Aller au contenu

Photo

Baldur's Gate 2 No-Reload Challenge


  • Veuillez vous connecter pour répondre
15218 réponses à ce sujet

#9426
Grond0

Grond0
  • Members
  • 6 493 messages
True - elven wild mage (update 3)
 
The session started by paying Gaelan Bayle and collecting goodies from Aran Linvail.  True saw Lassal on his way and followed up the Guild Contact (finally coming across the orog ambush while travelling there) in order to find where the vampire HQ was.  Then she set off for the Graveyard for the first time.
 
At the Graveyard she cleared the top - including building a cage for Uncle Lester.  Underground, Pai'Na lost out to summons and provided True with some headgear.  The Southern tombs were also cleared before True invaded the vampires.  Summons led the way there and she had no particular problems in dealing with the vampires upstairs.  Downstairs a skull trap sequencer didn't leave much for the summons to do, while Bodhi went down quickly to a face-ful of MMM.
 
True reported in to Aran, but didn't leave for Spellhold just yet.  Instead she went to Trademeet where she used summons and area damage to quickly sort out the Grove.  Reporting back to the mayor got her to level 18 and availability of a dark planetar.  She cleared the tomb and saved Raissa before leaving.
 
Back at the Bridge District she released a kidnap victim and then followed Haer'Dalis to the Planar Prison.  I was a bit careless / tired there and had another near death experience when I didn't realise a yuan-ti mage sitting in an incendiary cloud had cast true sight and True was targeted with 2 lightning bolts.  When running away she also got hit with a skull trap to take her within one more spell attack of death - but by that stage she had got the golem up to provide a distraction and was able to defeat her pursuers.  There were no errors in using summons to take down the Master of Thralls and the Warden.  However, the game crashed on the transition back from the Planar Prison and the whole lot had to be done again (I should have saved as that's quite a common time to crash).  The second time there were no problems and True arrived safely back on the Prime plane.
 
Went to Umar Hills, but didn't bother with the quests there.  Instead True just picked up Valygar's body and has used that to open up the Planar Sphere.

  • corey_russell et Blackraven aiment ceci

#9427
Grond0

Grond0
  • Members
  • 6 493 messages
True - elven wild mage (update 4)
 
In the Planar Sphere True essentially just followed on behind her summons.  She did get a no-save hold at one point, which her contingency dispel failed to get rid of, but out of combat so no problem.  She also used an incendiary cloud from out of sight of Lavok - forcing him to give up before he got started.  Repowering the Sphere got her to level 20 - among other things that means her animate dead spells are now guaranteed to produce skeleton warriors.
 
True decided to move on to Spellhold at this point.  In Brynnlaw an incendiary cloud from out of sight accounted for Perth - his book provided a true seeing spell.  In the dream sequence True cheated the demon out of the dexterity she offered by using a fake-talk, while Kitthix had the joy of trapping a god in her webs!
 
True already had the bag of holding found in Spellhold so didn't have the normal joy of picking that one up.  She cleared the first level easily enough - the lich dying in an incendiary cloud to get her to level 21 and her final improvement in saving throws.  Once more she had a weakening surge and it took me a second or two to notice why she wasn't retreating from the yuan-ti near the exit to the level.  However, a mordy sword was occupying their attention anyway.  The statue head didn't move properly out of the way, despite saying the way was open, so True used dimension door to jump behind it to the exit.
 
At the start of the level she had another no-save hold surge, though again out of combat.  There might be a case now for sometimes wearing the ring of free action, though I'm reluctant to do that all the time due to the major losses of not having Ring of Gaxx and boots of speed.  There were no more problems as she escaped the level and convinced Lonk to open the cells.  A planetar then beat up Jon to win her freedom (level 22).
 
After selling some junk True found herself with far too much money.  Thus, even though she hasn't used wands so far (and is unlikely to do so), she recharged several of those.
 
Taking ship with Saemon took her to the City of Caverns.  While proving her abilities against the ettin she made a first use of the Ring of the Ram.  She picked up the Cloak of Mirroring there and killed the king, but took pity on the prince and let him try his hand at ruling while she slid down a rope to the Underdark.


#9428
corey_russell

corey_russell
  • Members
  • 5 298 messages

Guttax the half-elf cleric ranger entering BG 2 portion of a trilogy no-reload challenge...

