Skip to content

"Maybe this time" [NO-RELOAD THREAD]: "The Tale of ONE MILLION visions"

11617192122509

Comments

  • MusignyMusigny Member Posts: 1,027

    @semiticgod: I've retreated Glorydd today after a seemingly buggy saving throws issue, and after consulting with Bioware no-reloaders:

    http://forum.bioware.com/topic/124277-baldurs-gate-2-no-reload-challenge/?p=19437763

    I like your new party, your failed saves approach looks promising. Looking forward to reading aboout your progress.

    It looks like one of the guys suddenly rediscovered the Balthazar dialog options and variables ... :wink:
    Sad to see this new issue with Glorydd.
    If nothing's wrong with the spell and you are sure you are not under any effect increasing your save threshold, then this may be related to the area itself, the spwngrp definition and more likely the creature script sequence.
    The aTweaks mummy script takes precedence over or specifically overwrites the BP, SCS and Quest Pack basic scripts (based on their "hard"coded script names) but you may have something else interfering with your game.
  • Alesia_BHAlesia_BH Member Posts: 786
    This run looks promising, Semiticgod! Clever party composition!

    Good hunting!

    Best,

    A.
  • Alesia_BHAlesia_BH Member Posts: 786
    edited July 2015
    That's a bummer, Semiticgod.

    I think the concept underlying Eliza's party remains intriguing,. I wouldn't abandon the idea simply because your install didn't give it a proper test.

    Good luck solving the install issues!

    Best,

    A.
    Post edited by Alesia_BH on
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Alesia_BH: You're very sweet to say so. This is why your presence is so welcome in the community. You're always very friendly and kind.
  • BlackravenBlackraven Member Posts: 3,486
    edited July 2015
    Sellhana, 1st & final BG2 update

    Sellhana successfully negotiated Irenicus' dungeon, skipped the Circus quest (because of the extra ice level in my setup), accepted Gaelan Bayle's help, and exposed Rejiek Hidesman. She had to flee from the Tanner's when she failed to kill one of the Rune Assassins who had followed her upstairs before he peeled off her Stoneskins.
    She then wanted to travel to the Slums to look for work at the Copper Coronet, but got waylaid by Eldarin & Co. She was injured still from the Rune Assassin, but she made it stealthily to the area border where she healed with potions. She didn't have many ways to deal with the group but she really wanted Arbane's Sword. She buffed with Shield, Ghost Armor, PfE, MI and MSD. Her backstab attempt at Eldarin resulted in a critical miss. Their Cleric saw it, and cast Hold Person at her. But Sellhna didn't worry. After all the MSD spell description says:

    This [absorptionand consumption of spells cast at the wizard] includes spells cast from scrolls and innate spell-like abilities, but excludes area effects that are not centered directly upon the wizard as well as area effects that are stationary such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed.

    Of course she got Held despite having been the direct target of the spell. Although I'm not as fond of Sellhana as I am of Dagny and Glorydd, I do feel duped by the game for the second time in a row now, and I'm starting to think I'm not ready yet for no-reload. There are so many important things about the game that I just don't know. On the other hand, I know I don't really enjoy reload games as much, less adrenaline.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Blackraven: That's very distressing, particularly since the description said it would work. I guess MSD and other spell protections block spells based on the spell projectile, not on whether the spell requires a visible target.
  • BlackravenBlackraven Member Posts: 3,486
    @semiticgod, I think that's indeed how the mechanic works. According to @Alesia_BH "Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, and Spell Trap all only work against single target spells. MGoI and GoI are options against Hold Person. SI:Ev and substantially negative saves are among the others."

    Safe travels @HenkeB for Bhane and Vhaegar!
  • Alesia_BHAlesia_BH Member Posts: 786
    edited July 2015
    Typo alert!

    I meant SI:En, AKA- Spell Immunity: Enchanctment, not SI:Ev, AKA- Spell Immunity: Evocation.

    Best,

    A.
  • DragonspearDragonspear Member Posts: 1,838
    Started my own topic, just to keep track of my characters and ideas, but I'll be posting the gameplays in here. Will likely only be with no reload, prolly some munchkining on my main characters. But that's it.
  • MusignyMusigny Member Posts: 1,027

    @Blackraven: That's very distressing, particularly since the description said it would work. I guess MSD and other spell protections block spells based on the spell projectile, not on whether the spell requires a visible target.

