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Baldur's Gate 1 No-Reload Challenge


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#12426
Aasim

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That Shennara may have been invisible all the time 

Yup, 2 Shennaras start invisible. In many things, this battle is harder than final vs Sarevok imo. GLwith your next run.


  • Grimwald the Wise aime ceci

#12427
Grimwald the Wise

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I will be trying again with the Gnasty Gnomes however I have been reading about Svirfneblin in wiki and that decided me to try a Svirfneblin Ranger. The article below from wiki is what did it.

 

Those deep gnomes who do become adventurers most frequently are fighters, rangers, rogues, or wizards, particularly of the illusionist variety. Although deep gnomes are well suited to the arcane arts like other gnomes, they are also particularly well suited to becoming rangers or rogues, adapted as they are to hiding and navigating the labyrinthine caverns of the Underdark. Deep gnomes who survive their adventures to grow in experience and power might, if particularly durable, become breachgnomes, elite warriors trained to defend the hidden deep gnome cities from enemy attack.

 

Diary of Brocc the Rock (True name Brocc Rockcutter,)

 

It was having such a low charisma that made me rock hard. Others of my race might have talked their way out of trouble. That was not an option for me. I had to fight my way out of trouble.

 

I am trying to get myself as well trained in short swords and daggers as I can. This skill enabled me to dispose of assassins in Candlekeep easily.

 

After Gorion was killed I made my way to Baldur’s gate, intending to hide amongst the crowds there. I was unable to enter and so, after helping a young priestess, I made my way to Beregost where calming down Marl and helping old Firebead was sufficient for me to reach level 3.

 

 

Baldr118.jpg


  • Blackraven et CrevsDaak aiment ceci

#12428
Grond0

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Wrecking Crew XIV (update 1)
 
I thought I would have one more attempt with this full party of dwarf fighters on an SCS and atweaks modded installation.  As with other recent attempts no use of any type of potion will be allowed.  Having played a fair amount with this installation recently I think it should be possible to complete the game without anyone getting killed.  I'll be trying to do that, which will require some changes in gameplay - for instance solo attackers making use of the Greenstone Amulet will help blunt the threat from sirines.
 
I nearly made a mistake early on by almost resting to get a Bhaal power before reputation was raised above 9 - with the only healing being Beater's Bhaal power I definitely want the healing option - but stopped myself just in time.
 
So far the Crew have just been doing easy encounters where they can shoot down the opposition and no-one's yet taken more than token damage.  They're up to level 4 with reputation at 20.  The best find so far is getting the boots of speed from Sendai - they will make some tactics significantly easier.  Lord Foreshadow's ring also allows nice low prices while shopping (which has enabled the purchase of the Greenstone Amulet and ring of invisibility), while they've also got the shield amulet. 
 
They've just arrived at the basilisk area, where they should get another level.
 
Stats:
Crusher, fighter 4, 41 HPs, 34 kills, 0 deaths
Slasher, fighter 4, 53 HPs, 38 kills, 0 deaths
Hacker, fighter 4, 43 HPs, 46 kills, 0 deaths
Beater (PC), fighter 4, 51 HPs, 38 kills
Mincer, fighter 4, 36 HPs, 51 kills, 0 deaths
Slicer, fighter 4, 43 HPs, 47 kills, 0 deaths

  • Grimwald the Wise, Blackraven et CrevsDaak aiment ceci

#12429
Grimwald the Wise

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Diary of Brocc the Rock

 

After heading southwards towards Nashkel, I was amazed when I suddenly had the ability to heal. This was a most welcome ability as my constitution could have been better. (It could also have been a lot worse) Lord Foreshadow gave me a ring and I found some bracers which are almost as good as my armour. Also if if wear them instead of armour, I have the ability to hide. I also found a ring of fire resistance before coming across Samuel who needed to be taken to the Friendly Arms Inn.

 

I then headed back to Beregost where I tried to use Algernon to fight some spiders. He saved against my spell, so I cast invisibility went away, slept and tried again. This worked with the result that I got his cloak. The cloak enabled me to charm Morninglords, Morninglord Guards, and Morninmasters. There was carnage and eventually some of the spiders followed me outside where there was more carnage. Eventually I had the idea of charming the spiders instead of the guards. This worked very well as shortly afterwards I was attacked by both Karlat and Silke. The spiders were killed by them together with the men that Silke wanted killing. However, I was able to kill both Karlat and Silke whilst they were busy with fighting others.

 

I then headed south where some ogrillon and a Flaming Fist Mercenary were pressed into service to fight Tristan and Isolde. We eventually prevailed, though I was the last one left standing. I believe that it was only due to my magic resistance of 54 that I survived the assault of Tristan whose sword had magical properties.

 

(In theory Arcane Rangers should not be able to use ranged weapons. However they can. They just can't have proficiency points in ranged weapons. That actually makes more sense.)

