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Baldur's Gate 2 No-Reload Challenge


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#6501
Blind_Visionary

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"How Klonk got his DUHM back" -- I expect Oprah to make this her next book club title.

Go Gate! Congrats on showing Irenicus how its done!

#6502
Grond0

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Viell, dwarven swashbuckler (update 5)

Viell paid a visit to his new guild and shortly afterwards he was ambushed by friends of Mae'Var.  However, he had his own friends already in place and had no problems.

Although he probably won't use it Viell thought he might as well use up his stored illithium to make the iMoD.

The party in the sewer were given a fair(ish) chance.  The majority of the damage was done with stealth shots and traps (laid on the run).  I don't have much experience with high level thief traps, but they seem pretty vicious - this is the effect of a single trap.

Viell then moved on to the Unseeing Eye.  A yuan-ti mage was the first obstacle - he was silenced by Namarra and cut down before his vocalize could be used to cast anything else. Keen to get to grips with a group of beholders Viell walked straight through a prismatic spray trap - I think his -2 save vs spells was enough to avoid danger of death, but it would have been nice not to put it to the test!  The beholders were worn down with necklace of missiles fireballs from the shadows, though most were eventually finished off in melee.  Bhaal healing was used for the first time in a long while in the temple on the manifestation; that got Viell to level 23 - just one more needed for his first HLA.

In the pit the undead were dealt with in small batches.  Summons were used to pull some of the lich's protectors away.  Viell then sent in Ras and, when the lich used a fireball, nipped in with a sunray.  The lich saved, but could not handle a follow-up stab with Daystar.

In the beholder caverns single gauths or beholders were just meleed.  Groups were worn down with necklace blasts.  In the course of that Viell suddently realised he knew how to use the Amulet of Power (among other things) after all.  Disturbed by stinking cloud and fireballs the blind priests failed to get a spell off.  The Eye himself was claimed by the berserk warrior.

Viell tidied things up by returning the rod and punishing Gaal before going to see Mekrath via the sewers.  He cut him down before using a couple of cloudkill wand charges on the yuan-ti (getting level 25 - avoid death).  Following Haer'Dalis to the Planar Prison Viell one-shotted the mage in the greeting party before he could buff.  The other caster followed swiftly and, although Aawill managed a backstab, Viell finished off the remaining enemies safely.  Viell threw away his boots of stealth and equipped some speedy ones instead.  He also tried a suit of melodic chainmail for size (allows stealth at a 5% penalty, with 1 better AC than Aeger's Hide, though not other benefits).

Cloudkill was used to deal with mages, while evasion got a first workout against the gith in one of the cells - as you can see Viell can get to a pretty decent AC now even without RoAC (or potions).  The RoAC was applied against the Master of Thralls to protect against death gaze.  Caged wolfweres were put down easily enough, but the efreeti fire shields were causing too much damage and Viell had to retreat to regenerate before coming back to finish the job (getting to level 26 in the process - taking greater evasion).  A cloudkill activated the Warden, who chased after Viell and perished in a pair of traps.

Not sure if I've been in the prison captains cell before, but gave that a go.  The golems hit quite hard so Viell went invisible for a while to regenerate and let the caster buffs dissipate.  He then found just enough of a hidey-hole to get a cloudkill away and hide again.  However, even with the Captains dead there was still time for a scare against the golems - they got 3 criticals in 4 attacks to get within range of a killing blow and forced Viell to use a potion of invisibility to regenerate again before finishing them off.

Cloudkills killed the remaining resistance from yuan-ti and thralls before Viell decided which bits of potentially useful equipment would have to be left behind (as he has no bag of holding) and then went to talk to Raelis Shai (level 27 - time trap).

The session ended in Umar Hills.  Vielle did the normal quests in the town (picking up Ilbratha) before going to get Valygar's body (and using his armour in place of the Melodic Chain).  On the way there he had a first try out of the Harp of Discord against some rangers blocking the path.

Stats (cont. from BG1)
Viell, swashbuckler L27, 98 HPs (incl. 5 from Helm of Balduran),  kills 904


#6503
Gate70

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Klonk / Valygar / Imoen / Jan / Viconia / Sarevok
Sarevok explains the Pocket Plane challenge. Kill anything that moves - and anything that doesn’t. He stares as Viconia casts three wondrous recalls and asks what she is doing, then notices he has chaotic commands and a death ward active. “Tamoko never bothered with any of that ****” he growls, which is met with “& how many times did you die as a result”. His eyes glow brighter than usual, then subside as he realises Viconia has won this exchange of words.

Gavid starts the retribution off (& I turn AI on, Valygar with thief aggressive and Klonk / Sarevok on standard attach then Paladin melee when standard attack does nothing. This allows me to control the ranged attacks of Imoen, Jan and Viconia without having to micro-manage melee). The battle is brief (and AI is switched off again).

We exit the pocket plane, arriving in Saradush. Klonk and Sarevok emerge almost unscathed from a battle with the guards but Valygar has taken a beating and stepped back - into the path of a flaming mass that falls from the sky (typical). He dies as Klonk, Jan and Viconia are also partially immolated. Viconia was about to raise the father of a child but instead brings Valygar back to life and Klonk returns us to the pocket plane.

Viconia casts another wondrous recall and Sarevok observes as she raises the dead father on our return. Another ball of fire lands nearby and we hurry into the closest building. Just like any other town there are some jobs to be done. Imoen hastes us so we can reduce the time spent outside and we set to work.

