I was considering trying a run to get through BG1 as quickly as possible - in game time, not real time. Is anyone else interested in that as a challenge? If so I'll produce some rules.
The Need for Speed
Débuté par
Grond0
, avril 24 2011 03:57
#1
Posté 24 avril 2011 - 03:57
#2
Posté 24 avril 2011 - 10:07
I'm in. Are we talking the complete run with the tower and werewolves island or just kill Sarevok.
#3
Posté 24 avril 2011 - 11:56
As it's a speed challenge I was thinking just killing Sarevok as quickly as possible, but I could be persuaded otherwise if you would like to do the TOTSC challenges as well.
Similarly I was thinking of using no or minimal mods because of the unbalancing effect of extra XP awards and items available. If you wanted to we could use something like SCS, though the problem with that is the number of options available (which have a big impact on the difficulty of the game). If I was just doing it myself I would probably only use BGT.
Any thoughts?
Similarly I was thinking of using no or minimal mods because of the unbalancing effect of extra XP awards and items available. If you wanted to we could use something like SCS, though the problem with that is the number of options available (which have a big impact on the difficulty of the game). If I was just doing it myself I would probably only use BGT.
Any thoughts?
#4
Posté 24 avril 2011 - 11:51
Off and racing! I’m not one to sit around wasting a perfectly good long week end so this is my entrant.
Ormaline (Lucy Gaskell)

class: Fighter – Mage – Thief
Female Elf
Alignment: Neutral Good
Statistics:
Strength: 18/ 77
Dexterity: 19
Constitution: 15
Intelligence: 18
Wisdom: 8
Charisma: 10
Starting Proficiencies:
Scimitars (1)
Long bows (1)
Two-Weapon Fighting Style (2)
Find traps (55)
Familiar: Pseudo Dragon
Some of you might recognize the name as this is her 3rd attempt (Sorcerer and Bard both died) but I’m quietly confident this time. I used shadow to add in my customary bags; holding, potion, ammo, scrolls and gems.
Mods; mainly Divine and SCS (just the basics)… if Ormaline dies then I’ll state it clearly… don’t think this is a no-rerun?
// 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]
~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #0 // Assign a kit to Ajantis? -> Ajantis: Cavalier
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #16 // Assign a kit to Garrick? -> Garrick: Blade
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #20 // Assign a kit to Imoen? -> Imoen: Bounty Hunter
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #36 // Assign a kit to Safana? -> Safana: Bounty Hunter
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #43 // Assign a kit to Skie? -> Skie: Swashbuckler
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #44 // Assign a kit to Xan? -> Xan: Sorceror
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #46 // Assign a kit to Xzar? -> Xzar: Sorceror
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #0 // Divine Remix Core Components (Required for Everything): v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #51 // Remove Cleric Kits -> Remove BioWare & Mod Kits: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #53 // Remove Druid Kits -> Remove BioWare & Mod Kits: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #55 // Remove Ranger Kits -> Remove BioWare & Mod Kits: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #115 // Install Firewalker of Kossuth Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #118 // Install Authlim of Iyachtu Xvim Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #130 // Install Strifeleader of Cyric Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #403 // Install Bowslinger Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #600 // Install Battleguard of Tempus Kit for Branwen: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #605 // Change Jaheira to Neutral Good: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #610 // Install Nightcloak of Shar Kit for Viconia: v7
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v18
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v18
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v18
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v18
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v18
~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v18
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v18
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v18
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v18
~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v18
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v18
~BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v18
~BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v18
~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable Until In Party: v18
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v18
~BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Check for TutuFix Walking Speeds: v18
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v18
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v18
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v18
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v18
~SETUP-SCS.TP2~ #0 #2010 // Replace many magic weapons with fine ones -> Fine weapons are affected by the iron crisis: v18
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v18
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v18
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v18
~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v18
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v18
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v18
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v18
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v18
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v18
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v18
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v18
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v18
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v18
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v18
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v18
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v18
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v18
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod
Ormaline (Lucy Gaskell)

class: Fighter – Mage – Thief
Female Elf
Alignment: Neutral Good
Statistics:
Strength: 18/ 77
Dexterity: 19
Constitution: 15
Intelligence: 18
Wisdom: 8
Charisma: 10
Starting Proficiencies:
Scimitars (1)
Long bows (1)
Two-Weapon Fighting Style (2)
Find traps (55)
Familiar: Pseudo Dragon
Some of you might recognize the name as this is her 3rd attempt (Sorcerer and Bard both died) but I’m quietly confident this time. I used shadow to add in my customary bags; holding, potion, ammo, scrolls and gems.
Mods; mainly Divine and SCS (just the basics)… if Ormaline dies then I’ll state it clearly… don’t think this is a no-rerun?
// 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]
~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #0 // Assign a kit to Ajantis? -> Ajantis: Cavalier
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #16 // Assign a kit to Garrick? -> Garrick: Blade
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #20 // Assign a kit to Imoen? -> Imoen: Bounty Hunter
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #36 // Assign a kit to Safana? -> Safana: Bounty Hunter
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #43 // Assign a kit to Skie? -> Skie: Swashbuckler
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #44 // Assign a kit to Xan? -> Xan: Sorceror
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #46 // Assign a kit to Xzar? -> Xzar: Sorceror
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #0 // Divine Remix Core Components (Required for Everything): v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #51 // Remove Cleric Kits -> Remove BioWare & Mod Kits: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #53 // Remove Druid Kits -> Remove BioWare & Mod Kits: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #55 // Remove Ranger Kits -> Remove BioWare & Mod Kits: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #115 // Install Firewalker of Kossuth Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #118 // Install Authlim of Iyachtu Xvim Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #130 // Install Strifeleader of Cyric Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #403 // Install Bowslinger Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #600 // Install Battleguard of Tempus Kit for Branwen: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #605 // Change Jaheira to Neutral Good: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #610 // Install Nightcloak of Shar Kit for Viconia: v7
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v18
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v18
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v18
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v18
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v18
~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v18
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v18
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v18
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v18
~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v18
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v18
~BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v18
~BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v18
~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable Until In Party: v18
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v18
~BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Check for TutuFix Walking Speeds: v18
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v18
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v18
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v18
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v18
~SETUP-SCS.TP2~ #0 #2010 // Replace many magic weapons with fine ones -> Fine weapons are affected by the iron crisis: v18
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v18
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v18
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v18
~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v18
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v18
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v18
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v18
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v18
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v18
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v18
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v18
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v18
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v18
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v18
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v18
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v18
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v18
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod
Modifié par ussnorway, 24 avril 2011 - 11:58 .
#5
Posté 25 avril 2011 - 03:33
Ormaline 1;
I figger the key to a fast run is power so with that in mind I’m starting my run as an evil party. I collected Xzar and Montaron then hurried along to the Friendly arm inn. Having a Sorcerer cast ‘Sleep’ makes ambushes easy.

