Baldur's Gate 1 No-Reload Challenge
#2776
Posté 12 septembre 2011 - 08:03
Hard Times means no Ring of Wizardry for me, and I don't like to pick up easter egg items anyway (with the exception of the Wand of Frost near the Nashkel mines, since I found it by myself on one of my first ever plays).
Aarhazn II encountered the same Gibberlings, but did somewhat better. He then picked up Imoen anyway. L1 NPCs has altered her to a dual-long-sword-wielding Swashbuckler, but even so her dual-wielding THAC0 is terrible so I've switched her (at least for now) to using Darts and a Buckler.
Between us, we:
o Found Gorion's body, took what stuff we could find, and killed two wolves (Imoen almost died though)
o Travelled along the Coast Way, killing more Gibberlings
o Got somewhat overwhelmed by a double mob of about a dozen of the blighters, fled south into a squad of bandits, so turned and ran back to the west.
o Rested, then headed south towards High Hedge and then east to Beregost.
o Helped settle a family argument.
o Found a book for Firebead Elvenhair.
o Calmed down Marl.
o Killed Algernon and took his cloak (shh!).
o Fled from the assassin Karlat.
o Travelled south to Nashkell where we chatted to Noober.
o Took a letter to Mirianne.
o Killed an Ogre on the Coast Way, collecting some magical belts.
o Headed north to the FAI where we killed some Hobgoblins.
o Travelled into Cloakwood where a large band of Tasloi proved to be too much for us.
o Headed south to High Hedge where we encountered many Gnolls.
After selling some stuff at HH, we now have 766 gold. I've also gathered a few scrolls which I can't scribe, but which Imoen has shown an interest in (I'm thinking of dualing her at L5 or something).
The pair now:
Aahazn, Chaotic Good Human Male Sorcerer 2, 10 HP
Proficiencies: Small Swords *
Spells: Larloch's, Sleep, 4/day
Imoen, Neutral Good Human Female Swashbuckler 3, 15 HP
Proficiencies: Large Sword *, Two Weapon Style *
Skills: Open Locks 60, Find Traps 65
My plan now is to head south and save Melicamp. If he survives, the XP will not quite be enough alone to get Aarhazn to L3, but it's not far off so combined with what we get on the way, he should end up pretty near. I also have Joia's ring to deliver - I wanted to get the evil Bhaalspawn power but it doesn't seem to have come, and anyway I remembered I don't have the power tweak mod I made previously so the good one should still be Cure Light Wounds - more useful than Larloch's when I can already cast it four times a day.
#2777
Posté 12 septembre 2011 - 11:08
No sooner had I decided that actually the good Bhaalspawn power would be better, I finally had the dream and got the evil one. Oh well. I don't know if 2nd Ed Sorcerers can change their spells later but if so, Larloch's will be getting replaced with something anyway. CLW would still have been more useful, but when I gave Joia her ring it turned out I got no reputation boost anyway (I installed 2/3 reputation increases, I think).
Aahazn and Imoen made a second attempt at retrieving Gurke's cloak, this time with success. He didn't want it back, however. Never mind, I'm sure I'll find it useful.
High Hedge, however, was another matter. We ran into some skeletons, one of whom scored a critical hit on Aagazn. I had him quickly cast Larloch's, but the dagger hit him before he could beef up his HP. At least, I think it did - I seem to recall he took 10 damage, but he has only 10 health, so maybe he only took like 8 or something. Anyway, it was close. We fled, but it seems as though the skellies aren't benefitting from the Walking Speeds component of TuTuFix. Well, it is meant to be buggy (Imoen was walking quickly too but I hand-fixed that with Shadowkeeper).
They chased us into another group. I ran pell mell to the south of the map, and there were about ten of them on the screen at once. Luckily, they seemed to want to throw a dagger each, then charge us, otherwise we'd probably be dead now. I think Aahazn's belt may have saved his life there.
We headed south and met Melicamp, a chicken in distress. However, taking him to Thalantyr wouldn't be much good without a skull. I tried resting at High Hedge, expecting a single skeleton to interrupt me (turns out they come in pairs, but it's still better than half a dozen). However, non came, so we had to engage them. After two attempts, we managed to kill one quickly with Larloch's spells (very risky, since I was basically reliant on them running around instead of killing me) before fleeing south. We returned later to pick up the skull and the daggers.
