Gate70/Grond0 Multiplayer attempt 25(4) - (update 1)
Tensor, human blade (Grond0) & Roche, human blade (Gate70)
As suggested, the duet has started again and the blades were on song in their opening session.
The standard start generated a couple of levels each from Shoal before travelling via Beregost down to Nashkel. Hulrik's xvarts provided a stern challenge - not so much themselves, but the various ogres, wolves etc that were picked up during the contest. However, plenty of running and shooting eventually cleared things and the duet moved on to Meilum - he went rapidly down in a spin.
The only real moment of danger came fighting Karlat in Beregost on the way to buy a few spells at High Hedge (particularly invisibility). Karlat soon panicked and ran upstairs; Tensor followed looking for a quick kill, but was hit twice before Roche arrived and used a rare defensive spin to occupy Karlat while he was finished off.
On to the basilisk area where Roche led the assault on the beasties under green scroll protection. Mutamin was shot down before he could talk, but Tensor failed to learn his stinking cloud scroll. Without some form of disabling spell we agreed to leave Kirian & co alone.
Unlike last time there was no mistake made in getting Greywolf's sword and the successes continued on a route through the Cloudpeaks - Zal's bracers of archery a particular prize there.
Various reputation quests got that up to 20 and allowed cheap prices at Ulgoth's Beard (Roche used friends to get charisma of 20 as well). With the Green Amulet to hand the duet went to confront the sirenes - although Tensor didn't actually use it anyway! As a result she was charmed once and Roche twice, but the sirenes all died safely. Their arrows of biting were just sufficient to finish off the golems in the treasure cave.
With the constitution tome safely acquired there was a visit to Durlag's Tower to get the tome there. A mixture of wand scorchers and skull traps along with a few magic missiles made short work of the battle horrors on the way.
The final destination of the day was Nashkel mine. The duet were pretty mean there - going down invisibly and then using dual skull traps from the shadows on Mulahey. Exiting from the mine asimilar strategy finished off the Amazons, meaning the duet will be looking for a shop at the start of the next session to reduce their burdens a bit.
Stats:
Tensor, blade L7, 35 HPs, 103 kills
Roche, blade L7, 43 HPs, 61 kills
Baldur's Gate 1 No-Reload Challenge
Débuté par
G_Admiral_Thrawn
, juil. 14 2010 09:17
#8601
Posté 18 août 2013 - 06:11
#8602
Posté 18 août 2013 - 07:01
That's pretty amazing Grond0 - only 61 kills yet Roche is level 7?
#8603
Posté 18 août 2013 - 07:25
It's not the quantity that counts it's the quality
. Shoal, all the basilisks, half a dozen sirenes and 3 flesh golems soon add up when you level up as quickly as bards do.
By the way I didn't get around to including in my previous post a nice illustration of one of the oddities of multiplayer. That is that it's not particularly unusual for enemies during ambushes to only appear to one of us. On this occasion I was gently asking Gate70 why Roche was heading straight for a dog - you can see why when you look at his view of the ambush on the right of the picture (the dog did end up biting him, but only for a minor flesh wound).
By the way I didn't get around to including in my previous post a nice illustration of one of the oddities of multiplayer. That is that it's not particularly unusual for enemies during ambushes to only appear to one of us. On this occasion I was gently asking Gate70 why Roche was heading straight for a dog - you can see why when you look at his view of the ambush on the right of the picture (the dog did end up biting him, but only for a minor flesh wound).
Modifié par Grond0, 18 août 2013 - 07:26 .
#8604
Posté 18 août 2013 - 07:36
Theo - dwarf swashbuckler (update 1)
I'm on holiday for a couple of weeks, which should be plenty of time to see if I can finally get a swashbuckler all the way
.
I was starting off with the intention of doing my normal min/max approach to rolling a character, but I got such a great natural roll that I decided to accept that unchanged. Here's Theo's resulting character record after creation.
I'm on holiday for a couple of weeks, which should be plenty of time to see if I can finally get a swashbuckler all the way
I was starting off with the intention of doing my normal min/max approach to rolling a character, but I got such a great natural roll that I decided to accept that unchanged. Here's Theo's resulting character record after creation.
#8605
Posté 18 août 2013 - 07:48
@Gron0: Where the heck are you getting your portraits? You've had some stonking portraits of late!
#8606
Posté 18 août 2013 - 10:26
Last few have been google searches, e.g. for dwarf thief portrait. Once I've found a picture I like I just crop the bits I want and resize it in Paint.
I think Theo was a portrait from Baldurs Gate Dark Alliance actually, so sort of kept in the family.
I think Theo was a portrait from Baldurs Gate Dark Alliance actually, so sort of kept in the family.
#8607
Posté 18 août 2013 - 10:28
AnonymousHero wrote...
@Gron0: Where the heck are you getting your portraits? You've had some stonking portraits of late!
Yes: Grond0 remains the king of portrait finding in my book.
Btw Grond0: Theo seems really cool. I love the the stats and the pic. Take care of him!
Btw II. If I were playing Theo, I'd definitely link him up with the Light Crossbow of Speed. Later I'd have him riping off Whirlwinds with a Kua-Toan bolt loaded Firetooth.
Modifié par Alesia_BH, 18 août 2013 - 10:34 .
#8608
Posté 19 août 2013 - 03:18
Thanks Alesia. I've played a couple of characters with crossbow proficiency recently and would normally have expected to default to short bow this time - but the portrait decided me otherwise.
#8609
Posté 19 août 2013 - 03:49
Theo - dwarf swashbuckler (update 2)
Theo's off and running. I've been taking a cautious approach with him and he's yet to take any damage from enemies or neutrals (he has hit himself twice with failed traps though).
Shoal provided her normal levelling service - some welcome above average HPs there. On to Beregost where Theo mercilessly (or possibly carelessly) shot down Algernon (I won't use the cloak, but wanted LMD Bhaal power). Invisibility potions were stolen from the big houses in Beregost and Nashkel for protection against ambushes. A further one was lifted from the potion seller at the Carnival; also acquired a green scroll of protection from petrification and the necklace of missiles there.
Rather than waste missile charges Theo just ran Greywolf round until he got tired. That provided a sword upgrade and another level (again nice HPs).
The first occasion when Theo was exposed to attack was when he moved forward slightly too much and 2 xvarts attacking Hulrik's cow activated at once. To kill them before they increased the over-supply of burgers on the Sword Coast Theo moved into melee.
On the way to Firewine Bridge Theo was slightly surprised to come across a lone basilisk - but the autopause on enemy sight allowed him to just run away without the need to use any of his invisibility potions. I had intended to pre-lay a couple of traps to speed up Meilum, but that can be difficult in Firewine because enemies that spawn there during rests don't disappear on a successful rest. Theo didn't have any luck resting and in the end just ran Meilum round using his crossbow.
Back in Beregost some traps did help out against spiders and then Karlat, before Theo headed north to the FAI, picking up the ogre's belt on the way. Tarnesh failed to get close enough to talk, allowing Theo to pick up the pantaloons and return Landrin's goods in peace.
Proceeds from the ring of wizardry allowed Theo to buy the light crossbow of speed (first target down Alesia). With that in hand he went to the basilisk area to try and cut off the source of beastly ambushes. The southern group soon got him to level 6 and the northern group to level 7 (first disappointing HP roll there). Korax helped with Mutamin, but didn't do too much damage to Kirian's party. Theo used the necklace of missiles a couple of times on them, along with stealth shots. He also had to use a potion of invisibility when Peter turned up unexpectedly at one point, though that was replaced by the one Lindin carried.
Heading for the Nashkel mine Theo triggered a bandit ambush. Initially only some dogs turned up, which made me slow to react when the bandits teleported in in support. Hence, a number of them got a shot in before Theo took a potion of invisibility - his belt of piercing saving him from damage there. The mine itself was simple - Theo sneaked down to Mulahey and shot him without letting him close enough to talk.
Theo successfully dodged the revenant to get the potion of invisibility from its tomb without giving it the dagger. He didn't bother with the other tombs before returning to Nashkel. There, Nimbul was another who chased Theo vainly, hoping to get a word in edgewise.
Stats
Theo, swashbuckler L7, 44 HPs (average would be 41), kills 71
Theo's off and running. I've been taking a cautious approach with him and he's yet to take any damage from enemies or neutrals (he has hit himself twice with failed traps though).
Shoal provided her normal levelling service - some welcome above average HPs there. On to Beregost where Theo mercilessly (or possibly carelessly) shot down Algernon (I won't use the cloak, but wanted LMD Bhaal power). Invisibility potions were stolen from the big houses in Beregost and Nashkel for protection against ambushes. A further one was lifted from the potion seller at the Carnival; also acquired a green scroll of protection from petrification and the necklace of missiles there.
Rather than waste missile charges Theo just ran Greywolf round until he got tired. That provided a sword upgrade and another level (again nice HPs).
The first occasion when Theo was exposed to attack was when he moved forward slightly too much and 2 xvarts attacking Hulrik's cow activated at once. To kill them before they increased the over-supply of burgers on the Sword Coast Theo moved into melee.
