Grats, Grond0! Safe travels in Amn!
@Gate: now that's what I call a true Motley Crue (not in class' combination but in characters)! Keep an eye on them!
Baldur's Gate 1 No-Reload Challenge
Débuté par
G_Admiral_Thrawn
, juil. 14 2010 09:17
#8626
Posté 20 août 2013 - 02:44
#8627
Posté 20 août 2013 - 02:47
Corthief II the half-elf assassin continues his adventure...
Traveling with: Jaheira, Khalid, Imoen, Garrick
Just a quick note. Corthief II is about level 4, as is Imoen, Garrick and Khalid - Jaheira is 3/3. Corthief II encountered many more enemies than he planned on in the Lion's Way:

Fortunately, the heavily armored fighters of the team kept the enemies busy, and somehow the gibberlings got very few critical so the team ended up not taking much damage at all. Beregost Temple area wll be cleared next.
Traveling with: Jaheira, Khalid, Imoen, Garrick
Just a quick note. Corthief II is about level 4, as is Imoen, Garrick and Khalid - Jaheira is 3/3. Corthief II encountered many more enemies than he planned on in the Lion's Way:

Fortunately, the heavily armored fighters of the team kept the enemies busy, and somehow the gibberlings got very few critical so the team ended up not taking much damage at all. Beregost Temple area wll be cleared next.
#8628
Posté 20 août 2013 - 05:08
Wrecking Crew VIII (update 5)
The Crew are still alive (well mostly) and closing in on Sarevok, but it took some amazing luck to get them past the palace.
At Candlekeep the Crew were in action quicker than I expected when one of the ogre magi managed to follow them inside the library. He didn't last long though and the Crew were soon being teleported to an old library.
I decided to see if Flail (using the boots of speed) could ransack all 3 tombs with the help of a potion of magic blocking. A potion of storm giant strength and then a potion of speed were added and Flail had about a round of the 5 round duration to spare.
The dopplegangers proved no obstacle and the Crew emerged into the caverns near Prat. 2 phase spiders met them and a third teleported into the middle of the conflict almost immediately. However, none of the Crew are easy targets and the spiders all missed. Boss scouted ahead invisibly, but there was no sign of opposition. Not that that meant much as Prat soon spotted the rest of the party and attacked. Arrows of dispelling were used here against the casters and the Crew all survived - Prat being taken down in time for Boss to get across to Halberd and use his Bhaal power to cure poison. Axe gratefully took Prat's throwing axe (and the rest of the Crew gratefully dropped all the spare axes they've been lugging round). Flail used a mirroring potion to dispose of the 2 basilisks.
The Crew tried to rest in the caverns a few times, but they were infested with phase spiders so they exited outside. The Watchers were not keen on the Crew resting there either, but they eventually managed to heal up and go to the other side of the Castle where the remaining ogre magi didn't detain them long.
Before returning to the City the Crew donated at the temple to get reputation back up to 17 and then bought the Claw and Horn of Kazgoroth. Once in the City they headed straight for Slythe. A frontal assault killed him before Krystin could buff and the Crew departed for the Palace.
That started with a disaster. I intended just to go upstairs, but was rushing the gameplay slightly and got caught out when a wandering guard got in Flail's way and she couldn't get to the stairs in time to beat the first horror spell from the greater dopplegangers - that affected 2-H meaning the area transition wasn't possible. I was hoping that Boss or 2-H would survive and could use arrows of dispelling on the others, but everyone except Flail (protected by the Green Amulet) was scared by the remaining spells. She ignored her companions and tried to save the Dukes - taking a potion of storm giant strength to help with that. She killed the first attacker, while both Dukes were alive, but then Liia went down. Flail also killed the second and the overall fight at this stage looked promising as all the 4 remaining dopplegangers were attacking the party - though 2 of them were on Halberd and she was looking ready to be fitted for a coffin.
Taking a chance on the outcome of the battle Flail rushed to try and rescue Halberd - arriving just in time to focus the dopples attentions on her before they finished off Halberd. Another dopple died, but I noted at that time that Halberd was under attack by some soldiers (she had been confused and charmed as well as scared). Halberd was still alive when a further doppleganger died and Flail pretended to talk to the soldiers to get them to leave her alone. That proved to be a short-lived reprieve though as Halberd shot one of the soldiers in the back and they were no longer willing to talk to Flail.
With only 1 dopple left - and that one nearly dead and running scared - the soldiers finally killed Halberd. A bit surprisingly to me they had not blamed the party for her actions (presumably because she was charmed at the time she attacked them) and Duke Belt was willing to listen to Flail after he had killed the final dopple. Flail then set herself up as a target for Sarevok (to protect the others, though they came to their senses during Sarevok's attacks anyway). The Crew were sent after Sarevok, but first had to scrape together the funds to raise Halberd, then visit a temple and then rest up. Finally though, they are ready for the concluding stage of their adventures.
Stats:
Flail, fighter L7, 82 HPs (incl. 5 from Helm), 220 kills
Hammer, fighter L7, 76 HPs, 260 kills
2-H, fighter L7, 77 HPs, 267 kills
Axe, fighter L7, 69 HPs, 177 kills
Boss, fighter L7, 72 HPs, 283 kills
Halberd, fighter L7, 66 HPs, 231 kills, 1 death
The Crew are still alive (well mostly) and closing in on Sarevok, but it took some amazing luck to get them past the palace.
At Candlekeep the Crew were in action quicker than I expected when one of the ogre magi managed to follow them inside the library. He didn't last long though and the Crew were soon being teleported to an old library.
I decided to see if Flail (using the boots of speed) could ransack all 3 tombs with the help of a potion of magic blocking. A potion of storm giant strength and then a potion of speed were added and Flail had about a round of the 5 round duration to spare.
The dopplegangers proved no obstacle and the Crew emerged into the caverns near Prat. 2 phase spiders met them and a third teleported into the middle of the conflict almost immediately. However, none of the Crew are easy targets and the spiders all missed. Boss scouted ahead invisibly, but there was no sign of opposition. Not that that meant much as Prat soon spotted the rest of the party and attacked. Arrows of dispelling were used here against the casters and the Crew all survived - Prat being taken down in time for Boss to get across to Halberd and use his Bhaal power to cure poison. Axe gratefully took Prat's throwing axe (and the rest of the Crew gratefully dropped all the spare axes they've been lugging round). Flail used a mirroring potion to dispose of the 2 basilisks.
The Crew tried to rest in the caverns a few times, but they were infested with phase spiders so they exited outside. The Watchers were not keen on the Crew resting there either, but they eventually managed to heal up and go to the other side of the Castle where the remaining ogre magi didn't detain them long.
Before returning to the City the Crew donated at the temple to get reputation back up to 17 and then bought the Claw and Horn of Kazgoroth. Once in the City they headed straight for Slythe. A frontal assault killed him before Krystin could buff and the Crew departed for the Palace.
That started with a disaster. I intended just to go upstairs, but was rushing the gameplay slightly and got caught out when a wandering guard got in Flail's way and she couldn't get to the stairs in time to beat the first horror spell from the greater dopplegangers - that affected 2-H meaning the area transition wasn't possible. I was hoping that Boss or 2-H would survive and could use arrows of dispelling on the others, but everyone except Flail (protected by the Green Amulet) was scared by the remaining spells. She ignored her companions and tried to save the Dukes - taking a potion of storm giant strength to help with that. She killed the first attacker, while both Dukes were alive, but then Liia went down. Flail also killed the second and the overall fight at this stage looked promising as all the 4 remaining dopplegangers were attacking the party - though 2 of them were on Halberd and she was looking ready to be fitted for a coffin.
Taking a chance on the outcome of the battle Flail rushed to try and rescue Halberd - arriving just in time to focus the dopples attentions on her before they finished off Halberd. Another dopple died, but I noted at that time that Halberd was under attack by some soldiers (she had been confused and charmed as well as scared). Halberd was still alive when a further doppleganger died and Flail pretended to talk to the soldiers to get them to leave her alone. That proved to be a short-lived reprieve though as Halberd shot one of the soldiers in the back and they were no longer willing to talk to Flail.
With only 1 dopple left - and that one nearly dead and running scared - the soldiers finally killed Halberd. A bit surprisingly to me they had not blamed the party for her actions (presumably because she was charmed at the time she attacked them) and Duke Belt was willing to listen to Flail after he had killed the final dopple. Flail then set herself up as a target for Sarevok (to protect the others, though they came to their senses during Sarevok's attacks anyway). The Crew were sent after Sarevok, but first had to scrape together the funds to raise Halberd, then visit a temple and then rest up. Finally though, they are ready for the concluding stage of their adventures.
Stats:
Flail, fighter L7, 82 HPs (incl. 5 from Helm), 220 kills
Hammer, fighter L7, 76 HPs, 260 kills
2-H, fighter L7, 77 HPs, 267 kills
Axe, fighter L7, 69 HPs, 177 kills
Boss, fighter L7, 72 HPs, 283 kills
Halberd, fighter L7, 66 HPs, 231 kills, 1 death
Modifié par Grond0, 20 août 2013 - 05:13 .
#8629
Posté 20 août 2013 - 05:21
Hmm SCS really penalizes you for not having a balanced party (a balanced party would have arcane or a cleric, and thus resist fear spell, which would have made a big difference). Nevertheless, exciting fight and glad your crew made it through. Let's get far in Amn this time! After shooting up Sarevok...
#8630
Posté 20 août 2013 - 07:22
Good stuff Grond0.
It's been a successful (& short, some coincidence eh) day for the glass cannons. We stood idle in Beregost for a couple of hours so Erral could pick up a bastard sword +1 for Redsai. After helping Marl and Firebead we practice our crescent attack on a slow moving ogrillion, but refine it into a globe of blades. Redsai acts as bait while the rest of us flank the unwilling victim, and the second ogrillion goes the same way.

(if I'd screen-shotted a moment or two earlier all the blades were held at head height, quite a sight)
It's been a successful (& short, some coincidence eh) day for the glass cannons. We stood idle in Beregost for a couple of hours so Erral could pick up a bastard sword +1 for Redsai. After helping Marl and Firebead we practice our crescent attack on a slow moving ogrillion, but refine it into a globe of blades. Redsai acts as bait while the rest of us flank the unwilling victim, and the second ogrillion goes the same way.

