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Baldur's Gate 1 No-Reload Challenge


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#6951
The Potty 1

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Alesia_BH wrote...

The Potty 1 wrote...
I thought SCS would make them target players without PfP, but so far they seem as dumb as ever.


There is a component specifically for basilisks (Smarter Basilisks). Do you have that installed?


I thought I installed it, but from the log file, I didn't. It should be between these two:

~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v21
~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v21

Do you think I can slap it on the end? These are my current mods:

BG2 Fixpack - v9.01
Baldur's Gate Trilogy - Core: 1.15 (11 Jun 12)
Baldur's Gate Trilogy - Music -> Hybrid Baldur's Gate/Shadows of Amn/Throne of Bhaal Music
SCS: v21
SCSII: v21
BG2_TWEAKS: v11

Hm, what the hell, installing it now. Damn, I had stupid dryads too.

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v11
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v21
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v21

Modifié par The Potty 1, 06 février 2013 - 09:57 .


#6952
Alesia_BH

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 The Avatars: Chapter 4- The Bandit Camp, Part 3: The Tent

Note: The Avatars' game progress is now significantly ahead of their story: The next few posts will be comparatively brief.

Hours, days: they fly by when you are in the whirlwind. So it was with our assault on the Bandit Camp: I've scarcely had time to catch my breath

After our joyous reunion at the Friendly Arm- and a much needed night of sleep. Blackstrider, Krimlor, Pot and I set off for the Bandit Camp undercover of invisibility.

Our plan was simple: we'd stealth through the outer camp and proceed to the leader's tent. Once inside, BlackStrider and Krimlor would begin an assault on the ranged foes using demolitions and leveraging Krimlor's potion and spell based fire resistance. Then -when it was safe- Pot and I would break invisibility to join in for the finish. The plan worked, but BlackStrider and Krimlor were forced to take on a far greater burden than expected- especially Krimlor.

As we suspected, there was a mage. And unsurpisingly he was our first target. BlackStrider opened the fray by targetting him with the Wand of Fire: Success.
Posted Image

Krimlor -having quaffed a Potion of Fire Resistance and running Resist/Fire Cold- then detonated the Necklace of Missiles on himself: Success again- though BlackStrider had been tagged with Slow and Poison in the process.
Posted Image

That's when things took a turn for the worse. Somehow the mage, Venkt, survived and got off a second spell: Blindness- crippling Krimlor. Meanwhile the archer, Hakt, trained his bow on the slowed BlackStrider while the fearsome Britik pursued. Pot and I could only watch in horror: had we revealled ourselves the black talon elites would have cut us down in seconds. It was a tense moment. Then -miraculously -heroically- the blinded Krimlor dealt the mage a devestating finishing blow. 
Posted Image

Tymora was with us, but the battle was still far from won- with BlackStrider hindered and hounded, and Krimlor, still blinded, facing a cadre of black talon elites. In desperation, Krimlor detonated the Necklace of Missiles on himself again- despite now only running a Potion of Fire Resistance. 
Posted Image

The blast singed Krimlor's flesh but left his area secure. BlackStirder raced towards him seeking shelter having just been pierced by another arrow. Krimlor -desperate to shield his friend- but having not yet had time to heal- engaged. Shockingly, he was cut down in an instant (FYI: Krimlor's hitpoint rolls have been horrible: his HP max was 28 at that point).
Posted Image


It was now up to BlackStrider alone: The situation looked dire. But at that very instant, he shook off his slow effect and wisely trained his sights on the archer, Hakt, so that we could join him. And join him we did. 
Posted Image

Victory was ours- though we hardly felt triumphant: there was still much to accomplish. We cast our spells and prepared for the long journey back to the Friendly Arm.
Posted Image


Best,

A.

Modifié par Alesia_BH, 06 février 2013 - 12:01 .


#6953
Alesia_BH

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Congrats Gate and Grond0: Best of luck in Amn!

#6954
Alesia_BH

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The Potty 1 wrote...

Hm, what the hell, installing it now. Damn, I had stupid dryads too.

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v11
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v21
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v21


Good luck with that- I'm not sure whether tacking on those components now will cause issues. Someone else may be in a better position to comment.

Btw. Here is my Weidu Log.

