Baldur's Gate 2 No-Reload Challenge
#176
Posté 04 septembre 2010 - 07:46
Completed the eyeless cult quest with little difficulty, we were low enough level that only gauths spawned, no adult beholders. The gauntlets of dexterity go to Jariel, though they would be useful to any of us. Bought the sling of seeking, which is used by Karenina when she isn't using her seeking sword.
The party sets off to Trademeet, and as usual for my games we attacked the Dao genies... I prefer not to side with them which would mean missing out on Adratha's potions. At about this time I turned the difficulty up to insane as I wasn't finding the game very challenging. The druid grove was fairly uneventful, all of the hostile druids were silenced before they could cast lightning and Europa defeats Faldorn in single combat, well, actually, a fire elemental helped a bit. Back in Trademeet we buy blackblood for the PC, belt of inertial barrier and the dwarven thrower (for Shvanana).
Next quest is the liberation of De'Arnise keep from troll and yuan-ti occupation, and of course getting the flail of ages for Nikolai. Visit the Umar hills and join Valygar temporarily to explore the Planar Sphere. The most challenging part of this quest was probably the demon plane, even with Ilbratha Nikolai couldn't tank a nabassu for long (their gaze attack clears mirror images quickly) and we accidentally attracted the attention of two of them at once in the crater. At least none of the party died.
Planar prison quest was also pretty straightforward, although I forget to collect the boots of speed (I'm an idiot). Speed boots are less useful for a party than solo anyway, as a party only moves as fast as the slowest member. While in the city the party also completed Aran's tasks and upgraded the mace of disruption.
I decided the party was ready to take on dragons, first Thax in the Temple ruins, then Firkraag in the Windspear hills, both of whom were slain by Nikolai. Those summoned elementals weren't really necessary, but my druid needed something to do during the fight. Jariel and Europa now wear shadow dragon and red dragon scale armor, respectively.
I think the party is about done in Athkatla and I'm pleased with their progress as a randomly generated group. As far as combat goes, Nikolai the dwarf fighter has about 40% of the kills, with the rest divided mainly between Karenina the priest of Helm, Jariel the swashbuckler and Radeel the conjurer.
Next update will be spellhold/underdark.
#177
Posté 06 septembre 2010 - 09:19
Born of two ignorant parents, they named their child Rendole Horsecrack. His party however, is nothing to be shamed of. The escape out of the dungeon went swiftly, skeletons and monster summoning I are impressive in that way. The band of randoms investigated the circus tent and saved the people there.
Both the slaver quest and the harper compound were completed without any due incident. Sonden Triangle drinks three potions of master thievery and steals the efreeti bottle from the djinn outside the Dao Tent.
Happenings at the Druid Grove
There was a distinct party fighting three trolls in the druid grove. Rendole Horsecrack deemed it not necessary to interfere that much. It is amazing that despite all the fire weaponry, this particular party of a mage, druid, and various others still manages to fumble and get torn apart by even a single troll. When the mage has used up several of her spells, Kennon Jackal decides it is time to intervene finally. This wizard however is none all that greatful, and attacks Kennon. No problem, she can only manage a hold spell which is saved against by Sonden.
Eventually the group makes their way to the various druid parties, and make use of the grand classic free action+web combo, as well as various other spells. Cernd defeats Faldorn, and the Dao Djinn's are brought their enemy's head. All is well in Trademeet.
Mencar Pebblecrusher
This rude party was disposed of with web+ cloudkill and a stoneskin, mirror image, shapeshift into spider Maron Yannick.
Grief at Nalia's Keep
Today we pay our respects to Miss Husk the female dwarven kensai who gave her life permanently for the party. She died at the hands of a troll. The dangerous juncture where the yuan-ti mage dwelled was where she was confused and killed. The party goes back to recruit Nalia, who will give more money when she is in the party. (Sidenote: I forgot this particular yuan-ti mage forcecast his spells. I thought that the kensai could strip his protections very quickly and disrupt his spellcastings, so a crucial error)
The party also survives a dreadful scare when Glaicus kills Maron Yannick because no one else could beat him. Thankfully, she wasn't chunked. Eventually, the party saves the keep from the rampaging trolls. All is well, except the poor female dwarf.
Drow cleric rescued
A drow named Viconia was saved from fanatics. classic web+free action on Maron and Kennan solved this easy puzzle.
Umar Hills
This particular stronghold always troubles me. Rendole Horsecrack, the favorably named barbarian decidingly brought along three scrolls of protection of undead. The symbol stun that the Shade Lord spits out manages to stun the half-orc cleric. Both the monk and cleric are nonpermanently slain, but using up two scrolls of protection of undead allows the party to pull through.
Tarner in the Temple Sewers
There was no fuss in this battle. Maron Yannick and Kennon Jackal met up with some bandits in the temple sewers. Little did Tarner know, Maron was under improved invisibility, mirror image, stoneskin, free action, and protection from fire. When the bandits thought they had an easy kill against a single monk, Maron unleashed two webs upon the party. Three cloudkills were unloaded upon this poor group, only Draug Fea managed to escape and launch a potentially unyielding assault upon Maron(if that makes any sense). Kennon and Rendole were there to counter his attack. Distracted by a barbarian and monk, Draug Fea was unable to free his party from the terror that was Maron. After she had run out of cloudkills, she started sending in fireballs, which decimated what remained of Tarner's group.
Saving Haer'Dalis
Thankfully it was not umberhulks that spawned, chaotic commands was unnessary when Maron and Kennon met up with some Yuan-ti enemies. Same as with Tarner's group, the method of extermination was the same.
The undertaking of Planar Prison
I decided that I had two choices, either planar prison or the wizard stronghold at planar sphere. Rendole and his party could probably do planar sphere, but at what cost? Not wanting to face umberhulks anytime soon, Rendole opted for Planar prison.
I do remember certain things, one of the enemies likes to flamestrike, and another tosses out finger of death. Rendole has his party prepare appropriately. Death ward and protection from fire go into Kimberly's spell arsenal.
Here's how the battle turned out. The party is immediately set upon by enemies, and the yuan-ti mage cast true sight because Maron is buffed with mirror image, spell immunity abjuration, protection from fire, improved invisibility, stoneskin, and probably other buffs I can't recall. He's still a blue circle so Sonden and Maron force attack him, this is after the big speech and the enemy party has gone hostile already, apparently the mage is the last one to hostile. Fearing for the worst, Sonden dips his arrows into poison as a means to disrupt his spellcasting. He's killed by the poison I think, I can't remember but a great sigh of relief for Rendole occurs afterwards. Kimberly casts aerial servant as well as kitthix to tag team and aide Kennon. The other yuan-ti, probably some kind of cleric, flamestrikes Kennon. This affects him in no way, as the protection from fire protects him. The thief with the boots of speed, manages to hit Maron and cause her to go into nap, this takes her out of the fight entirely, but with her prebuffs, the thief doesn't manage to do any damage to her. Eventually the party cleans up after the enemy mage and cleric are taken out.
The Master of Thralls
Though very unintentionally, an errant aerial servant managed to slay the Master of Thralls singlehandedly. The party was having trouble against the thrall mage and the accompanying wvyren. As usual, Kimberly summoned up aerial servant. But the nasty little mage had to confuse everyone, this included the djinn that was recently summoned as well as Maron who went on a terror streak with her melf's magic meteors. The party had taken heavy damage, but Rendole Horsecrack unleashed horror upon the thrall mage and sent her running around crazed. The aerial servant was ordered to pursue this horrified mage, as Rendole attempted to put down the djinn. Around this time the djinn and Maron regained their minds, and during this time, Rendole found out that the Master of Thralls was in combat with the aerial servant! And the Master of Thralls could not damage the aerial servant, for the aerial servant was immune to his attacks! The aerial servant eventually pulled through and defeated this Master of Thralls, and the thrall nearby was surprised as well.
Battle with the...Yuan-ti mage?
After releasing the thralls, Rendole carefully buffed his party to counter the Warden's most devastating spells. I know that he has finger of death and horrid welting, but what I didn't expect came next. First the Warden got confused. Next the thralls killed the Warden(or at least I think a summoned ogre beserker did)! Amazing. I don't recall this ever happening before, but then again I'm not averse to surprises, several appeared before in my solo game. So what happened is that the party went in fully buffed, expecting a full on battle, because I still didn't believe the screen when it said the Warden died. Instead Kimberly the half-orc cleric ran straight into a yuan-ti mage who immediately confused her. Rendole ordered in an aerial servant which had gone in earlier, but to my dismay, Kimberly attacked the aerial servant, causing it to go hostile! Rendole knew that the party went into this area thinking it was all over, but now with a hostile aerial servant, it had just become a battle. The yuan-ti mage used secret word to remove the spell immunity necromancy on Maron, so she retreated for the mometn.
Kennon went in against the yuan-ti mage, as Rendole calmly used charges on the rod of resurrection to avoid a confused Kimberly from getting chunked by the angry aerial servant. Maron attacked the aerial servant with melf's magic meteors. There was an ice salamander nearby as well causing a ruckus. Eventually, Kimberly came back to the real world, and fled from the aerial servant, as Maron killed it. The group then surrounded the yuan-ti mage and killed it as well.
Note: There are several times when I should have used chaotic commands, but this too was an error I can hopefully correct in the future. I have the spell memorized all the time, I just never bother casting it.
Modifié par Shadow_Leech07, 06 septembre 2010 - 09:25 .
#178
Posté 07 septembre 2010 - 06:00
Here's my update for Viertes:
Planar Sphere
After the guarded compound, the group went to the planar sphere to get experience, get the gauntlets of Ogre might and get rid of the Ranger.
Hafling fight was ok. Was checking out the boards about it and they said "the halflings can be a bit of a nuisance." A nuisance?? Their mage throws flippin' 9th level spells! How is that just a nuisance??
Fortunately, the mage mazed the fire elemental, so it wasn't a huge loss
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr593.jpg
The beholder, Iron golum and fire elementals went down pretty quickly.
The abyss was a little more work.
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr604.jpg
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Jaheira fell and the party burned through some spells and such, but it wasn't as bad as it could have been:
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr610.jpg
Now the weird thing. Battle is basically over and Tanar'ri is dead. Then Lea'liyl came over to see what's going on and.. if looks could kill....
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr611.jpg
Fortunately, they didn't.
The party grabbed Jaheira's stuff and ran like bunny rabbits, since they were pretty much out of ammunition and had what they needed anyway. They left a couple summoned creatures to block their path, though -- a spider, a mountain bear, and a fire elemental.
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr612.jpg
No one was expecting either of those to do damage, since the demon was tough, immune to fire and poison. Only... as they stood at the door to the sphere, the fire elemental was tearing the demon apart!
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr613.jpg
Seems demons *aren't* immune to fire (guess i was confused?) and they can't actually damage fire elements, since the fireballs need magic weapons to hit? I guess?
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr613.jpg
So, the group got some extra exp. for doing basically nothing.
Back in the sphere, they went to fire up the engines and I misplayed it. Basically, i forgot where the encounter with Tolgerias happened. I was sure it was *after* the sphere had returned to the prime material, but i was wrong. As a result, I wasn't quite ready for the fight.
Viccy bit it this time, although I'm not sure that was preventable.
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr615.jpg
Tolgerias summoned a Nishruu to attack Viertes, in spite of being plagued by Jaheira's insects. He also managed to get every protection spell in creation up. Meanwhile his mage was cleverly throwing fire spells at the fire elemental:
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr619.jpg
Finally, Viertes started ignoring the Nishruu, who wasn't hitting anyway, and started to bring down Tolgarias' protection spells, allowing the mountain bears to rip him apart.
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Given the circumstances, it wasn't a bad fight. And even gave Viertes a level in Thief.
As soon as they were out of the sphere, they dropped the Ranger.
Shadow Thieves
Finished the first two missions without issue. Stopped to do the planar prison quest while they were in the bridge district.
Planar Prison
Viertes got her 12th mage level here.
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr624.jpg
Master of Thralls went down easily with some fire elementals and mountain bears.
Warden was much harder. Jaheira fell to the stupid Umber Hulks
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr627.jpg
But she came back once the team remembered the rod 'o resurrect me they found in the mage tower when freeing the bard. (they had previously bought one at Barterman's place anyway).
The Warden was tougher. They just could *not* bring him down. Viertes had already brought down his magic resistance, but didn't have an invisibility purge, so she couldn't target him.
After a painful fight, Viertes went for broke and pulled out some of her tougher scrolls. First it was Power Word Stun, which has no save, and locked him in place. Then she cast Incendiary Cloud off scroll #2, so the Warden started taking serious damage. The middle of the dance floor was crowded with creatures from both sides, so even when the stun wore off, he couldn't get around the creatures to get out of the spell.
You can see some of the carnage, the unintentional damage to Viccy (who moved quickly, of course) and the Warden's death
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr628.jpg
Once out, the group
headed back to the Shadow Thieves to complete the current mission, and then off to do some shopping and re-stock.
I'll pick up there next time.
