Baldur's Gate 1 No-Reload Challenge
#10401
Posté 21 avril 2014 - 09:22
#10402
Posté 21 avril 2014 - 10:29
Gate70/Grond0 multiplayer attempt 45 - (update 2)
Caddy, human paladin (Grond0) & Xzur, human necromancer (Gate70)
After our dodgy previous session things ran generally more smoothly this time. The first target was Meilum: he appeared to be immune to stun from a chromatic orb, but Caddy just ran him round until Xzur's magic missiles proved too much for him. The same could have been done to Greywolf, but he proved not to be immune to stun!
After returning Samuel to the FAI the duo went on an ankheg hunt. The body in the nest was a bit heavy to carry so Xzur went to talk to Farmer Brun to deliver it by remote control. At Ulgoth's Beard Xzur bought some spells, although he's not able to use the useful illusion school spells (like invisibility, mirror image and blind).
On the way to the coast they tried and failed to restore Melicamp and proved to Zargal that he was far from the strongest one there is. Caddy is immune to charm and poison so well suited to battling sirines. Once they had tried charming him he kept them at range to avoid being confused in melee. The sirines did manage to charm Xzur once, but were quickly led away by Caddy. With only non-proficient magic weapons the golems were not easy targets and the duo rested after killing each of the first two. The final one managed a particularly strong defence before going down to a critical.
They are currently at the Nashkel mine just outside Mulahey's cave.
Stats:
Caddy, paladin 6, 68 HPs, 100 kills
Xzur, necromancer 6, 25 HPs, 32 kills, 1 death
#10403
Posté 21 avril 2014 - 03:26
I was indeed playing with SCS improved spiders. That's why it was necessary to run as soon as seeing a group of spiders. The sword spiders and phase spiders use their movement advantage to join you at the edge of the map well before the giant spiders arrive - giving an opportunity to kill them before being webbed. Over that long a distance there's also a chance that some of the pursuers will lose lock - providing the opportunity to kill them in sections. Giant spiders on their own don't do much damage in melee, so a WS protected from poison is likely to be able to kill them even if he's webbed.
I used those sorts of tactics in a number of runs - refining exactly where to move in the process. I certainly agree that is one of the most dangerous encounters in the game for a WS, but I probably got it up to around 60-70% chance of success. That's a significantly better chance than ignoring Spiders Bane and just hoping to be lucky to survive the spider ambushes on the way through the Cloakwood.
Wow you have my deepest respect. I think my WS, were she vanilla (with or without ranged disrupt attacks), would have forgone Spiders' Bane and converted to Tymora... Regrettably this knowledge takes away some of the sense of accomplishment I've felt with my WS so far, since she's a rebalanced WS after all. I can see her become quite powerful actually in BG2 with her her better MR advancement.
My condolences re: Emmental, I hope Caddy and Xzur will fare better.
#10404
Posté 22 avril 2014 - 04:32
@CKT, good stuff as always. Will your mistress approve of Viconia joining your party you reckon? Or do you consider going on without a cleric? Did Nimbul actually fight the Fist? In my games he normally ignores them...
Yes. My ultimate 'Mysterious' Demon Queen, Malcanthet (who the PC is not aware of yet) is always looking for corruptible souls to bring into those damned to her for eternity - especially one who turned her back on Lolth for Shar. After sll, enmity between demon Lords is great. I plan on introcucung the PC to his 'Overlord demoness' @ some point - she is a Type 5 Demoness, a Marilith. Att his time he has yet to figure out that his dreams are from two of her 'handlers, a Succubus and a Lilitu,a ll of whom ultimately serve the Demon Queen of the Succubus, Malcanthet.
Interestingly, the last two times I've played thru. I've noticed that if Nimbul starts the hostilities, the Amnish Guards turn on him. I'm usually wounded anyway, & decide to back off to come back later. Then I started reading in the combat info pane that the AGs are shooting @ him & calling for help. He killed about four of them before his protections wore off. Then you can see when he starts taking damage. Perfect time to sweep in and claim the kill if you're CE...& you get all the armor the dead AGs & Nimbul leave on the ground. PERFECTAMUNDO for a Hard Times Mod game.
And yes, Viconia will get an invite. Likely to make Edwin walk but maybe Eldoth - still I'd like to play the Skie Silvershield thing thru - never done that before. Still the Conjurer & the Necromancer together have some wicked spells so....Guess I'll figure it out when I get to Peldvale. CKT
- Blackraven aime ceci
#10405
Posté 22 avril 2014 - 04:41
@CKT, you're a very good at developing and telling stories. I'm looking forward to your next installments.
Viconia will fit in nicely I'm sure.
As regards Nimbul, I've also had the guards attack him. However, he always ignores them and goes straight for my party members... So no free plate mail for me.
#10406
Posté 22 avril 2014 - 05:59
Nimbul will attack the party in preference to the guards - but not if he can't see them ...
- Blackraven aime ceci
#10407
Posté 22 avril 2014 - 06:13
Gate70/Grond0 multiplayer attempt 45 - (update 3)
Caddy, human paladin (Grond0) & Xzur, human necromancer (Gate70)
We had a brief, but productive, session to get this pairing access to the Cloakwood.
They started outside Mulahey's cave. He fell down inside a stinking cloud and failed to get up again. The amazons got webs as well as stinking cloud to set them up for some fatal skull traps.
Caddy used remove fear in preparation for Nimbul, who failed to come up with an alternative plan of attack. Tranzig didn't manage to complete a spell at all.
At the Bandit Camp Caddy meleed the normal bandits, though he ran Taugosz around while Xzur filled him full of spells. At the main tent Caddy attempted to draw enemies outside, but they were not interested in exposing themselves. Xzur was low on spells, so Caddy used a potion of firebreath to soften up the opposition. He didn't manage to catch Hakt in that, but Xzur had one skull trap left and thought that would help - unfortunately it landed with Hakt shielded by the central pillar! However, the remaining opposition died easily enough anyway and Caddy healed up before triggering it safely.
Stats:
Caddy, paladin 6, 68 HPs, 136 kills
Xzur, necromancer 6, 25 HPs, 38 kills, 1 death
#10408
Posté 22 avril 2014 - 10:16
Lighthouse map
We fought sirines using Stinking Cloud and skeletons. That wasn't quite enough, so Glasya summoned monsters to keep the sirines busy while Minsc stepped in for some killing arrows. Of course he got charmed...

