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Baldur's Gate 1 No-Reload Challenge


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#4126
corey_russell

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Cody and his band of cleric/mages continue their adventure...

@Grond0 -- looking good there Grond0! One question, though your screenshot for your kill of Tranzig looks strange that room doesn't look like Feldeposte's Inn, does that area get changed in your setup?

We are running out of places to explore, just Ankheg territory or Bandit Camp left (or I guess the Thay Wizards area). Decided it was time to stop the bandits once and for all.

My first attempt, we cast a few animate dead and then cleared the initial tents, got to the gnoll cave. The fight wasn't that great (because I forgot to cast sleep, horror was ineffective), and then the game crashed - I had to repeat from the arrival at the bandit camp. Second time around I did the same things and I DID sleep the gnolls and the fight was much smoother this time around (though I still wish the game didn't crash on me).

As for Khosann Tausgosz couple hold persons/commands and an entangle came his way, he somehow failed to save vs. them all. Easy pickings after that. The full plate went to Paja, the Ankheg armor went to Hanna (who will probably don it when we deal with Ankhegs, for now she is still wearing the robe of the good arch magi). With no thief, we had to leave most chests unopened. However the tent just south of Tazok's tent Paja was able to open with DUHM and the fireball/web spell we found went to Cody.

Time for the big showdown in the big tent. We did maximum buffs including protection from petrification on Cody (to protect against a chromatic orb) and walked in. The enemy walked toward us, but we didn't wait. Paja engaged the nearest enemy in melee, Cody cast an animate dead beyond to melees, primarily to keep the enemy elite goblin archer occuppied, and the rest of the party fired magic missiles at Venkt the mage. This was wildly successful as you can see below.
Image IPB
With the mage down, the rest was just mop up. We used a potion of absorption on the lightning trap. We managed to loot everything then we headed off to Feldeposte's Inn. We sold some junk here and also purchased the amulet for Paja to put her AC at -6. We need maximum AC since Ankheg's territory is next. She will still probably die, as her HP is only 19.

I'll let you guys know how we do against the ankhegs. I do have the sleep wand, so maybe it will be easy, we will just have to see.

#4127
After5CST

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RIP Tril, M E F/M

Tril managed to work his way E from Nashkel to the Ogre map, and there things went horribly wrong.  Using the fammy's Invisibility 10' Radius the plan was to approach the N bridge, Sleep the Hobgoblin Elites (stupid poison arrows are my bane), and then take out the two Ogre guards.

The initial plan seemed to be working OK: the Sleep did take out all of the Elites (although one did manage to poison Tril), but after that somebody stepped a tiny bit too far to the E and triggered the bandit with hobgoblin archer support dialog.  Then, things got ugly.

Tril had to go try to hold him off while staying close enough to the hobgoblins to discourage their archery, using healing potions as he went.  Khalid and the others attempted to fight off the Ogres.  Unfortunately, the Elites woke up after a few rounds (couldn't get far enough away) and then it was curtains for everyone, having exhausted what healing potions I had left.

Lessons learned:
* Need to carry more antidotes.
* The Ogre map can be nasty for a young party.  Need more than 2 levels to clear the map: otherwise should just skip past it to the Gnoll stronghold.

I'm omitting another challenge entry that didn't make it past the FAI (solo Sorceress).

New challenge entry:

Tiela, F HE Cleric/Ranger
Planned party: Kivan / Coran / Xan
So far, progress has been OK but a little dicey.   Cleared a fair amount of the initial map.  Used Sanctuary, Command, and then some good old-fashioned quarterstaff whacking to finish off the assassin at FAI.  Retrieved a flame dance ring for Joia.

Ended up finishing off the belted Ogre, but his parting blow nearly ended this adventure early.
Image IPB
Tiela barely gets her belt on Flickr

#4128
Grond0

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corey_russell wrote...
@Grond0 -- looking good there Grond0! One question, though your screenshot for your kill of Tranzig looks strange that room doesn't look like Feldeposte's Inn, does that area get changed in your setup?

