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Baldur's Gate 1 No-Reload Challenge


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#5776
corey_russell

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Grimwald the Wise wrote...

Interesting run Corey.


Thanks wise. Were you referring to my all paladin run or my multi-player run?

#5777
Grond0

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Shylock (Grond0) and Kensai (Gate70). Session 7 (run time 1h 50m; total 9h 30m)

This is the Final Update (unfortunately not in a good way).

The duo had no trouble with Slythe and Krystin after the former was blinded. 

The dopplegangers at the palace managed to kill Liia, but made little impression on Belt before they were finished off.

Kensai raced through the maze, his boots of speed allowing him to kill most enemies before Shylock even arrived.

After dodging the Undercity party it was time to take on Sarevok.  Kensai came a cropper there almost immediately.  His plan was to activate the bad guys under the protection of a scroll and then use potion buffs after the casters used remove magic.  Unfortunately he got a bit too close to a hasted Sarevok who hit him twice in quick succession for 40 and 24.  Tazok also got a lick in and he was unable to get away before being cut down.

Angelo's arrows had damaged Semaj and those two squabbled while Shylock looked on invisibly.  Semaj was the winner and got the prize of a critical hit from Shylock to leave only 2 bad guys.  Shylock used up wand power - draining wands of fire, frost and heavens in killing Tazok (and a couple of battle horrors and injuring Sarevok).  He then used a scroll of magic protection on Sarevok (to get rid of his haste) and did some running and shooting with his sling (doing 3 or 4 damage a hit rather than the 2 from the wand blasts).  He also used several magic missile scrolls and a holy smite - the magic damage being far more effective than other attacks.

With Sarevok finally at badly damaged Shylock moved in for the kill.  A first round of buffs, including mirror image, allowed him to get a couple of licks in and took Sarevok to nearly dead.  A second round, including improved invisibility, got him to what I'm pretty sure was one hit from death - but Sarevok got two hits in return forcing Shylock to retreat.  I was just thinking about how to get the final hit in (potion of invisibility or second II) when Shylock carelessly ventured slightly too close to a statue and died in a lightning trap - anyone noticing a pattern in our deaths yetPosted Image.

Final kills
Kensai 355 (16 this session).
Shylock kills 96 (4 this session).

Postscript: still determined not to let the lack of a thief hold us back the next run is expected to ditch these shilly-shallying spell casters and tackle the opponents head on with a couple of melee specialists.

Modifié par Grond0, 16 mai 2012 - 07:45 .


#5778
corey_russell

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Tough break there guys. Why didn't Shylock have a monster summoning wand? A fully charged one in particular could have bought you some time to sling...A full charged wand of heavens seems to work too, despite Sarevok's magic resistance. And as for the lightning trap - that didn't necessarily have to kill you, if you had used a potion of absorption during your buffs, though I guess that would be a different matter if you did have them but they got dispelled...

But if that happened what about sanctuary and rebuffing? I feel for you guys, you got so far...

#5779
Grimwald the Wise

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corey_russell wrote...

Grimwald the Wise wrote...

Interesting run Corey.


Thanks wise. Were you referring to my all paladin run or my multi-player run?


I was referring to your multi-player run. IMO they are more interesting as I haven't the opportunity to play them myself.

Diary of Staff Seeker mini-update.

I have managed to get rid of the Assassins' Guild in Garrotten, at least according to Balmorrow. I have been told of some monster problems, so now have to find how to get to the monsters. That is the hardest part of the Bone Hill mod, finding out who you have to speak to, to trigger things. If anyone knows who I need to speak to, please let me know.

Modifié par Grimwald the Wise, 17 mai 2012 - 03:11 .


#5780
corey_russell

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Goodguy (level 6 cleric/level 5 illusionist controlled by corey_russell) and Badgirl (level 5 fighter/level 6 thief controlled by dogdancing) continue their adventure...

The party wanted to head to the Droth-OgreMage map. But first, we recruit Kivan on a VERY temporary basis...you'll see why in a second. We travel to Droth's map (northern sirine map), though we get ambushed on the way - twice. Kivan pulls his weight despite his bad equipment...We get to the map, kill a dread wolf and we see our target.

