Baldur's Gate 1 No-Reload Challenge
#11926
Posté 24 décembre 2014 - 09:04
- Blackraven aime ceci
#11927
Posté 25 décembre 2014 - 03:54
#11928
Posté 25 décembre 2014 - 05:34
#11929
Posté 26 décembre 2014 - 09:46
@Grond0 - Grats! Hope it works out for you in Amn.
#11930
Posté 27 décembre 2014 - 04:57
That was the character who got bitten by a snake, but I've started him again ...
Edit 1 ... and finished.
Thorin{2)- dwarf kensai (1st and final update)
Thorin's begun his new life by working his way through to Sarevok - having no trouble there. He used magic support (such as Amulet of Shielding) rather more than I normally bother with and was never really threatened. The only worrying moment was me mis-clicking on the conversation option with Belt saying kill Sarevok immediately - fortunately that one offered a second chance when Belt asked if perhaps Thorin had any documentation to back up his accusation.
To make progress a bit easier I maximised reputation after the Bandit Camp rather than Daveorn, so that Thorin could afford the ring of invisibility and to recharge the Necklace of Missiles before the Cloakwood Mine. That means that Thorin has one slow poison Bhaal ability rather than two horrors - it's not impossible that could come in handy, although normally poison strong enough to kill also ticks fast enough that you can't cast slow poison on yourself anyway.
Here's Thorin's record immediately after the fight with Sarevok. His base HPs are 93, so slightly above average - which is a nice change from his immediate predecessors.
Edit 2 - realised in the dungeon I forgot to buy the Claw of Kazgaroth. Still, I've not been using that much for my kensais, so no great loss I hope.
#11931
Posté 27 décembre 2014 - 06:48
Gate70/Grond0 multiplayer attempt 65 - (3rd and final update)
Nippy, human dark moon monk (Grond0) & Joye, half-elf conjuror (Gate70)
After a generally decent session Nippy failed to move after being confronted by a ghoul when trying to finish off Daveorn ...
Things started by maximising reputation and shopping at Ulgoth's Beard. The sirines on the coast failed to beat off the effects of some stinking clouds, while battle horrors at Durlag's Tower fell to a combination of skull traps, magic missiles and wand of heavens. A number of ghasts and basilisks also provided plentiful XP before Joye tried to get the scimitar from the top of the tower and found the fireball trap blasting through her mirror images to kill her.
The Nashkel mine went according to plan - Mulahey being another to not enjoy stinking cloud - and the amazons outside the back entrance also failed to get any attacks in.
Moving up to the bandit camp Nippy borrowed some extra missile protection to lead the way against the bandits while Joye provided the finishing touches with her spells. Inside the main tent webs and stinking clouds once more made things easy.
After sneaking through the Cloakwood Drasus and his companions also failed to make it out of webs. Things continued to seem pretty straight-forward on the way down to Daveorn where Joye placed 3 skull traps ready to ambush his teleporting form. They failed to make any impression on the mage, but there still didn't seem any real danger as Nippy attacked him protected by a scroll of magic protection. However, Daveorn managed to summon some monsters and, while Nippy noticed an ogre berserker appear a ghoul also arrived hidden by her scroll animation and immediately held Nippy. Joye couldn't use invisibility due to the scroll; she tried a desperation emotion, but Nippy died just as that was cast.
#11932
Posté 27 décembre 2014 - 07:06
Gate70/Grond0 multiplayer attempt 66 - (update 1)
Chanter, half-elf cleric / mage (Grond0) & Tuori, halfling shadowdancer (Gate70)
After a hold was put on progress in our previous run we just rolled up new characters - we're getting close to the end of the unmodded selection of classes available with only 2 left untried in these runs by Grond0 and 3 by Gate70.
Stats:
Chanter, cleric 1 / mage 1, 8 HPs, 0 kills
Tuori, shadowdancer 1, 8 HPs, 0 kills, 0 deaths
#11933
Posté 28 décembre 2014 - 07:09
@Grond0, Gate70: Sorry to hear of the end of the earlier MP run - hope this one goes a bit better.
