Perhaps Parr can make a phrase tweaked from Minsc work: "Live by the arcane, live a long, long time!"
Baldur's Gate 1 No-Reload Challenge
Débuté par
G_Admiral_Thrawn
, juil. 14 2010 09:17
#8376
Posté 26 juin 2013 - 08:09
#8377
Posté 26 juin 2013 - 09:12
Time will tell, he's not feeling himself at the moment. Very deep voice though.
#8378
Posté 26 juin 2013 - 10:33
Parr bears the cursed girdle well and the party pick up their pace thanks to sleep, silence, hold person, doom, command and blindness in between missiles and the Minscinator.
Minsc berserks through three sirines, but his rage expires fighting Sil and two more (stupid on my part, thought his berserk lasted until either he or the enemies expired as per the 2HS +3). He is charmed twice, Viconia is poisoned once by a biting arrow, Jaheira poisoned twice and Imoen resists once (lucky to get through that one alive).
Minsc and Imoen use the remaining arrows (and 3 arrows +1) to shoot down three flesh golems, a newly learnt skeleton spell sees one summoned by Viconia and it helps distract the first two golems.
Parr casts friends to do some cheap shopping (shadow thief armour, light crossbow of speed, cloak of displacement) leaving us skint. Viconia is getting itchy (reputation 18) until Bentan gets in the way of arrows aimed at zombies (or something like that). Reputation drops to 9 so we start to build it up again.
Some rarer quests are picked off (Gallchobhair, Hulric, Sarhedra) as well as more common ones. Minsc is claiming many of the kills but Jaheira is making extraordinary in-roads considering she opens with doom and is using a sling.
Parr (Parra, Parette, Parrina?), mage 5. 20 kills, Arghain. Sling. Tome of leadership.
Minsc, ranger 5. 109 kills, greater basilisk. 2HS +1. Tome of bodily health.
Imoen, thief 6. 54 kills, sirine. Shortbow.
Viconia, cleric 5. 9 kills, ankheg. Sling.
Jaheira, fighter 4 / druid 5. 83 kills, Greywolf. Sling +1.
Garrick, bard 6. 27 kills, sirine. Light crossbow of speed.
Minsc berserks through three sirines, but his rage expires fighting Sil and two more (stupid on my part, thought his berserk lasted until either he or the enemies expired as per the 2HS +3). He is charmed twice, Viconia is poisoned once by a biting arrow, Jaheira poisoned twice and Imoen resists once (lucky to get through that one alive).
Minsc and Imoen use the remaining arrows (and 3 arrows +1) to shoot down three flesh golems, a newly learnt skeleton spell sees one summoned by Viconia and it helps distract the first two golems.
Parr casts friends to do some cheap shopping (shadow thief armour, light crossbow of speed, cloak of displacement) leaving us skint. Viconia is getting itchy (reputation 18) until Bentan gets in the way of arrows aimed at zombies (or something like that). Reputation drops to 9 so we start to build it up again.
Some rarer quests are picked off (Gallchobhair, Hulric, Sarhedra) as well as more common ones. Minsc is claiming many of the kills but Jaheira is making extraordinary in-roads considering she opens with doom and is using a sling.
Parr (Parra, Parette, Parrina?), mage 5. 20 kills, Arghain. Sling. Tome of leadership.
Minsc, ranger 5. 109 kills, greater basilisk. 2HS +1. Tome of bodily health.
Imoen, thief 6. 54 kills, sirine. Shortbow.
Viconia, cleric 5. 9 kills, ankheg. Sling.
Jaheira, fighter 4 / druid 5. 83 kills, Greywolf. Sling +1.
Garrick, bard 6. 27 kills, sirine. Light crossbow of speed.
#8379
Posté 27 juin 2013 - 05:06
Congrats and best of luck Gate.
Just wondering about that belt. Does it have any other effect other than the change in gender, and if dropped on entry to Amn, can it be used to help Edwina lose her rack as the game puts it?
Just wondering about that belt. Does it have any other effect other than the change in gender, and if dropped on entry to Amn, can it be used to help Edwina lose her rack as the game puts it?
#8380
Posté 27 juin 2013 - 08:34
I doubt the girdle does much, you'd have to remove curse before the transition.
Ticking along nicely, sort of. Having looked back at previous posts I can't remember where I'd covered to - the party have dealt with Davaeorn having gone through the mine in one run to avoid resting (party rest in there is asking for trouble).
So far in the city Sunin has yielded a 2nd ring of wizardry, the helm and cloak of Balduran have been grabbed and various other quests activated or completed.
Garrick was confused by Marek so Minsc moved next to him and a couple of shots were wasted while dispel magic did nothing for him. Then he turned to shoot a gambler - good job his aim is atrocious. Everybody else dropped their weapons and laid into Garrick until he was unconscious. It's for his own good...
Parr (Parra, Parette, Parrina?), mage 6. 31 kills (+11), Ragefast. Sling. Tome of leadership.
Minsc, ranger 7. 190 kills (+81), greater basilisk. Spiders Bane. Tome of bodily health.
Imoen, thief 7. 71 kills (+17), sirine. Eagle Bow (picked up at session end).
Viconia, cleric 6. 22 kills (+13), Seniyad. Sling.
Jaheira, fighter 5 / druid 6. 127 kills (+44), Taugosz Khosann. Sling +1.
Garrick, bard 7. 67 kills (+40), Davaeorn. Light crossbow of speed.
Minsc and Jaheira hang on to the lead tally-wise but Garrick has made great use of his crossbow. Parr reckons it is time to do something about this cursed girdle.
