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Baldur's Gate 1 No-Reload Challenge


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#13151
Serg BlackStrider

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Nice writeup Grond0! Such a change of pace from your usual.

I concur! Please, do continue this way, Grond0.



#13152
Blind_Visionary

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Entering Ollabelle, a neutral good abjurer (re-randomized + same mods).

 

2015-04-04_00001_zpsj5novc8b.jpg

 

My first memory is of the death of my parents. I was five. Bandits. They didn't say a word as they rode down our caravan.

 

I don't know why they left me alive.

 

I haven't been able to escape the nightmares. Over and over, I look out the window of the coach, make eye contact with a blue-eyed rider, and watch as he raises his bow.

 

I suppose that's why I asked Gorion to teach me about defensive magic. Someday, I'm going to meet that blue-eyed bandit again. And when he releases his arrow, I expect it to be aimed at me.


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#13153
Grond0

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In other news, Nora was not long for this world. I got her to level 6/5 and took on SCS Bassilus. That was premature without free action...

Sorry to hear that.  Brat has just had his first experience of hold person - fortunately his companions were there to make sure it wasn't his last ...

 

I hope Ollabelle can cast her way to success.



#13154
Grond0

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Brat - dwarf berserker (update 3)
 
On the road south from Beregost we came across a pair of ogrillons.  They were defeated, but not before both Khalid and I needed to use a potion of healing when we were both hit almost together.
Spoiler
With half our party's stocks gone in seconds we clearly need to find somewhere to buy more.  Jaheira also asked after the combat why I was not wearing a helmet as that could have reduced the damage I took.  I explained that Hull's training emphasised the need to control your body and that wearing a helmet could interfere with that - and she responded by saying she'd never heard such codswallop: "Sounds like one of those stupid kensai warriors to me".  I felt hurt and angry to hear Hull being spoken of like that and feel perhaps Jaheira may be too domineering for me to travel with in the longer term.  However, I agreed to practice with Khalid's helmet and explore whether it would be possible for me to wear one in battle.
 
The ogrillons were carrying a letter to someone called Mirianne from her husband.  No-one knew who she was, but we kept the letter in case we get the opportunity to deliver it in future.
 
The chance to wear a helmet came sooner than I expected when we found a group of hobgoblins encamped along the main road from Beregost to Nashkel - surely the Flaming Fist patrols should clear out this sort of menace! At least this time they were swiftly killed with no damage to us.  
Spoiler
I took a helmet for myself and also gave one to Jaheira - noting how she was quick to criticise others, but hadn't bothered with any protection for herself!  I also gave one to Imoen, but she said she couldn't see to shoot with her bow if she used it and since she's not expected to be in the front line of combat I agreed she could stay bare-headed.
 
The road was clear after that and we arrived safely in Nashkel.  Tired after our journey we went straight into the inn, only to be confronted with another assassin - is there nowhere safe?  
Spoiler
This assailant appeared to have clerical powers and I was made helpless by a spell, but fortunately my companions were able to prevail.
Spoiler
After the fight, we checked the body and found another note: this time offering no less than 680 gold for my death.  With such a fortune to be made I will need to be wary of a knife in the back from anyone we meet.
 
When we were finally able to get a private room to rest in, we discussed how the battle with the cleric had gone.  Imoen asked why I had not raged and I admitted I was still too tired after the earlier fight with the hobgoblins.  With our experience so far of assassins being in place everywhere, she suggested that in future we should rest regularly to make sure that all our abilities were ready at all times.  Khalid also noted that during the battle the hold person spell was actually cast at him and suggested that we need to spread out more against enemies to make sure we were not all caught by a single spell.
 
After all the excitement and danger it is perhaps not surprising that I didn't sleep well.  What sleep I did have was interrupted by lurid dreams, though I cannot recall any of them clearly.  By the morning though I felt that something real had changed.  None of my companions have said anything, but the regular exercises to control my body that Hull taught me are different somehow.  I feel I will need to explore further to find what this change means.

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#13155
Blackraven

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Great stuff Grond0! I'm unlikely to tire of reading and hope you won't tire of writing...
Best of luck B_V with your latest creation.

Kathlen, Gnome Cleric/Illusionist (1st update)

[Note: in my previous post I introduced Kathlen as a Cleric of Garl Glittergold. But I discovered that unfortunately her True Neutrality doesn't allow her to. An oversight on my part, to which I have the following solutuion: instead of following Garl Glittergold, Kathlen worships Baravar Cloakshadow. That deity does have TN priests, and is also appropriate because he's the preeminent Gnome god of magic. I've corrected my previous post.]

Save for the company of Nippy, your trusty rabbit companion, you find yourself on your own with Gorion's sad death and Imoen's return to Candlekeep (after she had been so sweet but also unwise to follow you around) barely behind you. You decide against visiting the FAI. Hopefully doing the non-obvious will shake off any bounty hunters. You travel south to Beregost, where you help what people you can with simple chores, not necessarily because you're such a neighborly type but rather because you're in need of coin. You even kill some Spiders and Ogrillons by putting them to Sleep, and Skeletons near High Hedge by Shielding yourself and clubbing them down. South of the High Hedge you rescue Melicamp, a mage apprentice-turned-chicken, from a Wolf. Thalantyr the Conjurer impresses you by restoring Melicamp's human form, an advanced type of transmutation magic you can only hope to possess once you become more skilled in the arcane art. 

