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Baldur's Gate 2 No-Reload Challenge


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#1351
Aldain

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Quick and dirty update for Odrelomp this time, in part because I don't have much playtime right now, but also due to it being so very easy to misstep and die in the Underdark.. hence a fair bit of planning ahead before playing.

Having cleared the Underdark of most of it's denizens, the party agrees to assist Adalon, and are transformed into drow (though they do not appear as such thanks to Tweakpack.. the drow avatars are just too buggy), making entering Ust Natha a bit easier.
Having received our first task, rescuing Phaere, we run into a freakish adventuring party. Proper prebuffs are applied, as always (Odrelomp receiving the lion's share). We begin the battle with a nice dual Fireball, and Valygar quickly finishes off Chalindra
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Here the Ogre panics and starts running around all over the bloody cavern. Kind of funny, and at least he isn't beating up Minsc anymore. N'ashtar proves a nuisance with his myriad contingencies, triggers and whatnot, but Valygar's katana poisons him, and he eventually drops after a few Breach
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As tends to be the case, once bereft of magical support, the rest of the group drops rapidly.
We proceed to rescue Phaere, and clever Odrelomp directs Minsc to do most of the fighting, since we didn't memorize enough Chaotic Commands for the entire group (didn't think it necessary). This proves to be a poor decision, as one of the Flayers homes in on the entirely unprotected caster part of the team...
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That was a *serious* mistake on my part. If Odrelomp hadn't managed his save against the Blast and gotten held, it would've been over. He was standing closest to the flayer at the time. For maybe the umpteenth time however, Tymora steps in to save her chosen, and we come out of the scuffle with Odrelomp, Phaere and Soulafein alive. Jaheira is swiftly raised, and we make our way back to the city.

Next we take the time to do some duelling in the tavern. Of course, Imoen very nearly dies to a blatantly cheating mage. Every 10 seconds or so, the mage's spell sequencer was recast (Fire Shield, Stoneskin, Melf's Minute Meteor's), and when that happened, it seemed to refresh all her level 1 spells.. and give her Improved Alacrity? What the hell.
Very annoying and as said, Imoen nearly bites the dust, but eventually the fire elementals from the Staff of Fire manage to take this cheating bastard down
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And that's very nearly all she wrote, for now. We do a few more minor tasks (spare the gnomes but steal their helmet, pretend we killed Soulafein but let him go etc), and have just bullied our way into possession of a supposedly magical rope. The party can be seen below, about to burglarize a lich's abode
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Odrelomp is now a level 15 Cleric of Lathander, and can finally summon Skeleton Warriors!
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#1352
Grond0

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Alesia_BH wrote...
Thaxy set off Alesia's Maze Trap while she was still Blue.

Do be careful though rogues: you may have another thing coming if you try to set a bunch of Snares at SCS Thaxy's feet...

I don't think this is unique to Thaxy.  There are a number of enemies who show as blue on first sight, but are coded as hostile.  In some cases this can be used to your benefit, e.g. by using spells on them that only affect enemies.  I have the impression that coding as hostile was generally intended to be used where the opponent turns hostile irrespective of what dialogue choices you use, but I don't think the implementation was as clear-cut as that.

#1353
Grond0

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ussnorway wrote...

Grond0 wrote...
You might want to invest in a copy from GOG.com - at $10 it seems like a real bargain to me.  I've actually still got my original 6 disks, but after reloading with different mods on a number of occasions I decided to take the easy route and get a download version.

Thats a nice price...:wub:Does any one know if that copy of the game will run on Ubuntu 10.10 (or 11) my oringinal 4 disc copy has issues & I'd love to get off windows?

No idea I'm afraid.  You might try asking Gate70 - his posts say he is running using Wine.

#1354
Enuhal

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Congratulations to Grond0, Aldain, Alesia, Saros and all the others who are making good progress. We are lately seeing some really nice tactics in this thread :)

Arinja is now a level 16 Great Druid (Totemic Druid). As you can guess, there's a huge update incoming, since advancing from level 14 to 15 is the biggest step for a druid to take, and I intended to do so before sailing to Brynnlaw. The plan basically was doing every quest and clearing every area in Chapter 2-3 that doesn't involve fighting Beholders, Mind Flayers or Dragons.

