We respect your decision, Grond0.
Phantasmic Five?
(It even has a better ring...)
Best,
A.
We respect your decision, Grond0.
Phantasmic Five?
(It even has a better ring...)
Best,
A.
I let the second beast master continue her run outside of the challenge and she did successfully soloed SCS/Ascension. I can definitely see a beast master making it.
The summoning limit always seemed sensible to me. Summons are overpowered otherwise. At the same time, the beast master's summons won't help you much in really tough fights. You could remove the summon cap, if you like, but I'd probably pass on that.
If you want to tweak the spell system to increase your beast master's chances make Remove Fear a druidic spell. In tough fights, you'll get more mileage out of that change, and in easy to moderate fights it won't be unbalancing. Druids can cast Remove fear in vanilla BG1. Without the fix pack, Jaheira can cast Remove Fear in BG2. It's a plausible, subtle change that could help a lot.
Best,
A.
I'll remove the cap for animal summons only, so it wont be OP ever.
Good idea abt the remove fear. I could also get my ranger drunk all the time I hear it boosts morale, you guys know abt that?..
Cheers!
Corthief VIII the solo halfling thief entering BG 2 portion of a trilogy no-reload challenge...
Corthief VIII has defeated Sarevok. Imoen opened his cage, then he told her to scoot, as well as Minsc and Dynaheir. He never needed anyone in BG 1, he wasn't about to change that. Here he is:
He's only been in one fight, but it wasn't an encouraging one. He had to battle a smoke mephit, and it ended up being rather epic one. Corthief VIII was not able to pull ahead (and thus couldn't hide) - his backstabs weren't effective for a long time either. If it weren't for the mephit's "attack" being very helpful (a kind of blind, allowing Corthief to hide and backstab, when normally he couldn't against it), I'm not sure Corthief VIII would have come out on top.
Regardless he will press on.
I'll remove the cap for animal summons only, so it wont be OP ever.
En masse, minor summons can unbalance encounters, too.
Some of the animals are moderately powerful in the early game.
It's you game and you call, however- feel free to do as you choose.
If more animals sounds fun, then go with it. It certainly won't trivialize the adventure.
I could also get my ranger drunk all the time I hear it boosts morale, you guys know abt that?..
Sounds fun! But I'd advise against that.
Drunkeness imposes a luck penalty. Luck is a very powerful effect: it influences all rolls.
Morale, as I understand it, has no effect on the PC. Morale effects the likelihood of Break Morale (106)- something which the PC is immune to. What you need is immunity to Panic (24). Intoxication does not confer that.
Moon Dog Howl is an option, however, it's too unwieldy to offer a complete solution.
Anyhoo, have fun with your beast master! Despite its reputation, its an enjoyable and capable kit.
Best,
A.
Corthief VIII the solo halfling thief - Update 2
Well, Corthief VIII made it out of Chateau Irenicus. Most enemies he used backstabs or snares. Against,Cambion, Corthief VIII used arrow shots - and quite a bit - Corthief VIII would run, shoot, run etc. - it wasn't until the Cambion was by the dryads it finally went down - Corthief VIII happened to have a snare there for goblins, but it turned out not to be needed for them, but came in handy against the Cambion.
The large group of mephits in the Air Plane were stealthed past, though the genie quest was done.
Corthief VIII decided to take a play out of Alesia's book and stealth past the steam mephit - problem though was he couldn't stealth, which means if he tried to de-trap the trap by the big pipe he would activate the goblins, and possibly the steam mephit too - so instead Corthief VIII tripped the trap directly to get out of sight, hoping his HP would hold - they did.
Next major challenge was the vampire - Corthief tried a potion of fire breathing, but it failed to kill the vampire in time - arrow of biting finished off the mage before it could do anything to Corthief VIII. The rest of the Chateau was un-remarkable and defeated.
Corthief VIII noticed he only needed about 4000 experience to get to level 12 - Galen Bayle's locks/traps should be enough? Corthief VIII detected two traps - Corey_Russell thought there were three? So yes, Corthief VIII levels after de-trapping and locking the first two containers. But apparently Corey_Russell was right - there WERE three traps!