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
// Recently Uninstalled: ~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks
// Recently Uninstalled: ~SETUP-TUTUFIX.TP2~ #0 #4 // Totemic Druid Spirit Summons are Balanced
// Recently Uninstalled: ~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells
// Recently Uninstalled: ~SETUP-TUTUFIX.TP2~ #0 #8 // Hooded unarmoured avatars and hooded bards
~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks
~SETUP-TUTUFIX.TP2~ #0 #4 // Totemic Druid Spirit Summons are Balanced
~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells
~SETUP-TUTUFIX.TP2~ #0 #8 // Hooded unarmoured avatars and hooded bards
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v18
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v18
~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v18
~SETUP-SCS.TP2~ #0 #10 // Detectable Spells: v16
~SETUP-SCS.TP2~ #0 #20 // Allow enemy AI to detect the party's magic items: v16
~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v16
~SETUP-SCS.TP2~ #0 #40 // Bugfix: Fix the Mirror Image spell so it doesn't block area-effect magic: v16
~SETUP-SCS.TP2~ #0 #50 // Bugfix: Fix the Dispel Magic spell so it correctly allows for caster's level: v16
~SETUP-SCS.TP2~ #0 #60 // Prevent random crashes in Beregost (by Ascension64): v16
~SETUP-SCS.TP2~ #0 #1000 // Make Protection from Normal Missiles block magical missiles -> No magical missiles
penetrate Protection from Normal Missiles: v16
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v16
~SETUP-SCS.TP2~ #0 #1020 // Antimagic attacks penetrate improved invisibility -> Only Spell Thrust, Secret Word
and Ruby Ray get areas of effect (default option): v16
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v16
~SETUP-SCS.TP2~ #0 #1040 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level
(not twice their level): v16
~SETUP-SCS.TP2~ #0 #1055 // Slightly weaken insect plague spells, and let fire shields block them: v16
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v16
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v16
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v16
~SETUP-SCS.TP2~ #0 #3040 // NPCs go to inns: v16
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v16
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v16
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v16
~SETUP-SCS.TP2~ #0 #4040 // Ensure Shar-Teel doesn't die in the original challenge: v16
~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v16
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v16
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v16
~SETUP-SCS.TP2~ #0 #5022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost:
v16
~SETUP-SCS.TP2~ #0 #5032 // Smarter mages -> Mages use BG1 spells only; mages pre-buff: v16
~SETUP-SCS.TP2~ #0 #5042 // Smarter priests -> Priests use BG1 spells only; priests pre-buff: v16
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v16
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v16
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v16
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v16
~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v16
~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v16
~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v16
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v16
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v16
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v16
~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v16
~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v16
~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v16
~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v16
~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v16
~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v16
~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v16
~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v16
~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v16
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v16
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v16
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v16
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v16
~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v16
~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v16
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v16

Modifié par Alesia_BH, 06 février 2013 - 11:54 .


#6955
Alesia_BH

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Btw. I just thought I'd quickly post the party's current stats. You'll note that hipoint rolls remain an issue for some.

Current Party Stats

Alesia (AKA Me), M/T: Level 4/5, 23HP
Kills: 31, Experience Value: 8%
Most Powerful Vanquished: Battle Horror
Deaths: 0 (And better stay that way...)

Krimlor (AKA Gate70), F/C: Level 5/5,40HP
Kills: 96, Experience Value: 9%
Most Powerful Vanquished: Kysus
Deaths: 1

Grond (AKA Grond0), Archer: Level 5, 20HP
Kills: 277, Experience Value: 45%
Most Powerful Vanquished: Greater Basilisk
Deaths: 2

Cassia (AKA ussnorway), Shapeshifter: Level 6, 23HP
Kills: 117, Experience Value: 8%
Most Powerful Vanquished: Taugosz Khosann
Deaths: 1

Pot (AKA Potty 1), Mage: Level 5, 11HP
Kills: 15, Experience Value: 1%
Most Powerful Vanquished: Lamalha
Deaths: 1

BlackStrider (AKA Serg), Blade: Level 6, 43HP
Kills: 121, Experience Value: 26%
Most Powerful Vanquished: Davaeorn
Deaths: 0

Modifié par Alesia_BH, 06 février 2013 - 12:38 .


#6956
Grond0

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Glad to see you through the bandit camp Alesia. Just reading about Krimlor's demise starting me wondering whether you considered taking all your characters into the tent rather than just 4. You could have got them in presumably by resting after casting one lot of invisibility (unless the spell duration is different in Tutu).