Arinja started with some short and easy tasks (for a level 14 druid): The second part of the slavers quest. The druid went down to the copper coronet sewers to fight some slimes and myconids before entering the slaver's ship while under II from the ring of air control. Arinja found a nice position to start summoning. With Shield of the Archons, there was no fear of the mages at all, and they quickly fell, too.

Next, Arinja entered the Windspear hills, fought some knights and finished the dryad quest before returning to the temple district. She accepted the fallen paladin quest and defeated them. Also brought Sir Sarles the fake Illithium (no way to open Neb's door right now) and killed Borinall. She took the amulet from the Talos temple to Mae'var, and accepted Edwins task.

Rayics house was cleared of mephits and some downstairs-pulled golems before Arinja attacked and defeated the mage himself by outsummoning him. Acquired Edwins documents and Embarl's dagger before returning to Renal and sneaking to Mae'var, defeating him via summons.

Next stop was the graveyard district, where Arinja killed the surprisingly strong crypt king, rested after learning the Fire Fruits spell, cleared out some spiders in the big crypt and attacked the drow and her spiderlings with the fire fruits to get kitthix (while protected from fire herself). For another equipment upgrade, it was time to defeat Dennis and his crew at Delosar's Inn. This battle is kind of the improved and more difficult Mencar. Arinja summoned and attacked. It was a long and tough fight, and all of Arinja's summons but Joolon, who finally managed to finish the last mercenary, died. But the totemic druid has a nice throwing dagger now (and she'll use it, too).

Another difficult group, the sewer party, had to be defeated next. After charging them with summons, Insect Plague proved its power once again. The group fell without any major resistance, and so did the Rakshasa. Some spirit animals killed Mekrath. The summons had to fight lots and lots of hasted yuan-ti and greater yuan-ti, including three mages. Luckily, they only use normal weapons. The mages were kind of dangerous for the summons and killed lots of them, but eventually they murdered themselves via skull traps.

It was time for the planar prison. After entering the area while invisible, Arinja ran out of sight to summon. She easily defeated the first group of enemies. The second one wasn't much tougher, but then it got rough. The next group again had those 3 yuan-ti mages, including lots of slaves, so Arinja had to rest to deal with the mages (whom she had to summon out of spells). Fire Elementals took care of the demon (they are immune to his attacks), and Arinja picked up the Staff of Air to kill the air elementals (fire elementals died trying). After another rest, Arinja gathered her forces and summoned a group to kill the Guardian, which was surprisingly easy.

Yay! Boots of Speed!

Since she was in a good mood, Arinja decided to try and kill the elemental lich in the bridge district. Tactics were fairly simple: Let him waste his Death Spell on a summon, and let a fire elemental (which he pretty much can't hurt after that) kill him. It worked the way it was planned :)

Modifié par Enuhal, 22 juin 2011 - 09:14 .


#1355
Enuhal

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As her next task, Arinja decided to enter the Planar Sphere. She picked up Valygar to open it and sent him away again. The planar sphere features some golems, and Arinja can't kill adamantite golems right now. However, it was possible to simply avoid them. First thing to defeat was the clay golem. The fire elementals went on to kill the sahuagin group and some of the halflings.

However, the halfling group was successful in eventually defeating all of Arinjas summons, so she had to retreat to the room of the solamnian knights to rest up. Her second attack was far more successful. The spirit animals continued charging the next group and helped Arinja in defeating the fire elementals.

While the summons took care of the two stone golems and distracted the adamantite golem, Arinja managed to sneak in, capture the golem's head and run away, so the golem could take care of the door and the elder eye. Arinja went south to fight Tolergias and his mage companion. Arinja started the battle by summoning some spirit animals and fire elementals. However, most of them were killed due to Tolergias' AHW-spell (which didn't hit Arinja, since she was too far away). This made the battle a lot more closer than it was supposed to be, and Arinja had to use all her summons - eventually, the forest beings proved to be successful in holding both mages after Arinja used insect plague on Tolergias. The druid had to finish them with her physical attacks, having no summons left.

The fire room was easy work for the elementals. For the iceroom, Arinja prepared with a protection scroll and potion, just to be sure, and to be able to tank for the elementals. The battle went rather smoothly.

