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Baldur's Gate 1 No-Reload Challenge


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#3226
Vaclavc

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Interesting character, SpiffyKeen. Good luck in your run.

V

#3227
Gate70

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Grimwald the Wise wrote...
 Create creature etc. using Shadowkeeper? Or failing that resetting a variable.

Hard to tell without looking at global variables. See what you have got for him?

I would have thought CLUAConsole:CreateCreature(Karoug) would respawn him although it might be a variation on that for Easytutu.

#3228
corey_russell

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Veene the level 9 human thief - FINAL Update

So it's time to settle things with my "brother". Our prep? 3 squads of 8 skeletons each plus one squad of 6 around the party like a shield. Fire resistance potoions/scrolls on everyone. Lots of strength/heroism buffs for the fighters. A new buff is I used a potion of mind focusing on Coran putting his DEX to 23 - that should help, especially as he is using the long bow of markmanship and +2 arrows. I didn't look but his Thac0 was probably negative.

Opening move - Imoen (who has an a haste potion active) moves to to the left, avoiding traps thanks to metagaming. She first fires a dispel magic out of sight, but I know from experience this will hit both Semaj and Sarevok. Which will take down Semaj pretty fast when he dimension doors to the party and get rid of Sarevok's nasty haste. Immediately, Imoen fired a single fireball from a fire wand and booked it back to the party and the we waited to see who would come.

Sarevok came first, which is unusual. The skeletons immediately surrounded him. Then Semaj appeared - but with no buffs, Imoen and Veene took care of Semaj by themselves, while the clerics continue to rain down fire on Sarevok (wand of heavens) and arrows from Coran and Kagain darts of stunning. Semaj then dimension doored one more time to try to get some distance form the skeletons surrounding him - not a bad idea, but then Imoen dashed his plans by killing him with magic missiles.

Tazok and Angelo are completely absent. Guess both their vision and hearing aren't too good, they can't see the battle going on. Those of you who follow my runs know this strategy (dispel magic from the left/fire something bad and return to the party) is my tried and true. I'mt not going to say it hasn't failed, which it has, but it certainly has my highest success rate.

So with just Sarevok to target, the party concentrated their fire on him.  He was no where close in making a good enough dent on the summons surrounding him, and then he fell.

As this is a trilogy no-reload, I am moving onto Amn.

Image IPB

Modifié par corey_russell, 18 octobre 2011 - 12:02 .


#3229
Grimwald the Wise

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Gate70 wrote...

Grimwald the Wise wrote...
 Create creature etc. using Shadowkeeper? Or failing that resetting a variable.

Hard to tell without looking at global variables. See what you have got for him?

I would have thought CLUAConsole:CreateCreature(Karoug) would respawn him although it might be a variation on that for Easytutu.


Thanks for the info. By trial and error I found that the command was:
CLUAConsole:CreateCreature("_Karoug")

After doing that the baby appeared as well and the rest of the quest was completed easily.

Day 140

It seems that i was duped into going to werewolf island. All they succeeded in doing was mastermind their own destruction.

It looks like the next item on the "Things to do list" is re-visit Durlag's Tower.

#3230
After5CST

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UPDATE: Zin (Elf Wild Mage 4)

Progress is still coming along OK with Zin. 

Through levels 1 and 2, Wizards aren't really spellcasters: they just don't have enough spells to cast.  I ended up carrying an Armor (later Shield) spell and then Sleep spells to fill the remainder.  Sleep, for a first level spell, is insanely powerful, but one cast per rest is restrictive enough I fought most minor battle without it and threw it out on the big ones. 

Otherwise, Zin had a fondness for throwing knives: an effective but rather expensive ranged weapon of choice.  Costs went down after I figured out to clean out High Hedge and let the Skeletons restock me instead of buying them at 7 gp for 5 knives.

After clearing most of the route to Nashkel (skipping the Vampiric wolf area on the road just N of Nashkel: not enough magical ammo/spells yet to risk it), the party (Zin/Khalid/Jaheria/Minsc/Imoen/Dynaheir) worked its way across to clear out the Xvart village, Bear river, and the Gnoll stronghold.  No huge challenges across this segment, although Dynaheir did manage to get herself killed again... with AC 10, she's just a sitting duck if anyone happens to decide to target her.

