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Baldur's Gate 1 No-Reload Challenge


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#12076
Grond0

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Dain - dwarf kensai (update 4 / rest 5)
 
A final mini-session before work saw Dain moving quickly towards the end game.
 
He rested again at the lighthouse area, picking up his second horror ability, before talking to Ardrouine.  He then did a quick tour round, collecting the reputation increases he had bypassed up to now to maximise that, before doing some shopping.
 
He didn't need either reputation or XP, but cleared the ankheg nest anyway (using a charge from Amulet of Shielding) just to keep in practice.  He also retrieved the tome from Durlag's Tower, using fireballs on a couple of battle horrors on the way.
 
Moving on to Baldur's Gate he picked up the tomes there without trouble, though he played safe by going to the temple for healing after taking some damage while going up Ramazith's tower.  He then sneaked into the Iron Throne to open up a route to Candlekeep.  On arrival there he went straight to give himself up and has just rested in the catacombs to get DUHM as his fifth Bhaal power.

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#12077
corey_russell

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Grondo said...

All of his kensai descendants have had poor HPs and Dain is no exception.  However, at 60 HPs at level 6 he's only 6.5 below the expected average which should be no problem.

 

Presumably you meant predecessors rather than descendants - otherwise, how did Dain have kids, he doesn't even have a romance going being solo!

 

And if he did have some, you should definitely include what's going on with your kids as part of your write-up, that would make it different than other runs...



#12078
Blackraven

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Galatea, Elven Enchantress, 3rd update
 
From Renouar's diary:
 
Day 10, 11 Mirtul 1368
 
Today is my tenth day with Galatea and her companions. Initially I led them to Beregost thinking our paths would diverge from there, but here I am, still around. I think that's good for them because they're wanderers and they have use for my guidance in the wilds. I benefit as well, because they've been most helpful so far in my hunt for defilers to punish. We've dealt with Flinds and Gnolls, different types of undead and several Hobgoblins west and southwest of Beregost for example. Some of our battles were not easy to execute efficiently and safely. The Gnolls for example we had to keep at a distance from various members of our party because they seemed capable of slaughter in a single blow with their polearms, and the Skeletons would spread so that they could attack from different sides with their throwing knives. It taught us that for all her strength and bravery, Alippa can't protect the party all by herself, at least not at all times. At one point, during combat with a group of two Flinds and three Gnolls, she called Brother Boniface and instructed him to join her. The Gnome looked none to happy with the prospect of measuring himself against the monsters in melee combat. For a moment I saw him struggle for words, probably for some type of excuse. Would the call have come from another, he might have simply abandoned the party, but I've seen the little trickster eyeing Alippa. I think he likes her. And so he joined our Dwarven companion. Her patting him on the shoulder after battle was done, must have been a promising reward for the Gnome. And the party is surely better off with two meleers.
 
