Modifié par SpiffyKeen, 13 mars 2011 - 03:29 .
Baldur's Gate 1 No-Reload Challenge
#801
Posté 13 mars 2011 - 06:23
#802
Posté 13 mars 2011 - 06:27
Modifié par SpiffyKeen, 13 mars 2011 - 03:29 .
#803
Posté 13 mars 2011 - 06:33
@Gate70 - Thanks for the tip about using a text editor. It made the URLs so much easier to deal with. I tried writing my posts first as an email in gmail, but that creates formatted URL text too. I wish there was a preview option on these threads.
Modifié par SpiffyKeen, 13 mars 2011 - 03:45 .
#804
Posté 13 mars 2011 - 10:52
Any chance you could edit your duplicate posts and remove their contents. Thanks in advance!
SpiffyKeen
I assume you're having "fun" trying to post images. I usually format everything in notepad using IMG and /IMG inside square brackets and then add the http location between. I've had a go with your images below, if you try to correct your post you'll need to do this with plain text instead of the underlined blue hyperlink.(if you do I'll remove them from my post.
Edit. Worked out how to screenshot in Linux. So like this.

(and removed the screenshots now).
Modifié par Gate70, 13 mars 2011 - 04:13 .
#805
Posté 13 mars 2011 - 11:29
#806
Posté 13 mars 2011 - 01:13
Cultists - Getting inside the Building
Wierdo knew that there would be a big fight inside the cultists' building in Ulgoth's Beard. So, everyone got moderately buffed up outside. Shield spells, Stoneskins, Prot from Evil 10' Radius, that kind of thing. Mostly, everyone was invisible still after partying with Spangle the night before.
Wierdo and Annakin teamed up to take out the door guard. Wierdo backstabs while Annakin walks up and thumps him.
Yeslick had a funny feeling that trouble might also come OUTSIDE, so he summoned some skeletons to stand guard, just in case. Oddly enough, two invisible assassins or archers appeared from nowhere to backstab the skeletons. The party finished them off before going inside.
Inside, there were two mages (one was invisible at first) + two guards. Wierdo's band had a little more trouble killing them than they thought they would.

"We're delivering a demon pizza with no anchovies to a Mr Aec'letec!"
The fight got interesting when the final mage cast Ray of Enfeeblement on Annakin. Annakin was still able to hit the mage, but was pretty much crippled. The mage used a sword pretty handily on Annakin a few times and used a Cone of Cold or something similar on Xan. Xan, Buddha, Yeslick & Annakin all took damage from various things in this battle, but nothing too major that couldn't be fixed with a potion of healing or two.

"Yeslick gives Annakin a hand and everyone pounds down the mage's protections."
Modifié par Wierdo, 13 mars 2011 - 01:17 .
#807
Posté 13 mars 2011 - 01:33
Cultists - Buffing
From what one of the cultists had said before he died, the demon summoning was already underway downstairs. So, everyone buffed ...

Shield for Xan Wierdo.
Imoen passed Potions of Explosions around.
Yeslick cast Prot Evil 10' Radius (still active from before).
Potions of Heroism for Annakin and Buddha.
Yeslick cast Death Ward on Wierdo.
Annakin drank Potion of Cloud Giant Strength.
Wierdo cast Blur and Xan cast Mirror Image.
Potion of Hill Giant Strength for Annakin & Yeslick.
Wierdo used her Ring of Spell Turning.
Wierdo cast Haste.
Chant, Bless, more Stoneskins.....
Spangle made everyone invisible again.
Modifié par Wierdo, 13 mars 2011 - 01:42 .
#808
Posté 13 mars 2011 - 01:58
Cultists in the Basement
The party went downstairs buffed and invisible. OMG! the basement is full of evil cultists doing some sort of demon summoning, by the looks of it! But they didn't notice the party as they were invisible.
Everyone spread out around the edges a bit. Except for Annakin who slipped on two Rings of Fire Resistance (+ Helm of Defence = 100% fire resistance + Sword of Flame = 127%) and ran right into the middle of the cultists.
Annakin managed to get the cultists' attention by smashing a Potion of Explosions on the floor at his feet and firing a Bolt of Lightning at the main mage chick with his crossbow. That was also the cue for the rest of the part to throw their own potions or cast Fireball spells.

