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Baldur's Gate 1 No-Reload Challenge


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#15551
Grimwald the Wise

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Fantastic image for your Inquisitor GtW!  

 

The background is a photo that I took whilst trekking in Nepal. The foreground from the web.

 

This is where I found it: It was done by tomisaksen.

 

http://www.deviantar...=1&q=tomisaksen


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#15552
Grond0

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Trio no reload (#1 - update 1)

(Grond0, corey_russell, Gate70)

 

Although our previous quad run turned into a trio, this is our first attempt running a trio from Candlekeep using a basic BGT installation.  

 

When generating characters Corey was keen on the idea of a berserker that could dual to a mage in BG2.  Picking up the theme, Gate70 produced his favourite kensai for a spot of mayhem and the ability to dual to cleric (or even druid eventually if we wanted to risk an assault on Lum the Mad's machine).  I went for a wizard slayer to round off the fighter kits, who might be tempted by the prospect of dualling to thief in due course.

Spoiler

 

After Candlekeep we decided not to take the easy XP for killing Shoal, but leave her until later when we can safely get the Helm of Defense.  After a few tasks in Beregost we moved on down to Nashkel to pick up the ankheg armour.  Ragemage initially was incredulous about the idea of tackling the basilisks at level 1, but was soon persuaded and we duly took a trip there.  Unfortunately ammunition stocks looked a bit low on arrival so we decided to go back to Beregost to top those up - not everyone made it back!

Spoiler

 

After a temple raise and a rest the basilisks were waiting.  The first of those got everyone to level 2 and the third (a greater basilisk) to level 3.  After killing the rest and giving Mutamin a quick run around (to prevent him talking) we were up to level 4.  That was probably enough for Kirian's group by ourselves, but Korax helped out as well and made short work of the opposition.

Spoiler

 

Looking to upgrade weaponry a trip to the Cloudpeak Mountains gained a +1 halberd for Ragemage (along with a charisma tome for Forem).  Greywolf donated his sword to Forem - a rare instance there of Miseri standing to fight rather than sticking his knife into things from behind Ragemage 

Spoiler

- before Miseri inherited Hentold's magic dagger.

 

There was just time to upgrade reputation a bit more by helping Samuel and Joia.  That reduced a bit the exorbitant cost of full plate for Ragemage - which should allow him to be a bit more secure in his tanking role next time.

 

Miseri, wizardslayer 5, 59 HPs, 52 kills

Ragemage, berserker 5, 45 HPs, 31 kills, 0 deaths

Forem, kensai 5, 59 HPs, 49 kills, 1 death


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#15553
Grond0

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Phantasmic 6 {38} - monks party (update 1)
 
I also started another attempt at this at the weekend.  I wasn't concentrating terribly well early on and mis-clicked on Brage - turning him hostile and thus missing out on the chance for a free lift to Nashkel.  Eventually stealth allowed everyone to leave the Doomsayer behind and sneak up on Brage to teach him a final lesson.
Spoiler
 
After continuing on to Nashkel the monks started working on their reputation.  The first few levels gained have given very poor HPs which resulted in me not taking as much care of them as I might have so far.  While working through a kobold horde on the way to Meilum a couple of the monks had already taken arrow damage.  Spectre then approached a kobold commando without bothering with stealth and nearly paid the price - fortunately the kobold didn't have time to follow up on its first critical hit.  Meilum was unable to take advantage of their weakened state after being stunned by initial attacks.
Spoiler
 
The monks haven't totally cleared many areas yet, but managed to complete the remaining reputation quests without further problems.  They've just arrived on a shopping trip at Ulgoth's Beard.  
 
Chimera - L4, 23 HPs, 33 kills
Spectre - L4, 27 HPs, 49 kills, 0 deaths
Phantom - L4, 28 HPs, 32 kills, 0 deaths
Wraith - L4, 23 HPs, 21 kills, 0 deaths
Spook - L4, 23 HPs, 19 kills, 0 deaths
Spirit - L4, 26 HPs, 31 kills, 0 deaths

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#15554
Grimwald the Wise

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Killing Brage is something that I have NEVER done. smiley_halo-S.png


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#15555
Grond0

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Killing Brage is something that I have NEVER done.

