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Baldur's Gate 1 No-Reload Challenge


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#8576
Serg BlackStrider

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corey_russell wrote...

NOTE: I took the starting save for Russell II and then tried to change the name from Russell II to Russell III in Shadow Keeper but it failed - anyone have any ideas/suggestions?


I just tried to change the name of BlackStrider in SK and it works like a charm. So I'm wondering why it failed in your case...:huh:

In any case safe travels for your Crew!

#8577
corey_russell

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Serg BlackStrider wrote...

corey_russell wrote...

NOTE: I took the starting save for Russell II and then tried to change the name from Russell II to Russell III in Shadow Keeper but it failed - anyone have any ideas/suggestions?


I just tried to change the name of BlackStrider in SK and it works like a charm. So I'm wondering why it failed in your case...:huh:

In any case safe travels for your Crew!


Remember I'm in EasyTutu, perhaps that makes a difference. What's really odd is that when I load the game in Shadow Keeper it says Russell III, but in game says Russell II.

Russell III the Inquisitor - Update 2
Traveling with: Hanna (Undead Hunter), Misty (Cavalier), Joshua (Undead Hunter), Forrest (Paladin), Paja (Inquisitor)

I wanted to comply with Mayor Ghastkill's request to investigate the Nashkel Mines, but Paja recommended exploring south of Nashkel first. She says she's still potentially an arrow pincushion - therefore, we headed south per her suggestion.

We ran into a little boy who lost his dog - where were his parents? Well at least his dog could protect him so we retrieve his dog for him, after slaughtering yet another group of xvarts. Turns out the boy was an ogre mage, but he left by some magical means, so guess that was that. Paja says there's rumors of a 2 man bandit group in the area, and suggests we take care of the problem for Nashkel. We agree, and head south, looking for them.

Well we didn't have to look long, as we ran into the bandits, Zax and Val - unfortunately two winter wolves appeared right then, and ignored Zax and Val - charmed? - So Hanna kept the winter wolves busy, while Misty got into Zal's face so he couldn't pepper us with darts. Hanna took a beating, but was nothing a blue potion couldn't fix. The ranged paladins concentrated their fire on the bandits, then assisted Hanna - success! Forrest said he wanted the bracers we found in the loot. He then shot an apple off a tree at 100 yards with his composite long bow - apparently the bracers improve his archery - excellent.

Paja says there is a dangerous group in the area, and we should head west, so we do. We find a area with mostly various wolves (including 4 winter wolves), gnolls, and some bears. The party handles them all well. We also saved a tree for a forest spirit from two ogrillions. A magic belt was found, though not cursed. Though Paja has the best lore of any one in the party (by far) she couldn't identify it. Hanna volunteered to try it out - ok not cursed. It must help somehow, we'll identify and figure it out later. In this area, all of us became a bit tougher (level 3).

After the area was cleared, we got ambushed - twice! First by two cave bears on opposite sides - bears work together? Paja says no, but nevertheless the bears were clearly wanting us as dinner. Misty and Hanna tanked, the ranged paladins pouring their fire into the bears - the tanks took some damage, but nothing that couldn't be fixed. While still on our way to Nashkel, now we got ambushed in a canyone by 3 ghasts. Paja recommended running due to their hold attack, but I said no - no way we are fleeing these evil creatures with two undead hunters in the party. Besides, if don't kill them, some one else might get ambushed who can't defeat them like we can.  Therefore, the undead hunters each attacked a ghast, I ran away, since the 3rd ghast was barreling on me - the rest of the ranged paladins then assisted me. I was correct, we destroyed these evil creatures.

Finally in Nashkel we sell our loot and have 8600 gold. I noticed that Hanna's bastard sword broke - she only has one left. If that should happen when she doesn't have any spares...therefore, we headed to Beregost. Some hapless gnolls foolishly tried to ambush - they were quickly slaughtered.

Once in Beregost, we purchased three items: 1) magical bastard sword for Hanna 2) magical long sword for Misty 3) magical composite long bow for Forrest. We also purchased 10 blue potions from a nearby Temple - everyone now has 5 blue potions, so healing won't be an issue for a while. I then asked Paja - Now can we investigate the Mines? She says no, not yet she's still an arrow pin cushion, even with the Ankheg armor she wears. She says heard of an unusually dextrous ogre near the Gnoll Fortress - they have been extorting a toll for those that want to cross. She said that that ogre either has lots of dexterity potions, or a magical item that increases dexterity - either way, that's exactly what she needs. No one else had any better ideas, so Gnoll Fortress is indeed where we headed next.

Dealing with the ogres guarding the bridge was no problem, and indeed there were some unknown magical bracers on one of the ogres. Later that night, Paja played ring toss, and she even won for the first time, so it does indeed appear as these bracers increase her dexterity significantly. There were lots of xvarts that insisted on attacking us - don't even think they damaged us, they were just slaughtered. Too bad. We found a cache of forgotten items in a cave around here, including some unknown tome. Paja says if it's not cursed, it could be extremely valuable. 

So head to Nashkel to sell, resupply and identify the tome - it's a tome of Charisma. Hanna often does the talking, so we gave it to her. After resting, we will tackle the Nashkel Mines tomorrow...

Modifié par corey_russell, 10 août 2013 - 10:36 .


#8578
Grond0

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Gate70/Grond0 Multiplayer attempt 25 - (third and final update)
Tensor, human blade (Grond0) & Rache, human blade (Gate70)

Regrettably that bane of the no-reloader, the greater doppleganger, saw the end of this duet's challenge.

