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Baldur's Gate 1 No-Reload Challenge


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#8126
Grond0

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Wrecking Crew IV (Update 2)

At the Carnival killed Oopah and Vitiare. Zordral and the mass of kobolds at the top of the area are too dangerous for now and will be done later.  Instead, moved north to save Arabelle and deal with Arghain and his half-ogres (sword upgrade for 2-H).  That got everyone to level 2 and I decided it should be reasonably safe to do Billy & Dribben - they were completed without further casualties. To avoid the web trap the ettercap was pulled out of its cave.

Stats:
Flail, fighter L2, 25 HPs, 19 kills, 1 death (kobold commando)
Hammer, fighter L2, 25 HPs, 24 kills
2-H, fighter L2, 24 HPs, 37 kills
Axe, fighter L2, 28 HPs, 14 kills
Boss, fighter L2, 24 HPs, 24 kills
Halberd, fighter L2, 29 HPs, 18 kills


#8127
Grond0

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Wrecking Crew IV (Update 3)

On to the xvart area.  Borda is a serious danger to a solo character, but pretty safe for a spread-out party and he failed to get a spell off anyway.  The bear cave provided Flail with a magic weapon.

West again to clear the coastal area.  I was surprised that the mountain bear there killed Flail in two swipes - I think I must have forgotten to switch her to a melee weaponPosted Image.  After another temple trip the merchant obviously felt sorry for Flail's earlier sacrifice and presented her with some new boots.  Everyone got to level 3 there, which gave me enough confidence to take on the horde of gibberlings chasing Laurel.

Stats:
Flail, fighter L3, 33 HPs, 46 (+27) kills, 2 deaths (kobold commando, mountain bear)
Hammer, fighter L3, 39 HPs, 39 (+15) kills
2-H, fighter L3, 35 HPs, 65 (+30) kills
Axe, fighter L3, 40 HPs, 34 (+20) kills
Boss, fighter L3, 31 HPs, 49 (+25) kills
Halberd, fighter L3, 35 HPs, 49 (+31) kills


#8128
Grond0

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Wrecking Crew IV (Update 4)

The Gnoll Stronghold proved easy to conquer and the Crew returned to Nashkel through part of the Cloudpeaks - helping Rufie and disposing of Sendai and Zal & Vax.

On to the Lake Area, where Drizzt appealed for aid, without apparently realising that all the gnolls were already dead.  A concerted attack on Jemby killed her before she could buff and Teyngan & Zekar didn't last much longer.  Reporting the death of some half-ogres to Bjornin got Flail a magical shield.

The road to the Friendly Arm Inn was cleared of bandits as well as an ogre with a belt fetish and sundry other creatures.  That provided everyone with level 4.

Stats:
Flail, fighter L4, 40 HPs, 90 (+44) kills, 2 deaths (kobold commando, mountain bear)
Hammer, fighter L4, 49 HPs, 77 (+38) kills
2-H, fighter L4, 41 HPs, 125 (+60) kills
Axe, fighter L4, 51 HPs, 73 (+39) kills
Boss, fighter L4, 46 HPs, 105 (+56) kills
Halberd, fighter L4, 47 HPs, 93 (+44) kills
Boss took the Bracers of Archery from Val in that session, which should help him keep up in future with the kills from 2-H's composite long bow.

Modifié par Grond0, 23 mai 2013 - 12:27 .


#8129
Grond0

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Wrecking Crew IV (Update 5)

At the Friendly Arm Inn the Crew recovered a ring for Joia, though they didn't actually hand it over yet.  One of the guards got the glory (and the XP) for finishing Tarnesh off.  While there returned Landrin's goods and picked up the pantaloons.

Down to Nashkel mine.  No real problems there, though the Crew had to retreat once to heal up before going in to confront Mulahey.  After reporting to the mayor and resting to get Bhaal healing the Crew took on Nimbul. I tried to spread damage around, but Halberd got bitten by a summoned worg as well as hit by magic missiles and expired.  Tranzig got hit by 2 criticals in the opening salvo and didn't get any offensive spells off.

Just after leaving Feldepost's Inn Molkar appeared in ambush.  That was actually very handy as the Crew was able to leave the area without incurring any travel time.  Doing that and returning improved the strategic position greatly and allowed the Crew to win the combat with relatively light damage.