(if I'd screen-shotted a moment or two earlier all the blades were held at head height, quite a sight)
#8631
Posté 20 août 2013 - 08:21
Erral has other ideas and insists on some night-time adventuring. A short while later we've safely returned Captain Brage to Nashkel, delivered a letter to Mirianne and Samuel to the remotest temple (yes I know Keldath is sniffy so Beregost is out but Nashkel would have been fine).
All still alive despite the ravages of wild dogs (Kensette, Nomesai and Halfsai are all a bit flea-bitten). Our huge experience to date is beginning to show.
Astel, kensai 1. 3 kills, dread wolf.
Kensette, kensai 1. 2 kills, ghoul. 1 death.
Nomesai, kensai 1. 4 kills, dire wolf. 1 death (a bonus from Shoal).
Halfsai, kensai 1. 4 kills, hobgoblin. 1 death.
Redsai, kensai 1. 6 kills, ogrillion. 1 death.
Erral, swashbuckler 2. 5 kills, war dog.
All still alive despite the ravages of wild dogs (Kensette, Nomesai and Halfsai are all a bit flea-bitten). Our huge experience to date is beginning to show.
Astel, kensai 1. 3 kills, dread wolf.
Kensette, kensai 1. 2 kills, ghoul. 1 death.
Nomesai, kensai 1. 4 kills, dire wolf. 1 death (a bonus from Shoal).
Halfsai, kensai 1. 4 kills, hobgoblin. 1 death.
Redsai, kensai 1. 6 kills, ogrillion. 1 death.
Erral, swashbuckler 2. 5 kills, war dog.
#8632
Posté 20 août 2013 - 09:03
Erral is pushing his our luck, him being level 2 and wearing armour; no such luxuries for the rest of us as the bandits attack. This is going to get ugly, especially as we chose not to rest outside and Nomesai is nursing a bad head wound taken from one of Bjornin's ogres while Redsai has a lesser wound from the same encounter.
Nomesai glugs a healing potion as the rest of us run.

Redsai takes an arrow and glugs a potion just in time to save him from a fatal second hit, and Kensette picks one up too. We only had 2 healing potions so there is no choice but to risk the hail of missiles. When we reach the temple I purchase a dozen healing potions and hand out two each.
Melicamp is rescued next, Kensette proudly showing Thalantyr the cuts caused by two throwing daggers and the skulls of five skeletons which caused them. This is enough to put him off his casting and Melicamp implodes. We're all a bit annoyed at our lack of progress so Erral comes up with a bright idea. It's terrible!
Things start badly with Kensette and Nomesai taking wounds from three skeletons and a wolf but Erral shoves Halfsai and Redsai ahead and makes the rest of us follow. We're either going to die or I will be imposing my leadership more forcefully.
We're not dead - yet (Redsai is a little confused).

Halfsai is chased first, then Erral and finally Nomesai. Redsai is too slow and finally gets his act together.
Nomesai glugs a healing potion as the rest of us run.

Redsai takes an arrow and glugs a potion just in time to save him from a fatal second hit, and Kensette picks one up too. We only had 2 healing potions so there is no choice but to risk the hail of missiles. When we reach the temple I purchase a dozen healing potions and hand out two each.
Melicamp is rescued next, Kensette proudly showing Thalantyr the cuts caused by two throwing daggers and the skulls of five skeletons which caused them. This is enough to put him off his casting and Melicamp implodes. We're all a bit annoyed at our lack of progress so Erral comes up with a bright idea. It's terrible!
Things start badly with Kensette and Nomesai taking wounds from three skeletons and a wolf but Erral shoves Halfsai and Redsai ahead and makes the rest of us follow. We're either going to die or I will be imposing my leadership more forcefully.
We're not dead - yet (Redsai is a little confused).