--B.Where
#179
Posté 07 septembre 2010 - 07:41
I've recently dusted off my copy of BG2 and spiced it up with a few mods. If you all don't mind, I'd like to enter Gar, the Half-Orc Assassin into the No Reload Challenge. I will be playing on Core Rules and with a fairly small selection of mods. FYI, I haven't played the game in a few years, but I did finish several playthroughs back when it first came out and I'm also well versed in AD&D rules from my P&P gaming days. Well, here are my mods:
BG2 Fixpack - installed everything
One Pixel Productions - everything except the potion component
Unfinished Business - Kalah's promise, Restored Encounters, Xzar's Creations, Item Restorations, Restored Bhaalpowers
Banter Pack - installed everything
IEP Banters - installed everything
Quest Pack - installed everything
Expanded Thief Stronghold - installed everything
Divine Remix - all remix components and the Nightcloak of Shar kit for Viconia
Rogue Rebalancing - installed everything
aTweaks - installed everything
BG2 Tweaks - Unlimited potion/gem/arrow stacking, More Interjections, 100% Spell Learning, Maximum HP, P&P spell and THAC0 progression tables, Happy Patch...
P&P Free Action - installed everything
Level 1 NPCs - Minsc is now a proper Berserker, Valygar's an Archer, Jan becomes a Jester and Viconia is now a Fighter/Nightcloak of Shar multi-class
Current Party:
Gar - Assassin(8)
Imoen - Thief(7)/Mage(8)
Jaheira - Figher(7)/Druid(8)
Minsc - Berserker (8)
Prologue
Gar wakes up with a heavy headache. He doesn't remember much, but his last thoughts are of a mage torturing him over and over again and babbling about "unlocking his power". Suddenly, sounds of battle are heard in the distance and the mage disappears. After he departs, a familiar looking pink haired girl emerges from the shadows and unlocks Gar's cell. She introduces herself as Imoen and explains the situation. Apparently, the mage somehow knew about Gar's Bhaalspawn lineage and captured his party on their way from Baldur's Gate. His head still in pain, Gar takes a look around and finds two more people in the nearby cells. Minsc, the Rashemi Berserker and Jaheira, the half-elven druid are quickly freed and join Gar and Imoen in their search for the way out. The next room is guarded by a golem, but it appears to be docile for some reason. A quick search reveals some basic equipment in the chests which the party scrounges.
Down the hallway, the party is ambushed by a Lightning Mephit which is dispatched with a single hit from Minsc's two hander. The next room is filled with strange crystals and reflection pools. When the party enters it, a genie appears and starts babbling some existential nonsense. Gar ends up fighting an Ogre Mage who manages to land a few hits on Jaheira before going down. After the corridors are cleared of the goblin infestation, the mephits in the nearby rooms are slain and the party encounters another domesticated golem. Apparently, this one can unlock the doors that lead to the exit but it needs an activation stone. Imoen searches the rooms and returns with a short bow, a few scrolls, some healing potions, a plain scimitar for Gar and a magical quarterstaff for Jaheira.
The party encounters a strange creature in a glass tank in the next room. Apparently, it longs for release from its sad existence and Gar complies. He finds the activation stone on the table which allows the golem to unlock the doors. There are two more golems in the next room but they seem to be dormant and aren't very talkative. In the central room the party encounters an Otyugh. A blow from Jaheira's staff injures the beast and it falls to a backstab from Gar but not before its bite infects Minsc with a disease. Not wanting to risk the health of the party's best warrior, Gar uses his Cure Affliction Bhaalpower to get rid of the disease. After dispatching a few more goblins Gar discovers some magical trinkets in the next room which are quickly distributed among the party. The corridor leads to a clearing where some Dryads are being held captive. Gar reluctantly agrees to help them but only if that doesn't hinder his own escape plans. Upon entering the next room an alarm is triggered but nothing happens. Imoen searches the room and finds a key and a magical gem among other things.
On their way back the party is ambushed by the golems that were dormant a few moments ago. Minsc deals with them with a little assistance from Jaheira and Gar but is severely wounded in the process. He quaffs a few healing potions, but since they are becoming scarce, Gar uses his Healing Touch Bhaalpower on him which brings Minsc's health up to manageable levels again. The party dispatches a few more mephits and goblins and encounters a group of duergar dwarves. Their leader Ilych, challenges Gar to a fight but he lets the enraged Minsc handle it instead. Imoen and Gar focus on the mage and once he and Ilych fall, their remaining minions are dispatched without much trouble. The narrow corridor reveals a Cambion trapped inside a magical barrier. Gar decides to leave it alone for now and uses the stone figurine which he found earlier to unlock the upper door. The next area is riddled with mephits of all kinds and the party sustains a fair bit of damage before dispatching them all. Imoen encases herself within a Minor Globe of Invulnerability and lures the mephits to waste their spell-like abilities on her while Minsc, Jaheira and Gar pick them off one by one. Gar levels up gaining another use of his poison weapon ability and his backstab multiplier increases to x4.
The party encounters another genie which offers them a magic item in return for his freedom. Gar tracks back to the dryads and shows them their acorns in return for the genie's flask which prompts Jaheira to level up. The reward for Gar's trouble is no less than Sarevok's Sword. Unfortunately, its power has somewhat diminished since the death of its owner, but it still makes a fine replacement for Minsc's plain twohander. Wanting to test out his new sword, Minsc talks Gar into freeing the nearby Cambion. Gar reluctantly agrees but insists on sneaking behind the demon and poisoning his weapon first. However, the Cambion casts an invisibility spell before anyone can land a hit on him and then proceeds to buff himself with Haste and Mirror Image. This enrages Minsc while Imoen summons some monsters. The Cambion reappears and manages to get off a Slow spell which hits everyone except Gar who has switched to using darts. The demon then drops a Cause Fear spell on Jaheira and a Blindness spell on Minsc but ultimately falls to a critical hit from Imoen's summoned Kobold Commando. The party recovers a magical sword from the demon's corpse and proceed through the portal to the next level.
#181
Posté 08 septembre 2010 - 06:27
Yea the umberhulks were my primary concern in this particular stronghold. The warden in my game got killed by confused ogre beserkers, it was nuts!biowherewolf wrote...
Warden was much harder. Jaheira fell to the stupid Umber Hulks
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr627.jpg
But she came back once the team remembered the rod 'o resurrect me they found in the mage tower when freeing the bard. (they had previously bought one at Barterman's place anyway).
The Warden was tougher. They just could *not* bring him down. Viertes had already brought down his magic resistance, but didn't have an invisibility purge, so she couldn't target him.
After a painful fight, Viertes went for broke and pulled out some of her tougher scrolls. First it was Power Word Stun, which has no save, and locked him in place. Then she cast Incendiary Cloud off scroll #2, so the Warden started taking serious damage. The middle of the dance floor was crowded with creatures from both sides, so even when the stun wore off, he couldn't get around the creatures to get out of the spell.
You can see some of the carnage, the unintentional damage to Viccy (who moved quickly, of course) and the Warden's death
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr628.jpg
#182
Posté 08 septembre 2010 - 12:44
Planar Sphere
Rendole picks up Valygar from Umar Hills, and finishes up some urgent mission in the fighter stronghold, some kind of theft. Afterwards, Valygar allows the party entrance into the planar sphere, where Rendole promptly boots him from the party.
There was some initial trouble with the halflings. Kimberly was stunned, horrored, and confused all the while under sanctuary. But an aerial servant, lesser air elemental, and the efreeti were there to take the hits from the nasty hobbits. Maron herself went in with a spell immunity abjuration, and the usual stoneskin and mirror image. To stall the action, she cast two webs on the enemy halflings, freezing them up a bit while she pelted them with melf's magic meteors from a safe distance. This killed all the halflings except the mage, which went on a crazed assault upon Kimberly, who was still under the influence of horror. The lesser air elemental remained to battle the halfling mage in a straight up brawl. Maron Yannick breached the halfling mage, no longer under improved invisibility, but this didn't deter the mage from killing the lesser air elemental outright. Maron used remove fear on Kimberly, and she immediately tried to get away from the halfling mage. This mage would have none of it, and used another stun spell on Kimberly. He once again started hitting away at her, three damage per hit or something pathetic like that. Maron was countering him, opting to pelt him with her melf's magic meteor. The halfling mage was no more.
There is an intruder in the planar sphere, and it is an elder orb, a frightening creature. The guardian golem seems immune to anything the elder orb throws at it, so Maron Yannick stays back flinging melf's magic meteors at it. She is able to get in the last hit, therefore getting the experience.
Lavok
Fighting with Lavok doesn't prove to be much of a hassle. Summon after summon takes the brunt of his spells, and the last one, an aerial servant kills him(or leaves him severely injured). A breach from Maron helps a bit too.
Tolgerias
In this battle, there was alot of preplanning going on. Maron was blabbering about spell immunity necromancy, and Kimberly was talking about using chaotic commands everytime the group faced off with wizards. None of this mattered as Rendole forgot to buff those spells to begin with. The actual buffs were improved invisibility on Maron and Kimberly, free action on them as well as Kennon. Maron buffed her usual stoneskin+mirror image, and the attacking group was ready to go. Tolgerias talked some trash, but Maron tossed in three web spells. Kennon launched a full scale assault on Tolgerias, whose contingency had erected some type of immunity to fists that hit as a +1 weapon. Maron had a breach spell ready for this. Despite this, Tolgerias managed to toss a horrid welting on Kennon. I suppose on insane, this would have killed him outright, but on hard, it kept Kennon alive and kicking, long enough for potions of healing to be passed to him. There was an ogre beserker summoned in by the enemy, but no worries, in fact all summons were caught in the web spell. The apprentice of Tolgerias was slain by Maron pelting magic meteors at her. Kimberly looked in to join in the fight against Tolgerias with her flail of the ages, equipable because of the newly acquired gauntlets of ogre strength. But all the sudden Tolgerias broke free of the web and immediately cast power word kill on Kennon. This killed him(not permanently). This frightened Kimberly momentarily, and caused her to retreat. No problem for Maron, who continued her onslaught of magic meteors.
Ice and Fire
The Ice room wasn't necessarily difficult, the summons took care of this room easily. It was the fire room that was more difficult, in which the summons lost their haste and only gained protection from fire. Kennon also gained protection from fire, but this didn't stop the greater fire elemental from beating him down. Rendole was very cautious as well, a little bird(not Montaron) told him to stay put, and not to go dancing around. When the enemies of fire gained the upper hand, Kimberly started unloading the free action spell on Maron, Kennon and I believe Sonden. Sonden was there primarily looking for any traps, which one was found.
Maron dumped web spell on the enemies of fire, this clogged several enemies, but the fire efreeti still managed to toss in some devastating fireballs. This caused several retreats, but in the end the enemies of fire could not deal with free action+web. The trap was detrapped, and the staff of fire acquired to go along with the staff of air.
Danger with the Tannari
Perhaps this battle could have been done better. Or perhaps Rendole just didn't know how to deal with demons at the level of Tannari. Whatever could have been done, it was a slaughterfest. The demon Tannari had gone through the aerial servant with ease. Rendole didn't realize the danger until it was too late and the demon's death gaze had held the monk Kennon. The haste spell was off, and the party had a dangerous fight on their hands. The tannari had gone down to 'injured' thanks to the aerial servant, but it only really went down to 'badly injured', and then the entire party scrambled to kill it, only to be death gazed and killed. One after one the tannari dropped party members like flies. First Kennon, and then Maron. These were not permanent deaths thankfully, and Rendole himself had to play mouse to the tannari cat. Rendole did everything he could, gulping down a hill giant strength potion, using the bhaalspawn ability DUHM...he fiercely contested the demon, but to no avail. Finally, the demon downed Kimberly and Sonden. Rendole did use up several more charges of the rod of resurrection, trying to stall the demon, but Kennon and Maron once more fell to the demon's strength(not permanently). Finally, Rendole snapped up the boots of speed off Sonden's body, and he grabbed several more items on the ground from his dead party members. He ran away towards the entrance and then slept in fear of the tannari.
There was only one charge left on the rod of resurrection, and Rendole kept hope that he would be able to revive his faithful cleric Kimberly. Rendole equipped the gauntlets of ogre strength(once worn by Kimberly) and then drank a oil of speed potion. He buffed DUHM and barbarian rage, and equipped that adjatha the drinker and then with 25 str he attacked the demon with 3APR...I guess I forgot to use belm, but I figure shield of harmony is better suited anyways. The demon was quickly slain using this method. Rendole had managed to kill the tannari that had slain his entire party but himself. He used the last charge of the rod of resurrection on Kimberly, and with her help, the entire party is eventually revived. He wonders now if he should continue with attacking the other demons in the area or retreat back to planar sphere.
Two more demon hearts are collected. It seems that hasted summons are the way to go against these demons, not an entire party ordeal. Or it could mean the summons are actually stronger then the party, but we won't tell them that. Rendole has Kennon look around for any other demons to kill but couldn't find any. Sleeping in this area causes a ghoul or demon type of enemy to mess around with, and in theory the party could do this indefinitely for a very good experience package, but it is time to return to the planar sphere.