I do feel some of the companions can be a bit rash in reaching for their weapons. Especially young Sholla has made herself known as an eager and ice-cold killer. It was the Halfling who initiated the party's attack of a second wolf (after the one killed on the Lion's Way a week ago). It pained me to see my companions needlessly slay one of nature's children. But I cannot blame them, for a few months ago I'd have done the same if a wolf would come upon my lands to prey on my cattle. Malar must have read my thoughts though, because I've gained an ability that allows me to charm wild beasts and have them hunt with me and with the party.
Anyway, as the wolf lay dead, a rooster approached us and introduced itself in the human tongue as Melicamp. It urged us to bring it to Thalantyr the Conjurer at the High Hedge, not far from my old home. The wizard would restore the rooster to its original, human form. Welter suddenly felt hungry and suggested we roast the animal, but Galatea observed that the rooster formed a convenient pretext for meeting with the famed wizard, who is known to be unwelcoming to visitors. So we traveled to the High Hedge, impressively, the wizard succeeded in retransforming Melicamp.
After it, Thalantyr let us peruse his wealth of enchanted items, magical potions and spell scrolls. There was something for most of us, but we didn't have enough gold for even half of it. Debates broke out, with Sholla making a case for an ioun stone that enhances the user's dexterity, Welter insisting on the purchase of an ioun stone that would increase his lore so that we could finally identify some of our loot, and Alippa and Boniface argued over items that would decrease their susceptibility to spells etc. This could have become ugly, but Galatea really stood up at that moment as the party's leader. She told us that together we had the potential to become a true force on the Sword Coast, but in order to fully exploit that potential we had to stay united in spirit and in deed, and yes, we'd have to start making money so that we could afford the best possible gear.
So we returned to Beregost to look for jobs, and we got one working as bodyguards for Silke the Bard, to protect her from a couple of thugs that were allegdly after her. Those 'thugs' proved to be innocents when they showed up, but Galatea, a lady of her word, instructed us to see the job through even if she hadn't been amused with Silke's false tales. Welter then asked Silke to have a look at some of his scenes and sketches, but Silke told him off quite rudely. Sholla took that as an invitation to pelt the thespian with her darts to see if that would change her mind, and soon all of us ended up attacking our former employer. Silke Stoneskinned herself and tried to cast a number of spells, but our onslaught was simply too much for her. [Note Blackraven: 12.5 APR, thanks to 3 Dart throwers is no joke against spell casters.]I took her enchanted staff from her corpse, and we also found a number of potions on Silke and her 'thugs'. We all appreciated Sholla's loyalty with Welter, but her initiative had taken us by surprise. We agreed that next time anyone planning on launching an attack would have to give the others some kind of signal first.
In one of the inns we were confronted by a bounty hunter, a Dwarf who was after Galatea's head, but a Command by Boniface and our collective attack ended his life before he could even lay a finger on Galatea. No one had any idea why there would be a bounty on Galatea head, not even the Elf herself. 
 
Another job we accepted was to hunt down four Half-Ogres for Bjornin, a wounded Paladin residing at the Jovial Juggler Inn. We found them southwest of Beregost. I think we would have never been able to beat those hard hitting monsters, especially when three Gnolls came to their aid, but two carefully cast Sleeps by Galatea (who really risked her neck there for the party), turned that battle into a slaughterfest for us. Further west, near the coast, we accepted another job: guarding an excavation site from possible bandits for an archaeologist named Charleston Nib. Not much later Nib's associate made us a much more lucrative offer, which involved killing Nib and his diggers. Sholla and I suggested we went for the second option, but Galatea explained that much as she regretted having given her word to Nib, she could not detract from it now. She was backed by Alippa, her trusty lieutenant, who seems to be of the same mind as the Elf most of the time. Boniface and Welter weren't around to give their opinions. The Gnome had already entered the chambers that the diggers had laid bare, and Welter was nowhere to be seen. In the end the four of us settled on helping Nib and killing the associate for his gold after that. As we entered the chambers, the diggers all went berserk for some reason, much to the joy of Brother Boniface, who explained that the place was ancient shrine devoted to his deity, Talos, or Kozah as the Stormlord was known long ago. The Gnome urged us to kill the diggers, as offerings to his deity, and not to touch anything.
When we left Nib's associate was nowhere to be seen, so we decided to just go looking for Welter. We found him soon enough, amusedly exchanging riddles with a stranger that had just slain a seemingly innocent family of commoners. The stranger looked like a dangerous fellow, but Welter told us to trust him (not easy for most of us), and travel with the man to Nashkel. We did, always having the stranger closely watched, and were rewarded 1000 GP at the Temple of Helm for bringing him there. Turned out the man was a former guard captain who had killed people with a greatsword that makes the wielder go berserk.
At the Nashkel Carnival the reward plus about 2000 more was spent on a suit of Caster's Chain that would allow Welter to cast spells. Galatea had decided that she would help Welter learn to practise the arcane arts, so that our party will consist of two divine and two arcane casters. But Welter wouldn't be casting any spells in his regular chain mail, hence his new armor. The Jester was as happy as a child, and covered amused Galatea's face with kisses. Hopefully these gestures will keep Welter, one of the more volatile members of our crew, in check.
Back in Nashkel we were in for a nasty surprise went we entered the local inn and faced another bounty hunter, a priestess this time. We started off well with Boniface commanding our foe to sleep. But then with a single spell she held Alippa, Boniface and Sholla (who had strangely tried to attack the priestess in melee). With difficulty, Galatea, Welter and I interrupted her further spellcasting, but that didn't keep her from attacking Sholla with her club. I kept our companion alive curing some of her wounds, and when Sholla was again close to dying Galatea too, somehow cured Sholla's wounds. Welter and Galatea took turns launching magic missiles at the priestess using a wand, until our foe fell. Never in the past tenday had any member of our party come so close to dying as Sholla. We reminded her that she's deadliest launching her darts, especially if she poisons them. The Halfling thanked us for saving her hide, and promised to be more cautious in the future.[Note Blackraven: Sholla attacking Neira with her dagger was an oversight on my part. I noticed too late that she was wielding her dagger rather than her darts.]
I asked Galatea afterwards when and where she had learned to cure wounds, and she told me she didn't rightly know. "It just came to me," was all she said. There's something about that Elf. I can't rightly put my finger on it, but she's 'different' somehow and the bounty on her head tells me there are people out there who know it and whose intentions with her aren't any good. She needs the party more than anyone else. Good on her that she's doing a fine job at molding our band in a cohesive unit.
 