Halfsai is chased first, then Erral and finally Nomesai. Redsai is too slow and finally gets his act together.
#8633
Posté 21 août 2013 - 02:31
Wrecking Crew VIII (update 6 and final)
The Crew made use of their resources for the end game and had no further trouble moving on to Amn.
The revived Crew made their way through the maze taking on all opposition. At the Undercity though they took the long way round to avoid the party there.
At the temple 5 of the Crew used scrolls of magic protection (Halberd had potions of magic blocking available). Flail drew Sarevok's attention to activate the defenders and Boss slowed him down with an arrow of dispelling. Diarmid was stunned and cut down, while Angelo's buffs were dispelled and he didn't last much longer. Tazok was next to go, while Flail occupied Sarevok.
At this point Semaj finally put an appearance in (I think he was waiting for Halberd's magic blocking potion to come to an end). His buffs were dispelled by arrows quicker than he could reapply them and Sarevok's last supporter fell. I let everyone heal up and then launched the final assault. Sarevok hit Flail several times, but she glugged potions to stay in combat until the big man had had enough.
Stats:
Flail, fighter L7, 82 HPs (incl. 5 from Helm), 229 kills
Hammer, fighter L7, 76 HPs, 269 kills
2-H, fighter L7, 77 HPs, 270 kills
Axe, fighter L7, 69 HPs, 182 kills
Boss, fighter L7, 72 HPs, 288 kills
Halberd, fighter L7, 66 HPs, 236 kills
The Crew made use of their resources for the end game and had no further trouble moving on to Amn.
The revived Crew made their way through the maze taking on all opposition. At the Undercity though they took the long way round to avoid the party there.
At the temple 5 of the Crew used scrolls of magic protection (Halberd had potions of magic blocking available). Flail drew Sarevok's attention to activate the defenders and Boss slowed him down with an arrow of dispelling. Diarmid was stunned and cut down, while Angelo's buffs were dispelled and he didn't last much longer. Tazok was next to go, while Flail occupied Sarevok.
At this point Semaj finally put an appearance in (I think he was waiting for Halberd's magic blocking potion to come to an end). His buffs were dispelled by arrows quicker than he could reapply them and Sarevok's last supporter fell. I let everyone heal up and then launched the final assault. Sarevok hit Flail several times, but she glugged potions to stay in combat until the big man had had enough.
Stats:
Flail, fighter L7, 82 HPs (incl. 5 from Helm), 229 kills
Hammer, fighter L7, 76 HPs, 269 kills
2-H, fighter L7, 77 HPs, 270 kills
Axe, fighter L7, 69 HPs, 182 kills
Boss, fighter L7, 72 HPs, 288 kills
Halberd, fighter L7, 66 HPs, 236 kills
#8634
Posté 21 août 2013 - 02:42
Grats Grond0! Best of luck in Amn. SCS there or no?
#8635
Posté 21 août 2013 - 02:43
Congrats Grond0! If your crew would like to enjoy some yak butter tea in the company of an elf and a few fun loving cave bears, send them over to the Flagons.
Best,
A.
Best,
A.
#8636
Posté 21 août 2013 - 04:33
Corthief II the Half-Elf Assassin Update - Bandit Camp Debacles
Traveling with: Jaheira, Khalid, Imoen, Garrick
Imoen hit level 5. Next level she will max traps/locks and then we want to dual her to mage. However, this means we have to hit the bandit camp, and now! This means we are doing it a little bit lower level than Corey_Russell usually does it (level 5). The fighters are only 4 for Khalid and 3/4 for Jaheira. Regardless, we manage to defeat Tazok and join the camp.
We loot the outside only, then use whatever potions we got and our few buffs. Corethief II hides in the shadows and gets behind Venkt. The group then show themselves. Khalid uses a firebreath potion on Venkt, Corthief II backstabs Venkt and the rest of the party keep the rest of the enemies busy - Venkit dies quick. Then Corethief II decides to give Brikt his own medicine - namely, Corthief poisons his bullets and attacks Brikt. The party soon prevails. We are pretty full here, and Garrick has a ton of spells to learn, so we leave the camp, get a potion of genius from FAI temple, and sell/memorize spells.
Jaheira says she would really like the full plate that Khosann is wearing. Corthief II gets the hint and the party returns to the camp. The party then moves to the left of Khosann, and opens with fireball x2, entangle and range weapons. Khosann manages to evade the entangle, so Khalid tanks. Things are going bad in a hurry for two reasons - one is our thaco is so bad the bandits aren't dieing fast, and they are having no trouble hitting us, not even our tanks. Corethief II uses a lot of blue potions and runs, some bandit archer targeting him. Well we finally kill Khosann and Khalid and Jaheira try to get in melee range of the mass of bandits (at least 8), but the entangle catches our tanks and they become pin cushions and die. Up to Imoen and Garrick now - nope they die quick too, though not before Corthief II hides in the shadows - yep Imoen and Garrick die shortly thereafter. Corthief surveys the scene, wondering what will he do? He can't let the party's equipment expire and his HIS is NOT reliable in the daytime (which it is).

Corthief II first uses a trick that Grond0 often mentions - namely he right clicks to various loot and goes in the inventory to pick up need things - such as blue potions (Corthief II has none), boots of avoidance and belt of piercing. While in inventory Corthief noticed has necklace of missiles! So he hastes himself, fires the necklace of missiles, hides and repeats - this manages to kill all the bandits by the party's equipment.
Corethief II then does the VERY long process of putting the party's equipment in nearby containers to be picked up later. Corthief II decided to use a different container for each party member, thus the party member can loot the entire barrel/chest, and not worry about overlap of equipment.
Corthief hides and checks rest of camp - yikes hobgoblins and Ardenor Crush still around and probably big problem for a naked party. Corthief II HIS fails here and he runs and the enemies get in a bunch - yep Corthief tries fireball/run and hid and repeat. He does this to one charge left. Right about now Crush follows Corthief II - Corthief runs into a tent and hides and leaves - perfect! Crush follows and stays in the tent. All other enemies are slain, time to go to FAI and resurrect party members.
The party members are completely naked and return to the scene of the crime once more. Uh oh, Crush got the bright idea to get out of the tent in the meantime! And he's right by the party's equpment! Only one barrel is accessible - it's Garrick's stuff and Khosann's. Khalid equips the warhammer, despite no skill, medium shield..drats can't equp the full plate in combat. Nevertheless Khalid charges Crush with a firebreath potion he found in the barrel - Corthief II once again saves the party by backstabbing Crush for 32 damage.

It's safe to collect and equip our stuff. This took at least 40 minutes real time to do.
Finally the team leaves this place once and for all. We buy all 20 blue potions from Beregost Temple, sell in Beregost, and make a big sigh.
I thought my run was over, I'm glad I didn't give up.
Traveling with: Jaheira, Khalid, Imoen, Garrick
Imoen hit level 5. Next level she will max traps/locks and then we want to dual her to mage. However, this means we have to hit the bandit camp, and now! This means we are doing it a little bit lower level than Corey_Russell usually does it (level 5). The fighters are only 4 for Khalid and 3/4 for Jaheira. Regardless, we manage to defeat Tazok and join the camp.
We loot the outside only, then use whatever potions we got and our few buffs. Corethief II hides in the shadows and gets behind Venkt. The group then show themselves. Khalid uses a firebreath potion on Venkt, Corthief II backstabs Venkt and the rest of the party keep the rest of the enemies busy - Venkit dies quick. Then Corethief II decides to give Brikt his own medicine - namely, Corthief poisons his bullets and attacks Brikt. The party soon prevails. We are pretty full here, and Garrick has a ton of spells to learn, so we leave the camp, get a potion of genius from FAI temple, and sell/memorize spells.
Jaheira says she would really like the full plate that Khosann is wearing. Corthief II gets the hint and the party returns to the camp. The party then moves to the left of Khosann, and opens with fireball x2, entangle and range weapons. Khosann manages to evade the entangle, so Khalid tanks. Things are going bad in a hurry for two reasons - one is our thaco is so bad the bandits aren't dieing fast, and they are having no trouble hitting us, not even our tanks. Corethief II uses a lot of blue potions and runs, some bandit archer targeting him. Well we finally kill Khosann and Khalid and Jaheira try to get in melee range of the mass of bandits (at least 8), but the entangle catches our tanks and they become pin cushions and die. Up to Imoen and Garrick now - nope they die quick too, though not before Corthief II hides in the shadows - yep Imoen and Garrick die shortly thereafter. Corthief surveys the scene, wondering what will he do? He can't let the party's equipment expire and his HIS is NOT reliable in the daytime (which it is).

