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Baldur's Gate 2 No-Reload Challenge


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#9451
Grond0

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True - elven wild mage (9th and final {damn, damn, damn} update)
 
Draconis fell for what are now pretty standard tactics - a planetar brought out the dragon and True hit it with a triple lower resistance trigger followed by PW: blind and a series of spell attacks.  Draconis didn't have the same level of immunity as Sendai and 6 sunfires followed by 3 skull traps did the job.
 
The tunnels were quickly explored and True produced some project image summons to deal with the salamanders and Abazigal's human form.  A trigger lower resistance was followed by PW: blind (by NRD to avoid any delay) and improved alacrity and a series of skull traps and sunfires finished the dragon off within a couple of rounds.  I noticed at the end of that that I'd carelessly not put protection from magic energy on True and a couple of skull traps that hadn't exploded previously triggered her contingency once more.
 
In Amkethran, Saemon let her into the courtyard of the palace and True dived inside invisibly before the enemies could react.  A project image then produced some summons before going over to the edge of the stairs (in order to cast dispel magic on itself without affecting the buffs on the summons).  Based on previous experience, I thought you had to go up the stairs to trigger the cut-scene, so really didn't expect to do so - but the image apparently moved too far (I suspect I was fooled due to there being a slight time delay on the cut-scene, so that it only starts once a character goes up the stairs, but is triggered earlier).  That resulted in True appearing before Balthazar while unbuffed and still held by the persistence of the project image!
 
I had intended for True to equip the ring of free action to make certain this combat was safe and quickly moved the others into visible range so that the image could cast its dispel magic and True could put it on.  The image did actually manage to dispel itself, but in the split-second before I could react with True she stiffened up in the grip of a Bigby's.  Without a stoneskin the monk attacks immediately put her into critical danger.
Bigbyd.jpg
The planetar started casting dispel magic, but that never had a chance of completing with all the monks attacking.  There was a chance her contingency would kick in, but not a very good one - and it didn't.
 
An alternative approach to her problem at the end (that I didn't think of at the time) would have been for the project image to cast Otiluke's on her itself.  She did actually have one memorised, so that would have had about a 97% chance of casting correctly.


#9452
corey_russell

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@Grond0: Sorry to hear that Grond0. Would that situation have been a good time to use teleport field?



#9453
polytope

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@Grond0: Sorry to hear that Grond0. Would that situation have been a good time to use teleport field?

 

Yeah, it'd require you not to be held by Project Image though, a reason I'm not really fond of that spell in a hardcore game - it's dangerous to cast in any battle where enemies can see through invisibility (i.e. any really difficult late game battle).

 

In Amkethran, Saemon let her into the courtyard of the palace and True dived inside invisibly before the enemies could react.  A project image then produced some summons before going over to the edge of the stairs (in order to cast dispel magic on itself without affecting the buffs on the summons).  Based on previous experience, I thought you had to go up the stairs to trigger the cut-scene, so really didn't expect to do so - but the image apparently moved too far (I suspect I was fooled due to there being a slight time delay on the cut-scene, so that it only starts once a character goes up the stairs, but is triggered earlier).  That resulted in True appearing before Balthazar while unbuffed and still held by the persistence of the project image!

 

Ouch, that's some bad luck. Why not just have the summons kill the Project Image clone?

 

I remember some players reporting that Projected Images gain mage AI scripts with SCS and fight back (probably a bug) not in your install though.



#9454
Grond0

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@Grond0: Sorry to hear that Grond0. Would that situation have been a good time to use teleport field?

Teleport field might have slowed down the number of attacks slightly, but monks have a high weapon speed, so would hit pretty regularly anyway in between being teleported.

 

Ouch, that's some bad luck. Why not just have the summons kill the Project Image clone?

The cut-scene transferred the active character from the image to the real True.  As she couldn't see the image when the cut-scene ended that prevented any attacks on it, so she had to select all and run them into view before being able to do anything.  Once she could see / select the image dispel magic was easily the fastest way to get rid of it (casting time 0 with the Robe of Vecna).



#9455
Gate70

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Sorry to hear that Grond0.

(& since when has Bigby been available to a monk - was thinking that when it turned up in multiplayer)



#9456
Gate70

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Looks like his Lunar Stance is the cause, seems an odd choice for a monk though.

From http://baldursgate.w...te_II_Chapter_9

: Lunar Stance (a spell trigger that releases Bigby's Crushing Hand, Magic Missile, and Greater Malison at once).