One Raise Dead fee later, and the party was ready to walk through the Naskel mines.   The kobolds were slaughtered like chickens, and Muhaley was the victim of a horror spell from Zin.  Muhaley's lackeys were dispatched while he was still wetting his pants, and then we brought archers and Dynaheir's magic missiles to bear.  He managed to Rigid Thinking and Hold Khalid, but between the ranged attackers, Minsc's berserker rage, and Zin's own magic missile, he went down without any severe risk to the party.

Greywolf still has a sword I need to go claim when I have time, but the longsword +1 has worked just fine for Khalid to this point.  Imoen is using a short sword +1 and short bow +1, Jaheira a sling +1 and quarterstaff +1, and Minsc a composite bow +1 and two handed sword.

Only two incidents of note so far:
  • One wild surge changed an innate cure light wounds to a hold caster.  Thankfully, the CLW was being cast on the back lines on Zin as a precautionary measure in a Gnoll battle, and we managed to keep him clear of attackers.  A minor tweak in circumstances, though, and Zin (and game) would have been done.
  • Another wild surge changed a sleep spell into a fireball spell.  This was an opening spell gambit against a medium sized group of kobolds, so things actually worked well for it.  However, had there been any innocents around, I would have just created myself a huge problem.  Lesson learned: Zin will not cast any spells  around innocents unless absolutely necessary.
My impression at the moment is that Wild Mage is a poor choice for a no-reload game, just because a bad wild surge could change a battle from unpleasant to nearly impossible.  Still, I'm having fun, so I'll go as far as Zin can take me.

I'm not cool like you guys, so here's just a world map with checks in the areas that are largely clear:
Image IPB
CheckMap-Zin-1 by Tawnyadelight, on Flickr

#3231
The Fred

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Only 7gp for 5 knives? Sweet.

Well, with Tamakashi biting the dust, I'm not really sure what to do. I don't particularly feel up to starting a new char right now and I'd probably have to redo my install yet again anyway. I could carry on with Tamakashi as a min-reload, since being a monk was fun, but I hadn't actually gotten that far. On the other hand, I still have BG2 to play...

#3232
The Fred

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OK, I'll bite. I can probably squeeze in another run.

I'm not really sure what to play. Since I've installed the tweak which lets Archers and Stalkers dual-class, I was thinking of a Stalker->Cleric, but you don't get the Stalker spells until L12 (is that right?). For BG2/ToB that could work, but not in BG1. Stalker 3->Cleric would still be OK, but still. I was thinking of making Jaheira a slightly illegal Stalker/Cleric multiclass instead (probably a tad OP, and I wouldn't make a main char like that, but within the scope of L1NPCs).

I'd thought about going Barbarian 3->X again, maybe this time with Cleric or Druid. On the other hand, maybe just a pure Avenger or something? I suppose I could go with a pure Paladin or Bard kit - the Cavalier was pretty good, I found - but I'm not really in the mood.

Hmm, decisions, decisions...

#3233
The Fred

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Uhhh... more install woes. I thought it refusing to install BG1-style weapon proficiencies (because of a bugged BG2 file, I think) was the worst of it, but crashing to a black screen on starting a new game takes the prize. I think I need some sleep.

#3234
corey_russell

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Hope you can fix your install problems, Fred. I have no mod experience, so I'm no help with that, unless you need advice in installing Vanilla BG 1. : )

#3235
After5CST

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UPDATE: Zin (Elf Wild Mage 4)

RIP Zin, Elf Wild Mage 5.

Zin and party were getting fairly confident and reckless, having cleared out a majority of the lower area maps, and getting ready to go get the bandit camp.

After surviving an assassin ambush outside of Gullykin ( Khalid died, and post-battle Minsc died to a lightning strike ), a visit to the Gullykin temple was in order.  After raising and healing party members, we decided to invade the Firewine tunnels from the back side, take out the Ogre Mage in the last room (by the stairs) and then hot-foot it back into town.

Bad idea.  Or at least, bad execution.