Of many things plus the Shield of Balduran
Rendole uses up all the party's gold on the shield of balduran, a magnicent shield in it's own right, as he suspects that the cult under the temple destrict might just be lead by a beholder.
Down in the Temple Sewers
With the shield of balduran, the quest is finished rather smoothly. The undead nest is countered by Kimberly's turn undead. And of course, shield of balduran finishes off the Gauths and regular Beholders in the beholder den. Sonden lead the way with his detect trap ability. Not much else to say about this quest however Rendole Horsecrack is told that the temple of helm requests the assistance of one named Sir Sarles.
Tragedy at Neb
There is a trapped picture in Neb's abode in the bridge district that cannot be detrapped by a thief with 100 in trap ability. Rendole would like to note this because Sonden Triangle has just been chunked by such a trap. I've always wondered why this trap never seemed to be disabled.
Mae'var
Not averse to taking in new members, as seen with Nalia and Valygar, Rendole takes in Yoshimo, to serve as what Sonden would have done.
After some brief hours, and acquiring the weathermistress' talisman, Rendole boots Yoshimo promptly, feeling that having him in the party sullies Sonden's name. The group decides to take on Rayis Gathras. This mage is difficult in his own right. The party buffs free action on all members except Kimberly. Rayis is immune to web, yes it is predictable what this party does. He manages to set off sunfire after sunfire, killing Kimberly and severly wounding several other members of the party, strangely with protection from fire, though I can't really remember. It doesn't really matter anyhow, Rayis can't do much when the party has chaotic commands and remove fear at hand. He is beaten, and then the thief stronghold has relatively no furthur difficulty.
Return to the Crypt King
Rendole had previously tried to acquire Namarra from the Crypt King, but he had difficulty, namely because the Crypt King kept summoning more skeleton warriors endlessly(I have the tactics version of Crypt King). When the party returned, Kimberly was had a high enough level to turn the skeleton warriors, and cast protection from fire upon herself, as Maron sunfired the warriors. It took a total of six sunfires, Maron rested in between three consecutive, to wipe out the load of skeleton warriors as well as Crypt King himself. There was alot of loot to be had in this mess, much to the surprise of Rendole. A spellstrike scroll was even found.
Meet Haz the mage
After the various shadow thief quests for Aran Linvail are completed, he sends a mage ally named Haz to aide Rendole in the assault against Bodhi. Haz is protected from the skeleton archer enemies, and manages to shoot off magic missiles at opposing vampires like Tanova. He joined Rendole down towards confronting Lassal.
Crossroads and Statistics
Rendole and his random gang have reached a fork in the road. They could finish up the last stronghold, the paladin one, or go forth towards the next chapter. It is a stopping point nevertheless. Here are some interesting statistics for the party as composed:
Kennon Jackal lawful evil male human
Monk level 14
str: 18/00(ogre power) dex 12 con 14 int 15 wis 12 char 18(ring of human influence)
AC: 0 hitpoints: 70 Base Thaco 6 THACO 1 APR: 3
Most powerful vanquished: Mae'var
Percentage of total kills: 30%
Analysis: The monk has significantly improved at level 14, gaining magic resistance. He's as good as any frontline fighter for the most part. He leads the summons into battle primarily.
Number of kills: 148
Kimberly Sandweep lawful good female half-orc
Priest of Lathander level 14
str 10 dex 18 con 15 int 11 wis 12 char 12
AC: -4 hitpoints: 59 Base Thaco 12 THACO 11 APR: 1
Most powerful vanquished: Troll
Percentage of total kills in party: 9%
Number of kills: 48
Analysis: Statistics don't show how the half-orc cleric complements the rest of the party. From summoning aerial servants, to casting free action in combination with web. Not much of a fighter, but more of a secondary or even aux unit.
Rendole Horsecrack lawful neutral male elf
str 16 dex 17 con 14 int 11 wis 11 char 16
Barbarian level 13
AC: -7 hitpoints: 114 base thaco 6 thaco 2 APR: 5/2
Most powerful vanquished: Shade Lord
Percentage of total kills in party: 15%
Number of kills: 78
Analysis: The barbarian elf pc has good solid stats overall. With bhaalspawn ability DUHM and barbarian rage, the barbarian can easily get into the high twenties in strength. Using this method while leveling up can add bonuses to constitution as well.
Maron Yannick lawful neutral female gnome
Fighter level 10/Illusionist level 11
Str 13 dex 18(gauntlets of dexterity) con 12 int 13 wis 12 char 17
(screenshot does not have proficiencies listed)
Most powerful vanquished: Bone Golem
Percentage of total kills in party: 43%
Number of kills:215
Analysis: Arguably the most important member of the party thus far, but now claims the title since the thief died. Notably the most powerful, the fighter/illusionist does not disappoint.
Modifié par Shadow_Leech07, 08 septembre 2010 - 12:50 .
#183
Posté 08 septembre 2010 - 03:00
biowherewolf wrote...
good luck. Assassins are rough. Every time i've tried with one, i never make it past the first few battles.
--B. Where
Thanks! I generally try to keep Gar hidden in shadows most of the time and he's always the first to run away when the party gets ambushed. Perhaps not a very heroic approach, but it has served me well so far.
Gar - Assassin(9)
Imoen - Thief(7)/Mage(8)
Jaheira - Figher(7)/Druid(9)
Minsc - Berserker (8)
Upon stepping through the portal, the party is greeted by a man named Yoshimo who seems a tad too eager to join them in their escape. Gar decides to trust his instincts and refuses the rogue's offer. The next chamber holds several portals which constantly spawn mephits. Joy. Dealing with these creatures proves a bit more challenging than expected since Minsc is still blinded from the late Cambion's spell. Upon clearing the area, Jaheira is horrified as she sees the dead body of her husband Khalid. She takes a moment to collect her thoughts while Gar, Minsc and Imoen briefly express their condolences. In the next room, the party interrupts a fight between an elven woman and a rogue. Minsc rushes to the woman's aid and but she quickly overpowers her attacker and turns on Minsc instead meeting a quick end at the edge of his sword. Imoen explains that she was a clone of some other person and Gar concludes that she must have been driven insane by her condition.
The party deals with a few more goblins and mephits before reaching a large chamber with odd looking floor decorations. After dispatching the duergar guards, Gar realizes that the floor is trapped and that the keys which he's been collecting throughout the dungeon can be used to disarm it. He then examines the statue at the top of the room and finds a magic ring which Imoen identifies as a Ring of Protection and gives to Minsc. On their way out, the party deals with another pack of goblins, a few duergar and oddly enough a doppelganger. Minsc's blindness wears off just in time for him to take out a vampire who was fighting some Shadow Thieves. To show their gratitude, the thieves turn on him. Seeing this, Gar emerges from the shadows taking out the head assassin with a powerful backstab and the rest fall soon after. Another band of Shadow Thieves attempts to ambush Gar on the way out. Slowly loosing his patience with this organization, Gar introduces their leader to his Divine Wrath Bhaalpower while the remaining minions fall to Imoen's bow and Minsc's sword. The party finally reaches the exit and heads for the surface.
Finally outside, the party interrupts a battle between the mage from before (who is identified as Jon Irenicus) and some Shadow Thieves. Imoen joins the fray but the ordeal is cut short by a bunch of Cowled Wizards who take her and the mage away for questioning. Apparently, casting arcane magic is illegal this city. Gar levels up and finally becomes a bit better at hiding in shadows. Left to his own devices once again, he sells off some of the loot from the mage's dungeon and has the party rest at the nearest inn until everyone is healed. On the next morning, Gar ponders his options. If he is to find Imoen and that mage, he will need more allies, a lot more money and a means of travel. While Gar is lost in thoughts, an Amnish soldier chats up Minsc and warns him not to go inside a supposedly enchanted circus tent. A boy standing nearby is crying for his mother who seems to be lost inside the tent which prompts Minsc to basically drag Gar and Jaheira inside.
Inside, the party encounters yet another genie. Gar, being unusually quick witted for a half-orc, solves his riddle with ease. Once inside the tent, the party encounters an Ogre who claims to be a winged elf. Gar has his doubts, but the story of a nearby spider who turns out to be the mother of the missing boy appears to confirm this. As the party approaches some peasants they start attacking Gar and Jaheira. Once dispatched they transform into orcs and drop the sword which supposedly unlocks the Ogre's chains. Gar decides to go for it and the Ogre transforms into an elven maiden. She suggests that she could be of some use to the party but Gar deems her too fragile and leaves her behind. Inside the other room, the party encounters werewolves and shadows. Through a combination of his instincts and training, Gar instantly recognizes that the werewolves are mere illusions and orders the other party members to focus on the shadows. The party finds Kalah on the upper floor and he quickly falls to Minsc's blade. With his death, the illusion is finally broken and Gar finds some interesting magical trinkets on his body. The party reunites the boy with his mother and receives a reputation increase from the Amnish soldier. A little girl approaches as they exit the tent and claims that a man named Jafir was behind the circus problem handing Gar a magic lamp in hopes that he can find him. Minsc gains a level and finally obtains grandmastery in two handed swords. Jaheira levels up as well and gets a second level 5 spell slot. Near the edge of the promenade, the party encounters another vampire fighting a group of Shadow Thieves. This time, Gar forbids Minsc to interfere and calmly watches as the thieves get slaughtered. The vampire than warns the party to be careful when choosing sides and disappears leaving Gar to loot the thieves' belongings.
The party heads for the slums where they encounter a rogue named Gaelan Bale. He can allegedly get them to Imoen and the mage for a paltry sum of 20,000 gold pieces. Gar decides to take a look around the town while he thinks on this. His first stop is the Government District where the party encounters a drow woman named Viconia who is about to be burned at a stake. She recognizes Gar from his adventires in Baldur's Gate so he decides to help. Her captors are quickly dealt with and she joins Gar out of gratitude. As the party gather their bearings, a boy named Delon approaches Minsc and begs him to help his village. A bit further along the road the party encounters an eccentric gnome named Jan who runs into trouble with the guards for conducting illegal trade. Gar decides to cover his story and the grateful bard joins the party too. His skills are immediately put to good use as he identifies several magical trinkets that Gar's been hauling around. One of them turns out the be the fabled Ring of Human Influence which does wonders for Gar's charisma. The party is then invited into the Council of Six building where a mage called Tolgerias contracts them to find Valygar, who he claims is a run away murderer. Gar decides to start the search at the Valygar's house in the docks district.
On their way to the docks, the party is ambushed by a band of thugs. Being outnumbered, Gar and co. pull all the tricks that they have at their disposal to even the odds. Minsc becomes enraged and starts chopping up the enemy priest. Still wounded from his ordeal in the circus, Gar puts his Drain Life ability to work and the bandit's mage is sucked dry. Viconia uses her confusion innate ability (courtesy of Divine Remix and her being a Nightcloak of Shar) while Jan starts singing some horrendous song which confuses the enemies even further. The tactic works and the bandits are dispatched without much trouble. Among the enemies' belongings Gar finds an enchanted shortsword to his liking and Viconia gets a magical mace. Gar then decides to stop by the Adventurer's Mart to sell off some surplus equipment. While the others are shopping, Jan borrows the Potion of Master Thievery which Gar found in Irenicus' dungeon and tries his luck at pickpocketing. With the potion, his pickpocket score jumps to 123 which allows him to acquire a Ring of Regeneration from Ribald, a bunch of healing potions from Lord Ophal, some jewelry from Lady Ophal and a bit of gold from the Amnish guards. Seeing all that, Minsc demands that some of the stolen gold is donated to charity to which Gar agrees seeing how harboring a drow has put a dent in the party's reputation which had a notable effect on the prices of the local merchants. The party donates a total of 1000 gold (2x500) to the temple of Illmater which raises their reputation back to 11. As Viconia and Jan haven't memorized any of their spells, Gar decides to have the party rest at the nearest inn before proceeding further, in case they get ambushed again.
#184
Posté 09 septembre 2010 - 12:26
Gar - Assassin(10)
Jaheira - Figher(8)/Druid(10)
Minsc - Berserker (9)
Viconia - Fighter(8)/Nightcloak of Shar(8)
Jan - Jester(10)
After a good night's rest, Gar and his party once again head for the Docks District in pursuit of Valygar. Having finally memorized some spells, Jan accidentally casts Armor which draws the attention of a Cowled Enforcer. He warns the party that arcane spellcasting is off limits to everyone who doesn't have a proper license. Gar notes that it might be useful to acquire this license since the party is probably going to spend some time in Atkhatla. Upon entering the docks, the group meets a mad priest who tries to forcibly convert them into Cyric worshipers. His plan fails and he gets converted into a pile of pulp instead. A nearby Shadow Thief greets the party and invites them inside the guild. Gar takes him up on the offer and, after exchanging some pleasantries with the resident fence, the party gets access to the Shadow Thieves special item stock. An enchanted buckler and a red Ioun Stone catch his eye but the party lacks the necessary finances to acquire either of these items at this moment. Upstairs, the party encounters Renal Bloodscalp who promises Gar a substantial reward for helping him find the evidence against a shadow thief named Maevar who has turned traitor. Since the party is low on funds, Gar agrees, but decides to postpone this matter until he concludes the Valygar business. After the short interlude, Gar visits Valygar's home and convinces the butler to let him take a look around. He finds a tax notice which indicates that Valygar owns a cabin in the Umar Hills so the party heads there next. At the city gates, they are informed that the High Merchant of Trademeet is looking for assistance and that he's willing to pay well for it. Gar records the location of the town on his map and the party continues onward.
