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Baldur's Gate 1 No-Reload Challenge


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#10351
Grond0

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

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.

Nice going Jianson.  For the purposes of shopping reputation bonuses peak at 20, so 18 + the cloak gives you the maximum benefit even without Friends.
 

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.

If you have a group attacking her it's easy to damage her twice in quick succession - the second time being at the point where she was about to speak to give up.  To avoid that you could just have one person attack at a time.



#10352
Grond0

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Good story CKT.  I'll hope to be hearing about Ironside's ennoblement in due course :D.



#10353
Grond0

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Blue - elven wild mage (update 2)
 
A trip through the Cloudpeaks took Blue to level 6 (+5 HPs) - using the odd blast from the wand of frost together with monster summoning.  The former did destroy Krumm's belt, but that's no great loss and to compensate for that friends allowed him to get the boots from the merchant.
 
Looted the pirate cave and the ankheg nest invisibly.
 
Went to the Nashkel mines.  Blasted the kobold roadblock with the wand of frost before continuing invisibly.  Used some summoned monsters on Mulahey - he tried to run away scared, but didn't get far.
 
Back at Nashkel Blue showed herself to Nimbul then used familiar invisibility with the aim of letting the guards handle him.  Nimbul used a potion to disappear himself, so Blue went away and returned the next day to watch the guards have their fun.
 
 
At the Bandit Camp Blue sneaked in and robbed the chest before using a potion of invisibility to leave.
 
After resting to get Bhaal horror she did various reputation quests.  Most were uneventful, but while taking a book to Firebead Lamalha and the amazons appeared.  Blue dodged into a house to avoid an unholy blight and disappeared - along with a couple of the amazons.  However, their ability to target invisible creatures was again demonstrated as Zeela cast a spell on them after Blue and her familiar had left the house invisibly - that seems a seriously unfair ability, but at least this time (unlike with Moody) it didn't quite kill the familiar.  After resting, Blue came back invisibly to hand the book back to Firebead - and look who turned up as soon as she did it!  With invisibility offering no protection Blue tried out a scorcher instead.  Zeela shrugged off the first round of damage to hold Blue, but meanwhile the familiar had been casting invisibility and that took effect as the second lot of scorching damage ensured Zeela paid for her cheesy antics with her life.
 
Blue left the other amazons and continued on her way.  Despite Melicamp's unfortunate demise she was still able to get reputation up to 20 and she got up to level 7 in the process (+4 HPs).
 
She shopped at Ulgoth's Beard; she didn't bother buying the Green Amulet this time, but did pick up the martial staff instead to complement the cloak and invisibility ring.  She then travelled invisibly through the Cloakwood to the mine - and realised she hadn't recharged the wand of monster summoning.  After doing that at High Hedge she's just returned to the mine.


#10354
Grond0

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Blue - elven wild mage (3rd and final update)
 
At the Cloakwood Mine the familiar guided a couple of long-distance fireballs in before Drasus started running round and found Blue.  She tried paralysing him, but annoyingly his buffs fired with the projectile almost on top of him.  Drasus killed the original hobgoblin summons and some replacement ogres, but finally fell to Blue's 3rd scorcher.
 
After another fireball, Genthore was the next to explore far enough afield to trigger an attack by some hobgoblins.  He killed those, but a few wand magic missiles finished him off.  Kysus then died in a fireball, but there was a nasty moment when Rezdan spotted Blue while running round and fired off a chaos.  By the time that arrived Blue was at the edge of the map, but Rezdan and the guard tracked her down all the way from the mine entrance, despite the attempts of the familiar to block them and then attack them.  Once they stopped the familiar did manage to attack and decoy them away - it got confused itself, but it's actions had bought enough time for Blue to recover and use her invisibility ring.  A scorcher killed the guard and some summoned ogres then finished Rezdan off.
 
After resting to heal, Blue proceeded invisibly down to Daveorn.  Knowing to expect guard reinforcements this time Blue used a scroll of magic protection and immediately attacked by spamming the wand of frost.  Despite her -12 to missile fire Daveorn hit her several times with MMM though (I should have bought her the Claw of Kazgoroth or the Robe of the Good Archmagi earlier - not sure if I could have afforded both).  The guards though were scripted to cluster round Daveorn if Blue could keep out of their sight, so some long distance fireballs caused havoc to them.
Daveornguards.jpg
 
Once almost all his guards were dead Daveorn came searching for Blue.  At that point she should have summoned some monsters to deal with him, but unfortunately just tried to keep out of his way in order to use more fireballs.  With the boots of speed on that would have been possible, but wearing the boots of avoidance meant she stayed too long in his sight and he hit her twice more with MMM.  I intended, but failed, to take a screenshot of the final MMM on the way - Daveorn hitting there with a base 14.  That's pretty impressive for a mage against Blue's effective AC of -7.  Even with the 5 bonus for using MMM Daveorn's THAC0 must be 12 or lower (compared to Blue's 17) - I'm struggling to see how that is reasonably possible.
 
However, I'm now confident that I know enough about how Daveorn's script works to do him safely next time - assuming there are no errors in execution of course ;).  I'll roll up one more sister for Moody ...


#10355
Aasim

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Cool Anti-Paladin CKT! I hope he won't be lured by his mistress to explore Dungeons w/o a thief. 

Jianson, you'd probably love Spell Revisions with a custom-spellbook sorcerer.

Grond0, I tought your previous run with a solo WM would end at Davaeorn. He's a blantant cheater with both illegal THAC0  and illegal saves even in vanilla game (but he doesn't use MMM at least). SCS doesn't, unlike with most oponnents, tweak him to be in line with other level 11 mages - it leaves his illegal numbers intact. What I'd reccomend for a solo WM is Wand of Paralyzation after Imp-Invisibility is down. His saves are on par with a PC wizard after Hell Trials, but he might fail on those made at -4.



#10356
Grond0

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Thanks Aasim.  The trouble with paralysation is that you have to show yourself - which can be unhealthy given how easily Daveorn was hitting with his MMM.  I'm pretty sure though that a combination of invisibility, long-distance fireballs and summoned monsters will account for him safely.
 
Testy - elven wild mage (update 1)
 
Here's a 3rd {time lucky?} attempt to get a wild mage through this modded setup.  To give me a bit of extra incentive to play safely I started off trying to avoid her taking any damage for as long as possible.
 
I still wanted the bag of holding from Candlekeep, but didn't want to risk lots of surges in the process.  So Testy used friends to persuade Fuller to give her a magic dagger to fund the purchase.
 