    With such a game description you may even think that your protection is going to deflect/reflect the spells aimed at removing such protections...
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    When I played BGTutu, leveling up always seemed horribly slow, because I hunted hobgoblins and xvarts and kobolds for XP, instead of sirines and basilisks and ankhegs.
  • BlackravenBlackraven Member Posts: 3,486
    edited July 2015
    Dagny, Gnome Cleric/Illusionist (take 5), 1st BG2 update

    Dagny's deja vu experience didn't end with her triumph over Sarevok. One day Imoen woke her up in an all too familiar dungeon, Chateau Irenicus. The Gnome thanked Imoen for releasing her from her cell, and told her that they'd stand a better chance of escape if they split up. Minsc and Jaheira were freed and recruited for XP, and ditched after that.
    Dagny played it safe in the dungeon. She didn't mess with Ilych & Co, the Cambion, or the Plane of Air. She relied on invisiility to get the servant Golem to open the doors to the Otyugh room. Skeletons killed the Otyugh as well as the three Duergar that stood between her and the master's room and those that guarded the nearby portal. She had an accident there when she opened a chest. Apparently she had failed to register that one of the Mephits she had fought had stripped her last Stoneskin.
    image
    She wanted to rest, in order to heal, before entering the mistress' room, but she wasn't allowed to. ('You may not rest at this time' message.) She therefore healed with potions, entered the mistress' room, looted it and traveled to the next level. There she did rest, only to wake up dismayed that she hadn't memorized Haste for the three Skeletons she was about to summon in addition to a War Dog (from scroll). Initially the War Dog and two Skeletons got stuck in the doorway that led to the Mephit Portal room, but Dagny (buffed with MGoI, MI, Remove Fear, HP and DUHM, PfE 10' Radius), and the other Skellie handled themselves well, and when the War Dog was unsummoned the other Skeletons came to their aid.
    imageimage
    The Skeletons also helped with the Escaped Clone, Mephits, Duergar and Assassins that awaited them further on. A Cloudkill took care of Ulvaryl and a Sanctuary allowed Dagny to secure the Girdle of Bluntness before she left the place.

    When the drama at Waukeen's Promenade was over, Dagny traveled to the Slums and Gaelan Bayle, and - under Sanctuary - to the Bridge District to solve the Skinner Murders. When she cast Stoneskin on herself at the Tanner's Shop, a Cowled Wizard appeared and gave her a first warning for unlicensed spell casting.
    image
    Apparently I installed the SCS component that makes the Cowlies detect indoor spell casting.
    She nevertheless decided to confront Vellin Dahn, but had to deal with a Doppelganger before that. She cast a Barksin on herself, but the resulting AC bonus didn't keep the Doppelganger from peeling her Stoneskins before she slew it with a Skeleton by her side. Dagny summoned more Skeletons, went downstairs to say hi to Vellin Dahn, and returned upstairs with a Rune Assassin on her trail. She used her Minor Sequencer (MI + Invisibility) to increase her chances of survival, and quickly left the Assassin to occupy himself with her Skeletons. She then reported her findings to Lieutenant Aegisfield.

    Not being able to cast indoors was very inconvenient. But there was one place where even the Cowlies didn't bother with sticking their noses: the Copper Coronet, Dagny remembered from experience in her previous incarnation. She rested at the inn, and proceeded to deal with the slavers. Her Skeletons didn't last very long due to the Bears and the Minotaur, but with spells like Chaos and Spook, she managed to more or less control the crowd she had to deal with. MMMs finished the Beast Master, and HP + DUHM helped her prevail over the Grizzly Bear.
    imageimage
    When Lethinan and the guards were down, slave leader Hendak thanked her with gold and some items. Dagny sold almost everything she had, traveled to the Gov District, and paid 10k for a casting license.

    On her way back to the southside, she got ambushed by Eldarin and his clique but she was Invisible, so she could distance herself from them and summon Skeletons and buff (lightly, with MGoI, PfFear, PfE 10' Radius). She opened with a Chaos, and saw it affect two of her enemies, including Arbane's Sword owner Eldarin. He got into a figth with one or two of his colleagues. When Dagny, invisible again, and one of her Skeletons went to check out the Wizard, the latter cast a Web and got caught in it. Dagny didn't hesitate to finish her off with MMMs.
    image
    She dropped a Holy Smite on three assembled foes (Eldarin, a rogue who was instantly slain, and another Slaver who got Blinded). Dagny's meteors then killed Eldarin.
    image
    There was also a Cleric who had the audacity to quaff a superior healing potion when he was at near death status. Dagny emptied her spellbook on him (Magic Missiles, a Flame Arrow) and, after some divine buffing, finished him off with her mundane warhammer.