On the way to Firewine Bridge Theo was slightly surprised to come across a lone basilisk - but the autopause on enemy sight allowed him to just run away without the need to use any of his invisibility potions. I had intended to pre-lay a couple of traps to speed up Meilum, but that can be difficult in Firewine because enemies that spawn there during rests don't disappear on a successful rest. Theo didn't have any luck resting and in the end just ran Meilum round using his crossbow.
Back in Beregost some traps did help out against spiders and then Karlat, before Theo headed north to the FAI, picking up the ogre's belt on the way. Tarnesh failed to get close enough to talk, allowing Theo to pick up the pantaloons and return Landrin's goods in peace.
Proceeds from the ring of wizardry allowed Theo to buy the light crossbow of speed (first target down Alesia). With that in hand he went to the basilisk area to try and cut off the source of beastly ambushes. The southern group soon got him to level 6 and the northern group to level 7 (first disappointing HP roll there). Korax helped with Mutamin, but didn't do too much damage to Kirian's party. Theo used the necklace of missiles a couple of times on them, along with stealth shots. He also had to use a potion of invisibility when Peter turned up unexpectedly at one point, though that was replaced by the one Lindin carried.
Heading for the Nashkel mine Theo triggered a bandit ambush. Initially only some dogs turned up, which made me slow to react when the bandits teleported in in support. Hence, a number of them got a shot in before Theo took a potion of invisibility - his belt of piercing saving him from damage there. The mine itself was simple - Theo sneaked down to Mulahey and shot him without letting him close enough to talk.
Theo successfully dodged the revenant to get the potion of invisibility from its tomb without giving it the dagger. He didn't bother with the other tombs before returning to Nashkel. There, Nimbul was another who chased Theo vainly, hoping to get a word in edgewise.
Stats
Theo, swashbuckler L7, 44 HPs (average would be 41), kills 71
#8610
Posté 19 août 2013 - 05:58
Gate70/Grond0 Multiplayer attempt 25(4) - (update 2)
Tensor, human blade (Grond0) & Roche, human blade (Gate70)
I commented to Gate70 at the start of last night's session that I had a good feeling about this run. You'll be surprised to learn therefore that it's still going!
After completing the mine last time the duet started off back in Nashkel. A strength spell allowed Joseph's ring to be returned before Nimbul fell under a magic missile assault.
Off to Beregost where 2 stacked strength spells allowed Tensor to break open the container with a bastard sword +1 in for Roche (stacking those spells should not work, but does so if cast on the MP companion). Tranzig survived a skull trap, but not the magic missile follow-up, opening up the route to the Bandit Camp.
At the camp the bandits needed a critical to shoot Tensor through all his missile protections. They did still score with a number of those, including one nasty one here. However, Tensor was never actually in danger from them. Taugosz got caught in a web before the duo went invisibly into the tent. Tensor used a couple of webs to keep the opponents quiet while spinning arrows and skull traps finished them off, though she did have to rely on Roche to finish off Raemon after blundering into the web trying to find a line of sight on him.
In the Cloakwood Roche was keen to help Aldeth Sashenstar in order to get his bastard sword in Baldur's Gate. The plan was for him to take a potion to protect against lightning if Seniyad looked like completing his spell. The potion gulp was too late to protect against an initial lightning strike, but did prevent a follow-up strike from causing further damage / death. The rest of the Cloakwood encounters were avoided on the way to the mine. The party there were treated to a double web, double skull trap opening that effectively ended the contest.
The duet then went invisible and moved on down to Daveorn. Opening skulltraps were intended to cover both the mage and his horrors, but the latter saw the attacks coming and avoided them. However, both blades went invisible to leave the horrors stuck in a corner. They then finished off Daveorn with a pair of magic missiles before his dimension door could snatch him away. The battle horrors were fireballed into submission without the duet showing themselves again.
After flooding the mine the duet made their way to the City and upgraded their spell books. The first target was the poison quest to get the Eagle Bow. Jalantha failed to survive a pair of skull traps, while Marek was the victim of a first spin dual-wield attack from Tensor. The Cloak of Balduran was safely obtained and Ramazith's tower ransacked before an assault on the Merchant League. We still didn't quite get that right; the pillars on the top floor make it tricky to target dopplegangers without others becoming involved and we ended up with all of them active at once. However, skull traps and wand scorchers rapidly decimated them without any problems. {Edit: forgot to say that I clicked on the wrong conversation option with Aldeth initially. Thankfully for the sake of harmony in the duet he was willing to offer a second chance to take his quest.}
After the Merchant League practice the few dopplegangers at the Seven Suns posed no difficulty and Tensor moved on to investigate the Iron Throne invisibly. The duet will report on their findings to Duke Eltan next time.
Stats:
Tensor, blade L8, 43 HPs, 142 kills
Roche, blade L8, 49 HPs, 99 kills
Tensor, human blade (Grond0) & Roche, human blade (Gate70)
I commented to Gate70 at the start of last night's session that I had a good feeling about this run. You'll be surprised to learn therefore that it's still going!
After completing the mine last time the duet started off back in Nashkel. A strength spell allowed Joseph's ring to be returned before Nimbul fell under a magic missile assault.
Off to Beregost where 2 stacked strength spells allowed Tensor to break open the container with a bastard sword +1 in for Roche (stacking those spells should not work, but does so if cast on the MP companion). Tranzig survived a skull trap, but not the magic missile follow-up, opening up the route to the Bandit Camp.
At the camp the bandits needed a critical to shoot Tensor through all his missile protections. They did still score with a number of those, including one nasty one here. However, Tensor was never actually in danger from them. Taugosz got caught in a web before the duo went invisibly into the tent. Tensor used a couple of webs to keep the opponents quiet while spinning arrows and skull traps finished them off, though she did have to rely on Roche to finish off Raemon after blundering into the web trying to find a line of sight on him.
In the Cloakwood Roche was keen to help Aldeth Sashenstar in order to get his bastard sword in Baldur's Gate. The plan was for him to take a potion to protect against lightning if Seniyad looked like completing his spell. The potion gulp was too late to protect against an initial lightning strike, but did prevent a follow-up strike from causing further damage / death. The rest of the Cloakwood encounters were avoided on the way to the mine. The party there were treated to a double web, double skull trap opening that effectively ended the contest.
The duet then went invisible and moved on down to Daveorn. Opening skulltraps were intended to cover both the mage and his horrors, but the latter saw the attacks coming and avoided them. However, both blades went invisible to leave the horrors stuck in a corner. They then finished off Daveorn with a pair of magic missiles before his dimension door could snatch him away. The battle horrors were fireballed into submission without the duet showing themselves again.
After flooding the mine the duet made their way to the City and upgraded their spell books. The first target was the poison quest to get the Eagle Bow. Jalantha failed to survive a pair of skull traps, while Marek was the victim of a first spin dual-wield attack from Tensor. The Cloak of Balduran was safely obtained and Ramazith's tower ransacked before an assault on the Merchant League. We still didn't quite get that right; the pillars on the top floor make it tricky to target dopplegangers without others becoming involved and we ended up with all of them active at once. However, skull traps and wand scorchers rapidly decimated them without any problems. {Edit: forgot to say that I clicked on the wrong conversation option with Aldeth initially. Thankfully for the sake of harmony in the duet he was willing to offer a second chance to take his quest.}
After the Merchant League practice the few dopplegangers at the Seven Suns posed no difficulty and Tensor moved on to investigate the Iron Throne invisibly. The duet will report on their findings to Duke Eltan next time.
Stats:
Tensor, blade L8, 43 HPs, 142 kills
Roche, blade L8, 49 HPs, 99 kills
Modifié par Grond0, 19 août 2013 - 06:04 .
#8611
Posté 19 août 2013 - 06:20
Just a quick note - I attempted a solo gnomish Kensai, but got killed by Silke (a lot of my solos die to Silke for some reason). Current run is a half-elf assassin (group play), assisted by Jaheira, Khalid, Imoen, and Garrick. We have just solved the mines problem. Khalid got held and killed in the mines, but not chunked so all good, so far anyways. It's interesting, but certainly isn't a powerful group, like the two blades in another run that is ongoing...
#8612
Posté 19 août 2013 - 07:01
Best of luck Corey.
Wrecking Crew VIII (update 1)
I decided that running BGT single player and multi-player games at the same time wasn't confusing enough, so will also be whiling away some of my holiday having another go with my Wrecking Crew of dwarf fighters in an SCS setup. In earlier attempts at that it was essentially a BG1 challenge, with severe play restrictions imposed on the characters. However, as they finally managed last time to make it through to Amn I feel they should be given a proper chance there; so this run there will be no restrictions on them.
Here's a screenshot of them in Candlekeep.

