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Baldur's Gate 2 No-Reload Challenge


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#101
Shadow_Leech07

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My first update on my fighter/thief
The solo fighter/thief Ben Cage

After excusing the bossy and mean Jaheira from joining the party, the barbaric ranger Minsc was also declined. But things did not go as well for Ben Cage, the fighter/thief that was alone, for this poor half-elf could not endure the vicious pounding that one ogre mage gave it. Ben Cage was saved by the djinn however, and persevered forward
After a grueling battle with a single radiant mephit, Ben Cage was able to trap the stinky imp behind a door and DUHM rest heal himself. Afterwards he laid down two traps and silenced the imp for good. On another note, DUHM raises thieving skills as well.

Ben Cage begins to strategize much more after such a deadly encounter. Fallback points are created, so when Ben Cage faces fierce adversity he will be able to defeat the enemy by retreating to these particular points.

Overall it takes around twelve days for Ben Cage to get out of the dungeon. A close call occurred when the duegar mage launched flame arrow at him. To meet the end there would have proved distasteful.

Battle with the bandit group lead by Suni proved to be Ben Cage's downfall, as he could not withstand the assault. My attempt was geared at getting arbane's sword so the immunity to hold would prove helpful against the hobgoblin clerics as well as the slaver clerics in the compound. But such a thing was futile as Ben Cage could not even manage against this particular group. As such a new game will begin. I've always wanted to play an archer so why not?

Well here are his statistics
Name- Victor
Race-Human
class-Archer
Str- 18/13 Dex 18 Con 18 Int 10 Wis 14 Char 8

Will be played on insane once more. But not a solo.

Modifié par Shadow_Leech07, 01 août 2010 - 10:46 .


#102
Shadow_Leech07

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Victor and Friends

Escaping from Irenicus' Dungeon was a simple matter to say the least. Imoen's summoned monsters with haste as well as Victor's own little sniping ability made this effort smooth. However, Victor's plan of having Jan in the party are spoiled, as the thief/mage is slain permanently in the encounter with Suni's party. Such a sad tale as he was only spent a minute or so in the party to begin with. The spare lightning bolt that chunked Jan also hits Minsc and kills him, but not permanently. The replacement for Jan is Nalia and she is welcomed into the party with open arms.

The party has now drastically been altered. What was once only Victor, Nalia and Minsc has now Aerie, Cernd, and Anomen. After the seeking sword quest was completed, the party planned to finish up Trademeet, but Nalia came crying about her own little quest, so Cernd ended up getting dragged into this quest. His insect plague and werewolf form may prove useful. Minsc is still dead because Victor does not feel like spending the gold to revive him. Neither Anomen or Aerie is high enough to.

Nalia's Keep

An intense battle within the De'Arnise Keep occurs when the wily Yuan-Ti mage and the big troll that explodes into smaller trolls kill all the weak summons by the party. Skeletons and dryads are chunked and the fierce large troll is hit by double insect plague and later entangle. The entangle manages to clog up both the party and the the yuan-ti and small trolls. Victor is out of harm's way, happily shooting his arrows at the smaller trolls while Aerie unloads holy smite upon the enemies. The yuan-ti mage has some kind of spell turning so Aerie's melf's magic meteors and Nalia's magic missiles won't be able to reach him. When the smaller trolls die off, Nalia sets up mirror image and attempts to get some decent location from within the entangle environment. Aerie attempts a desperate silence on the yuan ti mage, but ends up silencing herself, Cernd and Nalia! In any case it doesn't really matter. The yuan-ti mage shoots off a nasty lightning bolt at Nalia, but this does nothing to her. It bounces wall to wall, to no effect as the rest of the other party members scurry away from the area it is bouncing. The yuan-ti mage prepares another spell but Victor steps in and shoots the arrow to finish this irritable foe off.

The golems guarding the final flail part were defeated by hasted skeletons, hasted Cernd, and holy power+DUHM+melf's magic meteors hasted Aerie. The iron golem required a +3 weapon to hit, and only Aerie had this weapon, or so I had believed. After the party had rested and Aerie began slamming the meteors home once more, Victor found Lilacor hiding in someone's inventory, can't remember whom, but anyways, Victor equipped Lilacor, and hiding begin the two wizards who buffed mirror image and stoneskin, he got in the final damage with Lilacor, an amazing feat.

A tragedy strikes the party as they face down the umberhulks right before the main troll himself. Not much is known but it is believed that either Aerie forgot to buff mirror image, or the umberhulks removed most of her images away before she cast fireball and killed herself in the process (permanenetly) because she had miscalculated the distance she needed to cast the spell from herself and to the hulks. Nalia had cast web beforehand but became confused by the umberhulks. Nevertheless, Victor piled on the arrows and Anomen gallantly rode into battle with the beasts, giving Nalia time to recover. After she did, she cast mirror image upon herself and then proceeded to cast cloudkill on the remaining population of umberhulks. The umberhulks unfortunately got the upperhand once more and confused her. But she was with backup as Victor and Anomen were there, as well as Cernd in werewolf mode. Looks like a spot just opened up for Cernd as a permanent member of the party!

Druid Grove

After a bit of buying scrolls for Nalia, the group heads out to the Druid Grove. When they reach the grove, Cernd starts complaining about heading towards the grove. How odd. Anyways, most of the enemies in this area are taken care of quite easily, except for the myonids(confuser mushrooms). Nalia is slain(not permanently thankfully) by a single call lightning by the last of the druid group. The rahkasha's head is taken and Cernd battles the druid Faldorn.

Cernd vs Faldorn

It's funny, I think having Cernd in the party makes this fight a bit more difficult. In any case, Cernd had ironskin on himself already and insect plague targeting Faldorn and then morphs into a werewolf and starts attacking her. Faldorn has ironskin on herself as well, and the duel seems even until Faldorn morphs into a panther and completely heals herself in the process. Cernd has to retreat and cast his final ironskin and a fire elemental. The fire elemental gets a critical hit on Faldorn, ending the match. That's all there is to the druid grove

#103
Enuhal

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Hey,
I decided to join the no-reload challenge once again (some of you might remember me from the old forum), this time combining it with the randomly generated party challenge.

The only mods  I am using are the Fixpack and the Banterpack. Playing on Core rules, but with max HP per level (the randomly generated characters usually  have really bad constitution, anyway).

Short explanation of the random challenge: I usually random everything but the looks and thief abilty points. Gender, Race, class, Kit, Profiency Points, Spells and of course attributes, all these things are completely random. I also use random mythological names, created via a random name generator.

So, here is the party I rolled - I think it is fine (had far worse. I remember one time when CHARNAME had like 23 max HP or another time were I had 5 fighters/barbarians and one bard), especially in the divine spellcasting domain. The lack of arcane spellcasting won't be a big problem early on - hopefully.

Main Character:
Isis, Neutral Good Halfling Barbarian
15/18/12/11/14/13
*Dagger, *Longsword, *Scimitar, *Club, *Sling, *Crossbow

Really nice dexterity score, but the profiency points could be better. Still, a decent Party Leader.

The Fighter:
Woden, Chaotic Evil Halfling Fighter
10/14/15/9/13/17
**Longsword, *Scimitar, *Warhammer, *Two-Handed Weapon Style, *One-Handed Weapon Style

Way better profiency points, but the strength score is kinda low.

The Thief:
Xochiquetzal, Chaotic Evil Half-Orc Bounty Hunter
15/12/12/10/14/14
*Scimitar, *Longsword, Sling, Two-Handed Weapon Style
All points in open locks and find traps. As I said, I don't random thief ability points, mainly because there are like 190 of them and also because I really dislike not being able to deal with traps and locks.

Well, not the best thief in the world, but any thief will do. Also, as a Bounty Hunter, his traps will be really useful later on, when I got the points to improve his trap laying abilites.