Corthief II first uses a trick that Grond0 often mentions - namely he right clicks to various loot and goes in the inventory to pick up need things - such as blue potions (Corthief II has none), boots of avoidance and belt of piercing. While in inventory Corthief noticed has necklace of missiles! So he hastes himself, fires the necklace of missiles, hides and repeats - this manages to kill all the bandits by the party's equipment.
Corethief II then does the VERY long process of putting the party's equipment in nearby containers to be picked up later. Corthief II decided to use a different container for each party member, thus the party member can loot the entire barrel/chest, and not worry about overlap of equipment.
Corthief hides and checks rest of camp - yikes hobgoblins and Ardenor Crush still around and probably big problem for a naked party. Corthief II HIS fails here and he runs and the enemies get in a bunch - yep Corthief tries fireball/run and hid and repeat. He does this to one charge left. Right about now Crush follows Corthief II - Corthief runs into a tent and hides and leaves - perfect! Crush follows and stays in the tent. All other enemies are slain, time to go to FAI and resurrect party members.
The party members are completely naked and return to the scene of the crime once more. Uh oh, Crush got the bright idea to get out of the tent in the meantime! And he's right by the party's equpment! Only one barrel is accessible - it's Garrick's stuff and Khosann's. Khalid equips the warhammer, despite no skill, medium shield..drats can't equp the full plate in combat. Nevertheless Khalid charges Crush with a firebreath potion he found in the barrel - Corthief II once again saves the party by backstabbing Crush for 32 damage.