FFI;
Grabbed the Ring of Wizardry from the tree (doubles Xzars firepower) then dispatched Tarnesh with a well placed arrow. A basic sling for Xzar and some ammo then it’s back to the road.

Valley of the Tombs;
I picked up Tiax and Viconia on the way. I cleared the Ghast tomb by laying three traps at the entrance then just dared them to step out side. Tiax’s ghast survived the fight and I’m not one to waste an opportunity, so I set him onto the Mustard Jellies whilst we dispatched Narcillicus. note that the ghast can’t win this fight but usually has enough hit points to hold them if you don’t muck around.

Fisherman's Lake;
Two well timed ‘Sleep’ dispatches the gnolls before Drizzt can intervene. Then I sent some cannon fodder ahead to soften him up before Imoen finished him with two traps… its unfortunate that Montaron didn’t survive. O the humanity!
What with travelling with one Drow and murdering another my reputation is down to 6 so that’s it for my evil side.

FFI;
Parked Xzar, Tiax and Viconia and grabbed Jaheira and Khalid then head north to get Ajantis (inherits the swords and armour from Drizzt) and returned Joia's Flamedance ring.
That’s it for tonight… after 17 days and 12 hours my rep =7.
I figger the key to a fast run is power so with that in mind I’m starting my run as an evil party. I collected Xzar and Montaron then hurried along to the Friendly arm inn. Having a Sorcerer cast ‘Sleep’ makes ambushes easy.

FFI;
Grabbed the Ring of Wizardry from the tree (doubles Xzars firepower) then dispatched Tarnesh with a well placed arrow. A basic sling for Xzar and some ammo then it’s back to the road.

Valley of the Tombs;
I picked up Tiax and Viconia on the way. I cleared the Ghast tomb by laying three traps at the entrance then just dared them to step out side. Tiax’s ghast survived the fight and I’m not one to waste an opportunity, so I set him onto the Mustard Jellies whilst we dispatched Narcillicus. note that the ghast can’t win this fight but usually has enough hit points to hold them if you don’t muck around.

Fisherman's Lake;
Two well timed ‘Sleep’ dispatches the gnolls before Drizzt can intervene. Then I sent some cannon fodder ahead to soften him up before Imoen finished him with two traps… its unfortunate that Montaron didn’t survive. O the humanity!
What with travelling with one Drow and murdering another my reputation is down to 6 so that’s it for my evil side.

FFI;
Parked Xzar, Tiax and Viconia and grabbed Jaheira and Khalid then head north to get Ajantis (inherits the swords and armour from Drizzt) and returned Joia's Flamedance ring.
That’s it for tonight… after 17 days and 12 hours my rep =7.
Modifié par ussnorway, 25 avril 2011 - 03:40 .
#6
Posté 25 avril 2011 - 06:20
I've cloned your installation except for using BGT instead of Tutu - I'll miss those friendly giant spiders though
.
I was not intending this as a no-reload. However, I think there should be some sort of penalty for dying to prevent cutting time off by taking ridiculous risks and reloading constantly. What about saying that each death adds a day to the final score?
My entry is Piquet - created as a mage, but will dual to a fighter.

// 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]
~SETUP-A6CHARMPATCH.TP2~ #0 #0 // Enable conversations with charmed/dominated creatures (EXE patch): 4
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-classing Restriction from Archers and Stalkers: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.11 (January 2011)
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v18
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v18
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v18
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v18
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v18
~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v18
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v18
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v18
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v18
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v18
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v18
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v18
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v18
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v18
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v18
~SETUP-SCS.TP2~ #0 #2010 // Replace many magic weapons with fine ones -> Fine weapons are affected by the iron crisis: v18
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v18
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v18
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v18
~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v18
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v18
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v18
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v18
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v18
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v18
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v18
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v18
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v18
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v18
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v18
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v18
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v18
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v18
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.01
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.1
I was not intending this as a no-reload. However, I think there should be some sort of penalty for dying to prevent cutting time off by taking ridiculous risks and reloading constantly. What about saying that each death adds a day to the final score?
My entry is Piquet - created as a mage, but will dual to a fighter.

// 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]
~SETUP-A6CHARMPATCH.TP2~ #0 #0 // Enable conversations with charmed/dominated creatures (EXE patch): 4
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-classing Restriction from Archers and Stalkers: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.11 (January 2011)
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v18
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v18
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v18
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v18
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v18
~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v18
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v18
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v18
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v18
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v18
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v18
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v18
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v18
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v18
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v18
~SETUP-SCS.TP2~ #0 #2010 // Replace many magic weapons with fine ones -> Fine weapons are affected by the iron crisis: v18
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v18
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v18
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v18
~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v18
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v18
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v18
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v18
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v18
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v18
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v18
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v18
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v18
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v18
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v18
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v18
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v18
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v18
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.01
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.1
#7
Posté 25 avril 2011 - 10:18
Piquet's progress
Went on a recruiting spree - picked up Imoen, Montaron, Kivan, Kagain and Tiax. In Beregost pacified Marl, killed Algernon, found a book for Firebead, took a brief trip to find a lady's scroll and returned Perdue's sword before finally resting. After sleeping Piquet called up a familiar to fill out the party.
Went to the crossroads to pacify Kagain and killed the bandits with the help of Tiax's ghast, although Kagain had to quickly quaff a potion when he saw an arrow flying straight at his head. Also killed the ogre and found a ring of protection. At the Friendly Arm realised I'd forgotten to clear the spider infestation, but did return Joia's ring - which gave Imoen the party's first extra level. Tarnesh's mirror image was no match for the host of arrows pouring in on him.
Back on the road to Nashkel and dealt with a surly Fist before finding a nice pair of boots for Montaron. In Nashkel found some quality armour for Kagain and was then accosted by a talkative local. I told him I was in a hurry, but he wouldn't leave me alone - so:

