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Baldur's Gate 1 No-Reload Challenge


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#1126
Charlestonian Knight Templar

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Yeah,the way I play the game there's no using foreknoweldge to "buff up" if I wouldn't know the bad guy was there so setting up in the courtyard and pinging him w/arrows in not an option.

In the case of Sarevok at the end, Tamoko let's you know he's in the temple so I've no qualms quaffing potions and casting spells before we "Seal Team 6" in the door.

Oh well, I've gotten Tarnesh before, I'll do it again.

#1127
Grond0

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It seems like a long time since I've played without SCS, but I think with your setup Tarnesh is not automatically hostile, i.e. he has to talk to you before becoming hostile. That means that it's quite possible for you to get him to follow you round the temple and lose him there - leaving the route into the inn nice and safe. That might be a better option for you in a no-reload than fighting him at an early level. If you do want to fight him without buffing (or getting Imoen to backstab him for example) Imoen has a wand of magic missiles that can usefully be used here; also try and make sure that there are several guards around to give you support.

#1128
SpiffyKeen

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Tolman and Quayle cleared the basilisk area without any problems, and did the same just north in the spider area.   In the past, the Waterdavian adventurers and the Red Wizards had been a problem, but this time Tolman was careful and scouted the area before having Quayle provide summons in just the right places.  Tolman's bow was very valuable too. 

On the way to the Firewine Ruins, they stopped in Gullykin and Tolman meet a friendly lass named Alora.  She agreed to join up for the dungeon crawl.  Together they successfully stopped an ogre mage, a wizard with kobold and ogrillion guards (though he did lightning bolt himself), a cocky fighter named Melium, and hardest of all, a more powerful ogre mage named Kahrk.  Tolman's backstabs were very useful, and most importantly, no one died.  The three also ended up fighting a cleric named Bentan, but I guess he was not supposed to be attacked, as the party took a reputation hit.  They finished up by clearing the monsters in the Ulcaster ruins and made a go-for run on behalf of Ulcaster's ghost. 

Back in Beregost they sold off their loot, joined Garrick, and then agreed to help a dwarf named Kagain.  After getting a couple more magic weapons (crossbow of speed +1 and axe +1), the party of 5 headed to find Kagain's caravan.  Finding it was easy enough, and the battle with bandits was not too bad.  On top of that, they were able to squeeze the bandit camp location out of one of the bandits, so they headed north to deal the bandits a real setback.  The outer camp was simple to clear (Quayle's Magic Missiles and Tolman's bow made Taugosz an easy kill), and the boss tent was only a little harder.  Kagain took some damage, but the mage (Venkt) was the focus of the rest of the party so that he could not get any spells off. 

After the bandits, they stopped off in Ulgoth's Beard to sell and buy (+3 staff and wand) and pickpocket everyone of interest.  Then they all went back to Beregost to collect some nice gold for scalps.  Tolman insisted on more hunting around Beregost, and a Ghoul actually dropped a electrical wand!  I don't know if I have ever seen that before... although, one time, I did get an exploding arrow from a gnoll.  :-) 

Anyway, the party was so good at dealing damage, and Kagain was doing so well as the party tank, that most of clockwood was a breeze (did have to use 2-3 antidotes, and he fully healed between areas due to his constitution).  However, a battle against a single hamadryad alomst saw the run end.  Bascially, Kagain got charmed and started to chase Tolman.  It would not have been a serious problem except that the rest of the party could not finish her off and she transported and then held Tolman.  I thought I was done, but just before he caught up to Tolman, Kagain snapped out of it and rejoined the good fight.  So the party finished the hamadryad while Tolman stood helpless just a little way away. 

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At the bandit camp, Kysus and allies were quickly dispatched.  Tolman took one of the mages out of the battle with a backstab, and Quayle hit two others with the wand of fire.  Then, the whole party and a few summons closed in on the weakened group, now only a trio.  Tolman and friends put their heavier loot in the barracks, and then descended into the mines.  On level 2, the entire army from the ambush room found its way to Tolman, including Hareishan.  Kagain was doing well holding back the hoard, when he got hit by a lightning bolt from the mage cast with her dying breath. 

