With 30 magic missiles available it shouldn't be that hardcorey_russell wrote...
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).
Baldur's Gate 1 No-Reload Challenge
#5801
Posté 19 mai 2012 - 08:10
#5802
Posté 19 mai 2012 - 03:08
The party finally dealt with the Basilisk menace. But first, there was a rather belligerent party in the center that needed a talking to. As usual the entire party ranged the arcane enemy, in this case Kirian. This dealt with her well, however, Keel got hit with rigid thinking and Josh was held. We had to have one person melee the enemy melees, some range on the cleric, and spam heals on Josh. The cleric did go down. Incredibly, Josh was kept alive, though it did take all the heal spells we had. Victory!
Next, Keel the Strongman used a protection from petrification scroll, necklace of missiles and greenstone amulet and cleared the rest of the map himself. His battle with Mutamin was rather draining, as Keel was sucking down heal potions pretty much as fast as Mutamin was casting spells. Keel made Mutamin's morale break, then a throwing axe finished Mutamin. The rest of the enemies on the map had no chance against Keel.
Next up was the Cloakwood. We fought everything here, since we need the all experience we can get -- level 7 important for us fighter types of course with its extra 1/2 attack. The party handled the ambushes (we always stood our ground and took down the enemies). The battles were rather straightforward, no close calls. For the spider map of the Cloakwood, we used an invisibility potion and freedom potion to clear as many traps as we could, then the party mopped up the enemies here. Centeol and her pets could not stop the party. Josh did get poisoned here, but everyone has antidotes (and lots of them), so that wasnt too much a problem. Josh will use the Spider's Bane.
For Drassus and his buddies, Josh took them down all by himself. We got the opening field of the Mines surface, and Josh wondered if there were any invisible thieves, so he threw in a fireball ahead of the party. He heard shouts of pain, so just kept spamming the necklace of missiles till the enemies stopped shouting in pain. The boots of speed went to Keel. The party returned to FAI to sell -- we found out there was ONE charge left of the necklace of missiles - yikes! We recharged that right away...
We returned to battle in the Mine itself. The guards had no chance against a heavily armed and armoured paladin group. For Heirashan and her buddies, necklace of missiles was again called into action. Oh, forgot to say Keel set off the two traps just before her protection by a potion of absoption. Natasha was defeated by a potion of magic blocking and the ogre mage nearby with potion of magic protection. We got to the bottom level, defeated Davaeorn's personal guard, and had to leave the mine to sell, we were full.
We couldn't de-trap anything, so we had to battle the battle horrors. These things just hit us like mach trucks, but we did kill both of them without casualty, though Ajantis did have to run for his life and heal up. Keel then drunk a huge number of potions for protection and activated the greenstone amulet, one potion was potion of magic protection. He then charged Davaeorn all by himself. He was doing at fine first, then somehow Davaeorn summoned like 6 ghouls. Bad news if Keel gets held, so the party charged at this point to whittle down those ghouls, then concentrated fire on Davaeorn. Davaeorn was helpless against Keel, and was slain.

The mine was flooded.
The party decided to make a stop by Durlag's tower. We defeated the battle horrors here, taking a lot of pain again. We then up to the 3rd level, Russell managed to bash a few chests here. And then for the reason to be here in the first place -- Keel used greenstone amulet to open a chest and got a wisdom tome for Dogdancing. After using that tome, Dogdancing lore is 28 - not bad at all for a fighter type!
Then party the heads to Baldur's Gate. We defeated some mages on the top floor of Sorcerous Sundries - only buffs were protection from evil, then only Josh got into melee range, protection by a potion of magic blocking. The mages fell very quickly. We made a quick stop by the thieve's guild to get a DEX tome - Josh used it, putting all PCs in the party to 18 DEX except Russell.
Party coffers at 40000 gold.
Modifié par corey_russell, 19 mai 2012 - 03:12 .
#5803
Posté 19 mai 2012 - 09:51
The party handled the battles/quests in Baldur's Gate rather easily, partly due heavy use of dispelling arrows in the mage encounters. Melee enemies are pretty straight forward. One interesting encounter were the 5 ogre mage battle - 6 fireballs greeted the ogre mages -none survived.

We didn't do all quests in the city - just upgrades, since we got level 7 at 75,000 experience - we need 150,000 each to get level 8, no chance of that without doing all the TotSC areas. Eventually it was time to deal with the Iron Throne, 5th floor baddies. Hanna donned a protection from magic scroll, equipped arrows of detonation and commenced fire. She killed 5 of them, but Gardush was putting a serious beat down on her, so the party had to go upstairs to finish Gardush.

