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Baldur's Gate 2 No-Reload Challenge


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#14826
Blackraven

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Thanks Golden, for your ethusiasm and support.
USSNorway, looking forward to Bodhi and Suldanessalar. Btw, Bardin also has the FoA in his bag of holding ;)
Grimwald, good luck in Amn!

Bardin, LN Cleric/Thief, in SoA (Part 9)

In Athkatla Bardin did a lot of shopping (Ribald's special stock, couple of item upgrades by Cromwell) before he left to conclude some unfinished business in the Windspear Hills and in the Temple Ruins.
Playing with SCS' beefy Dragons meant that killing Firkraag required one time trap (for SotM dispels and some damage), six spike traps, and once those had triggered, two more time traps.

Spoiler
Thaxxy gave Bardin a longer run for his money. The Shadow Dragon got through Bardin's time stops pretty well thanks to a PfMW activated just before the first time trap triggered, and survived the few spike traps the Gnome had set. Bardin retreated behind the pillars where Thaxxy couldn't reach him, and landed a few good hits with the Sling of Everard before he got PW:Blinded.
Spoiler
Impatient with the slow pace of his sling attacks, the Gnome buffed with HP+RM+DUHM and attacked with his club and ninja-to. He dealt more damage faster, but also suffered more damage, so he retreated for a Greater Restoration, only to see the dragon succumb to the lingering slivers of Bardin's club.
Spoiler

 

Suldanessalar

The priest then traveled to Suldanessalar with the Elves he had met near the Underdark exit. Bardin avoided Irenicus' servants as much as possible, relying heavily on his SotM invisibility. Unfortunately a number of demons saw right through he Gnome's trickery, and Bardin ended up fleeing into Nizi's lair as he was unwilling to fight the fiends without proper buffs.

Spoiler
The fight with Nizi (and with a Red Dragon that lands once Nizi is dead, courtesy of Big Picture) was frustrating. I had to reload twice or thrice as the simultaneous triggering of Bardin's spike traps caused CTDs. Eventually things worked the way they should. Bardin first rested (if only to get the fiends from Suldanessalar back to their orginal positions), summoned an Ultroloth whose Fire Storm injured Nixi, and when this fiend was slain, lured the dragon into his traps.
Spoiler
The Gnome then meleed the dragon until his health got a bit low (34), prompting the priest to take a break for a Greater Restoration.
Spoiler
A second round of melee combat saw both the dragon and the Gnome flirt with death. Bardin was the first to retreat and was more than glad to see the lingering splinter damage of his club kill the dragon while the priest himself managed cope with the dragon's lingering damage.
Spoiler
He quickly returned to Suldanessalar before the Red Dragon could finish him, and rested. I was curious about possible loot (hadn't checked the Red Dragon in EEKeeper), so Bardin returned, fully buffed and - importantly - Hasted by an oil of speed. Bardin's warp speed enabled the setting of lots of time and spike snares to soften the creature up. The Gnome finished his foe in melee.
Spoiler
There was no loot, so note to self: next time skip Red Dragon. Back in Suldanessalar, Bardin limited himself to picking up the items required to accede the Tree of Life; no battles were fought.

Tree of Life

Bardin dispatched the Elementals using his Elemental Staff +5 (Item Upgrades item: slays Elementals with no save), although sneak attacks with the Wave should have worked just as fine. 
He kept his distance from Irenicus, avoiding possible trouble during a Time Stop the wizard cast. Bardin had his own time traps, which he scattered about the tree. Irenicus summoned a fiend, a Nycaloth. It became Bardin's first victim when one of his time traps were triggered.
Spoiler
More time stops allowed Bardin to SotM-dispel Irenicus' protections, and finish his foe under Improved Haste (from the Improved Cloak of Protection +2).
Spoiler

Hell

 

Collecting the tears of Bhaal, Bardin acted as follows.

Wrath: Sarevok's taunts were withstood, with Bardin defeating Wraith Sarevok with snares and melee attacks rather than by transforming into the Slayer, for +1 to WIS and CHA. Somewhat disappointingly, BG2EE, unlike BGT, doesn't have a scroller for characters that have more spell slots than the maximum that can be displayed (twelve). It meant that Bardin's 13th level 4 spell slot, another Death Ward, was lost. I might correct that with an innate Death Ward though.
Greed: Bardin had little use for Blackrazor. He exchanged the blade with the Genie for the tear of Bhaal and a +2 to saves. The Gnome's saves are now really good: -6/-8/-3/-5/-8 without the SotM (which gives another +2 bonus to all saves) but with his armor, rings etc. Extra HPs would probably have served him better, but Bardin kept open the option of drastically improving his HPs through other means, as will be explained below.
Selfishness: Bardin refused to choose between self-sacrifice and the sacrifice of an innocent's life, attacking the demon instead. This was the neutral path conform the Revised Hell Trials mod, which saw Bardin rewarded with +30% slashing resistance.

Spoiler
Fear: the Gnome received the demon's Nymph cloak (the damage to the Nymph had already been done) to collect the next tear of Bhaal, for a +2 CON bonus. Immunity to normal and +1 weapons (good path) isn't that great considering the fact that most ToB foes have better weapons than that, nor is +2 DEX (neutral path) for Bardin. +2 CON, for 20 CON, on the contrary, allows for the sacrifice and summoning of two Familiars in ToB (Bardin had summoned one already in SoA). A brutal measure, but good for an impressive 48 HPs at virtually no loss. Not sure if Bardin should be doing this, but it's tempting. (Should he encounter the machine of Lum the Mad, another 24 HPs could come his way.)
EDIT: https://forums.beamd...n-familiar-dies. This thread suggests that a character's bonus HPs from a Familiar are lost when the Familiar dies! Please tell me this ain't so!
Pride: Bardin felt no need to fight the dragon, earning himself +20% resistance to Fire, Cold, and Electricity.