The Ogre mage immediately walked over, had his little talk, and then targeted Dynaheir, who was apparently still wearing the "Kill me" sign on her back.  She ran across the room to get away and hopefully have him re-target somebody else, but this just only drew the attention of the wizard down the hall.

The wizard didn't mess around.  Lightning bolt into the room, bouncing around and hitting pretty much everybody twice.  Zin was wearing the boots of grounding (after Del's little incident with the random lightning strike, they pretty much stay on the protagonist once I get them), so he was hurt, but not too badly.  Dynaheir went down, and so did somebody else (Imoen?).

Zin got his first spell off despite distraction, but it turned into a wild surge, silencing the party.  Spellcasting now now an option for anybody.

The next round, the wizard fired *another* lightning bolt into the room.  One bolt hit through Zin, and I ran everybody for the door, abandoning the inventory of the dead and anything else in a desperate attempt to get out before the bouncing lightning bolt struck again.  Unfortunately, the lightning bolt tagged Zin again (total of four hits out of two lightning bolts) as the area change began, and he died immediately upon arrival to the Gullykin basement.

Lessons learned:
  • The protagonist isn't expendable.  Everyone else is.
  • Unlike the IWD series, BG2 druids just aren't very good in BG1.  They stink.  The four most useful spells I've found at low level are cure light wounds, remove fear, draw upon holy might, and slow poison.  Druids get clw and slow poison, both of which are helpful but can be replaced (and even better) with easily-bought potions.  I remember Jaheria being useful in BG2, but in BG1 I wasn't at all impressed.
  • With Boots of Stealth (and especially when Shadow Armor is added), stealth ability in the 50s is sufficient to make a useful backstabber of Imoen.
Final map:
Image IPB
CheckMap-Zin-Final by Tawnyadelight, on Flickr

And so, welcome my new entry into the challenge:

Maeri, F HE Cleric/Mage

Party:  Imoen, Kivan, Ajantis

Attempting to play this one with a smaller party.  Maeri will provide all initial spellcasting support.  Ajantis is the Sword & Shield tank, Kivan does archery and two-handed swords (as acquired),  and Imoen will focus on Find/Remove Traps, Open Locks, and some trap setting before dual-classing to Wizard somewhere around 7.

(Assuming I make it there, I'll have to borrow a thief for trap finding abilities for a while).

The initial party has been encouraging.  I picked up the entire party in short order and then worked back to clear out Lion's Way, the crossroads, and the Friendly Arm Inn.  Since both Kivan and Ajantis joined the party at mid-level 2 experience, I immediately had more survivability than the previous run (Khalid & Jaheria start at level 1 and nearly zero experience), and a lot more fighting power.  Tarnesh went down without a peep due to rapid fire arrows from Kivan and Imoen: he went down before I could get command fired off.

I was planning on having Ajantis pick up the dart proficiency at 3 and turning him into a dart-throwing maniac, but a dialog exchange between he and Kivan convinced me he wants to be a melee guy.  So, plan aborted and he took long sword instead. 

Kivan took a click in two handed sword to start working up some skill in a more common melee weapon (there just aren't many good spears in the IE games IIRC).

Imoen has dashed ahead to level three already.  Rogues level up sooo quickly.

And Maeri?  She just reached Cleric 2 / Wizard 1.  She has a fondness for napping, as her primary spell usage has been sleep (on the wizard side) and command (on the cleric side).  So far, I'm very happy with her contributions to the party.

#3236
Grond0

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After5CST wrote...
Zin got his first spell off despite distraction, but it turned into a wild surge, silencing the party.  Spellcasting now now an option for anybody.

Sorry to hear about Zin - a no-reload wild mage is certainly an interesting challenge!

Best of luck with Maeri.

#3237
The Fred

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I'm going to try and install from more-or-less scratch again, this time clearing all the old WeiDU backups and stuff. Hopefully that should work.

Unlucky with Zin. Hope the new entrant does better!

#3238
The Fred

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Well, it seems to be working just fine now. Yay!

Thus enters Arzamraphel, True Neutral (3E alignments wouldn't install) Half-Elven Male Avenger L1
Str 10, Dex 18, Con 16, Int 9, Wis 18, Cha 15
Proficiencies in Missile Weapons and Short Swords (will take Long Swords for the third).