All have maximum constitution and dexterity and 18(90+) strength. Flail is the designated lead character and has the maximum dwarf charisma of 16. Their main weapon specialisms are self-explanatory, with the exception of Boss who will use a short bow. However, in BG1 the vast majority of their fighting will be using missiles and they all have a secondary specialty in different missile weapons.
Wrecking Crew VIII (update 1)
I decided that running BGT single player and multi-player games at the same time wasn't confusing enough, so will also be whiling away some of my holiday having another go with my Wrecking Crew of dwarf fighters in an SCS setup. In earlier attempts at that it was essentially a BG1 challenge, with severe play restrictions imposed on the characters. However, as they finally managed last time to make it through to Amn I feel they should be given a proper chance there; so this run there will be no restrictions on them.
Here's a screenshot of them in Candlekeep.

All have maximum constitution and dexterity and 18(90+) strength. Flail is the designated lead character and has the maximum dwarf charisma of 16. Their main weapon specialisms are self-explanatory, with the exception of Boss who will use a short bow. However, in BG1 the vast majority of their fighting will be using missiles and they all have a secondary specialty in different missile weapons.
#8613
Posté 19 août 2013 - 08:11
Safe travels to all of you, friends!
#8614
Posté 19 août 2013 - 05:25
Wrecking Crew VIII (update 2)
The Crew have made a good start on cleaning up the Sword Coast. They are about to tackle the Nashkel mine, with all areas south of Beregost already cleared except Durlag's Tower and the lighthouse.
Initially they equipped themselves with weapons in Candlekeep, although only Flail got a suit of armour. However, the Flaming Fist south of Beregost provided 4 suits of plate and the ankheg armour at Nashkel completed their basic equipment requirements.
With the green scroll of protection from petrification in hand the Crew made their way north (Arghain's sword for 2-H and saved Hulrik's cow) then west to Firewine Bridge (Bentan's scroll & Meilum's bracers) before proceeding to the basilisk area. As the one with the best weapon (composite long bow) 2-H took the bracers and soloed the basilisks. At the start of the area everyone was nearing level 2. Killing the separated basilisks got everyone to level 3. Korax joined in to help with Mutamin, but I decided to leave Kirian's party alone for now.
Cleared the Cloudpeak areas without incident, getting up to L4 on the process. Carried on clearing the southern areas, still without anyone getting badly damaged (other than Samuel, who I waited too long to return to the FAI and he died of his injuries). I was also working on getting everyone a proficient magic weapon. As part of that Bassilus was targeted. His extra healing potions kept him going quite a while, but he eventually fell to concentrated fire at a cost of 1 character being held and no injuries. Narcillicus managed to disable 4 of the party with various spells, but still without doing any real damage. Clearing the rest of the Valley of the Tombs got everyone to level 5.
The Doomsayer probably did as much damage as anything prior to Kahrk, which wasn't a lot. For the ogre mage Boss initially tried to draw out his spells using a green scroll of magic protection, but Kahrk played the typical SCS dirty trick of not casting at someone immune to spells. He then played a really nasty trick by dimension dooring to the others even without having seen any sign of them up to that point. The rest of the party managed to avoid the subsequent sunfire and break contact (though Hammer had to use a potion of magic blocking to stay safe) before taking it in turns to show themselves and absorb spell damage until Kahrk ran dry. He was thenrun round in circles until his stoneskins, healing potions and HPs were exhausted.
The Wolf of Ulcaster was another potentially hard fight, but that one was negotiated nicely to plan for the cost of a potion of clarity. Flail absorbed the initial howl of terror while the others stayed safely away. Some ghouls were summoned, but didn't hit anyone in the short time they survived and the Crew were then able to finish off the Wolf.
Magic has been pretty sparingly used so far. Apart from the potions of clarity and magic blocking referred to above Boss also used a potion of speed to help in the early stages with Kahrk. The only use of healing potions so far was to repair damage caused by kobold arrows in getting down into the Ulcaster dungeon. No other items have been used, though I will probably buy the necklace of missiles and Horn of Kazgoroth at some stage.
Stats:
Flail, fighter L5, 57 HPs, 96 kills
Hammer, fighter L5, 60 HPs, 137 kills
2-H, fighter L5, 54 HPs, 145 kills
Axe, fighter L5, 46 HPs, 96 kills
Boss, fighter L5, 52 HPs, 167 kills
Halberd, fighter L5, 50 HPs, 124 kills
The Crew have made a good start on cleaning up the Sword Coast. They are about to tackle the Nashkel mine, with all areas south of Beregost already cleared except Durlag's Tower and the lighthouse.
Initially they equipped themselves with weapons in Candlekeep, although only Flail got a suit of armour. However, the Flaming Fist south of Beregost provided 4 suits of plate and the ankheg armour at Nashkel completed their basic equipment requirements.
With the green scroll of protection from petrification in hand the Crew made their way north (Arghain's sword for 2-H and saved Hulrik's cow) then west to Firewine Bridge (Bentan's scroll & Meilum's bracers) before proceeding to the basilisk area. As the one with the best weapon (composite long bow) 2-H took the bracers and soloed the basilisks. At the start of the area everyone was nearing level 2. Killing the separated basilisks got everyone to level 3. Korax joined in to help with Mutamin, but I decided to leave Kirian's party alone for now.
Cleared the Cloudpeak areas without incident, getting up to L4 on the process. Carried on clearing the southern areas, still without anyone getting badly damaged (other than Samuel, who I waited too long to return to the FAI and he died of his injuries). I was also working on getting everyone a proficient magic weapon. As part of that Bassilus was targeted. His extra healing potions kept him going quite a while, but he eventually fell to concentrated fire at a cost of 1 character being held and no injuries. Narcillicus managed to disable 4 of the party with various spells, but still without doing any real damage. Clearing the rest of the Valley of the Tombs got everyone to level 5.
The Doomsayer probably did as much damage as anything prior to Kahrk, which wasn't a lot. For the ogre mage Boss initially tried to draw out his spells using a green scroll of magic protection, but Kahrk played the typical SCS dirty trick of not casting at someone immune to spells. He then played a really nasty trick by dimension dooring to the others even without having seen any sign of them up to that point. The rest of the party managed to avoid the subsequent sunfire and break contact (though Hammer had to use a potion of magic blocking to stay safe) before taking it in turns to show themselves and absorb spell damage until Kahrk ran dry. He was thenrun round in circles until his stoneskins, healing potions and HPs were exhausted.
The Wolf of Ulcaster was another potentially hard fight, but that one was negotiated nicely to plan for the cost of a potion of clarity. Flail absorbed the initial howl of terror while the others stayed safely away. Some ghouls were summoned, but didn't hit anyone in the short time they survived and the Crew were then able to finish off the Wolf.
Magic has been pretty sparingly used so far. Apart from the potions of clarity and magic blocking referred to above Boss also used a potion of speed to help in the early stages with Kahrk. The only use of healing potions so far was to repair damage caused by kobold arrows in getting down into the Ulcaster dungeon. No other items have been used, though I will probably buy the necklace of missiles and Horn of Kazgoroth at some stage.
Stats:
Flail, fighter L5, 57 HPs, 96 kills
Hammer, fighter L5, 60 HPs, 137 kills
2-H, fighter L5, 54 HPs, 145 kills
Axe, fighter L5, 46 HPs, 96 kills
Boss, fighter L5, 52 HPs, 167 kills
Halberd, fighter L5, 50 HPs, 124 kills
#8615
Posté 19 août 2013 - 07:06
"9 big mean weapons" roars Erral, then adds in a whisper "and sneak me in some armour, a nice little dagger and a bow please".
2 long swords for the windswept half elf.