The Gnome placed four spike traps on one of the stairs to soften up Irenicus, an exploding trap near the portal surrounded by the tears of Bhaal, and two time traps on two other stairs. He then cast a defensive Chain Contingency (Heal + HP + RM, when HPs <10%), a Spell Trigger with the same contents, and an offensive Spell Sequencer with three Holy Smites, and rested.
When he got up, he summoned an Ultroloth and cast all his divine buffs (even though some of them have become almost unnecessary thanks to his great saves), complemented by Stoneskin, Spirit Armor and Blur from scroll, and then he received Irenicus.

Bardin retreated to the south where two Balors and two Glabrezus kept teleporting after him. The Gnome didn't really mind that. He just made sure he stayed on the move, tried to injure the fiends together with his Ultroloth and a Skeleton Warrior, and he cast SI: Abjuration from scroll when Irenicus cast Remove Magic at him.

Spoiler
When Slayer Irenicus cast a Time Stop, Bardin had positioned himself near one of his own time traps. Irenicus was far away but managed to Dimension Door his way toward Bardin. He summoned a Dark Planetar, and tried to injure the Gnome with melee attacks. Stoneskins and cold resistance kept the wizard from hurting Bardin.
Spoiler
Time resumed, but was immediately stopped again, now by Bardin's trap. The Gnome used the time stop to dispatch the Fallen Planetar, and succeeded just as time resumed.
Spoiler
Slayer Irenicus had a large amount of PfMWs that seemed to activate automatically, hence Bardin's focus on the Celestial.
The Gnome summoned Kitty as a decoy, and then moved away from Slayer Irenicus again, hoping to get rid of the demons first. But this was easier said than done. The weaker Glabrezus went ethereal whenever Bardin gained the upper hand in melee combat, and the permanently fireshielded Balors required fire resistance. Bardin countered another Remove Magic with a SI: Abjuration from scroll (if only to keep his Death Ward up, because the Balors might or might not have a vorpal attack that allows no save), and a Greater Malison with a potion of invulnerability.
Spoiler
He was fighting a Balor on one of the stairs when the Slayer cast another Time Stop. It went by without incident, and Bardin continued his battle against the demons. First he chose to run from due to a PW:Blind from Irenicus and two successful disruptions by the demons of castings of True Seeing (which in my setup negates Blindness).
At one point Bardin had three of the four at badly injured or near death status but their joint attacks put Bardin's life at risk as well. It caused the Gnome to retreat for a Greater Restoration.
Spoiler
When his health was restored, he quickly finished one of the Balors, then rebuffed with HP+RM+DUHM to finish the second Balor and the two Glabrezus.
Spoiler
Against the Glabrezus Bardin's Detect Traps/Illusions ability was really handy. He would attack a Glabrezu, then activate Detect Illusions. It caused him to fight and detect illusions at the same time, a great remedy against the fiends' infinite castings of Mirror Image.

Only Slayer Irenicus remained. Bardin tried to lure him into the spike traps he had set on one of the stairs before he opened the portal, but Irenicus seemed to sense he shouldn't follow Bardin there. The Gnome studied his foe carefully and learned two important things about him: (1) Slayer Irenicus did not see through Invisibility,
Spoiler
and (2) he was vulnerable to backstabs.
Spoiler
Initially Slayer Irenicus seemed protected by an undispellable Stoneskin, for Bardin's SotM dispels failed to remove his foe's protection. It bought the Slayer the time to attack with spells that were relatively harmless to Bardin: Finger of Death and ADHW (3x). Bardin's magics (Fire Storm, Storm of Vengeance) were harmless as well; Irenicus regenerated too rapidly. The Gnome knew he had too defeat his foe with phyisical means. He therefore worked through his enemy's Stoneskins until he landed his first decent backstab.
Spoiler
His follow-up attacks also connected (so no undocumented Stoneskins or anything). Bardin retreated for yet another casting of the holy triumvirate, followed by Improved Haste (from the Bracers of Blinding Strike). He equipped the Short Sword of Backstabbing in the off-hand for sextuple backstab damage, which resulted in a nice hit.
Spoiler
The Short Sword of Backstabbing then made place for the Scarlet Ninja-To, and the Assassination ability was activated. Six APR that dealt maximum damage, five of which counting as x5 backstabs (Scarlet Ninja-To is no backstab weapon so doesn't count), including a critical hit, were too much for Slayer Irenicus.
Spoiler
Bardin had his soul back.


  • ussnorway, Serg BlackStrider, Charlestonian Knight Templar and 3 others like this

#14827
Serg BlackStrider

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Impressive work, Blackraven! Well done! Stay tuned in ToB!


  • Charlestonian Knight Templar and Grimwald the Wise like this

#14828
Grond0

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[/spoiler]Fear: the Gnome received the demon's Nymph cloak (the damage to the Nymph had already been done) to collect the next tear of Bhaal, for a +2 CON bonus. Immunity to normal and +1 weapons (good path) isn't that great considering the fact that most ToB foes have better weapons than that, nor is +2 DEX (neutral path) for Bardin. +2 CON, for 20 CON, on the contrary, allows for the sacrifice and summoning of two Familiars in ToB (Bardin had summoned one already in SoA). A brutal measure, but good for an impressive 48 HPs at virtually no loss. Not sure if Bardin should be doing this, but it's tempting. (Should he encounter the machine of Lum the Mad, another 24 HPs could come his way.)

EDIT: https://forums.beamd...n-familiar-dies. This thread suggests that a character's bonus HPs from a Familiar are lost when the Familiar dies! 