 

Now I need a smiley with a halo, but can't find one. :(

The man's a vicious killer who slaughtered his own friends and family and deserves whatever comes to him. smiley_halo.png


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#15556
Grimwald the Wise

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The man's a vicious killer who slaughtered his own friends and family and deserves whatever comes to him. smiley_halo.png

 

But his rampage was as a result of a curse



#15557
corey_russell

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But his rampage was as a result of a curse

You know what happens if you kill a pedestrian with a car by accident? The law still holds you liable. Perhap's Baldur's Gate law is similar. A person is still accountable for their actions, even if there is an outside influence.

 

Also - who was so foolish as to equip an unidentified sword before identifying it? The citizens KNOW there are cursed items out there (general lore) - Brage should not have been a cheapskate and not pay the 100 gold to identify it - it could have saved his life and family. You can certainly fault Brage for that.


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#15558
corey_russell

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@Grond0 - Aren't you supposed to post the character sheets of the characters in your 1st post? It would be nice to see that recorded somewhere, so I don't have to wait till we play next to see yours/Gate70's character stats.


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#15559
Grimwald the Wise

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You know what happens if you kill a pedestrian with a car by accident? The law still holds you liable. Perhap's Baldur's Gate law is similar. A person is still accountable for their actions, even if there is an outside influence.

 

Also - who was so foolish as to equip an unidentified sword before identifying it? The citizens KNOW there are cursed items out there (general lore) - Brage should not have been a cheapskate and not pay the 100 gold to identify it - it could have saved his life and family. You can certainly fault Brage for that.

 

:D

 

Diary of Sir Giles o' the moors.

 

We survived clearing the bandit camp, an ambush by some deceived good guys at the FAI and an ambush by Davenport and his cronies to the south.

 

We then got back Gurke's Cloak.


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#15560
corey_russell

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Just so people know, my Coremage run is on hold. I've seen all these people get far in SCS, and my parties get about 10% of chapter 2 or so before we are taken out. I've tried an optimal character (chaotic good figther/illusionist) and various party make-ups to no avail. So I was wondering - is there ANY make-up that might allow me to succeed and maybe make some real progress with SCS?

 

Therefore, I am going to roll 6 berserkers (all shorties) and see if this group can make some some real progress. BG 1 will be EasyTutu, will use SCS in BG2 and beyond.

 

Stay tuned...


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#15561
Grond0

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@Grond0 - Aren't you supposed to post the character sheets of the characters in your 1st post? It would be nice to see that recorded somewhere, so I don't have to wait till we play next to see yours/Gate70's character stats.

Starting sheets are all there - try looking in the spoilers ...


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#15562
Grond0

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Phantasmic 6 {38} - monks party (update 2)
 
After shopping at Ulgoth's Beard the monks acquired the green scroll of protection from petrification and went basilisk hunting.  Spectre darted the basilisks before everyone shot down Mutamin.  Clearing the rest of the area of various gnolls and their allies was just enough to get everyone to level 5 (and another poor set of rolls - the group now being a total of 38 HPs below the average for level 5).  They then recruited Korax to help them deal with Kirian's party.
Spoiler
 
Deciding a bit of healing capability would be nice they next went to the Nashkel Mine - working through that to stun Mulahey with their presence (despite resting multiple times in his cave).  
Spoiler
 
Back in Nashkel Nimbul saved against stunning attacks - though that didn't help him against the basic damage.  He did try and take advantage of a PW:crash spell, but failed to do any better the second time around.
Spoiler
 
They'll be working through areas for a while now as part of their objectives are to tick everywhere off as fully explored.
 