On the southcoast you come upon an excavation site. Charleston Nib the archaeologist asks you to stand guard while he and his crew enter an ancient settlement they have just laid bare. You get a big scare when suddenly all the diggers go berserk and attack you. You find it impossible to dodge their collective attacks and you've only downed two when you find yourself gasping for breath, severely injured. A Hold Person freezes the remaining diggers, and with a sense of regret, you finish them off using your Sling.

Spoiler
You've barely recovered when near the excavation site, you run into another berserker. Thankfully you manage to calm him, and he asks you to escort him to the Temple of Helm in Nashkel, a request you humor.

The Nashkel mayor wants you to investigate corrupted iron ore and disappearances of people in the Nashkel Mines, and you tell him you will. When you reach the Mines you learn that Kobolds have assumed control of the area, including the mines. You know that Kobolds tend to operate in large groups, communities, and reckon they might be a bit too much to handle for you at this stage. You have your hands full staying out of trouble as it is, with the memories of the bounty hunters still fresh on your mind. Therefore you decide to finally travel to the FAI. On your way you are given a green scroll of PfMagic, take a Flaming Fist deserter (Samuel) with you, receive a charisma-enhancing ring from Lord Foreshadow, Sleep and slay a rogue Ogre with a belt fetish as well as numerous Hobgoblins, and find a ring that increases the number of spells you can cast.
At the entrance to the inn a shady character, a wizard, gets very upset when you attempt, unsuccessfully, to Silence him from too close a range to remain unseen. He knows who you are and begs you to hold still. He then treats you to a Melf's Acid Arrow. It causes you to flee into the Temple of Garl Glittergold, run by Gellana Mirrorshade (in whose care you leave Samuel the deserter).

Spoiler
As you Protect yourself from Fear and Shield yourself against Magic Missiles, you wonder whether the wizard would enter a holy place to finish his job. The answer is yes, but before he can do anything to hurt you, you freeze him with a Hold Person, allowing yourself an easy kill.
Spoiler
The lands north of the FAI are replete with Ankhegs, but that doesn't stop you from casting Sanctuary and helping yourself to the creatures' treasure hoard. In the same area, three fishermen ask you to dispatch Tenya, a young and supposedly evil priestess. Evil she seems to be, for she attacks you after you ask her for her side of the story. You Hold her and sling some bullets at her, but you decide not to kill her because she's only a young girl. When the Hold effect wears off you see, much to your horror, a Hold Person coming your way. How is it possible that none of the sling bullets has interrupted Tenya's casting? You run, hoping to get inside Tenya's land home, but you're not fast enough. You get Held and now dread Tenya's repercussions: will she take your life? Ah, what relief, she won't. She merely asks you to retrieve a bowl for her from the fishermen, which you do as soon as the Hold effect ends.
Spoiler


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#13156
Blind_Visionary

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It wasn't a blue eyed bandit that did for Ollabelle -- it was a backstabbing Amazon who ambushed her. Kivan and Ajantis didn't even notice the thief who slipped through until it was too late. Sarevok wins.

 

(I should have gone with mirror image as the first spell up instead of spell deflection.)

 

On a positive note, this is about as far as I've ever made it through a no-reload run with SCS. I had to flee from the Molkar ambush, and I was a moment away from fleeing from the Amazons. Tough fights.


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#13157
Grond0

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Hard luck B_V.  I agree that those are tough fights.  It's often a lot easier if you run away the instant you spot the ambushers and then travel round to enter the area somewhere else.  They will track you down soon enough, but it provides you with an opportunity to buff a bit and prepare your ground.


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#13158
Grond0

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Brat - dwarf berserker (update 4)
 
After resting in the inn we moved on to the Nashkel mine to satisfy Jaheira's curiosity about what was amiss there.  We explored everywhere, but it soon became obvious the problem was an invasion of kobolds.  They had clearly thrown a scare into the guards, who remained at their stations rather than patrolling the mine to deal with the problem, but one of the miners confirmed that there were many kobolds roaming the tunnels.
Spoiler
Knowing the problem seemed to give Jaheira extra heart.  Somehow she now feels more ... dangerous, stronger - I'm not sure of the right word, but she has definitely changed.
 
To compensate for the difficulty of moving around in the narrow tunnels we evolved a new style of fighting with me leading and the others supporting with ranged attacks.  That worked well against the hordes of weak enemies we faced and we will have to consider using this style more in the future.  We also found 2 bottles of strange liquid on some kobolds.  Jaheira says the liquid is in a bottle normally used for poison antidotes, but that it doesn't smell right.  We will need to investigate further.
 
Soon after moving on to the third level Khalid was damaged by some sort of trap set in the floor.  
Spoiler
Imoen examined it and said she might be able to see similar ones in advance in future, but that if she was busy looking for those she wouldn't also be able to defend herself - so we will have to guard her carefully while she's searching.  Nearby there we found a large group of kobolds; they are weak creatures individually, but still dangerous in groups and I was badly injured while killing them.  In fact only my ability to control to some extent my bodily functions allowed me to survive - Imoen's advice to always stay rested had paid off there.
Spoiler
 
As the last of the kobolds were dying Jaheira came to heal me before my concentration lapsed and my body realised how gravely injured I was.  As I felt her magical healing take hold I realised that the feeling was akin to those I had had that morning in the inn.  And indeed when I tried to evoke the same response myself I realised that I had healed my own body!  Hull was right - I am continuing to learn to improve my bio-feedback control and I look forward to the day when I will be able to rage for as long as I like.
 