 

I then headed westward and found some boots of stealth on the body of a hobgoblin. They could become most useful when I need stealth.

 

EDIT

 

Heading further west I rested in order to recuperate and was attacked by a sirene. I quickly moved in close and attacked. This was enough to disrupt her spells. It was then that I realised that apart from 54% magical resistance, I had no protection from sirene and therefore headed south where I helped Charleston and Brage.

 

Heading south I helped Prism and got my reward in Nashkel. I then helped a boy being attacked by a baby wyvern and killed an assassin called Neira. This brought me to level 5. Reputation is 20. Charisma is 24 (+2 with cloak). It is therefore time to go shopping.


  • Charlestonian Knight Templar, Blackraven et CrevsDaak aiment ceci

#12430
Charlestonian Knight Templar

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Two Labyrinth levels down now. It appears there’s at least one more but I didn’t have us go down the stairs @ all so we’ll see what’s there next.  This time we blew through the three Doppelgangers @ the stone archway. I’m not sure what is directing them there to ‘guard’ the keep but I’d figure by now that they’d have figured out that three Doppelganger’s aren’t slowing us down.  Then, per our experience, we fought & easily killed two Phase Spiders. It’s always either two Phase or two Wraith Spiders in the first rooms to the left, the Library, on Labyrinth Level One. Again, not sure how they get there either, same kinda thing as the Doppelgangers @ the stone archway. 

 

Finally @ Labyrinth Level Two we reconnoitered a room @ our 1100 when we descended the stairs.  I had Imoen move, slowly, step by step, in to a rectangular room filled w/various statues & a giant Doppelganger rug.  Imoen found a trapped globe @ the far end of the room. She grabbed what treasure was there, I can’t recall.  We were stumped b/c we couldn’t open any of the doors. Then it became apparent that the Doppelganger eyes on the rug kept looking back & forth @ two statues on either side of the room. Imoen hadn’t detected anymore traps so Branwen & I looked them over & found that they turn if you grab them on both sides. Turning one opens one door & closes another & vice versa w/the other. The first door we opened was back in the circular entrance chamber @ 3 O’clock coming back from the statue room. It was a feminine bedroom, for a female dwarf that is, where we found three Wardstones. As we of gathered the first, suddenly a husky Dwarven voice said something like, “By Moylan’s Hammer,” (which we now know means a Greater Doppelganger is getting ready to attack). The false Durlag teleported all around the room before shape changing back into a Greater Doppelganger & exploding a Fireball that was largely ineffective.  We pummeled him. & so the theme for most of that Labyrinth Level was established, though I didn’t know it @ the time.

 

Following that, straight across the hall from in the entrance chamber was a room containing sparring dummies. These dummies radiated hostility. They also contained some potions, etc., that we snapped up. At that moment, another Greater Doppelganger in the form of Durlag shouted, “By Moylan’s Hammer” & some other gibberish as he teleported around the room before shape changing into his true form & releasing a Stinking Cloud. We pummeled him too.  It then became clear that attacking the dummies opened more doors so we attacked them w/trial & error until we found a door leading to a throne room. Same old song & dance here, the triggering mechanism was Kiel’s Helmet (identified later as such) which was @ the far end of the throne room. This time it was a false Durlag, a false female Dwarf & a false younger Dwarf Berserker that Shape Changed into three Greater Doppelgangers. One of them cast a Cloudkill spell but it was @ the far end of the room from where we were so it was ineffective also. The one that cast the Cloudkill came from the far end of the room & attacked Quayle b/c Quayle had cast a spell @ him. Quayle tried to avoid him but couldn’t get behind us in time & we had to collect his gear & return him to Nalin to purchase a Raise Dead spell before continuing.

 

Our next trip back to the 2nd Labyrinth Level was short as we killed the three Doppelgangers @ the stone archway,   two Phase Spiders near the library & then after working our way through a Torture Chamber filled with traps we found ourselves in a battle w/two Dwarven Doom Guards. We beat ‘em good but lost Branwen so it was back to Nalin before we could continue.               

 

Finally we returned & finished up on that level. Back through the three Doppelgangers & two Wraith Spiders this time, we got back to the Torture Chamber & beyond, using Wardstones to cross a Teleport Room. Imoen found the Wardstone in a trapped pot. On we went through an Urn Room w/a small Temple off it…both rooms were trapped, a big one in the Urn Room but Imoen Removed Traps on all of them successfully. In fact, she disarmed every trap on this level w/o fail, even a massive crushing trap that triggered on her but not enough to kill her. After that we were good, but that was later. Some decent treasure in these room, including a Wardstone to descend another level.