We then were sent to the Candleekeep and soon the crypts. Keel used a protection from magic scroll to set off the traps. Russell used STR 24 potion for the wisdom tome, then also used DUHM to bust open the strength tome. The front-liners batttled the spiders protected by free action. For the next level, just did a straight bee-line to that level exit, only stopping if enemies were in the way.
For Prat and goons, Josh got to 100% fire resist via equipment, and 100% via boots of grounding and a protection from electricity scroll and used greenstone amulet, haste and arrows of detonation. He destroyed all enemies easily. We ignored the spiders, and used 2 potions of mirror eyes to finish the basilisks in our way. After escaping the crypts and selling we now had 100,000 gold.
Cythrandria was no problem with protection from evil and dispelling arrows. Slythe and girlfriend also were beat the exact same way. Forgot to mention earlier, we had charmed Quenash and killed her in a out of the way place, and donated to the temple to raise our rep back up (we didn't' want to bother with Degrodel's place).
Duchal palace fight - ranged guys used their best ammo, 2 melees used STR 19 potion, protection from evil, engaged while Ajantis used dispelling arrows again to get rid of the Doppleganger haste. We must have been killing them fast, as the dopplegangers morale broke quickly. After turning in our evidence, Sarevok took a few chunks out of Keel then he had enough.
Time to get the pantaloons and any potions/scrolls we need for the final leg. I then made a rather colossal blunder, though of course had to live with it as it's no reload. I could have sworn the priests in Tymore's temple could be killed without rep loss to get the wisdom tome - well I was wrong. I killed the one with the tome first, and saw my rep go down. Here I should have looted the tome and RAN - my rep would be 10, and I would have been ok. Instead I went nuts and killed the other priestess, which made everyone but Ajantis FALLEN Paladins! Doh! Anyone know if the paladin stronghold can save everyone, or only the main character?
In any case, thieve's maze and Undercity and the temple of bhaal will be the next update.
Modifié par corey_russell, 20 mai 2012 - 03:30 .
#5804
Posté 19 mai 2012 - 10:36
#5805
Posté 19 mai 2012 - 10:48
The fallen paladins successfully battled their way through the thieve's maze. Key steps was a protection from magic scroll on Keel the Strongman to set off the traps. He nearly got killed by the skeletal warriors, but thanks to the traps, the warriors were badly damage and fell quickly.
The iron throne Undercity party was successfully soloed by Josh using arrows of detonation and haste potion, having 100% fire resistance himself.
Tamako didn't show - she is still waiting for us at the Flaming Fist, but we never appeared.
We rested, and time for the big confrontation with my brother. We did a lot of buffs, but probably most relevant is the STR 23 potions, haste on everyone but Keel (who has the haste boots), heroism, and fire resistance. Keel used the last protection from magic scroll.
The strategy? Keel moved forward right the center, setting off all the traps, then ran around in a few circles. Semaj was the first to be mowed down by our ranged fire. Keel stood his ground for a very short while but then had to run some more. The party then mowed down Angelo - Angelo did fire a single exploding at the party, but everyone survived.
By the time Angelo was mowed down by ranged fire, Keel himself fell. Sarevok charged the party. Josh moved into tank position. The party unloaded on Sarevok. I tried to move into Ajantis inventory to equip the arrows of dispelling (which unpauses my game) and then Sarevok fell! Success!

I spread the tomes around to try to maximize results, so here are the final PC stats:
Russell (protaganist)

Keel got the CHA tome, making him a natural person to put in front with his 18 CHA and good fighting stats

All PC characters except Russell and Josh had max DEX (18). Russell's native DEX is 13, so another point wouldn't help at all. It would boost Josh DEX to 18, making him a better tank so he got the DEX tome

Since Russell, Josh, and Keel all had excellent STR (18/88 or higher) and Dogdancing was so weak (12) that another point wouldn't help, the STR tome went to Hanna, as her STR went from 18/06 to 19 which is a huge jump.

It's pretty clear which tomes Dogdancing got - making her lore excellent for a fighter. She will clearly be in the back at all times, and also using shield and siing always to maximize her survival.