Realising the need to remain fresh we made an early camp in the tunnels.  While settling down for the night we had our usual discussion about the battles we had faced that day.  The others said that their ranged support in that last battle had been less effective than usual because I had rushed into the large group.  In future they suggested that I wait a bit to see if we could kill enemies coming to us rather than rushing into prepared defensive positions.  I didn't want to say so out loud, but I also realised here that my own preferences for melee fighting need to be put aside for the good of the party and that I will have to start carrying some of those awkward throwing axes in future.
 
After resting, I put the new tactics into operation by waiting when we first saw some kobolds.  It was a good job I did as Imoen almost immediately after that reported there was a trap on the floor right in front of me.
Spoiler
I can now see that Imoen will need to be at the front of the group to spot traps in time, but we need to consider further how that could work without exposing her to danger.  She could easily have died today when she spotted another trap ahead of the first one and went to disarm it and was targeted by a kobold shot as a result
Spoiler
- somehow we need Imoen to be able to search for traps ahead of the group, but without ever actually being in the lead to be a target.  After Gorion's death I don't think I could bear it if Imoen were to fall as well and I dashed into combat with the kobold heedless of the danger of further traps.  Jaheira chided me about the need to focus while in battle and I suppose she's right - though she does get on my nerves.
 
To deal with traps we've developed a new strategy now of me leading and going ahead a short way before Imoen, while searching for traps, comes to join me.  In this way she can always ensure that she scouts out a safe path for me without exposing herself as the first to be seen by an enemy.  That tactic worked well further down the tunnels to find a trap, although Imoen told me not to be so impatient to move on
Spoiler
- it takes her some time to scan for traps and we therefore need to move much slower than normal walking pace.
 
Inching our way forwards we killed more kobolds before coming across something different.  I didn't immediately recognise it, but it looked dangerous so I raged before attacking it and cutting it to pieces.
Spoiler
Examining what was left of the body Khalid said he thought it was a ghoul and that the grime they leave under their fingernails had been known to paralyse people.  I don't know if my bio-feedback control would protect me against such an attack, but resolved to never melee such a creature again without raging.  Immediately after killing the ghoul we heard scrabbling in a nearby tunnel and 2 huge spiders attacked us.  I was still protected by my rage though and they were quickly killed as well.
Spoiler
 
After resting again we had not progressed much further when we found more kobolds.  With a number of them attacking at once I raged while the others shot past me at the enemies.  One of the kobolds though proved to be using some sort of flame arrows and hit me several times in succession.
Spoiler
Jaheira was there to heal me before the damage could mount up too much, but in future I think we need to target such creatures early on in a battle.
 
After resting once more we continued onwards and disarmed another group of traps before emerging into a new set of caves.  There were more kobolds there, including another firing those flame arrows - this time though it was immediately targeted and quickly killed.
Spoiler
Nearby was another of those ghouls.  I was tired from raging and just tried to stay away from it for the short time necessary until the others shot it down.
Spoiler
As usual we then tried to rest, but a band of kobolds interrupted our sleep.  Jaheira was badly wounded and had to use one of our two remaining potions before I was able to reach the kobolds and transfer their attention onto me.
Spoiler
We tried resting twice more, but the kobolds now seemed to be aware of our presence and both times groups of archers interrupted us, though without causing any further injury. 
 
Imoen then suggested exploring the entrance to another cave to see if that would offer a safer place to rest.  On entering we were immediately attacked by 2 more kobolds, but quickly killed those and Imoen said we should rest right there.  Resting in a doorway seemed counter-intuitive, but Imoen convinced us that the opportunity to run away quickly outweighed the greater chance of being interrupted - and as it turned out we were able to get a good night's sleep.
 
On waking, we started to explore the caves and killed a couple more kobolds.  Then we came across a carpeted area, which didn't seem normal for kobolds.  That was quickly explained though when a cleric approached us.  He said something about being responsible for the iron blight and then attacked.
Spoiler
I was confident that, freshly rested, I could take him, but behind me Jaheira shouted that more kobolds - and some skeletons - had appeared seemingly out of thin air!  We decided to run, but were trapped in the cave entrance outside when the creatures poured out in front of us.
Spoiler
Fortunately though, I and Khalid were at the head of the group and our armour protected us well while the enemies fell before us.
Spoiler
Back inside only the cleric was left and his spells proved useless against my rage
Spoiler
until he said he wanted to surrender.  
Spoiler
When we offered him the chance though he immediately summoned yet more kobolds and skeletons - perhaps I need to be less merciful to those who have already proved their ill intent, though that must be balanced against the need to understand what is happening.  It may seem paranoid, but I can't help feeling that everyone we encounter is out to get me and I must know why!  
 
At this point Jaheira surprised me.  She had called herself a druid, but thus far in our journeys I had seen no sign of that as she had displayed only minor healing abilities - such as I can perform myself.  However, in this dangerous situation she proved that she can indeed call upon the forces of nature as some form of plant growth erupted from the stony floor to engulf the enemies.
Spoiler
Jaheira shouted that it wouldn't hold them for long, but any respite was useful - particularly as, at that moment, Khalid froze in place.  Even though I had always remained close to the cleric it seemed that he had transferred his attentions to Khalid after calling for help.  I redoubled my attacks on him and it must have been mere seconds later that the cleric finally paid for his treachery,
Spoiler
although I have found that in the heat of the battle seconds can seem to stretch out over long minutes.  I thought that this was an aspect of my biofeedback control, but the others say that this ability to stretch subjective time is common among adventurers.  With the cleric dead the other monsters seemed to lose some heart and the last of them fell, with no further injuries to us, as exhaustion overtook me.
Spoiler
 
Imoen says that this should be a safe place to sleep.  I hope she is right as I am in sore need of rest.  This mine has been a bruising encounter and I feel we have been lucky to survive it this far.  I think that perhaps Jaheira was impetuous in saying we should investigate this iron crisis when there is clearly still so much we have to learn about ourselves and the world around us.  In future, rather than focusing narrowly on our immediate objectives, we should take the time to talk to people and look around to see what else may be learnt or used to aid us.
 
