Baldur's Gate 1 No-Reload Challenge
#5101
Posté 05 mars 2012 - 07:30
CKT
#5102
Posté 05 mars 2012 - 07:32
Once I'd restored my paladin status I think I lost it again soon afterwards (effect of confusion, rigid thinking or similar) and had to remain fallen as there is no way to restore it again.
I never use AI or scripts after a few bad experiences (e.g. stealthed thieves attacking mercenaries after returning from Candlekeep, casting spells when I don't want them, changing action while casting spells I selected, not attacking the targets I consider most urgent). I assumed most people here kept AI off for the same reasons.
#5103
Posté 05 mars 2012 - 08:22
Gate70 wrote...
...and be prepared to use the console as certain parts of the paladin quest often break (guarding the girl in the dock district in my experience).
Are you certain that quest is broken? I'm not certain if this is what you are talking about, but you do realize that sometimes the imposter shows up for the girl, other times it's the real thing and you need to act accordingly. This might be the only place in the game where using detect evil is critical to make the right choice. I was suprised when I discovered this detail.
#5104
Posté 05 mars 2012 - 09:48
Coming back from the gnoll stronghold they helped a girl with her cat and a dryad with her tree (cat familiar got a rare breath of fresh air here to help pickpocket her). Moving on Vax was drawn away and killed, while Pros approached Zal invisibly to neutralise his darts and allow the others to target spells on him. Volta died to a single shot from a skeleton archer, but the rest found a lost dog and dealt with Sendai and her archers (Sendai killed out of range and the others blinded before attacking). Despite being blinded Alexander shrugged off 2 commands and one-shotted Pros before being finished off himself.
Back at Nashkel Aureum used the charisma tome - now a friends spell can get him up to 20 charisma to get the best deals when shopping.
Greywolf was doomed and held. In the next area picked up Samuel and travelled to the Friendly Arm to get him restored, obtaining an ogre's belt on the way. After dealing with Samuel Tarnesh was quickly removed and Landrin's goods returned. Also satisfied Joia's requirements. Volta will make use of the ring found in the inn grounds to enhance his sorcery.
In the Nashkel mines the kobolds mostly lay down on the job, while Mulahey was doomed, commanded, blinded, held (and killed). In the valley of the tombs an ankheg killed Pros causing the rest of the party to have to go back to Nashkel. On return the revenant was blinded and magic missiled; 2 of the ghasts were also blinded, the 3rd succumbed to Logi's Lathander special hold undead ability. Narcillicus was another silence victim.
Back in Nashkel again they reported to the mayor and then Nimbul was another to go silently to his grave.
At Firewine Bridge there were all sorts of fun and games. Meilum caused no problem, but the same couldn't be said of Kaahrk. He's too dangerous for most solo characters so it's a while since I've taken him on, but he seems to have learnt something in the meantime. His nasty spell selection was no surprise and I was quite prepared to see Wisp's team-mates fall one by one. Kaahrk is very difficult to disable - he saved against at least a dozen spells.
Perhaps the worst aspect was that his haste spell seemed to be ever-lasting - that hasn't been my experience before and made a big difference. Eventually Wisp resorted to wands. 7 charges of monster summoning just caused Kaahrk to draw on his store of stoneskins (used 4 of them in the battle). Then several magic missiles and 5 charges from the wand of lightning took him to injured. Then 5 charges from the wand of frost were enough to kill him. The hard-earned 3,500 XP all went to Wisp, getting him up to level 5. The temple bill came to 3,600 - more than 1 gold per XP even before you consider all the potions, scrolls and wand charges consumed. Not a great bargain!
After getting everyone set up again Wisp led them to the Friendly Arm to buy some intelligence potions - 3 of those allowed him to learn all the spells he had available in order to allow him to make use of his new capacity to cast 3rd level spells (addition of web will also be handy). However, the cost of those + recharging wands of summoning and lightning means that the party is now broke again.
#5105
Posté 05 mars 2012 - 10:20
#5106
Posté 05 mars 2012 - 11:32
No, I didn't mean that part. Sometimes when you tell her to go upstairs and stay away from the window nobody ever turns up. Or she pretends to go upstairs, starts to repeat the conversation and then stops. It feels like a force-talk sort of situation but as I rarely get to the quest thanks to no-reloads I've not spotted a pattern.corey_russell wrote...