They moved on to the bandit camp.  I initially tried to avoid any risks there, which meant having to run away from all the troops with follow-me scripts.  The first time I did that the Crew had got back to the FAI and were resting to heal when the amazon ambushers turned up.  Again the Crew ran and came back to the area to get a better position.  Both backstabbers missed and the Crew won the battle almost unscathed.

Back at the bandit camp I was hoping to be able to defeat the attackers in one go when Venkt was killed.  However, Halberd got poisoned and died and the rest of the Crew retreated again. Returning again, though, there were no more problems and they cleared and looted the area.

Returning to the Valley of the Tombs the Crew ransacked that.  The fight with Narcillicus and his mustard jellies was made a bit more difficult by a group of skeleton archers joining in, but the outcome never seemed in doubt.  There was a slight scare shortly after that when Boss was hit by lightning in a storm for 50% of his HP.  Almost immediately there was a further strike, but this time on an ogrillon.  Clearing the area got the Crew to level 5.

Stats:
Flail, fighter L5, 50 HPs, 165 (+75) kills, 2 deaths (kobold commando, mountain bear)
Hammer, fighter L5, 55 HPs, 122 (+45) kills
2-H, fighter L5, 53 HPs, 202 (+77) kills
Axe, fighter L5, 63 HPs, 136 (+63) kills
Boss, fighter L5, 55 HPs, 188 (+83) kills
Halberd, fighter L5, 62 HPs, 139 (+46) kills, 2 deaths (Nimbul, bandit camp)


#8130
Grond0

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Wrecking Crew IV (Update 6)

The Beregost Temple area was sanitised - the vampiric wolves dying to some of the fire arrows found during the Crew's travels.

In Larswood, Corsone got off a call lightning, but Flail saved and it didn't kill him.  Also cleared Peldvale, collecting quite a few more magic arrows from the Black Talons in the process.

On to the ankheg area.  With the missile users hitting so hard most of those died before getting an attack in and it didn't take long to clear the nest and the surrounding area (although Gerde didn't seem to realise that).  Moving north Tenya was attacked with fists until she came to her senses and could be told that the fishermen were already dead.  Still further north some zombies were used to fertilise a farmer's fields.

Thinking it was time to spend some of their funds the party shopped at Beregost and Ulgoth's Beard to ensure everyone had proficient magic weapons available for both melee and missile fire (Axe is now the only one who does not - he's missing a magic throwing axe).  Also bought a second suit of full plate armour, the Cloak of Displacement and a Helm of Charm Protection.  Thus reinforced, the Crew went to the coast to talk to Shoal.  She kissed Axe, but was persuaded to raise him again in order to fight Ogre Droth.  He didn't last long - leaving Boss with the Helm of Defense.  I was going to try to kill Shoal as well before she could get away, but she was too quick for me.  The 3 sirenes in that area were not easy, but the 3 characters not charmed were able to finish off the last of them.  Everyone got to level 6 there.

Stats:
Flail, fighter L6, 59 HPs, 251 (+86) kills, 2 deaths (kobold commando, mountain bear)
Hammer, fighter L6, 69 HPs, 166 (+44) kills
2-H, fighter L6, 61 HPs, 304 (+102) kills
Axe, fighter L6, 76 HPs, 196 (+60) kills, 1 death (Shoal)
Boss, fighter L6, 62 HPs, 276 (+88) kills
Halberd, fighter L6, 75 HPs, 210 (+71) kills, 2 deaths (Nimbul, bandit camp)


#8131
corey_russell

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Looking good Grond0 - I hope your wrecking crew will be able to join Coretrue and Wewa in Amn! Keep up the focus...

#8132
corey_russell

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Looking good Grond0 - I hope your wrecking crew will be able to join Coretrue and Wewa in Amn! Keep up the focus...

#8133
Easymask

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New challenge comming up!

I have decided to do something new, entirely new. As I do not enjoy min/maxing at the least (it makes most games either too easy or too bland, where's the real challenge when your party walks around like gods). Instead, I have decided to follow the Pathfinder ruleset when creating my party. As such, I will play on core rules - still with SCS enabled and on my BG:EE version.

