Point taken.
Too bad I couldn't explain to her that the plan was rather that she could take a day off...
Some NPCs are hyper-sensitive like some women that I know. (Probably men too, but I have never dated a bloke.)
Point taken.
Too bad I couldn't explain to her that the plan was rather that she could take a day off...
Some NPCs are hyper-sensitive like some women that I know. (Probably men too, but I have never dated a bloke.)
That's frustrating Grond0.
Will it be 3rd time lucky for the monks in the Planar Prison?
I sure hope so... Very frustrating this.
SEE2 -04,
The fav four;
After a pit fight we unlocked the spear and finally purchased my glasses then I parked Jan and recruited Hexxat for a trip to the grave yard where Valygar backstabbed the boss repeatedly until the bugger stayed down.
Tactics;
As it turns out a sharman can dance whilst silenced… a fact I discovered in desperation but the interesting thing is how the Magic weave has changed on this world. Magic damage is hardly worth casting but disabling spells like charm or silence are extremely handy to have in a tuff melee.
We got ambushed on the way back to the slums and Viconia had to pop silence which led to a new discovery then Mazzy started complaining about the drow | Vampire direction our party has taken… something tells me a half-orc deathguard will be the straw that breaks this camels back so I need new tank capable recruit which all my party can at least, get along with. In the temple sewers we encountered a strong (well equipped) foursome… fortunately they had little understanding of retrograde tactics.
@Grond0 - That's terrible news. I hate re-doing areas, especially hard ones like the one you described. Are you playing EE? My game almost never crashes in Planar Prison (the place I get the most crashes is Firkraag's dungeon, for some reason).
Martha, level 14 half-elven Totemic Great Druid, adventuring in Chapter 2 with Minsc, Yoshimo, Aerie, Edwin(a) and Mazzy
We've been to the Guarded Compound and cleared out the bottom floor. That was scary because of the efreeti, who was invisible and surprised us all with a fireball. Good thing for the low-HP Aerie that she has 60% fire resistance on her equipment. Martha lost half her life and she used a superior healing potion for the first time. We went outdoors to fight the efreeti. Highly annoying - it turned into a sort of cloud (that we couldn't damage) every time it got hurt. Didn't manage to kill it until two strong summons, Minsc and Mazzy surrounded it in melee and Aerie throw MMMs.
Back inside, the Glabrezu was killing some other summons, Ogres and a Nishruu. We got 1000 XP for the Nishruu even though we didn't kill it. I sent in Minsc and his Simmy (from Vhailor's Helm) to kill the Glabrezu. I have no fiend boosting components installed from either of my two major mods, other than the basic smarter AI from SCS. Glabrezu died but gave no experience.
Yoshimo removed all four of these:
but we didn't try our luck here yet. When I do, the plan is to set up camp in a back room, set up plenty of traps, have summons ready in several spots and start off with some stealth bombing.
(is that a Glyph of Warding I see in the screenie? And if it is, why doesn't it go off on the people standing next to it?)
We went to the Promenade to fight the Cowled Wizards for fun and profit. Yoshimo is now level 16. He enjoys the boosted damage on his standard traps (they now have fire-based extra damage) but the special traps are both good and bad:
I think I liked the Hold traps better - they always did damage even if the enemy saved. But the situation in the screenie wasn't bad, usually. A reasonably well-timed double cast of Death Fog usually killed at least 2-3 of them before they could escape the cloud.
It got a little dicey a few times, and really out of hand one time for Yoshimo:
That was one of the initial guys, those that are worth a measly 120 XP and only carries a staff. But they are every bit as powerful as the other three in a pack.
When it was time for the final pack, we drew a jackpot:
The haul was overall very rewarding. Plenty of valuable loot to sell (+2 Mace, Laeral's Tear Necklace, etc) and all these scrolls (in order of lowest to highest level):
Burning Hands
Spell Shield
Mantle
Project Image
Spell Sequencer
Cacofiend x2
Ruby Ray of Reversal
Summon Fiend
Symbol, Fear
Spell Trap
We've dropped Mazzy off again and have moved to the de'Arnise keep. Edwina was surprised that one of her spells was this powerful:
Hopefully I can do better than the last time I was here. I got half of the party killed in that Tor'Gal battle. I think the key is to face him alone. Not sure if that is possible with the mods I'm running, though.