Cleared the obligatory assassin from the inn before travelling on to the carnival. Purchased a couple of strange potions and then shot down a robber in the act of trying to pickpocket me. Took a bit of a risk by confronting Zordral; he put 2 of the party to sleep, before expiring. On to the mine area where Montaron suffered a fatal encounter with a duo of winter wolves, though the XP gained was handy. Also nearly had a problem when a cave bear attacked me unexpectedly (I'm used to rangers preventing bears from being aggressive).
A rest let Piquet learn 4 sleep spells and, after disposing of Greywolf the diminished party headed into the mines. All HP rolls so far have been below average except for Kagain. He rolled a 7 to give him 27 HP at level 2 and he is now a handy tank to absorb punishment.
The mines were no trouble as far fewer kobolds there than I'm used to - Piquet only used 2 of his 4 sleeps, while the ghast helped out in final battle. Kivan got an early critical against Mulahey and he failed to get a spell off at all. Back in Nashkel the party were greeted as heroes. After raising Montaron and getting the temple to heal everyone, Piquet dualled to a fighter before taking on Nimbul. Things looked good when Imoen spoiled his first 2 casts with a wand of magic missiles, but I was a bit concerned when he then went invisible. Fortunately he succumbed to a trap that Tiax had prudently laid earlier.
Back at Beregost and Tranzig has just been persuaded to give us a lead to the bandits. Currently at day 5 hour 18; party at levels 1 and 2, except for Imoen at level 3.
Went on a recruiting spree - picked up Imoen, Montaron, Kivan, Kagain and Tiax. In Beregost pacified Marl, killed Algernon, found a book for Firebead, took a brief trip to find a lady's scroll and returned Perdue's sword before finally resting. After sleeping Piquet called up a familiar to fill out the party.
Went to the crossroads to pacify Kagain and killed the bandits with the help of Tiax's ghast, although Kagain had to quickly quaff a potion when he saw an arrow flying straight at his head. Also killed the ogre and found a ring of protection. At the Friendly Arm realised I'd forgotten to clear the spider infestation, but did return Joia's ring - which gave Imoen the party's first extra level. Tarnesh's mirror image was no match for the host of arrows pouring in on him.
Back on the road to Nashkel and dealt with a surly Fist before finding a nice pair of boots for Montaron. In Nashkel found some quality armour for Kagain and was then accosted by a talkative local. I told him I was in a hurry, but he wouldn't leave me alone - so:

Cleared the obligatory assassin from the inn before travelling on to the carnival. Purchased a couple of strange potions and then shot down a robber in the act of trying to pickpocket me. Took a bit of a risk by confronting Zordral; he put 2 of the party to sleep, before expiring. On to the mine area where Montaron suffered a fatal encounter with a duo of winter wolves, though the XP gained was handy. Also nearly had a problem when a cave bear attacked me unexpectedly (I'm used to rangers preventing bears from being aggressive).
A rest let Piquet learn 4 sleep spells and, after disposing of Greywolf the diminished party headed into the mines. All HP rolls so far have been below average except for Kagain. He rolled a 7 to give him 27 HP at level 2 and he is now a handy tank to absorb punishment.
The mines were no trouble as far fewer kobolds there than I'm used to - Piquet only used 2 of his 4 sleeps, while the ghast helped out in final battle. Kivan got an early critical against Mulahey and he failed to get a spell off at all. Back in Nashkel the party were greeted as heroes. After raising Montaron and getting the temple to heal everyone, Piquet dualled to a fighter before taking on Nimbul. Things looked good when Imoen spoiled his first 2 casts with a wand of magic missiles, but I was a bit concerned when he then went invisible. Fortunately he succumbed to a trap that Tiax had prudently laid earlier.
Back at Beregost and Tranzig has just been persuaded to give us a lead to the bandits. Currently at day 5 hour 18; party at levels 1 and 2, except for Imoen at level 3.
Modifié par Grond0, 25 avril 2011 - 10:22 .
#8
Posté 25 avril 2011 - 12:47
Good luck. I thought I'd use some things noted from the no-xp run posted a couple of years ago but don't fancy another install so went with what I had.
Murn, CN male half-orc assassin.
STR 19
DEX 18
CON 19
INT 6
WIS 6
CHA 18
* dagger, * single weapon style, all points to hide in shadows. Reputation 9.
Prologue : Day 0 hour 7. Escape from Candlekeep.
I've just been awarded a contract but at least two others are after my target/mark. With no time to waste I buy some studded leather armour, a buckler and a quarrel of bolts to get a magical knife from Fuller. There is just time to throw a sword at Hull while keeping his potion, and to empty a couple of containers before telling Gorion to hurry up.
I lose an entire day when we are ambushed.

Chapter 1 : Day 1 hour 7. The way to Beregost.
I look at my map as Imoen closes in and rush to High Hedge before realising I need to restrict my map-jumping. In Beregost I make time to speak to Marl (rep 10), fail to pickpocket Algernon (kill him, rep 6 and his cloak has 3 measly charges so my strategy is badly flawed) and Firebead (level 2, rep 7).
Chapter 2 : Day 2 hour 7. Sneaking through Nashkel mine.
Just time to speak to Berrun Ghastkill and Oublek (rep 8) before unlocking a house door (Josephs) and moving on to Nashkel mine. Emerson lets me in and Minker Dink gives me a cheap dagger which miner Kylee is pleased to get back. I grab Josephs ring and trigger a trap over a bridge (instant death). My final thoughts are that I should have recruited some fodder (Minsc, Kivan) to sneak along with me and sacrifice themselves on the traps instead.
End at 2 days 12 hours.
(well that was interesting but my selection of mods don't help. e.g. dagger of venom and shadow armour in Feldeposts which is too expensive to buy and I don't have the skills to steal, randomiser stops an item-grab plan and the huge reduction for Algernons cloak).
Murn, CN male half-orc assassin.
STR 19
DEX 18
CON 19
INT 6
WIS 6
CHA 18
* dagger, * single weapon style, all points to hide in shadows. Reputation 9.
Prologue : Day 0 hour 7. Escape from Candlekeep.
I've just been awarded a contract but at least two others are after my target/mark. With no time to waste I buy some studded leather armour, a buckler and a quarrel of bolts to get a magical knife from Fuller. There is just time to throw a sword at Hull while keeping his potion, and to empty a couple of containers before telling Gorion to hurry up.
I lose an entire day when we are ambushed.

