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Baldur's Gate 1 No-Reload Challenge


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#10326
Blackraven

Blackraven
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Third and final update:

At Cloakwood 3 I CLUA'd in Molkar and his buddies (who had never appeared). Coran with boots of speed and an oil of speed took them on by himself. He was untouchable due to his speed, and devastating with his Longbow of Marksmanship. He used arrows of biting against the spellcasters.
 

Spoiler



Gylliane and Coran skipped the Druid quests, killed the wyverns in the next area for Coran's quest, and in the Cloakwood Mines area they sneaked past the Arch Druid and confronted Drasus and company. They didn't prebuff. Gylliane caught Drasus, Rezdan and Genthore in her Web and together with Coran finished them off with little difficulty. Kysus on the other hand was either invisible or out of Gylliane's line of sight when the conversation with Drasus started. He came toward the party, Stoneskinned and surrounded by a globe of Invulnerability neither Coran (without arrows of dispelling) nor Gylliane (with no dispelling magic) could dispel, and he remained unaffected by the Web. Together they managed to fight through the mage's first Stoneskin, but he immediately cast a second one, followed by an Emotion: Hopelessness that affected both Coran and Gylliane (before she could activate her Greenstone Amulet). Together with two summoned Ogrillons he slew Gylliane.
 

Spoiler



***

Note: in my setup poison doesn't penetrate stoneskin, but I did have arrows of fire that Coran should have used to at least try to disrupt Kysus. A very disappointing run. The Swashmage or Fighter/Mage is supposed to be the class I know how to play "best", and I know I should be able to breeze through BG1 with one. Maybe I shouldn't have recruited Coran, and relied fully on charname.
Anyway I'm going to be a bit busier as of now, but I'll keep on trying (and probably posting, however underwhelming my track record may be). I still have Aya the Avenger, but at this moment I feel more like beating mages into mushy pulp, so I might give Grynne the (rebalanced) Wizard Slayer another try.



#10327
corey_russell

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Hanna the Priest of Talos and her Random Party - FINAL Update!

 

Hanna was having a tough time deciding where to go to get experience. Eventually decided to try the valley of the tombs. The battle vs. the amazons went smooth, silence and web and Uriah distracting them (he waded into the web without immunity to it) was enough for a clean victory. Can we take on Narcillus and his pets? If Werewolf claws were effective against them, I though we could easily - but it not, we are in trouble, as we have only Uriah's bastard sword and Lily's quarterstaff +1 if not. As is turned out, the claws were NOT effective. While Narcillus was slain easily, the jellies gave us heck. We managed to kill one, but then Uriah was overwhelmed. Lily wasn't doing enough damage, and Hanna refused to be cowed by jellies and was slain.

HannathePriestofTalosfinalpic_zps5fd4c65



#10328
Grond0

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Hard luck Corey and Blackraven.

 

I've put in a new installation with mods as follows:

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers   and Stalkers: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #115 // Paws from Shapeshifting Can Not Be Dispelled: v10
~SETUP-OVERSIGHT.TP2~ #0 #0 // Tougher Sendai (ToB Required): 13
~ASCENSIONFIX.TP2~ #0 #0 // Fix Ascension Slayer dialogue
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Allow player to choose NPC proficiencies and skills: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6041 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6553 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6563 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids cannot see invisible enemies: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8141 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v28
~SETUP-OVERSIGHT.TP2~ #0 #6 // Monk High Level Abilities: 13
~SETUP-BGTTWEAK.TP2~ #0 #100 // Eldoth reminds of Skie's ransom: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #400 // Add Semaj's Cloak and Upgraded Koveras' Ring of Protection: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1000 // Bags of the Sword Coast: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1101 // Altered spawns -> TuTu-style levelled spawns: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1300 // Coran responds to the death of a wyvern: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1800 // Import more NPCs into Shadow of Amn: Alora: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1801 // Import more NPCs into Shadow of Amn: Branwen: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1802 // Import more NPCs into Shadow of Amn: Eldoth: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1803 // Import more NPCs into Shadow of Amn: Kagain: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1804 // Import more NPCs into Shadow of Amn: Kivan: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1805 // Import more NPCs into Shadow of Amn: Sharteel: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1806 // Import more NPCs into Shadow of Amn: Skie: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1807 // Import more NPCs into Shadow of Amn: Xan: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1808 // Import more NPCs into Shadow of Amn: Yeslick: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2300 // Disable hostile reaction after charm: 11 (5 Feb 12)
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #12 // Inactive creatures fix: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #13 // Gerde's quest and other related fixes: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2000 // Give all skeleton warriors the same immunities -> BG2 immunities (suggested!): v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2005 // Helmet of alignment change: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2010 // Enhanced Nalia's ring: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2023 // Cespenar can improve the Daystar with the Tyr's Eye: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2045 // Enable bard class for elves: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2047 // Allow blades to use Defensive Spin under Free Action: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2048 // Turambar's revised thieving skills and spell learning XP reward table: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2052 // Dragons are not immune to backstabbing: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4000 // Amazon kit (needed for Shar Teel): v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4010 // Priest of Shar (needed for Viconia): v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4020 // Priest of Tempus (needed for Branwen): v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4030 // Bladesinger(needed for Keiria): v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5001 // Kit for Shar Teel -> Amazon: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5005 // Priest of Shar kit for Viconia: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5006 // Priest of Tempus kit for Branwen: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5007 // Avenger kit for Faldorn: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5013 // Jester kit for Eldoth Kron: v1.8.1
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v14
~SETUP-ITEM_PACK.TP2~ #0 #0 // Item Pack: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #1 // Extra Items: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #2 // Tweaked Items: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #3 // Convenient Free Action Items: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #4 // More Distinguishable Items: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #5 // Familiar Faces: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #6 // More Work for Cromwell: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #7 // Pocket Store: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #8 // Item Pack for Tutu/BGT: v1.8
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #241 // Revised Bhaalpowers -> Only standardize the Bhaalpowers' casting time: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.23
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02
 