At least I had taken off his weapons when the charm was in the air. It was still annoying for Imoen to have him chasing her, what with him having speed boots on.
We sided with Sil the sirine and went to beat up the pirates. Imoen had laid traps outside the building and there were skeletons waiting as well. But all the pirates stayed inside, so Imoen could have a good backstabbing spree, attacking from the door. The two thieves did not show up, so I sent in Branwen to Smite them (she is so hard to hit that she wasn't that worried about backstabs):

That wasn't enough, so she got out and Imoen sneaked in, moved to the back left corner and killed them with a fiery oil throw.
Great loot in Black Alaric's cave - most of the usual stuff and two tomes. DEX (given to Imoen) and CON that I gave to Branwen so she'd have more hitpoints.
Just as the new version of Sirine's Call promised, Sil remained (although her two companions disappeared, not sure if that was because we let Sil walk quite a bit away from them to talk to us).
Firewine
I wanted to do this while Imoen is still a thief. She, Branwen and Minsc took out most of the kobold commandos in the big room (and the multitude that ran to it). Somewhat painful for them but not so bad.
I gave Minsc a potion of mind focusing, mostly so he could use a protection from magic scroll but the extra AC and missile accuracy were nice bonuses. He had a personal battle against Lendarn:

Lendarn went invisble and passive after a while, and I had no way to dispel the invisibility. I sent in some skeletons, hoping that Lendarn would attack, which he did. The commotion brought the ogrillons and the ogre mage. Minsc killed them all, then stopped Lendarn with a stunning dart:

Minsc's magic protection was still running, so I ran outside to fight Kahrk. Kahrk broke his sword early:

That's good because now he can't kill us when he's out of spells. Still, Minsc had a rough time against him. It's that Haste of his - it seems to be permanent. What's the deal with that?
Anyway, Edwin stepped in as an invisible blocker:

Minsc used up a most of a 120 arrows pack to gnaw down all the stoneskins and mirror images. I had to move Imoen downwards so she could throw him another arrow pack. Kahrk went invisble but the text still said he attacked Minsc. Minsc moved up next to Edwin and took a hit so Kahrk would turn visible. While there, I suddenly realized that Minsc's halberd would be better than his bow. It would reach past Edwin even if Minsc kept the distance from Kahrk.
Crazy Ulgoth's Beard pickpocketing visit
I recruited Safana and made her a master pickpocket (with a minor in illusion detection (may come in handy - who knows?)). She went to work on Shandalar. (I hadn't returned his cloak just because I wanted to do this first). She succeeded with about half a dozen filchings, but oops:

Fortunately, his first spell is defensive (GoI) so she could get to safety. I brought out Branwen who summoned skeletons to draw his big damage spells (fireball, lightning bolt). Then he just vanished, and it was not the Dimension Door that his script usually finishes with.
I decided to let Safana have a go at Delsvirftanyon's and Dushai's pockets as well. That did not go well at all. Failed the first on the male gnome. Oops, he is a mage! I had no idea. I let him play with my remaining skeletons. I did not want to kill him; rep was only 7 and Minsc would become fallen with the killing of an innocent. Dushai and most of the villagers went hostile. Imoen drew Dushai into one of the righthand houses. She got stuck (in shadows) inside an inner room. Dushai blocked the doorway. I sent in Minsc to draw her out. He managed to round a corner in the other end of of the little house, hide in shadows and get past Dushai. Both my characters out and Dushai left in the building.
Meanwhile:

Oh dammit, we had camped in this room just so he wouldn't find us. Stubborn little gnome. Not very dangerous, though, out of spells and armed with only a dagger.
(BTW, Imoen found Shandalar in Therella's house! He is still there...)
We eventually lured Delsvi outside and Edwin drew him into the other house on the righthand side and dropped him off there:

The bartender had been scared by the battle, and had walked out and into the house a couple of times. Nobody inside the tavern is hostile now. The outdoor villagers are hostile but they just stay put. Might be bothersome for the UB finale later - I need to watch my summons. But so far, a not-too-bad outcome of this visit. I went to FAI and bought Gellana's whole stock of INT-boosting potions. Edwin drank one of each type and could finally scribe the powerful Emotion spell, along with Otiluke's Resilient Sphere, both from Shandalar's pockets. Shandalar's cloak (that I can't return now) seems not to be sellable.
Chapter 3 opening
Now with Emotion available, I finally felt ready to start chapter 3. Nimbul and Tranzig were easily killed (unfortunately I missed Branwen's conversation because she was not upstairs when we first spoke to him).
With Officer Vai now in place, I could sell a buttload of stuff to her. My money savings went from 17k to 32k. Wolf pelts accounted for most of that.
On our way out from Feldeposts, Lamalha's group attacked:

At first, I was wary of the invisible thieves that I could see (via battle text) were attacking my mages. Then I realized that Minsc and Branwen blocked them from reaching us. What luck! Edwin wasted no time and cast a Malison, followed by an Emotion. Wow, jackpot!

"Now, where are the thieves? Branwen, if you please...ah, just as I thought":

We killed Silke and did Garrick's quest in Ulcaster. Unfortunately, our bard got scared by the undead bard's fear attack. Brave Sir Garrick ran NOT away but instead too close to Myr'Cutio and got fried by a Skull Trap. He had only 19 HP at level 6 and failed his save.
I saved the Ulcaster dungeon and its platform for later. I want Branwen to level up once more so she can cast two PfLighting spells in order to fight the improved Icharyd.
We rested at the edge of the map, and that brought in Molkar's gang:

I failed to stop an Unholy Blight casting (OF COURSE I did, I never seem to able to stop it!) so Minsc and Imoen took a large beating. Other than that, and a little scare when a hasted Morvin ran after Edwin, we really did not have much trouble. Halacan failed his save against a Hold Person, and Imoen stopped a priest spell with trusty old ring of energy:

You can also see Edwin about to get saved from the chasing Morvin. A summoned hobgoblin stepped in and blocked the way.
We have cleared out Larswood and Peldvale, been taken to the bandit camp by Raiken, fought and killed Tazok (you need to keep the distance so he can't speak to you after he has taken a bit of damage). Gauntlets of Weapon Expertise for Imoen, very nice. Since I am a mage myself and Edwin is getting quite powerful, I think Imoen will remain a thief throughout BG1 (I plan to dual her at level 13). At level 11, she will get a third trap and they start dealing poison damage. Quite potent in BG1.
If I make it to BG2, it will be interesting to ShadowKeep her from the start and play the starting dungeon with Glasya as the only arcane caster. (among other things, that (probably) means no nifty +3 Enchanted Weapons...)
We have robbed the whole bandit camp except for the main tent. Not sure if I am going to take on the camp now, or sneak in, or play a bit in Durlag's tower to get another bite at a level 5 scroll chance (hoping for Cloudkill => it would ROCK in the bandit camp). The level 5 scrolls we have found are Feeblemind x2 and Animate Dead.
Oh yeah, I found a WIS tome earlier (I have forgotten where). That gave Branwen an extra level 3 spell. Very nice, I think there is a lot of good stuff to choose from there.
Glasya, level 8, 38+6 HP
Branwen, level 7, 55 HP
Minsc, level 7, 60 HP
Edwin, level 8, 32 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
Level 8: Emotion
#10409
Posté 23 avril 2014 - 03:18
I did not want to kill him; rep was only 7 and Minsc would become fallen with the killing of an innocent.
Fwiw now, only Charname can become fallen class. Nice progress anyway - and an amazing pick for first level 4 spell. Emotion is in essence, an AoE save or die.
- Blackraven aime ceci
#10410
Posté 23 avril 2014 - 05:04
#10411
Posté 23 avril 2014 - 06:54
BTW, what is your setup that lets you to summon a 24 HP familiar?
#10412
Posté 23 avril 2014 - 07:37
BTW, what is your setup that allows you to summon a 24 HP familiar?
That's the standard BG2 engine familiar (therefore used by BGT). Tutu nerfs familiars in the belief they should be weaker in BG1 than BG2. Personally I think that's a mistake. With 24 HPs, using your familiar in melee becomes an option, but it's always a pretty risky one in a no-reload. With even extremely weak enemies doing 16+ damage with a critical it's easy for a familiar to die from a couple of almost simultaneous hits (and of course if you're taking on something stronger like an ogre, then a single hit is plenty). With a 12 HP familiar melee would seem suicidal enough to put even a wild mage off the idea! The lower HP value thus seems to me to unnecessarily detract from available game play options.
#10413
Posté 23 avril 2014 - 02:38
New entry, a Neutral Evil Dwarven Berserker Grim Deathrock.
Weidu log as follows:
I decided to use SCS "general AI" including mages/priests and some other comonents, and add BP and Revised Battles components into the mix. Other additions include TBTweaks 3rd edition stats, making WIS grant a save vs spells bonus/penalty, CON save vs Death, DEX save vs Breath, depending on score. Enemies also benefit from this. In general, it benefits them slightly more (i.e. 17 STR is +3 THAC0, +4 damage, while 25 STR is +7 THAC0, +10 damage). PnP creatures from aTweaks are added into the mix for good measure. It should be interesting since I haven't played Improved Battles for a decade probably, and never played through BP encounters completely.
Also, BGT Spawn mod is included. This is a major change in BG1 gameplay - it imports monsters straight out of BG2 - including Minotaurs, Wandering Horrors etc. Regular spawned mobs can include level 12 Orc Mages. All these benefit from SCS AI, making them usually impossible to defeat.
In addition, all random spawns' difficulty is altered according to your level/group size. This is an example.
Of course, BGT Spawn has a stupendous XP gain. I won't abuse it tough...
Anyways, to game.
As usual, Tarnesh is one of the first enemies to fall. Berserker is one of the few kits that can kill him w/o any real threat at level 1.
Picked up Jaheira at FAI. She's a custom kitted single-class druid (kit-Priest of Sylvanus, from NEJ mod). I don't know what to think of that kit. She gains Shapechange (9th level wizard spell) at level 12, and some neat innates that speed up her cast times. I'll probably disregard Shapechange completely since it's disbalancing even at level 18, let alone 12. Joined Tiax and Edwin as well. First things go first, so we go south to kill Dynaheir. We make a pit stop for some Amnish mercenaries, where Tiax' ghast shows his prowess in combat. aTweaks makes this ghast move the same speed as other aTweaks ghasts - he's quite fast now.
Vax and Zal didn't know what hit 'em.
After killing Dynaheir, one of the main things for Grim to get was Varscona Long sword (he dual wields long swords), so we took a slight detour and killed the original owner.
Next, Ring of Free Action, courtesy of Dushai.
Cleared out Ankheg infestation without much harm.
Apperantly, one mod adds some extra items to the store in Ulgoth's Beard....one thing worth buying for now was Full Plate +1, which is colored black and looks much better on Grim than a regular plate so I bought it. Also bought Greenstone, and went to hunt some Nereids and Sirens; arguably the most annoying and unforgiving enemies in BG1 on my install. Just getting near one is hard, let alone hitting them through Imp.invisibility. Varscona is otoh exellent vs their summoned Wierds, since Cold damage slows those creatures (they have the ability to instakill, so care must be taken here).
Cave in the area with CON tome is modded. It now no longer has golems, but some pirate skeletons, and their leader, Ghost of Red Beric....be that as it may, they all tasted cold steel.