#9457
corey_russell

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Guttax the Half-Elf Cleric/Ranger - Update 6

 

Looks like I had some more things to do than I thought in Chapter Two. We worked on the Unseeing Eye Quest and this went well for the most part. A protection from undead scroll was used for the enemies guarding the DEX gauntlets - Korgan was glad to get these gauntlets, he is finally dual-wielding his axes. Korgan soloed most of the beholders with the shield of Balduran. We had some problems with the blind priests - Guttax did plague of insects, but this was bad as this caused the priests to wander and then some beholders joined the fray! Guttax was getting slammed, so he ran and healed. Poor Minsc was petrified, Korgan got in the beholders' face. It was tough but we eventually cleared out all the enemies. I couldn't use the ring of earth control as Minsc was wearing it - am I going to lose Minsc? Fortunantely no, because Nalia had stone to flesh - we rested and brought Minsc back to the party. Unseeing Eye himself wasn't too bad using the Rod. At this point I realized Viconia should use the Unseeing Eye amulet. I tried to get get the shield of the lost from Maduff, but he was gone - drats I missed my chance to get it, oh well.

 

Fortunately we got some good news on another front. Now seemed like a good time to deal with Kangaxx. Yoshimo managed to pick-pocket the ring of Gaxx from Kangaxx's left hand, while Minsc killed Kangaxx and we got the ring from the right hand. Half-elf saves sure stink - with Gaxx rings x2, cloak of protection and helm of defense, Guttax's save vs spells is still only 5....

 

With all that ammo in spellhold, we really need the ammo belt, so we will make stop by Watcher's Keep, so not quite ready to go after Imoen yet.



#9458
Blackraven

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Damn Grond0, I'm sorry about True. You've been coming really close lately, which gives hope, no?

*******************************************************

Vallon, Undead Hunter - First & final update....

Vallon is no longer a solo character now that he's reached Amn. He had Imoen, Minsc, Jaheira and Yoshimo join him in Irecnicus' dungeon. There weren't many interesting fights, although the hardy Duergar and the nasty Mephits were very difficult to deal with for the almost gearless party. (This is usually the case for me, until Charname finds a couple of useful pieces of imported BG1 gear in the room past the library. This time Gauntlets of DEX, Gauntlets of Ogre Giant STR, Full Plate +1, Cloak of Balduran, Ring of Free Action, Cloak of Non-Detection, Greenstone Amulet, and Boots of Stealth With made the dungeon more bearable.)
An example is the fight with the Mephits in the extraplanar area with the Mephits that can hurt, stun, blind etc...

Spoiler


In Athkatla I usually have my Charname do the Circus quest and the Slavers first. This playthrough is no exception. Vallon dismissed Minsc, Jaheira and Yoshimo, and had his old friend Kivan, who had helped him save Duke Belt and Duchess Liia in Baldur's Gate, join him. The Circus Quest presented no risk, although the illusory Werewolves did deal damage (in spite of their reputation of being harmless as long as they aren't attacked). It yielded Vallon and Kivan the Elves' Bane Girdle, some welcome XP, and a new party member: Aerie the Chorister Bard (and a possible love interest for Vallon). The three of them spoke with Gaelan and after that, they visited the Copper Coronet, where Anomen joined the party, and Yoshimo rejoined. The five rescued Hendak and other slave fighters with little effort, and proceeded to clear the Slaver Compound for Hendak. Normally I have my party enter via the Copper Coronet, but this time I chose to have them enter from the Slums. This might be the safer way, because enemies can be lured outside where the narrow staircase allows for good melee combat against the mages. Unfortunately, Aerie ended up in the frontline, so I had her immediately cast Stoneskin, which earned the party a first warning from the Corrupt Cowled Wizards. Still the party had little difficulty with the two wizards, hacking and slashing through their foes' Stoneskins in no time. Inside, Yoshimo's backstabs helped soften up the Yuan-Ti. The slaver guards, while sturdy, were too few in numbers to stand any chance against Vallon and company. Yoshimo also backstabbed the slaver priest of Cyric, after that one had held Kivan and Anomen. Aerie and Yoshimo attacked the Trolls with their bows, and Aerie finished them off with scrolls of Melf's Acid Arrow and Flame Arrow, since the party didn't have any arrows of fire yet.