Moody - elven wild mage (update 1)
 
I'll see to what extent I can remember the different threats these mods offer while attempting to progress this wild mage ...
Startingrecord.jpg


#10329
Serg BlackStrider

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Feel sad of your losses, Blackraven & Corey.

 

Looking forward for your modded run, Grond0. All the best for Moody!



#10330
corey_russell

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@Grond0 - best of luck to your modded run. Perhaps this time your wild mage attempt will finally succeed...

 

Yent the Human Berserker entering Trilogy no-reload challenge...

Traveling with: Khalid, Kagain, Branwen, Jaheira, Imoen

 

Yent, Neutral Evil

STR 18/95 DEX 18 CON 18 INT 17 WIS 3 CHA 3

Standard Corey fighter portrait

***** Halberd

 

Setup:

EasyTutu

Core rules at all times, including spell scribes and level ups

"gore" on (my characters can be chunked)

Tales of the Sword Coast

No mods

 

Yent has made good progress, working on clearing the southern areas. The party is mostly level 3. We've taken care of the Nashkel Mines problem as well as Nimbul. For Mulahey, I had Korgan and Khalid stay near the entrance, then rest ranged attacked Mulahey. The divine casters tried to doom and hold Mulahey - took two tries but success! I dualed Imoen at level 5 to mage. Yent himself will dual to mage as well, probably around level 9. Going for party play this time, using NPCs. As you can guess by his proficiencies, Yent is always using his +1 halberd, though he does have a short bow, in case I want to keep him at ranged.



#10331
Jianson

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Yent the Human Berserker entering Trilogy no-reload challenge...
Traveling with: Khalid, Korgan, Branwen, Jaheira, Imoen


Good luck. What are your thief plans during Imoen's dualling period?

And how do you get Korgan to show up in BG1?

#10332
corey_russell

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Good luck. What are your thief plans during Imoen's dualling period?

And how do you get Korgan to show up in BG1?

Strictly speaking, you don't need a thief (I've soloed BG 1 as a pure fighter many times) in BG 1. For example, the traps in Ulcaster that you can't avoid are fire traps, so as long as you get someone with fire resistance to trip them, you don't need a thief. The hallway trap in Cloakwood Mines is lightning bolt - again, have 100% lightning protection on someone and have them trip the trap, etc.

 

As for your second question - oops, I meant Kagain of course.



#10333
Grond0

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Moody - elven wild mage (update 2)
 
Thanks Serg, Corey.  Moody has made a decent start on her long journey.
 
Starting at Candlekeep Moody eyed greedily the bag of holding available for sale there in this installation - but she couldn't afford it.  In the past I've either killed Firebead or provoked surges with the aim of getting something to sell, but decided not to try either of those this time.
 
I typically start BG1 by killing Shoal to get an easy level or two.  However, aTweaks makes her a very dangerous enemy, so Moody settled for summoning a familiar (only spell used to date) and then travelling to Beregost.  There she talked to Marl and used the familiar as an invisible blocker to dart Karlat and some spiders.  That took a while (Karlat requiring a critical to hit), but the effort was rewarded with a level - though only 3 HPs.
 
The AIs tendency to pick Moody to attack rather than her familiar meant that using the fairy dragon on things with fast weapon speed like ogrillons is too dangerous.  So Moody just ran them round herself to dart them.  Hobgoblins were easier to distract and Moody was soon able to return Zhurlong's boots along with Mirianne's letter - that got another level, but again just the minimum 3 extra HPs.
 