Ticking along nicely, sort of. Having looked back at previous posts I can't remember where I'd covered to - the party have dealt with Davaeorn having gone through the mine in one run to avoid resting (party rest in there is asking for trouble).
So far in the city Sunin has yielded a 2nd ring of wizardry, the helm and cloak of Balduran have been grabbed and various other quests activated or completed.
Garrick was confused by Marek so Minsc moved next to him and a couple of shots were wasted while dispel magic did nothing for him. Then he turned to shoot a gambler - good job his aim is atrocious. Everybody else dropped their weapons and laid into Garrick until he was unconscious. It's for his own good...
Parr (Parra, Parette, Parrina?), mage 6. 31 kills (+11), Ragefast. Sling. Tome of leadership.
Minsc, ranger 7. 190 kills (+81), greater basilisk. Spiders Bane. Tome of bodily health.
Imoen, thief 7. 71 kills (+17), sirine. Eagle Bow (picked up at session end).
Viconia, cleric 6. 22 kills (+13), Seniyad. Sling.
Jaheira, fighter 5 / druid 6. 127 kills (+44), Taugosz Khosann. Sling +1.
Garrick, bard 7. 67 kills (+40), Davaeorn. Light crossbow of speed.
Minsc and Jaheira hang on to the lead tally-wise but Garrick has made great use of his crossbow. Parr reckons it is time to do something about this cursed girdle.
#8381
Posté 27 juin 2013 - 08:42
@Gate70 - I like your solution of punching your party member unconscious to avoid reputation loss...I've been in that situation a few times, I'll have to remember that...
#8382
Posté 28 juin 2013 - 05:53
Gate70/Grond0 Multiplayer attempt 23 (3) - (third and final update)
Rue, human inquisitor (Grond0) & Murl, human monk (Gate70)
The previous update said it ended outside the Cloakwood Mine. That was true, but actually we'd just completed the mine, rather than waiting to start it. My memory's a bit hazy on what we did, but I don't think there were any problems - essentially avoided combat down to Daveorn, whacked the battle horrors one at a time, and then used a potion of magic blocking to confront the mage.
No problems in the city as the duo acquired a ring and tome from Ramazith, ogre gauntlets and the Helm & Cloak of Balduran. Murl stealthily investigated the Iron Throne before following the trail to Candlekeep. A scroll of magic protection and potion of storm giant strength allowed Rue to ransack the tombs, with various traps doing most of the damage to some phase spiders guarding them; a potion of invisibility provided a safe escape route.
Back in the city Slythe's chances looked even poorer than usual after a dispelling arrow interrupted his attempt to talk to Rue - he did reasonably well to manage one hit before expiring. At the palace Murl & Rue were attacked by only 1 each of the greater dopplegangers. All the others were caught in a inquisitor dispel and proved unable to kill either of the dukes.
The inhabitants of the maze were killed, but most of the traps were skirted on the way through. Similarly the duo took the long route round to avoid the Undercity Party on the way to the temple. Things started well there as Sarevok came out on his own to investigate who was shooting dispelling arrows at him. However, the plan was to hit him and Rue did not have her shooting boots on! She missed nine times in a row, while Sarevok was generally chasing Murl - who was himself a bit hampered by all the bats flying around.
Her tenth shot connected, but just too late to save Murl from a second death. With Murl there Rue would have been inclined to switch to melee after doing a bit of damage, but on her own she took no chances and just used missiles. She did belatedly remember the need for a potion of absorption, but Sarevok failed to get any more attacks in and eventually gave in.
After raising Murl, the duo ploughed through Tarnesh on the way to get the pantaloons before reporting back to Duke Belt for assignment to Athkatla.
Stats:
Rue, inquisitor L7, HPs 91 (incl. 5 from Helm), kills 186
Murl, monk L7, HPs 52, kills 119, 2 deaths
Rue, human inquisitor (Grond0) & Murl, human monk (Gate70)
The previous update said it ended outside the Cloakwood Mine. That was true, but actually we'd just completed the mine, rather than waiting to start it. My memory's a bit hazy on what we did, but I don't think there were any problems - essentially avoided combat down to Daveorn, whacked the battle horrors one at a time, and then used a potion of magic blocking to confront the mage.
No problems in the city as the duo acquired a ring and tome from Ramazith, ogre gauntlets and the Helm & Cloak of Balduran. Murl stealthily investigated the Iron Throne before following the trail to Candlekeep. A scroll of magic protection and potion of storm giant strength allowed Rue to ransack the tombs, with various traps doing most of the damage to some phase spiders guarding them; a potion of invisibility provided a safe escape route.
Back in the city Slythe's chances looked even poorer than usual after a dispelling arrow interrupted his attempt to talk to Rue - he did reasonably well to manage one hit before expiring. At the palace Murl & Rue were attacked by only 1 each of the greater dopplegangers. All the others were caught in a inquisitor dispel and proved unable to kill either of the dukes.
The inhabitants of the maze were killed, but most of the traps were skirted on the way through. Similarly the duo took the long route round to avoid the Undercity Party on the way to the temple. Things started well there as Sarevok came out on his own to investigate who was shooting dispelling arrows at him. However, the plan was to hit him and Rue did not have her shooting boots on! She missed nine times in a row, while Sarevok was generally chasing Murl - who was himself a bit hampered by all the bats flying around.
Her tenth shot connected, but just too late to save Murl from a second death. With Murl there Rue would have been inclined to switch to melee after doing a bit of damage, but on her own she took no chances and just used missiles. She did belatedly remember the need for a potion of absorption, but Sarevok failed to get any more attacks in and eventually gave in.
After raising Murl, the duo ploughed through Tarnesh on the way to get the pantaloons before reporting back to Duke Belt for assignment to Athkatla.