Aldeth Sashenstar was helped to get a better sword for Rache - that should have provided a warning as the dopplegangers there did plenty of damage.  The poison quest, cloak of Balduran and Ramazith's tower were all straight-forward and invisible trips to pick up a tome in Durlag's Tower and investigate the Iron Throne opened up a return to Candlekeep.

Looted the tombs before bypassing the dopplegangers.  An opening fireball / skull trap assault on Prat's party meant they went down fast, while Rache had taken a green scroll from the Candlekeep libraries to protect against the basilisks.
 
Back in the city Slythe was pulled away from Krystin and chopped down before the duet headed to the palace.  The idea here was for Rache to act as the focus for doppleganger attacks (using potions and mirror image for protection), while Tensor provided ranged support. I felt pretty confident about the outcome, but it proved to be a disaster.  The dopplegangers split into two groups of 3 - one group on Liia and one on Belt and Rache.  Of the three attacking Belt/Rache, two died reasonably quickly, but in that time Liia also died.  I had a split-second to worry that things might be tight here and then Belt also collapsed!  While Sarevok was ranting about how we had failed there was an opportunity to look at the battle log.  That showed the dopplegangers had been exceptionally lucky against Belt - hitting nearly every time with a number of criticals.

Next time I think we'll be more cautious about that fight.  It wasn't at all obvious from the dopplegangers' positioning, but the battle log showed that all the ones around Rache were actually attacking Belt.  We could have prevented that by making him invisible, as well as provided more alternative targets with summons.  We also used slow as an area spell (for its saving throw adjustment), but chaos would have been a better choice.

There had been no deaths in that run to there, but I had been conscious on several occasions that we could have been in trouble if we'd had bad luck - so perhaps we were due that this time.

#8579
Grond0

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Gate70/Grond0 Multiplayer attempt 25(2) - (update 1)
Tensor, human blade (Grond0) & Rache, human blade (Gate70)

After the disappointing end to the original run of these blades we decided to give them another chance.  With the aim of making quicker progress this time we moved on more quickly past Shoal, Beregost, Nashkel, Meilum and on to the basilisk area.  Things seemed to be going well there when the basilisks were shot and Mutamin taken down.  After learning stinking cloud from him Rache cast it on Kirian's party - enabling Kirian and Peter to be killed while they were all taking a nap.  Tensor used horror, which affected Lindin, but unfortunately only to turn him berserk and he attacked Rache.  Trying to finish off Baerin before he ran, Rache hung around a moment too long and took heavy hits from both Lindin and Baerin - killing him

Tensor struggled to finish off Baerin, but eventually managed it using a potion of speed and a wand of magic missiles to fire into him before he could respond.  He collected equipment and sold some of that in Beregost to raise the funds to get Rache back on his feet.

A few more bits and pieces (Landrin's spiders, Karlat & Perdue, Samuel, ogre belt, Tarnesh) were done before we called a halt.

Stats:
Tensor, blade L6, 39 HPs, 39 kills
Rache, blade L6, 34 HPs, 28 kills, 1 death

Modifié par Grond0, 11 août 2013 - 05:06 .


#8580
corey_russell

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Grond0 wrote...
  We also used slow as an area spell (for its saving throw adjustment), but chaos would have been a better choice.


I just wanted to mention I lost a run by using chaos. Basically, it's extremely important not to use summons if you cast chaos, otherwise your summons will attack Belt/Lia.

Consolations on losing that fight - it well be the most difficult thing in the entire BG 1 run, since so many runs end there. You're in good company! Good luck in your guys' next attempt.

#8581
Grond0

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That sounds odd - chaos is party-friendly so shouldn't affect your own summons. Are you sure your summons weren't affected by confusion touch from the greater dopplegangers?

#8582
corey_russell

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I don't use SCS for BG 1. What happened is the chaos hit the dopplegangers AND flaming fist, the fist attack my summons and my summons hit Belt as an ally of the fist...

EDIT: Just realized maybe BELT or LIA was affected by the chaos, and THEY attacked my summons...regardless, the chaos affects blue circles, which means it can affect the dukes so probably not a great idea.

Modifié par corey_russell, 13 août 2013 - 04:56 .


#8583
Grond0

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OK - sounds rather like a bug to me. I don't think chaos is intended to affect blue circles and it certainly doesn't in BGT.

#8584
corey_russell

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 Russell III Update 3

Journal, so much has happened, I just now had a chance to write some things down. We did finally make it to the surface of the Nashkel Mines. We thought we heard something near the edge of it and investigated - it was the artist Prism - he feared for his life for some reason, so we agreed to protect him. Only a few seconds later, a lone bounty hunter approaches named Greywolf and demands we let him have Prism. We do not agree - and rather foolishly the bounty hunter attacked 6 heavily armored and armed paladins. He was slain quickly, wasn't even close. Greywolf's sword was a powerful magical long sword, so Misty will use it.

We then talk to Emerson and he agrees to let us investigate the mines. Paja says whatever is causing the problems is probably on a deep level, maybe even the deepest level. Sounds reasonable to us, so we proceed straight there. There are no thieves in our group. While we were in this dank hold Joshua exclaimed, "Traps be damned!" and charged ahead. The rest of us followed. We did indeed take some pain now and then from the traps, but we had enough blue potions to keep everyone afloat.

