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Baldur's Gate 1 No-Reload Challenge


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#16076
Grond0

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Phantasmic 6 {53} - monks party (update 3)
 
The monks had no problems working through the mine and Mulahey failed to open his mouth.
Spoiler
Resting then gave Chimera the party's first healing ability.
 
Before going to the Bandit Camp they had a bit more work to do.  First they cleared the ankheg area - 2 scrolls of PfA giving Wraith some insurance, though she was only hit once anyway.  Next they were going to do Peldvale, but Molkar interrupted them.  However, his friends didn't spawn properly, leaving him a dead man walking.
 
Still needing a bit more XP to get everyone to level 7 they went back to Shoal's area and cleared that with the exception of the sirines.  HPs generally are very good again, though Chimera is a worrying weak link - even more reason to keep him out of trouble :wacko:.
 
The monks got a lift to the Bandit Camp with Teven and as usual tried to run Tazok round and then encircle him before he could get away.  I was a bit tired at that stage though and misjudged the reach of his sword over some rocks.  That resulted in probably the nearest anyone has come to dying, but ultimately it was Tazok who had to go - leaving his bracers behind.  
Spoiler
After resting a bit the monks all used the shield amulet and opened hostilities.  That didn't go quite as neatly as last time.  Spirit was poisoned by a critical from Hakt after Venkt was dead and I thought about running away.  
Spoiler
However, lay on hands and Bhaal healing kept her alive until the poison ran out - by then the others had finished off all those with ranged capability.
Spoiler
 
After searching the bodies the monks rested then looted the rest of the Camp.  They then bought all remaining equipment that might be of use to them before killing Bentan & Poe - pushing reputation down so that Chimera gets horror as his next Bhaal power after the Cloakwood Mine.  They then went to deal with the sirines: that went very well, with the 3 groups only confusing a single character between them (though on the down side I did forget to pick up the loot from one group).  Next up is the Cloakwood.
 
Stats
Chimera - L7, 38 HPs, 245 kills
Spectre - L7, 54 HPs, 392 kills, 0 deaths
Phantom - L7, 46 HPs, 241 kills, 0 deaths
Wraith - L7, 61 HPs, 243 kills, 0 deaths
Spook - L7, 51 HPs, 231 kills, 0 deaths
Spirit - L7, 54 HPs, 293 kills, 0 deaths

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#16077
corey_russell

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Trio Update #1 (attempt #something 2) - (Corey_Russell, Grond0, Gate70)

 

Grond0's Wizard Slayer/Thief did not survive the City of Caverns. So the trio rolled some new characters. Corey's turn at the protagonist this time:

 

(controlled by Corey_Russell)

Baldr172_zpslxceh5c1.png

 

(controlled by Grond0)

Baldr173_zpsukaduelg.png

 

(controlled by Gate70)

Baldr174_zpsn2qx50vk.png

 

Candlekeep quests were completed without incident. Most of the time, Gate70's character is tank, Krem is lending his flail, and Axer is throwing lots of axes around. Fights have been pretty smooth to date, no near misses.

 

The trio did their very common tactic of taking Shoal out early - no levels, but it allow the trio to level in Beregost. Axer got a decent HP roll (10 HP), so that's encouraging. The ogrillions south of Beregost had no chance with 3 powerful fighters attacking them, and the flaming fist mercenary didn't do any better.

 

The trio did make a pit stop at the FAI to pick up a wizard's ring, some used pantaloons, and wipe out Tarnesh. Thanks to our cavalier, Tarnesh had no hope, wasting a round with horror that can never work.

 

The belt fetish ogre was defeated as well, with one party member distracting it while the others pumped it with missiles. Axer has been using throwing axes, as is Krem, and Gate70 using throwing daggers. Axer will probably take a bow skill, since that can help at various points (arrows of detonation or dispelling for example). Especially since his party members can't use a bow.

 

At the end of session, also did the basic Nashkel quest. Gate70's character is using the ankheg, while Axer is using a protection ring and plate mail. Poor Krem has to walk around naked. Neira was also defeated - she failed to hold anyone, and with 3 powerful fighters attacking her, that meant her doom.

 

Here are the party stats:

Axer, level 2 fighter (Corey_Rusell), 25 HP, 9 kills, Ogre

Krem, level 2 Kensai (Grond0), 22 HP, 12 kills, gibberling

Vommar, level 2 Cavalier (Gate70), 27 HP, 10 kills, Shoal the Nereid.


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#16078
Blackraven

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Saoni final BG1 update

Saoni fell on the battlefield to a combination of my misclicking and insane difficulty, briefly after the events related in my last post.
The party had reached the spider-infested part Cloakwood. All were invisible but Saoni, who took it upon herself to deal with a couple of Phase Spiders. With four down and one to go, everything looked fine. Number five wasn't really a threat either, but after a breath attack I must have clicked on a part where she couldn't walk, causing a delay in her retreat here

Spoiler
and creating an opportunity for the Spider here.
Spoiler
With 10 damage a tick and an unclear aura, there was nothing she could do. I later realized I could have had one of the companions cast PfPoison at her from the green scroll, not sure if that cancels active poison though.

It's funny that this should happen. Saoni felt powerful. I really envisioned her in SoD. That will have to wait now though. Since I want my first playthrough of SoD to be with NPCs rather than a custom party, Saoni's death means I'll have to start a new run. Not sure yet whether that will be run in v1.3 or v2.1 and what settings to apply. I'm inclined to go with v2.1 with Legacy of Bhaal but without damage bonuses for enemies and withour XP bonuses for the party. If I do so, I'll miss the banter of the BG1 NPC Project mod, so I might yet change my mind.