    With her spare gold and the sale of the Slavers' gear Dagny could barely afford the Robe of Vecna. There was a brief moment of hesitation (were there no other items she needed more?), but the Gnome decided to see the purchase through. That robe is just too good; it's great how it speeds up her divine spell casting.
    She went to the Den of the Seven Vales but got into a nasty fight with Mencar Pebblecrusher and his goons. This would prove to be a pretty tough encounter that saw Dagny use pretty much everything she had, including expendables, in order to prevail.
    She began the battle pretty well-buffed (Stoneskin, Ghost Armor, MGoI, Chaotic Commands, Free Action, Remove Fear, PfEvil 10'), and had three orfour Skeletons to help her occupy the warriors and the Brennan Risling, so she could deal with Anon and Pooky. But her buffs would not last long enough. She slew Anon with MMMs, and she Chaosed Pooky, Brennan, and Smaeluv. She was pleased to see them attack and hurt one another.
    imageimage
    Brennan even killed Pooky for her. But Mencar wasn't so easily distracted. She retreated and Sanctuaried to restore some of her buffs, and she picked up Anon's belongings, which included a Wand of Lightning. Dagny never really used those wands, she was more partial to Fire and Cloudkill wands, but she still had a great deal of damage to inflict were she to prevail, and she had few damage spells left. She was pleased to see a Hold Person keep both Smaeluv and Brennan in place,
    image
    and used up the Wand of Lightning to kill them and to injure Mencar.
    imageimage
    Eventually Mencar stripped Dagny of her Stoneskins and started injuring her. She went downstairs and noticed that the Dwarf, badly injured himself, didn't follow her. She healed and cast Clerical buffs on herself. When she returned upstairs she injured Mencar further with a Divine Wrath and a hit or two, but that wasn't enough to kill him. She resorted to casting Stoneskin from scroll, and Flame Arrow (also from scroll), before she could finally finish him in melee combat.
    imageimage
    Selling her opponents' gear allowed her to buy a number of nice scrolls at the Adventurer Mart. After quaffing some INT boosters purchased at the Temple of Ilmater, she copied the scrolls together with a few other scrolls she had picked up earlier, into her spellbook. New spells inluded Spell Immunity, Spell Shield, Minor Spell Turning, Sunfire, Contingency and Globe of Invulnerability. (The latter two she couldn't cast yet.)

    Dagny picked up Renfeld during another ambush but didn't fight the bandits. She brought him to the Harpers, and agreed to free Montaron for nearby Xzar from the Harper base. Holy Smites, Sunfires, and MMMs were too much for Prebek and Sanasha and their minions.
    image
    At the Harper Hold she released "Monty" and brought him to Xzar only to see a Harper assassin slay Xzar. She wasn't pleased with being a tool in a Harper ploy, so she took revenge by killing the Spectral Harpists for 9000 XP apiece. She also looted some goods at the Hold, including a scroll of Phantom Blade that she copied into her spellbook.
    That spell, with its +10 damage against undead, gave Dagny another idea for revenge: she would go to the Graveyard and avenge Glorydd for the tricks the Mummies had pulled on her Dwarven sister, messing with the rogue's saving throws.

    She bought two PfUndead scrolls at the Temple of Oghma, and in the lower tombs used Haste for easy positioning and Sunfires and Holy Smites to eradicate the Spiders.
    imageimage
    She then agreed to retrieve Spiders' Bane from the sewers for Pai'Na and a stuffed bear from Lynis for Wellyn. When she returned, PfUndead, Remove Fear (Dagny wasn't in the mood to see whether her saves vs spells or wands were sufficiently negative to make protection against Fear redundant vis-a-vis Mummy fright), Holy Smites, MMMs and Flame Blades allowed her to dispatch all the undead in the lower tombs.

    In the Docks Dagny took a commission from the Bloodscalp to investigate one of his guildhouses. She infiltrated with false papers and did a first task for her supposed new master, Mae'Var. She stole an amulet at the Temple of Talos. Strangely there were two Storm Priestesses there at night, one asleep, the other awake.
    image
    Thankfully neither objected to her snathcing the amulet from a locked drawer.
    Cromwell improved Kitthix fo Dagny, in return for 5k GP, a couple of poisoned throwing daggers, a Web scroll and a Spider Spawn scroll.