 

Key Event:  After travelling down a long hall, battling Ghasts, five in all, & Imoen disarming another trap we found another room which was a false Exit Room w/a trapped staircase that Imoen disarmed. Imoen used her innate invisibility & moved across to a room that was @ about 2 O’clock from where we came out of the long hallway. Imoen checked out a bedroom beyond that she came back & reported was guarded by four more Dwarven Doom Guards & contained two chests. I decided to have Coran, Hide in Shadow & Move Silently to a place where he could toss an Oil of Fiery Burning in their midst. At the same time, Quayle was to use his Improved Invisibility to move into position to cast a Fireball down the same hall giving the Doom Guards a double dose of intense heat. Quayle jacked up his spell but Coran was on point with his & we coaxed three of the Doom Guards into chasing us up the long hall, through the Urn Room & back to the Teleport Room where we easily teleported over. When the three Dwarven Doom Guards caught up they couldn’t teleport & they were mindless, easy targets as we just blasted away @ them with a Lightning Bolt, Agannazar’s Scorcher & a Ring of Energy until they were no more. Then it was an easy thing to teleport back over & go clean up the fourth one who was still in the False Exit Room. We raided the chests & noticed what appears to be the door to the real Exit Room open as we passed through.  We’ll come back to that later. 

1fa62ae532b21a6151d976e36d5780.jpg
FOUR DWARVEN DOOM GUARD BATTLE

 Another winding hall led us away from the bedroom to a Bridge Room. Imoen used her innate Invisibility & Find/Remove Traps while Coran used Hide in Shadow/Move Silently to approach the room from the hallway. Sure enough Imoen removed a trap right in the doorway before both she & Coran noticed three more false Dwarves, one a female. Both fired off arrows @ one of the false Dwarves & then retreated down the hall behind Branwen, Minsc & I as is our standard operating procedure. That way, the bows can be fired from behind a wall of steel & Quayle can cast spells or fire Sling Stones. We eventually drew them all into the hall where we waited to ambush around a 90’ turn. After that we got out of there through the Bridge Room, a heavily trapped Trophy Room before going down a hall with two 90’ turns. Between the 90’ turns was that massive crushing trap that Imoen disarmed but was still injured.  After that we went into a Lever Room & had completed the 2nd Labyrinth Level. We decided to head back & spend a night in the open air @ Nashkel Carnival after being underground so long. When we arrived there we had to defeat two Ogres & then it was off to sleep after cashing out our loot. We did have to make a trip to Kelddath Ormlyr to identify a Kiel’s Morning Star, a Kiel’s Buckler & a large Dwarven Shield.   

Treasure of Note: (Purse = 1977 gold) Armor/Weapons: Kiel’s Helmet (Branwen); Krotan’s Skullcrusher (Mace +2) (Me); Kiel’s Morning Star (sold); Kiel’s Buckler (sold); Dwarven Large Shield +2 (Me); two sets Plate Mail; Gems/Jewelry: Moonbar Gyms x2; Water Opal, Blood Amulet; Sphene Gym; Potions: Frost Giant Strength;

 

Current DispositionResting @ Nashkel carnival

 

Next Steps:  Keep going south in Durlag’s Labyrinth’s to Level 3

 

Level UpImoen, still considers herself affiliated w/her Charming Rogues Guild, even though she has now increased to full Thief/10. As such, the current Guild mistress is certainly concerned because Imoen has surpassed her mentor in skill. At this level, there is no doubt the Guild mistress is worried that Imoen will try & start her own guild & go to war w/her current guild, w/an aim of wiping her out & taking over the guild. She doesn’t know Imoen! Imoen added skill in Hide in Shadow/Move Silently to 65% each, still having 100% in Find/Remove Traps & Open Locks. She also received two additional innate abilities, Invisibility 10’ Radius & Dire Charm.

 

Current Party: (Reputation: 20 – Heroic)

·         Gawain: Ftr/8; HP91; Full Plate w/Large Shield +2, Cloak of Protection +2, Helm of Defense, Boots of Grounding, Girdle of Bluntness, Rings of Fire Resistance & Free Action; Bastard Sword +1/+3****, Krotan's Skull Crusher/Mace +2, (SSS**) (Greater Basilisk)

·         Imoen: Thief (Charming Rogue/10); HP44Shadow 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 +1, Kiel’s Helmet & Mace +1*; Warhammer*; (SSS*);(Fuernebol)(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**)(Phase Spider) (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


  • Grimwald the Wise, Blackraven et CrevsDaak aiment ceci

#12431
CrevsDaak

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Well, some might know me from other BG-related forums, other might not. In the end I'm just another BG addict player that plays solo and no-reload, soooo... WeiDU.log