So far he's just left Candlekeep. I'm going to try and solo with him for a bit, though given how tough it was with a pure Druid without TuTu and SCS we'll see how that goes. Otherwise he'll pick up Imoen who has been L1NPCed to a Sorcerer I think (Sorcs are good at low levels). The aim is to get Khalid and Jaheira with their slightly illegal kitted multi-class combos and go from there.

#3239
After5CST

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Congrats for getting back up and running! Best of luck to your Avenger.

I had fun with Zin, but knew with the wild surges it would just take one bit of bad luck to cause problems. As a result, pretty much every spell made me hold my breath, just waiting for something to go horribly wrong.

From the wild surge tables, I found about 10 entries that were potentially disastrous to the Wild Mage. Granted, about 7 of those are in the bottom 30 numbers, but at low levels it's hard to afford Chaos Shield (2nd) much less dream about someday having Improved Chaos Shield.

5% chance of surge (on normal castings) * 10% of surge having really bad effects = one spell out of every 200 (on average) causing significant trouble. I think I did pretty well to last as long as I did :)

And Zin lasted longer than any of my previous attempts so far. Hopefully that means I'm getting a little better :)

#3240
The Fred

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After5CST wrote...
Unlike the IWD series, BG2 druids just aren't very good in BG1.  They stink.  The four most useful spells I've found at low level are cure light wounds, remove fear, draw upon holy might, and slow poison.  Druids get clw and slow poison, both of which are helpful but can be replaced (and even better) with easily-bought potions.  I remember Jaheria being useful in BG2, but in BG1 I wasn't at all impressed.

Unfortunately, in vanilla BG1, Clerics get all the spells Druids do, plus more (and some of the best ones, like Command early on, Hold Person, and later Animate Dead), level faster, and can wear better armour (though their weapon choices are just different, rather than strongly better or worse). That makes a Druid unappealing when you could just play a Cleric.

Using something like TuTu which applies BG2 rules I think blocks Clerics from getting a lot of those cool spells which should be Druid-only. I should note though that it makes Entangle, one of the best Cleric/Druid spells, work more like Web, which actually makes it a lot less useful.

The BG2 Druid kits also look pretty neat. An Avenger is never going to be an awesome hand-to-hand combatant thanks to the -2 Str, but the extra spells look particularly useful (having Chromatic Orb for some damage has already proved hany - if I last long enough to get Improved Invisibility, that'll be awesome too). The Totemic Druid has obvious advantages, and the Shapeshifter is overpowered in BG1 because it's designed for BG2. With a rebalancing mod it's just cool. Having soloed a pure Druid for the first few levels, I have to say that up until then it's painful. At L4 you get a THAC0 and save drop, then at L5 you get the really nice spells. I'm looking forward to playing an Avenger, though.

#3241
Grimwald the Wise

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Sneaky and Truestaff went through Durlag's Tower like a dose of salts. Unfortunately mis-timing at the beard led to the tanarri firt holding and then using death gaze. Whilst their magical resistance was high, it wasn't high enough. Image IPB

I then started a drow fighter/mage/thief who didn't even get to Beregost. A Skeleton ambush killed him. Image IPB

Modifié par Grimwald the Wise, 21 octobre 2011 - 05:05 .


#3242
corey_russell

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Consolations to those runs that just ended. Good luck on the new runs. And yes, vanilla BG 1 druids basically stink until they can get to level 5. ALTHOUGH if you can get a druid to level 9, wow they are strong then. I got Faldorn to level 9 one time and she cast 2 large bears for the Sarevok fight, much stronger than these weakling skeletons clerics cast.

But in general, in BG 1 vanilla, a cleric is much more valuable than a druid. They start to even out somewhat in BG 2, as insect plague and long lasting fire elementals make a druid quite nice. Insect plague even remains useful in ToB, at least in Vanillla.

#3243
Vaclavc

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Consolation to After5CST and Grimwald the Wise. Those ambushes are nasty - they are the reason why I never managed to pull solo mage through BG1 no reload game.


corey_russell wrote...
And yes, vanilla BG 1 druids basically stink until they can get to level 5. ALTHOUGH if you can get a druid to level 9, wow they are strong then. I got Faldorn to level 9 one time and she cast 2 large bears for the Sarevok fight, much stronger than these weakling skeletons clerics cast.