Once in Umar Hills, they find out that the village is in dire straits. Apparently, a killer is on the loose. This seems to be the same village that the little boy told Minsc about back in the government district, so the party talks to the resident mayor and offers to look into the matter. While exploring the area, Gar hears a rumor about a chicken that has supposedly swallowed a valuable gem. He offers the farmer 50 gold pieces for the animal and finds a Beljuril worth ten times as much inside it. Sweet. Gar then encounters an ogre named Madluf who claims to have been falsely blamed for the killings. As a half-orc, Gar has experienced similar prejudices in the past, so he sympathizes with the brute and offers to put in a good word for him with the mayor. On their way up the hill the party encounters some rangers who realize that Gar is looking for Valygar and attack. The trio is defeated without much trouble and Gar acquires a pair of magic boots which further increase his charisma and protect him from disease. At the top of the hill, the party discovers Valygar's cabin. Gar confronts Valygar about the Cowled Wizards' accusations, but he claims that he had only killed his opponents in self-defense. Not having made the best experiences with the cowled ones, Gar believes the archer and decides to help him explore the Planar Sphere. Valygar joins the group and everyone heads back to Atkhatla.
The party enters the slums and heads straight for the sphere. Since it was built by Valygar's ancestor, the sphere's magic is attuned to his blood which allows the party to enter it unhindered. Once inside, the group is assaulted by a Clay Golem. The construct proves too powerful for the party at this point, and since none of their weapons can damage it, they decide to make a run for it. Gar promises Valygar that they will return to the sphere once they have acquired some better gear. As the group is still short on cash, Gar decides to take up Renal's offer to spy on Maevar and the party once again heads for the docks. Gar finds Maevar in his guild but the rogue wants the party to prove their trustworthiness by stealing a necklace from a priestess of Talos. Once in the Temple District, the party witnesses the mad ramblings of some cultists and Gar is asked by the High Watcher of Helm to look into the matter. Not too keen on meddling in church affairs he puts that off for some other time. The party enters the temple of Talos and Jan effortlessly snatches the necklace from the priestess' pocket. Gar takes the opportunity to "liberate" a Wand of Heavens and some potions from the temple's chests.
Back at the docks, Maevar is pleased and sends the party off to meet a spellcaster named Edwin. Gar, Minsc and Jaheira seem to remember the Thayan mage from their adventures in Baldur's Gate but it does them no good as Edwin insists that they carry out a task for him. Apparently, he wants them to take out a Cowled Wizard who has been stalking him for some time. Gar accepts and heads for the wizard's home. Inside, the party is assaulted by a multitude of mephits and a couple of Stone Golems. Unlike their clay counterparts, these stony constructs are susceptible to the party's weapons. They are dispatched after a brief skirmish but still manage to rough Minsc up pretty bad. After quaffing some healing potions the party finds the cowled wizard upstairs and a battle ensues. The mage quickly puts up a bunch of defenses using spell triggers and contingencies but any further spellcasting on his part is disrupted by Jaheira's Insect Plague. Since the mage is still protected from magical weapons Gar and Minsc switch to their mundane swords and the cowled wizard soon falls to their combined attacks giving Gar another level. Edwin is satisfied with the party's progress and sends them to retrieve some documents from a merchant named Marcus.
As the group heads down to the Sea's Bounty tavern Jaheira is greeted by a certain Baron Ployer. The two seem to have some unresolved issues and their argument quickly escalates as several mages appear and cast a spell on Jaheira. She is weakened by the attack and Ployer runs away before she manages to react. It seems that the mages have afflicted her with a curse so the party makes it their priority to look for a cure. On their way out, Gar intimidates Marcus into giving him the documents but postpones returning them to Edwin until Jaheira's situation is resolved. The party enters the government district and inquires about the mages who have assaulted Jaheira. Gar finds a representative of the mages and he offers to betray Ployer for a price. Unwilling to trust mercenaries who are so quick to abandon their employer Gar refuses the offer and the party goes off to inquire about Ployer in the slums. They enter the Copper Coronet tavern after dispatching two thugs who were hanging around the entrance. Inside the tavern, Gar is challenged to a duel by another thug named Amalas. Gar's half-orc honor is insulted and he accepts. At the start of the fight Gar poisons his weapon and scores a hit on Amalas who recoils from the venom's sting. He soon recovers and manages to score a few good hits on Gar who in response taps into his Divine Might Bhaalpower and seals Amalas' fate once and for all. Impressed by his combat prowess, a young noblewoman named Nalia begs Gar for help with reclaiming her keep. At the same time, a certain Lord Jierdan wants to hire the party for some monster hunting. Gar puts both requests on his to-do list while Jaheira questions the barkeep Bernard about Ployer's whereabouts. Bernard points the party in the right direction but Gar decides that they should rest first in hopes that Jaheira might regain some of her health.
During the night Gar has a nightmare about Imoen and Irenicus and Jaheira barely manages to get any sleep due to the curse. In the morning, the party heads for the building which Bernard had marked for them. Since they will likely be facing Ployer along with his mage allies, Viconia and Jaheira cast some protective spells on the party before entering the derelict house. As expected, they find Ployer and his minions inside and a battle ensues. Jan fires a flasher from his crossbow and manages to stun Ployer with a lucky shot who is then cut down by an enraged Minsc. In the mean time, Jaheira had targeted the nearest mage with an Insect Plage which quickly spread over to his comrades making them easy pickings for Gar and Valygar. After the opponents are dealt with, Jaheira reclaims a lock of her hair from Ployer's corpse and immediately starts feeling better. The party returns to the docks and hands over the retrieved documents to Edwin. He seems pleased and sends the party to Maevar again who now wants Gar to assassinate a traitor. Hoping to finally end this ordeal once and for all, Gar accepts the task and kills the traitor with a single backstab, no questions asked. The traitor's dagger is delivered to Maevar who now trusts the party completely and sends them off to Edwin once again. The Red Wizard, on the other hand, seems to be fully aware of Gar's intentions and, in a twist, offers to join his group and help them carry out the deed. After some thought Gar accepts the mage's offer. Edwin takes Jaheira's place as Gar releases the druid from his service so that she may properly recuperate from Ployer's curse. Minsc doesn't particularly like this development but ultimately abides by Gar's decision.
The reformed party descends down the stairs and Gar retrieves the documents which implicate Maevar's betrayal along with a pair of Boots of Stealth. He also takes the opportunity to crack open and pillage all of the other strongboxes on this level. Once the documents are returned to Renal he gives Gar the green light to assassinate Maevar. Before doing that, the party decides to restock and resupply at the fence on the ground floor of the guildhall. Valygar buys an enchanted composite shortbow while Viconia acquires a golem-shattering club which should come in handy if the party runs into any more clay golems. Edwin and Jan use the opportunity to incorporate all of the scrolls that Gar had found during his travels into their respective spellbooks and Jan gains a level in the process. Edwin then uses his scroll scribing ability to share some of his spells with Jan, most notably Remove Magic. The party goes to rest at the Sea's Bounty so that they can re-arrange their spell selection. Before doing so, they explore a hidden passage which Gar discovered and dispatch a gang of pirates complete with a pirate mage. Gar notices the distinctive lack of cowled wizard meddling although the enemy mage was clearly using arcane magic. It seems that the cowled enforcers only monitor the streets of Atkhatla and happily ignore any magic cast indoors. After going to bed Gar has another nightmare about Imoen and Irenicus and wonders if there's any truth behind it. In the morning, the party regroups in front of Maevar's guildhall.
#185
Posté 10 septembre 2010 - 11:24
Rendole has the inspiration that other lands may hold different markets and prices for various armor and weaponry. He advises Kennon to bring along several full plates, and other members to gather cloak of protection+1 and any scrolls just lying around.
Battle with Perth
In order to get into the Asylum, the party has to get through one tough cookie of a wizard in Perth. But by now, most wizards are actually predictable. They love to shoot off fireballs, lightning bolts, and some sort of confusion spell. Rendole takes this information to heart and tells this to Kimberly, who buffs the party appropriately along with a bit of free action. As predicted, Perth shoots off a fireball at Kennon, Rendole at first believes it to be sunfire, because it went off very near Perth. Not so, he actually damaged himself in the process. Web is also cast by Maron to go with the free action on Kennon. Well desperate times call for desperate measures I suppose. Perth manages to get off a confusion spell on Kimberly who was casting fire storm, and his contingency gets out dispel magic, removing all the buffs except on Kennon who somehow resists with his 47% or so magic resistance. Very intelligently, Perth mazes Kennon to take him out of the action.
Maron however has other plans, and shoots off another web. Without any fire resistance because of the dispel magic, Kimberly is slain by what I believe is sunfire or fireball, either one she is dead but not permanently. The battle moves forward however, and Kennon is back in action soon enough. He manages to land the final blow on Perth, and I believe someone else kills his mislead image. Mislead images by enemy mages are in actuality project images at least that's what I believe, except they don't 'stall' the caster.
Within the Labyrinth
The party is able to solve the various puzzles as well as defeat the numerous enemies. The once greatly feared umberhulks are simply disposed of with the tried and true free action+web, this time with a twist as Maron dons the magnificent ring of free action, allowing Kimberly to not even bother with the spell. Well, chaotic commands comes in useful in this battle so that is a plus.
There is a disintegrate trap where the pictures of the monsters are. Kennon is buffed with improved invisiblity and the belt of fortitude. He saves against the disintegrate trap. With protection from magical weapons, Maron Yannick has a solid way of dealing with mindflayers. Chaotic commands+protection from magical weapons remains a most prudent way of dealing with this scourge. Eventually Rendole Horsecrack and his party escape from Spellhold altogether.
Fish City
One of the local merchants has an acquired taste for items far off. The party accumulates well over 100k in gold in selling loot to her.
There is an acid trap where the "Drow" part of the fish city is. Protection from acid by Maron protects Kennon from it. The lightning trap is protected by protection from lightning via Kimberly. After the tooth is found, the Prince is helped to overcome the king, and then Rendole promptly kills the Prince gaining the part of Wave.
Underdark
Kimberly Sandweep was killed by mindflayers that had trapped her in(not permanent). But it might be a long time before she is able to come back around as there doesn't seem to be a cleric in sight in the underdark as of yet. Without her, the skeleton warriors and aerial servants she summons are no longer available.
Battle with Vithal
An imprisoned mage held several spell scrolls that Rendole wanted. This mage was named Vithal, but before he could die, he dimension doored away! Not without killing Maron of course with power word kill(not permanently). Such is the luck of the battle.
Kuo-Tua Prince
In the assault against the Kuo-Tua Prince, Kennon gets killed(not permanently) and then there was but one party member left, Rendole Horsecrack himself. The blood of the kuo-tua prince was acquired however, and Rendole moved towards selling the gems found and hopefully finding a cleric which could revive his dead comrades.
To the end
The adventuring party in the underdark has a maze spell just for Rendole Horsecrack. This ends the game. Looking back there could have been things I could have done, but then again could've and would've isn't necessarily the same. I will roll up a new party and hopefully have a better idea now of what to do.
#186
Posté 10 septembre 2010 - 11:50
Shadow_Leech07 wrote...
The adventuring party in the underdark has a maze spell just for Rendole Horsecrack. This ends the game. Looking back there could have been things I could have done, but then again could've and would've isn't necessarily the same. I will roll up a new party and hopefully have a better idea now of what to do.
Bummer.
I knew that imprisoning the main char causes a game over but I wasn't aware that maze can do that to. Or was it because he was the only one left? Anyway, good luck for your next run.
#187
Posté 10 septembre 2010 - 11:58
Gar - Assassin(11)
Minsc - Berserker(9)
Viconia - Fighter(8)/Nightcloak of Shar(9)
Jan - Jester(10)
Valygar - Archer(9)
Edwin - Conjurer(9)
We last left Gar and his group as they were preparing to take down Maevar's guild. After buffing with a few defensive spells at the enterance, the party proceeds to the ground floor. The shadow thieves there and the ones on the upper floors are taken care of, but their backstabs badly hurt Viconia. The group descends to the basement and finds out that Maevar had anticipated their arrival. Utilizing the knowledge gained from the encounter with the pirates, Edwin and Jan decide to cast their arcane spells indiscriminately fearing no repercussions from the cowled wizards since they are indoors. Minsc rages onward paying little heed to the backstab which he receives from one of Maevar's assassins and Edwin targets the priest of Cyric with a flame arrow. Meanwhile, Gar fails his hide in shadows roll and is quickly surrounded by Maevar's thugs. He shows them full extent of his wrath thereby putting some distance between him and his adversaries. Maevar tries to cast some spells but Valygar nails him with an arrow of biting making his efforts futile. Minsc and Gar gang up on the guild leader and he goes down. Jan confuses most of the remaining enemies with his song and they quickly fall to Minsc's sword and Valygar's arrows. Viconia gains a level while Gar recovers the Shadow Armor and some minor trinkets from Maevar's body. After freeing a prisoner named Kamuzu from his cell, the party heads back to Renal for their reward.
