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Baldur's Gate 2 No-Reload Challenge


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#6051
Gate70

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Good luck Wise.

Kronk, ex-berserk berserker
After paying Gaelan Bayle it would be sensible to track down Imoen but Nalia is intrigued by the nearby planar sphere. She insists on bringing Valygar to guide us but he will go no further than the first circular room, then promises to wait for us.

A decent set of buffs or two enable us to clear from the area from the Solamnic knights to Necre in one sweep. Lavok wastes his spells on a flesh golem before a berserk warrior and efreeti wear him down. Mazzy steps in to graciously accept his defeat.

Tolgerias falls to breach and melee before insect summons hit his companion. A nearby ice room is cleared without a break then a fire room cleared after a rest. Jaheira uses the crimson dart to kill stone and iron golems while Kronk uses the staff of fire to deal with a clay golem. Mazzy tries her best with the non-proficient flail of ages while Viconia weighs in with the warhammer +1/+4.

The engine room needs power so Kronk has to step outside in search of demon hearts. After a reasonable amount of buffing Nalia realises a rest should have been taken. Kronk is feeling reckless so we continue without key preparations (resist fire/cold on Kronk and Mazzy, DUHM on Kronk, haste on all).

Mazzy has hasted herself and although she reaches a tanar’ri she is almost surrounded and taking injury. Kronk has been blocked by Jaheira but eventually reaches the tanar’ri as Mazzy glugs an extra healer. Mazzy quickly runs (she is down to 5hp at one stage) so Jaheira and Viconia can each cure serious wounds on her, and she barely survives. Kronk has glugged an extra healing potion as Nalia casts magic missile, then he cleaves the tanar’ri into two halves.
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The mephits and quasits are soon tidied up. Kronk starts to move forward but Mazzy says she’s had enough of fighting demons so the party heads inside the sphere again.

Valygar is invited to help get the engine started and to escort Lavok outside the sphere. Once that is done he bids his farewell and returns to his ranger hut.

#6052
Gate70

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Kronk, ex-berserk berserker (& the irreversible death of a party member)

Aran Linvail wants a few jobs doing on top of the money paid to help Imoen. Jaheira suggests we stash a lot of equipment away (safe in Watchers Keep) for later while doing some minor collecting for Imoen so we mix that in with the jobs. Various equipment changes are made as Mazzy equips a bow to leave Kronk on his own up front. Hence the saying that a successful half-orc has four women behind.

With Mook, Jaylos, Caehan and Gravy Gracen dead we are asked to go deal with a vampire lair. First though, the small matter of Neb. Once he is dead Nalia buffs to open a trapped picture - and expires. Kronk hangs his head in shame, only perking up once Nalia is revived at a temple and says it is her fault.

Our heroic (18) reputation means Anomen attaches himself to the group. After a couple of days at the inn he still refuses to leave, so we tour the realms instead. On our return to the city Terl (son of Cor) brings grave news for Anomen. There is only one path to be taken - the death of Saerk (and his daughter but not, unfortunately, his son). Our reputation drops (16) as a result.

Ten days later Anomen fails his test of knighthood; instead of responding well to our light hearted banter he attacks the party and is chunked.

#6053
Gate70

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Kronk, ex-berserk berserker
Most of us are feeling bad about the poor advice given to Anomen and the resulting carnage. Instead of drowning our sorrows Viconia suggests we go stake some vampires - an excellent idea.

Durst and Gellal are easily destroyed while Viconia briefly turned a greater ghoul. Tanova was unable to handle an enraged Kronk, more so when Nalia started disrupting her spells with the Firetooth crossbow. Mazzy used the Tuigan bow to claim the kill though.

#6054
Gate70

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Kronk, ex-berserk berserker
Viconia picks up the improved mace of disruption and almost congratulates Cromwell on a job well done. It is her turn to frontline alongside Kronk, and after a few buffs the final part of the vampire lair is cleansed with only Lassal escaping. He chooses to fight in a room of spikes so Viconia and Kronk skirt around the edge of the room to confront him. A few hits later he is chunked by Kronk but one of the chunks has wings and flaps off.

Kronk follows it to a coffin and applies a stake. Bodhi apparates in and attacks Viconia. After a couple of hits the drow has to move away and our intended target (Kronk) is attacked instead. Viconia has barely returned before Bodhi decides to flutter away.

“Maybe we can finally help Imoen now” says Jaheira.