I've started a run as a Sharpshooter, Glîncúwen (Sindarin for shining-bow-lady), and decided to go with a party this time. I've rolled for good stats and gave my character a good Wisdom so I can later dual-class to Cleric (level1npcs' tweaks lets Clerics use any weapons, so you can choose according to your deity. In this case, my PC would be a priestess of Armtemis/Diana). I've put my proficiencies on Short bow & sword, IMO the best choices for a Thief in BG1. Thievings points were all spent in Open Locks and Find Traps, to put both skills at 40.
Screen%20capture%201.png?_subject_uid=32After doing every single quest in Candlekeep (except killing Shank and Cabros), we left, Gorion died (usually he doesn't :P right?) and then we headed to Beregost, killed like 4 Diseased Gibberlings with bow and arrows, went to the High Hedge to pick up Kivan, killed a bunch of Hobogoblins, went to the FAI to give Joia her ring back and to the Ankheg Farm to pick up Ajantis. With Ajantis tanking Tarnesh's Sleep and Power Word: Sleep, Kivan and Glîncúwen could deal enough damage to make his morale fail.
Screen%20capture%204.png?_subject_uid=32
Running wizards don't stand a chance against two Elves wielding bows and frenetically shooting him with a Wand of Missiles. He had a bunch of scrolls that we'll carry until we meet a good Mage. We head to Nashkel, and in the road a Gibberling makes Glîncúwen gain a level. More points were spent in Open Locks and Find Traps, and other 5 went to Set Traps.
We kill more Hobogoblins and escape an ambush by Worgs (seriously, Worgs at level 1? No thank you! I want to get past the Mines at least). In Nashkel, we pick up some treasure that was there dropped on the field, and thanks to the Item Randomiser we find something that looks like a Leather Armor +1 (useless). The Carnival is a bit more entertaining, but only because we recruit Quayle and Kivan deals 20 damage in a single hit to Oopah the Exploding Ogre. Ironically, he didn't get chunked :( oh well.
Back into the road to Beregost, to get Sleep and other spells for Quayle (which I later forgot and spent lots of time wandering around the Sword Coast without Sleep, lol), we met a Ghoul he was slayed down with ranged weapons while Ajantis was kiting him (I love this tactic. It never fails) and same for the Wolf threatening Melicamp, whom we've agreed to help. We fought against yet MORE Hobogoblins and Ajantis found a way to get himself killed (first time). After looting (worth mentioning: we found a Large Shield +1! Woo!) we headed to the FAI's Temple (raised Ajantis) and gave Joia her ring (yes, I had forgotten to do that before), but not before meeting another Ghoul that Quayle happily kited after running out of Darts. We headed back to Nashkel and went to the Mines. We slayed another Ghoul and considered naming the party ``Gh0u1 S14y3rs''. Then I remembered about purchasing the Sleep scroll, went back to High Hedge, killed a couple of Gnolls for Purdue's Sword, accidentally killed Melicamp (dunno why, but Thalantyr has fails the spells all the time on my no-reload runs) and headed back to the Mines, where Ajantis found a way to get himself killed yet again *sigh* We go to the FAI, but we get ambushed by Ghasts there's no way we can say "no" to this bunch of 1300 XP, bad luck Ajantis' dead. This granted Kivan another level and to my PC too.
We raise Ajantins, purchase Throwing Axes for him to use, Darts for Quayle (I think Darts & Dagger are fitting weapons for a Priest of Braevar Shadowcloak) and (more) Arrows for Kivan and Glîncúwen, we talk to Bjornin and both Ajantis and Kivan agree in killing those half-ogres (this causes Crevs to remember he has to kill the belt-fetish rogue Ogre south of the FAI). Ajantis warns us about the Ogres and Quayle gained a level, but I don't notice that until much later. We give Quayle the Medium Shield +1 given to us by Bjornin and the Large Shield +1 to Ajantis and laugh at their banter. We decide to go to kill the rogue Ogre, and fight a bunch of Gibberlings in our path to glory kill the Ogre. In our way to the FAI we get ambushed by Worgs and half-ogres we kill them all by making Ajantis kite them while everyone else uses ranged weapons. I forget what I was after and go back to Beregost, we get a Quest from Mirianne and go to find her Husband's letter, but the game opposes violently... After that my computer crashed *too* because a segfault (probably caused by some trailing un-deallocated memory because of the game's crash... And yes, I'm a computer wizard if you were wondering that). I'll go play some more and try not to get killed by random encounters, I am not sure what I'll do next. Probably finish all the quests to get rewarded and then get a few levels to go to the Mines, or kill Silke and pick up Garrick.


  • corey_russell, Charlestonian Knight Templar, Blind_Visionary et 2 autres aiment ceci

#12432
Aasim

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Lovely setup you got there, CrevsDaak, good luck & hf. Indulge my curiosity:

~SCS_OPT/SCS_OPT.TP2~ #0 #0 // Configure SCS's global variable options -> Crevs' recommendations: v1.0 

??


  • Grimwald the Wise, Blackraven et CrevsDaak aiment ceci

#12433
Grimwald the Wise

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CrevsDaak, just wondering if your installation is bugfree and stable.

 

Or don't you know yet?


  • Aasim et CrevsDaak aiment ceci

#12434
Grond0

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Nice to see you underway CrevsDaak - best of luck with your elven lady.


