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Baldur's Gate 2 No-Reload Challenge


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#976
Grond0

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Jeff W wrote...
The new teleport at will for demons is the scariest feature in SCS II, especially in a no reload.

Hear, hear.  I still haven't adjusted to the idea that you can't run away from mages any more.  Their demons can track you down even if you're way out of sight with multiple doors in the way.

#977
Thailog

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Yield wrote...

man, u play this alot
you're using inquisitor dispel x2 or x1,5?
keep going!


Since my party rushed to rescue Imoen, they did almost no quests in Chapter 2, so I'm not as far along as it may seem.

As for Inquisitor dispel, I'm using 2x, but even that's not enough against some of the tougher SCSII mages and especially liches. At a guess, their casting levels are probably too high for Keldorn to dispel at his current level in my game.

#978
Thailog

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Jeff W wrote...

The new teleport at will for demons is the scariest feature in SCS II, especially in a no reload. The high level mages can cast Summon Fiend, too... including the 1st group of Cowled Wizard Enforcers. Did you face the demon in the guarded compound before coming to spellhold? 


No, I didn't do that quest yet.

Also, I'm using aTweaks' demons instead of the ones from SCSII. However, you are right about high level mages. They do seem to summon them a lot, as you'll see in the next update.

#979
Thailog

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Chronicles of Tyrus the Berserker, part 8


In the western tunnels the party encounters a bunch of Kuo-Toa, another race of evil fish creatures. After cleaning out their lair and defeating their prince, the group recovers a sample of his blood along with a pair of magical bracers and a bunch of gems. Further west, Imoen spots a drow war party guarding a large doorway. Since they seem to have several demons and golems on their side, Tyrus decides to leave them alone for now. There's also a creepy statue of Demogorgon nearby but Keldorn warns the group not to tamper with it.

Tyrus follows the paladin's advice and the group returns to the central cavern. They get ambushed by another bunch of drow while crossing a bridge but they are able to fend them off and get some more drowcraft armor. Finally, they find the cave which the gnomes described earlier and enter it using the light gem. Inside, they are greeted by a silver dragon who agrees to get the party inside the drow city in exchange for the safe return of her eggs. Apparently, Irenicus stole the eggs and used them as leverage to prevent the dragon from interfering with his plans.

In Ust Natha, the party meets up with a drow warrior named Solaufein, who immediately tasks them with rescuing a high ranking handmaiden from some mind flayers. On the way out of the city, the party gets into a figh with a bunch of monstrous humanoids who turn out to be tougher opponents than most drow they've encountered this far. Their mage coats himself with so many protective spells that even Keldorn has a tough time removing them all. Meanwhile, Tyrus chunks the enemy cleric but their thief returns the favor by backstabing Imoen.


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She saves herself using the Sanctuary spell provided by her buckler while Anomen's True Seeing reveals the thief allowing Tyrus to slice him in half. The only remaining enemy now is the mage who gets surrounded and goes down after Keldorn's third dispel finally removes the last of his protections. On the other hand, the mind flayers are dealt with with relative ease as two of them get cut down by Imoen's snares and the enraged Tyrus takes out the third one. The rescued handmaiden is called Phaere and she seems to have some history with Solaufein.

The group heads back to the drow city where Phaere orders them to kill a beholder. Thanks to Imoen's snares, this goes without a hitch. Next up, Phaere wants Tyrus and Solaufein to slaughter a patrol of deep gnomes. Keldorn protests, since the gnomes are not evil by nature, so Tyrus sends Solaufein back to the city and spares the little buggers taking their leader's helmet as proof that the deed was carried out.

At the city entrance, a strange duergar chats up the party and asks them to speak with his master, who turns out to be a giant fish creature residing in a nearby glass tank. Apparently, it has psionic powers and has discerned Tyrus' true identity. In order to keep this a secret, the fish wants the party to kill a drow priestess and bring back her brain. Joy. Seeing no alternative, the group heads for the priestess' home and a battle ensues.