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However, everyone stayed tough and finished off the guards.  They added Yeslick to their numbers and continued on.  Level 3 went smoothly.  The team made short work of Natasha and the ogre mage.  On the last level, some battle horrors did damage to Tolman, Yeslick, and Kagain before being killed.  Quayle did most of the damage with wands and magic missiles.  Then came Davaeorn himself.  Quayle summoned 3 skeletons, and they kept Dave busy for the entire fight!  In fact, they ended up being killed just after the battle by ettercaps that Dave had summoned.  Mace hits from the undead and magic arrows/bolts/stones from the party were enough.  By the time Tolman told Kagain to rush the wizard, Dave was already on his way to the ground.  They looted the whole place, flooded it, collected what they had storred in the barracks, and headed back to town. 

The trip was interrupted by wyvern, spider, and ettercap hunting.  Eventually they got to Beregost to sell off all their loot and received 5,000 gold in exchange for all 4 wyvren heads.  They collected all that had been stored in Beregost and traveled to Baldur's Gate where they met Scar, did some quick shopping, and then rested and refocused at the Elfsong. 

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"What can five little guys and a bard do?"

Currently:
Tolman is Level 7/8
Quayle is Level 7/7
Alora is Level 7
Garrick is Level 7
Kagain is Level 6 (almost 7)
Yeslick is Level 5/5. 

So the party has 2 halflings, 2 dwarfs, and 1 gnome (and a human).  Tolman uses bows, Garrick uses crossbows, but the rest use slings.  I guess Kagain is melee only, but his dual axes +1 are really nice.  I have not really been giving Garrick a lot of spells, but he has nice options at spell levels 1-3 (Magic Missiles, Acid Arrows, Flame Arrows).  Quayle has tons of spells to choose from.  Tolman is able to do around 10 damage per regular arrow hit at 3 APR ranged with a thac0 under 10.  I guess that is not off-the-charts crazy, but I am happy with it at this point in BG1.  He has been consistantly getting 60% of the kills in each chapter throughout (initially with Imoen/Khalid/Jaheira/Quayle, middle with Imoen/Quayle/Branwen/Minsc/Dy, and more recently with Quayle/Alora/Garrick/Kagain) because of his bow. 

I can begin to see BG2 in my sights (I guess because Tolman has survived much longer than in past runs), but there is still a lot of work to be done.  I am probably not going to have Tolman do much more in the expansion areas, so it is full steam ahead in Baldur's Gate. 

#1129
Charlestonian Knight Templar

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SK, Love that screenshot of your party around the table having mugs of ale. Whenever I step out for awhile, if possible, I put mine around a table and allow 'em to relax and unwind. Or, at least sit 'em around a tree so they can "take a knee" while I'm mowing the grass.

Even worse, when I go to bed I put mine in their individual hotel rooms, allow 'em to take off their armor and ground their weapons for the night.

I'm pathetc. Love the screenshot. That cracked me up.

#1130
Alesia_BH

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Hi all. In the aftermath of the tragic death of my Transmuting Sorceress, Alastria, I've decided to start a Trilogy game. It's been many years since I've played BG1 -and I've barely even experimented with the class I've chosen- so this isn't likely to be a successful run. I'm looking forward to it nonetheless.

My character, Arlene, appears below. Wish her luck! A.

Posted Image

Character Description

You never know where you stand with Arlene. She is a distant girl whose eyes sparkle with unspoken thoughts. Is she planning a prank or someone's demise?- one can never tell. And even more disturbingly, to Arlene, the distinction is never clear. Right and wrong, good and bad: they don't exist to her- she just acts. Let the cards fall as they may.

Personal Item

Gloves of the Never-Weary

When Arlene was a child, she was quickly recognized as gifted. She was also lazy and incorrigible.

Tethtoril took it upon himself to straighten the girl out. He spent countless hours lecturing Arlene on the virtue of industriousness and, in a magnanimous act, presented her with the Gloves of the Never-Weary: a long honored symbol of the power of persistence. The Candlekeep elite were suitably impressed with Tethtoril's wisdom and pedantry. Tethtoril was pleased himself.

Arlene smiled brightly when she received the gloves. She didn't say a word.