The Druid:
Alvis, Neutral Half-Elf Totemic Druid
15/11/11/12/14/15
*Scimitar, *Club, *Weapon and Shield Style, *Two Weapon Style

I was like "yeah, awesome" when I rolled this char, because I know from experience that a totemic druid equals an easy start for any group. Don't care about his stats at all, even though they are not bad. The summoning abilites make him the by far most useful party member for now.

The Good Cleric:
Padamavati, Lawful Good Half-Orc Priest of Lathander
5/18/15/12/14/11
*Mace, *Sling, *Weapon and Shield Combat Style

Well, really low strength here. However, it doesn't really matter for a cleric. A Priest of Lathander can become a battle machine no matter what.

The Evil Cleric:
Priya, Neutral Evil Human Priest of Talos
13/14/15/12/13/10
*Club, *Quarterstaff, *One-Handed Combat Style.

Pretty much the same as for Padamavati here, even though the strength is better. I will try some stormshield/lightning combos - never really played a Priest of Talos before.

The group awoke in Irenicus' Dungeon, dismissed Imoen, Jaheira and Minsc and decided to go for some goblin hunting. With the help of a summoned Spirit Snake and a Spirit Wolf, the first level was cleared without any major incidents - the spirit animals did the work, the party did the looting. After freeing a djinn, fighting some duegars, meeting a suspicous looking human and defeating lots of mephits via spirit animal and forest being power, a vampire was quickliy defeated with some shadow thieves being next.

Isis and her fellowship made their way out of the Dungeon, witnissed Imoen's abduction and decided to solve some circus tent problems. Alvis' new True Sight spell came in handy for dealing with the Illusions, while Isis, Woden and Priya defeated the shadows that where also turned by Padamavati and, thus, helpless. The gnome illusionist fell to the power of Isis' heavy crossbow.

Next stop was the seven dales inn, mainly for dealing with Mencar and his crew - this is usually a test of abilities that I always do for a randomly generated group at this point. Tactic was simple, summon Spirit Animals and Forest Beings, try to use as many Hold spells as possible and don't get killed. Also, use insect swarm.

It worked out rather well in the beginning:

Mencar's in trouble!

But the Bersecer's Sword proved to be a big problem, because I just couldn't stop the wielder by any means. Woden died before I could finally defeat him:

Woden! NOOOOOO!

All remaining enemies were held - easy targets. Had to spend the 1200 Gold for ressurecting the fighter - no raise dead spells yet. However, it was worth it (even though nobody could use the full plate at that moment - not enough strength).

Isis travelled to the slums, made a deal with Gaylen Bayle and went to the Copper Coronet where she met up with Nalia, Jierdan Firkraag, Amaras (who she defeated in duel by herself by using her superior barbaric speed and the heavy crossbow - yes, not very heroic, I know, but ... well, effective!) and Lethian. Went to the back rooms, where some slavers and guards waited for their certain doom - spirit animals and forest beings once again proved their superiority, and the Key was quickly obtained. After Lethians death, the party had enough gold for a) buying the mace for 18 Strength (that doesn't need a single point of strength itself to be used- quite useful for Padamavati!) and B) getting the Belt of Hill Giant strength, now carried by Woden. That's it so far, more updates coming.

Oh, and both clerics received a new profiency point: Quarterstaff for Padamavti, Flail for Priya.

Modifié par Enuhal, 02 août 2010 - 06:17 .


#104
Enuhal

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Isis and friends decided to visit the Graveyard, bringing a bear to a little kid's ghost and taking a nice quarterstaff with them before heading for the city gates. There, I obtained my favourite early game weapon, the Daystar, in the usual "just walk in, open the chest and leave before time stop is casted" way. I also ran into Suna Seni - obviously she thought it would be a good idea to try and ambush someone who is a CHILD OF THE GOD OF MURDER. Well, she thought wrong - using my favorite bhaalspawn ability and Padamavanti's Mantle of Horror the battle was pretty much over after one second:

Horror!

After making sure that Jan and Viconia were fine, Isis started travelling to the Umar Hills were she obtained a rare gem and defeated a Mimic. Also, Umber Hulks can be dangerous, but not if there are forest beings who use Hold Monster!

Don't mess with the Druid!

After talking to Madulf and visiting Merellas home, the party is now ready to visit the Temple Ruins.

edit: Sorry, I realised too late that large pictures were bad. Somehow, I can't figure out how to correctly edit my previous post and take these pictures away.

Modifié par Enuhal, 02 août 2010 - 06:20 .


#105
biowherewolf

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 good luck Enuhal and Shadow_Leech07


Update on Viertes.

Finished slaver quest and got the talking sword (oh boy!) . Dropped Minsc -- sticking with Jahera and Viconia for now.
 (you know, i've been playing these games for close to 10 years and I *still* can't remember how to spell their names. Why couldn't they be named "sally" or "Beth" or something? But I digress...) 

Strange thing this time. Took a reputation hit for killing  the guards in the Inn, even though they were attacking me and I had already confronted them. (cost me some money later). 

Dipatched a bunch of ruffians. During one of those fights, Viertes got hit pretty hard, so it was time to upgrade her defenses:
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr384.jpg

Nice, but just about bankrupted the party, due to the loss of reputation mentioned above combined with the 2 points for adding Viccy. 

then it was off to the graveyard. Made a mistake there. Most offensive spells were gone because of the crypt hopping, but the defensive ones were up. So the group decided to hit "just one more" crypt. 

i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr391.jpg

i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr392.jpg

Viertes was never in danger, and the group got away with all the loot, but just couldn't do enough raw damage to the mummies to take them out. Jaheira "Harper's called" Vic and they rested and went back to finished the mummies. 

Got a teddy bear for a ghost and killed some guy in red. 

Jahiera got dropped by a bunch of Orog's in a back alley
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr400.jpg
but the rest of the group cleaned up
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr404.jpg


These guys were *tough* 
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr405.jpg
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr406.jpg


so were the Rune assassins at the tanner's place. 
Man, those guys are nerfed. I don't mind tough opponents but those guys are stupid nerfed for this level. Viertes tried to backstab one while she was invisible. Instead, before she could swing, the rune assasign somehow backstabbed her, while in front of her and completely visible... even though Viertes was invisible.. right. Then he reflected Vic's greater command back at her... right. 

Anyway, the team lured the enemies upstairs into their trap. 
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr411.jpg


It took just about every spell they had, but they brought the bad guys down. 

On a side note... 
who says Viccy can't seriously tank?

i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr412.jpg


so. Now they're off to Trademeet.  The team is:
Viertes: thief/MU (9/10)
Viconia: cleric (10)
Jaheira : Fighter/Druid (8/10)

After getting a nice sling for Jaheiria and some nice bracers for Viertes and things, they have about 4,000 gold. 

more later
--BWhere

Modifié par biowherewolf, 02 août 2010 - 10:42 .


#106
Irrbloss

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Better luck this time Shadow_Leech and good luck Enuhal.

Arimanes - Wild Mage(11)
Minsc - Berserker(10)
Yoshimo - Bounty Hunter(12)
Aerie - Cleric(9)/Diviner(10)
Nalia - Abjurer(11)
Tashia - Sorcerer(11)

The party arrives at keep de'Arnise and Nalia fills them in on the situation. It is not long before they have first-hand experience of the infestation. Yoshimo is spotted by one of the trolls as he tries to sneak away. The rest of the trolls come pouring after and Minsc is quickly surrounded. Aerie hits the trolls with a Holy Smite, Nalia summons monsters and Tashia hits them with a Slow spell. Minsc takes a lot of damage but manages to stay alive by drinking a lot of potions. The last troll eventually falls.

The party enters the keep and make their way past the troll in the servants' quarters and find a Ring of Lock Picks by the forge. Yoshimo is spotted by yet another troll while scouting and is chased by two trolls before he manages to hide behind a corner. Minsc goes to fight them, but is ambushed by a Spirit Troll. The trolls who chased Yoshimo come running and Minsc cries out for support of his own. With some help from the mages the trolls go down. They find a scroll of Sunfire in the dormitory.