The shadow thief leader rewards the party with an enchanted short sword, ten thousand gold pieces and even offers Maevar's position as guildmaster to Gar. Thinking that the long-term benefits from managing such an establishment should be quite lucrative, Gar accepts, and heads back to inspect his guildhall. On the way the party meets a woman named Valen who claims that her mistress can offer a better deal for finding Imoen and Irenicus than the Shadow Thieves. Immediately afterwards, Gaelan's nephew Bruce approaches the group saying that his uncle has also lowered the price tag for his services. Gar ignores them both for now, thinking that the party needs to get some better gear first if they are to face Irenicus within his own domain. In his new guildhall Gar is informed about the current activities by a shadow thief named Jariel. He decides to leave the thieves operating at low risk jobs for now. Another shadow thief named Lathan informs Gar that a woman called Ama has arrived. She requests Gar's assistance in dealing with a city official who is supposedly making trouble for the guild. As Gar considers her words Kamuzu, the prisoner whom the party had freed from Maevar's dungeon, walks in and warns Gar that he may be walking into a trap. Gar takes the old man's words to heart and offers him his old job as the guild's alchemist in return.
The party leaves for Waukeen's Promenade to meet with Ama but not before preparing for battle with a bunch of defensive spells. Unfortunately, by the time the group arrives at the promenade it's already midnight so all of their buffs have expired. Viconia re-casts protection from evil while Gar stalls Ama with small talk. Her treachery is soon revealed and the party is surrounded by enemies. In a fit of rage, Gar grabs Ama's hand and uses his Bhaalspawn taint to afflict her with disease and poison. Valygar turns his bow on the enemy priest while Gar and Minsc focus their blows on Ama. Jan manages to confuse two more enemies with his song while Edwin runs for safety, not willing to invoke the wrath of the cowled wizards by casting his spells in public. Ama uses an invisibility potion and manages to backstab Minsc but the mighty berserker survives and runs his blade through her gut in return. Everyone focuses their attacks on the remaining enemies and even the town guard pitches in. Valygar picks off the last confused thief with his bow which ends the battle. As the group heads for the nearest inn, they encounter a vampire who charms two shadow thieves into attacking them. Fortunately, they are no match for the party and Gar recovers a couple of interesting scrolls from their remains while Edwin gains a level. As the party walks to the tavern, Jan uses a thievery potion and attempts to snatch a few scrolls from Galoomp the bookkeeper. He manages to steal the scrolls of Protection from Undead, Hold Monster, Emotion, Greater Malison and Feeblemind before getting caught. Fortunately, Jan's quick wit allows him to talk his way out of the mess. Not willing to take any more chances, Gar ends the charade and drags Jan to the Den of Seven Vales along with the rest of the party.
The next morning Gar wakes up from another nightmare starring Irenicus and Imoen. Still disoriented from the dream, he stumbles into the wrong room and starts a fight with Mencar the dwarf and his buddies. The rest of Gar party is quickly there to back him up. Viconia attempts to silence the sorcerer Amon and his familiar Pooky but fails and the party is hit by a confusion spell. An enraged Minsc shrugs it off, Jan is unaffected as the mind of a jester is chaotic enough already, Gar and Edwin make their saves but Valygar fails his and starts shooting his bow at Minsc. Edwin hastes the party sans Valygar and drops a fireball in the middle of the room. The rogue in Mencar's group and the sorcerer's imp die in the explosion while Minsc and Viconia overpower the wounded barbarian opponent. Angered by the death of his familiar, Amon retaliates with a Cone of Cold which severely damages Jan while Minsc barely holds his ground against the combined attacks of Mencar and Valygar by quaffing several extra healing potions. Edwin disrupts Amon's next spell with a timely barrage of magic missiles while Gar sneaks past Mencar and ends the sorcerer's life with a backstab. Mencar has spent all of his healing potions and takes heavy damage from Edwin's flame arrow. Minsc takes the opportunity to finish him off with a few powerful blows. Valygar finally snaps out of confusion and gains a level despite doing nothing useful during the entire battle. On the bodies of the fallen enemies Gar finds a Full Plate for Minsc and a Ring of Invisibility for himself. Jan takes a look at the barbarian's sword and warns Gar that it's cursed. The sorcerer's cloak however, turns out to be a real treasure. According to Jan, it's a Cloak of Non-Detection which allows its wearer to avoid those pesky divination spells that enemy mages love to cast. The party heads outside and sells off the extra loot at the Adventurer's Mart. Gar then spends 14,000 gold pieces buying a Girdle of Hill Giant Strength for Viconia which finally allows the fragile drow to wear heavy armor.
Minsc reminds Gar that they still haven't done anything about the problems in Umar Hills so the party heads back into the wilderness. At the city gates, Gar saves a merchant from a thug only to have Jan snatch a few spell scrolls off him afterwards. Stopping at the local tavern for a drink, Gar inspects a hidden passage and finds a Lich inside a secret room. Luckily, Gar is hidden in shadows and manages to slip away before the undead creature takes notice of him. He suspects that the warded chest behind the lich probably holds some valuable treasure but decides to leave it alone for now remembering that these creatures are very powerful spellcasters. Upstairs, the party encounters Jafir, the man who is allegedly responsible for Kalah's demise. At first, Jafir pretends to be a simple merchant but he soon drops the facade, reveals his true form and attacks. Minsc manages to land a good hit on the Rakshasa while Gar emerges from the shadows to deliver a powerful backstab. The creature is startled and escapes leaving the magic lamp in Gar's hands. Gar uses it to summon a genie who offers to grant him one wish. Remembering Kalah's fate and doubting that he possesses enough wisdom to get a better deal, Gar opts to free the genie earning some experience and a reputation increase.
Back in Umar Hills, the party encounters a mage who needs some mimic blood in order to finish building a golem. Conveniently, Gar stumbles upon a cave holding a suspicious looking chest which turns out to be a mimic. Minsc dispatches it and the party obtains a diamond and some of the creature's blood. Gar scouts the back of the cave and finds two Umber Hulks. Having read about these creatures during his time in Candlekeep, Gar remembers that their gaze can make a man insane. He intentionally fuels Minsc's fury with tales of these evil creatures and he goes after them. The terrible gaze of the creatures has no effect on the enraged warrior and they soon fall at his blade. Gar returns the mimic blood to the mage and the golem comes to life. However, the construct malfunctions and attacks its creator. Luckily for him, a few blows from Minsc's sword end the golem's existence and the berserker gains another level. The mage awards the party with an enchanted short sword that can cast Mirror Image. Outside, Minsc spots the cabin of Merella, the village ranger, and the party decides to investigate it. Gar finds Merella's journal which indicates that some sort of shadow creatures are behind the murders and levels up in the process. The party informs the mayor about this and suggests that Madluf the Ogre might be of assistance in defending the village. Minsc wants the group to go to the ruined temple but Gar thinks they've done enough for now and opts to check back on his guildhall.
#188
Posté 10 septembre 2010 - 12:02
Thailog wrote...
Shadow_Leech07 wrote...
The adventuring party in the underdark has a maze spell just for Rendole Horsecrack. This ends the game. Looking back there could have been things I could have done, but then again could've and would've isn't necessarily the same. I will roll up a new party and hopefully have a better idea now of what to do.
Bummer.
I knew that imprisoning the main char causes a game over but I wasn't aware that maze can do that to. Or was it because he was the only one left? Anyway, good luck for your next run.
Yeah he was the only one left. I'm not sure if barbarian rage protects against it but so many bad things happened in the underdark. Party members died one by one. The cleric dying was the big 'uh-oh', but of course not having pruchased the rod of resurrection was yet another mistake I made which harkens back alot earlier. Anyways, bygones be bygones I suppose.
#189
Posté 11 septembre 2010 - 08:52
Gar - Assassin(12)
Minsc - Berserker(10)
Viconia - Fighter(9)/Nightcloak of Shar(9)
Jan - Jester(11)
Valygar - Archer(10)
Edwin - Conjurer(10)
Back at the docks, Gar visits his guildhall and finds out that one of his thieves is stealing from him. In order to smoke out the traitor, he cuts the paychecks of all of his thieves, hoping that this will cause enough unrest among them to reveal the one who is responsible. Viconia and Jan are fatigued from the long trip so the party heads to the Copper Corronet for some R&R. Inside the tavern a pompous buffoon named Anomen chats up an already annoyed Viconia. Their debate on morality escalates and the self-righteous bastard threatens to attack her the next time they meet. Gar smirks and hopes for the poor sod that it won't be to soon. After a good night's rest, Gar inquires about the other services which the inn offers and its proprietor gives him a pass to the back rooms. Minsc takes a couple of wrong turns and discovers that men and even children are held in cages like animals. The good hearted berserker will have none of it and asks Gar to free these people. Seeing the righteous fury burning bright in the warrior's eyes, Gar notes that it would be foolish to dissuade him and agrees to help. After the cell guards are dispatched, the party deals with a beastmaster and his animal companions. Gar acquires a key for the cages which Minsc uses to free the children and the other slaves. Their leader Hendak promptly takes his revenge on the inn's proprietor and claims the establishment for himself. He offers the party a discount on all of his wares and promises them even more money if they eradicate the rest of the slavers who have a base of operations somewhere nearby.
The party enters the sewers below the tavern in search of the slavers' camp. Down there, they encounter and dispatch hobgoblins, kobolds, slimes and even some myconids. Upon securing the area Gar encounters an odd beggar named Quallo who hints that a magical sword is hidden somewhere within the sewers. Fortunately, the party found several strange items while clearing the area and Gar soon learns their proper use. Once the riddle is solved a sentient sword going by the name of Lilarcor appears before the party. Minsc greatly prefers wielding this blade over Sarevok's sword and Gar lets the berserker play with his new toy to the amusement of Edwin who gains a level. The party soon discovers a staircase leading to the slaver's camp and everyone prepares for battle. Upstairs, the party faces off against the leader of the slavers and his lieutenants. The fight goes smoothly as Jan manages to confuse most of the enemies with his song making them easy targets for Valygar. Minsc slays the slavers' leader and picks up a key from his corpse which he uses to frees some children who were thrown into the troll pens, probably for food. The party defeats the trolls with the help of some fire arrows that Valygar had found and dispatches a pair of Yuan-Ti who were in the way. The exit from the compound is guarded by two slaver wizards and a dozen of their underlings. Gar sneaks behind the head wizard and stabs him in the back with a poisoned blade which disrupts his spellcasting for a while. Minsc and Valygar take care of the wizards' underlings while Edwin and Jan bombard the other mage with magic missiles until he falls. The party returns to Hendak who praises their actions making them popular in the eyes of the townsfolk and raising their reputation to 14. Gar cunningly notices that the merchant prices have gone down another notch and deduces that it would be a lot easier to purchase powerful magical items if he could somehow manage to raise the party's reputation even further. Edwin and Viconia voice their displeasure about this, but Gar's decision is final. After getting some rest, the party heads to the Temple District in search of some charity work.
Gar recalls that the High Watcher of Helm requested assistance some time ago so the party visits that temple first. The party agrees to investigate a cult and find some illithium for an eccentric artist. On the way, the group stops by the paladins' quarters and learns that some of their members have gone rogue. Gar accepts to look into this as well but decides to check the sewers for any signs of the cultists first. Down there, the party encounters goblins, kobolds, gibberlings, a sea troll and a rakasha all of which are dealt with relative ease. However, while exploring the upper part of the sewers, Gar runs into a band of thugs who demand payment for simply letting GAr and his party walk past them. Refusing their blackmail attempt, the party has a tough fight on their hands. The enemy group has a cleric and a mage at their side who manage to get off a bunch of defensive spells before Gar and his party can react. Viconia tries to counter this with a silence spell which affects the enemy cleric but misses the mage as he had already surrounded himself with a Minor Globe of Invulnerability. Edwin gets a web up in hopes of providing for some crowd control while an enraged Minsc takes on three of the enemy warriors all by himself. Gar slips back to the shadows and leaves the fighting to the other members of his party for now. Unfortunately, things are not going well as Minsc gets webbed and the enemy archer manages to tear down Edwin's stoneskin. The axe throwing dwarf takes notice of this and the fragile conjurer dies before he can get his protection spells back up. Gar steps out of the shadows to backstab the enemy cleric just as the opposing mage shows Minsc the Finger of Death. The mighty berserker falls leaving the party in dire straits with two people down. Not willing to give up, Gar invokes his Divine Wrath which disrupts the mage's next spell giving Valygar enough time to deal with the opponent that has been blocking his aim. The archer then switches over to acid arrows and manages to score a few hits on the enemy mage, the acid biting its way through his stoneskin. Viconia and the axe throwing dwarf get entangled into the web that Edwin had cast earlier. Fortunately, Gar seems to be protected from the web's effects by the sword of Arbane that he is wielding and manages to dispose of the enemy cleric with a powerful backstab. His spells constantly getting disrupted by Valygar's acid arrows, the enemy mage finally goes down and Jan finishes off the remaining opponent with a flame arrow. After picking up the bodies of their fallen comrades and looting the enemies' corpses, the party heads back to the Copper Coronet where Viconia rests and raises Minsc and Edwin from the dead.