It's very difficult to avoid meta-gaming!  I was conscious that the two traps together in the third area of the mine could easily end the run and felt a little bit that I was seeking strategies to avoid that happening that I could justify - rather than playing entirely naturally.  I think it would have been a toss-up whether the party headed down the main tunnel before exploring the side branch with the large group of kobolds that almost killed Brat.  Using the tactics he had established at that time of charging the kobolds he saw and only using rage after being wounded would then have had a high chance of killing him ...
 
I was also hoping that Brat would be poisoned by one of the two huge spiders in the tunnels - he was hit once, but saved against poison.  I feel that at the present time he will incorrectly assume that his rage will protect against poison and demonstrating that wasn't the case against a non-fatal huge spider bite would have been helpful.  With luck he won't get bitten by something worse until Jaheira is able to cure him ...
 
The party were also very lucky with successfully resting in the mine several times at whatever point they had reached.  When they were eventually ambushed they were in a pretty good position to survive it and I think they have probably now learnt their lesson about resting more safely in future.  After surviving venturing into the Nashkel mine at level 1 I think they've probably got a reasonable chance to make decent further progress :).
 
Sorry for the length of this post by the way - I got carried away thinking I should cover the mine in one go.  I wouldn't expect to give much coverage to most encounters in future, but for an RP run it seemed appropriate to look in detail at progress being made on the main quest line.

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#13159
Grond0

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Brat - dwarf berserker (update 5)
 
There was nearly a tragic postscript to the battle with the cleric.  After all the enemies appeared to be dead I examined his body to look for clues or useful equipment.  He had a ring that Jaheira liked the look of, but while she was trying that on she suddenly choked and started coughing up blood.  Pulling my attention away from her inventory I turned and saw a skeleton was attacking.  
Spoiler
Now aware of it, there were no further problems destroying it and we then double-checked the rest of the cave - finding one more kobold before we rested.  I realised that the rest had further improved my bodily controls and I felt able to heal myself even more effectively than before.
 
On arising we investigated the cleric's quarters thoroughly and found a chest with some more useful items in - including 2 healing potions.  There were also some letters to the cleric, whose name was Mulahey.  The letters were signed by someone named Tazok, who I remember Mulahey had also referred to in his conversation.  One of the letters said that Tazok had another contact named Tranzig in Beregost and he may be a useful source of further information.
 
Leaving Mulahey's cave we explored a bit further and came across a strange puddle.  It starting spitting at us, which didn't immediately seem dangerous - but that spit hurt!  
Spoiler
Quickly dragging my critically injured body away we found the puddle was slow to follow and Jaheira was able to heal me while I focused on my rage.  That allowed us to kill the puddle and a similar companion.
Spoiler
 When facing such creatures in future I think it would be wise for me to rage at once rather than waiting to be wounded.
 
After resting in the tunnels again we emerged the next day and were immediately attacked by some dogs and another strange creature.  I attempted to rage, but found for some reason that I couldn't summon the concentration despite being fully rested - I think perhaps that hit by the puddle has damaged my body more than I realised.  
Spoiler
Without the ability to rage I told the others to just run.  We soon found a landmark showing us how to get back to Nashkel and managed to do that despite an ambush by some wild dogs.
 
Imoen reminded me that I needed to rest again and we attempted to do that on arrival at Nashkel.  A soldier interrupted us though and said resting was not allowed in town.  There was no such restriction at the Carnival however and I soon felt able to rage again if necessary.
 
Back in Nashkel my new found resolution to explore our surroundings and talk to everyone we met bore immediate fruit when we asked a lady about the mine and realised that a ring we picked up there belonged to her husband.  While sad to hear his fate she was grateful for the return of the memento and we all felt better as a result - particularly Imoen who said she'd really learned something from the experience.  
 
We spoke to a mage who wanted to hire us to kill a witch, but we told him we were not in that sort of business.  There was also an incredibly annoying man called Noober, who it seemed would never leave us alone, but I suppose the encounter was useful as a test of self-control.  We went to the manor house to tell the mayor about the strange liquid we found in the mine, but he wasn't at home.  We tried to be friendly with his daughter only to find she misinterpreted our discussion
Spoiler
and summoned her naked lover to attack us with his fists - at least I hope it was his fists that hit me.  We left the room though not before Imoen helped herself to a potion - Jaheira recognised that as similar to the potion of invisibility she already had.  The lover chased us, but Imoen was finally able to hide in shadows and leave him behind.
Spoiler
 
Continuing to explore we came across a giant of a man called Minsc, whose muscles I wager would make him my equal with an axe.  He said he was aiming to rescue a woman.  As such a mission is more to our taste than hunting witches we agreed he should join our party for a while, so long as he agrees to take orders.  We also came across a man called Oublek.  He mistook me for a bounty-hunter called Greywolf - something of an insult, but I suppose at least he wasn't an assassin - and he was grateful when I rejected the money he offered.  Finally we found the missing mayor near the temple.  He rewarded us on hearing about our adventures in the Nashkel mine, but didn't seem interested in the strange potion we found.  That was also true of the local priest, although he did sell us a few more healing potions for emergencies.  He also recommended we take some poison antidotes and stone to flesh scrolls: I'm not sure if he wasn't just trying to get rid of old stock, but we agreed nevertheless.
 