1 two handed sword for the hulking half-orc.

2 scimitars for the savage gnome.

2 shortswords for the gallant halfling.

2 bastard swords for the bloody dwarf

Dagger and shortbow for the man with no scimitar (yet, if ever).
2 long swords for the windswept half elf.

1 two handed sword for the hulking half-orc.

2 scimitars for the savage gnome.

2 shortswords for the gallant halfling.

2 bastard swords for the bloody dwarf

Dagger and shortbow for the man with no scimitar (yet, if ever).
#8616
Posté 19 août 2013 - 08:55
Looks good Gate. I'll enjoy reading about the trail of mayhem and destruction laid down by that lot - though the swashie looks a bit lonely!
#8617
Posté 19 août 2013 - 08:56
Very interesting group, Gate70. Looks like fun team. Best of luck with them.
#8618
Posté 19 août 2013 - 09:35
I'm not sure I'll get much time until later in the week, they're still in Candlekeep at the moment and have 1 kill between them. A full party attack saw Erral ice Carbos so the 5 kensai's have some explaining to do.
#8619
Posté 19 août 2013 - 10:57
We forget to return a book to Phyldia before leaving Candlekeep and witness the death of Gorion. The Friendly Arm Inn is anything but. A few hobgoblins are killed, while Tarnesh walks into a crescent of blades.
We head straight to the beach and use our six levels of skill (one each) to cut down some unusual wolves and a ghoulish fiend that reminds me of Nomesai. Our confidence is high then Nomesai takes one for the team as Shoal purses her lips. We've soon convinced her to raise him and crescent ourselves as an ogre mage arrives. It is Droth, and he avoids our blades to turn invisible, sends four of us for a nap and suggest that Nomesai should attack me. I shall run... run like the wind...
Nomesi gives chase as the others wake up, but Droth has done with words and hacks Redsai, Halfsai and Kensette apart. Erral plays a wicked game of run and shoot until he too is charmed. Nomesai has long since recovered but is taking his time to glug a potion.

Droth re-charms Erral and is then badly wounded - Nomesai and I have worked out it is safer to stay away for a while. Erral takes a third charm as Droth starts to drip his last blood, and as the charm expires Erral aims and misses. A critical hit is not enough to finish Droth and as Erral runs Shoal is electrocuted. Grumble.
Erral is worn out but grabs some more arrows from his backpack and turns to shoot but Droth also receives some divine intervention from above. Grumble grumble.

At least we have the helm of unwearable defence should the weather turn against us. 300gp sees the Beregost temple re-roofed and Mr Super Important Keldath suggests we should return soon, and often.
Astel, kensai 1. 3 kills, dread wolf (hmm, Sarevokism's.Letsa. Least. Stale. Steal. Teals. Tales. Slate. Tesla).
Kensette, kensai 1. 2 kills, ghoul. 1 death.
Nomesai, kensai 1. 3 kills, dire wolf. 1 death (a bonus from Shoal).
Halfsai, kensai 1. 3 kills, hobgoblin. 1 death.
Redsai, kensai 1. 2 kills, hobgoblin. 1 death.
Erral, swashbuckler 1. 4 kills, hobgoblin.
We head straight to the beach and use our six levels of skill (one each) to cut down some unusual wolves and a ghoulish fiend that reminds me of Nomesai. Our confidence is high then Nomesai takes one for the team as Shoal purses her lips. We've soon convinced her to raise him and crescent ourselves as an ogre mage arrives. It is Droth, and he avoids our blades to turn invisible, sends four of us for a nap and suggest that Nomesai should attack me. I shall run... run like the wind...
Nomesi gives chase as the others wake up, but Droth has done with words and hacks Redsai, Halfsai and Kensette apart. Erral plays a wicked game of run and shoot until he too is charmed. Nomesai has long since recovered but is taking his time to glug a potion.

