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Ironman: Watcher's Keep


Monte Carlo

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Inspired by all the ironman action on the forum, here is mine:

 

BG2 Ironman: Watcher's Keep

 

Yep, WK only. I will create six characters and Shadowkeeper them the way the playaz want.

 

Your character will be in the 15th-23rd level range, depending on class (i.e. one and three quarter million XP, in your early high-level ability range). Ask for appropriate equipment / goodies that you'd reasonably expect at that level. You must use your forum name, but apart from that post a quick character bio, stats, profile etc. The six that amuse me most will make the cut.

 

Obz staff are also welcome, if you could be arsed.

 

Remember: It's Watcher's Keep ironman - core rulez. Dead characters will be replaced by the next on the list. Who will pwn Demogorgon? I can't remember what mods I've got installed at the moment, I think I have that crazy tactical mod you get at the start of WK that we could do for the lulz.

 

I, as you all know, am a traditional kinda gamer and a complete Nazi as a Dungeon Master so we need: Fighters x3, Mage, Cleric and Thief. Obviously, you can mix and match kits and multi-class (no dual-classing kids, can't be arsed micro-ing in shadowkeeper) and you can be as twinky as you like (Ranger / Cleric? No problem).

 

Cheers

 

MC

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BG2 won't work on my computer so I'll have to go by memory and the manuals as best I can. I can't possibly remember specific items though so just give the guy something decent, doesn't matter if it's a basic +2 or +3 item.

 

Serrano, half-elf, mage/cleric, lawful good, str 12 dex 10 int 18 wis 18 con 10. Weapon skills should go into staves and slings. Gear consists of a robe, chainmail, staff, sling with 9 slots of ammo (including the 3 in the quiver), a few scrolls for essential spells like barrier breakers, summons and a couple of healing potions. Boots of speed, or haste or whatever they were called would also be appreciated.

 

I'd default him as a support character who heals, buffs, debuffs and summons fodder (and suggest both lvl 6 slots be reserved for planar ally and earth golem) but the main idea is that between the two books he should be flexible enough to fill any role required after a quick nap.

 

I'm terrible with bios so my character is someone who simply hates to talk about himself.

 

Is that detailed enough or do you need specific things like number of hit points, memorized spells ect?

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oooh neat! a competition.

 

I can't remember anything about the Watcher's Keep thing, buuut I'd want to participate. not sure about the gear, pick something stylish, so I'd be pimpin'.

 

anyway. I happen to have a lvl 30 drow paladin left over from my ad n d days. I guess we can make it a middle of his career. if there are no drows in WK then just make him human with my avatar as the portrait.

 

fighter 4/paladin xx (originally he was a ranger turned paladin, but I'm afraid doing it this way in BG will hurt the party), not sure if you need me to tell you his stats, but his lvl 1 attributes looked something like this: str 17/dex 13/con 12/int 16/wis 16/cha 14 (my DM gave me 3 tries to roll 'em, this was the best I could do) - everything extra goes into charisma, naturally. originally he was a dual-wielding paladin with all the necessary feats to make it work. but feel free to change that to your liking.

 

for the sake of role playing I had to make a lawful evil drow ranger, exiled from his city he decided to follow in Drizzt's footsteps and try his luck on the surface. long story short he met a paladin of Lathander (iirc) who wasn't immediately repelled by Shiver's (yep, that was his name, feel free to change it) looks. they grew to be friends and took part in a couple of campaigns together. under paladin's influence, being lawful and intelligent, Shiver shifted towards the 'good' alignment. during one of the missions, in the outskirts of Raven's Bluff (iirc) his paladin friend got killed. his last wish was for Shiver to embrace Lathander and so he did. Shiver swore to protect the innocent. he also wears his friend's full-plate armor as a memorabilia. never takes it off. from that day he would travel wherever help was needed. of course he didn't become paladin right away. while he was in Amn, it was actually in Baldur's Gate where he approached priest of Lathander and took up on a bunch of quest to receive their blessing. he succeeded and stuck to the Sword Coast for the time being, in his never ending quest for world peace.

Walsingham said:

I was struggling to understand ths until I noticed you are from Finland. And having been educated solely by mkreku in this respect I am convinced that Finland essentially IS the wh40k universe.

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Why not Durlag's Tower? Longer, better, and not so many high level spells. But then, if you start at TOB you might nto even need to use shadowkeeper.

 

Dope an Assassin up on Time & Spike traps + 1 Assassination for HLA, then go nuts with the combo, preferably with a high attack rate & at least +3 weapon. Very useful in the final seals before Demogorgon particularly.

 

A Keldorn style inquisitor with dispel magic / etc could be useful, but since you don't want pallies, I suppose we need a Cleric. Maybe a Fighter-Cleric, high level pure clerics always seemed redundant to me in TOB.

 

Wild Mage is surely a must.

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I have no desire to pander to your whimsy, but if you don't include me in the party I will swim across the Atlantic Ocean and glare disapprovingly at you for an entire week.

 

Hurlshot should be a Cleric of Tempus with a big red axe, by the way.

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We will be taking on Tougher Demogorgon and I have the thief enhancements / tweaks mod that nerf time-traps.

 

A cleric / mage? Hmmm if you like but I've never really used one but it's ironman so if he croaks...

 

Elven paladins? Sorry but this is 2nd Ed. AD&D so no demi-human paladins. Come back with another character unless you want a lawful evil elf anti-paladin because I have the mod that supplies that, it's super twinky (it plays like an inqusitor with some serious dispel magic going on) and might assist with the general toughness of the modded dungeon.

 

Hurlie is in, but no axes for clerics, I'll make him a flail and hammer monster. The only specialist kit for a neutral cleric is Helm in BG2 but I could try and shadowkeeper in a few Tempusian powaz.