#11934
Posté 28 décembre 2014 - 08:50
Gate70/Grond0 multiplayer attempt 66 - (update 2)
Chanter, half-elf cleric / mage (Grond0) & Tuori, halfling shadowdancer (Gate70)
This duo got under way today. Progress followed the normal type of routine. First, Shoal and basilisks provided a quick start. Then there was more general progress including raising reputation. There was then a bit of shopping before filling in some gaps, such as the sirines, and acquiring the tome from Durlag's Tower. Finally they breezed through the Nashkel mine, killed Nimbul and Tranzig and have just arrived at the Bandit Camp.
Problems encountered included:
- Tuori failing to hide while looting the revenants tomb and paying the price.
- Tuori taking a healing potion an instant before being hit by a lightning bolt by Kirian that would have killed her.
- the assault on Bassilus got off to a good start when he was one of many enemies silenced. However, the skeleton archers were dangerous and not much damage was done to Bassilus before he recovered and held Tuori. Chanter tried to divert the attention of attacking zombies (and lost Bassilus' equipment after finishing him off with a cold wand blast), but was unable to do so before Tuori expired (I'm not sure whether she was high enough level to turn them, but that might have been a better option to try).
There were a couple of other points of interest:
- Tuori robbed the potion seller at the Carnival and tried to run when the alarm was raised, only to find herself teleported to the top of the map area.
- Tuori also used shadowstep a few times to move away from danger, e.g. to get out of sight after robbing the ankheg's treasure. Here she's moving out of range of Kirian after attempting a backstab.
Stats:
Chanter, cleric 6 / mage 5, 40 HPs, 85 kills
Tuori, shadowdancer 7, 47 HPs, 88 kills, 2 deaths
- Blackraven aime ceci
#11935
Posté 29 décembre 2014 - 03:28
Nereniel, Half-Elf solo Skald, 1st update:
Too lazy/impatient for group play with / journaling about William Tell, my legendary marksman, I decided to to try something new (for me): to solo a Bard. I know that Blades are actually quite popular solo characters, and I know that a successful no-reload trilogy run has been achieved with a Blade (Saros Shadow Follower, not sure whether solo or in a party). And Alesia_BH succeeded with a Jester. I'm going to see how I'll fare with my first solo Bard, a Skald, which is my prefered Bard kit.
I'm doing this in BGT with the Rogue Rebelancing mod with all the components affecting Bards installed: pnp dualwielding, Bard kit revisions, Bard HLA revisions, proper spell progression for Bards, and additional equipment for Thieves and Bards. (Besides RR I've got my usual difficulty improving mods installed such as Hard Times, aTweaks, SCS I/II v21, Ascension, but also a couple of tweaks that should make things slightly easier, such as multiple protection items, bigger item stacks, containers for sale, full hitpoints for all creatures including charname, importation into SoA of a number of items, including Cloak of Balduran.)
Like most people probably, I always like to use a character's class/kit-specific abilities as much as possible to create more or less unique playing experiences. In the case of the Skald, the special feature is of course the battlesong. In order to make something out if that song, my character will try to work with summons a lot. Unfortunately most of BG1 offers little in terms of summons, so the first part of the game doesn't really contain much action with song-buffing, though there is some.
Meet Nereniel:
Nereniel started out proficient in what I perceive as nordic weapons to fit his profile as a Skald: Hammers (for Ashideena) and Axes (for their throwing variant). However, relying almost solely on ranged attacking, his Throwing Axes soon proved too slow (1 APR) and expensive for Nereniel. Their nice STR bonus didn't weigh up against those disadvantages. The problem was remedied by investing the level 4 proficiency pip in Darts.
His first quests were the relatively safe quests between the FAI and Nashkel. On his first visit of the FAI area Nereniel didn't approach Tarnesh at the entrance (he wouldn't deal with that one before reaching lvl 6), but he did bring Samuel to Gellana and he brought Joia her ring. In Beregost Silke and Karlat were shunned but all other quests - including those added by the Mini-Quests and Encounters mod - were done. The same goes for Nashkel. Thalantyr failed with Melicamp, but nevertheless 10k XP and thus level 5 were relatively easy attained.
Amongst the 'safe' early-game quests I tend to consider Charleston Nib / Brage on the south coast, accessible via the High Hedge and Lighhouse areas. But Nereniel traveled from the north, I think the FAI, to the (previously unlocked) Lighthouse area and was uncomfortably placed in the northern part of the map, not even close to an area exit. He had to flee from two groups of Hobgoblins, including arrows of biting pelting Elite archers.
