Baldur's Gate 1 No-Reload Challenge
#6401
Posté 29 août 2012 - 01:10
Traveling with Charissy, Trapper (illusionist/thief), Locke, Stabber
The party is still intact. Through painstaking work, the party finally got their first levels of the game. Powerful melees, such as Karlat, ghouls, ghasts and orgres were defeated by A LOT of running and shooting, sometimes over 1/2 the map. Weaker enemies were defeated with sleep if available. However, the party runs out of sleeps quickly, being level 1 mages and all. So decided to improvise. Trapper has two shield spells memorized and he also wears the belt of piercing and a +1 ring. He keeps this active on a map and "tanks". He of course is vulnerable to a critical (as is the whole party, for that matter). However, this allows the rest of the party to pour in the ranged fire. Stabber will backstab too, if she can stay hidden long enough to attack. Stabber also got the stealth boots.
I found an interesting combo using Corthief's familiar - invis 10' on the party. Then the whole party backstabs some enemies! We tried it on some hobgoblins - 1/2 the 6 goblins were chunked, but the rest of the party missed...our hand-to-hand isn't that great, despite everyone but Charissy having a magical melee weapon. This might have more potential if the party can learn the strength spell though.
The road areas from Candlekeep to Beregost have been cleared, as well as immediately south of Beregost. The party is thinking of tackling the area north of Nashkel next. Since our Thac0 stinks, working hard to improve that, next major purchase will be shortbow +1.
#6402
Posté 29 août 2012 - 05:21
Traveling with Charissy, Trapper (illusionist/thief), Locke, Stabber
The party continues to make progress. All the road areas from Candlekeep to Nashkel are now clear (not counting the ambushes). The party got a little bit lucky, 2 vampiric wolves spawned north of Nashkel. Corthief wasted no time in changing spell sets to blindness, getting magical ammo, resting and returning - this netted the party 4000 experience, very helpful. A dog was returned to a "boy" south of Nashkel. Using Corthief's familar's invisibility 10', some winter wolves and Vax and Zal were defeated. The dex gauntlets was a huge upgrade for Corthief, should work well with his bow -- maybe the trash enemies can die faster now.
Neira was defeated with blindness, though she did kill Trapper before she died (though Trapper didn't get chunked). Killing Vax and Zal was enough to get everyone to level 2 mage(illusioinist)/level 3 thief. We think we can survive an ambush now and risk traveling to FAI to get our reward for the spiders and the ring of wizardy.
It seemed obvious that one of the illusionists should get this ring, but which one? Corthief should be using his bow most of the time, so gave to Trapper. This allowed trapper to learn 3 burning hands - he should tank a heck a lot better with these kind of tools! In fact, Trapper buffed himself with clarity potion and shield, then using burning hands twice on Tarnesh, that plus party's ranged fire defeated Tarnesh in two rounds. I look forward to vampiric touch for trapper - he might actually be able to tank a real enemy with that...some time yet.
The party is definitely more capable, though we still have to run away from most ambushes...clearing out the hobgoblin problem in FAI will be our next task.
Modifié par corey_russell, 29 août 2012 - 05:25 .
#6403
Posté 30 août 2012 - 01:01
Traveling with: Charissy, Trapper (illusionist/thief), Locke, Stabber
Areas battled: South of Nashkel, Carnival, Nashkel Mines (surface), Gibberling area (Samuel Map)
Corthief and gang continue to make progress. The carnival area was cleared. Illustrating the vulnerability of the party, Trapper, despite -5 AC to piercing weapons, still falls to a single kobold critical. Nothing but levels really will make that less of a problem, but as we are multi-classes, that is slow, slow, going. Zordral is left alone for now...we'll tangle with him once the party is level 3 mages. Of the course the exploding ogre can't defend against blindness.
In addition, Greywolf failed his save vs. blindness, though we had 2 more in the wings if the first one failed. He then became a pincushion, his sword going to Stabber.
Corthief found some much needed gems in a rock-face on the Samuel map - we of course picked up Samuel and returned him to FAI, though not before picking up a free scroll of magic protection from a gnome here. After selling our junk we got a +1 short bow for Stabber, when she isn't backstabbing.
Against Sendia, we did a move Corthief calls "sneak attack". The familiar puts everyone invisible then the party and the familiar creep up to the enemies, Sendai and her two archers in this case. Locke and Corthief were on one archer (in backstab position of course), familiar and Trapper on Sendai, and Stabber and Charissy on the left archer. Below you can see the results:

Stabber and Charissy manage to backstab their archer dead, they move onto Sendai. After Trapper backstabs Sendai, impy moves away as Trapper follows up with two burning hands on Sendai. Locke and Corethief continue to melee -- complete victory, and no damage! I rarely try to take on Sendai at level 3 (without boots of avoidance), so this was an achievement of sorts.