Trying to get to High Hedge still wasn't straightforwards, though, since a gang of Flinds got in my way. I killed a couple of them, but in the end I decided it wasn't worth my while and fled. I returned from the east and tried to rest, only now that I already had a skull, all the skellies decided to show up. After fleeing and returning and fleeing again, I decided to head to Beregost and pay for a room.
Speaking of which, it's late here too so I'm going to bed in real life as well; otherwise my tiredness will lead to mistakes. Anyway I have to be up in the morning. As such, the restoring of Melicamp and Aarhazn's upcoming level up (even if Melicamp dies, he's only about 200 XP off after all that) will have to wait.
#2778
Posté 13 septembre 2011 - 06:03
Corey's party continues to eliminate threats on the sword coast. Most of the southern areas are explored. Sirines were very easy for this party - granted the tank was using greenstone amulet, but I think we could have been successful even without it, though would have taken much longer to wait out the dire charms. The CON tome went to Corey - he longer has the least HP, woot! (though he only beats the last person by ONE HP)
We cleared out Ulcaster School of threats. No manner of wolves are threats to heavily armored brutes like my party, including vampiric ones. The jellies couldn't offer much resistance either. In order to fight the enemies in this area and complete Ulcaster's quest, I just needed a single fire resistance potion. Thanks to Joshua's helm of defense and fire resistance ring this put him at 110% fire resistance. When he set off the 2 fire ball traps they healed him...
Speaking of helm of defense, no one has died, except Uriah - but he only died because Sil won't summon Droth if we don't. And no Droth, no helm of defense, see?
Ambushes are definitely not a threat to this party at all (except the basilisk ambush), the AI scripts just clobber the bandit archer ambushes. Speaking of basilisk ambush, Corey is prepared, he has mirror eyes potion equipped (this detail is important, as going in my inventory unpauses the game), and he also has 5 stone to flesh scrolls in case the party gets petrified. We will do firewine bridge (surface) soon.
The hardest part will be the traps. I haven't memorized what all them do (since of course, I usually de-trap them to not find out). Fortunately in BG 1, most traps non-TotSC are NOT insta-kill (petrify etc.), they just do damage (like lightning bolts, magic missiles, etc.). So I have my "trap setter-offer" guy/gal just walk onto one with say whatever resistance equipment I have, I then just heal them back up and we are good to go.
Looking ahead, I am thinking Degrodel's minions and Cloakwood ambushes might be challenging, with no summons. However, the high general AC of the party might make those OK, will have to see.
#2779
Posté 13 septembre 2011 - 12:15
I've decided to try once again with a swashbuckler hoping to one day be a mage, but this time, I decided to give him a companion who can use magic from the beginning, making this also the first time I've played with more than one custom character in all these years.
So, say hello to Mal, the Swashbuckler and Elvira, the Mistress of the Dark (and also a Sorcerer).


So far, we've done some Beregost-centered quests and not much else. Killed spiders, killed half-ogres, and with Elvira gaining level three and a third 1st level spell (Prot. Petrification), killed a bunch of Basilisks at Mutamin's Garden.
Mal is currently L5, Elvira L4, and Imoen L5/L1, having just been dualed into Mage.
#2780
Posté 13 septembre 2011 - 12:59
I'm tempted to enter Aarhazn III and this time give Immy better proficiencies, but I kinda want to try out a different character. I may play a swash myself too. I think 5th level is a good time to dual, since you get all the swash benefits, though you can't take advantage of all the high proficiency options (playing to a higher level and dual-wielding could be cool, but you'd need to be L12 to put three in the style and two in your weapon). I'm thinking Short Swords two points, Sword & Shield one.
#2781
Posté 13 septembre 2011 - 01:08
Gorthaur, good luck with your new character.
I finally decided I would go looking for Brage. But first, we picked up an idol which spawned Doomsayer. It took forever to kill him with the paladins (this was one case where I missed magic missile barrages), lot of running when paladins got low, lots of healing. The men of the party just got beat up, but eventually they did prevail.
As for for Brage, we brought him to the temple to atone for his sins. The temple master was happy to see us and Brage.
Next up was Firewine Bridge (surface). We encountered a rather over-confident swordsman. When he was defeated got nice result, the entire party is now level 6, seemed like forever for this to happen (yep slow paladin leveling, not like leveling a thief or bard let me tell ya!). But it couldn't have happened at a better time, Karhk was next.