Traveling with: Korgan, Minsc, (Jaheira), Viconia, Yoshimo, Nalia

 

Guttax has defeated Sarevok and escaped Irenicus' dungeon, so entering him into the BG 2/ToB portion of his trilogy no-reload challenge..For those of you who followed his unique (for me) BG 1, I am NOT role-playing him the same way in BG 2. Reason for that is I have never gotten a cleric/ranger into BG 2 before and would like to see what they are capable of - I've heard they are a strong class, yet I have rarely heard of them even making it to the Throne of Bhaal.

GuttaxearlyBG2stats_zpsaad30b9c.png

 

Upon escape of the dungeon, we quickly recruited Viconia into the group. Then we solved the circus problem.

 

Next, we we recruited Korgan. The intent was to replace Jaheira with Nalia, but didn't want to start Nalia's quest timer just yet. So we pressed into the crypts to find Korgan's precious book of Kaza. I had put CC on Yoshimo so that when he got spotted by the vampire, he would not get charmed, this worked out nice. The initial undead ambush when in the crypts was tough - no one got level drained, but Minsc was slain. We did have a nymph and some skeletons assisting us - without them, it would have been much worse...

 

Next group of shadows, wights and shadows fiends were also tough. Jaheira got held but Viconia had a remove paralysis available to save Jaheira. Once this batch of shadows was dead, the summons went forward while Yoshimo de-trapped the 3 traps in the area. The team then charged the two mummies and skeletal warriors in the crypt where the book of Kaza was supposed to be (but wasn't). This fight was tough also - everyone except Viconia was hurt pretty bad. Jaheira's last service to the group was to memorize Harper's Call. We got out of the crypts and rested and raised Minsc and re-equipped him. It should be noted that we had tough time looting because were hoarding a HUGE amount of spell scrolls for Nalia to immediately memorize when she joined the group - we even had two potions of genius so she wouldn't flub writing any of them. We had to kick out Jaheira, silly game engine.

 

We did get into a few ambushes at various times, but in all cases, either hold persons/silences/call lightnings/chaos sorted them out nicely and no one was in serious danger. Probably the roughest ambush was the 8 orogs and two human bandits - lot of micro-management to make sure no deaths here, but we did it. We of course had to return Remfeld to his Harper friends...

 

We did free Hendak and also get Lilacor for Minsc. In both cases we used lots of skeleton friends, but also used silences on the hobgoblins/kobolds in the Copper Coronet Sewers. The kobolds with the staff of food, we had to kill because we didn't have enough gold to bribe him - the skeletons did most of the work on that fight.

 

Since we intend to recruit Imoen, we are hoarding our spell scrolls in scroll cases to give to her once we save her.  Meanwhile, the team has just arrived at D'Arnise Keep.

 

Korgan - 26 kills, Otyugh

Guttax - 53 kills, Ulvaryl

Minsc - 45 kills, Cambion

Viconia - 1 kill, Orog

Yoshimo - 5 kills, Assassin

Nalia - 0 kills, nobody



#9429
Grond0

Grond0
  • Members
  • 6 493 messages
Good luck Corey
 
True - elven wild mage (update 5)
 
True has made some more generally easy progress this morning and just arrived in Suldanesselar.
 
In the Underdark a combined fire storm and incendiary cloud soon finished off some lurking drow (level 23).  In the svirfneblin village a group of summons was too much for a balor, while True also picked up a mage's spellbook.  While clearing the giant soul gem, True's planetar disappeared.  A surge bypassed summoning restrictions to replace that with two of them (the area effect surge duplicates summoning spells).  Summons then helped Vithal loot the elemental planes and occupied his attention while area damage finished him off - providing time stop and ADHW spells.
 
True entered the beholder area invisibly and picked up the Greenstone Amulet and some elder orb blood (took 2 planetars as the first was imprisoned) - level 24.  She didn't bother with the illithid or kuo-toa, but just ploughed through another drow ambush on the way to see Adalon.  For a bit of fun I sneaked up on the drow guarding the gates and killed him before entering the city.
 
True quickly ran through a few tasks in the city, before reporting to the Matron Mother at the temple.  There she discovered that she didn't actually have an elder orb eyestalk, so I must have forgotten to pick that up (or had a full inventory).  Going back it had evaporated so she went off to the kuo-toa lair after all to get some blood from the prince there.  While she was there anyway she used her summons to clean up the rest of the area - getting to level 25 and receiving the last of her HLAs.  She did actually also make use of elemental blades for the first time in helping a planetar finish off the demon knights.
 