Stats:
Rue, inquisitor L7, HPs 91 (incl. 5 from Helm), kills 186
Murl, monk L7, HPs 52, kills 119, 2 deaths
#8383
Posté 28 juin 2013 - 06:30
I sometimes use web or entangle to prevent the rep loss Corey, and it can even be worth killing the offending party member. It's cheaper to raise them than to pay to raise rep, at least at lower levels.
Dragonslayer has just finished the Cloakwood mines and enlisted Jet. Party is now: Dragonslayer, Jaheira, Ajantis, Imoen, Dynaheir and Jet'Laya.
Edit. We've killed Jet's sister too, so she is now happy.
More details later. Rep currently 20.
More by good luck than good management we had just enough gold to by wand of fire after selling it at High Hedge. We are now keeping to our vow of poverty.
Dragonslayer has just finished the Cloakwood mines and enlisted Jet. Party is now: Dragonslayer, Jaheira, Ajantis, Imoen, Dynaheir and Jet'Laya.
Edit. We've killed Jet's sister too, so she is now happy.
More details later. Rep currently 20.
More by good luck than good management we had just enough gold to by wand of fire after selling it at High Hedge. We are now keeping to our vow of poverty.
Modifié par Grimwald the Wise, 28 juin 2013 - 06:34 .
#8384
Posté 28 juin 2013 - 07:14
As I was out of the Sarevok battle at an early stage there was nothing I could do, except take a few screenshots.
What I observed is that Grond0 is using a ranged hit/run approach without pausing, not an easy thing to do in single player and much harder in multiplayer.
There were (I think) 4 or 5 pauses, mainly when a set of arrows were used up and Sarevok would get hit by a couple more dispels. Other than that I saw a couple of times where Grond0 closed in to Sarevok with a bow (mis-click) and had to run out of range again.
This screenshot shows a small sequence of hit and run. I have tried to line up the text boxes so you can see how many shots Grond0 took without pause. I wish there was a way to extract the game text as the full log would have shown 2-3 minutes of similar action. Masterful, imo.
What I observed is that Grond0 is using a ranged hit/run approach without pausing, not an easy thing to do in single player and much harder in multiplayer.
There were (I think) 4 or 5 pauses, mainly when a set of arrows were used up and Sarevok would get hit by a couple more dispels. Other than that I saw a couple of times where Grond0 closed in to Sarevok with a bow (mis-click) and had to run out of range again.
This screenshot shows a small sequence of hit and run. I have tried to line up the text boxes so you can see how many shots Grond0 took without pause. I wish there was a way to extract the game text as the full log would have shown 2-3 minutes of similar action. Masterful, imo.
#8385
Posté 28 juin 2013 - 08:10
Grats, guys! Best of luck in Amn!
While The Avatars are still roaming in Amn and I greatly enjoying them I'm missing my old good npc-friends at the same time. Besides I've made a splendid roll creating the character I've never played before so I'm eager to start his run. This would be even more slow pace run than my usual ones as most of my attention will be with Avatars naturally and I want to make my usual *total cleanup run* (I still haven't tried an Ice Island with SCS installed).
So, here is my new incarnation:

I *see* him as Nordic warrior with *barbarian* weapons in his hands (*Axe, **Flail, *Sling) but eager to learn an arcane arts in due time.
And so the Story begins....
While The Avatars are still roaming in Amn and I greatly enjoying them I'm missing my old good npc-friends at the same time. Besides I've made a splendid roll creating the character I've never played before so I'm eager to start his run. This would be even more slow pace run than my usual ones as most of my attention will be with Avatars naturally and I want to make my usual *total cleanup run* (I still haven't tried an Ice Island with SCS installed).
So, here is my new incarnation:

I *see* him as Nordic warrior with *barbarian* weapons in his hands (*Axe, **Flail, *Sling) but eager to learn an arcane arts in due time.
And so the Story begins....
Modifié par Serg BlackStrider, 28 juin 2013 - 08:12 .
#8386
Posté 28 juin 2013 - 08:37
Looks like a mean dude Serg - enjoy!
#8387
Posté 28 juin 2013 - 09:18
Thanks, Grond! He is indeed fun - the Candlekeep Coastway is already filled with Gibberling's bloody chunks...
#8388
Posté 28 juin 2013 - 10:35
Wrecking Crew VI (update 1)
I thought I would have another go at getting this lot through BG1. As before all 6 are dwarven fighters in an SCS modded installation. I'm not allowing them to use any charged items or magical consumables - with the exception of green scrolls, the violet potion and magical ammunition.
From Candlekeep they headed down to High Hedge and straight on to Beregost. There I thought it would be safe to take on Karlat; as expected he died quickly, but he used a hill giant strength potion in the meantime, that allowed him to one-shot Flail.
After completing various tasks in and around town the Crew headed down to Nashkel, where resting allowed Boss to get a drain life Bhaal power. Then up to the Friendly Arm to return items to Landrin. Spreading Tarnesh's magic missiles around 3 characters allowed everyone to survive.
Off to Firewine Bridge where Bentan was persuaded (forcibly) to give up a scroll of magic protection. Some kobolds were swept aside to provide access to Meilum and some nice bracers for Boss. Greywolf suffered a similar fate to provide the Crew's first magic weapon. Soon after Arghain provided another - getting everyone up to level 2 in the process.
