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Baldur's Gate 1 No-Reload Challenge


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#10451
Blackraven

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Steady progress there Corey! Keep it up :)

***

In Beregost, Lenno spoke with some of the townsfolk in the hopes of finding any clues as to their marks’ whereabouts. A man told him that that the priest Bassilus killed people and raised them as his undead family members.

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When Lenno and Eldoth explained to Kagain that they had encountered groups of skeletons in the High Hedge area, the Dwarf replied that it would be a good idea to start looking for Bassilus there. Viconia mentioned that many competent priests knew how to animate dead, but she agreed that it would make sense to investigate the area. Thus Bassilus became the party's first target.

The party travelled west toward the High Hedge, and were again confronted with hostile skeletons. Viconia was wearing a suit of splint mail armor, which combined with her agility, made her quite difficult to hit for the skeletons and for the gnolls that also roamed about. The same could not be said of Kagain. In spite of being clad in plate mail, he took a serious beating. In his defense it must be said that he somehow drew more aggression from their foes than Viconia. [This might be SCS at work here.]

In the heat of battle against three gnolls a dexterous Elf came to the party’s aid. His bow was a great tool and certainly sped up the positive outcome of the fight. After their foes were slain, the party had a word with him. The Elf introduced himself as Kivan, a bandit-hunting Stalker. He was on a vendetta against some brute named Tazok, who had killed the love of his life, Deheriana, for no particular reason. Lenno replied that he and his comrades were on a hunt of their own. He told the Elf about Bassilus, his way of killing people and animating their corpses, and the bounty on the priest’s head. Kivan was sympathetic to the party’s cause and proposed to join with them, and Lenno replied that he would be happy to have him in the party and help him against the bandits.

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Kivan is a Stalker, and thus formally not a rogue, but as I mentioned in my first post in this thread, the kit and Kivan’s vigilante rogue personality make him an exception (the only exception) to my rogues-only rule. He has three pips in dual wield, two in longswords and two in long bows.

The party of five cleared out most of the High Hedge area. They spoke with Thalantyr, to find out if the Mage knew anything about Bassilus and his undead, but he didn’t. It seems he simply lives as a recluse with little or no idea of what’s going on around him. Lenno also entered a home to enquire into the presence of undead in the area, but the house was abandoned. In a chest, he found an aquamarine gem he pocketed before he rejoined with the others.
They made their way further to the west when they were beset by a large group of about twelve skeletons. Neither his dwarven constitution nor his plate mail armor saved Kagain against the onslaught of throwing daggers flying in at him. He fell for the second time in only a few days. It left Viconia [with AC -1 thanks to Splint Mail + Ring of the Princes, but with only 17 HP] alone against nine remaining skeletons, Kivan [AC 4, only mundane studded leather] switched his bows his blades and presented himself at the frontline. The party then killed off all the remaining skeletons with relative ease, although Viconia did quaff a healing potion when her health was getting dangerously low.

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After the battle Lenno wrapped Kagain’s body in a blanket and stored it in his magical bag of holding. Viconia and Eldoth had proposed that they just leave the body behind, but Kivan lauded Lenno’s plan to have the Dwarf raised when they were to encounter a Temple.

They continued their way westward until they reached the north coast [where the slaying of a dread wolf helped Viconia reach Cleric level 3, an important moment because it gave her access to level 2 spells.] Lenno scouted a bit to see if any other dangers were around, but the area was peaceful and quiet. He encountered no undead, which made him fear they might have lost track of Bassilus. But that was a concern for the next day. The party set up camp and rested after their long journey in search of the evil priest. Well-rested they decided to do a more through exploration of the area, to make sure there was indeed no trace of Bassilus, as Lenno feared.
The party met a Nereid named Shoal that insisted in accompanying them, but they didn’t trust the creature, and declined. Shoal turned hostile, summoned a Water Weird and beguiled Eldoth. However, the others’ incessant ranged attacks had her beg for mercy soon after. She came up with a story even gullible Lenno had difficulty to believe: she claimed to be under a geas or charm-like effect from some ogre mage. Viconia told her to leave the party alone, and in return they would leave her alone. But then the ogre mage, Droth showed up indeed. Again the party proposed, this time to he ogre, that they just leave each other alone, but Droth had different plans and proceeded to attack, while his slave stuck passively by his side.