Party NEMESIS: High Hedge skeletons. Their rapid fire is a danger to everyone. In fact, when trying to get to Thalantyr's place to get a sleep wand, Trapper was viciously killed. Stabber replied by backstabbing one of the skeletons dead, but she quicly got into trouble herself and needed to heal potion twice. The ranged party members eventually razed the skeletons, but they are tough for the party - be much easier with fireballs, but that's still quite a ways away. Yes, the necklace of missiles can help, but we have more important targets than low experience skeletons.
The party also has cleared 1/2 the map with the dead cat. At this point, the strategy is to buff everyone with armor type spells and walk without our leather armor. Then when we are out of offensive spells, put our leathers on. We also leave the map once we are out of spells, rest and return. Usually, the party still travels with their leather on, as any archer ambushes would still be a grave threat to the party. No level 2 spells yet (invisibility).
Modifié par corey_russell, 30 août 2012 - 01:01 .
#6404
Posté 31 août 2012 - 05:12
Traveling with: Charissy, Trapper (illusionist/thief), Locke, Stabber
Areas Battled: Drizzt Area, Zordral
The party continued to battle, mostly in the Drizzt area. Heavy use of blind and sleep. We didn't use blind on an ogrillion and it one-shotted Trapper (though not permanently). We learned our lesson and backstabbed the last one dead, after resurrecting Trapper. On this map, most of the party except Trapper (because he has died so many times) leveled to 3 mage/4 thief. We're a LITTLE bit less vulnerable, maybe we could survive the Nashkel mines. But Trapper didn't get his levels until after we did the turn in to Bjornin. Most of the party didn't know any level 2 spells, so the party headed to Thalantyr to get some level 2 spells. We didn't see web, unfortunately. So got some miscellaneous spells, including mirror image for the front-liners.
We headed to the Carnival and rested and used our new spells to buff and enter Zordral's tent. Zodral did cast a few spells but resist fear and mirror image made them for naught. Corthief used Aganazer's Scorcher and used up the magic missile wand for a good cause. The robe went to the other illusionist, Trapper. Trapper will now usually not wear thief armor, since he has a lot of defensive spells now.
The party ended their session here.
#6405
Posté 31 août 2012 - 07:53
Silver-star wrote...
@Grimwald The Wise
You need to be able to talk to Andarthe. Check your Global it should be 'X#JaheiraHealsB' set to 6. Or if Beador is killed 'X#JQBeadorDead' set to 3. If these are set, he will talk and attack you. Once you defeat him, Maretha should spawn inside tree house and quest will be concluded.
@Biotic_Warlock
Some mods add dragons to BG1 areas. Dark side of the Sword Coast has a dragon in its own quest. Dark Horizons adds a dragon to Cloakwood area that you can kill for druids there. It is not as strong as a 'true' dragon in BG2, ofcourse. It has a red wyvern animation, does not even look like regular dragons in BG2. It is easy to kill. (and even backstable!) DSoSC's dragon is more like a real deal, though.
Thanks for the advice about Andarthe. I will try it out.
The dragon that I killed was Dark Horizons, and as you say was not that difficult. It only took one party member, admitedly buffed and with good equipment. He killed it whilst the others caught up!
I must try the DSoSC dragon. The only problem with these mods is that after beating a powerful enemy you get their equipment and the rest of the game gets too easy.
#6406
Posté 01 septembre 2012 - 02:44
The early stages were a bit slapdash and he took more damage than usual as a result, but gameplay was rather tighter once he had a few levels. Points of interest include:
- a minor error in attacking Drasus, when the rest of the party got activated as well. However, once Drasus was dead Geisho used his invisibility ring and wandered down to Daveorn.
- he attacked Prat to get his throwing axe. Slightly to my surprise I did remember in advance to equip ring of free action to protect against Bor's darts of stunning!
- the only time I was worried about him was in the maze. I was using the buffs put on for Slythe and the palace to try and clear things there, but the second skeleton warrior put up a hard fight. He actually got one more attack in after the critical in this screenshot and another critical then could have been nasty, but he missed. Geisho then ran him back through the maze and used a number of healing potions before finishing him off.
- in the final battle Geisho used several invisibility potions. One resulted in Sarevok seeking revenge on Angelo for careless use of exploding arrows. Another similarly took care of Semaj. This run I managed to switch to melee at the right time and a single whack from Geisho's staff made Sarevok give up.
Here are Geisho's final BG1 stats.
#6407
Posté 01 septembre 2012 - 07:13
Adventuring with: Charissy, Trapper (Illusionist/Thief), Locke, Stabber
@Grond0: Grats on getting through BG 1. You should try to get as much as success as Reklan in BG 2 this time, he got to spellhold and did unlock his Kensai abilities...
The party is a LITTLE bit stronger...we can't find the web spell, and strong melees are still very dangerous to the the party. Trapper still gets lots of deaths...most southern 2 rows of the map are clear except Durlag's and the Ogre country on the coast.
#6408
Posté 02 septembre 2012 - 03:51
Traveling with: Charissy, Trapper (illusionist/thief), Locke, Stabber
This party requires LOTs of micro-managing. When we fight strong melees like ogres, if we fail to blind or sleep them, we have to run for our lives, shoot, repeat - but with 5 weak party members lots of things can go wrong, such as pulling more enemies! Also even with mirror images, if the ogre finds the right image, it only takes take 1 hit oftentimes to finish a full health party member.