Eventually get to a small island with kobold commando archers firing fire arrows - our longbowmen (Forrest, Joshua) approach alone and have an archer duel. While they did hit Joshua, they only took one arrow each so the duel ended quickly. Inside we found this half-orc Mulahey, who summoned a lot of help for himself. Misty and Hanna swung their swords at these minions, while the ranged paladins concentrated all fire on Mulahey. Mulahey could not even cast a spell with the concentrated fire and fell. While there were a lot of minions, paladins using large shields and plate mail aren't as easy to take out as hapless miners and poorly equipped guards.

In the letters we find some information, namely the half-orc was behind the trouble in the mine - should no longer be a problem now that he is dead. However, from this location, there's no way he could be behind the bandit raids, must be other bosses so to speak. Our only clue is a contact at Feldeposte's Inn, we will visit there when we can.

We found our way out via a shortcut of some kind and almost were on our way to Nashkel when we got attacked by two fearsome ankhegs - ugly things. Misty nearly died, but powerful, accurate hits of the bowmen helped to kill these powerful green creatures quickly and no one died. I am thankful that not a single party member has fallen to date.

After selling at the Carnival we reported our success to the Mayor of Nashkel - he was well pleased. We got attacked by some bard assassin named Nimbul - he wasn't able to do much mirror image then was killed shortly after that.

Joshua wanted to return to the 3 tomb area and explore it, so we did. This area made the entire party tougher and more accurate (level 4). Russell III noticed a cave that might have been a tomb - he sent the Undead Hunters in alone - good call, there was a ghoul, who was no match for 2 undead hunters.

We then encountered this scared man who gave us a dagger. He said a powerful undead was nearby. Hmm, better bring everyone for this one and do protection from evil. We then charged in - yep a powerful undead indeed. In fact, only three of us had weapons that could even hurt him. Fortunately, the ones who could hurt him didnt take too long to slay this beast, so all's well that ends well.

A few more minor enemies slain (wardogs), then I did something strange in my party's eyes- I ordered the 3 people with  magical melee weapons (Misty, Hanna, Forrest) to gulp invulnerability potion, heroism potion and strength potion. This all very odd, since we had very few potions to begin with, but my warrior instinct was in over-drive - something powerful is nearby, and our people with magic weapons will have to deal with them, so they might as well be as prepared as we can. Well my instinct was right - some crazy mage Narcillus summoned two mustard jellies too! First the entire party concentrated their ranged weapons on Narcillus - he fell instantly. The people who couldn't hurt the mustard jellies fled to a safe distance, and then Misty, Hanna, and Forrest got to work. Hanna got hurt bad, but she gulped all her blue potions but one to stay alive - the threesome succeeded! Good.

One more tomb left - I told the undead hunters to a look first - 3 ghasts! Yikes! Dangerous to most of the party but not the undead hunters - Hanna and Joshua bring their wrath on the ghasts, and the world is a little bit safer place. While we left the remains alone, there was a lot of items that made no sense to be there - perhaps some mage set these ghasts to protect his loot? Regardless, if he wasn't to respect these tombs, their wishes do not concern us - we took the mages (or whoever they are) loot. These ghasts probably killed innocents in such tight spaces - since we don't know who put the ghasts here, we will just have to exact their penance this way.

We returned to Nashkel, Beregost and High Hedge to identify, bank and sell, respectively. We also encountered the contact in Feldeposte's Inn - yet another mage! He foolishly provoked us, and then almost immediately surrendered. We can't let him warn his bandit friends, and he didn't sound repentant, only that he got caught - that's not enough and we ended his evil for good.

Doing all these things, we encountered numerous ambushes, but my team handles them very well - I'm proud of them.

I had a massive compulsion to return to the 3 tombs area. I returned close to the where we had exited the Nashkel Mines then did protection from evil and changed formation to be more spread out. We advance then encounter some amazon assassins! Looks like two thieves and two clerics, well armed and armored as well. We all have antidotes, so the entire party concencetrates ranged fire on a single cleric - the cleric's resistance was impressive. However, they can't get any spells off with all our fire and they fall nevertheless. Joshua getting poisoned and hurt bad but he potions to cure poison and I heal Joshua with my new-found healing I received in a dream. Then resume fire on the last cleric, they fall. Just the thieves now, and the thieves fall much quicker than their cleric friends and fall as well - no deaths.
Image IPB

Nearby, I see 3 unmarked graves, with just simple stones to denote them. No doubt these evil amazons slew that hapless party - it feels good that justice prevailed this encounter. This area is pretty safe now, I call for camp, and all of us sleep well, getting well deserved rest...

EDIT: The experience in the Valley of the Tombs has taught us that absolutely everyone needs a magical melee weapon, and ideally one capable of hurting mustard jellies. I just get the feeling those jellies won't be the last that will have to encounter. In addition, for powerful enemies that can only be hurt by magical weapons and ammo, the ranged guys need to have some magical ammo for just a situation, so we will make a stop by the Beregost Smithy soon to fix that.

I noted that magical melee weapons were pretty expensive and asked Paja if she had any ideas. She said there's some mad cleric named Bassilus that has an undead army that hasn't been killed by anyone yet - perhaps that's because he has a magical weapon? Seems as promising start as any and we go to the area that he was last seen. He did indeed have an undead army, but Hanna's talking managed to make the undead army disappear - other than protection from evil the party didn't do anything particularly special - just have all 6 paladins concentrate their ranged weapons on Bassilus. He lasted a little while, but he got zero spells off and just died. We wonder why the local militia never thought of doing something so simple...Yes, there was indeed a magical warhammer. Paja can use that, now just myself and Forrest need a magical melee weapon. We clear the area - lots of undead, some bandits, and some various wolves - no problem.

