The Candlekeep Annex: RPed Baldur’s Gate No and Low Reload Adventures

Borco

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Alagar just departed the Blade and Stars inn after spending several nights there, waiting for his last Bhaalspawn power to materialize, and is on his way to confront Slythe. He's left a card for Alastria, telling the staff to expect her anytime soon - "High boots, biker jacket, purple apparel, a pair of daggers ... although she might look like a wolf. Or an ogre. Or maybe as a jelly. You'll know when you see her!"

I'll catch up with the proper coverage of Chapters 4 and 5 shortly.
 

Borco

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Alagar, halfling bounty hunter: Part 6

After retrieving the Cloak of Non-Detection from the first Cloakwood area, we moved on straight into the Spider Forest with the aim of reaching level 9 at 110k XP ahead of the mines. Alagar prepared a set of traps, rested until nightfall, and buffed with ProPoison scroll and a Potion of Freedom. Everything was looking nice and ready.

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However, that night saw our absolutely worst performance of the run so far, exceeding even that ankegh lair flop earlier on. Here's how it began.
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Lesson number one: Don't try to fight sword spiders without solid AC and crit protection. If possible, don't fight sword spiders with thieves in melee at all.

After we have burned that PoI, Alagar healed himself and fetched a Potion of Defense from his potion case. It looks that we were slowly getting things under control.
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Ignoring the second part of lesson 1, we re-engaged with a failed backstab and found ourselves facing 5 APR once again, albeit this time with a significant AC advantage. Difficult as it may be to believe, I couldn't think of anything better but to quaff an Oil of Speed to close down the APR margin from 1:5 to 2:5…
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Ever tried using an Oil of Speed on top of Potion of Freedom? Bad idea. The only person I know that sometimes does that is Tazok in the final battle with Sarevok. But Tazok is an ogre, while Alagar's intelligence is 17. I should be roleplaying a half-orc barbarian rather than a cunning bounty hunter, because I don’t seem to be up to the task. Well, so much for the Oil of Speed supplies gathered from Durlag's Tower.

Lesson number two: Don't be stupid. As simple as that.

Jumping to the next screenshot, I couldn't but laugh. Apparently, I decided that the best way of dealing with this lone spider would be to join him up with the rest of the spiders inside the lair, scorching everything and everyone, including Alagar, with Oil of Fiery Burning. That might have been a good idea, but the small detail is that we were not running ProFire and the 40% fire resistance granted by Batalista's Passport simply isn't enough to justify friendly fire (sic).
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Lesson number three: Don't rush into battles without a plan. Especially if you're a bounty hunter. Take your time. Make some space. Prepare your traps. Lure your enemies towards them. And remember lessons 1 and 2.

To complete this parody of a no-reload, we also got caught in the second fireball via Oil of Fiery Burning that we dropped outside the lair due to my sloppy aim. I'm really sorry Alagar - let me know in case you'd like to retire or switch operators, I'll understand.
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Somehow though, by sheer miracle, Alagar managed to finish the injured spiders one by one with Aule's and traps and prevail.
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We've earned our level up, that much I can say. But was it worth it? I don't think so. Let's just move on and focus on the more important challenges ahead while the lessons learned are still fresh on our minds.

Regards,

B.
 
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Alesia_BH

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Alastria v3, Human Transmuter: Early Adventures, Part 2

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I'm pleased to say that Alastria has made progress. I am not pleased to say that I haven't. I am exhausted. Barely functioning. I'm sitting in one of those black faux leather airport chairs with a $17 Starbuck Americano on the seat next to me. I thought the coffee would help, but I'm too tired to drink it- too scared that'll spill it all over my laptop. Life is not treating me kindly, and my escape, this game, isn't treating me kindly either. In fact the game is more infuriating than the airport. One man is to blame. If you know me then you know who.

The session wasn't all bad. We started by nixing some Gnarl and Hairtooth, seeking to raise funds for the Dagger of Venom. Hairtooth was dropped by lobbing Skull Traps over Gnarl.
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Gnarl was dropped with wolf paws. All in all a satisfying win.
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Gnarl and Hairtooth aside, Alastria's battle plan these days is buff, disable, flip. She buffs with Strength, Shield and Mirror Image. She disables with Color Spray and Chromatic Orb. She finishes in wolf form, with Heart of the Golem in her off hand. This works- really well, actually.
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I've long lamented the Cloak of the Wolf's lack of utility. Those days are gone. In fact, Relair's Mistake is full on OP now. This is a result of three changes. I support two of them. The other is busted and should be patched.

The first change is that added APR from Haste effects now stacks with the Cloak of the Wolf APR bonus. That's really nice. I've requested that multiple times over the years. The second change pertains to the wolf forms handling of strengh. L2 Strength cast before the flip now carries over, allowing Alastria to rock 18/50 in wolf form without pulling a sequencer. Again, nice.