"Hey guys, why didn't you invite us to your party?"
Everyone else in the party launched Potions of Explosions and Fireball spells. Wierdo and Imoen also used a few Arrows of Detonation to really get the heat up! This Immolation Strategy worked beautifully, frying most of the cultists.

"Man, it sure is getting hot in here!"
After mopping up the last couple of cultists, everyone focused on the demon.

"You won't do your evil here, demon!"
The demon went ethereal to regenerate twice, but we kept at it and finally managed to wear it down. Even though it had high magic resistance, about 1 out of three magic missile would get through so Wierdo & Xan added some of them in to help. Also, MMs look good in screenshots:D. I particularly like the next screenshot - which was taken just before the demon really did die (OK, it only returned to its plane but whatever, it is DEAD for now!).

"Eat steel, monster!"
Now, time for the party to rest before taking on Mendas' quest (Werewolf Isle).
Modifié par Wierdo, 10 avril 2011 - 06:29 .
#809
Posté 13 mars 2011 - 03:16
Hargis, NG human male beast master. Screenshots not great so will try & improve next time.
We decide not to chase Sarevok for a bit. Let his wounds fester.
Day 140 and we kill a couple of ogrillions. They have a letter addressed to Mirianne - she must be out of her mind with worry by now. She'll have to wait while we obtain some boots of stealth and help Mendas. It turns out we must fight lycanthropes.
Palin and his pack force Coran away and Ajantis is badly savaged before we have dealt with them. We rest on the southern half of the island before continuing.
A dread wolf with a nameless pack injures Alora slightly, providing her with a penultimate experience (level 9).
Meym is hacked to pieces in seconds, as is a sirine queen.
Three more wolfweres fall, but Coran and Quayle require a rest again.
Quayle is targeted again by the next three wolfweres so we rest again.
Jondal and Kryla force Coran to run. Jondal survives long enough to make Imoen run too. This time we rest inside an old building at the invite of Dradeel.
Coran drags the first set of creatures outside where we deal with them.

He draws the attention of the second group before we join in.

While we rest back with Dradeel Imoen identifies a silver dagger as that called Werebane. A buffed Coran decoys the third group of creatures.

Coran is wounded so we rest and return, heading to the fourth level. Coran is first, shrugging off a horror spell and attacking Daese. We're up immediately and one wolfwere is down.

Daese is next so while Coran (Kondar) and Imoen (Werebane) attack Karoug the rest of us trim the pack.




Now only Karoug remains. Alora grabs Werebane from Imoen and tries to help Coran. Quayle heals Coran too. Imoen casts greater malison and reduces Karougs saving throws before searching for traps. Ajantis heals Coran next. He gulps a potion as I cure him further. Quayle dooms Karoug but fails to blind him.
Imoen cannot deal with a trap so Alora somehow deals with it and resumes her attack. Quayle fires an acid arrow, Coran switches to Varscona while Ajantis tries Kondar. Karoug is attacking Alora, she and Ajantis gulp potions before continuing their attacks. Imoen grabs Werebane back and tells Alora to sort the trapped table out. Karoug is attacking me but Ajantis is hitting harder and more often than Coran was. Quayle has used three Melf Acid Arrows and moved onto Larlachs minor drain and then magic missiles. Alora obtains the sword of Balduran and passes it to Coran. Ajantis proves his worth with the final devastating blow.

Dradeel rushes off, I suppose after 500 years he's a bit impatient.
#810
Posté 13 mars 2011 - 03:18
#811
Posté 13 mars 2011 - 04:10
The villagers are werewolves. Fight!
When they are dead we track down Kaishas Gan and deal with her.

My quarterstaff makes short work of Baresh.

Coran finishes off Mendas/Selaad.

