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Baldur's Gate 1 No-Reload Challenge


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#10101
Gate70

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These guys are sometimes quite buggy, something I also thought this was:

How can it kill her when it was disarmed??

A couple of questions.

1 Was Shar teel hasted or wearing boots of speed. That trap is huge.

2 I always avoid it because I found it triggered too easily but think it can be dealt with.

 

Unlike the SoA trap in Spellhold that I'm pretty sure is instant death regardless.



#10102
Jianson

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A couple of questions.
1 Was Shar teel hasted or wearing boots of speed. That trap is huge.
2 I always avoid it because I found it triggered too easily but think it can be dealt with.
 
Unlike the SoA trap in Spellhold that I'm pretty sure is instant death regardless.


Shar-Teel had no extra foot speed. Do you think that would have helped, or would it have made the chances worse? I have usually been able to remove this trap just fine.

Yeah, I know it's possible to go around the level in the other direction but that fireball/ghast passage is not nice either.

That Spellhold trap is really bad design. If you don't know about it; even if you play well and find it, it will still get you.

#10103
Charlestonian Knight Templar

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Mordred, a servant & Black Guard of Asmodeus. Before I ever got into the ruins of Ulcaster, my Bard/Herald/Sage was killed after an attempt @ rest. We were beset by Kobolds w/Short Bows & he was hit immediately & a follow on arrow took him down. I elected to go on w/o him rather than return, especially since I didn’t have the gold to begin w/. Another attempt @ rest was interrupted by Zombies which I annihilated w/my Berserker Sergeant. Then heading for the grate that led into the ruins, I encountered three Ghasts & 12-15 Kobolds. I was able to stretch that fight out & defeat them & finally got into the ruins themselves.

 

 

                In the ruins, my first run-in was a tough one w/an Ochre Jelly & a Mustard Jelly in which my Conjurer & I were both hit w/the Mustard Jelly’s attack & slowed. He got away while I pressed to finish the Ochre Jelly & then went after the Mustard Jelly. I took more hits & quaffed Elixir’s of Health & finally killed it. When I did, I felt a surge of power rise up in me from Nessus, the Ninth Hell. Asmodeus promoted me in that moment!

 

rwk6.png

PROMOTION BY THE LORD OF THE NINE HELLS!  

               

                 From there I discovered the body of a fallen adventurer w/a Potion of Genius, much needed in my company as they have failed to write to many scrolls, so many I cannot count.  There on until the final battle, my party was constantly beating off both Dread Wolves & Dire Wolves, at least 20 of them. I worked my way thru, probably too carelessly for a party w/o a true rogue to Find Traps.   It eventually caught up to me when I found yet another fallen adventurer & carelessly went over to pick his corpse of any treasure. Just as we moved him, a Fireball came shooting out & blasted us all, killing my Illusionist.  

 

                I got us back together, & went back after a rest, & the three of us, all Lawful and Evil, defeated three Dread Wolves & another Vampiric Wolf.  My Conjurer did great work in this encounter & killed the third of the three Vampiric Wolves. I wanted his treasure & I wanted it now, so being the healthiest of my company I went in knowing it was likely trapped. It was. Fireball! Ouch!! I’ll need some toughening before I lead armies in the Nine Hells for my lord Asmodeus.  

 

Key Event: The most harrowing part of the entire effort in the ruins was trying to get back out after the last battle w/the Vampiric Wolf. I led my two Lawful Evil subordinates around the last corner, thinking maybe of another treasure room, only to find it booby trapped w/another Fireball. It tore us all up good & I tried to lead us to the exit. Around every corner were two more Dire Wolves.  I kept fighting them off using my subordinates to great extent. My Berserker Sergeant & I were both hanging on by a thread as we fought off six Dire Wolves before I finally found us a corner where we could rest, which I & they did. Once complete, I stormed out of the ruins destroying six Dire Wolves before emerging out of the grate into the air again. Outside, the three of us worked masterfully to fight off three Ghouls, some twenty Kobolds including three Kobold Commando’s & 10 or so more skeletons, four w/Composite Longbows. I wanted to find out what reward I might get for returning the spook of Ulcaster his book but, alas, we could not find him anymore. 