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The inexperienced [level 3-4] party of three was up against a heavily buffed ogre mage. (The fourth party member, Eldoth, was under the effect of Shoal’s charm for most of the battle.) Viconia immediately silenced their foe, against which it had no answer, fortunately. It caused the hasted ogre mage to attack in melee. For some reason it went after Lenno all the time, so the Halfling had to run for his life while Vicky and Kivan tried to take down his spell protections with ranged attacks to hurt the ogre. Kivan encountered a pack of three wolves and charmed them, so they would attack Droth while Lenno, Vicky and he could attack with their ranged weapons.

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The wolves wouldn’t last long against their foe, although their fierce attacks did inflict some minor injuries just as the companions’ ranged attacks did. When Droth got his voice back, he started casting a Chaos spell. Highly magic resistant Vicky stayed where she was, while Kivan and Lenno moved in different directions to prevent the AoE spell from affecting all of them. The spell didn’t bypass Viconia’s magic resistance, nor did it reach Lenno or Kivan.

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Thus the party survived the final trick that Droth would try to pull on them. Right after it slew the last of Kivan’s wolves, the monster fell to the elf’s bow.

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On its body they found a beautiful helmet that looked like it was possibly enchanted. Lenno put it in his bag of holding. They left Shoal and further south they ran into a large group of ogres (some of them berserkers), half-ogres and ogrillons. There was no way the party could engage these giant-like creatures in melee. But in spite of their size, or maybe because of it, the monsters were slow, slower than Lenno and his companions.

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With patience and careful manoeuvering (sometimes even having to split), they managed to take them all down with their ranged weapons. The only one who had suffered any serious injuries, was Eldoth, but these were remedied with healing potions. So when the battle was done, the party was still standing, with only minor injuries. A friendly priest, dressed in back, completely restored the companions’ health with his healing magic. He introduced himself as ‘The Surgeon’ and warned the party of his evil brother, a man by the name of Davaeorn, who apparently deserved nothing but death.

In a shipwreck they found an enchanted ring, but a Gnome they met shortly after, told them in a riddle-like fashion that the ring was his and that it was cursed. He urged them not to use it or it would addle their minds. He would trade it with them for an oil of fiery burning. Viconia observed that if they were to keep the ring, they would have to get it identified first, before anyone could try it on. Kivan stated that children and mad men generally speak the truth. He was inclined to trust the Gnome. Eldoth remarked that the purportedly mind-addling ring might well have been the cause of the Gnome’s awkard manner of speech and Lenno figured that an Oil of Firy burning wasn’t a bad reward for returning a simple item (even though they’d had to slay a giant centipede to find it). So they agreed to the Gnome’s proposal.

As the area was indeed devoid of undead as Lenno had thought, the party tracked back to the High Hedge. They had Thalantyr identify Droth’s helmet as a Helmet of Defense that increases the wearer’s elemental resistances. Viconia, the party’s (frail) tank thanks to her admirable agility and her great magic resistance, got to wear it.

The party conferred on which way to go to get to Bassilus. If they were going to follow the skeletons, they had only one option: south. East of the High Hedge, toward Beregost, there were no skeletons. Viconia could attest to that. North of the area they would reach the Candlekeep coast way area which housed mainly gibberlings and wolves, but no skeletons. They just returned from a long trek westward with no trace of Bassilus. So south they went. Their journey was uneventful, although they were “waylaid” by a dread wolf [the killing of which had Eldoth and Lenno reach level 5]. Further south they saved a talking chicken from a wolf. The creature introduced itself as Melicamp and begged them to escort it to Thalantyr who would restore it to its human form. The party was quite puzzled by the “animal” and was unsure whether to even trust it, but they did trust grumpy old Thalantyr. Therefore, they agreed to help Melicamp. Lenno was actually quite curious to see what would happen with Melicamp. However, they wouldn’t return to the High Hedge before having thoroughly investigated the area they were in.
Three hobgoblins threatened to kill the companions if they didn’t hand over their gold. The band had dealt with hobgoblins in the past without trouble, so they weren’t really upset by this trio. Not surprisingly, they declined to hand over their gold, and battle ensued. These hobgoblins were actually tougher than most. While Viconia successfully tanked the hobgoblin’s leader, the other two hit Kivan with poisoned arrows. Viconia had to quaff a healing potion and Kivan an antidote before the party could slay their foes. When they searched the fallen hobgoblins’ corpses they found a wand on one of them. Eldoth remarked that as a Bard he was able to use wands. He identified it as a wand of lightning, and observed that these wands are highly sought after, so they could also sell it for a handsome amount of gold, and maybe buy some useful gear at Thalantyr’s or at the Thunderhammer Smithy in Beregost.)