We reported our success to the mayor of Beregost, sold our junk and considered our next move - or more accurately, Paja considered our next move while the rest of us waited expecantly. We all fight great, but our lack of book knowledge really shows on this adventure - if Paja is permanently slain, we need to replace her if we can, ideally a paladin. Rest for now though....

Modifié par corey_russell, 14 août 2013 - 02:42 .


#8585
corey_russell

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 Russell III the Inquisitor - Update 4

Well journal, our short term goals have been achieved - everyone does have magical melee weapon now, as well as magical ammo for the ranged paladins - even encountered two fearsome creatures that needed the magical ammo to hit them - oh, you want details? I have time tonight to write what's happened since my last journal entry.

Forrest said he wanted to trade with the Xvart Village - perhaps we can trade for something we need. That sounded OK, in principle. However, apparently the Xvarts are extremely bloodthirsty, and their entire village attacked us en masse. While mage magic would have worked well here, we didnt need any mages - brute force and good armor and shields made us quite immune to the Xvarts attacks and they had to be slaughtered to a one - disappointing.

We also had to fight two bears, once in a cave - this however was in fact good news, as we found a magical flail for me - now only Joshua doesn't have a magical melee weapon at this point of our adventure. We also encountered what appeared to be a powerful mage or bard who had cursed items - we demanded they be handed over to be inspected - you can't offer 25 gold for a scroll of magic protection unless it would kill you - he refused and instead forced a battle. The inquisitors had true seeing up though, which meant no mirror images. Yep, the Borda character paid for his evil quickly. He did in fact have cursed items, so we made a good call.

We also found a rather mountainous area, finding a fire resistance ring for myself, some gems, rescued a hurt man named Samuel, and got a free protection from magic scroll (a REAL one, unlike Borda) from a gnome. By this point, we had enough money to buy Hanna and myself a large shield+1 so we did. Speaking of money, it feels so odd to have so much gold (about 14,000) - we can buy a house if we wanted! Not that being stationary is a good idea with assassins looking for you...We would love to buy more full plates, but have only found the one at the Beregost Smithy. The smithy did make some Ankheg armor for Forrest, so wasn't all bad I guess.

We then explored an area that had mostly wolves and various kinds of ogres, including a mean one named Arghain - we had to kill them all. But something good happened, a magical two hand sword for Joshua - we all have magical melee weapons at this point, and they call can hurt jellies too, so we are looking good in this department. In this same area we met 3 bandits lead by Billy that wanted our money or our life. We're not about to let bandits profit, and they were slain extremely quickly. Apparently bandits have 3 INT as well as us. 3 on 6 is not good odds, doubly so when the opposing group is as well as equipped as us.

Paja suggested exploring the area directly North of Nashkel. Mostly poorly equipped bandits like kobolds and hobgoblins, but we DID encounter two fearsome creatures here - vampiric wolves! Paja told us we needed to use our magical ammo for these things, so I threw 20 magical bullets to Paja, since she didn't have any. Everyone did protection from evil and equipped their magical ammo if they were ranged. We then unleashed our fury on the vampiric wolves. Everyone did a single attack on the nearest vampiric wolf and it was slain! The other one followed quickly...My troupe was proud of our victory vs. these evil creatures. Not only that, but the team felt much tougher after this fight (everyone got to level 5 - in addition everyone also gained 10 or more HP from their level ups - very unusual for being on Core rules)

After clearing the area, we rested at the Nashkel Inn. Soon, we will investigate the bandit camp - with our newfound experience, we should be able to take them on -- if not, we will die for a good cause.

#8586
Grond0

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corey_russell wrote...
we should be able to take them on -- if not, we will die for a good cause.

I vote for glory rather than death!

#8587
corey_russell

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Grond0 wrote...

corey_russell wrote...
we should be able to take them on -- if not, we will die for a good cause.

I vote for glory rather than death!


It will be glory and death - our glory, their deaths...with SCS would certainly be a different matter, but I just don't see how the bandits can come out on top - Russell III is -8 to missile weapons and good HP too.

#8588
corey_russell

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 Russell III Update 5

Well journal, we did what I said we would do - we followed up on th lead from Tranzig, the mage contact at Feldeposte's Inn. We started our search for the bandit camp in Pelvale. A flaming fist was trying to kill a drow, seemingly unjustly, so we stopped him. We don't need a weak cleric, though, so we let her be. Some repulsive large spiders were encountered, but they didn't live long so that was OK. We eventually met a bandit who commanded us to drop our weapons - I responded you won't take us alive! He made some vague threat and then he and his bandit cohorts were quickly slain. This adventure, our slings and long bows do so much damage...fortunately on the guy that challenged us, was a map to the bandit camp. Our backpacks were nearly full, however, so we explored this area a bit more, sold at the Friendly Arm Inn, then returned to deal with the bandit camp once and for all.

Quite a few bandit archers were encountered, but they didn't last long to our onslaught. At one point, Paja noticed a man in full plate approach - clearly a strong fighter, and perhaps a bandit leader. We even saw him with a magical warhammer and potions on his belt. We switched to our magical ammo, and Misty and Hanna charged with their swords. This leader fell extremely quickly, Hanna or Misty weren't even hurt. Hanna put on his full plate when she got a chance. A number of more archer bandits, but we kept our magical ammo equipped just to be safe - we are getting a ton of loot to pay for more magical ammo, so that's no problem. Just looting the many dead and the containers we could open outside filled us up again - so we sold at Friendly Arm Inn once more and returned.