At the Carnival, Oopah was run round and darted before the familiar nibbled Vitiare (even with SCS his script doesn't react as long as all the party members are invisible).  The sale of the ankheg armour allowed Moody to buy the necklace of missiles as well as a protection from petrification scroll.  She then went to Firewine Bridge to play ring a ring o' roses with Meilum round some rocks.  That was something of a test of patience, but she didn't use the necklace of missiles and eventually the swordsman fell down.  His bracers will make her darts doubly effective in future.
 
At the Valley of the tombs Moody robbed the tombs invisibly.  One of the sarcophagi in the ghast tomb can't be robbed using right-clicks, so she relied on the familiar to re-cast invisibility there.  I decided to see what a charge from the wand of monster summoning would do to Narcillicus - and the answer was make a nasty mess :alien:.  Learning some scrolls he had got Moody to level 4 and a more welcome 5 extra HPs.
 
Sendai was another opponent that was annoyingly difficult to hit and this time Moody did use a couple of charges of the necklace of missiles on her.  Her archer friends have no useful equipment so she blasted them with the wand of frost from the Nashkel mines area (one of them did have his equipment destroyed by the cold).  Trying to get Rufie home, Moody then decided to take the long way round when some skeletons cut her off.  Unfortunately she failed to avoid talking to Vax and then suffered a mis-click and gave him all her money :whistle:.
 
The rest of the Cloudpeaks were no problem, except for an ambush by an ogre mage on the way back to Nashkel.  Moody wasn't invisible there - I hadn't bothered about that as in basic BGT none of the ambushes in this area are dangerous.  However, SCS has the ogre mage pre-buffed and it immediately cast dire charm at the familiar - which fortunately saved.
 
Back in Nashkel, Moody took on Neira.  The familiar got her to waste her save-or-else spells on it, but when Neira came in to melee Moody used the wand of frost to soften her up - unfortunately mis-judging how far the effect extended and killing an innocent in the inn (it was clearly right at the range limit as there were two villagers sitting almost side by side and only one died).  Part of the reputation damage was undone by taking Samuel back to the FAI - luckily there were no ambushes preventing a quick trip there.  Some summoned monsters accounted for Tarnesh and allowed Moody to return Landrin's goods.
 
The final action in the session was to use a potion of fire resistance (to complement the ring) and allow Moody to loot Ulcaster ruins of a wand of fire and a few other things.


#10334
Aasim

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I typically start BG1 by killing Shoal to get an easy level or two.  However, aTweaks makes her a very dangerous enemy

It does, but only if you install PnP Elementals. GL for your Wild mage anyway, it will be needed...



#10335
Grond0

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It does, but only if you install PnP Elementals. GL for your Wild mage anyway, it will be needed...

I thought PnP fey creatures (which I've got) affected her.  However, my memory may be as lacking as usual ...



#10336
Grond0

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Moody - elven wild mage (update 3)
 
Moody has made good progress this morning and is almost ready for a trip to the Cloakwood.
 
She started with a couple more encounters on the way to the basilisk area to get to level 5 (6 more HPs to get almost back up to average).  There she put the familiar in her backpack and set about darting the basilisks.  That was far easier than expected - the previous version of SCS I used caused basilisks to quickly realise when their gaze attacks were no good and switch to melee, but these ones didn't do that.  I did get caught out by Mutamin, who started running round when attacked by Korax and spotted Moody.  However, he didn't attack immediately, but tried to get close to Moody to talk (again vanilla behaviour rather than what I expected).  That allowed her to lead him in a circle for Korax to have another go at him (level 6 - +4 HPs).
 
Korax was joined by 3 hobgoblins in an assault on Kirian's party.  She died in the initial attack and a follow-up wand scorcher disrupted Peter's spell and killed Baerin.  A second scorcher killed Peter, leaving Lindin against hopeless odds.  The party had 3 invisibility potions between them, rather than the one in vanilla, which was a nice surprise.
 
For Bassilus Moody showed herself briefly while the familiar was casting invisibility - in order to check whether the undead would die (they did, though it took several rounds).  However, when Bassilus produced an aerial servant Moody just ran away.  Bassilus didn't seem to have true seeing in his spell repertoire though, so she was soon back again.  This time a scorcher interrupted his first spell and a hobgoblin arrow his second before a fireball finished him off.  Before leaving the area again a wolf was killed and Zargal's archer friends died in a frosty blast before he was darted.
 