Everyone but Ajantis will be moving onto BG 2.
Modifié par corey_russell, 20 mai 2012 - 03:32 .
#5806
Posté 20 mai 2012 - 05:58
Well in the last update it was mentioned that Dogdancing wanted some more challenging opponents. I think we got her request this session.
First challenge was the Doomsayer. We had a lot of skeleton distractions, and the Doomsayer got some good hits on Dogdancing, but Goodguy was in fact able to magic missile Doomsayer to death. On the same map we encountered Brage and his cleric relative. Dogdancing provoked the cleric and charged her - this was a mistake, as the cleric held Badgirl. Goodguy attempted a hold person, which did in fact hold Brage, but the cleric saved. Badgirl is getting hit bad now, so Goodguy tried a fast spell, command, but the cleric saved on that too and killed Badgirl. A moment later a flame arrow finished the pesky cleric. Brage was able to be killed before he could break out of the hold person.
The real challenge, however is looting! No bags of holding -- Goodguy can only carry 120 lb. before becoming overburdened. However, Goodguy knew something like was going to happen, so had a spell memorized to help with this - the arcane Strength spell. He used this, picked up all of Dogdancing's unique equipment and headed to Nashkel to try to resurrect her - he had to leave some valuable things behind, including Brage's body...
However, Goodguy got hit with a large ambush of Xvarts and was immobile, due to weight! He did entangle and finished the ambush mobs. Knowing that an ambush could happen, he also had ANOTHER spell memorized to help with this - Draw upon holy might! He used it and left the map - he made it Nashkel! (whew). Of course, he couldn't move now, so he dropped the full plate and did a temple visit to get Badgirl back in business. Then, without resting, we came back and picked up our full plate. She was still hurt, so got her healed up what we could and left back to Brage's map, again without resting -- we wanted to try to pick up the stuff we had to leave behind.
After 72 hours, all the loot was still there! So we happily got it all up, resupplied at the Carnival and got our reward from Oublek for Brage. Our gold is pretty low due to the required healing potion purchases and of course the resurrection of Badgirl.
She still wants a challenge, so we headed to Firewine Bridge (surface). Quite a few fireballs were thrown about here, Goodguy couldn't be bothered with the mass of skeletons. We battled Melium but he got held first attempt - needless to say, he was finished. His nice gauntlets went to Goodguy.
Next up, Kahrk. We summoned 18 skeletons, and Badgirl initiated contact with Karhk and ran away and slinged. Goodguy unloaded pretty much his entire spell book at Kahrk. For a long time, it seemed like we weren't even damaging him. Badgirl was getting worried, but with 5 skeletons alive at that point, Kahrk finally was taking damage. Not enough it appears, as the last skeleton fell and he chased after Badgirl. Kahrk was still hasted, he was putting on a serious beatdown on Badgirl.
Out of despearation, as Goodguy was almost completely out of useful spells, Goodguy equipped his wand of monster summoning and used a few charges. Corey_Russell told Dogdancing to back off - she tried to, but her orders were messed up when Goodguy had to pause again to cast another spell. This caused her new path to be well within range of Kahrk and she was mercilessly cut down. Goodguy was slinging with +1 bullets and was able to take down Kahrk before all the summons were gone.
Looting issues again. Goodguy cast strength, looted the irreplace-able equipment of Dogdancing and headed north - right into a mass of skeletons - they were fireballed (via wand). Goodguy managed to return to Nashkel without an ambush - he had changed his spell set after Badgirl's first death this session, he has 2 DUHM now. He had to use both of them to get to the Temple while still carrying all of Badgirl's stuff.
Yet again, the duo purchased more heal potions, got Badgirl health over 50% and returned to Firewine Ruins without resting. The loot was still there, yay (including some of Dogdancing's cheaper equipment). We are trying to raise money, but so far these resurrections have been a bit counter-productive.
The session ended here, the party with about 1300 gold. The two resurrections cost 800 gold each. Gullykin will be our next target.
Badgirl deaths 4: Tarnesh, vampiric wolves in Beregost Temple area, Brage, Kahrk
Modifié par corey_russell, 20 mai 2012 - 10:48 .
#5807
Posté 20 mai 2012 - 06:09
#5808
Posté 21 mai 2012 - 03:02
#5809
Posté 21 mai 2012 - 03:11
And Nicker a female Chaotic Good Svirfneblin Cleric/Thief Str 18, Dex 19, Con 17, Int 19, Wis 18, Cha 2
SVIRFNEBLIN: Also known as deep gnomes, the deep gnomes of the Realms are a secretive, mysterious race. Found in the deepest caverns of the Underdark, the Svirfneblin live in constant fear of slavery or destruction at the hands of dark elves, mind flayers, and duergar. Deep gnomes are legendary for their ability to handle stone and gems. They have grey skin and white hair.
- ADVANTAGES: +1 to Dexterity, +1 to Wisdom, +20 to Stealth, Magic Resistance of 50% and +2% every level thereafter to a maximum of 80%, + 1 to hit vs. kobolds, goblins and hobgoblins, +4 bonus to AC, Mirror Image 1/day, Invisibility 1/day, Blur 1/day and Non-detection.
- DISADVANTAGES: -2 to Charisma, -1 to Constitution and -30% experience modifier.
Whilst Staff Seeker, my previous fighter/illusionist was strong, he was hampered by having no thieving or clerical skills. I am hoping that this combination will make for a more balanced party; and that because the tomes of which there are many in the mods I am using, have to be shared, the characters will not get ridiculously high stats.
In both character’s cases, they were given a charisma of 3, which should have been reduced to 1 by the mod, however that didn’t happen. When I tried to correct it with Shadowkeeper it would not allow it either. I am presuming that there is something hardcoded in character generation that stops it happening, though I know that in the game the use of the ugly stick overrides this.
The Diary of Staff Seeker, Day 3
When we were ambushed and Gorion was killed, we ran all the way back to Candlekeep but were refused entry. However, we were able to arrange for his burial. When we were ambushed, we discovered that they were after either myself Seeker, or my twin sister Nicker, as both of us were his wards.
We returned to the site of the ambush and found various items that will be helpful to our survival. Some bags for carrying items such as scrolls and potions, and an identity scroll which I memorised. We are comfortable financially as Nicker found a gem worth 1000 gold pieces in Candlekeep. However, equipment costs money, and good equipment, a lot of money. Among the items was a scroll which intimates that we should go to the Friendly Arms Inn. We went there, finding a diamond, a ring of protection, and a ring of wizardry on the way.
At the Friendly Arms we were again ambushed, but managed to survive. I was put out of action by a sleep spell, but Nicker and a guard together managed to kill him. I wonder if they too had read the scroll and left it in the hope that we might turn up there. We will never know the answer to that as the person who did know is now dead.
The Diary of Staff Seeker, Day 5
At the behest of Joia, we recovered her ring for her. It was quite a task as the hobgoblins were quite strong. Nevertheless, we survived to tell the tale. Bentley suggested we go to Nashkel. Upon doing so, I found some bracers which mean that I no longer need armour. In addition Lord Foreshadow gave me a ring that increases my charisma from 2 to 18 when I wear it. Very useful! What is more, it enables me to use the charm spell. As I rested at the carnival, I somehow acquired the ability to heal. At the mines I discovered that the mines are full of yipping demons. I don’t think that I am strong enough to meet such a foe just yet. Perhaps I can find some easier tasks to do first.
The Diary of Staff Seeker, Day 9
In Beregost we indeed found some easier quests. We helped Marl come to terms with the death of his son, and bought a book for Firebead. Unfortunately, our next task was not so easy. We were attacked by Silke and Nicker was killed due to having no protection against magic missile. I was more fortunate, and I was able to use spook to great effect. It meant that I was able to use magic missiles to remove her protections and then use my wand of frost to kill her. It is getting low on charges, so I will have to be careful how I use it.
Silke actually followed me into the kitchen of an inn. I was trying to get some rest, but somehow, despite being invisible, she was able to follow me! She actually died there and the cook was not at all pleased by the mess. I raised Nicker at the temple and shortly afterwards were attacked by Karlat. He was nowhere near as dangerous, particularly after he was also spooked.
South of Nashkel we came across two ogrillon. The use of spook meant that we only had to fight them one at a time. Upon delivering a letter found on the body of one of them, we were given another ring of protection. There was a sleep spell on the other, which could prove useful.
The Diary of Staff Seeker, Day 10
I was able to help solve the problem with the Dudley family and also helped Alanna’s neighbour. Though expensive, these problems were easy to solve.
The Diary of Staff Seeker, Day 12
We then set about clearing Landrin’s home of spiders. They were a bit bigger than expected so we ran. As we were doing so, we were able to kill one with ranged weapons, but one followed us into an inn and upstairs where, with the help of Algernon, we killed it. Sadly, Algernon died in the battle. After resting, we similarly fought another with the help of Marl who died bravely fighting it with nothing but his fists. Still, I suppose it was better to take out his anger on a spider than upon other people. I think that he died happy.
Everyone seems to be losing their equipment. Gurke has lost a cloak, and Perdue a sword. I suppose that I’ll have to go and look for them.
After returning Landrin’s possessions, Nicker has become a level 2 thief.
The Diary of Staff Seeker, Day 13
I am discovering that having a party of 2 is considerably harder than soloing. Every battle is a challenge. I will certainly have to get some cheese in order to achieve my goals. A nice bit of Wensleydale would be nice, eh Wallace?
Returning Gurke’s cloak turned out to be remarkably easy. A sleep spell made the Tasloi easy targets. It then turned out that he doesn’t want it! Well I can tell, you two people that do! Unfortunately there is only one cloak.
Having identified a staff on the body of Carbos, I thought that it would reduce our charisma. Strangely it has increased mine to 25, and Nicker’s to 24. “Curiouser and curiouser” as Alice said.
The Diary of Staff Seeker, Day 15
Returning Perdue’s sword turned out to be equally easy. A sleep spell made the Gnoll easy targets and we killed them all with ranged weapons. We also went ogre hunting north of Beregost and on the way were attacked by two dread wolves. They were not as dangerous as their names suggests. After killing them, both of us went up a level in experience.
The Diary of Staff Seeker, Day 17
We set off at the request of the temple, to try and deal with the problem of Bassilus; however, we got diverted by a talking chicken asking for help. We tried to help, but it ended up as a meal in the fest hall. Having used all our spells, we returned to Beregost for some well-earned rest. We are now level 2 in every class due to meeting some more dread wolves. In my opinion, they are anything but dread wolves as they help us gain experience so much.
The Diary of Staff Seeker, Day 19
We have dealt with the problem of Bassilus, killed Zargal and his companions, and killed three ghast. They were most impressed at the temple. On the way back to the temple, we were ambushed by half-ogres. We tried to fight them, but they were too strong for us and had to run.
The Diary of Staff Seeker, Day 21
[/i]I had wondered what use a belt that changes your sex could be, but now I know. I gave it to Nicker before our encounter with Droth. She needed to be male. After kissing Droth’s mate, Nicker died, thus no longer carrying the belt. When Nicker was raised I did not even need to use a remove curse spell. The battle with Droth was long, but not dangerous.
We headed south and helped both the archaeologist and Brage with the result that we are now officially heroes.
The Diary of Staff Seeker, Day 22
We then went to the carnival where we encountered Zordral. Nicker was put to sleep as she cast silence. However no other dangerous spells were cast and after getting rid of the mirror images with my bow, the rest was easy.
The Diary of Staff Seeker, Day 27
After doing some exploration, we came upon Sonner, who wanted a priestess killing. However, upon investigating more fully, decided that it was Sonner in the wrong. We took the bowl from him, but he then became hostile, so used sleep and killed the party before they could harm us. The priestess was pleased and afterwards we were able to kill an Ankheg.
The Diary of Staff Seeker, Day 32
We were asked by Bjornin to deal with some half-ogres. However, before we got to them, we were attacked by bandits. Silence put the mage out of action, and sleep disabled the Hobgoblin. However, Nicker was too miserly with healing potions and got himself killed by a critical hit.
That was expensive! 600 gold pieces!
After raising her, we sold some surplus equipment in order to buy a decent staff at the Beard. We are now poor again!
The Diary of Staff Seeker, Day 33
We headed southwards and were ambushed by Carrion Crawlers which we rather foolishly fought. I was held and it was only due to the persistance of Nicker that I survived. We killed them, but it was touch and go. We rested at the Carnival and then headed southwards where we fought Greywolf with the help of Galtok. He died. We all survived though Galtok was badly hurt.
Modifié par Grimwald the Wise, 21 mai 2012 - 11:22 .
#5810
Posté 21 mai 2012 - 04:12
#5811
Posté 22 mai 2012 - 12:40
Area(s) cleared: Gullykin
Goodguy decided it was time to go to Gullykin. But before they departed, they each had a potion of mirror eyes, since a basilisk ambush is possible. It wasn't necessary though this time.
We moved near Molkar's position. Goodguy then proceeded to summon 18 skeletons - we are sure these guys will prove useful! Next up? Move to the right and sure enough some assassins led by Molkar appeared. The skeletons attacked while Badgirl slinged they were great distractions. Goodguy opened with web, which held almost everything, including our own skeletons -- but left the enemies open for bullets to riddle their bodies. Goodguy also did slience for good measure. The party and skeletons just whacked away in perfect safety -- two guys broke out of their web, so Goodguy did a hold person to finish the survivor.