It wasn't Feldeposte's, but a house opposite.  I needed someone to kill Tranzig for me and thought I might as well use Marl to do this - he had been stashed in the house after killing Algernon earlier (didn't leave him in the Inn just in case I forgot he was there and got attacked unexpectedly - one blow from him would probably kill Raven).

#4129
corey_russell

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@After5CST: Just a tip, but you will find that traveling South from Nashkel then west then west again is far safer than xvart village > ogre area on the coast > gnoll fortress. For one, you usually get tired on the ogre map, and if you sleep you will often see Ogre Berserkers, - not what a low level party wants to see. If you sleep on the map with the dead cat, at worst you get flinds which is a bit easier to deal with.

Modifié par corey_russell, 06 décembre 2011 - 06:00 .


#4130
After5CST

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corey_russell wrote...

Image IPB

Now THAT is a great pic. :)

#4131
Easymask

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Inquisitor Ardanis Solemar's Journal


Day 8, 1369
Journey from Athkatla uneventful. Squire Aurellion is becoming quite accustomed to the life on the road, to think the young man was naught but a farmer's son before our journey began amazes me. I will teach him the way of Helm to the best of my ability to do so.

We have made good progress, and my previous estimate of a fortnight will not be overdue.

Day 10, 1369
We encountered a band of Brigands but a days march from Nashkel, we left one survivor who claimed that his "brethren" would avenge his death. It would seem that the rumours where true. I'm looking forward to Berrun Ghastkill's report when we reach Nashkel.

Day 12, 1369
It would seem that the Bandit we interrogated previously was truthful in his words, as we where ambushed by another group this day. Six of our men fell in the battle, two wounded. I had Sir Kendrick ride off with the survivors, hopefully Helm will watch over them untill they reach Nashkel. Myself and Squire Aurellion will continue by foot, on our own.

Day 13, 1369
Today we reached Nashkel, and Squire Aurellion asked if he could spend some time in the Church of Helm - I agreed heartfully. The young man is vigilant in his search for Helm, and I am proud to be his mentor, though I am sure the baptise of battle rattled him some. 

Berrun Ghastkill's report on the troubles brewing in the area are quite disturbing. The Order was right to send us to investigate. As Sir Kendrick is required alongside our wounded, Squire Aurellion and I will await assistance of Adventurers for the time being. The promise of bounty will surely attract someone soon.

Day 14, 1369
We have aquired the assistance of a young adventurer named Mavelorn, and his cohort Sicarius. They apparently hail from Candlekeep, growing up under the tutelage of Gorion himself. I have never met the man, but I have heard tales of his endavours from Reviane back home. Promising young men, but I fear they might not be experienced enough for the challenge before us.. But who am I to judge the hearts of the young? I will do what is in my power to keep this group safe and on the path of right. May Helm watch over us in our travels.


(I got the idea for this party while playing my previous 4 Man group - so I couldn't keep myself from restarting. Instead of following the PC, I will be writing from the Paladin Ardanis Solemar's perspective. Hope you guys enjoy!)

Mods and additions: Same as always, but Baldurs Gate 2 Spells have been added. I have also added a Bag of Holding, Ammo Belt and Potion Case - as roleplaywise Ardain would probably carry those things with him from Athkatla.
Playing on Core with SCS installed.

The Party:
Mavelorn - Human Male Conjurer
Sicarius - Human Male Assassin
Ardanis - Human Male Inquisitor
Squire Aurellion - Human Male Cleric of Helm

Modifié par Easymask, 06 décembre 2011 - 08:51 .


#4132
Vaclavc

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@Grond0: you take difficulty of your no reload challengesto the extreme. I imagine you must have great time, though. Your methods of solving different situations are very creative.