 

 

kcbb.png

 

SWEATIN' IT TO THE FINISH BIG TIME! 

 

Treasure of Note: Ring of Protection +2 (Me); Oil of Fiery Burning (Bard/Herald/Sage); Arrows of Piercing, Biting (Bard/Herald/Sage)

 

Next Steps: I’m returning to the Nashkel Mines to descend this time

 

Level UpI praise my lord Asmodeus for granting me a promotion to Scoundrel (Anti-Paladin/6) & granted me another Doom spell; My Berserker Sergeant also received promotion to Fighter/Berserker/6

 

Current Party: (Reputation:– Despised)

Black Guard of AsmodeusFighter (Blk Gd)/6; Plate Mail w/Lg Shld & RoP+2, +1 B/Swd** & +1 Flail*

                (SSS**)             

Kagain: Fighter (Bkr)/6; Splint Mail w/RoP+1 & B/Axe*** & T/Axe** (W/Hammer*)

Eldoth: Bard/6; Chain Mail, Sh/Bow* & BoArchery, +1 S/Swd*, Dgr* (Arm,MM,ChOrb,Mir Img,Knock)

Edwin: Mage(Cjr/5); Knaves Rove & +1 Q/Staff* (Arm,Greasex2, C/Per,LMD,B/Hands,MelfsAA x3,PWS,F/Arrow x3)

Quayle: Mage(Ill/5); Mage Rove of FR, Slg* & Dgr (Ref Img, Blind x4,Blur,Inv,Mir Img)

 

Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); MegaModKits v1.01L; level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)

 

Reloads: 0

 

** Self-imposed restriction: I require my mages to ALWAYS select spells from their school to learn & memorize in spell slots. They can use others, only one of each from other schools, but after writing all the spells they can for their intelligence, if they find one from their own school, they have to choose one to remove in deference to the spell from their school. Same w/memorization, they must learn spells from their school first before others which I only allow them to learn one of. Any extra memorized spell slots have to go to spells from their school.  Bards & plain vanilla Mages aren’t restricted in this way. 


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#10104
Aasim

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CKT, great progress I must say.

 

Ilydan the swashbuckler - final

 

Cloakwood proved little challenge for my party - spiders were dealt with easilly, Minsc holds Spider's bane, and after killing Aldeth we accepted a quest (BG1 NPC Project Jaheira personal quest) to find some druid. Amarande hold great hatred for Jaheira and had to be killed, which was done flawlessly.

Baldr199_zps9c6362f4.png

 

However, the group which held our target was a much different kind of enemy. Jaheira immidiately summoned Dryads; Xan started Slow, Uther rushed forward, Minsc used his rage to get an extra apr. Druids + BG1 + Concentration check is pain indeed.

Following that, Minsc got charmed, Xan panicked&killed by Insect Plague, Kivan doomed, Minsc charmed by our own dryad, re-charmed by the enemy, charmed by our dryad again only to follow being charmed by the enemy (I kid you not). Uther naturally got charmed as well.

2 enemies were charmed as well (yes, it's a charm-fest).

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Kivan died when a bear got to him.

Baldr212_zpsa5342174.png

 

After Kivan's death, only operational character was Jaheira. She got stuck in Entangle, only to get charmed. 

I don't think I'm gonna be doing Jaheria's quest no more.

Baldr215_zpsd8a3cce9.png



#10105
Grond0

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Another exciting adventure CKT!

 

I wanted to find out what reward I might get for returning the spook of Ulcaster his book but, alas, we could not find him anymore. 

I often find he's not there (although he does move around quite a bit).  Resting somewhere else and sending an invisible / stealthed character back to search for him may help - it doesn't matter how long you leave it until you return the book.

 

@ Aasim.  Sorry to see that - a less than charming end ...



#10106
Charlestonian Knight Templar

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Another exciting adventure CKT!

