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Baldur's Gate 1 No-Reload Challenge


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#12351
Grond0

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Bards' Lament (2nd and final update)
 
A spot of early morning doziness resulted in a Soulful end to this run ...
 
The band's first gig of the day was to play for Charleston Nib.  He didn't seem to enjoy their song though (I don't remember him going hostile before - I think I must have attacked a digger before it turned hostile).  They left him alone in the tomb, but outside the Doomsayer was a valid target and with 3 people attacking him with magic missiles he didn't last long.
 
Similar tactics accounted for some battle horrors at Durlag's Tower before they went inside.  With 2 characters having protection from petrification I intended to hunt some basilisks, but got chased downstairs to the basement by a number of ghasts appearing.  There were more arriving out of rooms there and after they were dead I sent a scout to check one of the rooms to see if there were any left.  I knew there was a trap there, but had remembered it as a hold trap (rather than a flame strike).  Even so it probably would have been a good idea to check I wasn't using the PC as the scout!
Death_zpsvmrmss3g.jpg

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#12352
Grimwald the Wise

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Sorry to hear that it is the end of the song for your bards Grond0.



#12353
Grond0

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Wrecking Crew XII (update 1)
 
The assassins and bards were both relative wimps and unforgiving of my perennial mistakes, so I thought I would go back to my old love of a bunch of dwarven fighters.
 
In the past I've tended to generate stats for those with strengths of 18(90)+.  However, in this run they won't have access to any potions and I decided to go for the max.  Some time later a full crew with 18(00) strength was in place.  However, talking about unforgiving mistakes the Wrecking Crew XI run lasted all of a minute or two as I forgot that in this installation calls for help travel between areas.  Trying to punch the nobleman upstairs to stop him calling for a guard therefore led to the whole of Candlekeep going hostile, leaving no way out.
 
Restarting, the Crew have made some initial progress.  Heading quickly for the basilisk area the green scroll allowed the separated monsters to be shot down by Hacker acting as solo.  Korax tried having a go at Mutamin, but without success, and the others while finishing off the mage left 2 of their number decorating the field.  It was lucky that the greater basilisk then contented itself with gazing at Hacker's sleeping form rather than attacking it in melee - allowing him to eventually wake up and shoot it and the nearby lesser basilisk (in this installation that can't be attacked or dragged away without alerting Mutamin).  As a reward Mutamin had a Robe of the Good Archmagi that sells for a pretty penny.
 
After returning from the temple with stone to flesh scrolls, Kirian's mob were next in line.  They also caused a certain amount of trouble, with Mincer being held for most of the combat - but everyone survived there.  Looking for more quick XP they cleared the ankheg area, everyone getting to level 4 in the process.  They've just looked in at Ulgoth's Beard, but decided the Greenstone Amulet is too expensive at the moment and they'll come back when reputation is higher.
 
Beater%20L4_zps0bs7w2uh.jpg
Stats:
Beater, fighter 4, 40 HPs, 23 kills
Slicer, fighter 4, 47 HPs, 12 kills, 0 deaths
Mincer, fighter 4, 45 HPs, 22 kills, 0 deaths
Crusher, fighter 4, 46 HPs, 30 kills, 0 deaths
Hacker, fighter 4, 44 HPs, 47 kills, 0 deaths
Slasher fighter 4, 44 HPs, 26 kills, 0 deaths

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#12354
Grimwald the Wise

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I always spend all my money except for 1gp. I then pay the fine of 1gp. No great loss. Criminals always know the law. When I interrupted a smash and grab raid at a jeweller's shop, the first thing that the thief did was throw away his hammer so that he couldn't be accused of having an offensive weapon. He then ran for the getaway car!

 

After paying the fine you can then pick up the contents of the chest. Don't take the gold before speaking to the guard or you will lose it when you pay the fine.



#12355
corey_russell

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@Grond0 - sorry to hear of the relatively quick demise of the bards - guess they are better as supporting characters, rather than a full group of them. Hopefully the Wrecking Crew can tear up the coast and Amn, and maybe even the Throne of Bhaal.


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#12356
Grimwald the Wise

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Diary of Dritzz

 

I continued down the road from Beregost to Nashkel killing all those who would prey on the weak.

Once that was done, I helped Prism, reunited Rufie with its owner and helped a dead cat and a dryad. Went to the gnoll's fortress, but as yet have not met up with their prisoner. To the north I gained some boots for killing a mountain bear.