  • CrevsDaak aime ceci

#12435
Aasim

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CrevsDaak, just wondering if your installation is bugfree and stable.

 

Or don't you know yet?

:D



#12436
CrevsDaak

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Lovely setup you got there, CrevsDaak, good luck & hf. Indulge my curiosity:
~SCS_OPT/SCS_OPT.TP2~ #0 #0 // Configure SCS's global variable options -> Crevs' recommendations: v1.0 
??

Thanks! Uhm that it's a small mod I've created that sets SCS's Global variable options to what I prefer. Check the SCS readme, it lists them all.

CrevsDaak, just wondering if your installation is bugfree and stable.
 
Or don't you know yet?

So far I believe it is bugfree (I couldn't prove it, since I haven't played the whole game and there are weird in any game bugs). I've made some solo runs but then decided to play with a party at least once so I know that the game can be played at least :D

Nice to see you underway CrevsDaak - best of luck with your elven lady.

Thanks! :)


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#12437
Blackraven

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Hey Crevs, great to see you here! And with a party, a real surprise ;) 

Best of luck with your Sharpshooter. Very nice kit. Do you know by the way whether the poison weapon really only applies to ranged weaponry?


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#12438
Grimwald the Wise

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Diary of Brocc the Rock

 

Went shopping and bought necklace of missiles, shield amulet and all the green scrolls at the carnival.

At the FAI bought helmet of charm protection, bracers of protection and cloak of protection. Running short of gold now, though there are still plenty of items to sell.

 

Went hunting Ankheg and got to level 6.

Then went to hunt Basilisks and got to level7.

 

Now it is the turn of the sirene. :)


  • Charlestonian Knight Templar, Blackraven et CrevsDaak aiment ceci

#12439
CrevsDaak

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Hey Crevs, great to see you here! And with a party, a real surprise ;)

Thanks! Yeah, I wanted to do at least one run with a party and then go back to the solo madness.

Best of luck with your Sharpshooter. Very nice kit. Do you know by the way whether the poison weapon really only applies to ranged weaponry?

Originally it applied to both Ranged and Melee, but I edited it and made it unstackable with the Assassin's Poison and vice versa.
  • Charlestonian Knight Templar et Blackraven aiment ceci

#12440
Grond0

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Wrecking Crew XIV (update 2)
 
Hacker soloed the separated basilisks before the Crew recruited Korax.  I was prepared to run if Mutamin killed Korax (guided in by an invisible Crusher), but Korax came up trumps again.  I decided an all out attack on Kirian's party would be safe enough - and so it proved.  Slasher was held in the contest, but was never in any danger.  Leaving the area a basilisk tried an ambush, but the Crew were able to scramble away before it could focus its gaze.
 
The loot from that allowed them to stock up on magical ammunition.  Now ready for some harder work the Crew went to the coast and pretended to help Shoal by killing Ogre Droth.  Rather than letting her go though they just helped her into an early grave (the last of them getting the XP for level 5 there).  After going to spend all their money on some full plate and a composite long bow +1, Hacker essentially soloed the sirines there using the Greenstone Amulet - the girdle of piercing adding a bit of extra protection against their arrow attacks.  That allowed him to survive long enough to force all 3 of them to assume jelly shape - without their charming ability the others then soon finished them off.
 
It was a similar story with the first group of sirines in the lighthouse area.  For the nereids Hacker's initial attack killed one of them before he retreated.  An invisible Crusher acted as blocker for the other nereid while Hacker led the water weirds back to the others to kill before turning back to finish off the nereid.  Sil and her comrades managed to poison Hacker with an arrow of biting - causing him to retreat with only one of them jellified.  However, the others had apparently already used up their charming song when they met the whole Crew and were quickly shot down.  After resting Slasher triggered the traps in the pirate cave invisibly, making it easy for the archers to finish off the golems.
 
Meilum and Bassilus found their defences wanting before the Crew went to Durlag's Tower to retrieve the tome there.  Swamping battle horrors and a few ghasts there got the Crew close to level 6 and a few ankhegs were used to achieve that.  They'll be off to the Nashkel Mine next.
 
Stats:
Slasher, fighter 6, 76 HPs, 65 kills, 0 deaths
Crusher, fighter 6, 57 HPs, 72 kills, 0 deaths
Hacker, fighter 6, 58 HPs, 116 kills, 0 deaths
Beater (PC), fighter 6, 72 HPs, 66 kills
Mincer, fighter 6, 56 HPs, 87 kills, 0 deaths
Slicer, fighter 6, 64 HPs, 98 kills, 0 deaths

  • Grimwald the Wise et CrevsDaak aiment ceci

#12441
Grimwald the Wise

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Diary of Brocc the Rock

 

The sirene and the flesh golems proved not to be a problem. After reaching the sirene cave I headed for the southern end of the Sword Coast. On the way I was ambushed by Mustard Jellies. My sword was ineffective, so I switched to one that was. Upon reaching my destination, I helped Rufie, a dryad and a cat, killed some winter wolves and an ogre mage, killed the fastest dart thrower in the west and killed assassins, powerful gnolls and other enemies at the gnoll fortress. Upon heading north, I killed a mountain bear and was given some nice warm boots as a reward.