Stats:
Flail, fighter L2, 21 HPs, 9 kills, 1 death (Karlat)
Hammer, fighter L2, 24 HPs, 14 kills
2-H, fighter L2, 21 HPs, 24 kills
Axe, fighter L2, 23 HPs, 8 kills
Boss, fighter L2, 28 HPs, 18 kills
Halberd, fighter L2, 27 HPs, 15 kills
I thought I would have another go at getting this lot through BG1. As before all 6 are dwarven fighters in an SCS modded installation. I'm not allowing them to use any charged items or magical consumables - with the exception of green scrolls, the violet potion and magical ammunition.
From Candlekeep they headed down to High Hedge and straight on to Beregost. There I thought it would be safe to take on Karlat; as expected he died quickly, but he used a hill giant strength potion in the meantime, that allowed him to one-shot Flail.
After completing various tasks in and around town the Crew headed down to Nashkel, where resting allowed Boss to get a drain life Bhaal power. Then up to the Friendly Arm to return items to Landrin. Spreading Tarnesh's magic missiles around 3 characters allowed everyone to survive.
Off to Firewine Bridge where Bentan was persuaded (forcibly) to give up a scroll of magic protection. Some kobolds were swept aside to provide access to Meilum and some nice bracers for Boss. Greywolf suffered a similar fate to provide the Crew's first magic weapon. Soon after Arghain provided another - getting everyone up to level 2 in the process.
Stats:
Flail, fighter L2, 21 HPs, 9 kills, 1 death (Karlat)
Hammer, fighter L2, 24 HPs, 14 kills
2-H, fighter L2, 21 HPs, 24 kills
Axe, fighter L2, 23 HPs, 8 kills
Boss, fighter L2, 28 HPs, 18 kills
Halberd, fighter L2, 27 HPs, 15 kills
Modifié par Grond0, 28 juin 2013 - 10:37 .
#8389
Posté 28 juin 2013 - 03:33
@Serg: Your new character looks promising - take care of him!
@Grond0 - I hope your wrecking crew makes it through BG 1 this time - we want to see some dwarves beat up the hostile forces in Amn...
@Grond0 - I hope your wrecking crew makes it through BG 1 this time - we want to see some dwarves beat up the hostile forces in Amn...
#8390
Posté 29 juin 2013 - 05:39
Wrecking Crew VI (update 2)
The Crew swung through the Cloudpeaks without any problems, getting up to level 3 just before they returned to Nashkel.
A series of encounters mainly aimed at increasing reputation followed - Brage, Neira, Samuel, Joia, Prism, Firebead, Bjornin, Oublek, Mrs Blackwood and Hulrik. Mixed in with those were Neira and clearing the Beregost temple area. The latter had a narrow escape when Hammer failed to move in response to clicking, while kiting round the last vampiric wolf, and got held. A mass attack arrived just in time to rescue him.
In the basilisk area 2-H soloed the beasties using the green scroll for protection. That got everyone to level 4. After rescuing Tamah Korax helped with Mutamin, but died in the process and I decided to leave Kirian's party alone for now.
Melicamp failed to survive the antichickenator spell, but Ardrouine spread the word of the Crew's prowess at killing worgs to get reputation to 19. They hit 20 after returning the body of his son to an ankheg farmer and headed for Ulgoth's Beard - informing Tenya of the death of some fishermen on the way. After buying the Cloak of Displacement and some magic darts Dushai was surrounded. He survived just long enough to go hostile himself, but not long enough for any of the surrounding villagers to notice anything was wrong.
More purchases in Beregost included a helm of charm protection and full plate for Flail, along with various magic weapons. As Hammer was the only one now without a proficient, magical melee weapon the next stop was Bassilus - under attack from all directions he failed to get a spell off.
Back to Kirian's party. That started well with both casters dying without causing any problems. However, a slight bit of inattention when some Flinds moved in to crash the party, saw 2-H badly wounded by Lindin. I thought she would still be OK, but when the Crew member attacking Baerin moved away a bit (expecting him to follow), he switched to his bow and attacked 2-H in preference to everyone closer and finished her off. After a trip to the temple the remaining gold was spent on the Claw of Kazgoroth and ensuring everyone (except Axe) had reasonable supplies of magical ammunition.
Stats:
Flail, fighter L4, 46 HPs, 43 kills, 1 death (Karlat)
Hammer, fighter L4, 47 HPs, 58 kills
2-H, fighter L4, 37 HPs, 103 kills, 1 death (Baerin)
Axe, fighter L4, 40 HPs, 81 kills
Boss, fighter L4, 50 HPs, 70 kills
Halberd, fighter L4, 49 HPs, 73 kills
The Crew swung through the Cloudpeaks without any problems, getting up to level 3 just before they returned to Nashkel.
A series of encounters mainly aimed at increasing reputation followed - Brage, Neira, Samuel, Joia, Prism, Firebead, Bjornin, Oublek, Mrs Blackwood and Hulrik. Mixed in with those were Neira and clearing the Beregost temple area. The latter had a narrow escape when Hammer failed to move in response to clicking, while kiting round the last vampiric wolf, and got held. A mass attack arrived just in time to rescue him.
In the basilisk area 2-H soloed the beasties using the green scroll for protection. That got everyone to level 4. After rescuing Tamah Korax helped with Mutamin, but died in the process and I decided to leave Kirian's party alone for now.
Melicamp failed to survive the antichickenator spell, but Ardrouine spread the word of the Crew's prowess at killing worgs to get reputation to 19. They hit 20 after returning the body of his son to an ankheg farmer and headed for Ulgoth's Beard - informing Tenya of the death of some fishermen on the way. After buying the Cloak of Displacement and some magic darts Dushai was surrounded. He survived just long enough to go hostile himself, but not long enough for any of the surrounding villagers to notice anything was wrong.