Chapter 1 : Day 1 hour 7. The way to Beregost.
I look at my map as Imoen closes in and rush to High Hedge before realising I need to restrict my map-jumping. In Beregost I make time to speak to Marl (rep 10), fail to pickpocket Algernon (kill him, rep 6 and his cloak has 3 measly charges so my strategy is badly flawed) and Firebead (level 2, rep 7).
Chapter 2 : Day 2 hour 7. Sneaking through Nashkel mine.
Just time to speak to Berrun Ghastkill and Oublek (rep 8) before unlocking a house door (Josephs) and moving on to Nashkel mine. Emerson lets me in and Minker Dink gives me a cheap dagger which miner Kylee is pleased to get back. I grab Josephs ring and trigger a trap over a bridge (instant death). My final thoughts are that I should have recruited some fodder (Minsc, Kivan) to sneak along with me and sacrifice themselves on the traps instead.
End at 2 days 12 hours.
(well that was interesting but my selection of mods don't help. e.g. dagger of venom and shadow armour in Feldeposts which is too expensive to buy and I don't have the skills to steal, randomiser stops an item-grab plan and the huge reduction for Algernons cloak).
Modifié par Gate70, 25 avril 2011 - 12:48 .
#9
Posté 25 avril 2011 - 05:37
As my earlier post says I hadn't conceived of this as a no-reload challenge (although it's true I will be attempting that as well), so feel free to carry on if you like. Of course I think you are right about your mods - hard times and item randomiser will make it much more difficult to beat the game quickly.
I found doing this setup only took about 20 minutes, though this was helped as:
- I already had a copy of an installation just up to BGT; and
- I had also already copied my previous install so I can add that back on quickly in future (so there was no extra time spent on protecting that).
I found doing this setup only took about 20 minutes, though this was helped as:
- I already had a copy of an installation just up to BGT; and
- I had also already copied my previous install so I can add that back on quickly in future (so there was no extra time spent on protecting that).
Modifié par Grond0, 25 avril 2011 - 05:37 .
#10
Posté 27 avril 2011 - 12:09
Piquet has had a very eventful day! Started off quietly enough with exploring the temple area. Lots of wolves gave lots of XP and at least a level to everyone. Then took a trip to Larswood to try and be adopted by the bandits. Kivan objected strongly to this - interestingly the bandit leader was obviously not very popular as his crew watched him get slaughtered. On to Peldvale and a few more tribulations as there were huge numbers of encounter spots and the party kept bumping from one to another. Finally found the bandit leader, but chose the wrong dialogue option so had to make my own way to the camp anyway. Without a web spell available Kagain had to do most of the hard work providing a target for the bandits while the rest shot them up. After looting the camp went on to the confrontation in the main tent. I thought the mage had died in the initial attack, but he managed to get off a sleep spell, which only left 2 of the party standing. However, that was sufficient.

What was annoying was that Montaron slaughtered the elf prisoner - something Kivan took exception to. I haven't seen this dialogue before, but clearly it is intended that one of them will depart and I chose to let Montaron go. Unfortunately Kivan then got stuck in a repeating dialogue loop and the only way out was to let him go as well - so 1/3 of my party has absconded with full backpacks!
Next up was the Cloakwood and the Friendly Arm was en route so picked up Khalid and Jaheira (another little bug here as Jaheira is only level 1, but kept her 20 extra starting HP). Skipped through the initial area, but needed to be careful in the second one since the web traps would probably be fatal if triggered carelessly. Plowed through the spiders and ettercaps, though this was not as easy as normal as Kagain's armour class of 0 is just not low enough for comfort (I would normally have got gauntlets of dexterity for him, but decided it would take too long to go and get those). There was a bit of a shock when a familiar form suddenly appeared from nowhere. I've never seen the ambushers come in on the middle of a map rather than the edge before. A staged retreat back to the edge of the map was halted when Tiax's ghast was brought into the action

Three of the party were held, but no-one died so pressed back on to the spider mound. Saw a wand being discharged and ran back out, but only into a scrum of bodies and had to go back in again. Eventually managed to get just enough space for everyone to start running, but the sword spiders were too quick for us and chopped Tiax down from behind. Deciding on desperate measures Piquet slowed down the chase with a blast from his frost wand and Kagain followed up with a lobbed hand grenade

This helped thin the spiders out a bit and the remainder were polished off, though Khalid was also killed in the process.
Slightly surprisingly there were no ambushes on the road back to the Friendly Arm, but look who was waiting for us at the gates. An instant fight didn't look attractive so Piquet hit the road again. He was not impressed by Jaheira's suggestion that a spot of ankheg-hunting might offer relaxation.

Rather than travel all the way to another temple I hoped it would be possible to sneak past Molkar and his cronies, but he obviously knew we were there as soon as we arrived back at the map area and came to meet us. Piquet was slept, but got off his horror first and Jaheira also used a wand of fear at the same time.

That looked effective as 2 of the opposition started running away - only for their cleric type to turn them round with a remove fear. The next strategy was to lead the group into the Friendly Arm itself and get some help from the guards (and also go and resurrect the remainder of my party). This should have been successful as they were led down to the gates, although Imoen was killed by a blight on the way. However, at the drawbridge one of them suddenly broke away and sprinted all the way back to where Piquet was still snoozing. I had been very careful to always keep them all in sight, so this appeared to be (a very annoying) scripted event and regrettably Piquet was never to awaken.
Reloading the autosave from the point where the party was about to re-enter the Friendly Arm area I had another go. The battle was uncannily similar - again Piquet was slept and again scared opposition was brought back into action by remove fear. However, this time I just ran them round in circles while shooting from the sidelines and eventually managed to kill them all. Having raised and re-equipped everyone the party is now ready to travel back to the Cloakwood.
Party stats are now:
Piquet, Mage 2 / Fighter 4, 39 HP, 75 kills.
Kagain Fighter 4, 41 HP, 32 kills.
Imoen Thief 5, 31 HP, 41 kills.
Tiax, Cleric 3 / Thief 4, 26 HP, 8 kills.
Jaheira Fighter 2 / Druid 2, 35 HP, 2 kills.
Khalid Fighter 4, 39 HP, 10 kills.
At day 12 hour 21 (day 13 with 1 day penalty for reloading).