#6055
Gate70

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Kronk, ex-berserk berserker
The sign says "Welcome to Brynnlaw". Kronk and his hasted party step ashore only to meet Valen, Del and Parisa. Five weapons are raised but Kronk manages three criticals and three chunks. Viconia trades places with Mazzy as the halfling switches back to sword and shield.

After a rest or two much of Brynnlaw has been investigated or purchased and only Perth the Adept remains. Nalia casts breach and Kronk chunks the mage as he catches a book of infinite scrolls. The fireball page is of no interest, but the next page has spell turning. Kronk equips the book as the party head into Spellhold.

Viconia turns a group of shadows so they can fight among each other, then we head into the building to be met by Sucineri Noj the coordinator. He’s arranged for us to be drugged, and Kronk wakes up in a huge glass jar. As Irenicus begins his experiments Kronk bashes the sides of the jar and Irenicus tells him not to be a fool. Kronk is really angry no REALLY ANGRY (this is beyond jarred off). The jar is developing cracks and air is starting to rush in, but Kronk sinks down and starts to dream.

The dream is strange, with Bhaal chasing Kronk into Candlekeep (with loss of wisdom). Imoen tells Kronk to fight so he does, and after six bites Lilacor declares Bhaal tastes like chicken. Bhaal hasn’t managed to hit Kronk and gives up, at which point Kronk wakes up and leaps to his feet. Crash - the jar isn’t going to last much longer.

Irenicus casts a cutscene spell and Kronk finds himself in a maze with Bodhi threatening to hunt him down. Mazzy, Nalia, Viconia and Jaheira are here too so Kronk relaxes slightly. Then he spots Imoen in the middle of his companions and welcomes her back. “Here Imoen, take this stuff and let’s go deal with Irenicus”.

Edited by Gate70, 12 April 2013 - 09:22 PM.


#6056
Gate70

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Kronk, ex-berserk berserker
(n.b. loss of 1 wisdom point means Valygar’s armour is no longer usable, not used anyway as I forgot - even in the Planar Sphere hot/cold rooms.)

Kronk is getting paranoid about nasty magic spells that Irenicus can cast  “Jaheira, Viconia; please tell me you have six death wards ready”. Instead of answering Kronk they look at each other “What does he think we are, stupid?”. They've got 6 (7 when Viconia levels).

Imoen has just about emptied two scroll cases and equipped various items. Viconia and Jaheira have shoved Nalia and Imoen into the middle of the group so the more heavily armoured divine casters can guard against attacks from behind. Mazzy has earnt a third gold star in shortswords while Viconia has memorised a seventh level spell at long last (symbol:stun, not used this much before so will try to get it used).

It’s about time to show who is using what, the screenshots below are from a woken state, with ironskin/stoneskin cast before resting. My OCD is developing nicely with, for example, the same inventory slot used for scroll cases by each character who has them. Same for gem bags and would be the same for potion cases. Items to the right of inventory are typically items to keep, items to the left of inventory are those that will be cashed in.

Kronk. Berserker 13. 742 kills (433 BG1, 309 BG2), Perth the Adept.
Mazzy. Fighter 12. 80 kills, Durst.
Nalia. Thief 4 > Mage 12. 94 kills, TorGal (the party troll-killer).
Imoen. Thief 7 > Mage 13. 0 kills (lost any kills in the original dungeon).
Viconia. Cleric 13. 19 kills, Shade Lord.
Jaheira. Fighter 10 / Druid 12. 67 kills, Tolgerias (expect her dungeon tally was zero’d too).

Kronk is running away with the kills (more than the other 5 together), they are hitting for low damage while he’s regularly hitting for 30-60 and most fights have DUHM and rage active because I’m resting when I can to minimise the risk of a game-ender. Viconia looks to be doing particularly badly but she’s the primary buffer and the main reason there’s only been 1 death in BG2 because she's acting when a party member is in trouble.

Edited by Gate70, 12 April 2013 - 10:18 PM.


#6057
Grond0

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Gate70/Grond0 Multiplayer attempt 17 - (update 8)
Choler, elf wild mage (Grond0), & Maris, elf wild mage (Gate70)

In the basement of the de'Arnise Hold Choler experimented on some trolls with her spider form.  That was fine on ordinary trolls, but didn't have much chance of hitting on anything tougher.  It was also disappointing that simply changing form counted as a spell action with a chance of a surge.  Most of the umber hulks were cloudkilled while they were digesting some stew, while Torgal and his friends were encouraged to play with a mordy sword.

