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Baldur's Gate 1 No-Reload Challenge


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#4301
Shadow_Leech07

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AnonymousHero wrote...

I'm playing BGT with Widescreen mod, but I've noticed that (at least in BGT) all the random encounters are triggered by some sort of area trigger when you're about 1½ screens away. This is extremely noticeable if you have SCS/SCSII since the huge scripts cause a noticeable stutter. If you have great speed (Haste/BoS) you can sometimes avoid the trigger simply by going the straight route rather than trying to finesse your way around.

That's interesting to note. I think more experimentation may be needed. I spent several times passing in and around the High Hedge in my current game just to see what came out. My past theory has been, the more time it takes for a party or soloist to move to one area or the other, this increases the chances of an ambush.

#4302
AnonymousHero

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Shadow_Leech07 wrote...
My past theory has been, the more time it takes for a party or soloist to move to one area or the other, this increases the chances of an ambush.

There is a component of "time to travel", but it's all reflected in those fixed percentages.

Your experience sounds like the classic confirmation bias that we all fall victim to. :)

#4303
Gate70

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AnonymousHero wrote...
This is extremely noticeable if you have SCS/SCSII since the huge scripts cause a noticeable stutter.

Have you tried adding Generalized Biffing as your last mod, extract below. Not sure how much it helps with SCS scripts but worth trying if you haven't already.

This WeiDU mod allows you to biff your game's files for improved performance.

#4304
Alesia_BH

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For the curious, I just did a little unsystematic checking in my install. I can't say how this applies to other people's setups of course but the short of it is that I'm liking Lion's Way-> High Hedge from a safety standpoint. That one basically involves a low probability of a potentially dangerous but solvable encounter. Lion's Way->Coastway->Beregost on the other hand, involves a lower probability of an encounter which would be genuinely dicey. Given my playing style, I prefer the former (except with a Kensai perhaps). Some may prefer the latter.

Once in Beregost or High Hedge, there is safe passage to and fro as well as to the Temple. Combined, those areas offer ranged ammo, non-ranged foes for experience, and key defensive resources. Safe passage is possible from there on out.

Is this all silly? Sure. But that's ok by me.

Best,

A.

Modifié par Alesia_BH, 17 décembre 2011 - 05:29 .


#4305
SpiffyKeen

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When we last saw Gyan, he and his party of traveling companions (Imoen, Ajantis, Khalid, Jaheria, and Quayle) had just explored the wastelands to the east of Beregost and Nashkel.  After a stay in Beregost to get his mind set, Gyan decided it was time to deal with the bandits (Imoen may have had some influence here). 

To make a long story short, Gyan and crew had the following adventures:

* They helped a drow named Viconia, but told her that there was no room. 
* They infiltrated the bandit camp near Baldur's Gate, and slaughtered everyone.  Among the tents, Ajantis tanked (Khalid did a bit of tanking too) and the rest used ranged weapons and a mix of fire spells and Holds.  In the main tent, the four inhabitants could not withstand the well equipped party for more than about 2-3 rounds, and the wizard did not get any spells off. 

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* Level up for Jaheira, nice new armor from T.K., loot for all (Imoen used a potion to improve pick locks), and a shopping stop at Ulgoth's Beard (necklace of missiles recharged, wand of the heavens, +3 staff, more ammo, and just enough for the ring of invisibility). 
* A quick stop at the FAI to ID and sell more of the loot.  Purchases included all the purple and blue potions at the Temple of Wisdom so that Quayle could scribe a bunch of spells and Imoen later. 
*  A quick stop in Beregost to collect a reward for bandit scalps before resting and heading to Cloakwood. 
*  Many battles in Cloakwood - wolves, spiders, ettercaps, bears, etc.  Khalid leveled up. 
*  I found a new-to-me druid quest for Jaheira in Cloakwood, but decided to save it for after the mines. 

Then came Gyan's 2nd run-in with the bandits.  At the mines, the early battles went cleanly.

