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Baldur's Gate 1 No-Reload Challenge


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#11676
Aasim

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Thnx! They'll need it.



#11677
Grond0

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Baruk {3} - dwarf kensai (update 1)
 
I've given Baruk another restart, although I'm not feeling inclined to play him very safely at the moment.
 
He nearly got killed by Tarnesh early in his run.  Baruk missed with a couple of initial axe throws then tried running and shooting.  However, near the gate when he tried to attack he apparently lost a line of sight as Tarnesh was coming round the stable and moved towards him instead of attacking.  As a result Tarnesh managed to get into conversation range and went hostile.  Baruk tried to get into Joia's house to dodge the horror he knew was coming, but was a fraction too far away and started running in terror.  Fortunately he initially ran away from Tarnesh, which gave the gate guards an opportunity to occupy the mage's attention and do a bit of damage.  Baruk did then change direction and picked up a couple of magic missiles as he ran through the gate, but got out of sight again quickly.  He finally recovered his senses just as the remaining guard killed Tarnesh for him.
 
Since then things have gone reasonably smoothly and he's just finished his work at the Bandit Camp.  He doesn't own any protective equipment though, so I suspect he may end up getting poisoned in the Cloakwood ...
 
RecordL6_zpsa2e92783.jpg


#11678
Grond0

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Baruk {3} - dwarf kensai (update 2)
 
Within a couple of minutes of posting that he might die of poison Baruk came close to that when I carelessly tripped the first web trap in sight of a giant spider.  Baruk was initially held, but freed himself as the spider came within reach.
 
After running round throwing axes at the first 4 ettercaps he tried a horror on the final one, but it saved.  In my installation it doesn't seem possible to trip the web trap near it without activating the ettercap at the same time, so Baruk just killed the ettercap using fireballs.  As he's not using defensive equipment at the moment I allowed him to recharge the necklace of missiles before moving on through the Cloakwood and fireballs did most of the hard work at the entrance to the mine.
 
In the mine he successfully drew away the guards near Hareishan and bypassed her before working his way down to Daveorn's level (with a fair amount of going back to the entrance to rest to recover damage).  He took the battle horrors upstairs where there was plenty of room to use the necklace on them before coming back for Daveorn.  He had to dodge upstairs to avoid one hold person attempt there, but otherwise that was an easy fight.  Before leaving he also attacked the mustard jelly and nearly died again.  The intention was to pull it around and use his faster weapon speed to attack without retaliation.  However, at this point the jelly sneakily managed to attack him without showing itself.  That happens, but it's rare, so it was even more of a shock when it occurred again a few seconds later!  The result of that was also that Baruk was trapped in a room and had to save against poison once more before killing the jelly.
 
He rested to get his second Bhaal horror and has just flooded the mine. 


#11679
Grond0

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Baruk {3} - dwarf kensai (update 3)
 
Baruk did a number of reputation quests without incident.  As he'd been working hard I decided to treat him to the use of a potion of clarity to allow him to get the constitution tome and followed that up with a potion of magic blocking to get the wisdom tome from Durlag's Tower.
 
In the City he chased more tomes.  Jalantha failed to get a spell off.  Marek did better - ignoring a hit to cast confusion, but Baruk reached the stairs just ahead of the spell.  After killing Ramazith he had another close shave with a mustard jelly - although the temple wasn't far away he might have struggled to reach it in time if this critical had also poisoned him.  The ghasts in the tower were also killed by dragging them outside on his way to get the intelligence tome.
 
At the Iron Throne Baruk set about splitting up the opposition using the stairs.  His hardest adversary was Zhalimar due to his missile capability, but I didn't want to allow Baruk to run away to a temple in the middle of fighting with him and he was taken down to dangerously low levels of HPs before landing the final blow.  After healing he returned to the Iron Throne for the rest - he did take significant damage from a scorcher, but was still in no danger by the time he finished off the last of them.
 
Back at Candlekeep I decided Baruk should take it a bit easier.  A green scroll of magic protection and cloud giant strength / DUHM got the tomes before a potion of invisibility took him past the dopplegangers.  A ring of free action was added to make dealing with Prat easy - particularly after this:
Tam_zpsefbef6b7.jpg
 
He added another green scroll for the basilisks before leaving the crypts and has just arrived back in the City ready for his final encounters.

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#11680
Charlestonian Knight Templar

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I led my companions back to the Firewine Bridge to descend into the building on the far left side of the bridge. It soon became apparent as we worked our way through, we’d have to deal w/Kobold Commando’s w/those Arrows of Fire & traps galore. I didn’t even try to keep count after our first hour or so, especially considering that they were accompanied by their weaker counterparts also. Khalid thinks he & Imoen started w/28 Arrows of Fire & now they have 60, so I estimate we killed 60-70 total Kobold Commando’s/Kobolds by the time we exited the ruins for the last time.

 

The remainder of time we chiefly focused on avoiding traps. Unfortunately, one trap Imoen disarmed appeared to go off anyway, taking her life. We’d found an exit earlier that led into the basement of a building but had decided to check it out after we were finished in the ruins. Now, I decided to go out that way & see what that building was. Conveniently, it was a Halfling Temple & we were able to raise Imoen their w/o returning to Beregost. We were in Gullykin. I knew it was near but did not realize we were right under it. The Priest let us sleep in the basement but admonished us not to get into his barrels of wine.  