I'm not sure what our next move will be, but I do know that much gold still has to be accumulated for scrolls, potions and equipment for the party. 
 
***
Note Blackraven:
This session saw the first level-ups. The companions all have about 3300-3400 XP each, meaning that Galatea, Alippa and Renouar are lvl 2 atm, and Boniface, Sholla and Welter lvl 3.

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#12079
Grond0

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Presumably you meant predecessors rather than descendants - otherwise, how did Dain have kids, he doesn't even have a romance going being solo!

Just referring to my earlier kensai attempts.  In Tolkien's mythology Thorin was the son of Thrain, who was the son of Thror, who was the son of Dain ...

 

Dain - dwarf kensai (5th and final update / rest 6)
 
Dain smacked down various spiders, basilisks and Prat's gang as he escaped from the Candlekeep catacombs and returned to the city.  He loaded up on potions to give Slythe no chance and then saved both dukes at the palace despite his horrors affecting only a single doppleganger.
 
He depopulated the maze, but then bypassed the Undercity party before taking a final rest outside the temple to get his last Bhaal power.  Inside the temple he pulled Sarevok out with an axe thrown from extreme range, then quaffed multiple potions and used DUHM before engaging.  He got Sarevok badly wounded before suffering a critical hit and having to go invisible to regenerate.  I thought his second assault would be successful, but once more Sarevok produced a critical to force Dain to go invisible.  After a bit more regeneration he attacked again and this time landed an immediately fatal blow.
 
On the way out he used a scroll of magic protection to take care of the Undercity party and cleared out the inhabitants of the maze in areas off the beaten track.  Then he reported to Duke Belt for duty in Athkatla.

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#12080
corey_russell

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Congrats once again Grond0 - hope your Kensai lives long in Amn/ToB.



#12081
Blackraven

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@Grondo, 'grats and best of luck in Amn



#12082
Grond0

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Gate70/Grond0 multiplayer attempt 70 - (2nd and final update)

St John, human berserker (Grond0) & Vargus, human kensai (Gate70)

 

This fighting pair made pretty light work of the remainder of BG1, although there was one close shave against Daveorn.

 

In the Nashkel mine Mulahey was rather cheesily defeated when he talked to Vargus, but he didn't immediately reply - meaning that Mulahey was cut down while still waiting for an answer.  Outside the mine the amazons should have had little chance against a raging St John, but a control error meant that rage wasn't activated initially and St John had to save against confusion before being able to go berserk and complete the job.

 

Nimbul and Tranzig didn't trouble the scorers and the duo soon found themselves at the Bandit Camp.  The outside area was swiftly cleared before St John raged and led the way inside.  The opponents managed to survive that rage, but only Britik was hanging on and he soon fell.

 

In the Cloakwood St John used his free action ring to make the path through the web traps easy on the way to the mine.  There 2 fireballs from distance killed the mages and melee sorted out Drasus and Genthore.  The duo made their way through the mine easily enough and successfully tanked the battle horrors.  However, Daveorn nearly proved fatal when he released a lightning bolt at Vargus.  The bolt bounced through a wall and unerringly sought out St John near the entrance, hitting him twice before bouncing away.  Despite the fact that any reasonable spell would have shot its bolt by now he didn't trust it and quickly took an absorption potion - a good job too as the lightning once more went through a wall and would have killed him without that protection.