In the weeks that followed, Tethtoril suffered intense insomnia- something he had never experienced before. He became irritable, unfocused, and unpredictable. His colleagues noticed, and for the first time, began to question his competence. Tethtoril was at a loss.

At wits end, Tethtoril tore apart his sleeping quarters on what was otherwise a peaceful night at the Keep. Then he found them: the Gloves of the Never-Weary had been sewn inside his pillow- their magicks permeating every feather.

Tethtoril confronted Arlene the next morning- rebuking her in a forceful yet eloquent speech. Arlene saw his lips move. Hers remained fixed in a pinched lip grin. She said nothing. Exasperated, Tethtoril shook his head, locked the gloves away, and put the incident out of his mind.

Three months passed before Tethtoril thought of the gloves again. And when he tried to view them, he was in for a shock: they were gone. Stolen.

Tethtoril knew what had happened. He knew Arlene had slipped into the room under cover of shadows, he knew
she had picked the lock and absconded with a grin. Once more, he knew the gloves must be somewhere in Arlene's quarters that moment. He knew all this, but he did nothing. He had had enough embarrassment. He wasn't about to risk more.

Ever since, Tethtoril has avoided Arlene. She still giggles whenever he looks at her.

Gloves of the Never-Weary

+1 Constituion
Immune to Sleep

Useable by Arlene



Mods: SCS, NPC Banter Pack

Once again, wish her luck. She has a tough road ahead.


Best,

A.

Modifié par Alesia_BH, 06 mai 2011 - 02:24 .


#1131
SpiffyKeen

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Charlestonian Knight Templar wrote...

SK, Love that screenshot of your party around the table having mugs of ale. Whenever I step out for awhile, if possible, I put mine around a table and allow 'em to relax and unwind. Or, at least sit 'em around a tree so they can "take a knee" while I'm mowing the grass.

Even worse, when I go to bed I put mine in their individual hotel rooms, allow 'em to take off their armor and ground their weapons for the night.

I'm pathetc. Love the screenshot. That cracked me up.


Thanks.  I remember when I first played Baldur's Gate (like 10+ years ago), I had all my characters put away their weapons (or, choose their fist weapon) when entering buildings and usually anywhere that seemed like a city (Candlekeep, Beregost, the main street of Nashel, etc.).  I quickly figured out that there was no negative reaction from people for "agressive weapon holding," so I slowly stopped doing it out of gameplay convenience.  About a year ago I tried to play BG with a deeper level of role playing, including keeping a paper and pen journal and thinking about what the NPCs might say to the PC, but again I got lazy and stopped doing that because it took so long to play that way, and real life does not allow for long play times anymore.  :(

Modifié par SpiffyKeen, 06 mai 2011 - 03:37 .


#1132
Charlestonian Knight Templar

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Alesia_BH wrote...
Hi all. In the aftermath of the tragic death of my Transmuting Sorceress, Alastria, I've decided to start a Trilogy game. It's been many years since I've played BG1 -and I've barely even experimented with the class I've chosen- so this isn't likely to be a successful run. I'm looking forward to it nonetheless. My character, Arlene, appears below. Wish her luck! A.
Character Description
You never know where you stand with Arlene. She is a distant girl whose eyes sparkle with unspoken thoughts. Is she planning a prank or someone's demise?- one can never tell. And even more disturbingly, to Arlene, the distinction is never clear. Right and wrong, good and bad: they don't exist to her- she just acts. Let the cards fall as they may.