With no summons, we used the best of the best against Kark. The 2 bowmen used arrows of biting, Lily gene used darts of stunning, and Hanna used +1 bolts. Uriah used a sling and normal bullets, while Joshua tanked and had a potion of magic shielding. Turned out the potion of magic shielding was unnecessary, the arrows of biting were too much for Karhk, he couldn't get any spells off and fell.
The party also cleared out an Ankheg nest, found and returned Brun's son, and dealt with Sonner and his friends and returned the priestess of umberlee's bowl for her. The party did very well against the Ankhegs, Corey never got in danger.
EDIT:
Party Status:
Joshua, 54 HP, Vampiric Wolf
Uriah, 55 HP, Doomsayer
Lily Gene, 60 HP, Flesh Golem
Hanna, 70 HP, Revenant
Paja, 44 HP, Vampiric Wolf
Corey, 55 HP, Karhk
Modifié par corey_russell, 13 septembre 2011 - 02:31 .
#2782
Posté 13 septembre 2011 - 06:27
Next, I guess we go brave some Kobolds!
Modifié par Gorthaur X, 13 septembre 2011 - 06:28 .
#2783
Posté 13 septembre 2011 - 06:54
Gorthaur X wrote...
Small progress: saved Melicamp, killed the Hobgoblins with the +2 short sword. Then decided to go start advancing the plot, so went to get Jaheira and Khalid. On the way to Nashkel, stopped to kill Bassilus (whom I ended up needing to CTRL+Y after a combo of Blindness and several minutes of useless missile bombardment, since he had for some reason acquired infinite regenerative powers). Man, these two are useless, but at least Khalid soaked up B's Hold Person so nobody important had to die.
Next, I guess we go brave some Kobolds!
I find Khalid quite useful myself, not the least of which is he is a pure fighter. He usually has the most HP in my parties, next to Kagain or the PC. As for Jaheira - in BG 1 she definitely is a "support" character, but once she gets level 5 druid then her spells start to make a meaningful difference (insects, call lightning). In most of my games, I only have room for one healer, so usually I choose a cleric instead of druid (animate dead makes any group strong - well in vanilla BG 1 anyways).
#2784
Posté 13 septembre 2011 - 07:39
In any event, they're just with me for the time being for RP reasons. I'm sure they'll do well enough to justify keeping them for the mine expedition.
#2785
Posté 13 septembre 2011 - 09:55
The problem with Druids in vanilla is that Clerics get all the same spells, and some other ones too (Animate Dead is the best, but also Hold Person and Command and suchlike). Druid L2 spells suck, I'd actually rather take more CLW and Entangles (at least BG1 Entangles, anyway); I made a mod which removed said spells from Clerics, which makes having one of each or a Cleric/Ranger a nice choice.
#2786
Posté 13 septembre 2011 - 10:21
Entering Eirn, Chaotic Good Human Swashbuckler
Stats: 18, 18, 16, 17, 7, 10
Proficiencies: Small Swords *, Sword and Shield Style *
Find Traps: 45, Open Locks: 30
Picked my proficiencies more carefully this time. He'll be dualing to mage at L5, if he survives that long. This will give him enough points to cover most traps and many locks (80 split between the two). I would have liked a few more, but I can always use Knock; L5 is a good breakpoint for a Swash - it will give him two points in Short Swords and the L5 Swash bonuses (-1 to AC and THAC0, +1 damage).
Since Imoen's role is now taken, I reinstalled her component of L1NPCs and made her a Wild Mage - something I've wanted to try but am kinda reluctant to as a main on a no-reload. Well, if a Wild Surge kills me, so be it. I also made Xan a Sorcerer. If I get that far, he should be more useful than a straight Enchanter. Didn't change anyone's stats, though. Hopefully, reinstalling the last few mods won't screw anything up.
#2787
Posté 13 septembre 2011 - 10:58
While out and about he also got the sunfire surge - had to resurrect some people in his party. Fortunately for him, they weren't in a middle of a fight when that happened.
#2788
Posté 14 septembre 2011 - 05:27
The Fred wrote...
I'm tempted to enter Aarhazn III and this time give Immy better proficiencies, but I kinda want to try out a different character. I may play a swash myself too. I think 5th level is a good time to dual, since you get all the swash benefits, though you can't take advantage of all the high proficiency options (playing to a higher level and dual-wielding could be cool, but you'd need to be L12 to put three in the style and two in your weapon). I'm thinking Short Swords two points, Sword & Shield one.