It's safe to collect and equip our stuff. This took at least 40 minutes real time to do.
Finally the team leaves this place once and for all. We buy all 20 blue potions from Beregost Temple, sell in Beregost, and make a big sigh.
I thought my run was over, I'm glad I didn't give up.
#8637
Posté 21 août 2013 - 04:43
corey_russell wrote...
I thought my run was over, I'm glad I didn't give up.
Congrats on pulling through Corey!
#8638
Posté 21 août 2013 - 05:22
Indeed, though I think I'll let them relax there for a day or two now - too much effort to try and get them to keep up with Theo's pace!corey_russell wrote...
Grats Grond0! Best of luck in Amn. SCS there or no?
Nice save with Corthief by the way. May your stealth be ever successful and your fireballs always hot.
#8639
Posté 21 août 2013 - 05:46
Gate70/Grond0 Multiplayer attempt 25(4) - (update 3)
Tensor, human blade (Grond0) & Roche, human blade (Gate70)
In among my other commitments there was time to squeeze in a little MP last night!
The duet were sent to Candlekeep by Duke Eltan. They loaded up on some scrolls found in the libraries there before proceeding to the tombs. A green scroll of magic protection allowed Roche to trigger traps there, but a bit of bad planning meant Tensor was only able to knock 2 of the 3 tombs without resting. The third was done with a scroll of MGoI for protection.
After bypassing the dopplegangers invisibly the duet sent out their traditional greetings cards (2 x web and 2 x stinking cloud) - Prat's gang the hapless targets this time. A green scroll provided Tensor with protection as he meleed the basilisks to open the way out.
After finalising equipment the duet moved on to Slythe, who was unable to provide much resistance to a spin assault. On to the palace where summoned monsters provided cover while the blades shot the greater dopplegangers (opening with dispelling arrows). Liia just failed to survive, but Belt seemed happy with the result and sent the duet after Sarevok.
The inhabitants of the maze up to the skeleton warriors were eliminated, but the duet slipped past the skellies and the traps invisibly and moved on to the Temple. The fight with Sarevok went very smoothly. He was pulled out from the cover of the others, dispelled and then shot in between casts of MM and MAA. There seemed no need for the wand of monster summoning as Sarevok went down pretty quickly anyway.
After leaving the Temple the duet put down more webs and stinking clouds for the party outside. Tensor got distracted at one point and joined his victims in slumber, but Roche had the situation well in hand by then anyway. The duet are about to go through the maze again (note to self - need to beware of the traps remaining there).
Stats:
Tensor, blade L9, 48 HPs, 165 kills
Roche, blade L9, 56 HPs, 114 kills
Tensor, human blade (Grond0) & Roche, human blade (Gate70)
In among my other commitments there was time to squeeze in a little MP last night!
The duet were sent to Candlekeep by Duke Eltan. They loaded up on some scrolls found in the libraries there before proceeding to the tombs. A green scroll of magic protection allowed Roche to trigger traps there, but a bit of bad planning meant Tensor was only able to knock 2 of the 3 tombs without resting. The third was done with a scroll of MGoI for protection.
After bypassing the dopplegangers invisibly the duet sent out their traditional greetings cards (2 x web and 2 x stinking cloud) - Prat's gang the hapless targets this time. A green scroll provided Tensor with protection as he meleed the basilisks to open the way out.
After finalising equipment the duet moved on to Slythe, who was unable to provide much resistance to a spin assault. On to the palace where summoned monsters provided cover while the blades shot the greater dopplegangers (opening with dispelling arrows). Liia just failed to survive, but Belt seemed happy with the result and sent the duet after Sarevok.
The inhabitants of the maze up to the skeleton warriors were eliminated, but the duet slipped past the skellies and the traps invisibly and moved on to the Temple. The fight with Sarevok went very smoothly. He was pulled out from the cover of the others, dispelled and then shot in between casts of MM and MAA. There seemed no need for the wand of monster summoning as Sarevok went down pretty quickly anyway.
After leaving the Temple the duet put down more webs and stinking clouds for the party outside. Tensor got distracted at one point and joined his victims in slumber, but Roche had the situation well in hand by then anyway. The duet are about to go through the maze again (note to self - need to beware of the traps remaining there).
Stats:
Tensor, blade L9, 48 HPs, 165 kills
Roche, blade L9, 56 HPs, 114 kills
#8640
Posté 21 août 2013 - 08:31
Congratulations on succeeded runs/hard won fights, friends!
#8641
Posté 21 août 2013 - 10:57
Grats Grond0/Gate70! Hope you guys can tear up the bad guys in Amn...
#8642
Posté 21 août 2013 - 02:43
Corthief II the half-elf assassin - micro-update
Traveling with: Jaheira, Khalid, Imoen, Garrick
Corthief II decides his party needs easier stuff then 100 bandits at once. Thus, he has his party explore High Hedge and take out the enemies here. He would like to get stealth boots South of Beregost, but still not sure how to deal with ghasts. A protection item would help Jaheira so we start saving up our gold. We splurged the last of our gold for a full plate for Jaheira, now both front liners have full plate. Our looting ability is pretty pathetic though...
In High Hedge, we encounter gnolls, ton of dagger throwing skeletons, bears, giant spiders and ghouls. The team does well, but takes long time to kill the giant spiders for some reason (lots of HP on those things?). We still don't have enough to get a protection item from Feldeposte's so we explore North of Nashkel and are fighting there when we had to end our session.
Traveling with: Jaheira, Khalid, Imoen, Garrick
Corthief II decides his party needs easier stuff then 100 bandits at once. Thus, he has his party explore High Hedge and take out the enemies here. He would like to get stealth boots South of Beregost, but still not sure how to deal with ghasts. A protection item would help Jaheira so we start saving up our gold. We splurged the last of our gold for a full plate for Jaheira, now both front liners have full plate. Our looting ability is pretty pathetic though...
In High Hedge, we encounter gnolls, ton of dagger throwing skeletons, bears, giant spiders and ghouls. The team does well, but takes long time to kill the giant spiders for some reason (lots of HP on those things?). We still don't have enough to get a protection item from Feldeposte's so we explore North of Nashkel and are fighting there when we had to end our session.
#8643
Posté 21 août 2013 - 08:36
Astel and Nomesai reach level 2 for handing in what isn't left of Bassilus. +5hp each.
Nomesai immediately drops to 4hp as we pick up a pair of girdles from an ogre.
A wolf and cave bear are next, getting the rest of us to level 2. Kensette +12hp, Halfsai +9hp and Redsai +6hp.
Caldo and Krumm are next, followed by a dire wolf and a drowned cat. Erral reaches level 3.
Astel, kensai 2. 8 kills, dread wolf.
Kensette, kensai 2. 27hp. 13 kills, half ogre. 1 death.
Nomesai, kensai 2. 19hp. 10 kills, dire wolf. 1 death (a bonus from Shoal).
Halfsai, kensai 2. 23hp. 9 kills, Bassilus. 1 death.
Redsai, kensai 2. 21hp. 17 kills, half ogre. 1 death.