More purchases in Beregost included a helm of charm protection and full plate for Flail, along with various magic weapons. As Hammer was the only one now without a proficient, magical melee weapon the next stop was Bassilus - under attack from all directions he failed to get a spell off.
Back to Kirian's party. That started well with both casters dying without causing any problems. However, a slight bit of inattention when some Flinds moved in to crash the party, saw 2-H badly wounded by Lindin. I thought she would still be OK, but when the Crew member attacking Baerin moved away a bit (expecting him to follow), he switched to his bow and attacked 2-H in preference to everyone closer and finished her off. After a trip to the temple the remaining gold was spent on the Claw of Kazgoroth and ensuring everyone (except Axe) had reasonable supplies of magical ammunition.
Stats:
Flail, fighter L4, 46 HPs, 43 kills, 1 death (Karlat)
Hammer, fighter L4, 47 HPs, 58 kills
2-H, fighter L4, 37 HPs, 103 kills, 1 death (Baerin)
Axe, fighter L4, 40 HPs, 81 kills
Boss, fighter L4, 50 HPs, 70 kills
Halberd, fighter L4, 49 HPs, 73 kills
Modifié par Grond0, 29 juin 2013 - 05:40 .
#8391
Posté 29 juin 2013 - 10:25
Wrecking Crew VI (update 3)
Next on the Crew list was the Valley of the tombs. Against a full party wielding magic weapons the revenant didn't last long, but Narcillicus' protections allowed him to survive to catch a couple of the Crew with sleeps. Flail got poisoned by the mustard jellies as a result of one of those, but survived without even needing to level up. That encounter got everyone up to level 5; a good set of rolls got overall HPs back up to only 4 below the average.
I decided the Crew were now tough enough to do a bit of work at Durlag's Tower. They cleared the area and the outside of the Tower. That took a total of 6 stone to flesh scrolls to handle the basilisks - here the most successful of them went through half the Crew (those transformed back continued fighting even though they were not in the party, which was helpful). Unfortunately it wasn't possible to rest uninterrupted outside and 2-H was killed by the stun trap coming back in to the Tower.
After going to get everyone fit and well again the Crew briefly returned to the Tower to pick up the tome before starting their next challenge back at the lighthouse area. The first group of sirenes was done without any casualties, but I still decided perhaps discretion was the better part of valour and left Sil and the nearby nereids for later.
Instead the Crew headed for Nashkel mine. There was no real problem chewing through the kobolds there, with just the one return to the inn used after finishing off the kobold shaman and chieftain. Mulahey failed to get a spell off, making completing the mine easy. Back in Nashkel Nimbul's magic missiles were spread around, keeping everyone out of danger.
On to Beregost, where it was no surprise to find Molkar waiting. A skip between areas to break up the ambush allowed the enemies to be killed with no wounds taken and the Crew moved straight on to Tranzig - who also failed to trouble the scorers. They've just arrived at the Bandit Camp.
Stats:
Flail, fighter L5, 59 HPs, 76 kills, 1 death (Karlat)
Hammer, fighter L5, 60 HPs, 98 kills
2-H, fighter L5, 47 HPs, 137 kills, 2 deaths (Baerin, trap)
Axe, fighter L5, 53 HPs, 99 kills
Boss, fighter L5, 58 HPs, 105 kills
Halberd, fighter L5, 62 HPs, 105 kills
Next on the Crew list was the Valley of the tombs. Against a full party wielding magic weapons the revenant didn't last long, but Narcillicus' protections allowed him to survive to catch a couple of the Crew with sleeps. Flail got poisoned by the mustard jellies as a result of one of those, but survived without even needing to level up. That encounter got everyone up to level 5; a good set of rolls got overall HPs back up to only 4 below the average.
I decided the Crew were now tough enough to do a bit of work at Durlag's Tower. They cleared the area and the outside of the Tower. That took a total of 6 stone to flesh scrolls to handle the basilisks - here the most successful of them went through half the Crew (those transformed back continued fighting even though they were not in the party, which was helpful). Unfortunately it wasn't possible to rest uninterrupted outside and 2-H was killed by the stun trap coming back in to the Tower.
After going to get everyone fit and well again the Crew briefly returned to the Tower to pick up the tome before starting their next challenge back at the lighthouse area. The first group of sirenes was done without any casualties, but I still decided perhaps discretion was the better part of valour and left Sil and the nearby nereids for later.
Instead the Crew headed for Nashkel mine. There was no real problem chewing through the kobolds there, with just the one return to the inn used after finishing off the kobold shaman and chieftain. Mulahey failed to get a spell off, making completing the mine easy. Back in Nashkel Nimbul's magic missiles were spread around, keeping everyone out of danger.
On to Beregost, where it was no surprise to find Molkar waiting. A skip between areas to break up the ambush allowed the enemies to be killed with no wounds taken and the Crew moved straight on to Tranzig - who also failed to trouble the scorers. They've just arrived at the Bandit Camp.
Stats:
Flail, fighter L5, 59 HPs, 76 kills, 1 death (Karlat)
Hammer, fighter L5, 60 HPs, 98 kills
2-H, fighter L5, 47 HPs, 137 kills, 2 deaths (Baerin, trap)
Axe, fighter L5, 53 HPs, 99 kills
Boss, fighter L5, 58 HPs, 105 kills
Halberd, fighter L5, 62 HPs, 105 kills
#8392
Posté 29 juin 2013 - 01:25
BlackStrider, Berserker Wanna Be A Mage (Update #1)
After leaving the Candlekeep he joined with Imoen and sweet duo cleared the Candlekeep Coastway. Headed to the Beregost for quick and easy exp - Marl, Firebead Elvenhair's Book, Mirianne's Letter, Landrin's Spiders, Zhurlong's Boots. Onto Nashkel clearing areas along the way. Picked Ankheg armor, endured Noober, visited Carnival for Shield Amulet and Pro vs Petrification scroll. Back to the Crossroads - Belted Ogre and cleared the rest. With Ankheg armor equiped BlackStrider tanked nicely while Imoen shoot from a distance. In the FAI picked ring of wizardry and fetched Joia's ring. Used Shield Amulet for both BlackStrider and Imoen then Imoen hid in shadows while BlackStrider raged and approached Tarnesh. Tarnesh opened with Sleep, followed by Horror but looks like berserker's rage opened BlackStrider's *third eye* and he chunked Tarnesh right through his Mirror Images.