Shade, CG Human Archer, 2nd BG1 report 

On a more positive note, Shade and her band have been fending well for themselves. In my previous account, I finished by saying I had no idea what to do, where to go next. They went for the South Coast for Charleston Nib and Brage, but didn't even make it to the Nib, due to Dire Wolves cutting them off. Gizi separated herself from the group and hitched a ride for the party with Brage, back to Nahskel.

With XP bonuses activated, the solution was visiting areas with normally weak melee critters like Gibberlings, Xvarts, or Tasloi. They can be kited as long as they don't come in very large packs, and they yield over 1k XP per kill. The southernmost area, with Hafiz and Samuel, provided lots of Gibberlings (and a funny response from Hafiz).
Spoiler
The Xvart Village had, you guessed it, plenty of Xvarts to kill. I even found that a high Dex character with Ankheg plate, a ring of protection, and girdle of piercing could fairly reliable tank the Xvarts. You'll always get hit though, if only by criticals (not sure if it were only criticals or also rolls in the 18-19 range). This meant that several lesser healing potion were expended.
Bear River was anothe good source of XP. The Mountain Bear was webbed and slain with ranged fire. Gibberlings were fought one to three at a time. The party repeatedly traveled to other areas, to get away from larger groups. This would sometimes get them in other types of trouble. The scariest moment occurred when they got waylaid by an Ogre Mage. It managed to cast a Charm Person at Alaam, but the Wizard Slayer's tad of Magic Resistance saved him.
Spoiler
When Guennean got her first level 3 priest spells, Animate Dead helped the party against tought foes (like Ogres). As some of you will already know, summoned creatures get the same boost (or a similar one) as enemies, so the Skeletons were quite hardy. I don't think I'll be casting summoning spells all the time and let the summons do all the work, but I also do not rule out using summons when convenient.

I have screenshots, but they don't look very interesting. Skeletons (with Ogres or Hobgoblin archers) and/or Guennean would tank and kite, the others attack with ranged weapons.

After dozens of Gibberlings at Bear River, came the Gnoll Fortress. Importantly everyone passed the 40k XP benchmark here, meaning Sorcerer Aine reached level 5. His first level 3 spell was Invisibility 15' Radius. Invisible wall cheese was used to speed up the XP farming process. As with the summons, I do not intend to use Invisibility cheese for the remainder of BG1, but I am not against doing so time and again, to keep some pace in this playthrough.

In the Cloudpeaks Kirian was slain, but Delgod and Alexander were shunned. Vax and Zal were defeated with Skeletal help, Caldo and Krumm with kiting tactics. A grand total of eleven Winter Wolves were done in by Shade (who was wearing Gorion's belt), all in and around the two Cloudpeaks areas. Before I knew it Alaam reached level 7, and dual-classed to Thief.

Melicamp was restored by Thalanthyr after Guennean's Skeleton Warriors managed to kill (at least) one of the High Hedge's Skeletons. Skeleton Warriors also meleed Neira, as the others attacked with their range weapons. It yielded Shade a nice unbreakable helmet. (Previously a non-magical helmet of hers had broken. I always kept spare helmets in my inventory though.) 

To help Alaam get his Wizard Slayer levels reactivated sooner rather than later (there's no reason not to help him, as his Wizard Slayer restrictions remain active even while being a Thief now), the party returned to Mutamin's garden with Aine casting PfPetrification on Shade and Gizi, and the two Archers killing remaining Basilisks. Mutamin fell to three Skeleton Warriors. Kirian and friends got stuck in a barrage of Webs, easy picking for the very much range-oriented party.
Spoiler
The companions all have more than 80k XP each. They still don't feel very powerful, and they could really do with better gear, but they're definitely in much better shape than last time I wrote about them. I'm considering respecting the XP cap (even though I removed it) and leveling up only in SoD (provided we make it there). As a consequence dual-classing Shade at level 8 would be very disadvantageous. I may go for the long haul of dualing her at level 13 for a 3rd Called Shot ability and an extra 0.5 APR.


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#16079
corey_russell

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Corethief X the dwarven assassin - Update 7

Traveling with: Hanna (halfling bounty hunter), Imoen (human thief)

 

The party continues to make progress. Some of the harder areas have been attempted (basilisks area, sirines) with mixed success. The party does a lot of different tactics, depending in part on the number of enemies as well as their type. Here's a quick run-down:

 

* powerful melee enemies (bears, ogres, etc.) - traps and ranged fire rule the day here.

* ghouls, ghasts - ranged fire always

* weaker enemies but many (skeletons, war dogs, gnolls, etc.) - sometimes we use thrown traps, but most of the time Hanna tanks, Imoen uses her bow, while Corethief X will backstab an enemy than cause havoc with his dagger of venom, and sometimes his poison skill.

* individual enemies that aren't strong melees - Corethief X will usually backstab. His hiding in shadows skill is excellent, which is boosted yet further with his boots of stealth and shadow armor.

 

* Basilisks area - overall, think we need to consider this venture a failure. We used fireballs from the shadows to take out Kirian's group. But ran into a bad situation with the basilisks in the lower area. A greater basilisk refused to stay at range, and engaged Hanna in melee. But was afraid if Hanna ran, Imoen or Corethief X would be petrified. As it turned out, Hanna was quickly killed (there goes our protection from petrification scroll protection). Corethief X very quickly ran away and was able to hide. Imoen tried hiding but failed and ran to the edge of the map. Fortunately, the basilisk lost tracking. However, we had no intention of letting it get away with murdering Hanna. Imoen and Corethief used fireballs ( potions, necklace of missiles) and traps from out of sight to kill this enemy. This did mean though that we never returned here, and will have to let the other enemies live after raising Hanna

* Sirine areas - much more success here. Since we can't use helm of defense, we went ahead and took out Shoal. Party used thrown traps, fireballs from necklace of missiles and potions if any left and ranged fire against the large group of ogres in one sirine area. The area directly south of Candlekeep, we used the Candlekeep potion of clarity to take out the sirines here. For the other Sirine area, we used Greenstone amulet on Hanna. We used magical ranged ammo to try to help the thieves overcome their thief Thac0 and the sirines improved invisibility defense. We used traps and magical ranged ammmo to deal with the flesh golems. The CON tome went to Corethief X, which gives him regeneration now. However, that didn't last long as when the party sold their stuff in High Hedge, Corethief X splurged and bought Claw of Kazagaroth to help his saves.