Lavok only managed to target some single spirit animals, only killing two of them before he fell to a single spirit snake and the bumerang dagger. It was time to kill one of those dreaded demons. Of course, Arinja buffed with important spells like CC and Prot from Fire as usual, though the KI of those demons makes them rather painful, because they usually don't get distracted by summons. Fire Elementals took care of the minor enemies and managed to kill all the demons companions. However, the demon chased Arinja away by following her and sometimes randomly killing one of her summons, which left her without any of them when she finally reached the sphere again. She decided to rest with a different spelllist, most importantly adding an Earth Elemental to the pool, instead of the Shield of Archons which wouldn't be needed in the sphere anymore.

The earth elemental proved it's power by simply two-hitting the demon. Yay! Arinja fed the heart to the machine while under II, ignoring any golems, and returned back to the city.

After some resting and selling, Arinja decided to attack Bodhi's Lair. After killing the first group of vampires and staking one of them, she finally reached level 15, learning Summon Deva as her first HLA. Tanova was still defeated by regular outsummoning, though.

In the second level, the druid summoned her first Deva to speed up the clearing of the room - for those who don't know, Devas wield improved maces of disruption +2, making them really effective against undead. Bodhi had to learn about that.

Next and last for today was the guarded compound. After a Deva took out the Glabrezu downstairs and went hostile for some reason, Arinja rested and let spirit animals take care of the others. She then proceeded to summon her army (Deva, 2 Elementals, 2 Spirit Animals) and placed them strategically in front of the right stairway. Arinja went upstairs and lured the first two enemies to her minions, lost a fire elemental and a spirit animal but defeated them. After luring down more enemies, the second wave was defeated without any casualities. Sion is hard to lure, and Arinja was buffed well enough, so she just attacked him with bumerang dagger and insect plague, eventually killing him.

I went over some of the battles rather quickly, so if there are any specific questions about how I dealt with a specific enemy or some questions about general strategies and item choices, just ask, I'd be happy to answer :)

Next time, Arinja will propably attempt to clear the Windspear dungeon and the De'Arnise keep.

Modifié par Enuhal, 22 juin 2011 - 09:27 .


#1356
Alesia_BH

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Grond0 wrote...

I don't think this is unique to Thaxy.  There are a number of enemies who show as blue on first sight, but are coded as hostile.


I wouldn't be surprised to hear that it was non-unique. I never set Snares in sight of Blue Circle enemies. I do let Alesia toss Special Snares at Blue Circles from outside of sight range. This is the first time I've seen one trip before the enemy went Red. I'm willing to bet it happens with other Dragons as the very least.

I only mentioned it because I've heard of others doing it to Thaxy. It doesn't seem as though it would be possible in my current install.

Best,

A.

#1357
Alesia_BH

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Quick Note on Alesia's Game:

Alesia had a bit of a close call in Firkragg's Pleasure Palace. She was fighting a random Mummy and he called for help. Apparently he's a popular guy because an army of Ancient and Elder Vampires came to his aid. A pair of Sunrays (Daystar, Helm of Brilliance) thinned the ranks but not before they sent an insane number of Bats Alesia's way.

That would have been fine and all, but I haven't been keeping close tabs on Alesia's Potion of Extra Healing supply recently, and I was surprised to find she had run out. Fortunately, SCS Vamps don't see through invisibility so she was able to dig through her sack, scrounge up the healing she needed, and get back into the fray. A fancy bit of trapping got her out of the mess after that- but not before this happened...

Before I explain: what's wrong with this picture?

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Domination en route...almost there...No Mind Shield! Ahhh!

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Hooray for tactical pausing...

Best,

A.

Modifié par Alesia_BH, 22 juin 2011 - 10:12 .


#1358
Grond0

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Alesia_BH wrote...
Hooray for tactical pausing...

Indeed - my play style depends on it entirely.  A lot of the positioning is done using pausing, but there is also regular switching of items. Is that a magic missile I see before me - shield amulet; charm - green amulet etc.  Of course the problem is I can occasionally become a bit forgetful about what equipment is being worn - which can easily have fatal consequencesPosted Image.

#1359
Windfoot

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I hope Alesia survives the domination!

Enuhal, Arinja taught me how powerful totemic druids are. I started one and they really are powerful!

And Odrelop is showing what a good cleric can do

Good job Arya, Knucklear, Saros

You all rock!

#1360
AnonymousHero

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Grond0 wrote...
Indeed - my play style depends on it entirely.  A lot of the positioning is done using pausing, but there is also regular switching of items. Is that a magic missile I see before me - shield amulet; charm - green amulet etc.  Of course the problem is I can occasionally become a bit forgetful about what equipment is being worn - which can easily have fatal consequencesPosted Image.