Getting them out would have been the problem - if they were alive. Those not needed for casting could have been put in as sacrificial lambs in order to make the fight as a whole safer. And if you were lucky enough that everyone was still alive after beating up the bandits, well accidents happen don't they ...

#6957
Alesia_BH

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Grond0 wrote...

Just reading about Krimlor's demise starting me wondering whether you considered taking all your characters into the tent rather than just 4.


Yes: I considered that. 

You could have got them in presumably by resting after casting one lot of invisibility


Correct.

Getting them out would have been the problem


Correct again: That was why it was 4- we had to recast before leaving.

And if you were lucky enough that everyone was still alive after beating up the bandits, well accidents happen don't they ...

:P Yeah. But I'm not comfortable with deliberately getting my friends kill -or in the alternative executing them.

As it was it was completely safe. Worst case -say if Krimlor and Serg were both killed- Alesia and Pot could have just quaffed strength potions, picked up the gear stealthly, and walked on back to the Friendly Arm.

Happily, we now have 6 level 2s.

Cheers,

A.


Btw. If you're interested in second guessing, here's a question for you: What was Krimlor doing with his aura in the time between the second Necklace of Missile blast and the slowed BlackStrider's arrival? 

Btw II. I should also note that from a story/rp perspective, I enjoy splitting the party up from time to time.

Modifié par Alesia_BH, 06 février 2013 - 01:32 .


#6958
The Potty 1

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Posted Image

To be honest I didn't give the basilisks much of a chance to show off their shiny new AI, I kept people without PfP completely out of range. Unfortunately Mutamin had at least 3 dispels memorised, and every one removed Pot's PfP without fail. Perhaps 'Strider should have cast them, the extra level may have saved me. As it was, both Pot & 'Strider got stoned, Pot while refreshing PfP, 'Strider dispelled while trying to draw fire away from the dispelled Krimlor. Pot had re-cast PfP on Grond & Krimlor before getting stoned, so they finished off Mutamin and the rest of the basilisks in the area, and then the remaining four people headed to the temple to buy some stone to flesh scrolls. The two duly rejoined the group, and everyone took their annoyance out on a hapless group of adventurers that rubbed us up the wrong way.

What this means is, between the sirenes and the basilisks, two members of my group have fallen significantly behind the others in terms of XP. THe front four are all around 32k XP, however BlackStrider is 4.5k behind this, and Pot is 8.5k behind.

Cassia, Shapeshifter 6, Kills: 43, Sirine

Krimlor, F/C 4/5, Kills: 114, Greater Basilisk

BlackStrider, Blade 6, Kills: 87, Vampiric wolf

Grond, Archer 5, Kills: 291, Greater Basilisk

Alesia, M/T 4/5, Kills: 74, Sirine

Pot, Conjurer 5, Kills: 49, Winter wolf

#6959
Grond0

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Alesia_BH wrote...
Btw. If you're interested in second guessing, here's a question for you: What was Krimlor doing with his aura in the time between the second Necklace of Missile blast and the slowed BlackStrider's arrival? 

From the story sequence it doesn't sound like there was a huge amount of time between the two, so presumably no more than one action.  If he was already level 5 cleric at that time then skeletons would be a possibility; otherwise I'd vote for a disabling spell like hold person or command.

#6960
Serg BlackStrider

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The Story of BlackStrider & The Motley Crue (Update #7 Experience farming):
(Areas explored: Beregost Temple, Mutamin's Garden.)

  
We sold some more scalps and the Idol to Officer Vai and headed to the Beregost Temple area where we eliminated wolfs pack (using Wand of Paralyzation on Vampiric wolfs) without issues and then further east to the Mutamin's Garden. Grond, protected with green scroll and stealth, cleared area from Basilisks and minor enemies. He got the level (+ Bastard Sword prof), Cassia leveled as well (+Call Woodland Beings). When Grond engaged the last two Basilisks Mutamin attacked so I called Korax for help. He promptly paralyzed Mutamin and smashed him. Next were Kirian and her buddies. We called for some skellies to support Korax and started with Stinking Cloud, Horror, Silence, Blindness. Then Cassia spammed Call Lightning and Wand of Heavens. Kirian hit Krimlor with Magic Missiles and Held me but Krimlor has Remove Paralyzis at the ready. That was the only damage we took and we spared Korax's life afterwards (he was a great help and just deserved that). Stoned Tamah was rescued and we distributed the loot: Pot got Adventurer's Robe, Grond - Morning Star +1 and Cassia - Golden Girdle and Bracers of Defence A.C. 7