 

Upon returning to Nashkel had the tomes identified and read them. Constitution now 18, Charisma 25. Headed to the south-east and killed a revenant, countless skeletons and ghasts, a mage and two more mustard jellies.

 

Headed to the coast again. Killed ogres etc. sirene, more ghasts and avoided wirtling. I do believe that the mines in Nashkel now need my attention.

 

At High Hedge the mage there took many ingredients and merged several of my items into one. It was expensive and left me poor, but I am now better equipped.


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#12442
Serg BlackStrider

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Well met and welcome, CrevsDaak! It's always nice to see another dedicated no-reloader around. Safe travels for Glîncúwen and her Crew!


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#12443
Grond0

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Wrecking Crew XIV (update 3)
 
In the Nashkel mine the Crew moved swiftly down to find Mulahey.  They rested in the doorway of his cave to heal the small amount of damage done to them en route before confronting the cleric - he managed a unholy blight, but that was about it.  
 
While in the area they cleared the Valley of the tombs.  The revenant managed to paralyse Crusher before dying, which was better than the ghasts did.  Narcillicus managed to see the Crew before they saw him - before most of them were in position.  However, Hacker still found a critical to put him down before he could disappear.
 
Nimbul over-estimated his immunity to missiles, but still lasted longer than Tranzig - who had the Golden Girdle.
 
The Crew then travelled around for a while, hoping to induce an ambush by Molkar. Eventually that occurred - just as a group of Black Talons attacked. To be cautious they immediately left the area and came back in a different spot and waited there for Molkar & co to arrive.  I was thinking they would be alone, but they'd brought the Black Talons along with them anyway.  However, they were met by a hail of the Crew's best ammunition - the casters died without doing anything significant, while Morvin remained in stunned silence while the Black Talons were cut down (managing to start twitching again just in time to die).
 
A bit more travelling failed to get Lamalha to show herself and the Crew eventually went to the Bandit Camp.  After killing a number of archers they ran from Venkt.  On their second trip they killed Taugosz and then Venkt before running for it again to ensure no-one died of a concentration of criticals.  With no spells to worry about they then finished off everything else comfortably on the third trip.
 
They bought up remaining equipment outside Baldur's Gate that might be of use (mainly Claw and Horn of Kazgaroth) and then returned to Ulgoth's Beard to get the ring of free action from Dushai.  After taking that reputation hit they thought they might as well do things properly and also killed Bentan (scroll of PfM) and Poe (spear +1) at Firewine Bridge before going to donate nearly all their remaining funds at the temple as penance.
 
In the Cloakwood the only thing done was to go and get Spiders Bane.  Hacker soloed the giant spiders there, using the ring of free action, in order to avoid any chance of deaths.  That went well, although the others did need to be alert when a pair of phase spiders teleported into their midst while Hacker was running and shooting.
 
At the Cloakwood Mine Beater scouted invisibly to allow Slasher to make a first use of the Necklace of Missiles - 3 fireballs killing both mages.  Drasus and Genthore were then rapidly shot down.  Inside the mine the others waited near the entrance to the second level while Slasher showed himself to a guard and ran back to them.  They were then able to kill most of the guards before Hareishan turned up.  She was the only one that followed them back upstairs and quickly died there.
 
After eventually resting successfully the Crew headed down to clear their way through the 3rd level.  That was done without taking any damage, so they carried straight on to have a go at Davaeorn.  The intention was for Slasher to use PfM and the boots of speed to occupy his attention while the others remained at the entrance beating up the incoming waves of guards.  That's worked a couple of times before, but possibly this time Slasher moved a bit too far from Davaeorn and lost his attention - resulting in him teleporting to the main group.  The Crew ran upstairs and no-one followed, so they waited long enough for Davaeorn's mirrors to expire before going down again.  By that stage it was getting crowded and I'm not certain if they would have been able to run away again.  However, the use of acid arrows enabled them to spoil one attempted spell (it wasn't a disabling one - probably haste - so didn't try to run), before interrupting a last ditch attempt at a stoneskin.  Davaeorn died an instant after that.  It was fortunate that during those couple of rounds the battle horrors were blocked by guards from attacking Slicer and they died with their master, while the rest of the guards ran away.
 
Surprisingly, there were no ambushes coming back out of the Cloakwood and the Crew have just arrived untroubled in Baldur's Gate.
 
