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  1. - Top - End - #61
    Ettin in the Playground
     
    Honest Tiefling's Avatar

    Join Date
    Jun 2011

    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Sporeegg View Post
    If one doesn't fall in love with the one uncharismatic dude in his or her love life, certain physical attributes are attractive. When you can play bongo on the pecs one reconsiders almost any evaluation system currently in place if only to justify that one infatuation. Of course that falls off after a quick purely physical romance. This reduces the Abdel Charisma Paradoxon to just Jaheira.]
    Jaheira seems less shallow and more of a idiot. She forgot how to cast magic and keeps getting captured, but she does seem to want to help both Khalid and Abedl, genuinely. Yeah, that's not how you spell his name, but I liked Jahiera in BG:II and I hate the whole damsel in distress thing.

    She sadly reminds me more of someone with massive insecurities staying with someone because they can't do better. That might explain why she never called on Mielikki before, she didn't feel worthy due to her first marriage.

    I should probably stop before I go on an angry rant, but I must say that Redheaded Minsc in a maid's outfit is probably a better catch then Mr. McMurderface. And his butt is probably even MORE chiseled!
    Quote Originally Posted by Oko and Qailee View Post
    Man, I like this tiefling.
    For all of your completely and utterly honest needs. Zaydos made, Tiefling approved.

  2. - Top - End - #62
    Barbarian in the Playground
     
    Khay's Avatar

    Join Date
    Jun 2013

    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Honest Tiefling View Post
    I should probably stop before I go on an angry rant, but I must say that Redheaded Minsc in a maid's outfit is probably a better catch then Mr. McMurderface. And his butt is probably even MORE chiseled!
    Plus, he's got a hamster. How can you say no to that?

    ------

    I mentioned, back in chapter four, that I'm kind of struggling with these updates. The side-by-side format works best when book and game cover similar events, but we've encountered some trouble.

    In the next section of the book, Abdel sets out to kill Aran Linvail. (Uh, spoilers.) This means we're skipping a big chunk of the game, going from the end of Chapter I straight to the end of Chapter III. Chapter II is kind of important for the game, though. The sheer volume of optional content is a big part of what makes BG 2 the classic it is. I can't possibly show even a vertical slice of that chapter in one post. I can't just put it into a regular update either.

    So, today, we're looking at just the game - specifically, the Keep. (For real this time, I promise.) Let's call this one Chapter 5b. If you're just here for the book, feel free to skip this one. We'll be back to normal next week.

    Spoiler: The game
    Show
    We still have a castle to liberate. Let's... try this again, shall we?


    Screenshot

    We make it over without incident this time.


    Screenshot

    Once we arrive, Nalia fills us in on the details of what actually happened here.

    NALIA: I should have told you previously, but others abandoned me when they found out. We are beset by trolls. The main assault began just a few nights ago.
    NALIA: Worse still, they seem to have... some sort of snake creatures with them. I'd never seen anything like that, but I guess I'd never seen a lot of things.
    NALIA: Trolls are dangerous enough... I have heard they are permanently killed only by fire or acid. I don't know a thing about the other creatures.
    NALIA: Maybe they were driven here by elves, or by the new settlements south of Tethyr. I... I don't know their numbers, I only know we must rescue my family.
    CHARNAME: We need more information. A frontal assault would be a slaughter.
    NALIA: Enter north of the palisade, though a secret door along the wall of the keep. I used it to sneak out at night. Aunty never approved, but I didn't care.
    NALIA: We should go soon. Waiting will just make it worse. I'll try to lead once we are inside. After we find Daleson we can concentrate on the trolls.

    Journal entry:
    The de'Arnise Keep has been invaded.

    Nalia has told me of the danger facing her keep. Trolls have taken over, aided by some kind of "snake creature". A few surviving guards have set up a palisade outside of the castle. Her family may still be trapped inside. A servant named Daleson may provide useful information if he is still alive inside. Nalia suggests we track him down first once inside.

    The best way to enter the castle is not through the front gate, which is likely closed. A secret entrance in the castle wall is hidden behind a bush, directly north of the palisade.
    Putting scare quotes around "snake creature." I love Journal!CHARNAME. I can feel the eye-roll.

    As Nalia hints, a group of survivors have set up camp to the west. Let's talk to them first. Maybe they can help?


    Screenshot

    A few de'Arnise guards are milling around the improvised fort, as well as Captain Arat. Note that the de'Arnises are wealthy enough to be able to afford a professional guard force with a well-established command structure.

    KPCAPT01: Aye, now...so you're the <MANWOMAN> whom Mistress Nalia has brought to help us, eh? Well, you've got your work cut out for you, sure enough.
    CHARNAME: And just who might you be?
    KPCAPT01: I am Captain Arat, garrison commander under Lord de'Arnise... until the trolls drove us out. Those you see here are all that survived. (sigh) Mistress Nalia may be all the family has left. I tried to find Lord de'Arnise and his sister, but I could not. Nalia may be the last.
    CHARNAME: Can you tell me what, exactly, happened here?
    KPCAPT01: Has Mistress Nalia not told you? We were beset by trolls and yuan-ti two tendays ago... had tunneling beasts with them, so we were attacked from above and below. 'Twas little that could be done, truly enough. We fought room to room, barricading ourselves in when need be. To the last man we fought, practically. Once Lord de'Arnise disappeared, it was hopeless. I tried to find him, but there was naught to be done. Leading what few soldiers remained out was battle enough. The trolls and those yuan-ti have shut the keep up tight. I'm hoping they will merely demand ransom for our Lord...but my hope has been quickly dwindling. If you can do as Mistress Nalia asks and rid the castle of the vermin, we'd be mighty grateful. As would Lord de'Arnise...if he still lives, within.
    CHARNAME: Do you know how I might gain access to the keep?
    KPCAPT01: Nalia has told you of the secret entrance, has she not? 'Tis to the north of the pallisade, here, hidden in the wall of the keep behind some bushes. Lord de'Arnise knows of it...I've been watching to see if he escapes and uses it to flee. But I've not enough men, here, to attempt any kind of rescue. The trolls and yuan-ti have shut up the gate... the secret entrance is the only way in. Best be careful. If they know about it, there'll be no end of trouble for you.
    CHARNAME: I'll be on my way, then.
    KPCAPT01: If you enter the castle, there is one way that my men and I can assist you. If you lower the drawbridge from inside, we can draw out the enemy and engage them... The deeper you get within the keep, the more trolls and yuan-ti you'll find. Open the bridge and we will engage them. It may be your only chance. That will give you the time to search for Lord de'Arnise and Lady Delcia. I suggest you get to the courtyard and open the drawbridge as soon as possible. It's an offer, anyway...I dislike the idea of sitting out here while someone else goes within and takes all the risks. But you are free to do as you wish.
    NALIA: That's an excellent idea! Thank you, Captain Arat, you have served my father well. <CHARNAME>, we should open the bridge quickly when we've entered.
    KPCAPT01: Just be sure you've acid or fire at your disposal. Trolls will not fall to anything else. May the gods go with you. Take these arrows, they might help.

    Journal entry:
    The de'Arnise Keep has been invaded.

    Captain Arat has said that he and his men will draw off as many of the enemy as they can if I can but open the drawbridge. The wheel to open the bridge will most likely lie on the keep's wall directly above the bridge.

    I've been told that to kill a troll you must use fire against them when they fall down. Otherwise they'll get up again.
    Captain Arat supplies you with 20 Arrows of Fire, and you can find more of them inside the keep. The game really beats you over the head with this information, but for good reason - you actually can't kill trolls through normal means. You'll occasionally encounter them in various places in SoA and ToB, so consider this a tutorial of sorts.

    We switch our spell loadout to be more fire- and acid-based, then rest in preparation for the attack. I mean, sure, we could use the arrows, but spell slots are a replenishing resource while arrows are not.

    We have another dream.


    Screenshot

    This time, we find ourselves back in the library, attending a lecture held by Irenicus. The room is full of statues.


    Screenshot

    Many of our dreams are about life. All of them are about death. This one...


    Screenshot

    ... is no exception.

    Eliya's death, presumably, was peaceful. It's interesting, then, that the dream chose to show her being blown apart by a spell. This may just be for presentation, but the implication is that CHARNAME struggles to understand the concept of a non-violent death.


    Screenshot

    The lesson, according to Irenicus(?), is that living a life is nothing compared to the power to take it away. You can agree with his logic - if you do, CHARNAME destroys the other statues, and Irenicus praises you for your insight. If you decline...


    Screenshot

    ... he shrugs it off. Your cooperation is not required just yet. You can't fight destiny forever.


    Screenshot


    Screenshot

    The dream ends with screams of pain, like most of our dreams.

    Right. No idea what this was about, we have a job to do.


    Screenshot

    As Nalia and Captain Arat told us, there's a secret door just north of the palisade. It leads to a disused storeroom, and eventually the servants' quarters.