Spoiler


In the sewer area that leads to the Copper Coronet Yoshimo got petrified afer I had been distracted for a moment (I scrolled upward and saw that Yoshi had detected a trap, but that had been another one apparently...) Anyhow, a brief visit was made to the Temple of Ilmater where Vallon bought a green scroll of Stone to Flesh, which he would cast on Yoshimo. The party cleared the area, got Lilarcor for Vallon, and then paid a visit to the Adventurer's Mart where they purchased two enchanted maces for Aerie and Anomen, and a very cheap Belt that gives a permanent Bless effect for Vallon. In the Bridge District they solved the Skinner murders. This went reasonably well, although Yoshimo fell (without being chunked) to two Rune Assassin backstabs.
Spoiler

The remaining companions then proceeded to the Temple District, where they accpted the proposal by High Priest Oisig of the Temple of Helm to investigate the Cult of the Eyeless. In reality I only wanted to rceruit Keldorn, and save the quest for later. I hope there isn't a timer on this quest for Keldon. Before Vallon would meet Keldorn in the sewers, the party ran into Tarnor the Hatchetman and his five companions.
Spoiler

Hostilities ensued and the party fled outside. The only one to follow them was Gaius the Mage, but he gated in a Cornugon that was difficult to hit and very dangeroys. Together with the Mage, they had all kinds of nasty tricks to debilitate the party, such as Demon Fear, Stun, and Chaos. The Cornugon also had poisonous physical attacks. Anomen was the first to fall, followed soon after by Kivan who was stunned and thus defenseless. Aerie cast a Dispel Magic but was too late to save Kivan. Aerie's spellcasting prompted one or two Cowled Wizards to teleport in, this time with hostile intent (because it had been the party's second infraction). Aerie was fried by two of Gaius' Lightning Bolts, and stunned and subsequently finished off by the Cornugon.

Spoiler


So at that point it was Vallon against Gaius, a Cornugon, hostile Cowled Wizards, and five enemies in the sewers. He opted for the sewers, where Tarnor, Draug Fea and Gallchobhair were waiting for him. Down there, In spite of having fairly good AC, Vallon suffered too many blows for him to expect to stand against the three, so he went upstairs again. This time Gallchobhair and Zorl followed Vallon to the surface where Vallon, aided by an oil of speed and DUHM, slew both of his attackers. Fortunately the Cornugon had returned to whatever lower plane it had been called from so that Vallon had only Gaius the Wizard to deal with. (The Cowled Wizards were not in sight.) Gaius wasted a number of mind affecting spells on Vallon (2-3x Chaos, 1x Emotion: Hopelessness) as well as a number of damage dealing spells (many Chromatic Orbs) while Vallon kept on striking until the wizard ran out of magical protections (he used at least 3 Stoneskins). Two criticals finished him off. Down in the sewers again, Draug Fea and after that Tarnor the Hatchetman fell to Vallon's blade. Vallon was still hasted during that fight, had cast PfE and a seond DUHM, and honestly he had to quaff many healing potions while fighting the Dwarves. A bit farther away was Rengaard, a Priest, the last of his foes. Rengaard's attempt to cast spells on Vallon were futile, as the Undead Hunter kept interrupting the priest's casting until he was down.
Spoiler

Vallon recruited Keldorn, went with him to the Government District where the two spoke with Delon about problems in the Umar Hills, and inquired into the costs of a spellcasting license but refused to pay 15,000 GP for one. They ran into Hareishan who was fighting three Shadow Thieves. Picking the lesser of two evils, the Paladins sided with the Thieves and slew the vampire.
Spoiler

Keldorn wanted to see his family and left the party to bring an adultery case against his wife before the court. Vallon found this not the most elegant solution to Keldorn's marital issues, but decided not to meddle. Instead he went to Waukeen's Promenade to get some rest, after the tiring battle against Tarnor & Co. On his way, he got waylaid by bandits. He took on a Fighter, Cleric and Thief first, making sure to be able to escape easily in case any nasty spells would come his way from the Mage, but Lilarcor's protection against Charm and Confusion is pretty good. (I never liked that sword's babbling, but it's very nice to have to worry only about Sleep and Fear effects.) Vallon bested the bandits and was rewarded with Arbane's Sword and a number of scrolls.
Spoiler