Coran, fighter 6 thief 7. 176 kills, Slythe.
Hargis, beastmaster 7. 482 kills, sirine queen.
Imoen, mage 8 thief 4. 105 kills, Ramazith.
Alora, thief 9. 136 kills, greater doppelganger.
Quayle, illusionist 7 cleric 7. 38 kills, doom guard.
Ajantis, paladin 7. 304 kills, greater wolfwere.
Modifié par Gate70, 13 mars 2011 - 04:16 .
#812
Posté 13 mars 2011 - 07:55
Character Spotlight
Today's charcter focus is on Wierdo, the supercool bhaalspawn protagonist, just after completing the Cultists quest and killing the demon Aec'letec

Wierdo: CG female Gnome illusionist/thief Level 8/8, S18 D18 C16 I21 W12 Ch11
- longsword; shortsword; shortbow; single-weapon style;
- kills 212 (43%)/chapter, 857 (32%)/game; toughest: Kirinhale
- Fave spells: Magic Missile, Shield, Blur, Fireball, Stoneskin and Healing Touch
- Fave gear includes Cloak of Displacement, Shortsword Arbane +2 (immune stun, hold), Longsword +2 'Varscona', Composite Shortbow +2, Acid Arrows, Robe of the Good Archmagi, Ring of Protection +2, Ring of Wizardry, Ring of Air Control (improved invisibility), Boots of Speed, Deep Red Ioun Stone (+1 dexterity).
Wierdo is more scout and assassin than many normal thieves. However, she relies on Imoen a lot as she is not so good at lock/traps, but will learn with experience.
She likes to be prepared and know her enemy, She prefers that her enemy know little of her. She is staunchly of 'good' alignment, and has strong beliefs about the importance of freedom and individuality ('chaotic'), often supporting the underdog.
She values her friends more than anything, but prefers to do her own thing rather than follow the whimsy of others. In particular, she loves and dotes on her best friend 'Spangle' the fairy dragon. Spangle, much like Pikachu, likes to be outside and not inside someone's pack - end enjoys occasionally blasting people with electricity (from her tail attack).
Now to tell a little about the rest of Wierdo's Bhaalspawn Bretheren

Wierdo's companions are:
Spangle, the fairy dragon. Attacks: tail 2-5 + 1-2 electrical
spells: Mirror Image, Invisibility 10' Radius (each 1/day)
Annakin, CG male human berserker level 8, S18/65 D18 C19 I18 W13 Ch10
- longsword (***), two-weapon style (***)
- kills: 113 (23%)/chapter, 950 (35%)/game; toughest: demonknight
Buddha, LN male human monk level 8, S18 D18 C16 I11 W18 Ch11
- dart, club, dagger, single weapon style
- kills: 33 (6%)/chapter, 369 (13%)/game; toughest: Davaeorn
Yeslick, LG male dwarf fighter/cleric level 7/7
- Axe (****), sword and shield style (**)
- kills: 31 (6%)/chapter, 31 (1%)/game; toughest: greater wyvern
Imoen, NG female human thief level 8
- shortsword, katana, shortbow, single weapon style
- kills: 34 (7%)/chapter, 257 (9%)/game; toughest: greater basilisk
Xan, LN male human sorcerer level 9
- dagger, single weapon style
- kills: 62 (12%)/chapter, 199 (7%)/game; toughest: greater wyvern
Modifié par Wierdo, 13 mars 2011 - 08:09 .
#813
Posté 13 mars 2011 - 08:18
You are doing well in your own run, I see. Playing with beastmaster is a brave choice. Somehow you would think that should give you some kind of advantage against wolfwere / werewolves.
Speaking of which, Wierdo's band are off to Werewolf Isle as soon as she can steal the seacharts from the merchant's league. I have a feeling that it is going to get bloody. Wish me luck!
Modifié par Wierdo, 13 mars 2011 - 08:19 .
#814
Posté 13 mars 2011 - 08:31
I believe Nabassus can use it twice a day, so it's not something they can keep doing forever.
#815
Posté 13 mars 2011 - 08:58
We headed back to Nashkel to sell up and decided to take a look at Durlag's Tower. The Helmed Horrors outside proved to be something of a problem, but a Dispel Magic to remove their weapons, a Strength of One on the party who all engaged in melee, and a few Magic Missiles dealt with them thoroughly enough, though some healing was called for afterwards.
I very much doubt we're going to have the firepower to get far in Durlag's Tower, but I hope to poke around into the upper levels, maybe even clear up to and including the ghost level, before leaving it for another day. Unfortunately I didn't have time to do that so it'll have to wait for a while.
Incidentally, I think I gave incorrect stats for my party before, Jaheira is actually L5/6. It looks like Imoen will (relatively) soon be gaining a 6th mage level, too, which will be very helpful.
#816
Posté 13 mars 2011 - 10:46
Durlags Tower, three warders removed and payback for Avarice.