 

The party has cleared the Bassilus map and High Hedge without too much trouble, using tactics outlined at top of post. Not much in screenshots of interest, but here's our fight against Torgal and his band:

Baldr599_zpsyjdkh9so.png

 

Party is taking a well deserved rest in Beregost, and will resume their adventure when they up for it.

 

EDIT: Forgot party stats - here they are!

 

Hanna - level 7 bounty hunter, 42 HP, 222 kills, Mustard Jelly

Corethief X - level 7 assassin, 42 HP, 321 kills, Shoal the Nereid

Imoen - level 7 thief, 41 HP, 127 kills, Battle Horror


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#16080
Grond0

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Saoni final BG1 update

With 10 damage a tick and an unclear aura, there was nothing she could do. I later realized I could have had one of the companions cast PfPoison at her from the green scroll, not sure if that cancels active poison though.

It does, yes.  I've been caught out a few times though because it sometimes seems to take longer than expected to cast.  With double strength poison active you would have needed to start casting it pretty quickly ...


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#16081
corey_russell

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It does, yes.  I've been caught out a few times though because it sometimes seems to take longer than expected to cast.  With double strength poison active you would have needed to start casting it pretty quickly ...

,I concur. The phase spider poison ticks fast and hard. It's been my practice for some time now, whether solo or party, if fighting in Cloakwood Area 2, to always put Thalantyr's poison scroll on the player character. That phase spider poison is just too vicious.


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#16082
Grond0

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Phantasmic 6 {53} - monks party (update 4)
 
In the first Cloakwood area Seniyad actually managed to cast an insect plague - but it didn't do him much good.
Spoiler
 
In the second area 4 phase spiders formed a greeting committee when the monks arrived and Chimera used his slow poison ability for the first time on Phantom.
Spoiler
As usual invisibility was used to trigger the web traps before the enemies in the spider nest were dragged out a few at a time.
 
In the third area both druids in the forest were stunned before casting anything.  A game of hide and seek in and out of his house occupied Amarande for a while until he was eventually finished off with a critical from Spectre.  
Spoiler
 
The fourth area was cleared without problems and they also explored the surrounding area of the mine before trying their luck with Drasus and co.  That went better than expected with both mages being stunned initially and finished off before they could recover.  Phantom took Drasus for a run while the others overwhelmed Genthore and could then shoot down Drasus at their leisure.
Spoiler
 
Inside the mine they pulled Hareishan and the guards back to the level entrance to deal with them.  
Spoiler
They worked their way down through the mine without trouble, just relying on their own attacks, but resorted to wands to kill the battle horrors.  They then bounced up and down a few times killing guards, before using stealth to let all the rest go to surround Davaeorn.  A few fireballs then killed those, allowing Davaeorn to move again.  He was dragged over to the entrance where the monks dodged a couple of spells before his second stoneskin ruptured with a bang.
Spoiler
 
After looting and resting (acquiring horror as a Bhaal power) the monks have safely arrived in Baldur's Gate.
 
Stats
Chimera - L7, 38 HPs, 286 kills
Spectre - L7, 54 HPs, 462 kills, 0 deaths
Phantom - L7, 46 HPs, 282 kills, 0 deaths
Wraith - L7, 61 HPs, 314 kills, 0 deaths
Spook - L7, 51 HPs, 284 kills, 0 deaths
Spirit - L7, 54 HPs, 336 kills, 0 deaths

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#16083
Grimwald the Wise

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Justicus and party killed Narcillicus and his summons, then Nimbul. Sadly Nimbul killed both Oublek and Rashad before we were able to bring ourtanks in sight.

 

They then cleared an area swarming with xvarts and heading north killed a hobgoblin and a lot of kobold commandoes. Holy smite was very effective. Then helped Charleston before going north where the sirene proved troublesome.

 

Three times they had to flee because Justicus was charmed and again when he was charmed by a trap!

 

However, they did eventually kill all the sirene and the golems. This led to Justicus levelling up. Now level 7.  :)

 

They picked up Dynaheir and her spell invisibility 10' was sufficient to get the party into Durlag's Tower, where amongst other things Justicus was able to raise his wisdom.

 

They killed all the basilisks and then took on the ghost.

 

Big mistake.

 

The invisible stalker did quite a lot of damage, but the major problem was that it seemed invincible. Need to discover what hurts it.

 

Justicus was still doing OK as he was virtually unhurt, despite the rest of the party being killed, as the ghost was nearly dead!

 

It then cast petrification on Justicus!

 

He had two anti-petrification potions, just didn't know that the ghost had that spell up its sleeve. :(

 

PS During the battle discovered that fire works wonders against it as it was its own fireballs that nearly killed it.


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#16084
Grond0

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The invisible stalker did quite a lot of damage, but the major problem was that it seemed invincible. Need to discover what hurts it.

 

PS During the battle discovered that fire works wonders against it as it was its own fireballs that nearly killed it.

Thanks for the tip Wise.  The monks are due to be going back there fairly soon and will pack their Wands of Heavens!  

 

Invisible stalkers have high damage resistance against missiles, so melee may be a better option if you can gang up on them.