The third change, the busted change, relates to the handling of off hand weapons. Off hand weapons can be wielded in wolf form. That alone is suspicious. The crazy thing is they can be wielded without dual wield penalties, regardless of proficiencies. So, a 1APR character with no proficiency point in dual wielding can now fight at 4APR with no penalties at all. That's full on loco. And since L2 Strength now carries over, the damage isn't awful either. Before long, Alastria will be rocking 4PR with a solid THAC0 and exceptional strength, protected by Ghost Armor, II, MI, Blur and a reserve MI + Blur Sequencer. If you warriors out there are getting jealous, you should be. It's no joke.

For now we're using a lesser version: 3APR, Strength, Shield and MI. That setup may not be optimal, but it's still respectable. It's getting the job done in the early game at least.

I don't usually rescue Dynaheir in my solo games. But since we're still in need of a Blindness scroll, I thought we'd punk the pooches, hoping for a lucky drop. Here we see Alastria getting a little cocky. She stunned this one with COrb and then straight up punched him in the face. Weird flex, but give the girl a break: her dagger broke- iron crisis and all.
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In the end the mission was a partial success. We rescued Dynaheir but we didn't find a Blindness scroll. Blindness synergies really well with Alastria's strategy. It's a shame she doesn't have it.
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Our next stop was Durlag's Tower for yet more gratuitous XP hunting. This time we took down the basilisks. We meleed them in wolf form under Pro Pet. That damage came from that random doppelgänger over by the stairway.
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The ankeg lair followed. Alastria's -2 Color Spray is death to ankhegs. They were finished in wolf form.
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Only one ankeg landed a hit. Alastria countered with a MI + Invisibility sequencer. I'm playing with innate sequencers for this first time in this run. It’s a welcome change, nudging me into using my sequencers more.
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With our XP looking strong, we resumed building our item set. That brought us to Greywolf and Melium. Both fights were super smooth. One bordered on too smooth. Thanks to a level up and a Potion of Intelligence x 2 memorization session, Alastria now have the slots and spells she needs. We’re looking forward to Polymorph Self, ofc, the wolf form is looking strong, buffed with Ghost Armor, Strength, MI, Blur and II. Against Greywolf, who was running Oil of Speed, Alastria opened Chill Touch, preferring human form while she went to work with her disablers. Malison was first.
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Followed by Hold Person
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From there is was din-din time for the wolfie-wolf. Munch, munch.
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The Melium fight was even less dramatic. An opening Dart of Stunning won that one.
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Sendai and Co met a similar fate, disabled via Malison->Hold Person and then dropped by the wolf. I’ll be using disablers far more with Alastria than I do with most of my casters. Transmuters need to be more proactive about neutralizing threats, especially in BG2.
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Finally, Vax and Zal. Same game plan: buff, disable, flip. I’d say more, but I’m pretty sure you get the idea. Plus I’m posting from my phone in a hotel bar and it’s more than a little awkward.
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Assuming this complimentary pisco sour does its job, I may actually get some sleep tonight. If so I’ll see you tomorrow. If not I’ll post on Mulahey and Nimbul in about 30 minutes.

As for the tale of woe I alluded to in the intro, that’ll have to wait for the next post. Hopefully -hopefully- tomorrow.

Cheers (literally),

A.
 
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Alesia_BH

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He's left a card for Alastria, telling the staff to expect her anytime soon - "High boots, biker jacket, purple apparel, a pair of daggers ... although she might look like a wolf. Or an ogre. Or maybe as a jelly. You'll know when you see her!"

Sounds like me too. I could arrive as a punk rocker, a mustard jelly, or anything in between. That’s how I feel at least, lol.
 

Alesia_BH

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Alastria v3, Human Transmuter: Mulahey and Nimbul- Feeling Molly

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Ok. Looks like I'm not sleeping. Figures. The upside, I guess, is that I can post on Mulahey and Nimbul before my next flight. I did owe y'all a tale of woe. Now you'll get to hear it.

The Mulahey fight went super smooth. The Nimbul fight would have been smooth too, if not for a certain someone.