 

I then returned to Beregost where Silke picked a fight with me. She used a lightning bolt which killed those that she wanted me to kill. (Completely unplanned by me onn this occasion. They weren't charmed.) Silke was brought to the point of death by the spiders of which she killed two. However, I killed both her and the remaining spiders.

 

Karlat was next and I am now going in search of Perdue's Sword.



#12357
Grond0

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Wrecking Crew XII (update 2)
 
The Crew did various reputation quests with no problem as well as clearing the Cloakwood (once more getting the boots of speed from Sendai as well as acquiring the Shield Amulet from the cave in the Gnoll Stronghold).  With reputation at 20 and everyone at level 5 they went back to Ulgoth's Beard and bought the Greenstone Amulet and ring of invisibility.  With nothing else needed there they also attacked Dushai - successfully beating down stoneskins and mirrors just before he launched his first aggressive spell.
 
In the Nashkel mine the kobold shaman scared Mincer, but fortunately most of the potential enemies nearby were already dead and this ghoul lasted only moments after spotting him.  Mulahey managed a holy smite, but that didn't do much damage before his morale broke and he tried to make a run for it in vain.  Emerging from the back door they cleared the valley of the tombs - the revenant paralysed 2 of them, but even with everyone using non-proficient magic weapons he fell quickly.
 
Arriving in Nashkel again Nimbul panicked under an assault, but still managed to go invisible and, after healing, unleashed a minor sequencer magic missile at Beater that did an uncomfortable amount of damage. Shortly afterwards though he panicked again and this time there was no escape.  Tranzig also did a bit of damage with 2 characters slowed and 2 horrified, but the hard work was rewarded with the Golden Girdle.  
 
The Crew got a lift to the Bandit Camp hoping to get some useful equipment from Tazok.  He took 45 damage after giving up the fight initially, which I think must have taken him to the brink of death - but unfortunately not quite over.  Rather than attack the camp immediately they then travelled around until Molkar tried to ambush them.  That was a difficult fight on its own and the first death resulted (not counting stonings) when Hacker fell to magic missiles before they eventually triumphed.  I attacked Halacan initially in that battle, but took quite a while to kill him through stoneskins and mirrors and I think it would have been better to attack the others first.
 
A bit more travelling and Lamalha turned up to have a go, but without a mage she and her cronies were smacked down quickly.  That triggered a return to the Bandit Camp where an initial running fight killed quite a few of the Black Talons and Venkt as well.  Several of the group were slowed though and they ran away before anyone died.  Coming back again I thought I might be able to beat up the remaining enemies, but a nasty hit from Britik put Hacker in trouble and he died from Hakt's poisonous arrows - they did though get revenge on Hakt and pick up his bow before running for the FAI temple.  Coming back for the third time most of the missile troops were already dead and in fact none of the Crew took any further damage finishing Taugosz and the rest of them off.
 
Before going to the Cloakwood the Crew took a trip to Durlag's Tower.  With Mincer now dressed in full plate the battle horrors required a critical to hit him and even non-proficient magic weapons proved more than enough against them.  They also killed the ghasts that had been indirectly responsible for Soulful's death and picked up the tome.
 
In the Cloakwood I intended to help Aldeth, but spoke to him with the wrong character and he sent the Crew away.  In the second area the ring of free action allowed Mincer to lead various spiders and ettercaps to their doom - getting everyone to level 6.  They're about to invade Centeol's nest.
 
Stats:
Beater, fighter 6, 53 HPs, 120 kills
Slicer, fighter 6, 69 HPs, 93 kills, 0 deaths
Mincer, fighter 6, 68 HPs, 130 kills, 0 deaths
Crusher, fighter 6, 65 HPs, 145 kills, 0 deaths
Hacker, fighter 6, 61 HPs, 191 kills, 2 deaths
Slasher, fighter 6, 66 HPs, 141 kills, 0 deaths

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#12358
Blind_Visionary

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Elowyn met up with an elven Ranger, Kivan; and a dark elven cleric, Viconia. Unfortunately, bandits killed Viconia as they were traveling the countryside. Elowyn recruited another cleric who had been entraped in stone, Branwyn. Together, they took care of Bassilus, then went on to harvest some ankheg shells, and helped a demon take his dog back home to the nine hells...


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#12359
Grond0

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Wrecking Crew XII (update 3)
 
The Crew slaughtered their way into Centeol's nest - everyone successfully saving against giant spider web spit - though a mis-click on Tiber meant Chelak's body had to be dumped.  With no apparent other randomiser locations in the Cloakwood they went straight on from there to the Cloakwood mine.  Drasus and Genthore died before the mages got involved, but 2 well protected mages was always going to be a problem for the fighters.  Fortunately only a single guard joined in when confused characters wandered and the mages eventually ran out of damaging spells and were cut down, though not before Crusher died to a flame arrow.
 