We finally ran into some hardship. At the area just NE of Nashkel, Trapper got killed. We got his stuff, but found out we couldn't resurrect him, lack of funds (needed 800 gold). So we stashed his stuff in our base (a chest at the carnival) and battled in the same area without him -- we ran into a ton of ogres, from different directions, and sleep failed to get them all, despite casting quite a few sleeps. We did prevail, but needed to return to Nashkel to rest. Well we ran into a 3 ghast ambush, from all sides. If we can just get level 5 mage, MM would be enough, but 2 orbs just doesn't cut it. So I ran to the edge of the map, almost there and Stabber got held! At the exact moment I clicked off the waylay, Stabber was killed! And I couldn't go back, as you get select the waylay as a waypoint.
So not only are two party members dead, that we couldn't afford to raise, I lost the following equipment permanently:
* 5 AC leather (2nd best leather in the game, not counting TotSC areas). This isn't critical equipment, as almost everyone runs around with a robe, bracer or naked now, but once she outgrew it could have sold it for 2250 gold...
* short bow +1 - will be sorely missed, anything that helps our Thac0 is very welcome.
* Greywolf's +2 long sword - can't replace this, obviously. Will have to settle for a +1 long sword.
* stealth boots - this hurts, can't get any others, far as I know.
So the 3 survivors continued to fight in the NE area, and finally saved up enough gold to resurrect Trapper and buy healing potions for him (I could have resurrected earlier, but saw no point if no potions, as he would just die again, and be unable to raise again).
The party will head to NE Nashkel again, minus Stabber - will raise her once we have enough funds.
I can already say this will be my ONLY attempt at party of thief/mages -- if I fail, won't do it again because of the micro-management required. Might be better in BG 2, but they aren't as capable as party of 5 paladins that's for sure.
#6409
Posté 02 septembre 2012 - 04:39
Have you got the pair from Ulcaster already?corey_russell wrote...
* stealth boots - this hurts, can't get any others, far as I know.
#6410
Posté 02 septembre 2012 - 06:40
Grond0 wrote...
Have you got the pair from Ulcaster already?corey_russell wrote...
* stealth boots - this hurts, can't get any others, far as I know.
Thanks for the advice, but EasyTutu takes those pair out, claims the hobgoblin is a "duplicate" and doesn't spawn him. Once, I got stealth boots from the Warehouse Master in city of Baldur's Gate after taking care of the Basilisk in the warehouse problem, but have never figured out what exactly is needed for him to give those.
#6411
Posté 02 septembre 2012 - 11:37
Think I'm back to tutu for my next run, whenever I get around to it; walking speeds in vanilla BG1 were painful.
#6412
Posté 03 septembre 2012 - 09:05
Str 18/28
Dex 19
Con 17
Int 16
Wis 14
Cha 10
** long sword, ** longbow (** 2 weapon style).
Sneck is lacking ambition in life and as his foster father it is my job to kick him up the backside. When I learn his life is in danger it is time to significantly broaden his horizons, and an ambush outside outside Candlekeep seems like the perfect opportunity. The huge armoured figure almost kills me and I am lucky to escape under cover of invisibility. The remains of my simulacrum will be discovered by Sneck no doubt and I shall observe his actions without making myself known.
After an hour or two of his indecisive wanderings I decide to take a more active role, using minor enchantments to suggest various actions. I guide him to Imoen, then Xzar and Montaron. They are soon left behind as Sneck "finds" a diamond in the rough, a ring of protection in a rocky outcrop and a girdle on a slow ogre. Some boots from a stealthy hobgoblin then a pearl and ankheg plate from Nashkel followed by returning Brage and declining a reward meant for Greywolf. Already I need to urge Sneck less and less, for he is finding his way as a stalker better than I can guide.
He kills Gnarl, and tries to backstab Hairtooth. This is too dangerous and I reach out; my hand passes through him and I can only watch in trepidation as the backstab connects and an arrow finishes the job. I am left with the grim realisation that I am either my own simulacrum or more likely a shade of my former self. Either way I am of little use to Sneck and my assistance may only have been inside my head; the boy was merely doing the same as I thought best. I can feel myself start to fade away as my soul reaches a conclusion and it is only a final determination to see my killer brought to justice that halts the fading. I should be able to concentrate long enough to see how Sneck fares.
Modifié par Gate70, 03 septembre 2012 - 09:06 .
#6413
Posté 03 septembre 2012 - 10:31
Through painstaking work the party has finally obtained level 3 spells. We took on the sirines using a rather unusual strategy for me. We didn't have any charm immunity. And we certainly can't take arrows of biting hits! So decided to take advantage of being both thief/mages. Every one that could, memorized invisibility, as many as can memorize. Then, the party would go invisible, while Stabber and Corthief would both stealth, since they have good stealth scores. Then the party would get into melee range, and start backstabbing the groups of 3 sirines. This proved wildly successful, as we often interrupted the sirines spells being so close. We used this for both sirine maps. The flesh golems were taken out with arrows of biting, though Stabber got one-shotted by a golem.
