in vanilla...), also Eryx and party get the quest xp which we'd normally reveive for conquering the Illithid city, which gives Artemisia, Aragrish and Randolph their first HLA's. Randolph chose PW:Kill and Improved Alacrity (I doubt I'll be using IA in SoA, but since we haven't got the Robe of Vecna yet it's not unbalancing anyway).

 

No master brain, because it's immobile and can't leave. No meeting Simyaz and crew either, but the silver sword would be of little use to my party.

 

If anyone else is having problems with mind flayer city becoming unplayable with SCS, let me know and I'll PM you the files I used.



#8814
Grond0

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Riss - elven wild mage (update 3)
 
In the Temple sewers Riss sorted out a problem for Roger before picking up a cloak from a rakshasa that didn't need it any more (he's another enemy that can't hit elementals).  The cloak ceased working properly in my last run and is still not allowing any shape changes, but that's not a concern.
 
Went to open up the Unseeing Eye quest and then prepared to assault the liches.  Scroll of undead protection, potion of speed and phantom blade spells did the Shade Lich, Elemental Lich and City Gates lich - though I'd forgotten to memorize extra knock spells so had to use a couple of scrolls.  The potion of speed ran out as Kangaxx's initial lich form died and Riss switched to MMM with improved haste.  I hadn't got a potion of power, but Riss was still able to finish off Kangaxx just before her 5th and final MMM expired (she had 5 scrolls in reserve).
 
Riss used the Rod of Terror on minotaurs and pirates - taking charisma down from 8 to 0.  I didn't want to leave it there for long as she couldn't then wear the Ring of Gaxx, so a skeleton and then a fire elemental acted as targets.
 
Cleared the Graveyard.  The only things that were a potential danger there were the shadow fiends and they were blasted with a wand of lightning.  Did the associated quests, including releasing a kidnap victim - for a small consideration (level 15).  Downstairs summons and a first sunfire spell accounted for Pai'Na and her spiders and more summons helped clear the Southern tombs.
 
Riss paid Gaelan Bayle and collected her goodies from Aran Linvail.  It didn't take long to see off Lassal and the Guild Contact (first use of PW: stun there) and Riss moved on to vampire HQ.  She was unable to reassure Haz that all nearby enemies were already dead and the mage died of fright.  However, Riss carried on and drew enemies back into his waiting summons.  The remaining summons were then thrown one by one at Tanova - the final skeleton warrior proving successful.  After resting some hasted summons quickly cleared the downstairs area.  That took Riss to level 16, which means her standard unbuffed saving throw vs spells is now 1 - pretty much ending the chance of direct death from a surge, although surges in combat can still easily be lethal.  
 
Back upstairs Kitthix got a chance to show her party piece against Lassal before Bodhi was taught a short, sharp lesson by a trio of skeleton warriors.
 
On to Umar Hills, where Riss had no problems.  The first lich died in the fire pit (as did a couple of greater mummies) and the second wasted his death spell on Kitthix before becoming a victim of some skeleton warriors (level 17).  Thaxy killed the skeleton warriors, but had his resistance lowered while he was doing that and died in Riss's first use of an incendiary cloud.  The Shade Lord was successfully silenced immediately and, despite his MR blocking nearly all the damage from an incendiary cloud he was darted before he could cast a spell.
 
Riss cleaned up in Umar and then briefly returned to the City to grease the locks of the Planar Sphere with Valygar's decomposing body.  Also bought spell sequencer from Bernard to make dragon hunting a bit easier in future.  She has now arrived in Trademeet.


#8815
Aasim

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@ Polytope 

 

I've tried a lot of stuff. Tinkering with area script (my first guess was .baf was overcrowded), tinkering with Ulitharid/Flayer scripts etc.; but to no avail. I'm quite sure SCS21 didn't have this problem. I've made a new install, w/o "Improved Mind Flayer" from SCS and used bits of Tactics instead. Anyways, this battle you created where they teleport near you looks awesome, to say the least. I'd probably use it anyway. :D

So yes, if you can upload the files to Rapidshare or somewhere it would be great (or include it in next Polytweak (any eta on that?), even better). 