In the mine Hareishan was successfully pulled away into an ambush and didn't manage to cast any aggressive spells.  Natasha had a similar end before they went down to Davaeorn.  The plan there was for one character to run Davaeorn round while protected by a PFM scroll, with the others guarding the entrance against all the arriving guards and the battle horrors.  That was done successfully, with damage being spread around to avoid any deaths.  There was still a ticklish period with Davaeorn using multiple invisibilities and one of the unprotected party members having to keep showing himself to coax him to become visible again, but the job was eventually done.
 
Deciding it was time to check out the coast the Crew made their way to Shoal.  Her kiss was fatal to Slicer, but no further damage was done in killing Droth.  The Crew tried to attack her after getting the reward for killing the ogre mage, but she disappeared instantly.  The sirines there were killed without too much trouble - they don't attack charmed creatures which makes things far easier.
 
In the lighthouse area the first group of sirines was a bit harder - largely because of Mincer chasing the others around after he was charmed.  He eventually regained his senses just as the last sirine was killed.  After resting up the group continued on and activated the 2 nereids.  Slasher used the Greenstone Amulet to protect against their fascination ability and occupy their attention while the others did run and shoot on the water weirds.  Slasher couldn't attack the nereids though due to being blinded by venom spit and trying a group attack on them proved problematic as everyone but Beater (now wearing the Greenstone Amulet) was fascinated while killing one of them and quickly drowned with kisses by the remaining one.  That left Beater to successfully save against a couple of venom spits before finding a fatal shot.  With a bag of holding at least he didn't have to leave any particularly valuable equipment behind.
 
After coughing up a hard earned 4,000 gold at the temple (and spending quite a while re-equipping everyone) the Crew returned to sort out Sil, which was easy in comparison to the nereids.  The golems were shot down by the bowmen, providing Mincer with the constitution tome (he's currently got the lowest XP so will be leading for a while and likely to suffer the greatest damage as a result).
 
With only Beater and Slasher now without a proficient melee weapon they went to call on Bassilus - who kindly donated a magic hammer to Beater.  Then they headed for Baldur's Gate, just stopping briefly at the ankheg area to kill a few more of those and get everyone to level 7.
 
Stats:
Beater, fighter 7, 63 HPs, 193 kills
Slicer, fighter 7, 81 HPs, 132 kills, 2 deaths
Mincer, fighter 7, 76 HPs, 185 kills, 1 death
Crusher, fighter 7, 73 HPs, 209 kills, 2 deaths
Hacker, fighter 7, 68 HPs, 315 kills, 3 deaths
Slasher, fighter 7, 80 HPs, 210 kills, 1 death

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#12360
Grimwald the Wise

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Dritzz last update.

 

Bassilus, Zargal and the sirene fell easily, the flesh golems fell but not so easily.

 

Needed healing after each one.

 

It was greed for experience that was his downfall. Dritzz took on the doomslayer. It was at near death, but tragically for Dritzz got the final blow in first. :(


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#12361
Alaestr

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The Colorful Company. Update No.3 and finale.

 

Onwards into deeps of Cloakwood Mines. Unfortunately fireball from Davaeorn ended the run. This guy hurts!

 

I do not think I could do anything in the situation I found myself in. I guess I need to prepare better for the encounter. I underestimated the power of 2 Battle Horrors, a bunch of guards and fireball throwing mage. Had no room to retreat with the main character and he paid the price. The strat here I think is to poison the mage as soon as possible, delegate one of the fighters to engage guards and one to run around the mage. I did this, but didn't apply the most important - poison on the mage. And he managed to cast plentiful of spells, including a fireball. Re-roll! 4 guys team is working well, though I feel I need a divine spellcaster in the fray. Not sure who to boot - probably the bounty hunter.

 

I have just redid the battle. This time I abused wand of monster summoning and it went well. Apparently guard stream ends after the 3rd wave and battle horrors are contempt with killing gnolls. That's the strat for the next time.


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#12362
Blind_Visionary

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Elowyn picked up another follower in Dorn, a half-orc Blackguard. Unfortunately, he died at the hands of an ogre berserker while attempting to cross a bridge... Elowyn, Kivan and Branwyn picked up his evil sword and carried on.