Chimera - L5, 26 HPs, 86 kills
Spectre - L5, 33 HPs, 125 kills, 0 deaths
Phantom - L5, 31 HPs, 58 kills, 0 deaths
Wraith - L5, 27 HPs, 51 kills, 0 deaths
Spook - L5, 28 HPs, 32 kills, 0 deaths
Spirit - L5, 33 HPs, 63 kills, 0 deaths

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#15563
corey_russell

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Starting sheets are all there - try looking in the spoilers ...

My bad - I clicked all the spoilers I had thought, but had missed that one.



#15564
Blackraven

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Nice concept Grond0, Gate and Corey. Good luck and have fun.

A good start Grimwald, keep it up!


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#15565
corey_russell

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Entering Trilogy no-reload challenge...

 

As mentioned, Coremage is put on hold and going to give it a whirl with this band of berserkers. I would like at least ONE success with SCS, if possible (for me), and this group is likely to succeed as any I would figure. I'm good with fighters, so goes with my strong suit (otherwise my 6 paladins wouldn't have defeated Melissan not too long ago...).

 

The team is out of Candlekeep and has completed the basic tasks of the first map - namely, pick up loot at Gorion's corpse, pick up the free diamond, kill Xzar, Montaron and Imoen. We only killed Imoen as the game does not allow 7 characters in a party. The assassination "attempts" by Carobos and Shank were funny - they instantly died after unpausing the auto-pause on enemy sighted.

 

To be clear the goal is NOT a berserker only success - rather a SCS success. Therefore, if anyone gets chunked will allow replacements of any class. Although from what I understand, chunkings should happen less in SCS but guess we'll see. BG 1 will be EasyTutu and BG 2 will be SCS.

 

Here is Corezerk II

Baldr473_zps6vxsfl1r.png

 

To see the rest of the party (and basic ideas for them) click the spoiler tag.

Spoiler

 

Incidentally I didn't bother making anyone with high INT/WIS scores like I often do. Fighters get such terrible lore anyways. We'll just pay the temples to identify when needed.


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#15566
corey_russell

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Nice concept Grond0, Gate and Corey. Good luck and have fun.

A good start Grimwald, keep it up!

Thanks! It's a risky concept - all of us are humans, and humans aren't known for their great saves. In theory, my enrages give me the greatest chance of survival, and in BG 2 I can boost that still further with mage protections to boot. But Grond0's character has to survive. I'm guessing Grond0/Gate70  characters will get confused a lot in BG 2/ToB, but guess we'll see. : )


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#15567
Grond0

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Phantasmic 6 {38} - monks party (3rd and final update)
 
After clearing a couple of areas in the Cloud Peaks the monks had returned to the Nashkel Carnival to rest and heal when Molkar turned up with some friends.  The monks immediately left the area before coming back fully rested to launch stunning attacks - eventually disabling all the opponents at the cost of 1 critical and one other hit.
 
The monks duly completed the remainder of the Cloud Peaks, amassing a total of 15 winter wolf pelts in the process to bump up both finances and XP.  With everyone having such poor HPs Narcillicus' mustard jellies could have one-shot any of the monks with a critical, but neither managed a single hit (Spectre putting on the blunt protection girdle to help her defense).  Narcillicus was more fortunate - managing to save against multiple stunning attacks and even get an offensive spell off (Spook saving against emotion) before falling.
 
Feeling in the mood to rid the world of more unwanted spellcasters the monks finished their work in Beregost by stunning Silke and then started clearing the areas between Nashkel and Beregost.  They used the Wand of the Heavens for the first time on the Doomsayer.  In that area I misremembered where Baruk's kobold commandos would appear - Spook only just surviving after being hit twice by their arrows.  The remainder of that area was enough to get everyone to level 6.  They got another generally poor set of rolls though - Chimera with a total of 29 (less than the average for a level 4 monk) was left particularly vulnerable, but everyone was below average.
 
With the extra level they felt safe to tackle the sirines and disposed of them without trouble.  Bassilus was beaten down before he could finish a spell.  
 