Are you certain that quest is broken? I'm not certain if this is what you are talking about, but you do realize that sometimes the imposter shows up for the girl, other times it's the real thing and you need to act accordingly. This might be the only place in the game where using detect evil is critical to make the right choice. I was suprised when I discovered this detail.Gate70 wrote...
...and be prepared to use the console as certain parts of the paladin quest often break (guarding the girl in the dock district in my experience).
#5107
Posté 06 mars 2012 - 12:28
I frequently use this strategy, usually coupled with Animate Dead assistance as well. Between Melium and the undead, it's pretty much a dead even battle between the two. Occasionally I even use the cloak on Bentan and try to get him to help, too ( he gets easily distracted and killed by kobolds on the way, unfortunately ).corey_russell wrote...
Interesting story about your battle with Karhk, Grond0. Core tried a new strategy (for me anyways) - we charmed Melium with Algernon's Cloak.
If I'm going to take on Kahrk, I don't play fair, even without SCS. He's killed enough of my better adventuring parties I no longer am willing to give him a chance.
#5108
Posté 06 mars 2012 - 04:10
but don't know if I'll manage to resist (it's such a lucrative business).
My main character is Mrtyudasa, a gnome thief of chaotic evil alignment trained in killing things with long sword and short bow.

The whole thing started with a little burglary at the Candlekeep’s inn, which yielded mostly a potion of clarity. Just looking at the potion cleared Mrtydasa’s mind of all moral shackles and allowed him to devise a truly devious plan of killing Firebead Elvenhair. On the pretext of killing illusionary gibberlings he managed to rob Deder of his oil of speed and drunk it before anyone noticed. Then he charged back to the inn and started pelting Elvenhair with arrows. With 3 attacks per round he was able to disrupt some of the mage’s spells, but still, not being an elf caused many missles to miss, so there also was some running outisde and back and hiding in shadows. Finally, the mage was dead and Mrtyudasa gained 2 levels, packing all his skill points in sneaking. However, it would appear that some higher powers looked on the deed with dismay (“That’s a really cheasy tactic.” great Io probably said) and cursed the evil gnome with low HP rolls – 15 HP on level 3.

Before leaving Candlekeep Mrtyudasa also managed to get 2 healing potions (one by begging, one by stealing), fetch a sword for Hull (but leaving the antidote for himself) and get a scroll from Tethtoril (Elvenhair no longer needed it, being dead and all).
And that’s it for now.
Modifié par Blackmalkin, 06 mars 2012 - 04:15 .
#5109
Posté 06 mars 2012 - 07:26
As you know I do my fair share of using Algernon's cloak, but thought I would give it a miss this run given the amount of spells available to the party.After5CST wrote...
I frequently use this strategy, usually coupled with Animate Dead assistance as well. Between Melium and the undead, it's pretty much a dead even battle between the two. Occasionally I even use the cloak on Bentan and try to get him to help, too ( he gets easily distracted and killed by kobolds on the way, unfortunately ).corey_russell wrote...
Interesting story about your battle with Karhk, Grond0. Core tried a new strategy (for me anyways) - we charmed Melium with Algernon's Cloak.
If I'm going to take on Kahrk, I don't play fair, even without SCS. He's killed enough of my better adventuring parties I no longer am willing to give him a chance.
Kahrk isn't too bad with vanilla - he's a souped up version of an ogre-mage. There should be no problem taking him on if the party spreads out - particularly if a few summons are available to help soak up spells (just make sure you've killed everything else on that section of the map before starting the encounter). With SCS he's a level 12/12 fighter/conjuror with pre-buffs and contingency in addition to his full daily spell selection and a spell save of 2. As I mentioned one of his buffs appeared to be the sort of everlasting haste that Sarevok has. I carelessly didn't have a potion of speed, so that made things particularly hairy.
#5110
Posté 06 mars 2012 - 07:29
#5111
Posté 06 mars 2012 - 07:35
After5CST wrote...
I frequently use this strategy, usually coupled with Animate Dead assistance as well. Between Melium and the undead, it's pretty much a dead even battle between the two. Occasionally I even use the cloak on Bentan and try to get him to help, too ( he gets easily distracted and killed by kobolds on the way, unfortunately ).corey_russell wrote...
Interesting story about your battle with Karhk, Grond0. Core tried a new strategy (for me anyways) - we charmed Melium with Algernon's Cloak.