#8816
corey_russell

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CoreTalos the Priest of Talos - Update 11

Traveling with: Paja, Hanna, Imoen

 

CoreTalos has finished the Underdark quests/battles without losing any more characters, and have talked to Elhan and are in chapter 6. We have some really good spears, so think we are going to pick up Valygar this time - I rarely use him, so this will be good. We got some HLAs in the Underdark, so the team is getting powerful now.



#8817
Grond0

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Riss - elven wild mage (update 4)
 
Riss continues to have luck on her side and survived some nasty moments this morning, but has made rapid progress and just arrived at Brynnlaw.
 
At Trademeet, to make doubly sure the genies caused no problems they were pre-blinded.  Moving on to the Druid Grove a single set of summons (3 skeleton warriors and a fire elemental) killed all the trolls - Riss leading those in the Troll Mound out one by one (level 18 - planetar).  The 2 remaining skeleton warriors and the fire elemental successfully killed the trolls and the druids fighting a battle, while Riss used an incendiary cloud to get past Kyland Lin.  Haste allowed the myconids to be dismantled and the final group of druids stood no chance after the druid was silenced.  The rakshasas refused to come out to play with the skeleton warriors, so Riss used his simulacrum for the first time to occupy them for a while and then dodged in and out of the house until Ihtafeer was dead.  The others duly followed without problems - Kitthix helping out again with a web tangle.  Riss watched Cernd eat Faldorn in 3 bites.
 
Back in Trademeet a first use of the planetar cleared the tomb before Riss tracked down Rejiek Hidesman.  Then she moved on to Windspear Hills.  An incendiary cloud prevented Chiefain Digdag from running away at the entrance, while an ADHW in combination with a planetar's globe of blades devastated the group of vampires and other undead (level 19 - extra L6 spell).  With plenty of XP on offer from greater werewolves and golems Riss soon picked up level 20 (extra L7 spell) for taking apart Samia's ambush.  Conster died of an incendiary cloud / ADHW combination before Riss rested and returned to Firkraag.  The planetar was mainly left alone in that fight, though Riss supported with a few spells.  The choice of PW: stun at this point was a bad idea as Firkraag was near death and a wilting would probably have finished him.  However, he was immune to stun and swiftly rendered the planetar unconscious with a wing buffet before breathing on Riss - taking her down to single figures HPs (I really must start protecting my characters against dragon breath :blink:).  Firkraag then healed himself, but came under renewed attack from the planetar and finally its attacks told.
 
Back in the City summons supported by wilting made short work of Tarnor's gang and similarly trashed the illithid enclave (level 21 - extra 8th level spell).  With the saving throw bonus from that level I decided the Claw could be retired and switched it for a ring of protection +2.  Mekrath didn't last long under assault from 3 skeleton warriors, while his yuan-ti died in area effect assaults while Riss stayed out of sight.
 
On to the Unseeing Eye, where an incendiary cloud cleared the beholders by the bridge.  Some of those in the main area got the same treatment, while summons cleaned up the residue (level 22 - improved alacrity).  Riss was just about out of his main summons by the time she got to the Eye itself, but the Crimson Dart was adequate to finish things off.  Gaal and his guards failed to get out of an incendiary cloud.
 
In the Planar Prison, Riss quickly got out of sight of the bounty hunters before summoning some support.  The intended fire elemental proved hostile, but it was quickly neutralised and the others proved more than capable.  The bounty hunters got Riss to level 23 - energy blades - and she moved rapidly round to the Master of Thralls, where a second planetar did the business.  A couple of wiltings supported this planetar against the Warden and it soon finished off the last couple of yuan-ti mages to let Riss escape.
 
The last major area to be attacked was the Planar Sphere.  An elder orb got Riss to level 24 (dragon's breath) before she attempted to put Lavok into an incendiary cloud.  She has frequently cast spells in sight of enemies, but got away with it - fortunately on this occasion she was out of sight when this no save hold surge triggered.  An incendiary cloud / wilting combination disposed of Tolgerias and Riss picked up a heart to repower the sphere.  Giving Lavok a last breath of fresh air got Riss to level 25 and her last HLA for the moment (comet).
 