A little child approached the party, speaking of Bassilus and his ‘funny spooks’. They had finally found their prey! He was standing in the middle of a stone circle, surrounded by skeletons and zombies. Lenno stealthily approached, followed by Viconia. They heard him speak to his ‘family’, and Viconia told Lenno that the undead company Bassilus kept seemed to have noticeably dimmed the priest’s wits. They would try to play along and get him to accompany them to Beregost. Lenno presented himself as Bassilus’ father. The plot seemed to work until the priest saw through it and turned hostile. The undead fell though, meaning they would only have to deal with Bassilus himself. While the priest buffed himself, Viconia cast a Hold Person his way. The spell took effect.

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Lenno realized at that point that given her poweful magics, Viconia must have been truly blessed indeed by her goddess Shar. Meanwhile the young Swashbuckler had difficulty not seeing Viconia as a goddess herself. Seldom, if ever, had he seen such a beautiful creature, and apart from her appearance she had made some astute and insightful observations in their dealings with others, she could tank all kinds of foes, and as said her magic had proven to be potent (first against Droth, now against Bassilus).

The four companions attacked Bassilus with their ranged weapons and saw how he took hit after hit but wouldn’t fall. Viconia even poisoned her sling bullets, and with them the priest, in the hopes that the poison would fell him. It took many more attacks until Bassilus would finally fall [he has around 100 HP in SCS].

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Morale in the party was high, after this successful expedition, and they were all more than willing to continue travelling together. Kivan proved to a bit of a dissonant, when he remarked that he saw a similarity between Bassilus who had created his own undead family, and himself, for longing after a ghost, that of his beloved Deheriana. Lenno understood that it would be a good thing to help the sullen Stalker get his revenge against this Tazok.

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First however, the party returned to the High Hedge where they sold the wand of frost as well some minor loot (mundane weapons, some gems). Ironically the wand they had stumbled unpon by accident was worth more than twice as much as the bounty on Bassilus’ head they had been after all those days. Lenno bought a Deep Red Ioun Stone which increases the user’s dexterity [+1]. For Eldoth he bought a Deep Purple Ioun Stone that provides 60’ infravision (and allows the user to see Smoke on the Water). Importantly, both items, like all ioun stones, protect against critical hits. There was also an ioun stone for sale that gives a lore bonus, very useful for Eldoth, but it was a bit too expensive for the time being.

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Thalantyr miraculously restored Melicamp, apparently a former student of his, to his human form. The party was somewhat disappointed with not receiving any form of reward, but decided not to make a fuss. First of all Thalantyr had just proved himself a powerful mage. Besides, he somehow managed to acquire all kinds of interesting items he offered for sale. The party would surely want to return at a later time to see his wares and possibly new items of interest.

At the Temple of Lathander Lenno handed Bassilus’ holy symbol to high priest Keldath Orlmlyr to claim the 5000 GP bounty. They also had the priest raise Kagain. [I lowered his CON by -1 as per the self-imposed rule.] He was then dismissed from the party, as he had seemed to be too much of a liability and besides Lenno wouldn’t want Kagain to suffer any further permanent health declines. Lenno gave the Dwarf his weapons and armor, but no gold because the gold he was due at the moment of his decease equaled the amount of gold the party had just paid Keldath for raising him.

Lenno and his companions are currently enjoying some time to relax at the Jovial Juggler in Beregost. The Halfling is in high spirits, more than content with his party members and with the band’s great feats. He thinks he’s becoming quite the hero, completely unaware of his abysmal reputation. [The party’s reputation is 4: despised. I’ve got a mod component installed which gives slight store discounts at low reputation. Lenno actually thinks merchants’ and other people’s kindness is based on respect and admiration rather than fear.]

The party is still conferring over their next step. There are two more unclaimed bounties: the emerald thief, and Commander Brage. At the same time Lenno wants to help Kivan. Does anyone who made it all the way here know how long I can wait with taking on Tazok and the Bandit Camp before Kivan leaves?



#10452
corey_russell

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@Blackraven:

Thanks! I'm happy with my progress so far and only one death (forced Shoal death).

 

As to your question, in vanilla, Kivan asks to go after bandits, so as long as you kill the human bandits within 10 days (like those at Ankheg Farm, Pelvale or Larswood), you could take forever on Tazok if you wanted to. I'm not sure how it works on the modded game. I know I've have Kivan in my group before, and taken a long time before hitting the bandit camp. 



#10453
Blackraven

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@Corey, I have the BG1 NPC pack installed as well as many other mods, not sure if that's going to make a difference. I might just go after the Larswood/Peldvale bandits, and if that's not good enough for him, accept Kivan's departure.
Thanks for your answer.