From Candlekeep she went to Shoal, where once more there was just 7 HPs for the opening 2 levels.  An invisible blocking familiar helped her kill Karlat and some spiders before she travelled down to Nashkel to rest for a Bhaal CLW, dart Oopah and let the familiar nibble Vitiare.
 
A trip through the Cloakwood netted the charisma tome.  On the way she helped Rufie and a merchant and darted Caldo & Krumm, a couple of dire wolves and Gnarl & Hairtooth (level 4 - +6 HPs).
 
Looted the Valley of the tombs - used some summoned monsters to try and kill Narcillicus there, but without success.
 
On to Firewine where some summoned gnolls killed Bentan and Poe and opened a route through some kobolds to Meilum before disappearing - he was softened up with a frost blast before being finished off by some hobgoblins.
 
At the basilisk area Testy remembered just in time to activate her green scroll and rapidly darted her way through the reptiloids (level 5 - +5 HPs).  Rather than send Korax in against Mutamin remotely this time she did it from close by while invisible - demonstrating in the process that Mutamin can talk to invisible people.  However, Korax saved against a chromatic orb and then got a paralysing hit in on the mage.  As with Blue, Testy used the stinking cloud scroll on Kirian, but this time with much more success - Korax taking advantage to complete paralysing all of them here.  That looked like it was going to be an easy set of kills, but Lindin saved against a further paralysation 7 or 8 times in a row, with the result that the others became active with only Baerin dead.  I continued the attack (only remembering later that I was supposed to be trying to avoid danger and should have summoned some monsters earlier rather than trying to conserve resources :blink:).  The result of that was that Testy was both scared by Kirian and blighted by Peter.  The familiar came in to help Korax provide a distraction and finished off Kirian before Korax got his act together again and successfully first paralysed and then killed both Lindin and Peter.  While he was doing that Testy ran into some Tasloi and got hit again and the familiar had to come and provide another distraction until she finally recovered.  On the plus side she got another 5 HPs for level 6, edging just above average.  
TestyL6.jpg
 
As avoiding damage was only a side objective for this run she will continue ...


#10357
Jianson

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Nice going Jianson.  For the purposes of shopping reputation bonuses peak at 20, so 18 + the cloak gives you the maximum benefit even without Friends.


Yes, I need to reach CHA 20 but I have no character with CHA 18.

Imoen (most chararismatic character in party) + cloak => 16+2=18
Glasya + cloak => 13+2=15
Glasya + Friends => 13+6=19
Glasya + cloak + Friends => 13+6+2=21


Thanks for the info about Shoal. I really want to kill that ogre mage, because it's one of the few places in the game where Randomizer can put a level a 5 scroll.

#10358
Grond0

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Testy - elven wild mage (2nd and final update)
 
Regrettably errors in combination with enemies abilities to track invisible things led to Testy's demise.
 
She'd cleared most things and collected enough money in the process to buy everything in Ulgoth's Beard and High Hedge that looked useful, but had had problems in dealing with SCS enemies:
- when travelling back from Ulgoth's Beard I forgot the amazons were in the ankheg area and would auto-detect Testy arriving there.  She failed to disrupt a blight from Lamalha with a scorcher, but the familiar's magic resistance fortunately kicked in and the scorcher killed 2 of the amazons and scared a third, allowing Testy to finish the others off.
- in Beregost Molkar ambushed her.  She nipped back in to Firebead's house and had just enough time to cast familiar invisibility in the crowded environment.
- at the Cloakwood mine she had killed Drasus who initially scouted away from the others.  However, after she fireballed the others, Genthore was able to track her to the edge of the map - despite never seeing her.  He was no real problem, but unfortunately Kysus had also tagged along invisibly and he cast a lightning bolt after Genthore was killed (and while Testy's aura was clouded).  She saved against that and I just had time to think she was now safe, as Kysus would not be in range again before she had the chance to take another action 
Lightningbolt.jpg
... when she died (the lightning bolt must have bounced back among the trees).


#10359
Charlestonian Knight Templar

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Out of Candlekeep. Blast it! I’ve already realized that the powers granted to me as an Anti-Paladin are not yet fully manifested. I have to wait before I can kill w/o discretion, lest I lose my ‘Paladin’ status. Huh? I’d planned to assassinate Hull &/or Fuller & take their Plate Mail for my own but just as I was ready to hit them it became clear that I would lose the powers I HAVE been given if I did so. So I have to be patient, the one thing my chaotic nature detests most!

 

I followed Gorion’s desire to leave Candlekeep ASAP. I sensed this was part of a larger plan but I knew it was when he was cut down in an ambush. I’m not sure who the creature that attacked us was but I know it was me that he wanted. So it begins! I collected some coin & loot from the battlefield to help finance my journey. Once alone, I rebuffed an effort by that pesky Imoen to join me but took three Potions of Healing & Speed & a Wand of Magic Missile before I dismissed her. I killed some Diseased Gibberling’s before meeting two characters, Montaron, an Assassin & Xzar, a Necromancer. I allowed them to join me as I believe they can serve my purposes. They want to go to Nashkel. That works fine. We defeated a band of Xvarts & more Gibberling’s before linking up w/a Bard named Eldoth. He’s wants to extort money from Lord Entar Silvershield by ‘rescuing’ his lover. That sets up well too. Whatever powerful master I’m serving is setting the table for me meticulously.

 

I got to Beregost @ night & was welcomed to w/directions & information by a townsperson. I stopped into a shop w/candles burning brightly & found once again that the plan, whatever it is, continues to be laid. A Dwarven Berserker needed help running down a caravan that he was charged to protect. Whatever loot we find, we split. I’m good there.

 

Key Event: I sold a bit of loot & then headed to an Inn, the Red Sheaf. Walking in, I was attacked by a Dwarven Assassin. I let my subordinates begin the counter-attack. Kagain went Berserk & landed a Battle Axe blow before being hit hard, so he backed off & switched to Throwing Axe. Montaron just tried to position himself to land a Short Sword blow. Eldoth stood back w/his Short Bow & fired arrows while Xzar, out of spells, waited for an opportunity to use his dagger. Once they were in action & has his attention, I attacked w/Cause Critical Wounds & followed up w/Dolores Decay which killed him. 

 

wrwc.jpg

‘Decaying’ the Dwarven Assassin in Beregost

 

Treasure of Note: A suit of Chain Mail from the Dwarven assassin

 

Current Disposition: Resting, planning @ the Red Sheaf

Next Steps: I decided for us that we’ll head to Nashkel first to figure out what’s needed there.