 

Back in the ruins, we continued to cut down Kobolds & try to avoid traps. Every now & then, one of us would step wrong & take a Magic Missile or something. We’d spoken w/a young Bard on the Firewine Bridge who sung a rhyme about a traitorous knight that had betrayed his comrades. Turned out the story was true as we found six Ghost Knights that wouldn’t cross w/o their comrade despite what he’d done. We crossed paths w/the traitor knight & he begged us to kill him & take his armor. We did so & returned the armor to the other Ghost Knight’s & they were reunited. 

c4b7829b772d3d69c0221bbd0c82a8.jpg
DEFEATING AN OGRE MAGE SUPPORTED BY A MAGE & TWO OGRILLONS

 

Treasure of Note: (Purse = 12,925 gold); Gauntlet’s of Ogre Power (Jaheira); Gandolar’s Lucky Ring (Imoen)

 

Current Disposition: After cashing in our treasure & identifying the GoOP we are nor resting in the Red Sheaf

 

Next Steps:  I have changed my mind & plan to scour the Gullykin area before moving on the Ulcaster

 

Level Up: None

                               

Current Party: (Reputation: 20 – Heroic)

·         Gawain: Ftr/7; Full Plate w/Large Shield +1, Cloak of Protection +2, Helm of Defense, Boots of Grounding, Girdle of Bluntness, Rings of Fire Resistance & Free Action; Bastard Sword +1/+3**** (SSS**) (Greater Doppelganger)

·         Minsc: Barbarian/6 w/Splint Mai w/Boots of Avoidance, Girdle of Bluntness &Spiders Bane***/THWS** (Flail*)(Spellcaster Defend)(Davaeorn)

·         Khalid: Ranger (Archer)/6 w/Studded Leather +1 w/Bracers of Archery & Boots of the North, Longbow****, B/Sword* (TWS***)( Sword Spider) (Ranger Ranged)

·         Jaheira: Priestess of Sylvanus/8 w/Leather +1 w/Gauntlets of Ogre Power; Sling*, Club +2 (Eye of the Storm)*, (Phase Spider)(D+ruid Summoning)

·         Imoen: Thief (Charming Rogue)/8 w/Bracers of Defense AC6, Cloak of Non-Detection & Gandolar’s Lucky Ring w/Short Bow*, Short Sword +1* Dagger +1*, Necklace of Missiles, (Sword Spider)(Thief Def)

·         Dynahier: Mage (Invoker)/6 w/Bracers of Defense AC6, Sling* & Q/Staff +1*, Ring of Energy, (Tuth)(Wizard Defensive)

 

Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); MegaModKits v1.01L; level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)

 

Blue Font: New information;

Red Font: Monster encounters (first use)

(Best kill)(Current AI)

* Name Levels are ancient, AD&D titles that used to represent each new level in a class


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#11681
Grond0

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Baruk {3} - dwarf kensai (4th and final update)
 
Baruk rested to get his final Bhaal ability and then went in search of Slythe.  To make things easy I let him load up on potions and, unsurprisingly, he tore Slythe apart.  Moving on to the palace he added DUHM and engaged.  His 2 horrors only scared a single doppleganger and he didn't kill the others quite as fast as I expected.  As a result Liia snuffed it and Belt took a number of hits before the last doppleganger attacking him died (the one attacking Baruk went soon after - and the scared one shortly after that).
 
The palace fight gave Baruk the XP for level 9, but he didn't take the level while fighting his way through the maze.  He used a scroll of magic protection to carve a way through the Under City party before moving to the temple for the final confrontation.
 
As usual, Sarevok was drawn out alone thanks to a whirling axe blade thrown from extreme range (retreating while that was still in mid-air).  More thrown axes took him to badly wounded before Baruk tried closing in with DUHM and kai added.  I chose that point with the intention that Baruk would be able to stay fighting until the end.  However, a critical from Sarevok made him retreat prematurely and regenerate a bit before coming back in to get the one final hit required.
Sarevok_zps58912a23.jpg
 
Baruk duly reported in to Belt and has arrived in Athkatla for the next stage of his adventures

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#11682
corey_russell

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@Grond0 - grats! Hope your kensai does well in BG 2/ToB.



#11683
Charlestonian Knight Templar

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After finding Gullykin during the Firewine Bridge/Ruins exploration, I wanted to return & make sure the area around their little hamlet was secure for them. There were a few threats that we were able to eliminate for them. We killed six Kobolds w/Short Bows/Swords, 12 Kobolds w/Short Swords only, & six Kobolds armed w/Short Swords that we had to battle alongside two Ankheg’s which ended up bringing 500 gold. The Kobolds were likely displaced from the Firewine Ruins & Bridge area that we just cleared. Aside from those we killed two Dread Wolves & three Worgs that were immediately hostile so we thought them a threat to any Halfling’s that might wander outside of the hamlet so we eliminated them also.

 

Key Event(s):  While clearing the area, we were attacked by four more assassins. The leader of this group called himself, Molkar, a knight & he was accompanied by what I think was another knight, a cleric & a mage. I’m certain the latter was at least a dual-classed mage as he fired Melf’s Acid Arrow & a Magic Missile @ me (you know you’ve been in this business a while when you can detect the type of spells that are attacked with). Initially, I focused on the first assassin Minsc spied but almost changed my mind when I saw one of them incanting a spell, then another. I quaffed my last Potion of Magic Blocking which is why the spells I mentioned earlier didn’t affect me at all. Minsc finished off his knight & I turned on the leader, Molkar. Imoen assisted me w/Molkar, blasting him w/her innate magic Missile while I hacked away & he fell so easily I do a disservice to all knights to call him one, either of them really as Minsc did a quick number on his as well. Then we turned on the spellcasters. Jaheira had already cast her second favorite spell, Summon Woodland Beings,  bringing in a Dryad w/her but I think they were all dead by the time the Dryad was able to influence the fight, although it was apparent she’d cast Barkskin on herself. We defeated these attackers easily. We actually had a more difficult battle against six or eight Xvarts on the way back to Beregost. 