All this work got 3/5 the party to level 5 mage. Not a lot of easy stuff left anymore...so everyone memorized protection from petrification x2 and headed to the baslisks map. We first engaged Kirian's party - we pulled out the stops for this, hold persons, fireballs, web, stinking cloud, paralyze wand...you can see results below:

all this gave us a complete victory with no casualty! Then we used the protection from petrification spells and started clearing the map. Trapper almost died to Mutamin but did a great play - he had maybe 15% life, and he put himself invisible! Mutamin then disabled 2 party members...Corthief did a great play to a dispel magic, getting rid of Mutamin's mirror images. The greater baslisk fell right about now, and with no protection Mutamin fell quickly. Now all party members are wearing robes. More than that, also everyone has either bracers or the AC 5 robes, so this is very helpful for ambushes.
Our gold is a little better after this, but our #1 problem? Healing! We have bought ALL the healing potions at the Beregost Temple, Nashkel Temple and FAI -- until we open the city of Baldur's Gate, we will have to hope we find enough on the dead enemies to keep us going until then.
We will pay Mencar a visit (definitely passing on the ruins of firewine bridge -- we can't use the cloudkill spell we will get to the level cap before we can scribe and cast), then will need to join the bandit camp and get that going.
#6414
Posté 04 septembre 2012 - 04:55
Sounds like you're making good progress Corey. You might like to consider doing the first basement level of Durlag's Tower. Dealing with everything up to the warders should be reasonably easy for your group and there are quite a few healing potions around to pick up.corey_russell wrote...
Our gold is a little better after this, but our #1 problem? Healing! We have bought ALL the healing potions at the Beregost Temple, Nashkel Temple and FAI -- until we open the city of Baldur's Gate, we will have to hope we find enough on the dead enemies to keep us going until then.
#6415
Posté 05 septembre 2012 - 04:04
Traveling with: Charissy, Trapper (llusionist/thief), Locke, Stabber
The party has worked a lot on the main story line. The party joined the bandit camp. Tazok's tent - 5 thief/mages firing magic missiles at Venkt - he did not survive the first round. Next, front-liners did mirror image while the rear guys did blindness and hold persons - success! We did loot what we could. We did not battle the bandits outside, heal potions still low and certainly don't need Khosann's full plate.
As for the Cloakwood -- thought long and hard about it, but we did not want to waste resources doing a lot of fighting here, when it could make us fail at the Cloakwood Mines. So instead, where-ever possible, the party would use the invisisbility 10' of the familiar and travel to the Mines.
We did however want Drassus boots. Stabber stealthed and scouted out enemy positions. The party then laid into the enemies: 2x cloudkill and 2x web, fireballs from potions and spell, then ranged fire - success! We didn't even get attacked!

Next up was the mine itself. Without resting the party ventured in, defeating the initial two guards. It should be mentioned the party had a lot of trouble with the initial guards on the surface and in the way to get into the mine itself. To win without draining our heal potion supply we would have to rest a lot to refresh spells -- BUT resting is very tough to do in the mines and certainly don't want to be caught with no spells!
So decided would invisibility 10' the whole party and try to get to Davaeorn's without breaking our invisibilty. For some reason Stabber lost invisibility, not sure why. But that's OK as she has the best stealth score. The rest of the party was still invisible however - so the invisible party blocked access to Stabber and she killed a number of guards who had no range weapons and couldn't reach her! We did the same trick to the two ghasts in the secret corridor. For doors and such, Stabber would always be the one to open them so the rest of the party remained invisible. Stabber paid Rill, picked the lock to the slave quarters, opened the door (while stealthed), moved into the shadows to hide again and the party just mosied on past the guards. Battling Heirashan was tempting, but her lightning bolts would just kill us. We're not really a melee group anyways, we either use magic or hit and run tactics, or group sneak attacks.
The party then made it the 3rd level. Stabber's stealth dropped, so she had to kill a few hobgoblins and then the party made it to Davaoern's level without further incident, and for the initial guard, Stabber yet again using her bow, but the guard couldn't reach her with the invisible party blocking his path. Once the guard was dead, the party moved to the side room to stay out of the way. Trapper de-trapped the 4 traps.
Stabber then got to work. I could describe the massive work Stabber did the first attempt, but the game crashed after 20 min. of battle -- Frustrating. Had to do from the auto-save, which was entering the last level. I did the same initial things as before, then Stabber got to work. Stabber fired an arrow at Daveorn and Davaeorn dimension doored to his first spot. Stabber fired an arrow and hid, and Daveorn wasn't able to cast lightning bolt in time to target her. What happened next was VERY interesting. Stabber didn't want to waste her arrows of biting when he had his protection from missiles up so she waited and watched him. What Davaoern did was walk to various way points in the level - but since he saw no one (everyone hidden), he cast no spell. When Stabber finally noticed he stopped moving (and his protection from normal missiles expired, though he did have mirror image up) she fired with his bow -- and he attacked her with MELEE!