The otyugh in the court yard is killed and Yoshimo comes across yet more trolls. Yoshimo backstabs and is chased back to the rest of the party. One of the pursuing Spirit Trolls is trapped by summons. The summons are all slaughtered but the 5 Trolls and the 2 Spirit Trolls are killed.
Minsc is gravely wounded when Yoshimo opens the draw bridge and has to rein in his warrior spirit and refrain from engaging in combat for a while.

They ascend the stairs to the second floor and immediately run into more trolls. They venture on and find yet more trolls. Aerie lays down a Cloud Kill and the trolls come running. Arimanes and Tashia stand at the front and adsorb the troll onslaught while the trolls go down one by one. They barricade the doors in the room with the fountain and rest. Tashia loads a Minor Sequencer with 2xAcid Arrow.

The trolls in the bedroom are killed by summons. Yoshimo opens the door to the library and the trolls there are lured out and killed by the summons. The remaining summons are charged into the library, with everyone but Minsc following closely behind. Tashia hits the yuan-ti mage with an Acid Arrow and a second Arrow interrupts another spell. The yuan-ti loses a third spell to the after effects of an Arrow but manages to catch Yoshimo with a Chaos spell before being splattered by Minsc.

Glaicus chops up Minsc pretty good and Tashia has to step in and absorb his attacks to keep Minsc from dying. Glaicus panics and is struck down by a barrage of Magic Missiles. They barricade the door and rest and recover. On the roof they encounter trolls and yuan-ti. They descend stairs to the court yard and run into a pack of trolls. Minsc manages to make it through the ensuing scuffle without receiving more than a few lumps and bruises. Yoshimo is less lucky. Back onto the roof they are ambushed yet again. They access another part of the roof and run into two yuan-ti. Minsc is not so lucky this time and ends up badly wounded.

They pass by the golems and descend into the dungeon. The trolls in the torture chamber are killed without ceremony. Yoshimo comes upon the 5 umber hulks and plants the dog stew. He finds a Shadow Armor in one of the chests. Taking advantage of the fact umber hulks can not open doors (but disregarding that umber hulks could probably charge right through a door), Aerie discharges a Cloud Kill that kills two of the umber hulks. The other three escape the gas and try to make their way past the closed door. Aerie sneaks up behind them and casts a second Cloud Kill, which kills another two umber hulks. The last one survives and when the gas dissipates it returns to trying to poking about the closed door. Yoshimo opens the door and Arimanes and Tashia kills the umber hulk with Skull Traps before it gets very far.

They return to the golems and start taking them down one by one with MMMs. Gratuitous image of the iron golem. In the chapel they find Dragonslayer, Namarra and the Metaspell Amulet. Yoshimo lays a few traps down in the dungeon and the party rests again and prepares for the coming fight. Yoshimo scouts ahead but is detected by TorGal. TorGal comes running fast as greased lightning but Yoshimo has time to dive in behind Minsc.

TorGal starts the fight with a bang, as he slaps and slows Minsc and scares Yoshimo and Aerie (who's got the only anti-fear spell). Arimanes throws a Cloud Kill into the path of the other trolls, Nalia casts Greater Malison and Tashia casts Web. Tashia casts Slow and Arimanes kills one of the yuan-ti mages with a Skull Trap. Nalia lays into TorGal with a little help from Arimanes and Tashia. The latter two continue to cast Skull Traps and TorGal falls before he can kill Minsc. The umber hulk elder confuses Yoshimo and a spirit troll makes its way through the doorway. Nalia summons monsters. The spirit troll dies and the summons start pushing their way through the door.

The umber hulk elder and more trolls die and soon a lone yuan-ti mage is only enemy still standing. The yuan-ti clears the summons with a Death Spell and punishes Arimanes for summoning more monsters by casting Breach at him. Arimanes puts up another set of Stoneskins and Tashia casts Remove Magic at the yuan-ti, which strips it of all its protections. Arimanes and Tashia starts pressing the yuan-ti with Acid Arrows, but it manages to confuse all the summons with a Chaos spell. The summons start milling about uselessly and Arimanes and Tashia step up their efforts and kill the yuan-ti. They find Frostreaver and the Wand of Wonder in the dungeon stash.

TorGal is dead and the keep is liberated. Nalia talks Arimanes into becoming lord of the keep and the party spends a day resting and surveying the reconstruction of the keep.

Modifié par Irrbloss, 03 août 2010 - 12:16 .


#107
Enuhal

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The entrance to the temple ruins was cleared by Padamavati and Priya using Turn Undead, while the others activated the crystal:
The Shadows die
Inside, a fire elemental is quickly summoned, and together with Woden, who is wielding the Daystar and wearing the Belt of Hill Giant Strength, making him a competent fighter, most enemies are quickly defeated. Only the bone golem can hurt a fire elemental, so I buffed up and had all the party members attack it with magical weapons (well, the druid doesn't have any and I was too lazy to use Flame Sword, but he could tank with Ironskin). After all the riddles and problems were solved, the group bypassed the Shadow Dragon and charged the Shadow Lord.

Alas, the fight was a short one: The Power of Daystars Sunray and an Insect plague proved to be too strong for the undead to survive, and quickly the Altar of Shadows was destroyed:

Take that!

With a new armor for Isis and, after returning to Minister Lloyd, a new armor for the thief, the group went back to Athkatla, also buying a necklace for one of the clerics to give him permanent protection from evil and some bonus hp (I have the money, but there isn't much I have to buy... considering that most of the expensive stuff is for mages, and I don't have any).

Next stop will be the Slavers. I will complete all the quests were fire elementals equal an easy win relatively soon. The group is starting to work quite fine, combining superior divine power with at least 2 good melee Fighters.

#108
Enuhal

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Forgot to mention that I got some new profiency points: Isis *Two-Handed Sword, Woden *Longsword, Xochiquetzal *Quarterstaff

Isis entered the slaver's base and a fight evolved. Insect Plague decided it.
Fear Alvis, the mighty totemic druid
Isis had nothing to defeat trolls ready, but luckily there is a bow and some fire arrows in a nearby chest, so the thief equipped them for finishing the monsters off (Alvis'Fire Elemental expired shortly before the troll fight).
The group entered the sewers, fighting various kobolds, hobgoblins, slimes and Myconids. Lirlacor was obtained and Hendak was pleased.

Next stop was the graveyard, for clearing out all the lesser crypts still left. Had trouble with a group of Shadow Fiends. Problem was solved by Turn Undead and a fire elemental. Also got Namarra, which is now used by Xoch (Xochiquetzal is too long and to complicated. Besides, she is a half-orc, so Xoch doesn't sound too bad as a name).

Isis decided to visit the bridge district, but was ambushed by a group of thugs. However, the attackers panicked when Horror and Mantle of Fear were used and Isis quickly gained control of the battle field. The group went to the docks instead, bringing back the wounded man and finishing a task for Xzar which involved killing his disciples via insect swarm and hold.

In Sea's Bounty, a hidden pirate lair was discovered and cleared by fire elementals:
Some forest beings helped as well
Time to sell and buy some things... however, on the way to Waukeens Promenade, there was another ambush, handled the same way as the last one.
After trading with Ribald and getting a Fortress Shield for Padmavara + Rynns Staff for, well, a lots of characters, the group met 3 Vampires who tried to attack a poor shadow thief. We can't let that happen, can we? I was not sure if I should take this fight, but considering Woden had the Helm of Charm Protection and Daystar ready, I decided to give it a shot. The Sunray instantly killed all Vampires.

Isis also found the thugs who abducted Tidir: They weren't too happy about it. After some detective's work, she chased a murderer and had to fight his servants: Sunray killed the Ghouls, rest was easy. In another house, there was what seemed to be like a crazy demon summoning adventurer party. Insect Swarm and Hold did a good job. Their fighter was not bad, though.