But those don't activate instantly (even with a clean aura)... or am I missing some trick?

#1361
ussnorway

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AnonymousHero wrote...

Excellent play-by-plays as usual, Alesia_BH. :)

Well, Arya had just cleared Level 2 of Watcher's Keep and went to talk to Cromwell about a certain flail when she got the dreaded "NO VALID LINKS OR REPLIES" from Cromwell. I thought my new refined install order had fixed this, but apparently not :(.

You could showkeeper the item in if you don't want to re-install.

#1362
Aldain

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Windfoot wrote...

I hope Alesia survives the domination!

Enuhal, Arinja taught me how powerful totemic druids are. I started one and they really are powerful!

And Odrelop is showing what a good cleric can do

Good job Arya, Knucklear, Saros

You all rock!


To be fair, at the moment Odrelomp is doing very little except staying alive :lol: It can be great fun to play lower level clerics as battlepriests, but with a full party I find they are simply far more effective just buffing everyone to the hilt.. I expect his behaviour will change, however, once he has more than a handful of level 6-7 slots (given the cleric spells of these levels are mostly offensive in nature)

#1363
Grond0

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AnonymousHero wrote...

Grond0 wrote...
Indeed - my play style depends on it entirely.  A lot of the positioning is done using pausing, but there is also regular switching of items. Is that a magic missile I see before me - shield amulet; charm - green amulet etc.  Of course the problem is I can occasionally become a bit forgetful about what equipment is being worn - which can easily have fatal consequencesPosted Image.

But those don't activate instantly (even with a clean aura)... or am I missing some trick?

Well spotted - I did think after making my posting that perhaps I should have chosen different examples (such as ring of free action, which sometimes gets added when I see a hold person coming).  However, the shield amulet and greeen amulet in my setup are altered by the Item Pack mod to give their effects by being equipped (readme at http://www.shsforums...ds&showfile=824).  This is not an unmixed blessing as it means they can only protect one character at a time, but overall I definitely prefer the extra convenience.  Effect on being equipped rather than use of charges for amulets also seems to make more sense to me in role-playing terms.

#1364
ussnorway

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Alesia_BH wrote...

AnonymousHero wrote...
Unless you have some sort of mod which changes things, enemies don't have to hit you in the back to land a successful backstab. Them being invisible when attacking is enough.


That makes sense to me. I've noticed myself getting backstabbed in the chest. And if I tried to use obstacles to foil backstabbers, it never seemed to work.


In the original BG1 game you (the pc) could backstab from any where... this was changed to 'behind only' as part of the Totsc patch along with several undocumented trap tweaks.

#1365
Enuhal

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Arinja, now a level 23 totemic druid. For HLAs, the important ones right now are Summon Deva, Energy Blades and Greater Elemental Swarm. Did most of the remaining available quests before going to Brynnlaw.

Arinja started in the Windspear dungeon, defeating some Hobgoblins and killing the Rukh. Some spirit animals took down the orks at the next level, while Arinja and a Deva managed to crush their first Adamantite Golem, mainly due to the deva's attack often stunning the enemy.

Energy blades provided the much needed burst damage to kill higher wolfweres. Regular summons (not including deva and elemental prince) just don't have high enough damage output to kill them. Arinja entered Samias maze, Fire Elemental and Deva took care of the guardians, while a spirit lion killed the director. With the mask, the guardian was slain, and Samia's group failed to defeat a deva.

Some more powerful summons defeated the next adamantite golem and the final one was also slain without major problems. Arinja took down Tazok and Conster before preparing to kill her first dragon, Firkraag.

Summoned 4 fire elementals and a deva (which is crucial for casting remove fear), buffed the deva and herself with prot from fire in addition to the usual buffs and attacked. Firkraag was no fool, though, and quickly took care of the fire elementals. However, Arinja managed to summon Zaaman Ruul, and even though Firkaag killed the deva, he couldn't do any harm to the prince of fire (immune to his regular attacks and to fire). However, while prince and Arinja tried to kill Firkraag, his summoning time expired while a near death firkraag had insect plague on him, and Arinja had to play a little bit of hit and run with her bumerang dagger and some instantly summoned spirit animals to distract the dragon, before a last throw eventually finished him.