After purchasing Minsc some better equipment - and buying some of those hated throwing axes for me - we were on our way out of town when we were confronted by yet another assassin. This one appeared to have magical abilities as his form suddenly produced multiple images and I shouted to the others to scatter as I raged and attacked.  That seemed a good decision when the mage produced some horrifying effect, but my rage protected me and the others were far enough away to be unaffected.  
Spoiler
However, the distance between us then caused a problem when the mage cast magic missiles at me.  I called to Jaheira to heal me, but by the time she did so more magic missiles had already hit me - taking me once again to the threshold of death.  
Spoiler
Her healing spell and my own abilities helped, but another salvo of magic missiles hit me as Khalid and Minsc came back in to melee attack hoping to distract the assassin.
Spoiler
 
Realising my own abilities to heal were fading I ran into the nearby inn to avoid another attack before rejoining the fray.
Spoiler
However, my cowardice proved costly to others when the assassin turned his attention towards Khalid.  Despite being critically injured by a blow from Minsc the assassin produced yet another set of magic missiles and Khalid proved unable to survive the assault.  
Spoiler
The stream of magic was finally turned off though when another hit by Minsc tore through the assassin's defences - and indeed his body.
Spoiler
 
I was distraught at his death, but Jaheira was made of sterner stuff and realised that my own body was also failing.  Two quick healing spells from her ensured I would live a while longer after my rage ended.
Spoiler
 
After picking up Khalid's equipment I made my way back to the temple to arrange for his burial.  The priest there though gave me some unlooked for good news when examining the body - he said that it would be possible to restore him to life, though his god would expect us to compensate him for the effort involved.  Of course I readily agreed to that and it seemed mere moments before Khalid was standing in front of us again.  Before we left to go and rest at the inn the priest explained in more detail about how his spells worked and cautioned us that it was only possible to raise the dead when the body was in good condition - where it had been torn apart like with the assassin the victim will be permanently dead.  I dutifully paid attention to his remarks, but could still feel the ecstasy surging within me as a result of seeing Khalid reprieved from death.  
 
In the inn I considered further and realised that something else had changed within me.
Spoiler
The assassin's death and Khalid's revival had taught me much and I realised that opponents in future would find it more difficult to take me down - that is just as well as I do not think I could again run away from an enemy while leaving my companions behind me to pay the price.  The assassin had another letter from Tazok on him with orders to kill me.  This letter also referred to Tranzig and I decided we would go to have it out with him before heading off on Minsc's quest.
 
In case it's not obvious perhaps I should explain that Brat was wrong about the reason he was unable to rage against the ankheg outside the mine.  Although berserker rage itself is based on game time, the 'cooldown' period following it is based on real time, not game time.  That produces the senseless possibility of resting for 8 hours and still being 'fatigued' at the end of it.

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#13160
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Brat - dwarf berserker (update 6)
 
Arriving at Beregost we quickly tracked down Tranzig.  Going into his room he initially acted like we were not there, so we spread out a bit before confronting him with his misdeeds.  
Spoiler
Against the prepared assault he failed to cast 2 spells before trying to surrender,
Spoiler
but after our experience with Mulahey we were no longer prepared to let him go.  
Spoiler
However, he did mention that Tazok could be found in the Wood of Sharp Teeth in charge of a bandit camp and that groups of bandits in Peldvale and Larswood would know how to find him.  I was glad to see that Khalid showed no ill effects from his recent near-death experience and in fact he felt stronger than ever after the defeat of Tranzig.
 
Before tackling an encampment of bandits though we will look for ways to further improve our abilities.  
 
The party visited all the locations in Beregost.  Once more the huge spiders they met failed to poison Brat - Khalid was affected, but topping him up with healing kept him alive with no problem.  
Spoiler
Karlat was no match for the group, while they also got enough information from Zhurlong to go and find his boots - though Imoen 
kept those instead of returning them.  They were trying to be helpful to Perdue, but the rather obnoxious halfling just taunted them about their lack of knowledge of wilderness monsters.  
Spoiler
They talked to Kagain and, though Brat felt one dwarf fighter in the group was enough, he accepted him for a while in order to learn more about the bandits.  It was no great surprise when Silke turned on them and she was shot down before she could cast a spell.
Spoiler
 
Following Kagain's instructions they travelled north on the caravan route, but it turned out that Kagain knew no more about the bandits and they parted company there.  The rest of the group came across some bandits while exploring, but Nimbul's boots helped prevent their arrows from damaging Brat.  They also found an ogre, but Brat quickly overcame the reminder of Gorion's death and saw that such a monster was no match for his new friends.  Scouting further showed them the way to Larswood, but before proceeding there Brat remembered his intention to help Minsc track down his missing companion and they've just arrived in the Cloud Peak Mountains.