The chest triggers a lightning bolt trap - Corthief VIII survives but Arledrian does NOT! Can't buy glasses of Identification! Drats! Will have to spend a lot of money to ID it seems.
Well Corthief VIII decides, let's not let the poor Shadow Thief merchant die in vain - let's get the loot in the chest - but wait, it's a REPEATING lightning bolt trap! So it goes off again, and Corthief VIII is badly wounded! Corthief VIII decides he better leave that trap alone for now...
Corthief VIII is absolutely stuffed with potions, he will head to Watcher's Keep next to get a potion bag.
It looks as if my Jardik run is over even though he is still alive. ![]()
I was going to write up his adventures up until Spellhold when he got there, but a bug seems to have stopped me getting there. Sir Havun won't talk to me. ![]()
I have the Saerileth mod installed which may be part of the problem.
Usually I play with her in the party, but this time I asked her to leave upon killing the demon. She went quite happily, but now I cannot go to spellhold with either the paladins or the thieves.
I have beaten Bohdi so cannot side with the vampires.
The thieves say that I now have other allies so cannot go with them.
I think that it is supposed to be Sir Clarenshide that arranges for my trip to Spellhold but he has "nothing to say to me".
It has been a great run. After having party members killed easily by both Grothgar and The Difficult Brown Dragon, I went back and had my revenge with the help of Carsomyr. They were still not easy, but were not TOO hard.
I think that it is the first time that Charname has been intimate with Nalia, an interesting romance. ![]()
If any of you have an answer to my problem of getting to Spellhold, I would be grateful.
From experience in BG1, I have discovered that using movetoarea is not a good idea as important characters won't spawn unless you finish the chapter.
That sounds like a bug to me - and hasn't this happened before? It sounds familiar. Anyways, I think CTRL + J would be justified to get to Brynnlaw - I'm not sure what the area code is, but maybe someone here knows....
That sounds like a bug to me - and hasn't this happened before? It sounds familiar.
Yes. This has happened before. It's an issue with the Saerlith mod.
I agree that console use is justified. This is a game breaking anomaly that has unambiguously subverted developer. (Wise is stuck: his game is broken. It's not reasonable to think that the mod author intended to strand the player, making the game unfinishable).
Presumably there is a way to reset the relevant variables. In the alternative, MoveToArea should suffice.
Best,
A.
Wise, do you have NearInfinity or DLTCEP - if so, browse the Sir Clarenshide creature and view his dialogue. There is probably a variable or two you can set so he talks.
Congrats on escaping the dungeon, Corey!
Good hunting!
The chest triggers a lightning bolt trap - Corthief VIII survives but Arledrian does NOT! Can't buy glasses of Identification! Drats! Will have to spend a lot of money to ID it seems.
Corthief is soloing, but would he mind using Aerie as an optometrist?
Lady Yuth has a Limited Wish scroll. Aerie can turn that into a pair of glasses. Have Aerie read the scroll. Select one time wish: I wish to see all as it really is! Your glasses will be ready in one hour. Go to the food court and have a smoothie.
The downside is that the Limited Wish scroll is expensive. In addition, it will have other more powerful uses once Corethief gets UAI. I'd probably save the scroll for another purpose (i.e.- Time Stop, Shapechange), but if you really want glasses you can get them.
Best,
A.
Yes. This has happened before. It's an issue with the Saerlith mod.
I agree that console use is justified. This is a game breaking anomaly that has unambiguously subverted developer. (Wise is stuck: his game is broken. It's not reasonable to think that the mod author intended to strand the player, making the game unfinishable).
Presumably there is a way to reset the relevant variables. In the alternative, MoveToArea should suffice.
Best,
A.
In a similar situation in BG1 I tried using movetoarea bu it led to the rest of the game being a nightmare. Bad guys weren't spawning etc. The end of chapter scenario seems to be vital.
However I will investigate the suggestion regarding Sir Havun Clarenshide.
Thanks for the suggestion Gate. ![]()
Kaxir is back in the chateau, hoping to make good his escape this time. I dropped his starting xp back from an un-levelled 320k to 161k (level 8, a healthy 95hp).