 

In Baldur's Gate the only targets were the tomes and the Helm of Balduran.  St John then sneaked into the Iron Throne before reporting to Duke Eltan and being sent back to Candlekeep.  He used a firebreath potion there to quickly account for some phase spiders guarding a tomb and used another of those against Prat on the way out.  Before returning to the city the duo detoured via Durlag's Tower to get the last tome.

 

Against 2 fighter types Slythe was heavily outmatched and failed to get a strike in.  The palace was also comfortable enough, with both dukes surviving.  After fighting through the maze a bit of running and fighting dealt with the Undercity party before moving on to the final combat.

 

Sarevok was pulled out alone, but an initial shot with a dispelling arrow missed and he got one attack in on Vargus before he took a potion of invisibility.  St John did the same and both of them buffed up before ganging up on Sarevok.  He didn't like that at all and only had time for 3 attacks of his own (all of which missed) before making a run for it.

Sarevok_zpshe8dta5x.jpg

 

Stats:

St John, berserker 8, 100 HPs (incl. 5 from Helm), 205 kills

Vargus, kensai 8, 68 HPs, 166 kills, 0 deaths


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#12083
corey_russell

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Congrats guys! Hope this interesting duo can go far in Amn/ToB.



#12084
Grimwald the Wise

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Grond0 and Grond0/Gate 70 Congrats.

 

You've blazed your way through before I have even started. :)

 

Now starting with an elven fighter/conjurer using the power of modmagic.

 

Baldr000.jpg

 

I was panicking when my moonblade was stolen as I knew how deadly its loss could be. However I found it on the body of a well equipped assassin in Candlekeep.

 

I did well to best him for he had good equipment, most of which I am unable to use.

 

After the ambush that killed beloved Gorion I headed south to throw the assassins off my scent.

 

It worked, for I reached Nashkel without incident.

 

There and thereabouts I found some bracers that were almost as good as my armour. As they enable me to use magic, I will use them in preference to armour.

 

I also found a wand of frost and a ring of fire protection.

 

With this equipment, I thought myself strong enough to take on the fearsome spiders on Beregost.

 

When they attacked me I fled to an inn where they followed me upstairs. I charmed Algernon who proved to be of little help.

 

He might not have helped, but his cloak did!

 

With it I charmed some of those Morninglords together with their entourage.

 

Despite their fancy equipment they proved to be nowhere near as strong as the spiders.

 

After the death of a number of the Morninglords I managed to charm the spiders.

 

I then used my mini-army to take on Silke and Karlat.

 

My army won.

 

Baldr001.jpg

 

We then took on Tristan and Isolde with the help of some charmed hobgoblins.

 

I was forced to use my wand of frost against Tristan. Sadly this meant that I lost his excellent sword and armour. :(

 

However, I just used my trusty sword to defeat Isolde. She had good equipment including a throwing dagger +2. :)

 

We eventually arrived at The Friendly Arms Inn. We were a bit late, but we had survived.

 

I charmed a caravan guard to take on Tarnesh and after our victory, we went on to defeat the hobgoblins. The guard did not survive, so we are now using his sword and armour. I can use magic when wearing the mithril armour. :)

 

Using "charm" and "invisibility" I took on some more assassins to the south.

 

It was a close battle but we won.

 

Baldr002.jpg

 

They wasted their magic on my charmed army.

 

Baldr003.jpg

 

Their use of the spell entangle actually proved fortuitous.

 

Baldr004.jpg

 

And we eventually prevailed.

 

Baldr005.jpg

 

After fighting hordes of kobold, I discovered that my charisma had dropped.

 

Baldr006.jpg


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#12085
ussnorway

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@Wise, should she only have 10 health?



#12086
Grimwald the Wise

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@Wise, should she only have 10 health?

 

Don't know where your 10 health comes from. It is currently 36.

 

A fight with a cow restores my charisma somewhat.

 

Baldr008.jpg`

 

 

After helping Alanna, HP 40, a hero, and with the help of the cloak Charisma 25. Time for shopping I think.



#12087
Grond0

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Don't know where your 10 health comes from. It is currently 36.

I think she was looking at your starting character record.  10 looks correct - 10 for fighter and 4 for conjurer averages 7 and then 3 for the constitution bonus.