The main character will be a unkitted fighter, the next three characters will fill the roles of tank, healer, thief and wizard - so hopefully I will get good enough stat rolls to allow a multiclass (or the healer has to tank).

Rolls are made with this: http://www.wizards.c...d/dice/dice.htm

Character 2:
Gender roll: 1-3-5 Female, 2-4-6 Male (d6)
Race roll: 1 Human, 2 Elf, 3 Half-Elf, 4 Gnome, 5 Halfling, 6 Dwarf, 7 Half-Orc (d7)
class roll: 1-2 Druid, 3-4 Cleric, 5-6 Multiclass (dual if human)
Kit Roll/Multiclass: 1 Unkitted, 2 Kit 1, 3 Kit 2, 4 Kit 3, 5-6 Kit 4 or if no kit: my chosing)
If Multiclass, roll a dice that contains the number of possibilities available.
Alignement: This party will be neutral, so 1-2 Lawful Neutral, 3-4 True Neutral, 5-6 Chaotic Neutral (if one of said alignements is impossible - adjust rolls accordingly)
Abilities: classic 4d6 for each roll, subtract the worst - put the two best rolls in your character's main statistics (Str & Con or Dex for fighters, etc). I will not play with Paladins nor Rangers, so I need not worry about the insane rolls they get.
Skills: My chosing.
Spells: Also my chosing.

Character 3:
Gender roll: 1-3-5 Female, 2-4-6 Male (d6)
Race roll: 1 Human, 2 Elf, 3 Half-Elf, 4 Gnome, 5 Halfling, 6 Dwarf, 7 Half-Orc (d7)
class roll: 1-2-3 Thief, 4-5-6 Multiclass (dual if human)
Kit Roll: 1 Unkitted, 2 Kit 1, 3 Kit 2, 4 Kit 3, 5-6 Kit 4 or if no kit: my chosing)
Alignement: This party will be neutral, so 1-2 Lawful Neutral, 3-4 True Neutral, 5-6 Chaotic Neutral (if one of said alignements is impossible - adjust rolls accordingly)
Abilities: classic 4d6 for each roll, subtract the worst - put the two best rolls in your character's main statistics (Str & Con or Dex for fighters, etc). I will not play with Paladins nor Rangers, so I need not worry about the insane rolls they get.
Skills: My chosing.
Spells: Also my chosing.

Character 4:
Gender roll: 1-3-5 Female, 2-4-6 Male (d6)
Race roll: 1 Human, 2 Elf, 3 Half-Elf, 4 Gnome, 5 Halfling, 6 Dwarf, 7 Half-Orc (d7)
class roll: 1-2 Mage, 3-4 Sorcerer, 5-6 Multiclass (dual if human)
Kit Roll: 1 Unkitted, 2 Kit 1, 3 Kit 2, 4 Kit 3, 5-6 Kit 4 or if no kit: my chosing)
Alignement: This party will be neutral, so 1-2 Lawful Neutral, 3-4 True Neutral, 5-6 Chaotic Neutral (if one of said alignements is impossible - adjust rolls accordingly)
Abilities: classic 4d6 for each roll, subtract the worst - put the two best rolls in your character's main statistics (Str & Con or Dex for fighters, etc). I will not play with Paladins nor Rangers, so I need not worry about the insane rolls they get.
Skills: My chosing.
Spells: Also my chosing.

I'll go do my rolls and introduce the party, wish me luck! Oh and good luck Grond0, the wrecking crew sure is looking good!

Modifié par Easymask, 24 mai 2013 - 12:10 .


#8134
Easymask

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Roll results:

Main Character (will only roll for abilities): Roll results:
Str: 3-1-2-4 > 10-1 = 9
Dex: 2-5-2-3 > 12-2 = 10
Con: 1-6-5-1 > 13-1 = 12
Int: 1-1-1-3 > 6-1 = 5 (ok what the..)
Wis: 6-3-5-2 > 16-2 = 14
Cha: 6-4-5-2 > 17-2 = 15
House Rule: 6-3-6-3 = 18-3 = 15
Human: +2 Ability of your chosing