On to the Nashkel mines.  Moody went down invisibly as far as possible, resting after triggering the first set of traps.  That's not as risk-free as I'm used to as a failed rest advances time in my installation so that invisibility can quite easily run out.  However, she managed to get her beauty rest in the end - as usual I'm not using healing potions so resting is necessary to keep HPs up.  SCS has kobolds blocking the passage to stop invisible progress, so Moody fireballed those from out of sight, while the familiar was casting invisibility.  It then scouted ahead to see whether the shaman showed any signs of having detect invisibility.  He didn't so Moody avoided the traps and moved down to the next level.  Mulahey was trapped by some gnolls out of sight of Moody and died without taking any action.  He was carrying a bag of holding, so Moody's inventory worries are now a thing of the past.  Emerging from the mine Moody looked for the amazons, before I remembered they were now peripatetic.
 
Before going to confront Nimbul Moody decided to recharge her wand of monster summoning (down to 2 charges left).  That cost most of the 24k she had, but seemed a wise investment against SCS casters.  That was immediately put to use as an ogre one-shotted Nimbul.  Tranzig was able to divine someone was around and gave his talk to apparently empty air.  His subsequent preparation enabled him to kill one lot of hobgoblin summons, but a second group was too much for him.
 
Moving towards the bandit camp I intended Moody to pick up the ogre's belt on the way, but the ogre proved more fragile than I expected - that was distinctly careless as I had planned to use that belt to help against arrows in the final battle with Sarevok.  At the camp I didn't fancy facing the SCS hordes, so Moody just used a potion of absorption to look in the chest and then a potion of invisibility to leave.  I did notice while there that Raemon's position in the tent has changed, so it's a lot more difficult to cast spells without him noticing.
 
Having picked up a Bhaal horror ability she started undertaking various reputation quests.  She got to level 7 in the course of those - +6 HPs taking her up to exactly on the average of 45 (including 12 for a BGT familiar).
 
I couldn't resist taking on the doomsayer at the excavation.  That almost proved catastrophic when I forgot (again) that a wand of frost charge spreads out virtually straight to the sides.  While the badly wounded familiar bravely ran invisible interference Moody used another frost blast, a couple of scorchers and a couple of wand magic missiles to finish the job.  Greywolf took the last charge of the wand of frost, although he eventually got stuck trying to find a way past the familiar and became an easy dart victim.
 
Another potentially dangerous battle was with the sirines.  They move around so much that it was hard to get summons to attack them even with the familiar guiding them in and Moody got targeted a couple of times with arrows of piercing.  However, the sirine's jelly shapes could be hurt by hobgoblin poisoned arrows and the last one of the original group of 3 was eventually finished off by the 5th group of summons used at the eastern edge of the map.  Sil and her companions were marginally easier as they didn't run around the entire map, but grouped together they were more effective against summons and the immunity of the jelly shapes against standard piercing weapons made wolves and gnolls hopeless.  After using up 8 more groups of summons Moody threw fireballs from distance to finish off the last 2 of them (level 8 - +4 HPs).
 
As most wand summons are not effective against golems, Moody went to High Hedge to buy some +1 darts.  After doing that her exit was interrupted by Molkar.  However, as I remember used to happen with SCS from time to time, when he appears inside a building his companions sometimes don't spawn properly and, on his own, his script is flawed, so he could be easily killed.  Back at the pirate cave she darted the golems, though one of them did manage to hit her with its patented extendable arm.


#10337
Jianson

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One of the sarcophagi in the ghast tomb can't be robbed using right-clicks


Right-clicks?

What does that do in this game?

#10338
Grond0

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Right clicking moves your character, but without taking any other action.  It's thus possible to right click on something on the floor and then open your inventory screen to pick it up - without becoming visible.  A lot of containers can be robbed by overlapping the icon of your character over the container, but some can't - like one of the sarcophagi in the ghast tomb.



#10339
Aasim

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I thought PnP fey creatures (which I've got) affected her.  However, my memory may be as lacking as usual ...

She's not Fey - she's a Nereid.



#10340
Jianson

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Right clicking moves your character, but without taking any other action.  It's thus possible to right click on something on the floor and then open your inventory screen to pick it up - without becoming visible.  A lot of containers can be robbed by overlapping the icon of your character over the container, but some can't - like one of the sarcophagi in the ghast tomb.


Ah, that's good to know.

I have picked up things from slain enemies (or even allies) by moving close to the spot the stuff is on (but I used left-click for this). I had no idea this was possible with some containers.

#10341
Grond0

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Moody - elven wild mage (update 4)
 
Moody had a tough fight getting past Daveorn, but eventually did so and has arrived safely in Baldur's Gate.
 
Her session started by robbing an ankheg nest (familiar recasting invisibility); that provided a body to get her up to reputation 20 and she carried on up to Ulgoth's Beard.  She bought the good stuff there, but found the greenstone amulet has no description on it and it doesn't appear to be providing any protection - so she will not rely on that saving her against spells.
 