@Easymask: if you manage to survive BG1, you will have great time in Amn with your Inquisitor - enemy mages will fall like flies.

After5CST: my condolences


Valhyron, human cleric7/mage8 dual class (56 hp) in Durlag’s Tower:
In the Tower, Valhyron had to resort to melee weapon, for the first time in his career:
http://i264.photobuc...on/Baldr164.jpg

Cleric/Mage can see and evade traps:
http://i264.photobuc...on/Baldr174.jpg

Animated hasted skeltons took care of most monsters, supported by attack spells:
http://i264.photobuc...on/Baldr192.jpg

Demonknight is highly magic resistant; Valhyron had to use bullets+2 to kill him. Prior to fight, he used Vampiric touch to increase his hitpoints – Demonknight likes to cast PW:Stun and PW:kill.
http://i264.photobuc...on/Baldr198.jpg
Back in Ulgoth’s Beard, numerous cultists fell victim to hasted skeletons and Valhyron’s magic. Aec’Letec, Tracea Carol and their retinue died in two Cloudkills cast from scrolls (I saved them just for this opportunity).
http://i264.photobuc...on/Baldr204.jpg

V

#4133
corey_russell

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@Vaclavc: Nice work in Durlag's. Hasted, blessed, chanted skeletons are my favorite tool against Cynthrandria, they work in a lot of situations if there's time to bring them into play.

#4134
Easymask

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@Vaclavc
Aye, Inquisitors are quite good to have in a party - though I play with the dispel at 1.5x the Inquisitors level, lowered a bit. My three last deaths in Amn have been with an Inquisitor in the party though(Keldorn) - so I don't put too much faith in the class(though I do like having them with me!).

The main character is the Mage though(Mavelorn) - so as long as I can evade backstabs and imprisonment in the future - things might go well for them. :)

Nice work in Durlag's Tower by the way, you are quite skilled with the Cleric/Mage!

Modifié par Easymask, 06 décembre 2011 - 08:37 .


#4135
The Fred

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All the paladin kits strike me as powerful. Yes Inquisitors are the ones often slated as being in need of a nerf (and though I don't think I've acutally used one yet I have the slightly reduced Dispel tweak installed too) but Cavaliers are awesome and Undead Hunters, though not as obviously powerful, really don't lose a lot for what they gain.

Vaclavc wrote...
@Grond0: you take difficulty of your no reload challengesto the extreme.

I'm still waiting for an insane no-reload poverty solo run.

#4136
corey_russell

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Without a doubt, all the paladin kits are strong in BG 1. For a first time player of Tutu I would say a paladin kit is the way to go, heavy armor plus immunities you can't go wrong...

#4137
Grond0

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At the palace Raven saved both the dukes, but failed in her attempt to accumulate no XP when she was forced into killing one of the greater dopplegangers.  Thinking about it after the event I probably wasn't actually using the safest strategy, though I don't think there is a really safe strategy for that fight. I'll post some details once I've got a bit more time. 

#4138
Easymask

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I agree with your there Corey, all Paladins are very powerful in Baldurs Gate 1. The dispel mechanic would probably be more powerful in a 6-man group, as the Inquisitor will be much more busy tanking/drinking potions/true sighting etc rather than toss out dispel every time. Since the Paladin also will be in the frost for my sake, the dispel will hit himself more often than not - thus removing his buffs as well(at least in the middle of battle).

The Inquisitors are strong, no doubt - but I'd say the Cavalier and Undead Hunter are better in Amn.

#4139
Serg BlackStrider

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Vaclavc wrote...

Demonknight is highly magic resistant; Valhyron had to use bullets+2 to kill him. Prior to fight, he used Vampiric touch to increase his hitpoints – Demonknight likes to cast PW:Stun and PW:kill.
http://i264.photobuc...on/Baldr198.jpg

V


Out of curiosity, V - in my install Demonknight always start with Dispel followed with Fireball (repeat that in few rounds) and then PW:Stun. He chunked full (max) health Khalid in one of my no-reloads in a blink of an eye! Is his behavior differs in vanilla?