With the funds earned Maris bought some AC3 bracers, while Choler acquired the Staff of Rhynn.  Broke again the duo looked for treasure in the Unseeing Eye.  Mordy swords and skeleton warriors were the main weapons on that quest, thanks to their ability to resist beholder attacks - though they also made a mess of the blind priests

Up to this point things had been pretty straightforward this session, but there were problems on the horizon.  First up was Mekrath - he was tackled with spells already depleted and managed to maze Maris and then shoot a FoD at Choler while she was vulnerable (but she saved).  Eventually Mekrath took pity on us and committed suicide by bouncing lighting bolt.  After the yuan-ti mages were treated to a sphere of chaos / cloudkill, Choler considered how to get the portal gem.  A vampiric touch looked necessary against the acid trap; Maris was already feeling a bit poorly though, so the berserk warrior got let out to act as a target.

The duo went to see Raelis, but she seemed to be confused by Maris talking to her (sometimes there are multiplayer problems if the main character does not talk to people) and didn't summon the conduit.  Eventually power word: shadowkeeper reset her variable and the duo were able to move on to the Planar Prison.  The initial battle and the group of thralls and yuan-ti didn't cause any concerns, but the Master of Thralls did.  His gaze exploited the duo's weak death saving throws and both were paralysed at one point.  He then spent a while chasing Choler round while the duo looked for anything they could use to damage him.  Eventually Maris suggested the Ring of Ram and the first use of that finished the Master off.  By contrast the duo were rested and fully buffed for the Warden and he went down pretty easily.

While looking for ways to spend the money from the Planar prison Maris noticed that our reputation had sunk to 11.  That probably means an innocent got fried by a fireball at some point, though we didn't notice when.

On to the Twisted Rune as one of the few things left in the City.  The initial plan was for Choler to use a protection form magic scroll, but she forgot this until she had done most of her buffs and decided to join Maris in using a protection from undead scroll instead.  That allowed Shangalar to be shot down without any response before the duo retreated.  Only Revanek followed and he didn't last long.  A mordy sword killed the beholder, while a skeleton warrior helped with the remaining enemies.

If the Twisted Rune battle seemed slightly uncontrolled, the Guarded compound was worse.  The Ground floor was OK, but the first floor caused major problems.  The intention was to buff while invisible, but Maris triggered a dispel magic trap and showed herself prematurely.  She was quickly stunned and Choler was also soon rendered hors de combat by chaos. Fortunately she had already put a sphere of chaos up which slowed the casters down a bit, while Maris had already launched  a Mordy sword to occupy the melee fighters.  When Maris was back in action she rapidly finished off the remaining opposition.  The influx of money from sale of looted equipment was swiftly invested in level 8 spells.

Choler, wild mage L17, 72 HPs (12 from familiar; 6 from ioun stone), 458 kills
Maris, wild mage L17, 55 HPs, 379 kills, 1 death


#6058
Blind_Visionary

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Go wild mages! The guarded compound sounds like it almost called your number, glad you made it through...

Edit: and go Kronk and 5 lady team!

Edited by Blind_Visionary, 12 April 2013 - 11:17 PM.


#6059
Gate70

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Edit, um my fault for saying Mekrath was easy. Also my fault for saying we'd just take some damage from the guarded compound traps. Entirely my fault for suggesting we push on a bit when we could rest. d+, must try harder.

I think we were struggling to work out tactics for the Twisted Rune. Once you're in you can't rest either so the discarded suggestion to buff outside was a mistake. Should also mention Shangalar died on his table so whatever he dropped remained there.

(& also I love the comment about the downstairs part of the guarded compound being OK. Maris was being chased round by a Glabrezu for most of the battle so glad Grond0 failed to spot that and thought she contributed significantly)

Kronk, ex-berserk berserker

Kronk takes his helmet off, his tusks move as he stretches his jaws and the general concensus is unspoken (Predator: You are one ugly mother). Everybody relaxes as he puts it back on again. Viconia starts the morning buffs and a few moments later everybody else joins in. An earth-shattering roar of  anger shakes the maze as Kronk realises he has lost his DUHM ability, leaving only his berserker rage to take into battle.

As the next battle commences Kronk goes dizzy and Mazzy airs her concern (what with being frontline next to him). Five umber hulks and a minotaur near a giant facial sculpture find out the hard way that Kronk and co mean business when Mazzy and Kronk emerge from the pile of corpses unscathed. Nalia steps forward to check two containers for traps then realises Imoen is doing the same so the job is completed faster.

A clay golem takes advantage of no DUHM to badly wound Kronk, with Mazzy, Imoen and Viconia all trying to help. Kronk is bottling up his anger in his own special way “Hear me Irenicus - I’m coming for you” he bellows. His mood improves when Imoen passes a bag of holding to him. In go all manner of trinkets and Kronk almost smiles until he realises he is being watched. Grumble grumble.