Some minor quests, like helping Kamir the Paladin and saving a merchant from his ogre dockworkers were done. Then, Isis decided to visit the temple district, picked up some quests and destroyed the Fallen Paladins. Well, basically, some fire elementals and spirit animals did the job, but she destroyed Anarg.
Next time, I will try to do the two missing minor temple district quests (Sir Sarles and Ring of Dawn), then enter the great Crypt and finally head to Trademeet.

Modifié par Enuhal, 03 août 2010 - 05:19 .


#109
Shadow_Leech07

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Enuhal wrote...

Hey,
I decided to join the no-reload challenge once again (some of you might remember me from the old forum), this time combining it with the randomly generated party challenge.

The only mods  I am using are the Fixpack and the Banterpack. Playing on Core rules, but with max HP per level (the randomly generated characters usually  have really bad constitution, anyway).

Short explanation of the random challenge: I usually random everything but the looks and thief abilty points. Gender, Race, class, Kit, Profiency Points, Spells and of course attributes, all these things are completely random. I also use random mythological names, created via a random name generator.

So, here is the party I rolled - I think it is fine (had far worse. I remember one time when CHARNAME had like 23 max HP or another time were I had 5 fighters/barbarians and one bard), especially in the divine spellcasting domain. The lack of arcane spellcasting won't be a big problem early on - hopefully.



It's been quite awhile Enuhal! I must have gone through more then twenty three of those things, chugging my parties into the meat grinder that is tactics + insane. I think I began just throwing my parties mindlessly around at the very end, which isn't very good to say the least. But at least it was fun I suppose. I might get around to do it again maybe, but I don't really like having female dwarves I think I rolled too many of those :P

Modifié par Shadow_Leech07, 04 août 2010 - 06:32 .


#110
Enuhal

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Hey, I can totally relate to that female dwarves thing. I remember some time when I was like "okay, I will accept anything crazy I roll, but if I get about 3 female dwarves in one party again, I'll just...no... that won't happen."

I used to play the random challenge on insanity (but not with tactics - I mean, I think I remember reading about some of your tries, and that just seemed to be brutal. Even in the normal game, people can onehit you if you didn't roll good), but for a serious no-reload attempt, I thought that going with core rules was more promising ;) Also, I seem to have a talent for no-reloading divine spellcasters (if you don't count the monk, all my sucessful no-reload runs were divine spellcasters, while everything else died somewhere around the underdark or to a lightning trap in BG1, if not even earlier), so I guess having three of them is not too bad.



Good luck with your archer (another favorite class of mine)! I hope you will be successful with the temple ruins (I assume this is where you are going next).


#111
Shadow_Leech07

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The archer class is very impressive so far. Coupled with tasheron(or tansherons) bow it's a phantom arrow fiesta!



Well onwards to the update

Numerous NPC Quests

The quests for Nalia and Cernd came about soon enough, Cernd reconciled with his son, and Nalia with her boyfriend problems. In any case they were all completed, and the party resumed course for the slaver quest. The party needed to take the sewer entrance and managed to defeat the enemies. But yet another fatal death occurred, this time Nalia took what seems to be the acid trap, and fell to her death permanently but not without taking out the entire slaver group with 3x sunfires. After all that work, poor Nalia is defeated by this trap. She was all buffed with mirror image and stoneskin, the works, but it didn't matter. So far Jan, Aerie, and Nalia have bitten the dust. The party moves on however, the urgency to get Imoen has become that much greater. The group recruits Yoshimo to detrap the slaver camp and join the party on a more permanent basis.

Mencar's Group in the Seven Vales

A very rude and arrogant dwarf resided in the second floor of the Seven Vales. Victor decided to stay downstairs while the four other members confronted this dwarf. This dwarf may have been rude and arrogant however, he was very soft at the confrontation aspect. Yoshimo took the time to lay down traps in a most devious manner. He disguised the traps as chairs. In any case, the enemy party took no notice of this whatsoever. Cernd also took his time, summoning two fire elementals and a few accompanying dryads. Together they made a fiercesome party. Cernd once more initiated dialog with the dwarf, and this time he refused the demands to get out. Mencar went hostile and the traps triggered. The enemy party took serious damage, and the fight was on. The two fire elementals split their concentration on the mages and Mencar, while the dryads focused on casting hold spells. Cernd cast insect plague, stopping the enemy wizards from using anymore harmful spells, and then he got hit by a confusion(or chaos?) he was the only one though because Minsc stayed idly by the stairway, he took no part in the action really. Very soon the enemy party's numbers dwindled, and then they were gone just like that.

Umar Hills

The first piece to the sun ray symbol is obtained when Cernd buffs protection from fire(as well as the second level protection) to gain access to 127 resistance to fire. This allows him to take the "punishment" quite handily whenever he answers wrong. The rest of the dungeon was completed by casting fire elementals and just plowing through. The only really dangerous spot was when the bone golem came out unexpectedly and attempted to go on a murderous rampage. But a nice little distraction from dryads(who managed to survive until two hits!) and a stoneskinned Cernd, allowed the party to toss traps and arrows at the golem thus killing it. The black dragon which could be heard, was entirely avoided. No point in taking unnecessary risks, and blatant acts of glory(even though this is not the tactics version). Victor takes the ranger cabin as his stronghold.

The Jaheira Quests

The party invites Jaheira to participate in all her affairs. First off is the harper hold, in which the party succeeds in finding Montaron and giving him to Xzar. Turns out Montaron is not whom he seems. In any case, the party confronts these 'harpers' and defeats them candidly, suffering Anomen's temporarily death, and Minsc took a heavy beating as well, but not too shabby.

The next Jaheira quest is Baron Ployer, and what seems to be a tepid affair turns out to be a bloodfest instead. Ployer himself isn't much of anything, it's the wizard allies he gets in, and this party of wizards is quite nasty. So nasty that one of them starts killing his own allies off and tearing apart everything inbetween with guess what...lightning bolt. The party confronts Ployer without Victor, he stands outside because he himself is a timid archer at this point. Cernd casts insect plague first, hopefully to disable the wizards altogether. This works on two wizards, but not the real nasty one. The nasty one erected improved invisibility upon himself and launched confusion(or choas) at the party, disabling Cernd, Jaheira, and Yoshimo. All which remains is Anomen and Minsc. The lightning bolt moves back and forth, and kills Ployer and one of the enemy wizards. One of the wizards dies to Cernd's insect plague eating away at him. The other one hiding under invisibility thus I was surprised when he popped up, he too fell to that same lightning bolt. This lightning bolt enabling wizard then dispel magic, removing Cernd's ironskin. Then he casts monster summoning, getting two ogre beserkers. Now guess what these beasts do, one does a critical hit on Yoshimo for eighty eight damage! This chunks him good, and then some more.Cernd dies to something but I can't remember what. Jaheira(who is naked) gets popped as well, by the ogre beserker. Being confused and naked doesn't really help her situation very much. The lightning bolt wizard uses scorcher to burn Anomen to death(not permanently). Minsc dies(not permanently) to a cone of cold which the lightning bolt wizard uses. This wizard is slaughtering everything in his path. His name deserves to be spoken, Malacazar is his name. Awesome name I'll say. With all his comrades dead to this wizard Malacazar, Victor strolls into battle prebuffing mirror image from Ibratha, the last candle in his party. He flings his mighty arrows at Malacazar who promptly launches scorcher against him. Malacazar's stoneskins drop, and he's taking damage now from the arrows. Finally Malacazar is taken down. Victor carries his dead parties equipment back and from the copper coronet. He seeks to revive Anomen now, he has to spend yet another thousand gold. But it was an exciting battle to say the least.



I'll make a new album for this crew. Very exciting so far!

#112
Enuhal

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@shadow_leech: That's why I always bribe the Mages into not helping Ployer :) Seems really exciting, your run!