Moody essentially went through the Cloakwood invisible, but after resting in the spider area she was confronted with a couple of phase spiders teleporting in and had to discourage them with a scorcher.  At the mine area Moody used the frost wand on the first guards before trying to kill the casters with some fireballs from distance.  That narrowly failed and they buffed up to kill some back-up ogres.  Moody then waited for their initial buffs to die down before summoning some gnolls to finish off the nearly dead Drasus.  Rezdan had come to support Drasus, but just died as well (having used the best of his spells on the ogres earlier) and the gnolls lasted long enough to persuade Kysus to use up a few spells.  Another group of gnolls completed the job of depleting his attacking spells and some ogres killed Kysus when he had the cheek to seek out Moody at the edge of the map despite never having laid eyes on him.  Genthore killed those ogres, but died from a series of wand magic missiles.
 
After going invisibly down to Daveorn Moody put her familiar into safe keeping before using a protection from magic scroll.  The battle horrors were expected and the wand of frost quickly dealt with them, but I hadn't expected large numbers of black talons and guards to appear as well.  Some of the initial ones got stuck in Daveorn's web / stinking cloud sequencer, but there were still a number shooting at her.  In combination with Daveorn's MMM, that took her dangerously low on HPs and, just as she had killed all the first lot of guards, reinforcements appeared (more kept appearing regularly after that, which I don't remember from previous SCS versions).  She countered that lot with a potion of invisibility and then fireballed Daveorn and the guards from out of sight before sending in waves of summons.  When Daveorn switched to attack mode and started chasing after Moody a series of scorchers finally finished him off while more guards were occupied with summons.  Moody got to level 9 there, but just the 3 extra HPs.
 
After eventually managing to rest several times to heal up, she distracted the mustard jelly away to nick some of Daveorn's treasure before leaving.  On the way back to Baldur's Gate she stopped off at the coast to take advantage of Aasim's information and dart Shoal.

  • Aasim et Blackraven aiment ceci

#10342
Aasim

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Congratulations on killing Davaeorn! That guy always gives me the creeps.


  • Blackraven aime ceci

#10343
corey_russell

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@Grond0 - nice work with Davaeorn. Sounds like you are getting excitement this run!

 

Corey_Russell (Neequan) and Dogdancing (Wesorc) Multi-player No-Reload - update 1

Neequan, gnomish fighter/thief

Wesorc, elvish sorcerer

 

In the last Session, the duo had defeated Tarnesh, Wesorc being protected by shield and Neequan with shield amulet. It was a little anti-climatic, though, as despite Tarnesh mirror images, Neequan found the right one and one-shotted Tarnesh before he could get an offensive spell off (it was before Wesorc could get a spell off too). The duo then cleared out the hobgoblins near the inn, pretty easily. Wescorc will use the ring of wizardry. 

 

Dogdancing made an off-hand comment about taking down the vampire wolves in the Temple Area (Goodguy and Badgirl did that early and it was a disaster - the memories!). But Corey_Russell realized that with a freedom potion, and magical darts for Wesorc, we could indeed do that. So we went to High Hedge to get the freedom potion, but we had to battle 6 skeletons, flinds, and 2 bears. Neequan took some serious damage, but with Wesorc spamming sleep, the duo did indeed prevail. Neequan went inside to get his freedom potion, and Wesorc was in her inventory looting, and then her health started dropping - the skeletons re-spawned! Wescorc ran inside High Hedge manor, but she was afraid of aggroing everything. But Neequan told her run inside the circle and he will block the doorway so the skeletons cant' make it through - this technique did in fact work. Close call there. There were more of Wesorc's "friends" outside, but they were of no trouble.

 

Since the party had a skull, they decided to try to help Melicamp. On the way back to High Hedge, some dread wolves appeared - when they were killed the party both leveled, so that was nice. We eventually talked to Thalantyr, but he could not save Melicamp - too bad.

 

We finally get to the Beregost Temple area, but Dogdancing is really tired so the duo ended their session here.


  • Blackraven aime ceci

#10344
Grond0

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Good to see your MP in action Corey.

 

Moody - elven wild mage (5th and final update)
 
Regrettably Moody's journey came to a premature end ...
 
In Baldur's Gate she picked up the dexterity tome then did the poison quest to get the wisdom tome.  That, however, proved to be a problem.  Jalantha saved against a first use of wand of paralysation and cast an unholy blight spell.  Moody was out of sight when she started casting and I'm not sure if it was cast at the invisible familiar or the AI making use of predictive information on where Moody might have been.  However, the net result was that it hit both Moody and her familiar - almost killing her as a result of the familiar's death.  She responded with another wand attempt, that struck home this time, and more summons made sure of the battle's outcome.  
 