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Besides the priestess, there are also several high level mages here, so Keldorn has his hands full. One of them casts Chaos which confuses Nalia and prevents her from singing. Another one summons a bunch of Mordenkeinen's Swords to help him out while Tyrus and Anomen are busy taking the priestess down. Keldorn lobs a second dispel at the mages which finally seems to loosen their defenses. Nalia snaps out of confusion and helps Aerie dispose of the swords using Magic Missiles while Tyrus and Anomen take down the remaining mages.

Tyrus hands the priestess' remains to the fish creature and returns the gnome's helmet to Phaere. Apparently, she plans to dispose of Solaufein next and wants Tyrus to take care of that. However, it turns out that Solaufein is not quite as evil as the other drow, so the party lets him go in exchange for some information on the silver dragon's eggs. Phaere doesn't suspect a thing and even invites Tyrus for a sleepover, however, he declines due to his relationship with Aerie. Phaere isn't exactly thrilled about that but ultimately accepts his decision and asks him to meet up with her mother at the temple later on.

Apparently, the Matron is looking for blood samples taken from the nobler members of the neighboring races. Having slain the Kuo-Toa prince, Tyrus already has one at hand, but he decides to keep quiet for now. The Matron just raised his rank within the drow city so he decides to check out what perks that might get him. Well, so far it seems to only bring more work, as another handmaiden tasks the party with disposing of a bunch of drow cultists.

Along the way, a mage offers Tyrus some magical rope which will supposedly negate the wards around the lair of a powerful lich. It works, but the lich isn't too happy to see guests and promptly sends Tyrus and co. to a pocket dimension. This seems to be what the mage intended as he was working for Jarlaxe, the infamous drow mercenary. This guy gives Tyrus the proper means to enter the lich's lair and wants a handful of gems in return. He also seems to have discerned their true identity so the group doesn't have much choice and Tyrus decides to fight the lich.

He turns out to be a fairly powerful spellcaster and starts the battle with a Time Stop and then summons a Fallen Planetar. Seeing this, the group's frontliners lure the fallen celestial away while Aerie and Nalia distract the lich using Kittix' spider figurine and a summoned Hakeashar. The planetar doesn't last long against an improved hasted Tyrus, but in the meantime, the lich summons a whole slew of fiends and sics them on the party.


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With a stroke of luck, Keldorn manages to dispel the lich's buffs long enough for Anomen to whack him over the head with the Mace of Disruption turning the undead spellcaster into dust. However, the fiends he summoned remain and the party has a hell of a time disposing of them. Nalia stops singing for a moment to cast another Improved Haste on Tyrus which is apparently enough for the Cornugon's fear aura to take effect and scare her away. Meanwhile the two Gelugons manage to take Aerie down with multiple castings of Ice Storm. Enraged, Tyrus quaffs the group's one and only potion of cold resistance and single-handedly rips the Gelugon duo apart while the rest of the group pulls back to heal up.

Nalia is still panicking and running away from the Cornugon who keeps frying her with Lightning Bolts. Keldorn, who has recovered a bit, tries to stall it until Tyrus arrives but the fiend seems intent on chasing Nalia and teleports back to her. She dies from the bleeding wounds which the Cornugon's claws had inflicted seconds before Tyrus and Keldorn slice the beast in half.

In a nearby cupboard, Imoen finds the damn gems and Tyrus brings them back to Jarlaxe who gives him a wardstone to a drow noble's house in return. Feeling that the party isn't up for another battle right now, Tyrus takes everyone back to the tavern. After resting up, Anomen resurrects the girls and the group heads toward the drow temple to deliver the Kuo-Toa blood to the Matron.


Party overview:

Tyrus - Berserker(15)
Keldorn - Inquisitor(14)
Anomen - Fighter(7)/Priest of Helm(18)
Imoen - Bounty Hunter(15)
Aerie - Illusionist(14)
Nalia - Skald(17)

Edited by Thailog, 11 April 2011 - 08:36 AM.


#980
Jeff W

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Grond0 wrote...

Jeff W wrote...
The new teleport at will for demons is the scariest feature in SCS II, especially in a no reload.

Hear, hear.  I still haven't adjusted to the idea that you can't run away from mages any more.  Their demons can track you down even if you're way out of sight with multiple doors in the way.


I gotta say, I find it over the top... 

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Uh... ok. 