Btw Nice that you've managed to avoid your other party members' deaths as well.



#10454
Aasim

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Does anyone who made it all the way here know how long I can wait with taking on Tazok and the Bandit Camp before Kivan leaves?

He won't leave because of that.



#10455
corey_russell

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Just a quick note - Yent II and friends have made it to Chapter 7. We didn't need hardly any resources for Candlekeep Crypts, because Hanna is a great thief (and cleric too with her 20 WIS) - the only thing special that was brought was protection from poison for Yent II. We're not at our level caps yet, so absolutely everything was fought here. The Greater Dopplegangers will to resist was broken by 3 fireballs thrown simultaneously. For Prat, I had Misty solo him using items found in the 2nd tomb. Basilisks little trouble with potion of mirror eyes and protection from petrification (spell). I forgot to say, the Iron Throne 5th floor was also soloed by Misty. With her large HP and high AC (-9) she is perfect for the task. Rest of the City's quests/battles were of little trouble. The ambush with the battle horrors and invisible stalkers was easy thanks to the battle horrors both failing their save vs.paralyzation wand - Serg mentioned this long time ago that the wand is perfect for these guys and he's right, it's almost the only thing I use the paralyzation wands for. Forgot to mention, I did kill the Iron Throne leaders this time, mainly because we are trying to get every scrap of experience we can. Hanna and Paja still aren't at their level caps, though they will be for sure before the end of the game.



#10456
Serg BlackStrider

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The ambush with the battle horrors and invisible stalkers was easy thanks to the battle horrors both failing their save vs.paralyzation wand - Serg mentioned this long time ago that the wand is perfect for these guys and he's right, it's almost the only thing I use the paralyzation wands for. 

Nice going, Corey! And those Wands of Paralyzation are perfect vs Doom Guards/Dwarven Doom Guards in Durlag's Tower, Greater Wolfweres/Loup Garou (at least in vanilla), Phase Spiders (in SCS they are quite vicious with their poison) as well.


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#10457
Jianson

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I have the BG1 NPC pack installed


Do you mean the NPC project? And you had Kivan in the party on Shoal's map? Why did you not do his sea elf quest there (or do you plan to do it later)?

What mod does the water weird come from? And the multiple ioun stones for sale at Thalantyr's? I can only buy one there - the one that gives infravision (I buy it for the critical hits protection).




Glasya has made some more progress but it may take a while until I write another report. My transformator (don't know if that is the proper term in english - the device in the computer that reduces the voltage from 220V to something much lower) FREAKIN CAUGT FIRE yesterday! It sounded just like when you ignite a gas stove. Smoke started to come out of the ventilation holes. I pulled the plug as soon as I could, of course. I hope that I can just get that device replaced, and that nothing else has been damaged. I have good hopes since everything else was working right until I pulled the plug.

#10458
Aasim

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Do you mean the NPC project? And you had Kivan in the party on Shoal's map? Why did you not do his sea elf quest there (or do you plan to do it later)?

What mod does the water weird come from? And the multiple ioun stones for sale at Thalantyr's? I can only buy one there - the one that gives infravision (I buy it for the critical hits protection).

Glasya has made some more progress but it may take a while until I write another report. My transformator (don't know if that is the proper term in english - the device in the computer that reduces the voltage from 220V to something much lower) FREAKIN CAUGT FIRE yesterday! It sounded just like when you ignite a gas stove. Smoke started to come out of the ventilation holes. I pulled the plug as soon as I could, of course. I hope that I can just get that device replaced, and that nothing else has been damaged. I have good hopes since everything else was working right until I pulled the plug.

Afaik Sea Elf is a bit further south than Shoal, so it might have been missed.

Water weird is from aTweaks "PnP Elementals" component.

Ioun stones are from Rogue Rebalancing; both mods are available for download at SHS.

Sorry about you comp. 



#10459
corey_russell

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Yent II and friends - FINAL BG 1 Update!

Traveling with: Misty (berserker), Forrest (berserker), Joshua (Kensai), Hanna (cleric/thief), Paja (Illusionist)

 

Yent II and friends did not have any trouble with the chapter 7 challenges - in fact, the party used very few buffs, their Thac0 and damage dealing is quite considerable, even without considering their spells. Thieve's Maze was rather unremarkable, just basic fighting, except for the 4 traps in front of the skeleton warriors, Hanna went invisible (with Paja's help) and de-trapped them first, then the party engaged the warriors.