Jaheira has the most room in her backpack but Mazzy wants to play the game more. “Goody” she says “I love playing these items and statues games. In next to no time, despite being encumbered (and too short to feasibly put the items in the statue containers), she has solved the puzzle and handed Imoen an ioun stone.

Jaheira heads for a riddling mouth statue but Mazzy casts haste and answers all 12 riddles before it expires. She offers up a ring of regeneration but Kronk suggests she keep it for herself.

Viconia buffs Kronk and Mazzy while Jaheira adds death wards, then a Ruhk and mephits are cleared before three odd gemstones are cast into a shimmering portal. Kronk missed a greater wolfwere twice as Mazzy takes damage, but his third blow scatters the beast around the room. A pit fiend is next but by the time Viconia uses PW:Stun the fiend has also been Kronked. A djinn hands some magical armour to Kronk, Imoen can’t identify it but Nalia can (via a spell) and announces it as doomplate suitable for Mazzy.

There is no compelling reason to rest but Viconia insists. Two groups of umber hulks are killed the old-fashioned way when they fail to turn up until Viconia triggers her own PW:Stun; she is fortunate it bounces off her magic resistance. She locates five enemies under sanctuary, demands another rest then casts PW:Stun. Nothing happens so she edges forwards to find the five have gone (3 mummies, 2 ghasts so not sure they were stunnable anyway). Another rest?

A greater mummy, two skeleton warriors and a bone golem? One skeleton warrior has magic resistance while the greater mummy saves (6). A superfast buff (Kronk enrages, strength for Mazzy, haste for Nalia, nothing for Imoen tut tut, PfE 10’ for Viconia and Bless for Jaheira) later the battle has started. Kronk realises his anger is just a small anger when he sees how furious Viconia is with her failed stun. All four enemies are mobile, so Viconia herds the skeleton warriors away under turning so the golem then the greater mummy can be despatched more easily.

Another superfast buff (Enrage, strength, haste from Imoen, bless from Viconia, nothing from Nalia or Jaheira) sees Dace Sontan meet his match and Kronk uses a spare stake to release him from his vampiric state. After another rest Viconia finally gets PW:Stun on a victim. “Amazing” says Kronk “that kobold captain released from this pulpit was about to do untold damage to us”. Viconia smiles, at least she now knows roughly how the spell works. Kronk had better watch his mouth as it's not a party-friendly spell...

Edited by Gate70, 12 April 2013 - 11:45 PM.


#6060
Gate70

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Kronk, ex-berserk berserker
Superfast buffs are supplemented by resist fear, chaotic commands on Mazzy and death ward as appropriate. Mazzy steals some paintings while heavily buffed and Nalia uses the firetooth crossbow to peg a few trolls.

Kronk is reasonably well buffed to face Bodhi alone.
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After such an encounter it seems wise to rest in solitude.
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A gauth causes serious wounds to Kronk but nothing too risky as two sets of magic missiles slam into the floating monstrosity and Mazzy finishes it with a Arvoreen arrow +1.

Kronk takes a massive beating and is forced to glug an extra healing potion just to stay alive “You should see the other guy three clay golems”. It didn’t help that everyone forgot to switch to blunt weapons or that Kronk didn’t bother to enrage. There is a bit of "nagging" from the party to remind Kronk to prepare properly in future.

20 tokens later Kronk is wearing boots of speed and Mazzy has boots of the north (combined with helm of defence and availability of darkmail +3 to counter elemental damage if required). A door to the next area is opened by re-fitting two horns to a minotaur statue.

#6061
Gate70

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Kronk, ex-berserk berserker
Saemon Havarian tries to ingratiate himself again, then Lonk the insane is terminated before he can cast a spell. Kronk agrees to the other inmates participating in the fun against Irenicus.

“Give my DUHM back you pin-faced overgrown elf” Kronk roars, shaking Irenicus by the throat like a rag doll.
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#6062
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Kronk, ex-berserk berserker
Our clones and half a dozen murderers have a bad day and this fierce battle makes Viconia think of romance once more. Imoen heads back into Spellhold to pick up a few items and then we return to Brynnlaw.

“Barman, six flagons of your finest mead” demands Kronk before turning round “Ladies, what can I get you?”. It’s going to be a night that comes back to haunt Kronk the next day. After quaffing the bar dry he lurches outside to look for a pirate horn.