e54f4db86346e64e614a44d1364e6e.jpg
FINISHING OFF THE LAST ASSASSIN

Before I left Gullykin, I took the time to meet the Halflings living in that quiet hamlet. They all revere Dillillia, the name used for Yolanda, in/around the Sword Coast. Yolanda is the Halfling’s chief deity, a Major Deity. We met a delightful Halfling Rogue, Alora, type who wanted to join me & though I don’t have need of another companion now, between her & the devout Halflings there, I’ve made the hamlet my personal protectorate. I let Gandolar & Alora know that I would try to pass though when I’m in the area & that they could send a runner to the Temple of the Morning & ask for Kelddath Ormlyr. I’ll make a point of trying to keep him apprised of my whereabouts so that, if needed, he can send for me if the Halflings are in need.

 

Treasure of Note: (Purse = 14,020 gold);

 

Current Disposition: We’re @ the Red Sheaf taking a breather

 

Next Steps:  Heading to Ulcaster Ruins

 

Level Up: None

                               

Current Party: (Reputation: 20 – Heroic)

·         Gawain: Ftr/7; Full Plate w/Large Shield +1, Cloak of Protection +2, Helm of Defense, Boots of Grounding, Girdle of Bluntness, Rings of Fire Resistance & Free Action; Bastard Sword +1/+3**** (SSS**) (Greater Doppelganger)

·         Minsc: Barbarian/6 w/Splint Mai w/Boots of Avoidance, Girdle of Bluntness &Spiders Bane***/THWS** (Flail*)(Spellcaster Defend)(Davaeorn)

·         Khalid: Ranger (Archer)/6 w/Studded Leather +1 w/Bracers of Archery & Boots of the North, Longbow****, B/Sword* (TWS***)( Sword Spider) (Ranger Ranged)

·         Jaheira: Priestess of Sylvanus/8 w/Leather +1 w/Gauntlets of Ogre Power; Sling*, Club +2 (Eye of the Storm)*, (Phase Spider)(D+ruid Summoning)

·         Imoen: Thief (Charming Rogue)/8 w/Bracers of Defense AC6, Cloak of Non-Detection & Gandolar’s Lucky Ring w/Short Bow*, Short Sword +1* Dagger +1*, Necklace of Missiles, (Sword Spider)(Thief Def)

·         Dynahier: Mage (Invoker)/6 w/Bracers of Defense AC6, Sling* & Q/Staff +1*, Ring of Energy, (Tuth)(Wizard Defensive)

 

Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); MegaModKits v1.01L; level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)

 

Blue Font: New information;

Red Font: Monster encounters (first use)

(Best kill)(Current AI)

* Name Levels are ancient, AD&D titles that used to represent each new level in a class


  • Blackraven aime ceci

#11684
Charlestonian Knight Templar

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Note: As many that follow my adventures, I come to this w/a biased toward the AD&D of the early 80's where I used to play P&P w/others. The game was run by a 'Dungeon Master.' I know that by now, any DM would've warned me more than once that my PC was acting more Lawful & Good than True Neutral. The Gawain in the Deities & demigods that I model this PC on is 'Neutral.' I think the DM would've dropped the hammer on me by now & told me my PC was LG. So, I've changed his alignment accordingly. This is the same alignment as King Arthur, Sir Lancelot, Sir Galahad, etc., in the Deities & Demigods Manual so this change brings Gawain's alignment in line w/theirs.


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#11685
Blackraven

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@CKT, I agree that the alignment change makes sense. I thought it would be difficult to roleplay Gawain as a TN knight, and felt similarly uncomfortable with roleplaying my Tristram that way, whom I pictured as a (LG) Cavalier really.


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#11686
Grond0

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Gate70/Grond0 multiplayer attempt 60 - (1st and final update)

Fly, human mage (Grond0) & Fusty, dwarf wizard slayer (Gate70)

 

After the disappointing end for the necromancer and blackguard combination we immediately rolled up a new set of characters.  They were somewhat similar in combination, though this time Fly was fearful of letting her wizard-slaying companion travel behind her due to the itch between her shoulder blades that produced!

 

The duo started off well and had done our usual route of Shoal, Beregost and Nashkel before heading to Firewine to get some bracers for Fly.  On the way there though they were caught in an ambush.  Unlike on some occasions I did pause the game pretty much as quickly as the MP setup allowed, but that was still too slow.  Even though in the screenshot it looks as though Fusty is marginally closer the basilisk only had one target in mind and moments later a new statue decorated the landscape ...

 

Basilisk_zpsd0c3f7c9.jpg


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#11687
corey_russell

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Gate70/Grond0 multiplayer attempt 60 - (1st and final update)

Fly, human mage (Grond0) & Fusty, dwarf wizard slayer (Gate70)

 

After the disappointing end for the necromancer and blackguard combination we immediately rolled up a new set of characters.  They were somewhat similar in combination, though this time Fly was fearful of letting her wizard-slaying companion travel behind her due to the itch between her shoulder blades that produced!

 

The duo started off well and had done our usual route of Shoal, Beregost and Nashkel before heading to Firewine to get some bracers for Fly.  On the way there though they were caught in an ambush.  Unlike on some occasions I did pause the game pretty much as quickly as the MP setup allowed, but that was still too slow.  Even though in the screenshot it looks as though Fusty is marginally closer the basilisk only had one target in mind and moments later a new statue decorated the landscape ...