Droth re-charms Erral and is then badly wounded - Nomesai and I have worked out it is safer to stay away for a while. Erral takes a third charm as Droth starts to drip his last blood, and as the charm expires Erral aims and misses. A critical hit is not enough to finish Droth and as Erral runs Shoal is electrocuted. Grumble.
Erral is worn out but grabs some more arrows from his backpack and turns to shoot but Droth also receives some divine intervention from above. Grumble grumble.

At least we have the helm of unwearable defence should the weather turn against us. 300gp sees the Beregost temple re-roofed and Mr Super Important Keldath suggests we should return soon, and often.
Astel, kensai 1. 3 kills, dread wolf (hmm, Sarevokism's.
Kensette, kensai 1. 2 kills, ghoul. 1 death.
Nomesai, kensai 1. 3 kills, dire wolf. 1 death (a bonus from Shoal).
Halfsai, kensai 1. 3 kills, hobgoblin. 1 death.
Redsai, kensai 1. 2 kills, hobgoblin. 1 death.
Erral, swashbuckler 1. 4 kills, hobgoblin.
Modifié par Gate70, 19 août 2013 - 11:04 .
#8620
Posté 20 août 2013 - 12:04
Sounds like quite the adventure you're having there Gate70. But with 5 Kensais and no healer, how could your adventure be anything less? Fun write-ups, keep it up.
#8621
Posté 20 août 2013 - 02:47
Theo - dwarf swashbuckler (update 3)
At the end of the last session Theo had to use an invisibility potion in a bandit ambush. This session started similarly when once more the bandits appeared belatedly. However, this time I was expecting it and only 2 of them managed to get shots off (both missing) before Theo disappeared again.
Tranzig died in a trap allowing Theo to move on to the bandit camp. He was able to use stealth there to nip in to the main tent, disarm the trap, investigate the chest and leave again without anyone being the wiser.
He stealthed through the Cloakwood without any encounters, using the potion of freedom from the revenant's tomb to avoid any danger from web traps.
At the Cloakwood mine Drasus managed to survive 5 pre-laid traps, but the 2 LMDs while he was chasing Theo proved to be the straw that broke the camel's back. He stealthed past the remainder of the party and into the mine. A stealth failure there meant he used a potion of invisibility to get safely past the ghasts (only 1 potion left now) and he went on down to Daveorn. Stealth attacks killed the initial guard. Theo tried to disarm the traps, but his skill was insufficient for the last one. He then got into a bit of a tangle when trying to lay traps for Daveorn and not taking the time to ensure resting was safe. As a result he was blocked in by groups of guards upstairs and downstairs. A nicely judged fireball opened a space up for him and he eventually managed to rest. However, I lost patience with trying to put down traps and decided to attack Daveorn directly. The potion of magic blocking from the bandit camp protected against the last trap and Daveorn's lightning bolt and fireball. Theo's stealth again broke at the wrong time, forcing him to use his last invisibility potion against a hold person, but shots and LMD then finished Daveorn off without further trouble. He used stealth attacks on the mustard jelly to loot a bit more treasure.
After stopping at High Hedge to sell surplus equipment and buy the Claw of Kazgoroth Theo headed north. A third bandit ambush triggered there and this time Theo was out of potions of invisibility and was hit by a critical just before he could escape - first damage caused by an enemy.
A farmer was reunited (sort of) with his son (using a potion of strength to carry him and stealthing to avoid the ankhegs). Some fishermen were killed for the glory of Umberlee - Tenya giving up the fight immediately after being hit by a single trap. At Ulgoth's Beard Theo had just enough money for the Greenstone Amulet and Cloak of Displacement. Only one of the four pre-laid traps was required to ensure Dushai's Ring of Free Action also passed into his possession.
Before going into the city Theo did some clean-up work:
- a tome hunt started at Durlag's Tower with the help of the Amulet. It continued with a trip through the Cloudpeaks to the Gnoll Stronghold and concluded with more work for the Amulet to hold off various sirenes at the lighthouse area (getting to level 8 there, with another nice 8 HPs). There was one nasty moment when Theo was damaged again - this time rather more seriously! He had laid traps for Sil and the sirenes, but not needed them and tried to lead the golems out into those. However, they kept losing lock on him when he moved around corners and he let one get too close as a result. At that point he just finished them off with his crossbow rather than trying for the extra style points.
- Theo polished his pickpocketing skills up with a potion to relieve Bentan of a scroll that was clearly too heavy for him.
- there were a couple of reputation quests done during the tome hunt, but completing most of those outstanding soon got Theo up to reputation 20. He had to use both his remaining strength potions to lug Samuel back to the FAI (thanks to a ghast ambush), but otherwise the only glitch during that stage was abandoning the attempt to trap the doomsayer and getting a lift back to Nashkel with Brage.
Theo has just arrived safely in Baldur's Gate.
Stats:
Theo, swashbuckler L8, 52 HPs, kills 130
At the end of the last session Theo had to use an invisibility potion in a bandit ambush. This session started similarly when once more the bandits appeared belatedly. However, this time I was expecting it and only 2 of them managed to get shots off (both missing) before Theo disappeared again.
Tranzig died in a trap allowing Theo to move on to the bandit camp. He was able to use stealth there to nip in to the main tent, disarm the trap, investigate the chest and leave again without anyone being the wiser.
He stealthed through the Cloakwood without any encounters, using the potion of freedom from the revenant's tomb to avoid any danger from web traps.
At the Cloakwood mine Drasus managed to survive 5 pre-laid traps, but the 2 LMDs while he was chasing Theo proved to be the straw that broke the camel's back. He stealthed past the remainder of the party and into the mine. A stealth failure there meant he used a potion of invisibility to get safely past the ghasts (only 1 potion left now) and he went on down to Daveorn. Stealth attacks killed the initial guard. Theo tried to disarm the traps, but his skill was insufficient for the last one. He then got into a bit of a tangle when trying to lay traps for Daveorn and not taking the time to ensure resting was safe. As a result he was blocked in by groups of guards upstairs and downstairs. A nicely judged fireball opened a space up for him and he eventually managed to rest. However, I lost patience with trying to put down traps and decided to attack Daveorn directly. The potion of magic blocking from the bandit camp protected against the last trap and Daveorn's lightning bolt and fireball. Theo's stealth again broke at the wrong time, forcing him to use his last invisibility potion against a hold person, but shots and LMD then finished Daveorn off without further trouble. He used stealth attacks on the mustard jelly to loot a bit more treasure.
After stopping at High Hedge to sell surplus equipment and buy the Claw of Kazgoroth Theo headed north. A third bandit ambush triggered there and this time Theo was out of potions of invisibility and was hit by a critical just before he could escape - first damage caused by an enemy.
A farmer was reunited (sort of) with his son (using a potion of strength to carry him and stealthing to avoid the ankhegs). Some fishermen were killed for the glory of Umberlee - Tenya giving up the fight immediately after being hit by a single trap. At Ulgoth's Beard Theo had just enough money for the Greenstone Amulet and Cloak of Displacement. Only one of the four pre-laid traps was required to ensure Dushai's Ring of Free Action also passed into his possession.
Before going into the city Theo did some clean-up work:
- a tome hunt started at Durlag's Tower with the help of the Amulet. It continued with a trip through the Cloudpeaks to the Gnoll Stronghold and concluded with more work for the Amulet to hold off various sirenes at the lighthouse area (getting to level 8 there, with another nice 8 HPs). There was one nasty moment when Theo was damaged again - this time rather more seriously! He had laid traps for Sil and the sirenes, but not needed them and tried to lead the golems out into those. However, they kept losing lock on him when he moved around corners and he let one get too close as a result. At that point he just finished them off with his crossbow rather than trying for the extra style points.
- Theo polished his pickpocketing skills up with a potion to relieve Bentan of a scroll that was clearly too heavy for him.
- there were a couple of reputation quests done during the tome hunt, but completing most of those outstanding soon got Theo up to reputation 20. He had to use both his remaining strength potions to lug Samuel back to the FAI (thanks to a ghast ambush), but otherwise the only glitch during that stage was abandoning the attempt to trap the doomsayer and getting a lift back to Nashkel with Brage.
Theo has just arrived safely in Baldur's Gate.
Stats:
Theo, swashbuckler L8, 52 HPs, kills 130
Modifié par Grond0, 20 août 2013 - 02:48 .
#8622
Posté 20 août 2013 - 03:22
Wrecking Crew VIII (update 3)
The City is feeling crowded this morning with the Crew having joined Theo in Baldur's Gate.
There were no problems going through the Nashkel mines, though the sheer number of kobolds meant Flail took a number of hits and she used several healing potions before confronting Mulahey. A first use of fireball saw Mulahey try to surrender. His offer was rejected but the cleric would have died a fraction of a second later anyway as a result of missiles already fired.
Back in Nashkel the Crew shared magic missile damage from Nimbul around to keep everyone safe before moving on to Beregost. Tranzig's choice of ray of enfeeblement for his only spell was sub-optimal and the Crew swiftly moved on. In order to try and get Tazok's bracers the Crew were intending to cadge a lift to the Bandit Camp from Teven. However, on the way to Larswood the Amazons ambushed them at the Friendly Arm Inn. Boss kept moving round and left Flail to be targeted by the backstabbers and the ambush was fought off with negligible damage.