5th level is the way to go if you want to be a swashmage within BG1, yes. Presonally, I will just stay a swash through the first game, and then dual at level 10 for BG2. If you do it right, you can level up to Mage 5 in Irenicus' dungeon, and then hold on leveling up until you can go directly to level 11, which lets you put the L6 proficiency into a proper weapon.
Of course, I may not even get that far. Hopefully, I'll at least manage long enough to try my hand at killing Drizzt, which I've not tried in years and never with a character who could actually use his scimitars.
#2789
Posté 14 septembre 2011 - 05:47
I was tempted by this a couple of weeks ago, but was in the middle of a no-reload attempt at Heroes 5 campaigns. Having finished them off, as no-one else has taken up this challenge, I thought I would have a go.corey_russell wrote...
AnonymousHero wrote...
Naturally. Lu Tze has proven this point over and over.The Fred wrote...
Solo monks are much more powerful than groups. Think about it. Whenever you see a single lone martial artist on a film massively outnumbered by hordes of enemy ninjas (or equivalent) they fight superbly, one-hit-downing their foes and laying waste to all around them whilst their enemies are struck with incompetence.
... though in BG-world, it'd be kind of interesting to find out how 6 monks would do. Anyone know of a documented no-reload run with 6 monks?
Not aware of any no-reload with 6 monks. However I did take 6 monks from BG 2 dungeon to Draconis in ToB (got stopped cold there even with reloads). Also Dark_Lauron did the same thing with his six monks. Wasn't no-reload though. So not aware of anyone doing it, in the past few years I've been monitoring the no-reload threads.
Mods installed are:
BG2 Fixpack
BGT
Dark Horizons
Dark Side of the Sword Coast
Secret of Bonehill
Mini-quests and encounters
Grey Clan
BG1 NPC Project
BG1 Unfinished Business
Chosen of Mystra Encounters
Unfinished Business
SCS
Solaufein
G3 Anniversary
BGT Tweak
Turambar Fixes and Tweaks
SCSII
BG2 Tweaks
Item Pack
Atweaks
Worldmap
Widescreen
Generalised Biffing
BG1 cap reinstator
Protagonist is Leander, who uses a sling and will naturally be the coward of the group. The others are all pretty similar, though there are minor variations. Spokes has a charisma of 18, so will be at the front and has darts available as missiles. Mel is also conceived as a front-liner with darts. Baden and Honour are the designated scouts and have slings available. Loupe has got 18 wisdom and intelligence in order to be able to identify a few basic things (she is the only one not to have maximum benefits from strength, dexterity and constitution) and will make use of throwing daggers.
Thus far have completed Candlekeep - for some reason Firebead was so stunned by the sight of monks at Candlekeep that he had a seizure and never recovered. On leaving, Leander was briefly worried that he had been left alone, but his companions had obviously all managed to use their monk stealth abilities to get away from the ambush.
The group moved on down to Beregost, via High Hedge, and returned a sword to Perdue, killed a few spiders, gave Firebead a book (a beginners guide to self-resurrection) and have just dealt with Silke. She is dangerous to soloers, but easy enough for a party happy to throw bodies at her to use up spells (Leander and Baden, as the only survivors, have got up to level 2).
#2790
Posté 14 septembre 2011 - 05:58
It was time to deal with the bandits directly. We first hit Larswood. Lots of bandits of various types, including black talon elites. Most of the party handled these guys well with the 2 front guys meleeing and everyone else range attacking (the usual strategy). However, Paja almost died a few times. Paja ID a ton of arrows here and in Pelvale. We took several trips for Larswood and Pelvale, to collect all the junk. With NPC parties I have to leave a lot of stuff behind, but this party, everyone is strong except for Hanna and Paja, so we can even loot those splintmails. Once these two areas were cleared we hit the bandit camp.
Lot of loot was left behind with locks I couldn't open. Wasn't going to waste a valuable strength potion here as there's nothing in the chests I need. Best item is probably the fear wand but we can't use so no biggie. Our prep for Khoasann was very minimal, PfE on the party, and bowmen using +1 arrows. While fighting him I went to the inventory screens and noticed the ranged guys were getting low on ammo. While I was doing that Paja was taking some major pain (read - less than 25% life). i was thinking - did Khosann break away from my melees? No, he's dead - the basic bandit is dealing the hurt. She potioned a few times and we mopped up the bandits. The full plate went to Corey. He's not a front-liner, but he can't be dying, so he gets it.