Unless you have a mod that changes the standard behaviour then I'm afraid it is so.  Getting your familiar killed can be an interesting way to kill yourself for a mage as you not only lose permanently the bonus HPs, but lose temporarily 50% of those in addition.


  • Charlestonian Knight Templar, Grimwald the Wise and Blackraven like this

#14829
Golden28

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Congratulations Blackraven, very, very impressive!!! :D

 

Absolutely can't wait to read the next episode in Throne of Bhaal! I always winced when you died in TOB because I knew you had spent so much effort and passion in your BG + BG2 runs.... So I'll be cheering for you big time.

 

Cheers! 


  • Charlestonian Knight Templar, Grimwald the Wise and Blackraven like this

#14830
Grimwald the Wise

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After reading about the Wheels of Prophecy/RE incompatibility, I did a fresh installation as I had only been playing minutes.

 

I thought it better to start again rather than do an uninstallation which can be very buggy.

 

New WeiDU

 

// 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]
~TOTDG/SETUP-TOTDG.TP2~ #0 #0 // Colours of Infinity: Tales of the Deep Gardens
~TOTDG/SETUP-TOTDG.TP2~ #0 #1 // NPC Reactions (Aerie, Viconia, Jaheira, Anomen, Haer'Dalis, Keldorn)
~DC/SETUP-DC.TP2~ #0 #0 // Dungeon Crawl: v9
~BACKBRYNNLAW/SETUP-BACKBRYNNLAW.TP2~ #0 #0 // Back to Brynnlaw mod for Baldur's Gate II: v5
~SELLSWORDS/SETUP-SELLSWORDS.TP2~ #0 #0 // The Sellswords mod for Baldur's Gate II: v5
~SETUP-COM_ENCOUNTERS.TP2~ #0 #0 // Chosen of Mystra's Encounters (Requires Throne of Bhaal)
~SETUP-COM_ENCOUNTERS.TP2~ #0 #1 // Would you like to install improved druid encounters?
~SETUP-COM_ENCOUNTERS.TP2~ #0 #2 // Would you like to install improved Shagbag encounters?
~SETUP-AMBER.TP2~ #0 #0 // Amber the NPC MOD for BGII:SoA: v4
~SETUP-AMBER.TP2~ #0 #1 // Multiplayer-friendly flirting for Amber: v4
~TASHIA/SETUP-TASHIA.TP2~ #0 #0 // Tashia NPC Mod -> Full version (ToB required): v1.3
~TASHIA/SETUP-TASHIA.TP2~ #0 #3 // Tashia Add-on Pack by Bri and Lord Ernie (English only, Tashia ToB Required) -> Baldurized Dialogues: v1.3
~XAN/SETUP-XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II: v15
~XAN/SETUP-XAN.TP2~ #0 #1 // Install alternate class for Xan? -> Change Xan's class to Fighter/Mage: v15
~YASRAENA/SETUP-YASRAENA.TP2~ #0 #0 // Yasraena (BG2:SoA & TOB NPC) created by nethrin & Sillara of the Tamari: v16
~SETUP-ALORA.TP2~ #0 #0 // Chosen of Mystra's Alora NPC Mod: 1.5
~SAERILETH/SETUP-SAERILETH.TP2~ #0 #0 // Saerileth Romance Mod (BG2:SoA & TOB NPC) created by nethrin and Sillara: v18
~DEARNISE/SETUP-DEARNISE.TP2~ #0 #0 // de'Arnise Romance for Baldur's Gate II: v4
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: V14
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: V14
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #0 // Extended NPC-NPC Interaction SoA: V4.2
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #1 // Extended Minsc/Aerie Interaction ToB: V4.2
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #2 // Imoen "Retrospection" dialogue for BGII: ToB: V4.2
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #3 // Wake-Up dialogue for Anomen Romance (By David Gaider with additions from Kulyok): V4.2
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #4 // NPC Conflict Revisions: V4.2
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #5 // Restored Aerie/Jaheira/Anomen interjection in Underdark: V4.2
~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v26beta2
~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v26beta2
~UB/SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v26beta2
~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v26beta2
~UB/SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v26beta2
~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v26beta2
~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v26beta2
~UB/SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v26beta2
~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v26beta2
~UB/SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v26beta2
~UB/SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher: v26beta2
~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26beta2
~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v26beta2
~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v26beta2
~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v26beta2
~UB/SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v26beta2
~UB/SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v26beta2
~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v26beta2
~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v26beta2
~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v26beta2
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #0 // Restored Locations: v8.2.6
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #1 // Restored Characters and Dialogs: v8.2.6
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #2 // Restored Sounds: v8.2.6
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #3 // Restored Items: v8.2.6
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #4 // Restored Wish Options: v8.2.6
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #5 // Restored XP for Minor Things: v8.2.6
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #6 // Lich Deril: v8.2.6
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #7 // Restored Random Encounters: v8.2.6
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #8 // Minor Restorations: v8.2.6
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #11 // Restored Final Slayer Dream: v8.2.6
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #12 // Alternate Slayer Change: v8.2.6
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #13 // Restored Waukeen's Promenade Cutscene: v8.2.6
~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
~KELSEY.TP2~ #0 #0 // Kelsey: V4
~SETUP-KETO.TP2~ #0 #0 // Keto-SOA NPC V2
~SETUP-KETO.TP2~ #0 #1 // Keto/Kelsey Interaction (Requires Kelsey-SOA)
~SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #1 // Aerie/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #3 // Aerie/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #5 // Jaheira/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #7 // Jaheira/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #9 // Viconia/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #11 // Viconia/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #13 // Anomen/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #15 // Anomen/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v15
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal: v15
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #2 // Crossmod Romance Conflicts: v15
~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #401 // Miscellaneous Enhancements -> Without Additonal Random Encounters: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Additional Shadow Thieves Content: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #6 // Alternative Harper/Xzar Plot: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Extended Reynald Sequence: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Intrigue In The Copper Coronet: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Rahul Kanakia's Potion Quest: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #12 // Improved Oasis II -> IO2 Dialogue Enhancement Only: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #13 // Saving Sanik In Brynnlaw: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #14 // Burglary Of The Bookkeeper: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #15 // New Fate For The Dryads' Acorns: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #16 // The Tragedy Of Besamen: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Further Slaver Involvement: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #18 // Sending The Solamnic Knights Home: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #19 // Nazariel The Lich: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #20 // Reward Negotiation: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #21 // Infernal Thievery: v3.2
~SETUP-BG2EEW.TP2~ #0 #0 // TeamBG's Weapons Pack for BG2:EE Version 1.01
~REUNION/SETUP-REUNION.TP2~ #0 #0 // The Reunion mod for Baldur's Gate II: v1
~TOD/SETUP-TOD.TP2~ #0 #0 // Tower Of Deception Mod (Requires Throne Of Bhaal)
~TOD/SETUP-TOD.TP2~ #0 #1 // Improved Astral Shard Guardian
~TOD/SETUP-TOD.TP2~ #0 #2 // Encounter with Ustrain
~SETUP-VAMPIRETALES.TP2~ #0 #0 // Vampire Tales (Requires Throne of Bhaal)
~SETUP-VAMPIRETALES.TP2~ #0 #1 // Improved Cult of the Unseeing Eye
~SETUP-VAMPIRETALES.TP2~ #0 #2 // Improved Harper Fight
~SETUP-VAMPIRETALES.TP2~ #0 #3 // CoM Store 1
~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades -> Original list version: v40
~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades -> Original list version: v40
~SETUP-WMART.TP2~ #0 #0 // Deidre and Joluv in BG:EE
~IM10KULYOK/SETUP-IM10KULYOK.TP2~ #0 #0 // Iron Modder 10, Kulyok's entry
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2092 // Change Experience Point Cap -> Level 30 Experience Point Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2372 // Alter Dual-class Restrictions -> Install both of the above options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3124 // Stop Haer'Dalis-Aerie romance from starting: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v16
 