Arriving at the camp Tazok was soon forced to give up. He rapidly took several more hits and was in the middle of the group and seemed certain to die. Unfortunately, rather than trying to run, he just disappeared into thin air taking his bracers with him. Rather than risk trying to run out of the bandit tent into a horde of enemies, the Crew initiated the conflict outside. On their first attempt they just failed to kill Venkt before he started casting horror and they had to make a run for it and rest at the FAI. Coming back again they were more successful - Boss getting the killing touch with a Bhaal drain. Taugosz was also killed there and his equipment picked up before the Crew turned to run and shoot tactics, while Hammer helped out with a couple of fireballs. Along with a few more healing potions that allowed them to finish off opposition without retreating again and they had leisure to pick up loot from the bodies and investigate the main tent.
In the first Cloakwood area Seniyad failed to get a spell away. Rather than continue at that point though I thought I needed more protection against the SCS spiders and headed north. An ankheg nest was swiftly looted and a few more ankhegs and a chat with Farmer Brun got everyone to level 6. Again a generally poor set of rolls there with cumulative HPs now over 30 below average. On the bright side Flail is the only one with above average HPs and is the one most in need of them as the lead character.
On to Ulgoth's Beard where Flail realised the Crew was short of funds. After a visit to a temple to identify some magical items for sale they returned and bought the Green Amulet, invisibility ring and Cloak of Displacement. Before leaving the area Dushai was surrounded and hacked down before he knew what was happening (the mayhem passing unnoticed by villagers as Dushai didn't have time to go hostile).
In the second Cloakwood area Dushai's ring was used to trigger the web traps and then passed around as necessary to defend against Centeol's spiders - there was just time to do that here with simultaneous webs in transition, but aiming at the 1st and second rank of characters. The intention was to just pick up the potion of invulnerability on the way through the rest of the Cloakwood to the mine. However, axe ran out of throwing axes at the wrong time and moved forward into sight of the Hamadryad so the Crew had to fight her. She died quite quickly, but charmed Axe, who chased Flail around the area for some time.
After a trip back to civilisation to get more throwing axes the Crew arrived at the Cloakwood Mine. After activating Drasus they immediately retreated to the previous area before returning to get a better strategic situation. Drasus came after them on his own and died. Genthore was then also caught alone and swiftly dispatched. Next was Rezdan; another retreat and return getting him on his own. His buffs kept him going quite a while, but he only managed to confuse Flail and did no damage. Kysus did a little bit better - his summons keeping the Crew occupied for a bit while he used a couple of direct damage spells on Flail. After eventually managing to rest and heal they were able to move on into the Mine.
The Crew swept aside Hareishan and her guards by using area transitions and moved on down to Daveorn. Similar tactics there produced a similar result. The Crew dissolved a jelly to get a bit more treasure, flooded the mine and headed for Baldur's Gate.
Stats:
Flail, fighter L6, 71 HPs, 170 kills
Hammer, fighter L6, 66 HPs, 241 kills
2-H, fighter L6, 62 HPs, 232 kills
Axe, fighter L6, 55 HPs, 151 kills
Boss, fighter L6, 61 HPs, 243 kills
Halberd, fighter L6, 59 HPs, 203 kills
The City is feeling crowded this morning with the Crew having joined Theo in Baldur's Gate.
There were no problems going through the Nashkel mines, though the sheer number of kobolds meant Flail took a number of hits and she used several healing potions before confronting Mulahey. A first use of fireball saw Mulahey try to surrender. His offer was rejected but the cleric would have died a fraction of a second later anyway as a result of missiles already fired.
Back in Nashkel the Crew shared magic missile damage from Nimbul around to keep everyone safe before moving on to Beregost. Tranzig's choice of ray of enfeeblement for his only spell was sub-optimal and the Crew swiftly moved on. In order to try and get Tazok's bracers the Crew were intending to cadge a lift to the Bandit Camp from Teven. However, on the way to Larswood the Amazons ambushed them at the Friendly Arm Inn. Boss kept moving round and left Flail to be targeted by the backstabbers and the ambush was fought off with negligible damage.
Arriving at the camp Tazok was soon forced to give up. He rapidly took several more hits and was in the middle of the group and seemed certain to die. Unfortunately, rather than trying to run, he just disappeared into thin air taking his bracers with him. Rather than risk trying to run out of the bandit tent into a horde of enemies, the Crew initiated the conflict outside. On their first attempt they just failed to kill Venkt before he started casting horror and they had to make a run for it and rest at the FAI. Coming back again they were more successful - Boss getting the killing touch with a Bhaal drain. Taugosz was also killed there and his equipment picked up before the Crew turned to run and shoot tactics, while Hammer helped out with a couple of fireballs. Along with a few more healing potions that allowed them to finish off opposition without retreating again and they had leisure to pick up loot from the bodies and investigate the main tent.
In the first Cloakwood area Seniyad failed to get a spell away. Rather than continue at that point though I thought I needed more protection against the SCS spiders and headed north. An ankheg nest was swiftly looted and a few more ankhegs and a chat with Farmer Brun got everyone to level 6. Again a generally poor set of rolls there with cumulative HPs now over 30 below average. On the bright side Flail is the only one with above average HPs and is the one most in need of them as the lead character.
On to Ulgoth's Beard where Flail realised the Crew was short of funds. After a visit to a temple to identify some magical items for sale they returned and bought the Green Amulet, invisibility ring and Cloak of Displacement. Before leaving the area Dushai was surrounded and hacked down before he knew what was happening (the mayhem passing unnoticed by villagers as Dushai didn't have time to go hostile).
In the second Cloakwood area Dushai's ring was used to trigger the web traps and then passed around as necessary to defend against Centeol's spiders - there was just time to do that here with simultaneous webs in transition, but aiming at the 1st and second rank of characters. The intention was to just pick up the potion of invulnerability on the way through the rest of the Cloakwood to the mine. However, axe ran out of throwing axes at the wrong time and moved forward into sight of the Hamadryad so the Crew had to fight her. She died quite quickly, but charmed Axe, who chased Flail around the area for some time.
After a trip back to civilisation to get more throwing axes the Crew arrived at the Cloakwood Mine. After activating Drasus they immediately retreated to the previous area before returning to get a better strategic situation. Drasus came after them on his own and died. Genthore was then also caught alone and swiftly dispatched. Next was Rezdan; another retreat and return getting him on his own. His buffs kept him going quite a while, but he only managed to confuse Flail and did no damage. Kysus did a little bit better - his summons keeping the Crew occupied for a bit while he used a couple of direct damage spells on Flail. After eventually managing to rest and heal they were able to move on into the Mine.
The Crew swept aside Hareishan and her guards by using area transitions and moved on down to Daveorn. Similar tactics there produced a similar result. The Crew dissolved a jelly to get a bit more treasure, flooded the mine and headed for Baldur's Gate.
Stats:
Flail, fighter L6, 71 HPs, 170 kills
Hammer, fighter L6, 66 HPs, 241 kills
2-H, fighter L6, 62 HPs, 232 kills
Axe, fighter L6, 55 HPs, 151 kills
Boss, fighter L6, 61 HPs, 243 kills
Halberd, fighter L6, 59 HPs, 203 kills
#8623
Posté 20 août 2013 - 05:17
Theo - dwarf swashbuckler (update 4)
Theo made short work of his remaining tasks on the Sword Coast this morning and has been rewarded with a Monopoly trip to Athkatla (go directly to jail ...).
In the city he targeted the tomes (using potioned pickpocket to get the wisdom one rather than do the poison quest and traps for Ramazith). There was no other equipment he particularly wanted so just stocked up with invisibility and perception potions before investigating the Iron Throne, foiling a hostile take-over of the Seven Suns (I forgot Theo had told Scar earlier that he was not interested in helping with this) and returning to Candlekeep.
In the tombs the meagre XP BGT offers for thief skills proved enough to get Theo to level 9 (just the 3 HPs there). He dropped his armour (in order to avoid being encumbered by the 2 tomes recovered from sarcophagi) and stealthed out.
Back in the city, just for the hell of it, Theo pickpocketed Quenash, though turning her hostile in the process. Slythe was pulled away from his girlfriend and did well to survive a bolt of biting, 4 traps and the initial damage from a potion of firebreath - but couldn't stand the follow-up burning.
There were no risks taken at the palace, with all the greater dopplegangers being led upstairs for easy disposal.
Theo went through the maze invisibly (disarming the traps on the way) and proceeded to the temple. There he pre-laid a full quota of traps and disarmed the lightning traps before taking potions and pulling Sarevok into his traps with a bolt of lightning. With his potions of perception boosting move silently to 259 (hide in shadows of 60), Theo had no trouble in hiding round the pillars and rapidly front-stabbed Sarevok to near death. I was aiming to finish him off with a couple more traps; I'm not sure whether the second one would actually have done the job anyway (as Sarevok pauses a bit after being damaged before surrendering), but a final bolt of lightning made sure of him.
The battle with Sarevok got Theo his final BG1 level. Another 3 HPs means that, after a very promising start, his final tally was just 0.5 HPs above average. Here's his record on agreeing to go to Amn.