Anyway:
New Profiency Points: Alvin *Spear

Here we go: The Sir Sarles quest. The fight with Neb was really easy. I had Daystar and true sight ready, after all. Of course, I kept the real Ilithium. For the second temple quest, a short fight had to be fought: click here
So, after getting some reputation and experience bonuses, I decided that it was time to visit Trademeet. I was ambushed and used Mantle of Fear, Horror, Insect Plague and Wands of Fear to keep control of the battlefield:
first ambush, second ambush.

In the Druid Grove, the Giant Trolls did quite some damadge to me, but with the help of some fire elementals they were defeated anyway. Ihtafeer was more of a problem, I had to leave her house two times before I managed to get lucky enough with my hits to kill her quickly enough before her and her comrades spells would end the group. Success!. I did some major mistakes after that: Talked to Cernd, he teleported me pretty much to Faldorn (missed the magical club and another longsword that way...) and Alvin lost the fight against her - because I just forgot that I already had 5 Summons somewhere outside, but I couldn't go there because I had to gather my party, which was impossible during the fight... So I couldn't summon anything and really, didn't have any great spells left. First time in my life to lose that fight, so I didn't know what would happen - Turns out it is no problem at all, I just resurrected Alvin and let Cernd win the battle.

So I went back to Trademeet, helped Tiris and destroyed some undead in a Crypt and bought everything I needed from trademeet. Especially the new weapons for Alvin are nice.

edit: By the way, statistics tell me that Woden does over 50% of the party's kills... that seems pretty insane in a party of 6. Hill Giant Strength + Daystar seems to be a powerful combination...

Modifié par Enuhal, 04 août 2010 - 03:53 .


#113
Enuhal

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Update: New profiency points for both clerics went in War Hammer.

Isis and friends entered the great crypt and met some spiders. Lacking good AoE spells, I decided to use Fire Fruits to defeat the small spiders and obtain Kithixx. I also proceeded to kill some more undead with the help of fire elementals.
After the Crypt was cleared, it was time to complete Mae'Vars tasks.

I already stole the Talos Necklace and entered Rayic's house. Was not too difficult, because I was properly protected for his spells: Floor 1, Floor 2, Floor 3.

Mae'var himself was easy as usual (I am really thinking about installing some difficulty improving mods, especially because this fight is just not what it should be. One fire elemental would have been enough to defeat him.
The next stop was De'Arnise keep. Trolls are not a problem for my group (I also have a fire and an acid weapon), and I used some wands of heaven on the Yan-Ti Mage. Glacias was quickly defeated, some Fire Elementals and Air Servants (what is the proper English name for them? Playing the German version...) took care of the Iron Golem and after Xoch tricked the Umber Hulks, Tor'Gal (whom I was able to pull without his giant trolls) was no problem.

After a quick stop at Windspear Hills to finish the Dryad's quest, Isis decided to explore the sewers. The central group was defeated by fire elementals, and some more summons took care of the sewer party. Yes, I admit, I used some holy smites (really effective). So I decided I'd go for the Planar Prison and defeated Mekrath with some more summoned help and entered the Planar Prison.

Second Character Death here, one of my clerics was killed by a Finger of Death - but that's the advantage of having two clerics, he was quickly raised (could have used a charge of my two wands of resurrection anyway...) and soon ready for battle again. After a nice Backstab by Xoch the group proceeded to use summons and more summons and guess how many summons died in this final fight... well, so the Planar Sphere was finished and I had too much money, so I payed Gaylen to get some easy experience and two powerful Items for my clerics. I also fought with Lassal and the Guild contact. The group is now ready to go for the Cult of the Eyeless, soon.

#114
Shadow_Leech07

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Enuhal wrote...
Mae'var himself was easy as usual (I am really thinking about installing some difficulty improving mods, especially because this fight is just not what it should be. One fire elemental would have been enough to defeat him.


I recommend just upping the difficulty to 'hard' or 'insane'. Difficulty mods can add what I refer to as 'dying points'. Especially for randomly generated characters.

#115
Shadow_Leech07

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The party recoups, with four remaining members (Cernd, Anomen, Minsc, and Victor). The plan is to head to the temple sewers and rescue Haer'Dalis. Victor may pick up some rings of air control along the way.
Tarner's Group
A hostile bandit party is in the temple sewers. Victor hides in shadows to scout them out and clear the fog of war. Two fire elementals, one aerial servant, and two dryads are summoned as the first wave. This proves to be far too difficult for Tarner's group to overcome, as Anomen pours down flame strike, and Cernd hits with insect plague. The loot is taken and stored in Copper Coronet.
The rescue of Haer'Dalis was simple but the next part will prove to be more challenging.
Planar Prison
Right from the get go, a menacing group awaits at the entrance. Cernd and Anomen cast fire elemental and aerial servant respectively. Victor uses the ring of air control to go invisible and quickly runs to the top half of the circular stage to avoid being detected by the western Yuan-Ti mage. Anomen is taken out(dies but no permanently) to an enemy's flamestrike. The battle continues, and I'm quite sure Cernd uses insect plague in this battle, he basically tosses it out most every battle anyways. Whatever the case, Minsc gets stunned by the western Yuan-ti mage, and after some running around, the powerful summons beat the filling out of the enemy party. Anomen is resurrected using the rod of resurrection(found earlier in the place where Haer'Dalis was kept as a slave).
The Master of Thralls proves to be of some difficulty. His death gaze is dangerous to the fire elementals and the aerial servant. However, the tables turn when one of the air elementals is charmed by the ring of air control, which actually proves useful in this situation. Eventually, the summons beat down the Thrall Master.
The Warden proves to be more easy, as the party initiates the offensive by sending in a single aerial servant who is immune to most of the warden's minions attack. Warden uses several spells on this aerial servant who damages him quite readily. When the aerial servant falls, it is on to the fire elemental, who is taken care off easily, so the next fire elemental enters the fray only to be disintegrated. Most of the warden's dangerous spells(horrid welting, and finger of death) have now been wasted on the summons, so Anomen, with his boots of speed start raining down holy smites on the warden(or an area where he should be located). This kills the warden and eventually Haer'Dalis is free to return to the party.
Ranger Stronghold first quest
I did not expect this to occur as I did not expect any enemies left in the area so I stupidly clicked to go to the shadow temple entrance and went to the restroom expecting the party to be there when I returned. Instead when I came back, Victor was dead, and several of my party. I'm not sure why they died, so I reloaded to find out. Turns out there are skeletons in the area and they killed my party. I guess this was not a very bright thing to do at all. I never played through the ranger stronghold so I did not expect this to happen. Thus the end of the archer no reload.

Modifié par Shadow_Leech07, 06 août 2010 - 01:45 .


#116
Enuhal

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Aw, that's really a sad ending for your archer. Sorry for the loss and good luck next time. I, too, learned this lesson the hard way some time back in BG1 where my pc was killed by LIGHTNING because I went afk. Since then, I always pause if I can not fully concentrate on the game when no-reloading.
I've played parts of this no-reload on insane (because I do another run with a Cavalier on insane at the same time (which is not planned as a no-reload, even though he didn't have to reload so far), and I forgot to lower the difficulty a few times after changing characters... Might think about it though - I did my previous (unsuccessful) Random runs on insane... granted, all characters but Xoch have pretty good hp scores this time but... Well, maybe I'll give it a shot if I feel concentrated enough the next time I play.

Modifié par Enuhal, 06 août 2010 - 02:34 .


#117
Shadow_Leech07

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Yeah I learned my lesson definitely Enahul. In any case I'll be joining you in the pre-generated random challenge.

I'll be followed the rules I set out for myself here http://forums.biowar...700196&forum=18

Party Characters

Two choices: Five randomly generated(created) characters and one randomly pre-selected NPC from the

entire population you will have in the game including Sarevok and any mod NPCs you have(you must create in MP for this).. Or one random PC, and randomly pre-select five NPCs in the same manner as the one randomly pre-selected NPC.