There were various confrontations that Nereniel solved by playing his battlesong while the rabbit familiar would do the killing. It led to a number of bizarre scenes, such as these:
At 20 rep and 20 CHA thanks to Lord Forshadow's Ring and Algrnon's Cloak, Nereniel bought the Deep Red Ioun Stone for +1 DEX at teh High Hedge as well as the Robe of the Neutral Archmagi he was surprised to able to use. (No idea which mod makes those robes available to Bards.)
A critical hit by a Gnoll Slasher that badly injured Nereniel's bunny taught the Bard to be more careful with his familiar, but that didn't mean the rabbit was going to stay in Nereniel's pack for the remainder of the game. One of the animal's roles was to serve as bait for non-ranged enemies like Greywolf and for the Basilisks (thanks to its petrification immunity). Speaking of those monsters, Nereniel had some difficulty there with Mutamin, as seems to happen to me all too often. Korax failed to hold the Gnome and was subsequently killed off. It left Nereniel with three options:
- leaving the area without killing Mutamin, one Lesser and one 7k XP yielding Greater Basilisk;
- trying to stun the wizard with darts he had picked up in the Ankheg cave using Invisibility (a spell learnt from a scroll bought at Thalantyr's);
- trying to charm Mutamin using Lord Foreshadow's Ring of Human Influence.
I believe the charm ability of the ring isn't as powerful as that of Algernon's Cloak, but it hit the Gnome anyway. (Had the attempt failed, then Nereniel would have immediately tried to get away and go invisible.) Mutamin was petrified and subsequently shattered by the Basilisks (all loot except some gold destroyed).
His second visit to the Lighthouse area was much more pleasant than his first. Invisibility and successful trap detection/removal by the rabbit (the familiar's second role) allowed Nereniel to plunder the pirate cave.
In the Cloudpeaks Nereniel had no dealings with Sendai & Co, but he did do all other quests. His confrontation with Vax and Zal resulted in a near death experience when Nereniel managed to kill Zal just before the bandit's dart would stun him.
In the Nashkel Mines the number of Kobolds on the 3rd level was problematic. First of all they blocked the path toward the level exit. This problem was solved by Skulltrapping the blocked pathway.
Mulahey was stunned, and most of his lackeys Skulltrapped. The Skellies/Kobolds that survived the explosion were dealt with in melee combat, with difficulty.
In Beregost Tranzig wasted most of his spells on Nereniel as the Skald fled between floors, but he did Blind him. The battlesong was then sung, and Rabbit released to finish off the mage.
Two darts of stunning helped Nereniel deal with Bassilus and obtain the Ashideena.
Nereniel is now getting ready to explore the Cloakwood forest in search of a hidden Iron Throne base, the organization behind the bandits according to Ender Sai.
#11936
Posté 29 décembre 2014 - 05:52
Like the area surrounding the Temple of the Morning, the area around High Hedge Manor was not in any real danger (especially since I learned Thalantyr was a 17th level Conjuror). The woods around the manor were swarming w/skeletons and we counted 36 skeletons destroyed. We also defeated six Gnolls & a Gnoll Veteran armed w/Halberds. There were also three Flinds armed w/Two-Handed Swords but their bite was harmless. We were attacked by six Wild Dogs which are no longer roaming the woods thereabouts.
We found a small cottage in the woods which we think might belong to Kivan, although, he never mentioned it when we travelled the road together. We checked the place out & Imoen unlocked a chest that contained an Aquamarine Gym but believing the place to belong to Kivan we let it be. Even if it isn’t Kivan’s cottage it’s someone’s & we’ve no indication they are enemies so it would not be right to take it. Outside the cottage, which looks to have been without a tenant for quite a while, (another reason we think it might be Kivan’s since he’d indicated he move toward the FAI to await me should I need him again) we killed three Ghouls & three Giant Spiders in succession.