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#14831
corey_russell

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Congrats on taking down Irenicus, Blackraven! Best of luck in your ToB travels/encounters.


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#14832
Blackraven

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Thanks people for your likes and congratulations :) It's nice to be in ToB again, after many months of failed or aborted attempts.

Cleric/Thief is certainly a combo with potential, though I'm a bit unsure how to play the class in (the last part of) ToB. I see different options.
I might try to continue playing him the way I played him in SoA, i.e. a bit like a Fighter/Mage, with quickly cast spells, including offensive spells, thanks to the Amulet of Power and the Robe of Vecna and with arcane (from scroll/item) as well as clerical buffs and protections for melee work. I'll need lots of Stoneskins and PfMWs though, because Bardin's AC is bad, and don't think I have enough PfMW scrolls (about eleven).
Another route would be to go for damage resistance. Bardin got 30% slashing resistance from the neutral Sacrifice path in Helll, receives 25% physical resistance whenever he casts Armor of Faith plus another 25% whenever he dons Jan's armor. One of Ascension's Bhaalspawn powers is a passive +25% to all physical resistance. This means that Bardin can end up with 75% piercing damage resistance, 100% missile damage resistance (Belt of Inertial Barrier), 105% slashing damage resistance, and 125% crushing damage resistance (Roranach's Horn), as long as he's able to keep his Armors of Faith up. EDIT: I forgot to include another +20% from the Defender of Easthaven for pretty much complete physical invulnerability. (Was a bit in a rush to go to a concert :))

Elemental protections would have to come from potions and green scrolls; magic resistance (optional) from items and potions. This appears to me as the safer route, though being unable to cast much due to increased risk of spellfailure is a big drawback.

Bardin, LN Cleric/Thief, in ToB (Part 1)

Illasera

My memory of this battle is a bit fuzzy, because I had to reload due to a crash. If I'm not mistaken, things went as follows. Pre-set time traps allowed Bardin to dispatch two of Illasera's Black Reavers, a rogue and a wizard, at the beginning of the battle.

Spoiler
Since Illasera could see through invisibility, the Gnome intended to deal with the Bhaalspawn asap. But when time resumed and Illasera went after him, Bardin managed to shrug her off, in the south of the area. This allowed Bardin to deal with the other minions first. His strategy was to start with SotM dispels and backstabs, and finish his foes in melee when they were badly injured.
Spoiler
Illasera killed herself thanks to her arrows reflecting off Bardin's Reflection Shield straight back at her.
Spoiler
One of the Reavers dropped a Cloak of Protection +2, so Bardin could now get a second upgraded cloak and thus a second long duration Improved Haste, from Cespenar. 