    Screenshot

    There are a few servants here, as well as the first trolls we've seen. If you are extremely fast, you can save the servants, but you probably won't be able to. It doesn't really make a difference. (Well, presumably, it makes a difference to them.)


    Screenshot

    We find Daleson hiding in a room to the north.

    DALESON: Miss Nalia! What are you doing here? You never come to the servants' quarters, at least not in my memory.
    NALIA: Thank you Daleson, but now is not the time for secrecy. These people are not my family; these are my own hirelings. Keep no secrets here.
    DALESON: As you would have it, Miss Nalia.
    NALIA: Please, you needn't display such deference on my account. My Aunty might prefer her servants cowed, but I do not.
    CHARNAME: I do not keep servants at all. Better that people are allowed to work for themselves.
    NALIA: A quaint notion, and one I would support. I think, however, that it would be hard to convince the old school of the merit of such a change. The servants themselves might also be concerned. Would they appreciate the burden of management? It might be worth an attempt, but it would not be popular here. I find Aunty is quite unreceptive to these ideas. She is old school, and believes lesser classes are best reminded of their position at all times. I disagree.
    DALESON: Right, she's one stuffed old biddy, isn't she? We got a saying for her kind we do. South end of a north-bound ogre...
    NALIA: That will do, Daleson! You will not talk of her thus!
    DALESON: M-my apologies, Miss Nalia, I...I meant nothing...
    NALIA: I'm certain you didn't. Regardless of her attitude she is still a noble in this house. Now then, we must set about reclaiming this place for my family.
    DALESON: I have news of them, Miss Nalia, though it ain't all good. Lord Arnise was alive this morning, and I saw him taken into the keep by a real big troll, biggest I seen. Probably took him down to the...
    NALIA: Cellars! The 'cellars' is what they are. I won't have them called otherwise in this day and age, despite their history. It is by my father's order.
    DALESON: Yes, Miss Nalia. He fought bravely, but didn't make it to his flail, or perhaps didn't get enough parts. There is one hidden around here somewhere, I guess, but he never told anyone where.
    NALIA: I've never seen it used. He never said why he didn't wield it more often. We should seek it out if he didn't have it with him. He was taken to the 'cellars' then?
    DALESON: As you would have it, Miss Nalia.
    NALIA: Yes it is. You are a good man, Daleson.
    CHARNAME: So we should find your father? I need to know what numbers we will be facing.
    DALESON: I seen maybe thirty trolls. They were bossing something called a 'yuan-ti', but I don't know how many of those there are. Weird things, but everything about this is odd. They seem to be going out of their way to not damage the keep. Never heard of careful trolls, but maybe they just like the cellar better. The cellar is...
    NALIA: Enough, Daleson! I...I will tell. The cellar is a relic, a leftover from a time when our family...was not as caring as it could have been.
    DALESON: Now here, I'll respect yer wishes but I'll not have you dress it up none. Tell it for what it is.
    NALIA: How dare you! I've done so much to make amends... no, no, you are right. The 'cellar' is... a dungeon. My father walled it up, but it had seen much use... I will not see it used as such again. There is no excuse. How did they...Daleson, did you tell these beasts of the cellar?
    DALESON: Never, Miss Nalia! They got but barest of service for me life. I would never...
    NALIA: Fine, I believe you, but how did they know? Father would not tell. Come, we must go. Daleson, prepare what others you can find for a return to service.
    DALESON: Yes, Miss Nalia. Oh! There was something else as well! I don't know if it will help, but I'd best tell you anyway. The big troll, he's got a whole pack of nasty looking monsters that dig like mad. I had to feed 'em, and nothing gets between them and their food. Abandoned their post for the dog stew I made. Had to kill four dogs per meal. Disgusting! They guard the main room of the dungeon, but they feed in one of the cells... to the south down the hall, in the back of the room where they first broke in. Just wanted to warn you about them. They almost killed me and all I was doing was dropping their food in the cell. Nothing keeps them from their food.
    NALIA: Thank you Daleson. Now get out of here. I don't want you getting hurt.
    DALESON: Yes, Miss Nalia. Before I go, remember to use fire against trolls when they fall down, otherwise they'll get up again.


    Journal entry:
    The de'Arnise Keep has been invaded.

    We encountered Daleson in the keep, and he informed us that Nalia's father likely yet lives...but he has been taken captive and brought to the "cellars", the old dungeon within the keep. It seems he was attempting to gather the heads for a flail, kept seperate for reasons Nalia didn't know...but she suggests it might be a good idea to find the pieces if her father didn't.

    Daleson told me that there were about thirty trolls within the keep, and one very large one that seemed to be in charge. He also mentioned the yuan-ti that seem to be here as well, though he did not know their numbers.

    The servant, Daleson, did have one piece of information that may be useful. The leader of the trolls keeps a pack of strange animals that eat dog stew, and when they get fed nothing stands between them and their food. Apparently, Daleson had to sneak into their cell, down the hall where they first broke in, to place the food there and they abandoned their posts and almost killed him to get at it.

    I've been told that to kill a troll you must use fire against them when they fall down. Otherwise they'll get up again.
    This location changes a lot depending on whether Nalia is in your party. There's some interesting alternate dialogue here, but it's also a lengthy digression from the plot, so I've spoilered it below.

    Spoiler: Class warfare
    Show
    DALESON: Nothin' personal, but thrillseekers like you get us little guys hurt. I guess you're better than nothing, and probably better than Nalia. She means well, I suppose, but she's still a noble.
    CHARNAME: What do you mean when you say that about this Nalia person?
    DALESON: She means well... a little too well. Thinks she's gotta help all of us 'peasants.' She sneaks out now and then and skulks around our taverns and such, as if it makes her 'understand' us. She may help occasionally, but we're still servants and she's still the noble. She's foolin' herself with her charity, but she tries at least.
    DALESON: If you are here at her request then you might at least mean well, though we shall see if you actually accomplish anything. Miss Nalia is a caring noble, but she is still a noble by any measure. No offense meant, but are you here to really help or are you here to say how much someone should help? Miss Nalia is a bit more talk than action sometimes.
    CHARNAME: What do you mean by that? She sure seems to care about what happens to you.
    DALESON: She may help occasionally, but we're still servants and she's still the noble. She's foolin' herself with her charity, but she tries at least.
    DALESON: I hope this all works out. Be hard finding another place as comfortable as this. Remember to use fire on the trolls when they fall down, otherwise they'll get up again.
    I find this rather fascinating. Portrayals of the nobility in fantasy fiction overwhelmingly focus on one of two stereotypes: The bad king vs. the good king. Nalia's personal struggle is aboutthat she isn't content to merely be a good noble - she wants a more personal relationship with the commoners, which is something a feudal society doesn't permit. At the same time, Nalia won't break with the feudal system.

    Nalia, in modern terms, is something of a champagne socialist. She really thinks she's fighting the good fight, and, to some extent, she is. Nalia makes a point of learning the names of all the employees, and they'd much rather work for her than her peers... but they still roll their eyes behind her back. For all her talk, Nalia isn't above using Invoke Privilege whenever a member of the underclasses gets mouthy. (That's a spell-like ability you can use as a standard action once the present value of your net worth exceeds 500,000 GP.) She's still kind of a cliché, but a relatively interesting one. Most (Western) fantasy fiction isn't interested in questioning the basic premise of a feudal society, even superficially.


    The ground floor is relatively straightforward, all in all.


    Screenshot

    There are a few trolls to fight, but they mostly show up alone. This is to get you used to troll mechanics, I think. You have to deal a certain amount of damage to them. Once you cross the threshold, the troll drops on the ground, and then you have to deal fire or acid damage to kill them for real.


    Screenshot

    We fight our way to the courtyard. These dogs here are involved in an optional sidequest, but more on that later.


    Screenshot

    We open the gates...


    Screenshot

    ... and the remaining guards charge, drawing some of the occupying troops out into the courtyard.


    Screenshot

    We'll be getting some support from the de'Arnise guards for the next bit. Note that they are equipped with fire arrows and that the garrison employs both Clerics and Mages. I never really thought about this when I played this game back in the day, but the de'Arnise garrison is a one of the more professional fighting forces we've seen so far.

    The way upstairs is clear now, so let's continue.


    Screenshot

    The second floor is roughly similar to the first - trolls and more trolls. Most of the doors are locked, including the door to Aunty's room, so we have to explore a little.

    Eventually, we reach the library, which holds this quest's mid-boss:


    Screenshot

    The Yuan-Ti Mage name-drops the leader of the invaders (Tor'al), then attacks you with his troll buddy. Said troll buddy splits into two smaller trolls upon death, which is apparently how they reproduce. (Ew.)


    Screenshot

    This battle is our first experience of a proper mage fight. Yuan-Ti Mage has a Contingency in place (Stoneskin + Minor Spell Turning), he has a meat shield (the troll) and he can cast some genuinely dangerous spells (mostly Chaos). A party wipe is unlikely, but you could lose a party member if (say) Minsc fails his saving throw.