(is that a Glyph of Warding I see in the screenie? And if it is, why doesn't it go off on the people standing next to it?)
It might be a Symbol:whatever spell.
@Grond0 - That's terrible news. I hate re-doing areas, especially hard ones like the one you described. Are you playing EE? My game almost never crashes in Planar Prison (the place I get the most crashes is Firkraag's dungeon, for some reason).
This run is on a BGT-based installation. Generally it's pretty stable, but I suspect there's a problem with the underlying save game at this point - I again got up to the Master of Thralls and again suffered an assertion failure there. I'll try again after work later today, but it may be that the run's heading into a dead end ...
Dyara (Fighter/Mage/Thief) (Update 3)
Dyara had worked off the more or less boring parts of the Athkatla quests in the previous update so now it's time for the fun part. In search of Mekrath's Lair Dyara came upon Tarnor the Hatchetman and his bunch of ruffians demanding a fee for letting her pass through. Of course that wasn't really a smart idea. Again Dyara opened with a chaos spell (in SCS v30 the encounter is broken so Dyara had to throw a bullet first the make them hostile)...
Name Level HP Game Kills XP Game Kills Strongest Kill Deaths Pips Dyara: Fighter(11)/Mage(12)/Thief(13) 104 (+5) 857.382 428 Bone Golem - Longsword(***),Flail(**),TWF(**)
To be continued...
This run is on a BGT-based installation. Generally it's pretty stable, but I suspect there's a problem with the underlying save game at this point - I again got up to the Master of Thralls and again suffered an assertion failure there. I'll try again after work later today, but it may be that the run's heading into a dead end ...
I suggest you make another save once you're past the first fight. If your savegame is indeed somewhat corrupted, that problem may not carry over if you make a new one.
Seems it was not meant to be
SEE2 -05,
Wingless Wonder;
After a visit to the bridge we had a new trinket and arranged to meet up with the wild mage afterwards… I’m recruiting again so decided to kick the backstabber for Aerie (as a gap plugged in case my Bard spits his dummy) and the better shop prices.
p.s, I may even replace Jaheira with a certain monk… unlocks Wilson but I suspect Haer'Dalis isn’t willing to wait that long to return to his beloved theater.
I'm sorry to hear about the Monks, Grond0. What's next?
Corey
5 dead to a single demon....???
One-by-one ... but I wonder why none of the monks (for example the main char) was using Arbane. Should have made him/her immune to the death gaze's hold effect.
I'm sorry to hear about the Monks, Grond0. What's next?
Corey
Phantasmic 6 {54}?
I find it odd that there were so many failed saves, given monk saves are decent enough....
Anyhow, how about 4 monks? Imo, they'd be more powerful than 6 monks for a large part of the game.
One-by-one
... but I wonder why none of the monks (for example the main char) was using Arbane. Should have made him/her immune to the death gaze's hold effect.
Phantasmic 6 {54}?
Right, Arbane. Also, the freedom potions from Ribald's would also be of help.
I find it odd that there were so many failed saves, given monk saves are decent enough....
Anyhow, how about 4 monks? Imo, they'd be more powerful than 6 monks for a large part of the game.
Right, Arbane. Also, the freedom potions from Ribald's would also be of help.
I think the death gaze is described as paralysation and I wasn't sure that Arbane would work. I think it protects against hold effects 109 and 175, but not 185 - and I thought the latter might be the active one. The death gaze is an area attack effect, which multiplies its effectiveness against melee attackers, so it's not terribly surprising that a bunch of level 10 monks (mainly with saving throws of 4 vs death) got into trouble against it after taking several rounds to dispose of other attackers. Originally I planned for the Master of Thralls to see Spectre and then teleport into the middle of the others. In that situation I think they would have had a high chance of killing it and I wouldn't have used any potions initially. If several people had immediately been held following that strategy I probably would have reacted by using potions of freedom or invulnerability. By the time they got to the Master for the 4th time though I wasn't really in the mood for playing safely ...