A pair of Islannes fry Coran with lightning bolts. Quayle almost dies too but quickly summons monsters. We are hit with confusion and only Quayle keeps his head. He starts to cast dispel magic but Ajantis cuts that short.

I'm pincusioning Alora.

Ajantis is my next target but we recover. We now face two Kiels, and after killing them pick up the equipment of Coran, Quayle and Alora before making for a temple.
Modifié par Gate70, 13 mars 2011 - 10:49 .
#817
Posté 13 mars 2011 - 11:53
Gorthaur X wrote...
IIRC, the Etherealness ability is added by the aTweaks Fiends component; I don't think SCS changes Aec'Letec at all.
I believe Nabassus can use it twice a day, so it's not something they can keep doing forever.
Yeah? I thought that it was part of the SCS "Improved demon cultists" component, but what you say makes a lot of sense.
Modifié par Wierdo, 13 mars 2011 - 11:54 .
#818
Posté 14 mars 2011 - 12:00
I found that in some places you can get Raise Dead scrolls pretty cheaply - around 400-500gp each. I think you can get some from Nashkel, but can't remember if they were from the temple or the carnival.
Not only can this be cheaper than raising at a temple - it also means that the character is back in the party right away, rather than having to go through the hassle of carting their equipment (and theoretically their bodies) back to civilisation.
Modifié par Wierdo, 14 mars 2011 - 12:05 .
#819
Posté 14 mars 2011 - 04:53
Baldur's gate - Sea Charts
So, Wierdo talks to a fellow called Mendas in Ulgoth's Beard. He wants us toi recover some sea charts from some merchants in Baldur's Gate. Looks like it is off tp the city!
At the city, Scar gave us a job to do - break in and investigate the Seven Suns. Just the thing that wierdo is good at!
Went to Sorcerous Sundries and got in a fight with four mages. Wierdo and Xan fireballed them and they used a Wand of Fire on Wierdo & Xan (Xan has 70% fire resistance), but we had two fireballs and ours did more damage and so, the mages fell (or burned, to be precise).
Went to the counting house - seems that they are after some special drink from someone called De'tranion at the Blushing Mermaid tavern. While there Yeslick cast Detect Evil and found that most of these Counting House guys are in fact evil.
Well, I guess that tells us something.
Just south of Sorcerous Sundries Annakin got in a fight with Shagrailar's mercenaries again (didn't we slice and dice this guy last time!?). Unfortunately, the party was quite spread out and unprepared this time. Shargrailar himself ran away after a brief evil rant.

"Uh oh. Where did these guys come from?"
The fight with the mercenaries was fun. Their cleric tried to use Hold Person on Annakin, but it failed. Wierdo managed to puree the cleric with a backstab and Yeslick summoned some skeletons.

One of the mercs drank a Potion of Speed and tried to catch Wierdo! What an as.shat! That just means everyone used missile weapons on him (except for Annakin, who ran the merc down as he was even faster, both hasted and wearing Boots of Speed).

Afterwards, being truly sick of people attacking her in the streets, the party decide to go spelunking into the sewers. However, the first thing they did was do drop right into the middle of an ogre mage with lots of pet carrion crawlers! It never stops.

Anyway, they died without too much fuss. Annakin used the Ring of Free Action (from Dushai) to resist the crawlers' paralysing poison. Wierdo used a Wand of Monster Summoning to give the Crawler's something else to munch on.
Went to the Blushing Mermaid - got in a fight with Larze the very tough ogre (~144hp, hits AC -9 with a 10 or maybe less).