Prep for Tazok's tent was quite minimal as well - Pfe x6, then walk in. I had 5 party members attack the mage, and then one melee kept an archer who was close busy. The mage cast horror, but it only affected our melee guys. No problem at all, the ranged paladins were more than capable of mopping up all the enemies by themselves, including the mage.
It was time to trip the trapped chest. Joshua had 70% lightning resistance so I wasn't worried about him tripping it. I had everyone stand away (or so I thought). Well Joshua tripped it, the bolt bounced a few times and smacked Paja full force. It dropped her to about 10% health - she survived, but she sure is taking a beating here in this camp. Hopefully she doesn't hold it against me.
The chest had clues that we needed to investigate the Cloakwood. But first we dealt with the Basilisks area. Joshua soloed this area completely using the protection from petrification scroll. His only battle of any interest was Kirian's adventuring party in the center of the map. They insulted Joshua - that was a mistake. Joshua was already ready for trouble, he had greenstone amulet active and an invulnerability potion. He switched to necklace of missiles (fully charged) and fired about 4 shots. This was enough to kill everyone but Kirian herself. Joshua switched to throwing axes and finished her off that way. He did get to about 25% health, but potioned/LoH to get back up to speed.
After returning to town our gold is really good, about 33,000. Clearing the area with Edwin's 4 mage cronies will be next. Very few deaths this run, but guess that makes sense being armored brutes and all...
Modifié par corey_russell, 14 septembre 2011 - 05:59 .
#2791
Posté 14 septembre 2011 - 05:10
On the way south, we took a little detour to the east, where we happened upon two Ogre Magi. Jaheira did not survive the encounter. Back to the Beregost temple.

"At least she's one with nature now."
Back on the road, we spotted two Vampiric Wolves, which Imoen and Elvira managed to blind. I had no magical arrows, but thought Jaheira, Khalid and Kivan could take them with their +2 weapons in melee (even though only Kivan had any proficiency in his).

"Looks easy, right?"
Wrong. Kivan was paralyzed, and even blinded, the wolf sucked him dry faster than the two half-elves could harm it. On to the Nashkel temple.
As a final insult, Jaheira died again while trying to rest in the mines (after which, without our only healer, we rested for eight days basically at Mulahey's doorstep), and Kivan was shot dead by the Kobold Chieftain. We considered the option of going back to resurrect them and coming back then, but ultimately couldn't be bothered.
Fortunately, Mulahey was blinded by Elvira in the first round of combat, and most of his minions were put to sleep in the next. Khalid, whatever I've said about him before, at least managed to handle the skeletons.

"Cowards! Show yourselves!
Facing down Nimbul was a bit daunting, but he turned out to be less scary than I had remembered, and wasted most of his spells on Khalid, who had drank the Potion of Clarity Mal stole from Candlekeep before leaving. After which Kivan thrust a spear through his heart.
#2792
Posté 14 septembre 2011 - 05:48
On the road south from Beregost recovered a letter and dealt with some rude Flaming Fists blocking the route. Left Tristan and Isolde for now as they looked too dangerous to meddle with at the moment (not intending to use Algernon's Cloak in this game), but cleared the rest of the area (found some boots and rescued Viconia in the process).
Further down the road we encountered Shar-Teel. She seemed to cheat in the contest and paid the price for that. Also acquired a ring from Lord Foreshadow. Only Loupe still to get up to level 2 now.
In Nashkel Loupe got her level courtesy of Noober. Neira put up a good fight and managed to kill Spokes with an unholy blight, while we also rescued a boy from a rampaging wyvern. At the carnival a stray ogre berserker provided a nice XP boost along with an exploding ogre, a mage (Mel surviving a magic missile attack) and a pickpocket. Also purchased a shield amulet to improve Spokes' defenses.
Cleared the surface area of the Nashkel mines (Greywolf donating a nice sword) before going further south and picking up Samuel, a ring and a scroll. Two ambushes on the way to the Friendly Arm saw Honour and Mel dead, but XP gained was enough for level 3 for everyone. After raising the dead Tarnesh was removed and Landrin's valuables restored to him before clearing the rest of the area.