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#12088
Grimwald the Wise

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Last post for Nienna in every sense of the phrase. :(

 

Those Dark Side Assassins in the mines did for me. Should probably have just slunk past using invisibility or charmed some of them. The latter possibly not a good idea with the high resistance to magic of duerger.

 

I tried to discover a way of fighting them and came to the conclusion that I needed to get more experience before taking them on.



#12089
Grimwald the Wise

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I was about to use the Messiah Paladin Kit.

Looking at the spec, I thought that it should start out ultra powerful, but that as time went on, that would no longer be the case.

Intelligence, Wisdom and Charisma are all fixed at 18, so there are no dump stats.

I actually rolled a character that had stats of 18 in everything except dexterity of 11. Rolling 99 was incredibly easy.

The dexterity problem would have been solved with the gauntlets of dexterity.

 

Then I discovered that as well as it being impossible to change armour or weapons, it is impossible to equip the sword.

Weapons and armour are great for BG1, but it would be impossible to upgrade him with better weapons/armour.

Also impossible to wear rings and amulets. That I am sure is deliberate, but not being able to use his magical sword will I imagine be a bug. I could only knock enemies out!

 

I think that is one kit for the bin!

I thought that it would be weak in the end game, but no, it is weak at the start :angry: as well.



#12090
Grimwald the Wise

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Since the Messiah kit doesn't work, I am trying the Elven Paladin kit.

 

Baldr000.jpg

 

In Candlekeep I recovered my Moonblade and am now heading off in search of safety.

 

Anyone know what the spell "elven privilege does/" It's a spell for the elven paladin which I think is in the RTT kitpack.



#12091
corey_russell

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Wise:

 

No wonder you asked about elven privilege - that's a very hard thing to find info about! However I found this screenshot in an obscure forum somewhere:

 

ElvenPrivilege_zpsa98236b8.jpg

 

Corey

 

EDIT: This is a super powerful ability, and with ToB abilities (like hardiness) sounds almost unbeatable. Extra 1/2 attack is pretty huge too. I would use this all the time if I had it, makes lay on hands look like a wimpy ability, lol.


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#12092
Grimwald the Wise

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It is indeed powerful, but you are limited in how often you use it per day.



#12093
Blackraven

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EDIT: This is a super powerful ability, and with ToB abilities (like hardiness) sounds almost unbeatable. Extra 1/2 attack is pretty huge too. I would use this all the time if I had it, makes lay on hands look like a wimpy ability, lol.

Can the Elven Paladin use Flails as well? If so, then + Privilege + Hardiness + Defender of Easthaven = getting healed when getting hit :D 
In fairness, I think a Barbarian/Thief could achieve the same with innate damage resistance + Hardiness + Jan's Armor + DoE Flail, so in that respect it's not more overpowered than a vanilla character could become, with some difficulty.

Anyway, best of luck with Swiftblade, nice portrait too.


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#12094
Grimwald the Wise

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Made the portrait from a picture I found on the web. I've made a few recently. I enjoy doing that. :) It makes the character mine.

 

The time it takes to cast elven privilege makes it unsuitable for use in the midst of battle, and presumably it can be dispelled too, so it might be that great against mages who cast dispel magic, or cast breach and the like.


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#12095
Grond0

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I agree you wouldn't be able to cast it in the midst of a tough battle, but I don't think it should be dispellable - innate abilities (like hardiness and Bhaal powers) can't normally be dispelled.



#12096
Grimwald the Wise

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One of the slight problems with it is that there is no icon to show when it is active. Just as well that you cannot use it all the time. In my current run I have found that it is most useful in ending a deadlock. (Nobody hurting anybody)



#12097
Blackraven

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Made the portrait from a picture I found on the web. I've made a few recently. I enjoy doing that. :) It makes the character mine.