"This guy is tough but stoopid. Took chunks out of Annakin!"
Wierdo talked to De'Tranion at the Mermaid. De'Tranion didn't have anything good to say about the merchants at the counting house. Wierdo is really starting to dislike these merchants at the Counting House (they are evil).
Despite this, and against her better judgement, she agreed to pay the 900gp to settle the merchants' bar tab and get the ale. It is not like Wierdo's party has a lack cash and it might be fun to play this game just a little longer to see how it plays out.
Modifié par Wierdo, 14 mars 2011 - 04:58 .
#820
Posté 14 mars 2011 - 12:02
Baldur's Gate - Counting House
Off to the Counting House. Wierdo give the booze to the head guy on the second floor, but he wasn't gracious about it or offering to repay our 900gp or anything. He just got sloshed and dumped some of his stuff on us. So we decided to frag his evil arrr's then and there.
Wierdo gave the head dude a gentle backstab then ran away to provide missile support, while Annakin simply tried chopping his head off.

"Not feeling well mate? We have a sure-fire cure for a headache. Now just stand still ..."
Meanwhile, Yeslick summoned some skeletons to keep the other guards busy.
Wierdo kept ducking behind corners, hiding in shadows, and then coming out for more backstabs.
Buddha used his stunning
Blow technique on one of them. Imoen got in a backstab too, then provided missile support. Xan used Magic Missile and Meif's Minute Meteors where appropriate to finish off opponents.
After clearing out the second floor, everyone re-buffed as necessary and Spangle made everyone invisible again. Wierdo cast Haste on the party.
Then the party went downstairs invisibly, took up their positions and repeated what they did upstairs - starting with two backstabs from Imoen and Wierdo. Ulf, a "leader", was the first to go down to the Wierdo/Annakin combo. The rest of the crewmates weren't able to put up much of a fight.

"Wierdo successfully hides-in-shadows around the corner (top-right)"
That was it for the Counting House.
Before going to the pub for a rest, the party decided to check out the shop next door to the Counting House. Noticing a lot of containers inside the shop, Wierdo pulled out her Ring of Air Control and used it's Improved Invisibility power. She then went through every container in the shop and was pleasantly surprised with her loot. This is what she found:

"Mace +1; Potions of Healing, Mind Focusing, Invulnerability, Hill Giant Strength, Absorbtion; Ring of Infravision; 7 x Arrows of Biting; 4 x Arrows of Dispelling; and 2 minor treasures"
Modifié par Wierdo, 14 mars 2011 - 12:03 .
#821
Posté 14 mars 2011 - 11:27
The Adventures of Pallyn the Sorrowful
We did indeed delve into Durlag's Tower, in the end - however, a rookie mistake left Imoen fried on the floor after forgetting to check for traps when opening a chest. A long walk back to Nashkel, 800gp and a night's rest later, we resolved not to let the cursed tor get the better of us.
After clearing and looting the first two floors, I decided to risk taking on the Ghost, Daitel (I think). Sadly, he wasn't the challenge I expected, since for some reason he seemed to decide to engage Khalid in melee. One Dispel Magic from Jaheira (a custom tweak, though Imoen could easily have memorised the same) left him defenceless, albeit at the cost of Khalid's save-lowering Barkskin. Vulnerable to the missiles and blows of the party, he quickly fell.
We also met another dungeon-crawler who thought to pick a fight with us. Big mistake. We raided the rooms he'd been exploring and found a valueable tome in a shrine. Normally I wouldn't think to desecrate such a place, but the previous occupants are long gone, and the gods help those who help themselves. At least, with Pallyn drifting away from the clergy (Cleric -> Mage dual) he decided to let this one slide, especially with the prospect of a +1 Wisdom boost on the table.
So, back to town to sell stuff and rest up. I think I'll stash my spare DH armours, weapons and things in Beregost for potential future party members. After that, it might be time to head back to the Cloakwood, since I really want to get to Baldur's Gate.
#822
Posté 14 mars 2011 - 11:44
Hargis, NG human male beast master.
We've lost the teleportation wardstone but we can still use the floor mural. Strange.
We buff so Coran can attack the four dwarven warders. Quayle malisons them, one is killed, a second held and another blinded.

Alora and Ajantis have to retreat and return.

Three greater wyverns are tackled one at atime, the third succumbing to a hold monster spell.