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#16085
Grond0

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Phantasmic 6 {53} - monks party (update 5)
 
In the City they made a few donations at the temple and then went back out of the city to finish off a few reputation tasks left around the place.  While doing that they made the Sword Coast a bit safer by dealing with a sirine lover on one side of Beregost and a golem lover on the other :devil:.
Spoiler
 
With reputation back up at 20 they went to purchase equipment - including a wand of the heavens each.  They then started to work systematically through the City taking on all encounters.  That process started by acquiring the ogre gauntlets, in order to easily be able to open most locked doors.  
Spoiler
The last of the monks got to level 8 as a result of completing the poison quest and again got generally good HPs.
Spoiler
 
For the vast majority of encounters the monks used their own attacks, but they did resort to wands against Degrodel's guards and again against Sunin (who ended one of their previous runs).
Spoiler
 
Generally gameplay was pretty good during their City work.  The only really worrying moment was when, unusually, I exposed Chimera in a fight and nearly paid for it as he was hit twice in a row - the second a critical - by a couple of kobold commandos (I think one of them missed with another shot before he got out of range).
Spoiler
The thieves guild went hostile (which I hadn't expected and annoyingly that was before I had bought Black Lily's stock), but none of them got any big backstabs in.  Black Lily herself ran downstairs, so that will be something to watch for after the palace fight.
Spoiler
Another potentially dangerous thief is Nader - he caused the first casualty in the last run - but he didn't get the chance for a backstab this time
Spoiler
and the rest of that fight went very smoothly - Gretek was lured away at the start to improve the odds there before being the final victim.  
Spoiler
Another enemy that killed a monk last time was Schlumpsa.  This time he was approached more cautiously and even though his one hit was a critical, that was still no danger.
Spoiler
 
There was one mistake when I got an unintended reputation drop when Abela the nymph proved to be an innocent captive, but with nothing left to buy at that point that was no real problem.
Spoiler
 
The Iron Throne is the only thing left in the City for now and that will be done shortly.
 
Stats
Chimera - L8, 38 HPs, 311 kills
Spectre - L8, 54 HPs, 514 kills, 0 deaths
Phantom - L8, 46 HPs, 318 kills, 0 deaths
Wraith - L8, 61 HPs, 341 kills, 0 deaths
Spook - L8, 51 HPs, 318 kills, 0 deaths
Spirit - L8, 54 HPs, 365 kills, 0 deaths

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#16086
Grimwald the Wise

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Thanks for the tip Wise.  The monks are due to be going back there fairly soon and will pack their Wands of Heavens!  

 

Invisible stalkers have high damage resistance against missiles, so melee may be a better option if you can gang up on them.

 

Having the party buffed against fire would also have been an advantage, as I could have used necklace of missiles etc without killing the party.

 

Obviously better to give the PC protection from petrification. Don't know if the 1st level spell would be sufficient as it was a long battle.

 

Perhaps next time it won't be. :)



#16087
Grond0

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Phantasmic 6 {53} - monks party (update 6)
 
At the Iron Throne the monks opened with a volley of fireballs.  That killed a number of the opponents, but only one of the Shennaras - so a smaller follow-up was used to settle the other one.  
Spoiler
The last few opponents then failed to land a blow.  Duke Eltan tasked them with investigating Candlekeep, but before they did that there was a bit more clearing up to do to finish off areas.
 
Back at Durlag's Tower Spectre showed herself to the ghost a few times, waiting out its buffs. Eventually all the monks tried stealth wand attacks - only to find that (unlike Wise's version) the ghost in my installation is immune to fire!  I wasn't actually surprised by that though and the monks used stealth attacks up and down the stairs to finish it off.  
Spoiler
On the top floor magic resistance meant wands were also useless against Kirinhale, so she was also dragged over towards the stairs for disposal - though she did manage to charm Phantom in a parting gesture.
Spoiler
 
Leaving the lower reaches of the Tower, the monks moved on to Firewine where a sneak initial attack on Kahrk got him to badly wounded and he died a round later.
Spoiler
Diving into the ruins, Spectre used green scrolls to get 100% immunity to fire and electricity before clearing the way through the maze for the others (also using a potion of regeneration to repair other trap damage).  With the possibility of a bouncing lightning bolt from Lendarn causing havoc, he also got a massed wand attack - unlike Kahrk he didn't have the HPs to survive that.  
Spoiler
The ogre mage was far less of a danger and got a standard stunning attack.
 
The final area to be cleansed contained the Red Wizards of Thay.  They were not the main danger, however - that was being held by web traps and giant spiders.  Invisibility helped with the former and a fireball attack with the latter.  The Red Wizards themselves just got standard attacks and didn't manage much apart from a magic missile minor sequencer on Spectre.
Spoiler
 
The party were just travelling to find a shop prior to going to Candlekeep when they finally suffered their first casualty.  That was in what should have been an easy enough battle with 4 ettercaps.  However, as it should have been easy I didn't take the time to set up positioning for the attacks in the most favourable way (nor to take the really safe option and use ranged attacks or just run away).  Both Spook and Spirit were poisoned relatively early on and Chimera used his Bhaal power on Spook while Spirit successfully used lay on hands on herself before moving towards the edge of the map ready for a quick exit.  When the last ettercap died I wasted a bit of time picking things up - all the monks had come into combat with full inventories and had dropped some missiles to allow them to use fists in the combat (they've got more money than they can use, but just can't resist picking up shiny objects :blink:).  When I eventually looked at Spirit I was horrified at how low on HPs she was (she had actually not been poisoned once, but twice and was down to 8 HPs).  By that time it was far too late to use a green scroll.  However, as the others wouldn't have had to get right to the edge of the map to do an area transition I thought it was still possible they might manage that - but the ettercap poison just ticks too fast (I thought I'd taken a screenshot of that, but it appears not).  
 
Now that I'd had a death I considered going back to Durlag's Tower to test out the possibility of doing that without deaths, but that still seems like too much hassle, so the monks will be going to Candlekeep next.  They'll also be looking to zip through the remaining main quest items rather than continuing with the completionist approach.
 