 

I often find he's not there (although he does move around quite a bit).  Resting somewhere else and sending an invisible / stealthed character back to search for him may help - it doesn't matter how long you leave it until you return the book.

 

@ Aasim.  Sorry to see that - a less than charming end ...

Thanks Grond0. I was planning to pass thu again on the way to my next adventure & see if I can find him. I kept the tome.  CKT



#10107
Jianson

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Thanks Grond0. I was planning to pass thu again on the way to my next adventure & see if I can find him. I kept the tome.  CKT


Note that there are actually three more copies of this book in the game, and that the ghost will reward you for each one of them if you bring them to him.
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#10108
Matuse73

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One of the copies is easily available in Gullykin, if you haven't been to Ulcaster yet to find out the name of the book, just grab them all. There aren't that many.


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#10109
Jianson

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IIRC, there are two copies in Gullykin. The title is "History of the Sisters of Light and Darkness".
If you are into reading, it's one of the more interesting books in the game. One of the 'sisters' is Shar, the goddess that Viconia now worships.
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#10110
Mr_Goldbeard

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Greetings everyone. I am new here (just made a profile and slapped a picture to it), but I have read just about every post here and for bg2. I must say, very impressive. I will begin a RP version of this challenge going through the whole saga. The rules don't specify on the Black Pits, does this extra content limit me in completing the challenge, and if not, then will my solo character be able to import into bg2. He will have accumulated roughly 1.3mil xp through it, if he does this. If this is not allowed then I wont import that save file.

Really nice work everyone, to bad I never knew about this forum. Advent player since the initial release, and fell back into the addiction upon the release of EE.

#10111
Serg BlackStrider

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Well met and welcome, Mr_Goldbeard! Nice to have you with us and all the best with your challenge. About Black Pits - I'm not familiar with them but as far as I know they are not the part of BG1(EE) but just a side-challenge. What is your aim with them? To accumulate an extra exp? But there are loads of exp in the saga itself for the solo character anyway... Of course you can complete them if you like so but for the trilogy no-reload you need only the *main* games by the rules. I wouldn't object if you add them to your personal challenge - many of us add various difficulty enhancing mods in our setups. But I don't know if those Pits could be considered as a mod  :huh:

 

In any case, good luck with whatever you'll choose!



#10112
corey_russell

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I did some reading of the black pits, and it appears to mod BG 2 EE. Mods are allowed, I don't see why you couldn't use it, but at the moment, the no-reloads are BG 1, BG 2 or ToB, or Trilogy, which is all 3 starting from BG 1. Thus Black Pits is content you can do while doing the BG 2 no-reload. Regardless, welcome to the challenge Mr. Gold_Beard



#10113
Blackraven

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@Aasim: condolences...

@Mr_Goldbeard: welcome, your arrival means I'm not the newest kid in town anymore :)

@everyone: I wouldn't consider the Black Pits to be part of the Trilogy, it's an arena in which you fight a series of (groups of) opponents that increase in power, but not within the game. It's rather a separate game I'd say, for which you'd create a new character or custom party. I suppose it's possible to import/export characters between the two though. I also have nothing against posts about a solo no-reload Black Pits challenge, though I wonder whether people on here would be as interested as they'd be on the BG:EE forums.



#10114
Gate70

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Jianson, I find hasted characters usually trigger that trap.

 

Welcome Mr_Goldbeard. You've said your plan, fair enough and why not see how it goes.

 

&

Sorry to see your run end Aasim.

Keep up the good work CKT.



#10115
Matuse73

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The title is "History of the Sisters of Light and Darkness".

 

Sometimes it is that. But I've seen it be other titles. There's a randomized element to it.



#10116
Jianson

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We arrived in Ulgoth's Beard under invisibility (the closest area is thankfully just 16 hours away). I immediately walked south and around the outside of the fence. Viconia summoned two batches of skeletons there and used PfE on them. It's a spell she can cast once per day using the Rashemaar amulet we got from Winski, so she can save a level 4 slot for something else.