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#12363
Aasim

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. Apparently guard stream ends after the 3rd wave and battle horrors are contempt with killing gnolls. That's the strat for the next time.

Sorry about the demise. Fwiw, Davaeorn is imo best faced with Pro Magic scroll since he uses a lot of high-powered Evocations like Cone of Cold/Sunfire which have a high chance of chunking people. 


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#12364
Aasim

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Dritzz last update.

 

... :(



#12365
Grimwald the Wise

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The Colorful Company. Update No.3 and finale.

 

The strat here I think is to poison the mage as soon as possible, delegate one of the fighters to engage guards and one to run around the mage. I did this, but didn't apply the most important - poison on the mage.

 

I would rather say: A strategy here is to...

Simply because there are many strategy's to use depending upon party composition.

 

One that I have used successfully with a mage was to use invisibility to get past the battle horrors, then charm Davaeorn.

he is then attacked by the battle horrors and could well get killed.

 

Another is to use web followed by such things as fireballs, oil of fiery burning, potion of explosions etc. etc.

 

There are plenty of other strategies too. Use your imagination and forget that there is "The way to do it." There are lots of ways and it is always  a good feeling if you think of a new way that others haven't thought of.

 

Wand of monster summoning is indeed a good strategy, and if Davaeorn hurts the battle horrors, sometimes they turn on him too.



#12366
Aasim

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The problem with Davaeorn is he's cheesy as hell.

He has super-saves (better than your own mages will have at level 20!); so relying on disables isn't something one can do in a no-reload.

In additon, he has 70% immunity to Fire and Electric damage, and wears an undroppable ring of Free Action.



#12367
Grimwald the Wise

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LiNeerynda Despath (Drow Ranger) meaning: Legendary Ranger Victors of the Dragons

Str 18/94, Dex 20, Con 17, Int 10, Wis 14, Cha 9.

 

Diary of LiNeerynda Despath

 

Managed to clear Candlekeep all right.

 

You can imagine my delight when Carbos dropped his armour which is the equivalent of Splint Mail and found that LiNeerynda could wear it, though he cannot wear Splint Mail. :)

 

Having *** in two handed swords * in two handed weapons, and ** in dual wielding.



#12368
Blind_Visionary

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Oops. Elowyn had some trouble with Narcillicus and his mustard jellies. Wasn't ready for a higher level SCS mage... Kivan, Branwyn and Ajantis all met their ends as well.

 

Time to roll anew!


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#12369
Alaestr

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Sorry about the demise. Fwiw, Davaeorn is imo best faced with Pro Magic scroll since he uses a lot of high-powered Evocations like Cone of Cold/Sunfire which have a high chance of chunking people. 

 

Good point. I am not a fan of using the ProMagic scroll, but might consider it there. 

 

Wise, any approach depending upon one succesful save is a no-go in a no-reload for me. And Davaeorn is a tough fight for me. 

 

I feel a little bit more confident now, might skip some fights, beeline others, and generally rush.

 

The Dreadful Department. Update No.1 

 

 

Meet the crew:

Dominique, the half-elven blade.

Thud, the human inquisitor.

Oink, the dwarven defender.

Spring, the dwarven bounty hunter.

 

So far the group finished Candlekeep tutorial, grabbed loots on the way to FAI, killing all the npcs on their way, destroyed hobgoblins around the inn, sold loots, recruited Khalid and Jaheira. The strat for killing Tarnish - send the dwarven defender first to lure out cc spells, dispel them with Inquisitor's Dispel Magic and finish in melee.

 

Ogre in the coast way killed Oink, but two shortbows and one inquisitor running in circles later loots were dispensed around the company. Quick visit in the temple to resurrect and onwards they went! The team helped Neeira (once again the defende bit the dust). Rushed through Beregost not stopping even once, took a winded route to Nashkel through High Hedge (bought wand of sleep and deep purple ioun stone - protects from criticals!). There I acquired an Ankheg armor for Oink and went straight to Fisherman's Lake to cheese out Drizzt. Surrounded him with NPC, who then I booted from the party, succesfully blocking the drow's movement. Thus Dominique shot the poor guy with a bunch of arrows. Had to chance two charm persons, but getting up there is so quick I just figured I would do it again from the beginning if the worst would be to happen. Out of boredom I checked total hps on Drizzt with eekeeper - 92, if you are curious. He also has 4,5 attacks per round with thac0 of 4 and -10AC. He also sports 2 pips in scimitars and whooping 5 in two weapons style! Woohoo. That might be the reason, why he has such an usual number of attacks. 