Kivan's mission? Offer help to the poor nymph (at least, I think that's what it is). Bummer for Kivan, though he got kissed dead. We never did get the dialog offering her surrender though, but maybe that's because the nymph was trying to talk to our skeletons (we were at ranged) - so she ended up dying. Hmm, no helment of defense for us. We did get 5000 experience, so guess it's not all bad...Kivan was removed from the group after the battle.

We continued exploring the map...some dangerous stuff like carrion crawler, but Goodguy's flame arrow killed it before it could get into melee range. Also a ghoul killed by Goodguy's magic missiles. Badgirl is leading the way (she also has the greenstone amulet). She starts wandering into sirine territory, so good guy summons 10 skeletons to back her up. The sirines do successfully dire charm Badgirl twice, but each time she was protected by the greenstone amulet. We didn't bother dispelling their improved invisibility, we just slinged them dead, with the hits of the skellies too.

This got goodguy level 6 cleric. He can now summon 18 skeletons. We will be going to the bandit camp soon, though not this session. In any case, we continue exploring the map. For the mass of ogres, we used entangle twice. The skeletons got slaughtered, but that's fine they did their job. The map is now clear, we leave the area.

After selling, we then head to the "zombie" farm. Reason? To get the +1 cloak of protection for Goodguy. This will open up a ring slot for him so he can use the ringe of wizardy. He checked the FAI inn's asking price for it 18900 gold! Hmm, some saving to do (though the bandit camp might be just enough). In any case, just for kicks, Goodguy used his turn undead ability here so that Badgirl could sling them dead in complete safety - not that she was in much danger from zombies with her -6 AC.

Interestingly enough, Badgirl had a tough time trying to get insde the farmer's house. The reason why is the icon to enter is a VERY small area, so it's easy to close the door rather than enter. Corey_Russell got her in though...she amost couldn't pick the locks, but just for the heck of it, she went into shadows first, then tried picking them and when she did that she could open them all? While I know attacking from the shadows helps Thac0 and maybe pick-pocketing, I never heard of it helping lock-picking. So maybe it was just random, but would be curious if anyone out there knew for sure whether it helps lock-picking or not.

In any case, we reported our success to the farmer. We then went to FAI to sell what little we had. We rested outside, and ended our session, as Dogdancing was in pain from her recent injury in a car collision at this point. Next session, Bandit Camp will be our target.

Party coffers: 11800 gold

Badgirl deaths=2 (Tarnesh, vampiric wolves in Beregost Temple area)

Modifié par corey_russell, 17 mai 2012 - 04:25 .


#5781
Grond0

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corey_russell wrote...

Tough break there guys. Why didn't Shylock have a monster summoning wand? A fully charged one in particular could have bought you some time to sling...A full charged wand of heavens seems to work too, despite Sarevok's magic resistance. And as for the lightning trap - that didn't necessarily have to kill you, if you had used a potion of absorption during your buffs, though I guess that would be a different matter if you did have them but they got dispelled...

But if that happened what about sanctuary and rebuffing? I feel for you guys, you got so far...

I agree a few monsters would have made things easier, but carrying everything that might be useful gets difficult without bags!  The wand of heavens did work, but normally only did 2 damage a shot (same with fire and frost).  A wand of magic missiles would have been more effective, but got sold earlier.

Shylock did have lightning protection up earlier, but it took 10 turns for Sarevok's scroll of magic protection to wear off and all his own buffs had expired by then.  I could have used another potion of absorption, but wasn't planning on walking through a trapPosted Image.

#5782
Grond0

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Kaxir (Gate70) and Nadir (Grond0). Session 1 (run time 1 40m)

We've changed tack a bit for our 3rd attempt at multiplayer no-reload.  Rather than creating characters with the best theoretical chance of success, we've gone for melee characters that suit our playing styles better.  Without spells to worry about this should be a pretty quick run (one way or the other).

Portraits are taken from the end of our initial session.
- Kaxir the dwarf kensai (looks vaguely familiar from somewhere - did he have a brother?):
Posted Image

- Nadir the gnome berserker:
Posted Image

There seemed to be a bit more lag for Gate70 in this session.  Early on that resulted in me looking on with amusement as a level 1 kensai boldly tanked against all comers.  He somehow got away with it against the gnolls that stole Perdue's sword, but came a cropper against the ogrillons with Mirianne's letter - an early trip to the temple resulted.