Sarevok is soon grinning from ear to ear. Killing the likes of Kiser Jhaeri is fun enough but he’s thrilled to see Jan and Imoen loot the building from top to bottom with the promise of exchanging these trinkets for items of power.  Viekang advises Sarevok to leave as he isn’t a Bhaalspawn and is lucky to still be alive as he picked the worst person possible to tell that to. Klonk curses Irenicus for the loss of his Bhaalspawn horror power. The issue is compounded by our reputation (16) and Sarevok is threatening to leave. Klonk reminds him this is ToB and he can’t swan off because he feels like it. The issue quickly blows over when Lazarus re-opens for business and Sarevok purchases his own bag of holding.

We descend into the prison and as one groan when we realise there are vampires within. Sarevok is laughing at us, unaware of our woes facing these heinous abominations. Viconia casts chaotic commands on him and recalls a negative plane protection then shoves him forward. He laughs again as he defeats one vampire and gulps as he approaches a second - the NPP has already worn off and Klonk has to intervene. His second NPP works better as Klonk is behind him and Valygar pops in a couple of times to add a hefty backstab.

On we go, into the prison. Imoen suggests we trap our corridor in case we need to retreat. Klonk is spotted and a group of fighters and thieves attack. Imoen and Jan add a malison / emotion combo to their traps and Valygar hits an emotional orc fighter with a backstab of 68. “Top that” he cries and Sarevok demonstrates the first of no doubt many Deathbringer Assaults. Valygar hides again muttering “Showoff”.Posted Image

#6504
Gate70

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Klonk / Valygar / Imoen / Jan / Viconia / Sarevok
Sarevok is drawing a battle-plan in the dirt ”First we will go here and the stalker shall arrive from behind, and when the caster starts it will be no good as we are buffed. Drow, buff us now”. He glances up, realising Viconia has pre-buffed us while he played sandcastles. “How do you do that” he asks “are you wondrous recalling wondrous recalls now?”

Klonk steps carefully into the corridor followed by Jan who is looking for traps - and finds one by accident. His buffs are dispelled and he grins in the knowledge that Klonk will be chuckling at such an error, only to find Sarevok glowering over him. Jan stares back and his spectroscopes reflect so violently that Sarevok momentarily blinds himself.

Viconia re-applies chaotic commands (she has 4 more) and realises she needs to alternate chaotic commands > death ward > wondrous recall in future as there are no more death wards for the cheeky little gnome. He switches to his woodland staff for some added protection and off we go.

The next trap is what Imoen terms “a b*****d”, releasing despite Jan having 105% trapping skills. No obvious effect on him though.

Imoen deals with a larger trap and Klonk releases Vinke from his cell. Our reputation heads upwards (17) and Sarevok voices his frustration again (I’m getting worried he’ll leave despite this being ToB). Jan moves on to look for more traps but Sarevok holds him back. “Better a cautious wench like Imoen look for things than for a short little firework like you announce our entry to all. You, walk with her and look for enemies before they see her”. With that he gives Valygar a shove forward. Klonk taps Sarevok on the shoulder to ask who is in charge, only to be told to shut up before the guards are alerted to our arrival. Quite.

Klonk releases another prisoner, whispering to Imoen that she really ought to be detecting traps as she and Valygar inch forwards. Oops, trap just ahead and to the right and a buffing mage further along the corridor. Imoen fails (102%) to disarm it, again no effect or taken by a stoneskin. The mage has cast PfMW and true sight by now so we counter it with a long wait. Sarevok insists on what he calls radio silence...not sure this is what he meant.
Posted Image

Valygar draws out a second true sight and counters it with a second long wait. We idle the time away by changing equipment, Sarevok taking a lesser regeneration ring, Valygar the greater regeneration Gaxx ring and Klonk relying on his ox-like constitution. Everybody laughs when somebody wryly remarks that out-waiting a mage in prison feels like a life sentence.

Valygar moves in only for the mage to instant cast a third true sight and buff. He retreats and waits for that to expire then Viconia casts dispel. He moves in again, only for another instant true sight and more buffs to wait out. Viconia suggests she send a skeleton warrior in but Valygar is having none of it. We wait. Jan rustles up a light snack and then Valygar moves in again. This looks better, until he hits a trap and his death ward evaporates. Imoen casts spirit armour and improved invisibility on him and he moves in. The acute angle means he only hits, no backstab so he runs into the nearby cell and hides.

The final prisoner escapes but the mage has re-buffed. Valygar retreats as Viconia casts a second dispel magic. The mage is invisible but true sights again, and Valygar leaps into the cell and onto a trap. No matter, Viconia casts her own true sight and moves back. Before Valygar can move in the mage casts a timestop.  

(so far this mage has taken about 25 minutes, tempting to send in the summons but no)

Valygar suffers a critical miss. His next attempt is foiled by yet another true sight and the mage adds another PfMW. Valygar notices a series of dashes on the cell wall, and adds another one. A minute or two pass then he lands a chunky backstab of 72 and we can finally move on. “Skeleton warrior next time” muses Viconia.

#6505
Gate70

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Klonk / Valygar / Imoen / Jan / Viconia / Sarevok
Valygar starts the session off with a critical backstab of 120 to drop an elite orog. Klonk decides not to investigate the sewers so we clear the castle basement area and then arrive inside the entrance hall. We are hasted and Valygar manages to backstab a hostile mage before she can turn around. Klonk decides we can rest in the pocket plane before confronting Gromnir.

Viconia practices her early buffs.Posted Image

Gromnir’s battle mage is first to fall after two hits from Valygar, then the Bhaalspawn himself a moment or two later. Karun the Black has managed to buff so earns a brief reprieve as Imoen and Jan are aura'd from a malison / emotion combo. By the time they cast their de-buffs the remaining opposition has been treated to a Klonk Valygar Sarevok overload and Valygar ignores a fireshield to snuff Karun out.Posted Image[/b]

#6506
corey_russell

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@Gate70 - in vanilla at least for sure people don't leave in ToB. I had my reputation and 20 and Edwin and Sarevok complained but never actually left.