But in general, in BG 1 vanilla, a cleric is much more valuable than a druid. They start to even out somewhat in BG 2, as insect plague and long lasting fire elementals make a druid quite nice. Insect plague even remains useful in ToB, at least in Vanillla.

I must try druid sometimes. They can advance to level 10 in BG1, which is very nice.

V

#3244
Alesia_BH

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The Fred wrote...

The BG2 Druid kits also look pretty neat. An Avenger is never going to be an awesome hand-to-hand combatant thanks to the -2 Str


You may want to experiment with the Avenger's Shapeshift forms- they can pretty devastating in BG1. And believe it or not, they'e useable all the way up through ToB when appropriately buffed.

I'm looking forward to playing an Avenger, though.


Enjoy!

I did an Avenger Solo in a Tactics (parts) + Ascension install a number of years ago. It was on the old forums. It was a lot of fun. In fact, it was one of my most enjoyable BG playthroughs. I hope you yours is as satisfying. Best of luck! 

A.

Btw. Though my memory is hazy, I'd be happy to talk Avenger tactics sometime. [smilie]http://social.bioware.com/images/forum/emoticons/happy.png[/smilie]

#3245
The Fred

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Yes, I remember you mentioning the Avenger when I played vanilla Druid, I think. Vanilla Druids do suck but I modded the game so Clerics didn't get stuff like Entangle (which in vanilla is gold dust). This didn't really make Druids any better (though I gave them Strength as One and Dispel Magic, too) but it did give me an incentive to have one in the party.

Personally, I'm not so keen on shapeshifting forms. They've never struck me as particularly useful, and shapeshifting in general has always needed work I think. However, some of the Avenger's forms look pretty neat. I think Wyvern for example applies poison, which could be very useful, and Sword Spider and Fire Slamander sound pretty cool, though my experience with Polymorph Self's Sword Spider is that it's actually not all that useful in practice.

#3246
The Fred

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So far Azamraphel has killed some Gibberlings, journeyed to Beregost (fleeing from some skeletons near High Hedge), settled a family dispute (BGQE), calmed Marl (L2!), fetched a book for Firebead, killed some Ogrillions and delivered a letter to Mirianne. He's not far off L3, so travelling to Nashkel to get the Bhaalspawn power and Noober's XP would probably be a good idea, but I want the Coast Way Ogre's belt. I'm not too worried about the Ogre himself but the Xvarts around the area are being a damn pain. I finally finished off the first mob, but still have some of the second to get through. Entangle was actually handy here, I cast it then ran around the edge; the Xvarts short-cut through the middle and got caught. Unfortunately most of the work is left to my darts, which means a lot of running around.

#3247
Alesia_BH

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The Fred wrote...
Personally, I'm not so keen on shapeshifting forms. They've never struck me as particularly useful, and shapeshifting in general has always needed work I think. However, some of the Avenger's forms look pretty neat. I think Wyvern for example applies poison, which could be very useful, and Sword Spider and Fire Slamander sound pretty cool, though my experience with Polymorph Self's Sword Spider is that it's actually not all that useful in practice.


Understood. The forms have to be buffed extensively to work. You also have to pick your spots. If used judiciously, they can be highly effective. 

If you just flip into Spider form and head into combat (whether via the mage spell of Avenger variant) you will get your butt handed to you. If you buff them though, they can steam roll.

The Avenger Spider, for example, was something I used in the Final Ascension battle. IIRC, Sendai. Yaga-Shura, and Abazigal were all taken down by the Spider. The form was very useable from the Chataeu through the endgame. My characters have also taken down a lot of ToB enemies in Polymorph: Sword Spider form.

Anyhoo. Best of luck with your Avenger. I do have a soft spot for them.

Best,

A. 

#3248
SpiffyKeen

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Thanks Vaclavc.  Congrats on your cleric run.  Are you looking to continue in Amn, or perhaps start another?  Also, congratulations Corey on getting to Anm.  It seems Veene is also doing well down south.  Good luck to the rest of you Noreloaders, too. 