At the Guarded Compound a planetar mopped up the opposition, but was sent hostile by the glabrezu, so Riss stayed out of the way until it unsummoned.  A replacement waited downstairs to ambush all the enemies except Stalman - he stayed upstairs but was unable to complete any spells.
 
The final area to be done in the City for the moment was the Twisted Rune.  With the intention of playing it safe there Riss used a protection from undead scroll once Shangalar talked.  However, she inadvertently attacked Shangalar with her staff, moving in to sight of Vaxall as a result.  Although she immediately reversed course she was targeted with anti-magic which alerted Shangalar to the danger.  He used symbol fear which affected Riss, but in the meantime she had summoned a planetar and it managed to cast remove fear just in time to avoid Riss being targeted again by Vaxall.  Riss renewed her undead protection while the planetar went to deal with Vaxall.  They combined together with a fire storm & incendiary cloud to finish Layene off before she could even gate in a pit fiend.


#8818
Jianson

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However, she inadvertently attacked Shangalar with her staff, moving in to sight of Vaxall as a result.  Although she immediately reversed course she was targeted with anti-magic which alerted Shangalar to the danger.  He used symbol fear which affected Riss, but in the meantime she had summoned a planetar and it managed to cast remove fear just in time to avoid Riss being targeted again by Vaxall.  Riss renewed her undead protection while the planetar went to deal with Vaxall.  They combined together with a fire storm & incendiary cloud to finish Layene off before she could even gate in a pit fiend.


Whoa! A classical one-thing-leads-to-another that can quickly end a no-reloads run. Nice save of the situation there!

#8819
corey_russell

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CoreTalos the Priest of Talos - Update 12

Traveling with: Paja, Valygar, Imoen, Hanna

 

It was time to pick up the loose ends. First we dealt with the Guarded Compound. With 4 summons assisting, the downstairs summons were easy to deal with. We then used mass invisibility, Imoen de-trapped for us, then we ran to the far room on the other side. Hanna then summoned a planetar, gave itself resist fear and activate its globe of blades and sent it by itself vs. the enemies - yes it won easily.

 

Next loose end was the Twisted Rune HIde-out. This was tough, Imoen died. We had a planetar and Paja keeping most of the enemies busy while the rest of the party tried to deal with Shangalar, who was giving us all kinds of heck, we had to gulp quite a few heal potions and RoR Hanna, who was nearly chunked (good thing she used her CON waist item) - however a breach finally did the job. Then Hanna summoned another Planetar which got to work on the remaining enemies - it went hostile when it battled the pit fiend (in my install, Planetars always go hostile when fighting demons), yikes! Hanna put the party invisible and tried to wait it out, however the planetar saw us so we were forced to kill it.

 

Next it was time to deal with Bodhi. i was a little nervous with having very little level drain protection, but we did well, nevertheless. In particular, Hanna's numerous death spell casts were suprisingly effective and made a big difference. For Bodhi herself, we had 4 good summons and sent them ahead and with some buffs the party charged - it got a little dicey the party did prevail.

 

We have reported to Elhan and have cleared most of Suldanessar. We have just killed Nizi - Summon distractions and ranged fire were enough to get the job done - we took a lot of damage from Nizi's insects, but CoreTalos somehow resisted them and did a group heal to everyone alive.

 

The party has over 3 million experience each, except for Valygar is level 14 I think.



#8820
Grond0

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Riss - elven wild mage (5th and final update)
 
Perth didn't see the combined blows from 3 skeleton warriors coming.  Riss saw farsight as soon as she turned a page of his book and left it there.
 
Inside Spellhold, Riss had a spare point of dexterity, so I let her give that up rather than fooling the demon.  Inside Spellhold Riss picked up the bag of holding and spent a bit of time repacking her equipment before breezing her way through the enemies (level 26).  The experience of escaping got her to level 27 and she celebrated by wilting Lonk.  For Irenicus she immediately summoned a planetar before running away invisible.  It didn't take long for the planetar to send Irenicus packing - or to teach some murderers a final lesson.
 
Riss took ship with Saemon and ended up in the City-of-Caverns.  She quickly persuaded a spectator to let her open a chest.  Then she killed the king for the prince before a first use of energy blades finished off the prince as well.
 