After resting and summoning a replacement familiar Marek was next.  His first spell was interrupted by some ogres, but multiple invisibilites, stoneskins and mirror images kept him safe, while he had an impressive range of attacking spells as well.  However, after sending in several groups of summons, Moody took a more active part in the conflict by successfully using the wand of paralysation to set up an easy kill.
 
Her next target was Ramazith.  She successfully cast knock to get into the tower and paralysation once more did the trick.
 
She investigated the Iron Throne invisibly and reported to Duke Eltan.  He told her to go to Candlekeep, but she went the long way round via Durlag's Tower - using a potion of magic blocking against the trap protecting the tome there.
 
I intended that Moody should arrive at Candlekeep invisible, but appeared to fail at that and she had to hastily use another potion of magic blocking against the ambushing ogre magi before talking to the Gatekeeper.  You would have thought that would be that, but though the ogre magi didn't seem to have been able to get into Candlekeep, they were able to teleport directly into the library.  However, they couldn't match Moody's speed to the stairs and she quickly lost them on her way to give herself up to the Gatewarden.
 
For the tombs she used a scroll of magic protection along with the violet potion and a potion of endurance (in order not to have to risk any more spells).  The phase spiders were mainly killed in the lightning trap (one had ambushed her when she first arrived and got scorched) before she left invisibly.
 
Back in the City she bought a few spells from Sorcerous Sundries and then set off in search of Slythe. I was aware that he was a formidable opponent in SCS, so was a bit worried about the encounter.  The basic plan was to feed him and Krystin summons while Moody stayed out of sight.  That was difficult because they either sought her out or moved around so much that she was quickly found and there was the ever-present danger that Slythe would be hanging around in stealth and one-shot her with a backstab.  She got forced back first into the tavern and then outside where she waited around for quite a while to let buffs die down before going back in invisible and producing more summons.  Eventually the excited howling of her dire wolves marked Slythe's passing.  On her own Krystin was no threat, particularly when she chose to melee with a sling.  She had some success with that, but her several stoneskins didn't last long and she joined Slythe.
 
I had been in two minds about whether to risk casting spells at the palace.  However, in the end I chose not to do so, but to rely on what used to be a pretty foolproof method of leading enemies upstairs.  Moody used a potion of magic shielding to protect herself against spells, but the greater dopplegangers no longer seemed to use horror.  A cleric and then a mage did follow her upstairs but the others seemed to be coded not to do so even if they had started attacking her.  They were also saving against the wand of paralysation with a 1, which was a nasty surprise as that used to be quite effective against greater dopplegangers.  
 
What I thought would be her final throw of the dice was to attempt to cast improved invisibility on Belt.  However, as soon as she moved to do that the dopplegangers switched to attacking her and interrupted the spell - an assassin also got a backstab in (I stupidly hadn't used potions of defence or mind focusing, as I'd originally intended to fight upstairs and not added them in later).
 
I did try putting up groups of summons and using malison with darts of stunning and that worked better than I expected.  Two of the greater dopplegangers were stunned, while meanwhile none of the summons were confused (so perhaps this version of the greater dopplegangers has lost their confusion touch as well as horror ability)  However, while that might be a possible strategy for a future run, on this occasion Moody was out of time.
Fin.jpg
 
Epilog.  I did load the autosave and succeeded in killing all the dopplegangers, only for Sarevok to head straight for Duke Belt after that and cut him down.  I've seen Sarevok kill him on the odd occasion in vanilla, but only when no other enemies are nearby.  On this occasion Sarevok ran past Moody to attack Belt - so that will be another problem to watch out for next time.


#10345
Aasim

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Epilog.  I did load the autosave and succeeded in killing all the dopplegangers, only for Sarevok to head straight for Duke Belt after that and cut him down.  I've seen Sarevok kill him on the odd occasion in vanilla, but only when no other enemies are nearby.  On this occasion Sarevok ran past Moody to attack Belt - so that will be another problem to watch out for next time.

 

That's fairly odd to me. In my game, Lilla always gets targeted first. I rarely bother to keep her alive, since she drops a Ring of Invisibility. Unfortunately, SCS probably avoids targeting of mirror imaged/stoneskined creatures (I assume you had some protections agaist Sarevok). This battle may be really hard on solos. With a group, I never failed it.

Oh, and condolences for Moody. It's a hard setup for a solo WM.



#10346
Grond0

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Moody only had a few potion buffs at the time, so would seem to have been an ideal target for a warrior - which is why Sarevok's action looked to be the result of a script to attack the dukes in preference to anything else (if that is his script he probably would attack Liia in preference to Belt).  Next time I'll try and test whether he will go after Belt even if he's out of sight when Sarevok goes hostile.