    Dagny returned to Waukeen's Promenade, rested, and decided to restore the Circus to its old order. This meant having to go through the ice level again, the area that in a pevious life had so cruelly taken Aerie from her. Dagny went there solo this time, not counting Kitthix and her other summons. She farmed some more XP in the cold, with MMMs and Kitthix: several Frost Salamanders who were worth 9000 XP each, and a few Ettins (3000 XP).
    imageimage
    She assembled the keys by slaying their keepers with the help of Skeletons and Kitty (who poisoned the potentially dangerous Orc Mage), to continue to the final level, the showdown with Kalah. He fell to MMMs before the Shadows or Werewolves could hurt Dagny.

    Dagny had business in the Umar Hills, where she was to procure a murderer by the name of Valygar and to investigate killings and disappearances in the village of Imnesvale, but she had also promised Hendak to free slaves in a Slaver Stockade in the Slums. She decided to carry out the latter task first, and bought the Reflection Shield partly for that reason.
    Otyugh, Hobgoblins, Kobolds, and Jellies were no threat, and as a result couldn't keep her from acquiring Lilarcor.
    Dagny entered the Slaver Base invisibly, and cast Animate Dead in a quiet corner. However the Skeletons stood up within sight of some of the Slavers and proceeded to attack while Dagny was still unbuffed.
    image
    When the first Slavers, including a Priest of Cyric appeared within visual range, Dagny quickly summoned Kitthix to deal with the priest. (Its Web and Poison abilities are quite potent weapons.) Dagny herself finished the priest with MMMs.
    image
    Then something strange happened. Captain Hagen told Dagny he was going to kill her, and indeed he turned hostile (red-circled), but he didn't attack. He just stood there. Hopefully this is an incident and not a foreshadowing of future bugs. With Kitty, Skellies and MMMs, the Slavers stood no chance. Dagny was helped by the fact that the slavers from the backrooms, including two wizards, somehow must have missed the clamor of battle. They didn't come to see what was going on, not even when Kitthix and Dagny bypassed a snare
    image
    and saved against another one (thanks to PfE and II), to deal with two Yuan-Tis.
    image
    Cloudkill and MMMs killed some of the Slavers, inlcuding a human Mage, but the Gnome gave Dagny a big scare when he pulled off a Confusion right when Dagny's MGoI expired. Outstanding Gnomish saves let het get away with rolling a 2.
    image
    She retalliated with a fatal Sunfire,
    image
    and returned to Hendak to claim her reward.

    Dagny's currently a lvl 10/11 Cleric/Illusionist, and preparing for her journey to the Umar Hills. Cleric lvl 11 is looming, and should be reached in Imnesvale, giving her access to lvl 6 divine spells. But she'll probably have to defeat the Shade Lord to reach Mage lvl 12, and thus lvl 6 arcane spells.
    Post edited by Blackraven on
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    I'm getting a new CD for BG2 soon, so I'll be able to reinstall the game and start a new playthrough with the Smarter Mages SCS component that was missing from my previous run. Now I just need to decide what party I want, but I'm torn.

    I created three new kits recently, but I'm not sure if I want to use them, or if I want to play a game with only the vanilla kits and Tactics' Generic Archer fighter kit. The new kits are the Seducer thief kit, the Shadow Stealer fighter kit, and the Bog Witch druid kit. As always, they're really wacky and have crazy abilities combined with crazy drawbacks.

    If play with these kits, the party will look something like this:
    Archer/Mage
    Archer/Mage
    Seducer
    Shadow Stealer
    Bog Witch
    Conjurer/Fighter

    If I don't, it will look more like this:
    Archer/Mage
    Archer/Mage
    Fighter/Druid
    Bounty Hunter
    Illusionist/Cleric
    Conjurer/Fighter

    Seducer:

    A Seducer is a thief who acts through persuasion and political maneuvering rather than cloak and dagger tactics. Despite the name, the Seducer's abilities come mostly from psionics and some quasi-magical abilities, rather than simply appearance or physical charm.