Level Up: None

 

Current Party: (Reputation: 8 - Disliked)
Ironside: Fighter/Anti-Paladin//1, Splint Mail (Large Shield)w/Bastard Sword** (THWS**); Powers: Cause Critical Wounds, Withering Touch,

               Dolores Decay

Kagain: Fighter/Berserker w/Chain Mail, Battle/Throwing Axe**(TWS**)

Eldoth: Bard//1, Chain Mail w/Short Bow* & Dagger*

Montaron: Assassin//1, Studded Leather w/Short Sword

Xzar: Mage/Necromancer w/Dagger; Spells: Chill Touch x2

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



#10360
Grond0

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Fickle - elven wild mage (update 1)
 
Another day, another wild mage off the conveyor belt ...
 
Progress has been decent so far, with this one being the first of her recent type to roll above average HPs to date.  Summary as follows:
- Shoal (+9 HPs).
- tried killing the gnolls at High Hedge, but had to retreat when the familiar activated the skeleton and Fickle failed to hit it in numerous attempts (not really surprising given her use of a non-proficient staff).
- rested at Nashkel to get CLW, before picking up the wand of frost from the mine area.
- looted the Valley of Tombs, though there was a nasty moment when invisibility failed to work in ghast tomb (the projectile for the spell sometimes gets stuck against walls in close surroundings).  The familiar and a bat blocked off access to Fickle while she summoned some wolves to open up an exit route.
- at Firewine Bridge Bentan, Poe & Meilum kicked the bucket.
- saved Arabelle (though I wanted to keep reputation down, this quest is not available if left until after the Nashkel mine - +5 HPs)
- at the Carnival killed Oopah & Vitiare and picked up the red & violet potions and protection from petrification.
- in the Cloudpeaks the dryad walked into a wand of frost blast aimed at Caldo & Krumm, but her magic resistance kicked in and she didn't go hostile.  Picked up the charisma tome.
- the basilisks provided some more quick XP (+6 HPs),  That was topped up by Mutamin (+5 HPs).  His scroll of stinking cloud was used to prepare Kirian's party for Korax.  Baerin wandered away out of the cloud, but Korax managed to paralyse others and kill them while the familiar stopped Baerin from shooting him too much.  Then Fickle came to pin Baerin in place while Korax paralysed him.
- Nimbul was annoyed by a long distance sling-shot and attacked by guards.  When he tried running at near death the familiar got a final nibble in.
- Tranzig fell to some summoned gnolls.
- got the ogre's belt and the Ring of Wizardry on the way to the bandit camp, where potions of absorption and invisibility allowed Fickle to rob the bandit tent before anyone could react.
 
FickleL6.jpg


#10361
Epsil0

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Back to BG1; I reinstalled SCS again, so my mod-setup is follows:

Spoiler
Jean the Neutral Good human ranger will be joining the challenge; I once again have no level 1 screenshot (I almost never take them since my survival rate of my level 1s is atrocious,) so here's my level 6: ScreenShot2014-04-14at11853AM_zps3137da1
 
As you can see by the stats, the Dex and Con tomes have both been found; I just realized that the randomizer doesn't ever randomize the Con tome so that was a given anyways. Jean will be dualed to Cleric at level 8 or 9, preferably 8: I had this random idea in my head that Gorion knows that only a divine caster can fulfill the prophecy, so he tried and failed to teach Jean divine spells... Which he learns at level 8 as a ranger. So I'll get my +1/2 attack if I even need to go into melee and access to the druidic spell book. Works for me.
 
Opening stuff is really standard. Pick up Imoen - Shoal - Beregost. (tried and failed to kill a skeleton for High Hedge quests - critical hits on Imoen gave me a very short time frame to attempt this.) Marl and Firebead's tasks are completed and then we manage to save Neera (again.) As usual, taking her with me because dangit, I want to see her entire storyline for once. (she's still banned from actually casting a single-target spell on Jean.) She fails to learn the Pro. Petrification unfortunately, so Basilisks are shelved until I can purchase a scroll in Nashkel. Oh, and I kind of used EEKeeper to modify Neera: her beginning proficiency is with Darts rather than Quarterstaffs because... mages in melee in SCS is suicide.
 
Landrin's house - Ogre up north - Friendly arm inn - gives me enough gold for the scroll, so purchase it, use on my PC and he and Korax kill every basilisk I know of. The party is left for later. No interesting loot on Mutamin sadly, even randomized. Neera DID learn web from a scroll of his though, so not all's bad. We're all level 4 with the exception of Imoen 5, and I wasn't sure what level Branwen would join if I was 4, so I decided to bump myself up to 5 before freeing and joining her. Ankheg area achieved this nicely: Webs and Sleeps from Neera consistently disabled the Ankhegs from the fight.
 
So level 5, joined Branwen, went to do Neera's quest and nearly met with disaster: Ekandor, saving from Branwen's silence, cast a Cone of Cold insta-killing Neera and knocking Jean to very, very red health: 3 or 4, I think. Started quaffing potions as quickly as I could with Imoen breaking the stoneskin with Branwen - Contingency stoneskin. Wand of the Heavens, a randomized loot from the Ankhegs, burnt Ekandor regardless. The other mage had already died to a critical hit from a summoned skeleton, but none of the guards were killed. Imoen died next as I forgot where she was while kiting with Branwen, and then I foolishly got Branwen sandwiched in between the last two guards. Welp. My PC cleaned up and rez'd everyone after a long kiting battle.
 
Areas were explored and every battle possible fought with the exception of Sendai: I'm fairly sure her two buddies are archers (the kit) and I didn't want to face them. Xvart village is explored in the hopes of finding a cool item in the cave - no dice. We rescue Dynaheir instead using Neera's crowd-control to mash through the gnolls. One cool surge happened while casting a Web - No saving throw. Sadly, I couldn't see the victims within running into the web myself so... Minsc is joined last and I have my core 6-man team.
 
More exploration, more fights, if they can even be called those at this point. The mass battles are decided by triple-layered webs and Fireballs, so Peter and company are quickly finished off. Same with the huge wolf-pack. Bassilus is killed after Branwen landed a neat silence at his feet; no tome, but Ashideen is going to be Branwen's only weapon from now on. Gullykin is next and we experience our first death in awhile: Imoen is nabbed by a Dire Charm and the mage continued to lob MMM's at her without breaking the charm. We wait out the duration of her MGoI before advancing back in with another Silence; he failed, he died. The ogre mage came to investigate - he failed against a THIRD silence, and the ogre also died. Jenkins saves against both Hold Persons I have left, but 3 melee characters beating on a thief is more than he can bear and he escapes. Shield amulet was found on the first mage though, so that's a plus.
 