Since she was successful here, she figured fighting the shadow dragon might be a good idea (especially since he provides an important equipment upgrade, the shadow dragon armor). After wasting his death spell while still neutral on a forest being, Arinja summoned her regular army and attacked. Again, after the death of her first fire elementals, she summoned Zaaman Ruul, and the prince and the deva defeated the dragon without any problems. New armor for Arinja!

Next on the list was the Illithid dungeon in the temple sewers, since Arinja has the summon deva spell now - Devas can't die of int-drain, and if you buff them with CC, Illithids are completely helpless. With some additional summons, Arinja took out the first group of enemies. However, all summons but the deva were killed, and Arinja stepped in with a nature's beauty to make things for the deva easier. The summoned angel quickly took out the second group and finally cleared the final room.

While Arinja was already down here, she decided to kill the shadow lich as well. Nothing spectacular, she simply kept summoning and throwing her eenrgy blades and her dagger until the lich, not being able to hurt her, died. No cult of the eyeless quest, though - Beholders are the curse of the totemic druid, and once they strip Arinja of her spell protections, they will be able to kill her instantly. While high level mages, illithids and even dragons are definetly doable, the only way to safely defeat beholders is to hope that Deva/Elemental Prince will win against them while staying far away.

Instead, Arinja quickly killed Neb (she got the shapeshift: fire elemental HLA to be able to open some more doors (str 23) - still, not able to open twisted rune, city gate lich and kangaxx door right now. Well, it might be better that way) and cleared the pirate hideout before going to De'Arnise keep.

For the first level, she pulled all trolls to the central room, where Deva + Fire Elementals took care of them. She defeated the yuan-ti mage and went to the golem room, were 5 fire elementals and some energy blades quickly killed the iron golem. A deva fought the trolls downstairs and helped defeating the umber hulks before Arinja rested. After summoning her army again, the great druid charged the quickly defeated Tor'Gal.

It was finally time to go to Brynnlaw, and that's what Arinja did. There, she quickly summoned a deva to take out 3 vampires.

That's it for now :)

Modifié par Enuhal, 23 juin 2011 - 10:09 .


#1366
Shadow_Leech07

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Nice job Enuhal! It's good to see a druid getting it done.

#1367
Shadow_Leech07

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Allow me to introduce my swashbuckler to a fighter dual(that I'm starting once more)
She is currently deciding on whether to do the slaver quest or gain access to Ibratha.

Leslie Veral female human chaotic neutral
Swashbucker level 11/ Fighter level 8 Swashbuckler inactive
Str 18 Dex 18 Con 18 Int 10 Wis 10 Char (?) Ring of Human Influence

As usual, will be on Hard

#1368
Grond0

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Just a short update on Knucklear, but I thought it might be interesting to illustrate a near-death experience in a bit more detail in one encounter.  Went to the bridge district and, after surviving the normal mugger ambush, set about solving the murder case.  After identifying the tanner followed him down to his cellars and confronted his support gang.  I was concerned about backstabs so retreated up the stairs ready to take off.  The first rune assassin landed his backstab, but was attacked in return.  The bone golem also came into combat, filling the stairs (so there was no room for the second assassin to get past) so Knucklear stayed around until hit by the golem and reduced to 28 HP - by which time she had just killed the first assassin.  She then fled upstairs in search of room to manoeuvre, but a mis-click allowed the golem another attack, putting her down to a perilous 2 HP.
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Quaffing a potion she went up onto the street, only to find that Del and 2 vampires were in the process of attacking Sansuki. 
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Not fancying taking them all on at once Knucklear dived into the nearby tavern and proceeded to take the golem apart with her sling.  Although successful she noted on the game information text that Del had changed into rat form and hidden (by this time Sansuki was also dead).
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She hoped that with Del out of range she might be able to kill the other two vampires by attacking from distance and re-stealthing before they reacted.
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However, Del did react and came in with a rat backstab (must be attacking that troublesome Achilles heel again).
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At level 12 Knucklear's fists are now +2, so she could attempt to stun - which she successfully did with each of her 3 uses. 
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However, the very high physical resistance of the rat meant she would barely even keep pace with Del's regeneration using her fists, so she mixed in attacks with the ring of energy.
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A divine wrath and 7 uses of the ring later (by which time Knucklear was reduced to running and shooting) and Del was finally dead.
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She returned to the tanner's to finish the job - surprisingly the assassin was still visible when she turned up making it easy to kill him.
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She then made the mistake of leading one of the remaining vampires to Lt Aegisfield hoping he would provide a distraction to allow a quick kill with her fists.  This just resulted in a dead Lt before Knucklear had talked to him - this also broke the script links so the guy at the government offices just kept telling her to speak to the Lt.  Another quest ended with no XP - this is starting to be a bad habitPosted Image.