Now being more cautious about jumping enemies there were no more deaths in the session.  Things cleared included:
- talked to Noober to get a first level for Kaxir.
- Nadir went berserk to help deal with Neira.
- a fluffy dog was recovered for a little boy.
- Caldo and Krumm lasted only seconds against a berserk / kai onslaught.
- Kaxir made good use of the tome from the gnoll stronghold.  The duo's combined charisma is now up to 9!  The improvement came too late to avoid us being accused of killing a cat found in a waterfall.
- an ogre gave Kaxir a belt to reduce the effectiveness of the bandit arrows pouring in from ambushes.
- Tarnesh's mirror image did him no good as he was killed by Nadir's first swipe.
- returning a bowl to Tenya was rewarded with another level each.
- Melicamp was returned ... and revived!
- while at High Hedge some potions of freedom were obtained.  The combination with potion of clarity allowed Bassilus to be tackled safely - though he went down so fast he would have died anyway.
- Dushai was reluctant to be charmed; Nadir worked his way through quite a few of the 64,000+ charges of his cloak, while Kaxir shopped for green amulet and cloak of displacement.  Dushai finally agreed to follow to a secluded spot - 3 men arrived; 2 left (actually not quite yet as that was the last action of the evening).

Kaxir kills 65 using dual-wielded hammers (2 stars hammer; 3 stars dual wielding).
Nadir kills 56 using 5 stars in axe + shield.
Nadir took an early lead here benefiting slightly from Kaxir's death and also a few kills with throwing axes while Kaxir ran things round.  However, with the safety of a few more HPs allowing regular frontal assaults Kaxir is now starting to pull away a bit (extra attack per round, kensai bonuses and latterly Bassilus' hammer).

Kaxir resurrections: 1

Modifié par Grond0, 17 mai 2012 - 05:09 .


#5783
corey_russell

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Grond0 wrote...

corey_russell wrote...

Tough break there guys. Why didn't Shylock have a monster summoning wand? A fully charged one in particular could have bought you some time to sling...A full charged wand of heavens seems to work too, despite Sarevok's magic resistance. And as for the lightning trap - that didn't necessarily have to kill you, if you had used a potion of absorption during your buffs, though I guess that would be a different matter if you did have them but they got dispelled...

But if that happened what about sanctuary and rebuffing? I feel for you guys, you got so far...

I agree a few monsters would have made things easier, but carrying everything that might be useful gets difficult without bags!  The wand of heavens did work, but normally only did 2 damage a shot (same with fire and frost).  A wand of magic missiles would have been more effective, but got sold earlier.

Shylock did have lightning protection up earlier, but it took 10 turns for Sarevok's scroll of magic protection to wear off and all his own buffs had expired by then.  I could have used another potion of absorption, but wasn't planning on walking through a trapPosted Image.


Thanks for the explanation. Here's a crazy idea - your cleric could have ran find traps! Think you can do other things while that's active, I seem to recall that anyways....it's a moot point now I guess.

I think playing classes you guys enjoy is a good choice for your guys' next attempt. For two characters at least, lots of healing potions in BG 1, BG2 and ToB. I'm curious what Gate70 will be able to do if he can get to level 15 or so..you rarely see player Kensais in no-reloads in BG 2 -- you see them die in BG 1 heh.

#5784
corey_russell

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Russell and his band of paladins continue their adventure...

Russell and friends cleared the area of Drizzt without any issues. The only real enemy here who maybe had a chance were the bandits with the mage, elite archer and melee type. But problem is Jemby was slaughtered in a single round with 6 paladins using their ranged weapons. The rest were wasy to mop up.

Next area of interest was the firewine bridge (surface). We encountered Melium - he challenged our party to a duel. Pretty bad mistake, he died in a round. His gauntlets went to Keel the Strongman.

I ALMOST passed up Kahrk, then thought to myself - wait a minute! If 6 holy paladins cannot kill an evil ogre mage, who COULD? Decided that the bowmen would use arrows of fire and biting, protection from evil on everyone and begn the battle.

The battle results were just shocking - Russell got two huge criticals with his 28 and 26 damage. Hanna got 26 pt. arrow hit too. The only meaningful spell Kahrk could got off was a lightning bolt at Josh. Completely ineffective -- and incidentally now the evil ogre mage is completely dead.
Posted Image
We found a protection from fire scroll on him, that could definitely come in handy in the final battle, so we are glad we engaged him. The party then returned to Beregost, enjoying well deserved royal accommodations at Feldeposte's Inn for this great deed of cleansing the evil of Kahrk from the land....