Stats
Chimera - L8, 38 HPs, 328 kills
Spectre - L8, 54 HPs, 578 kills, 0 deaths
Phantom - L8, 46 HPs, 337 kills, 0 deaths
Wraith - L8, 61 HPs, 365 kills, 0 deaths
Spook - L8, 51 HPs, 332 kills, 0 deaths
Spirit - L8, 54 HPs, 392 kills, 1 death

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#16088
corey_russell

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Best of luck Grond0! You've already done a completionist run with the monks in BG 1 haven't you? So giving them another taste of BG 2 sounds like a good idea to me.


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#16089
Grond0

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Thanks Corey - as suggested the monks didn't hang about for the remainder of BG1 ...
 
Phantasmic 6 {53} - monks party (update 7)
 
I didn't bother using any magic protection against the ogre magi at Candlekeep and they inflicted quite a bit of damage before being overcome.
Spoiler
After resting, the monks killed the Iron Throne leaders before diving into the catacombs.  A potion of storm giant strength helped them loot the tombs there.  They didn't bother with the ghasts or most of the dopplegangers before taking on Prat.  He retreated into invisibility, but was finally coaxed out to attack - which proved costly to him.
Spoiler
 
Slythe got a backstab in, but couldn't follow up on that.  
Spoiler
On to the palace where they took some of their large potion stocks before engaging.  Chimera took a nasty jolt from an unholy blight early on, but wands prevented any further spells from completing and none of the other monks were much injured.  
Spoiler
 
Then on to the maze where Black Lily reacted too slowly to save herself from a bunch of monks high on potions.  
Spoiler
The monks just killed the enemies on the main route through the maze and then used a barrage of fireballs to soften up the Undercity party for a melee finish.  They then used the standard tactics of putting Sarevok in  a corner and throwing fireballs at him from out of sight.  I had the impression that I'd got more of those left this time and that Sarevok had taken enough damage to kill him by the time the rain of fire stopped.  The monks then all gathered round him and a single hit (or more likely the sight of an enemy) sent him on his way.
Spoiler
 
Stats
Chimera - L8, 38 HPs, 328 kills
Spectre - L8, 54 HPs, 578 kills, 0 deaths
Phantom - L8, 46 HPs, 337 kills, 0 deaths
Wraith - L8, 61 HPs, 365 kills, 0 deaths
Spook - L8, 51 HPs, 332 kills, 0 deaths
Spirit - L8, 54 HPs, 392 kills, 1 death

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#16090
Blackraven

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Congrats Grond0, am glad it didn't take you long to get your Monks back into BG2.

 

 

Shade, CG Human Archer, 3rd BG1 report

I've very little to report, except one event that might mean the end of this run. Shade & Co tried to take on Bassilus, a dangerous mission in LoB + SCS. Just think of the havoc a summoned Aerial Servant would wreak. The idea was to use invisible wall cheese, with everyone but Archer Gizi surrounding Bassilus. The priest justly punished us for that when he animated a Skeleton Warrior near Gizi. The summon, too much for probably the entire party combined to handle, would follow Gizi wherever she went, even though her movement speed advantage allowed her to get way out of the undead's sight. (She couldn't hide because she was wearing ankheg armor and not allowed to take it off.) While I was busy trying to make Gizi rid herself of the Skeleton Warrior, Bassilus detected the invisible companions, and managed to Hold Shade.

Spoiler
Aine saved the day by casting Invisibility 15'Radius on everyone (including Bassilus), except Gizi. My business with Shade and the others kept me distracted long enough from Gizi to allow a pack of Dread Wolves to surround the Elf. The only way not to get her killed was to remoe her from the party, I thought. Again, my decision to apply cheese was punished. The Skeleton Warrior continued hitting Gizi, and killed her.
Spoiler
What with her being removed from the party, there's no way to resurrect our main Archer, an integral member of this archery and disabling oriented party.

Shade got rid of the Dread Wolves (six) behind an invisible wall of companions, and picked up Gizi's belongings. The party of five then rested, and had Alaam (who had now 100 Detect Illusions) reveal Bassilus. Aine tried to hold Bassilus with Webs and Guennean attempted to Silence the priest and to freeze him with Hold Persons, to little avail. Bassilus got stuck a few times in the Webs but not enough for the companions to kill him before he'd leave the spell's AoE. Aine Blinded Bassilus (and a Dread Wolf that was also around), but the priest canceled his ailment with a Cure Disease.
Spoiler
Luckily Aine had lots of Blindnesses, so after several failed attempts the Sorcerer succeeded once more. A barrage of ranged attacks prevented the priest from casting further spells,
Spoiler
until he fell. 

I'm not sure what to do now. Abandon yet another run, continue the run with the five current members and optionally an NPC, or create a new custom Archer so I actually get to experiment with Called Shot spell save lowering.


  • ussnorway, Serg BlackStrider, Grond0 et 3 autres aiment ceci

#16091
corey_russell

corey_russell
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Nice work Grond0 - try to take care of your monks in Amn! 


  • Grond0 aime ceci

#16092
Grimwald the Wise

Grimwald the Wise
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The Saga of Coenwulf the Just. (Human Priest of Helm, Str 18, Dex 18, Con 18, Int 10, Wis 18, Cha 6)

(Coenwulf meant Bold Wolf in Saxon)

In addition to the mods shown below, I gave better weapons and armour to Shank, Carbos and Mendas. This resulted in my first run ending by a blow from Mendas. I changed my installation when I realised that giving max HP to the party and not to the enemy was unfair. I changed to the ToB method of NPCs levelling up at the same time.