Stabber then moved around shooting arrows and hiding, but he never even attempted to cast a spell but instead tried to whack her with her staff. I'm sure he has spells left, but be a limitation of his script. It was taking forever to kill him with Stabber's Thaco (and who knows he MIGHT be able to beat her melee, she just has a +1 quarterstaff) so she led him to the party. Sure enough, he still used his staff, while the party unloaded their magical direct damage on him. Trapper got the kill shot.

Interesting script quirk...
Corthief did NOT flood the mines - our rep was already 20, and we may reconsider and try to loot the place if we are strapped for cash later. We fled the Cloakwood to the FAI - we never did do a single Cloakwood ambush, the poison is just too dangerous for this party. Speaking of dangerous, we did kill the jelly guarding the 3 chests at Davaoern's level, and despite mirror image up, a SINGLE HIT dropped Trapper's health to 10% life. As if I needed any more confirmation that we need to avoid dealing with jellies at all cost!
After selling and requipping and identifying, we had a healthy dose of cash now (29,000) and decided to pay Ulgoth's Beard a visit. We first looted the free action ring and web spell (yay! been looking for that spell) off Dushai. Locke has 100% pickpocket and also used a thieving potion. We then bought the cloak of displacement and LOTS of heal potions (yay!). The merchant had 35 and bought all but 9. Martial staff was cheap about 3000, so got that for Stabber to help her backstabs. The party then moved outside, except Locke who tried to pick a chest and walk out with a magical hammer, but was seen! And we duly lost 1 rep, doh! Good thing I bought what we needed first...time to head out.
The only person in the party that doesn't have a +1 protection item is Stabber. And now that she has AC 6 bracers, she wont' be wearing leather anymore. So we helped out a farmer with a zombie problem and Locke got a cloak, now everyone has such an item. We headed to the entrance to the City of Baldur's Gate and ended our session here.
Locke has a small lead on the kills for the party (27%) which was a bit surprising as she uses a sling. Stabber is 2nd with 25% with her shortbow -- Stabber did have the shortbow +1 but lost it in an ambush. However, am pretty sure the only reason Locke is ahead is that in the early going, skeletons with ranged weapons were extremely dangerous to the party, and whenever we encountered them she would fire a necklace of missiles charge (which incidentally, after solving the Cloakwood Mines problem was recharged - we only have 1 level 3 spell slot each, so the extra firepower is welcome).
#6416
Posté 05 septembre 2012 - 08:00
Str 18/12
Dex 19
Con 17
Int 16
Wis 14
Cha 11
** long sword, ** longbow (** 2 weapon style).
I tell Vincris about the horrible dream - only my mind forced me to call him Sneck instead of Vincris. About how I was killed by a man with blazing eyes and he was killed in a bandit camp before a single enemy fell. Vincris shrugs but I am rattled and insist we leave Candlekeep at once.
I am struck down in an ambush, just as my dream foretold and find I can vaguely guide Vincris. I make sure he glugs potions of mind focusing and hill giant strength to kill Venkt from the shadows but my celebration is shaken by what happens next. Almost immediately Vincris is hit by a trapped lightning bolt and badly wounded 46/59hp to 4/59hp - forgot the boots of grounding or to heal so almost 2 deaths in a row in that tent.
My foster child deserves better so I cast a series of predictive spells and work out the optimal equipment he needs to survive Cloakwood. A pair of boots might be nice but I can sense a better pair ahead. A potion of freedom and hide in shadows see him through spiders and ettercaps, then he buffs to attack Drasus. Various guards are killed until he kills Hareishan then retreats to sneak past her guards. After looting a temple he descends to kill the sole bodyguard near Davaeorn. I hold my breath as he runs around until two battle horrors appears then haste backstabs them.
A quick Drasus-Davaeorn run there, less than 5 turns and skipped a lot of enemies.
#6417
Posté 05 septembre 2012 - 08:16
Grond0 wrote...
Sounds like you're making good progress Corey. You might like to consider doing the first basement level of Durlag's Tower. Dealing with everything up to the warders should be reasonably easy for your group and there are quite a few healing potions around to pick up.corey_russell wrote...
Our gold is a little better after this, but our #1 problem? Healing! We have bought ALL the healing potions at the Beregost Temple, Nashkel Temple and FAI -- until we open the city of Baldur's Gate, we will have to hope we find enough on the dead enemies to keep us going until then.
I appreciate the suggestion. But there are some powerful melees down there, and strong melees are the bane of the group at this point, as well as poison based enemies. A battle horror we encounter after running out of magic missiles for example, could easily lay waste to our party. Ghouls/ghasts are still dangerous to us too. As it turns out, Ulgoth's Beard was our life-line - 35 heal potions in stock!
#6418
Posté 05 septembre 2012 - 08:24
corey_russell wrote...
Grond0 wrote...
Sounds like you're making good progress Corey. You might like to consider doing the first basement level of Durlag's Tower. Dealing with everything up to the warders should be reasonably easy for your group and there are quite a few healing potions around to pick up.corey_russell wrote...