-------------------------------------

From Beregost Zigana went straight towards the supposed bandit camp near Peldvale.  She stealthed through the area, and sure enough found lots of elite bandits and some normal ones too.  A quirkly looking bandit named Raiken seemed gullible enough to lead her to the camp.  Zigana, did manage to talk her way in.  I think the charisma ring had something to do with that. 

Image IPB

She walked freely around the camp to assess the situation (it did not look too scary), and then she Shielded herself and took a few whacks to attract attention.  Then she led a bunch of the guards across the camp and then fireballed them.  However, she started taking too much damage from criticals.  The guards we hitting her with sheer number of attempts! 
Image IPB

She ran while drinking potions away from the camp, and finished her
strategic retreat with an absorbtion potion.  Then she turned and faced
the bandits again.  Taugosz was the quickest and caught up to her
first.  She wacked him a few times, and he had a hard time landing his
hammer.  As the gatering at the trees got bigger, she let another explosion fly, then dodged around, and sent another blast.  A citical hit with a main-hand flail burst Taugosz into bits. 

Image IPB
Image IPB

Full plate mail!  There were a few hobgolbins roaming around, including Mr. Crush, so she used a couple Holds.  Then she healed completely before visiting any of the tents.  She entered the main tent, and started with a spell from the sleep wand, but it only affected the gnoll.  Zigana wanted to disable the mage, so she lured the rest out into an ambush of skeletons.  She landed another successful hold on the fighter, and battered the hobgoblin archer in melee.  Sleep took care of a common bandit who had stayed hidden up to that point.  Then she finished the mage (which led to a level up), then reentered and finished off the unconscious gnoll.  She talked to Ender, who suggested visiting Cloakwood...  Her level up was an 8th thief level, getting open lock skill up to 50.  She grabbed all she could from the bandit's hoard, including a poition of perception to help with opening locked chests and such.  She searched the rest of the area and found groups of hobgolbins, but did not engage.  Instead, she headed to Ulgoth's Beard.  She talked to a few people, went shopping at the inn, but did not bother with the place much more than that.  Wand of the heavens was purchased, but the invisibility ring was too exspensive.  From there, she returned to Beregost, where she IDed some items at the SotM Temple, collected bounties on the scalps, bought shadow armor, rested and healed at Feldpost's, and finally storred any non-critical items before heading to Cloakwood.  Here is Zigana traveling "lightly."

Image IPB

There were many Clockwood predetors including spiders, wolves, and bears.  She used fire against groups, and then melee to clean up.  A little bit of healing was necessary, as these enemies did frequent enough damage.  However, her first scare came from druids.  She agreed to help a hunter, and the druids went hostile immediately!  I had forgotten that Seniyad had an uniterruptable Call Lightning, and Zigana took 33 damage even with a save vs. spell.  She quickly retreated and drank a potion of absorbtion, this time to protect against electricity.  The second bolt did not hurt, and the druids could not land hits with their staves.  Zigana drank more healing potions during the melee, and the rest was easy.  Aldeth thanked her with a gift and an invitation. 

Image IPB

Deeper into the forest, there were even more spiders.  Zigana donned her full plate and +1 ring, and dove in.  Against ettercaps, especially, she added fire.  She used Sanctuary help to clear traps without being seen, and the heavenly wand against the phasing spiders.  She also used Sanctuary to search and evaluate the nest.  Inside the nest, she summoned a quick skeleton as the spiders rushed her, and then blased fire into the back of the nest while she meleed near the door.  She took enough hits and poison to warrant running out.  The spiders followed to their doom, since they were easier targets to area fire while outside as Zigana's risk to hit herself was lower.  She returned Chelak's body, and then went back to the nest to free Centeol from her cursed existance.  Traveling deeper into the forest, she was ambushed by spiders, which she meleed.  After meeting more druids (did not go hostile), she ended up being pursued by quite a few bears, and later, by quite a few immature wyvrens. 