#4140
Easymask

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 Ardanis Solemar's Journal

Day 21, 1369
At the Nashkel Inn, Mavelorn and I discussed the reports of problems within the Nashkel Mines. I suggested we traveled the roads for a while, so that I hopefully can aid the group to become more expirienced before we enter the mines. There has even been rumours about demons inside, and I will not lead an inexperienced group of younglings to their death.

Thus we have made our way to Beregost in search for work. Before long we where attacked by a Bounty Hunter named Karlat, waiting for us inside one of the Inns. We disposed of him rather quickly, but evidence of a bounty on Mavelorn's head was found on his corpse. Mavelorn promised to explain everything to me tomorrow.

Day 22, 1369
Mavelorn has explained what he knows to me. I trust the boy, as he does not hide behind his words when he speaks. I told him that I would guard him as well as I can, should more bounty hunters come for his head.

Day 43, 1369
I haven't been able to write for some time, as we have been constantly on the move. The party has proven to be quite capable, and we have done much good for the people in the surrounding areas. I must mention that Squire Aurellion slew the Ogre-Mage Kahrk before we entered the Firewine Dungeon - he's becoming a formidable warrior with the Warhammer we took from Bassilus.

Day 49, 1369
We fought against an Half-Orc named Mulahey, deep within the bowels of the Nashkel Mines this day. The would-be demons where naught but Kobolds - and we disposed of them as well. We have not yet remedied the troubles though, as it would seem Mulahey was but a pawn to some greater power. According to the letters we found, Tranzig is the next piece we need to find, in this twisted and evil puzzle.

Day 55, 1369
Confronting Tranzig proved to be bountiful, as he squealed like a pig when put to the sword. Another pawn, this time to someone named Tazok. We will spend the night in the Feldepost Inn, and journey to Peldvale in the morn.

Day 57, 1369
We where ambushed twice this day, first by a man named Molkar and his party - then a woman named Lamalha, and(what she claimed to be) her group of Amazon women. Squire Aurellion and Mavelorn spotted both groups first, and managed to buy us enough time to prepare for both attacks. It warms an old man's heart to see that these young men keep suprising me. The men are preparing our camp for the night, and we should reach Peldvale early in the morn. May Helm watch over us.


(The party has made slow, but steady progress through the Coast - clearing every area but the ones from TosC prior to Peldvale and Larswood. The ambush that previously killed my 4 man group a few weeks ago was overcome by clever tactics as can be seen here, and here. Here's to hoping that they make it, as I am having a blast playing this group! The battle against Lamalha was won with clever usage of Dispel Magic - as I have learned that when waiting for a potion to be glug'ed or a spell to be cast and Rigid Thinking hits - the character will do that next even under the effect of the spell as seen here. Poison on arrows also do wonders against the enemy archer & dart thrower.)

Modifié par Easymask, 07 décembre 2011 - 01:13 .


#4141
The Fred

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Serg BlackStrider wrote...
Out of curiosity, V - in my install Demonknight always start with Dispel followed with Fireball (repeat that in few rounds) and then PW:Stun. He chunked full (max) health Khalid in one of my no-reloads in a blink of an eye! Is his behavior differs in vanilla?

I've only ever fought him in vanilla, and that's what he did to me. I think he's scripted just to chain through Dispel -> Fireball x2 -> PW:Stun or something, which makes him tough but predictable. I imagine SCS may change his behaviour, though.

corey_russell wrote...
For a first time player of Tutu I would say a paladin kit is the way to go, heavy armor plus immunities you can't go wrong...

Unless you have Full Plate and Packing Steel installed. Heavy armour gives you less of an AC bonus, and lowers your Dex, but provides resistance to most physical damage. This probably makes it better ovall, but in BG1, speed defines the winner, and in full plate you also move really slowly. With a ranged weapon you'd probably be OK but you wouldn't be able to manoeuvre very much.