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Why not Durlag's Tower? Longer, better, and not so many high level spells. But then, if you start at TOB you might nto even need to use shadowkeeper.

 

I don't have it installed at the moment, and I'm planning an uber-TuTu session in the autumn.

 

Dope an Assassin up on Time & Spike traps + 1 Assassination for HLA, then go nuts with the combo, preferably with a high attack rate & at least +3 weapon. Very useful in the final seals before Demogorgon particularly.

 

Are you applying for the assassin slot?

 

A Keldorn style inquisitor with dispel magic / etc could be useful, but since you don't want pallies, I suppose we need a Cleric. Maybe a Fighter-Cleric, high level pure clerics always seemed redundant to me in TOB.

 

The anti-paladin out Keldorn's Keldorn.

 

If you install this component you will have a new fighter kit available

for all races: the Anti-Paladin. This is mostly for fun, and for people

who want to play evil. This variant is basically an Anti-Inquisitor. Kit

description:

 

ANTI-PALADIN: The Anti-Paladin has dedicated his life to finding and

eliminating practicioners of good magic and defeating the forces of

light, and his dark god has provided him with special abilities toward

that end. Anti-Paladins take a special joy in inflicting pain and

suffering.

 

Advantages:

- May use 'Dispel Magic' ability once per day per 4 levels (starts at

1st level with one use): ability is used at speed factor 1 and acts at

twice his actual level.

- May cast 'True Sight' once per day per 4 levels (starts at 1st level

with one use)

- Immune to Hold and Charm spells

- 'Dispel Magic' on every melee hit

 

Disadvantages:

- Basically none compared to a normal fighter.

- May not use standard paladin weapons like Holy Avengers

- May not Turn Undead

- May not cast Clerical spells

- Must be Evil

 

 

Wild Mage is surely a must.

 

Was rather hoping for a volunteer to play a sorcerer, my personal fave. Sorcerer applicants have a high chance of acceptance onto the ironman program, and indeed survival.

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Was rather hoping for a volunteer to play a sorcerer, my personal fave.
Eh, what the hell, I volunteer. Give him high charisma and low int and wisdom (duh), I mean very low. Whatever items you deem useful.

He doesn't know he's a sorcerer. He's convinced all that death he's raining is actually a manifestation of his inherent awesomeness. The party isn't an adventuring party, just his fanclub. He thinks they're going to a party and the guys they kill are anti-fans or the long line to the club.

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Are you applying for the assassin slot?

 

Will do. I suggest halfling with 18 dex, chaotic neutral, assassin kit, as I say HLAs on 1 Assassination then as many Time/Spike traps as possible. Items could include Asyferund Elven Chain +5, then Celestial Fury or that whatsitsname Shadow Thief sword of backstabbin'.

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The first six lambs to the slaughter will be:

 

Hurlshot: Child of Bhaal and Dwarven Ftr / Cleric, Chaotic Neutral, sorry Hurlie couldn't be bothered to dual-class one plus I have a great dwarf port I wanna use

 

Tigranes: Halfling Chaotic Evil Assassin (no neutral assassins allowed in BG2) and POWA BEHIND THE THRONE!

 

Oner: Neutral Evil Human sorcerer with special sociopathic powaz

 

Sorophx: Lawful Evil Elven Anti-Paladin

 

Serrano: Chaotic Good Elven Mage / Cleric with terrible taste in adventuring parties

 

Shryke: Neutral Evil half-orc Barbarian with greatsword and halberd fetish (You gotta have one, right?)

 

---

 

Obviously, the attrition rate will be very high given the deadliness of the dungeon and my propensity to drink heavily whilst playing Infinity Engine games. Anybody else want to post a character feel free, I'm sure you'll get a turn!

 

Just need to work out the whole how-to-take-screenshots and post them thing, any help on that front appreciated.

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so still in need of fighters?

 

i vote for a blade

not much of a fighter, but could have UAI for things like the GoES, plus offensive spin

 

Mwuhahahahahhaaaa see how I blatantly ignore your attempt to foist a freakin' bard on the party.

 

The half-orc I will create for you, to make up for it, get to enjoy the Soppy Bioware Romance I have planned. :: evil cackling and laughter ::

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Ah. Nuggets. :(

 

Vote i be a halfling fighter when a slot opens up. Short swords, please.

"It wasn't lies. It was just... bull****"."

             -Elwood Blues

 

tarna's dead; processing... complete. Disappointed by Universe. RIP Hades/Sand/etc. Here's hoping your next alt has a harp.

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so still in need of fighters?

 

i vote for a blade

not much of a fighter, but could have UAI for things like the GoES, plus offensive spin

 

Mwuhahahahahhaaaa see how I blatantly ignore your attempt to foist a freakin' bard on the party.

 

The half-orc I will create for you, to make up for it, get to enjoy the Soppy Bioware Romance I have planned. :: evil cackling and laughter ::

 

was worth a shot :(

when your mind works against you - fight back with substance abuse!

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The party is rolled up, the multi-classed characters are in the mid-teens and the fighters 19th level, the assassin is 23rd level.

 

So everybody is just about one level away from special high level abilities. I have given each character the sort of kit you might expect at the start of ToB, but not too much, for example Shryke starts with the Warblade +4 and the Harmonium Halberd from Planescape. He's wearing the enhanced human flesh armour and looks pretty badass, although so does Tigranes who has Celestial Fury +3, the Rogue's Ward buckler and shadow armour. And a returning dart. You gotta have one of those.

 

I'll post screenies, everybody is currently standing outside the Watcher's Keep wondering who's gonna die first.

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