Stats:
Slasher, fighter 6, 76 HPs, 120 kills, 0 deaths
Crusher, fighter 6, 57 HPs, 136 kills, 0 deaths
Hacker, fighter 6, 58 HPs, 203 kills, 0 deaths
Beater (PC), fighter 6, 72 HPs, 127 kills
Mincer, fighter 6, 56 HPs, 147 kills, 0 deaths
Slicer, fighter 6, 64 HPs, 171 kills, 0 deaths

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#12444
Grimwald the Wise

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Diary of Brocc the Rock

 

In the mines the only enemies of note were the assassins. Mulahey was easy having been stabbed in the back when I was invisible. A blast of the necklace of missiles dealt with most of his cohorts. The assassins had been dealt with by necklace of missiles twice followed by direct assault. This brought me up to level 8.

 

Tazok was killed by using oil of speed plus throwing dagger. The assassins to the south-east were killed using necklace of missiles until they were in melee range and then switching to direct assault.

 

I attacked Taugosz Khossan next and killed him easily. However, I was rapidly surrounded by enemies of all sorts from both within and without the tent and quickly realised that I should have been better buffed. However it was too late for that. I just hoped that I would survive long enough to take healing potions as the enemy's forces were rapidly being depleted. However they were just a little bit too strong...

 

(Protection from acid and poison would have been a big help I think) I could also have got the documents by stealth and gone invisible I suppose and returned when a bit stronger.

 

Baldr131.jpg

 

Last Entry (An enjoyable if unsuccessful run)


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#12445
Grond0

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Hard luck Wise - those bandits keep on coming don't they!
 
Wrecking Crew XIV (update 4)
 
In the City the Crew started off with the poison quest - picking up boots of speed from Lothander as an added extra to the Eagle bow and wisdom tome.  Other equipment gained included:
- Necklace of Missiles (Nadine)
- Helm of Balduran (Helm & Cloak)
- Axe +2 (Gretek - he never got close enough to talk, so the others in the group didn't go hostile)
- Cloak of Balduran (Degrodel / Quenash)
- Ring of fire resistance (Ramazith's Tower - level 7)
- Helm of Glory / bracers of dexterity (Jardak)
- Ring of fire resistance (Arkion)
 
I did mis-click on Tremain and lost the chance to get a reward for resurrecting his son, but there were no other mistakes or close fights on the way to the Iron Throne.  There Slasher went up invisible before showing himself to the first Shennara.  With good AC and wearing the Girdle of Piercing he had no problem winning that fight and went invisible again to leave.  After resting he returned again (actually tried twice before finding a position in view of the other Shennara, but hidden from Zhalimar) and once more easily won the contest - Shennara failing to hit him despite having 4 invisible backstab attempts.  Moments later and the arrows of explosion started flying.  After a few frantic seconds only a badly wounded Gardush still survived to be taken down with normal missiles.  That brief fight netted a +2 longsword, a +2 halberd and another ring of free action.
 
The Crew reported to Duke Eltan and are about to travel to Candlekeep. 
 
Stats:
Slasher, fighter 7, 90 HPs, 151 kills, 0 deaths
Crusher, fighter 7, 72 HPs, 144 kills, 0 deaths
Hacker, fighter 7, 64 HPs, 225 kills, 0 deaths
Beater (PC), fighter 7, 87 HPs, 136 kills
Mincer, fighter 7, 68 HPs, 167 kills, 0 deaths
Slicer, fighter 7, 73 HPs, 185 kills, 0 deaths

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#12446
Grimwald the Wise

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Diary of the Gnasty Gnomes (Run 2)

 

Gorion just got killed and we escaped. Only incident that caused concern was when we were running towards Gorion having stolen a healing potion. A hold spell was cast and fortunately we saved. Otherwise it would have been "start again" as everyone seemed to be angry! It wasn't as if we had killed anyone. Justice is a little harsh here on the Sword Coast.

 

Baldr117.jpg

 

Baldr116.jpg


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#12447
Grond0

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Wrecking Crew XIV (update 5)
 
On arrival at Candlekeep they were assaulted by a group of ogre magi.  Arrows of dispelling were used for the first time there, allowing them to quickly shoot down the monsters and claim a relatively straight-forward victory despite 2 of the Crew running in horror.
 
The Iron Throne leaders were given a free cremation (fortunately a strength tome and gauntlets of weapon expertise escaped the flames) before they moved into the catacombs.  There Beater used a green scroll to get 100% lightning protection before using divine might to open one of the 3 tombs - just getting another PfM scroll.
 
I was originally intending to use arrows of explosion on Prat, but he spotted Slasher before coming into sight himself - though didn't get enough of a sight to take any action.  With the rest of the party not ready they instead elected to put PfM on Beater and he soloed the enemies after maximising armour protection and adding free action.  Once initial buffs and missiles were exhausted he led Bor, Sakul and Tam past where the others were waiting to get a quick kill.  Prat meanwhile had run away so Beater had to get some help from Slasher against the spiders before tracking Prat down and leading him to the execution ground.  The +2 throwing axe was the prize there.
 