#1369
Gate70

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Grond0 wrote...

ussnorway wrote...

Grond0 wrote...
You might want to invest in a copy from GOG.com - at $10 it seems like a real bargain to me.  I've actually still got my original 6 disks, but after reloading with different mods on a number of occasions I decided to take the easy route and get a download version.

Thats a nice price...:wub:Does any one know if that copy of the game will run on Ubuntu 10.10 (or 11) my oringinal 4 disc copy has issues & I'd love to get off windows?

No idea I'm afraid.  You might try asking Gate70 - his posts say he is running using Wine.


Just looked at the GOG site which states "Thanks to our handsome programming team, the classics are now Windows Vista and Windows XP compatible. "

I'd be wary of saying my experience (5+1 BG and 4+1 BG2 plus the later 4 disk set) equate to what GOG may or may not have done. You could ask them (or even volunteer to help them if you're handsome enough). If you have 15gb spare you could always add a dual boot linux partition and try it, with a fallback of it working for Windows.

#1370
Aldain

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Odrelomp has been busy! As the more astute may remember, when last seen, our intrepid heroes were preparing to do battle with the nefarious Deirex. Of course, we had to get past the usual betrayal and forced assistance first, courtesy of Jarlaxle. Considering how many people seem to know we're not really Drow, it's a mystery our cover hasn't been completely blown yet...

Anyway, after that minor snafu, we go in to take on Deirex! Not wanting to have to sit through a Timestop with him slinging spells at us, we of course enter invisible/sanctuaried to sneak past quickly, leaving a less than enthusiastic summon to face Deirex's wrath. This works better than expected, as Deirex opts to start with a True Sight instead of Timestop, giving us plenty of time to duck into a nearby room. As you can tell, poor Kithix won't last long once that Timestop fades...
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Here, the battle takes a slightly sad turn (sad for Deirex, just.. meh for the party). Kithix only absorbed a couple spells, and Deirex is far from out, so we send in a Skeleton Warrior to soak up a few more. After which we are fully prepared to do desperate battle to the very end! Of course this proves unnecessary, as the mighty lich proves incapable of besting our skeleton...
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Slight anticlimax there. But we won, and I guess that's what counts. We clean the place out and move towards House Jaellat (there's an apostrophe in there somewhere, I'm sure), but are instead ordered to clear out some slimes. A minor diversion, the enemy group doesn't last more than 6 rounds
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With that out of the way, it's time to butcher an entire House. They prove more troublesome than Deirex (meaning it takes more than a single summon to kill them all), but eventually we prevail, though it sure took a fair few healing spells
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There's almost nothing left to do in Ust Natha now. We identify some gear, buy and release a few slaves, and that's it. After handing in the blood of all three races to Ardulace, we of course go the goody twoshoes route, saving the real eggs. Following Ardulace's and Phaere's death, we race like jacked-up gerbils for the exit, and make it out before the entire city turns hostile
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Adalon is naturally pleased at having our eggs back, as illustrated by her gifting us a completely useless light crossbow. Anyway, we're teleported to the entrance to the surface, and clear it without incident (though we had an entire patrol of Kuo-Toa join the fray, they're very annoying...)
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Time to show these Drow what a Cleric is made off! Odrelomp is prepared to chastise...
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Unfortunately, Odrelomp is outshone by an Improved Hasted Valygar. At least he gets one kill
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Following this, we have a nice chat with the elven general whose name escapes me, and we are *finally* free to do as we please once again!


Alright, so what to do now? Well, we head for the Coronet of course, identify some more crap we've picked up, prepare spell slots etc. The party reaches consensus that we should clear the outlying areas first, then concentrate on making the city a safer place. To that end, we proceed to the Umar Hills. Though we're rather rudely interrupted by some Harper that convinces Jaheira to take off, hmpf. We head back to the city, reunite with Jaheira, and clobber the false Harpers in their Hold.