Mulahey first. The trip to Mulahey was a pure stealth mission. We marched straight to him without fighting a single kobold.
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A wise man once said build your exit on the way in. I have little use for wise men in the general case, but that bit of advice made sense to me so I took it to heart.
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For better or worse, our prep was for naught. The plan in this fight was no plan. I simply buffed with the intention of playing it by ear. We ultimately decided to play along with Mulahey's gambit and then turned the tables on him with a Wand of Paralyzation charge. That took and, as a consequence, we never even saw the minions.
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Having whet her appetite, Alastria was in the mood for more. Against the kobolds we opened with a Color Spray and then flipped. Munch, munch.
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By the time we reached the oozes our illusionary buffs were tapped. Not too fear: Minor Sequencer is here.
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Gray ooze isn't tasty, but it will do in a pinch. Alastria savored this bite at least.
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On to Nimbul. Our intention here was to run a standard buff, disable, flip battle plan, with the added finery of a Wand of Monster Spamming charge. That started out nicely. All good. Steady as she goes.
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Next step, evade that MSD with an AoE disabler. Emotion didn't take. Hold Person did. We're in business. Time to flip and get our munch on. Our summons have been taken out of the action, but that's fine. Their job was to soak up Nimbuls spells and they succeeded.
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Things were looking great, until disaster struck. Care to guess what form that disaster took?
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Any ideas? Any ideas at all?
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Yeah. Mr. Interuptus barged in and stole the kill. Check out those damage rolls too. Alastria had a couple of nice knocks and then Rasaad sneaks in with a 2HP kick. Give me an Fing break.
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Predictably, I was all:
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And Rasaad was like:
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I know there's a mod to remove EE NPCs but that’s not enough for me. Here's what I want. I'd like Rasaad to die in a different horrible way each time I step on the map. Like, one time a cow can fall on him. The next time he can full on explode, Amazing Oopah style. You get the idea. If there's a modder out there reading this, please make that happen. If not, I may need to get into modding myself just to realize that vision. That and the Amazing Technicolor Ankheg Mod, which you may remember from Astrid's run. Both of those things should happen for reals.

Best,

A.
 
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Alesia_BH

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Alastria v3, Human Transmuter: Pre-Bandit Camp Munchin'

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I may be a full on trainwreck right now, but Alastria isn't letting that get in her way. She's rolling down the tracks Shinkansen style. He pre-Bandit Camp tune up fights were straight up perfect.

Here's Tranzig. Malison.
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Hold Person.
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Munch
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With II now a part of her standard buff regiment, and a Greenstone Amulet charge to round things out, Tranzig didn't even get a spell off.

Teven's crew fared no better. We opened with Dart of Stunning + Malison. The Dart of Stunning took, immobilizing Teven.
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Emotion next.
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Then the munch, munch.
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Flawless.
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Judging from Raiken's bluster he didn't get the memo about what happened to Teven's crew. Bummer for him.
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Raiken survived Alastria's opening Dart of Stunning salvo, but that hardly mattered. We landed our Malison, juked Raiken's hammer, and followed with Emotion -> Munch, Munch. Clean.
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Best,

A.
 

Borco

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I know there's a mod to remove EE NPCs but that’s not enough for me. Here's what I want. I'd like Rasaad to die in a different horrible way each time I step on the map. Like, one time a cow can fall on him. The next time he can full on explode, Amazing Oopah style. You get the idea. If there's a modder out there reading this, please make that happen. If not, I may need to get into modding myself just to realize that vision. That and the Amazing Technicolor Ankheg Mod, which you may remember from Astrid's run. Both of those things should happen for reals.

I feel you - Rasaad really is the Noober of BGEE and the Neeber of B2EE. Have you ever noticed how he even sticks close to them in Nashkel and in Trademeet? Anyway, until that mod hits the shelves, I'm inclined to make it a tradition of sacrificing him to ensure the success of the run, Wicker Man style. Feel free to join.

Raiken survived Alastria's opening Dart of Stunning salvo, but that hardly mattered. We landed our Malison, juked Raiken's hammer, and followed with Emotion -> Munch, Munch. Clean.

Alastria seems to be developing nicely within her well-defined style. Great stuff!
 
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Alesia_BH

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Anyway, until that mod hits the shelves, I'm inclined to make it a tradition of sacrificing him to ensure the success of the run, Wicker Man style. Feel free to join.

Go for it! I'm too much of a softie to kill him myself but I'd love to see him get killed.

(Not sure what that says about me as a person...)
 
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Alesia_BH

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Alastria v3, Human Transmuter: Bandit Camp

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Things are looking up in my world. I was wrong about the hotel. I actually slept. Even wilder, the included breakfast was solid. When does that happen these days?

I'm back in the airport proper now. That was starting to get me down, but then I saw a little boy wearing a sequined gaucho hat and cradling a plastic Jesus. That cheered me up. I feel like that kid is going to do well in life. He's only six and he's already won me over.

Anyhoo, so where were we? Or more precisely, where was Alastria? Bandit Camp. Right.

Bandit Camp was peachy, except it was a disaster. I did everything right, but the game screwed up and that screwed me up and that led to mistakes. I know I said I did everything right and then said mistakes happened, but there's no contradiction there. I've just decided to take a cue from, like, every man I've ever met and refuse to accept responsibility for my actions. Please tell me sequined gaucho Jesus boy won't grow up to be like that. If so I'll lose all faith.