You must have chosen six party members. You don't technically need six party members in the game, but you must have six party members and they must be chosen in either format. You may pick and choose NPCs ingame but you must complete the game with either the chosen NPCs or without them, you must not complete the game(SoA, and later ToB) with any NPCs that were not randomly chosen. Example: Anomen is randomly chosen from the population of available NPCs, however in the game I switch out Anomen for Aerie. Come time endgame in SoA I must drop Aerie, Aerie must not be in the party when ToB starts. In the spirit of the random game, hopefully people won't resort to such tactics, simply because they can. It's suppose to be a challenge even if it is silly.



Randomization Process

The class, race, statistics, weapons specialization, spell book, and essentially everything but the name, sex, portrait of the character has to be randomized(Basically anything that might affect gameplay). You can roll a dice, or use a program such as Microsoft excel for the randomization process. Just explain how your game is randomized. The randomization will follow the on screen selection format so multi-class and similar items of such nature will not be added to the total number, only the options on screen will be numbered accordingly to what they are top to bottom. This gives multi-classes a less chance of being chosen but multi-classes do tend to be better than single class most of the time so maybe this is for the best. Or maybe my memory is fuzzy and multi-classes are featured alongside single classes.

Kits

Kits must be randomly rolled and/or picked as well.

Dual-class

You may choose what class to dual into, this is not part of the generation process in the beginning, it is an ingame generation.

Weapons

Roll first for what weapon, and then roll again to see how many slots to put in. You may flip a coin too if you want.

Thief/Ranger/Bard Abilities

You may choose these abilities (lockpicking/stealth/set trap) as you will, too much of a hassle to find out how to randomly allocate so many

points.



Difficulty/Mods

Simply list the difficulty and mods you use so people can see what kind of challenge your game is.

Reload/No reload

Also note if it is a no reload or reload game.

Please list the random character statistics(one or five)


My random NPC is Haer'Dalis

My party members are

Montant Kelson Chaotic Good Male Halfling

Priest of Lathander level 7

Str 11 Dex 14 Con 11 Int 11 Wis 14 Char 14

Jennifer Sand Neutral Good Female Human

Jester level 8

Str 9 Dex 16 Con 12 Int 14 Wis 11 Char 15

Gallant Kannos Lawful Neutral Male Halfling

Swashbuckler level 8

Str 10 Dex 16 Con 14 Wis 12 Char 10

Frenna Jaya True Neutral Female Halfling

Fighter level 7

Str 9 Dex 12 Con 16 Int 17 Wis 15 Char 6

Clara Goldheart Neutral Good Female Elf

Cleric level 7

Str 13 Dex 11 Con 10 Int 13 Wis 16 Char 16



Difficulty insane

// Log of Currently Installed WeiDU Mods

// The top of the file is the 'oldest' mod

// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]

~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)

~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)

~SETUP-TACTICS.TP2~ #0 #6 // Improved Guarded Compound in the Temple District

~SETUP-TACTICS.TP2~ #0 #15 // Kensai Ryu's Improved Crypt King

~SETUP-TACTICS.TP2~ #0 #30 // SimDing0's Improved Oasis

~SETUP-TACTICS.TP2~ #0 #32 // Mike Barnes' Improved North Forest

~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)




#118
Enuhal

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Good luck with the new group - the strength scores seem rather sad :(

Update: New profiency points for both Isis (*Two-Handed Swords) and Woden (*Longswords)
Also, difficulty permanently switched to insane.

It was time to take care of the Cult of the Eyeless. Turns out my clerics are high enough level to dominate generic shadows. Anyway, after takling with Ghaal, Isis went north to fight the Lich by sending summon after summon to him until he was out of spells.
After fighting some spiders and Yan-Ti's, it was time to equip the Shield of Balduran for dealing with the Gauths.
Sunray destroyed the remaining shadows and Isis healed the demon, talked to the Avatar and went back to the cult's camp. The undead city was done via protection from undead scroll, because I just had one in my inventory and was too lazy. However, I grew impatient and almost did a terrible mistake in the building, but Turn Undead saved Xoch.

The Blind priests were defeated with Summons and some Holy Smite spells: click here. Also, Insect Plague. The Dungeon was cleared by Woden via Shield of Balduran without major problems. Ghaal was quickly defeated and the cult was destroyed.

Next stop: Planar Sphere. I experienced that Clay Golems can be really dangerous, especially if you don't have arcane spellcasters as tanks... That's the main reason I fear insanity with this group: Not enough Stoneskins, Mirror Images, Protections from Magical Weapons etc. Just HP and Armor...
Anyway, my Fire Elementals took care of some Halflings, more Halflings and finally the final group. With 3 Aerial Servants and 2 Fire Elementals, I took care of the fire elementals and golems. Not an even fight, although the golems didn't do bad.

Anyway, reactivated the golem, Woden killed the Beholder and the group attacked Lavok, first luring him to waste his Horrid Wilthering on a skeleton (which he did) and then using Insect Swarm to defeat him. After fighting some Mykonids and Minotaurs, it was time for the demons - I always fear this encounter, but with that many divine spellcasters, I just prepared 6 Chaotic Commands, summoned 3 Aerial Servants and 2 Fire Elementals and simply destroyed the whole plane.

Summons took care of the cowled wizards and the two rooms. After that, I had really tough encounters with the golems (I am starting to hate fighting golems with this group). First, you can see Isis using Tansherons Bow to take care of the Iron golem. Clay golems, however, do serious damadge. 5 Hp left, but I had a "Heal" spell prepared. For the second group, I managed to make all 3 of the small golems attack the Ras Sword, which was extreeeemely useful (otherwise, I am pretty sure I would have lost a few party members or even the game). So, finally, the planar sphere was finished and I didn't even need the ring. However, the gauntlets of Ogre Strength are really good for Isis, and now 3 of my Characters have 18 or more strength. Yay!

After this, I decided to go for one of the last remaining non-dragon or lich chapter 2/3 battles (besides the whole windspear hills business), the guarded compound. After letting the creatures on level 1 kill each other and then defeating the Glabrezu, I set up summons and traps, having my usual "just lure them down" tactic in mind. HOWEVER, for some reasons unknown to me, NONE of the fighters ever followed my group downstairs... So I had to fight them on their level... Managed to disable the traps without getting seriously hurt, luckily.

The item that so won this battle for me was my two Wands of Fear. I didn't realize I had no Insect Plague ready when I went upstairs to fight, so I spammed the Wand - with great success. However, the enemy wielding Celestial Rage (even though she was feared) attacked and killed Alvin - and he was stunned, I could do nothing to save him. Luckily, not a permanent death. Used more fear wand charges, soon every enemy was affected. Still, the battle was pretty close, considering the sheer melee power of my opponents (fear is not a very relieable crowd control, but definetly better then nothing, especially because none of the spellcasters was able to do anything at all).

After this close battle, I picked up all the loot - which I didn't need. I have way too much money at the moment. May decide to buy just a looot of potions and protection scrolls. Anyway, that's it for now. Next and final stop before going to Brynnlaw will be the Windspear Hills. And I guess they will be pretty hard.

Modifié par Enuhal, 06 août 2010 - 02:31 .


#119
AnonymousHero

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Most resist urge to join in again... argh.



I think I have two or three characters who have already no-reloaded through BG1 and significant portions of BG2 safely stashed away in my BG Virtual Machine (from before I took a lengthy break from BG). I think I might even have the play logs and screenshots for them...

#120
Shadow_Leech07

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Montant Kelson and the Random Troupe

The romp through Irenicus' dungeon did not go as expected. Three of the party die due to various mistakes(not permanently). The swashbuckler in particular died attempting to detrap a trap, but instead triggered it instead. In getting the key to the portal, Clara Goldheart stacked armor of faith and then triggered the trap. For some reason there wasn't a second trap laying on the floor. In any case, the remaining party members grab Yoshimo to detrap the rest of the room. The escape is swift.