#6507
Grond0

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Gate70/Grond0 Multiplayer attempt 22 - (update 5)
Rose, human stalker (Grond0) & Grub, halfling assassin (Gate70)

A fairly short session last night, but again things were comfortable.  Co-ordination between Rose & Grub was good, meaning enemies did not know which way to turn to avoid backstabs (when they had not already been killed by traps that is).

Things started in Umar Hills waiting to see if anyone wanted a questing ranger.  There was no sign that they did, so the duo went to the de'Arnise Hold to try their luck in a different area.  The only enemy there to cause any trouble was the iron golem.  It shrugged off initial attacks and made Rose run away; Grub tried several backstabs on it - which worked, but it got retaliations in on a coule of occasions.  Rose didn't have the luxury of being albe to backstab golems, but still got the final attack in from the shadows.  Torgal ran into a selection of 3 traps, though I think would have gone down with only 2.

After sending Nalia on her way, the duo returned to Umar Hills and this time received a plea to save the forest from damage in the ruined temple area.  A few skeletons were no obstacle to doing that and they quickly returned to Umar Hills to see if any more work was required. 

There was nothing else wanted immediately so they moved on to Trademeet.  With her save vs spells of 7 Rose was not keen on putting herself at risk of being stoned so delegated the djinni to Grub (who obliged gleefully).  A single trap finished off Taquee; there was a trap ready for the Khan as well, but this time it wasn't needed thanks to a new record backstab.

Stats (cont. from BG1)
Rose, stalker L12, 112 HPs (incl. 5 from Helm), 478 kills (+39)
Grub, assassin L16, 72 HPs (incl. 6 from ioun stone), 214 kills (+14), 3 deaths


#6508
Grond0

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Viell, dwarven swashbuckler (update 6)

{Side note on swashbucklers
I've noted for a while now how incredibly vicious Viell is - far more so than a fighter/thief would have been.  I've never run a swashbuckler before, but this goes against the generally accepted wisdom so I thought I would check what is going on.  The main reason a fighter/thief would look preferable is the better THAC0; that should only be partly balanced by the swashbuckler bonus of +1 to hit and damage every 5 levels.  However, I've quickly levelled up a test character to confirm that the swashie bonus is actually duplicated, i.e. the THAC0 required is reduced by 1 every 5 levels, but the actual die rolled is then also increased by 1 every 5 levels as well.  For Vielle then (currently at level 35) his stated THAC0 attacking, unbuffed, with Usuno's Blade is -6, but the real THAC0 is -13.  He thus doesn't miss very often!  If anyone's interested I might do a comparison of a swashbuckler and a fighter/thief in another thread.}


Viell made his way through the temple ruins, pausing occasionally to shrug off strength drains by shadows.  He got up to level 28 early on there, taking whirlwind.  That was used for the first time to kill both the Shade Lord and Shadow Patrick (level 29 - whirlwind).  Thaxy got a full day's allocation of traps, though he was almost dead from a whirlwind time trap attack even before the rest of the traps hit.

Back in the City Cromwell made the Shadow Dragon armour, which Viell can stealth in and gives better AC than Valygar's armour.

Off to the Windspear Hills.  Viell is now spoilt for choice with ways to kill enemies and raced through there, racking up level 30 (whirlwind), level 31 (time trap) and level 32 (whirlwind) before confronting Firkraag.  Only point of interest prior to that was a first use of his dispel illusion skill to get rid of Conster's mislead.  Firkraag was also surrounded by traps, but unlike Thaxy the standard ones hit first before the time trap - killing him.

The red dragon scales were made into armour, which can't be used for sneaking and joined most of the other equipment gained in storage.  Viell then used a key obtained from Tazok to open up the last area in the Temple sewers.  The first room got him to level 33 (greater evasion) and he was just short of level 34 by the time he'd meleed the rest of the illithid into submission (only being hit twice himself).

Back to Watcher's Keep for unfinished business there.  When Viell first went there the vampiric wraiths were a formidable obstacle, but now they were trivial - a single time trap allowing him to kill both of them (level 34 - whirlwind).  My collection of extra-healing potions found is now up over 100 (still none used except 1 accidental click outside battle).  Clearing the first level, including the statues, was enough for level 35 (whirlwind).

Back in the city there was another loose end at the Twisted Rune.  For the first time in the run Viell used some potions to buff here as well as setting up some traps.  In effect the battle was won here in the first second or so of action:
Posted Image
Vaxall hadn't yet appeared when Shangalar tripped the time trap, but arrived during the halt in time - allowing an easy kill.  With time still frozen Vielle got back to Shangalar and dispelled his mislead with his thief ability.  He even got a couple of hacks at him before time restarted - when the rest of the traps immediately finished Shangalar off. 

Viell used a Gaxx haste to kill Shyressa the vampire before dodging out of a meteor swarm and hiding again.  Another whirlwind began with a dispelling arrow for Layene; that was followed by arrows of biting - Layene saved against poison on all except the last (which had killed her anyway).  Revanek was busy trying to hit the pit fiend and ignored the arrows killing him from behind.  The pit fiend itself was the last to go - it refused to set off another time trap, so got whirlwinded instead.

Stats (cont. from BG1)
Viell, swashbuckler L35, 124 HPs (incl. 5 from Helm, 10 from Bracers), kills 1,158

Edited by Grond0, 16 May 2013 - 06:10 AM.


#6509
Gate70

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Looking good Grond0, I've usually given up on swashies due to lack of backstab so not been into whirlwind territory. Thinking I should give it a go some time but just know I'd reach a point and give up.

A party of thieves may be fun though.