With all this done, we go assassinate Mulahey pretty much literally. Silence = script not firing = dead Cleric. We have another death here as we attempt to fight the jelly-mage - the 5.4k experience looked juicy enough to attempt and Minsc and Branwen had the magic weapons to try. Well, Neera's hit by Horror and hunted down with MMM's. Welp. A potion of speed on Jean is used after we wait out the Web and MGoI again that he cast; the one jelly in the area and the mage eventually fall, though heavily damaged us. We rest and try to hunt down the second one, but it seems to have despawned.
 
We rez Neera and nearly lose her instantly to Nimbul as he continues to Magic missile the two mages - neither of them have successfully memorized Shield and the amulet is forgotten for now. Anyways. Next major event is the ambushing parties - hit both of them trying to get to the lighthouse. The first one, mindful of the Chromatic orbs, Jean spends the majority invisible as Branwen, Imoen, and Dynaheir fall to various spells and attacks. A second potion of speed was used as Jean and a now un-charmed Minsc proceeds to beat the remainders up; Dynaheir had at least fired off all her fireballs before she fell. 
 
 We resurrect them and travel back to the lighthouse to instantly meet up with the Amazons. Lovely. This time there's a clear division between the parties, and so Neera fires off a Web catching 3 of 4 - the Thief escaped it and tried to kill my mages. Due to my lack of attention, Neera is killed this time, but no further casualties and so end the assassin parties. No interesting items here either. Neera's raised, Sirine are slowly dealt with, ditto the Flesh golems. Found both the CON and DEX tome in the cave, and Jean leveled to 6 around here.
 
Bandit camp was next, the bane of my existence in SCS. We go the infiltration route. Prebuff outside - Armor, Pro. Fear, Shield amulet, Invisibility... Enter the tent and the fight begins. We fail to interrupt the mage and he casts a Remove magic on us almost instantly while his black-talons elites have us pinned down. Getting desperate to do something before my mages die, Neera casts Web halfway into the tent - most were caught. Second one cast, more caught. Minsc and Branwen were also caught unfortunately as they were in melee trying to distract. Then Dynaheir and Neera both cast Fireball... misplaced it seems as it catches the two warriors as well and they both burn to death in the web. Whoops. The rest of the mop-up went smoothly though, and after a flight from the horde of bandits, we're sitting at the FAI about to head into the Cloakwood... Furthest I've gotten yet. We'll see if Jean can keep this up.


#10362
Grond0

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Fickle - elven wild mage (update 2)
 
Fickle has arrived in Baldur's Gate ready for the final stages of her adventures on the Sword Coast.
 
Molkar ambushed Fickle when he was returning Farmer Brun's son.  I took a risk there by using a fireball to interrupt Drakar's spell while the familiar was casting invisibility (I thought it would have been a risk to use a potion of invisibility anyway as that might not have stopped a blight).  Rather than leave them there Fickle rested to allow invisibility to wear off and then used a couple of long distance fireballs to kill the casters and a couple of scorchers to finish the others.
 
Melicamp died, but there were sufficient reputation points elsewhere to get up to 20 anyway (level 7 - +4 HPs).  Other things done apart from reputation quests during that period included:
- Bassilus was subjected to scorchers while being taunted by familiar.
- pirate treasure was looted (sirines left alone, but golems killed with +1 darts)
 
Bought everything desired at Ulgoth's Beard (cloak, staff, wand, ring - not bothering with Green Amulet) and then at High Hedge (claw, horn, robe and a few green scrolls).
 
There was a problem though in travelling through the spider area.  That was started invisibly, but I was watching the familiar up ahead and suddenly noticed that a couple of huge spiders were attacking Fickle while she was stuck in the web.  Other than a glitch, the only possible explanation I can think of for that is that I clicked for Fickle to move onto a location one of the spiders was in the process of spawning to and she got far enough into an attack to break invisibility before sticking in the web.  Fortunately she escaped from the web quickly, just as the familiar arrived back to try and distract the spiders.  She was only poisoned once and huge spider poison is weak, so she didn't need to use the green scroll she bought at High Hedge.
 
Carrying on to the Mine, Fickle managed the usual 2 fireballs before Drasus came to find her.  A couple of lots of summons and several scorchers later his berserking days were over.  Rezdan was a bit separated from the others and more summons dragged him away and depleted his spells - allowing Fickle to finish him off with her own attacks.  More summons disguised Fickle's scorcher attack that accounted for Genthore, but although Fickle had then retreated to the edge of the map, Kysus came straight to her as soon as he had finished off the summons.  That was no surprise this time though and Fickle used more summons to intercept and, eventually, kill him.
 
Went down to Daveorn invisibly and used a scroll of magic protection before launching an assault and then immediately running out of sight.  She used the guards' tendency to cluster round Daveorn when no enemies were in sight to slaughter them with fireballs (level 8 - +6 HPs).  With her effective AC vs missiles of -17 even Daveorn struggled to hit her with his MMMs and a couple of blasts from the wand of frost proved far more potent than his sunfire (I was lucky not to chunk his equipment there though).  She grabbed the loot from a couple of chests under the nose of a mustard jelly, before running upstairs to flood the mine.  As expected Daveorn was an easy victim now that I understand the way his script is set up.


#10363
Grond0

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Fickle - elven wild mage (update 3)
 
Fickle picked up the dexterity tome and did some shopping at Sorcerous Sundries (being able to afford less than she should have after forgetting to cast friends).  Then did the poison quest to get the wisdom tome. She made sure that she stayed out of sight entirely while ogres killed Jalantha and the priestesses. Marek used his spells up on summons before being finished off with a couple of scorchers.  Fickle also returned Tremain's son (level 9 - +6 HPs to end with a very healthy 59 HPs in BG1).
 
The last tome in the City was in Ramazith's Tower and Fickle used a knock scroll to open that.  Inside, she summoned some ogres, but Ramazith tried to ignore them and attack her so she dodged in and out of the tower a few times to avoid spells before claiming a rare melee victim with a nice critical.
 
Fickle investigated the Iron Throne invisibly, only to mis-click on Thaldorn and get no information from him.  So, unlike normal for me, she had to find some documentary evidence to convince Duke Eltan to hand over a Book of Ancient Knowledge.
 
Before going to Candlekeep, Fickle stopped off at Durlag's Tower to get the tome there (using a magic blocking potion to protect against the trap).  This time I managed to get her to arrive invisibly at Candlekeep to avoid any hassle from the ogre magi.
 