    Screenshot

    Defeating him nets the Keep key, so we can now explore the rest of the level.


    Screenshot

    You know, I have been wondering about that. Everything we've seen so far suggests that the de'Arnise garrison is competent, professional and well-equipped. Where is everyone?


    Screenshot

    Ohhhhh. Yuan-Ti Mage, you cad!

    Here's a fun bit of trivia: You don't actually have to kill Glaicas. He's under a charm, see, and you can dispel the charm to end this encounter without violence.


    Screenshot

    KPGLAI01: (uhhh...) Wh...what's going on? What's happening here?
    CHARNAME: You were charmed, I believe, by the trolls...
    KPGLAI01: Yes...yes, I remember now. It was...it was horrible! Oh, thank you so much for freeing me from that enchantment!
    KPGLAI01: You...you must find the leader of the trolls...TorGal, I believe his name is. You must find him and kill him! If he falls, the rest of his minions will flee.
    KPGLAI01: I am afraid that I do not know where he is, though...or where Lord de'Arnise is, exactly. I...I wish I did. But I think I do know something that might help you...
    KPGLAI01: Lord de'Arnise was looking for a flail that belongs to him...it was disassembled long ago and the heads spread throughout the keep. I was helping him search when we were captured.
    KPGLAI01: He said it had powers of flame and acid and the like...things that would have aided us greatly against the trolls, had we found them in time. I...have the first of the heads with me, still...you may have it.
    KPGLAI01: If you find the other two heads, you could assemble the weapon. Lord de'Arnise and I were heading to the hidden forge. He said it was behind a secret door in the armory on the keep's first floor. That might be a good place to look.
    KPGLAI01: I cannot thank you enough for releasing me. I...I would help you, more, but I simply cannot face them again. I...I wish you well...

    Journal entry:
    The de'Arnise Keep has been invaded.

    Lord de'Arnise's bodyguard, Glaicus, was charmed into serving the invaders, but I charmed him back to normalcy. He informed me that the leader of the trolls is named TorGal, and that before he was captured Lord de'Arnise was trying to gather three heads of a magical flail that had been disassembled. It would prove a very effective weapon against trolls with its powers of fire and acid. Glaicus gave me one of the heads and said that another might be in a secret panel behind the armory on the first floor.
    The game gives absolutely no indication that this is an option, and the script that handles it frequently breaks, but it's still pretty cool. I think this is the only time this kind of trick actually works. (You have to hit him with a Charm Person. If his circle turns green, reload. If it turns blue, the trick worked. You can then wait for your spell to expire, or cast Dispel Magic at him, and then you can initiate dialogue.)

    We'll come back to that flail business in a second. First, we should really try to find Aunty.


    Screenshot

    We can now unlock her room. We find another soldier inside.

    KPSOLD01: Hold! How did you -- Mistress Nalia! Is it...is it really you?!
    NALIA: Hendron? You're alive! What are you doing here?
    KPSOLD01: I barricaded us in here to protect your Aunt, my lady. I have fought few trolls...I think they are not interested in either of us. What they are doing, I cannot say.
    NALIA: We are here to deal with the invaders, Hendron, and save whomever remains. I...am glad Auntie is still safe. Will you go to the palisade with her, Hendron?
    KPSOLD01: I will go where your Aunt goes. I have sworn to protect her, and I have maintained my oath thus far. It is...it is just...
    NALIA: Auntie is a real pain, huh?
    KPSOLD01: ...well...yes...
    NALIA: Don't worry. I'll talk to her.
    Auntie sounds nice. This soldier may be wishing for death at this point.


    Screenshot

    Fun fact: The engine allows for conversations to be interrupted by other conversations. The games never use this intentionally, because it can cause scripts to break - breaking the dialogue system is a vital speedrunning strategy - but it certainly fits Lady Delcia Caan's personality.

    DELCIA: Oh, 'tis like a nightmare! Yet more hooligans tracking their filth through the halls. We shall have to vacation for a tenday while the whole building is deloused. I'll tell you the same as your leader, you'll get no more from me than condemnation. Marching into a home as though you belong... what is the world coming to?
    NALIA: Aunty, please! We have come to rescue you!
    DELCIA: Nalia? Oh, my dear, what have you brought home with you this time? I have told you about consorting with such creatures, you will only end up like your mother.
    NALIA: Yes, yes, yes, you have told me a hundred times or more about my mother's death. I'll thank you kindly not to do so again.
    DELCIA: It bears repeating my dear. She would slum as you do, offering charity to those beneath her, and her reward was a pestilence that took her life. Do try to keep the dignity of your station above such things, will you? Ahh, my words are for naught, or you would not be here at all. What dregs have you brought to our home this time?
    NALIA: Aunty! Treat them with respect! Would you rather die than accept help from the commoners? We could learn compassion from these people.
    DELCIA: My dear Nalia, I wouldn't turn down the chance to live another day, but living another day as... one of them... You soil yourself dealing with your lessers.
    CHARNAME: The measure of a person is the quality of their life and how they live it, not how they are judged.
    NALIA: Oh no, please don't get her going...
    DELCIA: Of course you measure worth that way, you have no choice. Realize however, that your scale is within the larger truth: Some are born to rule, others to follow. I merely wish that people respect the borders that fate has placed them within. I meant no disrespect other than that which you are already due.
    CHARNAME: I'm just going to stand here in stunned silence for a moment.
    NALIA: Aunty!
    DELCIA: Try to contain the drooling from your slack jaw, it's bad for the floor. Coming Nalia? I suppose not. Go where your 'friends' bid, I will wait where it is safe. And if you would, Lord Arnise is still at the mercy of the beasts below. He is Nalia's father, and I believe they are trying to get him to reveal something about a cache of gold. I doubt he will say a word. He's as soft as Nalia at times, but he does not lower himself to dealing with his lessors.[sic] Do rescue him, will you? It is your duty, I believe.

    <DELCIA leaves with HENDRON.>

    YOSHIMO: I wonder what such a woman would do if forced to live in poverty, for once. Be the most noble woman of the gutters, I suppose. Some dirt would look good on her gilt, however.
    NALIA: Rather an amazing bit of restraint on your part, and I appreciate that. She is decent enough, but very set in her ways and hard to deal with. Come, we must rescue my father.

    Journal entry:
    The de'Arnise Keep has been invaded.

    Nalia's aunt, Lady Delcia, has been rescued. She has gone to leave the keep on her own, now that I have cleared the path. The fact that she has left is...ah...something of a blessing.
    Lady Delcia is deeply, deeply unpleasant. You can have a somewhat civil conversation with her with a very specific setup - 17+ Charisma on CHARNAME and a party that contains Jan and Valygar but not Nalia, Jaheira or Keldorn - but you've seen what she's like.

    Delcia's room contains a back door that leads to the treasure room, which is definitely worth a visit.


    Screenshot

    The statues hold some powerful magic items. If you take one, it wakes up some of the golems, who then attack you. So what you do is you kill the golems one by one, then take the items.

    You can also find the third head for the Flail of Ages here. The Flail of Ages +3 is one of the best weapons available at this stage of the game, so make sure you pick that one up.

    Anyway, it's time for the "cellars."


    Screenshot

    They sure look inviting! The door to the south leads to the digging beasts Daleson mentioned, which turn out to be Umber Hulks. We could bypass them by making dog stew, but I'm not in the business of killing puppers.

    The main thing that makes Umber Hulks dangerous is their Confusion gaze attack, but Jaheira has access to Chaotic Commands now, and CHARNAME can use Enrage. Buff up a little...


    Screenshot

    ...and, with the Confusion attacks countered, it's a straightforward melee fight. The way to TorGal is clear now.


    Screenshot

    He's a big ol' troll, as expected.

    TORGAL: Weak grrthunks! Me smell you! You stupid to come here! TorGal kill you all, make you food for Rocksmash pack!
    NALIA: We've come to get you out of my home, monster! You will leave this place or die here!
    TORGAL: TorGal not die here! Only stupids who stay will die! Why you here? Too stupid to take gold and go with other grrthns?
    NALIA: I am here because this is my home! You will pay for this affront to the dignity of this place!
    TORGAL: You live this place? Then thrrgle you die! That was deal, and you die for sure! Rocksmash pack keep deal for stronger!
    NALIA: What?! What deal? Someone put you up to this? Who was it? My father will have them quartered!
    TORGAL: Father dead! That deal when he not talk! You die too, and TorGal not say anything to ggrthle stupid! That deal too, and Rocksmash not break good deal! You die like should!
    NALIA: No! Tell me who did this? If you are just the hired ruffiens, who put you up to it! Damnation, you will tell me! Make him talk, <CHARNAME>!
    TORGAL: TorGal not talk! Rocksmash not talk! You not talk! We fight, then Rocksmash eat tthhrgunts! No Talk!

    Journal entry:
    The de'Arnise Keep has been invaded.