Whatever. Here's Alastria, prepped and ready for a throw down. She's running Pro Fire, Potion of Fire Resistance, Pro Cold, Potion of Cold Resistance, Potion of Regeneration, Shield, Ghost Armor, Strength, Blur, Mirror Image, II and finally Greenstone. Her sequencer -her VERY IMPORTANT sequencer- is Invisibility + MI. Let's do this.
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Here's the opening: Wand of Paralyzation on Venkt, followed by Darts of Stunning on the principals.
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When Venk is stunned before his buffs fire, his MIs go off repeatedly. It's usually around once per round. This time it was more like once per round segment. It was full on insane. Even with her wolf form APR, we had to rely on AoE stuff here.
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Venkt’s buddy-wuddies went gently into that good night, but he took longer than he should have. We used 5 Wand of Fire charges, which is way too many to take down an L6 mage.
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We shrugged off the wasted charges and forged ahead. Time to fire that all important Invisibility + MI sequencer so we can get in position and weather that first volley of arrows.
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Huh? The sequencer didn't fire. That's a bummer. Mo matter. We'll make do. Instead of opening with a Wand of Fire charge from the edge of camp, we charged Taugosz and disabled him with the Wand of Paralyzation.
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I tried to save some fireball charges here since we went heavy under the big top. That didn't work out great, even though it looks fine here.
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We took more incoming fire than I would have liked. That led to a retreat, along with some quaffing. Note that we're running Oil of Speed now. We held off until after Venkt died because we didn't want to put a high value potion at risk to Remove. Finishing up in wolf form now. Sorry I failed to take screenies of the dramatic withdrawal and heal phase. Close your eyes and picture it, I guess.
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Last bandit.
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Since I'd like to loot the Bandit Camp for reals, I think I'm going to pick up Imoen and buy her a PoMT. We'll need to trigger the assassin ambushes first, though. I don't want L1 Imoen to get caught in the cross fire.

Cheers,

A.
 
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Borco

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Alagar, halfling bounty hunter: Part 7

After the farce in the Spider Forest, I was keen to make up for it by delivering a more sober performance in the Cloakwood mines. We did reasonably well, although the session marked the beginning of a peculiar streak of bad rolls that's been accompanying us till the final battle with Sarevok. But more about that later.

Here's Alagar's character sheet upon reaching level 9. He's sitting at 63 HP (out of 72) and his thieving abilities are beginning to flesh out - the DEX tome from Baldur's Gate will round up his Find Trap and Set Traps scores to 100 and with the Boots of Stealth + Shadow Armor bonuses his stealth has been reasonably reliable. Lockpicking with Open Locks 35 has not been an issue thanks to the relatively easy access to thieving potions, while Detect Illusions and Pick Pockets will have to wait until SoA.
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The journey to our destination was relatively uneventful, especially since we decided to evade Molkar's crew by activating Sandthief's Ring.
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Fully rested, Alagar quaffed Potion of Perception to beef up his sneaking abilities, donned his Cloak of Non-Detection, hit the shadows, and worked his way deep into the mines. Drasus and his crew were left behind as a dessert after the main course. At the second level, we took the "secret" passage to reach Ril, paid his fee, and continued undetected all the way down into Davaeorn's chambers.
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Davaeorn's plate-clad bodyguard was taken down with a backstab + special trap.
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Alagar then prepared another snare at the entrance, applied his buffs, and removed the traps in the corridor under stealth. The buffs were ProMagic scroll, ProFire scroll, Potion of Strength, Potion of Mind Focusing, Potion of Defense, Potion of Absorption, Potion of Fire Resistance, Oil of Speed, and Potion of Regeneration.
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Everything was set and ready - Alagar was in position, the battle horrors went scouting ahead, and Davaeorn didn't have his Stoneskins up. You don't get better backstab conditions than that.
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Unfortunately, instead of producing that reassuring chunking sound, Alagar's staff swings by harmlessly on a critical miss.
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Davaeorn immediately teleports away, firing up his pre-buffs including Stoneskin and MST - it looks like we'll have to put in the hours with acid arrows.
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Our trap triggering signals the arrival of reinforcements. We'd better be quick before more guards start pouring in.
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Having peeled away the last skin, Alagar races behind the corner, hits the shadows, and re-engages with Aule's in hand.
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This time he aims true.
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By the way, the nearby chest offers a pretty solid returns on investment - at the cost of Potion of Master Thievery you instantly get back one PoMT, plus a Potion of Explosions and a Potion of a Firebreath. That's a pretty sweet deal if you ask me. Disclaimer: The content of this post is not an investment advice and does not constitute any offer or solicitation to offer or recommendation of any investment product.
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Back at the surface, Alagar consulted his to-do list:
  • Kill the bad guy - checked;
  • Locate the evidence - checked;
  • Rescue the good guys - checked;
  • Flood the mines - checked;
  • Boots of Speed - pending;
  • Potion of Magic Shielding - pending.
Ok, time to tick those remaining boxes. With our buffs still running, Alagar tosses a special snare at Kysus' feet and positions himself for the opening backstab.
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Bummer.
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Nevertheless, our initial disappointment here was quickly dispersed. It's usually reasonable to assume that, in situations such as this, your targets will not turn hostile simultaneously. The difference may only be a split-second, but that's still enough for the trap to fire away at the first red circle that appears on the field, effectively only targeting that enemy and ignoring the rest. I was expecting precisely that to happen, which is why Alagar uncorked his Firebreath potion at Kysus the moment he's wasted his backstab attempt. Now, if there's one thing that's extremely satisfactory when playing a bounty hunter, it's when everyone turns red at the same time - because then it looks like this.
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With everyone slowed down, including Drasus in his boots, it was super easy to catch them in the scorcher loop. Rezdan died with the second tick.
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Using his movement advantage, Alagar dashed behind the corner, prepared his last snare, and quickly returned into the fray with a backstab on Genthore.
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We wanted to recycle the same move for Drasus, as he seemed too slowed and too confused to even try chasing us, but when it came to the backstab the dice said no.
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Let's try that again and again, shall we?
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When Drasus finally managed to start moving again, he didn’t get any further than to our trap.
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With no time for protracted celebrations, we collect the loot, tick the last item on Alagar's checklist, and make haste to Baldur's Gate.
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Regards,