#5785
Grimwald the Wise

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I have installed the Worldmap v 9 and now I can get from area to area in the Bonehill Mod. Posted ImagePosted ImagePosted Image


YaaaaaaHoooooo!!!!

No more fighting bugs. Posted ImagePosted ImagePosted Image

Unless of course there are some giant bugs as per the opening scene in Icewind Dale.Posted Image

#5786
Gate70

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Have fun Wise & good luck with the mods.

Corey, nice one with Kahrk - I tend to avoid him as the risk/reward makes it of little value but agree your paladin crusade should major on this type of behaviour! I was considering barbarian or undead hunter but we have thrown sense out of the window to see what you describe - a higher level kensai.

I've not run a kensai very far into BG2 for a long time and I expect I didn't make the most of available buffs. Am familiar with offensive buffs, getting to grips with defensive ones and hopefully making progress with de-buffs. A chance for me to develop the drink problem too as I often overlook potions but can't see any alternative for a kensai.

Multiplayer and kensai seems quite tricky, as Grond0 said my first death with Kaxir was unexpected and the ones against spiders then Sarevok very similar.

My current minimal reload is drawing to a close and I may add a second solo kensai as my next attempt - could help the multiplayer experience and a BG2 party could be as much fun as the wild mage has been (thinking Jan, Aerie, Nalia, Cernd unshifted for a change, Imoen and Sarevok > mage replacing one of the first three. I'd have a fair amount of people to buff a kensai or mount a rescue when the inevitable happens!)

#5787
corey_russell

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When my all paladin run finishes, I may attempt a Kensai too. I only had one once (not no-reload), and I remember the way he survived is by having THREE divine casters in the group to keep up his healing! But I didn't help him properly - that is, I could have done barkskin or spirit armor, and I didn't give him those kind of buffs, which would have made him more effective and need less healing...He definitely gave beatings, but took beatings too...

Modifié par corey_russell, 17 mai 2012 - 10:25 .


#5788
Grond0

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Kaxir (Gate70) and Nadir (Grond0). Session 2 (run time 1h 40m; total time 3h 20m)

Most of the second session was fairly trouble free as the levels and HPs mounted, but there were a couple of nasty moments.

The session started in the Nashkel mines.  There were no ambushes during rests and thus no real trouble getting down to Mulahey.  The plan again was for Kaxir to lead Mulahey to the top of the cave before talking to him, but (like his predecessor) he got stuck at the point where the enemies spawn.  A kensai surrounded by enemies is bad news and he was quickly killed, leaving Nadir to rage while taking down Mulahey before turning on the kobolds and skeletons.

After a resurrection the duo headed back to the mine to pick up equipment stashed in Mulahey's chest.  There was a bit of a comedy of errors as they asked the mayor for a reward and were told to bring him some evidence; back to the mine again, but all the equipment had evaporated so the reward went begging.

The middle of the session was all trouble-free:
- Nimbul was quickly hacked down by 2 hits from Kaxir.
- defeated some spiders and returned Landrin's goods (and picked up pantaloons).
- returned Joia's ring.
- found some healing for Samuel.
- persuaded Bentan to act as a distraction while the duo hammered Meilum into submission.
- disposed of Zargal and his fellow hobgoblins.
- defeated the half-ogres that had proved too strong for a solo paladin.

There was more trouble in store at the end of the session as the adventurers travelled to Brage's map.  Before talking to him they determined to help out with an excavation at an old mine site.  This resulted in being attacked by a doomsayer.  He proved difficult to hit even for a 5th level kensai; with the doomsayer at near death Kaxir stayed attacking slightly too long and paid the ultimate price - leaving Nadir alone.  He did not have a magic axe and needed a 20 to hit with Greywolf's long sword, which proved difficult to come by. 

Nadir went through his stack of healing potions and then recruited various bears, met while running round, to try and occupy the doomsayer.  However, they normally lasted only a round or so meaning Nadir got at best one attack in.  He then moved on to Laryssa, who lasted only slightly longer, before playing his trump card with Brage himself.  Surprisingly it was Nadir who found a critical to end the fight before Brage could hit with his massive 2-handed sword.
Posted Image

Kaxir kills 131 (66 this session).
Nadir kills 124 (68 this session).
Kaxir was doing significantly more kills when operational, but his deaths at the beginning and end allowed Nadir to shade the session overall.