#981
Thailog

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Chronicles of Tyrus the Berserker, part 9


The Matron is satisfied with the Kuo-Toa blood sample which Tyrus brought her and decides to seal the city in order to perform a special ritual. Meanwhile, Phaere has an agenda of her own and wants to double-cross her mother using a set of fake dragon eggs. However, since he spared Solaufein earlier, Tyrus is able to pull off a triple-cross and both drow ladies are taken out by the demon lord which they had summoned. The party leaves the city and returns the eggs to the silver dragon. Before talking to her, they cast a few buffing spells in order to prepare for the incoming battle with the drow guardians at the Underdark exit. However, for some reason, this turns Adalon hostile. What the...?


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Now, I'm pretty sure this is a bug, but I go along with it anyway since this is a no-reload. As you can see, the party is woefully unprepared for this battle. Since no one is protected from cold, all party members take heavy damage from Adalon's icy breath. After quaffing some healing potions, Tyrus, Keldorn and Anomen approach the dragon from different sides so that they cannot be blown away by her wing buffet all at once. This tactic works well, and they manage to deal some serious damage to the dragon, but then Adalon perma-kills Imoen with her freezing breath. Damn it, didn't I install a component which was supposed to prevent this? Another bug perhaps? Anyhow, the enraged Tyrus continues to slash at the beast and finally brings it down with some Magic Missile help from Nalia.


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However, I've decided to reload here since I've had Imoen in my party all they way from Candlekeep and I don't want to finish my run without her. Therefore, I'll continue the game offline, but this officially marks the end of Tyrus' no-reload run. Best of luck to all the other participants!


Final party stats:

Tyrus - Berserker(15)
Keldorn - Inquisitor(14)
Anomen - Fighter(7)/Priest of Helm(18)
Imoen - Bounty Hunter(15)
Aerie - Illusionist(14)
Nalia - Skald(18)

Edited by Thailog, 13 April 2011 - 08:36 AM.


#982
Jeff W

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Thailog, the scs ii option says "less likely to suffer permanent death" and specifically notes in the readme that elemental damage is likely to still cause permanent death.

#983
Wierdo

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Thailog, it will be a shame to miss your posts here. I am about to start Wierdo in BG2 (ie the gnome thief/illusionist from the BG1 no-reload thread).

An option: could you not legitimately get Imoen back at the beginning of TOB, from the pocket plane? You have the power to bring in former allies. It wouldn't be that long a wait.

#984
Thailog

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That's an interesting idea. I could test it out when I reach TOB, but I've already reloaded back then and carried on with my game (currently in Windsper Hills). In any case, thanks for the support, I'm looking forward to reading about your progress. Posted Image

One small piece of advice, don't rush off to Spellhold with a low level party like I did. SCSII turns Irenicus into a monster and the Underdark mage fights become a lot harder too. You'll need some high level casters of your own in order to counter that.

#985
Wierdo

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I would not have blamed you for reloading from before Adalon turning hostile, and still won't if you choose to do so.

I think that Adalon probably turned hostile because of either a) some time limit in place or (B) one of your spells was considered offensive and she reacted to that. (B) seems more likely. I guess that is understandable from a role-play point of view as I am sure that many parties (& Drow & others) would want to kill a silver dragon, and it would make sense for her to be a bit paranoid about it (after all, you still hadn't given the eggs back).

Thanks for the advice on Spellhold. I recall your epic battle there. I have played BG2 with SCSII before, but not in a no-reload environment. I've never really used the hit-and-run strategy with mages before (as that seems cheesy to me), so hopefully those teleporting fiends should not be such a great surprise.

By the time Wierdo gets to Spellhold, she should have at least three mage-types with her (Wierdo herself, as well as Imoen & Annakin after they dual). There may even be a specialist like Xan or Edwin with the party, which would make four mages! It can really help to have lots of mages working together to quickly bring down enemy mage defences. Timing is everything e.g. mage one starts casting Pierce Magic just before mage two starts Breach, so that they hit as a one-two punch combo.

One favourite tactic of mine is to pre-load spell sequencers with combos like Pierce Magic, Breach and Lower Resistance or Power Word Silence. They can really make a difference.

Anyway, enough procrastinating - Time for Wierdo to get caged in Irenicus' dungeon!