    We have finally encountered TorGal, the leader of the trolls that have invaded the keep. He intimated that he and his pack made a deal with some outside force...perhaps to make the attack in the first place and kill the family? Unfortunately, battle broke out before any more information could be found out.
    TorGal attacks. Like I said, he's pretty big, and he has a few troll friends to accompany him, but he's just a fighter. He has a lot of HP and hits for a lot of damage, but... that simply isn't a challenge anymore.


    Screenshot

    Lord de'Arnise, unfortunately, is already dead.


    Screenshot

    There's no answer on who "stronger" is, or why (s)he is employing trolls and Yuan-Ti. This is another abandoned story arc - the quest ends here.

    Let's... just get back to the surface. We'll have some of the guards retrieve the body later.


    Screenshot

    Nalia has been thinking.

    NALIA: My...my home. My father...what is left? Someone has done this...but who...
    CHARNAME: I feel as though my work is not done. I could not save your father and I am sorry.
    NALIA: I am thankful, and I will give you what reward I can. Now that father is gone I have to...oh no. Uh, could I persuade you to...uh...no. No, forget it.
    CHARNAME: What is it now? Speak up, I'll not lose sleep tonight wondering what you would have said.
    NALIA: It's... it's a matter of what happens now. I am... betrothed to a man I do not wish to marry. Father said he would stall as long as I wished him to, but now he is gone.
    CHARNAME: I see. You wish a marriage of convenience to stave off the advances of your intended.

    [This option shows up regardless of CHARNAME's gender, though the phrasing is a little different if she's female.]

    NALIA: To you? Nothing so distasteful. That would hardly be an improvement; no one would believe I would prefer the likes of you. Err, no offense intended. Really.
    NALIA: No, what I propose is something different. I doubt it will fool many people regardless, but it would save my home from what is sure to be ill use.
    NALIA: Here is the problem as I see it. My father... had regular dealings with the Roenalls, though at times I am sure he viewed them with as much distaste as I do.
    NALIA: They epitomize what I hate about nobles. Everyone is beneath their status, and if you wish any respect you must be of their social number.
    NALIA: All others are treated as dirt. My father had dealings with them, but he was not like them. They tolerated him because of his wealth and willingness to conform.
    NALIA: My father was born with a title, but he demanded that people distinguish themselves through deeds. He obeyed etiquette, but he did not hide his distaste for it.
    NALIA: My father earned his living while others squandered. The Roenalls sought to increase their links to him through marriage. They are powerful, he reluctantly agreed.
    NALIA: I was betrothed to Isaea Roenal, a brat of a man. Now they will surely push the arrangement, and I will be forced into a life of quiet nobility.
    CHARNAME: And so you will become part of the system you hate. What recourse do you have?
    NALIA: I propose a partnership, in secret of course, wherein you assume title to this place. You will become the figurehead of the keep, and I will be a ward of sorts.
    NALIA: It is my right as heir to choose who leads this place. I couldn't stand before the Roenalls effectively. You, with your... talents, would prove a daunting figure.
    CHARNAME: <PRO_LADYLORD> <CHARNAME>. I like the sound of that.
    NALIA: It's not uncommon for a fighting <PRO_MANWOMAN> to take possession when the lord of the manor is... dead. With you as head this place will continue to honor my father.
    CHARNAME: I accept. It will be an honor to guide this place through its troubles.
    NALIA: Wonderful! They can't force me out now, and Isaea can forget the blasted betrothal. You are now master, within reason. I remain blood heir, and can take it away.
    NALIA: We can leave, though you are welcome to inspect or organize as you see fit. The servants will return this place to order. Again, I thank you.

    Journal entry:
    The de'Arnise Keep has been cleared.

    After a difficult battle, the keep of Nalia's family has finally been cleared of its troll invaders. Unfortunately, Lord de'Arnise could not be rescued and had been killed by the troll leader, TorGal. Nalia, however, remains alive...although her future in her own keep seems anything less than certain.
    I'll be honest: I don't quite understand the Amnian (Amnish?) legal system.

    The game then teleports us inside the keep, where the majordomo explains the details of the arrangement.


    Screenshot

    KPDOMO01: Greetings to you... your grace. I...ah...I understand from Mistress Nalia that you are to be the new proprietor of the keep and the surrounding farmlands, yes?
    CHARNAME: Yes, that's right.
    KPDOMO01: Very well then, I am the Major Domo of the castle, or at least, I served as such under Lord de'Arnise. I am certainly willing to serve you in the same capacity.
    NALIA: I can vouch for him, <CHARNAME>. He's served my family for a long time, and well...and there's nobody else, really, who can do his job around here, anyway.
    KPDOMO01: As the Lady says, I suppose. I run day-to-day operations in the keep, handling servants and any minor problems that occur with the farmers or others on your land. I also ensure that taxes are collected and kept in the coffers here. If you wish to change taxes from how they were under Lord de'Arnise, just tell me. A large amount of the coin will go into rebuilding the keep's depleted force of men-at-arms, and into maintaining the keep and its staff. But I estimate you will still gather, say, five hundred gold pieces per week. If you wish to access that, you have but to come to me. As for the major decisions, well, I suggest you return at least every couple of weeks. If there is anything critical, a runner will find you, if they can. There is...nothing that requires immediate attention. The servants will be cleaning up, and I am sure funeral arrangements have yet to be made for Lord de'Arnise. Have you...any questions, then?
    CHARNAME: So...the keep is all mine, then?
    KPDOMO01: Yes, my <PRO_LADYLORD>, all yours, as Mistress Nalia stated. A few servants remain, and some new ones have been hired. You are free to explore, as you will.
    CHARNAME: How big is this land, anyway?
    KPDOMO01: Well, I am sure you have seen the keep itself. You will also lord over a large area of surrounding land. There are no settlements, per se, but there is rich farmland. Lord de'Arnise always got on well with his people, as did most of his forebears. It is peaceful here...usually. You should have little problems, I would think.
    CHARNAME: Tell me how things fare.
    KPDOMO01: Not much has changed. I have kept the same forms that Lord de'Arnise wished, arranged minor matters of justice, but...that is merely here at the keep. Is there anything else that you might need from me?
    CHARNAME: No, nothing at the moment.
    KPDOMO01: As you wish, my <PRO_LADYLORD>.
    We have just gained a stronghold! If you do this quest as a fighter or a monk, and accept Nalia's offer, you receive de'Arnise keep as a quest reward. (Other classes have other strongholds.) This starts another quest chain, Ruling the de'Arnise Keep and Lands. Every week of in-game time, there'll be a small task for us, mostly involving matters of justice, defense and administration. The game tracks how the peasants feel about your rule; with each dilemma, there'll be some options that upset the peasants and others that please them. You normally receive 500 gold a week, but you always have the option of rounding up another 1,000 GP at the cost of seriously upestting the peasants. If you trigger a peasant revolt, you lose your keep, so... don't do that.

    It's a cool concept, though the execution is a little lacking. There's never any real choice involved. This is no Vigil's Keep; it's not even a Crossroad Keep. There aren't any branching paths. Instead, each problem has a "good" and a "bad" choice, and the good ones usually involve paying money to make the problem go away. They rarely cost you more than 500 - 1,000 GP, and that barely qualifies as spare change for a mid-level adventurer. You can't even exploit the keep properly - sure, you can never pay anything in and only barely stay below the revolt threshold, but what are you actually gaining from that? 500 GP per week? Pff.

    The whole thing almost feels like a commentary on how broken the D&D economy is. As an adventurer, we have enough money to just outright (say) pay off everyone's debts. This despite the fact that our only source of income is selling junk we find on the ground.

    Also, I question the wisdom of appointing a <PRO_LADYLORD> who spends most of their time putting themselves into mortal danger far away from their lands, but that's neither here nor there.

    (AUDIENCE PARTICIPATION: I'd love to hear your thoughts about the strongholds. I think it's a cool idea, but the events are spaced out too far, and a lot of them don't make a lot of sense with an absentee CHARNAME. De'Arnise Keep is bad enough, but the ranger hut is probably the worst one. Which stronghold do you like best? I think the Planar Sphere is the coolest stronghold, but I actually like the Five Flagons playhouse best, mostly because it has a quest line that actually works given a frequently absent CHARNAME.)

    Anyway. Liberating the Keep pays very well, and there's a lot of valuable loot, so... worth it.


    Screenshot

    We're not quiiiite at 20,000 GP yet, but we can head back to Athkatla and offload some of the junk we picked up. We'll see how things develop from there.

    ... next time.
    Last edited by Khay; 2018-07-14 at 05:50 AM. Reason: re-uploading screenshots

  3. - Top - End - #63
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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    As far as the keep stronghold goes, yeah, its pretty boring. In PnP AD&D you could actually use such a keep to field a small army to help you on your various adventurers in the region, but obviously Amn wont let you do that, because theyre poopheads, so you get some peasant farms instead.