The duo then cleared the rest of the map, very easily with the party's "help". Eventually was time to do a couple things in Gullykin. After getting to the far left side of the map, Goodguy said lets head to Gullykin. While Goodguy made it, Badgril was stuck on a rock -- litte pathing issues (corey_russell used the shift + click to set way points to not have pathing issues). She eventually got to Gullykin but Goodguy was bored - so he walked into a house and bashed a chest with strength spell + DUHM (20 STR) and got a magical sling for Badgirl.
There was a halfling traitor which we defeated. Time for the main event. Goodguy told Badgirl to use the potions of strength, absorption and heroism -- the duo then went through the secret door. An ogre mage was here to greet them -- Goodguy opened with magic missiles, but he was TOO FAST on the trigger -- it didn't disrupt the Ogre Mage's spells. The ogre mage got a spell off...and it was confusion! Yikes! Somehow the duo both made their saves, however. Another round of magic missiles and a sword hit finished the ogre mage.
Goodguy then told Badgirl to head straight down and attack the pesky mage (Landarin, I think) - she did just fine. Goodguy had to fight an ogrillion in melee, but he OK -- he should have used some spells, but for some reason thought they were flesh golems, which wouldn't work on that case -- oops. No harm done though. Badgirl started getting deep into the dungeon without Goodguy noticing, he called her back there are number of traps here and he doesn't know them all. We have already done enough to get credit for clearing the ruins. A cloudkill scroll was in the loot, but too bad Goodguy will never be high enough level to cast it in BG 1, so will just save to use as a scroll in some future date.
The party was just full to the gills with loot, time to leave the area and sell and put a few items into our chest at the Carnival.
Party gold at about 8000.
Badgirl deaths = 4: (Tarnesh, vampiric wolves in Beregost Temple area, Brage, Kahrk)
Modifié par corey_russell, 22 mai 2012 - 12:40 .
#5812
Posté 22 mai 2012 - 02:28
#5813
Posté 22 mai 2012 - 03:52
ussnorway wrote...
Did you get the 'Clouldkill' scroll of Landarin?
Yes - but due to the level cap, I will never be able to cast in BG 1 - therefore, will just cast from quickslot when ready to use. Also, using vanilla BG 1 engine, so memorizing won't help when I transfer to BG 2.
#5814
Posté 22 mai 2012 - 06:15
corey_russell wrote...
Interesting story wise - kind of the funny all the help you are drafting(charming) for your cause and the help ends up dying... I don't think duo is harder than soloing, per se, but to make it effective you do need to do a lot of micro-managing though.
What is strange that those who die are always carrying something useful.
Actually Galtok wasn't carrying much of use, but I didn't know that. What surprises me is that he was still alive when I met him. If he had used any of the scrolls that he was carrying, he was dead meat! I didn't make it clear in my last post that Galtok survived the Grey Wolf encounter, but not an encounter with war dogs.
Now that they are a bit stronger, things are a lot easier. However since Nicker is not a good enough pickpocket to get a certain ring in Ulgoth's Beard, and Seeker is not a good enough mage to summon monsters to get it another way, I am always nervous of any enemy that can "hold", cast "web" or use any similar disabling spells.
The Diary of Staff Seeker, Day 46
We have rescued a dog called Rufie, fought some moron who said he was the fastest dart thrower in the west, helped a [/b]dryad against some vandals, helped restore a cat to life, killed bears, winter wolves, xvarts and Gnolls galore. The result is that we are now level 4 in every area. We therefore decided to go Ankheg hunting particularly since we now have Ankheg armour.
The Diary of Staff Seeker, Day 54
We cleared the Ankheg Farm area of enemies before heading south to the Firewine Plains where we killed half-ogres and kobolds. I became a bit better at fighting there and therefore felt that we could now face the demons in the mines.
(Ankheg armour seems to be very good at resisting acid attack. I am wondering if this is true in the vanilla game, or whether it is the effect of a mod. [Or if I have had a series of flukes]. If it is the effect of a mod, it is quite logical, but wondered if this is the case)
Modifié par Grimwald the Wise, 22 mai 2012 - 06:21 .
#5815
Posté 22 mai 2012 - 11:38
#5816
Posté 22 mai 2012 - 03:07
Band came back to the Archaeological Site and helped Charleston which restored our reputation back to 20. Doomsayer was no match vs two Mages with loads of Magic Missiles. Selling all our loot allowed as to recharge the Wand of Frost so next destination was Ulcaster School - no issues there. Then was Gullykin. Molkar, Morvin, Drakar and Halacan the assassins met all our arsenal of spells: Web, Silence, Entangle, Hold Person and Imoen placed one Skull Trap. Jaheira one-shooted Drakar with Call Lightning others were Fireball-softened, Held and promptly dismissed. Whilst looting we carelessly stepped in our own Skull Trap (the fight was so smooth that I completely forgot about it...
Next we (mainly Gloomy Face and Jaheira duo) bulldozered through the Firewine Ruins and arrived to the Firewine Bridge. Meilum was Doomed, Held and sliced. Kahrk on the other hand sucked... no - sucked up! loads of our resources nearly all our summons, several Wand of Frost blasts (and that only after his pre-buffs expired) but finally Gloomy Face fried him with Wand of Fire:

Even without SCS Kahrk is no joke but THIS! We definitely need some rest...
Next, we think, will be Sirines areas.
Gloomy Face: Mage 5/ Thief 6, 442 kills (Greater Basilisk)
Jaheira: Fighter 5/ Druid 6, 299 kills (Sword Spider)
Khalid: Fighter 6, 372 kills (Mustard Jelly)
Imoen: Thief 6 (inactive) / Mage 5, 147 kills (Winter Wolf)
Viconia: Cleric 6, 27 kills (Mustard Jelly)
to be continued...
Modifié par Serg BlackStrider, 22 mai 2012 - 03:10 .
#5817
Posté 22 mai 2012 - 03:37
#5818
Posté 22 mai 2012 - 04:33
Modifié par Serg BlackStrider, 22 mai 2012 - 04:37 .
#5819
Posté 22 mai 2012 - 05:41
Serg BlackStrider wrote...
@ Corey: Thanks!I play with AI improvements part of SCS (no Tactical challenges as of yet) with pre-buffed smarter mages and priests. Here is my WeiDU log. Kahrk mostly one-shooted my 6 skeletons and 4 or 5 charges of Wand of Monster Summoning (only 1 charge left). Many running were at place as well. I'm definitely glad we manage to finish him in the end.
Ah, no wonder I never hear about chunked party members in your games, Serg. I see this option enabled:

Is this a standard SCS option? Is that why SCS players never seem to get chunked NPCs but I do?
#5820
Posté 22 mai 2012 - 06:01
(from readme)//Prevent party members from dying irreversibly
This component tries to prevent "chunking", the annoying permanent death of your character when you're reduced below -10 hp. Characters who get reduced to 0 hp or below just die in the usual fashion and can be resurrected. It isn't possible to prevent quite all forms of chunking (massive damage from fire, in particular, still seems to cause chunking fairly reliably), but this component should make it a rarer occurrence.//
Khalid was chunked exactly by massive fire damage from Demonknight so (I think) this option shouldn't helped him much if I had it installed in those run.
#5821
Posté 22 mai 2012 - 06:33
#5822
Posté 23 mai 2012 - 02:04
Party Status:
Goodguy: level 7 cleric/level 6 mage, -2 AC, 38 HP
Badgirl: level 6 fighter/level 7 thief, -6 AC, 66 HP
Corey_Russell asked Dogdancing what she wanted to do this session: Baslisk hunting or looting? She asked what I meant, and I said Goodguy wants the wisdom tome in Durlag's - we can loot while we are there. She chose Durlag's - and what an adventure that was...
First of course, there were the battle horrors outside to deal with. Wand of heavens/magic missiles dealt with them OK. The party also deal with the other enemies just outside the tower, mostly skeletons and a batte horror and a doom guard.
The party pretty much did a bee-line to the 3rd level (above ground) -- We found out Badgirl's thief skills were rather lacking, she couldn't open the chests or de-trap the traps here! in fact, Goodguy had to open a chest here, using his strength spell and DUHM. We used greenstone amulet to obtain the wisdom tome - this only got Goodguy an extra 2nd level spell, but guess that's better than nothing. We also had to kill the adventurer here -- why? He was blocking the path to the wisdom tome and wouldn't move! Fortunately no rep loss with that...We were pretty full, so returned to the merchant outside Durlag's to sell, re-arm our bullets, and return to clear Durlag's -- but only the ground floor and above.
The first major challenge was that ghost on the 3rd floor -- Badgirl was immediately chaosed, and was out of commission the entire fight. Goodguy was ready for trouble, and had six skeletons assisting. Goodguy basically spammed the wand of heavens, and this killed the ghost.
** Epic battle with Kirinhale **
I call this epic because it lasted a long time, about 15 minutes. This is one tricky enemy. First, she immediately dire charmed Badgirl. Fortunately she was up at the northern part of the level, and Goodguy in the center, so she didn't attack him. There was a ghast nearby, who also didn't attack her.
Goodguy and his skeletons kept trying to attack Kirinhale, but she kept going ethereal, telelporting, and dire charming so much, Goodguy couldnt' even get a hit with anything, bullet or spell. He saved a ton of times (not surprsing with his spell save of 4) but enventually his luck ran out and he got charmed...Goodguy's skeleton's promptly attacked their master, but they had difficulty connecting with him, and fortunately the skeletons never appeared to roll a 20, because I dont think the 6 skeletons ever hit him, even though they were attacking a long time.
Eventually, Badgirl shook off the dire charm -- immediately corey_russell had Doddancing activate her greenstone amulet - she did get it off, but was confused by the delay of it's activation (not like a potion). She saw the ghast attack and the hold symbol and she didn't do anything -- corey_russell had to explain she can still move despite the graphic and had her kill the ghast. Then she tried to attack Kirinhale. She did get some hits in, but she didn't notice her protection wear off and got dire charmed again.
Now Badgril was slaughtering our skeletons. At one point, all skeletons are dead, and there's Kirinhale, plus Badgirl and Goodguy, both dire charmed (we are vanilla BG 1, so that doesn't end our game). Kirinhale has magic resistance, so when Goodguy shook offf the dire charm, he went straight downstairs and waited. Badgirl eventually shook off her dire charm and activated her greenstone amulet and attacked Kirinhale once more. Now that Badgirl had Kirinhale's attention, Goodguy went back upstairs, summoned a batch of skeletons, and starting slinging, since his spells were rather useless. FINALLY, Kirinhale stopped going ethereal and teleporting without error -- success!