Dealt with Shoal. Unfortunately, she refused to trigger dialugue, so Ogre never spawned....meh.
Mutamin in the dark, Korax does the work after Grim getting horrored on sight. Wisely, all apart two basilisks next to Muta were slain beforehand.
Kirian's group was slain with a common tactic of Edwin's Web + Grim slaying.
Did a (rather short) visit to Durlag's Tower. On top floor, a nice surprise - no +2 scimitar, but a magical long sword.
Upon identification, this is what I got now:
Cool. An Answerer +2. I don't think it's OP, since very few enemies survive more than 2 hits anyway. It will be of use vs mages, since they're annoying to hit.
Cleared top Duralag floors, had an encounter with a lot of Skeleton Warriors bottom. A Mist Horror spawned, went straight for Tiax. The thing sees through invisibility apperantly, but was slain anyway. Lot of XP, lot of loot.
Left the tower for good. Pride&Avarice are probably the hardest SCS modded battle in BG1, and a literal suicide in a No-reload, so way down is off limits.
Killed Bassilus. We're sitting at level 7 already, even with the nerfed XP progress.
I kid you not, there are Minotaurs in BG1!
Polytweak does not alter these....so 3 of them are 9k exp, no danger here.
BP Xvart village. They come by the dozens......
...and are fairly ignitable.
- Blackraven aime ceci
#10414
Posté 23 avril 2014 - 03:03
Did some areas around Nashkel, before deciding to finish Mulahey ruleship over mining operations. Jaheira's Fire traps dealt with his summons, while Grim killed Mulahey in 3 consecutive hits.
Amazons were soloed.
I was rather careful in this area, BGT Spawns include level 12 Orc Priest which summon Aerial Servants (aTweaks makes them perma-invisible, with 8d4 damage per hit. It has 128 HP.
There's no surviving one at level 7). Other spawns can include level 12 Orc Wizard (yey for Orcs I guess) which casts Sunfire and PFMW. Grabbed Wand of Monster Summoning, killed Revenant and high-tailed it out of the area.
Had some help for guards with Nimbul, but he's rather defensively oriented.
Bandit camp
In this setup, I included NEJ "Tougher Iron Throne Elites". I didn't exactly know just how tougher they get - but I soon found out that they're hitting a full-plated character with Boots of Avoidance very, very often. 2 potions of regen, and a lot of big healing potions were used up.
Luckily, Edwin is with me. Web+Fireballs never grows old.
Upon NearInfinity edit, I found out that Black Talon Elites are now level 9 fighters with a THAC0 score of 2....ffs.
They're now well worth the 420 EXP for kill.
Killed of the Cloakwood Spiders, and traveled through the rest of the areas invisible.
Cloakwood mine
This was hilarious. I made everybody invisible, and had Jaheira summon Dryads. They charmed every single oponnent. ![]()
So we turn them on each other.
Again, we venture invisible through the mines - I have no interest in fighting anything aside the big boss himself. Grim buffs with Scroll of Magic protection, Potion of Heroism and Oil of Speed. Horrors are slain swiftly.
And Davaeorn's creeps are too late to save him.
Now we venture to the big city.
#10415
Posté 23 avril 2014 - 04:34
Pride&Avarice are probably the hardest SCS modded battle in BG1, and a literal suicide in a No-reload, so way down is off limits.
I think the chess battle is far worse, at least if you fight it on the board (I usually protect all characters from lightning, go invisible, run past them and go back later when I have secured fighting space below).
Four warders battle can be fought on our chosen battle ground and their calling for help is not great, so it's often possible to split up the warders from each other. On my last run, Shar-Teel (dualled to thief, and protected from fear and charm) had a field day with backstabbing. She got both Pride and Love with repeated backstabs, and Fear with backstab followed by melee. Avarice was taken last - we moved away from his cloudkill, surrounded him with skeletons and we were high enough in level for Viconia to cast a True Seeing and thus foil his hiding.
@Grond0: I agree with you regarding the HP of familiars. I thought my Sorceress would use hers more in battle. Turns out I just did that around level 2-4 (if it had died while I was level 1, I would have died as well) despite having 18 CON. Even a stupid xvart can kill it on a critical followed by a lucky damage roll.
- Blackraven aime ceci
#10416
Posté 23 avril 2014 - 04:49
A very different setup you have there, Aasim, with lots of potential dangers.
I think the main problem is that even I don't know what else awaits me. I use some mods (i.e Jarl's BGT Adventure Pack) which I never used before. Potions of Magic Shielding will be my best bud.
I think the chess battle is far worse, at least if you fight it on the board (I usually protect all characters from lightning, go invisible, run past them and go back later when I have secured fighting space below).
Four warders battle can be fought on our chosen battle ground and their calling for help is not great, so it's often possible to split up the warders from each other. On my last run, Shar-Teel (dualled to thief, and protected from fear and charm) had a field day with backstabbing. She got both Pride and Love with repeated backstabs, and Fear with backstab followed by melee. Avarice was taken last - we moved away from his cloudkill, surrounded him with skeletons and we were high enough in level for Viconia to cast a True Seeing and thus foil his hiding.
The main problem with Chess Battle is what happens if you let pawns get to the end of the board. Fighting 5 or so Queens isn't funny. I find that battle fairly easy with Wand of Fire, Detonation Arrows etc., anything to kill the pawns fast.
Unfortunately, on my install, Viconia doesn't get level 9 prior to 300 000 EXP, so the only possible way to cast True Sight is Inquisitor's innate ability.