I eventually found Sir Havun Clarenshide.
He was in the Override folder.
This line was missing:
Global("NSRewardSpellhold","GLOBAL",1)
Not being too familiar with Near Infinity, I inserted it with Shadowkeeper.
It worked!! ![]()
I now know a lot more about Near Infinity.
Not as user friendly as Shadowkeeper, but better overall I think. ![]()
Gate70/Grond0 multiplayer attempt 83 - (update 9)
Pasha, half-elf druid (Grond0) & Rholfre, half-elf dragon disciple (Gate70)
This is our 100th run and up to today we'd got through to ToB just 8 times. I'm pleased to record that count has now risen by one.
While exiting the Underdark the drow had a good go at Pasha - at least until the planetar started making itself felt!
There was then a smooth journey back to Athkatla, where equipment was sorted before going after Bodhi. There was a slightly comical moment when Rholfre used invisibility 10' to disappear from some ambushing vampires. That also meant all the vampires disappeared, though swarms of insects gave a clue to their locations
.
In the top floor of vampire HQ the vampires were nearly beaten when the planetar got upset about the death fog cast on it and the duo hastily retreated. After a rest they returned for the final confrontation with Bodhi. That had to be postponed a little more when the planetar again got upset by Chan's globe of blades, so there was a bit of waiting round the corner until that planetar unsummoned and could be replaced by another. It wasn't long then until the forces attacking her had to withdraw a bit to allow her the space to make her final speech.
In Suldanesselar most enemies didn't cause too much trouble, but there were some dodgy moments against Nizi. The problems started when the dragon was scared by an insect plague and ran from its starting position - bringing it nicely into place to breathe on Pasha. In response, once the dragon was momentarily pinned by summons, Pasha used Nature's Beauty and was pleased to see the text reporting a blinded dragon.
Unfortunately, it appeared that Nizi couldn't read (possibly due to being blind
) and paid no attention at all to his supposed state - instead healing and rebuffing from near death before attacking afresh. He breathed again on both Pasha and Rholfre - prompting the dragon disciple to suggest a tactical withdrawal. Pasha wasn't ready to run though and persuaded Rholfre to get Nizi to chase her while bringing out a few fresh summons. Then, while the dragon wound up for a wing buffet on them, she stole in to Harm it. With Rholfre essentially out of spells at that point there was no instant kill, so there was a concern that Nizi would heal again. However, a follow up Wand of Heavens blast from Pasha proved the final curtain.
In the temple the duo decided to fight the opposition. As they included demons it was no surprise the planetar went hostile again. It was badly wounded though by Sunnis and lower resistance and a few insect bites finished it off.
After returning to the House of the Horn for the second time the duo were able to open a portal to the Tree of Life and climbed onto that after a rest. Rholfre fancied toying with Irenicus a bit and plonked herself next to him in iron golem form in order to shrug off the multitude of spells aimed at him during time stops. After that though Jon found the area rapidly becoming unbearable and he escaped the biting insects and a storm of vengeance by descending to hell.
In the Hell trials Pasha let a dragon go, used resist fear from a deva to avoid the need for a nymph cloak, sacrificed his stats to save Rholfre, gave up Blackrazor to a genie and resisted the taint before fighting Sarevok - Rholfre needed criticals there to hit in mind flayer form, but got enough of those to finish his feed just before Sarevok would have died anyway.
For the final battle with Irenicus a couple of mordy swords were dotted around to act as a focal point for the demons while they were sorted out - mainly with wiltings.
Lower resistance and insects helped waste the Slayer's spells, but it still proved too strong in melee for Rholfre's iron golem form and a planetar was summoned to see Jon on his way to the lake of fire.
Moving into ToB Pasha successfully used Nature's Beauty on Ilasera, but she then ran around crazily until reaching the edge of the map - at which point the game crashed. Concluding that spell might not be a good idea here the duo concentrated in the reload on killing the Reavers. That did result in Ilasera stunning Pasha as she was in the act of casting chaotic commands,
but Rholfre quickly made her invisible before putting up a cloudkill and persuading the enemies to sit in it by going in herself before activating SotM invisibility. That left Ilasera nearly dead before Pasha recovered and came to finish her off in fire elemental form.