And finally the arrow cushion fell down. I was surprised to learn that in SCS the party is nor penalized by deterioration in reputation, but he also does not yield any experience reward. Even better! The cheese is on! 

 

In Nashkel Neira bit the dust. Dominique levelled up on spiders in Beregost. Karlat did not survive the encounter with his prey. Cave bear in Xvart village advanced Domi to level 3rd. Borda recieved a proper punishment. The troup gathered the book from Gnoll Stronghold, didn't even touch gnolls though. Too much of a hassle. Cleared Dryad Falls, grabbed helm of defense, killed Greywolf and claimed the reward, visited Gibberlings Mountains to discover a ring protecting from fire in one of nooks in rocks, helped Samuel,  rid the beach of sirinsand fished out manual of bodily health or something from the pond in the cave. Sold loots and reloaded wand of sleep before descending in to Nashkel Mines. The kobold mage on 3rd floor was tackled with a Resist Fear prebuff. Mulahey went down soon after. Cleared minions with necklace of opness and meleed the evil cleric. Identified loots, sold loots,  bashed Tranzig, as usually: had to visit Basillus twice, because I managed to make a stop to his conjuration spell (exceptionally deadly Aerial Servant) in the second time but not the first. Lamalha encounter was not a surprise this time (I believe SCS changes its location from Valley of the Tombs to random waylaid encounter). Molkar encounter was a piece of cake as well - mage was brought down quickly by Dominique under Offensive Spin with a help of True Sight from Thud. Kahrk was a tough fight, but he finally succumbed to wand of paralyzation and rest was walk in the park. On the way showed Meilum who was a supreme fighter

 

Identified loots, sold loot, reloaded wand of monster summoning (whooping 26k!). The the Department dusted captain Brage, recharged The One Lost Gift and headed to Bandit Camp. There they cleared bandits with the necklace and wand of fireballs. This fight is all about that boots. The boots +5 AC against missile weapons. My heros rushed through Cloakwood, stopping to acquire Two-handed sword+2 for Thud. 

 

The fight with Drasus and Co. was a bloody mess. I tried to approach it differently that last time and it was a bad idea. Last time I fireballed twice or thrice from out of LOS killing one of the mages and heavily damagind other members of the party, but this time I summoned a pack of monsters and charged with Greenstoned Oink. And it ended quite badly, when mages managed to confuse Thud, advance position, then they started to fireball my team. My pulse rose as my main character's health dropped to 7. A rapid offensive spin got my beautiful half elven blade out of the fight and I started considering options. The inquisitor was dead, the defender charmed, my thief left and hid behind a storage. Everyone was low health, so I did the only sane thing - summoned a bunch of monsters to attract attention of enemies. The wolves took care of the mages and one fighter, which changed the tides of the battle. Gosh, it was the messiest and closest fight I ever fought. The crucial moment was when a mage cast invisibility just after fireballing Domi and he was going to repeat the spell or cast MM, but I got the bard out of the los in time. Swoosh. Quick debriefing in the temple at FAI and onwards! Lesson learned - just fireball dudes. 

 

I ended the session in the elevator to the first level of Cloakwood Mines.

 

Grond0-styled stats:

Dominique, blade 7. 50 hp (6 from familiar). 180 kills.

Thud, inquisitor 6. 74 hp. 299 kills.

Oink, dwarven defender 6. 90 hp. 285 kills.

Spring, bounty hunter 7. 43 hp. 122 kills.



#12370
Charlestonian Knight Templar

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Another painful disaster! Back @ the keep, we ran into the usual three Doppelganger’s the archway leading to the drawbridge & defeated them. Minsc in his Splint Mail seems especially vulnerable to their attacks & usually takes quite a beating but as a Barbarian Fighter cannot wear anything more than Splint. 

 

Traps galore on the first Labyrinth Level but Imoen was fantastic with her 100% Trap Detection/Removal bolstered by a Potion of Perception topped her @ 120% but as I’ll detail in a moment, even that was not enough!