    Something that would be interesting is if you had to keep Nalia placated as well. Drop her off in the middle of nowhere and she takes your keep away, stuff like that. And then give you the option to, say, turn it into a bandit fortress for fun and profit, or a bastion of law and justice, or just turn into a paranoid hermit and shoot everyone without taking their stuff.
    “Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    I actually preferred Nalia to Aerie, but I usually stopped using Nalia because I felt like she wouldn't care much for tromping around the wilderness when her people need her, idealism and naivety and all. Dropping her off there made me feel better about not really administering my place. She did say I was going to be a figurehead after all...

    I wonder what McMurderFace would have done with the keep. Any guesses, folks?
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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Honest Tiefling View Post
    I wonder what McMurderFace would have done with the keep. Any guesses, folks?
    I cannot see Cha 7 Abdel even being seriously considered heir to the keep. So probably sleep with Nalia during Jaheira's absence, kill Roenald in a fit of rage and being driven out.

    AUDIENCE PARTICIPATION: I'd love to hear your thoughts about the strongholds. I think it's a cool idea, but the events are spaced out too far, and a lot of them don't make a lot of sense with an absentee CHARNAME.
    My first DM and school buddy had an affinity towards Half-Elf Rangers for almost 2,5 years. He even wrote small fanfics for his "Totally-Not-Drizzt" CG Ranger but he loved the tiny hut the rangers get. It would make perfect sense for his character too, as he imagined after the events of ToB that his pregnant wife Aerie and his ranger would settle there. It was a really cheesey finale for his characters.

    Meanwhile I played SoA thrice. Once with a Cavalier where I killed Firkraag (and gave Casomyr to Keldorn as the Cavalier was Sword and Board) and only today learned why my character never got around to a stronghold. I thought I had to settle with Firkraag's empty dungeon as "hold".

    Then I played a CN Blade and rather enjoyed the Six Flagon's and the interdimensional quest linked to it. Also dealing with the "colorful" actors. I think the run ended in Spellhold out of boredom. I ruined Jaheira's romance by being a romantic fop or something like that.

    When I finally hit my 'edgy' phase, I enjoyed my NE sorcerer run. I was truly enjoying evil. I remember the sphere being entirely pointless to me because I was expecting to travel the planes with it (my teenage mind could grasp this was limited to additional maps but I was disappointed to find it was immovable). But I enjoyed BG's brand of "douchebag" evil.

    I think I also talked to someone about the thief stronghold, but we agreed that the stronghold system is a fine idea but not that important (or well done). Basically a money making mini game.

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    It's been too long since I played BG II (but on my way now, just gotta finish a run through BG first because I want the whole experience) so I can't say what my favourite quest was, though I remember most of them being pretty great. But no, the greatest Stronghold is, to my mind, the Mage stronghold. But I honestly only found that and the Bard stronghold to be somewhat engaging and intriguing. The thief guild had an interesting management mini-game, but it's plot was rather... dull. The Cleric stronghold was really dull, with painfully obvious paths (and just painfully moronic in the case of Talos. Seriously. No one would worship at a church where the priests are liable to murder you for worshipping at said church!). The Fighter keep had no real interesting choices. It was just "pick the right choice while waiting for the invasion". And I don't even remember the Paladin, Ranger or Druid stronghold.

    Even then, the sphere seems really underutilized. Teaching students is all well and good, but I'd want them to do something more with it. There's no actual teaching. Just "make me X magic item". Why would you even CONSIDER making a student try to write a Scroll of Meteor Swarm. And you don't brew a potion even once during the quest, but that's what your apprentice will do for you. It'd be so much more fun if they added just a bit... more to it. In the Keep you could be called upon to act as judge for random cases. The thief's guild could occasionally have great heists for rare magical items. Your mage students could actually stay on for longer and you could perhaps show CHARNAME doing some actual teaching beyond "make me stuff!". And perhaps have your apprentice turn gemstones into spellscrolls and potions, getting better and better to craft higher level stuff.

    The game is great as is, but the Strongholds really need expansion pack mods.

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    I finished BG:EE/SoA/TOB as a Kensai/Mage. I probably should have gone for the sphere, but I couldn't not help poor Nalia. As I said, I just parked her there and pretended that she was running it, which didn't really help the immersion as it was less my stronghold and the stronghold I picked up to help out a buddy. The fact that I used the money I got from the keep and threw it back at the keep's problems does make for a few issues in the roleplaying department. That being said, the brief sidequest with the funeral and marriage proposal was entertaining, but not entertaining enough for me to say it was a good choice.

    I was thinking of trying the evil priest stronghold, but since I'd be locked to being a follower of Talos, I just can't do it. I can't even see many of the evil characters wanting to hang around a completely unsubtle follower of Talos. Evil options in BG:EE seem both illogical and unrewarding in many cases. Ah, but Dorn Il-Khan probably has the most chiseled butt of all coupled with a decent charisma score.

    And while he's pretty open about what he is (he reveals his powers in a fight), Dorn from what little I saw has a big thing abut loyalty and honesty. At least he's not openly trying to overthrow you like Edwin or insulting you constantly like Viconia. So I'd say he's probably one of the reasons to try the evil play through.
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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Sporeegg View Post
    I remember the sphere being entirely pointless to me because I was expecting to travel the planes with it (my teenage mind could grasp this was limited to additional maps but I was disappointed to find it was immovable).
    Oh man, I was emotionally devastated to learn I couldn't use the sweet magic spaceship to actually go anywhere. I picked up spare demon hearts and everything!

    Quote Originally Posted by Honest Tiefling View Post
    I was thinking of trying the evil priest stronghold, but since I'd be locked to being a follower of Talos, I just can't do it. I can't even see many of the evil characters wanting to hang around a completely unsubtle follower of Talos. Evil options in BG:EE seem both illogical and unrewarding in many cases. Ah, but Dorn Il-Khan probably has the most chiseled butt of all coupled with a decent charisma score.
    Quote Originally Posted by Maryring View Post
    The Cleric stronghold was really dull, with painfully obvious paths (and just painfully moronic in the case of Talos. Seriously. No one would worship at a church where the priests are liable to murder you for worshipping at said church!).
    I have some philosophical issues with CHARNAME being a cleric of any particular deity - that has to be really awkward for the deities too - but Talos is easily the worst of the bunch, yeah. I can see why you'd have to give tribute to Talos and/or Umberlee if you work in certain industries, but why the heck would anyone willingly worship either of them? I've actually never completed an evil playthrough either, partially because the reputation system so strongly discourages it. It might be interesting to look at evil paths in RPGs in general... you can probably get a lot of material out of contrasting Planescape: Torment and Baldur's Gate alone. Plus, like, Mass Effect or something.

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Khay View Post
    It might be interesting to look at evil paths in RPGs in general... you can probably get a lot of material out of contrasting Planescape: Torment and Baldur's Gate alone. Plus, like, Mass Effect or something.
    I consider myself pretty fluent in English. That said, being a non-natural speaker rears its ugly head sometimes, so if you'd be kind enough to elaborate on the meaning of this sentence, I'd be grateful indeed.
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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Mordokai View Post
    I consider myself pretty fluent in English. That said, being a non-natural speaker rears its ugly head sometimes, so if you'd be kind enough to elaborate on the meaning of this sentence, I'd be grateful indeed.
    Sorry! I'm not a native speaker either. I often get lost in my own sentences.

    Here's what I meant: A lot of traditional (Western) RPGs let you choose whether your hero is good or evil. Some games have a dedicated evil path, like Arcanum, while others just have it as a roleplaying option. In Baldur's Gate, an evil CHARNAME is kind of a petty douchebag. In Planescape: Torment, an evil Nameless One can be an exploitative bastard. In Mass Effect, an evil Commander Shepard is all about the means justifying the ends (and also a human supremacist.) I think it could be interesting to compare these.

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Khay View Post
    I have some philosophical issues with CHARNAME being a cleric of any particular deity - that has to be really awkward for the deities too - but Talos is easily the worst of the bunch, yeah.
    Why wouldn't CHARNAME become a priest? They don't know of the heritage. The gods might or might not know of the heritage. And some might decide that redeeming/corrupting a Bhaalspawn is a good way to show their godly-peen.

    Quote Originally Posted by Khay View Post
    I can see why you'd have to give tribute to Talos and/or Umberlee if you work in certain industries, but why the heck would anyone willingly worship either of them?
    Do you want to shoot lightning out of all extremities, murder your foes and learn how you can solve any problem with MORE LIGHTNING!?!?! That's probably why. I get that some gods would be feared and that the fear MIGHT qualify as worship, but...I really think they're just hard to RP, especially with the way the game and the NPCs are written.

    Quote Originally Posted by Khay View Post
    I've actually never completed an evil playthrough either, partially because the reputation system so strongly discourages it. It might be interesting to look at evil paths in RPGs in general... you can probably get a lot of material out of contrasting Planescape: Torment and Baldur's Gate alone. Plus, like, Mass Effect or something.
    Probably. But with an evil party, you are probably swimming in gold. Only issue is people complaining about you doing good deeds so people don't murder your Orcish or Drow teammates. Goddamnit Dorn, stop complaining about me rescuing a small child so we don't have an army trying to hunt down your chiseled butt. You too, Missy! Or we're going back to the desert!
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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    "I'm disappointed by our lack of progress." Viconia complained as the party trudged up the steps to the decreipt temple of Bhaal for the final confrontation with Sarevok.