In the Inn we took our reward from Landrin and finally joined with Jaheira and Khalid so now the core group is assembled.
Current state:
BlackStrider, Berserker (3), 118 kills (Ghast);
Jaheira, Fighter (2) / Druid (2), just joined;
Khalid, Fighter (3), just joined;
Imoen, Thief (4), 45 kills (Ghast)
to be continued...
After leaving the Candlekeep he joined with Imoen and sweet duo cleared the Candlekeep Coastway. Headed to the Beregost for quick and easy exp - Marl, Firebead Elvenhair's Book, Mirianne's Letter, Landrin's Spiders, Zhurlong's Boots. Onto Nashkel clearing areas along the way. Picked Ankheg armor, endured Noober, visited Carnival for Shield Amulet and Pro vs Petrification scroll. Back to the Crossroads - Belted Ogre and cleared the rest. With Ankheg armor equiped BlackStrider tanked nicely while Imoen shoot from a distance. In the FAI picked ring of wizardry and fetched Joia's ring. Used Shield Amulet for both BlackStrider and Imoen then Imoen hid in shadows while BlackStrider raged and approached Tarnesh. Tarnesh opened with Sleep, followed by Horror but looks like berserker's rage opened BlackStrider's *third eye* and he chunked Tarnesh right through his Mirror Images.
In the Inn we took our reward from Landrin and finally joined with Jaheira and Khalid so now the core group is assembled.
Current state:
BlackStrider, Berserker (3), 118 kills (Ghast);
Jaheira, Fighter (2) / Druid (2), just joined;
Khalid, Fighter (3), just joined;
Imoen, Thief (4), 45 kills (Ghast)
to be continued...
Modifié par Serg BlackStrider, 29 juin 2013 - 01:26 .
#8393
Posté 29 juin 2013 - 06:21

Introducing Eric the Huntsman of Candlekeep
Eric has lived all his life in Candlekeep so far as his memory serves. Since his youth he has been tutored in the art of warfare by the Gatewarden of Candlekeep while being tutored in prophesy and wisdom by the Monks of Candlekeep. Despite his step-father Gorion’s reservation, from the time Eric was 16 he satisfied his wanderlust by serving as the Huntsman of Candlekeep which required him to hunt outside the walls of the keep. He became more and more acquainted with the woods and countryside in the area around Candlekeep and Lion’s Way but never ventured further out of respect for Gorion. Eric never understood why Gorion feared him going outside the walls but he loved his step-father enough to satiate his fears by agreeing to stay within a ‘stone’s throw’ of the walls. Eric’s skills as a Tracker are only those of a Runner but he prefers being a Ranger to the more formal role of a Paladin & while Eric tends toward Lawful Good individualism makes him Chaotic in his goodness.
Eric’s persona is borrowed from Eric the Huntsman from the movie Snow White and the Hunstman. His racial enemy, the Troll, is drawn from a battle he fights in the movie.
Key Event:Today Gorion has informed Eric that they need to leave the keep immediately. Eric was been encouraged to quickly gather the supplies he needs for a journey but to where he does not now.
Treasure of note: None

Current Disposition: Standing in front of the Candlekeep Inn ready to make a last ‘round’ of the keep.
Next Steps: Meet Gorion on the steps of the keep.
Level Up: None
Current Party: (Reputation: 11 - Average)
Eric the Huntsman, Ranger (Tracker)/1, 18/7/16/16/10/14/10
Reloads: 0
#8394
Posté 29 juin 2013 - 06:24
I'll start out over here with the big-boys & pick up over on the MRC if unsuccessful.
So far I've never made it through w/o a reload and I've only made it through 3-4 times at all.
Still, you get stronger by working out with the strong and run faster by running with the fast. CKT
So far I've never made it through w/o a reload and I've only made it through 3-4 times at all.
Still, you get stronger by working out with the strong and run faster by running with the fast. CKT
#8395
Posté 29 juin 2013 - 06:54
Best of luck, CKT! Good hunt for Eric!
#8396
Posté 29 juin 2013 - 07:04
No shame in that CKT and good to see you continue in minimal style when bad stuff happens.
I've called a halt with Parr - couldn't get back into it after a couple of days break so likely to try a solo run instead.
I've called a halt with Parr - couldn't get back into it after a couple of days break so likely to try a solo run instead.
#8397
Posté 30 juin 2013 - 06:44
BlackStrider, Berserker Wanna Be A Mage (Update #2)
Brief visit of Beregost to kill Karlat then back in Nashkel, talked to Berrun Ghastkill and joined Minsc to start the Dynaheir resque mission. Through the Xvart's village (Flail +1 for BlackStrider), Ogre bridge (Boots of North) and to the Gnoll's Stronghold. Resqued Dynaheir, sent Minsc to the Beregost and fought Neira in the Nashkel Inn. Onto the Fire Leaf Forest - Albert and Rufie, Vax and Zal, Sendai and Co (Stinking Cloud + Horror won the day). Onto the Dryad Falls. Killed Krumm and Caldo there and brought Drienne her wet cat.