I think Pride is the worst - he hits like a horse on steroids, an isn't prone to missing. I did manage to blind him once, only to have him "randomly" get in close enough range to kill someone....regardless, imo, it's simply not worth the risk to go further down Durlag's.
#10417
Posté 23 avril 2014 - 05:22
Grim Deathrock, 2nd update
Baldur's Gate
I have a pretty set direction here - visit SS, then go south to Low Lantern, finish quests there, kill High Priestess for Geas scroll/child body, finish dopplegangers etc. an go around the town in a clockwise direction. All was fine up until Talos Temple, where I had a nasty surprise. Some creatures spawned, I don't know which mod added them - enough to say that they never miss, and do around 30 damage per hit. They're named Waterlike Elementals, fwiw.
Fortunately, they cannot move away from their residing pools. Thus some hefty healing was ensured.
And they die just as any.
We ramped up most of minor stuff to do, selected the wrong dialogue option with the priest who wants to revive the missing boy, killed most of evil mages in the city, had encounters with Diseased Rats in the sewers (worth no EXP), and set of to destroy Iron Throne leaders. Oddly, the front door was locked (this Adventure Pack I suppose. I won't post spoilers on how to enter the building, since it's a rather nice mod to try - a breath of fresh air to such a familiar game is always welcome).
Finally, we figured out the entrance, and buffed ourselves with invisibility, heading to the top floor. Jaheira summmoned Dryads which started to charm people. Edwin threw a Web spell. The carnage was splendid.
Unfortunately, neither Charms nor Web last long. Retaliation was swift, Edwin fired up a scroll of Chaos, as Grim bravely stood by the door to prevent assassins from closing in and chunking Edwin. I say "bravely" since his AC is made of suck (Kit Revisions Berserker has a worse AC than a Kensai, actually).
Grim failed his save vs Confusion. Tiax has no Break Enchantement memorized, he focuses on skeletons on 3rd level.
Edwin launches another Chaos (he can only cast it from scrolls, but SCS adds an infinite ammount to SS. I bought 3).
Grim is now sleeping, but if anybody hits him he will wake up; albeit confused.
Tiax's undead army is summoned to hold the door while Grim regains his senses...
..and they do pack a mean punch!
Fin
I didn't find Ring of Free action anywhere unfortunately...I have one from Dushai, but that ring is so good that anybody can benefit from it.
Be that as it may, we report back, visit Candlekeep again, kill of Prat, spiders and two basilisks
pay a short visit to High Hedge to identify tomes, buy some loot, go back to BG, travel invisible to avoid patrols, kill Slythe and Krystin (Pro Magic scroll used)
Then we have a conversation with thieves (Jarl's Adventure pack makes you have allies in Duchal Palace battle, similar to thieves against Bodhi I guess. They aren't of much help.) and finished dopes while still under invisibility (everybody apart Grim, who was under Pro Magic scroll). Lilla did die, and left behind a Ring of Invisibility.
Belt sends us on a goose chase, we run invisible past any obstacles (apart Tamoko, but she's worthelss alone) and prepare for the Endgame. This is Grim before Sarevok.
#10418
Posté 23 avril 2014 - 05:53
Sarevok finals
Battle plan - use tons of summons, Tiax to dispel illusions, and try to seperate Angelo or Semaj from the rest of the group. Keep everyone invisible.
Things start of as usual. Edwin summoned some dogs, invisible Tiax leads them to the slaughterhouse.
This time around, Angelo is quick with his Detect Invisibility.
Tiax has a small buffer window before the "next tick" of DI kicks in (similar to True Seeing). He uses that time to go invisible, and run back to the group. Angelo pokes his ugly face too far out, Edwin uses Paralysis Wand on him. The first attempt was succesful, and Angelo becomes a skeleton soon after. Grim used a Fire resistance potion to bash his fireshield, others attacked with range.
As the enemies aproach, all they can hear is "gulp".
The summons carnage continues. Semaj gets confused (Edwin's Chaos scroll), wonders too far away from his group, and the wizard is no more.
Summons! We need more summons! They distract the big kahuna while Grim focuses on Diramid.
We have a few skeletons on our tail as well, but they're not as dangerous.
Finally, Tazok falls. This leaves Sarevok alone.
Summons! More summons!
Few rounds later, Sarevok quits after a hefty spell barrage. Ogres did a number on him as well.
Grim will be entering the BG2 - No Reload challenge soon.
#10419
Posté 24 avril 2014 - 02:29
- Blackraven aime ceci
#10420
Posté 24 avril 2014 - 06:31
Outstanding job on Sirens Grond0...
#10421
Posté 24 avril 2014 - 07:33
Nice job there, Aasim! Safe travels in Amn!
And keep a good work all of you, friends!
#10422
Posté 24 avril 2014 - 07:52
#10423
Posté 24 avril 2014 - 07:57
Gate70/Grond0 multiplayer attempt 45 - (4th and final update)
Caddy, human paladin (Grond0) & Xzur, human necromancer (Gate70)
A pretty good session this afternoon provided just enough time to see the end of Sarevok.
Things started by selling loot from the bandit camp before travelling to the Cloakwood. There was a potential problem there after Caddy pulled the first 4 ettercaps back for disposal and commented about the difficulty of doing this for the final one - the web trap normally triggers only when the ettercap appears. He demonstrated well how that occurs and took significant damage before breaking free. The hamadryad that ended one of our recent runs was not able to trouble a cavalier (immune to charm).