Pocketplane Battle I

Patience saw Bardin prevail here. While a Cleric/Thief with 8 million XP does have the means of quickly dispatching groups of enemies, their options are more limited compared to those of warriors with multiple GWWs and especially wizards with multiple ADHWs and other area damage spells. The Gnome saved his spells in case he needed them later, and used the Wand of Cloudkill instead to dispatch the first groups of enemies that appeared: Kobolds, Gnolls, Ogre Mages. Unfortunately the Sahuagins that followed were less vulnerable to the wand's effects. Bardin slew some of the creatures but not all with Holy Smites, Divine Wraths and melee attacks before Sarevok, Bodhi and Irenicus arrived. Irenicus removed Bardin's buffs and went for IA + Time Stop + Greater Malison + Fallen Planetar + Gate x2 + Energy Blades. When time resumed Bodhi hit and con-drained Bardin and Irenicus injured him with Energy Blades and a surprise Melf's Acid Arrow when an unintentional click on a weapon on the ground made Bardin visible. Irenicus also cast Wish ("I wish for my party to be invulnerable", which gave him and others Hardiness). Bardin managed to cast Death Ward to avoid Dark Planetar or Balor vorpals, and he quaffed an oil of speed soon after. Irenicus made sure that more fiends followed, an Ultroloth and a Nycaloth that both summoned Skeleton Warriors, but Bardin simply made sure he stayed on the move, pausing only for a potion of superior healing, and remained SotM-invisible to Sarevok and Irenicus (but not to Bodhi, the fiends, and the Sahuagins who all saw through the ruse.)
Spoiler
Bardin just kept running around, waiting for the fiends to be unsummoned. After all there was little for him to gain in fighting them, and there would be a high risk of getting swarmed if he paused to fight. The Gnome's Turn Undead ability destroyed the Nycaloth's smaller Skeleton Warriors, but not the Ultroloth's larger variant.
When the last of the fiends was gone, Bardin dispelled Irenicus' buffs with a SotM-dispel, mostly to annoy his foe, because Irenicus wasn't Bardin's first target. The Gnome decided to further thin the enemy's ranks first, by taking on the Sahuagins and a surviving Ogre Mage with Holy Smites, a Divine Wrath, and melee attacks.
Spoiler
With only a Skeleton Warrior, Bodhi, Sarevok and Irenicus around, there was much more room for Bardin to manoeuver. He even managed to set three time traps at the left end of the area, making sure the first two weren't triggered before the third was set. Bardin then lured Bodhi into them, and he finished the Vampire and injured Sarevok in the time his snares gave him, thanks in part to an Improved Haste he cast via his cloak.
Spoiler
Sarevok fell soon after to the lingering slivers of Bardin's club followed by an Implosion.
Spoiler

Saradush

Bardin didn't stay long in Saradush. He didn't like the place at all. Apart from the incessant incoming fire boulders from Yaga-Shura's army, the townspeople's prejudice against him was insulting. When he got into a fight with some of Gromnir's men, others turned against him as well: humans, elves, militia guards, Alexander Ralisar, Oris Nimblefingers, and even captain Samand (the killing of whom lowered Bardin's rep to 10, made the Justice for Mateo quest unavailable, and kept Kiser's house inaccessible). The Gnome patiently slew them all (backstabs, Storm of Vengance, Holy Smites, Divine Wraths).
Spoiler
He also dispatched two Cultists and their Cold Mistress, and retrieved Lazarus' spell book so he could purloin some very good arcane scrolls.
He returned to his pocketplane and had Kitty injure him so as to trigger his Chain Contigency (which would trigger at 10% of HPs left), and then cast a new one containing Greater Restoration, Death Ward and Armor of Faith, to trigger when HPs go below 25%.
The Gnome returned to Saradush where he invested in his reputation at the Temple of Waukeen, and obtained a prison key from Sister Farielle. The prison's vampires were no problem thanks to Turn Undead, although Phlydian didn't explode; she merely fled. Bardin finished her with backstabs.
In Gromnir's dungeon Bardin released several prisoners, which saw his reputation rise to 20 again, while staying invisible before the guards. On the first floor of Gromnir's castle Bardin found a quiet spot where he buffed himself for his imminent meeting with Gromnir. Again the guards were left alone.
Spoiler
Upstairs he lured Gromnir and most of his cronies to the Half-Orc's throne before going invisible. It resulted in Gromnir getting stuck between his own allies. Bardin then softened up Lashar'ra with a backstab and the crowd, including all mages, with a Storm of Vengeance.
Spoiler
The spell killed one Il-Khan Battlemage as well as Ramazith.
Spoiler
Interestingly, Bardin ran into two red-circled invisible entities, each called 'Target', on the east side of the room. In the last screenshot you can see Bardin standing next to one. According to EEKeeper they are a BP addition. They're 100% resistant to all elemental damage types, to all physical damage, and to magic, and they have an AC 0 and saves of 1. They didn't attack Bardin but they did follow him within a certain radius whenever he got too close to them even when invisible, and enemies would then try to cast AoE spells at the Targets.
Bardin considered the Targets little more than a nuisance, as they prevented him from setting snares, but enemy spells were not something he had to worry about much. Several charges of the Wand of Cloudkill (which was harmless to Bardin thanks to his Ring of Gaxx), made sure that enemy wizards and priests wouldn't be casting much.
Spoiler
The damage dealt was just a positive side-effect.
Bardin patiently let the Cloudkills do their work, though he spent a couple of invisibility potions to speed things up with backstabs.
Spoiler
On the platform there was another invisible presence, Snare Trap. It constantly detected Bardin's invisibility, inspiring the Gnome to steer clear of the platform.
Spoiler
Bardin slew all of Gromnir's minions except Eler Had who was invisible most of the time, and finished an already injured Gromnir in melee with HP+RM+DUHM and Improved Haste.
Spoiler
(Bardin had also activated Assassination but Gromnir was immune to backstabs.) Eler Had was then finished in close combat.
Spoiler

Yaga-Shura

 

In the North Forest Bardin killed the robbers so as to get access to Karthis al-Hezzar's wares (scrolls and potions mainly). In the Forest of Mir he had some difficulty with the Wraiths when his Sunrays proved insufficient for quick disposal of the undead.