Key Event(s): As we were sitting enjoying a brief respite @ the Red Sheaf as indicated below, a strangle man approached me wearing only a leather girdle over a dark, mages robe. He wore an unkempt dark beard and his hair was matted but I had the sense he was more than just a weary traveler. The man never gave his name, he only mentioned that my exploits were being monitored from afar, a place he called ‘Camelot’. I told him I’d never heard of such a place in Faerun to which he replied, “that’s because Camelot isn't in Faerun.” He was a man of few words but he encouraged me to continue my efforts on the Sword Coast & that ‘Camelot’ would call me if & when the time was right.
Treasure of Note: (Purse = 15,750 gold) Garnet Gym, Horn Coral Gym, Jade Ring
Current Disposition: Enjoying a meal, some wine & ale & a good night’s rest @ the Red Sheaf after selling the little loot we did garner.

RELAXING A SPELL
Next Steps: We found as we conducted our mission that we’d missed a location southwest of Beregost, so rather than heading to the Lighthouse nest as planned, we are going to head to the Red Canyons next.
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****, Mace +1, (SSS**) (Greater Doppelganger)
· Minsc: Barbarian/7 w/Splint Mai w/Boots of Avoidance, Girdle of Bluntness &Spiders Bane***, Flail 1/THWS**(Spellcaster Defend)(Davaeorn)
· Khalid: Ranger (Archer)/7 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)(Druid 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
#11937
Posté 29 décembre 2014 - 01:43
Nereniel had little difficulty reaching the Cloakwood Mines. In the Spider Area he found Chelak and Spiders' Bane, and he killed Centeol but not her spiders.
#11938
Posté 29 décembre 2014 - 05:04
@Blackraven: Sorry to hear the end of your bard. If you are not allowing fireballs from a distance for your bard, then I would think the ideal weapon against Drassus group would be the monster summoning wand, found in undead tombs near the exit of the Nashkel Mines. Alternatively, if protected with max buffs (both potion and spell) as well as greenstone amulet and fire resistance > 100%, you might be able to spam the fireball wand/necklace of missiles until the mages are dead - then would be straight forward to deal with the melees. Regarldless, Hope Tell suffers a better fate...
- Grimwald the Wise aime ceci
#11939
Posté 29 décembre 2014 - 05:25
@Blackraven: Sorry to hear the end of your bard. If you are not allowing fireballs from a distance for your bard, then I would think the ideal weapon against Drassus group would be the monster summoning wand, found in undead tombs near the exit of the Nashkel Mines. Alternatively, if protected with max buffs (both potion and spell) as well as greenstone amulet and fire resistance > 100%, you might be able to spam the fireball wand/necklace of missiles until the mages are dead - then would be straight forward to deal with the melees. Regarldless, Hope Tell suffers a better fate...
Thanks for your sympathy and advice. The problem with wands using the Hard Times mod is that they, or at least the best ones (such as Paralyzation, Fire, Monster Summoning) come with no more than 2-3 charges if you find them, and if you sell them you have to buy them back for 15-25k gold or more. With the necklace of missiles it's the same: three charges only. This is why I focused on gear (Ioun Stone, Frost Dart, Robe of Neutral Archmagi) and potions instead. Still, should have wasted all my explosives (still had two oils of fiery burning).
I'm conisdering removing Hard Times though, or trying the same character in my BGEE setup so that he can actually afford/use wands, including that of Monster Summoning. The purpose of this playthrough was to rely on (buffed) summons..
Tell is doing remarkably well compared to all his party members, without being much better protected and without metagaming... fool's luck I guess
Will post an upate soon.
- corey_russell aime ceci
#11940
Posté 29 décembre 2014 - 10:45
Day 65, 24 Kythorn 1368
We've already spent days in Wood of Sharp Teeth in search of the bandit stronghold, but so far to no avail. The vast forest is replete with bandits including Black Talon Elites, but they've all preferred to fight (and die) rather than talk and help us out.
Day 69, 28 Kythorn 1368
Even in the wilderness my hide isn't safe from assassins and bounty hunters. We were waylaid by a woman who introduced herself as Lamalha, aided by three companions. They were two priestesses and two rogues. Quayle paralyzed one of the two Clerics, while I kept pelting the other (Lamalha) to interrupt her incantations. My companions took good care of the rogues, making sure we survived the encounter pretty much unscathed.