Results:
Str: 15 (House reroll)
Dex: 17 (from Cha, +2 Racial)
Con: 14 (from Wis)
Int: 5
Wis: 12
Cha: 10

Character 2: Roll results: 3-3-5-1
Ability rolls:
Str: 1+3+1+3 > 8-1 = 7 (yay!)
Dex: 3+6+4+3 > 16-3 = 13
Con: 5+5+2+5 > 17-2 = 15
Int: 1+3+5+4 = 13-1 = 12
Wis: 3+6+1+3 = 13-1 = 12
Cha: 3+1+1+1 = 6-1 = 5 (What a roll!)
House Rule: 1 reroll: 3+6+1+4 = 14-1 = 13
Half-Elf: No bonuses.

Results:
Str: 13
Dex: 13 (from Cha)
Con: 12
Int: 12
Wis: 15 (from Dex)
Cha: 13

Character 3: Roll results: 3-6-2-1
Ability rolls:
Str: 4+1+4+1 > 10-1 = 9
Dex: 2+6+3+2 > 13-2 = 11
Con: 6+4+1+6 > 17-1 = 16
Int: 3+3+3+5 > 14-3 = 11
Wis: 5+1+5+1 > 12-1 = 11
Cha: 3+2+4+1 > 10-1 = 9
House Rule: 1 reroll: 1+3+4+6 > 14-1 = 13
Dwarf: +2 Con & Wis, -2 Cha

Results:
Str: 13 (House reroll)
Dex: 16 (from Con)
Con: 13 (+2 Racial)
Int: 11
Wis: 13 (+2 Racial)
Cha: 7 (-2 Racial)

Character 4: Roll results: 2-1-5-1(dual roll)-3(kit roll)-5(Since Human and Multi/Dualclass, we roll again to see his starting class: 1-2 Fighter, 3-4 Cleric, 5-6 Thief)

Ability rolls:
Str: 3-3-2-4 > 12-2 = 10
Dex: 1-4-2-4 > 11-1 = 10
Con: 2-5-1-1 > 9-1 = 8 (well this is starting out well)
Int: 3-6-5-5 > 19-3 = 16 (finally a solid roll)
Wis: 2-5-5-6 > 18-2 = 16 (now we're talking!)
Cha: 3-1-4-5 > 13-1 = 12
House Rule: 1 reroll: 1-6-1-4 > 12-1 = 13
Human: +2 Ability of your chosing

Results:
Str: 16 (from Wis)
Dex: 13 Dex (House reroll)
Con: 12 (from Cha)
Int: 18 (+2 Racial)
Wis: 10
Cha: 10

Now I just have to create this band of... well, farmers? I guess? Posting again soon!

Modifié par Easymask, 24 mai 2013 - 11:39 .


#8135
Easymask

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Alrighty, dreadful sorry about the wall of text there - but I wanted to do this right!
Anywho, allow me to introduce my band of somewhat capable adventurers!
Tyralion, Valeris, Barathia & Haryn!

Let's see if they can make it past the mines!

#8136
Serg BlackStrider

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Nice challenge you set thyself into, Easymask! It's good that The Avatars will have some non-godly companions - running a *real* characters is indeed a challenge by itself. Best of luck for your soon-to-be-ex-farmers! I'm looking forward for their adventures.

#8137
Haplo_74

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Haplo died from Narcillicus Harwilliger Neen (a lighting bolt), so I decided to retry him, not as a true neutral, but as a chaotic good.

As a true neutral, I hoped the rabbit familiar could detect and disarm traps (never tried before) but he can only detect them. So the fairy dragon is more usefull with the ability to cast invisibility sphere.
Of course as a chaotic good, unholy blight will be (very) unpleasant now...

Haplo74

#8138
Easymask

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Sad to hear about Haplo's downfall, good luck with your next run!

And thank you Serg! I find myself spending far too much time thinking about what I want to play, when I should be randomizing and enjoying it instead!

#8139
Grond0

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Best of luck Easymask, Haplo_74

Wrecking Crew IV (Update 7)

There was plenty of hard work required to get the Crew up to level 7, but they've eventually managed it.