Personal Item

Gloves of the Never-Weary
When Arlene was a child, she was quickly recognized as gifted. She was also lazy and incorrigible.
Tethtoril took it upon himself to straighten the girl out. He spent countless hours lecturing Arlene on the virtue of industriousness and, in a magnanimous act, presented her with the Gloves of the Never-Weary: a long honored symbol of the power of persistence. The Candlekeep elite were suitably impressed with Tethtoril's wisdom and pedantry. Tethtoril was pleased himself.  Arlene smiled brightly when she received the gloves. She didn't say a word.  In the weeks that followed, Tethtoril suffered intense insomnia- something he had never experienced before. He became irritable, unfocused, and unpredictable. His colleagues noticed, and for the first time, began to question his competence. Tethtoril was at a loss.  At wits end, Tethtoril tore apart his sleeping quarters on what was otherwise a peaceful night at the Keep. Then he found them: the Gloves of the Never-Weary had been sewn inside his pillow- their magicks permeating every feather.  Tethtoril confronted Arlene the next morning- rebuking her in a forceful yet eloquent speech. Arlene saw his lips move. Hers remained fixed in a pinched lip grin. She said nothing. Exasperated, Tethtoril shook his head, locked the gloves away, and put the incident out of his mind.
Three months passed before Tethtoril thought of the gloves again. And when he tried to view them, he was in for a shock: they were gone. Stolen.  Tethtoril knew what had happened. He knew Arlene had slipped into the room under cover of shadows, he knew she had picked the lock and absconded with a grin. Once more, he knew the gloves must be somewhere in Arlene's quarters that moment. He knew all this, but he did nothing. He had had enough embarrassment. He wasn't about to risk more.  Ever since, Tethtoril has avoided Arlene. She still giggles whenever he looks at her.

Gloves of the Never-Weary  +1 Constituion, Immune to Sleep, Useable by Arlene

Mods: SCS, NPC Banter Pack

Once again, wish her luck. She has a tough road ahead.

Best,
A.


You've put a lot of time and thought into your PC.  I hope she doesn't get "offed" like mine has about four times now by Tarnesh.  Posted Image

Modifié par Charlestonian Knight Templar, 06 mai 2011 - 04:12 .


#1133
Alesia_BH

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Charlestonian Knight Templar wrote...

You've put a lot of time and thought into your PC.  I hope she doesn't get "offed" like mine has about four times now by Tarnesh.  Posted Image


Tarnesh can be scary - especially with SCS installed.  Not when you have Command and Sanctuary though...

Arlene is resting in Naskel now. I'll update her journal soon.


Best,

A.


Btw. Good luck with Tarnesh next time around!

Modifié par Alesia_BH, 06 mai 2011 - 06:06 .


#1134
Lawisendro

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Lawisendro wrote...

Without doing anything more, we take the shortest route to Nashkel (i wanna keep Jaheira and Khalid happy) and then we sell our stuff at the shop. I don't wanna pick up Minsc and Boo yet; I don't wanna do Gnoll Keep right now. Instead, we stalk off into the wilderness.

Waylaid: A mountain bear goes bonkers at us. Cyric's blood, all but Lawi and Kagain is toast, oh well, back to Nashkel and the Helmite temåple, I s'pose. Deciding not to spend 200 g on Kivan, I rethink my previous staement about Minsc. I recruit him. Just after I've ressed Kagain, he leaves me for teh Caravan. Bummer.


We go to the keep, save Dynahair without major complication (YAY) and stalks off for the Mine.

Outside the mine, we rest, and Imoen is taken down by the 12 kobolds that woke us up. Bummer, back to Nashkel.

On the way back, we meet a man sculpting Queen Ellesime in stone. He wants protection from a bounty hunter (Greywolf) that is after a bounty on some gems. We kill this vile Greywolf, and earns a magical, frostdamaging longword, 1400XP and 1 reputation.

#1135
HoonDing

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Just a general question: how do the solo mages/sorcerers among you deal with traps? Have you memorized the location and effect of all in-game traps so you can prepare beforehand?

Modifié par virumor, 06 mai 2011 - 08:27 .


#1136
Grond0

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virumor wrote...

Just a general question: how do the solo mages/sorcerers among you deal with traps? Have you memorized the location and effect of all in-game traps so you can prepare beforehand?

One reason I'm not all that keen on these for solos is trouble with traps.  I do know BG1 pretty well, but my last sorceror solo attempt was ended by a maze trap in a new mod I had added.  However, other than mod areas I think the only traps likely to kill a passably careful mage are in Durlag's Tower.  By passably careful I mean making sure you've got maximum HP, have some protection against fire (such as ring and robe) and have the appropriate potion ready to take at a moment's notice in case you're caught in a bouncing lightning bolt.

#1137
Grond0

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After Jack and Jill's failures they've recommended Pail to try and carry the torch of a F/M/T through BG1.  So far the odds are looking quite promising - I've not put any restrictions on the use of mod items so he has become far more powerful than most opposition even without any buffing.