 

Yes, I always do that with my characters as well. For the reason you mentioned. 
Recently it tends to happen a lot that I like a portrait so much, that I decide to create a character for it. (Rather than doing it the other way around, i.e. deciding on race/class/alignment/proficiencies and finding a fitting portrait).  
----------------------------------------------------------------------------------------------------------------------------------------
Galatea, Elven Enchantress, 4th update
 

From Sholla's diary:
 
Day 11, 12 Mirtul 1368
Am a bit bored. We're in the barren lands east of Beregost, sent by that unctuous Lathandrite from the Song of the Morning Temple to stop a Gnome named Mutamin and his Basilisk pets from petrifying people and animals. We had a green scroll of protection from petrification, so I offered to use it and go hunting, the others however voted for Alippa to get the job done. (I wonder whether my companions are fully aware of my abilities, of the fact that with my poison I could kill a Greater Basilisk as easily as I could either one of them.) Already a few hours have passed, and we're just sitting here doing nothing until Alippa returns....
***
Finally some action. Alippa kept us waiting for a long time, which had Galatea worry. So the Elf sent me to search for the Dwarf. I quaffed a potion of invisibility and went on my way. I saw her finish off Mutamin with a Ghoul(!) helping her for some reason. I would have helped as well, but kept quiet as there were still two Basilisks around that would have surely petrified me. Nice to have seen some of these mythical creatures alive.
Alippa had some interesting loot for Galatea from Mutamin and the Basilisks. It included a scroll of Knock, which the Elf successfully scribed into her spellbook. I was pleased with that, because lockpicking isn't my forte, and now I no longer need to feel bad about that and I can focus on my traps and stealth. [Note Blackraven: a nice random drop from one of the lizards.]
 
Day 12, 13 Mirtul 1368
We rested and found that the next day had some more action for us in store in the same area. Four adventurers picked a fight with old Renouar. Wrong decision it turned out. Malar must have rewarded the oldtimer for the Basilisk hunt (even though he hadn't been actively involved in it), because the Avenger cast a Web on our foes, an ability he didn't previously possess. After it, the adventurers were defenseless against our ranged attacks. One of them dropped a pair of defensive bracers that protect armorless Galatea a bit better.
 
Day 15, 16 Mirtul 1368
Keldath rewarded us for our efforts with some gold, and then sent us on an even more lucrative mission (5000 GP!), that of getting rid of Bassilus the mad Cleric of Cyric, southwest of Beregost. We've just accomplished that task. Ever merry Boniface (that one has more of a Hobbit spirit it seems than I do), Silenced the priest before the latter could hurt us. So all we had to do is pound at the Cyricist and launch our missiles at him. One of my darts finished him off. The priest dropped a Hammer that Alippa took as her melee weapon. Before we returned to Beregost to claim our reward, we had a pretty much risk-free encounter with three Hobgoblins thanks to one of Renouar's Webs. An enchanted short sword, now wielded by Welter, was the main prize.
 
Day 20, 21 Mirtul 1368
In Beregost my suggestion to travel to Baldur's Gate, where jobs and coin should abound for us, were heard but my companions wanted to first do some more exploring of the wilds west of the Coast Way. I couldn't really blame them because up till then we'd had some profitable dealings in the wilds. And indeed our subsequent excursions proved worthwhile as well. In the Cloudpeaks we taught bandits and bullies not to mess with us. Among other things it yielded us a pair of Bracers of Archery that I'm now using. We helped a Dryad against two men intent on cutting down her tree. We did so mostly because Galatea, treehugging Elf that she is, and Renouar wanted us to. The others, including myself were indifferent, but at least killing one of the men yielded us an enchanted belt.  
We also had a run-in with a band of Gnolls (a prelude to what was to follow). Their leader Ludrug challenged our best warrior to a duel, and he picked me. I honestly had to hide my surprise and contentment at this Ludrug's ignoring of Alippa. Anyway I pelted him with my darts, until he acknowledged his defeat. Moments later poor Ludrug fell, because I'd poisoned my darts hehe. Many more Gnolls awaited us at a fortress by the coast, west of the Cloudpeaks. Although the odds were overwhelmingly in their favor, we managed to slay each and every one of them without much difficulty. Alippa and Boniface did a fine job in the front, and the others, including myself, contributed with ranged attacks and spells. A successful expedition but the rewards were scant. We found nothing of value in the area apart from a pair of gauntlets that slightly increase Alippa's agility and a magical tome that seems to have enhanced Galatea's already dazzling comeliness. (I kind of feel sorry for her, having to travel with a sleezy Gnome, a nutcase Jester, and Greybeard who's more than old enough to be her father.) Ah, I almost forgot: we also met a woman dressed in rags. She had been a prisoner at the Gnoll Fortress. She asked to join us, but Welter scared her off when he proposed to marry her and give her 'a nice, long, wet kiss to seal the bargain' (his words).
 