Image IPB

Various other monsters were to be found in Cloakwood including wraith spiders, full grown wryvens, and a hamadryad.  I had Zigana use a skeletons vs. the hamadryad, and a protection from poison against the wyvrens.  The battle was a mixture of melee in full plate and wand of the heavens.  At this point, Zigana was out of space to carry valuables, quite low on healing potions, and without many charges on her necklace and wands.  While the druids confirmed a bandit presence, and she did find a few well-equipped human guards wandering around, she decided to head back to civilization instead of pushing deeper into the forest (ambushed by spiders again).  She sold off the spider sword (5500 gold! from Thunderhammer), IDed a non-detection cloak, and a couple of wands.  She bought 10 healing potions and 5 antidotes from Mr. Super Important himself, along with some immediate healing needed after the spider ambush.  She then visited Feldpost's to sell off her potion and gem loot.  Finally, a visit to HH got her some reloaded magical devices.  As a side note, with full plate, Zigana tried out melee on as many skeletons as she could find near HH, and it worked great.  Hits only on critical, and for certain attacks, the skeletons had -19 modifiers on their attack rolls!  With full plate and the +1 ring, Zigana has -4 AC! 

Instead of going back to see more lawless bandits, she headed south to Nashkel again.  She swung by the Belching Dragon Tavern to get more information.  Volo told a tale of some unknown heroes ... what ever.  But a local told Zigana of Joseph so she could return his ring to his wife.  Then she accepted a request to assist Minsc the ranger to save his charge Dynaheir.  Zigana gave him the full plate to wear.  They traveled west to the gnoll stronghold and were ambushed by gnolls.  Together, the duo only left bodyparts! 

Image IPB

They also fought hbogoblins and gibberlings together.  Against these lessor monsters, Zigana and Minsc were dynamite.  They also helped a rather noble looking fellow named Jared who was being chased by a bear.  Arriving at the stonghold, they had to cross a guarded bridge, but the guards both fell asleep on command.  Then Minsc broke his sword on some gnolls, so he grabbed a pike instead.  Sleep worked against the gnolls too, but that was the last charge (should have recharged that one at HH too).  So fire thinned out another pack of even bigger gnolls, and Minsc broke his first pike (but there were plenty more).   

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They rescued Dynaheir, who had managed to survive her imprisonment.  Zigana gave her all the spell scrolls she had collected on the journey.  Zigana escorted Minsc and Dy across the bridge and sent them on their way with her best wishes.  Zigana stayed to explore the area under stealth.  She found a small treasure cave.  Then she headed back to Nashkel by a different route, where she met some winter wolves, a girl and her cat, two ruffians and a good dryad this time, another cave with treasure (and wolves), and finally a "boy" and his missing "doggie."  Finally she returned to Nashkel, where she IDed some of her loot and sold most of it, except for the warm boots which were pretty nice.  She also had a mysterious tome IDed at the Temple of Helm (+1 charisma).  Zigana is currently fatigued, but excited to explore around Nashkel some more.  This is much more fun than wandering into another bandit hideout (although she suspects that it will be necessary eventually). 

Modifié par SpiffyKeen, 21 octobre 2011 - 06:34 .


#3249
Gate70

Gate70
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Back after losing the 3d graphics driver after a Ubuntu upgrade (probably my fault for trying to keep the gnome GUI instead of the "improved" unity default). I ended up doing a machine rebuild.

Easytutu for a change, no mods so inventory going to be a challenge.

Axum, NG male gnome illusionist/thief. Portrait of Xan.

Well Gorion is pushing up daisies again, only this time they couldn't raise him at a temple. Time to strike out on my own as soon as Imoen can be left at Beregost.

Str 9
Dex 18
Con 17
Int 19
Wis 17
Cha 3

* quarterstaff, * two handed weapon (can't decide on ranged weapon yet).

My backstab misses the funny coloured hobgoblin south of Beregost and I get an arrow in the face no laughing matter with 7hp as a reward so run away.

A couple of ambushes get more arrows so I memorise spells and summon a familiar.

Modifié par Gate70, 22 octobre 2011 - 12:20 .


#3250
corey_russell

corey_russell
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You soloing Gate70? A mage/thief is tough to solo early (HP) -- if you can get to level 3/4 of both classes, then things will change. Getting wands could help too (e.g., such as going invisible via spell and getting the fire wand in the Ankheg nest. Guess you would need two invisibilities, or to stealth after looting).