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

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  • Grond0Grond0 Member Posts: 7,538
    edited 7:30AM
    Ways the dwarven F/Cl, SCS Tactical (Update 1)

    After reading about other runs, I thought perhaps I should try something myself. Looking at options, I came across this take-off of 50 Ways to Leave Your Lover I wrote 8 or 9 years ago.
    The problem is all inside your head she said to me
    The answer is easy if you take it logically
    I'd like to help you in your struggle to be free
    There must be fifty ways to save the dukes

    She said it's really not my habit to intrude
    Furthermore, I hope my meaning won't be lost or misconstrued
    But I'll repeat myself at the risk of being crude
    There must be fifty ways to save the dukes
    Fifty ways to save the dukes

    Just summon a mate, Pate
    Shoot to dispel, Kel
    Use malison, Alison
    While web can make you free
    Try out a sphere, Greer
    Or make them run in fear
    They can't hit what they can't see, Lee
    And that can make you free

    She said it grieves me so to see you in such pain
    I wish there was something I could do to make you smile again
    I said I appreciate that and would you please explain
    About the fifty ways

    She said why don't we both just sleep on it tonight
    And I believe in the morning you'll begin to see the light
    And then she kissed me and I realized she probably was right
    There must be fifty ways to save the dukes
    Fifty ways to save the dukes

    Just summon a mate, Pate
    Shoot to dispel, Kel
    Use malison, Alison
    While web can make you free
    Try out a sphere, Greer
    Or make them run in fear
    They can't hit what they can't see, Lee
    And that can make you free
    I don't remember why I did it, but it reads as though it should have had a party associated with it - so I've created one consistent with the song.
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    It's a while since I did a run in SCS, so that will be a bit of a change for me as well. Ways has at least reached Beregost without undue difficulty, though it felt a bit odd to be attacked by several dead NPCs on the way (I think that's a result of the SCS component allowing you options when you recruit them).

    Ways, fighter/cleric L1/1, 14 HPs, 7 kills
    Pate, totemic druid L1, 10 HPs, 2 kills, 0 deaths
    Kel, archer L1, 13 HPs, 3 kills, 0 deaths
    Alison, sorcerer L1, 6 HPs, 2 kills, 0 deaths
    Greer, dragon disciple L1, 6 HPs, 1 kill, 0 deaths
    Lee, fighter/thief L1/1, 13 HPs, 2 kills, 0 deaths
    Post edited by Grond0 at
  • EnuhalEnuhal Member, Moderator Posts: 1,162
    edited 12:35PM
    Good to see you back with SCS @Grond0 !

    Xindra, half-elven totemic druid (Tactics Remix with additional mods), update 1

    Travelling south to Nashkel, while exploring the nearby area, we ran into Viconia - her command spell helped us in taking down this cleric flaming fist merc:
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    Kagain left the party and we picked up our first cleric. Next, we got our hands on the boots of stealth and Mirianne's Letter, travelled further south for the family amulet and made our way to Nashkel. The ankheg armor hiding spot didn't contain any armor, but a shortbow +1, which was a nice surprise:
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    I wanted to rest, but didn't want to face another bounty hunter yet, so I travelled to the carnival, where I ran into Quayle and swapped out Viconia for him. I did go back to Nashkel to take down Neira, who gets a bunch of tactics-based prebuffs, including animate dead:
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    With the help of bless and a spirit animal summon, we were able to get a few good hits in. I also noticed, though, that Neira seems to have cast her first spell (I think it was rigid thinking, which failed) almost without any casting time. I noticed a similiar thing against the red wizard hunting Neera - his opening flame arrow came out unusually fast. Does tactics grant enemy spellcasters one instant or faster cast at the beginning of combat? I'm going to have to pay attention to see. In any case, we were able to interrupt her second spell:
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    Quayle successfully commands Neira, allowing us to get good hits in (and we see armor and shield breakage for the first time). As our foe dies, her skeleton approaches, and we run outside. Notably, this skeleton looks like the level 15 version of skeleton warriors, and I was both confused and scared as to why Neira would be able to summon one of these:
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    As I ran out, the amnish guards helped us in attacking the summon, and it turned out to be a harmless low level skeleton instead, as they killed it with a few hits. I don't know why the visual is different here, as far as I know none of my mods should do that, but it might be a hidden component of one of them:
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    I took a quick trip south to the Mines, mainly to trigger the Dorn encounter for some easy gear (including a magical shield for Quayle) and also took a quick look at the wand of frost hiding place - in this case, it contained bracers of AC8 - nice:
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    Now, these could've been cursed ones instead, but I decided to take the risk, and it payed off (no way to identify stuff without paying a merchant yet, and we're very low on funds). I also decided to leave Ajantis in Nashkel to pick up Branwen, because I thought that additional command spells would be very valuable in this installation: With sleep breaking upon attack and blindness plus web much lowered in duration, command seems like a premier option for early crowd control. I also realized that with two commanding clerics, I could safely go for the ankhegs as an early experience boost. For a little bit of a bonus on my travels back north, I decided to pick up Samuel (also found chainmail +1 in the fire resistance ring hiding spot) and transport him to FAI. However, things didn't work out so well: We got ambushed by hobgoblin archers, and before I was even able to act, they unleashed a devastating hail of arrows, with two hits each on Imoen and Quayle, leaving me no option for counterplay (and it seems like the double hits got around the unconsicousness-mechanic in this tactics installation, as they both just died right away):
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    I expected the run might end here, but I decided to give it my all, spamming command, summoning a spirit animal, casting bless, getting into melee to avoid more arrows, and drinking healing potions on my sturdier party members. Branwen got knocked down, but Khalid and Jaheira were able to actually finish the job (a vulnerable Xindra had to stay back, and Jaheira consumed a total of three healing potions):
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    We picked up all the gear and spent 400 gold at FAI to resurrect the fallen. The party is pretty low on cash as a result. So, do hobgoblin archers (non-elite) usually attack with a +4 bonus, or is this a tactics thing? Propably the latter, when looking at the wiki. I've also noticed that kobolds are a LOT beefier. The installation options to improve generic enemies certainly does what it advertises.
    I hoped that ankhegs wouldn't really get changed too much. One or two command spells per ankheg (requiring three rests in total to clear out the nest and the map) allowed for semi-safe takedowns - very nice, and lots of experience for the party (plus, another +1 small shield amongst their treasures). Only a pair of northern ankhegs wasn't so easy to deal with, and a ranged hit put Imoen in some danger, though everyone survived:
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    I also helped Tenya and took care of the zombie plague (sadly no cloak of protection), ending up with most of the party at around level 3. Also went for a tactical visit to Bjornin's half-ogres for another magical shield as quest rewards are not randomized (avoiding the remained of the map, and taking care in Beregost not to run into Silke, who should still be around somewhere, waiting to strike). Not sure what I'll do next, but with the levels acquired, maybe we will be a bit safer against the improved generic enemies. I would love to have the cash for ankheg armor, but that's not in the cards for now (though I transported one shell to a containerin Beregost for the future).
  • histamiinihistamiini Member Posts: 1,480
    Seeing a lot of action here. :)