 

Basilisk_zpsd0c3f7c9.jpg

 

Sorry to hear that guys. Your guys' story is why I always have mirror eyes/invis potion on my main character going to Firewine Ruins, Basilisk area, or Ulcaster School. Hope your next run goes a bit smoother.


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#11688
Grond0

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Sorry to hear that guys. Your guys' story is why I always have mirror eyes/invis potion on my main character going to Firewine Ruins, Basilisk area, or Ulcaster School. Hope your next run goes a bit smoother.

Thanks Corey - not exactly smooth so far, but while there's life there's hope!

 

Gate70/Grond0 multiplayer attempt 61 - (update 1)

Sleight, halfling shadowdancer (Grond0) & Pighte, human dark moon monk (Gate70)

 

Not for the first time in recent memory Gate70 and I embarked on our third run of the day :wacko:.  With the choice of character classes not yet played coming down into single figures we both ended up with new classes created by BGEE.  At high levels this couple should be powerful, but there's likely to be difficulty getting there ...

 

The problems started early on, after Shoal had given us our first level ups, when attacking the gnolls guarding Perdue's sword.  The difficulty of targeting them with missiles in MP and the faster speed they move at in BGEE made them quite awkward customers and that wasn't helped when running them round caused other enemies to be activated.  Sleight was busy keeping out of reach of a bear when he saw that Pight, already badly wounded by a gnoll, was being targeted by a skeleton.  He tried shouting a warning, but was too late.

 

After paying up at the temple the duo travelled down through Beregost and Nashkel to find Greywolf.  Pighte used his special ability to blind him, but in BGEE that results in the blinded character running all over the place.  That's a particular problem in MP when lag effects mean it's not always easy to know where an enemy is exactly and Sleight was hit twice by Greywolf during his wanderings and was glad to see him eventually go down.

 

After saving Arabelle (and resetting the variable to get a reward when the game refused to acknowledge that all the xvarts were dead), the duo moved on to Firewine to confront Meilum.  There were more problems with MP lag there and Pighte was cut down by Meilum's extendable sword.  That did though make things much easier for Sleight: he has the ability to hide while in plain sight and, with no one left to focus on, that meant Meilum just stood still to be hit.

 

The final target for the day was in the basilisk area.  Pighte used a green scroll to make attacking the monsters easy enough, before Korax was recruited.  He soon accounted for Mutamin before moving south to tackle Kirian's group.  Pighte blinded Baerin and Korax then did very well by paralysing Kirian, then Peter and then Lindin.  With them dead he tracked down Baerin to complete his set and he received a thank you present from Sleight in the form of a trip to his eternal rest :ph34r:.

 

SleightL6_zps4a165d59.jpg

PighteL5_zps104e12ed.jpg

 

Stats:

Sleight, shadowdancer 6, 38 HPs, 22 kills

Pighte, dark moon monk 5, 35 HPs, 32 kills, 2 deaths


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#11689
Blackraven

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Urval, Stormlord of Talos, installment 1