 

For the Undercity party, Misty was 127 fire resistance and potion of absorption and berserk, she used her necklace of missiles and the rest of the party threw in 4 fireballs too - in this initial barrage, only two casters survived - they were easy mop up then.

 

I had a plan for Sarevok (Hanna soloing) but as so often with this battle, it did not go to plan at all. I buffed Hanna to the max, everyone else had no buffs, other than Misty whose buffs were still running. Yent II crept up the right side and fired at Sarevok - first shot dispels Sarevok! Good! Then Yent II was supposed to go invisible and let Hanna get to work. But it didn't work like that. For one, Semaj and Angelo were attacking the party (uh oh - remember unbuffed?) I foolishly left the AI on and Yent II broke his invisibility - oops! 

 

Time for a change of plans! Party getting hammered with Angelo's arrows of detonation. Yent II retreats and goes invisible (AI off). Paja dies to the explosions, Joshua because he failed his save vs. chaos. Hanna manages to gets away and hide. One good news Sarevok is nowhere in sight. So Forrest and Misty battle Tazok, Angelo and Semaj - Forrest was slain, but Misty managed to slay these three by herself - nice job Misty! Misty withdrew near the entrance.

 

Hanna finally gets to work and starts backstabbing Sarevok - while running away to hide again a web trap goes off - Hanna gets held, out of sight of Sarevok! Hmm, her potion of shielding must have worn off. She gets a few more backstabs in, gets held by the web and Sarevok slays her. I realized later, Hanna could have stayed put and used her potions of invisibility to repeatedly backstab - oops!

 

Ok, Misty, attack! Yent II finally shows himself and starts unloading arrows into Sarevok. Misty takes a big hit, but it doesn't matter, she and Yent II got the job done! 

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Entire party moving to BG II, as this is a MP party. The plan is to dual to mage at 9, and whack things with halberds, protected by mage spells. Yent II will also use necromancy spells, since Paja can't use those. I've never completed a trilogy with an arcane character, perhaps this will be the one.



#10460
Aasim

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Congratulations and good luck with SoA Corey.


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#10461
corey_russell

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Thanks! I will probably need the luck, considering none of my arcane characters have beat the trilogy.


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#10462
Blackraven

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@Aasim, well I've had Kivan leave in the past, for dawdling with my bandit hunt.
@Jianson, Aasim answered your questions for me :)
I didn't do the Sea Elf quest yet. Had actually forgotten about her. Might return there though. Circumstances have forced my party to lay low for a while...
Like Aasim very sorry about your computer! I've had that once while I was away for an hour or two; it caused a fire!

@Corey, well done! Leaving AI on... very recognizable, has gotten me into trouble more than once. Anyway, it's always nice reading about accidents and improvisations, like yours.


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#10463
Charlestonian Knight Templar

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Blackraven, looks like it's what I need.  Can you help me get it to point to my Tutu Folder where the saves are contained?  I have everything in C:/Black isle/Easy Tutu but when I try to open a saved game it seems to be pointing to a couple of old BGII saves from over a year a go.  Any tip is appreciated.  

 

I've not used this before and it looks like it could add some additional realism to my 'story line' as a Demoness' pawn. I could have her grant the enchantments to him when/if he destroys the Bandit Camp.  CKT

Wow! Finally figured out how to use SK'r.  Are you kidding?  All my dreams come true!  Unfortunately, I lost my Anti-Paladin status when we got in a fight & killed Landrin after Eldoth tried to pick-pocket her & failed.  That's the one thing about this character class I don't like.  Oh well, figured out how to add a few Enchantment spells to support my story-line as the servant of a Demon Queen.  Many of them are not assignable as 'innate' & I couldn't assign as wizard spells b/c he can't use them - tried that - no dice.  

 

Still very cool. Thanks for finally after all these years of playing for getting me off my butt & making me figure out how to make SK'r work.  CKT


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#10464
Charlestonian Knight Templar

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My next step was clearly to revisit the Bandit Camp so I dragged my subordinates w/me from the FAI along the path north along the road that leads through Peldvale and on up to the Bandit Camp. Before I even got us out of view of the FAI we ran into seven Hobgoblins from the Ripper Tribe, who we ripped up good. As we did, the Lilitu Demoness appeared & it was as if time stopped. She told me that my,

 

“…manipulation & corruption are complete… that’s why you now see me as I am & can see the beauty of raw chaos & evil…you now belong to our overlord…& to her Demon Queen …”

 

I was immediately strengthened yet again, my power growing within as she faded from sight. 