Erral, swashbuckler 3. 21hp. 11 kills, Krumm.
Nomesai immediately drops to 4hp as we pick up a pair of girdles from an ogre.
A wolf and cave bear are next, getting the rest of us to level 2. Kensette +12hp, Halfsai +9hp and Redsai +6hp.
Caldo and Krumm are next, followed by a dire wolf and a drowned cat. Erral reaches level 3.
Astel, kensai 2. 8 kills, dread wolf.
Kensette, kensai 2. 27hp. 13 kills, half ogre. 1 death.
Nomesai, kensai 2. 19hp. 10 kills, dire wolf. 1 death (a bonus from Shoal).
Halfsai, kensai 2. 23hp. 9 kills, Bassilus. 1 death.
Redsai, kensai 2. 21hp. 17 kills, half ogre. 1 death.
Erral, swashbuckler 3. 21hp. 11 kills, Krumm.
Modifié par Gate70, 21 août 2013 - 08:37 .
#8644
Posté 22 août 2013 - 01:32
Tiamat Redux - elf wild mage (update 1)
I thought I would chance my arm with another wild mage attempt. After Tiamat's previous relative success I tried to recreate that character, but couldn't find the portrait (must have been lost when I changed my installation). This one has been cropped from an old no-reload thread, so lost a bit of quality, but I don't suppose Tiamat will mind.
Here's his starting record. I also thought that before I posted this I should check that he survived casting a spell to summon his familiar - he did
.
I thought I would chance my arm with another wild mage attempt. After Tiamat's previous relative success I tried to recreate that character, but couldn't find the portrait (must have been lost when I changed my installation). This one has been cropped from an old no-reload thread, so lost a bit of quality, but I don't suppose Tiamat will mind.
Here's his starting record. I also thought that before I posted this I should check that he survived casting a spell to summon his familiar - he did
#8645
Posté 22 août 2013 - 02:23
Tiamat was going so well. It was almost a perfect run up to the point where he visited the basilisk area, but guess what he'd forgotten to do as he came into sight of the first monster ...
#8646
Posté 22 août 2013 - 02:45
Basilisks have got you a number of times, haven't they? Best of luck with next attempt.
#8647
Posté 22 août 2013 - 03:32
Indeed. I tend to be forgetful about buffs generally, but their lack becomes rather more obvious against basilisks!corey_russell wrote...
Basilisks have got you a number of times, haven't they?
Tiamat Redux {2} - elf wild mage (update 1)
Trying again this version has got past the stoning beasties.
From Candlekeep initially bypassed Shoal and travelled via Beregost to Nashkel. Sold the ankheg armour and bought the necklace of missiles.
At the Nashkel mine picked up the wand of frost. Then back to Shoal, where a frosty blast speeded up her slinging death.
Up to the Friendly Arm, stopping off on the way to pick up the ogre's belt - I was lucky there as I hadn't expected him to die from a single frost blast. Helped Joia there and then took the ring of wizardry to sell at High Hedge. With the proceeds bought wands of fear and sleep and learned invisibility.
The wand of sleep was used to save Hulrik's cow. Then frost softened up Meilum before a few bullets finished him off. It was a similar story with Greywolf, except that Tiamat refused to move at one point and took his first lot of damage.
Picked up Samuel and took him back to the FAI. Then went to the basilisk area - and this time remembered to use the appropriate green scroll. The wand of frost was consumed, doing quite a bit of damage to basilisks in the process to speed things up a bit. With most of the basilisks dead Korax helped out against Mutamin. In combination with a stinking cloud scroll he also accounted for most of Kirian's party - only Lindin being left for a couple of fireballs and a mixture of darts and bullets.
Stats:
Tiamat, Wild Mage L6, 35 HPs, kills 40
HPs are pretty horrible, only 2 above the minimum, but shouldn't really come into play much for a mage anyway.
#8648
Posté 23 août 2013 - 04:46
Tiamat Redux {2} - elf wild mage (update 2)
Tiamat continues to have a very clean run and has survived both his spells to date (find familiar and friends).
Working on his reputation Tiamat revived Melicamp. Further south the wand of sleep made short work of a clan of half-ogres and a couple more charges accounted for Caldo & Krumm. A few darts were all that was needed to help Charleston Nib and collect Brage and get reputation up to 20.
During the same period I had also been trying to generate a bit more cash - the necklace of fireballs killed Bassilus, while drawing out some ghasts allowed them to be darted and their tomb looted. Sendai & co were fireballed, while a first use of the wand of monster summoning produced ogres for Zal & Vax (level 7). The tome of charisma was grabbed at the Gnoll Stronghold.
On up to Ulgoth's Beard to purchase the invisibility ring along with cloak, amulet and another wand of frost + a few scrolls. Another summon monster charge persuaded Dushai he had no further need for his ring. An invisible exploration at Ulcaster netted a wand of fire for Tiamat's collection.
Stats:
Tiamat, Wild Mage L7, 39 HPs, kills 114
Tiamat continues to have a very clean run and has survived both his spells to date (find familiar and friends).
Working on his reputation Tiamat revived Melicamp. Further south the wand of sleep made short work of a clan of half-ogres and a couple more charges accounted for Caldo & Krumm. A few darts were all that was needed to help Charleston Nib and collect Brage and get reputation up to 20.
During the same period I had also been trying to generate a bit more cash - the necklace of fireballs killed Bassilus, while drawing out some ghasts allowed them to be darted and their tomb looted. Sendai & co were fireballed, while a first use of the wand of monster summoning produced ogres for Zal & Vax (level 7). The tome of charisma was grabbed at the Gnoll Stronghold.
On up to Ulgoth's Beard to purchase the invisibility ring along with cloak, amulet and another wand of frost + a few scrolls. Another summon monster charge persuaded Dushai he had no further need for his ring. An invisible exploration at Ulcaster netted a wand of fire for Tiamat's collection.
Stats:
Tiamat, Wild Mage L7, 39 HPs, kills 114
#8649
Posté 23 août 2013 - 05:40
Corthief II the half-elf assassin (level 6) continues his adventure...
Traveling with: Jaheira, Khalid, Imoen, Garrick
So Corthief II continues to make some progress. Gold is scarce, so Corey_Russell risks going to Ulcaster School without any protection from a possible basilisk ambush, since Corethief II can't afford any protection. He lucks out and fortunately there's a mirror eyes potion in the school so he will be safe on the return trip.
Icharyd threatened the party, but Corethief's II backstab calmed him down dead. The team then fights in the dungeon. First target was the Mustard Jelly and Ochre buddy. The team handled this suprisingly well. The basic words/dread wolves weren't too much trouble either, nor were the spiders.
The real challenge was of course the vampiric wolf. The team wasn't well prepared for this encounter - Jaheira has no magic weapon to hurt it (she used her spell magic weapons on the jellies and Icharyd) or ammo, Garrick ran out of magic bolts so had to use his halberd, and nor did Corthief have any magical bullets. So Corthief II decided to help by using his assassin skills - namely turning a corner and hiding, and returning for a single backstab - this finished the vampiric beast.