Spoiler
He eventually prevailed with Turn Undead and time/spike traps.
Spoiler
The Gnome could fight the Skeleton Mage on its own, as it Dimension Doored toward him. A SotM dispel and a backstab were all Bardin needed to disptach the creature.
Spoiler
The other undead were even less of an issue.
At the entrance to Yaga-Shura's lair Bardin set spike traps to deal with two Burning Men, so that he could walk around invisibly without being harrassed. Inside the dungeon, he did the same with four Fire Trolls (taking them out in melee). With Detect Traps (the spell), an oil of speed, and SotM-invisibility Bardin managed to secure access to the second floor without having to deal with other critters, outrunning even a Dimension Dooring Fire Lich.
Spoiler
On the second level, the drill was the same: get in, disarm snares, and pick up required items (in this case the two hearts). Brimstone the Dragon somehow managed to follow Bardin downstairs, but the Gnome simply rushed off, back to the Forest of Mir.
Spoiler
There he had Nyalee cast her magics on Yaga-Hura's heart before he blew her up with his spike traps.
Spoiler
Yaga-Shura was dealt 1 damage with the SotM, which was enough for him to retreat for a while. Bardin used that time to place seven spike traps but those were all triggered by a Lieutenant Thief.
Spoiler
Bardin then lured Yaga-Shura into a quiet space that was large enough for the Gnome to get out of Yaga-Shura's sight without being noticed by others. It enabled Bardin to place all his time traps (at different moments) and club the giant to death.
Spoiler

 

Pocketplane Battle II

I lost Norgath, my Dwarven Bounty Hunter here last year, mainly due to my being unfamiliar with the battle. I remember being surprised that faux Norgath was a warrior with a two-handed sword and GWWs. (Makes some sense though because the dialogue preceding the challenge is about Charname's and Sarevok's roles being inverted.) As with the first pocketplane challenge and as with the battle in Gromnir's castle, patience was key. Bardin spent the first couple of rounds running around, hasted by both his boots and an oil of speed, waiting for faux Bardin, who was also hasted, to expend his (G)WWs and for Semaj's simulacra to expire. Since faux Bardin could see through invisibility he was difficult to get rid of. Bardin had to dispel his foe's haste with the SotM and later again when the latter applied an oil of speed. He failed to set a snare on the eastern edge when no one seemed to be in sight, but that was because hidden Angelo still had to reveal himself. Either way, Bardin had the opportunity to cast the holy triumvirate, and used his divine power to soften up Tamoko.

Spoiler
It was only then that Angelo appeared. Semaj cast a Time Stop, but Bardin had moved to the other side of the area by then, and he was invisible when he spell took effect.
Spoiler
Stopped time went by uneventfully. Bardin dispelled faux Bardin's buffs, and those of Semaj, interrupting the latter's casting of another Alteration spell (another Time Stop?).
Spoiler
The wizard then quaffed an invisibility potion, and Bardin retreated to the east, where he managed to set a time trap. When it triggered he slew Tamoko and injured Angelo.
Spoiler
The setting of a second time trap failed when faux Bardin approached, but Bardin made more progress soon after, when he felled Angelo with sneak attacks.
Spoiler
Only Semaj and faux Bardin remained. The former was SotM-dispelled and finished off in melee. His casting of a Dragon's Breath could not deter Bardin.
Spoiler
Faux Bardin triggered a couple of time traps, which gave the real Bardin enough time to activate Assassination and defeat his foe.
Spoiler
Bardin received Resurrection as his first Ascension Bhaalspawn power (for giving the Solar the 'evil' answer that Gorion's debt had been paid).

Oasis

Unfinished Business allows for a peaceful resolution of the encounter with Tombelthen, I discovered. I roleplayed Bardin here, and ended up garnering the General's trust.
Spoiler
Bardin moved on to Amkethran where he had a short talk with Balthazar, bailed the Mayor's thieving daughter out of a violent encounter with Mercenaries, and did some shopping in a Smugglers' Cave before the Monks would rid the place of the smugglers.

Watcher's Keep, Sendai or Abazigal are next. I'm inclined to go to Watcher's Keep to experiment with the two options I mentioned above (Bardin the Vecna-wearing spell caster vs Bardin the Adventurer Wear-clad damage resister).


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#14833
Charlestonian Knight Templar

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...I try to play more or less 'realistically', acting on the knowledge of the character, Bardin, and not on my knowledge as the player. This means no pre-buffing until Bardin knows or has reason to suspect battle is imminent, making scouting very important. I also work with a somewhat flexible, fairly defensive spellbook, which as a rule doesn't undergo any changes other than additions of spells after leveling up as a Cleric. Only if Bardin knows or has reason to suspect he's going to need certain situational spells not normally memorized, will he adapt his spellbook.

 

...I...went for the option that allowed for short duration enemy pre-buffs only when created in sight of the party, i.e. in ambush-like situations. (Mages are still dangerous this way, with triggers, sequencers and contingencies enabling instant buffs/attacks.) The thing is that I got a bit bored with my unbuffed Charnames seeing each and every decent enemy mage insta-activate a string of eight to fifteen buffs upon becoming hostile. It pretty much forces the player to either metagame with lots of pre-buffs as well or, as I used to do, retreat a lot because the enemy is immediately ready to attack while Charname & co aren't.

Realistic style of play.  Pretty sure that was the choice I used last time too but like you said, the sequencers still made battle with these guys and gals a hair raising proposition. I did the same for Clerics... seems WISE Clerics would be ready too but still would need to  'see the party' before they'd cast spells to protect themselves...   great work BR!


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#14834
Charlestonian Knight Templar

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This was quite an exciting battle. Things looked to be going south a couple of times for Bardin. I'm very glad he pulled through. Curiously Kangaxx never summoned his Dark Planetar.

Bardin was disgusted with the number of corpses littered about the Docks District. It made the taste of victory a bittersweet one for the Gnome. Finding a powerful ring next to the fallen Demi-Lich's remains didn't change that.

Very cool battle.  I've never fought this guy. For whatever reason, it never comes up as a quest.  I think I may have encountered him years ago when I was looking for Roenall's house and went in the wrong building.