#986
Wierdo

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Wierdo's Bhaalspawn Bretheren

BG2 Beginning

Wierdo, Bruce (formerly know as Buddha) and Annakin have completed BG1 without dying and are joining the BG2 no-reload challenge.

Wierdo has a dream of something moist and furry ... Boo! In her dream she gave something to Boo ...

Caged ... Torture ... Why? Why?

Next she is awake, and Imoen is shouting at her. There is Annakin and Bruce, and also Jaheira and Minsc.

Wierdo's party was pulled apart in the chaos after Sarevok's death, and somehow her Bag of Holding was also ripped asunder. Using a scrap of the magic cloth Wierdo managed to collect a few items scattered around and made a small package ... small enough to discreetly hide on Boo.

Boo is quick and evasive, and there is ever so much of Minsc ... it is impossible to separate them!

Wierdo, CG female gnome illusionist/thief level 9/10

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Annakin, CG male human berseker level 9

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Bruce (formerly known as Buddha in BG1), LN male human monk level 9

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I also modded Annakin & Buddha slightly to reflect their bhaalspawn heritage - they have acquired some minor bhaalspawn powers.

Imoen *almost* got to thief level 12 in BG1. At the start of BG2, she was given 435k xp, nearly enough for level 12 thief (5k short). So I bumped her up slightly and made her Lv12 thief and Lv1 Mage. This means that she won't be able to use her thief abilities yet and Wierdo will have to rely on her own skills instead (Imoen is better at locks and traps than Wierdo).

Imoen NG female human thief-mage level 12/1

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So far so good!

Game is modded with

BG2Fixpack
1PP avatar mods
Angelo
Gavin
Iylos
Xan
Kelsey
Tyris Flare
Shadows over Soubar
Unfinished Business
G3 Anniversary mod
Shards of Ice
D0Tweak
D0Questpack
Oversight
Ascension v13
Rogues Rebalancing
aTweaks
Weimer's Item Upgrades
Unique Containers
Thrown Hammers
BG2Tweaks
Level 1 NPCs
Worldmap 8.01
SCSII v19
Widescreen mod
Randomiser v6.6

I bolded Ascension v13, SCS v19 and Randomiser v6.6 as I expect those mods to have a significant impact on the gameplay. Also note that I chose NOT to install Spell Revisions. Although I like most of it, some is a little too cheesy for players (e.g. the detect invisibility spells are made too powerful, IMHO).

AFAIK, all mods are the latest versions.

Edited by Wierdo, 18 April 2011 - 04:33 AM.


#987
DMWW

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Adalon's hostility is a bug. Feel free to reload with a clear conscience.

#988
Thailog

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DMWW wrote...

Adalon's hostility is a bug. Feel free to reload with a clear conscience.


Thanks, I'll keep that in mind for my next run.

However, I've moved to far ahead to return to that save now. Besides, I've had to reload two more times after that anyhow. Aerie got petrified & chunked by an Elder Orb and Tyrus himself went down during the fight for the Celestial Fury.

#989
Wierdo

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Wierdo's Bhaalspawn Bretheren

Emergence

Wierdo and her party have emerged from the Irenicus dungeon mostly intact. I'll spare you the details this time. Here is what got journalled:

Spangle summoned
Imoen => Lv2
killed ogre mage
several bands of Duergar
Imoen => Lv3
Gotten to jars room
Killed cambion Wierdo => lv9/11 (+1 thief, thief skills => detect illusion (75%))
Killed clay golems
Imoen =>lv4
activated sewage golem
Buddha => Lv10
Imoen => lv5
Pickpocketed Sword of Chaos
Freed Genie anyway because that is what nice gnomes do :)
Escaped Irenicus dungeon. Imoen gone!

Jaheira goes up a level (Druid lv9).

Now it is time for them to negotiate some hot deals with Ribald. To the Adventurers Mart!

Item Revisions is having interesting impacts - no more Balduran's Shield for sale and Ribald has his Ring of Regeneration listed for sale! Wierdo quaffed the Potion of Master Thievery she found in Irenicus' wh0re's bedroom and tried pickpocketing Ribald but to no avail. However, his friend Breme had a Robe of the Neutral Archmagi. Wierdo then went and stole a bunch of really valuable scrolls from Lady Yuth up in the back corner (e.g. Limited Wish, three each of Symbol Death & Stun, Bigby's Crushing Hand, Spell Shield, Hold Monster, Spell Shield, Spell Immunity).