The 1st pocket plane challenge proved a simple affair with the final grouping of Bodhi and her companions unable to stand up to Rholfre's repeated wiltings.
Saradush also offered little challenge - possibly explaining why Rholfre felt the need for a bit of fun by watching Hectan explode as he tried to teleport out.
That reputation loss was easily regained though by releasing prisoners after passing through some vampire infested jail cells.
Working their way into the palace the duo entered invisibly and put up a planetar. That was scared by a symbol, but still acted as a distraction as the duo took down the guards. They also entered the throne room invisibly before putting up a planetar to try and gather the opposition together (to make most efficient use of wiltings and insects).
Stats:
Pasha, druid 26, 85 HPs (incl. 5 from Helm), 400 kills
Rholfre, dragon disciple 24, 82 HPs (incl. 7 from ioun stone), 731 kills, 3 deaths (+1 in BG1)
In a similar situation in BG1 I tried using movetoarea bu it led to the rest of the game being a nightmare. Bad guys weren't spawning etc. The end of chapter scenario seems to be vital.
I understand your concern. And I agree that reseting the variables is the preferred approach.
I hope everything goes smoothly from here on out!
Best,
A.
I understand your concern. And I agree that reseting the variables is the preferred approach.
I hope everything goes smoothly from here on out!
Best,
A.
The problems with the bugs seem to be sorted, but it has been anything but smooth. Nalia is dead. ![]()
Just in time I realised that I needed to finish Anomen's quest before setting off, so while I was waiting for him to become a knight, I went lich hunting. The first one in the sewers in the temple area was easy. So were the liches near where I met kangax. What I didn't realise was that my beloved Nalia was in danger, and she was chunked before I realised that there was a problem.
Will I be able to have another romance now or not? It will of course take some time to get over her death. No thief now.
I suppose that I could get Jan, but he won't be the same. I was really role-playing this game.
Congrats on escaping the dungeon, Corey!
Good hunting!
Corthief is soloing, but would he mind using Aerie as an optometrist?
Lady Yuth has a Limited Wish scroll. Aerie can turn that into a pair of glasses. Have Aerie read the scroll. Select one time wish: I wish to see all as it really is! Your glasses will be ready in one hour. Go to the food court and have a smoothie.
The downside is that the Limited Wish scroll is expensive. In addition, it will have other more powerful uses once Corethief gets UAI. I'd probably save the scroll for another purpose (i.e.- Time Stop, Shapechange), but if you really want glasses you can get them.
Best,
A.
Thanks for the tip! I just may take advantage of it...
Summary of first two sessions for Kaxir.
Chateau dungeon level 1
Stunned once by a mephit, at little risk.
"Stunned" a second time between the library and Ilyich - but able to move. All I can think is he saved vs the effect but the icon was granted anyway.
Took the Sword of Chaos off the cambion.
Got the Grave Binder +2 dagger from the enslaved genie. At that stage he had ** in long sword, * in dagger, * or ** in 2 weapon style, * in flail.
Chateau dungeon level 2
Successfully cleared the mephit portals without being radianted.
Used a potion to kill the vampire, was immediately targeted with Horror but saved this time.
Cleared the remaining rooms and escaped.
Promenade
Cleared the circus
Went walkabouts, killed Suna Seni and her party then rescued Renfeld.
Docks
The Mad Cleric was killed with the use of an offhand Arbane sword.
Renfeld was returned.
Xzar's apprentices Prebek and Sanasha managed to confuse Kaxir but he survived long enough to take revenge.
Harper HQ was looted.
Xzar was assassinated.
Mae'Var was given an Amulet looted from the Temple of Talos.
Rayic Gethras has lost his collection of mephits. Golems to follow at some point.
De'Arnise Hold
Kaxir fought his way past two trolls on the ground floor and headed upstairs.
After downing a small ice troll he cut another troll into two and tried to shut the still-active parts in a side-room.