 

Still, that was a world class battle - especially solo.  Did that Lich follow you (I guess) from the Government District to the docks?  


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#14835
Grond0

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Trio no reload (#1 - update 1)

(Grond0, corey_russell, Gate70)

 

After finishing off their work on the Sword Coast this trio found themselves in Jon's dungeon.  That was basically pretty easy, with the only moment of concern when Ragemage dragged a scorcher over Miseri's head when he was already quite injured.

Spoiler
 

 

They got to level 8 in the dungeon before making their way through the circus to find Gaelan Bayle.  After that the first port of call was the Docks to get an armour upgrade for Miseri.  Ragemage also led an assault on the pirates there.

Spoiler

 

There was just time in the session to return to the Slums and help Hendak take control of the Copper Coronet - eventually (he struggled to find the correct route to Lehtinan).

Spoiler

The reward for that took everyone to level 9 and Ragemage celebrated by dualling to mage and learning the many spell scrolls picked up so far.  Unfortunately in BGT those are worth only 1% of the experience given in vanilla, so his single level 1 spell won't be scaring too many opponents at the start of the next session!

 

Here are their current character records (Ragemage's poor charisma being disguised by a ring and already high intelligence boosted further by potions to ensure learning all his scrolls).

Spoiler

 

Stats (cont from BG1)

Miseri, wizardslayer 9, 107 HPs (incl. 5 from Helm), 197 kills

Ragemage, mage 1 (berserker 9), 92 HPs, 171 kills, 0 deaths

Forem, kensai 9, 93 HPs, 249 kills, 1 death


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#14836
Grimwald the Wise

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Diary of Lady Longsword

 

I awoke with a splitting headache which didn't help when I struggled through the dungeon where I had been incarcerated.

 

However, things went very straightforwardly, as they did when I solved the problems at the circus.

 

Things changed when I went to the slums.

 

Two people in the Copper Coronet both wanted my help in the Graveyard District. They were Korgan and Hexxat.

 

I should really have taken a cleric with me as I was level drained, Korgan was ability drained, Hexxat was killed, and we all took turns getting stunned. :(

 

Despite this, we exited successfully after finding that the book of Kazan was no longer there. :(

 

It had to sell a lot of my goods for us to recover, but recover we did, though we are now impoverished.

 

I decided that having Aerie with us might be a good idea.

 

Sadly I thought of that AFTER spending a fortune on resurrections and healing. :(

 

Not the best start for my first game in BG2 EE.


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#14837
Golden28

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Dear Blackraven,

 

Great upload as always. I'm seriously stoked every time I see a BR upload.

 

Your uploads actually made me pull out the old BG again and I decided to try 4 more classes speedrun style + some extra TOTSC quests I hadnt done before.

 

- The first, a fighter/illusionist gnome couldnt amass enough experience for Edwin to have learned haste, and I got bored of the sprite, so I abandoned the run.

 

- The second, a blade, was a great run, but it ended with a 65 damage critical backstab from an improved doppleganger assassin. Defensive stand wasn't enough for the 20 roll. I was a bit bummed. 

 

- The third, a kensai I was planning to dual to a druid, got destroyed by Davaeorn's sunfire.

 

- The fourth (and last try for now):

 

An Alexander run, based on my person/name and my own stats, as a barbarian (what I probably would be starting of in rl as well)... I remember Alesia finishing with a barbarian (do you have any advice Alesia?) so it should be possible.

 

I like the challenge with average stats (probably 13-16 avarage). I'll randomize and upgrade items if I get to BG2.

 

Cheers!


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#14838
ussnorway

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S2-e-13, 

 

This blessed realm;

 

Hear text as mp3,

 

I wasn’t in the mood to fight gith so we bravely ran away then stopped at the docks because Hexxat wanted a nice sword made to equalise her fighting skills once she can actually use a longsword without slicing bits off herself as well as her targets.

 

s2-fi130.jpg

Spoiler
s2-fi135.jpg

 

We visited the slums to build our home base and the spear thingy has everything a wizard could ask for… the former tenants tried to organise a protest but I was adamant in my course.

 

A-Sides; the knights of some sort want me to arrange them a ride home… “it’s on my to do list”  and the local crowded wizards will leave me alone if I take some kids under wing to teach them their cantrip studies.


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#14839
Grimwald the Wise

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Diary of Lady Longsword (Short update)

 

Well, things have gone from bad to worse. Poor Hexxat was murdered by a vampire. All that money and experience wasted. I was certainly not having a vampire in my party! A tomb robber, perhaps, but not a vampire. Now I have far too many quests to do as virtually everyone that I meet has problems.


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#14840
ussnorway

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So you hate her because of her race?

What is your party now Wise.


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#14841
Grimwald the Wise

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So you hate her because of her race?

What is your party now Wise.

 

Not just because of her race. She is totally evil. She has just about said so. Korgan may be that way inclined, but he has his good side too.

 

At the moment, the party is three girls together: Lady Longsword, Aerie, and Nalia.

 

I have just had dialogue with Aerie, which makes me wonder if it was always there. She has just said that the menfolk can take all they like so long as they don't take the blankets. The reaction that she had to Korgan mentioning that he would like to spank her, had made me think that she was a bit of a prude. Clearly not so.

 

I am obviously far less liberal with my favours than she is.



#14842
ussnorway

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Not just because of her race. She is totally evil. She has just about said so. Korgan may be that way inclined, but he has his good side too.

 

At the moment, the party is three girls together: Lady Longsword, Aerie, and Nalia.

 

I have just had dialogue with Aerie, which makes me wonder if it was always there. She has just said that the menfolk can take all they like so long as they don't take the blankets. The reaction that she had to Korgan mentioning that he would like to spank her, had made me think that she was a bit of a prude. Clearly not so.

 

I am obviously far less liberal with my favours than she is.