Initially they took quite a bit of time to clear Ulcaster.  The main problem was the number of kobolds spawning - groups of up to around 30 may be worth very little experience, but are still pretty significant enemies with kobold guards and kobold commandos mixed in.  The first of the major enemies there was Icharyd.  He didn't last long enough for his call lightning to do much damage, but did hit Flail once and she only just managed to run away from the kobold archers in time to stay alive.  In the dungeon the Crew negotiated the traps before encountering the Ulcaster Wolf.  Two of them were scared by the inital howl and Flail was paralysed by its bite.  However, the archers killed the wolf before it could finish off Flail and none of the summoned ghouls were able to paralyse anyone.  Slightly to my surprise the Crew was even able to get out of the dungeon, past the hordes of kobolds, speak to the ghost and leave the area without anyone dying.

After that lot I didn't want to tackle the kobolds at Firewine for a while, so went to see Bassilus instead.  After clearing the rest of the area he failed to get a spell off, but did leave Hammer with a nice weapon upgrade.  While selling equipment at High Hedge Flail bought the Claw of Kazgoroth.

A few tidying-up exercises followed:
- clearing the rest of High Hedge and successfully restoring Melicamp
- the slime quest (alternative potion worked) and Silke (who also failed to get a spell off) in Beregost
- Zordral (who blinded 5 of the Crew with a glitterdust, but was killed before he could do anything else) and the rest of the area at the Carnival

I had been saving the reputation quests, but decided to do those now:
- rescued Samuel
- returned Joia's ring
- resurrected a drowned cat
- protected a dryad's tree
- helped Charleston Nib
- repatriated Brage
- reassured Ardrouine

While in Ardrouine's area there were plenty of hard fights.  The first group of sirenes weren't too bad, but the nereids near Sil were definitely a problem.  Their displacement (mirror image type ability) gave them some resistance to missiles and one of them first charmed and then killed Hammer with a kiss.  They also summoned water weirds, whose drowning ability killed Halberd.  Boss and 2-H took the water weirds for a walk while the others were out of control, but missile fire did almost no damage to them and 2-H had to survive a drowning attempt when he tried melee.  Eventually the others came up to rejoin just as the second water weird died

Sil was easier, but still no picnic.  Her charming song affected all 3 of the archers next to Boss, meaning he had to do a bit of fancy footwork to minimise their attacking potential while finishing Sil off.  After that the golems were a piece of cake; Flail took the tome to compensate part of the loss of constitution bonus from using the Claw.

The next area was also difficult - perhaps not a surprise given that it was Durlag's Tower!  I'm not sure if I'll do the main areas, but wanted to do at least the outside and upper floors.  In the initial stages of doing that Axe died in a lightning trap, while Hammer was petrified twice and Flail and 2-H once each by the basilisks.  Then the group faced the challenge of Daital the ghost.  He opened with a cloudkill that killed Halberd causing the rest to scatter before coming in to challenge him one at a time to draw out his spells.  Flail fell to chain lightning, lightning bolt x2 and fireball.  Hammer went down to a cone of cold, fireball and magic missile sequencer.  Axe and 2-H then shared various horrors, chromatic orbs and magic missiles before eventually triumphing.

Kirinhale just survived the initial assault and various uses of teleportation, invisibility and ethereal kept her going for a while without really threatening before she let her guard down.  That got Halberd up to level 7 (the others were there some time previously, but she's not only the last to get a share of XP, but has also died more than anyone else.

With the improved saving throws and attacks from getting to level 7 I think the Cloakwood should be relatively straightforward for the Crew now, though there are still a few more wilderness areas to complete first.

Stats:
Flail, fighter L7, 60 HPs, 355 (+104) kills, 3 deaths (kobold commando, mountain bear, Daital)
Hammer, fighter L7, 84 HPs, 292 (+126) kills, 2 deaths (Nereid, Daital)
2-H, fighter L7, 76 HPs, 480 (+176) kills
Axe, fighter L7, 85 HPs, 338 (+142) kills, 2 deaths (Shoal, Durlag Tower trap)
Boss, fighter L7, 68 HPs, 450 (+174) kills
Halberd, fighter L7, 81 HPs, 355 (+145) kills, 4 deaths (Nimbul, bandit camp, water weird, Daital)

Modifié par Grond0, 24 mai 2013 - 02:06 .