Kaxir resurrections: 3 (gnolls at High Hedge, Mulahey's summons, doomsayer).

Modifié par Grond0, 17 mai 2012 - 07:35 .


#5789
corey_russell

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Hmm, this is my opinion, so please take it as such, Grond0, but taking on the Doomsayer as a duo melees sounds suspect at the get go. Partly as there so so few +2 weapons, but also because the risk is completely unnecessary. As a duo, you guys should easily get to the level caps before the end of the game. Personally, I've had full parties take massive beat downs from this guy, running around in fear, trying not to be chunked, etc.

It's your game, though, so you can do what you want. And you did win, so maybe your confidence was justified...

#5790
Grimwald the Wise

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Gate70 wrote...
Have fun Wise & good luck with the mods.


I certainly had fun with the Bone Hill mod. Now that I have installed Worldmap 9 it is bug free. Posted Image

It was also very enjoyable. I can thoroughly recommend it, though I would also recommend getting the Worldmap 9 installed if you want to try it.

Next time I play, I hope to play it bug free from the start. Whether I use the mod after that is debateable as the player gets overpowerful. Perhaps with a party this would not be the case, particularly if I chose an unbalanced party. (An all-paladin party?)

Staff Seeker completed everything that Peltar wanted him to do, so Peltar sent him to the Gate.

That is not where he wanted to be, as he had a feeling that there was somebody at the carnival who had a task for him. Maybe this is the result of reading the readme for the Stone of Askvar mod. Posted Image

The bonehill mod had only one difficult area: The area where the Lizard King resides. 

Staff Seeker got badly hurt and tried resting, only to find that EVERY time he rested, he waas attacked by more lizard men with the result that his health never improved. Eventually he took the hint and went outside to rest.

He has this bad habit of thinking that potions are for use during a battle, and not afterwards.Posted Image

He left Garrotten with his potion, gem, and equipment bags bulging at the seams!!

The Lizard King Battle was fought by buffing, fighting, running away, healing, and returning to the battle. The boots of speed meant that running away was an easy option, and he actually used several potions of extra healing.

#5791
corey_russell

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Russell and his band of paladins - adventure continues

NOTE: Goodguy and Badgirl are on hold at the moment - Dogdancing's arm is hurting a lot after the car collision, so she can't play BG until it gets better
********
Areas explorered this session: Arghain's area (Ogrillion with +1 two hand sword), Pirate's Cave map, Gullykin

The party made a stop by Gullykin. For one, Russell bashed a vanity in and got a +1 sling for Dogdancing the paladin. For another, slaughtered yet another ogre mage in the firewine ruins. Keel the Strongman gulped a potion of absorption and charged a mage accomplice. But an ogrillion targeted him and the mage went invisible, so instead Keel took down the ogrillion. The mage fired two lightning bolts at Keel - due to a tight space he must have got hit 100 times by the bolt - if his lightning resistance was anything less than 100% he would have been killed. Instead, however, he took down the mage, though he got hit hard by some magic missiles and had to gulp a lot of heal potions.

He cleared the immediate area, then the party helped loot the stuff. Since we don't have a thief, we didn't explore farther in the ruins. We headed to the Gullykin Temple and purchased 10 heal potions, which gave everyone 5 now.

Russell's band explorered the area a bit more and ran into an enemy party. Russell's band did have protection from evil up and concentrated fire on the enemy cleric. Unfortunately I didn't notice the AI changed targets on me, so the cleric wasn't dieing very fast (the AI targeted the melees, since they were closer). This meant the cleric got a hold off, which he shouldn't have if 6 paladins' ranged fire was on him as I intended. Josh got held - and was soon dead. One melee goes down (Molkar I think). Keel runs around in fear. The remaining party members, however, have no trouble finishing the cleric, dwarf and bard -- at least I assume it's a bard, as his weapon is a warhammer and he's casting arcane spells.

We leave everything on the ground, go to Gullykin temple again to resurrect Josh, and return to loot everything. We returned once more to the temple to identify many items, both new and others we hadn't bothered to identify to this point (though were using).

We go to Beregost to sell/rest and head to Pirate's Cave map. Not surprsingly, the party is exhausted. So we rest and two sirines attack, who promptly charm Josh. The sirines were killed no problem - but then I turned offf the AI and just had Keel stand there and let Josh keep swinging at him. Josh only connected once and that was a critical, was suprising how hard it was for him to hit Keel (-5 AC).