Pail specialises in short sword and dagger and the majority of those he faces fall to the throwing dagger taken from Isolde without getting into hand-to-hand range with him.  More dangerous opponents may suffer a backstab from the sword taken from Tristan - this provides good damage, a chance of holding and a bit of additional magic damage that works through stoneskin.

In the early stages of the run used Algernon's cloak a few times, e.g. to get Tristan and Isolde to fight each other, but that no longer seems necessary.  Spells have been rarely used - web brought into action a few times for crowd control, e.g. against the gibberling hordes faced for the paladin near the gnoll stronghold.  Also resorted to the frost wand to soften up the elven assassins in the bridge area (though unfortunately one of the nobles was killed by this and all her items shattered).

Potions of speed also kept in reserve to match those taken by enemies, e.g. Greywolf.  By now have acquired the ring of free action from Dushai and the green amulet from the shop in Ulgoth's Beard.  Together these defeat 90%+ of the spells / special attacks that are likely to end a solo run.

Have completed the bandit camp and am currently working through the remaining vanilla BG areas prior to the cloakwood.  The intention is also to complete several mods including expansions - Northern Tales of the Sword Coast and Secret of Bone Hill have both only been partially completed before, so are probably likely to pose the greatest remaining threats.
Posted Image

Modifié par Grond0, 07 mai 2011 - 02:09 .


#1138
Alesia_BH

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Nice work Grond0. Keep it up!

Cheers,

A.

#1139
Alesia_BH

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Quick note on Arlene's Game:

Arlene is currently in Nashkel, partying with Imoen, Minsc, Dynaheir, and Branwen.

The basic strategy thus far has been to take groups at choke points or at range and use Command against single powerful enemies (most notably spellcasters).

Arlene made a brief foray into the mines, but turned back upon finding a nasty dagger(*)- the party will evidently need more experience before braving that place. I intend to err on the side of caution here.

Journals upcoming.

Best,

A.


NW: This is my first BG1 play-through since my 2 years break and first SCS game. I completed a number of BG1 No Reloads before my sabbatical, but elements of the unmodded game world still feel fresh to me do to fading of memories. This will be a formidable challenge.

#1140
Grond0

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Alesia_BH wrote...

Nice work Grond0. Keep it up!

Cheers,

A.

Thanks - and best of luck to you too.

Due to back problems sleep's been a bit hard to come by recently, so I took the opportunity last night to make further progress with Pail.  He has now completed all areas outside the city other that the ToTSC and mod areas.  Just headed off to the Fields of the Dead before starting in on the Cloakwood.  There were two narrow escapes:
- first Kaahrk (who always seems harder than I expect!) got a couple of hefty blows in just before I finished him offPosted Image

- then I went into dozy autopilot for a moment against some sirenes and nearly paid the price when not noticing I'd been poisoned until almost too late
Posted Image

One nice moment was that I managed to kill Jenkal before he teleported out.  That was partly possible as a result of deciding to build up detect illusion as a thief skill and therefore quickly dispelling his invisibility potions.

The only quest I'm aware of not finishing thus far was getting the helmet of defense as I think this is only possible by allowing a character to be killed - I was not keen on letting Shoal near Pail.  The result of vacuuming areas with a solo character and both learning spells and using thief skills (even with creature XP set at 75%) is that I'm already far above normal XP limit (394,000 across the 3 classes) and haven't even got into the cloakwood yetPosted Image.  Oh well - my conception of this character was that the real challenge should come in BG2 rather than BG1 anyway - so I'm just going to plow on and rack up whatever XP appears.

#1141
AnonymousHero

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virumor wrote...

Just a general question: how do the solo mages/sorcerers among you deal with traps? Have you memorized the location and effect of all in-game traps so you can prepare beforehand?

Short answer: Yes.

Longer answer: Well, almost all. After having completed BG1 oodles of times no-reload with various classes, nowadays I tend to just skip the trap-heavy bits in favor of getting to BG2 faster.

There are very few traps in BG1 that will kill a solo character before they can react: Petrification (Durlag's, room before the exit to the Basilisk areas), Charm (altar in Durlag's Tower) and bouncing lightning. I think that's about it, really. There are scrolls/potions which will counteract those and if you know where they are, you can just prepare appropriately.