Day 74, 16 Flamerule 1368
It's taken us longer than I care for, but we've finally discovered the bandit camp! A gradual increase in the bandits' numbers as we trekked from the Larswood through Peldvale and further north told us we were on the right track. Like the bandits we met before, the groups we encountered along the way were all more interested in robbing us than in informing us of the location of the camp. Those bandits have been dealt with, and I foresee that our visit to the camp won't be any friendlier.
[note Blackraven: In accordance with my perception of William Tell the legend, I'm roleplaying William Tell as what I called a 'brutally honest' character. Therefore lying his way into the bandits' ranks and into the camp was not an option.]
Day 77, 19 Flamerule 1368
As expected, there was no warm welcome for us at the bandit camp. I approached what seemed to be a commander, clad in full plate mail, but he didn't care who I was and what I was doing there. He shouted a warning call, and before I knew it about ten men stepped outside a large tent, and dozens of bandits appeared from all parts of the camp. I shot a couple of bandits down to give the others a scare, but there were too many of them and they weren't intimidated by me. I hurried back to my companions to warn them that battle was imminent.
We've been enjoying a few days off at the FAI to recover and to discuss our next move. None of my companions have had dealings with the Iron Throne, but Jaheira told me that the Throne is a respected mercantile consortium. Personally I'm not sure if I have much respect for such trading companies, but given their reputation I find it surprising that they would engage in banditry. We will soon see if we can find the hidden Iron Throne base in the Cloakwood, but first we'll go and do some historical sightseeing in the area of Beregost and Nashkel. There are some ruins there that are said to be worth visiting.
Day 82, 24 Flamerule 1368
Our first historical destination was the Ulcaster School, once a famed school for magicians and scholars, but nothing much is left of that. The building had crumbled, and we discovered that any valuable items had long been plundered by treasure seekers. I'm nevertheless glad that we went to take a look for we rid the place of a number of great evils. There was an undead abomination so powerful that it could command the heavens to strike whomever it wanted with lightning, and it was completely resistant to my bolts. With overwhelming melee force we managed to take the creature down.
We're back in Beregost, and will soon venture into the Cloakwood.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
William Tell
lvl 6 Archer, 66 HP; ****Army Scythe, *Battle Axe +1, *Daggers, **Two Weapon Fighting; 462 kills (most powerful Shoal the Nereid); Ankheg Armor / Telbar's Studded Leather +2; items of note: Greenstone Amulet, Cloak of Displacement, Bracers of Archery, Boots of Grounding.
Imoen
lvl 7 Thief, 56 HP; *Shortbows, *Whistling Sword +2, *Quarterstaff; 94 kills (most powerful Drakar); Shadow Armor; items of note: Masterbelt, Boots of Stealth, Deep Red Ioun Stone; 1 death.
Ajantis
lvl 6 Paladin, 68 HP; **Bastard Swords, **2H Sword +1, *Dead Shot Longbow, *Two-Handed Weapon Style; 131 kills (most powerful Mustard Jelly); Full Plate Mail; items of note: Helm of Infravision, Gauntlets of Dex, Girdle of Bluntness, Boots of Avoidance, Algernon's Cloak, Ring of the Princes +1; 4 deaths
Khalid
lvl 6 Fighter, 78 HP; ****Varscona +2, *Axes, *Longbows; 191 kills (most powerful Flesh Golem); Full Plate Mail; items of note: Gauntlets of Weapon Expertise, Large Shield +1, Ring of the Princes +1; 3 deaths.
Jaheira
lvl 5/6 Fighter/Druid, 65 HP; **Club +1, *Quarterstaves, **Sling +1; 130 kills (most powerful Revenant); Ankheg Plate Mail; items of note: Boots of the North, Gauntlets of Weapon expertise, Ring of the Princes +1, Large Shield +1; 4 deaths.
Quayle
lvl 5/4 Cleric/Illusionist; 24 HP; *Ashideena +2, *Slings, *Short & Shield Style; 22 kills (most powerful Corsone); Adventurer's Robe; items of note: Robe of the Neutral Archmagi, Ring of Holiness, Ring of Wizardry, Cloak of the Wolf, Wands of Fire/Lightning/Paralyzation; 3 deaths.