B.
 

Alesia_BH

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Alastria v3, Human Transmuter: The Assassins

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Well, everyone, I failed to finish BG1 before check in. Don't get sad though. I'm not. I'm thrilled, actually. I was able to check in early. I'm now luxuriating in my bed, getting ready for an afternoon snooze. Life is good again.

Before I doze off, I should get Alastria's posts up to date. Fortunately there isn't much to cover, just a pair of assassin ambushes.

Both of these fights were super simple, albeit for different reasons. The first was simple because the fight was broken. The second was simple because Alastria's battle plan is just too good. We'll cover the broken one first.

After triggering the ambush invisible, Alastria headed off to the northwest corner, where she buffed. She took all her standards buffs and even went the extra mile with a Wand of Monster Spamming charge.
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Those monsters ended up breaking the fight, sadly. They drew aggro from one of the Amazonians and ended up nixing her before Alastria could reveal herself. Since the encounter wasn't properly triggered, the Amazonians didn't fight as well as the should have. Judging from the Molkar fight, it wouldn't have mattered, but still.
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With only one caster left, and a clear aura, Alastria tried to save a Greenstone Amulet charge with a dart of stunning. Success.
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With the last caster disabled, Alastria was free to flip. All that remained was the munch, munch. No damage here.
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The Molkar ambush was a textbook Alastria fight. Here we see Alastria's arrival on the scene.
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Followed by her buff session.
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We sent some monsters up ahead again, but this time we were careful to trigger our enemies pre-buffs before letting them engage. Alastria opened with a Malison
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And followed with Emotion. With her MIs, -6 base AC, -4 from II and missile adjustments Alastria is hard to disrupt. II protects her from targeted spells, Greenstone AoE disablers. Their only real hope of disrupting Alastria was AoE damage. Unfortunately for them, neutral Alastria is immune to their one and only AoE damage spell, Unholy Blight.
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Once the Emotion took, it was munch, munch time.
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No damage yet again. Hooray for that. More importantly, hooray for nap time. I'm fading fast over here, almost as fast as Morvin.
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Best,

A.
 
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Borco

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Alagar, halfling bounty hunter: Part 8

Alagar's first trip to Baldur's Gate was fairly brief. He paid a visit to the Thieves' Guild to pick up the DEX tome as well as the complimentary Oil of Speed and Potion of Firebreath (available from containers in two of the lobby rooms). And then, we went shopping.
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I don't know if 35k gold is considered extremely obscene, but it's exactly how much we spent in Sorcerous Sundries on potions, scrolls, and ammunition. The word is already on the streets that bounty hunting pays well.

Our only detour from the Iron Throne business during our short stay in town was an afternoon tea with Ramazith. He invited us over to his fancy tower and we couldn't refuse - after all, you haven't been a real tourist in a new city if you haven't climbed the local TV tower to get the views.