#4142
Vaclavc

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Serg BlackStrider wrote...
Out of curiosity, V - in my install Demonknight always start with Dispel followed with Fireball (repeat that in few rounds) and then PW:Stun. He chunked full (max) health Khalid in one of my no-reloads in a blink of an eye! Is his behavior differs in vanilla?


The Fred wrote...
I've only ever fought him in vanilla, and
that's what he did to me. I think he's scripted just to chain through
Dispel -> Fireball x2 -> PW:Stun or something, which makes him
tough but predictable. I imagine SCS may change his behaviour,
though.


Yes, he basically does just that - Dispel (sometimes more than one), Fireballs, PW:Stun, melee, PW:Kill.
He is tough but very predictable - the only problem is PW:Kill which obviously bypasses Protection from Magic - I lost two solo thieves in this manner.
I would also expect SCS to change his behaviour.

V

#4143
corey_russell

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Cody and his band of cleric/mages: micro-update

We did some Ankheg hunting. I would have to say it's been wildly successful, mainly to heavy use of the sleep spell. Paja and Hanna also wearing their cleric armor, which has helped them to avoid being hit so far. The ankhegs do get at least one attack in before they fall asleep, but so far they've all missed. I am reminded of how weak the party member is physically, we can only carry two ankheg shells and sell them to the Thunderhammer Smithy, and even then we can only do by taking off armor and shields.

We found farmer Brun's son. We tried to offer his son's equipment but he wouldn't take it so we ended up selling it. Gave him a 100 gold, it was getting "too heavy" for us. Progress is slow, as we kill two ankhegs, go back and sell them for 1000 gold, return kill 2 more, go back and sell, etc.

But the influx of cash will be put to good use. Once the ankhegs are dealt with, then the party will stock up on healing potions and antidotes, to prepare for our cloackwood journeys. We definitely don't want to be facing, spiders/ettercaps/wyverns without antidotes.

Possibly might help with a zombie problem up north before investigating the cloakwood. No levels yet, but the party is about 15,000 experience from level 6 cleric.

#4144
After5CST

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Easymask wrote...I have learned that when waiting for a potion to be glug'ed or a spell to be cast and Rigid Thinking hits - the character will do that next even under the effect of the spell

Strange, I learned that myself yesterday.  I had queued Command, fell under Rigid Thinking, and then Command was still cast (while Rigid Thinking was under effect) anyway... it appears Rigid Thinking just blocks you from giving future commands and then when your action queue is empty will start doing its behavior.  But not quite, since characters in melee will stop fighting as soon as they are Rigid Thinking affected.

Anyway, I'll muse about the engine later.  For now,

UPDATE:  Tiela F HE Cleric/Ranger
(vanilla btw-weidu + BG1NPC )

After defeating the Ogre with the belt fetish, the next task was to recruit Kivan (as early as possible, I like to pick my NPC proficiencies myself rather than have the upper-level NPCs who are already set).  Going to High Hedge, Kivan refused to talk with Tiela.  She returned to Beregost, helped Firebead with a book ( +1 Rep ), bet even this higher reputation was insufficient to sway Kivan into dialog.

So, instead she worked down towards Nashkel, helping Mirianne (+1 ring, no Rep) and then skipping down to Lord Foreshadow, who give Tiela a helpful ring: leaving the rest of the maps pretty much unexplored.  Tiela went back and successfully recruited Kivan.

From there, the pair travelled to Nashkel, met the mayor, found some Ankheg armor, and headed straight to the mines.  (I normally prefer some extra levels before attempting the mines, but Tiela is apparently somewhat reckless and I want to get to Xan and Coran as early as possible).  This being my first attempt at the Nashkel mines without a thief, I was a little nervous but things went just fine.  She triggered the bridge traps one at a time (healing between each one) and they worked around the traps at the bottom of L3.