Now to find an Inn and some rest.

Edited by Wierdo, 22 April 2011 - 03:49 AM.


#990
Wierdo

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Wierdo's Bhaalspawn Bretheren

Copper Coronet

While the Potion of Master Thievery was still active, Wierdo thought that she might as well check out the local merchants. She stole a bunch of Heroism potions from Mira, and bought a bunch of ingredients from another. After a little while they had about 10 potions of Brown Mold Oil (like Potion of Explosions, nice portable fireballs) that Jaheira knocked up with her mortar and pestle.

The part passed by the circus and lo! There is something strange going on, and a little boy was outside, missing his mother who had disappeared. They need a hero!

Completed the circus quest. All those guys are gone now. However, no ring of Human Influence - and I am not sure what has replaced it, if anything! Did get a Girdle of Piercing from Kalah though.

Took Aerie into the party at the circus. Went to the Copper Coronet.

Kicked Aerie, acquired Nalia & a quest to clear out her family keep.

Went into the back of the Copper Coronet. Pickpocketing a guy called Llynis, Wierdo found a stuffed teddybear called Littleman. Very curious.

Even wierder: while looting a chest in Llynis's room, found a letter apparently addressed to Wierdo herself, together with a sealed scroll, asking her to go to Umar Hills to help some people out there. Very very wierd. However, Umar Hills is not on her map yet.

Looted the table behind the retired thief - found the Girdle of Fortitude (where the pickpocketing gloves are in the vanilla game).

#991
Wierdo

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Wierdo's Bhaalspawn Bretheren

SCSII Cheesiness

I thought to share this excess SCSII cheesiness with you. Note that I have SCSIIv19 installed, and have given enemy mages/clerics the ability to cast short-duration spells at the beginning of combats only if they are created within sight of the PC. To be precise, I have copied the Wiedu.log entry below:

"Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC"

It is the same for mages as well.

Going below the Copper Coronet, Wierdo scouted ahead and noted a large band of hobgoblins ahead, including 2 shamans. So Wierdo cast a Fireball at them to shake them up. That killed most of the band, except for one shaman and the captain. Then Weirdo sent the fighters in to mop-up, and this is what we get: one hobgoblin shaman casting FIVE spells *instantly*, most of them short-duration spells (except for Remove Fear):

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I have a problem with this. Firstly, it isn't fair or realistic. Wierdo's party doesn't have any pre-buffs on except for a stoneskin. They had no way to "use scout or spies to know that Wierdo was coming", which is a SCS-style rationale. It would have taken any party five rounds to have put up all those buffs, and by the time the last was cast the first would be almost expired. Most of the spells have long casting times, which would normally make them fairly impractical in combat.

As my gameplay doesn't involve resting and casting all my party's buffing spells before taking on every band of hobgoblins, this seems unrealistic and unfair. I know that a band of hobs is not a challenge for Wierdo, but that is not the point. This scripted behaviour will cause problems with other groups - particularly ambushes and high-level mages.

I feel that SCSII authors have deceived me as the mage/cleric behaviour does not match the description from the install. SCSII is simply assuming cheesy players and adding more cheese to the enemies. I don't mind that as such, but if the authors should make sure that the modded behaviour actually matches the description.

As I have Item Randomiser installed after SCSII, I am reluctant to re-install SCSII as I am worried that it will muck up the item randomisation that has already been done. Or will the items remain in their proper places after such a re-install? I just don't know.

Please pass the cheeeeeeeeese.

Edited by Wierdo, 22 April 2011 - 04:20 AM.


#992
Grond0

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Wierdo wrote...
"Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC"

I have a problem with this. Firstly, it isn't fair or realistic. Wierdo's party doesn't have any pre-buffs on except for a stoneskin. They had no way to "use scout or spies to know that Wierdo was coming".

I feel that SCSII authors have deceived me as the mage/cleric behaviour does not match the description from the install. SCSII is simply assuming cheesy players and adding more cheese to the enemies. I don't mind that as such, but if the authors should make sure that the modded behaviour actually matches the description.