#10347
Aasim

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Yeah, Sarevok does attack either the dukes or Flaming Fist...he never attacks PCs. The key here is to eliminate dopplegangers so quickly that Belt can survive I guess. 



#10348
Grond0

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Blue - elven wild mage (update 1)
 
The family was up a bit late this morning so I had time to roll a sister for Moody up and make a bit of quick progress.  
 
Last time I spent quite a lot of money on scrolls (partly because I was letting her take her chances at learning them) and Moody wouldn't have been able to buy the Claw of Kazgoroth without doing further adventuring after Sarevok.  Blue will be a bit more inclined to use spells - and has had her charisma set to allow cheap purchases with the help of friends.  She started off by casting a number of dodgy spells to induce surges.  They quickly produced an improved mantle spell, but that can't be sold in Candlekeep so Blue kept surging.  She lost all her gold, but then gained it back with a helping of gems - that allowed her to buy the bag of holding on sale.
 
With familiar in tow she started her travels by going to dart Shoal.  Like Moody though she had a disappointing start with just the 7 extra HPs for the 2 levels.  She travelled to Nashkel to get Bhaal CLW before heading to Firewine Bridge.  A use of the wand of monster summoning killed Bentan (for his scroll) and Poe (to reduce reputation) and a further use got the bracers from Meilum.
 
The basilisks got her to level 4 (+5 HPs) and level 5 (+5 HPs) before Korax helped out with Mutamin.  Blue also risked using Mutamin's stinking cloud scroll to make life easier for Korax against Kirian's party.  However, Peter proved too good at saving both against the cloud and Korax's touch and killed him and Blue had a bit of a struggle before another couple of groups of summons finished things off.
 
Bluelevel5.jpg


#10349
Jianson

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Glasya, half-elven Sorceress with random spell picks, beefing up the party

I have mapped out and cleared most of the easy maps. Wealth has slowly improved.

While I was planning how to take on the pack of advanced wolves on the Beregost Temple map, Imoen failed her stealth, immediately turned visible and was spotted by an extra duo of dread wolves. This stirred the whole large pack and I had to make some plans on the fly. Branwen had enough time to animate dead, and the fight was on:
Glasya012wolfattack_zps7a551b17.jpg

The only non-melee ways we had to damage the vampiric wolves were Minsc's +1 arrows, some spells and this:
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This has been our main method of fighting non-trivial enemies:
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I have also learned that winter wolves are incredibly easy to kill when you have skeletons to tank them. The wolves almost can't hurt them, and they keep attacking them if the skeletons are closest. Archers can have a field day.


We found Dynaheir's journal. Or rather, Drizzt did. The option to have both the party and him search for it is not as good as having only the party do it. They way I did it now made me miss out on a gnoll fight and a Maze scroll (which would have sold for a pretty penny). Dynaheir was now swapped for Edwin.

With the help of reputation 18, Algernon's Cloak and a Friends spell, Glasya could bargain down the price for the Shadow Armor to just over 18k. To keep Edwin from leaving after doing another +rep quest, I had to bring our reputation down. I chose to charm Oublek and draw him away from the main part of Nashkel. After his demise, I now had a decent new cash pile, about 4000 gold.


Three skull traps and two thief traps were not enough to kill Doomsayer. We could not hit it in the fight, so I used magic to take away the last life: a Larloch's, a Magic Missile and two charges of 'The Victor':
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Ba'ruk´s kobold commandos surprised us by spawning in places I did not expect them. Both Edwin and Glasya got hit, but Edwin managed to get a Horror off just before:
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Unfortunately, there was one more within sight of Edwin, and it took too long for him to drink an invisibility potion:
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Ouch. First death in my party.


For the gibberling hunt, I left the mages far away, and picked my tried and true fighting ground, with my two best AC characters as tanks:
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Minsc killed about 70% of them with his arrows. After killing four gibberlings, Laurel broke her weapon, which was actually a bonus for us (=> more kills).


I brought Kivan for a Shoal kiss. In the upcoming fight, she never spoke again. I waited and waited when she was at badly injured and then when she was at near death. Eventually, my summoned skeletons killed her. Seems it is not easy to meet ogre mage Droth in my current setup.


I also did Kivan's sea elf quest. After we killed the sahuagin (Horror helped a lot with this), I had Imoen tried to pickpocket Jozzi Seasnake. I thought there might be some goodies to be had there. She failed and Jozzi turned hostile. And strangely enough, so did Kethsim. Since you can't talk to charmed characters anyway, I decided to kill them both. Very surprised that they gave 4000 exp each. Kethsim left no item at all, and Jozzi had three (!) plain two-handed swords on her. Since Kethsim didn't tell us about the secret stash on the shipwreck, there will be no boomerang dagger for us this run.