 

Our victories, in order, as we made our way thru the main hall & surrounding rooms were: two Phase Spider; three Greater Doppelgangers; another Phase Spider; a Skeleton Warrior w/two Flesh Golems; two additional Phase Spiders; two Wraith Spiders; a single Skeleton; a second Skeleton Warrior w/two Skeleton’s guarding the treasure room; again a Skeleton Warrior; four more Phase Spiders & two Battle Horrors. We found some odd items which @ first we just left behind, e.g. a mallet head, some grapes, but then we started to figure out that we were working a riddle. We’d spoken to four Dwarven Lift Warders that posed riddles to us. @ first we didn’t connect their gibberish together until we found a round room detailing the exploits of Durlag. When we left the room, in a room across the hall, a great sword fused into a rock became encased in a bluish light & the words, “You have raised my deeds…” suddenly filled the air. Then in the very next room we found a gong & remembered the mallet head. Up  a long hall, we battled two of the Phase Spiders & the two Battle Horrors mentioned above before we went out & spoke to one of the Dwarf Warders that had mentioned ‘pride’ &, sure enough, by reading the texts about Durlag’s battles solved his ‘riddle’ & the Dwarf disappeared. At that time, I thought that was ALL good but I wasn't exactly right.  This event made it clear that each Dwarf was associated w/a riddle we needed to solve. We found the mallet handle also but we’re still trying to figure out if we can put it together & see what happens if we ‘bang the gong’.                     

 

Key Event:  But then it happened…again! All was well, a couple of scrapes & bruises but we were headed out when we notices a small hallway leading out of the far end of the Great Hall. Imoen lead, Detecting Traps as always & found one about 2/3 way down the hall. She Removed Trap…but it went off any way… a Fireball that smoked us all pretty severely but we persevered. I had Imoen check it out again.  I gave her my Ring of Fire Protection & she quaffed a Potion of Fire Resistance while the rest of us backed way off to the lift where the Gnome Warders were. Sure enough there were two more that she easily used her Remove Traps skill on. She came back thru the hall, apparently w/o incident, but then suddenly a Fireball seemed to land right in the midst of us, completely charring Khalid, who’d already been seriously injured, beyond recognition. Quayle too, was killed, but he could be taken to a temple & Raised.  Khalid has been a tremendous ally & friend, a personal friend of mine as he was to Gorion & now I’ve lost both he & his wife in addition to Dynahier. And so I led us back to Nashkel, second guessing. The usual three Doppelgangers blocked our way @ the stone archway but I defeated them alone, letting the others, all wounded, stand back.   

 

Next, I had no choice but to replace Khalid w/another warrior.  I looked for Kivan @ the FAI, everywhere I could think of, even travelling back to the Gnoll stronghold where I’d left him last. Through four Gnoll Veterans; eight Gnoll Slashers; four Gnolls; five Gnolls/four Gnoll Elite & four more Gnoll Veteran’s but Kivan was not to be found. I remembered the Paladin, Ajantis, near the Fishing Village & was headed there despite the fact that he didn’t provide the powerful ranged capability Khalid had done but then I remembered the Elf in the Cloakwood had a bow.  So off to the Cloakwood it was, battling through six Wild Dogs, three Huge Spiders & three Ettercaps before finding him. Turns out he is both a Champion & Sharper (Fighter/7//Thief-Swashbuckler/7).  He is well skilled w/a Longbow ), has the Elvish natural skill w/a Long Sword & is extremely adept @ Moving Silently & Hiding in Shadow (100%/100%), whereas Imoen’s skills are best @ Finding/Removing Traps & Opening Locks (100%/100%). 

 

Once we returned & we worked our way thru two Wraith Spiders & two Phase Spider before battling two more Battle Horrors, in which battle, Minsc also became a casualty, so we had to return him to Nalin to request a Raise Dead spell before continuing. 

 

And so we returned, through three more Doppelgangers; two more Wraith Spiders & two more Battle Horrors, the latter of which we defeated, in part using a Potions of Explosion & an Oil of Fiery Burning. We then fixed the mallet on the forge before defeating two Phase Spiders & using the mallet to ‘bang the gong’. Onward from there we ran across & defeated two more Phase Spiders in route to the wine press where we secured a bottle of wine.  From there we approached the final two Lift Warders & solved their riddles only to get our asses kicked good by the four Lift Warders – which I somehow knew was coming. When all was said & done there, I was the only one standing. Minsc made it thru but collapsed after his Berserk state wore off. Heading back to Nalin alone, I defeated three Doppelgangers at the stone arch before getting back to town in Nashkel to raise my comrades.  

bf9cad1f22da90be697350da204347.jpg
BATTLE OF THE LIFT WARDERS

Treasure of Note: (Purse = 927 gold – spent 4,800 gold on Raise Dead Spells) Scroll of Cloudkill; Treasure room w/1637 Gold, two Pearl Necklaces, two Black Opal, Bloodstone Amulet; Water Opal, Sphene Gym, Pearl, et al;

 

Current Disposition: Recuperating in Nashkel

 

Next Steps:  Back to the second Labyrinth Level of the Keep

Level Up

·         Quale received word via messenger from his Illusionist Guildmaster granting him the tile Spellbinder (Illusionist/9). He added the only spell his school has at that level, Shadow Door, of which he has two memorized.