Working their way through the meagre kobold resistance to Xan, the party added Xan, let him learn whatever scrolls were accumulated thus far, and managed to rest in Xan's prison before taking on Mulahey.  Since Mulahey insists on walking up to the top of the room after his dialog, we took advantage of the fact and rushed everyone to the bottom of the room pre-dialog.  Mulahey started his walk up to his casting spot after calling for reinforcements, but a thick layer of Grease slowed his movement significantly, a Command spell stopped him for another moment, and Kivan quietly and quickly just plugged him full of arrows.  He was in bad shape even before trying to cast his first spell, and bullets and arrows quickly downed him.

At this point, I had planned to twalk back up through the mines and not take the secret exit: but Tiela seemed to disagree... for some reason I just couldn't help but take her out the back exit and attempt the Amazons.  With only  L2 cleric spells and two L1 Wizard spells ( no evocations due to Xan's specialist restrictions ), I was convinced this was entirely foolhardy, but had to make the attempt... it just seemed in line with Tiela's adventures thus far.

The plan was simple, as I had little to work with.  Cast Remove Fear, approach from the non-priest side of the group, use Kivan to draw fire and return ranged attacks, and use Tiela to Silence the clerics and then hopefully Hold the archers before moving in.  Xan had really nothing to do, since he had no ranged weapons, and Armor and Sleep weren't going to be that helpful in the battle (although he did cast Armor in advance), until I remembered the Wand of Frost (which in bgt-weidu seems to do Cone of Cold as an area effect instead of the previous column of ice for single target).

The opening gambit went OK, but not as well as I would have wished.  Kivan did draw fire, but unfortunately also fell to a Rigid Thinking spell that one of the clerics fired before Tiela could finish her Silence... effectively taking him out of the rest of combat except as an archer target for a round or two.  Silence did work on both clerics, and Xan's Wand of Frost damaged the entire Amazon party.  Still, it was four on two, although Tiela's group was the only one with any spellcasting ability.

To even the odds, Tiela had Xan use a second charge from the Wand of Frost while she fired off a Hold Person spell to incapacitate the ranged attackers.  The spell held one (but not both), but the wand still worked well, killing one of the clerics, and forcing the other ranged attacker to panic.

Tiela and Xan closed to melee range, and Xan managed to quickly kill off the Held dart thrower (first time I've ever really used Xan's Moonblade), while the silenced cleric (Lamalha) chased Tiela around, who was using her sling to attack and eventually kill the panicked archer whenever she had enough space to work with.  Things were finally looking good, with mostly-spell-dumped Tiela and Xan vs. one silenced Cleric (Lamalha).

...and then, Silence wore off.  Lamalha immediately went for the jugular with Hold Person, and Tiela tried to counter first with Command.  Lamalha managed to save, but Tiela didn't: leaving her completely defenseless against Lamalha's flail.  Xan was thrown into melee again, in the vain hope that his Moonblade would be sufficient to finish off the badly wounded Lamalha before she could kill poor held Tiela.
Image IPB
Xan vs the Amazons on Flickr

It became obvious quickly that this was a bad idea, as Lamalha was hitting Tiela without trying and Xan was unable to make a strike.  Deperate, Xan lined up and then used a third charge from the Wand of Frost, hoping that his aim was true and he didn't kill Tiela with the area attack.
Image IPB
Xan defeats the Amazons  on Flickr

Thankfully Xan came through for the party, and saved the day.  (There's another sentence I've never said or written before!) 

After recoving Kivan, healing, and resting, the party then headed back to Nashkel to talk to Oublek (+1 rep), the mayor (+1 rep, reward) and then take on the assassins NIMBUL and Neira.  NIMBUL got his mirror images up, but Command took him out for a round... and it only takes a round to kill him, mirror images or not.  Neira saved against Command, but Tiera and Kivan just kept hitting for damage, forcing her to never get a spell off before dying.