Posted Image Posted Image Posted Image

Posted Image Posted Image Posted Image

Current state:

BlackStrider: Blade(6), 204 kills (Doomsayer);
Alesia The Curious: Mage(4)/Thief(5), 78 kills (Droth);
Grond The Pathfinder: Archer(6), 337 kills (Greater Basilisk);
Cassia The Furious: Shapeshifter(7), 223 kills (Sirine);
Krimlor: Fighter(5)/Cleric(5), 186 kills (Revenant);
Pot The Selfless: Mage(5), 15 kills (Cave Bear), 4 death (1 to Shoal).

to be continued...

Modifié par Serg BlackStrider, 06 février 2013 - 07:18 .


#6961
Grond0

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Introducing the Alphabet Challenge

After my latest exploration of the nature of traps in BG2 I thought I would try something slightly different by running a duo.  You will see that the icons below are very similar - this reflects the spiritual link between Alter & Ego (by the way if you are struggling to read text in linked pictures then using ctrl+ will help with this in most browsers - use ctrl- to revert back to original screen definition):
Posted Image

Although the protagonist is a thief, experience tells me that I am unlikely to have the patience to have him detect all traps before walking over them, so part of the gnome's role will be to act as a fore-runner / meatshield.

The alphabet reference is that I have divided up BG1, SoA and ToB into 26 stages - most linked to chapters within the game.  My intention is to have just one post for each stage and to commentate in detail on just one battle within that (typically the chapter end).  Given I've never been past what I've designated as stage O (at least in a single player game) I haven't spent too much time preparing beyond that, but hope springs eternal!

Modifié par Grond0, 07 février 2013 - 08:44 .


#6962
The Potty 1

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I got the firewine gauntlets without breaking a sweat, which probably influenced my next decision.

Posted Image

This was a complete bloodbath. Krimlor meleed to start, while Grond & Blackstrider shot arrows, Cassia's image healed Krimlor, and Pot & Alesia hid really far away. There was lots of running away, switching of targets, and healing from Cassia. By this point I had realised I was in serious trouble, I had summoned my second set of monsters from the wand, and was preparing to sacrifice Grond & Pot while Alesia ran for the edge of the map. On the plus side, his invisibility and spell protection had finally worn off, so I started targetting him with spells. At this point he's still hasted, so running from him really didn't work.

Posted Image

By the time he fell, Grond had tried hitting him with his mace, without much effect, but Pot dived in and distracted him long enough for Grond to get some distance, and his haste to wear off. This fight was in the same order as my insane attack on Silke at level 1.

#6963
Grimwald the Wise

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We found the Nashkel Mines easy and upon returning to Beregost we were asked to help Pellvar in Restenford.
Most areas were easy particularly when we fought are rather didn’t fight Telvar in Bonehill Castle. I set off the trap in the door which killed him.  Posted Image
We then headed down into the nether regions of the castle. Where we defeated everything.

We have found the room in the sewers where the map is. However, with a maximum strength of 23, we cannot enter it. Posted Image
Neither with that strength can we enter the lighthouse. Posted ImagePosted Image Falco has disappeared from the inn, so we cannot enlist him. (I didn’t want to enlist him anyway as I am trying to play the game with four clerics only.) I cannot think of any way of progressing and getting back to the Sword Coast other than by creating a mage, fighter or thief in multiplayer simply to open that door or perhaps Ctrl Q on that mage that I met in the Reddy Forest. Once that is open, we will be able to get the hand and the rest should fall into place and we can return to the Sword Coast.
In the end I got Telvar, a level 1 mage to join us just to open that door with a knock scroll. (Used Ctrl Q) Once he had done that, I sent him to the FAI.
Anyone have any idea why Falco disappears? Does he appear elsewhere?
Anyone have any other ideas as to how I could enter that locked room?

Modifié par Grimwald the Wise, 07 février 2013 - 11:02 .


#6964
Alesia_BH

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Grond0 wrote...
From the story sequence it doesn't sound like there was a huge amount of time between the two


I compressed the time in the narrative, but you can guesstimate it from BlackStrider's movement: he circled all the way around the tent while slowed.