    Advantages:
    +1 to Charisma.
    Immune to charm and domination.
    Slippery Mind: The Seducer may break free of any disabling effect after 9 seconds have passed. Breaking out of the disabler, however, imposes a -1 penalty to THAC0, AC, damage, and saving throws, as the Seducer begins to recover his or her senses.
    May choose Resist Magic as a High-Level Ability.
    May cast Feeblemind, Confusion, and Sleep once every two rounds (all single-target; effects last 2 rounds; save vs. wand negates).
    May cast Charm once every four rounds. Charm can take control of any creature for 10 rounds, irrespective of their resistances or immunities. Even Melissan can be charmed successfully. The target has a 75% chance of being permitted a save vs. wand to avoid the effect, and non-human creatures have a 50% chance of avoiding its effects outright. However, the caster is immobile for 6 seconds after the spell is cast, and the spell itself takes 2 rounds to take effect.

    Disadvantages:
    All thieving skills are at half their normal value.
    Seducers gain traps and backstab multipliers at a reduced rate. A Seducer may set a trap at level 3 and every 10 levels thereafter, and gains +1 to their backstab multiplier at level 3 and every 8 levels thereafter.
    Loses access to normal thief trap HLAs, as well as Assassination and Use Any Item.
    May not dual-class.

    Summary:
    In short, a Seducer is a very weak character itself, but may turn the enemy against itself. This means its power scales with the power of the enemy, but not with the Seducer's level. It won't be much use against a bunch of Shadows or a single dragon, but it will be excellent against a Lich or a group with one powerful central character. This is the only class for which I've worked out some unique HLAs.

    Shadow Stealer

    The Shadow Stealer is a fighter who may take over the shadow of an enemy creature, creating a simulacrum under the party's control if the target fails its save vs. polymorph. The Shadow Stealer may cast this ability at will if it fails, but if the ability is successful, the ability may not be used for another 5 rounds.

    The creature's shadow has all the abilities of its owner, but only has half the levels, half the HP, and suffers a -3 penalty to hit, damage, saving throws, and AC. The shadow deals 3 cold damage on a successful melee hit and forces the victim to save vs. death or lose one point of Strength for 5 rounds. Steal Shadow does not affect the Shadow itself. After 10 rounds, the Shadow returns to its owner and can be drawn out once more. Thus, the Shadow Stealer can control at most two shadows at once. The shadow itself is immune to poison, fatigue, disease, charm, fear, sleep, petrification, stun, Web, and Intelligence drain. This does not affect allies.

    Life Leech: the Shadow Stealer suffers -3 to damage, -1 to AC, -2 to saving throws, and -15% to all resistances. Suffers a -1 penalty to THAC0 every 3 levels, to a maximum of -5 at level 15, a -2 penalty to maximum HP at levels 1-9, and -1 at every level thereafter.

    Summary:
    Like the Seducer, the Shadow Stealer's power scales with the enemy rather than its own level. Its power relies on a save or else spell, which spells trouble in a no-reload run, but since it can be cast an unlimited number of times per day, with a cooldown period to balance, a successful save costs us time, but doesn't cripple us.

    Bog Witch:

    A Bog Witch is a druid with a variety of slow but powerful spells. It's a blend of druid and mage spells with a swampy theme.

    Advantages:
    Immunity to poison and disease.
    Immune to cloud spells.
    +1 to save vs. spell and wand.
    +2 to save vs. polymorph and death.
    Immune to Haste and Improved Haste.
    May triple the duration of a single spell once per day per 4 levels.
    +1 spell per level.

    Learns additional spells per spell level:
    Level 1: Poison Arrow, Water Jet, Blindness, Spook
    Level 2: Stinking Cloud, Vampiric Touch, Mirror Image, Horror
    Level 3: Contagion, Invisibility, Summon Otyugh, Protection from the Elements
    Level 4: Acidic Burst, Hold Monster, Minor Spell Deflection, Confusion
    Level 5: Cloudkill, Spell Immunity, Flesh to Stone, Mislead, Summon Mummy
    Level 6: Spell Turning, Death Fog, Finger of Death, Breach, Khelben's Warding Whip
    Level 7: Energy Drain, Protection from Magical Weapons, Horrid Wilting, Wail of the Banshee, Imprisonment
    These spells don't all operate the same way as their mage spell equivalents. Imprisonment, notably, does not bypass magic resistance.

    Loses access to all druid summoning spells, including Summon Insects, Insect Plague, and Creeping Doom.
    All special spells cut movement rate by half for 3 rounds.
    Most druid healing and defensive spells are cast as one level higher. Chaotic Commands takes up a level 6 spell slot, Slow Poison is at level 3, and so forth.
    +3 penalty to casting time.
    +3 penalty to speed factor.
    -2 to DEX.
    -2 to STR.
    -3 to CON.
    Cannot wear armor.
    Cannot shapeshift.