At Waukeen's Promenade Vallon brought his fallen companions (except Yoshi) back to life with three scrolls of Raise Dead he had bought before at the Temple of Ilmater. They then rested and memorized their spells. Anomen upgraded from simple plate mail to Tarrnor the Hatchetman's Full Plate +1. With the Gauntlets of DEX equipped as well he's now a pretty good tank. They picked up Keldorn at the Order of the Radiant Heart. Fortunately, the Cowled Wizards weren't around anymore.
Their next destination was Imnesvale, in the Umar Hills. However, the party was waylaid again. This time by thugs who had poisoned Renfeld. The companions took on the mage first, after Keldorn had cast Dispel Magic on her. The other thugs were warriors of inferior prowess and fell soon after. Renfeld was returned to his Harper friends, after which the party fnally set out to Imnesvale. They solved the family affair / enraged golem quest, recruited Valygar (Wizard Slayer 9 -> Thief), and investigated the Temple Ruins. The Ruins themselves weren't too difficult to handle with my party still being relatively low level, so no Lich, Greater Mummies etc. Thaxxy the dragon was left for another occasion, but the Shade Lord was taken care off.
The party came well-buffed (with Anomen's Remove Fear, PfE 15' Radius, Chant, and Negative Plane Protections on three companions, and with Aerie's Haste), but either the Shade Lord or Keldorn (who cast Dispel Magic on the Shade Lord) dispelled most of those buffs. It didn't stop the party from assaulting the Shade Lord in melee combat. The exception was Aerie who cast Mordenkainen's Sword from a scroll. Aerie fell to Shadow Patrick as lacklustre pathfinding had her walk straight into his arms, but the others cleansed the place with little difficulty after they had downed the Shade Lord.
Spoiler

After having resolves the troubles in the Umar Hilla, the party went straight to the d'Arnise Keep, which according to a young woman they had met in the Copper Coronet was under assault. They pretty much breezed through the Keep although they did rest a few times. I didn't remember the number of Trolls being as high as it was, and the Iron Golem with its highly poisonous vapors was a bit of a pain to kill as well. The Yuan-Ti Mage, in spite of casting a Stinking Cloud that affected a number of party members, was much easier than I'm used to, thanks to Keldorn's Inquisitor abilities.
Spoiler

Glaicus was succesfully charmed, and the Umber Hulks were bottlenecked and dealt with by Vallon, whose Lilarcor protected him against Confusion.
Spoiler

Disaster stuck when the party confronted TorGal. The Troll's AoE Horror/Panic ability was something the party wasn't prepared for. (It had been a while since I last completed most Chapter 2 quests in SoA, and I don't search for information on the different SCS quests before doing them, I generally like to have to improvise.) Anyway, one oby one the companions fell. Keldorn tried what he could with is Dispel Magics until he too died. Vallon should have survived the onslaught, but was unlucky when he equipped Anomen's mace (a mod-added mace that does fire damage). I left the inventory screen with the mace equipped instead of Lilarcor. TorGal immediately horrored Vallon, after which the latter cornered himself, making it incredibly easy for TorGal to finish him off.
Spoiler


#9459
corey_russell

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Sorry to hear you didn't make it Blackraven. Guttax on the other hand is working with the Spellhold stuff. We finally recruited Imoen. Let's see if we can keep everyone together in Spelhold/Underdark (e.g. try not to chunk anyone).



#9460
Blackraven

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Thanks Corey, the Spellhold fight can be very tough. Hope you manage to keep everyone in one piece, good luck!



#9461
Grond0

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Hard luck Blackraven.  Would Lilarcor have helped you anyway (in vanilla it only protects against charm and confusion, not horror)?

 

Gate70/Grond0 multiplayer attempt 47 - (update 1)
Schwarz, human undead hunter (Grond0) & Wroth, human druid (Gate70)

 

After completing their work on the Sword Coast our latest pairing have started their adventures in Amn.

 

There was one potentially nasty moment in the dungeon when Schwarz attacked the mephits in the elemental plane without buffs and already well down on HPs.  He survived without problems, but if the steam mephit had managed to stun him after recovering from an insect plague scare it could have been painful.  Ulvaryl was quickly hammered to near death and then crisped by some hot chilli breath.

 

The circus was set to rights before reporting to Gaelan Bayle.  Then they helped Hendak take over the local inn - a first outing for Wroth's fire elemental there.

 

Officer Dirth handed over some full plate before Suna Seni tried an ambush on the way to the Bridge District.  On arrival there the berserker horn was retrieved before solving the skinner murders.  Schwarz took on the ghasts there while Wroth relied on her ironskins to tank the Rune Assassins - though only one of those spawned (possibly the result of Wroth running true sight?).

 

There was a slight delay on the way to Watcher's Keep while the duo rescued and returned Renfeld.  Prebek and Sanasha were helpless in the face of a first use of the RoAC (though Schwarz was warned by the wizards for casting spells there - I wonder how long he will be able to resist the temptation to use it again :blink:).

 

After looting the Harpers they duly arrived at Watcher's Keep.  The final action of the session saw Schwarz putting his level drain immunity to the test against a pair of vampiric wraiths.  Azuredge did manage to destroy both of those, although they hit him quite hard before falling.

 

Stats:

Schwarz, undead hunter 9, 111 HPs (incl. 5 from helm) , 478 kills

Wroth, druid 12, 71 HPs, 80 kills, 0 deaths



#9462
Serg BlackStrider

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Sad to witness all recent losses, friends. Hope to see more successful progresses from now on.