What was annoying was that Montaron slaughtered the elf prisoner - something Kivan took exception to. I haven't seen this dialogue before, but clearly it is intended that one of them will depart and I chose to let Montaron go. Unfortunately Kivan then got stuck in a repeating dialogue loop and the only way out was to let him go as well - so 1/3 of my party has absconded with full backpacks!
Next up was the Cloakwood and the Friendly Arm was en route so picked up Khalid and Jaheira (another little bug here as Jaheira is only level 1, but kept her 20 extra starting HP). Skipped through the initial area, but needed to be careful in the second one since the web traps would probably be fatal if triggered carelessly. Plowed through the spiders and ettercaps, though this was not as easy as normal as Kagain's armour class of 0 is just not low enough for comfort (I would normally have got gauntlets of dexterity for him, but decided it would take too long to go and get those). There was a bit of a shock when a familiar form suddenly appeared from nowhere. I've never seen the ambushers come in on the middle of a map rather than the edge before. A staged retreat back to the edge of the map was halted when Tiax's ghast was brought into the action

Three of the party were held, but no-one died so pressed back on to the spider mound. Saw a wand being discharged and ran back out, but only into a scrum of bodies and had to go back in again. Eventually managed to get just enough space for everyone to start running, but the sword spiders were too quick for us and chopped Tiax down from behind. Deciding on desperate measures Piquet slowed down the chase with a blast from his frost wand and Kagain followed up with a lobbed hand grenade

This helped thin the spiders out a bit and the remainder were polished off, though Khalid was also killed in the process.
Slightly surprisingly there were no ambushes on the road back to the Friendly Arm, but look who was waiting for us at the gates. An instant fight didn't look attractive so Piquet hit the road again. He was not impressed by Jaheira's suggestion that a spot of ankheg-hunting might offer relaxation.

Rather than travel all the way to another temple I hoped it would be possible to sneak past Molkar and his cronies, but he obviously knew we were there as soon as we arrived back at the map area and came to meet us. Piquet was slept, but got off his horror first and Jaheira also used a wand of fear at the same time.

That looked effective as 2 of the opposition started running away - only for their cleric type to turn them round with a remove fear. The next strategy was to lead the group into the Friendly Arm itself and get some help from the guards (and also go and resurrect the remainder of my party). This should have been successful as they were led down to the gates, although Imoen was killed by a blight on the way. However, at the drawbridge one of them suddenly broke away and sprinted all the way back to where Piquet was still snoozing. I had been very careful to always keep them all in sight, so this appeared to be (a very annoying) scripted event and regrettably Piquet was never to awaken.
Reloading the autosave from the point where the party was about to re-enter the Friendly Arm area I had another go. The battle was uncannily similar - again Piquet was slept and again scared opposition was brought back into action by remove fear. However, this time I just ran them round in circles while shooting from the sidelines and eventually managed to kill them all. Having raised and re-equipped everyone the party is now ready to travel back to the Cloakwood.
Party stats are now:
Piquet, Mage 2 / Fighter 4, 39 HP, 75 kills.
Kagain Fighter 4, 41 HP, 32 kills.
Imoen Thief 5, 31 HP, 41 kills.
Tiax, Cleric 3 / Thief 4, 26 HP, 8 kills.
Jaheira Fighter 2 / Druid 2, 35 HP, 2 kills.
Khalid Fighter 4, 39 HP, 10 kills.
At day 12 hour 21 (day 13 with 1 day penalty for reloading).
Modifié par Grond0, 27 avril 2011 - 12:14 .
#11
Posté 27 avril 2011 - 11:33
Ormaline 2;
Ormaline likes Piquet (has that rugged look) I’ve payed for an ale at the FFI for you.
Chaotic Good = Fairy Dragon yes? That should make sneaking easier.
Beregost;
I killed Silke with two traps and agreed to escort Garrick to the Nashkel Carnival after fetching a book for Firebead and charming Mal down.
Nashkel Carnival;
Listened to the old guy babble on about bards then swapped Garrick for Quayle.
Nashkel;
I parked Jaheira and Khalid then grabbed Minsc and set off in belief that Dynaheir would be needed. Somehow confused her for a sorcerer… I blame Minsc! The book of charisma eased the pain a little (not a total loss then) but I’m way behind so parked the ranger and his witch before setting out to the mines.
Mines;
Ormaline cleared the traps and the kobolds died predictably. Imoen placed two traps (kills the adds) and we played Malahey piñata. Xan (the sorcerer) asked to travel with us and that allowed me to identify some items so sure… Killed Greywolf on the way out put Nimble back in his place and gave the bad news to Josephs wife.
Beregost;
Recruited Kivan (& purchase two wands) on the way to meet Tazok, gave Mirianne her letter and killed the spiders for Landrin, retrieved Perdue's sword but failed my pickpocket roll… back to 7 rep again Bugger!

Coast Way;
I killed some more bandits for Kagain then got ambushed by Molkar, I needed a reload here because Molkar killed Quayle and Imoen with spells despite being dead at the time (a neat trick). Halacan developed a real hard-on for Xan and allowed himself to be kited around until his turn arrived… is this an SCS thing?

Bandit hunting in the woods;
I parked Xan and cleared Larswood before talking Raiken into recruiting us but the ploy ultimately failed because of Kivan (saves the travel time to bandit camp). All the fighting impelled Ajantis to start hitting on me again… boys!

My party has high enate saves so I felt secure about resisting Venkts attempts to sleep us but Lamalha was a nasty surprise. Fortunately my wand of summons had three ogre berserkers (eat mace suckers).