If I'm going to take on Kahrk, I don't play fair, even without SCS. He's killed enough of my better adventuring parties I no longer am willing to give him a chance.
Having used this same strategy in my previous Gauntlet games, I've found out that Meilum tends to win the battles if properly positioned. It's actually very entertaining to see as Meilum hits hard and fast and Karhk while dangerous, usually can't get the upperhand if Meilum is straight up in his face.
In an entirely different topic, I've met up with a real life Noober today. Unfortunately I don't believe I gained any XP for that.
Modifié par Shadow_Leech07, 06 mars 2012 - 07:36 .
#5112
Posté 06 mars 2012 - 02:53
After Gorion’s demise Mrtyudasa along with Imoen looted his and his attacker’s bodies, killing a gibberling and sneaking by a wolf on the way. Then, they headed east and encountered Xzar and Montaron. They welcomed them to the party, and noticed, that that due to Elvenhair murder Montaron is level 3/4 with 33 HP and Xzar level 4 with 8 HP. Only then I realised that Imoen is level 4 also (29 HP). Xzar doesn’t fit the party as he can’t sneak, but when I saw that he knows Horror and Melf’s Arrow, I decided to let him live for a while (with 8 HP he’s like to die in a first ambush anyway.
So, the party continued east, resisted an urge to accidentaly find a ring of protection, killed a few xvarts (one at a time, of course) and then an ogre. He resisted both Horrors, so Montaron had to run around a tree to keep him busy while the rest kept shooting. Mrtyudasa equipped one of the belts found among ogre’s possessions. Xzar equipped the other and grown himself a pair of breasts. There was much rejoicing.
After killing some Xvarts (with Montaron perfoming the first successful backstab in the game) party reached Beregost, where they found Firebead Elvenhair, who apparently got himself resurrected. Mrtyudasa was so surprised by the encounter, that he agreed to fetch him some book. When he regained his senses, he decided to kill Elvenhair again. With Xzar having three Melf’s ready, it seemed an easy fight (“I used to be a spellcaster like you. Then I took a Melf’s Arrow to the knee”). But it didn’t go exactly like planned. Elvenhair cast Shadow Door as soon as he took the first Melf’s, which rendered rest of Xzar’s spells completely useless. It was a good time to run, but Mrtyudasa would not give up that easily. Together with Montaron he run upstairs to hide in shadows, while Imoen waited for the mage to appear again with her bow ready and Xzar just stood still, trying to look like a good target. Melf’s was disrupting spells for two rounds, and Montaron succeded at backstabbing, but then Elvenhair managed to cast a Horror. Only Imoen remained unaffected, and she kept missing her shots (Shadow Door probably also meant an increase in AC by 4), so it looked like a tragic end. Fortunately, Mrtydasa was running away better then Montaron, and it was the latter, who took a Melf’s Arrow. Next round was less fortunate, as Elvenhair decided to cast his Aganazzar’s Scorcher at Mrtyudasa. It took 14 HP, leaving him with just one. Later, Montaron got hit with Magic Missles, but miraculously party was still alive when Horror have elapsed. Mrtyudasa run outside while others finished the mage. Hopefully, he’ll stay dead this time.
After a whole day of sleeping in Feldepost’s Inn party went to do some shopping at the smithy. With 5 reputation prices where really outrageous, but they where buying only cheap stuff anyway – studded leather fo Imoen, sling +1 and a large shield for Montaron and lot’s of ammo. Killing some ogrillons south of Beregost was rewarded by a ring of protection. Ignoring Xzar suggestions of going to Nashkel, Mrtyudasa led the party east, trying to find Shar-Teel. He chose a wrong direction however, going through the Larswood. East of Larswood party was ambushed for the first time.

Just a few wild dogs and 2 worgs, so they decided to make a stand. Xzar cast a Horror, but even though none of the animals made a save, they continued to be agressive (which is not uncommon in Baldur’s Gate 1). Eventually, party escaped after killing about half of the enemies, with Imoen and Montaron bleeding from numerous wounds. Healing them took most of the healing potions. Luckily, they arrived to the next location (the one with Red Wizards) at night, so they’ll have no problems with sneaking to the south edge of the location, which is what they are planning to do.
In case someone is wondering why Montaron have no helm – I just forgot to buy one.