Paja suspected the large tent is the one that has leads to Gorion's killer. She suggested that we do true seeing, protection from evil on everyone and resist fear - we did so. I suggested Hanna equip her darts of wounding she's been carrying around for a long time, might be nice to use on a mage if there is one.

We enter the tent and indeed, there is a mage. We let the bandits talk to us first, then I order everyone to fire their missile weapons at the mage (Venkt) - the mage suprisingly was able to take quite a few hits - however he couldn't cast anything and fell after about 2 attacks from everyone.

Paja was the only person getting hurt, she was being shot up by a suprisingly accurate hobgoblin archer (edit: Doh! Just realized I forgot to loot the bow of markmanship! Silly mistake...). Everyone then attacked the pesky hobgoblin - he couldn't take it as well as he gave, apparently. Once the hobgoblin went down, the two remaining melee bandits were of little trouble to mop up, though I did take a hit before they went down.

In this room there was a prisoner named Endai Sai - we freed him and he gave us a lot of information, most important being that we need to explore the Cloakwood when we get a chance, and as well as the chest behind him probably contains important documents.

Paja said the chest might be trapped. So for safety, everyone except Forrest left the tent - before I exited, I gave Forrest my unidentified boots, that we got from the Mulahey fellow. Forrest then opens the chest and indeed a lightning bolt hits him - Forrest moves to try not to get hit again, and is fine. He didn't take much damage, so apparently his boots help protect against lightning, good to know. Everyone comes back in and loots anything of value - might as well, dead bandits won't be need it. Misty looks at the letters in the chest, and yes, there's some sort of mine in the Cloakwood. Paja complained that we have to go into a dank and dark mine again? I told her yes, but we don't need to be in a hurry, that base isn't going anywhere, and with the bandit camp shut down, we have time.

After looting everything that we could, we sold our stuff in Beregost this time, mainly to sell our numerous scalps to Officer Vai - 1600 gold off scalps!. After selling everything, we have incredible 25,000 gold. We could get magical ammo, but seems unnecessary so far. I told my friends that we did a great deed today, and we can rest and explore the Sword Coast tomorrow.

#8589
corey_russell

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 Russell III the Inquisitor and the Hobgoblin Destroyers, Update 6
Traveling with: Hanna (Undead Hunter), Misty (Cavalier), Joshua (Undead Hunter), Forrest (Paladin), Paja (Inquisitor)

Well, journal, my paladin friends and I have done a bit more adventuring. We explored the area just south of Beregost. Tons of hobgoblins had to be defeated - with our good armor and shields, there was little these opponents could do - not even the hobgoblin elites had a chance. Also some ghouls, but they are just too slow and my team hits them too hard for them to do much. They would have held Hanna, but she's immune to their hold attack. We found 5 blue potions. Early on, this would have been a great boon. However, due to our excellent armor and shields, we rarely take damage anymore and have more blue potions than we know what to do with at the moment. Regardless, this area was cleared of hostiles without further incident. We did find some boots and returned them to Zhurlong, who robbed us then gave our gold back with a little interest.

Next area we explored was the area NW of Nashkel. Some ogres, ogrillions, skeletons, lots of gnolls, and hobgoblins. Honestly we have had to slay so many hobgoblins, I am thinking of naming our team the "Hobgoblin Destroyers". Some three bandits tried to rob us, we refused to be robbed and they said we were stupid. However, the 3 bandits were all slain, so yet another bandit was wrong. They had a mage (Jemby), but we just concentrated range fire and she fell immediately. Without their mage, these bandits just had no chance at all...We also encountered Drizzt in the area. He asked for our assistance, though it didn't appear to us he needed it.. We helped him anyways, he's supposed to be a good guy. Nothing much came of that.

We then returned to the Friendly Arm Inn. Paja suggested maybe we can take care of the "hole" in our pocket by spending our cash in Ulgoth's Beard. Sounds reasonable, we will head there tomorrow after camping outside the FAI.

#8590
corey_russell

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 Russell III the Inquisitor and the Hobgoblin Destroyers - Update 7
Traveling with: Hanna (Undead Hunter), Misty (Cavalier), Joshua (Undead Hunter), Forrest (Paladin), Paja (Inquisitor)

Well journal, the thing I've been dreading has finally happened - but more on that in a bit. We started the morning exploring this area by the coast. Lots of hobgoblins slain yet again, and some ogres and a horde of gibberlings. This man in chain tried to rob us, with the help of...yes, hobgoblins. At the same time he provoked us, we ran into a different group of hobgoblins - but us Hobgoblin Destroyers weren't worried and yes victory, once more. In the same area, a man named Jared begged for help to save him from a bear - he was easily assisted and we got some magical boots, so all good I guess.

Then we proceeded to the area north of Friendly Arm Inn. Lots of ankhegs here, but Hanna and Misty tanked great with their -6 AC. The ranged paladins as usual did great support as well. We returned Farmer Brun's boy's body to Farmer Brun - sad case. We were happy to give him 100 gold to try to assist him. In the same area, some fisherman claimed they were being persecuted - we said we would assist, if we can.

Up north, we did in fact encounter the "witch" - it was a child! And more than that, the child said her mother was killed by these "fishermen" - we will return to have a talk with those guys soon enough. But first we shopped in Ulgoth's Beard - we didn't need much, some mirror eyes potions, Martial Staff for Forrest (a +3 staff), almost a waste since he rarely melees, Greenstone amulet for Hanna - with this, we can safely explore the coastal areas, since Misty is immune to sirine charms. Finally cloak of displacement for Hanna - Hanna was willing to give the boots of avoidance to Misty, since most arrows go at those two party members.