    ... yeah I don't get it. I can understand NPCs getting frustrated with spending time on tiny, insignificant tasks that are nonetheless good like returning a kitty to an orphan. But Viconia getting pissy because I peacefully disarm a killer and send him to a temple for redemption, and in the process get an even greater reward? That's just... stupid. She fled from the Drow because while she may be evil, she's not Drow level stupid evil.

    Also, CHARNAME and his/her group is the only thing that stands between Viconia and the racist mobs so even then it'd make sense for her to stick around with a group that tolerates her presence, even if they're too good for her tastes. Not to mention, it's that same goodness that saves her life, twice.

    Anyhow, I can see why people would want to become Clerics of Talos or Umberlee. They get evil powers that they can be evil with. But I don't know why any civilians would bother to visit them more than they have to. Right in, drop off an offering, and then get out. If you're a Cleric of Talos, your quest literally involves pettily murdering your congregation.

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    The Reputation stat serves a dual function. On the one hand, it's your literal reputation. Much more importantly, though, it's a morality meter: it measures how good or bad you are, not merely how good people think you are, so you gain or lose reputation even when you're in disguise and no one ever learns what you did.

    Viconia doesn't object because you're dissembling or care what other people say about you. She objects because she knows she's following a goody-goody.

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Kish View Post
    Viconia doesn't object because you're dissembling or care what other people say about you. She objects because she knows she's following a goody-goody.
    Pfffft. She's a Sharran drow, both of which should know better and try to manipulate a goody-goody two shoes. She's just being lazy and whiny. Don't make me turn this party around, woman!
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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Kish View Post
    The Reputation stat serves a dual function.
    We know. But way before Baldur's Gate was a thing people differentiated between morality and public reputation. Because both are incredibly different things. But it is handled well in the games. The problem is that the evil NPCs are rather stupid evil. They revel in being hunted by the law and openly antagonizing their closest allies because capital E - vil.

    Of course I understand that they may enjoy evil for evil's sake and prefer power over the low man's opinion of themsleves. But even the snarkiest moustache-twirling monster will have a real want not to be hunted by the Cowled Wizards or the Flaming Fist nor would they want shops shut down on them.

    How exactly does an unarmed shop owner 'close' down on a mercenary brigade of dangerous and armed evil people? I can understand high level wizards or the Friendly Arm refuse services. But a simple merchant?
    Last edited by Spore; 2018-01-18 at 12:31 AM.

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    You say "we know," and yet you assert in the same breath that the evil NPCs value having a bad reputation ("being hunted by the law and openly antagonizing their closest allies"), not being actually evil.

    So I'll just answer the specific question: The shops never close down, they just mark up their goods; and in any event, as you know if you've ever been caught trying to steal from a shop, they can summon guards automatically if they want. You're only as scary as you can actually back up.

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Kish View Post
    You say "we know," and yet you assert in the same breath that the evil NPCs value having a bad reputation ("being hunted by the law and openly antagonizing their closest allies"), not being actually evil.
    You know what. You are right. But they are the only one's comfortable enough for my character to evolve some sadistic tendencies. A lot of the evil dialogue options are pretty snarky and sadistic, combined with the cynical Journal!Charname this mixes into a pretty cocky saturday morning cartoon villain (that is antagonized by more convincing villains like Sarevok and Irenicus).

    Oh I have accidentally rescued you while diving through refuse-filled dungeons in search of ancient power and shiny trinkets? You sound like you would worship the ground I walk on and will carry the word of my deed out into the world? Nah, I have to stab you for that, or my peers think I'm having a weak sword hand/magic finger.

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    I feel like the developers didn't quite think the reputation system through. It acts as a Light Side/Dark Side meter combined with a fame meter. It's a bit weird if you're playing an Evil character, because you are given a strong mechanical incentive to keep it as high as possible.

    In Chapter 6, we crash at Aran Linvail's place for a bit.

    Spoiler: The book
    Show
    Bodhi has supplied Abdel with everything he needs, including a hidden route into Aran Linvail's house. This, at last, is so obviously fishy even Abdel notices.

    Abdel had been set up before. As a sellsword, he spent most of his life being set up in one way or another. He was paid to do the dirty work for this merchant, that trade guild, or the other petty principality. This was a setup, this assassination of the assassin Aran Linvail, and Abdel knew it, but he had no choice.
    (...)
    He hadn't slept except that period of time he'd been unconscious. His head felt heavy and thin at the same time. He took a deep breath and exhaled with a whisper, "One more time."
    This is clearly a terrible idea. Remember that this is a guy who (apparently) resisted the call of Bhaal in the last book. Remember that Abdel is supposed to be Chaotic Neutral. He's not given to introspection, true, but the very concept of "not having a choice" should be foreign for him.

    Abdel is currently hiding in a closet in Aran Linvail's bedroom, which is why he's wondering just how his life went that far off-track.

    In the bedroom beyond where Abdel stood ready, Aran Linvail was making frivolous love with a girl who was obviously no stranger to frivolous lovemaking. (...) He was hiding in the closet because he didn't want to kill the girl. He wanted Aran Linvail alone.
    Abdel is also holding on to some of that character development. Fair enough, actually. This is a change from last book's Abdel.

    Aran and Nameless Woman continue getting it on. After an uncomfortably long time, Abdel hears a grunt, followed by a a slap and a dull thud. He figures that's probably a good opportunity to come out of the closet.

    She was young — not too young but young enough. She was pretty. Her hair was a dull red color, and her skin was freckled all over her slim body. She was holding the left side of her face, but she wasn't bleeding. She looked surprised.
    Aran Linvail had suffered a terrible injury some years before. His face was horribly scarred — it was a mass of scars. One eye was closed, gone all together.
    Yeah, no, I don't think I want to know which age would be considered "young enough" by the narrative.

    Aran Linvail leaps out of the bed and runs outside without missing a beat, which confuses Abdel for a moment. He wasn't expecting a reaction quite this fast. The woman shrugs, and Abdel chases after Linvail.

    "Who are you?" the retreating assassin called over his shoulder.
    (...)
    "Who sent you?" Linvail called back again.
    Abdel ignored him again and kept on coming. Linvail hit the floor at the bottom of the long, narrow staircase and spun around with one hand on the knob at the end of the banister.
    Abdel runs after plot-important NPCs, determined to sword them to death before they can provide any exposition. It's like Philip Athans is actively mocking me across space and time.

    Linvail rounds the corner. To Abdel's surprise, he doesn't go for the front door, instead running deeper into the mansion. Abdel blindly follows the assassin, and it goes roughly as well as could be expected.

    The knife slipped between two of Abdel's ribs and tore through flesh, muscle, and some soft tissue the big sell-sword might have needed to survive. Linvail had made it to his kitchen[.]
    So, yeah, Abdel takes a large knife and an x4 backstab multiplier to the gut. The assassin starts twisting the knife, but Abdel bends away and manages to temporarily disarm Linvail.

    "Who are you?" the assassin asked again.
    Abdel grunted in pain and brought his sword up. (...)
    Avoiding a slash that should have taken his head off, Linvail ducked in and grabbed the knife still sticking out of Abdel's abdomen. The blade came out with no little blood and even more pain.
    The fight continues like that for a while. Abdel, being a huge lumbering idiot, keeps underestimating Linvail's speed. He takes another horrible stab to the gut, then messes up a parry and loses a finger on his sword hand.

    Abdel roared in rage and pain, more embarrassed than injured really. The finger hit the wood floor of the cramped kitchen with an almost inaudible splat!
    "You can't kill me, big man," the assassin mocked, obviously happy with his petty
    dismemberment. "I've killed more—"
    Whatever he was going to say ended up as a bloody gurgle. Abdel sliced in so fast and so hard he surprised even himself. He nearly cut the assassin in half at the midsection.
    I was really cheering for Aran for a second there. #TeamAran

    The assassin dies noisily. The woman keeps calling for him, but Aran obviously doesn't answer, being dead and all.

    But now... now it's time for the real amazing line in this chapter. You may have been wondering why Abdel never seems to become exhausted or how he survived multiple knives to the gut. Well, it's because he's a BARBARIAN HERO, but there's another reason:

    Abdel grunted again and searched the floor for his missing finger. Drenched in blood, Abdel bent and retrieved the severed digit. He'd seen parts of people amputated one way or another on any number of occasions in his life and knew the simple rule that if you loose it, it stays lost unless you have a lot of gold and a very good priest.
    Abdel wasn't actually conscious of placing the finger back on the end of the little bleeding stump, but he did. It mended almost immediately, though it still bled. He held it in place for a few deep breaths, and when he let go, it stayed there.
    "Bhaal," he breathed, knowing all too well the source of his ability to heal. So, he thought, maybe there's some advantage to this cursed blood after all.
    Supernatural stamina and regeneration is simply one of his Bhaalspawn powers. Boom! Instant justification.