Current state:
BlackStrider, Berserker (4), 250 kills (Winter Wolf);
Jaheira, Fighter (3) / Druid (3), 49 kills (Brown Bear);
Khalid, Fighter (4), 101 kills (Cave Bear);
Imoen, Thief (5), 77 kills (Mountain Bear);
Dynaheir, Invoker (4), 1 kill (Caldo);
to be continued...
Brief visit of Beregost to kill Karlat then back in Nashkel, talked to Berrun Ghastkill and joined Minsc to start the Dynaheir resque mission. Through the Xvart's village (Flail +1 for BlackStrider), Ogre bridge (Boots of North) and to the Gnoll's Stronghold. Resqued Dynaheir, sent Minsc to the Beregost and fought Neira in the Nashkel Inn. Onto the Fire Leaf Forest - Albert and Rufie, Vax and Zal, Sendai and Co (Stinking Cloud + Horror won the day). Onto the Dryad Falls. Killed Krumm and Caldo there and brought Drienne her wet cat.


Current state:
BlackStrider, Berserker (4), 250 kills (Winter Wolf);
Jaheira, Fighter (3) / Druid (3), 49 kills (Brown Bear);
Khalid, Fighter (4), 101 kills (Cave Bear);
Imoen, Thief (5), 77 kills (Mountain Bear);
Dynaheir, Invoker (4), 1 kill (Caldo);
to be continued...
#8398
Posté 30 juin 2013 - 06:52
Best of luck CKT.
Wrecking Crew VI (update 4)
The Crew made a little bit of further progress yesterday. At the Bandit Camp a successful opening encounter saw Venkt and Taugosz killed (and the latter's armour picked up) before the Crew had to retreat. I was intending to pay the temple for healing and try to get back in time to pick up all the rest of the equipment on the ground, but Lamalha was waiting in ambush at the Friendly Arm. To avoid damaged Crew being backstabbed they immediately left again for Beregost.
Back at the Friendly Arm both thieves targeted Boss with backstabs (despite my efforts to keep him surrounded by others), but his Bhaal healing and drain life abilities allowed him to survive comfortably as the last of the amazons were killed. After healing up again the Crew returned to clean up the Bandit Camp without problems.
Before going on to the Cloakwood went to buy the Horn of Kazgoroth (as a charged item this won't be used in BG1, but could be useful in BG2).
Stats:
Flail, fighter L5, 59 HPs, 83 kills, 1 death (Karlat)
Hammer, fighter L5, 60 HPs, 107 kills
2-H, fighter L5, 47 HPs, 143 kills, 2 deaths (Baerin, trap)
Axe, fighter L5, 53 HPs, 106 kills
Boss, fighter L5, 58 HPs, 117 kills
Halberd, fighter L5, 62 HPs, 111 kills
Wrecking Crew VI (update 4)
The Crew made a little bit of further progress yesterday. At the Bandit Camp a successful opening encounter saw Venkt and Taugosz killed (and the latter's armour picked up) before the Crew had to retreat. I was intending to pay the temple for healing and try to get back in time to pick up all the rest of the equipment on the ground, but Lamalha was waiting in ambush at the Friendly Arm. To avoid damaged Crew being backstabbed they immediately left again for Beregost.
Back at the Friendly Arm both thieves targeted Boss with backstabs (despite my efforts to keep him surrounded by others), but his Bhaal healing and drain life abilities allowed him to survive comfortably as the last of the amazons were killed. After healing up again the Crew returned to clean up the Bandit Camp without problems.
Before going on to the Cloakwood went to buy the Horn of Kazgoroth (as a charged item this won't be used in BG1, but could be useful in BG2).
Stats:
Flail, fighter L5, 59 HPs, 83 kills, 1 death (Karlat)
Hammer, fighter L5, 60 HPs, 107 kills
2-H, fighter L5, 47 HPs, 143 kills, 2 deaths (Baerin, trap)
Axe, fighter L5, 53 HPs, 106 kills
Boss, fighter L5, 58 HPs, 117 kills
Halberd, fighter L5, 62 HPs, 111 kills
#8399
Posté 30 juin 2013 - 10:52

Max - lvl 4 elven Mage (part 5)
Beregost Wilderness
Max had his first close call here when a Hobgoblin almost 1 shot him with a critical hit, leaving him with only 2 hp, but alive nevertheless. Shortly after Max saved Viconia from a tough spell-wielding Flaming Fist Mercenary who went down to Power Word Sleep and then was bludgeoned to death by the furious Viconia.


Nashkel Pass
This area was full of minor encounters, Max counted about a dozen of them, but nothing he couldn't handle. Although, there was a second close call here where Max was almost 1 shot yet again, this time in a duel with a crazy woman called Shaar-Teel, who after absorbing a few magic missiles forfeited the fight and Max was the victor.

Nashkel
So Max finally arrives in Nashkel and right away gets ambushed by a cleric called Neira who was waiting for him at the local Inn. She starts slinging spells at Max right away but he decides to toy with her for a bit by re-entering the Inn every time she starts chanting thus interrupting her long casting until she runs out of spells, at which point Max finally puts her to sleep with a single Power Word and proceeds to stab her to death. Max eplores the rest of the small town and after finishing some small chores he decides to check out the local carnival west of town.
Nashkel Carnival
Max explores the area and gets attacked by an upset-looking Ogre and a crazed mage named Zordral but both are put to sleep after a couple of magic missiles and are easily killed.