We headed back to the Ankheg area and retrieved the bowl from Sonner. They are servants of Talos! Since they gave us the bowl, I was content to let them be, but the party all of sudden attacked and slaughtered the fisherman - guess feelings run deep (Sonner and guys turned red circle, AI did the rest). We finally returned the bowl to the child and she was pleased.

Now that I equipped the potion of mirror eyes, I was ready to explore Firewine Bridge area (surface). We encountered a swordsman named Melium who for some reason insisted on challenging my party - a mistake - I decided to use Melium's bracers for myself - they fit well. Nearby was a lady who was going crazy over a jar - Paja wanted to take a look, then all of sudden the lady died and the powerful Ogre Mage Kahrk appeared, who had a lot of buffs running. This evil must be stopped. Hanna and Misty attacked with their swords, and the ranged paladins backed off, equipped magical ammo and opened fire. I did a dispel magic, which removed many but not all of Kahrk's buffs. For some reason, Misty was a favorite target of Kahrk and took several lightning bolts and melf's arrows - enough was enough I told her to gulp a potion of magic blocking - bad timing, as Kahrk fell almost immediately. Oh well, her safety is worth it so wasnt worried about it. A scroll was found in the loot, but Paja couldn't identify it - we can always use more protection for the tougher battles.

We then proceeded north to Gullykin area. I had a bad feeling about this area, and told everyone to do the standard buffs (pro evil, true seeing, and resist fear) - indeed, 4 assassins were nearby! As usual, everyone equipped ranged weapons and fired at the nearest cater - a cleric I think - the enemies did cast a spell or two at us, but apparently we saved - the cleric falls. We next target the bard, or whatever he was - he fell quick. As usual, the melees fell soon after, though yet again Misty has to use blue potions - she's just taking a beating lately.

We then explore Gullykin - while the party was visiting with locals, I went by myself into a house and bashed a cupboard - ooh a magical sling! I brought it to Paja and she was able to indentify it and equipped. The rest of the party wasn't aware of this little larceny. Paja will return the sling once the armored fiend gets his desserts. In any case, we found a suspicious halfling in a house - he admitted into letting in the kobolds and attacked us - bad mistake.

Next up, the party did protection from evil again and Misty used her potion of absorption and heroism - the party was surpised at my order but didn't complain. We went through the secret door and found another ogre mage - he was slain quickly. I told Misty to go south by herself - she is safe from the lightning bolts, and the potion of absorption helps vs. blnt attacks as well. Well she did so, but was having trouble killing a mage throwing around a ton of spells - hmm, guess I should have let her use the frost giant potion too. But worse, the ogrillions were getting criticals and she was in danger of being killed permanently! Forrest told me we got to do something...

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I told the party to equip range weapons and attack the mage Lendarn - Misty managed to gulp a blue potion before the ogrillions got more criticals and killed her - the first death of our adventure, other than Gorion. However, almost immediately the party avenged her death and slew Lendarn.
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The party then had no difficulty slaying the remaining kobolds and ogrillions in the area. We DID have trouble looting Misty's equipment and the loot in the area - we dropped the unimportant loot, as well as didn't bother looting Misty's ranged ammo, as it is easily replaced. We walk to the nearby temple and they were able to raise Misty, thank Helm! Forrest was pleased to be re-united with his girlfriend once more.

We then returned to Beregost, sold our stuff, put excess stuff in a barrel that Paja made a little device to secure, and are considering our next move...

Modifié par corey_russell, 17 août 2013 - 01:34 .


#8591
Grond0

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Gate70/Grond0 Multiplayer attempt 25(2) - (update 2)
Tensor, human blade (Grond0) & Rache, human blade (Gate70)

Some further action for the duet saw them start off by building up their reputation - Melicamp, Ardrouine and Charleston Nib competing with Brage and Oublek for who could put in the best word.  With that up to 20 they headed for Ulgoth's Beard, Rache using spin and invisibility to loot an ankheg nest on the way.

The Nashkel mine was negotiated invisibly, while Mulahey fell victim to a stinking cloud before he could talk.  Nimbul went the same way before Tranzig was left spinning.

At the bandit camp we both made movement errors against Taugosz - he would have killed Tensor if the hit he got in had been a critical.  However, the duet survived and moved into the main tent to put down a web and stinking cloud combination.  Only Britik moved at all and he was unable to get far enough to do anything.  Rache used a couple of LMDs on Tensor and had no trouble with the lightning trap.

There were a couple of comedy moments doing a bit of catch-up work around Nashkel.  First, Tensor decided he was cut out for a career as a bounty hunter and killed Prism - missing out on Greywolf's sword.  Then the duet tried for ages to rest invisibly in Nashkel.  After eventually succeeding, Rache tried to use strength to break down a door to return the ring found in Nashkel mine - but cast the spell on the door!

On to the Cloakwood, where the duet tried to help Aldeth Sashenstar.  However, despite wearing protecting boots, Rache proved to be insufficiently protected against a call lightning.  Tensor rapidly glugged a potion of absorption before finishing the job and paying a visit to a temple.  The rest of the Cloakwood was ignored up to the mine, where 2 x web and 2 x stinking cloud were laid down for the party.  Genthore got one shot off, but the rest were already safely dead by that time.  After going invisibly down to Daveorn wand scorchers were planned for the battle horrors.  However, while running the second one round Daveorn seemed to catch a glimpse of Rache.  He released a lightning bolt in the general direction of the duet and Tensor had to hurriedly glug a potion of magic blocking to avoid bouncing death.  Daveorn saved against web and stinking cloud, but the odd way he activated seemed to have lost him the rest of his normal spells and he fell to spin attacks.