In the Candlekeep catacombs 2 phase spiders greeted Fickle's entrance and had a scorching welcome.  She used a scroll of magic protection with the violet potion and a potion of endurance to open the tombs.  The other 2 phase spiders died in the lightning trap before she went invisible for the trip back to the City.


#10364
Grond0

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Fickle - elven wild mage (4th and final update)
 
There were a few nervous moments, but Fickle eventually overcame the hurdles to complete the first phase of her BG adventures.
 
Against Slythe, even though Fickle kept summoned monsters going from out of sight, it was no great surprise to see Slythe scouting around and finding her.  After surviving the backstab, she managed to run away immediately and get to a temple for healing before using potion buffs and returning.  Rather surprisingly, summoned monsters in the inn showed that Slythe had not followed her even to that point - presumably he had fixated on the hobgoblins once she left.  She came in invisibly and moved to a different entrance before producing some summons and sending them back to the centre.  This time Krystin activated and, rather than attacking the summons, moved straight to where Fickle was.  She ran away into the sewers and, when Krystin followed, distracted her with summons.  A couple of groups of summons later and she had only a flame arrow left to aim at Fickle, who stuck around to take it before getting her revenge.
 
With Krystin out of the way Slythe was now simple.  The familiar was brought out of the backpack and took some summons back to the original entrance to find Slythe hiding in shadows - he soon fell.
 
Fickle then used the red potion to learn lots of scrolls before resting and heading for the Palace.  She put on lots of green scroll and potion buffs before trying to use chaos shield to give a bit of protection when casting spells.  The first attempt at that surged, but the second worked and she layered in some spell protection - finishing with spell immunity, abjuration (that surged, but cast normally anyway :D). Immediately on showing herself she cast malison and then tried to follow that up with chaos, but was hit by a MMM and failed to cast.  In between casting attempts she was throwing darts of stunning and stopped one of the greater dopplegangers in its tracks before affecting a couple of other enemies with slow.
 
Another greater doppleganger was finished with a magic missile and some more summons were produced before she managed to stun the cleric - just as the mage hit her with a fireball (he appeared too late for her to move away to protect Belt from that).  The others were finished off and the mage fortunately moved to the stairs, allowing Fickle to block him there out of sight of the dukes - thus taking no damage from the next fireball.  Fickle's spell immunity ran out though and she was hit with remove magic and a MAA before using a potion of clarity to defend against confusion.  Belt was also drawn back into the conflict by a summoned ogre berserker and the mage killed him leaving only Liia.  However, the mage was now out of spells and finally went down. 
 
At that point Fickle moved back to the stairs, drawing Liia out of sight of Sarevok before talking to her.  That meant Sarevok was safely occupied with Fist and summons before he disappeared.  Before letting Liia talk again Fickle checked the bodies on the floor, noting that Belt had an invisibility ring.
 
After final shopping and resting Fickle put on green scroll protection against fire and lightning and went invisibly through the maze and into the Undercity temple.  There she buffed up and activated Sarevok.  My initial intention was to get them fighting amongst each other by disappearing when area spells were cast.  However, Sarevok has 100% magic resistance at this stage of the fight, while Semaj and Angelo were using MGoI and Diarmid a scroll of magic protection - so that didn't work too well.  Angelo did injure Tazok, but he didn't retaliate anyway.  Angelo wandered away a bit and was distracted by summons to come and fight on his own.  He proved rather good at that, chewing through several groups of summons before spotting Fickle again.  Once more I failed to get my head round the fact that invisibility no longer protects against spells :blink: - Fickle took a potion of invisibility and ran away, but was immediately targeted with a remove magic (Semaj had previously targeted her with a skull trap a long time after her first potion of invisibility).  Angelo then tried targeting her with what was probably an acid arrow, but Fickle took a potion of magic blocking - causing Angelo to instantly break off casting and try for melee.  However, an oil of speed allowed her to create a bit of distance and the wand of paralysation then worked on him first time.  Some gnolls helped kill Angelo quickly and did the same for the skeleton warrior that replaced him.
 
Fickle then cast a chaos in the general direction of where the others had been left - successfully affecting Semaj.  He had a number of whacks at someone, but still didn't prompt any retaliation - I can't believe how forgiving this lot are now!  However, long range fireballs proved more effective, with (now Angelo was gone) no-one checking to see where they were coming from.  Semaj died (costing Sarevok his magic resistance), then Diarmid.  Tazok must also have gone without me noticing it at some point here as, after Fickle had killed 2 skeleton warriors, there were 2 more left when she investigated Sarevok's position.  They were soon killed as well while Sarevok was busy with summons - leaving Sarevok essentially helpless on his own.  I decided to give him a chance by using scrolls (and thus having a chance of a surge), but 6 magic missile and 6 chromatic orbs were poured in without any surges.  I was just considering whether Fickle should come into melee to finish things off when an ogre took the decision out of my hands.
 
Fickle reported back to the Palace to find that Liia had resurrected Belt and he sent her off to prison in Athkatla.


#10365
Jianson

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Nicely done, Grond0, it will be interesting to see how she fares in Athkatla.

I was really surprised that Angelo's skeletal half did not pulverize those gnolls. Or was it still paralyzaed?

(Btw, where did you find a Spell Immunity scroll in BG1?)

#10366
polytope

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 My initial intention was to get them fighting amongst each other by disappearing when area spells were cast.  However, Sarevok has 100% magic resistance at this stage of the fight, while Semaj and Angelo were using MGoI and Diarmid a scroll of magic protection - so that didn't work too well.  Angelo did injure Tazok, but he didn't retaliate anyway.  

 

I'm positive that technique won't work with SCS but obviously you didn't need it. Good show Grond (I'm still trundling slowly though ToB).



#10367
Grond0

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I was really surprised that Angelo's skeletal half did not pulverize those gnolls. Or was it still paralyzaed?

(Btw, where did you find a Spell Immunity scroll in BG1?)

Fickle was attacking the skeleton warrior as well and, hasted and using the martial staff, cut it down pretty quickly (from memory I think it managed to kill 1 of the 5 gnoll elites).  Fickle had undead protection up at the time, so there was no danger of retaliation.

 

Spell immunity was on sale at Sorcerous Sundries, along with several other level 4 and 5 scrolls not seen in vanilla.  I'm not sure what mod put it there - I've used them all in the past and not seen it, so it must either be a recent update or a glitch in the installation (which is not perfect - the game play has seemed fine, but there are a few creatures / items lacking descriptions).