 

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for BGEE/Tutu/BGT -> Default version: areas connected by travel triggers: v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #2 // Raise the XP cap: v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // Delayed start: Drizzt joins after Durlag's Tower: v3.00
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v12
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v12
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v12
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v12
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v12
~SETUP-BGEEAR.TP2~ #0 #0 // TeamBG's Armors for BG:EE, BGT and TuTu Version 1.05
~SETUP-BGEEW.TP2~ #0 #0 // TeamBG's Weapons Pack for BG:EE, BGT and TuTu Version 1.04
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v13
~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 //  "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v213
~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #1 // Bardolan's Briefing, by berelinde: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #2 // Scar's Spare Time, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #3 // Kim's Preoccupation, by jastey (WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #4 // Extension of Bjornin Encounter (Personal Wound Treatment), by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #5 // No Starch in the Maypole: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #6 // Duke Eltan's Spare Minute, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #7 // Husam's Personal Preparation, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #8 // Laurel's Post-Hunting, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #9 // Bartus' Seduction, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #10 // Lina's Massage, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #11 // First Night with Quentin, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #12 // Chatting Niklos Up, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #13 // Slythe and Krystin, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #14 // No Regrets: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #15 // Purchased Love, by Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #16 // Hull: Heavy Duty, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #17 // Late Night with Jaheira, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #19 // Melicamp: The Poultry Boy, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #20 // Reading with Rinnie, by Western Paladin: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #21 // Molly the Husband-Grabber, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #22 // The Mourning of Centeol, the Spider Lady, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #23 // The Essential End, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #24 // The Harvestmen Lair, by Lava (mature content): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #25 // The Great Zudini, by Kulyok (mature content): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #27 // Ender Sai, the Hero's Reward, by Thimblerig (WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #30 // Necromancer's Trouble, by jastey (WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #31 // Dinner with Thalantyr, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #32 // Girdle of Gender Reactions, by Thimblerig, Kulyok, Domi, Lava, Lastknightleft, Twani, Jastey, Daisy Ninja Girl: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #34 // All That Left Was, by Lava and Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #35 // A Childhood Friend, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #36 // Arlene the Working Girl, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #37 // Della May from Thay, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #38 // A Dirty Guard in Candlekeep, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #39 // Phoenix Flame, by Kulyok (mature content): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #40 // Mikala the Monk, by Twani: v1.3
~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 2
~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7
~THALAN/THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: v4.2
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: v9
~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): v9
~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): v9
~GAVIN/GAVIN.TP2~ #0 #10 // Gavin: Alternate Portraits -> Blue cloak, by kiwidoc: v9
~GAVIN/GAVIN.TP2~ #0 #13 // Gavin: Player Initiated Dialogue: v9
~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu
~ISRA/SETUP-ISRA.TP2~ #0 #2 // Install Gavin/Isra crossmod banter?
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 10
~SETUP-CRUSADE.TP2~ #0 #0 // Champion of Torm
~SETUP-CRUSADE.TP2~ #0 #2 // Adventurer
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22_20150614
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2372 // Alter Dual-class Restrictions -> Install both of the above options: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v16
// Recently Uninstalled: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2372 // Alter Dual-class Restrictions -> Install both of the above options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v16
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v15
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #2 // Crossmod Romance Conflicts: v15
~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief
~NPC_EE/NPC_EE.TP2~ #0 #141 // Choose a class for Khalid -> Make Khalid a ranger/cleric
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter
~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric
~NPC_EE/NPC_EE.TP2~ #0 #302 // Choose a class for Xzar -> Make Xzar a necromancer/cleric
~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief
~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage
~NPC_EE/NPC_EE.TP2~ #0 #583 // Choose a class for Viconia -> Make Viconia a cleric/thief
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16
 

 

In Candlekeep Coenwulf fought three assassins and won. Gorion and he were attacked by assassins nearby, Gorion being killed. Coenwulf fled to the FAI as instructed by Gorion. However, upon arriving yet another assassin attacked so he fled north after killing him, as there could have been others around.

He helped a woman being pestered by her undead husband as well as a young priestess whose mother had been killed by some evil fishermen.

He then helped Marl and Firebead in Beregost before heading towards Amn. Near the border they helped Rufie the dog, a dryad and a cat.

Coenwulf is now a fully fledged hero

 

He helped Mellicamp which raised his reputation to 19, and his level to 5.

 

He then killed a number of xvart, a bear in a cave, killed a hobgoblin with a party of kobold commandoes, and helped an archaeologist and Brage before returning to the area north of the Friendly Arms Inn where he helped Farmer Brun against the ankheg. This brought him to level 6.

 

This was possible done a little too early as it needed a number of healing potions to survive, but survive he did.

 

Despite quite heavy modification, there were no bugs that I noticed. :D Of course, if the damage was wrong or something like that, I wouldn't know as I am no staticitian.


  • ussnorway, Grond0 et Blackraven aiment ceci

#16093
Blackraven

Blackraven
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Even before my run with Shade was put on hold by Bassilus' Skeleton Warrior that killed her companion Gizi, I had started a new run in LoB mode. This time with the double XP option enabled rather than the double XP + 1,000 per kill option of my previous run. Setup is BGEE v2.1 without Siege of Dragonspear for fewer messed up strings, modded with BG1 NPC Project, SCS (almost everything, including full enemy pre-buffs), p&p dual-wielding for Thieves and Bards, Free Action protects against Stun, and a number of BG2Tweaks that will probably only become relevant in BG2.

Melody, Halfling Shadowdancer

The protagonist is Melody, possibly a go-to Thief from now on. I have an active run in BGEE where she's an Assassin (in v1.3, meaning her poison still stacks and allows no save), and I've also rolled her as a Bounty Hunter but haven't played her as such yet. 