#1142
Grond0

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Oh dear - Pail falls to a severe attack of overconfidence. Taking on hordes of orcs, orogs etc in the Fields of the Dead he suddenly keeled over dead himself. My assumption is that this would have been a failed save against a chromatic orb, although I didn't actually see it - it was certainly some sort of instant death attack. His basic save would have been negative against this spell, but the orc shamans have the capability to cast greater malison and it may be that Pail was affected by this without me noticing.

#1143
Alesia_BH

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Grond0 wrote...

Oh dear - Pail falls to a severe attack of overconfidence.


Condolences.

The greatest threats are within ourselves. Overconfidence is chief among them.

It's likely claimed more would-be-heroes than any other villan. I know it has in my case.


Best,

A.

#1144
Alesia_BH

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virumor wrote...

Just a general question: how do the solo mages/sorcerers among you deal with traps? Have you memorized the location and effect of all in-game traps so you can prepare beforehand?


Just to add more data to the survey....

My answer is basically the same as Anonymoushero's. Once upon a time I knew all the locations and effects. Nonetheless, I basically handled traps like other spells. I'd collect a complete set of immunity items and potions early in the adventure. And whenever I saw an incoming spell, I'd consume the appropriate potion- assuming it wasn't covered by an equipped item.

Never expect a good roll.

Best,

A.


NW: The Greenstone Amulet is a key item in this spell defense strategy but be aware that it's a teensy bit slower than potions. It's barely noticeable in standard play, but it can be a life-or-death difference.

Modifié par Alesia_BH, 07 mai 2011 - 03:50 .


#1145
Gate70

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Bad luck Grond0, welcome back Alesia.

Scratched last entry - I have Ubuntu, BG, EasyTutu & TOB/Ascension (plus 49GB free disk space now Vista has been wiped).

EasyTutu with BG/TotSC/patch/generalised biffing on Ubuntu. No stacking/bags so will keep my gameplay similiar to vanilla.

Steb, NE male dwarf fighter/thief. Portrait of Korgan.

Str 18/21
Dex 17
Con 19
Int 12
Cha 9
Wis 9

** 2HS, ** 2 handed weapon style, 60% pick-pocket.

Fuller has chased me all over Candlekeep but he's not getting his magical dagger back. At least the priest only chased me out of the recovery room.

After the death of Gorion I team up with Montaron and Xzar just as Imoen catches up with me. Xzar takes Fullers dagger while Montaron borrows Imoens bow and arrows but not her pink tunic. Farewill Imoen.

We pick up a couple of rings (protection +1, wizardry) then help Kagain abandon his quest (haha he just can't be bothered to look). Then we head to Nashkel, agree to investigate Nashkel mine then plunder some bracers (dexterity) from Gnarl and Hairtooth.

Arghain supplies a magical 2HS (+1), Unsheys ogre a girdle (piercing) and Caldo / Krumm another girdle (bluntness). Caldo killed Montaron so we spend 100gp at a temple to revive him before I beat Shar Teel into line.

Finally we use a spare girdle (gender) to recruit Edwina. & so the six level 1 anti-heroes set off to find Dynaheir. We take the gnolls one at a time and manage to kill the gnoll chieftain without loss, only for the next group of gnolls to cut Montaron down. We kill two more but a third has descended into a pit (can't be seen but is blocking the path). In desperation we rest and can continue.

We give Dynaheir a chance to defend herself but she is still chunked by my sword. Our forced rest means we have to fight our way out of the fortress, taking six blue potions to keep us alive. Shar Teel has broken one of her two longswords (but other than that a good result for six level 1 characters).

Modifié par Gate70, 07 mai 2011 - 08:28 .


#1146
Yogohong

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The Gilded Rose Part Six - Shandalar and the Ice Labyrinth

Deciding to lay low for a while before heading to Baldur's Gate, The Gilded Rose travelled to Ulgoth's Beard to get some rest. Here they were hired by the high gifted wizard Shandalar to retrive a lost cloak located in the frozen north.

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Our heroes hurried inside only to find themselves in the presence of wizards, more specifically evil wizards.


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They wanted key to leave the labyrinth, but Quin refused to hand it over. They resorted to use force to wrest the key from our heroes and a fight broke out. Mad Man decided to settle the argument once and for all, Strength vs. Magic, with Strength winning by chunking all the wizards.