I began a Priest of Talos BGT run after I started having doubts about the state of my BG2EE install when I only encountered vanilla vampires instead of SCS ones as I expected. For some reason I feel like continuing it. Maybe I just need a break from all this epic-level gameplay and from the hacking and slashing. Besides I feel I need to post this now, before my memory of this run becomes too blurry.
I felt like playing a solo Cleric because I feel that not many people do it, and I like trying different things. Like Thani, Urval is an evil Dwarf (a chaotic one even, as befits a priest of Talos). This screenshot is from when he had recently reached lvl 3 (forgot to take a screenshot at lvl 1):
Very nice stats for a Cleric, and it was my first rol(!); only changed the stats.
My Weidu-log:
Spoiler
The most important thing to note in terms of mods that alter gameplay is that I'm playing with SCS v21, Ascension, aTweaks and, since I'm playing a Cleric, Divine Remix. The latter mod alters the existing priest kits and adds a string of new ones to the game. Each kit's access to divine spells is decided not, like in vanilla BG, by the question whehther you're a Cleric or a Druid, but rather by spell spheres that are related to the deity's portfolio in accordance with pnp. Priests of Talos have:
- Major access (all spell levels) to the spheres of all, animal, astral, chaos, combat, elemental, healing, necromantic, summoning, war, weather
- Minor access (up to spell level 3) to the spheres of creation, divination, protection, time
- No access (no spells) to the spheres of charm, guardian, law, numbers, plant, sun, thought, travelers, wards.
I don't know very well which spells belong to which spheres, and I haven't checked, so there's a surprise element each time my priest gains access to a new spell level. For example, there was no Hold Person nor Silence 15' Radius for Urval when he got access to spell level 2.
Here you can see the innate abilities that Stormlords of Talos get:
Although I'm playing with weapons and weapon styles for all, I decided to respect the original restriction to blunt weapons and slings, though I might make one exception for axes and permit Urval to specialize in a given weapon style. I somehow picture Urval dualwielding clubs/hammers/maces/axes. I'll probbaly not go the flails route, in order to prevent ending up with the FoA and the DoE in BG2. The item upgrade and underrepresented items mods actually offer interesting options for clubs and maces I think.
***
Urval started with out with AoF, Bless, Cause LW, Command, Cure LW, Curse, Detect Evil, Detect Good, Faerie Fire, Magic Stone, PfE, PfG, Sanctuary, Shillelagh, and Strength of Stone as his first lvl spells. He didas many simple quests as possible in and around the FAI, Beregost and Nashkel. Sanctuary was used to keep him safe from harm. Generally this was a succesful strategy, though not always as it's difficult to predict when the sphere will dissipate exactly.
Thus he easily reached lvl 3, which opened the following lvl 2 spells: Aid, Beast Claw, Chant, Charm Person/Mammal, DUHM, Find Traps, Flameblade, Know Alignment, Resist Fire/Cold, Slow Poison, Spiritual Hammer. Not a great selection of spells, although probably the most important thing is that DUHM is there.
Urval's first major purchase was the Helm of Charm Protection in Beregost for over 4k GP, made possible by the sale of wands. He was lvl 4 when he went Basilisk hunting. He reached lvl 5 after killing the first few Basilisks, and with it he gained access to Animate Dead. His other tier 3 spells are: Call lightning, Cause Blindness/Deafness, Cause Disease, Cause Mediukm Wounds, Cure Blindness/Deafness, Cure Disease, Cure Medium Wounds, Dispel Magic, Hold Animal, Miscast Magic, Moonblade, NPP, PfE 10' Radius, PfFire, PfG 10' Radius, Remove Curse, Remove Paralysis, Summon Insects, Unholy Blight, Zone of Sweet Air. This is actually a nice selection of spells.
He would have to rest and memorize Animate Dead in order to use the skeletons against the basilisks and against Mutamin, but then he would no longer be protected from petrification. Therefore he decided to recruit Korax and have the Ghoul attack the Gnome, while the Dwarf himself was protected by Sanctuary. This worked nicely.
Urval reached lvl 6 in Mutamin's garden, and lvl 7 at 55k XP by having Skeletons fight by his side against Ankhegs and against Tenya (gotta help them good, Talos-worshipping fishermen). 
With the 4th tier spells available to Urval, the fun really began. His level 4 spells are: Animal Summoning I, Call Woodland Beings, Cause Serious Wounds, Cure Serious Wounds, Death Ward, Holy Power, Lesser Restoration, Neutralize Poison, Poison, PfLightning. All in all not a bad selection. I would have liked to have Free Action and Defensive Harmony for the skellies, but the (aTweaked?) Woodland Beings are a great aid. 
They charmed Bassilus and set him up against Zargal and his friends. (Later the nymphs would also cause strife between the Hobgoblins).
With the Ashideena Urval now wields a Hammer that befits a Stormlord of Talos. :)
Using Sanctuary Urval managed to bypass the very dangerous (aTweaked) Sirines to pick up the CON tome, raising his CON to 20. He bought the Claw of Kazgaroth for its missile protection and save bonuses against a negligible save v death penalty. (After all a Dwarven Cleric with 18 CON gets insane save v death bonuses.) With skeletal help, and that of the occasional Nymph, Urval slew Greywolf and Tarnesh, and cleared the Wilderness Lake area, earning him Bjornin's Medium Shield +1, and the Cloudpeaks areas. He also also acquired the CHA tome and he dealt with Charleston Nib and Captain Barge in a goodly manner. At the Thunderhammer Smithy Urval bought a suit of full plate mail, and at the Nashkel Carnival he picked up the necklace of Missiles, just in case his lack of firepower would cause him trouble in the Nashkel Mines. (In hindisght this seems like divine intervention by Talos himself, as future events would demonstrate. I never buy that necklace.)
In my experience the Nashkel Mines are harder with SCSv21 than with v28: more Kobolds... Already on the second floor, he got swarmed, but thanks to good equipment (full plate, claw of kazgaroth, girdle of piercing, ring of protection +1) he survived the ambush and prevailed over the Kobolds.
Things didn't get friendlier on the third level. Urval opted for Sanctuary and tried to get to the final level as quick as possible. This was very difficult because the Kobolds may nit have been able to attack him, they followed him. Urval had to literally zigzag his way to the fourth and final level. 
Down on the fourth level he hurried toward the mine exit, where he dispatched the slimes and attempted to rest. Kobolds found him, so he had to fight. As such this wasn't a problem, but a misclick had Urval leave the mines without being able to get back in via the same route.
It meant going back to the Nashkel Mines area and encountering a horde of Kobolds upon entering the fourth level. Two charges of the Necklace of Missiles were used to deal with the critters. 
Urval ordered two Skeletons to wait outside Mulahey's den, and summoned a Nymph and two more Skeletons inside the lair. The Nymph failed to charm Mulahey, so Urval relied on the door trick to prevent himself from getting held. Mulahey eventually followed Urval outside, where Urval and his skeletons beat the Cyricist down. (The only spell Mulahey managed to cast was a Command, but Urval saved against it.)
This was a bit tricky because I didn't know whether Mulahey would try to turn Urval's skeletons (like Bassilus does for example).
Inside the lair, the skeletons and the Nymph with her entanglements and charms were a great help against Mulahey's minions. 
Nimbul wasted most of his magics on Urval's summons before the Dwarf, aided by a Nashkel Guard, beat him down. 
Tranzig was  done in by a skeleton. Lamalha and her amazons were made harmless by two timely summoned Dryads, making that encounter a very enjoyable one, with Urval making the priestesses' spells and the thieves' darts of wounding hurt their own companions.
Urval is currently a lvl 7 Stormlord of Talos with circa 90k XP, so he needs another 20k for his final level-up in BG1. His AC is currently -5 but with a -15 modifier for missile attacks, which should help against the bandits. Unfortunately one of my mods, I suspect Hard Times, removes a number of very good items from the game. The Cloak of Displacement is for example unavailable at the Ulgoth's Beard Inn, the Half-Ogres on the bridge to the Gnoll Stronghold dropped Bracers of AC8 instead of Gauntlets of DEX, and Meilum drops a katana but no Gauntlets of Weapon Expertise. (I thought this had to do with the Item Randomization mod, but I uninstalled that one.)