The plan here was simple - traps and then some more traps. While Ramazith wasn't running Stoneskins, the layout of the top floor does not favor backstabs and we wanted to take him out quickly to preserve our newly purchased potions. One trap would not do, so Alagar first prepared his normal snare between the two bookshelves on the left, ensuring that it doesn't trigger right away.
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Using stealth, he then moved between the shelves on the opposite side, from where he activated his Greenstone Amulet, tossed a special snare towards the staircase, and immediately hit the shadows again.
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I was expecting that, after suffering the initial damage, Ramazith will start walking around to investigate and run into our second trap But he remained absolutely still. It didn't take us long to produce second special trap to finish him on the spot.
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With the INT tome secured, we looted the Iron Throne HQ and reported to Eltan, thus earning our Candlekeep pass. Potion of Magic Blocking countered the ogre magi ambush.
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Inside the catacombs, we used Potion of Master Thievery to get the tomes and a PoI to make our escape.
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Before returning to the Gate, we decided to stop by Mutamin's Gardens in order to improve Alagar's chances in the Ducal Palace with the Golden Girdle against the slashing doppelgangers. May I, Kirian?
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The backstab crit miss saga from the Cloakwood mines continues...
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No worries, at this stage we can do this even without backstabs.
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Slythe's next.

Regards,

B.
 
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Alesia_BH

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Alastria v3, Human Transmuter: The Itsy Bitsies

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In the interest of avenging the indignities suffered by Alagar in Cloakwood Area 2, Alastria killed all the spiders. Happily, this strictly altruistic mission had an entirely incidental upside for Alastria. It got her to Level 9 in advance of the Cloakwood Mines.

We began the mission by passing through the area invisible, tripping all the traps.
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Our first hurdle, the huge spider welcome committee, was easily cleared. Color Spray fixed'em.
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Next, we buffed for the ettercaps. Note the absence of Pro Poison. We're saving that for later.
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On our way here we got the ettercap ambush. In the ambush Alastria executed her Malison->Emotion opening and disabled every single last ettercap. Here, at the big dance, she wasn't so lucky. Emotion only took down one. What to do?
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Run. That's what. Run, fade and cast- in this instance a Skull Trap.
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Next, we started using our COrbs, hoping to temporarily disable a few and therefore achieve some separation. Death was an acceptable outcome too.
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With the herd thinning, Alastria circled north to load the sleepy one up with poison. That should do it.
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With only a couple left now, Alastria felt comfortable working her darts in. Darts of Stunning are too dear for these blokes so we went with acid darts. And yes, they're not equipped yet, but trust me they're coming.
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See. Told you so. Hurdle 2 cleared.
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With the solitary sword spider, Alagar's Bane, up ahead, we decided to rest. Our MI + Invisibility sequencer offered cover.
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Ok, Mr. Sword Spider, this is what you get for messing with one of my friends. Malison->Emotion->Munch, munch. Just shows to go: If you must melee sword spiders in BG1, you better be a single class mage.
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The phase spiders followed. We used the Pro Poison scroll here because phase spider poison is sketch. Standard Malison->Emotion opening.
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With one phase spider left standing, Alastria refrained from flipping. Instead she used her daggers on the sleepy ones while tossing COrbs at the insomniac.
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Once a hold took, she flipped and settled in for the munch, munch finish. For those keeping score, Alastria still hasn't taken any damage in this area.
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Now for the final showdown. With our Pro Poison scroll spent, we'd need to rely on movement in this fight. But with giant spiders on the field, necessitating a PoF, and oils of speed too precious anyways, we'll need to be careful. We opened with a Wand of Monster Spamming charge to grant ourselves space for the Malison->Emotion opening.
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Alastria's Emotion wasn't a knockout blow here, but it did earn us to the space to use a Skull Trap. Progress.
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After luring the mobile spiders south, Alastria circled north to finish Centeol in melee. Note that Alastria is running Pro Cold + Potion of Cold Resistance here. In some versions of SCS, Centeol uses her Wand of Frost. I didn't want to run the risk of dealing with that here.
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With her illusionary defenses still running strong, Alastria flipped for a bit of munch, munch.
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Once her last MI was spent, she pulled her MI + Invisibility sequencer. What now?
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A Skull Trap from the edge of the map. That's what. We're looking good, but there are still a lot of enemies on the field.
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The crowd has thinned, but Alastria is running out of tricks. She's going to take a hit soon.
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And there it is. First damage of the area. Time to roll.
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Having taken a few more nips on the way out, we resorted to using a Wand of Frost charge.
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With the speedy sword spider neutralized, the rest would go quietly. Time to use those L1s.
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And there we have it: Job well done. Alastria has exactly zero chance of making it through SoA, but her BG1 run is going well so far. Let's hope Drasus doesn't end that. I'm nervous about that one, TBH.
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Best,

A.
 
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Borco

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And there we have it: Job well done. Alastria has exactly zero chance of making it through SoA, but her BG1 run is going well so far. Let's hope Drasus doesn't end that. I'm nervous about that one, TBH.