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However, on the 2nd level, Imoen got stuck in a narrow corridor, and died to a few quick swings. 

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Then Gyan thought that a fireball into the room with Hareishan would take care of that threat ... except it didn't, and a lightning bolt in a tight space killed Ajantis and Hareishan.  Luckily he was not chunked and no one else was killed. 

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Without Ajantis, much of the group's carrying capacity was gone, and the remaining four took what they could carry and headed out of the mines.  They stashed the heaviest and least important equipment in a corner in the barracks.  Gyan thought and thought.  Without Imoen to talk to, he wasn't sure what to do.  What would happen if they left?  He decided to continue on, and make the best of the current situation.  So, the four took a brief rest in a hidden location just outside the keep, and then re-entered the mines.  They freed all the slaves, including a dwarf. (I was hoping to add Yeslick to increase the party's numbers, but then I remembered that adding him would force Ajantis (or someone else) out!)  From there, Gyan led them all in as direct a route as could be found to the master of the mines.

In the Davaeorn fight, things did not go exactly as planned, because Imoen could not disarm the traps.  Instead, the battle went in stages.  1st a skeleton was sent forth.  It died, so 2nd skeleton was sent.  Soon after, Dave and his summons came into view, so everyone hid. 

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After that 2nd skeleton was dead, Gyan summoned 2 more skeletons and Quayle summoned 3 ogres with his wand, and the rest was history for the master of the mines. 

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Even though the master was dead, the battle horrors were still around.  They are plenty scary by themselves.  Gyan and Quayle responded quickly while the horrors were occupied by the remaining skeletons and ogres, and fire/acid/magic blasted them to death before they could do any major damage in melee. 

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The rest of that lower level was cleared, and as luck would have it, Quayle did have one knock spell scroll to open the diamond chest near the slime.  Then Gyan flooded the mines.  To carry all the loot home, Jaheira drank a potion of strength, and then another during the inevitable ambush along the way (Run away!  Run away!).  (Even in writing this post, I intially forgot about the druid quest, and I think Gyan probably did too!) 

Gyan was again beyond exhaustion.  However he managed to lead everyone back to civilization.  Back at the Temple of Wisdom, Imoen and Ajantis were raised and healed, magical loot was IDed, and much of it was sold.  The significant acquisitions included bracers of AC 6, spider's bane, evil archmage robe (good sale price: 5250g), boots of speed, wand of frost, cloak of non-detection, plate +1 (2500g), and tear necklace (3000g).  Then they rested, but Gyan was haunted by another creepy dream. 

He had to continue on, so they had one final healing session to bring the entire party to full health, and it was off to Beregost to pick up all their stored items at home base.  Ajantis leveled up in a side skirmish, and Paladin 6 brought a proficiency in large bows, so he purchased a composite bow +1 at Feldepost's.  Then they headed off to BG, where they bought a +1 sling for Jaheira, and lots of thieving potions for Imoen (from Silence).  Then a stop at Sorcerer's Sundries to check out the latest wares:  bag of holding, more blue and purple potions, 2nd +1 bastard sword for Khalid, paralyze wand, and all kinds of sling ammo. 

The plan at this point is to explore the city, and get Imoen to level 7 so she can dual class.

Modifié par SpiffyKeen, 17 décembre 2011 - 06:38 .


#4306
Alesia_BH

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Nice work Spiffy-Keen!