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#11690
Charlestonian Knight Templar

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@CKT, I agree that the alignment change makes sense. I thought it would be difficult to roleplay Gawain as a TN knight, and felt similarly uncomfortable with roleplaying my Tristram that way, whom I pictured as a (LG) Cavalier really.

Of course, you know at least one place you can post Tristram's adventures if you wish. :)

 

I read Sir Gawain & the Green Knight a month or so ago, &there's no lack of goodness & chivalry in that story...haven't read any of the other Camelot stories. In the STARZ Camelot series he was more neutral good but I think you defer to the original literature to find the authors intention.  


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#11691
Blackraven

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Hey CKT, I'm suffering from severe "restartitis" as people call it: am not sure what I want. Have the Priest of Talos going, and a Wizard Slayer in ToB, want to roll a random Sorcerer (whose spell picks upon level-up aren't decided by me but by the roll of the dice), and still have Tristram on my mind... so who knows he might join Gawain soon.


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#11692
Blackraven

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***
We left Nashkel in an almost straight line toward to the coast. Our journey was relatively uneventful with the occasional pack of Gnolls as our only distractions/delays. It gave us some time to get to know each other better. I had an interesting conversation with Rasaad. He's originally from Calimsham where he grew up as a begging and thieving street urchin, but he was schooled, together with his brother by Sun Soul Monks and later became one himself. My impression of Rasaad is that he knows discipline, and that he stays true to his word (much like Kagain whom I've come to consider a confidant, a brother in arms). 
These are traits that I admire in Rasaad, seeing where he's come from, and traits also that I appreciate in a man that I'm to trust as a companion. What bothers me is that he can't be convinced to wear any armor, not even a nice enchanted suit of studded leather we had picked up in the Cloudpeaks. The path that Kagain, Dorn and I tread is full of dangers, and apparently Rasaad just doesn't see it. We might have to part ways, as I don't want him to get himself killed.
***
On a broad strip of land, enclosed by two sea arms, noteworthy events took place. We came upon an excavation site, and were offered payment by an archaeologist for guarding the site from possible bandits as the researchers were about to enter. It turned out that rather than bandits one of of his own men was the true danger: he asked us to kill the expedition leader and share any treasure that might be found there. I obviously declined, and I told the leader later of his conspiring associate. Inside the excavated structure, an ancient holy place, the thick air was filled with an unidentified evil. The diggers went berserk, and we saw no other option than to kill them in order to protect the archaeologist and ourselves. A sad turn of events.
Not far from the mining site, we ran into a woman, a priestess who told us to keep away from Brage so as not to endanger ourselves. The name Brage immediately rang a bell. It belonged to the murderous guard captain from Nashkel. According to the woman this Brage was possessed by some foul spirit. When we approached we found the pitiful scene of a bloodbath that had been caused moments before: a wrecked carriage, dead horses and dead people. I told the woman to please step aside. If the man was indeed possessed by an evil spirit, he would have to be slain in order to unman the beast. The woman, apparently Brage's cousin, disagreed. Her familial relationship to Brage explained her position, and I'm sorry to report that she attacked us. Although she managed to Hold Dorn, her powers as a Cleric were no match for the fighting power of the four of us (well three, without Dorn).
The same fate awaited Brage. He admitted to the recent slaying of the travelers whose battered corpses were still warm, and to the crimes he'd been accused of back in Nashkel. Nashkel was a very long way. On it, I recokoned, Brage would most likely turn on us in hopes of escaping judgment before the local authorities. Thus I saw no other option than to take his life so that he (or the spirit that possessed him) could make no more victims. I offered to decapitate him. A good, clean strike with my bastard sword or Dorn's greatsword would have been quick and painless. Brage however, wouldn't have it: he attacked us. It must be granted, he was a good swordsman, but it was foolish of him to oppose the four of us. In the end I'm relieved to have prevented more victims that the 'beast' would have surely made, and at the same time it still saddens that we had to kill the man.
***
Further north we had another unfortunate encounter, this time with a diviner who offered to read my hand. Something obviously shocked her, and when I respectfully urged her to tell me what she saw, she started casting spells, first protections, and later offensive magic directed at us. We defended ourselves, and another sad, unncessary death, not unlike that of Brage's cousin, was the result.
On a more positive note a female rogue, quite pretty (and she knows it), joined our party. Safana is her name. She told us of treasure guarded by monsters in a nearby cave, and that she needed strong men like ourselves, to get it. With both Dorn and me attracted to the woman, Kagain intrigued by the mention of treasure, and Rasaad indifferent, we agreed to help her. Kagain especially proved unstoppable. Safana warned us of Sirines by the shoreline, whose charms might be too much for us, but the Dwarf quaffed a strength potion, ordered me to hand him an oil of speed which I, surprised by his assertiveness, did without making any objections. The Dwarf then went completely berserk on the Sirines. [I forgot to mention in my previous post that I kitted Kagain as a Berserker when he joined Victor. Safana btw is an unkitted Thief as per vanilla. She joined as a lvl 6 Thief with 25 HP.] Kagain shredded three Sirines, and pushed straight on to finish off a second trio of the scantily clad creatures, but from afar I saw him suddenly lose his fury, and become winded. One of the Sirines hit him (kissed him) which caused him to relax (feeblemind), and after that a Charm took away any of the fire that might have remained in him. After a while the effects of the Sirine's magic wore off though, and the Dwarf refound his fury. It enabled him to kill off the other Sirines and two Carrion Crawlers.
Inside the Cave, Safana disarmed various traps while Dorn, Kagain and I took on the "monsters": three Flesh Golems. I took a pretty serious beating at one point, so I retreated. I was glad to see Kagain step in and stand his ground, because Dorn seems better at dealing blows than at taking them.
After we secured the treasure (a number of magical trinkets we still need to identify and some potions), Safana said she wanted to stay with the party. We agreed, not even because of her sensuality - she seems to flirt with everything male that crosses her path - but rather for her useful skills as a thief. 
***
Further north we ran into even more Sirines, but Kagain reentered into his berserker rage and dealt with them. He was aided by the lightning that struck from the sky.
We then battled our way past a group of Ogres (including berserkers), Half-Ogres and Ogrillons to stumble upon a creature similar to the Sirines we had encountered before, a Nereid. This one wasn't immediately hostile, but she provoked our ire when she killed Safana with a death kiss. The remaining four of us attacked her and she soon surrendered, telling us she had to kill on the whim of an Ogre Mage. We told her to revive Safana, and she did. Indeed an Ogre Mage named Droth appeared, scolded the Nereid for not following his orders, threatened to kill us itself and started casting. I ordered Safana to back away as she was clearly not in the condition to fight. My men and I charged in and we soon beat through the monster's spell protections. All Droth managed to do before he fell was to summon a few Kobolds but that didn't bother us in the least.
In Beregost we got some of our loot identified. I took a helmet that enhances my defenses (from Droth), Kagain is rocking a nice enchanted small shield (from Laryssa) and a girdle that protects against crushing damage (Caldo), a cloak that allows tranformation into a wolf at will went to Rasaad, and Safana is wearing a deep red ioun stone that enhances her dexterity, a pair of bracers of archery, and the enchanted studded leather armor that Rasaad had previously refused to don. For Dorn, a suit of ankheg armor is in the making at the Thunderhammer Smithy.
Dorn insisted that we return to Baldur's Gate to find his former companion's encampment, so we traveled back north. The lands south of Baldur's Gate were infested with Ankhegs, but they trouble the local farmers no longer. I must say I respect Rasaad's bravery. The guy knows well enough he's vulnerable, and the Ankhegs did injure him, but he never backed down.
We also helped a young priestess whose bowl had been stolen by fishermen that had just hired us to dispatch the same girl. I don't like breaking a contract but those men hadn't told me the complete story (having killed the girl's mother seems to me a detail they oughtn't have kept from me).
Baldur's Gate was still off-limits for us, much to both DOrn's chagrin in mine. It might well be that my assaulters and Gorion killers are in the city somewhere. And if they aren't clues may be found there.
Kagain proposed that we investigate the Nashkel Mines; one of few commissions we still haven't carried out. We'll probably head there as soon as Dorn's ankheg armor is ready.
***