Gar decides that he's seen enough of the sewers for now and goes to visit the Government District in search of Sarles, the artist. Having sold some of their enemies' gear, the party now has some money on their hands and Gar decides to purchase a spellcasting license from the cowled wizards. Sarles is found soon after but he demands 50 pounds of illithium for his work. Gar discovers an ore merchant in Waukeen's Promenade, however, she claims to be fresh out of illithium. After a considerable bribe, she reveals that a duergar dwarf might still have some available. She also suggests that the may be able to manufacture a fake alloy for a modest price. The party finds the duergar at the Copper Coronet and he directs them to a derelict house near the city bridge. As the party enters the bridge district, they are warned that a murderer who flays his victims alive is on the loose. While exploring the area, Gar comes across the fallen paladins that Sir Ryan wanted him to look for and helps them dispose of some smugglers. Their second in command, Reynald, thanks the party and asks for them to bring him a sacred cup from the paladin stronghold in order to prove their trustworthiness to his superior, Anarg. Gar tracks back to the temple district and gets the trinket from the paldin who gave them the quest in the first place primising that he will give it back once the work is done. The party returns the to the fallen paladins and Anarg makes an apperance. He doesn't trust Gar and a fight occurs. Reynald decides to stay out of it which turns out to be a wise decision as the party mops the floor with Anarg and co. Reynald wants to find a better path in his life and Gar suggests that he could put in a good word for him with the city guard. The party then decides to look into the murderer business. Questioning a beggar and courtesan reveals that the local tanner might be responsible for the murders. Gar confronts the tanner in his home where he admits the blame and retreats to the cellar. Viconia notices that that the basement is heavily trapped and the rest of the party sits tight while Gar takes care of the traps. Downstairs, the party encounters a mage who taunts them and teleports away leaving them to deal with some ghasts and two Rune Assassins. Edwin and Jan hit the first assassin with a magic missile barrage while Viconia takes on the ghasts. Minsc and Valygar quickly deal with the second assassin and secure the area. Gar returns to the guard who was leading the investigation and informs him of the party's findings getting another reputation boost in the process.
In search of the derelict house that the duergar described, the party passes through an inn where some Mercenaries of Riatvin have taken residence. Gar stays clear of them for now but Jan takes the opportunity to snatch a returning throwing dagger from their leader's pocket. The party finds Neb, the illithium thief in a nearby house and a battle commences. The cowardly dwarf summons a bunch of child spirits to his aid and quaffs an invisibility potion. Fortunately, Jan is able to spot the bastard using his spectroscopic glasses and an enraged Minsc deals with him. Back at the government district, the party claims the bounty on Neb's head and gets Reynald a job with the city guard. Gar decides to keep the real illithium for himself and offers Sarles the fake alloy instead. Unfortunately, the artist sees through the ruse and refuses to go along with it. The party returns to the temple district, hands the cup back to Sir Ryan and informs the priest of Helm about their failure to secure the artist's assistance. Luckily, the High Watcher takes a liking to the lump of fake ore and decides to keep that instead of a statue and the party receives the Helm of Glory for their trouble. They head back to the bridge district to tell Reynald about his new job. The warrior is pleased and the party's reputation increases once again. Viconia and Jan are exhausted from all that running around so Gar has the party stop by the Five Flaggons inn. After resting, the party goes to catch a play at the inn's basement. The acting of the main character is remarkably terrible and it turns out that he is merely a substitute for the original lead actor who was captured by a wizard who resides somewhere in the sewers. The acting troupe is willing to pay good money for anyone who can help them find their missing companion, but the party has had enough of the sewers for now and decide to checks up on Gar's thief guild instead. At the docks, Gar drops by the shadow thief fence and spends a substantial portion of the party's money on a magical buckler that can turn its wielder invisible, a hood which protects against gaze attacks and a belt which improves thieving skills. The party then proceeds to Gar's guild and is informed that one of his thieves got caught and that the others have returned with only meager profits. Furthermore, Renal has sent a shadow thief named Joster to collect his share of the profits. Disappointed with this turn of events, Gar brushes Joster off saying that he can't spare any money at the moment but the rogue warns him that he'll be back for his due in five days. Being low on cache once more, Gar recalls that a merchant had promised a large reward to anyone willing to protect the town of Trademeet so the party heads out into the wilderness again.
Modifié par Thailog, 11 septembre 2010 - 08:54 .
#190
Posté 11 septembre 2010 - 04:37
Gar - Assassin(12)
Minsc - Berserker(10)
Viconia - Fighter(9)/Nightcloak of Shar(9)
Jan - Jester(12)
Valygar - Archer(10)
Edwin - Conjurer(11)
Just as Gar and his party prepare to depart for Trademeet, they come across a band of thugs. The brigands are easily dispatched and gar notices is asked to help an injured man who they've apparently poisoned. Although the party has more than enough antidotes and anti-poison spells at their disposal, the man insists that they cannot cure him and asks them to bring him to his friends at the docks. Minsc takes pity on the poor soul and Gar complies. At the docks, the poisoned man is surrendered into the custody of a certain Rylock and the party prepares to depart. On the way, Gar runs into an old acquaintance from Baldur's Gate, Xzar the necromancer, who informs the party that the poisoned man and his allies belong to the Harper organization. Apparently, they've captured his halfling sidekick and he wants Gar to investigate the matter in return for a fortune in gold. The party tries talking their way past Rylock but he demands that they do him a favor before being let inside. Apparently, a mage named Prebek is performing some vile experiments and creating monsters in town and Rylock wants the party to get rid of him. Gar finds the mage in his house and deals with him and his creations without much effort. Rylock is now satisfied and allows the party to enter the Harper headquarters. Since Gar can't get a straight answer from any of the Harpers, the party decides to explore the building on their own. On the top floor, they are assaulted by Spectral Harpists whose mere presence causes everyone in the party, save for Jan, to panic. Fortunately, the spectres move fairly slowly and are unable to do much damage before Viconia regains her senses and casts Remove Fear on the others after which Minsc and Valygar dispatch the creatures. The party finds a strange bird in a nearby aviary and brings it to Xzar who believes the creature to be the polymorphed version of his companion Montaron. The necromancer attempts to dispel the transformation but instead of Montaron a woman named Lucette appears and kills him. She is a Harper and the whole thing seems to have been set up from the start. Gar gains a level and decides that he has had enough dealings with this group, so the party heads back to Trademeet.
On their way out, Gar and his group are ambushed yet *again* this time by a bunch of Orogs. A frustrated Gar lets his Divine Wrath loose and discovers that it now also knocks down enemies who fail their saves in addition to damaging and repelling them. Jan confuses the remaining opponents with his song making it easy for Minsc and Valygar to slaughter them. At long last, Gar and his party arrive at the town of Trademeet, just in time to witness the city guards being assaulted by wild animals. They get a cold reception from the locals and are warned not to meddle in their affairs. Gar disregards the warning and soon learns that the problems in the town are twofold. In addition to the constant wild animal attacks several genies have taken over the trade channels of the town. No wonder the locals are so jumpy. The High Merchant asks the party to look into the druid matter and his assistant wants them to take care of the genies. Gar questions an imprisoned druid named Cernd and learns that the attacks are coming from a nearby druid grove. The party talks to the leader of the genies who explains that they are here because they are looking for a certain Rakshasa. The party decides to take a break at the local inn and witnesses a strange man disappear in a flash of lightning. Gar pays no heed to the matter and the party departs for the druid grove after getting some rest.
In the druid grove, the party is attacked by spiders, ettercaps and trolls of all shapes and sizes. Valygar eventually runs out of fire arrows so Jan and Edwin pitch in with acid spells as fire and acid are the only two ways to kill a troll. After clearing the mound, Gar finds a pair of Bracers of Archery which Valygar promptly equips. On the way up, the party encounters some people fighting trolls who turn on Gar's group after the monsters are slain despite the fact that the party just helped them. So much for gratitude. Edwin and Jan aim their patented magic missile barrage to disrupt the mage's spells while Minsc and Valygar take care of the druid and the fighter. Further ahead, the party encounters a bunch of Shadow Druids. They try to attack the party but Edwin knocks them out with an Emotion spell before they can cast any dangerous spells. The party dispatches a few more trolls and Gar finds a powerful scimitar in ruined tower. He soon gets the chance to test his new weapon as the party encounters several Rakshasa in the large building to the north. The creatures flood the room with a Cloudkill spell but Gar instructs the party to outmaneuver it. In hand to hand combat, neither of the Rakshasa is no match for Minsc and they all fall to his blade. Gar recovers an amulet which protects the wearer against poison from their bodies and takes the head of their leader as proof of their defeat. After a brief encounter with some Myconids, the party defeats the shadow druids at the grove's entrance and go inside. It turns out that the grove is led by Faldorn, a shadow druid whom Gar encountered briefly during his travels near Baldur's Gate. She claims that only another druid can defeat her so Gar gets Cernd to do that. The party simply observes as the shapeshifter rips Faldorn apart in the arena. With the natural order restored, Gar and his group go back to Trademeet.
Back in town, the party hands over the head of the Rakshasa to the genies who then depart which nets him a suitable reward from the guild mistress. For dealing with the druids, Gar and his party are honored as the heroes of Trademeet by the High Merchant which prompts Minsc, Viconia, Jan and Valygar to level up. After the ceremony representatives of two noble families want to hire the party's services for their own ends. The party is also approached by a woman named Jenia who begs them to help her son. Minsc takes the woman's pleas to heart and convinces Gar to see it through. At Jenia's house, her son explains that a man named Rijek has taken his girlfriend captive. Gar immediately connects the name to the tanner who was responsible for the bridge district murders and goes to investigate. At the outskirts of the town, the party encounters a man who claims to be hunting a Skin Dancer. He leads the party to Rijek's body and asks them to kill him. Upon closer inspection, Gar notices something odd about the person lying on the ground. His suspicions are confirmed and it seems that the treacherous Rijek has turned the missing girl into a Skin Dancer as well. He and his companion are quickly dealt with and the girl is then restored to her proper self by a spell from Viconia. Jenia and her husband are glad to hear of this which bumps the party's reputation up to 20. Gar does some shopping at the smithy while Jan uses his pickpocketing skill to relieve the local merchants of their best wares. Thanks to Jan, the party is now in possession of Blackblood, Tansheron's bow, the Belt of Inertial Barrier and the Cloak of Displacement. Gar thanks Jan for saving him a bunch of coins and the "heroes" go to the Alibakar estate to hear out the nobleman's request. It turns out that he merely wants the party to enter the local crypt and bring him a lost family relic. As Gar approaches the crypt the High Merchant appears and warns him that giving the mantle to either of the noble families might cause trouble. Gar ignores his warning and retrieves the item after dealing with a few skeletons. He brings the mantle back to Lord Alibakar but the other noble family arrives and everyone turns on Gar and his party. The situation deteriorates into a slaughter with Gar and his party emerging as the victors, primarily thanks to Jan's confusing singing and an emotion spell from Edwin. Jan tries on a suit of elven chain which Gar took from the body of the late Lord Alibakar but ultimately feels more comfortable in his own garments. On the way back to Athkatla, a messenger informs Gar that he has lost his thief guild because he didn't pay Renal his share in time. Upon hearing the news, the party departs for the docks to assess the situation.