At the mine Xzur used a couple of webs and a stinking cloud to disable the party there - skull traps and a couple of fiery potions made short work of them. I thought it might be necessary to fight Hareishan given this duo had no invisibility available. However, they managed to run down to the next level without alerting her and were soon down facing Daveorn. Xzur laid a web in place before Caddy tripped the battle horror traps. That stopped one of them, while the other found it hard to hit Caddy through his golden girdle and PFE. A skull trap on the webbed one and Daveorn was the signal for Caddy to take a potion of magic blocking and attack - Daveorn failed to find an appropriate counter. As happened last time Caddy was left in the drowned mine after the cutscene and had to use the console to move areas.
In the City Caddy took the dexterity tome, while Xzur made use of wisdom and intelligence. There was a potentially dangerous moment when Jalantha started casting flame strike on Xzur, but she didn't survive to finish the cast. Marek's opening confusion bounced off the Green Amulet and he actually did surprisingly well to survive just long enough to strike Caddy with a lightning bolt. I don't think Ramazith even had time to go hostile and a potion of freedom opened the way to the top of his tower.
Unusually for our runs we also did the Maulers (to get a magic axe for Caddy). Web + malison rendered most of the enemies helpless and only a bouncing lighting bolt right at the end of the fight did any real damage. Another fight we normally ignore was the Iron Throne, but rather than use potions of invisibility we did that one as well. Caddy was protected from magic by a green scroll and the plan was for him to act as a target while Xzur threw spells in from behind. That didn't quite work to plan as the pillars in the room broke up line of sight and Xzur only just survived being hit by a flame strike. However, once he used the stairs to get a bit of room to manouvre he made good use of emotion to pretty well end resistance.
At Candlekeep Caddy used another protection from magic scroll along with a storm giant strength potion to loot the tombs. The dopplegangers all fell quickly and Prat's gang was also helpless when he put the ring of free action on to complement the green scroll. A further green scroll provided protection from the basilisks. On the way back to the City there was a stop at Durlag's Tower to get the final tome.
Slythe was pulled back and quickly beaten up before Xzur sent in a couple of hobgoblins to persuade Krystin to cloudkill Quenash for us. Surprisingly Krystin survived sitting in her own cloudkill - but not long thereafter. At the palace Xzur generated some summons and then tried slowing the dopplegangers, but only 1 succumbed to the spell. However, Caddy went through them pretty quickly using his potion buffs and both dukes were safe here when the last doppleganger attacking them died.
Caddy meleed his way through the maze, adding in fire and lightning protection to trip the traps. He suggested that Xzur might want to take a potion of absorption as well in case one of the lightning bolts came through the wall - that was a good call as Xzur was indeed cheesily hit in that way. Xzur sent in a few summons to the Undercity party to persuade them to fight amongst themselves - and Rahvin was indeed killed after injuring others with his exploding arrows. The others didn't last long, with Gorf surprisingly being taken down by the stun effect from a chromatic orb.
In the temple, Caddy pulled Sarevok out on his own with a wand magic missile. Xzur failed to dispel him - or slow him - which made dealing with him a bit more ticklish. However, Xzur hit him with various spells while Caddy ran him round and buffed with potions. Caddy then engaged him in melee fairly successfully - taking him to near death before having to run and heal slightly while Xzur acted as target. A couple more hits then saw Sarevok on his way.
Stats:
Caddy, paladin 8, 91 HPs (incl. 5 from helm), 257 kills
Xzur, necromancer 9, 37 HPs, 70 kills, 1 death
- Blackraven aime ceci
#10424
Posté 26 avril 2014 - 06:47
My visitors by night seem so real & yet like a dream. So beautiful and enticing they urge me to follow the path of the bandits as the source that can bring me the power I will need to serve my benefactor when they choose to reveal more to me. Reading thru the letter to Tranzig led me to move toward Peldvale & Larswood. I chose to go north thru Coast Way intending to head east to Larswood afterward. In the coast way I encountered six or seven Bandits that attacked us just as we were knocking off a group of Xvarts. I left the Xvarts w/Kagain & the others &, protected by my Boots of Avoidance, attacked the Bandits & their short bows. After I killed one of them & then started beating down a second, he begged for mercy & promised to show me on my map where the Bandit Camp was located. I intended to kill him after but he & his cowardly band escaped running like little girls into the woods.
Key Event: After making sure there was nothing of value remaining in Coast Way I led us back to Beregost to sell loot & rest. Right in front of the Red Sheaf, this woman had been standing there day & night since I’d been passing thru & was starting to irritate me. I decided to have Montaron back-stab her as we passed by like nothing out of the ordinary. His ‘back-stab’ was effective but not deadly. After he came into the Red Sheaf I expected her to enter but she didn’t. After a nights rest, we emerged into the daylight to find her waiting to fight. I cast Larloch’s Minor Drain to disrupt any spell she might cast. Kagain attacked enraged; Eldoth fired Poison Arrows; Xzar cast Chill Touch & shocked her. Montaron slipped into shadows to back-stab and finished her w/o any of us taking a scratch. Edwin did nothing but attack w/his staff but his Grease Spells have been very helpful in tying up our other enemies so, for now, he remains useful.