#11693
corey_russell

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@Blackraven - good story so far - be curious if you can keep this up, even deep in BG 2. Guess we'll see...



#11694
Blackraven

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Thanks @Corey for appreciating this. I do like a more roleplayed playthrough time and again, as it presents different types of challenges (NPC management, undesirable quest outcomes, items that become unavailable etc). One of my favorite archetypes to roleplay is the LN vigilante type, like Victor. The question indeed is whether I'll be able to keep it up in BG2. The journaling takes some time...
Another question is whether VIctor will make it into SoA, because I've forced myself to do the TotSC areas as well, as a bit of a counterweight to the insane stats I rolled (98 roll) and to the fact that I'm taking a party along.


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#11695
corey_russell

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Corey_Rusell/Dogdancing Multi-player No-Reload

Tcos: (protagonist, Dogdancing) level 6 fighter/level 7 thief

Zaxxon: (Corey_Russell) level 6 fighter/level 5 illusionist

 

The duo made some more progress today, although not without their challenges...

 

First we dealt with the Nashkel Mines. With Tcos sufficiently protected by fire resistance ring and greenstone amulet, she was able to withstand Mulahey's attacks and Zaxxon's fireball.

 

Next we tried to take out Nimbul - resist fear/shield amulet worked great for Tcos and some magic missiles finished Nimbul.

 

After that, we dealt with some problems south of Nashkel. We battled Sendai and her pals - we won, but Tcos took some damage from a Zaxxon scorcher - sorry about that Tcos!

 

Next up was Vax and Zal - they weren't a problem, but two winter wolves sniping Zaxxon (who was naked) sure was! Tcos charged the wolves, and Zaxxon ran and healed - success! Whew...

 

We then got 3 potions so we could pick off the free action from Dushai. Zaxxon suggested getting the spells from Shangalar - well, apparently 100% skill isn't what it's cracked up to be - after 2 spells swiped, he went hostile - the duo quickly left town...

 

We wanted to adventure in Shoal's area - but first we need a sacrifice! Kivan was recruited, with the help of 3x friends spell. Kivan was killed by Shoal and resurrected and Droth was easily defeated - the helmet going to Tcos.

 

What we didn't find out until much later is Tcos has her fists selected! She engages a lot of ogres, and Zaxxon tries a fireball on her head and a scorcher - but thanks to the fists, she's getting hit hard! She retreats and tries to heal...Zaxxon does a lot of fancy footwork and with the help of two scorchers he takes down like 10 ogres - not bad.

 

We then kill some dire wolves - still not realizing her fists are equipped - we then fight carrion crawlers with her full plate and free action ring it should have been easy - however, she was getting hit very hard, she runs for her life, and finally she realizes her fist is equipped. We range the enemies dead.