#10368
Epsil0

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Good work, Grond0; may the Surges be with you in Amn.

Jean the Ranger, update two

So... I nearly wiped, and I had to change 2/6 of my party because of the way I managed to survive that last fight.

 

We manage to get through Cloakwood with no deaths - no mages equals no pain. The mines on the other hand... We manage to Web/Stinking cloud/Fireball three of the party of 4 to death, and I thought I had a clear way in. Nope. The last one... was the mage, and between Chaos spells, Skull traps, and a Minor sequencer filled with Magic missiles, Minsc, Branwen, Imoen and Neera were all killed. The only good thing here was that he had the boots of cheetah speed on him, so no more waiting for that.

 

We resurrect everyone and enter the mines - the first mage is surprisingly dealt with with no deaths, the only one in the entire complex actually. Then I forget where I am and attempt to rest inside to get slammed by ~15 Elite guards. Whoops. Dynaheir died in the initial volley, and we kept getting poisoned. Neera fell as well after her Lightning bolt bounced back to kill her. Back to the FAI for more resurrections... And then there's that one mage in that room that killed Branwen and Minsc. Again traveling back for more resurrections. Yeesh. I think I've spent around half a month in-game trying to clear this wretched complex.

 

And then Davaeorn. Oh goodness. So many problems - I didn't know the changes in the scripts, so I went in basically blind. Invisibility cast on Imoen after she disarmed the traps. Heart lurched to see the Battle Horrors already spawned and by his side. They chase down and kill Neera and Dynaheir as I couldn't keep kiting in the narrow passageways while keeping away from Davaeorn's AoEs. Lack of knowledge became evident when I was flanked by the Black Talon elites, making Minsc and Branwen fall against sheer numbers and arrows. Jean drinks a potion of invisibility while flanked by the two battle horrors and I consider my options. Only myself and Imoen are alive and neither of us can use any wands or spells. I rummage through my potion case and see a potion of fiery burning and explosions.

 

For basically the first time this run, I'm glad to be a Ranger rather than a Fighter. Jean takes off his armor and starts stealth-bombing the massed guards, only killing one. Davaeorn is forced to drink both his healing potions though, for which I'm thankful. He quaffs potions of freedom, Ice giant strength, Stone form, Absorption and Heroism and then start picking off a few guards with his sling. Four or five are killed stealth-shooting but I quickly realize I can't win solely like this - the bare second after I shoot and run allows Davaeorn to launch a Magic missile, two Horrors (avoided with potions), and two Chromatic orbs. And I'm out of potions. Another plan was necessary.

And a plan I found. Our mage's gear was there for the taking, of note two wands of fear, one wand of lightning, a scroll of fireball and a scroll of Lightning. So Imoen is dualed to mage and she readies herself with the equipment... The Fireball kills most of the surviving guards, leaving only 3 alive. Davaeorn fires off another script and heads to a side room, and the narrow quarters allows Imoen to kill two more with a bounce of lightning. The mage comes out, spots Jean and starts casting some sort of evocation - Sunfire it turned out, and Jean managed to get far away enough so all Davaeorn accomplishes is killing his last guard himself. He's now Injured, but he still has his stoneskin up and I have no idea how depleted his spell book is.

Having no options left, Imoen uses a wand of fear... And Davaeorn failed the save! He saves on at least an 8, so that was a lucky turn of events. We slowly beat down his stoneskin and eventually kill him - I was right about his spell book as he began casting three most spells while under the fear effect. The irony of this is his loot. He was carrying the Necklace of Missiles, the one item that I could've used to avoid all these shenanigans.

 

Finally. But now there's another problem, since I kind of need a thief for traps and Imoen won't be regaining her abilities any time soon. So I ended up dropping Minsc and Dynaheir after rezing them, picking up Alora from Gullykin and Ajantis. We loot Davaeorn's room with Alora's help, and to my delight we find Plate of the Dark in the chest beyond the mustard jelly. We flood the mines and we're currently sitting in Sorcerous Sundries.


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#10369
corey_russell

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@Grond0 - grats on getting yet another wild mage through BG 1, hope they can go far in Amn...

@Epsil0 - exciting fight you had there. Good thinking pausing and considering your options...hopefully the Big City will be kinder (though I guess I better not hold my breath on that one).



#10370
Jianson

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Glasya, half-elven Sorceress with random spell picks, still building item wealth and hogging XP but advancing the main plot ever so slightly

I figured out that I could actually clear out the Nashkel Mines without triggereing the next chapter (and its assassins) if I just skipped opening Mulahey's chest. I may even be able to loot it if I don't pick up the letters but I have not tried that yet.

The kobolds weren't complete pushovers due to their large numbers with Commandos showing up here and there. At least Branwen's healing spells were not enough and I had to drink a bunch of healers.

The chieftain got poisoned:
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What? How did that happen? Then I found the chieftain's arrows:
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Ah, OK. Cool name too - 'Deth Stik'. First time they haven't all been used up when I loot the corpse.

Edwin laid skull traps for the evil cleric:
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Last time I played, he walked up to me when I attacked his kobold elites. Thought I should take advantage of that behaviour this time. Hehe...
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I cleared out Valley of the Tombs. Managed to separate Narcillicus from his jellies. Mr. Neen was killed in a summoning storm. The jellies were taken down in a combined effort from Branwen (tank + Spiritual Hammer), Minsc (his regular halberd was useless (jellies are immune to piercing damage) but he did some damage with arrows of fire) and Imoen (repeated backstabs).

Ice Island
I wanted Minsc to use a protection from magic scroll for the first trio of mages, but Minsc is too feeble of mind to be able to use one :) I gave it to Imoen instead. She started off nicely with an exploding potion that hit all three, and a thief trap that hit one of them. Then Andris Dimension Doored to Glasya. I pulled back Imoen and we all went outside just as Andris and Marcellus each cast a spell. Hey, we can be cheesy too if you use cheesy auto-teleport stuff when you shouldn't possibly know where we are...

After we got back in and out a few times, those two mages decided to stay outside. Fine by me - I'll take the others first. Imoen killed Beyn with arrows, then she proceeded to sweet-talk gnome mage Tellan into thinking we were friends. And he never turned hostile even though she attacked. Ha. (He mentioned he had darts, so I figured she could outdistance and stealth snipe him). Tellan did protect himself with a PfNM (that I waited out - brought a couple of skellies and killed some winter wolves to pass the time) and later a Stoneskin but he eventually fell. And dropped a Robe of the Evil Archmagi!

Imoen failed to detect two traps on the way to Garan and Cuchol but she was still magic protected so no problems. It expired just as she met them. Run!