Moving on to the last couple of southern areas to be explored the monks had their first encounter with an ogre mage when it appeared during an existing fight to try and use surprise.  
Spoiler
However, with sleep now not effective against the monks and only a single nearly dead ogre to help him the ogre mage was no real problem despite stunning Spook.  A minute or so later though and another ogre mage appeared on the same encounter spot while a number of ogre-kin were in close pursuit - and this time his stun on Spook looked very dangerous indeed.  
Spoiler
 
Spectre made an immediate first use of the wand of sleep to try and thin the opposition out, but very unfortunately everyone saved.  Unless being attacked in melee the enemies would look to target Spook, so the monks had to move in to close quarters despite their high vulnerability to melee attacks.  They successfully managed to stun the ogre mage, but several of them took damage in the melee and had to withdraw.  Phantom killed an ogrillon with the wand of heavens before Spectre tried a last-ditch second sleep - this time just affecting the other ogrillon.  Her delay in trying that sleep proved crucial though as the ogre berserker was left with no-one attacking him for a couple of seconds and that proved too long for Spook to survive.
Death%2038_zpstmt6fawq.jpg

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#15568
Grimwald the Wise

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Diary of Sir Giles o' the Moors.

 

The party cleared the Cloakwood mines without too much difficulty. The changes at the bottom of the mine changed things significantly.

 

We charged in on the DSoSC assassins and the fireballs or whatever it was they used, as a result killed most of them whilst only hurting my party.

 

We used several healing potions and returned,

 

We summoned some monsters and Davaeorn used his spells on them.

 

Killing him was then easy.

 

Upon going to the FAI Jet Laya's quest was a letdown as the EE version seemed to make the quest too easy. She was by herself and fell to our first attack.

 

On a side-note, the different spells that Jet Laya uses aren't there. The symbols are there for everyone, but they have different spells attached to them. :( A bug I think, due to mod incompatability. :( We have now been asked to save Nashkel from a young dragon.

 

Thought that while in the area, I would deal with the Dark One first. Killed him. Nothing on his body. Went to get the vials. No door! Is this a bug or do I need to do something else first?


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#15569
corey_russell

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Sorry Wise don't know the answer to your question.



#15570
corey_russell

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@Grond0 - sorry to hear the end of your monk run. But I can see how ogres in particular would be a kind of nemesis for your monks - they are hard hititng, which is concerning with your lack of critical hit protection.


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#15571
Grimwald the Wise

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Well, it seems that my DSoSC installation seems to be broken. Possibly due to mod incompatibilities.

 

There are issues with it anyway.

 

You have to do things in the order that the mod writers think you should do them, otherwise there are issues. :(

 

Since I had succeeded with the Dark One quest, albeit with bugs meaning I couldn't finish all of it, I continued with the Forest Dragon quest.

 

I had to CLUA Jeremey and Conchobhair Strongblade. (Except with EE it isn't CLUA any more.

 

The missing Burdo then turned up, but I then had to CLUA the dragon.

 

Upon defeating the Forest dragon I went inside the cave only to discover that it had changed and instead of baby dragons, there was a great big one, though not as big as the BG2 ones. Conchobhair Strongblade was almost killed, but we all survived. Went to see the cleric improved a mace immensely and we are now off to do the next quest.



#15572
Blackraven

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Condolences Grond0. Luckily you seem to have the patience of a Zen Monk. Success will come sooner or later :)

 

Grimwald, I've played with DSotSC and NTotSC and encountered difficulties as well, for example with a fisherman that would take my party to an island somewhere. I'd just play those parts that you can, and not worry about the others. In a way it's realistic that not all side-quests come to a conclusion. 
As to the Dark One, I think the vials are supposed to be in the house. You need them to permanently kill the Dark One. If you can't get into the house, then you might consider a reload to see if things work better a second time.

 

Looking forward to your SCS Berserkers Corey. I think that six Berserkers make a strong party, though a Berserker with other companions with other qualities might fare even better?