Circus Tent



A disturbance occurred nearby the opening to the caved in tunnel, in the circus. Montant, Clara, and Yoshimo enter the tent and reach the source of the disturbance. With Montant Kelson turning undead, Yoshimo and Clara Goldheart start hitting the named enemy. It is over in a few hits.

Slaver Quests



The gladiators are rescued in the Copper Coronet. Hendak wishes for more slaves to be freed in return, so Montant Kelson goes to the entrance of the slave compound just next to Gaelen's home. A party of slavers and their two wizards show up to enforce their own brand of the law, but Jennifer Sand and Clara Goldheart have something to say about this. Jennifer gets caught in a hold spell, but the hasted skeleton summons back her up fiercely. A single enemy skull trap finishes Clara in a single hit(nonpermanently). After this incursion, Montant orders the party to retreat and rest to revive Clara.

Suni Suna(?)



A notable battle, a test of sorts. The wizard is taken out immediately by magic missile(tossed by Jennifer Sand). The clerics in the party cast skeletons, and Montant discovers he still has 'revive' in his fifth level slot instead of flame strike, how annoying. Jennifer buffs mirror image and starts singing her bard song, confusing some of the enemy. Eventually this bandit party is taken out.

Druid Grove



The party recruits Cernd into the party. An extra hand is probably needed as the best the party can muster up currently is several skeletons, not exactly formidable against crazy druids. His insect plagues should come in handy.

There is a human in a abode near the druid grove. Gallant Kannos with his high intelligence, sees something odd about this situation and lays down six traps just in case. The woman doesn't seem to care or notice. The traps go off killing her, but before she turns into the rahkasha form, so her head doesn't drop. Cernd finishes off Faldorn, he summoned four dryads and launched insect plague at her. They continuously dominate her, so the party has her waste all her heal spells and use her own summons against herself. She falls quickly. The party ends up killing the Dao djinns to free Trademeet from their monolopy. Jennifer Sand snatched the efreeti bottle from the djinn outside the tent.

De'Arnise Hold



The party recruits Nalia into the party and she leads them around the De'Arnise Hold. Unfortunately she falls(permanently) to umberhulks right before the battle before the troll leader. Tor'Gal is slain primarily from Gallant's traps but Frenna Jaya gets chunked by the giant trolls accompanying him. The loss of Frenna Jaya cannot be mourned however as the remaining party members scramble to deal with the two giant trolls that cannot seem to defeat. Jennifer Sand runs desperately around the jail facility, hoping to shut in a couple of the doors. But when she makes her stand against one of the trolls she is slain. Finally, a flame strike from Montant kills one of the trolls, so it is down to a single one. The party does not receive any gold or experience from Nalia as she is dead.

Harper Quests



Jaheira joins the party, and the harper quests are completed. Finding the bird and giving it to Xzar was completed swiftly. Montant and Clara level up to ten. The next part of the Harper Quests resulted in a bloody battle. The djinn(this summon is incredible) flamestrikes the main baddie, and Montant/Clara follow up. Jaheira forgets to use her one woodland being summon, and several party members Clara, Jennifer, and Jaheira fall in battle(not permanently). I would say the two parties were evenly balanced against one another. Afterwards, the party pay the 5k fee to cast magic in the city.

Umar Hills and Shade Lord



The two clerics Clara and Montant were able to explode regular shadows, but shadow fiends, shade wolves, and skeleton warriors were only turned. To sum up the level, the clerics used protection from fire spells to avoid Amaunator's numerous fire 'punishments', the party met little to no resistance. The party made extensive use of animal summoning II. Battle with the Shade Lord however proved far more intense. The Shade Lord was able to stun both Clara and Montant, but Gallant and Jennifer continued fighting. The djinn from the bottle was stunned as well, but with Gallant striking with a staff spear and Jennifer shooting acid arrows, later melf's magic meteors, everything was eventually taken down. Clara however died(not permanently) due to Shade Patrick's arrows(or whatever he is using). Umar Hills is completed.

Tarner's group at the Temple Sewers



This was another megafight. Gallant laid down some traps after he noticed that there was a hostile looking party up ahead. Well he only laid down one trap and the dwarf Tarner found him out. Half the party retreated, while the archer of the enemy party followed(without his comrades). This archer was hit by flame strikes and the trap that Gallant laid. Jennifer Sand was sent running by a horror spell, amazingly she only drew the attention of mutated gibberlings. Gallant laid down the rest of his two traps, but for some reason Roger the Fence became hostile(who knows?). With Jennifer Sand running around, Clara Goldheart rallied the animal troops around. Once Jennifer Sand finally became unhorrified, she sent in the level 5 fighter summon(from the bridge district) and the efreeti against the two enemy clerics. Both summons actually did fairly well for what they were up against. The two clerics are downed, but Tarnor himself came to kill the summons that slew his party members. Jennifer retreated to the last rally point. From here, Montant sent Roger running by charming him and sending him off. Tarner was fighting Clara buff with holy power and DUHM. Jennifer joined in periodically slinging melf's magic meteors, while Montant concentrated on healing Clara. The team effort proved a success, taking down Tarner. The party needed to rest however because there was still a mage, and this mage is a mean one.

After the rest, Gallant lays down his traps, and Jennifer with animal summons charges after the wizard. Clara has to kill Roger the Fence unfortunately. The enemy mage casts a hold spell on Jennifer, and the rest of the party attempts to lead the wizard back towards Gallant's traps. They succeed and the wizard falters and dies.

Rescuing Haer'Dalis



Down in the temple district sewers, a mad mage who wants his mirror, is holding a slave captive. After acquiring the mirror, the mage ports off, leaving Haer'Dalis into the hands of Montant. Haer'Dalis requests the party find some kind of token. This token is then used to open a portal to another realm, Montant doesn't really seem to care though. A lesser fire elemental comes out of the portal and promptly kills Clara Goldheart(at this time she was ready to level up/also this was not a permanent death). Haer'Dalis is taken away, but Montant does not give chase, and revives Clara. I have a feeling Montant wishes to do the Sphere first.


#121
Enuhal

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It's time for the last parts of chapter 3. When it comes to profiency points, Xoch got *Crossbow.

The Windspear Hills. I feared this dungeon, so I was really careful when proceeding. Took a lot of time and summons.
First, the Rhaksasha was beaten via Spirit Animals. After the group dissolved an Orc Ambush, a stealthed Xoch and Aerial Servants + Fire Elementals started taking out Golems, Orcs, Wolfweres etc. For the undead, I used another Prot from undead scroll. Whenever possible, Isis got the Tansheron's Bow for attacking Iron Golems, and alter also the Adamantite Golem (which took ages). For Semia's quest, some Fire Elementals are pretty much immune to everything the Guardians can do.

Quickly, the Mask was obtained and Semia defeated. I also used some traps for the first time to deal with this encounter. Tazok had to deal with the summons, Conster was killed by traps.

So there we go, far less problems then expected. The Higher Wolfweres and the Golems were really scary though...Anyway, time to get back to Athkatla. Bodhi has to die.
Vampires are really easy enemies for my group. I have 3 Sunrays a day, 2 powerful clerics, one of them immune to level drain and with very good ac, Daystar for massive damadge... well. Still, to be 100% sure I used another prot from undead scroll for the first part of the Crypt. The Vampires didn't stand a chance, naturally. Downstairs, the Grimwarders (they don't count as undead) were defeated in a group effort and the other Vampires quickly fell. I killed Lassal without prot from undead and prot from level drain, was still no problem with only using Woden. Luckily, Ilbratha's Mirror Images worked out perfect, he didn't get a single point of damadge from the traps!

So, for Bodhi, I had already started to lay traps the first time on this level.... the result was pretty clear: Bodhi is dead.