His plan is met with derision and he sways as Mazzy tries another approach. She grabs his boots of speed and puts them on (good job halflings have such large feet for their size) before hasting herself. Nalia casts invisibility on Mazzy so she can race in to retrieve the pirate horn before the otherwise-occupied lovers notice her arrival. That plan works although Mazzy has to endure rather more pillow talk than she desires.

Desharik and his pirates are killed as we cast off then a gith ship quickly catches and boards our vessel. We are busy teaching them a lesson when the ship is also boarded by sahuagin. No problem, we’ll kill them too - only Saemon has teleported away and the ship is floundering. Kronk tries to bail it out with his helmet while fending them off but it is a hapless task and the ship sinks.

We somehow find ourselves in an undersea cavern and in order to negotiate a truce have to prove ourselves by Kronking an ettin. With this done we are tasked with bringing a rebel sahuagin prince to justice. Fair enough, but first we’d like to do some shopping please.

#6063
Gate70

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Kronk, ex-berserk berserker
Viconia talks a spectator beholder out of guarding a chest after Mazzy completes an item/owner quiz. Kronk hands Mazzy the belt of inertial barrier and cloak of displacement as he tries on a cloak of mirroring. On to a small arena where a sea zombie lord is waiting, but not for long.Posted Image

The way to the prince sees a number of rebel sahuagin killed. After speaking to the rebel prince the party decide to help him instead of the king. Once the king is dead Kronk discovers he has two magical ropes (one for him and one for Tiamat presumably). edit, did Kronk mention that the prince suffered a fatal accident too?

Kronk makes a horrible entrance to the underdark. After being distracted by a kuo-toa he finds three mind flayers. He moves back so Nalia can haste the party but a boulder obscures her view. As the spell casts Kronk has moved too close to the party. His rage/cloak leave him protected while Mazzy has chaotic commands in place. Nalia saves against a psionic blast but Jaheira and Imoen are caught out. Kronk shouts for Viconia to remove their paralysis but there is no reply - she’s been caught too.

Kronk and Mazzy kill one flayer but they are targeting Imoen. Nalia summons the flesh golem but Imoen is dead before the flayer, and Jaheira dead before a third. Once Viconia recovers she memorises two raise dead spells and restores the fallen. Kronk will be eating humble pie for a while.

Edited by Gate70, 13 April 2013 - 02:58 PM.


#6064
Alesia_BH

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Opps!

(PS: Go Wild Mages!)

Edited by Alesia_BH, 13 April 2013 - 06:38 PM.


#6065
Gate70

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Kronk, ex-berserk berserker
Jaheira re-equips the ring of freedom, now aware that it is no defence against psionic blast. She dumps an insect plague and memorises a chaotic command instead while Viconia makes sure she has more than one memorised too. Some wondrous recalls mean Imoen and Jaheira are rapidly healed up.

A faceted machine is easily dealt with until Alchra Diagott turns up. Mazzy is slightly closer than the enraged Kronk; she survives a series of spells and Viconia moves in after an anxious few seconds. After several misses she finally connects the improved mace of disruption to the lich and that is that.

The swirf encampment to the north-west wait for news nervously, celebrating once they hear their balor has been Kronked. On investigating a path to the west two kuo-toa are killed. Only afterwards do the party realise Kronk is missing. He returns moments later, dripping with sweat and telling how two gauth and a beholder were cut to ribbons. His companions don’t believe him though and ask for evidence; he has none.

A short while later Mazzy staggers to her feet as Kronk apologises and Viconia ceases casting the raise dead spell. “Well, how many people can say they got carried away fighting five demon knights guarding a statue of demogorgon and forgot to step away or glug a healing potion” she cheerily squeaks. That’s the problem of fighting alongside Kronk, he just doesn’t notice the accumulation of party wounds.

Mazzy is using the regeneration ring and regenerative ioun stone to slowly heal as a group of kuo-toa attack. Kronk berserks as Nalia and Imoen cast malison slow and chain lightning. Jaheira and Viconia are using ranged weapons but Kronk is caught unaware by Mazzy re-joining him. He tries to push her back but she’s used lay on hands twice to regain more than half her vitality. Kronk grins and the kuo-toa chunking continues once again.

A drow party guarding the underdark exit put up strong resistance until Nalia true sight’s the mage and Imoen breaches him. Mazzy has retreated and Kronk has glugged an extra healing potion. The drow are dead but their three skeleton warriors last another few rounds. Kronk is not so much bleeding as picking pieces off the floor (18/100hp), slightly worse than Mazzy (25/102hp).