Bardin, LN Gnome Cleric/Thief, first and final BG1 update:

 
5bf3ccd1ac18b652ef4199ef33cdbf.jpg

Bardin is an unusual Rock Gnome in that he's not a mischievous goofball but rather a stalwart exactor of justice. His deity is respected but not widely venerated Gaerdal Ironhand the Stern, and Bardin (which means something like 'hidden weapon' according to the Raced of Stone D&D supplement) is one of the select few Cleric/Thieves (1%) in Gaerdal's clergy.
Starting profs were Clubs and Slings. Clubs was a bit of a compromise influenced by RP considerations: I wanted Bardin to be able to backstab but I also envisioned him with a shield. Rather poor backstabs would be the result, but in BG2 I have the itemupgrades mod installed, which allows Cromwell to forge a good +4 or +5 Club, so Bardin may fare better in the backstabbing department in Amn. Besides staves will become not just an option but almost necessary anyway in BG2 if Bardin is to make it to the Throne of Bhaal. The Staff of the Magi is one - and probably the best - of very few dispelling instruments for a Cleric/Thief.

Early Days
Spoilered to shorten this overlong post, and because most of the early stuff wasn't very problematic for Bardin.

Spoiler

Nashkel Mines

Stealth allowed Bardin to navigate the Nashkel Mines at his convenience. He dispatched groups of Kobolds with fire but more important was his vanquishing of their master, a Half-Orc priest of Cyric and the organizer of the iron ore contamination.
Spoiler
Back in Nashkel Bardin entertained the possibility that his meddling with the ore corrupters had been against the ones that wanted him dead. An assassin named Nimbul awaited him near the tavern, only to meet his end at the hands of soldiers, Skeletons, and Wand of the Heavens wielding Bardin.
Spoiler
Nimbul's contact Tranzig suffered the same fate in Beregost.
Spoiler
A letter the wizard had carried revealed to Bardin the location of a bandit camp in the Wood of Sharp Teeth.

Bandit Camp

Still in Beregost, Bardin taught a fork-tongued thespian not to lie to him, admittedly with his Skeletons doing much of the dirty work,
Spoiler
before he set out and infiltrated into the bandits' ranks via a fellow named Raiken. At their base, Bardin - despite being one Thief level shy of the Cleric/Thief BG1 level cap - feared for his life when his strategy to defeat the bandit leaders failed. He had found a quiet corner in the tent (out of Raemon's sight), where he hoped to summon three Skeletons without being interrupted. Not only did the bandits find Bardin out, their Gnoll warrior also cornered him so that he couldn't escape. Bardin quaffed an invisibility potion and buffed himself as much as he could (potions of regeneration, defense, Greenstone amulet charge; HP + DUHM). He then managed to take out the bandits' wizard even after he got Slowed by the latter. However, Bardin suffered at least five critical hits, including three poisoned arrows from Hobgoblin Elites.
Spoiler
His regeneration potion really made a difference here. Bardin went invisible a second time, healed and prepared for battle again (expending an oil of speed for this purpose), defeated the Gnoll, and took care of the others with Necklace of Missiles fireballs.
Spoiler
Prisoner Ender Sai revealed to Bardin that the Gnome's conflict was with the Iron Throne, with a hidden base in the Cloakwood. Bardin was still injured when a group of bounty hunters ambushed (Molkar & Co) him on his way to the FAI, but given his physical state and the fact that he was low on spells, the Gnome decided to run. 

Cloakwood

In the Cloakwood, Bardin helped some Druids but battled others.
Spoiler
(The Mighty Oak +2 Club became Bardin's end game weapon.) The Gnome also dealt with loads of spiders, but he ran from another ambush (Lamalha), fearful of the woods' plentiful and dangerous web traps.
In front of the Iron Throne base, a mine, Bardin softened up a warrior named Drasus with six traps before felling him with a backstab.
Spoiler
The warrior's companion Genthore fell as well, but two wizards went invisible after wasting some of their spells on Bardin's Skeleton Warriors, avoiding a fight with the Gnome.