There were no further problems in switching the eggs so that Phaere and the Matron Mother were killed by the demon.  True reported to Adalon and left the Underdark invisibly.  After talking to Elhan she arrived safely back in Athkatla.
 
A bit of equipment sorting there allowed the purchase of a few more spells - chain contingency and PW: blind being particularly important.  I also did a quick check to ensure that triple improved chaos shield through chain contingency was working (as it hadn't when Grit faced Melissan).
 
The only desired objective not done previously was the Twisted Rune.  To be safe there True ran out of sight of the others and used a protection from undead scroll as soon as Shangalar spoke to him.  After shooting him True produced summons to rapidly kill the remaining enemies and allow him to collect the Staff of the Magi.
 
Moving on to the Graveyard, True produced some summons via project image.  There was the first destroy gold surge there for a while doing that, but I think that must have been on her target and True didn't seem to lose anything (she only had about 19k anyway after buying scrolls).  The summons quickly cleared the top area (level 26) and True produced some more for downstairs.  The vampires were immune to fire storm in their bat shape, but her summons backed up by a couple of wiltings were far too strong for Bodhi anyway (level 27).

  • corey_russell aime ceci

#9430
Grond0

Grond0
  • Members
  • 6 493 messages

Gate70/Grond0 multiplayer attempt 46 - (update 10)
Tweedle, dwarf fighter (Grond0) & Guarh, dwarf fighter (Gate70)

 

The dwarven duo had to hang in there during a rough ride today, but are now within touching distance of success.

 

Their starting point was the tunnels in Abazigal's Lair.  They were traversed without problems, other than being unable to find a key to open the monk's cell - Tweedle finally just kicking it in.  For the daddy dragon, Guarh waved the salamanders away and then a period of run and shoot saw the end of Abazigal's human form.  Tweedle produced a simmy with the intention of 3 fighters attacking at once with GWWs.  However, the actual result was that 3 fighters were all buffeted away unconscious!  The simmy hit the wall first though and did a good job of keeping the dragon's attention while the other 2 regrouped.  Tweedle delayed to take a potion of invulnerability to counteract being malisoned, but Guarh attacked immediately with a GWW - to such good effect that the dragon fell just as Tweedle joined the fray.  We had noted before that combat that the Boots of Grounding were another item that had gone missing - but Abazigal didn't seem to do much in the way of breathing.

 

The next assignment was nice and easy - pocket plane challenge 4.  Both fighters were wearing equipment preventing backstabs and the Favored of Cyric fell well before their damage could cause Tweedle a problem.

 

On to Amkethran where Saemon let them into the monks' compound.  Guarh immediately failed to fend off a symbol stun, leaving Tweedle to battle hard to kill the opposition before they could cut down Guarh - he just managed to do that.  Inside, Tweedle produced a simmy to attack Balthazar.  The battle seemed to go pretty well with the monk quickly dying under combined attacks.  However, he managed a final cast of PW: crash before we could save the game - meaning the battle had to be fought again.  This time was considerably more difficult, with Guarh twice being held by a Bigby spell and the simmy being pinned against a wall by a stunning blow.  However, Tweedle managed to keep out of trouble until Guarh was active again and a combined assault was successful.  We noted there that the Ring of Free Action was another item to go walkabout - while I'm not the greatest at inventory management I do wonder whether we've suffered the loss of some things as a result of a multiplayer glitch.

 

The most difficult battle of the day was still to come though - against the Ravager.  Without the Reflection Shield this was always a potential problem, but it quickly became apparent that it was going to be worse than expected as Guarh was being regularly stunned by the Ravager's missile attacks. Initially Tweedle tried to keep him alive by using the Rod of Resurrection, but soon found he couldn't manage that and we were slow to adjust Guarh's equipment to give him a better saving throw against breath.  Tweedle himself stood no chance in a fair fight against the Ravager - his only missile weapon that could hit was Gesen, which did only a single HP of damage per hit. However, when Guarh died for the second time he was sufficiently far away to one side to allow Tweedle to heal in peace by the stairs (making what I think was his first use of healing potions) and summon 5 fire elementals from the Staff of Fire.  They lasted long enough for Guarh to be resurrected and do a decent amount of damage with K'logorath before the bone blades descended on him again.  Deciding that a repeat of that tactic offered the best hope Guarh was resurrected after his next death and quickly moved into a position where Tweedle would be able to get out of sight (before dying again).  Tweedle summoned another lot of fire elementals, resurrected Guarh and put up a simmy to front a combined assault.  The simmy was quickly charmed, meaning that Tweedle had to run away, but Guarh's flying axes did the job anyway just as the last of the elementals fell (which was a good job as the 8 charges the Rod of Resurrection started with had all been used up).