Thanks for showing us how it should be done, with a good plan, rock solid execution, and thoughtful resource management.

On a side note, in the past (with older installs) I had seen the phasers teleport across the entire map and that's why I'm usually pushing my characters to clear the area in one go (while we have ProPoison up). Maybe it's time to reconsider that approach, as indeed I haven't encountered this behaviour in a long time.

Ok, Mr. Sword Spider, this is what you get for messing with one of my friends. Malison->Emotion->Munch, munch. Just shows to go: If you must melee sword spiders in BG1, you better be a single class mage.

Much appreciated! And we're repaying in kind.
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Alesia_BH

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Alastria v3, Human Transmuter: Alastria v. Drasus

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Alastria's mission in defense of Alagar's honor earned her 2 L5 slots. That, in turn, opened the door to a resource light strategy against Drasus and Co. Still, with Davaeorn ahead, scoring an additional oil of speed felt right. To that end, we added Minsc, so we could add Safana, so Safana could score some potions for us. Roundabout, but effective.

Here we see Alastria defending Safana from ghasts. Once the coast was clear, Safana got to work. Credit to Borco for reminding me about the Durlag's oils of speed.
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With her potion supply topped off, Alastria headed to the carnival for a Red Potion enhanced study session. She added Cloudkill, Dire Charm, and Blindness. All three would figure prominently in the Drasus plan.

Dire Charm first. We used it on the Iron Throne guards manning the bridge. Both were charmed, and both were sent a head while a minimally buffed Alastria trailed behind.
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Once the guards were in position, Alastria unleashed her Cloudkill. The guards died instantly, leaving Drasus and Co. exposed. Fortunately for them, SCS scripts them to deal with this contingency. Were it not for that, I'd consider this tactic out of bounds. It's still on the cheesy side, but I'll grant it to Alastria. She's going to need to push the boundaries a bit, especially in BG2.
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Genthore, Kysus and Rezdan found their way out of the fog. Note the summoned monsters that were used to trigger a second round of Cloudkill goodness. I was hoping to kill one of the mages, preferably both, but this outcome is actually better. Drasus has fallen which means his boots are available. As for Rezdan and Kysus, they may be alive but they're in the Potion of Firebreah kill zone, so they're as good as dead.
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Now wearing Drasus's boots, Alastria swooped in for the kill on Kysus. Rezdan is at near death.
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A Wand of Frost charge finished him. Note the outrageous number of charges on Alastria's Wand of Frost. I don't typically allow item recharge. In this case I accidentally recharged Centeol's Wand of Frost. I had intended to sell it and purchase the Ulgoth's Beard one. No matter. So far this has been a hindrance since it set us back a few thousand gold pieces at a key time. By the end game it will help us, though, by saving an inventory slot. That matter since I don't allow CLUA added Bags of Holding in my runs.
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Alastria's third new spell makes an appearance, as promised. Kudos to Genthore for landing an axe before Alastria's Blindness landed.
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With inventory slots at a premium, we cleared the side room to store gear. Alastria's Emotion took don both guards, allowing her to finish in wolf form. It isn't an Alastria fight without a little munch, munch.
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Alastria is coming for you, Davaeorn. And, yes, she's heading in the wrong direction but that's just because this makes a cooler outro pic.

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Best,

A.
 
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Alesia_BH

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On a side note, in the past (with older installs) I had seen the phasers teleport across the entire map and that's why I'm usually pushing my characters to clear the area in one go (while we have ProPoison up). Maybe it's time to reconsider that approach, as indeed I haven't encountered this behaviour in a long time.
Yes. The phase spiders have been toned down. I support that. They were a bit much in previous iterations. They should be able to phase within sight range or to the last attacker. Phasing to anyone on the map is no bueno.
 
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Borco

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Alagar, halfling bounty hunter: Part 9

With the BG1 endgame looming ever closer, we booked a room in the Cloak and Stars inn and tried to assess the remaining hurdles from a barstool. The final battle didn't concern us that much, it was the Undercellar and the Ducal Palace that could be dangerous - there's a lot of melee action and Alagar doesn't have access to crit protection or backstab foilers such as MIs or Stoneskins.

Furthermore, the Ducal Palace fight can develop in fairly unexpected ways, especially if the doppelganger mage is allowed to cast his Chaos. There's an unprecedented time pressure for finishing the enemies asap, and Alagar's melee APR of 1 and rogue THAC0 is not giving him the best starting position in that respect. Paired with the fact that the greater doppes have insanely good saving throws (we didn’t have high hopes that our traps could do anything more on top of plain damage), we were in for a tough fight.