Inside the mine Bardin went straight for the master of the mine, Davaeorn. Two potions of magic protection kept the Gnome safe from the wizard's spells while fire proved fatal for Davaeorn's minions and for the mage himself.
Spoiler

Baldur's Gate

Bardin traveled to the city of Baldur's Gate to pay the Iron Throne HQ a visit. First however he undertook several lucrative missions in the city, rewarding himself with a Shield of the Falling Stars, Helm and Cloak of Balduran, two Necklaces of Missiles, three stat-increasing Tomes, a plethora of potions, and several green scrolls. 
At the Iron Throne HQ Bardin summoned his Skeleton Warriors on the fourth floor, and buffed them with Strength of One. The Gnome himself taunted a group of Iron Throne acolytes on the fifth floor, and successfully lured some of them downstairs to finish them with the help of his summons.
Spoiler
Upstairs Bardin dispatched two warriors, a wizard (Naaman with a backstab and Wand of the Heavens Flamestrike), and - with some difficulty - one backstabbing rogue. 
A last acolyte had hidden in one of the offices behind the hall. Bardin pressured him into divulging the Iron Throne leaders' whereabouts. He learned they were in Candlekeep.

Candlekeep

Bardin learned a lot more in that citadel, his former home. First of all he discovered he was an offspring of Bhaal and secondly the man that had wanted him dead, the man that had killed Gorion, was his brother Sarevok. Sarevok had been using the Iron Throne to pursue his own agenda: inciting a war on the Sword Coast. He framed Bardin for the murder of the Iron Throne leaders, whom he no longer had use for, but Bardin escaped with the help of Tethtoril, and with a number of valuable items in his pack.

Finale

Bardin traveled south to the Nashkel region, stocked up on potions, and returned to Baldur's Gate where he kept a low profile as he was now wanted for murdering the Iron Throne leaders. Sarevok's (former) lover Tamoko, of all people, informed Bardin of his brother's plans: killing the Dukes and becoming the new Archduke of Baldur's Gate. Bardin eliminated the assassin Slythe hired by Sarevok to kill duke Belt and duchess Jannath. A backstab delivered while the assassin was occupied with a summon, and four traps did Slythe in.
Spoiler
The Gnome took an invitation to Sarevok's inauguration at the Ducal Palace from the assassin's corpse, rested at the Blushing Mermaid, and went to the palace to protect the Dukes from Sarevok and his Doppelganger cronies. He set about seven snares there (I've lost too many no-reload solo characters there to both Dukes' dying to bother about cheesy resting), summoned and buffed three Skeletons and heavily buffed himself as well.
With 25 STR from the violet potion plus other buffs Bardin allowed himself to dual-wield two clubs. A Rogue Rebalancing phial of poison plus traps plus Skeleton Warriors plus Flaming Fists soon had all the Doppelgangers down but one, a mage that had retreated to an antechamber.
Spoiler
The Doppelganger Mage killed several Flaming Fists with a Sunfire, and confused others before Bardin struck it down.
Spoiler
Sarevok than slew duchess Jannath, and a confused Flaming Fist guard must have hit one of Bardin's Skeleton Warriors, because a fight ensued and soon all the Flaming Fists as well as duke Belt were hostile. Fortunately the duke didn't have hard feelings, at least not so hard as to refuse to help Bardin find Sarevok after the latter fled the scene.
Spoiler
Bardin made his way through a maze and through the undercity to Sarevok's lair, a temple of Bhaal. In front of it, Tamoko understandably but foolishly insisted on fighting Bardin (despite the Gnome's stellar reputation).
Spoiler
Inside the temple, Bardin slew Sarevok's acolytes Tazok (with poisoned and hasted sling attacks), Diarmid (idem), Semaj (fireballs because he went invisible), and Angelo (poison), as well as their animated skeletons. A series of backstabs, two traps, and ranged attacks combined with potion of firebreath scorchers then felled Sarevok.
Spoiler


This is Bardin's endgame inventory:
Spoiler
A quick run through BG1, in which I've been more lenient with myself than I sometimes am. More specifically I allowed Necklace of Missiles and Wand of the Heavens recharges. The reason for that is that I recently accomplished a complete, roleplayed and pretty clean playthrough of BG1, with Gerland and his party. Also, I was pretty eager to make it into SoA because I did a reinstall of BG2EE with a number of interesting mods.