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#13161
Blackraven

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Kathlen, Gnome Cleric/Illusionist (2nd update)

You return to the FAI where you recruit Gorion's friends Khalid and Jaheira, accept their potions, and respectfully dismiss them with the message that you prefer to find your own way in life. Gellana Mirrorshade sells you a couple of blue and purple concoctions that temporarily increase the consumer's intelligence.
With these potions you travel to Thalantyr. You buy a scroll of Friends, quaff some of the potions and scribe the spell into your spellbook. You then rest and memorize Friends. When you get up, you find your intelligence still higher than usual as you immediately identify a bunch of enchanted darts you had taken from the Ankheg hoard. You cast Friends on yourself, buy about fifteen scrolls, quaff another INT potion, and copy your spells (inclusing those from scrolls you've found elsewhere) into your spellbook. You can now memorize such spells as Burning Hands, Chromatic Orb, Grease, Magic Missile, Protection from Petrification, Spook, Invisibility, Luck (to enhance Nippy's trap finding skills), Mirror Image, PW: Sleep, Ray of Enfeeblement, Strength, Dire Charm, Flame Arrow, Ghost Armor, and Minor Spell Deflection.
You also buy the Claw of Kazgaroth from Thalantyr and, after recasting Friends, a Helmet of Charm Protection at the smithy in Beregost.

Southwest of Beregost, close to where you rescued Melicamp, you run into the wicked priest Bassilus. He's standing amidst an army of Zombies and Skeletons he addresses as if they're his family members. You had heard of Bassilus back in Beregost, and of the 5000 GP bounty on his head. You want that reward.
A Silence 15' Radius shuts him up, but he saves against two Hold Persons,

Spoiler
and approaches to deal with you in melee. Fortunately a Blindness does prove effective.
Spoiler
With your sling you're too slow and insufficiently damaging to finish the blinded priest off before he gets his voice back. Sensing your presence, Bassilus cleverly tries to injure you with Unholy Blights cast on self, but that spell has no effect on you.
Spoiler
With a Wand of Fire you found amongst the Ankheg treasure, you end up toasting the priest.
Spoiler
His holy symbol and an enchanted axe as well as several weapons from the Skeletons go into your wolfskin bag before you continue your exploration of the Red Canyons. You run into three Hobgoblin bandits, but they can't touch you thanks to two well-placed Sleeps. On the corpse of one of the bandits you find an enchanted short sword. It's not a weapon you have any use for, but you keep so that you can sell it later.

You travel further west, leaving the Red Canyons behind, and traverse the grassy low lands for hours until you feel almost too weary to continue. But then the rustle of waves startles you. You've reached the shores of the Sword Coast. In the distance you discern a lighthouse. The area seems quiet, so you let Nippy out of your pack. However, just to be safe you cast Invisibility on your familiar and on yourself. The lighthouse seems abandoned but for three Worgs you choose to ignore. Further down the shoreline you spot three Sirines, but they can't see you or Nippy. You take your boots off and paddle northward along the coastline. Nippy on the other hand keeps to the beach. You spot more Sirines and a Nereid, beautiful creatures, but very territorial you know. They appear to be guarding the entrance of a cave. Overcome by curiosity you slip past the fey creatures and enter the cave. It looks to be abandoned, but Nippy knows better. Your rabbit jumps against your thigh, beckoning you to stop, before it starts disarming various traps.

Spoiler
There are three Flesh Golems strutting around a shallow pool. You take a closer look and see a chest below the surface of the water. When the Golems are away from the chest you take it out of the pool and empty its contents into your pack. You identify various valuable items such as a Manual of Bodily Health, a Cloak of the Wolf and several elixirs. Sanctuaried, you leave the premises with your still invisible familiar beside you, and you make your way past the Sirines. Contentedly, you find a quiet spot to rest, and then travel back to Beregost. 

The reward for taking down Bassilus and the sale of miscellaneous treasure allows you to purchase the Robe of the Neutral Archmagi. It's somehow short though as you put it on; it doesn't even fully cover your knees. You decide to wear a pair of pantaloons below the robe, even if it changes your clerical appearance into a more roguish look. With still a few thousand gold to dispose of, you ask Thalantyr if he has any protective cloaks for sale. He tells you he hasn't, and refers you to the Sorcerous Sundries in Baldur's Gate and to the Ulgoth's Beard Inn.
Upon arrival, the city of Baldur's Gate proves inaccessible as the Dukes have decided to close the gates until the bandit plague has been contained. With your wand of fire you make a modest contribution to that cause.

Spoiler
(You expend two wand charges rather than one here, because your first charge was an Aganazzar's Scorcher rather than the Fireball you had in mind.)

In Ulgoth's Beard you were luckier in your search for a good protective cloak: the innkeeper sells you a Cloak of Displacement for little more than 3000 GP.

You wander back to Beregost, the geographical heart of the Sword Coast, asking yourself what the next days have in store for you. On the one hand you feel contentment about your attainments and excitement about the unpredictability of your future, but on the other hand you struggle with the apparent purposelessness of your life. Yes, you have your arcane studies, and your devotion to Baravar Cloakshadow, but is that it? Or are you supposed to do something in particular with your talents?


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#13162
Blackraven

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Kathlen, Gnome Cleric/Illusionist (3rd update)

In Beregost some of the townspeople speak of the Firewine Ruins as a place with riches for those who dare to venture there. You decide to check the place out for yourself, and also to visit nearby Durlag's Tower that a guy named Ike wanted to sell you a tour to in Ulgoth's Beard.
Thus you travel east from Beregost. Your journey is uneventful until you reach an area of barren land inhabited by Basilisks. Thankfully you are invisible when you first notice them. The creatures can't perceive you. You retreat to a quiet spot where a Ghoul offers to serve you. You accept the offer, remembering that Ghouls and most (if not all) undead are immune to gaze attacks. You animate two Skeletons, and turn invisible again. The undead clear the area of ten Basilisks, and of their evident master, a Gnome wizard like yourself, albeit it one with much darker motives than you.