In the city we did the poison quest to get the extra tome and the Eagle Bow for Rache.  Jalantha has been a bit of a weak spot in our runs and again could easily have done damage after a lack of communication saw the intended attacks being out of sequence.  However, her flame strike spell failed right on the point of being cast and she didn't get another opportunity.  Marek himself was easy, though Tensor failed to keep watch on the movement of a commoner after Marek was safely dead and the continuing scorcher claimed another victim!  The only other difficult fight was with the dopplegangers in the Merchant League - too many of those were activated at once and they got in some telling blows.   Some running round and point-blank shooting was needed to finish them off as well as Rache trusting Tensor to correctly cast skull trap just far enough behind him!

After invisibly investigating the Iron Throne the duet were sent to Candlekeep.  The library there provided a few unknown spells before Rache did the hard work to loot the tombs.  The dopplegangers were bypassed  before laying down another web / stinking cloud combination for Prat and his gang.  Tensor and Rache both found targeting difficult among the rocks and suffered a touch of their own spells - that meant Tam was still alive when the spells ended, but he only managed to get a single shot off.  With 2 green scrolls looted from book cases the basilisks were quickly polished off and the duet emerged blinking into the sunlight.

Stats:
Tensor, blade L8, 51 HPs, 137 kills
Rache, blade L8, 44HPs, 73 kills, 2 deaths


#8592
corey_russell

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 Russell III the Inquisitor and the Hobgoblin Destroyers - Update 8

The Sword Coast is much safer now, thanks to me and my friends efforts. We explored the coast proper, and had to battle some sirines - Hanna and Misty still in front. Misty is immune to their charms, and Hanna used the greenstone amulet, fairly simple otherwise.

We found a cave with an abandoned stash, guarded by flesh golems. I ordered a rest in the cave and after killing one more flesh golem, the entire party felt much tougher (level 6). We left this part of the coast and then met a sirine named Shoal. She killed Misty, but after a single whack with Hanna's sword she agreed to resurrect Misty and she did. An Ogre Mage named Droth appeared - he was slain and now Shoal was free. There was a magical helmet, and I said I need it the most - no one argued fortunately.

I then purchased a scroll of protection from petrification from the carnival. We then explored Basilisks country. Our first order business to travel straight to the center, unprotected from their gaze. Our first major challenge in doing this was a band of adventurers lead by Kirian - they insulted us and attacked. We had buffed just before meeting them. As usual, everyone concentrates fire on the nearest caster (a cleric), then Kirian, then the melees - complete success. Paja then cast the protection from gaze attacks scroll on Hanna and Hanna moved north and west. She met a gnome who wasn't being attacked by baslisks, so she figured they were his pets - and if that's the case, she didn't wait to hear what he had to say and fired her darts of wounding at the gnome. The gnome was indeed a bad guy. Hanna was going to use a magic protection potion but she didn't need to as her darts of wounding took out the evil gnome. Hanna used darts for Greater Basilisks (so she doesn't get poisoned), and her bastard sword for normal ones. Hanna proceeded to clear hostiles from the entire map - she did well but she ran out of heal potions at the end and was 1/2 life when she finished.

With all our magical ammo, I told the team that we need to get a tome for Paja to increase her Lore - we will make a stop by Durlag's Tower. Paja asked what about traps? I told her we are getting the tome ONLY, at least once we are inside. We can kill the enemies outside, however - and that's exactly what we did. Greater Dopplegangers were pretty easy with True Sight. Once inside, we moved to the 3rd top level, and I had Misty open a chest - Misty said it might be trapped! I told her as a cavalier, her natural elemental resistances and poison resistance make her the ideal choice, at least for our group. She agreed and something did in fact try to affect her, but she resisted - good girl. And yes there was a tome inside, which the gal at the Friendly Arm Temple identified as a wisdom tome. Paja used it up.

Other than the Cloakwood, there isn't much left where we haven't been. We cleared Pelvale and Larswood of hostiles without incident. I decided we made good progress for today, and we rested to prepare for our true challenge of the Cloakwood and its beasts.

#8593
Gate70

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Rixak, male dwarf kensai
(still a couple of Kaxir anagrams left)

You know the drill. Leave Candlekeep, axe Shoal, get reputation up to 20, buy cloak/amulet from Ulgoths Beard. Kill Neville and Greywolf for their swords. Collect two girdles - Unsheys ogre hits for 34 and with 10hp left axes are used. Kill Mulahey. Exterminate the basilisks and Mutamin. The wildlife help Kirian and gang almost kill you but Korax hangs in to draw fire as you kill Peter then run. You've packed a potion of regeneration and pick off the bear / gnoll / Lindin / Baerin before returning for Kirian and another gnoll.

Kill the sirines, kill the flesh golems (girdle of bluntness plus potion of defence plus potion of absorbtion means no hits), kill the worgs for Ardrouine. Kill Tranzig. Reach level 7 with enjoyably excessive hit points : 15 + 14 + 20 (2 levels, Shoal) + 10 + 13 + 11 = 83.

*** long sword, * axe, ** two weapon style

#8594
Grond0

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Gate70/Grond0 Multiplayer attempt 25(2) - (final update)
Tensor, human blade (Grond0) & Rache, human blade (Gate70)

I could do a proper update explaining our glorious triumph in completing BG1 ... but I won't.  Instead I'll just note that summons were helpful in keeping both dukes alive at the palace and that green scrolls of magic protection were used when Sarevok was joined by the rest of the gang at the temple.  Once again summons were used at the end to bring Sarevok to bay.