 

Some more bit of news about Impish Face & Co:

 

- Dealt with Fallen Paladins. A funny moment there was that once Anarg engaged us far from other fallen paladins, they all began to fight with Reynald de Chatillon  gave us a free time to deal with Anarg in safety:

 

th_Baldr102.png th_Baldr103.png

 

- Looking for Travin on another mission for the Temple Valygar witnessed Hareishan fighting some Shadow Thiefs. We called for Aerial Servant but as he has a permanent natural invisibility Hareishan (once went invisible herself) doesn't attack him so we sent some skellies to provoke her:

 

th_Baldr104.png th_Baldr105.png th_Baldr106.png

 

- En route to Trademeet to solve Tiris' problems we were ambushed by the pack of Orogs. Fortunately we were *pixie dusted* so had a lot of free time to prepare properly and the fight went pretty smooth:

 

th_Baldr107.png th_Baldr108.png th_Baldr109.png

 

- Finished the Unseeing Eye quest. Due to our relatively low levels there was only one Yuan-Ti mage down in the tunnels (dealt with pretty easy) but the whole bunch of Eyes across the bridge. Nothing that polymorphed Nalia couldn't handle. 

aTweak-ed undead on the other hand are quite serious threat (mainly due to various kinds of mummy rot, aura's of fear etc.) so invisible Nalia and hidden in shadows Valygar blocked them while all other crew members concentrated on spellcasting Greater Mummy and Skelly Warriors it called for us:

 

th_Baldr112.png th_Baldr113.png

 

Once they are dead (hope this time permanently already) Impish Face dismantled the archer Skelly Warrior, Bone Golem and the remaining foes:

 

th_Baldr114.png th_Baldr115.png th_Baldr118.png

 

Got another Staff of Thunderstorm, Scroll of Mordy Sword and Orc Leather armor there.

 

Down in the Beholder's tunnels Aerial Servant was pretty effective vs single Gauth or Beholder but fell in a blink of an eye vs pack of them so Nalia cooked an exquisite Cocktail of Elements for them to taste:

 

th_Baldr120.png th_Baldr121.png th_Baldr122.png

 

We sent a pair of Fire Elementals vs Blind Priests and Impish Face joined later when one of them was scared away.

 

Forging a Rift Device we found another item I never got before - a Rifthome Axe +3 so I gave Jaheira my sling of seeking.

 

Nalia again soloed the Unseeing Eye and Death Tyrants. She started with Death Fog and Cloudkill as a spells then switched into the Mustard Jelly and fried/froze them with wands. Death Tyrants tried to escape a deadly clouds but Unseeing Eye blocked their way and spent the first few rounds to buff itself only to die immediately after that. Death Tyrants soon followed it as well:

 

th_Baldr125.png th_Baldr126.png th_Baldr127.png

 

Amaunator granted us with Blade of Searing +3 and Gaal dropped the Gauntlets of Dexterity but until we got some kind of strength belt Jaheira (the only party member who could benefit from dexterity gauntlets) will wear the Ogre Power Gauntlets. Oisig rewarded us with Battle Axe +3, Frostreaver. This went as anti-mages weapon for Mazzy but we still haven't any kind of magical club for Jaheira so just bought her a Staff Mace and all other valuables from Ribald which are still available with Randomiser installed (Ring of Djinni Summoning, Cloak of the Sewers, Cloak of Non-Detection, Bracers of Defense AC 4).

 

Current state:

 

Impish Face: Fighter (10) / Illusionist (11), 372 kills (Bone Golem);

Jaheira: Fighter (10) / Druid (12), 89 kills (Bone Golem); 3 revival

Nalia: Swashbuckler (5) / Mage (13), 56 kill (Unseeing Eye);

Viconia: Cleric (13), 3 kill (Mugger);

Valygar: Stalker (11), 67 kills (Bone Golem);

Mazzy: Fighter (12), 91 kills (Mae'Var); 1 revival

 

to be continued...



#9463
corey_russell

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@Serg: My run is still going Serg!

 

Just a quick note: Guttax and team (Korgan, Minsc, Viconia, Imoen, Nalia) have successfully made it out of Spelhold and the City-of-Caverns. The only battle of interest was against Irenicus, but decided to use the darts of wounding and dispelling arrows we found in some barrels on him, and he wasn't able to get much going at all. Guttax's and Korgan's elemental damage was also interrupting his spells which of course was no help to Irenicus as well. Viconia finally made level 15 - this is great news, we should be able to clear the Planar Sphere relatively safely now (though of course we have to wait on that until we can get out of the Underdark).