(Everybody is at 161k xp so the sensible option is to withdraw. Oh well.)
There is no need to explore the ashirukuru garden or the skeletal platforms, but since we are here they are carefully cleansed. I don't really like either of these areas, they feel - tedious.
Two rings of fire resistance and helm of defense give me 100% fire resistance. Coran watches as I melee the phoenix guards and everybody else shoots from a safe distance.
An air aspect and three invisible stalkers are easy prey for swords and sorcery.
We switch to a triangle formation so I can attack Kaldran the bear while Coran uses my bow. Typically we enter backwards so he is attacked instead. I soon close the distance and with two mighty blows kill Kaldran and set to the four winter wolves.
(crash. Last save game was in the ashirukuru garden. Why didn't I save before the phoenix guards.)
#823
Posté 15 mars 2011 - 04:46
The Adventures of Pallyn the Sorrowful
On the way out of Durlag's Tower, we cleared the walls of skeletons, helm horrors and doom guards. Then, we sold our loot to Erdane and headed back to Beregost to rest. Another brief forray into the Cloakwood allowed us to location the mines, but not before we met a slightly crazy ranger named Keiran who, after initially trying to charge us a toll to cross the bridge, decided he liked us and offered us good for sale (a rather large selection of potions, scrolls and wands, amongst other things!) and an equally crazy Hamadryad who managed to Hold and Entangle half of my party, though Khalid made camp whilst it wore off.
We returned to the FAI to rest up and then decided to try and break into the mines. The first bunch of guards were easy, but it turned out that the Iron Throne had hired some tougher merceneries especially for us. Touching.
I decided to pull no punches. Imoen and Pallyn opened with Fireballs and Jaheira with Entangle, the former of which fried Kysus (the mage who uses Shadow Door) before he could even get involved, and the latter of which held the axe-throwing Genthore in place. Since Drasus, moving like a blur, had closed the distance to our party by this time, we fell back and dealt with him alone.
Luckily, Imoen's Haste spell had meant that even with whatever magical equipment he was using, he still couldn't catch us as we darted around, and though he shrugged off another Entangle spell, Imoen's Blindness hit home and we finished him off in short order.
At this point, I had planned on using Dispel Magic to remove the mages' protections, but with one of them already dead (specifically, the invisible one) I didn't think it'd be necessary. However, a rather worrying number of extra guards and Black Talon Elites had shown up (I suspected Dark Horizons of being to blame) so I had Jaheira cast it anyway whilst Imoen stripped Rezdan's Mirror Image with some Magic Missiles. The Dispel Magic thus turned out to be unnecessary, but with a flurry of ice arrows taking a chunk out of Khalid's health and Rezdan calling up some Tasloi reinforcements, Imoen and Pallyn unleashed Web and Stinking Cloud (respectively) on them:

There was still a scary moment when one of the guards hit Imoen with an arrow, but by this time she'd earned enough XP to level up (thus gaining a little health) and she got away successfully. A lot of healing was used up on Khalid, even after he'd gulped an emergency healing potion after the initial engagement, but other than that it was a relatively straightforwards mopping-up operation. The Stinking Cloud and Web also both ran out right after taking out the enemies, too!
Rumaging through the loot, I realised my earlier suspicions were correct. Who else could be to blame for such well-equipped bad guys than Dark Horizons? Yes, three (I think, it could have been four) sets of magical armour, longbows +1, magic swords and magical arrows made this clear. So, we gathered up the lot and headed back to civilisation to sell up. Now at the FAI, we hope to head back to the mines soon and settle things once and for all.
Party stats:
Pallyn Cleric 5 -> Conjurer 5 AC:1 HP:42 Kills:64
Imoen Thief 4 -> Illusionist 6 AC:1 HP:32 Kills:67
Khalid Fighter 6 AC:-7 HP:56 Kills:169
Jaheira Fighter 5 / Druid 6 AC:-6 HP:52 Kills:250
Modifié par The Fred, 15 mars 2011 - 04:47 .
#824
Posté 15 mars 2011 - 10:06
Half the ashirukuru garden seems familiar, as does a platform of skeletal archers.
127% fire resistance.

Web, stinking cloud. Fireball time.

Hardly any movement.
#825
Posté 16 mars 2011 - 01:32





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