Upon arriving to the Undercellar, Alagar prepared the majority of buffs that were supposed to carry him thought all of the three battles - ProMagic, Violet Potion, Potion of Agility, Potion of Fortitude, Potion of Mind Focusing, Potion of Absorption, Potion of Defense, ProPoison scroll (for Slythe), ProFire scroll, Potion of Fire Resistance, and Oil of Speed.
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Given that we're running Potion of Defense, shouldn't we have swapped the Shadow Armor for non-magical studded leather with RoP+2 ? Yes, it would make complete sense (and Alagar still has the RoP+2 in his gem back), but would also be very unfashionable. We'll (hopefully) be spending quite a lot of time in a plain studded leather in Amn, and now was the time for vanity.

Hello Slythe. How do you like your own medicine?
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This guy can become pretty dangerous in case he survives the first 2-3 rounds, during which he usually quaffs one or two potions (Potion of Magic Protection / Shielding, Frost Giant Strength, and/or Oil of Speed) and triggers Poison Weapon, as then he starts chugging PoIs like Charlie Sheen at a bar. And his backstabs hurt. We decided that Potion of Firebreath will be the most reliable deterrent.
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Two ticks of the fire damage + Aule's allowed us to finish him in round 3.
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We rushed into the palace, where we prepared 3 snares, equipped the Golden Girdle, and added Potion of Power, Potion of Regeneration, and DuHM into our buff mix before engaging with the dukes.
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All of our traps got tripped by the shaman, whom was the first to reveal his true form (if there actually any true form to speak of when you're a doppelganger). He suffered decent damage, even failed his save against our special trap's slow, and started to panic.
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Meanwhile, Alagar readied his dispel arrows and fired at the doppelganger mage. Guess what!
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If there's one place in the universe where you absolutely don't want to be dealing with critical misses then it’s right here. Trying to pull off a second shot would most likely expose us to the invisible doppelganger assassin. Generally it's not a good idea to carry around ranged weapons when there are backstabbing enemies on the field, but we concluded that we had to take take shot at any cost.
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Fortunately, the second arrow landed, removing the mage's MIs and Stoneskins, and Alagar was free to charge at him with Aule's. The assassin did show up, but he missed on his backstab and disappeared again (you can see the PoI effect on the screenshot). He remained a threat, however we would at least be facing him with melee weapon in hand. I'll also note that Alagar was keeping clear aura during the entire fight, with PoI and Extra Healers at the ready.
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Fast forward, the mage managed to refresh his Stoneskins before we could finish him, prompting Alagar to switch targets.
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Removing the shaman provided us with the opportunity to escape the encirclement and reequip dispel arrows. This was unnecessary as Liia's Remove Magic landed at the very same moment. Nice move, Liia - we'll have much easier time here with their Haste gone.
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From what I was seeing in the log, Belt was taking a heavy beating out there. This confirmed our suspicion that he'll not make it.
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All our hopes were now with Liia. Which wasn't necessarily a bad thing, because she's super reliable these days when it comes to protecting herself. Our only concern was to ensure that we finish the five remaining doppes fast enough to preserve her Stoneskins until Saverok turns aggro. The mage fell first.
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Two more down, two remain.
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Liia activated her second PfMW, giving us 4 more rounds to finish the job. As I said, super reliable.
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Picking up the opportunity, Alagar quickly removed the last two doppelgangers with four Flaming Fists left.
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This last bit with Sarevok going full berserk can be sketchy, but Liia stood her ground with the remaining duration of her earlier PfMW cast.
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See you soon, brother!

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Regards,

B.
 

Alesia_BH

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Alastria v3, Human Transmuter: Final Update

I'm sorry to report that Alastria's run has ended. She failed at the final hurdle, the Sarevok fight.

Her death wasn't caused by anything special. It was a simple movement error. I allowed Sarevok to get a bit too close and he landed a critical for 46. Diarmid followed with an arrow and that was enough to end Alastria. So it goes.

I may run Alastria back through. I may not. I haven't decided yet. In any case, it was a fun run while it lasted. I hope some of you enjoyed it.

While I may not fire up a new character immediately, I'll definitely be around, following Alagar's adventure.

Cheers,

A.
 
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Alesia_BH

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Liia's Remove Magic landed at the very same moment. Nice move, Liia - we'll have much easier time here with their Haste gone.
Liia is pretty aggressive with Remove in this version. In some versions it makes sense to focus on dispelling, in others disabling and others raw damage. With Liia dispelling buffs and disablers alike, raw damage is the play these days.

Alastria just buffed up her wolf form and went to town.
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I had high hopes for Malison (scroll) -> Wand of Patalyzation at first, but that ended up being a waste of time. If I were to do the fight again I'd focus on melee damage from the start and just keep my aura clear for defensive moves.

I think the play is shaman first then switch to the mage ASAP once Liia's Remove lands.

Best,

A.
 
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