#4307
Grond0

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A rather longer than usual early-morning session has seen Certes through the bulk of areas unconnected with the main quest.  Will probably finish off the remainder before zipping through the main quest.  Progress as follows:
- at the lake gave Drizzt a helping hand before a band of half-ogres kindly helped take on some marauders - though died in the process.  Bjornin was delighted by this and gave Certes a shield.
- helped an archaeologist in his quest for knowledge and fed the doomsayer a diet of magic missiles.  Laryssa donated another shield before Certes offered Brage a ride home.
- in the Cloudpeaks thought it might be fun to set Zal & Vax against Sendai & co.  Certes weighted the scales a bit by blinding Sendai, but the duo needed no other help.  Also found a lost dog.
- further through the mountains helped a girl with a dead cat (already got reputation 20 so didn't bother casting friends first) and dealt severely with some tree-nappers.
- didn't bother with most of the gnoll stronghold - just took out Gnarl and Hairtooth.  In the area to the north I was surprised that Jared didn't offer his boots, but chose not to punish him (unless you count charming him and sending him on a one-way trip to some nearby gibberlingsPosted Image).  Neville and his hobgoblins restocked arrow supplies and let Certes deal with the bridge guards and help Laurel with a plague of gibberlings.
- at the xvart village discretion got the better of me and Borda was left alone, but the xvarts themselves were no trouble. Clearing that area got Certes up to fighter level 6.
- after dropping off junk at the Nashkel shop and replenishing arrows Certes cleared the top of the Nashkel mines.  Didn't bother with blinding Greywolf as just running and shooting was almost certainly much quicker than chasing him round the map.
- back on the coast to destroy a large ogre clan near where Shoal was, though left the sirenes for now (until got protection against their charms).
- decided it was time to invest some money in learning spells so checked out the stock at High Hedge and bought a couple of potions of genius at the Friendly Arm temple.
- at the basilisk area 3 protection from petrification spells did the major work, though a first use of web was very useful in taking out the party there (also first use of minor spell deflection, though no one got a spell off).  Also used Korax to eat Mutamin.  Plenty of XP there pushed Certes past illusionist level 6 and well on his way to level 7.
- cleared the top of Gullykin and then used protection from fire and potion of absorption (first item use other than Algernon's cloak) with the intention of whizzing invisibly through the maze, just stopping long enough to take out the rogue skeleton.  However, there was a kobold roadblock in the way so had to rest and put up minor spell deflection (and shield) before disturbing the kobolds and going invisible again.  Walked through to the ogre mage and charmed him to get Lendarn to appear - he killed the ogre mage with a sunfire.  After waiting for his buffs to end, Certes refreshed his MSD and tried charming him.  First attempt failed, but second was successful before Certes had to run; Lendarn soon got polished off by his former comrades.
- I wanted to try and kill Jenkal, although this is very difficult to do in my install.  Plan was to rest in the maze and then use web to hold him and detect invis to find him before attacking.  However, rest was prevented by host of kobolds so came straight through.  Web held him and (without detect) used wand of fire to send fireballs through the room.  Two hit him, but then he disappeared by script - here Certes was testing to be sure he had gone rather than just moving in the web next to him (though game text should have notified that anyway).

#4308
Alesia_BH

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Btw. I did a little testing on the Lion's Way->High Hedge ambushes. Nothing conclusive, but I've seen enough to suspect that the Dudleyville percentages don't apply to my install- at least not for a solo Level 1 character straight out of Candlekeep on Core.

Dudleyville states a 20% chance of an ambush on both the North bound and South bound transitions. I had Alesia do 20 round trips (40 total journeys) from the Lion's Way to High Hedge. There were no ambushes on the Southbound trips. There was one on Northbound 9 (Wolves). That was it.

Of the ambushes, 2/3s should be melee only. 1/3 should include 2 archers. With Autopause: See Enemy and Autopause: Hit, those two archer ones appear solvable. Even if both arrows connect, breaking towards one seems to creates enough separation to allow Potion of Healing->Full Health in between and the engine will purportedly not allow a Level 1 PC to get one hit killed from full health. The map edge can be reached before the second set of arrows connect it appears.

Counter intuitively, having a Familiar may introduce risk by creating the possibility that a Potion of Healing with not get you to full health after a critical and that a subsequent critical will land. This is a very improbable scenario however. Even assuming the apparently inflated Dudleyville percentages are correct, we're talking about a ~6.6/100 chance of getting the archers to begin with, then a 1/400 chance of the opening salvo including 2 Criticals.