 

The plan for the Underdark is pretty much to do everything. This including doing Adalon's quest, then purposely dropping her eggs, just before we go into her lair to attack her - we need her blood so Viconia can get very high magic resistance - I can only get her to 95% unfortunately (with the human flesh armor) because I lost the Shield of the Lost by not talking to Maduff before solving the Umar Hills problems.



#9464
Grond0

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@Serg: My run is still going Serg!

And you're one of the ones he's hoping will be successful!

 

 

The plan for the Underdark is pretty much to do everything. This including doing Adalon's quest, then purposely dropping her eggs, just before we go into her lair to attack her - we need her blood so Viconia can get very high magic resistance - I can only get her to 95% unfortunately (with the human flesh armor) because I lost the Shield of the Lost by not talking to Maduff before solving the Umar Hills problems.

What about using one of the amulets that provide MR?



#9465
Blackraven

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@Grond0 you're right. Vanilla Lilarcor doesn't grant immunity to Fear, and in my game it isn't any different. I can't remember anymore what kept me from falling to the effect initially. Perhaps a potion... Guess I waited for too long (a couple of days) to report on Vallon's fate.



#9466
corey_russell

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And you're one of the ones he's hoping will be successful!

 

 
 

What about using one of the amulets that provide MR?

I get 95% MR for Viconia USING the amulet of MR (thinking of the 10% MR amulet in Ust Natha). The shield of the lost is that last 5%, which ironically I lost...



#9467
Grond0

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I was thinking about the 10% amulet from the drow shop - that's available before you could get the flesh armour anyway.  Moving into ToB a bit later on also gives you an alternative 10% amulet to choose from.



#9468
Grond0

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Gate70/Grond0 multiplayer attempt 47 - (2nd and final update)
Schwarz, human undead hunter (Grond0) & Wroth, human druid (Gate70)

 

Despite showing considerable promise, this pairing failed to get far in BG2.

 

The session started well enough with looting the top floor of Watcher's Keep.  Wroth successfully worried Schwarz there by opening the FoD trap before smugly pointing to his druidic death ward buff.

 

Back in Athkatla they had the funds to pay Gaelan Bayle and immediately started in on Aran's tasks.  Chaotic commands made Lassal easy and the duo quickly got directions to vampire HQ from the Guild Contact.  Arriving there, the top floor was soon cleared except for Tanova.  Typically our runs use summons to draw out her spells, but this time Wroth buffed up Schwarz for a melee assault.  The druidic buffs covered pretty much all attacks, with the exception of fear. We had identified lack of protection against horror as a major problem in BG1, but it did not need to be in BG2 as Schwarz now had the ability to cast L1 clerical spells.  However, he had not actually made use of any of those to this point and that lack of protection proved costly when he was affected by a symbol: fear.

 

Wroth tried a dispel, but Schwarz was already running straight into the spike room and out-distanced the spell.  He survived unscathed a surprisingly long time running round the room and I wondered if he was going to be lucky.  However, after finally triggering one trap, two more swiftly followed and the run was over.

Spiked.jpg



#9469
corey_russell

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@Grond0, Gate70: Sorry to hear that guys. I have a soft spot for your guys' pairing (druid/paladin), as my first character in Everquest was a paladin and Dogdancing's was a druid, and we adventured Norrath together - it was a good pairing. It should work pretty well in BG as well. 

 

By the way I thought of an inventive thing Gate70 could have done to save you - entangle (just spam the things) - if the entangle can root you in a spot with no traps, you might have lived. It's a gamble but certainly better than letting you run everywhere in the spike room...



#9470
Gate70

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Damn, I'm fairly sure I had one memorised as well. I could have got there in time anyway as the Undead Hunter went completely to the right and was halfway back before the 3 traps hit in succession. Epic fail :(



#9471
Serg BlackStrider

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Update of Impish Face & Co.

 

Our next goal was to free Haer'Dalis and his fellow actors from Planar Prison. We went in invisible and called for Aerial Servant out of sight of bounty hunters. He dealt with some warden's thralls before bounty hunter mage cast detect invisibility and fight ensured. We launched Emotion, Chaos, Insect Plague and soon enough it was all over (got Dusty Rose Ioun Stone and Silver Horn of Valhalla from them) :

 

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Further to the right there were trio of Yuan-Ti mages who were sorted out with Cloudkills and some hitting. At some moment Valygar was confused but remaining Yuan-Ti mage was as well so Viconia cast Zone of Sweet Air as Valygar took heavy hitting wandering in numerous acid clouds.