Back in town, the party is approached by a cousin of Jan who informs them that Jan's old flame Lisa is in trouble and that she is waiting for him at home. Gar promises to help the gnome right after dealing with the guild business. Back at the guild Gar is informed that he is no longer in charge but that Renal might allow him to buy back the premises. Renal confirms this and asks for a paltry sum of 4000 gold in order to reinstate Gar as guildmaster. Realizing that this guild is more trouble than it's worth, Gar declines and decides to spend his money in a different way. After descending the stairs, Gar stops by the shadow thief fence and purchases a Red Ioun Stone for Edwin, a Cat's Claw Ninja-To for himself and the Lyre of Progression for Jan. As promised, the party then departs for Jan's home in the slums. Inside, Jan finds out that the daughter of his former lover has gotten very ill. Jan's uncle, a mad prophet of sorts, claims that only the "Hidden" can heal the girl's mind. He also mentions that the Jysstevs might know how to find this person. Upon hearing this, the party heads to the government district while Jan stays to watch over the girl and her mother. After some convincing, Lady Jysstev arranges for the Hidden to meet the party in the sewers under the Copper Coronet. Gar soon finds tracks the man down and he seems willing to help if the party does him a small favor. Apparently, he is being stalked by some evil creatures and wants Gar to dispose of them. To do that, the party travels to the Sea's Bounty tavern where Gar convinces the innkeeper that he is a "Seeker" in order to meet with these creatures. The party is then directed to the Five Flagons inn. Upon entering the bridge district Gar meets a strange man named Wilbur who insists on selling the party his Scimitar. The weapon seems fairly powerful so Gar accepts. In the Five Flagons, the party encounters two Githyanki who realize their true intentions due to their psionic powers. In the ensuing battle, Edwin uses magic missiles to disrupt the Githyanki 's spells while Minsc and Valygar take care of everything else. Back below the Copper Coronet, the Hidden is satisfied and claims to have healed the girl. Upon Gar's inquiries he shows his true form before disappearing and Viconia recognizes him as one of the Illithid. The party returns to Jan's home and finds that the girl is indeed cured. However, her mother Lissa ultimately chooses to go back to her abusive husband. Gar promises Jan to support him if he ever decides to make a move against this man and Jan once again rejoins the party. Everyone heads for the Copper Corronet to get some well-deserved rest.
#191
Posté 12 septembre 2010 - 01:00
Gar - Assassin(13)
Minsc - Berserker(11)
Viconia - Fighter(9)/Nightcloak of Shar(10)
Jan - Jester(13)
Valygar - Archer(11)
Edwin - Conjurer(11)
Low on funds again, Gar recalls having promised Nalia to look into her keep infestation problem. Since she is nobility, Gar reckons with a suitable reward, so the party heads there next. On their way to the keep Gar and co. are ambushed twice in a row, first by bandits and then by wolves and wolfwares. Fortunately, neither group is a match for the party and they arrive at the de'Arnise hold fairly unharmed. Nalia is at the palisade and explains that the keep has been besieged by trolls. Having recently faced these creatures in the druid grove, Gar is confident in the party's ability to handle them. The ground floor of the keep is cleared of the troll infestation without too much trouble. Gar discovers a hidden passage which leads to a magical smithy where he forges an incomplete flail. Out in the courtyard, Minsc slays an Otyugh while Gar lowers the drawbridge letting in the keep's guards. The party climbs to the second floor and dispatches a few more trolls along with a Yuan-Ti mage. Minsc defeats a traitorous guard named Glacias and the party finds another flail head on his corpse. In the central chamber the group finds and rescues Nalia's snobbish aunt who insults Gar on his looks and manners. In response, Gar decides to pick the keep clean of its valuables in order to improve his social standing. In a small chapel the party discovers a line of golems who are suspiciously dormant at the moment. As Gar grabs a magical warhammer from the niche, two of the golems come to life and attack. Viconia's Stonesmasher club lives up to its name and she shatters a stone golem in a rather spectacular fashion. Not waiting for any more surprises, Gar instructs the party to engage the golems manually, going from the weakest to the strongest. The Iron Golem's size proves to be its downfall as it is unable to pass through the small doorway and reach Valygar who single-handidly takes out the construct using Tansheron's phantom arrows. Having obtained all three heads, the party re-forges the Flail of Ages granting Viconia a new weapon and a level up.
After the group descends to the cellars and deals with a few more trolls, Gar discovers that a pack of Umber Hulks has taken up residence in the central chamber. He double backs and instructs Edwin to fill the room with a Cloudkill spell before he slams the the door shut. The creatures instantly suffocate in the poison gas. The troll leader, Torgal and his giant troll friends are next. They put up a good fight and manage to badly injure Gar, largely due to his own carelessness, but they soon fall to Minsc's sword and Viconia's flail. The keep is finally cleared of the infestation and the party returns to Nalia for their reward which amounts to a meager 650 gold pieces making Gar glad that he chose to ransack the place. Edwin gains a level and can now cast level 6 spells which opens up some new possibilities. As the party rests, Gar decides to search for Haer'Dalis, the missing actor, recalling that a mage holds him hostage somewhere in the Temple district. During their search, the group stumbles into the home of Scion the wizard. He taunts the party by offering a "lesson". Hmm, perhaps he's the one holding Haer'Dalis hostage? Gar decides to proceed carefully and scouts the area under stealth. As he approaches the stairway a magical ward activates spawning a pack of monsters, including an Efreet, a Nishruu and a Glabrezu demon. Gar uses an Oil of Speed to quickly get out of the way while Edwin fills the area with Death Fog. The Efreet manages to hit Gar with a fireball before succumbing to the fog along with the Nishruu and the Ogre. The Glabrezu evades the fog by teleporting next to Minsc. The demon then casts mirror image on itself and tries to remove the party's buffs with Dispel Magic. The attempt fails, so the fiend follows up with a confusion spell which unfortunately fares much better. Gar, Edwin and Valygar all fail their saves against the confusion and start running around, occasionally attacking each other. Minsc and Viconia keep the pressure on the demon and manage to wound it severely after Jan depletes the fiend's mirror images with magic missiles. At a disadvantage, the Glabrezu escapes into the ethereal plane but Jan manages to track it down using his spectroscope glasses. Unfortunately, he is unable to do much more as the demon continues to hang around the ethereal plane remaining safe from the party's attacks and spells. The Glabrezu's disappearance gives the rest of the party enough time to snap out of the confusion and regroup. When the demon finally reappears, Valygar finishes it off with a few shots from Tansheron's Bow.
After this reception the party prepares with everything they've got before climbing the stairs to the top floor. Viconia buffs herself with Righteous Magic, True Seeing and Free Action. She then casts Death Ward on Gar, Free Action on Minsc and blesses the party. Jan and Edwin cast their mirror images and haste the group. Gar decides that it's time to see the full extent of this "lesson" and climbs the stairs. On the top floor, he immediately spots two traps and orders the party to hold their positions until he disarms them. Unfortunately, the enemies are also nearby and they don't want to wait. Jan tosses a Web in their midst, Edwin aims a Cloudkill at the center of the room and Viconia drops a Silence spell at Stalman the cleric. Gar disarms the traps one by one giving Minsc and Valygar some room to maneuver. Jan tosses a Glitterdust spell at Ketta while Edwin lobs a Fireball in Scion's direction. The mage survives, but his cleric companion dies in the explosion. Meanwhile, Gar draws upon his Divine Might and attacks Olaf together with Minsc while Valygar focuses his fire on Scion. Edwin aims a Hold Monster spell at the two orogs and succeeds at paralyzing them so Minsc and Gar switch their attention to Koshi. He falls to their combined attacks just as Valygar deals the killing blow to Scion. The two helpless orogs die just before a badly wounded Ketta emerges from invisibility. Gar finishes her off with a single blow and the battle is won. As the cloudkill clears, the party searches the opponents' bodies and recovers a truckload of magical items. Gar is particularly fascinated by Koshi's katana and swears that he will one day learn to handle this weapon. There are no signs of the missing actor on this floor but the party does find a few more magical trinkets. Everyone fills their pockets and the group leaves for Waukeen's Promenade to sell off the surplus loot. With more than enough money on their hands, the party purchases several powerful spell scrolls from Ribald and Lady Yuth, most notably Limited Wish, Sunfire, Melf's Minute Meteors, Symbol Stun, Protection from Undead and Protection from Magic. Meanwhile, Edwin pays a visit to Diedre and blows half of the party's cash on the Robe of Vecna, reassuring Gar that it will be worth it. To celebrate the end of a successful day, Gar treats his partymembers to the best drinks at the royal rooms of the Mithrest Inn.
On the next morning, the group heads back to the temple district, still in pursuit of the missing actor. They descend to the sewers and find a hidden passage which leads to a room infested with mephits. The creatures are dispatched with ease and Gar gains a level just before meeting Mekrath the mage. He admits to holding Haer'Dalis prisoner and wants the party to bring him a mirror that one of his imps has stolen in exchange for the actor's freedom. The group easily deals with the imp and Mekrath gets his trinket back. He teleports away on some business and Gar takes the opportunity to grab a Rod of Ressurection and a Wand of Cloudkill from his table. Haer'Dalis is now free of Mekrath's influence but he asks the party to bring him one of the mage's gems and departs for the Five Flagons. Gar scouts the area and finds two salamanders and a Yuan-Ti mage hanging in the back room. After dealing with the creatures Gar recovers the gem and Jan finds a nice harp to play with. The party returns to the Five Flagons and hands Haer'Dalis the jewel. Apparently, it's a conduit for a spell that will take the troupe to another plane. For a price, Gar accepts to defend the actors from any creatures that might step through the portal uninvited. Things go smoothly at first, but then a band of planar bounty hunters emerges from the portal and captures Haer'Dalis and his troupe. Their leader warns the party not to interfere, however, Gar is confident that his group can handle the bounty hunters thanks to their new equipment and they step through the portal after buffing with a bunch of defensive spells.
As expected, Gar and company find themselves on another plane where they are quickly surrounded by bounty hunters. The battle is short but intense. Valygar targets one Yuan-Ti mage with fire arrows while Edwin and Jan dispose of the other one with a bunch of magic missiles. The party deals with the remaining bounty hunters with relative ease. They recover a few magical items from their corpses, including a pair of Boots of Speeld which Gar immediately equips. A gnomish inmate thanks the party for their help and informs them that the Master of Thralls controls the minds of the other prisoners through magical collars. He rules this place alongside the Warden which makes escaping impossible until they are both defeated. The group dispatches some more thralls and makes contact with the nasty floor traps which the gnome warned them about. They defeat a couple of Githyanki and dispatch a Yuan-Ti mage accompanied by some salamanders. Up ahead, the party runs into a wyvern and two thrall mages whose chain lightning severely injures Gar. The elemental damage from Viconia's Flail of Ages disrupts the mage's spells long enough for the party to gulp down some healing potions and regroup. After the mages and the wyvern are dealt with, Gar decides to be more careful and scouts out the area while staying in the shadows. He finds the Master of Thralls who appears to be some sort of demon. Luckily, the creature doesn't see him so Gar heads back and sends Viconia and an enraged Minsc after it. The demon summons two air elementals before teleporting over to Viconia. It proceeds to claw on her draining several of the drow's energy levels in the process. Viconia retreats to heal up and leaves the fiend to Minsc whose berserk state makes him immune to level drain. He manages to injure the demon badly but the creature jumps to the ethereal plane and regenerates. When it returns, the entire party decides to join the fight. Jan and Edwin start bombarding the fiend with magic missiles but it shrugs off most of them thanks to its magic resistance. The demon manages to get off a couple of Vampiric Touch spells on Minsc before finally succumbing to his blade. Gar takes the orb of mastery from the fiend's corpse and destroys it in a nearby brazier. This sets all the thralls free who promptly attack the Warden. The party joins the battle just in time for Valygar to finish the Warden off with several well aimed shots from his bow. On the Warden's corpse, the party finds a magical sword, a halberd shaft and the planar prison key. Haer'Dalis and his group are freed and the party is returned to the Five Flagons which grants Minsc and Jan a level up. A short trip to the nearby temple of Helm restores Viconia's drained levels and the party heads back to the inn for some R&R.
#192
Posté 12 septembre 2010 - 06:07
vamps
With the planar prison done, it was time to move the plot along and follow up on the last of the shadow thieves' mission.
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr629.jpg
Plan was to go in invisible and get the mace of disruption, then have Viccy dust all the undead with it.
It worked once or twice, but wasn't super successful:
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr630.jpg
Tanova was the hardest fight
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr632.jpg
even though they got her confused. Was the mountain bear that did took her down.
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr633.jpg
Bodhi was actually disappointing.
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr635.jpg
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr636.jpg
The dragon himself.
After getting harassed on the forum,
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr637.jpg
Viccy had picked up a new helm which allowed her to cast simulacrum. The nicest thing about that spell is that it allows the caster to duplicate all of the equipped items, so the group had lots of extra summoned creatures.
In addition, they'd picked up Keldorn, thinking they could use the extra fire power.
Keldorn fell.
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr639.jpg
But the team had 3 rods of resurrection -- 2 plus one form the simulacrum. So, he came back quickly. In fact, it was one of the two efreeti's from one of the lamps (one duplicate from the simulacrum) that brought down the dragon.
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr640.jpg
Brynnlaw
After some shopping (6,000 gold for the holy sword!!) and dropping Keldorn, Viertes' group headed to Brynnlaw.
Del's greeting on the doc was pretty simple.
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr643.jpg
Was expecting a tough time with Galvena. but it was pretty lame.
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr645.jpg
All in all, no big deal. Took out Perth the Adept without injury. (Jaheira's insects can be nasty).
Then it was off to the Asylum. I'll pick up there next time.
--B.Where
Modifié par biowherewolf, 12 septembre 2010 - 06:10 .