Imoen is REALLY close to leveling, and since we did so well against the jellies here, we thought we try our hand against Narcillus jellies so we headed to the three tombs area next, after resting of course. We explored the first two tombs and the revenant got Imoen level 6! Dualing time - so we retreat to Beregost to put her soon to be no longer usable stuff in our barrel, get her a sling and bullets and dual to mage.
We then return to the 3 tombs area. For Narcillus everyone used ranged weapons on him - this caused him to fall quickly. Jaheira then cast the magical cudgel, while the rest of party equipped their melee weapons and charged the nearest mustard jelly. Jaheira charged the other one - very smooth again, no one even took any damage.
Time for the tomb with the three ghasts. I knew that someone is probably going to get held, as we have no hold defense. Yep Jaeheira ges held and is dying fast! There's only one ghast left though. Imoen decides that a level 1 mage thaco with bullets isn't enough help, and approaches with the fire wand. Problem? In EasyTutu, the settings for the wand simply say "Fireball Wand" - you have NO CLUE which is the fireball setting or scorcher setting (this is the one Imoen wants). Well, Imoen has 50/50 chance and if Jaheira doesn't get help immediately she will die, which is a huge looting head-ache (the party is pretty weak, the fighters can barely carry their own armor and shields). Of course, Imoen (Corey_Russell) guessed wrong and launches a fireball right at the party at close range!