Party stats are now:
Ormaline Mage 3 / Fighter 3 / Thief 4, 29 HP, 116 kills.
Kivan Ranger 4, 40 HP, 66 kills.
Imoen Bounty Hunter 5, Mage 3, 40 HP, 58 kills.
Quayle Cleric 4 / Illusionist 3, 21 HP, 24 kills.
Ajantis Cavalier 4, 48 HP, 126 kills.
Day 29: 8 hours, (30 with the reload).
Ormaline likes Piquet (has that rugged look) I’ve payed for an ale at the FFI for you.
Chaotic Good = Fairy Dragon yes? That should make sneaking easier.
Beregost;
I killed Silke with two traps and agreed to escort Garrick to the Nashkel Carnival after fetching a book for Firebead and charming Mal down.
Nashkel Carnival;
Listened to the old guy babble on about bards then swapped Garrick for Quayle.
Nashkel;
I parked Jaheira and Khalid then grabbed Minsc and set off in belief that Dynaheir would be needed. Somehow confused her for a sorcerer… I blame Minsc! The book of charisma eased the pain a little (not a total loss then) but I’m way behind so parked the ranger and his witch before setting out to the mines.
Mines;
Ormaline cleared the traps and the kobolds died predictably. Imoen placed two traps (kills the adds) and we played Malahey piñata. Xan (the sorcerer) asked to travel with us and that allowed me to identify some items so sure… Killed Greywolf on the way out put Nimble back in his place and gave the bad news to Josephs wife.
Beregost;
Recruited Kivan (& purchase two wands) on the way to meet Tazok, gave Mirianne her letter and killed the spiders for Landrin, retrieved Perdue's sword but failed my pickpocket roll… back to 7 rep again Bugger!

Coast Way;
I killed some more bandits for Kagain then got ambushed by Molkar, I needed a reload here because Molkar killed Quayle and Imoen with spells despite being dead at the time (a neat trick). Halacan developed a real hard-on for Xan and allowed himself to be kited around until his turn arrived… is this an SCS thing?

Bandit hunting in the woods;
I parked Xan and cleared Larswood before talking Raiken into recruiting us but the ploy ultimately failed because of Kivan (saves the travel time to bandit camp). All the fighting impelled Ajantis to start hitting on me again… boys!

My party has high enate saves so I felt secure about resisting Venkts attempts to sleep us but Lamalha was a nasty surprise. Fortunately my wand of summons had three ogre berserkers (eat mace suckers).

Party stats are now:
Ormaline Mage 3 / Fighter 3 / Thief 4, 29 HP, 116 kills.
Kivan Ranger 4, 40 HP, 66 kills.
Imoen Bounty Hunter 5, Mage 3, 40 HP, 58 kills.
Quayle Cleric 4 / Illusionist 3, 21 HP, 24 kills.
Ajantis Cavalier 4, 48 HP, 126 kills.
Day 29: 8 hours, (30 with the reload).
Modifié par ussnorway, 27 avril 2011 - 12:01 .
#12
Posté 27 avril 2011 - 05:41
Your experience with the ambushing parties sounds very similar to mine!
As it happens Piquet isn't romantically involved at the moment, but he is a bit busy. Maybe we could share a flask in the undercity after dealing with Sarevok?
As it happens Piquet isn't romantically involved at the moment, but he is a bit busy. Maybe we could share a flask in the undercity after dealing with Sarevok?
#13
Posté 28 avril 2011 - 02:07
The party headed off towards Baldur's Gate, but took a bit of a detour to collect the green amulet and a ring of free action at Ulgoth's Beard. In the Gate spent a bit of time doing the major encounters to get nice items / treasure. I needed over 14,000 of funds - both to buy a wand of monster summons and to buy back the tome of dexterity that I accidentally sold to Sorcerous Sundries instead of getting them to identify it
. Also needed cash to pay temple bills - both for regular healing as well as the odd raise dead. First casualty of the session was Imoen, who kopped a lightning bolt from Vay-Ya.

The Iron Throne encounter was easy as we were able to drag the opposition downstairs in ones or twos and deal with them piecemeal. Then it was on to Candlekeep and a tough encounter with some ogre magi.
At one point Piquet and Khalid were the only ones standing and Khalid was blinded and heavily wounded. However, Piquet had used his green amulet and was never really tested. He had not quite finished off the last ogre mage when the others started waking up and joined in the fun.

After dealing with the Iron Throners it was time to escape through the catacombs. Most of the party waiting there fell easily, but Sakul was stubborn. He dealt out an agonizing death to Jaheira via a Melf's acid arrow - after the first acid attack Jaheira was in danger of dying, but postponed this by chugging a potion - same after the second attack and the third, until finally the fourth attack finished her off.
Back in Baldur's Gate a nobleman teased us with not having an invitation to the bash at the palace. Imoen doesn't have much of a pickpocket skill, but on about the sixth attempt established that the nobleman didn't have an invitation either!
Things started to fall apart when going to rescue Duke Eltan. I've normally found a frontal assault on the Flaming Fist works well, but not this time. Three rapid unholy blights in a row had all the good characters in trouble and the fourth was curtains for Piquet. After reloading the autosave I had another go - this time approaching a bit more carefully and splitting the opposition up into groups by going back outside. However, it made no difference - the mercenaries spells seemed incredibly difficult to disrupt and, once again, Piquet was killed by the fourth blight he encountered (others were used elsewhere as well). So - third time lucky then? No. This time I was watching carefully and saw that at least some of the blights were not actually being cast, but seemed to be the result of instant innate abilities (no wonder it was difficult to disrupt them). I was ready to run away this time, but some normal guards got caught up in the confusion and my reputation quickly fell to 2. As a result at least 3 groups of enforcers teleported in to punish me - overkill or what - and the end came swiftly.

I did originally consider going in and out invisibly, which is the way I did it in my last no-reload game, but that seemed a bit cheesy here. However, I'll have to consider tactics further for the next session - these extra days for reloading are starting to add up
.
Party state is now:
Kagain Fighter 6, 68 HP, 91 kills.
Piquet Mage 2 / Fighter 6, 55 HP (including familiar), 164 kills.
Khalid Fighter 6, 58 HP, 69 kills.
Imoen Thief 7, 41 HP, 57 kills.
Yeslick, Fighter 4 / Cleric 5, 54 HP, 3 kills.
Jaheira Fighter 4 / Druid 4, 47 HP, 6 kills.
The low kills for Yeslick and Jaheira are partly to do with their short time with the group, but also reflect that they are poor with the sling, whereas others are good with bows (both Piquet and Khalid have grand mastery). Kagain benefits from being at the sharp end the majority of the time.
Current time 25 days 2 hours (day 29 with penalty for reloading).

The Iron Throne encounter was easy as we were able to drag the opposition downstairs in ones or twos and deal with them piecemeal. Then it was on to Candlekeep and a tough encounter with some ogre magi.
At one point Piquet and Khalid were the only ones standing and Khalid was blinded and heavily wounded. However, Piquet had used his green amulet and was never really tested. He had not quite finished off the last ogre mage when the others started waking up and joined in the fun.