On leaving the room another large troll had appeared and although Kaxir could get out, the door would not shut.
With no troll-slaying weapon available, he ran away from these 3 small trolls and the larger one.
The two trolls downstairs were joined by two more and Kaxir hauled his dwarven frame out of the secret door to return another day.
Temple Sewers
After luring outlying kobolds to their doom, Kaxir takes down their casters and melees the rakshasa into the ground to loot a Cloak of the Sewers from it.
Copper Coronet
Hendak is free and asks Kaxir to deal with more slavers.
Lilacor is picked up on the way.
Captain Haegan and his guards put up a good fight but are ultimately defeated.
Kaxir looks at the two trolls through holes in a door, and decides he really must find a suitable weapon for their demise.
Session 2
Finances, Equipment and sundries
Valen and Brus make their appearance and Kaxir soon relieves Aran Linvail of a Ring of Protection +2 and some useless neck adornment.
Kaxir has added a potion container alongside his gem bag and scroll case.
De'Arnise Hold (2)
The Ring of Air Control allows Kaxir to shut trolls away more successfully.
The Golem room is thinned down, leaving the hostile iron golem with no companions and no treasures to guard.
Comprehensively out-fought by Glaicas. He failed to out-drink Kaxir though, with 7 extra healers, 2 healers and 2 cure light wounds used on the run.
Forged the Flail of Ages +3 and commissioned it on a couple of trolls before leaving once again.
Sidenote
Had to cancel out of level-up to 11 as a HLA was granted. I'd been investigating a bug report last week and changed a 2da file to validate. Removed the change.
Kensai 11. 213 kills, Glaicas. ** Flail, ** Long Sword, ** Two Weapon Style, * Mace.
Corthief VIII the solo halfling thief - Update 3, Suna Seni
As mentioned in the last post, Corthief VIII was overflowing with potions, and thus this meant a trip to Watcher's Keep - this also triggers the Suna Seni ambush. This is the tale of that encounter.
First, Corthief VIII opens with improve invisibility (via RoAC) - slaver wizard opens with stoneskin. Corthief VIII decides to backstab Eldarin, since he has a ranged weapon equipped.
Ok good one down - 1 on 5 is slightly better odds, but with only studded leather/+1 ring/claw of kazagaroth, Corthief's AC is not very good, so he needs to use thief tactics - he tries to get separation, but can't - so if he wants to win (he does), he uses a haste potion. Yes, now that he can run fast, he can hide, and then backstabs another slaver with a ranged weapon equipped dead.
Time to run and hide again - and time for another backstab.
Corthief run and hides again and tries another backstab - it works, but he's taking damage, mostly from the slaver wizard.
Time to take out the slaver wizard - he doesn't use backstabs, instead relying on range attacks to finish her off, including the last of Corthief VIII''s arrows of biting - yes ranged attacks does do the job!
Time for Suna Seni herself - Corthief VIII runs and hides and puts Suna Seni out of her misery.
The loot itself is not terribly important, though the money from the sales of the loot will surely be helpful. Corthief VIII arrives at Watcher's Keep and buys the potion bag as he intended. He then considers what should he do next...
Nice work, Corey!
Best,
A.
Btw. You mentioned that the loot from the Suna Seni encounter isn't important. What about Arbane? Do you intend to keep it?
Nice work, Corey!
Best,
A.
Btw. You mentioned that the loot from the Suna Seni encounter isn't important. What about Arbane? Do you intend to keep it?
It's complicated. I do intend to put it in the bag of holding, but I don't see much use for it in my run (at least, not for a long while), and I'll explain:
1) While I know you might be able to equip Arbane to counter the phrases of a hold person coming your way, I don't have this skill set. This is true even if you tell me what words to listen for - it all sounds like mumbling to me.
2) Therefore, if I actually want the hold immunity effect, I would need to equip it whole fight. Corthief VIII doesn't have any skill with short sword. I'm sure you know the Thac0 issue of a thief - Thac0 issues with a non-proficient sword - well that's just not practical.
3) So if 2 is true, then that means I would need to range attack instead, but if I do that I lose the hold immunity.