ASSASSINATION: A BEAUTIFUL WORK OF ART!!
Treasure of Note: Girdle of Bluntness (Me); Potion of Invulnerability (Me); Heavy Crossbow of Accuracy (TBD)
Current Disposition: Resting @ the Red Sheaf
Next Steps: Larswood
Level Up: Motaron’s Assassin Guild sends word that he is now a Waghalter (Assassin/3)
Current Party: (Reputation: 10 - Average)
Ironside: Fighter/Anti-Paladin//2, S/Mail (L/Shield) wBoots of Avoidance, Girdle of Bluntness, Bastard Sword** (THWS**); Powers: Cause Critical Wounds, Withering Touch, Dolores Decay, Cure Lt Wds
Kagain: Fighter/Berserker//2 w/Chain Mail, Battle/Throwing Axe**(TWS**)
Eldoth: Bard//3, Chain Mail w/Short Bow* & Dagger*
Montaron: Assassin//3, Studded Leather w/+1 Short Sword
Xzar: Mage/Necromancer//2 w/Dagger; Spells: Chill Touch x3
Edwin: Mage/Conjurer//2 w/Qtr Staff; Spells: Armor, Grease x3)
Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)
Blue Font: New information; Red Font: Monster encounters (first use)
#10425
Posté 26 avril 2014 - 07:11
Question: I was reading about the powers of my PCs Demoness Lord, the Queen of the Succubi, Malcanthet. it says she can grant her followers the ability to cast 'Enchantment' spells @ +1 level above what they actually are.
Is there a mod that would allow me to do that for this PC (an Anti-Paladin)? If so, would it goof up this game?
Thanks, CKT





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