#6510
Gate70

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Klonk / Valygar / Imoen / Jan / Viconia / Sarevok
Karthis al Hezzar buys a ton of loot. Boots of speed (x5) and the grandmaster armour mean we all move rapidly now. Two fire giants hand us a painful lesson though, Klonk having to move away and Valygar almost having to do the same. A number of options are discussed so a bit of trial and error is required to select the best of them.

It’s been a hard slog of a day so we head over to Watchers Keep and clear the initial level. Valygar reports a pair of fire giants on the next level so Jan lays a series of snares as Sarevok tests the Firetooth crossbow and Imoen / Jan / Viconia add their missiles as the giants close in.

Our buffs for an air elemental room are near perfect with Valygar, Sarevok and Klonk all getting PfE > chaotic commands > wondrous recall. The slight flaw is Sarevok forgetting to switch to melee, rectified when noticed. Klonk turns the fan in this room up to 11 (oops, twisted too hard).

Interlude time.Posted Image

Vampiric wraiths target Jan repeatedly but true sights and focused attacks finish them off before he is in too much danger. The fire giant room doesn’t cause any problems and the chromatic demon is soon free and electing to attack Valygar. He’s got the Roranch helmet on, AoF and hardiness so is 105% immune to a good thump. Worse, he boom-stuns the demon meaning there is a free for all as we gang up on it.

As we rest in Watchers Keep Klonk considers whether to continue in the keep (I don’t like the next level but it is easier when you can pocket plane rest) or go look for Yaga Shura.

#6511
Grond0

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Viell, dwarven swashbuckler (final update)

Viell finished off things in Athkatla at the Guarded Compound and then the Planar Sphere and set sail for Brynnlaw.

On arrival some vampires were beaten up and Ginia helped - getting Viell to level 39.  He then went to call on Perth to get his wardstone.  Something odd happened here when Perth produced a mislead.  Viell tried to dispel that, but it wouldn't go, even after 2 rounds of moving around it and Viell eventually just meleed it.  However, the delay proved costly when the dreaded maze screen appeared.
Posted Image

Edited by Grond0, 16 May 2013 - 01:01 PM.


#6512
Serg BlackStrider

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Sad to hear of Viell's demise, Grond0... That was an impressive run...

My current experience with Alesia's Detect Illusions skill proved to be not that reliable... Viell was solo so that is not option for him but in party play I personally rely more on the true sight/seeing from now on...

#6513
Blind_Visionary

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Grond, condolences for Viell's demise. You taught us all something about Swashbucklers, though! Looks like there's lots of potential there!

Klonk! I hope you can survive all of the turnip stories that Jan is unloading on your crew. Keep it up!

#6514
Gate70

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Had you forgotten about him mazing or taking a calculated risk?

Klonk / Valygar / Imoen / Jan / Viconia / Sarevok
Watchers Keep (3) : The demon level
We follow Yakman SE so Viconia can heal him and his true identity (Tamorlin) resurface. We head SE, and are outside the keep so return inside to go NW. Tamorlin has written some useful information in his journal. NE then.

Viconia sighs - her careful buffing dispelled as we approach a huge stone pillar. Klonk kills a cornugon and balor while Valygar and Sarevok run around like girls and then recover to help with the remaining pair of cornugons. Not one of us can reach into the stone and retrieve this sword (Purifier) and Klonk refuses to return to the Pocket Plane and ask Keldorn for help.

NE again to Tahazzar and a deal is struck. No, he can’t stand the neutral-good taint of Klonk. Klonk GWW’s a glabrezu as his enrage expires, Valygar GWW’s a second while Sarevok uses hardiness before attacking a maurezhi. Jan and Imoen cast spell turning, Viconia remove fear. Klonk is on his second glazebru as Valygar goes for a maurezhi near Imoen. Five save against confusion, but not Sarevok.

Valygar uses the heartseeker bow to hit Sarevok with a lone arrow of dispelling then turns back to the maurezhi with Celestial Fury and Belm. Klonk goes for a quasit but is charmed by a succubus and dispelled by Viconia. Sarevok is confused now but Klonk and Valygar both WW to finish a maurezhi, glabrezu and succubus.

Sarevok has been held near Tahazzar so Klonk and Valygar move in as Viconia casts remove paralysis. Klonk is stunned next but he has an enrage active, while Valygar has hardiness running. Imoen and Jan cast improved haste on Klonk and Valygar - they move away slightly after killing Tahazzar. Why - Sarevok has just Deathbringered a maurezhi and is too close for comfort while confused.

Only mephits remain as Sarevok recovers, hiding too quickly for us to attack despite three true sights running. Malison, slow and emotion help but then it is a pocket plane job to remove a level drain on Valygar and make sure everybody has suitable gear equipped.

Edited by Gate70, 16 May 2013 - 03:17 PM.


#6515
corey_russell

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@Grond0 - Condolences on Viell's demise. Was a great run, and impressive work for a swashbuckler.

#6516
Grond0

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Thanks all. Re the maze it wasn't really that I'd forgotten. More a combination of feeling I should give Perth a chance and the usual fatigue I get deep into a run - next time I think I'll revert to doing just selected encounters rather than completing everything in BG2.

#6517
Gate70

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Klonk / Valygar / Imoen / Jan / Viconia / Sarevok
SE again. Imoen panics in the next no-magic area just as she clears a trap. Klonk has enraged and Valygar offhands Dragonslayer. Jan, Viconia and Sarevok cower at the back of the room as the two frontliners kill three cornugons and a pit fiend. Imoen is bleeding everywhere from a cornugon wound and two velithuu are using her as a moving target until Valygar distracts one and Klonk kills them (with the Wave but although they look salamanderish that doesn’t prove to be the case). With the room clear Imoen glugs an extra healer with 2hp left.