 

It was time to prepare Thanksgiving dinner in real life, so we ended session here.


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#11696
Blackraven

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Urval, Stormlord of Talos, update (2)

Urval went on with the plot quests: first the Bandits. The Dwarf wasted an oil of speed and many a sling bullet on Tazok, in the hopes of taking the bandit leader down for the Gauntlets of Weapon Expertise. However, Urval failed to kill Tazok before the latter could congratulate him with his fighting skills and walk off. 
Unfortunately I have no screen shots of the battle inside the tent. I'm using FRAPS and apparently I stopped the taking of screenshots rather than starting it. Anyhow, as this is quite an experimental run, I decided to not try my usual cleric tactic of entering while invisible, positioning charname in a corner where Raemon can't see them and summoning Skellies. Instead, I had Urval buff up with spells (PfE, Holy Power, DUHM) and potions (Magic Shielding and Oil of Speed). Urval's AC was -5 but with a -15 modifier for missiles (thanks to full plate, Medium Shield +1, Boots of Avoidance, and Claw of Kazgaroth), so he was very difficult to hit. He also had his Storm Shield up so that he could use the lightning trap on the chest to weaken his foes. The buffs helped him hit his enemies with more ease; unbuffed Urval tends to have difficulty killing things. The strategy worked well enough. He made sure to first take down Venkt and then Britik. When the majority of his foes were down, he cast Animate Dead to speed things up. 
He fled the camp, concluded some business at the FAI and in Beregost (selling loot, buying healing potions).  Cloakwood was next. Urval helped Seniyad and found Gurke's Cloak. He timely cast PfPoison on himself, slew the incoming Phase Spiders and, after having quaffed a Potion of Freedom, two Huge Spiders to reach level 8 (at 110k XP his final level in BG1). This took away the incentive to help Tiber, so Urval simply pushed toward the Mine, ignoring the Druids and the Wyverns. 
Since, as said before, I've been experimenting during this run, and minimizing "cheese", I had Urval take some risks with Drasus & Co. First of all, he scouted the entrance while under Sanctuary. 
When he spotted four not so friendly looking men, he retreated and summoned allies: two Dryads, a Hamadryad, and two Skeletons. Urval then showed himself to all four men (rather than using the fog of war to lure only Drasus and/or Genthore to the bridge). He retreated when they went hostile. Attempts at charming Drasus with the Woodland Beings failed, and shortly after that some of them were confused and/or petrified through Chromatic Orbs by Kysus. Thus Urval arrived at a point where things didn't look too well for him, and he had to consider retreating. But then one of the Woodland Being charmed Genthore. Urval had him and the Skeletons attack and kill Drasus, allowing Urval to put on the Boots of Speed. 
Genthore, Urval (protected by potions of Magic Blocking and kept alive with healing potions), and new summons then managed to slay the wizards in melee before Genthore was thanked for his service with a deadly assault.
Inside the Mine Sanctuary was used again, to scout and to safely find the way to Davaeorn. But the guards weren't very cooperative: they surrounded Urval. (This would have been a typical reload moment in my pre no-reload days.) While still sanctuaried, Urval cast a second Sanctuary and buffed himself with an oil of speed, PfE, Holy Power and DUHM as well as a potion of fire resistance.
Those buffs were neatly dispelled right after that by Hareishan's Dispel Magic much to Urval's annoyance. (This is going to a major issue for Urval in SoA if he manages to make it there.) Grudgingly he took his two Potions of Explosions out of his pack, and used them soften up the mob considerably.  
Urval then battled his 15-20 foes, including a few Black Talons and Hareishan who would cast mind control spells at him (against which he protected himself with potions of Magic Blocking). He prevailed.
The remainder of the way down to Davaeorn was relatively safe. Urval slew a couple of Guards and Hobgoblins to prevent them from following him into Davaeorn's lair.  
A potion of Magic Shielding helped Urval survive Daveorn's traps, and potions of healing kept him going as the the wizard assaulted him with Lightning Bolts, Sunfires, Fireballs and Magic Missiles, and as the Battle Horrors kept attacking him. (I should have made Urval preventively cast Storm Shield.) Interestingly the Fireballs/Sunfires didn't affect the Battle Horrors, which is either a difference with SCSv28 (which somehow feels easier than SCSv21) or a difference between vanilla BG and BGEE. Anyway, Urval survived the onslaught, managed to summon Skeletons and had them focus, just like himself, on Davaeorn until the wizard fell.
Urval looted most of Daveorn's treasure, flooded the mine and is now in Baldur's Gate, mainly for business purposes.


#11697
Grimwald the Wise

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Have just started and ended a short but enjoyable run with an assassin. Will post about that later. Thinking of doing a gentleman from the rtt kitpack.

Details below.

 

gentleman.jpg

 

Already discovered that he cannot use a long bow.

 

Wondering what happens when you don't have enough gold for it to be taken from you.

 

Anyone know?



#11698
Blackraven

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Wow Grimwald, that's a kit unlike any other I've seen, and an expensive one... 125 GP every hour? I suppose that's real-time no? No idea what happens if you don't have the gold, try it out: the first hour of your game you probably won't have 125 GP.
The fact that he can't use a longbow would be a bit off-putting to me btw.



#11699
Grond0

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Already discovered that he cannot use a long bow.

It seems odd that the description says he can specialise.  Have you checked that he can't use an ordinary long bow (as opposed to a composite one) - that's the case with bards for instance?



#11700
Aasim

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I don't want to sound like a jinxed dog, but the Gentleman kit is very likely to be pretty bugged, considering the BG2 engine limitations.