After dealing with the Iron Throners it was time to escape through the catacombs. Most of the party waiting there fell easily, but Sakul was stubborn. He dealt out an agonizing death to Jaheira via a Melf's acid arrow - after the first acid attack Jaheira was in danger of dying, but postponed this by chugging a potion - same after the second attack and the third, until finally the fourth attack finished her off.
Back in Baldur's Gate a nobleman teased us with not having an invitation to the bash at the palace. Imoen doesn't have much of a pickpocket skill, but on about the sixth attempt established that the nobleman didn't have an invitation either!
Things started to fall apart when going to rescue Duke Eltan. I've normally found a frontal assault on the Flaming Fist works well, but not this time. Three rapid unholy blights in a row had all the good characters in trouble and the fourth was curtains for Piquet. After reloading the autosave I had another go - this time approaching a bit more carefully and splitting the opposition up into groups by going back outside. However, it made no difference - the mercenaries spells seemed incredibly difficult to disrupt and, once again, Piquet was killed by the fourth blight he encountered (others were used elsewhere as well). So - third time lucky then? No. This time I was watching carefully and saw that at least some of the blights were not actually being cast, but seemed to be the result of instant innate abilities (no wonder it was difficult to disrupt them). I was ready to run away this time, but some normal guards got caught up in the confusion and my reputation quickly fell to 2. As a result at least 3 groups of enforcers teleported in to punish me - overkill or what - and the end came swiftly.

I did originally consider going in and out invisibly, which is the way I did it in my last no-reload game, but that seemed a bit cheesy here. However, I'll have to consider tactics further for the next session - these extra days for reloading are starting to add up
Party state is now:
Kagain Fighter 6, 68 HP, 91 kills.
Piquet Mage 2 / Fighter 6, 55 HP (including familiar), 164 kills.
Khalid Fighter 6, 58 HP, 69 kills.
Imoen Thief 7, 41 HP, 57 kills.
Yeslick, Fighter 4 / Cleric 5, 54 HP, 3 kills.
Jaheira Fighter 4 / Druid 4, 47 HP, 6 kills.
The low kills for Yeslick and Jaheira are partly to do with their short time with the group, but also reflect that they are poor with the sling, whereas others are good with bows (both Piquet and Khalid have grand mastery). Kagain benefits from being at the sharp end the majority of the time.
Current time 25 days 2 hours (day 29 with penalty for reloading).
Modifié par Grond0, 28 avril 2011 - 02:11 .
#14
Posté 28 avril 2011 - 02:32
Don't stress because you have a healthy lead on me as I needed to rest twice to reset my spells whilst clearing/ flooding the mines. I am currently only staring at E-Baldur's Gate in true country bunkum style… time = 29 days 1 hours (30 reload). I will type it up later.
#15
Posté 28 avril 2011 - 11:23
I couldn't resist one last session before bed. Invaded the Fist compound successfully by the simple expedient of leaving the whole party well away outside except Kagain. He had potions of invulnerability, heroism and regeneration on, but didn't need them all. Without their hold and blight spells (neither of which could affect Kagain) the mercenaries were easy meat.
Went on to confront Sarevok's girlfriend on the top of the Iron Throne. She killed several of the party with sunfires and lightning bolts and I had to sell some gear to get them raised.

The party was also spotted by guards coming back from the temple so the docks area is full of redskins now. Also tracked down Slythe and Kristin. The intention was to use a web scroll to keep them under control. This backfired a bit when I mistook the boots of speed icon on Kagain for free action and he promptly became webbed as well.

However, managed to finish them off without any further losses. Slythe had a master thievery potion which, added to one Imoen already had, enabled her to pickpocket a nice warm cloak from one of the girls.
Successfully avoided any more guards and the party is now in the back of the palace hall contemplating which of the many spell scrolls cluttering up their inventories should be put into action.
Went on to confront Sarevok's girlfriend on the top of the Iron Throne. She killed several of the party with sunfires and lightning bolts and I had to sell some gear to get them raised.

The party was also spotted by guards coming back from the temple so the docks area is full of redskins now. Also tracked down Slythe and Kristin. The intention was to use a web scroll to keep them under control. This backfired a bit when I mistook the boots of speed icon on Kagain for free action and he promptly became webbed as well.

However, managed to finish them off without any further losses. Slythe had a master thievery potion which, added to one Imoen already had, enabled her to pickpocket a nice warm cloak from one of the girls.
Successfully avoided any more guards and the party is now in the back of the palace hall contemplating which of the many spell scrolls cluttering up their inventories should be put into action.
#16
Posté 29 avril 2011 - 01:37
Ormaline 3;
Fishing Village;
Ormaline decided to do a spot of ankheg hunting (it is on the way, after all), she also listened to some fishermen whinge about what got away and gave a farmer the body of his son (plus cash).
Cloakwood Woods;
Got a nice cloak from a dead Tasloi then recruited Coran and sided with Aldeth against Seniyad. We moved on to clear out some spider infestations then the shadow dryads as well as wyverns and beat up a hamadryad… I’d just like to add a hearty “well done!” to Ajantis for once again proving that Cavaliers make perfect tanks.

Standard tactics against Drasus & Genthore (web/ fear combo) but invisible Kysus & Rezdan needed some extra effort (death by fireball). Parked Coran temporarily to make room for Yeslick.

Mines;
Yeslick is still bugged and I don’t really need an extra cleric so I parked him upstairs (didn’t drown him) and let Coran back in. We payed the slaves to spread good news about us and set about cleansing the mines of its un-washed masses.
Noticed that SCS turns Natasha from a dangerous lightning tossing so and so into just another bimbo. New tactic = walk into the room and cast ‘Detect Invisible’… beat the bottle blond out of her!

Baldur's Gate;
We are all pretty sleep deprived by this stage but invested a ‘Fireball’ to smooth the acquisition of my new outfit… be honest is green my colour?
Fishing Village;
Ormaline decided to do a spot of ankheg hunting (it is on the way, after all), she also listened to some fishermen whinge about what got away and gave a farmer the body of his son (plus cash).
Cloakwood Woods;
Got a nice cloak from a dead Tasloi then recruited Coran and sided with Aldeth against Seniyad. We moved on to clear out some spider infestations then the shadow dryads as well as wyverns and beat up a hamadryad… I’d just like to add a hearty “well done!” to Ajantis for once again proving that Cavaliers make perfect tanks.