 

From there it was on to the Bandit Camp where I quickly found my group tangled up w/Chill Hobgoblins & Bandits.  I couldn’t finish them & taking losses returned to FAI to rest & regroup before returning a couple of days later. Operating only by night now to keep my Drow Viconia @ her strongest, I sent Montaron ahead using Hide in Shadows where he found & back-stabbed what turned out to be the leader of the Chill.  That brought out more Chill & some Bandits that we cut down.  I then had my subordinates loot the bodies & then we raided the huts nearby & a cave filled w/Gnolls before I had us remove ourselves to camp & recuperate.

 

Next I moved us east using Montaron to scout ahead Hidden in Shadow. He found what he reported to be the main building in the camp. There were a number of Bandits out front of the building including, he said, a large armored figure in full plate. I had him toss an Oil of Fiery Burning in their midst & then escape. In the explosion they didn’t see him so I sent him back to check the damage. He picked off a survivor in the eastern wood line & back-stabbed him drawing most of the Bandits, including the armored figure into the woods to chase him. He went in a large circle drawing them away from the camp while the rest of us moved in & eliminated the remaining Bandits. As Montaron ran, the Bandits spread out & when he returned to the group I had us backtrack & pick them off , including skeletons & Zombies that had joined the chase, one by one. The final survivor was the man in full-plate. We fought a long hard battle to kill him, Xzar finally finished him w/Chill Touch.

 

On return to the FAI for R&R, Eldoth tried to pickpocket the Gnome who hired us to kill the spiders in her Beregost home. It didn’t work & it turned out she was a mage or something. She attacked & we killed her & cost me my Anti-Paladin status.  Most everyone in the in is hostile toward us now & it’s a bloodbath waiting to happen w/my trigger happy crew (AI).   

 

Key Event: I continued my mission w/or w/o my Anti-Paladin powers. I still have the powers from that ‘other source’ & I’m still the baddest motha’ in Faerun.  I led my followers back to the Bandit Camp & cleared the entire area to make sure there were no surprises when we attacked the Large Tent.  I had Montaron go in Hidden in Shadow to toss a Potion of Explosions while the rest of us spread out outside the door…but he never got it off & took a quick dirt nap.  Suddenly a Mage, a big Chill Hobgoblin, a Gnoll & a Knight w/a bow came pourin’ out & they were ticked. We focused on the Mage first but the two w/bows made that hard quick. Before I knew it my dwarf was dead. Two dead & we’d only killed the mage. Xzar did well keeping them panicking w/Horror spells while Viconia used Command & Doom. I turned my attention to the fighter in Splint next to take out one of the bows, which I did.  Next it was the Chill w/the bow & he went down easily. Finally the three of us killed the Gnoll.  We were done.   

 

                After the victory, I suddenly found myself facing a beautiful Demoness, this one with a multi-armed female torso atop the body of a great snake. She was taller than a large man & obviously far more terrible. All six of her arms held either sword or battle-axe. She berated me w/a verbal barrage of insults for losing my Anti-Paladin status b/c I couldn’t control the subordinates I’d been given…told me I was a weak leader & that she was my Overlord now…that I would learn or I would die.  She told me that though my Queen was displeased she had granted me an Enchantment to aid me henceforth & to offset all that I had lost. “Do not fail,” she shouted sternly as she faded…

 

Treasure of Note: Full-Plate Armor, Large Shield +1, Potion of Magic Blocking (Me); Mage Robes of Cold/Fire Resistance (Xzar); Potions of Fortitude (Viconia)

 

q534.jpg

HOLDING COURT @ MY NEW BASE OF OPERATIONS

 

Current Disposition: Resting in my new compound, formerly the Bandit Camp

Next Steps: Cloakwood Lodge

Level Up: My Demon benefactor promoted me to Abyss Raiser (Anti-Paladin/4) but I’ve lost those powers & am now a Fallen Anti-Paladin/4; Kagain also was promoted to Fighter/Berserker//4. 