Anybody know what Kirinhale's lock of hair is good for?
We sold our junk and returned, and we noticed an area on the 2nd level we missed - Badgirl kept setting off this stun trap and failing her save -- Corey_Russell explained her greenstone amulet would have protected her, if she activated it first...before we were to end the session, Badgirl peeked out the door...and was promptly petrified by a baslisk! Doh!
Goodguy did not have any stone to flesh scrolls, and also had to memorize protection from petrification if he hopes to rescue badgirl -- so he did the long trek back to Nashel to get a few scrolls in their temple, Carnival to rest and make it back to this door. Goodguy cast protection from petrification via spell and entered the door. As corey_russell suspected, even though he is immune to the petrify efffect, it does still disrupt his spell casting - but he was ready for that, and spammed wand of heavens until the baslisk that stoned Badgirl was dead.
Goodguy returned Badgirl to flesh and she rejoined the party. But we ran into a rather nasty bug - namely, the quick buttons (melee/range, quick spells, etc.) wouldn't show! Fortunately Dogdancing came up with a great idea -- she said why not change control to corey_russell for a moment, look at Badgirl's controls (which were now there) and then return control to Dogdancing - this worked! Yay.
The duo did a fresh protection from petrification via spell and quickly cleared this roof of enemies before it expired. This got Goodguy his last cleric level of the game. Dogdancing is excellent at finding hidden treasures, and she found this (Rashad's Talon):