Figure as long as we're here we might as well deal with that tiny curse, and Odrelomp trivializes the entire encounter with a well-placed Holy Smite
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Alright, time to sort out this Shadow business. Of course, by now there's very few things Odrelomp can't Turn, so we take the easy way out with the horde of Shadows outside the temple
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Not much trouble in the temple overall, although our (by now) fairly high average level means we get a couple nasty spawns... nothing we cannot handle though, and at least it's better than a Lich (which you can get if you're high enough)
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We opt to leave the Shadow Dragon be for now, though we will most certainly be coming back at a later time to deal with him/her/it. Instead we buff properly and go up against the Shadelord.. and once again, it's an anticlimactic battle.
I guess he failed his save against Sunray.
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All's well that ends well! Odrelomp treats the entire party to a round at Vincenzo's Inn
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Odrelomp is now a level 17 Cleric of Lathander, and is becoming quite powerful
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#1371
Grond0

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Further update on Knuclear's progress in the city.
Explored the graveyard.  A couple of skeleton warriors got her to level 13; with stealth at 95% she decided to go for detect traps for a while - I know most of the traps in the early stages of SoA, but not in the later stages and have not played ToB at all, so trap detection could be vital if she gets that far.  Cleared everything and completed all the quests except for the vampires themselves - picking up a green ioun stone in the process to stop those nasty critical hits as well as the ability to summon my first ally.  One cautionary note from Knucklear's encounter with Pai'Na - she used a brown mold oil potion with the intention of whittling numbers down a bit.  The description stated this had a 5' radius, but that seems to be a slight underestimate - didn't really inconvenience Knucklear, but could be a pain in a party.
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Went to see Sir Sarles and, while waiting for my order from the ore merchant:
- took a quick trip into the sewers.  Defeating a sea troll got Knucklear to level 14 and her magic resistance immediately came in handy in acquiring a nice cloak from a rakshasa. 
- disbanded the Fallen Paladins.
- did some tasks for Mae'var and exposed him to Renal - up to level 15;
- bought a negative token from temple of Lathander temple to protect against level drain - should come in handy against the vampires when I'm ready for them. 
- picked up the summoning horn from the Bridge District.  I actually thought this was protected by a maze trap and had a potion ready to put magic resistance up to 100%, but either my memory was wrong or Knucklear resisted the effect before I noticed it activate.

Just completed the illithium quest, retrieved a ring for the temple of Lathander and disposed of Mae'var.  He was a bit more difficult than I expected with the old invisibility + backstab combination and Knucklear had to use several healing potions to last him out.

Won't be long until Knucklear reaches 16th level, but at 15th she already deals damage out pretty well - unbuffed her +3 fists do 12-31 damage with 7/2 attacks per round hitting AC0 with -4.

#1372
saros_shadow_follower

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A little more adventures with Astarta and her group:

The party reached average xp of about 8 400 000. Both mages are lvl 28, nearing lvl 29 at 8 625 000. Last 5-th level pick for Alia is Soul Armor*.

Soul Armor - this fifth level spell grants undispellable armor (sets base AC to 0) for 3 turns to the caster only. Casting time 5.

Captain Jack Sparrow hit experience enough for fighter lvl 24. Since he hasn't been leveled for a long time, now he regained Assassin class abilities, had 2 new proficiencies (put in Quarterstaves - now ***), and of course, 4 new HLAs - Hardiness, Power Attack, Critical Strike and Smite.

Torham hit clerical lvl 25 and was granted a Holy Symbol.

Bane hit the important (for a Riskbreaker) lvl 24, gained another Risk Decrement, his 2 AC bonus (for each 6 levels), and another proficiency (now *****Longswords, ***Warhammers **Shortswords **Two-weapon).

Saros is lvl 34, with ten Critical Strikes and four Hardiness HLAs.

The party set foot for Mekrath's laboratory in the sewers, talked to Mekrath, killed a bunch of improved spiders (1 Ghost, 2 Whisper, 1 Mutated and several gated ones). I say, two Risk Decrement abilities released at the same time are immensely powerful. Next they dealt with Mekrath's imp, returned the mirror to Mekrath, freed Haer'Dalis, found the Planar Jewel (and a Laeral's tear necklace alongside it), used the necklace to forge another +2 cloak (Cromwell), and...well, will soon attempt to overtake the Planar Prison. No more level ups for now.

#1373
Alesia_B_H

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Quick Note on Alesia's Game:

Alesia has been waylaid by technical issues and must defend herself...