I'm not sure why you think it's misleading.  SCS II gives 3 options:
1)  Always use short-duration spells (for a party which always does its own buffing and wants a challenge).
2)  Never use short-duration spells.
3)  Only use short-duration spells when the spell-caster is created in sight of the PC (to simulate where an enemy knows you are coming and prepares ahead of time).  Like you I've got this option on my current install.

In this particular combat it seems entirely plausible that the hobgoblins did know that you were coming and therefore prepared ahead of ambushing you.  Your party has just opened a secret door that had a guard in front of it - maybe he shouted a warning; maybe the door had a string attached to it that rang a bell down the corridor.

#993
Wierdo

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I chose option 3 from your list, which is that they should only cast short duration spells when created in sight of a PC (ie, they are ambushing or teleporting in or something similar). I would love to see a list of what they regard as "short duration spells".

I don't think that it is plausable that the hobs knew Wierdo was coming. It is just cheesiness in my opinion.

Also, the hobs simply were not created in sight of the PC. In fact, as usual, Wierdo had scouted  ahead, hidden in the shadows, and caught the hobs by surprise - as evidenced by the fireball that wiped most of them out.

Wierdo's party specialises in stealth attacks. It doesn't "work" for me, in a RP or any sense, that it is somehow assumed that all the enemies they face always know that the party is coming and then cast five spells each, just as the party arrives by stealth.

I have no problem with enemies casting medium-long duration spells ahead of time. Like Stoneskin and Remove Fear, or anything that lasts for several turns or more. But to my mind that does not include spells like Bless and Chant, Holy Might and Armor of Faith, all of which last only a turn or less.

Edited by Wierdo, 22 April 2011 - 08:29 AM.


#994
Wierdo

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Wierdo's Bhaalspawn Bretheren

Beastmaster

Never mind, Wierdo pushes on nonetheless. Nothing like a challenge!

The party completeed the Lilacor quest and Minsc toted the new +3 2-handed sword.

Just thought I'd share this with you: Yes, you can backstab a jelly :)

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Wierdo saw the slave-pit fights and Minsc hated it. A crime against both mankind and nature! Something had to be done.

The party went into stealth mode, by the grace of Spangle's Invisibility 10' Radius. Wierdo crept into the cells area and spoke with Hendak, who seemed to be a leader of sorts for the slaves. He said that I needed to get the key to the cells from the Beastmaster.

Upon finding the beastmaster, Minsc charmed all the animals in the areas with his special ability. This was amusing because it neutralised all of the Beastmaster's allies! However, his named pet 'Tabitha' seemed to only stay charmed for a round or two before going hostile again.

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Old Beasty-boy didn't last long. On the Beastmaster was found the Ring of Human Influence! Cool, that will be useful.

After helping Hendak and the gladiators to beat up a few guards, the party stopped for a drink. Looks like some big cats and a bear have taken up permanent residency in the bar!

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I hope they don't eat anyone! BTW, you can spot the Dungeon Crawl party on the right.

Edited by Wierdo, 22 April 2011 - 01:18 PM.


#995
morbidest2

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I wonder what would happen if you tried talking to the "dungeon crawl" group.

#996
Wierdo

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morbidest2 wrote...

I wonder what would happen if you tried talking to the "dungeon crawl" group.


It would start the Dungeon Crawl adventure! I'm going to leave this for a while, because there is some good shopping to be done there. There is also a demonic rabbit and a lich that enjoys tea made from virgin's blood.

#997
morbidest2

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Well, Viconia's and Jaheira's blood is safe, but Aerie may need HaerDalis in a big hurry.

#998
Wierdo

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Wierdo's Bhaalspawn Bretheren

Slavers

After freeing Hendak, he had Wierdo take out the slavers as well.

The party entered the slaver stronghold invisibly, and took out the guards in the first room.

Nalia got nailed by a trap which held her for a round or so, but otherwise it was uneventful other than a good fight had by all.  Both Wierdo and Nalia used Chromatic Orb, and Wierdo's managed to petrify one of the slavers.

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After disarming another trap across a doorway, Wierdo's band found a bunch more slavers and slaver wizards. Seemed like a perfect opportunity to execute an Immolation Strategy, so Wierdo and Bruce stealthed into the room while Annakin used the Ring of Air Control for (improved) invisibility.