Our gold is a little better after this, but our #1 problem? Healing! We have bought ALL the healing potions at the Beregost Temple, Nashkel Temple and FAI -- until we open the city of Baldur's Gate, we will have to hope we find enough on the dead enemies to keep us going until then.
I appreciate the suggestion. But there are some powerful melees down there, and strong melees are the bane of the group at this point, as well as poison based enemies. A battle horror we encounter after running out of magic missiles for example, could easily lay waste to our party. Ghouls/ghasts are still dangerous to us too. As it turns out, Ulgoth's Beard was our life-line - 35 heal potions in stock!
Do you have Wand of Paralyzation from Pirate Cave? Battle Horrors (as well as various spiders - phase/sword) are pushovers and some easy decent xp with it... And I usualy hit ghouls/ghasts with scorcher from Wand of Fire - even more easy xp.
Modifié par Serg BlackStrider, 05 septembre 2012 - 08:30 .
#6419
Posté 05 septembre 2012 - 08:49
Serg BlackStrider wrote...
corey_russell wrote...
Grond0 wrote...
Sounds like you're making good progress Corey. You might like to consider doing the first basement level of Durlag's Tower. Dealing with everything up to the warders should be reasonably easy for your group and there are quite a few healing potions around to pick up.corey_russell wrote...
Our gold is a little better after this, but our #1 problem? Healing! We have bought ALL the healing potions at the Beregost Temple, Nashkel Temple and FAI -- until we open the city of Baldur's Gate, we will have to hope we find enough on the dead enemies to keep us going until then.
I appreciate the suggestion. But there are some powerful melees down there, and strong melees are the bane of the group at this point, as well as poison based enemies. A battle horror we encounter after running out of magic missiles for example, could easily lay waste to our party. Ghouls/ghasts are still dangerous to us too. As it turns out, Ulgoth's Beard was our life-line - 35 heal potions in stock!
Do you have Wand of Paralyzation from Pirate Cave? Battle Horrors (as well as various spiders - phase/sword) are pushovers and some easy decent xp with it... And I usualy hit ghouls/ghasts with scorcher from Wand of Fire - even more easy xp.
I do have the wand, it's almost out of charges. Scorcher from the wand, not a bad idea, I will keep it in mind, thanks.
#6420
Posté 06 septembre 2012 - 05:11
#6421
Posté 06 septembre 2012 - 05:37
Traveling with: Charissy, Trapper (illusionist/thief), Locke, Stabber
Areas Battled: City of Baldur's Gate
In general, the party is doing much better in the City than they did out in the wilderness. This is partly as they get to choose the time and place for fights (e.g., no ambushes), and also with so many magic missiles first round, single target enemies that don't have magic resistance get toasted, no matter how powerful they are.
The intention is to stay out of the sewers -- always! The jellies just kill us with our low HP and bad saves vs. death. And it's not like we can use invulnerability potions to boost that up, not being fighters and all...
Cash is really good (49,000). We aren't doing all the fights, but easy quests/battles and any upgrades like Razamith's tower we are. We actually avoided Razamith's entire tower - we used magic missiles for Razamith himself. Then Charissy put Locke invisible. Locke went to the top and looted the key stuff there, put herself invisible via her own spell and came back down. We definitely did the poison quest to get the Eagle Bow. Locke was nice enough to pickpocket the geas scroll off Jalantha, which allowed Corthief to use the tome of wisdom from Tymora's Temple.
We of course battled Sunin. Maximum buffs, magic missiles and burning hands to disrupt Sunin, and blindness x2 and hold person cast at the powerful archer. Fortunately the blindness took, which allowed the party to mop up Sunin and his buddies without too much trouble. We gave the ring of wizardry to Charissy, who is not a specialist. This way, with the two wizardry rings on the non-specialists, and the two specialist mages (illusionists), the party can now cast massive spells at once. Like I said before, if a single target doesn't have magic resistance they definitely won't last long.
Not too much left to do - need to pickpocket Quenash, investigate the Iron Throne HQ and go from there.
@Grond0 - Good luck! You playing with SCS or not?
Modifié par corey_russell, 06 septembre 2012 - 05:38 .
#6422
Posté 06 septembre 2012 - 05:06
Recap of last night - so much quicker with boots of speed
I urge Vincris back to speak to Rill before he releases the slaves. Yeslick helps the slaves escape despite the horde of angry guards milling around then Vincris triggers a trap on the way out. Two magic missiles hit him but oiled boots of speed means he can outrun a third as he exits the mine.
Baldur's Gate. Some tomes (dexterity, intelligence, wisdom) and a ring of protection +2 are located in the city, plus another wisdom tome from Durlags Tower. Potions of mirrored eyes, regeneration and storm giant strength with a protection from magic scroll seems like suitable equipment for Vincris before he presents the evidence (bluffed out of Thaldorn) to Duke Eltan.