Spoiler
Further to the south, Durlag's Tower is your destination. The area is dark and unwelcoming notwithstanding the presence of a friendly roguish merchant. You turn invisible to sneak past two Battle Horrors on a narrow bridge. Inside, Nippy detects a number of snares for you; the place seems littered with them. Regrettably your familiar isn't capable of disarming all the traps even when you cast Luck on him. 

On the top floor Nippy and you spot a demoness disguised as a Dryad. Your seeing through the illusion and your refusal to "accompany" the creature causes it to go hostile. You summon two Skeletons to deal with her but she keeps going ethereal, so you decide to leave her to her own devices.

Spoiler
The third floor is safer. An altar contains a Tome of Understanding. Reading it improves your divine spell casting ability. On the second and last floor you explore, you're up against a multitude of Ghasts. With the help of three or four summoned Skeletons, and a few other tricks, you manage to defeat the creatures.
Spoiler
You use Minor Spell Deflection to protect yourself against a trap detected (but not disarmed) by Nippy, and climb a narrow stairway that leads to two roof terraces inhabited by (yet more) Basilisks. Relying on Protection from Petrification, summoned Skeletons, and your sling bullets you slay the creatures, before you decide to leave the desolate tower behind. 

You them travel to the Firewine Ruins, but when you encounter the area replete with Kobolds, you lose much of your curiosity since you're sure the treacherous, smelly creatures will have taken what treasure the ruins might have contained. Nevertheless, visiting the Firewine Ruins doesn't turn out to be a complete waste of time: your Skeletons dispatch an evil brawler for you, allowing you to take the Gauntlets of Weapon Expertise from his corpse.

Spoiler
You trek to Nashkel to see if the town still needs someone to investigate the Nashkel Mines. Maybe a good deed for the people of Nashkel will give you more of a sense of purpose. Berrun Ghastkill tells you that the mysterious events in the mines remain unsolved. He appears disappointed by the fact that you haven't done anything to help yet. To make good you promise him to go there shortly. You enter the Nashkel inn to rest and prepare for your expedition to the mines but have a change of heart when you face another bounty hunter, a priestess. You Hold her and take her down with your sling,
Spoiler
a simple victory, yet it doesn't make you feel good. After about two tendays of relative peace, the event in the inn warns you that you'll still have to be very careful, that someone still wants you dead. You would like to put this bounty business to an end, but you have no idea where to go or whom to deal with.

You make a stop at the Nashkel Carnival to look for useful wares, only to step inside the wrong tent at the the wrong time. You expect to meet a merchant but witness one wizard killing another one, and then turning to you with the same purpose. Two Minor Spell Deflections, two Magic Missiles and a Wand of Fire-cast Aganazzar's Scorcher later, the wizard lies dead at your feet.

Spoiler
You set up camp at the Carnival and after a not so restful night, you travel to the Nashkel Mines. Exploration of the area reveals that there are still small packs of Kobolds roaming about, and you meet the famous sculptor Prism, known all over the Sword Coast for his spectacular rock carvings. He asks you to stand guard while he finishes his current work, a bust of Queen Ellesime of the Elves. Bounty hunters are after him because he has stolen two emeralds from a noblewoman with the intention to use them for Ellesime's eyes. Impressed with the splendor of Prism's work, you oblige. Before long a bounty hunter appears indeed, a burly man by the name of Greywolf. You try to reason with him, telling him that waiting for Prism to finish his work won't do any harm, but this only enrages the man. He charges at you with a shiny, enchanted long sword forcing you to defend yourself. You Hold him and order your Skeletons to deal with the man.
Spoiler
When you're done with Greywolf, a contented Prism mutters something about finally having finished his work, and then collapses from apparent exhaustion. You check on him, and find that he's dead. In one of his pockets you encounter the emeralds he had spoken off. You try to place them in Ellesime's eye sockets but have no idea how to keep them in place. You keep the emeralds and curse yourself for barely being worth the name Rock Gnome as you pick up Greywolf's sword and strut off to to the mine entrance.


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#13163
Blackraven

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Congrats Grond0 on tackling the Nashkel Mines and Nimbul and Tranzig at level 1/2! Nice escapes as well :)
B_V, it's good to see you break your personal no-reload record, even if the death of Ollabeth is sad. @Grond0, in the latest version of SCS Molkar and Lamalha appear in ambush areas while transitioning, so leaving and returning to deal with them later is going to be hard or impossible.



#13164
Grond0

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@Grond0, in the latest version of SCS Molkar and Lamalha appear in ambush areas while transitioning, so leaving and returning to deal with them later is going to be hard or impossible.

Thanks for the info.  I haven't seen that behaviour yet, although I've played with v30 a reasonable amount.  Returning later may still be possible if they are not coded to disappear as there are a finite number of potential ambush locations.  Typically I would wish to return to one of these after a basilisk ambush results in one of the party being stoned ...



#13165
Aasim

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 @Grond0, in the latest version of SCS Molkar and Lamalha appear in ambush areas while transitioning, so leaving and returning to deal with them later is going to be hard or impossible.

It's optional component. Fwiw, I don't use it.



#13166
Golden28

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Nice progress Blackraven.

 

Cheers!


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#13167
Blackraven

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It's optional component. Fwiw, I don't use it.