After that, the party rested in the inn, traveled to High Hedge, and has just finished clearing the map, in the process giving Xan a big pile of throwing knives to use at range for future encounters.

Next steps:  Travel to Beregost, and deal with the three combats there: Karlat, Silke, and Tranzig.

I don't know why I'm playing Tiela so aggressively, but it's teaching me to actually use (instead of hoard) items: so even though she'll probably not make it at some point it's been a fun run thus far, and I think I'm still improving at the challenge.

#4145
corey_russell

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After5CST: You took on the mines immediately? And you took on the amazons with a 3 man party, with one of them (Xan) having very few spells scribed and no ranged weapon? It's hard to decide if you were brilliant, or just lucky...good job in any case, which-ever it is.

I've had two level 5 no-reload bards get killed by the amazons, so when I deal with them I usually go for overkill.

#4146
Easymask

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Hello again everyone! Excellent work with the mines and assassins After5CST - I'm amazed at how well you handled that considering your limited levels. As Corey said, well done indeed!

I've decided to hold off a bit with the journal - seeing as the progress is a bit quicker now that we reached Baldurs Gate. I get the urge to write every so often, and it dwindles away just as fast.

Anyways, here's an update on Mavelorn and his party's progress thus far.

The Bandit camp was quite messy, as I had forgotten that they sound the alarm when I approach, inviting the entire camp to a slugfest. Aurellion fell very early, due to poor micro from my part. Mavelorn's Skull Traps quickly turned the tables back into my favour though, as they took out the majority of the Bandits. One charge from the Wand of Summoning was used, and victory was ours.

On to Cloakwood - the party demolished mostly everything in their path. Drasus and his group tasted Mavelorn's Skull Traps as well, before he blinded Kysus. The fight was pretty much over at this point.

Inside the Mines, the alarm went off and hordes of Guards came running. I was waiting for the opportune moment, namely when Hareishan appears to cast Lightning Bolt, and hit her with both Magic Missiles and Poisoned Arrows before she got the spell off. All that remained was a Skull Trap and a swing of the Sword or two.

I decided it was time Sicarius proved his worth, and so he did - taking out Davaeorn all by his lonesome.

The journey picked up the pace at that point, and soon they assaulted the Iron Throne. Two casters where taken out first, followed by two more. Cleaning up the remains where smooth sailing from there. 

The mandatory barbrawl was won fairly easily(though the Maulers managed to kill the Bartender), by the help from Skull Traps and Poisoned Arrows.

Before long they where beset by Ogre Mages, whom where dealt with very easily as the party made most of their saves - and again proving how increadibly powerful Poisoned Arrows are.

Prat's Party was taken out with Fireballs and Arrows of Detonation, nothing special.

Then we got into a slugfest with Slythe and Krystin - a brawl we won.

I had my best fight in the Duchal Palace to date, completely oblitorating the Greater Doppelgangers all too easy(I really need to install the Greater Doppelgangers now I reckon). 

Under Baldurs Gate, we destroyed the Bounty Hunters by sending in three skeletons and three Ogres, as the enemy killed themselves with their Arrows of Detonation(and some of ours of course).

Thus only Sarevok and his party remained. Sicarius pulled him with an Arrow of Dispelling, followed by a potion of Invisibility - positioning him slightly out of sight from the rest of the party. Semaj triggered and teleported into three Skull Traps(two of them where from scrolls) and an Arrow of Dispelling from Sicarius. Aurellion was positioned so that he was unbuffed when hit with the Spell Trigger Dispel Magic. Then his contigency triggered, but the next Magic Missiles killed him. All that remained was buffing the party with potions and spells, then pulling Sarevok into a small group of monsters and a couple of skeletons. He didn't stand a chance.