Amazingly, everyone survives, even Jaheira, though of course she's at a sliver of life. Through bitter experience Corethief II had the fire resistance ring equipped - When Imoen duals to mage, she's real dangerous to my thieves. New change of plans - retreat to Nashkel and rest up.
The party returns to the three tombs area once more. One final confrontration, the Amazon Assassins. The assassins were absolutely destroyed. Corthief opened with fireball with necklace of missiles, using it up - Jaheira opens with Call Lightning, Imoen with fireball (aimed correctly this time), and Garrick with web - Khalid had to settle for using his plain old darts. Success. This loot boosted our gold enough we could afford basic AC 8 bracers for Imoen now.
Corthief II decided his party needs to rest, except Imoen who was ordered to pratice her magic outside, away from us. She'll be in the doghouse for a while...
Traveling with: Jaheira, Khalid, Imoen, Garrick
So Corthief II continues to make some progress. Gold is scarce, so Corey_Russell risks going to Ulcaster School without any protection from a possible basilisk ambush, since Corethief II can't afford any protection. He lucks out and fortunately there's a mirror eyes potion in the school so he will be safe on the return trip.
Icharyd threatened the party, but Corethief's II backstab calmed him down dead. The team then fights in the dungeon. First target was the Mustard Jelly and Ochre buddy. The team handled this suprisingly well. The basic words/dread wolves weren't too much trouble either, nor were the spiders.
The real challenge was of course the vampiric wolf. The team wasn't well prepared for this encounter - Jaheira has no magic weapon to hurt it (she used her spell magic weapons on the jellies and Icharyd) or ammo, Garrick ran out of magic bolts so had to use his halberd, and nor did Corthief have any magical bullets. So Corthief II decided to help by using his assassin skills - namely turning a corner and hiding, and returning for a single backstab - this finished the vampiric beast.

Imoen is REALLY close to leveling, and since we did so well against the jellies here, we thought we try our hand against Narcillus jellies so we headed to the three tombs area next, after resting of course. We explored the first two tombs and the revenant got Imoen level 6! Dualing time - so we retreat to Beregost to put her soon to be no longer usable stuff in our barrel, get her a sling and bullets and dual to mage.
We then return to the 3 tombs area. For Narcillus everyone used ranged weapons on him - this caused him to fall quickly. Jaheira then cast the magical cudgel, while the rest of party equipped their melee weapons and charged the nearest mustard jelly. Jaheira charged the other one - very smooth again, no one even took any damage.
Time for the tomb with the three ghasts. I knew that someone is probably going to get held, as we have no hold defense. Yep Jaeheira ges held and is dying fast! There's only one ghast left though. Imoen decides that a level 1 mage thaco with bullets isn't enough help, and approaches with the fire wand. Problem? In EasyTutu, the settings for the wand simply say "Fireball Wand" - you have NO CLUE which is the fireball setting or scorcher setting (this is the one Imoen wants). Well, Imoen has 50/50 chance and if Jaheira doesn't get help immediately she will die, which is a huge looting head-ache (the party is pretty weak, the fighters can barely carry their own armor and shields). Of course, Imoen (Corey_Russell) guessed wrong and launches a fireball right at the party at close range!

Amazingly, everyone survives, even Jaheira, though of course she's at a sliver of life. Through bitter experience Corethief II had the fire resistance ring equipped - When Imoen duals to mage, she's real dangerous to my thieves. New change of plans - retreat to Nashkel and rest up.
The party returns to the three tombs area once more. One final confrontration, the Amazon Assassins. The assassins were absolutely destroyed. Corthief opened with fireball with necklace of missiles, using it up - Jaheira opens with Call Lightning, Imoen with fireball (aimed correctly this time), and Garrick with web - Khalid had to settle for using his plain old darts. Success. This loot boosted our gold enough we could afford basic AC 8 bracers for Imoen now.
Corthief II decided his party needs to rest, except Imoen who was ordered to pratice her magic outside, away from us. She'll be in the doghouse for a while...
Modifié par corey_russell, 23 août 2013 - 05:43 .
#8650
Posté 23 août 2013 - 06:26
Sounds like something I would do - glad to see it worked for you!corey_russell wrote...
Imoen (Corey_Russell) guessed wrong and launches a fireball right at the party at close range!





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