    The Three Drows Update 3

    In Korlasz crypt we finally found our Gem Bag! Xun and Baeloth used another set of PfU's to reach Korlasz. Managing our invisibility was crucial bombing Korlasz with fire. First we used the three memoried Invisibility 10's, and then all but one of the potions, and Korlasz surrendered. We had reputation of 19 so we praised the Flaming Fist Enforcer to 18 so Viconia could join us in Baldur's Gate. Calling myself Bhaalspawn for the growd we got it to 15.
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    Chapter 8

    Teleria was killed casually as she doesn't agro if not talked to. Skelis then cleared the map from enemies. Tsolak was easily killed too for the Boots of Haf Speed, which I can turn into third set of Boots of Speed. We easily helped the Dwarves to fight the Undead, and then Skelies cleared the place. The next level was quite tiring, as we needed about 20 rests, but eventually the Skelis grinded the Un-dead in there too. Baeloth and Viconia both got confused couple times, but did not die. Coldheart could do little with Secret Revealed, although he got Time Stop away. We hid behind the tent for the parley. Viconia lv9.
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    Chapter 9

    Baeloth lv11 with Animate Dead, which are already the second best version with the Cloak of Minor Arcana. Didn't really expect Baeloth getting them before Viconia. Viconia looted the Troll Cave for the important Enchanted Weapon scroll and Locket of Embrasing, which Viconia equipped with the help of Helm of Opposite Alignement.

    Trying to sneak to Morentherene it surprised us by waking, and we barely made out alive. Rested, buffed with Remove Fear and ran past it with haste. Ziatar was burned afar, although we ran out of fire and needed to finish it with Skelis. Neothelid, Akanna and her Aerial Servants were easily killed by Xun and Skelis.

    At the forst Hoach made us the third set of Boots of Speed, so Viconia could keep up. Surrendered the fort, interrupted the bridge mage with Ring of Energy and Skelis wiped the guards.
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    Chapter 10

    Got 165k gold selling our loot for the genie, and equipped Ring of Purity with the alignment adjuster. Then we did all the mundane quests and Baeloth got lv11 with Resist Fear, Protection from Fire, Stoneskin and Spell Immunity.

    Zaedroth buggered away because we are a Blackguard, which I forgot. So no Spell Sequencer robe for Baeloth. Viconia died in the fight against the Dark Magician which sucked because she missed out on a big xp dump and she was still 55k xp away from Skeli upgrade. So Baeloth took a small death in the Undead Cave, so Viconia could get more xp. Last two PfU's and OGL fire to clear the place, Viconia 26k xp, clearing Dead Man's pass 20k, 10k after clearing Mimic cave, 2k after Laddle and Etting Ghost and finally after freeing Slug Viconia got lv10. We were now all maxed out 450k xp because of the 90% cap. Baeloth used SI Conjuration on Hephernaans chest and we escaped the place.
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    Troll Wave, 20 pre Skull Traps, 5 Skelis and 10x Detonators with 1 Goblet.
    Mage Wave, 17 Detonators.
    Paladin Wave, 26 Detonators, 5 Skelis and WoMS.
    Final Wave, 20 Detonators, WoMS and 6 Goblets.

    Ashatiel was easily killed and first time in ages I cleared the Avernus bridge with Skelis.
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    Xun arrived Belhifet with -9 Thac0 Enchanted Weapon Martyr's Morningstar and 400hp, and after refreshing hp with the Goblet 6 times Bel was already dead. Xun did all the heavy lifting and Viconia and Baeloth just enjoyed the show.
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  • AerakarAerakar Member Posts: 1,092
    Great to see some former veterans return to the fray this week, it does keep it fresh and interesting. Glad to read your adventures!
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