I agree that 4 monks would be easier - I'm pretty sure that compared to a party of 6 that would be the case right to the end of ToB. However, I still feel optimistic about a party of 6 eventually making it so will be trying that again in due course. First though Gate70 has been suggesting to me it's about time we had a go at Siege of Dragonspear. Thus far I've deliberately avoided reading anything about that in order to savour the joy of trying to take on a completely unknown adventure with a solo character. To make that challenge a bit more manageable I've generated a fighter/illusionist character and made a start on BG1 with that last night ...
Gate70/Grond0 multiplayer attempt 101 - (update 3)
Sean, half-elf stalker (Grond0) & Joak, elf diviner (Gate70)
The first action of the session was taking on Thaxy. We didn't just rush in heedlessly though - Joak taking the time to search out and learn lower resistance and protection from magic energy first. The latter was cast on Sean before a skull trap sequencer landed on Thaxy's head and a minor sequencer full of magic missiles soon finished the job.
Moving on, the duo arrived at Windspear Hills as the last major area available outside the city. Joak got into trouble in the dungeon there when he was caught in a golem sandwich (the adamantite golem there no longer being restricted by the open door) and had to hastily drink a potion of invisibility.
Sean killed most of the vampires with a sunray and the MoD soon finished off the remainder.
Moving on Sean was again impressed by the ability of Cerebus (the moon dog) to act as tank - allowing him plenty of time to sort out another adamantite golem.
Conster was left to the tender mercies of some skeleton warriors.
A rest then allowed more of those to occupy Firkraag while Joak used lower resistance and some damaging spells on him.
The genies were helpless against an attacker protected against fire on the way to find Samia. We obviously hadn't zapped some summons earlier as only one skeleton warrior answered the call for that fight - but that proved sufficient anyway.
After forging the black dragon armour it was time to dive into the Temple sewers again. Sean tried a pre-emptive strike there against Gaius: the mage managed to activate a spell sequencer there - but only after he was dead and the others didn't last long.
Another sneak attack meant Mekrath died without a whimper, but Sean just stealthed past his yuan-ti guards rather than bother with those.
At the bridge the skeleton warrior assault team was bunched too closely together and 4 of them died to a death spell by the beholders. The final one was supplemented by a few other summons though and soon got revenge. Moving on, the duo found a lich heading up the defenses on the way to the main beholder area and sent a stream of summons in to sort him out. The Unseeing Eye will be waiting for our next session.
Sean, stalker 15, 144 HPs (incl. 5 from Helm), 505 kills
Joak, diviner 15, 57 HPs, 158 kills, 3 deaths
I think the death gaze is described as paralysation and I wasn't sure that Arbane would work. I think it protects against hold effects 109 and 175, but not 185 - and I thought the latter might be the active one. The death gaze is an area attack effect...
Strange, in my game (BG2EE 1.3, SCS v30) death gaze (spin996.spl) is hold (effect 175) and it's not an area effect (I think at least). Not 100% sure what effect 185 is for but even ring of free action doesn't protect so perhaps it's not meant to be used in normal combat spells. For example it's used in Otiluke's Resilient Sphere to immobilize the target or in the Test of Selfishness to immobilize the hostage.
Strange, in my game (BG2EE 1.3, SCS v30) death gaze (spin996.spl) is hold (effect 175) and it's not an area effect (I think at least). Not 100% sure what effect 185 is for but even ring of free action doesn't protect so perhaps it's not meant to be used in normal combat spells. For example it's used in Otiluke's Resilient Sphere to immobilize the target or in the Test of Selfishness to immobilize the hostage.
Thanks Dyara.
- I hadn't checked what effect it used, so Arbane would have provided protection (maybe I'll take advantage of that next time ...).
- it was definitely an area effect in my installation, though targeted at an individual (like hold person). The last 3 monks active all failed their saving throws simultaneously, which was a bit of a pain!
bunch of level 10 monks
Eh, I missed that part of info. Level 10 is really low for Prison - doable, but taxing on resources and includes a decent chance of not ever getting out.