You're right. It can be changed in the .ini file.



#13168
Blackraven

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Nice progress Blackraven.

 

Cheers!

Thanks Golden! I'm generally faster solo, though I worry about being Thiefless. Nippy's trap detection/removal skills are not as great as I'd like them to be and my meta-knowledge as to trap locations and characteristics is limited.

What about Eren?



#13169
Grond0

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Brat - dwarf berserker (update 7)
 
They travelled swiftly through the mountains in search of Minsc's charge.  They didn't seek combat, but a couple of winter wolves that got in the way were sufficient for Brat to get to level 3 and a maximum level up should give a real boost to his chances of success.
Spoiler
 
The party are now fighting much more like one of my normal groups.  They're still a bit melee focused for my normal taste and Brat has used very few of his throwing axes, but on at least one occasion he's been prepared to run around while others shoot at his enemy (in this case a cave bear).  Tactics against mages are probably the area where there will still be most room for improvement in the future.
 
They cleared the Gnoll Stronghold
Spoiler
- Brat driving them on despite the fact that all the non-dwarves were dropping with fatigue - and finally discovered Dynaheir.  She had some knowledge of the Cloud Peaks from being dragged cross-country to the Stronghold and advised Brat to return to the mountains to complete missed encounters.  First though, Brat wanted to re-equip the party and rest up.  An attempted rest at the Gnoll Stronghold failed, but he'd learned his lesson by now and was able to run for Nashkel immediately.
Spoiler
 
At the Nashkel Inn my companions and I enjoyed a well-deserved rest.  For my part this is the happiest and most secure I've felt since Gorion's death.  The party is working well together, with Dynaheir our newest member already seeming like a long-lost friend after hearing so much about her from Minsc.  Now that I am more experienced Jaheira is carping much less and I'm looking forward to seeing more of the druidic abilities she says she can use.  And of course, there's Imoen who is able to lighten the hearts of all of us.  I still sometimes catch a shadow in her own eyes and know not whether she is still mourning Gorion or if there is some other melancholy affecting her, but hope that in due course I can ease her heart in the way she does mine.  Perhaps the Tome of Leadership and Influence we brought back from the Gnoll Stronghold will help her in some small way.

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#13170
Blind_Visionary

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It's often a lot easier if you run away the instant you spot the ambushers and then travel round to enter the area somewhere else.

 

In EE, SCS seems to always stick these fights into random map transition ambushes, which makes them harder. Several times I've been trying to rest after a beatdown, then had to flee from whatever showed up while I was trying to sleep, only to end up in a tiny map surrounded by Molkar & friends, or the amazons, without full hitpoints or a full complement of spells.

 

To note for future runs: always travel between areas fully prepared for a rumble, with CHARNAME ideally invisible.



#13171
Blind_Visionary

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You're right. It can be changed in the .ini file.

 

Thanks for the tip Aasim. I think I'd rather have them show up in a bigger map. I'm going to try to change that behavior and see what happens.



#13172
Dyara

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@Blackraven, Grond0: very nice writing :)


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#13173
Aasim

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Thanks for the tip Aasim. I think I'd rather have them show up in a bigger map. I'm going to try to change that behavior and see what happens.

You can't change that easilly once SCS is installed. There are three ways to play this:

1) vanilla - they "wait" for you to approach - this is what I use - to get this, SCS component of "Improved deployment of parties of Assassins" must be skipped on install time

2) install "Imp.dep.of Assassins" as it is - this way they spawn in between areas

3) toggle .ini option and install "Imp.dep"  - this way they spawn in cities, usually after rest


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#13174
Grond0

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In EE, SCS seems to always stick these fights into random map transition ambushes, which makes them harder. Several times I've been trying to rest after a beatdown, then had to flee from whatever showed up while I was trying to sleep, only to end up in a tiny map surrounded by Molkar & friends, or the amazons, without full hitpoints or a full complement of spells.

 

To note for future runs: always travel between areas fully prepared for a rumble, with CHARNAME ideally invisible.

Understood.  That must be a peculiarity of the way SCS interacts with EE then, as v30 doesn't work like that in my BGT modded installation.

 

Incidentally, with more vulnerable characters I sometimes deliberately seek those ambushes before progressing with the storyline - to avoid situations like them turning up in the middle of a fight at the Bandit Camp.  That might be something you could consider as well so that you don't end up fighting them with resources depleted.



#13175
Blind_Visionary

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I went with the SCS option to have the assassins spawn in the cities; hopefully Pter will get that far. The readme suggests that there are bugs that can appear with this route; we'll see what happens.

 

 

Entering Pter, a human undead hunter.

 

 

2015-04-05_00001_zpsm5r14vhd.jpg

 

"What has Gorion dragged back to Candlekeep now?" Ulraunt asked.

 

"A young paladin from the Order of the Red Falcon." replied Rieltar, "Going by the name of Pter. He says that the Lady of Strategy sent him here to purge the Candlekeep cellars of undead. He seems to be completely obsessed with the idea."

 

"Inconvenient," mused Ulraunt. "What should we do? Allowing the Bloodhawk to become aware of our affairs could cause trouble."

 

"Indeed," said Rieltar. "Inform your gatewarden that you have received a tome suitable to grant entry to the keep from the scholars Shank and Carbos. They are professionals; it will be over quickly. Have the watchers investigate the incident if you like."

 

"And will they do for Imoen too?" asked Ulraunt. "Gorion's other whelp?"

 

"Yes," replied Rieltar. "Koveras has already given word."


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