If he was already level 5 cleric at that time then skeletons would be a possibility; otherwise I'd vote for a disabling spell like hold person or command.


I was thinking something simpler: Healing. That would have done it. 

I'm comfortable with his death from a story perspective though.

Best,

A.

Modifié par Alesia_BH, 07 février 2013 - 11:59 .


#6965
corey_russell

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Good luck Grond0 in your new run. I think a duo is a great idea for you. You say you don't have the patience for parties, so a duo is a great compromise...you have some help in case you get disabled.

Mittrek the Human Fighter Update 7
Traveling with: Joshua (Undead Hunter), Hanna (Monk), Paja (Cleric/Thief)

The quattro decided they would explore the area NE of Nashkel. The area was mostly ogres and xvarts with a few wolf types as well. Since Hanna has no critical hit protection, she used darts for this area and only Joshua got within melee range. The party had no trouble (although the party's magical ammo is perhaps making a big difference here). We found a cave with a trap, but Paja somehow de-trapped it while standing on it. The party then assisted against the ettercap and that was that.

The party then explored directly West of Nashkel - we ran in to a hostile xvart village. Ton of xvarts and some bears. We used a single wand of sleep charge, and that broke their resistance. While here we also encountered a "merchant" of dubious morals named Borda -- he was offering things far too cheap and suspect they were cursed. He refused to let us examine his suspect wares, however and attacked. Mittrek used arrows of biting, Paja used +2 bullets, Joshua used potion of magic blocking and Hanna used darts so as to not be targeted. This was a complete success, no one died and Barda fell. The party is full of swords and so returns to Nashkel to rest and consider our next move.

#6966
Alesia_BH

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The Avatars: Chapter 4- The Bandit Camp, Part 4: The Return

When we reached the outer grounds of the Friendly Arm Inn, we were surprised to see Cassia and Grond standing by the gate. Fraught with anxiety -eager to see us- they had chosen to wait outside hoping to hasten our reunion if only by a few minutes. 

BlackStrider was the first to break invisibility: his arms out-stretched, his expression  confident, stoic. Cassia and Grond looked relieved but uncertain- BlackStrider’s visage was difficult to interpret. Then Pot revealed himself: stepping boldly, pumping both fists over his head rhythmically- a bright smile across his face. Now they knew, they knew: Exhilaration. That’s when I appeared: running -sprinting- laughing like a child- curving towards them. They surged forward to greet us- with Cassia seemingly leaping. But as Grond’s eyes searched in vain for Krimlor, his pace slowed then came to a halt -only to desperately quicken again seconds later as he finally noticed BlackStrider laboring under a heavy load. He raced towards BlackStrider and then, reaching him, rested both hand on the bard’s bulging pack -feeling the lifeless body of his friend within. I could see Grond was in pain, and rushed to meet him- placing my hand on his shoulder. And then with, my heart and voice racing said- “He’ll be ok. He’ll be ok. It was him. He was blinded -and he was burned- but he was brilliant. He was the one who did it. He’ll be ok.” Grond breathed deeply, and, seeing that he understood, I galloped away resuming my celebration: “Bitter black ales for everyone!” I yelled- now circling towards the temple, with Cassia following behind me. Grond insisted on carrying Krimlor the final steps.

After Krimlor was raised by Gellana and healed by Cassia, we made our way out of the temple. I and most the others instinctively angled towards the inn seeking rest and refreshment. That had been our plan, but there was no stopping Grond: We were headed straight back to the Bandit Camp. Posted Image

It happened in a flash: smoke and flame. BlackStrider -emboldend by Grond's determination- took the lead and set the camp ablaze with his wand before they could marshal their defenses.
Posted Image
Grond, fearsome, was devestating with his bow- piercing lungs, hearts, throats, eyeballs, in rapid fire sucession. There was a certain savagery to it all: righteous savagery, but savagery nonetheless. I suddenly found myself weak on my feet, uneasy, for the first time in our adventures. That feeling wouldn't last however: any soft hearted sentiment was crowded out by bald fear and animal self-preservation when the seemingly unstoppableTaugosz Khosann charged us.

I readied my magics- as did Pot and Strider; Krimlor engaged -once again placing his body between us and danger. Taugosz was the focus of all our efforts now. We each poured everything we could into defeating him, but it was Cassia who dealt the finishing blow.
Posted Image

Taugosz had fallen: Relief. But soon after his body crumbled, my feeling of unease returned: I'll have much to think about on the long journey into the Cloakwood.