    Summary:
    The Bog Witch's spells take a rather long time to cast, and it will have very poor movement rate. Combined with the immunity to haste spells (but not the Boots of Speed, notably), the Bog Witch is largely immobile and therefore much more vulnerable. In compensation, it gets a lot of extra spells that compensate for a druid's typical weaknesses. I realize this is unbalanced as a druid kit, but it would seem weak if it wasn't. It's more on par with a mage, though it still suffers the druid XP gaps.
  • BlackravenBlackraven Member Posts: 3,486
    @semiticgod, I'm a sucker for Thieves so you have my compliments on those kits (Druid looks nice too btw.) Would be cool to see you try them in a new playthrough. All three kits look balanced to me.

    Either way, I'm sure your next playthrough will be worth following :)
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Blackraven: You should see some of the HLAS I've been working on for the Bog Witch. One of them grants permanent Free Action and immunity to Time Stop! Though it takes 50 from your max HP, and reduces all resistances by 50.

    Come to think of it, that's not worth it even if you plan on combining it with frequent Time Stops... Still needs work.
  • HenkeBHenkeB Member Posts: 97
    Bhane update

    The group is moving forward.
    Cleared most of the western maps except the fleshgolem cave.
    Dorn got nice dex increasing bracers. Tried to charm half ogres a few times before reading the spell description and realising that would never work...
    Charming the knight fighting gibberlings did work though... she did not appreciahate it for some reason.
    Havnt fought captain Brage in a long time... Discovered that he hits realy hard. Bhane had to to a tactical retreat and let his minions weat Brage down after taking to many blows.

    Had a scare when Bhane got hit by lightning bolt.... Had enough HP to survive though.
    Ive had one No-reload run end in that way, by a random lightning bolt. Probably the most annoying end possible.

    Dorn died from a spider bite in High hedge area, revived him and continued on to the basilisk garden to try an recruit Shar-Teel. Worked well and dualed her to thief right away,
    Then continued to search the area for the group with golden girdle.
    Web spells and archery made short work of them.

    Continued north to fight ankhegs, wanted to lvl Shar-Teel and get viconia a ankheg plate.
    Viccy got hit twice by an ankheg and died.... Shes imortant to my plans and got a rez and FAI.

    Shar-teel leveld and got enough PP to steal the ring of free action for me.
    Next I think il kick her out and recruit Edwin. Having constant reliable magic around does make the swordcoast a safer place.

    Clerared Berengost of assasins ans Silke.
    Cleared the spider infested house for free potions.
    Currently in the ogre area south of Berengost, then I will pick up Edwin and the weapon skill bracers at Firewine bridge.

  • BlackravenBlackraven Member Posts: 3,486
    edited July 2015
    Dagny, Gnome Cleric/Illusionist, 2nd & final BG2 update

    A short session this morning wasn't short enough to keep me from bringing Dagny to her doom. She did Tirdir's quest, and part of Arnise (not the basement) for the FoA. She traveled to Umar Hills, did the minor quests in Imnesvale and then moved on to the Temple Ruins where she cast PfUndead from a green scroll.
    I wasn't sure whether she would face Bone Golems or Liches there.
    The plan was to avoid the first Bone Golem or Lich plus Mummies and Skeleton Warriors in the room next to the fire pool (or whatever it is). Turned out to be a Lich. Well hidden in the fog of war, its buffs/contingencies triggered, and it gated in a Dark Planetar and a Glabrezu. The fact that the Lich acted from the fog of war took me by complete surprise. The Glabrezu with its teleport without error found Dagny first, and PW:Stunned her. I had previously messed up with the level 6 spell Contingency, which she had cast a bit earlier. I had wanted to set the Contigency to Helplessness: Otiluke's Resilient Sphere, but noticed I hadn't memorized that spell. Instead I picked Sanctuary (and decided to recruit a Mage later on, Jan probably, to trigger the Contigency so that Dagny could cast a new Contingency with Helplessness: ORS). Anyway, as Dagny was stunned her Contigency triggered, but the Glabrezu ignored Dagny's Sanctuary and quickly breached her meager defenses (Stoneskins bascially).

    image
Sign In or Register to comment.