 

Mel should be tackled tomorrow.

 

Stats:

Tweedle, fighter 38, 205 HPs, 949 kills
Guarh, fighter 38, 204 HPs (incl. 5 from Helm), 1226 kills, 7 deaths



#9431
corey_russell

corey_russell
  • Members
  • 5 298 messages

@Grond0, Gate70: That was a pretty exciting MP update! I have some questions though (for Ravager fight):

 

1) Why did both dwarven fighters refuse to buy the Reflection Shield? It comes in very handy in the end-game, including Melissan - it was a massive boon to Noywad III.

2) Why you guys refuse to use sling of seeking/storm giant potion/+4 bullets/GWW? Even non-proficient, with GWW, it still probably would have been effective

3) Why did you guys refuse to use the +5 firetooth crossbow?

 

I hope you guys can come with a good plan for Melissan - Noywad I's, II's, and III's ghosts are all rooting for you guys!



#9432
Gate70

Gate70
  • Members
  • 3 208 messages

The gaps between sessions is making it difficult to remember what we have packed and what we have not. The toughness of 2 dwarf fighters means we have got away with such slack planning. The Ravager requires a different approach to everything else in the game and we realised too late that we had no bullets at all, let alone +4's.

 

I can't remember if we got the ammo belt this time around, we've lost the key to Watchers Keep so an early idea for Tweedle to use Foebane dried up as did the FoA +4/+5 for Guarh. Not needed the reflection shield all game so forgot to pack it for emergencies. Same for Firetooth.

 

FoA +3 is no good for Melissan, that means the dynamic duo will have to be more uh dynamic I guess.



#9433
corey_russell

corey_russell
  • Members
  • 5 298 messages

@Gate70: I see, that explains things. By the way, in my opinion, Elminister's advice is garbage. He says you should talk to Saemon about finding a way into Balthazar's Fortress - but if you do that you have to fight that party with the powerful mages just before entering Balthazar's throne room (you guys were nearly stopped right there). BUT if you just kill the monk with the key to the fortress, you walk right in and there's no party to deal with and keep walking and deal with Balthazar. The only reason I see to go the Saemon way is if you needed the experience, but that seems hard to believe since you guys are duo...



#9434
Grond0

Grond0
  • Members
  • 6 493 messages
True - elven wild mage (update 6)
 
In Suldanesselar I carelessly approached some golems without stoneskin on and was hit.  I was surprised by how long it took the Ring of Gaxx invisibility to trigger (should have just re-equipped the Staff of the Magi) and True got hit twice more while she was waiting to disappear (the latter with a critical, so a good job she was wearing head protection).  That finally triggered her contingency, although that must have been about 2 rounds after she went below 50% HPs and she would have been long dead if she'd been waiting for that to save her.
 
After that she was more careful and cleaned up the rest of the area without problems.  Nizi was occupied by summons while a project image cast 3 lots of lower resistance and then a series of skull traps to finish him off.  The Avatar was left to do the work in the temple.
 
On the tree True got rid of the parasites and then stood back while his summons finished off Jon.
 
Moving on to hell, True picked up the benefits as intended:
- immunity to normal / +1 weapons
- -2 to saving throws
- -2 to AC
- +20% resistance to fire / cold / electricity
- +2 strength
Then summons killed Jon demon's before taking on the mage with the help of a simmy and a few more summons.  I thought a planetar was going to see him off, but the Slayer found a nice critical to turn the tables on it.  However, under assault from energy blades and MMM, the Slayer only lasted a few more seconds.


#9435
corey_russell

corey_russell
  • Members
  • 5 298 messages

Congrats on taking down Irenicus, Grond0! Hopefully in a while you can teach Melissan a lesson as well...

 

Guttax the level 8 ranger/level 9 cleric - update 2

Traveling with: Korgan, Minsc, Yoshimo, Nalia, Viconia

 

Things have been pretty smooth so far, even with Guttax in the front lines. We've solved D'Arnise Keep problems, Trademeet issues (well at least about Genies and the Druid Grove), and Umar Hills Issues. The slavers in the slums have been eliminated. The only slavers that kind of had a chance were the two slaver wizards - however Viconia silenced them, spelling the doom of all the slavers...