Standard tactics against Drasus & Genthore (web/ fear combo) but invisible Kysus & Rezdan needed some extra effort (death by fireball). Parked Coran temporarily to make room for Yeslick.

Mines;
Yeslick is still bugged and I don’t really need an extra cleric so I parked him upstairs (didn’t drown him) and let Coran back in. We payed the slaves to spread good news about us and set about cleansing the mines of its un-washed masses.
Noticed that SCS turns Natasha from a dangerous lightning tossing so and so into just another bimbo. New tactic = walk into the room and cast ‘Detect Invisible’… beat the bottle blond out of her!

Baldur's Gate;
We are all pretty sleep deprived by this stage but invested a ‘Fireball’ to smooth the acquisition of my new outfit… be honest is green my colour?
Modifié par ussnorway, 29 avril 2011 - 01:39 .
#17
Posté 29 avril 2011 - 11:38
ussnorway wrote...
be honest is green my colour?
Phew, Murn is relieved not to be able to answer that.
Don't know why but I always equip the caravan quest item to free up an inventory slot then forget to hand it in.
#18
Posté 29 avril 2011 - 01:02
Final report for Piquet. The battle in the palace went well. Used a scroll of haste and Jaheira glued things up with her entangle. The dopplegangers managed to kill Liia, but Belt put Sarevok to flight.

After a final shop (exchanging a couple of amulets the dopplegangers had dropped for arrows) went down into the maze. Again Kagain's armour class was found wanting and he was summarily dispatched by a skeleton warrior. Deciding that we needed him for the final battle came back up and robbed the hall of wonders (incurring more displeasure from guards in the process) to get the funds to bring him back to life. Next time got through to the Undercity (unusually without triggering any of the traps in the maze). Used our last web scroll and some arrows of detonation on the first party encountered and though Rahvin retaliated in kind we got past them with no casualties and pushed on into the temple.
I had also bought a handful of arrows of dispelling for the archers in the party and these were just enough to take care of the mage types supporting Sarevok. Normally I carry on and kill the skeleton warriors before going after Sarevok, but this time attempted to kill him first. However, I didn't really have the firepower for this with such limited magic ability and no vicious weapons and the skeleton warriors used their own magic arrows to take down 3 of my party. At this point I decided enough was enough and Kagain took Sarevok down to one end of the room while Piquet and Imoen dealt with the skellies with the help of the wand of monster summoning.
With only Sarevok left I had a side-bet with myself that one final lot of summons would do the trick. Sarevok killed 3 of the 4 ogres, but eventually just fell apart (or at least his statue did).

Several of the party got levels during the final combat - Jaheira never learnt a 3rd level druid spell and Yeslick managed to raise just a single skeleton in the final battle. Final stats after the battle.
Kagain, Fighter 7, 82 HPs, 110 kills (Tomoko)
Piquet, Mage 2 / Fighter 7, 61 HPs 183 kills (Angelo)
Khalid, Fighter 7, 63 HPs, 78 kills (Slythe)
Imoen, Thief 8, 48 HPs, 58 kills (greater doppleganger)
Yeslick, Fighter 5 / Cleric 5, 59 HPs, 5 kills (Tazok)
Jaheira, Fighter 5 / Druid 5, 53 HPs, 6 kills (Genthore)
The final time was 26 days 2 hours, making final score of 30 days 2 hours including penalty for reloading.

After a final shop (exchanging a couple of amulets the dopplegangers had dropped for arrows) went down into the maze. Again Kagain's armour class was found wanting and he was summarily dispatched by a skeleton warrior. Deciding that we needed him for the final battle came back up and robbed the hall of wonders (incurring more displeasure from guards in the process) to get the funds to bring him back to life. Next time got through to the Undercity (unusually without triggering any of the traps in the maze). Used our last web scroll and some arrows of detonation on the first party encountered and though Rahvin retaliated in kind we got past them with no casualties and pushed on into the temple.
I had also bought a handful of arrows of dispelling for the archers in the party and these were just enough to take care of the mage types supporting Sarevok. Normally I carry on and kill the skeleton warriors before going after Sarevok, but this time attempted to kill him first. However, I didn't really have the firepower for this with such limited magic ability and no vicious weapons and the skeleton warriors used their own magic arrows to take down 3 of my party. At this point I decided enough was enough and Kagain took Sarevok down to one end of the room while Piquet and Imoen dealt with the skellies with the help of the wand of monster summoning.
With only Sarevok left I had a side-bet with myself that one final lot of summons would do the trick. Sarevok killed 3 of the 4 ogres, but eventually just fell apart (or at least his statue did).

Several of the party got levels during the final combat - Jaheira never learnt a 3rd level druid spell and Yeslick managed to raise just a single skeleton in the final battle. Final stats after the battle.
Kagain, Fighter 7, 82 HPs, 110 kills (Tomoko)
Piquet, Mage 2 / Fighter 7, 61 HPs 183 kills (Angelo)
Khalid, Fighter 7, 63 HPs, 78 kills (Slythe)
Imoen, Thief 8, 48 HPs, 58 kills (greater doppleganger)
Yeslick, Fighter 5 / Cleric 5, 59 HPs, 5 kills (Tazok)
Jaheira, Fighter 5 / Druid 5, 53 HPs, 6 kills (Genthore)
The final time was 26 days 2 hours, making final score of 30 days 2 hours including penalty for reloading.
Modifié par Grond0, 29 avril 2011 - 01:02 .
#19
Posté 29 avril 2011 - 01:55
Well lets see now; I have to kill the doppelgangers, travel back to candle keep… escape candle keep, smoke a cigar, save at least one lord (preferably Belt), read the news paper and kill my brother in what, an hour?
Congratulations Grond0!
Congratulations Grond0!
#20
Posté 29 avril 2011 - 02:22
You don't have that fiendly teleport ability then?
#21
Posté 19 mai 2011 - 10:06
Wow. I'm surprised there aren't tracks of fire blazing all over the Sword Coast! I remember my first play-through - it took me over 100 days to get to Candlekeep and Xzar and Monty left me. :-(





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