 

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Master of Thralls gated in a Nabassu, who in turn gated in another one so we faced a trio of aTweaked Nabassu with their Aura of Paralysis, Etherealness and Death Gaze abilities. Furthermore, both Jaheira and Viconia were death-gazed so we had only 5 rounds before they will turn in Ghasts permanently. We pressed our attacks making saves vs paralyzation and fortunately once the first Nabassu died both curses were negated. Some more smashing and slashing and Master of Thralls fell as well. His Air Elementals were dealt with last.

 

We were intended to lure the Warden out of his support but lured another trio of Yuan-Ti mages instead. Nonetheless they were dealt with easy enough using acid arrows and elemental damage of FoA and Frostreaver,

 

Warden death-spelled our first Fire Elemental so we sent Kitthix ahead to check whether he has more Death Spells. He was sunfired instead but survived and together with Aerial Servant and Greater Fire Elemental sorted Warden out. Got Saving Grace shield and Aeger's Hide armor out of him. 

 

Out of the inn Sansuki approached us begging for help and he got it. We blocked him by invisible characters whilst Impish Face rushed in melee. Soon enough he was level drained down to level 4 so switched onto ranged scorchers and throwing axe:

 

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Time to deal with the rival guild. We fail to save Mook and even though the very first hit by FoA put Lassal down to badly wounded he took quite a fair amount of damage at near death before he surrendered (I already thought his script is somehow broken). 

Dealt with traitorous thieves in Five Flagons Inn and got the final mission from Aran to clear out the vampire nest. Gellal was pretty weak while Durst is quite strong and drains 3 levels per hit but fell nonetheless. Nalia hit Tanova with Spell Thrust and even though she was Dire Charmed while casting the following Breach she managed to finish the spell and Tanova joined her fellow guild members (got Girdle of Hill Giant Strength and Ring of Fire Control out from her):

 

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Further down found a Robe of Good Archmage for me to wear and dealt with Lassal

 

This is the first time I faced // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting // so buffed strong and faced her alone with Fire Elemental and Aerial Servant. That was an interesting fight to say the least and there were some scary moments but it all end as it should:

 

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We brought Aran a good news (seems he was aware of our success already) but refused to sail to Spellhold at the moment and now pondering our next move.  

 

Current state:

 

 

Impish Face: Fighter (11) / Illusionist (12), 415 kills (Bone Golem);

Jaheira: Fighter (10) / Druid (12), 101 kills (Bone Golem); 3 revival

Nalia: Swashbuckler (5) / Mage (13), 64 kill (Unseeing Eye);

Viconia: Cleric (14), 5 kill (Mugger);

Valygar: Stalker (12), 77 kills (Bone Golem);

Mazzy: Fighter (13), 103 kills (Master of Thralls); 1 revival

 

 

to be continued...



#9472
Grond0

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Quad multiplayer attempt 1 - (update 1)
Grond0, Dogdancing, corey_russell, Gate70

 

This team took 3 weeks to travel from their successes on the Sword Coast to Amn, but finally arrived in Irenicus' dungeon.  They had no problems cleaning everything up there, with Ulvaryl being hacked down before a set of magic missiles could reach her.

 

The circus was quickly set to rights before moving on to the Slums to report to Gaelan Bayle.  The Copper Coronet changed hands there to allow for the purchase of Stonefire, Azuredge and Sling of Seeking.

 

The next bit of equipment sought was some better armour for Wewa - Officer Dirth kindly supplied that.  A pirate nest near him was then cleared out.

 

The team started on their travels by overcoming the Suna Seni ambush.  There was a nasty moment there when it looked like Iskvael was going to have to eat a lightning bolt.  However, Wewa prevented a possible fatality by one-shotting the mage through his mirrors.  They moved on to Watcher's Keep.  Clearing the top floor there (apart from the statues) was easy enough with no vampiric wraiths waiting, although the stone golem did hit Ratic hard and force him to retreat.  That was mainly because Ratic was the only one with a +2 melee weapon (although Yuledan got the eventual kill after casting spiritual hammer).  As a result, once back in Athkatla, the Blade of Roses was bought for Wewa.

 

The final action was diving into the Copper Coronet sewers.  A first cloudkill from Iskvael cleared some hobgoblins on the way to accumulating the necessary items to successfully retrieve Lilarcor.