#6066
Gate70

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Kronk, ex-berserk berserker
Jaheira and Viconia heal Mazzy up (Kronk appears to have regenerated health between the last game session and this one - oh well) and the party re-buff without rest to take the penultimate room of the kuo-toa breeding colony. There is little danger, even when a kuo-toa prince observes from a nearby arch. Once the others are dead Kronk and Mazzy melee him to the floor with ranged assistance from the others. Kronk chucks some tainted tadpoles into the breeding pool and hopes he never has to fight a three armed kuo-toa as a consequence.

Vithal appears to have learnt little from his imprisonment, leaping into three portals one after the other. Kronk suggests an enhanced reward is due, and Vithal obliges. Everybody is happy, especially as Imoen and Nalia both learnt freedom spells and Kronk has backpacked another in case of emergency.

Two groups of kuo-toa are guarding a bridge to the east, so web, 2 fireballs, death fog and Symbol:Stun are used to disrupt them; Nalia and Imoen overlap two groups of magic missile to mop up the surviving duo (should have got a screenshot, looked good but didn't pause in time).

Kronk is the centre of trouble again. Todays issue is where he’s put some important gear. It may be careless to lose Kitthix (how did that happen?) but there is no excuse for losing the shield of Balduran (how did that happen?) and all he can think is that it was related to the recent party deaths or perhaps with the shield that it was sold in the sahuagin city by mistake.

Ultrabuffs are used for the beholder lair; Mazzy prods a beholder while everybody else goes for the Elder Orb. Imoen uses a breach to help take an eye stalk as Kronk and Mazzy also have their buffs removed. The other four also see some of their buffs either run out or get removed, but to a lesser extent.
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The five ladies turn to leave but Kronk fancies a bit more and soon has more drow full plate for Jaheira, Viconia and Mazzy plus a silver amulet, sword blade and a magical sling. Their other armour is bagged - various pleas not to accidentally sell it are made to Kronk. He hears them, whether he remembers is another matter.

The tunnel to the east looks intriguing and the party are torn between whether to enter or not (items aren’t particularly needed, is risky and time consuming but thinking it should be done for completeness).

Levels; Kronk 15. Mazzy 14. Nalia 4 > 14. Imoen 7 > 14. Viconia 16. Jaheira 11/13.

#6067
Blind_Visionary

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Kronk, no not the eastern tunnel! I have a bad feeling that something nasty lives back there....

Edited by Blind_Visionary, 13 April 2013 - 11:48 PM.


#6068
Gate70

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(Kronk wishes he had a blind visionary on hand to dish out advice)

Kronk, ex-berserk berserker
The mind flayers chitter away. Kronk dreams that only Viconia resists the overwhelming mind-probes, standing alone as the rest of the party collapse to the floor (the game text reflects the cut-scene and shows nothing will stop Viconia if she puts her mind to it).
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After defeating some umber hulks Kronk speaks to Simyaz, a githyanki in the next illithid fighting pen. A cunning plan is concocted, although Kronk feels Simyaz has got the better deal. Viconia and Jaheira have cast chaotic commands on all females present, leaving Kronk to rely on his rages. A second fight sees the githyanki hold off the illithid while Kronk and his party deal with some kuo-toa (although Kronk is stunned by at least one bolt and down to 20hp) and start to flay the flayers. Kronk is in no state to tank the ogre jailor so Mazzy shows her mettle.

Kronk gulps but Mazzy is showing no sign of stepping back so he tries to act as though he’s confident too. Nalia has memorised sets of MMM’s so there is decent firepower behind the frontliners. Three dead illithid later and Kronk is releasing a group of slaves.

Four mind control circlets should do. Mazzy tries one on an illithid, but it is stunned - after waiting ages she kills it and moves away so another can arrive - but it never does. We rest, still no illithid. Everybody is beginning to panic so Kronk herds them into another room then returns to open a door the Kronk way (slayer change, reputation 14).
Simyaz and his githyanki teleport in, and teleport out. Showoffs.

Another door can’t be opened, and with no illithid still (hmm) Kronk sees his reputation drop further (12). Decent buffs see the remaining flayers and umber hulk defeated before the master brain is drained and three brain golems battered to pieces. At least the slaves put in a good word and reputation soars to lucky 13.

#6069
Gate70

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Kronk, ex-berserk berserker
“I’m glad that’s over” says Mazzy “I’d never melee mind flayers without knowing you had my back”. Kronk thinks back to being stunned by a bolt and having Mazzy step in front to distract the three kuo-toa. He also remembers her stepping in when an illithid got a straw stuck so far up his nose he thought it would never come out. “I’m glad it’s over too Mazzy” he says, truthfully.