Descending to the Underdark, various area effect spells found gaps in drow magic resistance to kill the first party (level 28).  One planetar empied the giant soul gem and another blasted the myconids.  That one lasted long enough to get to the balor, but ran away scared and Riss produced a couple of skeleton warriors to finish the job.  Those skeleton warriors helped Vithal loot the elemental planes before Riss picked a fight with him.  She tried disabling him with a PW: stun, but he was unaffected and she quickly retreated away from his time stop / imprisonments.  With no planetars left at that point Riss brought out her simmy, but Vithal's various buffs lasted long enough for that to disappear before Riss finally got some MMM to tell. 
 
Summons quickly pacified the kuo-toa area to get the prince's bracers and a giant strength belt (level 29).  I decided not to bother with the beholders or illithid this run and went to the drow city via Adalon's cave.  Starting a new session while still half-asleep early this morning I sent Riss out again to save Phaere.  She prepared for an ambush by summoning a planetar - that would have killed them all, but unfortunately I let her wander too close to the action and a mage suddenly appeared next to Riss and started casting (I presume this was due to a mislead running out at that point).  Riss would have had time to go invisible before the spell finished casting, but unfortunately didn't have time to put up spell trap - her spell completed, but only after maze had already started its animation.
Rissdeath.jpg
 
After all the wild mage risks taken in battle in that run it was my old failing that brought about her end ... :blink:


#8821
Aasim

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....

 

 Starting a new session while still half-asleep 

I learned that lesson in Mulahey's cave I think. :D



#8822
Grond0

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It's hardly the first time I've done something like that - the trouble is I'm a slow learner ...



#8823
Mr_Goldbeard

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her spell completed, but only after maze had already started its animation.
Rissdeath.jpg
 
 

Too bad there is no way to have a spell completed during its animation then still deflect it.  Such as berserker rage by passing maze during its animation.   Sorry to hear Grond0



#8824
corey_russell

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Tough break there Grond0. It's almost ironic that your solo character and my solo fighter/cleric died to the same enemy, to the exact same spell! I too had a defense (CC), but failed to use it...live and learn, as they say.

 

@Alesia: you say you will be in North America - anywhere near Medford, OR by any chance?



#8825
Jianson

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Eileth, level 9 elven Beast Master, graduating to the BG2 thread.

Eileth was played in a 5-people party for most of BG1. I did a very thorough ('completionist') playthrough, where we killed respawned monsters every time we had another reason to pass by close to them (example, a spider pack and a ghoul/ghast pack every time we visited Thalantyr). My current setup with EasyTutu makes a final save after Sarevok is defeated. Eileth started BG2 with about 398 000 experience.

Imoen will be edited to reflect how she ended up in BG1 (although I did not bother with this in the starting dungeon).

Speaking of the starting dungeon, I was actually screwing up things pretty badly out in the air elemental plane, where a summoned Nymph got killed and Eileth was stunned and surrounded:
Eileth103Mephitwoes_zps7b6dff50.jpg
I solved this by having Minsc use an oil of speed and wade in there and hack away some of the threats, until the stun had worn off and Eileth could pull back and heal.

Imoen is a much worse sneak than she was in late BG1, and the power of these...
Eileth104Imoen_zpscb9f5b9e.jpg
...is not as quadrupletastic as they have been.

Always nice when one can accomplish this:
Eileth105Ulvaryl_zps4e66eaa7.jpg

Here is Eileth's character sheet when we had made it out onto the Promenade:
Eileth102Promenadestatus_zps633d0e93.jpg

We shopped a little at the Adventurer's Mart, a +2 Staff Mace for Jaheira and the rest of us shared a 40-pack of +2 arrows. Those work on most vampires, right? (thinking about the nightly thief-vamp fights)

Experienced the mini-mod Lucy the Wyvern. Awww, that was cute.


Not sure what party I am going to play with. I will probably go with some NPCs I have not used much. Keldorn is one of them, and extra tempting since I play with Stratagems, and some anti-mage "tools" would be most welcome. I have two questions about Keldorn:
1. Is he tied to a quest that he will insist on me doing within a certain time?
2. Are there any NPCs he will argue so much with that they will start fighting?