Shar-Teel took a couple of skeletons with her to confront the Cult Enforcer spokesperson. She opened up with bolt of biting but he saved. (The Enforcers are pretty dangerous as they cast spells and use wands of frost. I did not see any wand use but they may have (uselessly) done that on skeletons out of view.)

I sent in more skeletons as needed, and had my casters throw disabling spells. It was a pretty easy win. I now had free access to the inn, so I rested. The next outside batch of guards were pretty heavy with the basic goons, the Cult Guards. They are pretty strong opponents, especially those that used oils of speed or giant strength potions.

I used the doorway of the house to pull out a few enemies at the time. Funny incident with one of the assassins:
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What is that, a "backpunch"? :)

The Wizard saved against three poisonous bolts before coming outside. Both him and Edwin cast Greater Malison. Skeletons surrounded the wizard and tore down his stoneskins, so he renewed it. Then Eddie got the last laugh:
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After mopping up the indoors, it was time for the basement (shudder!). I made a mistake here - I though the Cult Guards would not show up until I had spoken to Tracea Carol so Shar-Teel had gone down the stairs fully visible (but with Protection from Magic scroll in use). This of couse led to Aec'Letec getting summoned right away. Shar-Teel retreated upstairs and only the sorceress and one guard followed. After suffering a few MMMs, Shar-Teel knew she would win easily:
Eileth080Carol_zps69d9ce2e.jpg

Tracea Carol cast Invisibility and then stayed passive, so I brought in Viconia for an Invisbility Purge. Shar-Teel went downstairs again. I did not know if PfM scroll stops the demon's death gaze or not, so she waited out the protection effect and drunk a mirrored eyes potion before starting to work on the guards. My version of SCS claims that the guards can fight back, but that is only true if you melee them. Except for the one that managed to climb the stairs earlier, they are rooted to the spot, and they can't even call for help. So as long as Shar-Teel was out of sight of the demon, it was simple target practice for her. The guards have good AC, lots of life and healing potions so she needed something like 180 bolts to kill them all.

She buffed with speed oil, giant strength potion and another mirrored eyes potion. Ready to be showered in one of those annoying 'Vamp Touch from range' abilities this beast has, she braced herself for what would happen next:
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Oh wow, didn't expect that. Sweet!

I accepted Hurgan's hammer as reward, sold it and a few more trikets at the inn and bought a 5-charged Paralyzation wand for 28k gold.


Edwin was now only about 3000 exp from reaching level 11. I wanted him to have that for the final battle. No so much for the extra spell slots, but to make his Remove Magic more likely to work. I decided to go hunting respawned monsters in the sewers. But first, a visit to Blade & Stars to celebrate my demonslaying hero and to pay homage to one of Frabjous' cool anagrams:
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Shar-Teel Dosan - Trashed on ales

7 Carrion Crawlers in east sewers, a couple of assorted slimes and jellies in the central sewers and six Phase Spiders in west sewers were killed. I reached my goal after the fifth spider:
Eileth083Edwin_zpsdf3779f1.jpg
Shar-Teel must have been really hammered here. She was still pretty good with her backstabs (inherent backstab bonus and her superhuman STR helped, of course) but she was a lousy archer. Probably worse than when she was a level 1 Thief! Eileth had to help out if I was ever going to safely get those spider kills.


Only final battle left now, but I was hesitant to do it since I have grown to really like this gang. I am not like some players in this thread who do super fast runs. My campaigns take many weeks if I am succesful. Very much a 'completionist', I am.

Oh yeah, Coran's quest is still left to do! Some final (game) days with the gang before the last showdown. Went to Cloakwood to pick him up, but he wasn't there. Ah, maybe I used him to get the wyvern head payment from Kelddath and then sent him to an inn? Yup, found him in Nashkel.