Coolest random rare loot in the areas covered by this update: a wand of lightning (4 charges) and an oil of fiery burning.

Glasya, level 6, 27+6 HP
Imoen, level 7, 44 HP
Minsc, level 6, 51 HP
Branwen, level 6, 41 HP
Edwin, level 6, 22 HP (1 death, CON=15)

(BTW, weird name for a human priestess, Branwen. The '-wen' part is distinctively elven...)


Glasya's random spell picks:
Start: Burning Hands, Friends
Level 3: Reflected Image
Level 4: Ghoul Touch
Level 5: Identify, Detect Evil
Level 6: Monster Summoning I

Could be better, could be worse. Friends and Identify are really convenient sometimes, and the summoning is very useful. It even makes us richer, because many of the low-level critters drop loot.

#10350
Charlestonian Knight Templar

Charlestonian Knight Templar
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I searched Arthurian legend for a ‘Red Knight’ & found, ‘the Red Knight of the Red Launds, whose real name is Sir Ironside. Ironside has the strength of seven men and has trapped the princess of Lyonesse in a tower from which Gareth must save her. Though he had demonstrated a cruel and sadistic nature, Ironside is brought around and even made a Knight of the Round Table.’1 I chose this antagonist as a loose basis for my new PC, Ironside.  I haven’t decided if he will see the error of his ways & have an eventual change of alignment. IF he survives to BGII, he will probably do & add Nalia. Once he clears D'Arnise Keep & accepts Nalia's offer, he would indeed, become Sir Ironside. 

 

ceux.jpg

 

Behind the walls of Candlekeep, on the cliffs above the Sea of Swords, Ironside has been raised by his step-father, the sage Gorion for almost 20 years. Like all fathers, Gorion tried to raise Ironside to be of his temperament, to be a servant of law & goodness. And Ironside grew under his step-fathers guidance, training as a warrior under the Gate Warden & the Watchers of Candlekeep, while being tutored in the finest knowledge of the realms under the tutelage of Tethtoril. For almost 19 some odd years all seemed to be as Gorion hoped it would for his special step-son, who he shielded from external influences that would lead Ironside astray. But Gorion, despite his wisdom, considered Ironside safe b/c of Candlekeep’s protective, fortress walls.  He never considered Ironside’s vulnerability in his dreams or from the ethereal plane.

 

When Ironside was 19 he received his first visitation. Whether in a dream, or in person, his recollection isn’t clear but what is clear to him is that something very real happened. And the visits continued infrequently, over the next few months. There were two visitors, seemingly competing w/one another for his affections & his loyalty. The first promised eternal pleasures while the other promised power in this life. Both required that he submit to their master who neither was willing to reveal. “In good time”, they would assure him. In his encounters, their beauty was beyond his ability to resist & so he didn’t pursue his questions. With each visit/dream, he grew further & further from the man Gorion was raising him to be. Instead he became filled w/raw chaos & pure evil.

 

His visitors were very real indeed.  One is his personal Corruptor Demon, a Succubus.  The second, his Manipulator Demon, is a Lilutu. They never appear together as they desire to divide & conquer his soul. The Succubus & the Lilitu serve an Overlord Demon, a Marilith, Type V DemonessThe Overlord Demoness Marilith serves Malcanthet, the Demon Queen of Succubiwho desires a champion on the Prime material Plane. Malcanthet has taken a special interest in Ironside b/c she knows full well his origin & the possibilities of leveraging his potential for her own purposes. She detests the Demon Lords Yeenoghu & Graz’zt & if she can secure Ironside’s soul & use the powers he is heir to as a Bhaalspawn, she hopes to wreak havoc on their servants on the Prime Material Plane. ‘Malcanthet has many cults on the Prime Material Plane – groups of courtesans, hedonists, & bored nobles seeking a dangerous thrill to add some excitement to their lives. Her Clerics have access to the domains of Chaos, Evil, Temptation & Trickery. Malcanthet dwells on an exquisitely beautiful plane of the abyss known as Shendivalri (Layer 570)…is served in her realm by numerous Incubi & Succubi, along w/a cabal of 13 Lilitu called the Radiant Sisters…Lamias, Harpies & half-fiend Nymphs serve her as well.’2

 

So the man that would be a Cavalier for all that was good & just, is instead an Anti-Paladin for all that is Chaotic & Evil. His evil is so overpowering that he begins the game disliked. 

 

1 Red Knight:  Wikipedia, The Free Encyclopedia. Wikipedia Foundation, Inc., 14 January 2014

2 Fiendish Codex I: Hordes of the Abyss: Ed Stark, James Jacobs & Erik Mona, Wizards of the Coast, © 2006

3 Medium Portrait, The Blasphemer Knight: Courtesy dmavromatis, deviantART.com