Anyhoo. Enough about that stuff...

Best,

A.

Modifié par Alesia_BH, 17 décembre 2011 - 07:55 .


#4309
Grond0

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Alesia_BH wrote...
Counter intuitively, having a Familiar may introduce risk by creating the possibility that a Potion of Healing with not get you to full health after a critical and that a subsequent critical will land. This is a very improbable scenario however. Even assuming the apparently inflated Dudleyville percentages are correct, we're talking about a ~6.6/100 chance of getting the archers to begin with, then a 1/400 chance of the opening salvo including 2 Criticals.

My experience is that having the familiar HPs disables the level 1 protection from one hit kills, i.e. you may well be safer at level 1 without a familiar.  Note, however, that there are quite a few attacks that do more than one type of damage and this can over-ride the 'one-hit' protection anyway.

#4310
Alesia_BH

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Grond0 wrote...
My experience is that having the familiar HPs disables the level 1 protection from one hit kills


Interesting. Thanks for that!

Grond0 wrote...
Note, however, that there are quite a few attacks that do more than one type of damage and this can over-ride the 'one-hit' protection anyway.


Right. Fire Arrows for example.Then there are the multiple hit attacks like Magic MIssles. Fortunately, those don't appear in the the Lion's Way-> High Hedge Ambush and you can be pretty beefy by the time you encounter that stuff if you like.

Best,

A.

Modifié par Alesia_BH, 17 décembre 2011 - 11:40 .


#4311
The Fred

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Alesia_BH wrote...
... I'm liking Lion's Way-> High Hedge from a safety standpoint. That one basically involves a low probability of a potentially dangerous but solvable encounter. Lion's Way->Coastway->Beregost on the other hand, involves a lower probability of an encounter which would be genuinely dicey.

There's also the fact that whilst there are Skeletons with throwing daggers in High Hedge, these can be avoided, whereas you're sure to run into some enemies on the Coast Way. In vanilla it's usually just a couple of Gibberlings or Xvarts which are easily dealt with, but under TuTu you can get Bandits (with bows) or Kobolds (which with SCS's Kobold component installed can be deadly, since you tend to get one or two Commandos with Fire Arrows).

As I've said, I'm not big on metagaming through ambushes, but since playing TuTu+SCS, I've just had to start going to Beregost via High Hedge because I can't hack the Coast Way.

#4312
Alesia_BH

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The Fred wrote...
As I've said, I'm not big on metagaming through ambushes, but since playing TuTu+SCS, I've just had to start going to Beregost via High Hedge because I can't hack the Coast Way.


Undestood. I often go Lion's Way->Coast Way (Northern Half)-> Friendly Arm->Lion's Way->High Hedge in SCS 15 and I haven't lost a character doing that yet. I suspect Lion's Way-> High Hedge->Beregost is safer though.
Happy travel everyone (wherever you may roam :P).

A.

Modifié par Alesia_BH, 17 décembre 2011 - 12:44 .


#4313
Shadow_Leech07

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Here's another update


The Lighthouse

The palidromes decide to explore the Lighthouse. Padap dies to the sirine band, but the rest of the party clean up afterwards. He's later revived.

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Padap is buffed by Aid and Strength, courtesy of Eve and Hannah.

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He takes the hammer from Bassilus and gets down to business against the flesh golems in the Lighthouse cave. It is decided by the Palindromes that the tome found in the Lighthouse cave must be sold. The key to perfection lay in the sacrifice of the individual. Perhaps one day they will find a tome they will use. In fact it may be their destiny.

Appa receives the cloak of wolf. This actually helps him gain the strength and dexterity of a wolf, which is actually an upgrade for a palidrome.