 

Current Party: (Reputation: 4 - Despised)
Ironside: Ftr/Fallen A-Pal//4, S/Mail (L/Shield) wBoots/Avoidance, Girdle/Bluntness, B/Sword** (THS*, THWS**);

                Powers: Larloch’s Minor Drain x2, Charm Person, Horror (Raemon)

Kagain: Ftr/Bkr//4w/C/Mail, B/T Axe***(TWS**) (Greywolf)

Viconia: Cleric//4, S/Mail w/S/Shield*, Mace*, Slg*; Spells: Cmdx3,Doom,Shilelagh,H/Personx2,Silence

                15’,S/Hammer (Huge Spider)

Montaron: Asn//4, S/Leather & Shield* w/+1 Short Sword (SSS*, TWS*) (Silke)

Xzar: Mage/Nec//3 w/Dgr; Spells: Chill Touch x2, Larloch’s Minor Drain, Horror x2 (Taugosz Khosann)

Eldoth: Bard//4 w/S/Bow*, L/Sword*, Dgr*; Spells: Armor, Sleep, Identify, C/Person (Nimbul)

 

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)

(Best kill)



#10465
Charlestonian Knight Templar

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Just realized I had a double post in here.  Sorry 'bout that folks.  I needed to sleep by then I guess.  



#10466
Blackraven

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In the Jovial Juggler Lenno ran into Gurke before he was able to cover his Cloak of Non-Detection. Lenno had completely forgotten about the dwarf. Interestingly, instead of demanding his cloak back, Gurke actually wanted Lenno to keep it. Apparently the dwarf was living off his fame for being the fellow that lost his cloak in the Cloakwood. As far as Lenno was concerned the party’s next step would be to go after Tazok, to show Kivan some goodwill, but the Elf couldn’t tell where his nemesis could be found. The party then agreed to go and investigate the Nashkel Mines. At least the mines were easy to find, unlike Brage, Tazok and the emerald thief. They explored the area, and stumbled upon the emerald thief, an artist by the name of Prism, who was sculpting the image of his muse in stone. Prism admitted his crime but said that the emeralds were better used for his sculpture than in some fat noblewoman’s purse.

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Lenno, quite flexible himself when it comes to property rights, liked Prism’s line of thought. He was going to tell Prism he would forget about the price on the artist’s head, when another came to claim the bounty. A bounty hunter called Greywolf. This bounty hunter wasn’t much of a talker. All he had to say was that he was going to kill Lenno and his companions, and then take the bounty on Prism. But Viconia had a different outcome in mind. She held Greywolf, after which the companions pelted him with arrows, throwing daggers and bullets until he fell.

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During the commotion Prism finished his work, but when Lenno approached him to praise his work, the artist dropped dead from apparent heart failure. Both Lenno and Kivan expressed their grief for what had happened to Prism. Eldoth, ever the practical thinker, picked up the emeralds and said they might as well return to Nashkel to claim their bounty. This cheered Lenno up a bit. He wouldn’t consider the way they had dealt with Prism and Greywolf a heroic feat, but it couldn’t be denied that his band had done the Sword Coast yet another service. Surely it would further improve their rapport with the local community, giving them a sense of security and the knowledge that crimes don’t go unpunished. Nothing could have been further from the truth, as they would learn upon arrival in Nashkel. The entire town was hostile, commoners and guards alike. And the latter didn’t hesitate to attack the party on sight.

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None of them had a clue what brought this on. Viconia used to having to defend herself against unprovoked attackers observed that they could probably take on the guards but that the wiser course of action would be to lay low for a while. She recommended returning to the desolate coastlands. None of the other had any better idea, so west they travelled.

‘I have been looking for… strong men. Like yourselves.’ Eldoth and Lenno looked at each other, both suppressing a smile. On the coast a beautiful half-elven Gypsy approached the party and had an interesting proposition for them:

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Both Lenno and Eldoth would have probably accepted the sultry lady into the party even if she hadn’t mentioned the treasure, but now that she had, they welcomed her without even asking Kivan or Viconia for their opinions. Fortunately neither Kivan nor Vicky had any objections, so they too welcomed Safana.

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The party of (now) five went on to kill various worgs and dread wolves. Thus, without knowing it, they helped a boy return to his mother. The boy had fled from a number of worgs and only dared look for his mother after the party had killed the beasts.
Lenno scouted the area and spotted various sirines along the shore. These were perfidious creatures, Kivan told them, with powerful charms and knowledge of poisons. Lenno’s excellent stealth skill made him the ideal candidate to sneak past them and enter the treasure cave Safana had mentioned.

[end of journal entry]

***

This plan worked pretty well, until one three sirines right in front of the entrance to the cave detected him. They proceeded to attack, but Lenno swiftly entered the cave, where he hid again. As he ventured deeper into the cave he triggered a web trap. He got held in it, and suffered a number of hits from the sirines' arrows. (Apparently the sirines had followed Lenno inside.) Once he got free, he quaffed a healing potion and rushed away from the still active web, past a flesh golem, toward an open space with a pool of water and another flesh golem. There he triggered another trap that did him in.