Here's Melody the Shadowdancer:

Spoiler
The main reason I consider making her my staple Thief character for future runs is that I love the portrait, beautiful artwork that sparks my imagination. Melody looks sweet and wily at the same time to me, and that's exactly how I like to imagine her personality. Her Chaotic Neutral alignment matches this ambiguous nature. She can be as sweet, cheerful, and helpful as she can be cold, capricious and selfish. I do feel the good side is slightly stronger in her than the dark side, at least in the early game, thanks to her upbringing. 

Melody sees herself as an artist more than anything, a ballerina whose dance is not to music but to the play of light and shadow. 
She only discovered her innate connection to the Plane of Shadow a year or two before the events that marked the beginning of her adventure. In Winthrop's inn, a nobleman whose coffer she had just emptied entered his room before she could leave. She had nowhere to hide, she thought, but a supreme effort of will saw her enter a different world, familiar yet alien: a dusky, hazy image of the room she was in. The walls, the doorway, the bed, the strongbox, even the nobleman, everything was there. But the outlines were blurry and moved constantly, like rippling reflections on water. Colors were pale and greyish, and the excitement she had felt while pulling the heist made way for an equanimous state. The nobleman shouted and stomped his feet, but the sounds were muffled and distant. He looked around, then walked into the hall, but he completely ignored her. He never saw her. She had become one with the shadows in the dimly lit room.
Melody was lucky to have disappeared precisely when the nobleman would have noticed her. Because of this she suffered no repercussions for the theft nor was her ability found out. The realization that her skill was a supernatural one, one that went well beyond that of ordinary hiding and sneaking, was a revelation. Melody could not immediately explain her ability but in the library she learned from a tome on the Planes that she had a Shadowdancer's connection to the Plane of Shadow.
Melody was grateful for having found her art and dedicated herself to refining it with discipline. She kept her ability secret from even her closest of friends (Deder and Imoen) though, well aware that the ability was condemned, feared and misunderstood more often than not. The Halfling would only display her skill to folks she would either trust or kill, and then exclusively when necessary. Showing off her talent would only draw undue attention and judgment, and remove the surprise element of her ability. This meant she had little occasion to practise and develop her skill. Reevor's cats, astute masters of both concealment and observation themselves, were her sparring partners. Because cats don't talk. 

Melody's tale started one morning with a monk urging her to prepare herself as quickly as she could for a journey with her foster father Gorion. After some shopping (studded leather armor, long swords, short bow and quiver), and after her liquidation of a mysterious bounty hunter (Carbos) who had wanted her dead, she was indeed on the road. On their first night the two were accosted by a war party led by an immense swordsman, with two archers, two ogres, and a battle priestess. The warrior demanded Gorion to hand her over to him, but Gorion urged Melody to get away, which she would probably have done anyway. The warrior slew Gorion, leaving her on her own in the wilderness. 
The event made a huge impact on Melody. Not only had she just lost her foster father, there were people who wanted her hide for some reason. During the first tendays that followed the event, the Halfling kept a very low profile. She ignored Gorion's instruction to seek out friends of his at the FAI, for that had been the message in a letter on his body. Surely his killer had read it. Instead the Halfling traveled the Sword Coast quite extensively, acquainting herself with the rugged, lawless land but avoiding hostilities and often even contact with its denizens. Long-drawn-out battles with four Spiders in Beregost and with a Hobgoblin that dropped a pair of Boots of Stealth south of that town taught her to shun conflict when possible. In any case, the tools of her trade were always going to be subterfuge, intelligence, and diplomacy, not brute force.

So Melody pretty much fetched and chatted her way to some degree of fame and glory, relying on stealth and on her charisma and wit rather than her blade or her arrows. 

Working alone, she felled two ogrillons that had killed a fellow Halfling. One of them had carried a letter from one Roe she delivered to his wife Mirianne in Beregost. She calmed Marl the drunkard when he held her responsible for his adventuring son's premature death. She tracked down lost captain Captain Brage and escorted him to Nashkel, and babbled for a while with a tedious fellow named Noober in that same border town. In Beregost she returned a family heirloom, a necklace, to Mr Coquetle whose wife and children had been killed by Hobgoblin raiders. Up north, Melody brought Nathan's dead body from an ankheg nest to farmer Brun, the father. Like cats, ankhegs don't talk, so she allowed herself the luxury of hiding in plain sight when her picking up the corpse alerted an ankheg.
Spoiler
She retrieved a bowl for Tenya, a young priestess of Umberlee, from three fishermen who had murdered her mother. 

Her work experience, and her long days alone in the wilds, saw Melody make considerable progress in her self-study of the art of Shadowdancing. A new ability she learned to master was the Shadowstep, which allowed her to briefly step into the Shadow Plan and walk around while others were frozen in time. It helped her survive a Hobgoblin ambush. It was an amazing feeling for the Halfling to simply walk away from an arrow that would certainly have struck true but was now suspended in mid-air.
Spoiler
Down south Melody received a PfMagic scroll from Hafiz, found a ring of fire resistance and a star sapphire, and met injured Samuel whom she would bring to Gellana Mirrorshade at the temple of Garl Glittergold next to the Friendly Arm Inn. Near the inn she dispatched a Hobgoblin that had stolen a ring from retired adventurer Joia, and returned the ring to the woman. She decided not to enter the inn when she discerned a mean-looking Necromancer at the entrance, which to her confirmed her suspicions that "the enemy" (whoever they were) expected her there.

On the North Coast Melody retrieved a ring for gnomish wizard Celvan. And in the Cloudpeak Mountains she dueled Ludrug the gnoll and reunited two children, or to be more precise one child named Drienne and a fiend masquerading as a kid named Albert, with their respective pets. She also battled two Winter Wolves there and slew them thanks to being protected by Gorion's belt.
East of Beregost Melody depetrified Tamah and was warned of Basilisks on the loose in the vicinity. A PfUndead scroll that Drienne had rewarded her with, lasted barely long enough for Melody to slay one ghoul and one out of three ghasts in the Valley of the Tombs south-east of Nashkel. 