SE once more, encountering a succubus. Klonk, Valygar and Sarevok have already used hardiness before entering the area and Klonk has enraged. Viconia casts Energy Blade (which I haven’t used before) as Jan and Imoen cast spell turning. Klonk and Valygar add a GWW each and the room turns into a giant succubus and alu-fiend blender.

SE again, but a few buffs first (2 x stoneskin, Valygar can stay level drained at 19). Ka’rashur gives us no choice but to fight. Klonk is still enraged and starts cutting through enemies as Valygar and Sarevok do the same from the other side. Viconia casts remove fear and chaotic commands on Sarevok but Valygar is held and bleeding. Klonk has made a sizable dent in Ka’rashur but swipes past him to kill the cornugon attacking Valygar.

Only Ka’rashur is left and he is attacking Klonk so everything looks to be in control (Valygar has 61hp and not being attacked). Then another cornugon, bone fiend and velithiuu arrive and Klonk also spots an imp in the corner.

An erinyes arrives near Valygar so Sarevok switches to it. Imoen has cast improved haste on Sarevok as Viconia frees Valygar. Jan hastes Valygar and the erinyes is chunked. Sarevok and Valygar switch to Ka’rashur with 12apr between them. They make short work of him and the rest soon fall.Posted Image

We rest and re-buff (chaotic commands, death wards, energy blade, stoneskin, hardiness, enrage, stealth) before continuing SE again. A rune pillar dominates the room and Klonk waves some salamanders as everybody else attacks three glabrezu. After 2-3 rounds the room is clear and Klonk announces a new direction as he and Valygar are treated to improved haste.

SW. A wild magic zone with tieflings, meaning our buffs stay active. Klonk insists on us standing idle until they attack then we set to work. Klonk immediately criticals a mage into a new floor-covering but two tieflings use whirlwind attacks. klonk and Valygar stand their ground and emerge victorious and not too wounded. Their dog, Aranthis, tries to mirror but turns invisible. Viconia tries an invisibility purge but is protected by a globe of invulnerability. Aranthis tries mirror image again but changes colour, still invisibly. Imoen tries a true sight but surges a flesh to stone - she saves. A tiefling assassin attacks and is killed then Aranthis attacks and is killed.

NE says Klonk. Everybody laughs because that will take us back where we came from but he is insistent. We arrive at a tree much to their surprise. A group of demon knights try to de-buff Klonk but Imoen has cast spirit armour and Jan improved Invisibility as Klonk enrages and moves in so the remove only targets him. The demon knights last about 2 seconds each as the three fighters melee them.

NE again. Hang on, a cambion is attacking too (wondered where he went) so Klonk backs up. Viconia true sights but the cambion glugs an invisibility potion. Jan true sights and the cambion gulps again but Klonk has slashed 23 parts of him to the floor. Viconia true sights again and the cambion is beaten by his own aura, not to mention 24 from Klonk, 8 from Jan, 16 from Sarevok and another 23 from Klonk just as Valygar manages to get past Sarevok and Klonk.

NE again, while bits of cambion are still bouncing around. Valygar realises he has been level-drained as we step through - becoming an occupational habit for him. A demon wraith is waiting for us but Jan and Imoen insist on looking for traps before anybody moves. She gets two traps and Klonk can wait no longer. The demon wraith survives a worryingly long time but falls in the end and Imoen removes three more permanent traps.Posted Image

Aesgareth fancies a gamble, everybody winces when Klonk agrees.

#6518
Gate70

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Klonk / Valygar / Imoen / Jan / Viconia / Sarevok
Klonk backpacks Spectral Brand, slowly. He then hands Jan a Wish scroll (failed to memorise), weakly. He then hands Aesgareth a gem, magically (goody, permanent mind shield).

As we travel to the next level Viconia has time to ask if we should have buffed before continuing. Klonk slaps his forehead then changes his mind and says we’ll probably be OK. Other than the group of mind flayers summoned by Carston. Imoen, Jan and Viconia manage to move away but Valygar is stunned and dead before Viconia can remove his paralysis. Sarevok is stunned too but two GWW’s from Klonk keep him alive. Viconia pithily remarks that raising Valygar is less tiring than restoring him would have been (fair point).

Another rest, then back to the machine of Lum the mad. A gith encampment is levelled then Klonk tells everybody he’s halberded a demi-lich to pieces. Nobody believes him but the evidence is there to be seen (level 24, 5 *’s in halberd).

Saladrax gets a fair start to battle (well, other than us being super-heavily-ultra buffed but Klonk talks him into battle rather than attacking). Imoen, Jan and Viconia are staying away (almost as if they have been regularly immolated in prior lives).

Klonk, Valygar and Sarevok have 90-105% fire resistance from their gear, plus divine protection from fire. The mages pop in briefly to add warding whip, pierce magic and a breach then retreat as Saladrax shows an unhealthy interest in them. No healing potions or re-buffs are required despite two or three wing buffets.Posted Image

#6519
Grimwald the Wise

Grimwald the Wise
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Dragonslayer, (Formerly Swordwielder before he killed the green dragon from Dark Side of the Sword Coast) has entered Amn. Upon import into the BG2 engine, he became a Tiefling Crusader with all his proficiency points in two handed swords and two handed weapons.

Being a Tiefling adds to dexterity and intelligence but loses 10% experience. It also improves resistances to fire, acid etc.

Being a crusader allows placing more proficiency points in two handed swords, but means that they cannot be put elsewhere. It also means no paladin spells.