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#15573
ussnorway

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5bf3ccd1ac18b652ef4199ef33cdbf.jpg

 

Love the image.


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#15574
Grond0

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Condolences Grond0. Luckily you seem to have the patience of a Zen Monk. Success will come sooner or later :)

Thanks Blackraven - a betting man would probably be on the side of later, but we'll see :P.  Hope you keep enjoying your new challenge and send Bardin skipping through BG2 as well.

 

 

Phantasmic 6 {39} - monks party (update 1)
 
The previous run I was a bit less careful with managing the monks, although they still managed to get a respectable amount of work done before one of them was killed.  This time I started off trying to avoid any damage at all for as long as possible.  That nearly came to a swift end in an ambush on the way to Shoal, but a kobold commando missed with the one shot he got before the monks ran out of sight.  Shoal along with various nearby wolves got them to level 2.
 
After doing a few tasks around Beregost they travelled cross-country (to avoid bandit ambushes) to find Brage.  This time there was no mistake when talking to him and they arrived safely in Nashkel.  After resting to get LMD they set off on their travels again in search of reputation.  The first source was killing Greywolf and that also got everyone to level 3.  Arabelle gave the next upgrade before they travelled on side paths up to the FAI (dodging one more kobold arrow in one of the ambushes on the way) to help Joia out.  
 
Moving further north Spectre sneaked into the ankheg nest before the monks agreed to unload some of their burdensome gold on Farmer Brun.  Back south they picked up Melicamp and then scouted out High Hedge looking for a lone skeleton.  The smallest group they found was 3 which seemed a bit risky to attack while trying to avoid any damage, but that was rendered a moot point when they encountered some other enemies and I was too slow to react when a mouse-click to move failed to take effect and a dog got a long range attack in on Wraith.  They then went straight after the 3 skeletons and executed a nice neat triple kill - though that was wasted when Melicamp failed to survive anyway.
Spoiler
 
Although they've now taken damage I will be continuing to try to minimise further damage as a means of encouraging myself to minimise risk.  That will mean for instance not leading enemies back across just-cleared potentially dangerous encounter spots in the way that ended their previous run :blink:.
 
Chimera - L3, 25 HPs, 21 kills
Spectre - L3, 20 HPs, 15 kills, 0 deaths
Phantom - L3, 23 HPs, 18 kills, 0 deaths
Wraith - L3, 16 HPs, 21 kills, 0 deaths
Spook - L3, 21 HPs, 11 kills, 0 deaths
Spirit - L3, 27 HPs, 12 kills, 0 deaths
After 2 minimum rolls Wraith needs some decent HPs for future levels to avoid being targeted by all the enemies scenting weakness ...

  • ussnorway, Serg BlackStrider, Grimwald the Wise et 1 autre aiment ceci

#15575
Grond0

Grond0
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Phantasmic 6 {39} - monks party (2nd and final update)
 
I don't surprise it will come as a major shock to anyone that I found in practice I was unable to bring myself to take the time to minimise risks after taking that initial damage.  That led to getting into unnecessarily close quarters with a bunch of gibberlings after collecting Samuel to get the final reputation upgrade.  Staying out of reach even in that situation would have been perfectly possible, but rather fiddly and a couple of the monks risked trying to run too close past a gibberling.  That proved fatal for Wraith when a critical exactly equalled her available HPs - I signalled last time her low HPs as a weakness and she was still just a few XP short of her 4th level ...
Death%2039_zpsb0o5z27q.jpg

  • corey_russell, ussnorway, Grimwald the Wise et 1 autre aiment ceci