Back at the crossroads Spokes sneaked up on the caravan bandit leader, who struggled to hit him with an attack adjustment of -11 (using missile weapon at melee range, ogre's belt and shield amulet)! Left the Dark Horizons team here for another day as well when the party is better equipped.
Modifié par Grond0, 14 septembre 2011 - 05:48 .
#2793
Posté 14 septembre 2011 - 06:38
#2794
Posté 14 septembre 2011 - 08:37
And of course that quivering touchcorey_russell wrote...
Stunning blows could be a problem though...
#2795
Posté 14 septembre 2011 - 08:53
What does this actually do? Lord Foreshadow is actually one of my favourite "character", but I think the ring is mod-added, right? I'm playing a lot of mods for the first time right now and I'm not even sure which one is doing what... I haven't even gotten onto SCS-boosted mage battles, yet.Grond0 wrote...
Also acquired a ring from Lord Foreshadow.
#2796
Posté 14 septembre 2011 - 09:58
#2797
Posté 14 septembre 2011 - 10:13
Well, Eirn the Swashbuckler got out of Candlekeep OK. Had to flee southwards from a bunch of Gibberlings, though. Imoen is also running all over the place at full speed again so I'll have to manually fix her; I think it's a symptom of her being different somehow due to the way she's handled in BG2 - the mod which is meant to fix her speed (I think L1NPCs does this based off TuTu's Walking Speeds component) seems to miss her out.
A Swash/Wild Mage duo does not seem as though it's going to be as resilient as a Swash/Sorcerer duo, not helped by the fact that L1NPCs gave her Chromatic Orb as her only L1 spell (other than Narhal's). Since I haven't cast it yet it probably wouldn't be unfair for me to change it to Sleep; the mod let me pick Xan's spells, but not hers for some reason.
#2798
Posté 15 septembre 2011 - 05:05
The monks were OK to play, but I found the party aspect a bit tedious. Dealing with multiple monsters in random encounters takes quite a bit of time for not much satisfaction, so I think I'll revert to solo for the next attempt.
#2799
Posté 15 septembre 2011 - 06:21
@Grond0 - hey sorry to hear the end of your run. Once my paladins got to level 3, ambushes were no problem at all. I gave all my paladins scripts and they rarely needed intervention in the ambushes. Corey was never in danger in any of the ambushes in fact. Somewhat ironically, I DID need to turn off AI in the Cloakwood Mines - the fighter ranged script tries to back up even though there's no room, rather than just attacking.
So last we heard from my party, all areas south of Baldur's Gate bridge except Cloakwood, Red Wizards area and of course TotSC areas (Durlag's Tower with no thieves? no thanks) were explored.
We headed for the Red Wizards area first. The hostiles in this area were pretty easy for the party. However, we triggered the fight with the Red Wizards when we were completely unprepared (e.g., not even PfE was up). Everybody switched to ranged, but I wanted to give the wizards a target other than Corey, so sent our "mage killer" Joshua who has 70% lightning resistance and 60% fire resistance. The wizards were dieing at a good clip with our ranged attacks. However, Joshua was eating a bunch of magic missiles. It got to a point he was low health, do I try to heal him or finish off the last wizard then heal? The last wizard apparently didn't have very many spells memorized (or is low level) because they started attacking with their quarterstaff. Then we knew we had them.
We returned to FAI to sell, then to high hedge to get acid arrows and bolts of lightning. These were good purchases as the Cloakwood ambushes were killed fast. I finally decided to forget the short bow that Paja was using and she is using the +1 composite bow, since Corey is using the bow of markmanship. Shortbow is +1 Thac0, and +1 damage the composite is +2 Thac0 and +3 damage, a lot better.
The first two cloakwood areas were pretty easy for the party. We didn't even do anything special for Centeol and her spider friends, other than PfE and equipping our most powerful ranged ammo. Her friends were mowed down quickly, I was a bit surprised it went much faster than my balanced parties. After the spider area, was a getting low on ammonition so returned to FAI to re-arm. All along I knew the toughest challenge for the paladins (and me) would be traps - sure enough on the return to area 3 of the Cloakwood we got an ettercap ambush - normally pretty easy but the silly AI backed up into a web trap, webbing 2/3 of the party. Uriah got poisoned and there was nothing anyone could do since only Corey could cure but he was webbed. So Uriah died and we returned to FAI to resurrect and come back again. THIS time turned off AI. Got another ettercap ambush, but they were killed cleanly with the AI off.