I sent in a few skeletons at a time. Then I screwed up by having Imoen pass by just as Garan unleased the big stuff on the skeletons:
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Major ouch. Imoen ran around the corner, drank a healing potion but then I realized that may be a big mistake (wasting her round on that and not an inviso potion). You see, I knew there was a large hostile skeleton pack around the corner and a bit down (Cuchol cast two Animate Dead earlier, although Imoen had Fiery oiled one of them) and the Ankhegs were pretty close by as well. I could hear Garan coming. Imoen rounded the corner and could save herself:
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She could now walk the other path back to the healing arms of Branwen (and some potions).

I gathered my remaining skeletons, summoned a new pack, along with two of Glasya's monster summon packs. They took down Cuchol (love the gnolls and their sometimes 10+ points damage hits!) and weakened Garan. He was badly hurt, and Minsc stepped in. He got him with his last ice arrow:
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Back to fighting the first two mages. Marcellus followed back in and Edwin nailed him with a Horror. Great, he was now doomed. Andris is of course the big shot mage here. He followed back in and ran away from us. I hit him with as much as I could. Then he threw a 2xMM sequencer at Glasya! I saw it coming just as we were going back outside. I was terrified that the death screen could now come as soon as the outside place had loaded. I was met with this:
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Ah, looks like only one missile actually connected, and it was stopped by the measly MR from her new robe. Sweet. (I later calculated the average damage of two level 9+ Magic Missiles. It's 35. Glasya has 39 max HP, so considerable risk of dying if I had let them hit).

Glasya now drank an inviso potion and stayed invisble for the rest of this fight...

Decided to try a combined MM + Hold Person assault. Edwin's spell disrupted Andris' like I had wanted:
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but he saved against Hold Person. And the two Hold Persons that followed. I tried Stinking Cloud outside when he walked away a bit. Edwin used lightning wand, Imoen used ring of energy. Then this happened:
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That was a Flame Arrow. Ouch.

Eventually, Andris was depleted of everything - spells, minute meteors and Stoneskins. Now a pathetic dagger user, he was finally killed. We went to the exit to level 2 and rested.

Dezkiel was slain by nothing but skeletons. What a wimp.


Edwin failed (at INT 22!) to write Emotion and Remove Magic but managed Greater Malison, Confusion and Feeblemind.


Basilisk map
Minsc borrowed Imoen's boots, put on his studded leather, received 6h protection from petrification and went on a stealth hunt (he's a ranger, he needs to do that sometimes). Basilisks, gnolls, gibberlings, everything on the map except for the two special encounters.

Recruited Korax and had Edwin make him invisible so he could stun Mutamin from the shadows. It went perfectly, although Korax took some damage from the basilisks. Branwen healed him with 2x CLW.

Assault on Kirian's party went perfectly:
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I think Korax stunned three of them, and the stinking cloud also had its part. Plus Edwin threw in a Malison for even more devastation. Great loot on this map: Speed boots from this party and Full Plate +1 from Mutamin. It's too bad Branwen lacks one point of STR to be able to use it...


Coolest rare loot from random monsters: Potion of Mind Focusing, protection scroll - Cold


Some really nice HP-rolls the last sessions. Branwen, Glasya and Imoen have all maxed their latest roll!

Glasya, level 7, 33+6 HP
Branwen, level 7, 48 HP
Minsc, level 6, 51 HP
Edwin, level 7, 27 HP (1 death, CON=15)
Imoen, level 8, 52 HP

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
Level 7: Charm Person, Agannazar's Scorcher, Ghost Armor

Seems to be a pattern that a Sorcerer gains access to a certain level of spells one character level later than a regular mage (except for the first level, of course). Will this be the case the whole way?

I am starting to understand a Sorcerer more now. They are less versatile than a mage in the larger scale, but more versatile than a mage within a period between rests.

#10371
Grond0

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Good stuff Jianson - you're brave to be taking on the ice island already.

 

I wanted Minsc to use a protection from magic scroll for the first trio of mages, but Minsc is too feeble of mind to be able to use one :) I gave it to Imoen instead. 

 Minsc may not be able to cast it himself (although he can do if you give him a potion to boost his intelligence), but you could still cast it on him.

 

 

It's too bad Branwen lacks one point of STR to be able to use it...

You could boost her strength temporarily to let her equip it ...
 
 

Seems to be a pattern that a Sorcerer gains access to a certain level of spells one character level later than a regular mage (except for the first level, of course). Will this be the case the whole way?

They gain them at the same level from level 12 onwards.  You might find these progression charts helpful:

http://playithardcor...gression_Charts



#10372
Blackraven

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Having re-installed the game after it crashed a few days ago, I decided to give Grynne a second chance. Since I somehow deleted my old CHR-files, I re-rolled her using the automatic reroller while I was busy doing other things. This resulted in a more than nice 96 roll, which is a few points higher than the first Grynne. But other than that, they're one and the same: the LN axe-wielding half-orc as described in the original post of this thread. A minor difference is that I opted to grandmaster axes before putting any proficiency points elsewhere, and meanwhile carry a shield.


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I'm playing with a new setup, with less mods. Among other things this means that this time unlike the last I won't be able to buy a Helm of Charm protection from Taerom nor a Ring of Free Action from Thalantyr. I did re-install the Wizard Slayer Rebalancing mod, as well as what to me are staple mods such as SCS (v28, a new version for me), Item Randomiser, Hard Times, Ascension, and ATweaks (which brings various aspects of the game closer to pnp). I enabled 'True Weapon Grandmastery' from BG2Tweaks, which ultimately, at five pips, gives +3 to hit and +5 to damage, an extra 3/2 APR, and a -3 to speed factor with the selected weapon as compared to 'proficiency' (one pip). This is important since the number of hits against determines the exent of the spell failure penalty. I'm also playing with maximum hit points for all cratures in the game. The other mods I have installed mainly offer extra kits, quests or NPCs.

This journal is going to be relatively light on the roleplay aspects and heavier on tactics/strategy aspects. If I make it through BG1, I might switch to minimal-reload in SoA/ToB to allow myself to refresh my memory of those parts of the saga.

I'm also playing solo for the most part, but I'll probably assemble a party if I make it far enough into the game. I like the solo play though, as it really forces me to make the best of this interesting but (especially at lower levels) handicapped kit. If she's going to get companions, Grynne won't allow arcane casters in her party and most probably also no NPCs of chaotic alignments.