Nashkel Mines
Before going inside the mine Max decides to clean up the area around it. He finds some cave bears who although quite tanky are easily dispatched with Grease and darts. Grease is used once again on a bounty hunter named Greywolf along with numerous magic missiles. After the battle Max gets a level up and now has access to level 3 spells, so he decides to ditch the mine for now and pay another visit to Thalantyr.

After selling most of his loot to the powerful mage, Max has enough gold to purchase every single level 1/2/3 scroll from Thalantyr and quite happily does so. Also, Thalantyr offers to craft a handy Throwing Dagger +1 for a special price and Max gladly accepts his offer hoping his dart-throwing days are over.
Red Canyons
Next up Max decides to explore the area south of High Hedge where he encounters a bunch of wolves and quite surprisingly, a talking chicken. Shortly after, a powerful mad cleric attacks Max but immediately falls prey to a Grease spell which is followed by 4 more casting of the same spell. Unable to save against every single Grease spell, the mad cleric is unable to move an inch and eventually dies from a combination of magic missiles and the freshly-bought Throwing Dagger +1.
Fisherman's Lake
Max continues exploring the countryside and in this area runs into a group of half-ogres who get blown up when lured into a double Skull Trap and a group of bandits who are easily dispatched after a couple of Charm spells get thrown their way. Max then notices that some poor guy is surrounded by a bunch of Gnolls and was about to get his ass kicked and decides to save him with a couple of Sleep spells and a lot of magic missiles. After the battle, the guy said his name was Dirk or something and was pretty upset at Max for interfering. Apparently, Dirk "had it covered" and didn't need any help. Hah yeah right, Max thought to himself, and moved on.
Modifié par Bruce Leet, 30 juin 2013 - 11:14 .
#8400
Posté 30 juin 2013 - 01:58
Wrecking Crew VI (final update)
Before going to the Cloakwood the Crew went to see Shoal. Hammer took a kiss for the team before bringing in Ogre Droth. After finishing him off, Shoal was forced to pay for her trouble-making. The ogre tribe in the area was easily eliminated, but the sirenes were more troublesome - 3 of the crew were charmed and Halberd went down to 3 HPs as a result of a sirene poisoned arrow.
In the first Cloakwood area everyone got up to level 6 (another good set of rolls bringing Crew total HPs above average for the first time) before beating up Seniyad for Aldeth. In the second area Dushai's ring counter-acted the giant spider web attacks, while Boss' new Bhaal cure affliction power saved Flail from poison a couple of times. In the third the use of magical ammunition meant none of the druids lasted long enough to cause much trouble. Having already killed a number of wyverns during ambushes, the ones in the fourth area were no real threat and the Crew moved safely on to the Cloakwood Mine.
At the mine the safest way for the Crew to deal with the party there would be to use area transitions to get rid of their buffs and allow retreats if necessary. However, I thought I would try to short-circuit the encounter a bit by getting into position for an opening salvo of missiles on Kysus with the aim of putting him out of action immediately. Unfortunately, Hammer as advance scout for the Crew moved 1 pixel too far and was spotted before the others were in position - meaning attacks on the mages were all faced with getting through protection spells. It would have been sensible to just retreat immediately (writing off Hammer if he failed against confusion - which he did). However, I thought I would see if I could kill one of the mages first. That was a mistake as a buffed-up Drasus was handing out 70-80 HPs damage a round and the mages were rapidly bringing in extra summons.
I split the party leaving Boss near the edge of the map with 1 companion, while Drasus was finishing off the others.

Boss could have made a run for it prior to this screenshot, but was spooked immediately after that and lost his chance to escape. He survived the 4 round spell duration, but was now on his own and, as he headed for the edge of the map, was slowed and blinded and was unable to outrun the magic missiles that finished him off.
Before going to the Cloakwood the Crew went to see Shoal. Hammer took a kiss for the team before bringing in Ogre Droth. After finishing him off, Shoal was forced to pay for her trouble-making. The ogre tribe in the area was easily eliminated, but the sirenes were more troublesome - 3 of the crew were charmed and Halberd went down to 3 HPs as a result of a sirene poisoned arrow.
In the first Cloakwood area everyone got up to level 6 (another good set of rolls bringing Crew total HPs above average for the first time) before beating up Seniyad for Aldeth. In the second area Dushai's ring counter-acted the giant spider web attacks, while Boss' new Bhaal cure affliction power saved Flail from poison a couple of times. In the third the use of magical ammunition meant none of the druids lasted long enough to cause much trouble. Having already killed a number of wyverns during ambushes, the ones in the fourth area were no real threat and the Crew moved safely on to the Cloakwood Mine.
At the mine the safest way for the Crew to deal with the party there would be to use area transitions to get rid of their buffs and allow retreats if necessary. However, I thought I would try to short-circuit the encounter a bit by getting into position for an opening salvo of missiles on Kysus with the aim of putting him out of action immediately. Unfortunately, Hammer as advance scout for the Crew moved 1 pixel too far and was spotted before the others were in position - meaning attacks on the mages were all faced with getting through protection spells. It would have been sensible to just retreat immediately (writing off Hammer if he failed against confusion - which he did). However, I thought I would see if I could kill one of the mages first. That was a mistake as a buffed-up Drasus was handing out 70-80 HPs damage a round and the mages were rapidly bringing in extra summons.
I split the party leaving Boss near the edge of the map with 1 companion, while Drasus was finishing off the others.

Boss could have made a run for it prior to this screenshot, but was spooked immediately after that and lost his chance to escape. He survived the 4 round spell duration, but was now on his own and, as he headed for the edge of the map, was slowed and blinded and was unable to outrun the magic missiles that finished him off.





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