Vincris is sent back to Candlekeep and gifted a ring from Koveras (I can't remember asking anyone to hand something over) before being framed for murder. I influence Tethtoril too, and he releases Vincris into a secret library. A bit more concentration ensures he uses the scroll and strength potion to loot a trio of tombs, then he backstabs a doppelganger of myself. More backstabs drop Prat and his gang (starting with Bor). His mirrored eyes potion is a wise precaution, ultimately not needed given the speed of backstab retreats into shadows against a pair of greater doppelgangers.
A quick trip to Beregost sees him pick up his pantaloons and a few stashed items before buffing Slythe into the ground. Six greater doppelgangers take an arrow of dispelling each then he switches to longswords and attacks. Liia is dead, but Belt survives as one doppelganger flees phew beat them without having to use the stairs. Once Belt sees the evidence another fight breaks out and Vincris misses Sarevok with half a dozen normal arrows.
Belt sends Vincris after Sarevok but I influence a brief shopping trip rather than allowing an unprepared finale. Vincris is still buffed when he resumes so the thieves maze slimes, jellies, doom guards and skeleton warriors are shredded - and he is finally ready for Sarevok level 8, 152k xp. Rahvin and his gang are killed except for Shaldrissa who has run away and can't be found.
After resting Vincris drops their spare arrows in the temple so he has spare ammunition. Then he uses a protection from magic scroll and hits Sarevok with an arrow of dispelling before hiding to look for the others. There is no sign of them so he charms a bat and Angelo appears. Vincris shoots and moves as Angelo loses his buffs, but the bat has activated a battle horror. Semaj is next to lose his buffs, then Vincris hides behind a pillar and glugs some potions. He backstabs Semaj then dispels two further sets of mirror images before another backstab accounts for the mage.
Angelo is next, collapsing as Tazok attacks. Vincris glugs a potion of regeneration and applies a backstab. Then he chunks the battle horror and backchunks Tazok. Sarevok takes half a dozen backstabs plus a few arrows of biting (when Vincris fails to hide). One last attack then it is time to leave.
On the way out I find Shaldrissa for Vincris took 2-3 minutes to spot her, then he speaks to Winski and Voletta Stiletto before picking up the ring of Koveras and returning to Belt. Vincris is sent straight into an ambush and I wait until he wakes up in a small circular cage, unable to stop the experimentation carried out by a mage of immense power...
#6423
Posté 06 septembre 2012 - 05:59
There was then a side trip to the pirate cave to get the tome there - rage helping him deal with the sirenes and their arrows accounting for 2 of the 3 flesh golems.
On up to the bandit camp where his first hard fight ensued. Taugosz provided him with a potion of firebreath, which normally kills a couple of the bandits in the main tent. However, this time all were severely wounded, but none died. A combination of Venkt's acid arrows and shots from Raemon and Hakt got him down to a low of 24 HP and forced him to drink a couple of potions before his flying axes dealt with the problem.
I'll go next to see if Heedless is able to afford the ring of invisibility yet before ploughing on through the Cloakwood.
#6424
Posté 06 septembre 2012 - 07:04
I might be able to finish my run this week, since we are soon going to be in chapter 6.
#6425
Posté 06 septembre 2012 - 07:39
There is one more temple pre-BG you didn't mention: Temple of Yondalla & Alvanhendar's Fine Wines.As it turns out, Ulgoth's Beard was our life-line - 35 heal potions in stock!
Ivy, Chaotic Neutral Elven Wild Mage, third update
We did Dynaheir's journal/Drizzt quest (so no fighting the famous drow) but I did it in such a way that Drizzt found the evil gnolls and I never got any Maze scroll...). While at the Drizzt map, we killed Bjornin's half-ogres and the small bandit party. Cat displayed an ability I didn't know it had.
Bjornin's reward shield was much appreciated by Branwen. Then I decided to fight Bassilus. Excellent start, eh? We couldn't quite finish him off before the Silence had expired but Dynaheir shut up his spellcasting with Magic Missiles.
I dropped Dynaheir off in "our" tent in the carnival, then decided to go back to the Samuel map to pick up some loot (wolf pelt and two plate mails) I had stacked in the loot cliff crack because we couldn't carry that much weight (carrying Samuel and all) last time we were here. We were attacked by dogs and then this happened. That was a good time for a surge (easy fight), and just a cool effect.
Had some northern adventures. Did the Tenya quest (she caved in just in time for Ivy to be able to stop the Ag.Scorcher spell she was about to cast). We were still under Chant effect, so I had the party go for the Ankheg north of the hut. Branwen took a hit, but we killed it. Visited Wenric's map, killed the zombies and checked out th'Beard. Several powerful items removed from the shop (by Hard Times) but I bought some important scrolls for later: Emotion and Improved Invisibility.
Back on the ankheg map, the man in the house to the east of Sonner's gang gave me a clue with his greeting sound: "I heard what you did for old Brun". Hmm, interesting. I convinced Minsc to borrow Imoen's boots, take off his armor and sneak into the cave to get the loot stash, including Brun's son. It's a neat trick that you can pause the game while you open a container. Of course, an ankheg spotted Minsc but he ran left into a narrow dead end and hid in the shadows. He made it out with the ankhegs none the wiser. We'll go back and hunt them when we are stronger. We gave Brun his son's body and went back to the man who talked about Brun. He gave us a +1 Cloak of Protection! Is that a mod addition I found here? (Btw, I do not know if there is still a cloak in Wenric's chest, because Imoen couldn't open it...)