My main character is not evil enough to hand over Coran to an abyssal temptress, so I decided to fight her. What to use against her? She is highly magic resistant, so an MR spell from Viconia must be a good opener. Getting her MR down from 'very high' to 18% must be a good thing. Imoen and Edwin loaded up on Magic Missiles and Melf's Acid Arrows. I've been succesful with the latter earlier - if she is hit by one it will deal damage even when she goes ethereal. I have not ever been able to hit her with any weapons. I know +2 weapons are not good enough, and for some reason, MMMs are also useless. Probably fire immune, considering her origin. Hmm, what about this 'Root of the Problem' club? It's +3 against unnatural creatures. Seems to fit this opponent. None is proficient with clubs but "Wonder Woman" should be able to handle it just fine. The only other non-cursed +3 weapon I have found is the Short Sword Slythe was using (and I've sold that one).

Conjured up some skellies, Prot. Evil + Haste. Negative Plane Protection for Shar-Teel and off we go. Yay, the Root works:
Eileth084Rootworks_zpsd97e270a.jpg
Oh crap, I forgot that she plays male characters like puppets! Good thing Eddie only fights.

Things are not going well here:
Eileth085trouble_zps7fb2c10b.jpg
I think Viccy managed to hit with the Magic Resistance spell, but Amelia has still MR-blocked everything else we've thrown at her: 2x Melf's Acid Arrow, a Poison spell and Wand of the Heavens (WoH was probably stupid but I was getting desperate). I had her down to Badly Injured earlier, but she's back up to full now, Shar-Teel has been drained a level and Edwin does not have many Stoneskins left (I simply can't keep all those skellies from him, especially since he runs after them under Haste and tries to punch them).

Shar-Teel drank a Storm Giant Strength potion and Imoen switched over to Magic Missile casting. Much better, most of the MMs hit and then Shar-Teel scored another critical:
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This really is an interesting opponent. Not much life but very hard to damage and with fast regeneration.

I still had the problem with a Dire Charmed Edwin. As you can see in the last screenie, he is out of Stoneskins and a few seconds later, his life got down to half before I could pull the skeletons away long enough. Viconia tanked him to keep him away from the skeletons. In fact, she helped him more than that:
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I had tried Dispel Magic earlier, to no effect. Viconia had one more, and this time it worked:
Eileth088Dispel_zpsdd6b8f9c.jpg

Now there really, really isn't anything more that keeps me from the Undercity temple. I am scared since I have only played the SCS add-on once before, and that time I had Faldorn that summoned two powerful and long-lasting allies immune to fire and normal weapons...
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#10117
Mr_Goldbeard

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*Warning really long post*- I'd like to start by saying this adventure will be a little different than normal.  The things that I post are not apart of any documented lore, I just made up stuff that seems cool, and it can fit the main story line.  I have done this run about 4 times with this character before, and only completed it zero times lol.  Hopefully this time around will be different.

 

Rathull's Deception - Vol. I

Written and Narrated by : Cespenar

 

Prologue -

The year is 217, the Heavens and the Abyss waged a war that lasted over a century.  With Faerun playing the stage as a battleground between the forces of Righteousness and the sinister forces of the pure depravity.  The All Seeing One with all his glory clashed his angelic steel against the Prince of Demons himself.  The battle that saw the demise lasted for over a decade itself.  Countless demons and paladins laid waste to each others destruction.  Demogorgon had three great generals that acted under him, with each general, that general had a legion of his own.  Helm, seeing his fallen comrades in battle, knew he needed to device a plan that would end this war quickly.  He imprisoned Demogorgon and his two generals that day on the battlefield, and constructed a large tower, that would later become his acting place as a jail of sorts.  Helm ruled that no one would ever speak his foul name again. 