Moving on to Irenicus's dungeon Tensor thought that one way to foil traps would be to use the polymorph self jelly shape.  Perhaps that wasn't such a good idea though - if you think excess stomach acid makes you feel bad then look away now!
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Subsequent testing showed that the jelly did have its 100% piercing resistance, but didn't resist any of the magic type traps (fire, acid, magic missile).  Looks like next time mirrors and/or vampiric spells will be needed.


Gate70/Grond0 Multiplayer attempt 25(3) - (final update)
Tensor, human blade (Grond0) & Roche, human blade (Gate70)

We started another game with Gate70's character re-rolled (slightly tweaked to have 18 intelligence and a name variation), but this duet fared even worse than the previous version.  The multiplayer lag was severe and Roche was ultimately shot down early in the game by a kobold that didn't even appear until its fatal arrow had been fired.  We will restart again next time with the aim of making it through BG1 without any deaths (hopefully with a better connection).

Modifié par Grond0, 17 août 2013 - 05:23 .


#8595
Gate70

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& to round off the day the kensai used a potion of free action in Ramaziths tower but the ghasts still blocked him in and killed him - too easy to hit, silly. Break time.

#8596
corey_russell

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Russell III and the Hobgoblin Destroyers - Update 9
Traveling with: Hanna (Undead Hunter), Misty (Cavalier), Joshua (Undead Hunter), Forrest (Paladin), Paja (Inquisitor)

Just a short note for you journal. Our stay in the City of Baldur's Gate was surprisingly short. Lots of tomes for Paja - she has fantastic lore for a paladin now. Only setback was I was a little careless in Razamith's Tower, and Forrest got held and killed there. Misty was not happy with me. The undead hunters could have handled the ghasts easily, there was no reason to risk the rest of the party - silly me. Fortunately a nearby Temple of Helm was able to ressurect Forrest.

The other major event was investigating the Iron Throne HQ. I was going to have the team handle the problem at the top floor, but Forrest said he wanted to avenge Misty's deaths by defeating the Iron Throne bastards by himself. I agreed, and we did a lot of equpment shuffling to give Forrest the best chance to succeed - he did in fact succeed and easily at that - main path to victory was a pro-magic scroll and arrows of detonation.
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We reported our results to Duke Eltan, and have been sent to Candlekeep - I wonder what awaits us there?

#8597
corey_russell

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 Russell III the Inquisitor - Update 10 - FINAL Update

Wow journal wow...where to begin. Well Candlekeep turned out to be a trap. We escaped via the crypts though. We used an expensive strength potion to bash some crypts open, and Prat was taken out with arrows of detonation - Forrest did the honors once again. Basislisks were in our way, but with potion of mirror eyes, Hanna and Misty cleared our exit.

I was pretty sure our standard buffs (resist fear, true sight, pro evil x6) would all we would need in the Gate - and I was right!

We then pursued Sarevok through a maze. Only tricky part is Paja used a Pro Magic scroll and went invisible via potion to set off some dangerous traps, otherwise was pretty smooth sailing. As for the Undercity, I decided that there may be another trap waiting for us, so we traveled to the Temple of Bhaal the long way around.

Time for the Final Confrontation with Gorion's Killer! And wow, what a confrontation it was. We did massive buffs before starting the fight. Then Paja went invisible and to the left and fired off a dispel magic and necklace of missiles at the dais before retreating to the party.

First Sarevok came - we unloaded on him. Semaj then appeared - the ranged paladins concentrated on Semaj, with the melees on Sarevok - Tazok approached about now as well. Semaj does die, but before he does he does a horrible thing, something we were completely unprepared for - he dispelled ALL our buffs! Without buffs, Sarevok killed Hanna, and Misty was dying. And worse, Angelo fire exploding arrows at our party, most of us having limited protection (I have 60% fire resist myself) or none. But Sarevok was near death! I should target Angelo or Sarevok, I choose Sarevok.
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Turned out it was a bad choice. Angelo slaughters everyone but me and Paja! I realize that without haste, I will get chewed up - so while Paja kept Sarevok busy I ran to Hanna's body, and picked up her haste boots and strength gauntlets - Paja dies about now, I'm all alone and Sarevok still has Angelo and Tazok helping him.
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I go invisible via potion and run to the dais and heal up. I was hoping Sarevok would kill Angelo, but no he doesn't. I have no fire resistance potions, so will have to try to take potshots at Sarevok with my sling - my bullet connects - and Angelo fires a fire arrow! He's all out of exploding arrows, yes! I take a risk and hold my position and fire another bullet at Sarevok - it connects and Gorion's murderer finally dies!
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With their leader dead, Angelo and Tazok have had enough and retreat. I return through the maze to resurrect my friends - good thing I got lots of money. Perhaps I shall head south...(Russell III and his team continuing to Amn)

Final Party Stats:
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Notes: Hanna's actual STR is 18/93 - her actual CHA is 18 - Paja's actual DEX is 9. Russell III only used one tome, DEX. Paja obviously got the most...

Modifié par corey_russell, 18 août 2013 - 06:10 .


#8598
Gate70

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Congratulations Corey.

#8599
Grond0

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Congratulations on surviving the temple bloodbath Corey. Best of luck in Amn.

#8600
Serg BlackStrider

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Congratulations, Corey! Dispel/Remove buffs is a mage's bane for fighters... Take care of your Crew in SoA!