I took the ankheg shell to Taerom and paid him to make an armor from it. It cost over half of our current gold. This will also hurt our overall finances later (can't sell him shells anymore) but I figured I need that armor soon. It's lightweight and can't break.
Now I decided it was time to pick up what is probably the strongest late-game NPC with my mod setup. We travelled to Cloakwood 1, killed the Tasloi, got the Cloak and moved on. On the Spiders map, Ivy made Imoen invisible so she could de-trap the whole map and scout around a little. Looked like there was no way around fighting two spider packs and that 5-pack of ettercaps around the (now-removed) traps.
I underestimated the range of the 'Better Calls for Help' feature from SCS, and all three packs joined the battle when Imoen and Minsc shot down the first spider. This battle proved to be more than we could handle. It started off well, then Brawen couldn't withstand the onslaught of the ettercaps (despite AC vs. blunt clearly down in the negatives...). Looked really bad here. Ivy had taken an ettercap hit as well, and temporarily saved herself with my penultimate inviso potion. Minsc stepped in to hold the line (took plenty of damage and couldn't quite reach the pile of goodies where Branwen died), allowing Ivy some time to heal herself with her special ability (idiot me should just have used a potion!). Then we fled off the map and rested on Cloakwood 1.
Rematch time! Thankfully, the enemies had backed off a bit and YES, Branwen's stuff is still there! More spiders coming in, Ivy's Sleep spell got only about half of them, Minsc got very hurt and had to drink an extra healing potion. No time for curing the weak spider poison, as there was another ettercap coming! Imoen burned an Algernon's cloak charge (2 left now) to charm a spider (I figured ettercaps have better saves, so I went for the spider instead) which worked.
Minsc and Imoen hacked sleeping spiders and now the battle had turned in our favour. Tiber was useful later, as Imoen could use him as an obstacle while an ettercap chased her.
We got waylaid by Giant Spiders. Sleep got one down and Minsc tanked the other two. Poisoned, so he used an antidote. Poisoned again, and new antidote. I didn't dare to move around much for fear of web traps. OOps, sorry big guy! He had to back off, of course. Imoen managed to convince the spiders to attack her instead and she did some great tanking duty here. Nicely done, sister!
Imoen sneaked over and recruited Faldorn. I gave her proficiency with Scimitar, Dart and Sword & Shield style.Takiyah and Laskal recognized Faldorn so they allowed free passage. Laskal warned us about Seniyad. Takiyah stayed around but Laskal was apparently going to leave. I did my usual routine of pickpocketing characters about to leave and managed to snag a healing potion from Laskal.
Imoen and Faldorn made it back to the party, annoying only a single Black Bear which was easily shot down. Now that we had a character capable of using priest scolls (Rangers should be as well, but Minsc is too stupid/unwise!), Branwen could be resurrected with a Raise Dead scroll I had bought earlier (I try to always carry one of these). Branwen could actually heal herself almost back to full. Took a ShadowKeeper break to lower her CON to 14 (her maxHP went from 32 to 27).
I was now completely out of antidotes so I had Faldorn learn some Slow Poison spells. Branwen got her gear back, and we could make it back to civilization without any more ambushes. Once there, the tenday had just passed, so it was time to visit Beregost and get our sweet armor. And...Faldorn can wear it! Even though it says Druids can't... Oh well, it's quite a 'natural' piece of gear, so why not? We bought her a buckler and a helm as well.
That's where we are at the moment. I have a little dilemma now. I very much want Faldorn to level up fast, along with Imoen, of course. Minsc can probably be dumped for a while now (because we have some good spellcasting/healing abilities now, including some summons). Branwen can't be dumped safely when Rep. is over 17, but I want it high for shopping a lot of stuff from High Hedge. Both Branwen and Faldorn are candidates for Claw of Kazgaroth in the late game, so that artifact is a given. Thalantyr has many nice potions and arrows, too. Decisions, decisions...
We have bought scroll case from High Hedge, ammo belt from Taerom and a potion case in Nashkel. I skipped the gem bag at FAI. Gems are stackable (the random ones usually aren't many different kinds) and we still have some empty necklace- and ring slots that can hold temporary loot jewelry.
Oh yeah, Kitty #4 is now firmly rooted in Ivy's backback since Ivy's CON has dropped to 7. Both a lucky Xvart and another lucky wolf have scored 1/120 chances of one-shot criticals on Kitties #2 and 3...
Ivy, level 5 Wild Mage, 14+6 HP
Imoen, level 6 Thief, 31 HP
Minsc, level 4 Ranger, 35 HP
Branwen, level 5 Cleric, 27 HP
Faldorn, level 5 Druid, 20 HP
Modifié par Jianson, 06 septembre 2012 - 07:59 .





Retour en haut