Modifié par Blackmalkin, 06 mars 2012 - 02:57 .
#5113
Posté 06 mars 2012 - 04:22
Garden NG M G Fighter/Illusionist
Party Members (by order of addition):
Imoen / Branwen / Dynaheir / Minsc / Xan
I thought this was going to be a solo run.
I was unable to flee Imoen quickly enough at the beginning, and I just can't seem to turn the girl down, so she was added. The pair worked up to the FAI without any major issues and then down the main road to Nashkel, fulfilling minor quests along the way.
By the time they reached Nashkel, it was decided a tank/healer would be a good addition, so Branwen was the logical choice (no other single healers available early). She has been growing more capable as I figure out how to use her.
From there, the party worked S and then to the Gnoll stronghold. I've never really used Hold Person with my Clerics, but I managed to remember it in dire straits and it proved invaluable here:

Branwen Pulls It Off (Garden) on Flickr
From there, the threesome worked to the stronghold, and cleared the map. Again, I just couldn't say "no" to Dynaheir, so she was added to the party. We had every intent of releasing her and Minsc in Nashkel, but by the time we arrived there it was obvious I wanted a more capable tank. So, Minsc joined the party (although Minsc was still L1 and would need a level before moving to the front).
After clearing the Nashkel Carnival and Mine exteriors, the mine proved straightforward. Mulahey should have been no problem after he affected by Silence, Doom, and after two attempts, Blinded. However, once his silence wore off (and we were in a pitched battle with the skeleton escorts), I learned a new game engine lesson:
Blind characters can See() (in scripting terms) characters right next to them, so they can cast spells on them. Branwen fell to Hold Person and then the skeletons quickly brought her down.
After that, the group kept their distance from the previously ignored Mulahey, finished off the rabble, and then took him down with ranged weapons.
From there, back to Nashkel, deal with Nimbul, collect rewards for Prism and clearing the mines, and then over to pick up Samuel and haul him to the FAI. Back again to Beregost, and Tranzig fell easily after he offed a charmed Algernon.
So far, so good. Next steps are to clear out Bjornin's half-ogres (and meet Drizzt), and then either address Brage or Melicamp.
Modifié par After5CST, 06 mars 2012 - 04:25 .
#5114
Posté 06 mars 2012 - 04:30
I suspect that, unlike in the game, you would lose reputation for killing himShadow_Leech07 wrote...
In an entirely different topic, I've met up with a real life Noober today. Unfortunately I don't believe I gained any XP for that.
#5115
Posté 06 mars 2012 - 04:35
Core and gang continue to explore the Sword Coast, and are doing well. The gang consists of Kagain the "supertank", Viconia the "master healer" and Imoen "thief extraordanairre".
They cleared out Ulcaster Ruins, and also met some assassins. The assassins claimed they weren't like the other assassins we've met, Core responded by saying Core's sure they'll be as little trouble to take care of as the other rabble. Core was correct, as you can see -- yes animate dead plus stinking cloud was not something Molkar was ready for apparently.

Next the party cleared out the Larswood area of bandits. We encountered a LARGE concentration of bandits (maybe 20 of them), but a nicely aimed fireball by Core whittled them down to more manageable numbers.
As for Pelvale, Kagain and skeletons scouted ahead - FAR ahead - and when he engaged something, THEN the party would move up and help. Kagain complained about laggards, but this method did prevent any party deaths to the Black Talon Elites. And perhaps as reward for doing the brunt of the work, Kagain gained level 7 here and a whopping 14 HP, putting his HP at 81.
The party finally made it to the Bandit Camp. It went smoothly, partly to the many fireballs that Core was throwing around. Khosann failed his save vs. hold person, so that was a bit anti-climatic. His full plate went to Core, who will use it if there's a time we don't need his spells.
As for Tazok's Tent -- the party devastated the enemies.
1st Round:
- Kagain uses a firebreath potion at the melee then backs to the right, catching the archer in the scorch as well
- Viconia uses wand of heavens on Venkt the mage
- Core cast emotion
- Imoen uses +1 arrows and combined with Viconia's attack finished off Venkt
2nd round:
- Core uses flame arrow on the hobgoblin archer, killing him
- rest of the party uses basic melee/ranged and the archer/melee were finished. (since they were sleeping due to the emotion)
A very smooth battle...