 

It was a hard decision, but passed on the Shadow Dragon for now. I think I could have won, but there was a high risk of someone getting chunked - I don't need the dragon's loot this moment, so will wait until later.



#9436
corey_russell

corey_russell
  • Members
  • 5 298 messages

Guttax the Half-Elf Ranger/Cleric - Update 3

Traveling with: Korgan, Minsc, Viconia, Yoshimo, Nalia

 

Guttax deposited our stuff in a "bank" - a barrel in the Promenade. He thought, perhaps while he is here, maybe he should procure a full plate (without paying for it of course). So the party went to the Seven Vales, did a few buffs, then Korgan enraged and showed himself The party opened with silence, plague of insects, and chaos - this was extremely effective. The thing of note Mencar Pebblecrusher's gang could do was when Brennan shook off the chaos, he backstabbed Guttax, dropping Guttax 1/2 his health. However, right about here, Nalia hastes the group and with the group hasted Brennan falls fast, even before Viconia could get a hold person off. The battle was a complete success. Full plate goes to Guttax, putting his AC at -8 AC when using the shield of harmony.

 

To conserve heal potions, it was decided that Korgan would gulp a fire giant potion, use a protection from undead scroll and clear out the undead in the graveyard by himself. This worked well. A new guardian was found for Risa, a distraught paladin. We'll need to find the people that buried Tardir as well.



#9437
Grond0

Grond0
  • Members
  • 6 493 messages

Gate70/Grond0 multiplayer attempt 46 - (11th and final update)
Tweedle, dwarf fighter (Grond0) & Guarh, dwarf fighter (Gate70)

 

A good attempt ... but not good enough.  The lack of the Reflection Shield was nearly costly against the Ravager and ultimately proved to be fatal at the Throne.

 

Things started well enough as a joint GWW took down Mel for the first time.  Yan-C-Bin was tackled with throwing weapons, although Guarh had to use a restoration scroll after being hit by a vampiric wraith.  Mel's second incarnation was trickier as she buffeted the dwarves away to waste their first GWW and then used a timestop to kill Guarh in melee.  However, a freshly purchased rod of resurrection saw him quickly up on his feet and Mel was soon forced to flee again.  Cryonax didn't last long and 5 fire elementals helped delay Mel's summons while the duo chased her teleporting form.

 

She was in the act of disappearing for the third time when the game crashed.  We had a save after the first fight with her, but that still meant refighting the second and third fights.  Tweedle got a bit carried away in the second fight and attacked in melee - with the result that he was dangerously close to her when her timestop triggered.  Fortunately, though, she spent the time summoning rather than attacking in melee.  

 

The rest of the second fight and the third fight were quickly concluded and the duo turned into a trio with the addition of the simmy to take on the fallen solar (along with 5 more fire elementals).  With no Reflection Shield we decided that the best chance of success was to try and take down the solar quickly, but that ambition immediately hit a setback when everyone initially attacked with +3 weapons.  Tweedle soon switched to Gesen - but that was doing pitiful damage - while Guarh went with K'logorath for himself and the simmy.  That started to do decent damage and the solar was showing as injured when we noticed that the simmy was no longer attacking - or indeed existing.  The explanation for that was clear a few seconds later as Guarh also disappeared - a victim of the solar's vorpal attack.  

Vorpal.jpg

That ended the aim of the run to get a duo through to the end, but Tweedle did attempt a death or glory assault - which ended in death.

 

In retrospect I think we would have been better off just standing off and using missile weapons.  Tweedle did have a sling and +4 bullets and, if 3 attackers had been using GWWs with their best weapons, I'm pretty sure the solar would have keeled over before we would - though that strategy would obviously have been easier to use if the Reflection Shield had been available.  However, I think it was still a decent effort to get those characters that far and I reckon success is only just round the corner ...


  • corey_russell aime ceci

#9438
corey_russell

corey_russell
  • Members
  • 5 298 messages

Great run guys. Maybe next time you need to use 3 dwarven fighters (e.g., have me help), heh. What a way to die, being vorpaled. Also, it was my understanding that planetars/solars/devas need +3 weapons to hit, so using the gesen with +3 arrows should have worked well yes? Or is your install different?