“We’ve got the blood of a kuo-toa prince, blood of an elder brain and an elder orb eye stalk” says Nalia “can somebody please tell me why”. Kronk starts to explain that once these things get on your armour it’s hell to get them off but Viconia comes up with a more plausible reason “this is the underdark and such things hold great value here”.

“Oh” says Nalia. “You don't mean you eat them?” then vomits as Viconia lies all too convincingly (a nod to you & I).

Edited by Gate70, 14 April 2013 - 12:38 AM.


#6070
Grond0

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Gate70/Grond0 Multiplayer attempt 17 - (update 9)
Choler, elf wild mage (Grond0), & Maris, elf wild mage (Gate70)

Yesterday's session was rather more controlled than the previous one as the wild mages surged their way through Spellhold.

The first action was to deal with the last main quest area untouched - Windspear Hills.  The first problem area there was the group of undead.  Maris thought perhaps a demon would help there, but realised that wasn't going to happen seconds later as the empty husk of its body dropped to the floor.  Choler tried experimenting with her new staff of the magi, but realised that wasn't a good idea when a couple of vampires left her (now invisible by staff) to rapidly drain Maris to level 8.  Eventually a mix of area damage and Choler tanking under buffs dealt with the obstacle and the duo moved on. 

Elemental damage also worked against the greater wolfweres, but spells were short by the time the 3rd one was contacted and it was eventually agreed there was a need to rest before coming back to finish it off.  After killing the golems and Tazok's group Choler was in her inventory when she was surprised by loud laughter from Maris - after gathering she had been hit by a bouncing lightning bolt Choler reaffirmed her decision to keep protection from lightning going as one of her standard buffs!

Firkraag was never given a chance.  He was hit by several lower resistance spells followed up by lots of magic missiles as well as a vampiric touch and skull trap.  There was still plenty more in the tank when he'd had enough.  Samia and her would-be ambushers found the tables turned as several of them succumbed to a symbol stun and the rest didn't last long.  Choler got her first HLA here - improved alacrity.

Back in the city the illithid hide-out in the sewer was opened.  Choler was intending to do the first room on her own with area damage spells, but didn't communicate her intentions to Maris.  Rushing to the 'rescue' Maris was stunned by the illithid and had half her brain devoured before the illithid fell to MMM.  The remaining rooms were handled mainly with summons - swords and skeleton warriors worked particularly well, but the duo were down to simmys by the time the illithids were all killed.

Maris got access to a planetar from her experiences with the illithids and that quickly showed its value in Spellhold.  Choler was still feeling seasick from the voyage (dizzy surge), but the ambushing vampires lasted only seconds anyway.  Maris decided to talk to Perth and got mazed for her trouble, but that was the last action the mage got in.  His book was opened to true seeing (though it's not actually been used yet).

Choler lost some wisdom in a dream - not to worry as her remaining 6 points still make her easily the more level-headed of the duo.  There were no problems in finding the way out of Spellhold - Maris picking up some boots of speed so she can keep up with Choler's pace.  Choler learnt to summon a Dark Planetar during this stage and that made short work of Irenicus.  At that point Maris decided she should perhaps have a stoneskin up before the murderers arrived (though the planetar chunked them pretty swiftly anyway).

In making their way to the docks to take ship with Saemon Maris bumped into a group of pirates that wanted to play.  She gave them a taste of a fireball before skulking off to a corner to take a healing potion and pay more attention to her long-term buffing in future.  The duo were caught in a shipwreck and have just found themselves washed up in a sahuagin city.

Choler, wild mage L19, 74 HPs (12 from familiar; 6 from ioun stone), 689 kills
Maris, wild mage L19, 58 HPs, 484 kills, 1 death


#6071
Grond0

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Tiamat - wild mage v6 (update 7)

With a horde of wild mages close behind her and ominous growlings from a raging half-orc nearby Tiamat finally felt it was time to move from the entrance to the Underdark.

After buying a few spell scrolls from some duergar merchants she learned and cast freedom.  After resting she talked to the mage that turned up and went to find his spell book.  A planetar and supporting summons forced a way through some drow to the svirfneblin village where NRD produced a couple of mordy swords to cut through the demon (guided in by a wizard eye).

Next Tiamat went to release various trapped souls.  A dispel magic from NRD helped open up a lich protected against magic weapons for the planetar to finish off.