Weidu log as below:

// 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-UNDERREP.TP2~ #0 #0 // Underrepresented Items From Icewind Dale 2
~SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #1001 // BG2 Fixpack - Game Text Update -> GTU classic (from Baldurdash, by Kevin Dorner): v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-classing Restriction from Archers   and Stalkers: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~BAGBONUS/BAGBONUS.TP2~ #0 #0 // Bonus Potioncase and Ammobelt to Deidre's store: v1.0.4
~ABYSTORE/ABYSTORE.TP2~ #0 #0 // Unusual Oddities Shop
~SETUP-VOLCANO.TP2~ #0 #0 // Improved Volcano! Pack: v2.0
~SETUP-CTB.TP2~ #0 #0 // Check The Bodies, v1.9
~SETUP-CTB-CHORES.TP2~ #0 #0 // Candlekeep Chores, v2.1
~SETUP-CTB_FF.TP2~ #0 #0 // Check the Bodies Fast Forward, v1.1 (for CtB v1.8 or later)
~AURORA/SETUP-AURORA.TP2~ #0 #0 // Aurora's Shoes and Boots: v5
~AURORA/SETUP-AURORA.TP2~ #0 #10 // Small portraits for NPCs -> Merchants and minor NPCs: v5
~AURORA/SETUP-AURORA.TP2~ #0 #520 // Realistic Kobold Commandos: v5
~AURORA/SETUP-AURORA.TP2~ #0 #9000 // Fix area creature references: v5
~SETUP-DSOA.TP2~ #0 #0 // Kensai Ryu's Deeper Shadows of Amn: v2.2.4
~SETUP-DSOA.TP2~ #0 #1 // Difficult Brown Dragon: v2.2.4
~SETUP-DSOA.TP2~ #0 #2 // Improved Copper Coronet: v2.2.4
~SETUP-DSOA.TP2~ #0 #3 // Improved Crypt King: v2.2.4
~SETUP-DSOA.TP2~ #0 #4 // Ghost Shadow Dragon: v2.2.4
~SETUP-DSOA.TP2~ #0 #5 // Gnome Fighter/Illusionist Encounter: v2.2.4
~SETUP-DSOA.TP2~ #0 #6 // Grothgar the Red Dragon: v2.2.4
~SETUP-DSOA.TP2~ #0 #7 // Improved Kangaxx: v2.2.4
~SETUP-DSOA.TP2~ #0 #8 // Curse of the Underground Shade Lord: v2.2.4
~SETUP-EBG2.TP2~ #0 #0 // Additional merchant with new items
~SETUP-EBG2.TP2~ #0 #1 // Interjections
~SETUP-EBG2.TP2~ #0 #2 // Tomes and manuals
~SETUP-EBG2.TP2~ #0 #3 // Cloak of Balduran
~SETUP-EBG2.TP2~ #0 #4 // Additional portraits
~SETUP-EBG2.TP2~ #0 #5 // Lost item descriptions
~SETUP-EBG2.TP2~ #0 #6 // Dragonsuit & Glory of Balduran (ToB)
~SETUP-EBG2.TP2~ #0 #7 // New racial enemies
~SETUP-EBG2.TP2~ #0 #8 // New kit (Gladiator)
~SETUP-EBG2.TP2~ #0 #9 // New kit (Knight)
~SETUP-EBG2.TP2~ #0 #10 // New kit (Duelist)
~SETUP-EBG2.TP2~ #0 #11 // New kit (Legionnaire)
~SETUP-EBG2.TP2~ #0 #12 // New kit (Globe-trotter)
~SETUP-EBG2.TP2~ #0 #13 // New kit (Dragon Slayer)
~SETUP-EBG2.TP2~ #0 #14 // New kit (Crusader)
~SETUP-EBG2.TP2~ #0 #15 // New kit (Fright of Liches)
~SETUP-EBG2.TP2~ #0 #16 // New kit (Silent Killer)
~SETUP-EBG2.TP2~ #0 #17 // New kit (Priest of Auril)
~SETUP-EBG2.TP2~ #0 #18 // Miscellaneous tweaks
~RTTITEMPACK.TP2~ #0 #0 // Install RTT Item Pack? **The items are added to the "special" store of Ribald (Adventure's Mart, Waukeen's Promenade) available after SpellHold.**
~SETUP-TOA.TP2~ #1 #1 // Tales of Anegh (Weidu): v2.3
~SETUP-TOA.TP2~ #1 #2 // Remove Sounds: v2.3
~SETUP-TTSQ.TP2~ #0 #0 // The Tortured Soul Quest - WeiDU: v7
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v19
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v19
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v19
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v19
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v19
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v19
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v19
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v19
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v19
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v19
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v19
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v19
~SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v19
~SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v19
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v19
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v19
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v19
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v19
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v19
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v19
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v19
~SETUP-UB.TP2~ #0 #22 // Justifier Kit: v19
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v19
~GBTHFKP/GBTHFKP.TP2~ #0 #0 // Expanded Thief Stronghold: v2.20
~FR_ROV/SETUP-FR_ROV.TP2~ #0 #0 // Freedom's Reign (SoA or ToB): v7.1
~FR_ROV/SETUP-FR_ROV.TP2~ #0 #1 // Reign of Virtue (ToB): v7.1
~SETUP-AZENMOD.TP2~ #0 #0 // Azengaard Tactical Encounter (erebusant's revamp): v5
~SETUP-AZENMOD.TP2~ #0 #1 // Enhanced Trademeet Crypt: v5
~SETUP-AZENMOD.TP2~ #0 #2 // Enhanced Chateau Irenicus: v5
~SETUP-SAERILETH.TP2~ #0 #0 // Saerileth Romance Mod v12 (BG2:SoA & TOB NPC) created by nethrin and Sillara
~SETUP-PLANARSPHEREMOD.TP2~ #0 #0 // PlanarSphereMod v2.6c: v2.6c
~SETUP-PLANARSPHEREMOD.TP2~ #0 #1 // Planar Sphere Store: v2.6c
~SETUP-PLANARSPHEREMOD.TP2~ #0 #2 // Waukeen's Promenade Store: v2.6c
~SETUP-PLANARSPHEREMOD.TP2~ #0 #3 // Planar Sphere Return v2: v2.6c
~AEON/SETUP-AEON.TP2~ #0 #0 // Aeon - BG2
~AEON/SETUP-AEON.TP2~ #0 #2 // Pool of Radiance: Ruins of Myth Drannor - item pack for BG2 (Caution! Items still need some fixing, but you may install the component - it won't damage the game)
~AEON/SETUP-AEON.TP2~ #0 #3 // Alternative portrait for Aeon
~DARIAN/DARIAN.TP2~ #0 #0 // Darian NPC Mod for BGII: SoA & ToB: 2.3
~DARIAN/DARIAN.TP2~ #0 #2 // Install alternate class for Darian? -> Change Darian's class to Ranger/Cleric: 2.3
~FAREN/SETUP-FAREN.TP2~ #0 #0 // Faren NPC for Baldur's Gate II: Version 2
~FAREN/SETUP-FAREN.TP2~ #0 #1 // Choose Faren's weapon proficiency skillset -> Martial configuration: Version 2
~FAREN/SETUP-FAREN.TP2~ #0 #17 // Romantic Encounters Content: Version 2
~FAREN/SETUP-FAREN.TP2~ #0 #18 // Saerileth Content: Version 2
~XAN/SETUP-XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II, v9
~XAN/SETUP-XAN.TP2~ #0 #1 // Install alternate class for Xan? -> Change Xan's class to Fighter/Mage
~XAN/SETUP-XAN.TP2~ #0 #5 // BG1-style flaming swords
~SETUP-SHEENA.TP2~ #0 #0 // Install A Half Dragon Tale: v1.7
~SETUP-JANQUEST.TP2~ #1 #0 // Jan's Extended Quest
~SETUP-KETO.TP2~ #0 #0 // Keto-SOA NPC V2
~KELSEY.TP2~ #0 #0 // Kelsey v2.1: for BG2 - SoA
~SETUP-KELSEYTOB.TP2~ #0 #0 // Kelsey: ToB - Version 2
~KORGAN/SETUP-KORGAN.TP2~ #1 #0 // Korgan's Redemption
~MAZZY/SETUP-MAZZY.TP2~ #0 #0 // Mazzy Friendship: 2
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal
~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
~SETUP-BGII-SUBRACE.TP2~ #0 #0 // Subrace mini-mod for BGII v1.0
~SETUP-BGII-SUBRACE.TP2~ #0 #1 // GUI changes for subrace mod
~SETUP-BGII-SUBRACE.TP2~ #0 #2 // Alternate NPC subraces
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any other components): v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #3 // Joinable NPCs more closely match the player character's experience?: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1201 // Aerie: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1202 // Anomen Delryn: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1203 // Cernd: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1204 // Edwin Odessiron: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1205 // Haer'Dalis: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1206 // Imoen: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1207 // Jaheira: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1208 // Jan Jansen: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1209 // Keldorn Firecam: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1210 // Korgan Bloodaxe: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1211 // Mazzy Fenton: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1212 // Minsc: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1213 // Nalia De'Arnise: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1217 // Sarevok: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1214 // Valygar Corthala: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1215 // Viconia De'Vir: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1216 // Yoshimo: v1.2
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep class Restrictions: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2092 // Change Experience Point Cap -> Level 30 Experience Point Cap: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-class Options: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-class Grandmastery (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v9
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v9.0.1
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #2 // Worldmap for Throne of Bhaal -> Clothmap-style map for Throne of Bhaal: v9.0.1