The party also cleared out the the Sirene areas -- this went smoothly, primarily due to Kagain with greenstone amulet and some skeletons keeping the sirenes busy while the rest of the party ranged from afar. We took no chances against the golems and Kagain gulped a heroism potion and strength potion to be sure we won quickly. Despite -9 AC to blunt attacks, Kagain still took a few hits.
After all of this, we can finally afford Imoen's shadow armor. Everyone is now wearing the armor they will wear for the rest of the game. Next up will be basilisks hunting.
#5116
Posté 06 mars 2012 - 04:49
After5CST wrote...
... so Branwen was the logical choice (no other single healers available early).
Just thought I'd mention Viconia can also be obtained early. I know, but because I did so this very run I'm in now! Being ambushed on the way to Pelvale isn't uncommon, but it's usually a melee one so you can just run away (which is what I do at level 1 with meager equipment).
It's not without risk, but I think she's worth the risk.
#5117
Posté 06 mars 2012 - 05:06
Party had no trouble with the wolf pack in the temple area and moved on to Ulcaster. In the initial combat with Icharyd the party used only their own resources, but once the second stage started the weakest 4 used some protection from call lightning and then tried to take him down quickly. As it's hard to get through his magic resistance the main contributors here were summons - dire wolves and then ogres (they were also handy for soaking up some of the lightning strikes).
With everyone still in one piece they worked through all the kobolds, skeletons and ghouls in the way of the dungeon entrance and then ploughed through the inhabitants to get to the Wolf of Ulcaster. Used invisibility on everyone to make resting safe and then prepared for the combat:
- I didn't think it would work, but used silence on the wolf to start with; it duly proved unable to stop his howls.
- Opened the main proceedings with a skull trap and then tried to take down the wolf as quickly as possible with more direct damage spells (flame arrows, acid arrows and magic missiles).
- The wolf's first howl was terrifying - or would have been but for the resist fear on everyone.
- He followed up by summoning some ghouls and then used a dispel magic; Pros had to hastily use her back-up resist fear.
- By this time the wolf was struggling and a skeleton got the killing blow in.
- One of the remaining ghouls paralysed Logi and got close to killing him. Aureum's invisibility spell would, I think, have come just in time, but the ghoul fell just prior to that anyway from other attacks.
- To make things easier on exiting the dungeon everyone went invisible again. Pros returned the book and then swiftly rejoined her colleagues to depart.
That's another potentially dangerous encounter negotiated - this time with the bonus of no casualties.
#5118
Posté 06 mars 2012 - 06:15
The whole party reached level 6.
Padma learned protection from petrification spells and the group entered the basilisk area. Onesiphoros, Jehoash and Junius defeated a greater basilisk and his minions before meeting a couple of adventurers who were held. An unholy smite spell injured Padma and Jehoash, but with command, all of the enemies were eventually defeated (only some potions here).
The clerics summoned some skeletons and talked to Corax before Junius and the summons hunted some more basilisks and Mutamin, who was defeated without the party lifting a finger.
After resting, Drusilla travelled to the lighthouse were the amazons ambushed her (this was my first time experiencing this battle with SCS, and while I knew it existed I had no idea there were two backstabbers involved). While backstab and unholy smite damaged the party (Padma was only saved by MI), everyone started casting massive amounts of hold spells. Another assassin almost killed Ulrich, but Padmas horror spell hit the remaining enemies, and soon the amazons were decimated. Again, no loot except for some potions.
While in the area, the group killed a diviner and summoned skeletons to deal with some sirens and Sil before resting, entering the cave and summoning skeletons again. I equipped Junius with all the +1 arrows I managed to find so far (about 23) and, together with the skeletons, he defeated the flesh golems. The treasure included the metaspell influence amulet, the wolf's cloak (both for Padma) and the manual of health (the first tome - used it on Ulrich since he propably has the most to gain out of it).
The party also travelled to the other sword coast area to let skeletons defeat the remaining 3 sirens before returning to the Nashkell mine exit area.
Another job for summoned undead: Narcillicus Harwillig Neen and his green slime. For the Revenant, I entered, summoned skeletons and had most of the party members leave the area since he tried to attack them. Eventually, Ulrich and skeletons defeated him (dagger +2 for Padma).
Icharyd was weakened by skeletons before his transformation was triggered (something I had experienced in my only previous SCSI attempt, but I didn't know I actually had this component installed). I had to rest and return before defeating him a second time, again with skeletons, Ulrich and chant.