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Battle with Amazons

The palidromes returned to where the exit from the Nashkel Mines was, only to be attacked by a group of assassins, all women at that. Hannah and Padap approached and Hannah cast web and then used a charge from the wand of fire and another charge from the amulet of missiles. This decimates most of the amazon party. Both palidromes clean up whoever else is remains alive with a fist full of arrows.

Fishermen Tales

After being slain by an ankheg, Ada is revived at the temple next to Friendly Arm. The palidromes travel back to ankheg hunting grounds and meet with the local fishermen. They tell of some witch who is interfering with their business, so the palidromes decide to investigate up north. It appears that this "witch" is nothing more then a young girl, and the palidromes are taken aback. She attacks the party, so Hannah charms her, and learns that this "witch" only has spiritual hammer memorized, and is quite harmless to say the least. Once Tenya, the young girl regains her composure, Padap slaps some sense into her. She speaks of another tale in which the fishermen murder her mother. The palidromes feel that this seems to be the more true story and decide to to bring this back to the fishermen.

The fishermen confirm the girl's story and give the bowl to the palidromes. The fishermen were then all slain. Perhaps the palidromes thought it justice, or perhaps they just hated being used as such.

On the road to the Bandit Camp

The palidromes encounter stiff obstacles on their way to the bandits headquarters. The Black Talon Elite apparently can muster up something against -16 AC against missiles. Retreat was necessary as the palidromes needed to refine their strategy.

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The next encounters with the Black Talon Elite were fierce and violent. Neither side wished to give ground, and when a larger group of the BTL arrived, Hannah cast web and this slowed down the enemies for a while as the palidromes pounded their enemies with arrows. Padap managed to evade several enemy arrows by himself, but a single arrow was very damaging to Appa. They are defeated eventually and their arrows taken.

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Battle at the Bandit Camp

The fight was not how the palidromes had imagined. It was chaotic and intense, nothing really went to plan, at least the initial plan. See the palidromes wanted to control the battle with web, and in a way, the battle slowed down to their advantage with that respect. However, the one two punch of web plus the antics of the wand of fire and amulet of missiles never materialized as the enemy mage was able to get a horror off. The palidromes kind of expected this spell, but they forgot to prepare for it and this spell rendered several members out of the fight. However the web balanced this effect, rendering several of the enemy. Padap was suppose to use the arrows acquired off dead Black Talon Elite to the party's advantage, however the party leader Tenet ordered the party to rush into the room without any kind of hesitation, while he cowardly waited outside. Appa was able to use darts of wounding on the mage, and Padap did the same against several of the enemies. The archer that poisoned and the mage were the primary targets. Eve seemed to think that using the wand of heavens would do something, and it did. Commands from Eve were saved against at first, however she was able to punch through afterwards. The tide had turned and the palidromes roared back. Appa hurriedly handed an antidote to Hannah who had been hit by a poisoned arrow. All was good in the Palidrome world.

Some minor notes: Had Ada detrap the Bandit (lightning trap)chest with 57% find trap ability. Hannah ran only with the full plate just to carry it(and eventually sell it), other members took her inventory. Both were risks that I was willing to take.

Modifié par Shadow_Leech07, 17 décembre 2011 - 02:03 .


#4314
Gate70

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Gomm disposed of Hareishan but he was too easy for the surrounding guards to hit. He whittled them down to 2 before dying.

Going for another half-orc barbarian, no cursed sword this time.

#4315
Alesia_BH

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Sorry for the silly question, but was there a reason why the male-female alteration was switched in the third screenshot? I thought that was part of the palindrome theme. Is it, or has that just been a coincidence?

#4316
Shadow_Leech07

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Alesia_BH wrote...

Sorry for the silly question, but was there a reason why the male-female alteration was switched in the third screenshot? I thought that was part of the palindrome theme. Is it, or has that just been a coincidence?

My mouse was acting stupid on me actually. I placed my PC second to last. He's back where he belongs now. There is no palidrome theme in the line up either, it's just a coincidence they are staggered male-female like that. For the moment I'm just trying to maintain this as strictly statistic-wise.