I will definitely be using this more in future runs. For one, this a great druid weapon - up to this point, in my runs, Jaheira always uses clubs, daggers or staffs, but this is far better and allows a shield too. We ended our session here.
Badgirl deaths 5: (Tarnesh, vampiric wolves in Beregost Temple area, Brage, Kahrk, Durlag Tower Basilisk)
Modifié par corey_russell, 23 mai 2012 - 02:13 .
#5823
Posté 23 mai 2012 - 05:20
You can use it in a quest. If you've suggested to the thief downstairs that you will share your spoils with him you can give him the hair. This will free Kirinhale (and trap the thief). Of course this is easier to do if you haven't already killed the thiefcorey_russell wrote...
Anybody know what Kirinhale's lock of hair is good for?
#5824
Posté 23 mai 2012 - 08:51
Grond0 wrote...
You can use it in a quest. If you've suggested to the thief downstairs that you will share your spoils with him you can give him the hair. This will free Kirinhale (and trap the thief). Of course this is easier to do if you haven't already killed the thiefcorey_russell wrote...
Anybody know what Kirinhale's lock of hair is good for?.
If after doing the quest, you return to the thief, he will become hostile, complaining that you have trapped him. He will then attack and even follow you outside. So much for being trapped!
#5825
Posté 23 mai 2012 - 08:57
corey_russell wrote...
@Wise: Here's a tip: buy thieving potions from the merchant outside Durlag's Tower - then Nicker can get that ring you are talking about. : )
Thanks for the tip, but it came too late. I'd already bought one in Restenford.
The Diary of Staff Seeker, Day 46
We have rescued a dog called Rufie, fought some moron who said he was the fastest dart thrower in the west, helped a dryad against some vandals, helped restore a cat to life, killed bears, winter wolves, xvarts and Gnolls galore. The result is that we are now level 4 in every area. We therefore decided to go Ankheg hunting particularly since we now have Ankheg armour.
We cleared the area of enemies before heading south to the Firewine Plains where we killed half-ogres and kobolds. I became a bit better at fighting there and therefore felt that we could now face the demons in the mines.
The Diary of Staff Seeker, Day 56
The mines were surprisingly easy to clear, perhaps because of the buffing that a cleric can do when expecting conflict and a buffed thief can backstab exceedingly well. Nicker backstabbed Mulahey to reduce his health to almost zero, whereafter a blast with the wand of fire finished off him and most of his cohorts. Upon trying to leave Nashkel, Nimbul picked a fight with me, thinking me easy prey, not realising that my sister was hidden and ready to strike if required. One blow was sufficient.
The Diary of Staff Seeker, Day 59
We have been given the task of dealing with some bandits.
The Diary of Staff Seeker, Day 60
We have been whisked off to Restenford by Pelltar to solve some of his problems. An invisible orc turned out to be the last of my prob…
[ The reason for our defeat was overconfidence. In my previous games this area was a walkover, so I didn’t use my buffs. One thing it shows is that the difficulty level of Bonehill must have been set at approximately the right level. If you use your strengths, it is beatable, if you don’t then you are.]
Modifié par Grimwald the Wise, 23 mai 2012 - 08:59 .





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