 

Stats (cont. from BG1):

Grond0 - Ratic, barbarian 9, 93 HPs, 351 kills

Dogdancing - Wewa, berserker 9, 103 HPs (incl. 5 for Helm), 247 kills, 1 death

corey_russell - Yuledan, fighter 8 / cleric 8, 90 HPs, 161 kills, 0 deaths
Gate70 - Iskvael, mage 9 / thief 9, 45 HPs, 69 kills, 1 death


  • corey_russell et Dogdancing aiment ceci

#9473
corey_russell

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Multi-player No-Reload (Tirlogy Challenge)

Neequan - gnomish fighter/thief, controlled by Corey_Russell

Wesorc - elvish sorcerer, controlled by Dogdancing

 

The wife no longer works at her job anymore, and thus we had some time to do some adventuring tonight. We apparently left off just about to deal with the druid grove problem. On Wewa's last level, I had her get invisible stalkers - these summons last for 9 hours, so are quite helpful. With her summons assisting, the spiders and trolls weren't much trouble. We passed on the troll mound, we don't need the stuff in there right now, and probably never, since Neequan rarely gets to use his Tuigan's short bow.

 

For the first group of shadow druids, we approached invisible and Wesorc was to use a couple of cloudkills - problem was though, that both trolls failed their save vs. death and thus Wesorc got attacked - I had her retreat to her stalker pets. One of pets chased a shadow druid casting from the cloudkill area, which turned it hostile, so we had to kill it. We know Cernd likes to attack pets, even though they are ours, so Neequan tried to pull the mushrooms to the party on the bridge before talking to Cernd. However, this didn't work so Neequan just had to charge and finish them off. Neequan was protected from the confusion by his shield of harmony.

 

Finally we report to Cernd and Cernd does in fact defeat Faldhorn.

 

We weren't sure if we got our license yet, so we did a quick test in the slums (yes we do). Next, we went to Waukeen's Promenade to deal with a rather boisterous party in the Seven Vales. First though we laid traps downstairs and upstairs. Three invisible stalkers were summoned and sent into Mencar's room. Wesorc did all her buffs then Neequan triggered the fight and started to show his bow. We assisted mostly via MMM's and magic missiles. Neequan also threw in two silences (from Namuraa) and put in Kithix and the genie. Our summons were dying pretty fast though and the party retreated to their first group of snares. Wesorc had some trouble, but she was refreshing the summons as fast she could, while Neequan practiced gulping extra healing potions. The team did succeed and no one died. Brennan Risling ever tried to escape, though he was certainly near death, presumably because he was silenced so we got his ring of invisibility.

 

Next, using a protection from undead scroll, a lich in an inn was defeated and now we have the Daystar, and Wesorc got some new wands. Since the scroll was still running we ran as fast as we could to the bridge district to defeat that lich with the same scroll. No problem with that.

 

Since were still in the same area, we decided to solve the skinner murders. Neequan had -9 AC plus the piercing belt, but the Twisted Rune assassins were killing him (less than 15% health) - and he was blocked! And they seemed to see thru our invisibility as well! We kept it paused for a long time...eventually Wesorc said she would move out of the way to allow Neequan to escape and she and her summons would keep the enemies busy (Neequan summoned his own during the ruckus a few moments before). So Neequan ran for his life up the stairs...an assassins follows - who dies to the snares upstairs! That's right forgot I did that, glad I did...Neequan then gulps 3 extra healing potions as fast and he can and goes downstairs to help Wesorc. Wesorc was doing well, however, her buffs were protecting her and she wasn't even hurt. Success! Whew, close call...

 

This experience made us realize we need to purchase the Rod of Resurrection immediately, so that she can heal me, especially since usually I"m the one in front. So we buy it, but are about 2000 short of the Staff of Rhynn (Wesorc still using a simple +1 quarterstaff for melee). It looked like she was only 12,0000 short of a level, so I thought the Fallen Paladin quest would be perfect (it was actually 120,000 needed but didn't realize that yet)

 

So we get the quest from Sir Ryan Trawl and try to help the paladins by attacking the muggers. However, the fallen paladins did something strange...they attacked our summons! We were only attacking the muggers...not sure what happened, but since they went hostile, we had to kill them and are unable to finish this quest.

 

I still thought she needed about 10,000 experience (no it was really 100,000), so we did the Umar Hills quests real quick - finally it dawns on me that she wont' level soon at all. So we rest and will tackle the Umar Hills next session.


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#9474
Gate70

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So we buy it, but are about 2000 short of the Staff of Rhynn (Wesorc still using a simple +1 quarterstaff for melee). 

2000gp will turn up quickly but you could grab the Staff of Curing in the Graveyard district. +2AC + some other perks.


#9475
corey_russell

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2000gp will turn up quickly but you could grab the Staff of Curing in the Graveyard district. +2AC + some other perks.

 

I'm not sure what you are thinking Gate70. That is a cleric/druid staff only. Wesorc is a sorcerer. The point is to get a higher enchantment anyways.