Vanilla shadow druids definitely no match for vanilla paladins. We moved on to area 4 of the cloakwood. Lots of bears and wyverns, but neither them are close to a match. Even the Wyvern cave they were killed EXTREMELY fast - we killed two baby wyverns and a big wyvern fast, which broke the morale of the last big wyvern. But with us blocking the exit, its fate was certain. Too bad no one could use the fear wand we found, ah well most junk to sell. We got full loot again so returned to FAI and of course sell our wyvern heads in Beregost.
We arrived in the mine area. Forgot to mention, just before cloakwood, I bought the invisibility ring and cloak of displacement from Ulgoth's Beard before coming to the cloakwood. Now Joshua crept up invisible (with AI off of course don't want him breaking his invisibility). Then Joshua crept up and fired about 2-3 shots from necklace of missiles just out of range. This killed somebody, a mage we think - 6 on 3 good odds, we charged. The remaining 3 were killed at a good clip, but the mage managed to confuse Joshua and Uriah before he died. No sweat the party just backed off and waited it out. Joshua and Uriah didn't even damage each other (wandered too far I think), so that went well. Tough call who to give the boots of haste to. Wanted Joshua, but he is our "trap" guy, so instead gave to Uriah.
We proceed deeper into the Cloakwood Mine. Level 1 of course is child's play. Level 2 is Heirashan. But before we can deal with her, Joshua sets off the trap just before her. I KNEW it was a lightning bolt, and I also had potions of aborbtion - i was thinking 70% resistance should be enough right? I found out the answer is no, he got hit from richochets like 7 times. Time to return to FAI and resurrect and return (see I knew traps were going to be my problem)
When we returned Joshua buffed with normal anti-mage potions, and fired a few shots of necklace of missiles (which apparently killed her outright, it didn't seem she cast any spells successfully). Once we saw "1400 experience gained" we knew she must have bit it and charged the survivors.
Next up was the last level. No thieves, so have to deal with the Battle Horrors directly. These things hit hard and worse, most ranged ammo doesn't seem to affect them.. So we grouped in a circle, melee weapons equipped and tried to pull 1, but got both at once. The put a beating on the party, but eventually they succumbed.
Joshua was sent after Davaeorn. Anti-mage potions again, most important might be greenstone amulet and magic blocking potion. Joshua charged, Davaeorn did his dance, and once it seemed Joshua had him distracted, charged with the party with ranged attacks. Near the end he was attacking with his quarterstaff, so we knew Davaeorn was toast.
Clues we found lead to the City of Baldur's Gate, so that will be our next destination. The each party member is about 4000 experience short of level 7. I don't think we will be able to get to level 8, but that's okay since 7 is the important one with the extra 1/2 attack for everyone.
#2800
Posté 15 septembre 2011 - 09:16
The ambushes were OK - it was just the constant fighting within areas from creatures generated by the random encounter spots that were a bit of a pain.corey_russell wrote...
@Grond0 - hey sorry to hear the end of your run. Once my paladins got to level 3, ambushes were no problem at all. I gave all my paladins scripts and they rarely needed intervention in the ambushes. Corey was never in danger in any of the ambushes in fact. Somewhat ironically, I DID need to turn off AI in the Cloakwood Mines - the fighter ranged script tries to back up even though there's no room, rather than just attacking.
Anyway, here's my new entry:

I had a previous character with this name quite a while ago who completed all the standard BG1 areas, but died against the Grey Clan before getting to BG2. The intention with this one is to take a risk-free approach and get safely through to BG2. If successful, she will dual to a wild mage there.
Thus far she has:
- killed Firebead (level 2)
- taken a belt from an ogre (level 3)
- found a valuable ring in the ground near the Friendly Arm and used it to purchase a magic throwing axe
- used her new axe to kill the flesh golems at High Hedge (level 4)
Incidentally, the ogre was killed with a critical hit from a standard throwing axe doing 30 damage. I thought these axes did d6+1. With bonus 5 damage from strength and 2 from high mastery that should give a maximum damage of 14 (or 28 for a critical). Any ideas on what I'm missing (the minimum damage I've seen is 9, which is what I would expect).
Modifié par Grond0, 15 septembre 2011 - 10:15 .





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