#9439
Grond0

Grond0
  • Members
  • 6 493 messages

it was my understanding that planetars/solars/devas need +3 weapons to hit, so using the gesen with +3 arrows should have worked well yes? Or is your install different?

That's what we thought, but neither the dwarven thrower nor the FoA were connecting.  Gesen did hit, but only did 2 HPs per attack, so the main damage being done was by K'logorath.



#9440
corey_russell

corey_russell
  • Members
  • 5 298 messages

That's what we thought, but neither the dwarven thrower nor the FoA were connecting.  Gesen did hit, but only did 2 HPs per attack, so the main damage being done was by K'logorath.

I see. I will definitely keep this in mind should I get into the 3rd pool fight any-time soon. I wonder if that's why the 3rd pool fight is so often hard, we (my groups) are using +3 weapons on a being that can't be hurt by such...



#9441
Gate70

Gate70
  • Members
  • 3 208 messages

Grond0 has a nearby save so could test some more to be certain. I can't find anything useful on the web that says what immunities which creatures have.



#9442
Gate70

Gate70
  • Members
  • 3 208 messages

If I read Near Infinity correctly it looks like immunity is only to non-magical and +1 so +2's should work.



#9443
corey_russell

corey_russell
  • Members
  • 5 298 messages

There's also that bug that dragons have in vanilla where things like the dwarven thrower have no effect (but should) on them, because they have immunity to non-magical ranged weapons, but the engine incorrectly treats the thrower as non-magical against the dragon. Perhaps this applies to this creature too. A good test it to shoot +2 bolts, arrows or bullets at it and see if it takes damage.



#9444
Grond0

Grond0
  • Members
  • 6 493 messages

Just had a quick test of the fallen solar - it's definitely immune to +3 (and +2) weapons in this installation - whether throwing or melee.  Incidentally, I successfully managed to kill it at the first attempt even with virtually no preparation or simmy.  Guarh wasn't vorpalled this time during his initial attack and got it to near death before he was charmed, but Tweedle finished it off with a sling (using +4 bullets).



#9445
Grond0

Grond0
  • Members
  • 6 493 messages
True - elven wild mage (update 7)
 
True's made a start on trying to get revenge for Tweedle and Guarh in ToB.
 
Ilasera just had time to get rid of most of True's summons with a death spell, before falling to a planetar vorpal.
 
In the pocket plane I decided to keep the Claw of Kazgaroth on this time and wear the improved Cloak of Protection.  That does potentially leave True exposed to death magic and magical damage, but should pretty much guarantee saves against anything else.
 
She had a multiple surge (6 separate effects) before taking on the first pocket plane challenge, but shrugged that off and attacked with her summons.  She supported an assault on Duke Eltan and was lucky that a surge heal got to him fractionally after he died - the others didn't last long after that.
 
In Saradush she recovered a spell book and bought some things from the mage - spell trigger, remove magic and wish being the most important.  Then she chatted with a vampire courtesan and arranged a rendezvous at the prison.  However, she skipped out on that invisibly and went to use summons to force a way through into the palace.  An incendiary cloud killed the first group of defenders (level 30) and another one upstairs saw everyone dead or running - a planetar then finished Gromnir off.  True equipped his lavender ioun stone to ensure she would be able to save against a banshee wail.
 
After saving a merchant from some soldiers I intended True to just run across the area, but carelessly got trapped by enemies with the follow invisible attribute.  I tried using dimension door via NRD, but that didn't work the first time.  Wondering if the spell had been confused by the multiple surge I tried again - and (after another failed surge) it operated correctly.
 
At the temple of Mir a sequencer triple skull trap cut the first group of undead down to size.  A planetar then used fire storm on the second group (better there than incendiary cloud as it ignores magic resistance).
 
Moving on to the Fire Temple, True set a chain contingency with triple improved chaos shield to avoid any potential nasty surges then entered.  13 skull traps later (which didn't take long using sequencer, trigger, improved alacrity and NRD) and True had got her 31st and final level by clearing the enemies.  Several wish rests let her move up the temple without any genuine rests.  She managed to kill Imix without running over any traps this time!
 
After finishing off Nyalee, True didn't wait to see what happened to the shambling mounds, but just left for the Marching Mountains.  A wand magic missile sent Yaga-Shura running.  When he returned she released a fusillade of half-a-dozen skull traps via NRD - which Yaga failed to survive.
 