Stats
Theo, swashbuckler L10, 58 HPs, kills 150
Theo made short work of his remaining tasks on the Sword Coast this morning and has been rewarded with a Monopoly trip to Athkatla (go directly to jail ...).
In the city he targeted the tomes (using potioned pickpocket to get the wisdom one rather than do the poison quest and traps for Ramazith). There was no other equipment he particularly wanted so just stocked up with invisibility and perception potions before investigating the Iron Throne, foiling a hostile take-over of the Seven Suns (I forgot Theo had told Scar earlier that he was not interested in helping with this) and returning to Candlekeep.
In the tombs the meagre XP BGT offers for thief skills proved enough to get Theo to level 9 (just the 3 HPs there). He dropped his armour (in order to avoid being encumbered by the 2 tomes recovered from sarcophagi) and stealthed out.
Back in the city, just for the hell of it, Theo pickpocketed Quenash, though turning her hostile in the process. Slythe was pulled away from his girlfriend and did well to survive a bolt of biting, 4 traps and the initial damage from a potion of firebreath - but couldn't stand the follow-up burning.
There were no risks taken at the palace, with all the greater dopplegangers being led upstairs for easy disposal.
Theo went through the maze invisibly (disarming the traps on the way) and proceeded to the temple. There he pre-laid a full quota of traps and disarmed the lightning traps before taking potions and pulling Sarevok into his traps with a bolt of lightning. With his potions of perception boosting move silently to 259 (hide in shadows of 60), Theo had no trouble in hiding round the pillars and rapidly front-stabbed Sarevok to near death. I was aiming to finish him off with a couple more traps; I'm not sure whether the second one would actually have done the job anyway (as Sarevok pauses a bit after being damaged before surrendering), but a final bolt of lightning made sure of him.
The battle with Sarevok got Theo his final BG1 level. Another 3 HPs means that, after a very promising start, his final tally was just 0.5 HPs above average. Here's his record on agreeing to go to Amn.