We explore the map a bit more and were battling worgs when a sirine showed herself without us noticing - now Keel is charmed. We kill the sirine and worgs and the party all moves away from Keel except Josh, who now he stands there and lets Keel swing at him. Keel connected a few times, all were criticals, but Josh always healed himself in time. Once the charm finally wears off, the entire party puts on protection from evil on themselves and explore further in sirine territory.

Now that the party is properly protected, no more mishaps and the remaining 5 sirines were beat easily with the party's buffs. The flesh golems were all slaughtered in a single round. After a long think, decided Russell would get the CON tome - mainly because his DEX is low, so the extra HP could make him more survivable in BG 2, where he won't be able to get the DEX gauntlets for a long time, unlike BG 1. The rest of the map was child's play and the party headed to Thaantyr to identify things and sell.

Next up was the area filled with ogres mostly, NE of Nashkel. The party has zero problems here. The +1 two hand sword went to Ajantis. The party is still level 5. Larswood, Pelvale and Bandit Camp will be the next areas to investigate.

Modifié par corey_russell, 18 mai 2012 - 03:34 .


#5792
Grimwald the Wise

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Sorry to hear about dogdancing's arm Corey. It will affect a lot more important things than the ability to play B.G.

I have come up against a problem. I have four SoA talismans and need to go to the watchtower for the fifth one. The problem is that the watchtower is greyed out. Do I need to approach it from a particular area?

Whilst in the vicinity I killed the assassins in the blushing mermaid. To my amazement, at the end of the battle, I had not lost a single hp. Kirstin had wasted spells on summoned hobgoblins. She confused them, so I used web to prevent them doing anything silly such as killing courtesans. However that meant that i was then free to fight without fear of confusion myself.

#5793
Serg BlackStrider

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Update of Gloomy Face & Co

Well, the Four Horsemen continues their quest. Gibberling Mountains now carry a proud title of Sleepy Hollow. Jaheira got a new pretty ring (of Fire Resistance) and after delivering Samuel (when our rep hit 20) a new nifty attire (a Full Plate Armor) which improved her tanking abilities. Gloomy Face and Khalid also got some mannish toys (Short Bow +1 and Composite Long Bow +1 respectively). Eager to try our new equipment we went onto Drizzt area (mainly to obtain Bjornin's Medium Shield +1 for Jaheira). Teyngan, Jemby and Zekar were overloaded with various area effect spells and so fell quickly. Then we made some wolfs hunting in Beregost Temple Area and visited the famous Mutamin's Garden where Gloomy Face practicaly solo run all enemies trying his the very first backstab in the process. Our next target was Bassilus area. No issues here. Bassilus got Miscast Magic from Jaheira which sealed his fate from now on. And finally, the most important event in this session - Melicamp survived the transformation!!! The very first time in all of my no-reloads, :o! Gloomy Face got very needed (and waited) levels, the reward for Bassilus allowed him to purchase the Robe of Archmage, so now, when we have almost all essential equipment, Band headed to Peldvale and finally joined Viconia. Now the Band are dig in Archaeological Site.

Current Band state:

Gloomy Face: Mage 5/ Thief 6, 272 kills (Greater Basilisk)
Jaheira: Fighter 5/ Druid 6, 236 kills (Winter Wolf)
Khalid: Fighter 6, 317 kills (Greywolf)
Imoen: Thief 6 (inactive) / Mage 5, 135 kills (Winter Wolf) 
Viconia: Cleric 6, 2 kills (Zombie)


to be continued...

Modifié par Serg BlackStrider, 18 mai 2012 - 07:28 .


#5794
corey_russell

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@Wise: I don't know anything about Talismans, sorry.

#5795
Grimwald the Wise

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corey_russell wrote...

@Wise: I don't know anything about Talismans, sorry.


I found out from a post on another web site that others were having the same problem. It's a conflict between the big world map and the stone of Askavar.

The post gave a workround, i.e. Movetoarea...

Having used it, I easily beat them and upon returning to Baldur's Gate easily beat the Iron Throne guys. Saved Duke Elthan and then went to the Ducal palace.

Everything was going well, only one doppelganger left, but the dukes and my monsters were confused and that led to the dukes dying.