Note that I did metagame with a couple of items (Ankheg Armor in Nashkel, Ring of Wizardry, Algernon's Cloak). The reason for this was to do something about the high death rate and the expenses on raising party members. There is no metagaming in terms of handling encounters though.
- Grimwald the Wise aime ceci
#11941
Posté 30 décembre 2014 - 06:28
Sounds like you're going well Blackraven - keep those bolts flying!
#11942
Posté 30 décembre 2014 - 03:25
Thank you Grond0. Unfortunately, Tell's bolts have stopped flying.
Day 88, 29 Flamerule 1368
William Tell's gone. My stupid insistence on taking on a group of Shadow Druids in the Cloakwood cost him his life. I was supposed to take care of him, so I cannot but feel like a complete failure.
We had traveled through the Cloakwood without encountering much trouble (except Spiders and Ettercaps we dispatched, and two Wyverns that ambushed us). At the Druid enclave, a few Druids recognized me and attacked us on sight, but we slew them. I then explained to my companions the vile ways of the Shadow Druids and urged them to seek out Amarande, their archdruid, with me so that we could put an end to the Shadow Druids' evil actions. In his treehouse he managed to conjure a Fire Elemental, a powerful ally, in spite of being hit repeatedly by Tell and Imoen. I'm sure Tell would have used his Bolts of Biting but he got charmed by one of Amarande's aides. An Insect Plague and a Chaos then had most of us lose control of ourselves, and Imoen suffered an even worse fate: Petrification. [Note Blackraven: in the following image you can see that three of the party were even stunned, I suppose due to a lot of Chromatic Orbs.]
[Note Blackraven: While I was busy getting Tell's companions into safety, I noticed a fraction too late that Tell's charm had worn off. I moved him toward the stairs and thought he was making it downstairs, when a Hold Monster hit him. The others were outside and too late to heal him. I also had no inivisibility that Quayle could cast on Tell.]
I'm disappointed with Tell's unncessary death, but it was a strictly roleplayed playthrough. The party weren't going to ignore Jaheira's pleas, and led by LG Ajantis and LG William Tell they weren't going to assassinate Amarande while still neutral either. They wouldn't even use short duration buffs. Instead, they would openly confront Amarande and if battle would ensue, then so be it.
The real problem though, is that Blackraven lacks the intelligence to process and respond to multiple actions taking place at pretty much the same time, and he also lacks the patience to hit the space bar every split second during battles involving a multitude of characters. This makes him particularly mediocre at playing full parties, and it has also cost him many a solo character's life.
@CKT, I'm afraid you're on your own again... unless someone else is joining the challenge.
- Grond0 et Grimwald the Wise aiment ceci
#11943
Posté 30 décembre 2014 - 05:10
@Blackraven: Sorry to hear about Tell. As you probably remember, Fire Elementals are immune to normal weapons and +1 weapons/ammo, so I would be surprised your arrows of biting would be of any help. Basically, you would need +2 weapons and ammo (very little +2 ammo, though I think the Durlag's merchant has some bullets), and there are so few of those - druids and clerics could summon some I suppose, then Spider's Bane, +2 Scimitar in Durlag's Tower, and Greywolf's +2 long sword and also +2 short sword from Torgal. I guess Martial Staff too from Ulgoths' Beard. A fire elemental is a vicious thing to summon against BG 1 player characters...
- Grimwald the Wise aime ceci
#11944
Posté 30 décembre 2014 - 05:24
@Blackraven: Sorry to hear about Tell. As you probably remember, Fire Elementals are immune to normal weapons and +1 weapons/ammo, so I would be surprised your arrows of biting would be of any help. Basically, you would need +2 weapons and ammo (very little +2 ammo, though I think the Durlag's merchant has some bullets), and there are so few of those - druids and clerics could summon some I suppose, then Spider's Bane, +2 Scimitar in Durlag's Tower, and Greywolf's +2 long sword and also +2 short sword from Torgal. I guess Martial Staff too from Ulgoths' Beard. A fire elemental is a vicious thing to summon against BG 1 player characters...
Thanks Corey, What I was trying to say (my wording was a bit unfortunate), was that Amarande got hit repeatedly by Imoen and William Tell but nevertheless succesfully summoned the elemental, [edit:] and that he would have used his Bolts of Biting on the elemental.