Next, I did something incredibly stupid: I decided to try Kargh (who ended the only previous SCSI-run I was talking about, so I actually should have known how powerful he was). With some skeleton warriors ready, the party attacked him, but after Ulrichs dispel magic didn't dispel his haste, MI or stoneskin he quickly used phantom door and minor globe of invulnerability. Junius drank a potion to gain 50% magic resistance and resisted chaos, but things turned bad after that. A fireball killed Jehoash, some hits were enough for Onesiphoros, Ulrich barely managed to buy Drusilla some time, a paniced Junius was hunted and defeated, Ulrich eventually died. Padma and Drusilla used the only 2 invisibilty potions in posession of the party to save their lives after grabbing as much equipment as possible. I actually managed to save all the magical equipment excluding some less important potions, but with hard times, even non-magical equipment can be really expensive. Of course, Padma was encumbered, but she used her wolf cloak to gain 18 strength, and the two of them ran to the south. While Kargh managed to cast detect invisibilty, they were already at the edge of the map when he was finished, so they could return to the Beregost temple and raise the other 4 party members, buying new equipment at the forge.
The next thing I did was not that smart either: I entered the red wizards area. I had never entered it with SCSI installed, so I unassumingly went in with Junius and some skeletons, using a fireball potion. However, all the wizards had lots of healing potions and the skeletons soon were killed. I decided to run away, but a chaos spell hit the party, affecting everyone but Ulrich. He used his dispel magic, only freeing Onesiphoros. The two clerics started spamming their hold person spells. One of the mages was stunned, and, luckily, the other two soon were out of spells, allowing the party to recover - chaos wore off, and without their spells the red wizards were no challenge. If they hadn't used all of their really dangerous spells on the skeletons previously, this would have been the end.
Further exploring the area, Drusilla returned a cursed scroll and killed some spiders. Some giant spiders managed to web Onesiphoros and he died, but the group returned after he was raised to defeated the large spider group to the east, gaining some more experience. Then, they returned to FAI, preparing for Larswood+Peldvale.
I'm searching desperatly for ways to improve my party, but hard times is giving me a ... hard time. I can't buy any new and useful spellscrolls for Padma (and having some really good level 3 spells would be extremely helpful) and I don't have any party members with a really good ac (-1 is the best I can do...). Also, I still didn't find any magical ranged weapons, and the only type of magical ammo are some arrows. Padma is level 6 but only has 12 hp. I fear I'll die due to horrible equipment and hp rolls rather than making a mistake.
Modifié par Enuhal, 06 mars 2012 - 06:24 .
#5119
Posté 06 mars 2012 - 06:36
Your experience was almost as bad as my all paladin encounter with Firkraag in chapter two -- he chunked a party member, and killed everyone but the protaganist -- even then, the protaginist had a sliver of life and had to us an invisibility potion to sneak past some enemies to try to get to a temple to raise his fallen. The worst part of that though was there wasn't a way to recover the equipment due to Firkraag seeing through invisibility, so had to start over completely.
#5120
Posté 06 mars 2012 - 06:51
Nice to see that someone else struggles with Kahrk as wellEnuhal wrote...
I'm searching desperatly for ways to improve my party, but hard times is giving me a ... hard time. I can't buy any new and useful spellscrolls for Padma (and having some really good level 3 spells would be extremely helpful) and I don't have any party members with a really good ac (-1 is the best I can do...). Also, I still didn't find any magical ranged weapons, and the only type of magical ammo are some arrows. Padma is level 6 but only has 12 hp. I fear I'll die due to horrible equipment and hp rolls rather than making a mistake.
#5121
Posté 06 mars 2012 - 07:46
Wisp should probably have gone invisible and run immediately, but tried to stay away from the combat while others soaked up spells. This strategy was ruined when I didn't realise that Lendarn's initial actions had included a stinking cloud (it didn't show up in the narrow corridors) and Wisp suddenly fell over. Lendarn used dimension door to teleport next to him and a fireball killed him.