I killed the last doppelganger, but too late!!! Posted Image

However, a most enjoyable run as I've never played a solo SCS game before.

(Actually, very few SCS games of any type)

A pity that I didn't get to do the Drizzt Saga with this character as he was exceedingly good and might even have completed ALL the saga.

#5796
corey_russell

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Russell and his band of paladins continue their adventure...micro-update

@Wise Grimwald: sorry about the end of your run. Glad you enjoyed it though.

The group has cleared Larswood, Pelvale and the Bandit Camp. None of these areas were particularly difficult, evidenced by the fact that no one died. The massive boost to our stock of magical arrows was quite welcome as well.

I should mention the battle in Tazok's tent. We prepped on Protection from Evil on everyone (of course). I ALSO had Dogdancing gulp a stamina potion boosting her HP from 27 to 47! This turned out to be important as the enemy hobgoblin elite archer targeted her and managed to poison her twice and get other hits as well. That extra HP boost kept her alive. The party concentrated fire on the enemy mage, taking him out pretty fast. While the melees of our party engaged the melees of the enemy. Took a few rounds but eventually all the enemies were slain. Keel had the boots of grounding AND a potion of absorption - putting his lightning resist at 150%! Needless to say, the trap did nothing to him. What was nice the trap kept rebounding from the wall to Keel, and so did no damage to any other party members.

We used protection from evil on the party when battling Khosann as well. He fell quickly, however, I think 2 rounds. The archers were just using basic +1 arrows and that was more than sufficient. Some upgrades at the bandit camp: 1) Full plate went to Russell 2) Bow of Markmanship went to Ajantis. Now that Russell has both the protection of +3 to piercing weapons plus his large shield bonus, he gave his belt of piercing to Ajantis, since he has the worse AC of the party. With the bow and his bracers of archery, Ajantis now has the best Thac0 with ranged weapons. However, Hannah is still leading the kill record with 24% of all kills and 292 total kills. Ajantis is 2nd with 19% of the kills and 228 total kills.

The greenstone amulet is now fully charged, as is our necklace of missiles (though we rarely use the necklace). Even so after selling the bandit camp loot, the party coffers is about 24000 gold. Russell managed to open almost every chest with his 18/00 strength, though many chests took repeated attempts. The entire party also finally reached level 6. Next levels are 192,000 total experience (yikes).

Keel the Strongman, level 6 paladin, 60 HP
Josh, level 6 paladin, 55 HP
Russell, level 6 paladin, 58 HP
Hannah, level 6 paladin, 63 HP
Ajantis, level 6 paladin, 45 HP
Dogdancing, level 6 paladin, 28 HP

Modifié par corey_russell, 18 mai 2012 - 02:47 .


#5797
Serg BlackStrider

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Quick update of Gloomy Face & Co

The Band met Captain Brage and escorted him to Nashkel's Temple. There we were attacked by  Nimbul. Again he proved to be worthy opponent with all his pre-buffs and was finished with guard's support. His boots went to Imoen and then Khalid with Viconia dealt with Neira. Time to tie up some loose ends - the Valley of the Tombs. Gloomy Face, protected vs Undead via Drienne's scroll, dealt with Revenant and all other local undead population. The one and only look on Narcillicus's pre-buffs promise quite a challenge but after various magic fireworks (lots of them) he finaly fell to the  brute force. Amazons got Web, Silence and  Call Lightning - two of them out. Hidden Telka and Maneira choose Imoen as target but revealed themselfs and was dispatched (Imoen was hit quite hard tho but survived nevertheless). Viconia proved her usefulness vs  Mustard Jellies and now Band, heavy-loaded with loot  returned to their base in Joviar Juggler Inn. 

Gloomy Face: Mage 5/ Thief 6, 300 kills (Greater Basilisk)
Jaheira: Fighter 5/ Druid 6, 246 kills (Winter Wolf)
Khalid: Fighter 6, 330 kills (Mustard Jelly)
Imoen: Thief 6 (inactive) / Mage 5, 136 kills (Winter Wolf) 
Viconia: Cleric 6, 10 kills (Mustard Jelly)


to be continued...

Modifié par Serg BlackStrider, 18 mai 2012 - 02:16 .