 

But this story isn't about that day, but more about the third demonic general.  The highest ranking demon of his kind.  Rathull the Glabrezu.  Rathull was just a few clicks to the south the battle that ended his dark lord.  When word reached his ear, he retreated back to the 88th Layer of the Abyss, and lied in wait, seeing if Demo's return would happen.  Centuries past, Demo's cultists and servants on the Prime Material plane begin to diminish.  With the absence of prayers and rituals, or even a name whispering in an alley.  The 88th Layer began to stop flowing with essence all together.  The layer was under constant attack from Demogorgon's enemies, in hopes to conquer the Throne of the Depraved.  Rathull and all that remained retreated once more to the Throne room itself and barricaded the gates.  Centuries pasts once more, until one day Rathull came across a very peculiar tome found deep within Demogorgon's treasures.  A tome that would change the course of Helm's rule. 

 

The Tome had writings about a sacred ritual.  The ritual was that in a time of desperate need, a fell/ Angelic spirit may forge a mortal body to spread the doctrine of his patron.  With spreading the doctrination, the embodiment of the patron will begin to gather essence, which therefore have a chance to be saved.  Unfortunately, however, if this avatar as such were to fall, the immortal spirit would not return to the plane of their existence, but would cease to live at all.  The spirit would be slain for good.  Rathull understood all these things, and began the ritual immediately.  Rathull knew he would be born a mortal babe, and that in the prime material he would need a caretaker.  Rathull invoked an ancient pact between the 88th Layer and the 90th Layer of the Abyss.  Ilsidahur, heard the terms and conditions and told Rathull he has his word.  Ilsidahur took a close follower near where Rathull decided to spawn at, and told his servant to lay his life for the young mortal babe.  Gorion was this servants name.  Rathull, following the agreements with Ilsidahur, started the preperations for the ritual.  The embodiments of Demogorgon : Fear, Hatred, and Depravity.  Were used to create a mortal vassal.  With barely any of the essence left, Rathull was weak in this form.  His arms limited, his breathe was short, his mind having capacity of a mortal.  In a since he was cursed, but as long as he can act upon the embodiments of the Swimmer of Darkness, the essence will flow through him sure enough.

 

Rathull was born of 7 Mirtul 1350.  Upon his birth plague and pestilence stormed the land in such a way the common folk started calling it "The Time of Troubles." Rathull was born in a town called Candlekeep, where every tome known to man and mer.  As a child he was cruel and abusive, unable to comprehend what his purpose was, but Gorion showed him the path that he must walk, and taught him who and what he was. When he was three, he was at the school house, he stole his classmates rations and the teacher got onto him.  Rathull spat in his teachers face, the scholar carries the burns and boils to this day.  Everywhere Rathull went the people of Candlekeep felt sick to their stomachs.  Rumor was Rathull shook the hand of a wandering scholar visiting the keep, that scholar lied in bed for three days, drained and pale as the whitest snow.  Rathull eventually grew of age, and studied the surrounding areas with precise attention and devised a plan that would sweep the Sword Coast and take it by surprise.  He would bring Baldur's Gate and Amn to the brink of war, causing fear into the hearts of many, and installing hatred towards their leaders.  Rathull's tasks were as follows : 1. poison the Amnian mine south of the Baldurian town of Nashkel, leaving their ore as corrosive as the serpents fang, eating away at the flesh of whoever dawns the iron. 2. slay the Baldurian forces north east of Beregost, and leaving Amnian swords and shields at the wasted army, incriminating Amn as a retaliation. 3.  Travel into the only metal resource owned by the Iron Throne (the royalty of Baldur's Gate) and flood the mine and point the finger at Amn, this would surely be a declaration of war brought by Balduran Leaders.

 

 

Rathull Lvl 1 Blackguard : kills - 0

HP:       14

Str :      18/00

Dex :    18

Con:     18

Int:       16

Wis:     10

Chr:     14


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#10118
Mr_Goldbeard

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Rathull's Deception - Vol. 1

written and narrated by: Cespenar

 

Chapter 1 : A Demon's word is worth a thousand gems

written journal of Rathull and narrated by: Cespenar

 

I grow tired of these blasted walls, and everyone in them.  I figured I would take what I could from the peasants here at Candlekeep, and I managed to do so.  Especially that ignorant traveling noble upstairs in Winthrop's hell hole of an establishment, not to mention I have a nice piece of armor that the guard that was beckoned.  Gorion was ready to head to Nashkel, and as was I. 