Modifié par Shadow_Leech07, 17 décembre 2011 - 03:01 .


#4317
Alesia_BH

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Got it.

Btw. I have enjoyed this run.:)

Modifié par Alesia_BH, 17 décembre 2011 - 03:04 .


#4318
The Fred

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Alesia_BH wrote...
I often go Lion's Way->Coast Way (Northern Half)-> Friendly Arm->Lion's Way->High Hedge in SCS 15 and I haven't lost a character doing that yet. I suspect Lion's Way-> High Hedge->Beregost is safer though.

I typically head to Beregost, since there are enough quests there to get a level or two easily, then head up the east side of the Coast Way, dealing with the Ogre as I go. However, last time I ran into a pair of Vampiric Wolves and had to go back to Lion's Way to come into the Coast Way from the west side before heading north to the FAI. I actually think in this install, Lion's Way is one of the more dangerous of the nearby areas.

#4319
Vaclavc

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Since Valhyron died in SoA, I am back in Candlekeep with new character.
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The plan is to dual Eldrymon at level 7 to mage - this combination has proven to be very fun and playable in both BG1 and SoA in my previous run.
Eldrymon had not very good start. He was hit by Shank, fortunately only for 2 hp. He finished all quests available in Candlekeep and he is ready to leave with Gorion.
As usually, I play vanilla BG1+TotSC, insane difficulty.

V

#4320
Alesia_BH

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The Fred wrote...
I actually think in this install, Lion's Way is one of the more dangerous of the nearby areas.


I'm assuming you meant Coastway right?

And yeah: there is some sketchy stuff on the Coastway map in my install as well- including V Wolves, Bandits, and Kobolds w Arrows. In my setup, those are all on the bottom half of the map though. If i stay north of the main east-west road it's all good (D Wolves, Wolves, Gibberlings, Xvarts, and the Belt Fetish Ogre) .

#4321
Serg BlackStrider

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@Vaclavc

Sorry to hear Valhyron ended in such a way...
Hope Eldrymon will proceed much further ;)

BTW, I was always curious - are you restricted yourself to take only one roll to have such splendid stat points?  :happy:

Modifié par Serg BlackStrider, 17 décembre 2011 - 05:51 .