So I went back to Aran, sailed to Brynnlaw, and, as a last part of this update, decided to use the power of my two clerics' dual-sunray (I also have the mace of disruption +2 now): Burn!

Also, since this completes Chapter 3, I will give an update on party levels:
Isis, level 13 Barbarian, wielding Lirlacor and Tansheron's Bow
Woden, level 13 Fighter, wielding Daystar
Xoch, level 16 Bounty Hunter, wielding Rynn's Staff and Firetooth
Alvin, level 13 Totemic Druid, dualwielding Blackblood and Belm
Padmavati, level 14 Priest of Lathander, wielding The Butcher's Weapon and the Fortress Shield
Priya, level 14 Priest of Talos, wielding Flail of Ages and Saving Grace

Modifié par Enuhal, 07 août 2010 - 10:40 .


#122
Shadow_Leech07

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Planar Sphere

Interesting note, in the puzzle room, with Valygar conducting the puzzle(he was the only expendable member, shhh don't tell him!) he got the puzzle on the first try! Perhaps an unconscious memory? Who knows, but he went top to down and then right and finally left, and then...bam...the thief Gallant leveled up!
As usual the epic battles against mages continues. However Lavok was technically easy. Two aerial servants and the djinn summon(they came at a staggered rate) finished him off. Lavok likes to cast horrid weltings and deal massive collateral damage(most wizards do anyhow) so sending in a few minions in at a time(as powerful as they were) can usually finish the job.

The party had trouble with myonids and had a bit of a scare. The maker of myonids was taken care off but the little confusers that were the offspring were the real problem. Jennifer Sand was confused and the party desperately flung every arrow at the mushrooms. The second myonid tree was taken care off but only after a rest and two chaotic commands memorized. Yep yep, Montant has finally remembered to main slot chaotic commands.
Montant and friends were not out of trouble yet. The battle with Tolgerias was just around the corner, and this was indeed a dreadful battle. Sometimes mages can seem invincible, and with this party, it seemed that way. The second apprentice mage, whoever she was, died due to the summons(two aerial servants and djinn hasted). Tolgerias however, was being very stubborn, he eventually kills the servants and has Jennifer Sand hiding in the rather large room trying to avoid him while the rest of the party members attempt to formulate a plan. Skeletons were lobbed at him, and then finally Gallant has the bright idea to lay down some traps and have poor Tolgerias trip over them. Gallant's hide in shadows ability is not very high, but it should do after multiple tries. He hides while Tolgerias is distracted by the petty skeletons(and animals if there are any) and lays down traps in the corner right of the room. Then he hides once more(this time after numerous attempts) and then gathers himself back to where the party was at, unlike Jennifer Sand he does not have stoneskin or mirror image. Tolgerias immediately true sights him, and I'm not certain if he detected him because the cloak of nondetection. Whatever the case, Jennifer succeeds in luring Tolgerias towards the traps. Now first of all, nothing happens when they go off. Montant however has a glimmer of hope that the poison damage will kick in. But for right now, nothing has occurred, and Jennifer is running around frantically wondering what else is left in Tolgerias spell arsenal. Tolgerias cast symbol fear targeting Jennifer and now has her running around like a frantic maniac. Finally, the poison damage from Gallant's traps kick in, but only brings Tolgerias to 'near dead'. Clara Goldheart desperately lunges holy smites after Tolgerias to no affect at all(he saves). He uses mislead, but Clara promptly flamestrikes the mislead image. Eventually Tolgerias tossed out a deadly disintegrate and Jennifer SAVES! Close call right there. She continues to run around until Tolgerias is still alive as dangerous as ever. Valygar decides to take it upon himself to end this fight once and for all. He strolls up to the wizard and starts whacking. And as simple as that, Tolgerias is taken down and Valygar is hailed as a hero. Takes several more minutes for Jennifer's fear to cool down.

The End

I must have the sorriest luck, I should probably detrap a place before my main enters. I guess it take really good concentration to finish this game in a no reload. Montant tripped off a trap(a small one) in the fire room(of the engine in planar sphere) this kills him. I don't know why I had him running around in the first place, I misclick him because he looks like my thief lol. Crazy stuff. Ah well there's not much I can do about it, my fault for playing on insane I suppose. I'll being playing a kensai/druid solo anyhow, a reload game though. Good luck to all still in!

Modifié par Shadow_Leech07, 08 août 2010 - 09:52 .


#123
Grond0

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Hoodie, a monk, transferring in after dealing with Sarevok.  Current stats all 19s except charisma 4.  All his skill points have gone into stealth.  Maximum HP as I think fighting monks should be able to benefit from high constitution.  As it's a non-reload and I've not played large parts of BG2 before I have also brought in the cloak of Balduran with him (always seemed strange that was excluded from BG2) to make things a bit easier.

Breezed through the dungeon.  Using Hoodie's stealth ability makes it easy to attack without response and the party took very little damage.  Along with the chararacters from the dungeon picked up Anomen and Nalia.  Set off for Nalia's home, but got delayed by a side-trip for Renfeld.  After rescuing 'Montaron' I was surprised that Jaheira was immediatelyy summoned back to the Harper Hold.  The next day she took me there and her insect plague made dealing with Galvarey and his cronies fairly easy.  Off to the D'Arnise hold to see if we could rescue Nalia's father.  No luck - again - but did free her aunt; one of these days I just might close her mouth permanently.  After a quick trip to the circus got some nice equipment off a group staying in a local inn.

At this point met a young boy whose village was in danger and agreed to help.  Also recruited Jan in place of Yoshimo - his pickpocketing skills might come in handy.  Off to the Umar Hills where I did a few quests around town.  Tried to use one of the local shop-keepers to recycle the wands handed out in the dungeon, but his stealing ability (even potion-enhanced) wasn't up to the job and my reputation took a knock.  Final act in the session was to head for the temple ruins.

#124
wise grimwald

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Diary of Radiant
87 days 3 hours

After making my way through the asylum, the boat was taken by some lizard-like creatures.
I wiped them out completely as I am not into diversity of species when they are evil.

I have agreed to help a silver dragon against the drow.

I have only had one difficult moment and that was against some mindflayers who killed Anomen.
He was brought back by Jahiera, but it has taught me a lesson as I am about to face more of them.

#125
biowherewolf

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Grond0 wrote...

Hoodie, a monk, transferring in after dealing with Sarevok.  Current stats all 19s except charisma 4.  All his skill points have gone into stealth.  Maximum HP as I think fighting monks should be able to benefit from high constitution.  As it's a non-reload and I've not played large parts of BG2 before I have also brought in the cloak of Balduran with him (always seemed strange that was excluded from BG2) to make things a bit easier.

Breezed through the dungeon.  Using Hoodie's stealth ability makes it easy to attack without response and the party took very little damage.  Along with the chararacters from the dungeon picked up Anomen and Nalia.  Set off for Nalia's home, but got delayed by a side-trip for Renfeld.  After rescuing 'Montaron' I was surprised that Jaheira was immediatelyy summoned back to the Harper Hold.  The next day she took me there and her insect plague made dealing with Galvarey and his cronies fairly easy.  Off to the D'Arnise hold to see if we could rescue Nalia's father.  No luck - again - but did free her aunt; one of these days I just might close her mouth permanently.  After a quick trip to the circus got some nice equipment off a group staying in a local inn.

At this point met a young boy whose village was in danger and agreed to help.  Also recruited Jan in place of Yoshimo - his pickpocketing skills might come in handy.  Off to the Umar Hills where I did a few quests around town.  Tried to use one of the local shop-keepers to recycle the wands handed out in the dungeon, but his stealing ability (even potion-enhanced) wasn't up to the job and my reputation took a knock.  Final act in the session was to head for the temple ruins.



Good luck, Grond. 

@ A. Hero: Come on, you know you want to :D 


--B.Where