 

So a Dwarf Berserker = ok lets’ see if he has a soft side before we judge him because Drizzt proves a point…
Alignment: Chaotic Evil

 

But a female [not human] Race:
Class: Thief
Alignment: Neutral Evil
Whom kills another female Human
Class: Thief
Alignment: Neutral Evil
Is not worth considering… I mean there can be no possible way to redeem her?

 

How very Paladin of Lady Longsword to judge this girl without so much as a second glance at her heritage... no, not racist at all... I approve!



#14843
Golden28

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So far so good with Alexander the lame-stat barbarian, he's in the bandit camp now. Only setback was Nimbul getting one-shotted by the wand of frost chunking him and his boots. Ill post some pics next time.

 

Cheers!


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#14844
Grimwald the Wise

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Diary of Lady Longsword - Edited

 

I went with Nalia to help at the D'Arnise Stronghold. After rescuing her aunt, we returned to Amn for provisions such as Azuredge. We finished some mini-quests which had been forgotten due to Nalia saying: "There's no time." Returning Wellyn's bear and the like. We used the axe for killing a couple of other golems before using it to kill the iron one. We then slowly but surely killed the remaining trolls, and other beasts. Tor Gal is a bit tougher than I thought as he is less susceptible to Cloudkill. We then returned to the slums to free the rest of the slaves. We rescued Moiya's daughter and whilst in the graveyard killed Uncle Lester and went to the funeral of Nalia's father. Quite convenient that we happened to be there at the time. :) We then rescued a woman who would probably have been buried alive and solved the skinner murders. I also helped Baisera.

 

Edit

 

Isaea Roenal kidnapped Nalia but didn't keep her for long.

 

I have now agreed to help some thieves. Not a good option, but the best of a bad lot.

 

The improved area underneath the copper coronet is different. I think it is a bit easier than my standard set-up.

 

So was the D' Arnise Stronghold. No cyclops etc. I am finding Nalia's lack of lock-picking and trap removing ability a bit annoying. I wish that she had dual classed one level higher up. Yes, she can cast knock, but that doesn't remove traps! (With Level 1 NPCs she is multi-class which means that she becomes a very adept thief as well as mage). However in this set-up Lady Longsword's strength after DUHM often comes to the rescue. :)



#14845
Dyara

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How very Paladin of Lady Longsword to judge this girl without so much as a second glance at her heritage... no, not racist at all... I approve!

 

I think the 'problem' with Hexxat is that she has a very bad start with good aligned chars/partys as she kills a companion - that's why in my first and so far only playthrough with (the false) Hexxat she (the real Hexxat) ended up dead as Dyara refused to give her the cloak :devil:.

 

Korgan (imho he's more neutral with some signs of lawfulness than chaotic) on the other hand doesn't have this problem. Of course if he would introduce himself by killing... for example Anomen.. okay, bad example... let's say by killing Aerie, things were different :D .


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#14846
Grimwald the Wise

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@ USS Norway and Dyara

Korgan also shows his good side right from the beginning by being all in favour of fighting the slavers. Some mods even want to make him Neutral Evil which I can well understand. I have wondered if he is truly evil at all.

 

Sorry Dyara, I don't know what you are talking about re true and false Hexxats. I think that I have played it the same as your first play-through and as a result am not yet aware of the other possibilities due to this being no reload.

 

Experiments will have to await another game.


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#14847
ussnorway

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I think the 'problem' with Hexxat is that she has a very bad start with good aligned chars/partys as she kills a companion - that's why in my first and so far only playthrough with (the false) Hexxat she (the real Hexxat) ended up dead as Dyara refused to give her the cloak :devil:.

 

Korgan (imho he's more neutral with some signs of lawfulness than chaotic) on the other hand doesn't have this problem. Of course if he would introduce himself by killing... for example Anomen.. okay, bad example... let's say by killing Aerie, things were different :D .

Yes she does (as with Viconia), have a somewhat bad first impression... any one whom kills Anomen is ok in my book!

 

 

Sorry Dyara, I don't know what you are talking about re true and false Hexxats.

 

Hexxat is the vampire... the human girl has Hexxat controling her mind.


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#14848
ussnorway

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S2-e-14, 

 

Helping the muddles;

 

Hear text as mp3,

 

I wanted to work on our rep and they say “Charity begins at home” so we put a stop to the slave trade… Hexxat makes this an easy battle; Dominating the slave captain to fight against his men, standing in the cloud-kills to fight peons and of course disarming the traps.

 

s2-fi136.jpg

Spoiler
s2-fi140.jpg

 

I popped over to the adventure mart for a new mage-robe and payed to send home the Knights of some sort.

 

p.s, Hexxat can now use her new sword and is a very happy little sucker.


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#14849
Grimwald the Wise

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Yes she does (as with Viconia), have a somewhat bad first impression... any one whom kills Anomen is ok in my book!

 

So Anomen is a bit pompous. I think that the death penalty for being pompous is a bit too harsh.

If that was applicable, I'd have to kill my mother-in-law! :D


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#14850
ussnorway

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S2-e-15,

 

Some unfinished business;

 

Hear text as mp3,

 

After seeing the knights off I decided to hang around at home for a couple of tendays to ensure the students all survived to receive their graduation… the

celebration was nice.

 

The next ambush was actually in my home… good thing Hexxat had planned for such an eventuality but I still had to hunt down their fanatic boss.

 

s2-fi141.jpg

Spoiler
s2-fi148.jpg

 

Hexxat wanted to raid a cript once we arrived at the graveyard… sure thing hun… then the minions proved to be too much for Drizzt and Wulfgar but a ‘remove magic’ helped us avenge them before dispatching Bodhi… naturally I even handed back the equipment I wasn’t entitled to when asked politely.


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