 

Not even a days walk outside of Candlekeep, we were ambushed by a group of traveling paladins.  The stench of sin travels far I hear.  Gorion laid his life for me this night, when Demogorgon is freed, I will make sure to get Ilsidahur nicely rewarded for this.  I continued to venture around the area, nothing major to kill, just a few wild animals.  It wasn't until a short time that I stumbled across some carnival, Primes are so pathetic for such things.  What was rather interesting was this one particular conjurer, who conjured creatures for the pleasure of others.  I stared at the beast the second time it was conjured, and delivered a foul message "the owner and everyone here seek to beseech you, most honorable ogre, kill everyone here and you shall be rewarded!" the ogre turned on its master immediately, but the dumbfounded thing turned on me too.  I continued to travel south till I had reached the mines.  Seems I have walked to far and stumbled upon some strange being in bright green.  He begged me to save him from a bounty hunter, I declined him and laughed at him.  Amidst my laughter, Greywolf the bounty hunter did indeed show.  I spat on my blade and thrusted it into his gut, the acidic saliva ate him away inside out.  I gave this "prism" the same fate. 

 

I tricked the front guardsman of the mine into thinking I am a chief inspector from Amn, I showed him a few papers I forged a few days ago, and he let me in.  The Amnian guards became sparse and sparse as I entered the mine, and these yipping little crittens stand their duties.  Once I started to see pure iron deposits I begin my work.  When the acid touches the iron it shimmers in a pale orange color, once forged it will tear away the flesh of all that wear it.  Mulahey the main Amnian in charge is dead by my blade.  Within his belongings I had found a note, from some Amnian Ambassador that is staying in Beregost.  A pleasant turn of events, perhaps I shall go pay him a visit. 

 

Rathull lvl 3 Blackguard : kills - 85 (Greywolf)

HP : 42

Two Handed Sword : * *

Two Handed Weapon : * *

Crossbow: *


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#10119
Blackraven

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@Jianson, glorious defeat of Aec'Letec! I Love backstabs, especially criticals, and even more on a foe like that one :D
As to the future, you'd do well to remain vigilant, as the Helmites would say, but since you've tackled Durlag's Tower, I think the remainder of the game should be doable as well even if you've got little experience with SCS. Keep a wary eye about in the Undercellars, I've had very unpleasant surprises there in the past.

Mr_Goldbeard, you write really well!



#10120
Jianson

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Keep a wary eye about in the Undercellars, I've had very unpleasant surprises there in the past.


That part is done already. I did that before the main part of Durlag's Tower. I was actually standing just outside the final temple pondering what buffs to use for the final battle when I thought of Coran's quest. For different reasons, I've walked through the Thieves' Maze almost ten times now (thank goodness for the improves pathfinding!).
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#10121
Matuse73

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For different reasons, I've walked through the Thieves' Maze almost ten times now (thank goodness for the improves pathfinding!).

 

For a cleared out area like this, I find it a lot more convenient to just use the control-J command and bypass it. There's no gameplay or challenge or interest in watching a party wander through the maze. Skip all tedium.



#10122
Jianson

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I just went and did something else for a couple of minutes. Good call, though.

#10123
corey_russell

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Only thing about your suggestion Matuse is there's a lot of traps in the maze, even if the monsters are dead, so I'm not so sure CTRL + J is appropriate in this case, since you would skip them. This isn't a speed challenge, so if it takes 2-3 minutes to get through the maze, no big deal. In general, the CTRL + J should be used to resolve bugs (that one bug in Durlag's is a good example of where CTRL + J should be used).



#10124
Jianson

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Only thing about your suggestion Matuse is there's a lot of traps in the maze


In my case there was only one trap left, in a corner out of the way. It was too hard for Shar-Teel to disarm.

#10125
Mr_Goldbeard

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Could anyone tell me how to screen shot bg? I have tried the standard print screen button but it wont apply here, and if I paste it on windows paint it will show up black.