#8140
corey_russell

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@Haplo - Consolations - good luck with your next attempt.

#8141
Serg BlackStrider

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Those improved SCS encounters looks scary, Grond0! I wish your Wrecking Crew to stay focused!

@Haplo: feel sad of your loss and best of luck with your next run!

#8142
Blind_Visionary

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Love the new profile image, Serg!

@Haplo, RIP. I'd offer to get revenge on Mr. Neen, but I think he'd probably wipe the map with my party, too. At least at the current moment...

@Grond0 -- Hooray for the shorties! Here's to an incident-free run through the Cloakwood.

@Easymask - I like the idea for your challenge! I might have to try that with my next character (whenever his time arrives). I'm really curious to see how well farmers do when thrust into a situation that's a little outside their comfort zones... Good luck!

#8143
Blind_Visionary

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Edit: Double post. Carry on!

Modifié par Blind_Visionary, 24 mai 2013 - 10:54 .


#8144
Alesia_BH

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@Serg. Did you somehow upload your new profile image or is that one one of the standard options?

#8145
Serg BlackStrider

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Alesia_BH wrote...

@Serg. Did you somehow upload your new profile image or is that one one of the standard options?


Here is an instruction how to do that:
http://social.biowar...8720/blog/2142/

#8146
corey_russell

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Praden the SOLO level 6 fighter/level 7 thief
Traveling with: nobody
Praden HP - 65

Praden wasn't happy with the progress of his group - so he decided to ditch his group, after selling all their expensive stuff. He then made a few strategic purchases, much more important now that he is solo:
* recharged necklace of missiles
* greenstone amulet
* protection from petrification scroll
* shadow armor
* Martial Staff

Praden then got to adventuring:
* Praden defeated Kirian's group with fireballs from the shadows - they never even saw him, as he would hide Immediately after firing the fireball - loot here brought some needed cash.
* Praden then defeated Mutamutin by having Korax hold him - then the duo cleared the basilisks map, well most of it, Korax eventually got slain. This got Praden two levels.
* Sirine areas cleared, primarily with boots of avoidance and greenstone amulet - flesh golems taken out by arrows of biting - CON now 20.
* Helm of Defense obtained with Imoen's help (e.g. her death) - amazing with her 1 HP, with mirror image she tanked Droth just fine, while Praden put the beat down with his staff. Imoen removed from the group after the battle.
* Very few areas left, as the party had explored most of the map already. So Praden joins the bandit camp. Tazok taken down via frost giant potion and haste potion - while active, Praden then uses greenstone amulet and slew Venkt very fast - was a simple matter then to melee the survivors in Tazok's tent with the martial staff - now in chapter 4!

The greenstone amulet was recharged - also Dushai's free action ring was pick-pocketed. Praden rests at the FAI, and will brave the Cloakwood next session.

#8147
Grond0

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Blind_Visionary wrote...
@Grond0 -- Hooray for the shorties! Here's to an incident-free run through the Cloakwood.

Thanks.  Surprisingly enough that's pretty much what they got, with no more deaths this session!

Wrecking Crew IV (Update 8)

Travelling to Gullykin the Crew were ambushed by a basilisk.  While Boss ran south the others poured in attacks - successfully enough that the basilisk died before launching an attack.  Cleared that area and then dived into the ruins.  Flail scouted ahead wearing the ring of fire resistance and boots of lightning to protect against traps (going back to the halfling cleric to get healing).  He progressed through the maze to contact Lendarn - only for the mage to dimension door straight to the rest of the group.  They immediately scattered a bit for protection and then targeted him with missiles.  He used a web and then teleport field, but no offensive spells before dying.  The ogre mage didn't last long either - meaning the ruins were rather less painful than I'd feared.

At Firewine Bridge Meilum gave his bracers to Hammer before the Crew moved on to Kahrk.  The strategy there was essentially to try and survive his spells by spreading them between characters and then micro-manage movement to keep him chasing one character while others shot him.  That worked well, with no character quite being killed and Kahrk essentially only being able to attack after using invisibility.

Went back to Ulgoth's Beard just long enough to kill Dushai for his ring of free action.  Then on to the basilisk area.  Boss soloed the basilisks initially, before recruiting Korax.  He paralysed Mutamin, but didn't manage to do anything against the party - but they all got shot down quickly anyway.