Tiamat got Vithal's book of rituals and helped him open a door to an elemental plane.  It's a long time since I did this quest and I had forgotten how fragile he was and the earth elemental killed him - shame as I think he had some scrolls that Tiamat is currently missing.

A project image produced a planetar to open the way to see Adalon.  The first time Tiamat went to the city gates they appeared unattended and locked, but after speaking to Adalon again the guard had returned and let her in.  Inside Tiamat agreed to rescue a Matron Mother's daughter.  Cautiously making her way there she saw an ambush waiting and sent a planetar on ahead. Once the screams stopped Tiamat came to inspect the bodies carefully (she needs money to buy more scrolls).  Another planetar (from project image) cleared the kuo-toa away from the bridge.  I wasn't sure how long it would take for the illithid to emerge so cast a few buffs, including a sequencer triple chaos shield.  That gives Tiamat a 2/3 chance of NRD spells casting normally and that proved enough for a death spell to deal with the attackers.

Phaere said Tiamat could relax for a while, but instead she chose to do a bit of work.  Another planetar killed Qilue and her servants, despite being scared most of the time, before Tiamat entered some tunnels (I wasn't sure which ones they were, but soon found out when captured by illithid).  After escaping, a planetar, mordy sword and skeleton warrior helped deal with larger groups of enemies (single ones were slinged).  Fortunately I noticed that picking up brine potions was dropping the rest of my equipment and recovered that before moving on.

After opening the master brain room I was surprised to find that Tiamat got locked outside.  However, a planetar, sword, skeleton warrior and simulacrum proved sufficient to defeat the Master Brain anyway.  Their standard attacks couldn't damage the brain golems, but the planetar's vorpal ability eventually did the trick.  On the way back to the city Tiamat noticed a group of githyanki and decided to produce another planetar via a couple of NRDs.  That was stunned immediately, so Tiamat used another pair of NRDs to get a mordy sword.  However, the gith couldn't damage the planetar anyway and it wreaked terrible revenge on them once it woke up.

Back in the city Tiamat helped Phaere and Solaufein kill a beholder and was given 3 days before her next task - that should be plenty of time to investigate a few more beholders!

Tiamat, wild mage L23, 86 HPs (7 from ioun stone), 872 kills

Edited by Grond0, 14 April 2013 - 06:29 AM.


#6072
Gate70

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Watch out for Kruin the gith wild mage when you get back to Amn :)

#6073
Alesia_BH

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Excellent work guys! I never thought I'd see a Wild Mage (or Wild Mages plural) make it this far. Kronk's run has been fun as well.

#6074
Grond0

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Gate70/Grond0 Multiplayer attempt 17 - (final update)
Choler, elf wild mage (Grond0), & Maris, elf wild mage (Gate70)

Alesia_BH wrote...
Excellent work guys! I never thought I'd see a Wild Mage (or Wild Mages plural) make it this far.

Thanks Alesia, but regrettably the wild ride is over for this duo.  That's no blame to their wild mage heritage, just my typical problem of laziness with mages.

They had been making good progress:
- killing the prince to get a rope down to the Underdark.
- refusing Vithal's proposed minimal share and taking the lot (including a timestop scroll).
- releasing the trapped souls and saw a gnome safely home.
- refilling a hole that let a demon into the gnome village.
- clearing a beholder hideout.
- similarly, emptying the illithid caves.

That just left the kuo-toa before going on to enter the drow city.  Choler was buffed at the start of this, but got hit by an anti-magic ray by a beholder and had not replaced most of her buffs before heading into the demon knight cave.  She was also a bit incautious with the movement of her simulacrum, resulting in it being treated as a sacrifice to release the demons!

Initially there didn't seem to be too much of a problem as the planetar started work on the demon knights at the top of the room, while Choler reduced the odds by mazing one of the two near her and Maris.  However, at that point Choler got hit by PW:stun, which took effect on her as she had slightly less than 90 HPs.  The remaining demon near her took its chance to attack her and beat down most of her mirror images before expiring.  At that point the mazed demon reappeared rather faster than expected and started attacking Choler as well.  The planetar came to try and rescue her and I thought here it was going to be successful in that.
Posted Image
The demon knight attacking Choler was at near death, as was the one that had followed the planetar and appeared to be attacking the planetar, while Choler had only taken one lot of damage.  However, at that moment she expired - possibly from a vorpal hit or perhaps both demon knights hitting her together.

Edited by Grond0, 14 April 2013 - 02:36 PM.


#6075
Serg BlackStrider

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Sorry to hear that the Wild Run is over, guys... Tiamat should be extremely cautious from now on...