A wilting contingency and a sequencer skull trap killed Jamis on True's way through the Oasis to Amkethran.  She didn't bother doing anything there other than getting directions from Balthazar to Sendai's Enclave.  On arrival there a trigger triple sunfire and a contingency triple incendiary cloud killed the captain (to open up access to the enclave proper) and his mates, while summons dealt with the other nearby drow.


#9446
corey_russell

corey_russell
  • Members
  • 5 298 messages

Just had a quick test of the fallen solar - it's definitely immune to +3 (and +2) weapons in this installation - whether throwing or melee.  Incidentally, I successfully managed to kill it at the first attempt even with virtually no preparation or simmy.  Guarh wasn't vorpalled this time during his initial attack and got it to near death before he was charmed, but Tweedle finished it off with a sling (using +4 bullets).

Thanks for the test update. Incidentally, you two should REALLY be wearing charm protection helmets for the 3rd pool - as males you have to save vs. succubus charm at -8 penalty. Seems silly to allow if a simple helmet will stop a thing in its tracks.



#9447
Grond0

Grond0
  • Members
  • 6 493 messages


Thanks for the test update. Incidentally, you two should REALLY be wearing charm protection helmets for the 3rd pool - as males you have to save vs. succubus charm at -8 penalty. Seems silly to allow if a simple helmet will stop a thing in its tracks.

Funny - we thought you might say that!  We hadn't brought them along, but in the real battle a potion of invulnerability each was sufficient to get saves into safe territory against that charm for Tweedle and Guarh (not the simmy, but that can't be protected by helmet anyway).

 

True - elven wild mage (update 8)
 
Sendai is down, though it was a more difficult fight than I was expecting ...
 
In the enclave proper, True advanced invisibly to get the key from Thelyn'yss (with the help of a planetar) and moved swiftly on:
- Odamaron went down to a triple wilting contingency.
- Ogremoch ignored summons to attack True and I realised I had again forgotten to equip a stoneskin (this time the contingency triggered much more quickly).  He kept trying to attack her while protected by Otiluke and was brought to near death before True started moving again and died shortly after that.
- Diaytha and her companions died in a planetar's fire storms or follow-up attacks.
- Capt Egeissag fell to a combination of sunfires and a planetar.  The sunfires annoyed the watching drow, but True just moved on without killing them.
- a few more sunfires and invisible attacks killed Mithykyl and his allies and True went for a pocket plane rest before continuing.
- for Sendai, True buffed with triple improved chaos shield.  She used mainly planetars to take down the statues easily enough.  With Grit a planetary eventually managed to get Sendai to stand still long enough to be killed, but that didn't work for True.  She tried firing a set of elemental blades at Sendai during a time-stop, but they did nothing (as is, unfortunately, rather common with attacks during time stops).  Next she tried lowering Sendai's MR and then blinding her.  A whole series of spells followed and Sendai was twice taken to near death, but managed to potion once and then dimension door away and heal herself.  Without much ammunition left True manouevred Sendai's summons away and went for a pocket plane rest.
- on her return she used a triple lower resistance trigger followed by PW:blind.  I thought this time she had plenty of ammunition, but 6 sunfires, 10 skull traps, 2 acid arrows and a chain lightning later and Sendai was still standing.  Even a horrid wilting on top of those failed to prevent Sendai casting a cure critical wounds.  True hit her with an incendiary cloud and then briefly silenced her before casting elemental blades.  Despite being hit a number of times with those as well as incendiary cloud and acid arrow damage, Sendai managed another cure critical wounds.  I was starting to think True would have to try and run away again, but finally the accumulated damage caught up with Sendai.
Sendai.jpg


#9448
corey_russell

corey_russell
  • Members
  • 5 298 messages

Nice work with True - hope True can do it.

 

Thanks for the test update. Incidentally, you two should REALLY be wearing charm protection helmets for the 3rd pool - as males you have to save vs. succubus charm at -8 penalty. Seems silly to allow if a simple helmet will stop a thing in its tracks.

Grond0 said...

Funny - we thought you might say that!  We hadn't brought them along, but in the real battle a potion of invulnerability each was sufficient to get saves into safe territory against that charm for Tweedle and Guarh (not the simmy, but that can't be protected by helmet anyway).

 

I suppose that could work - unless an enemy dispels...