The last wilderness area left prior to the Cloakwood had the Red Wizards of Thay and various spiders in. With the ring of free action available the spiders and their webs were largely neutralised.  None of the Red Wizards were killed in the initial assault, but they're rather less vicious than some of the SCS casters around and were defeated with something to spare.
No problems in the first Cloakwood area.  In the second the ring of free action negated most of the spider threat and Centeol's pets were defeated pretty easily.  In the third none of the main druids got a significant spell off.  In the fourth the hamadryad also died quickly, while none of the wyverns managed a hit.  The closest anyone came to dying was when Hammer took a lightning strike during a storm.  Boss went to heal him - just in time as the old saying that lighting doesn't strike twice failed again.

At the mine the ambush for Drasus was laid much further away this time and he was killed without any of the others interfering.  Kysus had followed quite a bit of the way though and was also engaged on his own.  His stoneskins and mirrors kept him going a while, but he was killed without inflicting much damage.  Genthore was next: for the hell of it Halberd used bolts of polymorphing on him - he saved a couple of times, so was already badly injured when he changed into a squirrel.  After resting, Rezdan was also pretty easy, with Halberd the only one affected by chaos or confusion.

Inside the mine I was wary of a lightning bolt from Hareishan in the tunnels so used a couple of area transitions to avoid her spells while working through her protections.  Natasha was more of a problem - she did manage a lightning bolt, though fortunately it didn't bounce into the party, as well as a sunfire and quite a few other spells.  However, eventually she fell without any casualties.

After working down to Daveorn I intended to dodge his spells as well, but a pathfinding problem meant he exploded a fireball in the middle of the party.  However, when he followed the party upstairs he was exposed and soon finished off.

The Crew have now arrived safely in Baldur's Gate.

Stats:
Flail, fighter L7, 60 HPs, 696 (+341) kills, 3 deaths (kobold commando, mountain bear, Daital)
Hammer, fighter L7, 84 HPs, 465 (+173) kills, 2 deaths (Nereid, Daital
2-H, fighter L7, 76 HPs, 649 (+169) kills
Axe, fighter L7, 85 HPs, 480 (+142) kills, 2 deaths (Shoal, Durlag Tower trap)
Boss, fighter L7, 68 HPs, 607 (+157) kills
Halberd, fighter L7, 81 HPs, 470 (+115) kills, 4 deaths (Nimbul, bandit camp, water weird, Daital)
The number of kills may seem rather high.  That's the result of not using potions and only having 1 Bhaal healing ability, i.e. there have been lots of ambushes when trying to rest.  That particularly benefited Flail, as the only character to be using melee weapons for much of the time, and he jumped into the kills lead in that session.


#8148
corey_russell

corey_russell
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Praden the solo dwarven fighter/thief  - FINAL BG 1 Update

Praden made rapid progress when solo. Davaeorn was defeated by shoot-run-hide, and repeat, and Praden had no trouble at any challenge. Fifth Floor Iron Throne defeated by backstab/run downstairs/hide and repeat - he took a lot of damage, only from Cloudwulfe though (Praden was protected by protection from magic scroll) - once Cloudwulfe went down, the rest were backstabbed to oblivion without much trouble, though it took a lot of time to hide after every attack. He skipped much of the thieve's maze and Candlekeep Crypts, though of course he did get the tomes.

For Sarevok himself, Praden opened the fight with arrows of dispelling which connected on Sarevok. However the whole gang came so Praden had to run. Angelo showed himself, so Praden dispelled Angelo's protections and used acid arrows to finish him. Then dispelling arrows on Semaj and arrows of biting finished him. Tazok was no where in sight.

Praden searched for Sarevok - ah here he is behind a pillar. So Praden switched to his Martial Staff and after 3 backstabs behind the pillar, Sarevok fell!
Posted Image

Praden will move onto BG 2 - he is going to try to solo it. Praden final stats:
Posted Image

Modifié par corey_russell, 25 mai 2013 - 06:35 .


#8149
Serg BlackStrider

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Congrats, Corey! Safe travels in Amn!

#8150
Grond0

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Well done Corey. Best of luck in BG2.