I didn't know about the +1 immunity btw, thankd for making that clear.
#11945
Posté 31 décembre 2014 - 10:50
Nereniel, TN Half-Elf Skald, 2nd and final update:
So he was up against Drasus and his gang.
That's imo one of the hardest BG1 fights with SCS. The good thing is that they can be safely ignored, but that leaves you without Boots of Speed...
- Blackraven aime ceci
#11946
Posté 01 janvier 2015 - 09:37
- corey_russell et Blackraven aiment ceci
#11947
Posté 01 janvier 2015 - 06:37
Gate70/Grond0 multiplayer attempt 66 - (3rd and final update)
Chanter, half-elf cleric / mage (Grond0) & Tuori, halfling shadowdancer (Gate70)
After a poor recent run with our MP attempts we made a decent start to the new year by taking this pair through their remaining BG1 challenges this morning.
They started off at the Bandit Camp where Tuori looked to backstab while Chanter supported with plenty of sleep spells. With the exterior clear they sneaked into the main tent where Chanter soon blinded Hakt. Venkt saved against 6 attempts to blind him, but was less successful against stinking cloud and a skull trap and various missiles soon finished him off - the others then didn't last much longer.
The duo then moved straight through the Cloakwood to the mine. A couple of stinking clouds were effective at pinning Drasus & co in place while some skeletons aided the assault. After sneaking down to find Daveorn, Tuori's stealth and some skeletons soon exhausted his spells and the mage had to resort to fighting with his staff. He made a decent attempt at that - hitting Tuori a couple of times - before he made the fatal mistake of turning his back on a disappearing shadowdancer ...
After selling junk and buying Tuori the Shadow Armour and Dagger of Venom the next stop was the City. The tomes and Helm & Cloak of Balduran were all secured without problems, along with the ogre gauntlets. For once, Larze was a pretty easy kill - that was largely thanks to Chanter surrounding Lothander with summons earlier and killing him for his boots of speed.
Sneaking into the Iron Throne yielded a few secrets and opened up the return to Candlekeep. Some skeletons helped deal with the phase spiders guarding the tombs there before the duo sneaked past dopplegangers to confront Prat. He was silenced, but it took a while to finish the others off and he recovered quickly enough to cast a lightning bolt and scorcher at Tuori - Chanter then gave him a taste of his own medicine with a wand scorcher to finish him off.
Back in Baldur's Gate Slythe was pulled out alone with a dispelling arrow and killed with the help of a couple of skeletons. At the palace a full complement of buffed summons helped occupy the dopplegangers while Tuori fired dispelling arrows and Chanter mixed MMMs with MMs. Liia still died, but Belt survived to point the way to find Sarevok.
Some summons from a newly purchased wand helped the pair defeat the skeleton warriors in the maze before a single skeleton persuaded Shaldrissa to cloudkill her own party in the Undercity - leaving an easy job of mopping up at the end.
In the temple Tuori fired a dispelling arrow to bring Sarevok out. Semaj teleported out in support, but landed in the middle of a stinking cloud and some skeletons. Although his saves appeared too good to be affected by the cloud he was taken to near death by the time the skeletons died. Meanwhile Tuori in running Sarevok round had alerted Angelo and Tazok, but had then hidden and left them at the other end of the temple. That appeared to leave Semaj as an easy kill, but Angelo is a wanderer and noticed that happening - with the result that Chanter and Tuori were targeted with exploding arrows. Fortunately they had potions of invisibility and were able to disappear and heal before using some wand summons to occupy Angelo long enough to be finished off. Another 8 or 9 charges from the wand were then used to keep Sarevok amused while he was worn down far enough to make him run.
Stats:
Chanter, cleric 7 / mage 7, 52 HPs (incl. 5 from Helm), 138 kills
Tuori, shadowdancer 9, 61 HPs, 128 kills, 2 deaths
- Blackraven aime ceci
#11948
Posté 01 janvier 2015 - 08:12
Nice! Congrats Grond0 and Gate70, best of luck in BG2.
#11949
Posté 01 janvier 2015 - 09:49
Congrats Grond0 and Gate70! Hope they can continue their success in Amn/ToB.
#11950
Posté 02 janvier 2015 - 03:55
- Blackraven aime ceci






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