Back in Athkatla I rested before remembering I had intended that Beater should get divine wrath for his last Bhaal power - that's a shame as it will cut out one significant attack option in BG2.  
 
Moving on to the final combats, Slythe got one backstab in, but his second invisibility potion was immediately dispelled by an arrow already in mid-air and he died before he could take another.  Krystin was following, but was left behind when they travelled between Districts.
 
At the palace there were more dispelling arrows used to shut down the mage and slow up the others.  That worked well and I waited for a scared doppleganger to run into a side room before killing it to keep Belt out of harms way.  Sarevok chopped down Liia, but then had to make a run for it.
 
The maze was traversed with very little damage from either the inhabitants or traps (thanks to green scrolls).  After resting they got out the exploding arrows again for the Undercity party - that made quick work of them, though Rahvin did manage to launch one in retaliation.  The bodies provided a +2 ring and a light crossbow of speed.
 
At the palace a single character again stayed invisible to guide the action.  Angelo was dragged out first and dispelling arrows soon allowed him to be finished off.  The others had stayed near Sarevok on the dais and 6 Necklace fireballs from out of sight accounted for Semaj.  Another 7 were too much for Tazok before the Crew used exploding arrows to take out Diarmid.  The skeleton warriors were quickly demolished before the Crew set their sights on Sarevok.  He managed to get one attack home on Slasher when he was impeded by a bat, but that proved to be his lot.
 
They're still quite a long way short of level 8, never mind the XP cap, so will probably go and have a look at Balduran's Isle before leaving for Amn.
 
Stats:
Slasher, fighter 7, 90 HPs (incl. 5 from Helm), 182 kills, 0 deaths
Crusher, fighter 7, 72 HPs, 147 kills, 0 deaths
Hacker, fighter 7, 64 HPs, 237 kills, 0 deaths
Beater (PC), fighter 7, 87 HPs, 144 kills
Mincer, fighter 7, 68 HPs, 178 kills, 0 deaths
Slicer, fighter 7, 73 HPs, 198 kills, 0 deaths

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#12448
corey_russell

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Congrats Grond0! Sounds pretty smooth this time.



#12449
Blackraven

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Congrats Grond0 and thanks for another entertaining read (free cremation lol). Nice also that the STR tome has been secured.
Looking forward to reading about the crew's adventure on Werewolf Island.



#12450
Grond0

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Congrats Grond0 and thanks for another entertaining read (free cremation lol). Nice also that the STR tome has been secured.
Looking forward to reading about the crew's adventure on Werewolf Island.

Thanks to you and Corey.  The strength tome is nice, but dexterity would have been nicer - all the group had 18(00) strength anyway, so the strength tome was not the major upgrade it often is.  Adventures with the doggies were short, but not as sweet as I would have liked ...

 

Wrecking Crew XIV (6th and final update)
 
The Crew stocked up on magical ammunition and then set sail for Balduran's Isle.  Having just done that recently I didn't expect any problems with the creatures - and didn't find any.  The main difference from last time was that Hacker soloed the nereids using the Greenstone Amulet to avoid anyone getting fascinated.
 
Karoug and his wolfweres on the top deck of the ship were finished off with the party virtually undamaged.  However, a lightning trap then hurt several of them, which meant that Slasher (who would normally open trapped chests) was not available.  I still didn't think there was any need to rest or use protection (green scrolls were available) and Mincer, who was uninjured, went to open a chest in the cabin.  The trap on that was pretty painful, but he wasn't even near death when he went to leave - only to trigger a fatal trap on the floor that he'd somehow missed going into the room (and that hadn't triggered in the last run I did there a few days ago either :wacko:).
 
That's annoying as it spoils the no death run.  It also made things a bit harder fighting to get off the island, although Kaishas Gan proved easy enough anyway.  Back in Ulgoth's Beard they faced a sterner challenge, but made a good start when their final dispelling arrow took effect on Mendas and he was quickly forced to take wolf shape.  Two non-proficient +4 weapons and a couple of magic missile wands weren't a lot to take on that challenge - but they proved enough.
 
I decided the Crew had done enough hard work on the Sword Coast, but still wanted to give them the best possible start in Amn.  Therefore I indulged in the cheesy tactics of going and trying to rest repeatedly in the pirate cave - shooting down the large numbers of flesh golems that appeared until the Crew had all hit their XP cap.  They then reported back to Duke Belt and have just arrived in Jon's dungeon.
 
Stats:
Slasher, fighter 8, 96 HPs, 225 kills, 0 deaths
Crusher, fighter 8, 82 HPs, 180 kills, 0 deaths
Hacker, fighter 8, 71 HPs, 279 kills, 0 deaths
Beater (PC), fighter 8, 94 HPs, 182 kills
Mincer, fighter 8, 74 HPs, 230 kills, 1 death
Slicer, fighter 8, 88 HPs, 257 kills, 0 deaths

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