#4322
Grond0

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Certes has arrived in Baldur's Gate and should now be relatively close to finishing.  On arrival he had about 90k gold to spend - half of it disappeared at Sorcerous Sundries on a recharged fire wand and lots of scrolls and potions (though he probably won't use most of them).  Progress as follows:
- Larswood provided illusionist level 7.  Major encounter there was Osmadi and Carsone.  Osmadi fell fairly easily with the help of a couple of charmed bears, but Carsone had two animal summoning spells in his opening buffs which made things difficult and Certes had to resort to a blind spell to pacify him.
- after cleansing Peldvale moved on to the Red Wizards area. With ring of free action the spiders were no real problem (charmed sword spider and used arrows on the others) and provided fighter level 7 (his last level in BG1).  He has 70 HPs (including 12 from familiar), which is just 1 under the average return.
- the red wizards mainly fell to a combination of web and fireballs, but Denak got away and caused some problems.  In particular I didn't initially realise that him passing close to Fahrington had turned the latter hostile and Certes had to save against a charm person (would have failed on a 1).
- at Ulcaster gathered a kobold army prior to taking on Icharyd, though they were quickly killed. Used several potions to help kill him, with minor spell deflection protecting against lightning (familiar was in backpack to avoid getting crisped).  Against the wolf used MSD, remove fear, ghost armour, shield and prot evil, but the wolf dispelled them quickly and Certes was forced to retreat.  Before resting invisibly he used the potion of genius from the dungeon and a potion mind focusing picked up as random loot to learn the teleport field scroll obtained from one of the red wizards.  Thought that might be needed against the wolf welcoming party.  Didn't actually use it as the Wolf came out of his hidey-hole alone and the new reinforcements were mainly delayed by a few charmed dire wolves and spiders. A few wand scorchers and blows from Greywolf's sword did the damage and then it was back to arrows to take out all the dread wolves.  By the time that lot were all dead Certes had hit the XP cap at 161K, though he returned the book to make the ghost happy anyway.
- with no XP at stake Certes started moving much more rapidly.  First took a trip to the Tower and used invisibility & MSD to get the tome there.  Then off to the pirate cave to get that tome in a similar way.
- finally at the mines Certes went invisibly to the roadblock and shot a kobold before immediately going invisible again and carrying on to the cave.  Mulahey was charmed and dragged outside for a kobold feast while Certes went back in to go invisible before returning to pick up the pieces.
- back in Nashkel there was a bit of role-reversal.  For once I was willing to engage Nimbul in a fair fight, but after using his main spells up he disappeared and it was a long time before he would come out to play again.
- up to Beregost and a date with Tranzig.  He opened with a remove magic to try and de-buff Certes.  That wouldn't have helped him much, but it failed anyway and a few arrows of cold collected from Black Talons accounted for him.
- Certes was heading for the bandit camp, but was ambushed by Lamalha at the Friendly Arm.  Immediately went invisible and put up MSD and then successfully charmed Lamalha, who engaged Zeela.  That also brought the thieves out of hiding and the group was swifly defeated.
- after resting went to the camp invisible.  Initially charmed Raemon, but decided to kill the group anyway.  Buffing and a first use of teleport field made that feasible, though Certes still took a fair amount of damage.
- whipped invisibly through the cloakwood and then tried to charm Drasus.  That not only failed, but he had his conversation before Certes could step back out of range so the whole party went hostile.  After a quick tour of the area Certes had formed a private army and used that to ambush Drasus when he chased after him.  In the chaos that followed Genthore was charmed and with his help the 2 mages also dealt with.
- went invisibly down to Daveorn and charmed his guard to activate him.  Once his buffs had expired Certes managed to charm him at the third attempt, although suffered a remove magic in the meantime.  Daveorn missed the battle horrors with a cone of cold, but a sunfire persuaded them to attack in return and he didn't last long.  Risked trying to learn knock without any potion aid (and failed), so used a cloud giant strength potion to loot most of Daveorn's treasure (and the magic shielding potion in the guardhouse).

#4323
Vaclavc

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Grond0 wrote...
Certes has arrived in Baldur's Gate and should now be relatively close to finishing. 

Good luck, Grond.

Serg BlackStrider wrote...
Sorry to hear Valhyron ended in such a way...
Hope Eldrymon will proceed much further ;)

BTW, I was always curious - are you restricted yourself to take only one roll to have such splendid stat points?  :happy:

Thanks, Serg. I certainly hope Eldrymon will fare better.
With regards to stats, I am just trying to make my mages or cleric/mages not very strong and dexterous. In fact, clerics and mages are quite stat-independent and this way, I learn much more about spellslinging :D
BTW, minimum stat points total you can roll is 75.

V

Modifié par Vaclavc, 17 décembre 2011 - 09:48 .


#4324
Grond0

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Vaclavc wrote...

Grond0 wrote...
Certes has arrived in Baldur's Gate and should now be relatively close to finishing. 

Good luck, Grond.
V

Thanks, but good luck is no substitute for good judgement - so this is Certes' final update!  I guess I was getting a bit bored and started the fight at the Helm & Cloak without any buffs or preparation.  Used a web spell to try and soften up the opposition without re-equipping the ring of free action (the fire resistance ring was used for the trap upstairs).  You can probably guess the restPosted Image.

#4325
Shadow_Leech07

Shadow_Leech07
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Alesia_BH wrote...

Got it.

Btw. I have enjoyed this run.:)


Thanks! It's been pretty good playing. I'm optimistic about the future of this party.