Day 28, 29 Mirtul 1368
Further exploration of the coast has proven more profitable than our sacking of the Gnoll fortress. I lent Alippa a potion of clarity from my personal collection of potions that I brought from Candlekeep, which she used together with an oil of speed to slay six Sirines that were barring our way to a pirate cave. Inside the cave I disarmed a number of traps and we dispatched three Flesh Golems to find some very nice treasure stashed away in a pool. It included various enchanted darts that I kept for myself, potions, an enchanted cloak, and an enchanted tome that was read by Galatea. [Note Blackraven: all characters were already strong in the DEX, CON and INT departments, so I decided to give the CON tome to Galatea, who might have use for it in case her familiar, the Imp whose Polymorphs I might use time and again, passes away. I'm still undecided about the other tomes though.] Further north we dealt with all manner of Ogre fighters, and we had an interesting encounter with a Nereid, a creature almost as alluring I'd say as Galatea. Alluring enough it was for Welter to eagerly receive its death kiss, which came as no surprise after his being turned down by the woman at the Gnoll stronghold. (A true fool that Half-Elf, but I wouldn't have him any other way.) We attacked her to avenge Welter's slayer, but she soon yielded and offered ro raise Welter. We accepted and she did raise Welter, but after that we saw her summon an Ogre Mage she was obviously in line with. The Ogre Mage looked dangerous, but Galatea stunned it with a wand of paralyzation, and we ended up killing both the Ogre and the Nereid with ease.
 
We're currently back in Beregost but we'll soon travel to Baldur's Gate, finally.... 

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#12098
Grimwald the Wise

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Swiftblade has returned to Beregost after killing Tazok at the bandit camp. After killing Tazok I killed Brutus Bloodthirsty and his gang,

 

To get to that point, he cleared most of the bad guys to the west of the Nashkel Road. I was a bit worried about enemies that could use charm or hold as a solo player can be wiped out by such tactics. Elven Privilege seems to be sufficient to deal with the like, though I did use it in conjunction with protection from evil.

 

Two battles were touch and go. There was the battle against Tristan and Isolde. I just managed to keep out of range of Tristan's sword. It has put an end to many of my runs.

 

The other one that was close was when fighting the assassins in the basilisk area. Swiftsword got held there, but only after she had wiped out all but one of the assassins. The spell ran out and after that the battle was won.

 

Swiftsword is now well on the way to level 9. :)



#12099
Grond0

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Gate70/Grond0 multiplayer attempt 70{2} - (update 1)

St John, human berserker (Grond0) & Vargus, human kensai (Gate70)

 

After their unfortunate end at Kangaxx's hands, we spent some time this afternoon giving the same pair another opportunity to progress from Candlekeep.  So far so good as they've successfully followed a well-trodden path around the Sword Coast far enough to overcome Daveorn.

 

We've been playing relatively aggressively, but still managed to avoid any really close shaves.  Possibly the nearest to death occurred when Vargus was down to about 16 HP and found himself in the middle of a bandit ambush.  He immediately responded by taking a healing potion, though in fact he would have survived without it anyway - his HPs are rather better than the previous attempt (though St John's are worse, still being less than Vargus after using the constitution tome).

 

Stats:

St John, berserker 7, 72 HPs, 166 kills

Vargus, kensai 7, 73 HPs, 128 kills, 0 deaths


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#12100
Grimwald the Wise

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Diary of Swiftsword

 

The journey to Baldur's Gate has been fairly swift. (For me anyway).

The battles that were noteworthy were the bandit camp which I was beginning to get concerned about, but no more enemies turned up and so although I only had a quarter of my HP, in the end it was fairly comfortable.

 

Every time that I met elite talons I was reduced to 50% of my HP.

 

However, even with his back-up team Davaeorn was never a problem.

 

At the fist I have a problem. The lower level of the compound is corrupted so that the game crashes every time that I try to enter.

I can use "Moveto area" to see the duke, but cannot finish the seven suns quest etc.

 

I thought that using createcreature would solve the problem, but in shadowkeeper there is only one version of scar i.E. _SCAR.CRE

 

Is there another version?


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