    Abdel cuts the head off the corpse, because Bodhi was being rather literal when she said there was "a price on his head." And with that, the chapter ends.


    Spoiler: The game
    Show
    I'm experimenting with using smilies to make the dialogue dumps a little easier to process. Not sure if these work - let me know in the thread!

    Last time, we liberated de'Arnise Keep and were put in charge of the place as a reward.

    We sleep. We dream.


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    We are attending another lecture held by Irenicus. Until now, our friends have been either absent from those dreams, or they were present but unconscious. This time is different.


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    Until now, all of our dreams have been about threats or fear. Now, Jon figures it's time to try temptation.


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    First, he shows us CHARNAME as they are now. The demon tears CHARNAME apart.


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    Then, he shows us CHARNAME as they could be.


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    This time, the clone defeats the summoned creatures - a vampire, a lich and a squid-thingy.


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    Irenicus strongly recommends we accept the "gift" we are owed.


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    ... if only for the sake of the weak who suffer for us. Ominous.

    Turns out CHARNAME wasn't the only one having a rough night:


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    Are you doing alright, Jaheira?

    JAHEIRA: Nnn...no...NO!! wh...wh...what?
    CHARNAME: I heard you thrashing all night, Jaheira. Nightmares? Relax, there is nothing wrong.
    JAHEIRA: No, there is something very wrong. I...I have been having nightmares, and when I wake, it is still there. Khalid...I thought I was stronger than this.
    CHARNAME: There is no weakness in honest sorrow, Jaheira.
    JAHEIRA: 'Only in succumbing to depression over what cannot be changed.' The writings of Alaundo? I learned likewise as a child. We have more in common than I thought.
    JAHEIRA: Yes, well, we should be going. I am fine now. Thank you.
    Each of the romances has its own little mini-arc. Jaheira struggles to process her survivor's guilt, Aerie's plot is hurt/comfort fic, Viconia has a lot of trust issues to work through, and Anomen is also there.

    The writing is pretty okay, considering that this game is from the early 2000s. The pacing tends to be a bit weird, as the dialogues just trigger whenever. I might have to toss the romance into a bonus update if we can't complete it normally.

    For now, let's get back to Athkatla. We've still a little short of our 20k goal, but with all the loot we picked up in the Keep, we should be able to get there.


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    We arrive to find a group of people waiting for us. First up is a woman named Valen, who has a business proposition:


    Screenshot

    VALEN: Hello, friends, might I have a word away from the ears of others? I would impart a fine bit of business your way.
    CHARNAME: Would you now? And what might this be?
    VALEN: Well, truthfully it is not for me to say. At least, not in full measure. My mistress would have words with you, about concerns you have no doubt developed on your own.
    VALEN: She has watched you for a time, though she is not the only one. Those that you are asked to trust spy as openly or more so, and she offers a solution to your problems of privacy...among others.
    VALEN: She is worthy of your trust. If you feel worthy of hers, come to the Graveyard District in the near future and she will speak her offer. Make your visit after the sky is darkened; she will not be there before then.
    CHARNAME: And who shall I say has sent me? I do not wish to be seen as an intruder.
    VALEN: I am Valen, but she will not need as such when you arrive. She will know it is you. Farewell. We shall meet again.

    Journal entry:
    Meeting with Valen's mistress.

    A woman by the name of Valen has approached me, alluding that my current allies are untrustworthy and that her mistress can tell me more. She would not answer any of my questions, however, saying that her mistress would be the one to satisfy my curiosity.

    If I am interested, I am to meet her mistress at night in the Graveyard District.
    Meeting someone at night in a graveyard. Yeah, that sure sounds trustworthy. My current allies have given me no reason to suspect- uhm, hi Brus.


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    BRUS: I did nay think I'd be talkin' to you louts again, but I do what my uncle Gaelan says whenever I can.
    BRUS: Anyways, Gaelan Bayle wants you to come see him before you go making any rash decisions. Says he wants to sweeten the deal.
    CHARNAME: How would he know I've a decision to make? Am I being followed?
    BRUS: Don't look at me. I just do what I'm told. He said to tell you the offer is sweeter, so here I am.
    BRUS: Anyway, just go see Gaelan before you go see... (ahem)... your new contact. I only get paid if I get you to see him, and it won't take long, you know.
    This is hella suspicious. We've heard rumors about a turf war between the Shadow Thieves and some mysterious new group - I suppose Valen represents them. We'll talk to both parties here. Maybe we can learn a little more about this conflict.

    (There's a third messenger here, plus a fourth elsewhere, but we're not doing the sidequests. I just thought it funny that all of this happened in a row.)

    There's a lot left to see in Athkatla, which I sadly won't be able to show off. The Government District, for example, is where you find Jan Jansen, among other things.

    We do stop by to rescue our old friend Viconia, though. (We'll rotate Nalia out for now.) Viconia is a drow dissenter. She's Neutral Evil, but the "my own survival at any cost" kind. She's generally considered to be the best Cleric in the game, because an inherent 65% Magic Resistance is really good.

    Anyway, plot.


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    Let's check in with Gaelan so Brus can get paid.


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    ... and this after the lengthy explanation of why they need specifically 20k, Gaelan?

    GAELAN:: Coo! Ye be already above 15,000, and need go no further. My masters changed their hearts, and they will accept 15,000 alone. It is a competitive rate, I think.
    CHARNAME: Brus mentioned a new deal. Is that the change he spoke of?
    GAELAN:: Aye, 15000 gold. They wish to speed proceedings along, for your benefit and theirs. They want to keep the relationship with you as friendly as possible.
    GAELAN:: So there is the final tally. Are you happy with the price? We are certainly the least offensive ally you could choose in this matter.
    CHARNAME: I'm not ready to do this yet.
    GAELAN:: Well, as ye wishes. I can be standing here a bit longer, I can.
    Seems the Shadow Thieves are facing some competitive pressure for once. Valen's mistress is out to disrupt the marketplace, it seems. #disruption #blockchain

    Note that Gaelan is now calling these people his "masters," and that the rate suddenly dropped by a quarter as soon as Valen talked to us. I don't trust Gaelan's masters even a little bit.


    Screenshot

    Let's see what Valen's mistress is about. We can at least listen to her sales pitch.


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    Valen's employer is lurking near the entrance.

    BODHI: You have arrived. I had worried I might have to discipline Valen for failing to deliver her message. I am Bodhi, and I greet you warmly.
    CHARNAME: Warm you may be, but you are in a very cold place. Was this necessary?
    BODHI: You may be concerned about why we must meet here. There are a number of reasons, only a few of which you need worry about. First, I shall introduce myself. I am Bodhi.
    JAHEIRA: This is a dark place to meet this woman, <CHARNAME>, and I sense an unnaturalness about her that is disturbing to me. Step carefully.
    BODHI: I have asked you here because we are unlikely to be overheard, and so you can see the benefits of working with me. Follow, please, and stay exactly in my step. You would...regret doing other.

    Journal entry:
    Meeting with Valen's mistress.

    I have gone to the Graveyard District to meet the mistress of the woman who approached me earlier. The mistress introduced herself as Bodhi and stated that she talks with me here to avoid being overheard. I am to follow her closely... presumably to someplace more private.
    This encounter, for the record, has one of the... stranger branching points:

    Spoiler: In a parallel universe...
    Show
    BODHI: You have arrived. That is fortunate. I was about to discipline Valen. Perhaps I will anyway; it shows that I care. Now then, let's have a look at you. Oh dear, not good at all.
    CHARNAME: Valen said something about a business opportunity?
    BODHI: Yes, I was to offer a...relationship...to oppose your current employers, but I do not think it will be available to you after all.. There may be no honor among thieves, but I cannot trust you to abandon your thief brethren on the strength of a cliche. I apologize for the distraction. You may go. You look confused, but I will not clarify; I will take no risks with so dedicated a thief. If we meet again it will likely be in battle. I will explain no more. Leave.
    KELDORN: It is just as well. I sense a terrible evil within that creature, and much prefer to see her gone. What is it about you, <CHARNAME>, that attracts such attentions?
    ANOMEN: And she is gone? Just like that? We were drawn here in the night only to receive riddles and excuses from some... evil... creature? How very odd.
    VICONIA: A waste of our time, it seems. The woman did not know of your thieving nature, <CHARNAME>, that was obvious... though she seemed to know much else.
    AERIE: She... she's gone? Let's just... get out of here, okay, <CHARNAME>? I feel such shivers, here, I just can't explain it. I'm just thankful she left, for whatever reason.


    Journal entry:
    Meeting with Valen's mistress.

    I went to the Graveyard District to meet with the mistress of the woman who approached me, but she oddly decided that even though she had intended to offer me some form of arrangement, she now could not trust me. I am too much like the 'others', she said... referring I suppose to my current employers? I don't know why she would distrust a rogue when she was so dark herself.