I know that the cave is trapped in BGEE and probably in the original game as well. But in my modded BGT setups it wasn't, possibly because of the Lure of the Sirines mod I used to play with until recently. As a consequence I simply wasn't prepared for any traps. With a potion of invisibility available, I could have so easily gotten Lenno out of trouble that it makes me feel undeserving of a reload. Another very stupid game ending...



#10467
corey_russell

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Sorry to hear that Blackraven. Traps have taken out almost every no-reload player, so there's no shame in dying to a trap, especially if solo. I am not aware of any traps in Vanilla, I think BG:EE adds those.



#10468
Blackraven

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Thanks Corey, I wonder where the traps come from then.
Hope your warrior will do better in Amn.



#10469
Aasim

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@Blackraven

 

Dying to traps is one of the most common endings...it is quite ironic that a thief dies to a trap, however :D . As for mods bringing traps to that God-forsaken cave, I know EE does that, Jarl's BGT Adventure Pack does (but I don't think that'd be the case here, you'd meet some other enemies not Golems). Odd. Condolences anyway, I enjoyed reading Lenno's adventures.



#10470
Blackraven

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Thanks Aasim, ironic indeed. I simply had no time to detect traps what with the sirines and the golems about, unless I would have used the invisibility potion. (I don't know how I failed to see that.)

Btw, found the answer:

~SETUP-BGTTWEAK.TP2~ #0 #902 // Random activated traps in the pirate cave -> Game-time randomisation: 11 (5 Feb 12)

I guess I never used that component before, or maybe it got overwritten by something else.



#10471
Grond0

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I think the developer intention was to have traps in the cave, but they weren't properly implemented in vanilla.  That's why they were 'added' in BGEE and there are also several mods that reinstate them.



#10472
Jianson

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Sorry about Lenno's death, Blackraven.

I've always had two traps in that cave (early on in both passages from the entrance), vanilla or not. My current playthrough is no different. The Dudleyville walktrough site mentions them (click on the cave map). I do have Lure of the Sirine's Call installed (don't know if that affects the traps).



It was lucky for me that I was sitting by the computer when it happened.
The computer is now left to service. Since I bought it only 19 months ago, it looks like the 2 year warranty will cover this.

#10473
Charlestonian Knight Templar

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 There he triggered another trap that did him in.

I know that the cave is trapped in BGEE and probably in the original game as well. But in my modded BGT setups it wasn't, possibly because of the Lure of the Sirines mod I used to play with until recently. As a consequence I simply wasn't prepared for any traps. With a potion of invisibility available, I could have so easily gotten Lenno out of trouble that it makes me feel undeserving of a reload. Another very stupid game ending...

Yup, I thought that cave was always trapped in the Vanilla, Tutu & BGEE..at least every time I've played the game it's been there. It's easy to 'use foresight' to avoid the traps (ofcourse it's hard to do so when the Sirin's are chasing you).   It's tough if you fight through & circle around either way b/c you know there's a trap on the far side too.  

 

Interesting class, Gypsy, for Safana. Makes sense. Where'd you find that kit? 



#10474
Blackraven

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@Jianson, thanks for your sympathies. I'm puzzled by the Pirate Cave. In my previous set up there were zero traps, and the golems weren't hostile. The latter must have been a glitch due to one of many mods I assume. This time I was prepared for hostile Golems, but not for the traps. Like Grond0, in vanilla (BGT) I never had to deal with traps. This time I had three (one more than you...).
AM glad that your warranty appears to cover the damage. Is your hard-drive lost, or can you still transfer files from it?

@CKT, the Song & Silence mod introduces four bard kits (Acrobat, Dirgesinger, Gypsy and Chorister) and four thief kits (Burglar, Sharpshooter, Shadowdancer and Soulknife). It's a good mod, none of the kits are overpowered.
Where did you get your Anti-Paladin kit? And the Blackguard kit you used before for Mordred?



#10475
corey_russell

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This isn't a formal entry yet, but thought I would let people know my next character concept. The new character is called "Corslinger" - he will eventually have ***** in slings and is a halfling. The whole party is also just fighters - two dwarven berserkers, one elvish wizard slayer (why not), a half-orc Kensai (imported this character from Yent's group, from a starting save of course), and a human fighter. The human is in there as a compromise - I don't need a thief for BG 1, but for a party, there a number of persistent traps in BG 2 that are extremly annoying, not to mention missing all the de-trap experience. Thus, the human will dual to thief at level 7 to be able to help in Irenicus dungeon and beyond. If Corslinger survives and gets somewhere, will do a proper introduction (stats, pictures, etc.)


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