4) No dual-wield skills currently.
It's complicated. I do intend to put it in the bag of holding, but I don't see much use for it in my run (at least, not for a long while), and I'll explain:
Understood. And I agree that is makes sense to keep it.
If you are standing far enough away, then you don't necessarily need to read the incantation. After the spell has been cast, you can read the text, and then act. The only exception here are the Power Words, since they don't have a projectile. I keep Avoreen equipped when ever I'm in danger of being Power Word- even if that mean sacrificing a round (or multiple rounds) of offense.
Arbane's Haste ability is useful for thieves, too. The duration is short, but if you activate it before a back stab, it'll let you get back into the shadows.
Once again, nice work!
Best,
A.
Rijkar wakes up in a dungeon. He hates dungeons even at his best, and he is far from his best right now having been tortured and experimented on. Imoen, the girl from Candlekeep, is the one to wake him up. She claims they were both experimented on by the same person and offers to join forces with him, but he is certain he will fare better on his own.
Not entirely on his own. He can still summon his pack, who lead the way and easily deal with the duergars and the mephits guarding the dungeon. In the meantime he stands far in the back, weak and defenseless with his filthy leather armor he found discarded in one of the rooms. He hopes the animals don't sense his weakness.
Once he reaches the upper levels of the dungeon the only thing between him and freedom is a group of rogues. They also fall to to the lions and he is free, somewhere in a big city he is not familiar with. He finds his tormentor there, at the exit, but he is immediately taken away by the local wizardly law enforcement.
He finds the closest inn he can and tries to rest there, but he is kicked out of his room by an adventuring party. He pretends to be meek and retreats, while his excitement rises as he feels like he found new prey worthy of his skill. He summons his army in the main hall of the inn and taunts the dumb barbarian to follow him. The barbarian doe,s together with the dwarf leader who is paralyzed by the nymph's beauty
Unfortunately the wizard and his familiar follow too, and it is only with great agility and luck that Rijkar manages to escape through the door while they are targeting him with a dispel and a fear. He returns to find his the lion shredding the imp and the mage not faring much better.
Without their leader the enemies are at a loss and the rogue deserts leaving his companions to get slaughtered. (*taking this fight was reckless and stupid - although so is Rijkar - and I was really lucky. I stopped playing there for a while and was like get your act together and do sensible quests and fights*)
Once the fight is over he is ecstatic as he surveys the carnage. The successful hunt also provides for a ring of improved invisibility, a way for him to feel safer in this big city he is about to explore. He sets out to do just that and finds a rogue who claims he can get him into the prison he is looking for. Next to the rogue's house is an inn where slavers are holding cage fights. Rijkar doesn't really care about the slaves but holding animals like that and forcing them to fight for the amusement of fat merchants is an abomination and he kills all of them. One of the slaves takes over and Rijkar accepts his gift.
After a few days he goes to the bridge district where he heard one can buy bags of holding (*bg2tweaks*). On the way he finds out about a string of murders in the area that he easily connects to the local tanner. His place is heavily trapped but Rijkar is ready
He doesn't manage to catch the tanner but he manages to kill his lackeys. They try to backstab him from invisibility, but he evades their shots by running under the protection of stoneskin and the ever watchful true sight of Malar that keeps revealing the rogues. They end up as food for his cats.
He returns to the inn where he now has a discount and agrees to help the slave again for a hefty sum of money. Besides, slavery is a human invention offensive to nature. His plan of attack is to go threw the sewers and surprise the slavers. He has a premonition that a very dangerous trap is set in his way and he protects himself with a scroll in advance. In the sewers he embarks on a side quest to find a talking sword but after that he is ready to set his trap.
The slavers come and are attacked by a swarm of centipedes breaking their morale
Most of them are unable to hurt his animals anyway. The bigger threat is upstairs where the mage leaders are. He re summons his creatures and starts detecting traps to be able to dodge them as much as possible. The pack starts the fight and with his support they sweep away all resistance
Once he is finally outside he can use all the power at his disposal and he changes the weather above them just to strike the last slaver with lightning
Understood. And I agree that is makes sense to keep it.