#5798
Grond0

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Kaxir (Gate70) and Nadir (Grond0). Session 3 (run time 4h 40m; total time 8h 00m)

The deadly duo took advantage of a day off to make this the final BG1 session.  A summary of their progress follows:
- sirenes targeted an enraged Nadir and didn't last long.  The 3 flesh golems fell during another rage.
- Taugosz more than met his match for melee brutality and the party in the bandit tent also caused no trouble.
- tried to get the helmet of defense from Shoal, but she refused to talk to Nadir after her fatal kiss for Kaxir and eventually just got killed.
- skipped all the Cloakwood encounters; a rage at the mine saw only Genthore still active when it expired.
- in the mine Hareishan and her guards did quite a bit of damage forcing the duo to rest.  Tried to rest again just before Daveorn and eventually managed it after around a dozen attempts left dead guards everywhere.  Daveorn was rushed by Nadir using rage and potion of magic blocking.  He went down quite quickly, though the battle horrors took a few chunks out of Kaxir before falling.
- in the city Kaxir demonstrated that he's got a bit of a drink problem
- took on Ramazith.  He didn't last long, but did manage to get away a lightning bolt just before he died; Kaxir had to hastily swallow an absorption potion to avoid death from the rebounding bolt.
- picked up the other tomes, helm of Balduran, +2 axe (no problem with the mountain mauler brawl this time) and shield of falling stars.
- Kaxir rushed the Iron Throne party protected by his potion buffs.  He still took quite a bit of damage and had to retreat, but enabled Nadir to come in behind and deal with the 4 casters.
- at Candlekeep a scroll of magic protection + potion storm giant strrength allowed the tombs to be raided and the dopplegangers dealt with.  Nadir added rage and DUHM for Prat & Co while Kaxir circled round to take them from behind.  He was confused, but that didn't stop him!  A couple of potions provided protection from basilisks.
- Slythe was separated from Krystin and didn't last long.  Krystin was kind enough to cast a cloudkill just before she expired (Quenash was charmed and walked into this to get her cloak).
- Nadir accidentally triggered the palace fight early so no buffs were used, but the dopplegangers mainly targeted him and that allowed both dukes to survive.
- Nadir tried to tank the Undercity party using scroll of magic protection, but Gorf hit him several times forcing a retreat.  He ran round herding the opponents into a cloudkill cast by the mage until they had been cut down to size.
- Nadir also led the way to Sarevok, still with the scroll of magic protection up to protect against the initial mage assault.  Semaj was killed in his initial assault and Angelo and Tazok quickly followed when Sarevok got caught in a web trap (allowing a bit more freedom to attack).  Sarevok's speed was reduced by an arrow of dispelling and then Nadir let Kaxir borrow his throwing axe while he kept shooting arrows.  Targeting Sarevok without pausing the game was not easy so there were some interesting patterns made as characters came running up towards Sarevok and then beat a hasty retreat!  However, there were no significant problems before Sarevok gave in.

Kaxir kills 267 (136 this session).
Nadir kills 276 (152 this session).
Nadir ended BG1 with a marginal lead on kills - mainly because he made use of the boots of speed in the end game (allowing him to pinch some weaker enemies before Kaxir got there).

Kaxir resurrections: 4 (gnolls at High Hedge, Mulahey's summons, doomsayer, Shoal).

#5799
corey_russell

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Grats Grond0 and Gate70 -- good luck in BG 2. Don't let the Grond0-take-down-game get ya! (Grond0 knows what I'm talking about)...

#5800
corey_russell

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Goodguy (level 6 cleric/level 5 illusionist, controlled by corey_russell) and Badgirl (level 6 fighter/level 6 thief controlled by Dogdancing) continue their adventure - Bandit Camp

The party did well at the bandit camp. A lot of skeletons wandering around aiding the duo. Khosann got held in Goodguy's first attempt to do so. The chill leader got commanded. Took several trips to loot what we wanted.

As for Tazok's tent, the duo buffed with remove fear and bless and DUHM. Then Badgirl concentrated on the melees and archer, while Goodguy spent his spellbook on Venkt. This was successful. We got some clues that say the Cloakwood is our next target.

But first, the duo has enough gold to buy back the ring  of wizardry, for a cool 18900 gold. They do so, and now Goodguy can cast 10 level 1 mage spells. Party coffers finishes the night at 1900 gold.

Doomsayer is our next target (Dogdancing wants to fight a hard enemy).

Badgirl deaths: Tarnesh, Vampiric Wolves in Beregost Temple area