Melody's difficulty with taking down relatively simple creatures like said ghasts added to the fact that she had accepted a number of commissions that were likely to involve violence, such as capturing a dangerous priest called Bassilus the Murderer and investigating killings and contaminated iron ore in the Nashkel Mines as a possible source of the iron crisis, made the Halfling long for competent comrades. She decided to form a troupe, and thankfully she didn't take long in finding suitable companions. 
Her first recruit was a Sun Soul Monk named Rasaad. His devotion to the light of Selune the Moonmaiden seemed at odds with Melody's dedication to the Shadow Plane. But their commitment and discipline was at the same time a uniting factor. They were both adroit in body and mind, and focused on their tasks. And Rasaad had trained himself at keeping to the shadows. His skill at hiding didn't come close to hers, but his mere trying was something that Melody greatly appreciated. 
A second companion was Kivan, an Elven Archer the two met near the High Hedge. He seemed to lack the composure of Melody and Rasaad, vindictive as he was, and wounded (emotionally), because of the loss of his mate Deheriana.


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#16094
Grimwald the Wise

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Beautifully written Blackraven. :)


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#16095
corey_russell

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@Blackraven: Very nice prose! With any luck, this prose finishes at Melissan. 


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#16096
Grimwald the Wise

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Coenwulf, after killing the ankhegs, went to try and save the captive in the gnoll stronghold, but after fighting past ogres assassins and gnolls ran out of spells and every time he attempted sleep, he was awakened by yet more gnolls or xvarts. In the end he decided to return when he was more able to succeed in his mission. In addition his necklace of missiles was all but discharged and needed one of more skill to recharge it.

He recuperated at the carnival before killing half-ogres and assassins near the town of Nashkel. For disposing of the half-ogres, Bjornin rewarded him with a fine shield.

He then went to deal with Mutamin, the basilisks, medusa and the evil adventurers in that area.

He just caught sight of the adventurers and thought they were evil, so creeping away he cast his only memorised spell to test his theory – smite evil. Their cries of pain confirmed his theory and so two more were cast followed by blasts with his necklace of missiles.

The basilisks were easily killed by Korax, but the medusae were hurting him so Coenwulf put a stop to this by the use of command. He then healed Korax before exploring further.

Mutamin attacked, so Coenwulf cast true sight to get rid of his mirror image. Then Korax went hostile. Fortunately Mutamin was out of sight, so Coenwulf cast shield of faith and attacked Korax successfully. He rested And then cast smite evil in the vicinity of Mutamin’s last known location. His cries of pain let Coenwulf know that his guess as to Mutamin’s location was more or less correct, so more smite evil spells followed by necklace of missiles were used until Coenwulf heard Mutamin’s death rattle.

It only remained to clear up another basilisk and four more medusae. Protection from petrification plus both offensive and defensive buffs were sufficient for that task.

Coenwulf is now approaching level 8.

 

He sold a batch of ankheg shells and paid for one of them to be made into a suit of armour.

His gold is about 2000 gp. Not enough for any upgrades, but enough for most tasks as he has a stash of equipment as well.

 

He then made his way to the lighthouse where he used the potion of clarity from Candlekeep to defeat the first three sirene. He persuaded Sil to let him pass and used buffed summoned skeletons to defeat the golems. After helping the boy escape from the worgs and killing a couple more worgs he reached level 8.


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#16097
Grond0

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I generated a fighter/illusionist last night with the aim of quickly running them through BG1.  The main aim for the character was to take on Siege of Dragonspear without any meta-knowledge of that (I haven' t been reading updates relating to that - sorry ussnorway :whistle:).  Of course, before getting to SoD the character had to survive BG1 - and the initial attempt failed to do that.

 

She got to the palace and buffed up there before casting invisibility on Liia with the aim of keeping her safe.  I wasn't watching the action properly though and therefore didn't notice that Liia was actually fighting in this version of the game.  Even though Gail (a strength 25, hasted, dual-wielding fighter) was making mincemeat of the dopplegangers the dukes are so vulnerable in the enhanced edition that they both died just before the last of the dopplegangers.  Oh well - I'll try again, but next time give Belt some improved invisibility (and pay more attention to the progress of the battle :unsure:).


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#16098
Grimwald the Wise

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@Grond0

 

In my successful battle at the palace, I healed the dukes to stop them dying.

 

Having a lot of summoned monsters and casting web also helped.

 

Teaching grandmother to suck eggs I think. :D



#16099
corey_russell

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Corethief X the dwarven assassin - update something or other

Traveling with: Hanna (halfling bounty hunter), Imoen (human thief)

 

Just a quick note. The team has successfully made it to Chapter 4. As is my usual practice, we joined the Bandit Camp since we don't need Khosann's full plate. As a party of thieves, we of course looted everything. Hanna did most of the work in Tazok's tent, she stealthed, then from max range threw some traps as well as laid some snares by Brikt's feet. Venkt still survived, but then Corethief and Imoen came into the tent and fired arrows at him and the party were then able to mop all the enemies up.

 

Some screenshots of the adventure this session:

Spoiler

 

We'll brave the Cloakwood next session...


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#16100
Grond0

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In my successful battle at the palace, I healed the dukes to stop them dying.

 

Having a lot of summoned monsters and casting web also helped.

 

Teaching grandmother to suck eggs I think. :D

Healing makes sense with a party, but with only 1 character I thought it wouldn't be a good use of time.  I agree summoned monsters should have been used - I over-relied on Liia not taking part in the combat :blink:.  I have tried web in the past, but don't like it - the dopplegangers have good saves so you risk just ending up with them getting free hits on the dukes.  Arguably grease makes more sense, but the problem with that is that status effects are cleared when the dopplegangers change form, so grease won't affect them before their initial attacks - you may though hamper them moving from one target to another.