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Mad Man opted to go search for more evil wizards to prove his argument while the rest of the party stayed behind. When he returned, bloody and bruised, he told a wild tale of evil spell slingers and his brave bold acts. The pictures below are a graphical representation of these wild tales.

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Why, hello there. Have you met my sword yet?
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Ups!  Guess my sword was a little too friendly.
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At last our heroes came upon a large natural cave. Frost wolves resided within this place, but Mad Man, still high as a kite over his argument, tore them to pieces, their cold breath only adding to his icy death-like argument.

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After dispersing the frost wolves, the party gathered and ventured deeper into the cave. At the very end they found Shandalar's cloak, but it was guarded by a man. He was not only an evil wizard, but also a crazy one at that. Once again, Mad Man proposed his argument, Strength vs. Magics. His argument was strong, but so was the crazy wizard's. The rest of the party had to step in and provide some additional rhetorics. The evil and crazy wizard imploded upon hearing the combined might of the argument.

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Our heroes quickly looted the cloak and were safely transported off the isolated labyrinth. The cloak was returned and Shandalar paid for services rendered. Our mighty heroes then decided to take a looong nap after having battled evil wizards, evil and crazy wizards and exceeded their talking quota.

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Next Up - Beginning The Werewolf Isle quest and visiting the Undercellar

Modifié par Yogohong, 07 mai 2011 - 11:29 .


#1147
Alesia_BH

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Gate70 wrote...

Steb, NE male dwarf fighter/thief. Portrait of Korgan.


Best of luck with Steb Gate! Good hunting.


Cheers,

A.

#1148
Alesia_BH

Alesia_BH
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Quick Note on Arlene's Game:

Arlene is now at Level 3/3 and is well equipped (thanks to her masterful pick pocking skills). She's pleased to have so many fancy, ill-gotten items that let her meddle with the minds of her enemies. She's almost ready for the mines.

Too many game days have passed for me to do RPed journals at this point. So it looks like I'm going to go with screenshots and tactical summaries for this run. I intend to solo Arlene in an upcoming game. I'll journal her then.

Best,

A.


Btw. Nice work with the Wizards Yogohong!

Modifié par Alesia_BH, 08 mai 2011 - 08:57 .


#1149
Gate70

Gate70
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Steb, NE male dwarf fighter/thief. Travelling with Kagain, Shar Teel, Montaron, Xzar and Edwin.

100gp gets Montaron on his feet again. Greywolf takes five Larlach drains and forces me to gulp three blue potions before Xzar finishes him with a wand of missiles. Brage is big and scary so we meekly return him to a temple. Two ogres on the coast flatten Shar Teel (200gp). We kill three innocent merchants for Silke, then kill her for good measure. (reputation 6)

Xzar sells Melicamp for 50gp, then we hand Firebead Elvenhair a book and assassinate him too (reputation 4).

After a couple of basilisk hunts we tackle Kirian and co. Three fall easily but Lindin is tough. Eventually Edwina finds a solution.
Posted Image

Steb, f3/t3. 61 kills, greater basilisk.
2HS+1. ** 2HS, ** 2 handed style, * crossbow.

Kagain, f4. 32 kills, lesser basilisk.
Dual-wield axes, ** axes, *** 2 weapon style.

Shar Teel, f4. 26 kills, Firebead Elvenhair.
Longbow. ** long sword, ** 2 weapon stlye, * longbow.

Montaron, f3t3. 17 kills, greater basilisk.
Shortbow. ** short sword, ** sword/shield, * shortbow.

Xzar, necromancer 3. 8 kills, Greywolf.
Sling +1. * dagger.

Edwina, conjurer 3. 5 kills, wolf.
Sling. * quarterstaff.

#1150
The Fred

The Fred
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I think I must have an out-of-date version of Dark Horizons, because I still have the bugged dagger. Whenever I enter the area with Isolde in, the game crashes, so I've taken to replacing it with normal throwing daggers. It makes that fight a little easier, but given the overpowered loot I'm already getting, not having the dagger doesn't seem that unfair (though it still hurts a little, since I'd be giving it to Thief or Mage characters).