Best,

A.

Modifié par Alesia_BH, 07 février 2013 - 02:29 .


#6967
Alesia_BH

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Good luck with the alphabet challenge Grond!

Modifié par Alesia_BH, 07 février 2013 - 12:01 .


#6968
ussnorway

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We had no interest in upsetting the balance by messing with the Druids so we skirted the maps and made our way to the mine unhindered.

1. Unfortunately Pot got a little keen against the Fearsome foursome & Drasus made all his saves to charge him into the grave.

2. Krimor stepped up to try and tank Drasus while Cassia rained fire on the other three with her necklace... once Rezdan dropped I should have pulled Krimor out but I wanted another round of fire on Kysus which Drasus used to kill my dwarf, making each of us two party members down.

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3. With my tank dead we had to pull our finger out so Grond switched to his mace to kite and Cassia cast ‘Doom’ before going feral... Drasus failed his next save against Alesias’ paralysing wand and Cassia flayed him for her sixth level... with that bit of stress behind us, we dispatched Genthore with simple ranged attacks before trekking back to FAI.

Selling the +1 plate got my companions back but I’m down to my cloak of charm and last 9 shots of the necklace of missiles *... Krimlor gets the boots and we make our way back to the mines without stopping to play with the local fauna.

Mines level two;


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Alesia pops a ‘Web’ and Blackstrider puts the “Spiders’ Bane” to good use while Cassia uses her doppelganger to BBQ the guards but unfortunately Alesia had to take her armour off in order to cast and SCS knows this so all the guards targeted her with their poison arrows... bugger, well I suppose that makes a nice change from Pot being the pin cushion but we collect the loot and it’s back to FAI again.

The main event;

Prep; I sold the loot to raise Alesia and recharge the necklace while Cassia replaced the ‘Call Lightning’ with something more suited for spelunking. Cassia charmed the first guard and Alesia put up ‘Shield’/’ Reflected Image’ on herself & PfP on Krimlor (remembering to redone her armour this time) while BlackStrider veiled himself & Pot with ‘Invisibility’.


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1. We sent the charmed guard of to meet his fate while Alesia tripped the first two traps. Davaeorn surprised me by fully unloading on the luckless guard with a ‘Web’/ damage ‘Mirror Sequencer’ & followed that up with his ‘Lightning Bolt’... Yes that guard is so dead.

2. Blackstrider used his wand to sum some play mates and we had tea while Davaeorn worked his way through his spell book then Pot started feeding the frost wand to the Horrors and Krimlor kite-tanked until I mistook ‘Cone of Cold’ for a ‘Color Spray’... bugger!

3. Cassia cast ‘Entangle’ (for the Horrors) and Davaeorn statues Grond with a lucky Orb... Double Bugger!

4. Pot finishes off the Horrors which draws attention from Davaeorn & the Missiles fly... now I’m getting worried so Cassia ‘Glitter Snaps’ to draw his fire away while BlackStrider ‘Shield’s himself.


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5. Cassia fires; MM (wand), 'Doom', Insects & ‘Rigid Thinking’ which Davaeorn has no answer for... the humble MM wand wins the day, Yipee. :wub:

* Pots’ frost wand is reserved for the battle horrors.

Epilogue;

Not my best performance to date but I’m a little stunned by SCS (v21) Davaeorn cast by my count; 'Fireball' X2, 'Mirror Image', 'Lightning Bolt', 'Dispel Magic', 'Minor Globe of Invulnerability', 'Cone of Cold', 'Chromatic Orb', 'Web', 'Minute Missiles', multiple 'Magic Missiles', 'Minor Sequencer', 'Teleport Field' and at least 3 self teleports with 'Dimension Door' & I also interrupted three spells (assume he used some scrolls?)... Cassia goes feral for the strength to open a nearby chest so that we don’t lose everything & a solemn trio trek back to FAI.

Current location; deep in the muck.
Blackstrider, blade 6, 92 kills. Seniyad.
Alesia mage 4 thief 5, 81 kills.Lendarn 3 deaths.
Grond,(turned to stone). 2 Deaths.
Cassia, were cat 6, 137 kills. Greater basilisk 2 deaths.
Krimlor fighter 4 Cleric 4, Greater basilisk 49 kills.2 Deaths.
Pot mage 4, 22 kills. Battle Horror 11 deaths.