·         Minsc has increased his skills to Superhero (Fighter-Barbarian/8)

·         Coran received word from his Swashbuckler’s academy that he has achieved the honorary title Magsman (Thief-Swashbuckler//8) & he has improved to 30% in Set Traps to go with 100% in each of Hide in Shadow & Move Silently. He is also a Champion (Fighter/7)

 

Current Party: (Reputation: 20 – Heroic)

·         Gawain: Ftr/8; HP91; 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 Basilisk)

·         Imoen: Thief (Charming Rogue/9); HP34; Shadow Armor, Cloak of Non-Detection & Gandolar’s Lucky Ring w/Short Bow*, Short Sword +1* Dagger +1*, (Kirinhale)(Thief Def)

·         Minsc: Fighter (Barbarian/8); HP68; Splint Mai w/Boots of Avoidance, Girdle of Bluntness &Spiders Bane***, Flail 1 x x2/THWS**(Spellcaster Defend)(Davaeorn)

·         Quayle: Mage (Illusionist/9); HP20; Bracers of Defense AC6, Sling* & Dagger +2*, Ring of Energy, Necklace of Missiles, (Battle Horror)(Wizard Defensive)

·         Branwen: Cleric (Priestess of Tempus/8): HP48; Full Plate +1 (Plate of the Dark) w/Large Shield & Warhammer*; (Mace*, SSS*);(Ankheg)(Cleric Aggressive)

·         Coran: Fighter/7//Thief (Swashbuckler/8); HP41; Studded Leather +1 w/Bracers of Archery, Boots of the North & Cloak of the Wolf; Longbow***, L/Sword** (SWS**)(Ettercap) (Ranged)

 

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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#12371
Grond0

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Oops. Elowyn had some trouble with Narcillicus and his mustard jellies. Wasn't ready for a higher level SCS mage... Kivan, Branwyn and Ajantis all met their ends as well.

 

Time to roll anew!

Sorry to see that - playing fair with those SCS mages is always a bit dodgy ...

 

Grond0-styled stats:

Feel free to ignore my unhealthy obsessions with HPs and kill numbers :P.

 

@CKT.  Glad to see that Gawain is still rising above the deaths of his comrades!


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#12372
Grond0

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Wrecking Crew XII (update 4)
 
The Crew started working their way through Baldur's Gate - getting an early bonus with the charisma tome from the mages in Sorcerous Sundries.  Having used only 1 Necklace fireball in the run to date a further 7 were used to kill a greater basilisk in a warehouse from out of sight range.  However, a new source of supply was soon obtained from one of Shangalar's daughters and then a third one from Euric's mum.
 
They successfully killed Lothander while doing the poison quest - getting boots of speed from him as well as the Eagle Bow from Marek.  Nearly all other encounters were then done in the City.  Equipment upgrades were received during those from Gretek (+2 axe), Ragefast (dexterity tome), Jardak (bracers of dexterity & helm of glory), Degrodel & his guards (cloak of Balduran).  The only difficult fight during that stage was with Sunin.  He managed to keep casting a chaos spell while running outside his house and that affected 3 of the Crew - I successfully kept those confused from attacking innocents, but that did mean that Crusher was on his own occupying Sunin for some time and he only just survived (courtesy of his cloak's MR foiling one spell) long enough for the others to recover and deal with Sunin.  I was also surprised when the Thieves Guild joined forces with Alatos to attack, but the mage died quickly and a single backstab from Alatos was about all the damage the thieves did after he was killed.
 
At the Iron Throne the Crew opened with 3 Necklace fireballs and 2 arrows of explosion before running downstairs.  A couple more trips up and down killed all but the Shennaras.  They got a backstab each, which was made more dangerous when Hacker ran out of ice arrows and defaulted to firing an arrow of explosion.  However, everyone survived with a bit in hand.  Useful loot included Varsona and another ring of free action.
 
They reported to Duke Eltan and returned to Candlekeep.  Dispelling arrows used early on made the battle on arrival fairly easy overall, although Slasher only just survived being held by one of the ogre magi.  In Candlekeep a few more exploding arrows dealt with the Iron Throne leaders, providing a tome (currently unidentified) and gauntlets of weapon expertise.  The Crew will be fighting their way out next time.
 