#9449
corey_russell

corey_russell
  • Members
  • 5 298 messages

Guttax the Half-Elf Cleric/Ranger - Update 4

Traveling with: Korgan, Minsc, Viconia, Yoshimo, Nalia

 

Guttax and team have done more things. For one, they obtained Maevar's trust and then we had to kill him once we got the evidence on him and reported to Bloodscalp. A super-buffed Korgan meant Rayic Gethras was in a world of hurt - Korgan's elemental damage from his Stonefire was interrupting Rayic's spells as well - it just wasn't his day it seems.

 

The Skinner Murders were solved, though we failed to catch the killer. We battled some Rune Assassins and some ghasts - thanks to our buffs, the enemies didn't last very long. Poor assassins were trying to get a hit on Guttax, but his -11 AC to piercing was making it hard for them...

 

The gang has been in many ambushes, but so far, once the team responds with plague of insects and chaos, the ambushers then wish they hadn't pulled the ambush, but of course it's too late then...

 

Some battles in the Temple Sewers. While we did have summons on stand-by, Nalia used web/stinking cloud/fireball/greater malison/cloudkill x2 and then backed off to see what happens. Two melee bandits broke free, just to be cut down. The main thing Gaius was killed doing this without him able to hurt us. While we were here, the summons and Yoshimo took out the kobolds and the Rakshaksha master as well - Minsc got the Cloak of the Sewers. Last bit of business, was the team took down the troll bothering Roger - Roger was happy about that.

 

We will venture into Mekrath's Lair to help the Sigil Troupe next session.



#9450
corey_russell

corey_russell
  • Members
  • 5 298 messages

Guttax the Half-Elf Cleric/Ranger - Update 5

Traveling with: Korgan, Minsc, Viconia, Yoshimo, Nalia

 

Guttax and team have done quite a few things. For enemies a ways out, Nalia can solo them with her area effect disablers and cloudkills. In tight quarters and/or ambushes, Insect Plague and Chaos have been pretty devastating.

 

Guttax decided now that he has the AoP, there's really no reason to delay the confrontation with Thaxxy the Dragon. So the party gets to Thaxxy's cave and the party all moves to a side alcove with AI off. Guttax then approaches Thaxxy from the other side and throws a +2 bullet at Thaxxy. This makes Thaxxy mad who buffets Guttax into the alcove (which is where he wanted to go anyways). Guttax then just uses his dragonbane's sling and +2 bullets on Thaxxy until Thaxxy dies. Guttax is careful to never get into melee range (which would be easy when Thaxxy blinds Guttax, which happened often). The party just stood by but that's all that was needed. 

GuttaxkillsThaxllssillyia_zps9bfb0316.pn

 

We did most of the quests/battles in the Bridge District, EXCEPT the fallen paladins (we don't want to gain any rep) and the hidden Twisted Rune hide-out. Since we plan to recruit Imoen, we will leave the Planar Sphere and Firkraag's until Chapter 6.

 

The party also helped the Sigil Troupe - no one died, but the front-liners (Guttax, Korgan, Minsc) all were badly hurt at one point or another, a lot of RoR heals were necessary, and of course potion gulps. The Master of Thralls put a nice beat down on Korgan, but he couldn't overwhelm's Korgan's drinking extra healing potions like they are going out of style. The Warden fell fast, I think mainly because of the party's elemental damage, of both the melees and ranged attackers.

 

The party bought a Robe of Vecna for Nalia, but now we are broke. So we raided the Guarded Compound. The summons ambush lower level wasn't too hard. We buffed to the max, Nalia did invis 10' and then went upstairs on the left side. Yoshimo tried to de-trap the nearby two traps as fast as he could. The enemies seemed to know where we were, without having to do true-sight or anything (perhaps Ketta was doing detect illusions). ALL party members gulped a lot of heal potions, they were hitting us hard. Fortunately, the party kept summoning summons to distract the enemy cleric and mage, thus we could concentrate on the melees. Despite Viconia's True Seeing, Ketta was being quite the nuisance, but she didn't manage to kill anyone. The party eventually prevails, and our gold is a bit better now.

 

We're almost done with the chapter two stuff we are going to do, but we better do the Unseeing Eye for the DEX gauntlets. They are a huge boon to Korgan, but if we ever need to recruit Keldorn or Anomen, the gaunlets would help them a lot too. Then we'll do the temple quests to forge the IMoD and be on our way to Brynnlaw.