The party at this point where:
Ardanis - Human Male Inquisitor.  Level 8 with115 HP. Spider's Bane. 499 Kills, MPV: Ungh.
Squire Aurellion - Human Male Cleric of Helm. Level 8 with 79 HP. Ashideena. 173 Kills, MPV: Greater Doppelganger.
Sicarius - Human Male Assassin. Level 9 with 70 HP. Eagle Bow. 274 Kills, MPV: Davaeorn.
Mavelorn - Human Male Conjurer. Level 9 with 55 HP. Sling +1. 160 Kills, MPV: Jalantha Mistmyr.

Off to Amn!

Edit: Just worth to mention, I have grown *very* fond of Skull Trap. It's such a good spell, and you get it very early. It allows you to turn the tables in so many battles - and it's area if effect is not ridiculusly large, thus it is quite safe to use in groups as well. I am just amazed at how well it works in Baldurs Gate 1.

Modifié par Easymask, 07 décembre 2011 - 08:14 .


#4147
corey_russell

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Congratulations again, Easymask. The insane part is skull trap gets even better in BG 2, since it's power increases with the level of the caster.

#4148
Vaclavc

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@After5CST: Taking on the mines with such low level party? Congrats and may lady Tymora bless you in future :)

@Easymask: congratulation on yet another successful run!


Valhyron, human cleric7/mage8 dual class (56 hp) survived perils of BG1.
Equipment he took with him to the temple:
http://i264.photobuc...on/Baldr215.jpg

Final stats:
http://i264.photobuc...on/Baldr216.jpg

Prior to battle in Father’s Temple, Valhyron killed two Battle Horrors and divined location of traps. When the battle started, he dispelled enemy buffs. I did not want to risk anything, so I relied heavily on summons. Semaj, Angelo, Tazok and Sarevok gathered at the center. I blocked them with summons and pummeled them with spells.
http://i264.photobuc...on/Baldr223.jpg

After death of Tazok, Sarevok was alone. He was surrounded with hasted skeletons and fell victim to bullets +2.
http://i264.photobuc...on/Baldr224.jpg
Playing dual classed cleric/mage was definitely pleasant experience.

V

#4149
Easymask

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Thank you Vaclavc, and congratulations to you as well! I'm still amazed at how well you are able to play "weak" characters so well solo(and on insane!). My hat is definatley off to you! ;)

#4150
After5CST

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Thanks for the kind words, all.  A little overstated, just because I'm playing against vanilla AI not the murder that appears to be SCS.

Even so, in taking a look at stats (after the fact), Tymora is indeed responsible for Tiela's continued existance.   The whole cornerstone of the strategy was that Tiela could silence both clerics at the beginning of battle, leaving the group time to deal with those deadly ranged weapons before finishing off the clerics.

Zeela save vs. Spell: 14
Lamalha save vs. Spell: 12

Silence 15' Radius invokes a save penalty of 5, making their chances of saving as follows:
Zeela = 1 - (14+5)/20 = 5%
Lamalha = 1 - (12+5/20) = 15%

The probability both fail their save is 95% * 85% = 80%, meaning four out of five combats they both will fail their save.  Good odds, but not overwhelming.

On top of that, I then am counting on disabling one (or both) of the ranged attackers with Hold Person.  Since the two are more than 5' apart, only one is possible.
Telka Save vs. Spell: 11
Maneira Save vs. Spell: 11
Probability of one failing her save: 9/20 = 45%

Probability of both clerics failing their Silence save, followed by one of the F/Ts failing their save on Hold Person:
80% * 45% = 36%

So I basically had one shot in three of disabling spellcasters and one ranged attacker in two rounds.  Luck it is.

(My normal approach with a higher-level party is to engage from the cleric side... hopefully without engaging the F/Ts, and then web / skull trap or stinking cloud / animate dead the snot out of 'em.  There's a lot of little tombstones on that particular hill from past parties).

Modifié par After5CST, 07 décembre 2011 - 09:59 .