#5122
Posté 06 mars 2012 - 08:13
Party managed to get to the basilisk area without any troubles. Problem was, that getting there from the north made them enter it from the wrong side. Moreover, they arived by daylight. It took some time to sneak past the basilisks and get to Shar-Teel. Of course Xzar didn’t make it and got turned to stone (which is exactly what I had in mind – that way he got expelled from the party without dying or taking Montaron with him). With the necromancer gone party went completely rogue. Montaron accepted Shar-Teel’s challange, but she took offence to getting shot in the back, and had to be put down. Such a shame, I really wanted to dual her to thief. I did’t suspect she’s so concerned about a fair fight, being chaotic evil. I guess she did’t really fit my party after all.
After that party returned to Beregost and went south, ambushing hobgoblins and squirrels (and some ghoul too), mostly using ranged weapons, backstabbing only lonely hobgoblins. That way they managed to get some potions and Boots of Stealth. After realising that short bow +1 is still too expensive, Mrtyudasa decided to do a few Good Deeds, considering them a lesser evil (or lesser goodness) then donating to the temple. At the Friendly Arm Inn fetching some ring increased party’s reputation to 6. Clearing a house in Beregost (easy job considering that spiders are to large to enter the side room) wasn’t Good enough to increase reputaion, but yielded some gold and experience. Mrtyudasa leveled up and made a great roll, gaining 8 HP (23 HP on level 4). He also improved his lockpicking skills, allowing the party to rob the Inn and Beregost (incuding stealing Algernon’s Cloak by Montaron).
Montaron started complaining about not going south, so that’s where the party headed, after finally buying short bow +1. They went through the ruins of Ulcaster’s School to hunt some other hobgoblins for another pair of Boots of Stealth. Montaron got a poisoned arrow but had more then enough HP to survive.
South of Ulcaster’s School party tried to kill an ogre berserker. It didn’t go too well, since during the battle some kobold comandos appeared, causing the party to run to the edge of the map, and getting ambushed by some half-ogres. Eventually, they managed to arrive to Nashkel suffering no wounds. Neira fell victim to hit, run and hide tactic. At Naskel mines Mrtyudasa decided to make camp, and party was attacked by a winter wolf. After lots of running and hiding, the wolf was finally slain, but not before seriously wounding Montaron. After spending some time at the inn back in Nashkel, they returned to the mines and sneaked through the first 3 levels.

On the last level they ambushed the kobolds and sneaked inside the cave.

Inside they started by shooting the kobolds one by one. Then, Imoen convinced Xan to join them and prepare some Melf's Arrows. Then, after thieves sneaked inside Mulahey's lair, Xan followed tham as fast as fe could, so that when the fight begun, Mulahey's kobolds and skeletons were out of sight. He couldn’t cast anything as Xan pelted him with Melf’s Arrows, and the battle was easily won.
Modifié par Blackmalkin, 06 mars 2012 - 08:15 .
#5123
Posté 06 mars 2012 - 08:36

Dialogue with Bassilus didn’t yield an expected result – skeletons and zombies did not perish, so party had to lure Bassilus out. He didn’t cast anything due to usual hit, run and hide tactic and charged at the party followed only by 3 zombies.

After receiving the reward, Xan was able to buy a Shadow Armor for Mrtyudasa.
#5124
Posté 06 mars 2012 - 09:25
Grond0 wrote...
Wisp failed on another of his bete noires at the Firewine Ruins. The group travelled invisibly through to find Lendarn and tried to choke him off with a silence. Unfortunately he responded with vocalize and immediately approached Pros causing his pre-buffs to fire (making him pretty much untouchable to this party).
Wisp should probably have gone invisible and run immediately, but tried to stay away from the combat while others soaked up spells. This strategy was ruined when I didn't realise that Lendarn's initial actions had included a stinking cloud (it didn't show up in the narrow corridors) and Wisp suddenly fell over. Lendarn used dimension door to teleport next to him and a fireball killed him.
Consolations, Grond0. Wisp may have failed their quest, but should make a nice gravestone in Nashkel:
"HERE LIES WISP, THE ADVENTURER:
EPITAPH:
Wisp took a nap in some dank dungeon and then took a fireball. The End."
#5125
Posté 06 mars 2012 - 09:53
If you select the wrong gravestone you can have a fiery death toocorey_russell wrote...
Wisp may have failed their quest, but should make a nice gravestone in Nashkel:
"HERE LIES WISP, THE ADVENTURER:
EPITAPH:
Wisp took a nap in some dank dungeon and then took a fireball. The End."





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