#193
Posté 13 septembre 2010 - 08:55
Gar - Assassin(14)
Minsc - Berserker(12)
Viconia - Fighter(10)/Nightcloak of Shar(10)
Jan - Jester(14)
Valygar - Archer(11)
Edwin - Conjurer(12)
Gar is now fairly satisfied with the abilities and the equipment of his group so he decides that it's time to finally deliver on his promise to Valygar. The party returns to the slums and enters the Planar Sphere once again. They promptly stumble across the clay golem that had caused them so much grief before, but this time, Viconia easily dispatches it with just a few hits from the Flail of Ages. A search of the chamber that the construct was guarding reveals some golem parts and a key for operating the sphere. Valygar uses it and the sphere travels to another plane of existence. The party discovers several Knights of Solamnia who warn Gar to be watchful of cannibalistic children. After dispatching some Sahuagin in the chamber above the knights, the party encounters a couple of feral halflings, probably the "children" that the knights were referring to. The first two groups of the halfling warriors fall easily but the third one has a couple of spellcasters who present a significantly greater threat. One of them manages to maze Viconia while the other one damages Gar severely with some sort of ballistic attack. The first mage puts up protection from magical weapons but Edwin manages to breach his defenses. Gar coats his swords in poison and hits the other mage effectively disabling his spellcasting. The first mage drops to Minsc's and Valygar's attacks while Jan finishes off the second one with a magic missile. After dispatching some spiders, the party discovers a golem construction machine and more golem parts. In the room above, two more halfling mages are skulking around. Gar attempts to backstab one of them but his weapon critically misses. The mages quickly put up their defenses and hit Gar with a Chaos spell. Jan strips one mage of his stoneskin with a Remove Magic and Viconia beats him into a pulp. Minsc and Valygar are having a harder time with the other especially since the confused Gar keeps attacking them. The mage tries a few more spells but they fail thanks to Valygar's acid arrows and Viconia's Flail of Ages. The mage finally falls and Gar finds out how close he was to triggering a nasty trap after he snaps out of confusion. The party uses some coal on the furnaces in this room and gets attacked by Fire Elementals. After the creatures are destroyed, Gar scouts ahead and notices that the next room is guarded by a single stone golem. Viconia deals with it and the group acquires another golem part. Edwin puts all golem parts in the machine and creates a Guardian Golem who senses an intruder and runs out of the room. The party follows the construct and helps it do deal with an Elder Orb, which grants Valygar a level.
In the next room, Valygar comes face to face with his ancestor Lavok. Valygar, Minsc and Viconia engage the wizard but he retaliates with a Horrid Wilting, damaging Minsc heavily. Meanwhile, Edwin who has wisely stayed behind with Gar and Jan, conjures up a Nishruu which serves as the perfect target for Lavok to waste his spells. Everyone retreats except Valygar who complements the Nishruu's attacks with his bow. Finally, Lavok yields and begs for another chance to see his home plane. Valygar doesn't believe him, but the old mage claims that he was merely containing the essence of an evil force all this time. Gar agrees to search for a means to exit the sphere and the group is off to acquire a demon's heart. The party exits the sphere and enters an abyssal plane. Since they are going up against demons, Gar instructs Viconia, Jan and Edwin to buff the party with everything they've got before proceeding. At first, the group only encounters a few salamanders along with some Imps and Quasits who seem to be fighting each other. However, further ahead they meet a demon who goes by the name of Lea'liyl and its Maurezhi minions. One of the Maurezhi paralyzes Valygar with a Hold Person spell while an enraged Minsc holds his ground against the other two. Gar and Viconia pitch in and dispatch the minions while Minsc cuts Lea'liyl down to size. Badly wounded, the fiend escapes into the ethereal plane to regenerate which gives Viconia enough time to cast Remove Paralysis on Valygar. When the demon reappears, the party hits it with everything they've got, including a double magic missile barrage, and it falls before being able to do any significant damage. Hoping that a single heart is enough, the party heads back to the sphere and descend the stairs to its lower levels after Gar solves a runic riddle. Inside, they encounter Tolgerias along with his apprentice. Both mages instantly put up a large number of magical defenses so the party splits their attacks. Gar and Valygar focus on Tolgeras while Minsc and Viconia take on his apprentice. Edwin aims a Remove Magic at Tolgerias in hopes of dispelling his stoneskin but it fails. The mage retaliates with a Horrid Wilting which unfortunately kills Gar who was lurking in the shadows and waiting for an opening to deliver a backstab. The End.
Well, I guess that's that. I might be back for another No Reload attempt after I finish my current playthrough. It's been great fun guys, see you around!
#194
Posté 13 septembre 2010 - 09:14
Sorry for your loss. Tolgerias has always been quite nasty.Thailog wrote...
Both mages instantly put up a large number of magical defenses so the party splits their attacks. Gar and Valygar focus on Tolgeras while Minsc and Viconia take on his apprentice. Edwin aims a Remove Magic at Tolgerias in hopes of dispelling his stoneskin but it fails. The mage retaliates with a Horrid Wilting which unfortunately kills Gar who was lurking in the shadows and waiting for an opening to deliver a backstab. The End.
Well, I guess that's that. I might be back for another No Reload attempt after I finish my current playthrough. It's been great fun guys, see you around!
#195
Posté 13 septembre 2010 - 10:06
Shadow_Leech07 wrote...
Sorry for your loss. Tolgerias has always been quite nasty.
Thanks. It was pretty much my own fault though. As a rule, I used to send Gar off somewhere safe whenever I encountered a tough battle, but I got a little overconfident in his ability to backstab mages before they can fire off their spells.
Anyways, I'm thinking of opening a Minimal Reloads Challenge thread as per the instructions in the first post here, since writing down my main char's journey is half of the fun for me.
Modifié par Thailog, 13 septembre 2010 - 10:08 .
#196
Posté 13 septembre 2010 - 10:39
Go for it. I think in a way, discussing our adventures is a way of playing alongside others, since BG2 has never really been much of a multiplayer friendly game.Thailog wrote...
Shadow_Leech07 wrote...
Sorry for your loss. Tolgerias has always been quite nasty.
Thanks. It was pretty much my own fault though. As a rule, I used to send Gar off somewhere safe whenever I encountered a tough battle, but I got a little overconfident in his ability to backstab mages before they can fire off their spells.
Anyways, I'm thinking of opening a Minimal Reloads Challenge thread as per the instructions in the first post here, since writing down my main char's journey is half of the fun for me.
#197
Posté 13 septembre 2010 - 12:41
I imported Varius from BG1 which he sucessfully soloed without reloading. But i tried him in BG2 before so it's a staged trilogy run now.
Varius
Human Conjurer 160k starting xp
Chaotic Good
Stats: 10 19 16 19 18 14
*Dart *Staff later: *Dagger
Always core difficulty
Essentially: Fixpack+Item Revisions+Spell Revisions+SCSII AI scripts+Few tweaks
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01 ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2 (Hotfix 20100602) ~ITEM_REV/ITEM_REV.TP2~ #0 #2 // Spellcasting in Armor -> Allow Spellcasting in Armor with a Chance of Arcane Casting Failure: v2 (Hotfix 20100602) ~ITEM_REV/ITEM_REV.TP2~ #0 #6 // Heavy Armor Encumbrance -> Movement Speed and Dexterity Penalties in Heavy Armor: v2 (Hotfix 20100602) ~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Allow Thieving Skills in Armor: v2 (Hotfix 20100602) ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: v2 (Hotfix 20100602) ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: v2 (Hotfix 20100602) ~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: v2 (Hotfix 20100602) ~ITEM_REV/ITEM_REV.TP2~ #0 #15 // Prevent Druids from Wearing Helmets: v2 (Hotfix 20100602) ~ITEM_REV/ITEM_REV.TP2~ #0 #16 // Restrict Fighter/Druids to Armor that Druids Can Wear: v2 (Hotfix 20100602) ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: v2 (Hotfix 20100602) ~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Backstabbing Penalties for Inappropriate Weapons -> Backstabbing Penalties Only: v2 (Hotfix 20100602) ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3 ~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells (required for most other components): v15 ~SCSII/SETUP-SCSII.TP2~ #0 #1010 // Allow enemy AI to detect the party's magic items: v15 ~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v15 ~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v15 ~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v15 ~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v15 ~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v15 ~SCSII/SETUP-SCSII.TP2~ #0 #6182 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v15 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: v9
I freed Jaheira, Imoen and Minsc from Irenicus' dungeon. Dumped Minsc, did circus tent. Got Anomen and Nalia.
Which was my party till now (Varius, Nalia, Jaheira and Anomen).
Quests i did (roughly in order):
Ch2
-Slaver & Lilarcor
-Nalias keep
-Montaron
-Skinner
-Wellyn/Graveyard
Ch3
My tactics were mostly casting long term buffs (CC,FreeAction,StoneSkin,Armor,Strength). For PC also Death Ward, PfME and PFire. Usually no meta pre buffing. I rely on summons, which are very good in SR, and you see all their abilities which is great. With the other spells i experiment, there are many useful choices with SR. I always have Sequencers and Contingencies on. Shadow Door is very good, as is Dimension Door for safe exits. Latter spells are als heavily used by the AI. Enemy mages/Fiends teleport behind your frontlines and wreak havoc. My only problem in caster battles really was the absence of Remove Magic, which every enemy mage casts.
-Viconia/Jan
-Anomen pt1
-Jaheira's curse (paid Terren but he got what was coming to him)
-All Trademeet quests (I admit Rakshasas were killed with transition cheese/exploit. I tried to flee but they killed both Anomen and Nalia and i didn't want to loose their stuff. Next time i'll do this the honest way with more levels. In vanilla they almost only use Evocation spells, but this is SCSII i was reminded.)
-Tirdir
-Nalia pt1
-All of Windspear except Firkraag
-Anomen's Knighthood
-Tanor & friends
-Sewers
-Planar Prison
-Umar Hills pt 1 (let Valygar temporarily join)
-Planar Sphere (I always underestimated these Halflings, since they are so more challenging with SCSII)
-Mage Stronghold (No real use for nerfed Ring of Wizardry, so i let them all survive)
-Rest of Umar Hills/Dungeon & Dragon (PC:lvl 14 or 15, summoned 3 Death Knights with Project Image, luckily they all were friendly. Even though i realized that i hadn't prepared Lower Resistance, with powerful undead Demons at my side i was comfortable
I experimented with Death Knights before and had to fight two. Really no fun at that level, since they teleport around, hit hard, have good abilities and lots of immunities.
-I realized here there had to be a bug with Jaheira's quest line. Shadowkeepered the lovetalk to one before and could then do here next quest.
-Unseeing Eye (lvl 18/19 cleric & Shield of Balduran says everything)
Varius: lvl 15 65hp (Staff of Air/Fire & Darts) Jaheira: 12/13 83hp (Gnasher+2 & Belm+2 offhand) Anomen: 19/7 129hp (FoA & his shield) Nalia: 15/4 69hp (Tansherons Bow, Arbanes Sword)
->My first "omg" was a Finger of Death cast at Varius, but after seeing "spell ineffective" i realized i cast Minor Spell Deflection beforehand lol. Lucky me.
->I struggled with the Cowled Wizards because many items with spell like abilities summon them atm (Demivrgs will change it though). I faced them several times unexpected(!!!). A flying Abi Dalzims nearly killed my PC at one point, and i had to use transition exploit to deal with lvl 35 Zallanora. Don't feel bad here though, because it was not intended behaviour.
->Some fights became hairy when the AI cast sucessfully Remove Magic. It's so important to split out your group.
->I was stupidly unbuffed encountering Unseeing Eye which stunned my whole party. Luckily 1d4 rounds wasn't enough for it to win.
-> You should all look at Item Revisions and Spell Revisions. It takes a while to get used to not being able to depend on the imbalanced vanilla spells and items (Shield of Balduran as of v2 is a notable exception). But you quickly realize how fun it is too see mostly all spells and items now useful. Endless new strategic possibilities and choices now, where creativity is more rewarded than just using the cheesy stuff. Very recommended.
->DavidW's AI scripts are outstandingly great. I think i don't have to expatiate on that. I made only a low key SCSII install since i haven't even completed a noreload in vanilla BG2 till now.
#198
Posté 13 septembre 2010 - 01:21
I did die going into the beholder lair in the underdark. A kuo-toan(sp?) fled there after the Phaere rescue. My plan was to go in with invisibility -15 radius and set up the kills, but the kuo-toan priest revealed our invisibility and we were quickly killed by the hive mother and her friend
#199
Posté 13 septembre 2010 - 05:21
Shadow_Leech07 wrote...
Go for it. I think in a way, discussing our adventures is a way of playing alongside others, since BG2 has never really been much of a multiplayer friendly game.
Done.
In case anyone else gets unlucky in their No Reload run, you are all welcome to the Minimal Reloads Challenge.
#200
Posté 13 septembre 2010 - 06:22
Thailog wrote...
Shadow_Leech07 wrote...
Go for it. I think in a way, discussing our adventures is a way of playing alongside others, since BG2 has never really been much of a multiplayer friendly game.
Done.
In case anyone else gets unlucky in their No Reload run, you are all welcome to the Minimal Reloads Challenge.
I've lost more runs in the planar sphere than any other place. *Nearly* lost it there this time too.
Good luck in your minimalism
--B. Where





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