#6520
Grimwald the Wise

Grimwald the Wise
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Dragonslayer, upon arrival in Amn, first brought the circus back to normal, and released some slaves from the Copper Coronet before joining up with Nalia.

He returned a sick harper to their compound before going to the D'Arnise stronghold.

He tried to clear her castle of trolls and almost did so. he then opened the gates to allow the entry of re-enforcements. He realised at this point that Nalia could not remove curses, and suspecting that this spell might be needed because of what Nalia said, returned to Amn.

Whilst there he tried to sort out a few problems in the thieves' guild. Upon taking on a mage near the Harper's Guild, he and Nalia found themselves panicked. That proved to be unhealthy for Nalia's health, but fortunately she regained her ability to defend herself when she still alive. She therefore took a potion of extra healing and fought back.

Dragonslayer was able to fight shortly afterwards and after that the result was a foregone conclusion.

Edited by Grimwald the Wise, 17 May 2013 - 04:00 AM.


#6521
Krazy Solo

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Daihbi, Human Male Sorcerer Level 9, Str 12, Dex 10, Con 16, Int 15, Wis 14, Cha 9 (suppose to be 8 but game doesn't allow lower)
--------------------------------------------------

Cleared Irenacus Lair, Freeing Jaheir and Minsc, Inviting Yoshimo along. Rest only once that was prior to using the portal. Shockingly easy destruction of mobs this time around. Usually mobs gives me trouble when playing casters. Currently resting In the Inn prior to completing the Circus. I'm not sure if i want to go with a 4 man squad or the full 6. Should i go the full squad i'll probably have Aerie Join the squad, if not I'll be going with Valygar, Anomen, and Jan most likely, but I wouldn't rule out having Imoen rejoin the squad at Spellhold.

Should this attempt happen to fail me, I am most likely gonna redo a previous attempt. As I'm hopeful I could pull off a Kensai 13/Theif X build in a No Reload attempt, Such attempt will be done with 4 man squad, but i'll explain that Attempt if this current one fails before I report updates.

#6522
Gate70

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Good luck to you both.