Stats:
Beater, fighter 7, 63 HPs, 214 kills
Slicer, fighter 7, 81 HPs, 154 kills, 2 deaths
Mincer, fighter 7, 76 HPs, 215 kills, 1 death
Crusher, fighter 7, 78 HPs (incl. 5 from Helm), 224 kills, 2 deaths
Hacker, fighter 7, 68 HPs, 342 kills, 3 deaths
Slasher, fighter 7, 80 HPs, 237 kills, 1 death

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#12373
Grimwald the Wise

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Oops. Elowyn had some trouble with Narcillicus and his mustard jellies. Wasn't ready for a higher level SCS mage... Kivan, Branwyn and Ajantis all met their ends as well.

 

Time to roll anew!

 

Hard luck, or should I say, hard intelligence.



#12374
Gate70

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Another roll for Kaxir the dwarven kensai.

Typical start. Candlekeep to Shoal for 2 levels then on to Marl, Firebead, Brage, Mirianne, basilisks. Atypical rolls (23, 13, 11, 14) see a very healthy 76hp at level 6.

 

1 dodgy moment so far. 2 necklace of missile blasts at Mutamin were followed up by a hurled axe. It missed and Kaxir tried hurling a second which gave Mutamin time for a horror spell. Kaxir ran but failed his save, returned to take one Melfs Acid Arrow then ran around aimlessly until the spell expired without running into any other enemies. Kirian and her gang took 3 necklace blasts, Lindin catching an axe as a final act.

Baldr030.jpg


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#12375
Aasim

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GL Gate70.

 

Time for another run: 

Weidu log:

Spoiler

 

Some more customization - my own revised XP tables:

Spoiler

 

And a full-custom created party:

 

Protaginist - cleric, tank, damage dealer, healer, debuffer.

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Skibi - a halfling Wizard Slayer using short bows and staffs

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Nabul - dwarven barbarian with big weapons

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Bunthis - gnome thief/mage, crossbow user

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And Asya, an elven sorceress

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To game! The "Revised critical hit aversion" component of IR had it share of moments. 1HP less - run would end at level 1. God bless Armor of Faith.

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We finish Beregost quests first. I couldn't kill  Shoal since her Ogre has one of the few items which avert critical hits, thus no easy XP. To south we went, since chance of instakill is a bit lower there. First deaths were against Sendai, where an archer picked off both my mages despite being engaged in melee.

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When level 2 was aquired on Thadius (bringing him to 25 HP), we visit Thalantyr, buy a Pro Acid scroll and clear the ankheg farm. Tenya was first helped, but we also managed to kill her as she was teleporting away. That always makes me happy.

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Now, Droth.

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Finally, critical hit aversion, yey! A great stone fell of my heart, and I felt quite comfortable playing.

His Shoal didn't survive neither.

Next, Mutamin and basilisk. Two poison arrows were the death of him, before he triggered dialogue.

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Kiran's gang  - 3x fireball. All dead.

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Back to main plot, Mulahey was quickly dealt with magic missiles. The original plan was to silence him, but he made his save.

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With that done, I decided to pick some easy XP/loot/WIS tome from Duralg's. The original idea was to finish the whole dungeon, but I gave up on it - I don't feel much comfortable there. I still decided to kill the statues guarding the entrance to lower levels. Since this is very, very dangerous (the thief is almost permanently invisible and can chunk people with ease) some measures had to be taken in advance. Namely, a bunch of skull traps at his postion. 8 were laid total.

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Barbarian got held, but we prevailed.

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I never returned to the place.

Nimbul got a Wand of Paralyzation charge (two attempts), and we finished Bandit camp with Explosion potions, Skull Traps and Fireball wand charges. No problem.

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We skipped through much of Cloakwood, only killing the spiders for Spider's bane. Rezdan and co are imo best bypassed invisible, but I had two Detonation arrows and decided to use them. One missed, allowing the mages to live a bit longer and costing a few healing potions due to Flame arrows. Still, nothing we couldn't handle.

16_zpsj8d4gje9.jpg

 

I got quite luckly vs Davaeorn. We couldn't kill Horrors fast enough, so he teleported in the midst of my two front-liners. I used a MS Wand here and got Ogres! Hurah! They could easilly hold the troops wading in.

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Davaeorn, helpful as always. 8k exp lost :(

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Skibi managed to get  a Disruptive strike on him, causing him to fail an Evocation spell (probably Cone of Cold). he's done for.

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Clap!

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To city we go.


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