First of all Alesia_B_H = Alesia_BH. For some reason, my old account stopped working. I had to open a new one. I like the old one better, but c'est la vie...

With that out of the way...

Alesia has completed Suldanesselar and is currently in Hell. Unfortunately, I discovered that I have the Tactics version of the final battle installed. I don't want that one- I've always found it gimmicky and lame (On top of that, I didn't bring oodles of Magic Damage scrolls for Mr. Sword of Greed since I wasn't expecting him..). What I wanted was the original battle with SCS scripting.

Ok. So just uninstall the SCS-Tactics Hybrid component right? Well, that's easier said then done because I'm running a Windows version ported over to the Mac and I don't currently have access to a Windows machine to tweak the install. Bummer...

There is a simple solution. The SCS-Tactics Hybrid has the battle I do want just after the Tactics "Shattered One" fight. I could just Ctrl-Y through that, and then have the ending I want without jumping through lots of hoops. But when I do that, I end up with the Unkillable Slayer bug...

Argh!

So, basically, Alesia is flat out stuck...Not sure what to do...


A.


Btw. I'll post on Suldanessallar and the Tree of Life Battle fairly soon

#1374
corey_russell

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Hi guys!

It's been a while since I posted (busy with family life, imagine that). My dwarven fighter no-reload run, Candar, is still active. I'll see if I can find some time to play him. Lately have been playing my "dream team" (paladin, fighter/cleric, thief/mage) - not no reload though. This 3 man team against Sarevok was interesting. My mage thief had fully charged ring of invisibility and a strength buff and potion of power active. I tried to have him solo Sarevok but that didn't work out great. Semaj killed the fighter cleric, he couldn't kill the paladin because the paladin had magic protection scroll active, so the paladin killed Semaj The mage/thief got some backstabs on Sarevok in, but was killed when Semaj cast a dispel which got rid of the mage/thief's haste which meant that he couldn't get away from Sarevok to go invis and died. So now was my paladin vs. Tazok, Sarevok and Angelo. She had the haste boots up (and thanks to Semaj's dispel, Sarevok's haste was gone), so she ran around firing a crossbow bolt at Sarevok, running, firing, etc. What's hilarious though is that Sarevok was killed by ANGELO'S arrows of detonation. He fired quite a few at the paladin. So the party moved on to BG II (these were all player characters made in multi-player). The paladin became Inquisitor, and just having a blast with these guys.

But as far as posting in the no-reload, will try to get Candar going again (believe he's in the Underdark).

Good luck to everyone's runs.

Modifié par corey_russell, 24 juin 2011 - 03:47 .


#1375
Grond0

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Knucklear's still busily working away.  Progress includes:

- The negative token proved its value against Tanova and her ambush team.
- Repelled Ama's ambush attempt to get revenge for Mae'var.
- Went to rescue Trademeet.  Knucklear apparently talked to Cernd too early and missed the opportunity to get equipment from the acolytes.  She also exhausted both her ring of energy and a wand of heavens in dealing with wandering trolls outside the mound and had to use most of the reward money for becoming the 'Grand Druid' to get the ring recharged before coming back to deal with the mound and the rakshasas.
- Killed the genie outside the tent to get the efreeti bottle.  Then used her 3 summons (also Kitthix + berserker) to set up the Khan - though I didn't realise his support disappeared as well if he's killed. 
- Cleared the tomb and saved Raissa.
- Purchasing blackblood club and Ras took nearly all the funds acquired on the trip so Knucklear returns home skint again, though leaving a nice statue to remember her.
- Took on lich at city gates.  He got rid of potion of magic protection with a remove magic, but fortunately I had a spare.  Couldn't finish the lich quickly because of double fire shields and then managed to get boxed in by magical swords and, though invisible, was subjected to lots of lich attacks (costing 6 precious extra healing potions) before they evaporated and Knucklear felt free to beat the lich up
- As a reward, I was thinking of exploiting the rod of terror (for the first time ever) to get charisma up to 25.  In practical terms this makes no real difference anyway as I was buying equipment with charisma of 20, but it makes Knucklear feel one step closer to god-hood.  However, my dastardly plans were dashed as she can't use 2-handed weaponsPosted Image.

Most encounters now seem pretty easy - for instance here I had no concerns about letting Knucklear get surrounded - as she could kick her way out in moments if necessary.
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Of course, it's normally just about the time you start feeling comfortable that trouble kicks you in the teeth!