Klonk / Valygar / Imoen / Jan / Viconia / Sarevok
The area to the east of Lum’s machine is cleared without any trouble, then Viconia charms a group of shades into attacking each other. We race around the illithid lair to keep our buffs active - a mistake as it proves. First Klonk is drained by a trap and Viconia is fatigued as a result, then Sarevok does a Minsc. Klonk reaches into his scroll case and uses a stone to flesh scroll.

(oh, and Sarevok lands another handy hit)
Posted Image

Viconia presses a few buttons on the machine (+1 wisdom, +5% magic resistance).
Imoen presses a few more (+1 intelligence / charisma / dexterity).
Klonk finishes (+1 strength / constitution)

Edited by Gate70, 17 May 2013 - 09:22 AM.


#6523
Grond0

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Absol, dwarven swashbuckler (Introduction)

Having survived his apprenticeship in BG1 Absol is intending to make his way through BG2 rather faster than Viell attempted - that will be done by not trying to complete all encounters.

Absol escaped from the dungeon, restored the circus and put Hendak in charge at the Copper Coronet.  Then he used stealth and dodging in and out of the spider nest in taking the green ioun stone from Pai'Na.

On the way to Watcher's Keep he found the Suna Seni ambush.  Kitthix + a couple of traps added enough to stealth to make that comfortable.  There were only mephits waiting at Watcher's Keep so it was easy to get the ammo container there as well as the potion case.

Back in Athkatla he picked up the berserk warrior and then rescued Renfeld and dropped him off at the Docks.  On the way to the City Gates the orog ambush triggered, but Absol just ran away.  He collected Daystar and used that to kill the 4 liches in Athkatla - I hadn't pre-prepared the Unseeing Eye quest, but using 2 potions of speed meant there was still plenty of time left on the scroll of undead protection when Kangaxx fell.

#6524
Gate70

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Serg BlackStrider wrote...
Slayer... '85 "Hell Awaits" - that particular song came to my mind while reading your post, Gate. Congratulations on finishing Jon! Keep rocking in ToB! 

I listened to this, reminds me more of the music for Wing Commander Prophecy (but then I'm not that musical).

Klonk / Valygar / Imoen / Jan / Viconia / Sarevok

We leave Watchers Keep and head to a swamp forest in search of Yaga Shura. Instead we find a master wraith - debuffed and vulnerable to our attacks. A group of skeletons maul us badly but Viconia heals Klonk and they fall from assassin to mage to cleric to warriors. Nyalee points the way to the Marching Mountains for us and we rest before setting off.

(the focus on protections rather than armour class is making some enemies such as skeleton warriors more challenging than usual, fire giants could be a challenge then)

A few theories are tested outside the lair of Yaga Shura, completely destroying the bunny-Bhaalspawn and co but not effective against fire giants and the party take turns to be bashed. Klonk has Waved a couple of burning men though. We are somewhat battered but decide not to rest so enter under invisibility 10’. Valygar has used his hardiness so relies on Roranch and AoF for 70% blunt resistance and a GWW attack from the shadows.

One fire giant is down, having been boom-stunned mid battle and a second is promptly stunned but three more are closing in. Imoen casts malison > wilting as Jan casts hold monster and Viconia summons a deva. Sarevok is using Firetooth (fire against fire...) and Klonk has dug Hangards axe out to hurl indiscriminately (non proficient).

The wilting does a decent job and the remaining enemies are soon cut down, meaning we can look for traps in safety.  A few fire giants stretch us and Sarevok growls as his deathbringer assault has no effect with Firetooth. He immediately switches to melee with hardiness & Roranch to kill the final fire giants. Another room has fire trolls and salamanders, Klonk Waves the latter as Viconia Croms the former.

Klonk Waves another burning man and three salamanders as Imoen and Jan de-buff a burning skull. Two bone golems and an eriynes are cleared and Klonk says STOP. He was badly injured (40hp) before entering the lair and the constant battle has prevented his regeneration, while Valygar and Sarevok have had constant healing from rings.

Viconia heals what she can then we clear the final room, with more Waving. Klonk has to run from a fell cat with 8hp remaining so there is a bit of healing before Sarevok raids the penultimate container. This battle is easier, and the seal to a huge staircase is broken. Two fire giants are removed and then we decide that it has been a long time since we spoke to Nyalee and we are due another rest.

After returning from the pocket plane we are fully refreshed and swiftly defeat Berenn and his fire giants, Jan casually bruiser-stunning giants before Valygar can boom-stun them. Jan and Imoen clear the area of traps. Klonk braves a few more traps to Wave two burning men and Imix.
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Imoen and Jan arrive to remove three traps from around him, and then loot the area. Viconia grabs a bag of bullets which Cespenar upgrades from +1 to +2. Valygar offhands the Axe of Unyielding (regeneration is likely to be of more use than 1 extra apr. Imoen decides not to upgrade fleshy to stony and an epic tug of war for the Ravager +4 halberd sees Klonk’s natural 21 strength topped by Sarevok with his girdle granting 22. Klonk may have another grab at it if he can distract Sarevok with a serpent shaft sometime soon...

Edited by Gate70, 17 May 2013 - 05:19 PM.


#6525
Grond0

Grond0
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Absol, dwarven swashbuckler (Chapter 1)

Off to Trademeet.  A pair of traps got a genie bottle from Taquee.  At the Druid Grove Absol stealthed past the majority of enemies and persuaded Cernd to carve up Faldorn.

On to the de'Arnise Hold.  Reformed the Flail of Ages and killed all the golems as well as Torgal and his giant troll guards.  However, most of the other trolls were left to give Nalia something to do with all the free time she's now got.

Stats (cont. from BG1)
Absol, swashbuckler L14,  71 HPs (incl. 6 from ioun stone),  kills 405