***
Grynne, did all the quests in Candlekeep and even resorted to theft so that she could buy a helmet, a suit of studded leather armor, a large shield, three axes, and 40 throwing axes. Ironically two of her axes shattered while slaying rats for Reevor, the least lucrative of her tasks. She bought Winthrop's fourth and final axe, and then set out with Gorion. The morning after his demise, she convinced Imoen to remain at Candlekeep and to give her potions and wand to Grynne. She accepted Xzar's potion but wouldn't travel with Monty and him (even if that meant forgoing a few potions and scrolls she could sell).
She travelled to the High Hedge area, and from there south, to save Melicamp. She was quite pleased with the damage she inflicted with her throwing axes (at level 1 still).


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She took Melicamp to Thalantyr who treated her with little respect. He was blunt and wouldn't reward her in any way after he managed to retransform Melicamp, which impressed her more than a little by the way. As he seemed quite powerful Grynne decided not to antagonize him, though she might at a later stage. She's no friend of powerful mages. She sold him Imoen's wand and left.

In Beregost she calmed down Marl, and helped Firebead to gain another level (3). She the travelled south, slew two ogrillons for Mirianne's letter, and a couple of bandits and kobolds. She also ran into three Flaming Fist mercenaries. When their leader approached, she retreated, but he followed. They spoke and when he wouldn't believe her innocent, they fought until he fell. Grynne donned his plate mail and took down the other two mercenaries. She travelled further south, slaying more bandits on her way, till she reached Nashkel. There she bought the Stylish Boots of the Cheetah from Karaea the gnome, spoke with Berrun Ghastkill to trigger the first dream (and get herself the free healing spell), and bought a scroll of protection from petrification from a merchant at the carnival. With it she travelled back to Nashkel where she bought more throwing axes, and from there to an area she was told was beset by basilisks.
Eight of the ten basilisks she had counted fell soon enough, but she relied upon Korax for the remaining two (one greater, one lesser) that were in the direct vicinity of their master, a gnomish wizard. The lesser basilisk was hostile. Korax held it, and managed to kill it. The greater baslisk was initially neutral. When the latter held the basilisk, he and Grynne, using her throwing axes, finished the creature off. Mutamin hasted toward Grynne to spak to her, but she backed away. When Mutamin ran past Korax, the latter attacked and held the gnome, allowing Grynne to kill him off.


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The venture yielded her a tome of understanding and some loot she would sell. It also helped her gain almost three levels. She was nearly level 4 when she entered the area, and close to level 6 when she was done. A few wilderness encounters, including one with dread wolves and worgs (or dire wolves?) in the Beregost Temple area, got her to level 6. The fight with the wolves cost her yet another axe, leaving her with only one axe. Grynne travelled on (with her 19 CON she wouldn't tire even after days without rest). She headed northward, till she reached an area full of ankhegs. She slew a few of them and entered a cave where she slew many more without much difficulty.


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After killing one of the ankhegs in the cave, her last axe shattered as well, so she decided to head back to Beregost and buy five new axes from Taerom. When he noticed she had an akheg shell with her Taerom offered to make a suit of ankheg armor for her if she would pay him 4000 gold. She had to travel to Nashkel to find and sell a pearl and a pair of magical bracers (AC 8) before she could agree to Taerom's terms. [There is no free ankheg armor in Nashkel with Hard Times installed.]
In the tenday Taerom woud need to make her ankheg armor, Grynne did various quests. She travelled back north to kill many more ankhegs, slay Tenya for the fishermen (not because she wanted to, but rather becasue she kept attacking at Near Death status), and help Brun. In the south she killed Greywolf with little difficulty (they were both good fighters, but he was clad in studded leather armor and she in plate mail), and at the FAI she took on a mirror imaged Tarnesh, while aided by three watchers. She also completed the other FAI quests (Joia, Landrin, Unshey).


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At Thalantyr's she bought two potions of magic blocking, to aid her in any dangerous quests. He had one more potion of magic blocking and also a scroll of protection from magic, but she hadn't the gold to pay for those items. On the coast Grynne was told of a treasure cave guarded by sirines. She quaffed one of her potions of magic blocking and made the mistake of fighting the first three sirines rather than simply running past them. The potion's effect wore off soon, so she also had to consume the second potion in order to enter the cave, plunder it, and leave without getting charmed. In the end the plan worked, although she got severely injured by the sirines arrows of biting and in the cave by a trap and by one or two hits from the golems.


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She fled the area toward the south. There she encountered Brage whom she brought to Nalin in Nashkel.

Grynne is currently a level 7 Wizard Slayer, with 20 CON thanks to a tome she found in the treasure cave, and with various enchanted weapons though none of these is an axe (a Flail +1 from the fishermen, a Bastard Sword +1from the cave, a Halberd +1 from Greywolf, and a small number of enchanted darts).

***


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If I'm going to continue solo'ing, I'll have to find a way to get past Mulahey, Venkt, Genthore/Kysus, and various mages in the Cloakwood mines. If I'm lucky I could rush Grynne through the mines with a scroll of protection from magic, kill Davaeorn and get out. I'm a bit hesitant though. I haven't played SCSv28 yet, and if she gets overwhelmed by guards, she'd lose precious time (if not her life). Besides there's still the Nashkel Mines and the bandit camp...
I could try and kill Dushai in Ulgoth's Beard for her Ring of Free Action, though that would be quite out of character for Grynne I think, and it could be dangerous as well, since she's another spellcaster. It would of course make Davaeorn more manageable.



#10373
Jianson

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Minsc may not be able to cast it himself, but you could still cast it on him.


Unlike the other protection scrolls, PfM auto-targets the user.
So a temporary INT boost would be the way to go.

You could boost her strength temporarily to let her equip it ...


That's right! It's not like in e.g. Diablo where the item doesn't "work" anymore if you no longer have the stats for it. I had forgotten that.

EDIT: She did it herself with Strength of One.
Wow, she now has an effective AC -7 to -9 to the four damage types.
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#10374
Grond0

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I could try and kill Dushai in Ulgoth's Beard for her Ring of Free Action, though that would be quite out of character for Grynne I think, and it could be dangerous as well, since she's another spellcaster. It would of course make Davaeorn more manageable.

I doubt it unless Grynne is able to use rings ...  If you've got improved SCS spiders installed they are probably the biggest challenge you face.  You'll either need to be pretty lucky to survive Cloakwood ambushes or go and get Spiders' Bane - which itself is a pretty difficult task.



#10375
Aasim

Aasim
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aVenger's WS cannot wear Ring of Free Action, I'm afraid. You can use Potions of Magic Shielding if you have any instead.