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"Hi fellas!"  :bandit:


Unfortunately, Jaheira set off trouble when a yuan ti in the other room (top right) spotted her. So Wierdo set everthing in motion immediately. Bruce & Annakin threw bottles of Brown Mold Oil while Wierdo pulled out a Fireball spell.

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"Squeak!:wizard:


After throwing his bottle, Annakin fired a Bolt of Polymorphing at the dwarf/gnome wizard. He made his save, but seems to have been turned into a squirrel-sized brown smear! Check out how his circle is much smaller now (above)! Interesting ... ! It is difficult to speculate much further as he died soon after from a fireball, but thankfully with minor treasures still intact.

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"Sorry, did I inturrupt your spell?"   :devil:

Edited by Wierdo, 23 April 2011 - 02:56 PM.


#999
Gate70

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Fimm, feralan ranger from BG/TotSC with randomised tomes (1 wisdom > dexterity).
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Linux/WinE.
BG2 UB
BG2 Tweak Pack
aTweaks (not used to this)
1PP
Item Randomiser (not used to this in SOA/TOB)
Generalised Biffing

Trust Imoen to organise the jailbreak and return my golden pantaloons. I quickly recruit Jaheira but there is no sign of Khalid, Kivan or Coran. A ranger called Minsc is nearby so we hand him a sword and tell him to earn his keep.

Two lesser clay golems thump me hard, forcing a rest. I am also stunned by mephits, forcing Imoen to fireball them while Minsc states the sword of chaos is worth my smouldering agony. Irenicus and Imoen are arrested and taken away for the illegal use of magic, and we end up selling a lot of stuff at the Adventurers Mart.

#1000
Wierdo

Wierdo
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Wierdo's Bhaalspawn Bretheren

Five Ambushes

Tried going from the Copper Coronet to Nalia's keep.

Wierdo had a gauntlet of ambushes to fight through on her way to Nalia's keep.

First, they got ambushed by a tough group of slavers. Although they pre-buffed, Wierdo and Nalia countered with a combo of Greater Malaison immediately followed by Emotion. This took out almost all the attackers, even the mage with a Minor Globe of Invulnerability.

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Next, Wierdo got into a fight with the guys that poisioned Renfeld (part of the Jaheira romance & Harper quest). Wierdo's band got the upper hand easily as they were invisible, and therefore had opportunity for a little pre-buffing.

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Attempting to return Renfeld, Wierdo got ambushed by slavers again near the docks. This time it was a much more organised ambush. It got very messy with a Teleport Field spell used by the slaver wizard.

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The battle was intense and complicated by the teleportations, but missile weapons are an effective counter to that problem. I found it funny that the enemy cast Mental Domination on Bruce a few times, but he is immune to charm (haha!). However, Bruce did get himself held by Hold Person, which I thought he might be immune to but no, appartenly not (in the pic below you can see the hold effect above Annakin as well, but he is immune while in a berserk rage). Even so, the party eventually won through.

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After that, got ambushed again by slavers with orogs on the way back to the keep. Everyone was getting pretty tired and low on spells now. In this battle Wierdo demonstrated how to effectively use the scorcher function on a Wand of Fire. First, you select a target far away. Then you run around the enemy in a circular manner, and the flame burns anyone it touches.

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This fight got tricky with Teleport Field being used again by their wizard. However, Wierdo still made good use of her Wand of Fire, which severely damaged most of the orogs.

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Eventually, with the orogs routed, the remaining slavers and wizard didn't last so long. Where possible Wierdo's party moved around the perimter of the teleport field and used missile fire. This also made it easier to target the enemy with spells. Even so, you can see below that Wierdo & Jaheira took a fair bit of damage.

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On getting to the keep, the party cleaned up some trolls around the countryside.
Decided to rest (finally!) at the pallisade before going into the keep - and got attacked *again* by Ertof and his band (another part of the Jaheira romance, where she gets a knife to her throat and Wierdo offers to exchange herself for Jaheira's safety). Sorry, no pic this time ;-)

Edited by Wierdo, 26 April 2011 - 10:23 AM.