Stats
Theo, swashbuckler L10, 58 HPs, kills 150
#8624
Posté 20 août 2013 - 06:37
Grats again on another success Grond0! Best of luck/intelligence for Amn...
#8625
Posté 20 août 2013 - 10:41
Wrecking Crew VIII (update 4)
The Crew had a bit more to do in Baldur's Gate than Theo. The first tasks were to improve equipment:
- tome of dexterity for Flail
- the poison quest netted Boss a tome of wisdom and the Eagle Bow. Marek managed to get one lightning bolt to damage Flail, but couldn't get a second off.
- Flail got the Helm of Balduran at the Helm & Cloak Inn, while Axe was the most pleased with the spoils after a barroom brawl there.
- Flail led the way in another fight to point the direction to the Cloak of Balduran (to complete his set).
- Ramazith's Tower gave a ring upgrade to Flail to maximise his AC (now -9) and another tome for Boss.
- helping Varci allowed Flail to swap his shield and give the old one to Axe (meaning all 3 of the Crew that use shields now have magic ones).
- dodging in and out of the house saw off Drelik and allowed Hammer upstairs to get the Helm of Glory (Flail might borrow it briefly for shopping).
- Desreta was lured away from her companion for easy disposal (Flail taking her ogre gauntlets) before the assault on Vay-ya. Flail had made a first use of a potion of invulnerability, but Vay-ya ignored her and cast chaos on the back-up troops, confusing 4 of them. She also managed to just survive her own fireball before Boss emphatically showed what happens when your stoneskins run out. Even with no enemies left the Crew seemed to be doing their best to kill each other and Boss and Flail had to keep on the move to try and intercept as many shots as possible (before and after shots of self-inflicted damage included in the screenshot).
Then reputation was boosted to 20 by helping Ghorak and setting the Seven Suns to rights. The Crew also got to level 7 here by defeating the dopplegangers in the Merchant Consortium (all 6 now having below average HPs).
I decided not to bother fighting at the Iron Throne - Boss just investigating there invisibly - and the Crew were told to go to Candlekeep. After stocking up on potions and ammunition they made their way first to Durlag's Tower to get the tome there. Then on to the Lighthouse area. Resting there Boss got divine might Bhaal power. I wanted him to also have the evil alternative so, after it was clear Ardrouine was neglecting her child, the Crew killed her.
I was trying to get caught stealing to get reputation down to 9 when the expected guard appeared to be replaced by Molkar - I wondered when he was eventually going to turn up. However, as sometimes happens, appearing in the middle of another encounter prevented his support troops from turning up and he was helpless by himself.
The first lot of sirines were just meleed. Boss and Flail were immune to charm, which helped, but it still took a while to kill them (fog cloud makes missile use impractical and they move around so much it's hard to hit them in melee). Axe was the only one charmed, but he was responsible for the bulk of party damage. I didn't fancy a fair fight with the naiads Boss sneaked up on them invisibly, allowing everyone to target them with fireballs. One naiad died in the barrage and the other followed quickly, but not before charming Hammer and bringing out a water weird. It went after Boss, but he kept running away (not fancying death by drowning) until it was destroyed. Sil's sirenes have less room to move around in so tend to cause much less difficulty and despite charming 2 of the party, they were finished off easily. With 5 archers using magical missiles the golems lasted only moments and the constitution tome was given to Flail.
Up the coast Shoal was waiting. The SCS version can be persuaded to summon Ogre Droth without killing anyone, which allowed the party to protect their no deaths record. Unfortunately Flail got carried away with his weapon (should have used fists) and Shoal died before summoning her other half (so no Helmet of Defense). Again her summoned Water Weird targeted Boss, but was not able to get close to him.
At that point I decided not to bother with further extraneous activities and headed for Candlekeep to press on to Sarevok as quickly as possible. The Crew have just arrived there and run inside to avoid the ogre mage ambush (though one of them did manage to send a spook spell through the castle walls).
Stats:
Flail, fighter L7, 82 HPs (incl. 5 from Helm), 198 kills
Hammer, fighter L7, 76 HPs, 256 kills
2-H, fighter L7, 77 HPs, 260 kills
Axe, fighter L7, 69 HPs, 172 kills
Boss, fighter L7, 72 HPs, 273 kills
Halberd, fighter L7, 66 HPs, 226 kills
The Crew had a bit more to do in Baldur's Gate than Theo. The first tasks were to improve equipment:
- tome of dexterity for Flail
- the poison quest netted Boss a tome of wisdom and the Eagle Bow. Marek managed to get one lightning bolt to damage Flail, but couldn't get a second off.
- Flail got the Helm of Balduran at the Helm & Cloak Inn, while Axe was the most pleased with the spoils after a barroom brawl there.
- Flail led the way in another fight to point the direction to the Cloak of Balduran (to complete his set).
- Ramazith's Tower gave a ring upgrade to Flail to maximise his AC (now -9) and another tome for Boss.
- helping Varci allowed Flail to swap his shield and give the old one to Axe (meaning all 3 of the Crew that use shields now have magic ones).
- dodging in and out of the house saw off Drelik and allowed Hammer upstairs to get the Helm of Glory (Flail might borrow it briefly for shopping).
- Desreta was lured away from her companion for easy disposal (Flail taking her ogre gauntlets) before the assault on Vay-ya. Flail had made a first use of a potion of invulnerability, but Vay-ya ignored her and cast chaos on the back-up troops, confusing 4 of them. She also managed to just survive her own fireball before Boss emphatically showed what happens when your stoneskins run out. Even with no enemies left the Crew seemed to be doing their best to kill each other and Boss and Flail had to keep on the move to try and intercept as many shots as possible (before and after shots of self-inflicted damage included in the screenshot).
Then reputation was boosted to 20 by helping Ghorak and setting the Seven Suns to rights. The Crew also got to level 7 here by defeating the dopplegangers in the Merchant Consortium (all 6 now having below average HPs).
I decided not to bother fighting at the Iron Throne - Boss just investigating there invisibly - and the Crew were told to go to Candlekeep. After stocking up on potions and ammunition they made their way first to Durlag's Tower to get the tome there. Then on to the Lighthouse area. Resting there Boss got divine might Bhaal power. I wanted him to also have the evil alternative so, after it was clear Ardrouine was neglecting her child, the Crew killed her.
I was trying to get caught stealing to get reputation down to 9 when the expected guard appeared to be replaced by Molkar - I wondered when he was eventually going to turn up. However, as sometimes happens, appearing in the middle of another encounter prevented his support troops from turning up and he was helpless by himself.
The first lot of sirines were just meleed. Boss and Flail were immune to charm, which helped, but it still took a while to kill them (fog cloud makes missile use impractical and they move around so much it's hard to hit them in melee). Axe was the only one charmed, but he was responsible for the bulk of party damage. I didn't fancy a fair fight with the naiads Boss sneaked up on them invisibly, allowing everyone to target them with fireballs. One naiad died in the barrage and the other followed quickly, but not before charming Hammer and bringing out a water weird. It went after Boss, but he kept running away (not fancying death by drowning) until it was destroyed. Sil's sirenes have less room to move around in so tend to cause much less difficulty and despite charming 2 of the party, they were finished off easily. With 5 archers using magical missiles the golems lasted only moments and the constitution tome was given to Flail.
Up the coast Shoal was waiting. The SCS version can be persuaded to summon Ogre Droth without killing anyone, which allowed the party to protect their no deaths record. Unfortunately Flail got carried away with his weapon (should have used fists) and Shoal died before summoning her other half (so no Helmet of Defense). Again her summoned Water Weird targeted Boss, but was not able to get close to him.
At that point I decided not to bother with further extraneous activities and headed for Candlekeep to press on to Sarevok as quickly as possible. The Crew have just arrived there and run inside to avoid the ogre mage ambush (though one of them did manage to send a spook spell through the castle walls).
Stats:
Flail, fighter L7, 82 HPs (incl. 5 from Helm), 198 kills
Hammer, fighter L7, 76 HPs, 256 kills
2-H, fighter L7, 77 HPs, 260 kills
Axe, fighter L7, 69 HPs, 172 kills
Boss, fighter L7, 72 HPs, 273 kills
Halberd, fighter L7, 66 HPs, 226 kills





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