Rules query please;

Grond is tactically dead and while I will go fetch a “Scroll of Stone to Flesh” for RP reasons so he doesn’t have to stay a garden Gnome forever but to get him back in the group I’d have to export him as a character save (from the autosave would be the nearest one) and then reload him as a multi-save... is this acceptable or should I continue our adventures as a five man party now?

Modifié par ussnorway, 07 février 2013 - 12:22 .


#6969
Grond0

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Alphabet challenge
A = anticipation
In which our intrepid heroes consider the long road ahead to Godhood.

The first chapter of BG1 - and the first part of this challenge - takes place in Candlekeep.  The obvious battle to report on would have been the desperate struggle against the rats; after all that is a battle like none the world has ever seen.  However, I thought it might be marginally more interesting to report on a battle with Firebead in case some people have not tried this. 

In vanilla that battle is relatively easy - any character can run in and out of the door to waste Firebead's spells.  Mods can make it considerably more difficult.  A power word: sleep delivered through a sequencer is a particular problem to guard against because of the little warning and instant action of the spell, though a thief / monk / ranger can avoid this pretty reliably by using stealth. 

With my duo I went for the simpler approach of just asking my meatshield to take all the risks!  To speed up the battle and avoid the need to keep jumping in and out of the door Alter started by blinding Firebead (note this is not a good idea for a solo player for reasons that will become evident).  He responded by firing his buffs, including invisibility, and using teleport field.  Once that had died down Alter tried to get Firebead to appear by running past his presumed location - hoping that Firebead would get part-way through a spell and give up once Alter was out of sight.  The first time he did that Firebead responded with a sequencer for mirror image and invisibility!  Next time Firebead decided on a sunfire and Alter couldn't quite get out of range before it went off.  Listening to the explosion outside Ego waited in vain for his companion to appear, shrugged his shoulders and used part of the proceeds of a valuable gem found in the inn to persuade the temple priest to use raise dead on Alter.

Back again Alter set about taking his revenge on the now-visible Firebead.  Alter's flying axes worked through a couple of stoneskins until they started taking effect
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and it wasn't long then before Alter inherited a new mage outfit.

Proverb for the day:
"a good name is better than riches"
(but with no reputation loss for Firebead you can have bothPosted Image)

#6970
The Potty 1

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Ouch, the export-import thing sucks. Can't you Ctrl-Q him back into your group?

I vote that whatever you have to do, do it. Given I had both Blackstrider & Pot stoned, but with BGT I just cast the scroll and talk to them to make them rejoin, you have my sympathy.

#6971
Serg BlackStrider

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The Potty 1 wrote...
Ouch, the export-import thing sucks. Can't you Ctrl-Q him back into your group?
.


Aye, that should work. I've re-joined Mazzy that way in the Asylum Maze once after Beholder petrified her (she refused to rejoin by speaking with her).

Modifié par Serg BlackStrider, 07 février 2013 - 01:24 .


#6972
corey_russell

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@USSNorway: Is this a bug that's not allowing Grond to rejoin the group? If so, you can do whatever you need to do to get him back. Sounds like a bug, because when my MP characters get petrified I just talk to them and they rejoin. If this is happening by design, then of course you can't reload.

#6973
Blind_Visionary

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Alesia, I'm glad to see that all of your Avatars are still in one piece! I'm eager for the next phase of the story.

Grond0, I think you should title your run "Diary of a meatshield." It looks like Alter is going to suffer.

Ussnorway, well done against the SCS Davaeorn. That looked tough.

*Cheering from the sidelines*

#6974
Alesia_BH

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Blind_Visionary wrote...

Alesia, I'm glad to see that all of your Avatars are still in one piece! 


No thanks to me. =]

Play has been pretty sloppy up to this point: I'm still readjusting to partying.

I like the deaths from a story standpoint. Nonetheless, after the tent battle, I made a point of tightening up my tactics. Things have gone much smoother since then. The Avatars are actually back in The Gate now prepping for the endgame: We haven't had any deaths since Krimlor's.


Best,

A.

#6975
Gate70

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CTRL/Q works for stoned party PC's (I used to do this a lot when BG first came out).

As to it being a bug, just another quirk of multiplayer IMO.

Modifié par Gate70, 07 février 2013 - 06:26 .