If you are standing far enough away, then you don't necessarily need to read the incantation. After the spell has been cast, you can read the text, and then act. The only exception here are the Power Words, since they don't have a projectile. I keep Avoreen equipped when ever I'm in danger of being Power Word- even if that mean sacrificing a round (or multiple rounds) of offense.
Arbane's Haste ability is useful for thieves, too. The duration is short, 2 rounds, but if you activate it before a back stab, it'll let you get back into the shadows.
Once again, nice work!
Best,
A.
It's not useless - I realize if enemy clerics are around, I can backstab with my quarterstaff - pause - equp Arbane's and try to hide - once hidden, equip quarterstaff and repeat. And Arbane/Aegur's Hide is a nice combo for a pure thief without UAI.
Gate70/Grond0 multiplayer attempt 83 - (update 9)
Pasha, half-elf druid (Grond0) & Rholfre, half-elf dragon disciple (Gate70)
Today's session wasn't entirely straightforward, but the duo hung on in there to inch a little closer to a final confrontation with Mel.
They started off with a trip to the Temple of Mir, where Rholfre delivered a side order of crispy fried undead.
Moving on to the Fire Temple Pasha initially tried tanking the giants while standing in a pool of flame. However, her AC wasn't up to the job (she didn't use potion of absorption or girdle of bluntness) and had to withdraw invisibly while Rholfre set up a mordy sword as a much more capable tank.
Mordy swords continued to do the main holding job in the remainder of the lower temple, while planetars and area spells did most of the damage.
Upstairs there was a nasty moment when Pasha started taking damage from no obvious source while fighting Berenn (possibly she was standing on a repeating trap) and ran away just in time.
After that she stayed further to the rear as the remaining enemies were quickly despatched.
Nyalee offered no real challenge,
but the Siege Camp was a different matter. Rholfre was targeted by both clerical and arcane spells and went down to 1 HP while affected by insect plague at one point
- fortunately her aura was clear and a healing potion kept her going. Pasha was struggling to do enough damage to see Yaga-Shura off, but various insect spells did badly damage him before a recovered Rholfre finished things off with a wilting.
The second pocket plane challenge always scares me when solo, but it was no problem for our combined forces of powerful summons and area effects. That was supplemented by a first use of energy blades by Pasha to ensure that her clone was not given the chance to buff up.
The Oasis was easy once Rholfre got a mordy sword up to create a bit of space and time for the march of the wiltings through the remainder of the area.
There were only a few minor conflicts on their initial visit to Amkethran. For a moment it looked like access to the thieves' shop had been closed when the use of a comet to kill some monks caused the shopkeeper to attack. However, once Pasha and Rholfre were invisible he calmed down and was willing to talk nicely again.
The final destination for the session was Abazigal's Lair and that resulted in the first death for a while. After Draconis was forced into his dragon form he managed to use death spells and wails to destroy mordy swords. He had himself been rendered vulnerable by lower resistance, but some quick movement around the area allowed him the chance to fire a breath at Rholfre and she failed to survive - though fortunately was not chunked.
The rod of resurrection quickly put her back into action though and it wasn't long after that that the planetar cornered the dragon, while true sight allowed Pasha to finish it off with a hit by Firetooth.
The tunnels were easy enough with several incendiary clouds being used to fry opponents,
though we did have to run again at one point when a cloud annoyed a planetar (you may have noticed a theme in these posts about our exploration of the number of ways available to ****** off planetars
- edit: these forums are very sensitive about really not very rude words
). The recovery of the eyestalk was sub-contracted to Bondari.
Abazigal himself failed to notice he had been invaded until all his salamanders were dead. He then was less effective than Draconis at ridding himself of mordy swords and took a lot of insect damage. His spell turning managed to return some magic missiles back to Rholfre, but with that dispelled the end was nigh.
Stats:
Pasha, druid 28, 89 HPs (incl. 5 from Helm), 503 kills
Rholfre, dragon disciple 28, 87 HPs (incl. 7 from ioun stone), 768 kills, 4 deaths (+1 in BG1)