    She disappeared in a cloud of mist, hinting that we would meet again... in battle.
    There are plenty of urban legends about what you can or can't do if you don't want this dialogue to trigger. The condition is really simple, though:

    Global("BodhiAppear","GLOBAL",1)
    Class(Player1,THIEF)
    Global("BodhiMove","LOCALS",0)
    PartyGoldGT(14999)
    If you are specifically a Thief, you can't join Bodhi. Simple as that. This is probably because you'd screw yourself out of your stronghold by joining her. That said, the Thieves' Guild Stronghold is completely underwhelming, so... meh.


    Back in the main timeline, Bodhi leads us to a different part of the graveyard, where we continue our discussion.


    Screenshot

    Note that she not only has a portrait, she also has a unique character model.

    BODHI: You are...employed of course, and do errands occasionally. No doubt you have questioned the intent of your employer on occasion? If you haven't, then you should.
    BODHI: You work for the Shadow Thieves, on the pretense they will help locate your missing companion, Imoen. Yes, they are Shadow Thieves, and yes, they are as nefarious as you have probably heard.
    BODHI: I would offer an alternative. I would help you find your friend for...oh... 15,000 gold? It is a sizeable amount less than the Shadow Thieves have asked and, coincidentally, it is what you have now.
    JAHEIRA: How does she know of our link to the Shadow Thieves? And what would they think of this meeting? Be careful, <CHARNAME>, our lives may hang in the balance.
    MINSC: Such an offer from this woman sends chills up and down my spine like angry weasels... but <CHARNAME> will know what to do. Even Boo is confident of this.
    AERIE: I... I don't know if this is such a good idea, <CHARNAME>. I'm... I feel frightened, all of a sudden. Maybe we should just leave...
    YOSHIMO: Perhaps... perhaps this is not a bad idea. We would save much coin and achieve the same goal, it seems. Although... it would be certain to make enemies of the Shadow Thieves...
    BODHI: Enough. It is obvious you have questions. Ask them and appease your curiosity, if not your conscience.
    CHARNAME: How do you know of my involvement with the Shadow Thieves, or even that they are Shadow Thieves?
    BODHI: I know a great deal about you and this place, <CHARNAME>. You are a relative newcomer and have much to learn. Certainly you have had your doubts about those 'helping' you?
    BODHI: You will be unable to turn down my offer, even if I demand a few... gestures to prove your loyalty. There is a monopoly in this town, and I intend to break it.
    BODHI: I will ask you to weaken the 'resources' of the Shadow Thieves. I am not so vain as to think them easily destroyed, but many of their members will join with me.
    BODHI: I make no illusions about what will be required of you. I will wish you to kill, and I will wish you to terrorize. You must determine if you have the stomach for it.
    BODHI: 15,000 is a lot, but I will compensate you well for it. You will ultimately have Imoen, and a few magical trinkets too.
    BODHI: And rest assured, I will help you find Imoen, I will help you find Irenicus, but not just for your reasons. I have an interest in Irenicus myself.
    BODHI: Support me and you will revel in the destruction of the largest criminal organization south of Waterdeep, though the big bad thieves have been rather soft as of late.
    CHARNAME: *You* want me to find Irenicus? What are you talking about? Are you in league with him?
    BODHI: You must bear this as one of the additional conditions. I offer much, and expect much in return. Imoen and Irenicus will be your joint goal in time.
    BODHI: The details are mine to keep. If you wish more, you must join me. As I said, your duties will be morally suspect, and you may face more enemies than you wish.
    BODHI: Now is the time for deciding. I cannot wait too long and I tire of talking. Choose your allegiance. The masters you serve or the Mistress that will let you destroy them.
    So. This is a big decision, because this is a branching point.

    From what we've seen, neither side is especially trustworthy. The Shadow Thieves are... well, they're the Shadow Thieves. They represent organized crime. They are the organizers of half that is evil and of nearly all that is undetected in this great city. As the magic fantasy mafia, they enjoy a veneer of respectability and professionalism, but they're still terrible people.
    Bodhi's guild, meanwhile, is a group of violent upstarts. (If you explore the city at night, you can find her thugs roughing up people.) She is mostly focusing said violence against the Shadow Thieves right now, but once they are out of the picture, she'll certainly turn her attention to the citizens of Athkatla next. If the Shadow Thieves are the mafia, then they're more like a narco gang. Their main virtue is being less organized than the Shadow Thieves, and thus less capable of strangling civil society, but if they win the turf war, people will die.

    You may recognize this dynamic from basically every hardboiled cop drama. Do you back the established mob, because they mostly keep deals and can at least nominally be reasoned with? Do you back the new gang, because you need to break up the established power structure, and hope the Harpers swoop in to deliver the coup de grace to the other group? There are no good choices here, and if you're playing a morally upstanding character, the best you can do is to try to back the lesser evil.

    And that would be the Shadow Thieves. It's not subtle; Bodhi is blatantly untrustworthy, and most of your companions push you to side with the Powers That Be. The only actual argument being made in favour of Bodhi is that she's offering a slightly better rate, but the Shadow Thieves have already offered to match that.

    But... you know what? Screw that. We're Chaotic. If someone's both corrupt and in power, your default should always be to oppose them. If things don't work out in the aftermath, well, you can always topple the next guy too. Sometimes things need to be broken.


    Screenshot

    CHARNAME: I do not trust you, but I will take your offer. It is too good to decline.
    BODHI: Such confidence is admirable. Very well, this place is now open to you. It is a safe haven, as my friends below shall reiterate.

    (KELDORN and MAZZY leave your party if you do this, citing paladin-related reasons.)

    BODHI: I will take the 15000 gold now, of course. It is secondary to my concerns, but that was the deal. Now to my tasks.
    BODHI: I wish a campaign of disruption, and you will begin it. There is a shipment of supplies arriving by boat. You are to...confiscate it.
    CHARNAME: That's a pretty mundane task. Why would you need me for something so simple?
    BODHI: I do not like to waste blood, though I may bid others to do it. I think you will find your assault intensely violent. Likely they already know your treachery.
    BODHI: You need not look surprised. You didn't think they would let you wander about unwatched, did you?
    BODHI: I am not unknown to them, I am just... elusive. No, I think you will find that you will be unwelcome. Actually, you will more likely be attacked on sight.
    CHARNAME: What?! I thought this was to be a secret endeavor.
    BODHI: Secret from the guards, perhaps, but the Shadow Thieves miss very little, especially among their own. This assault will be basic, and not all that secretive.
    BODHI: There will be other things for you to do in time. These little chores are only the preliminary. I will speak of others later.
    BODHI: For now, I suggest you move against that ship coming in. They won't be at the docks for long, and if you do not get the cargo in the next few days you will fail.
    BODHI: I leave you. When you have done as I have asked, you shall find me in the complex below. Simply enter through this door. Until then, farewell and good fortune.
    AERIE: Is that... all we have to do? Oh, I'm so relieved! Still, <CHARNAME>, I wonder if this is only the beginning. Who is this woman, really? And why is she doing all these things?

    (CHARNAME sits down and writes some words in their diary. The party assures Bodhi that, yes, this is normal for them.)

    Screenshot

    Welcome to CHAPTER III, everyone. We've thrown our lot in with Bodhi, and agreed to act as an angel investor for her little startup. (Well, demon investor.) That probably won't backfire.

    Bodhi has a series of tasks for us, all of which involve messing with the Shadow Thieves in various ways. Once they've been sufficiently disrupted, she'll help us reach Spellhold, and thereby Imoen. Speaking of Imoen, though - aren't we due for an update?


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    COWLED ENFORCER 1: The girl they brought in, she's a cute one, isn't she.
    COWLED ENFORCER 2: I do believe I'll have to practice some enchantment spells on that one.
    COWLED ENFORCER 1: Haha! Hold... what was that sound?

    (COWLED ENFORCER 3 barges in.)

    COWLED ENFORCER 3: You two!! The new prisoner, he's escaped!
    COWLED ENFORCER 1: What! When? Where is he?
    COWLED ENFORCER 3: He's in the lower... Gods, no! He comes! He's here!

    (IRENICUS teleports in and starts blasting them to bits.)

    IRENICUS: I cannot be caged.

    Cowled Enforcer - Improved Mantle
    Jon Irenicus - Disintegrate : Cowled Enforcer
    Cowled Enforcer - Death

    IRENICUS: I cannot be controlled.

    Cowled Enforcer - Spell Shield
    Jon Irenicus - Finger of Death : Cowled Enforcer
    Cowled Enforcer - Death

    IRENICUS: Understand this as you die, ever pathetic, ever fools!

    Cowled Enforcer did 1 damage to Jon Irenicus
    Jon Irenicus - Flesh to Stone : Cowled Enforcer
    Cowled Enforcer - Petrification
    Cowled Enforcer - Death

    (IRENICUS walks over to Imoen's cell and pops the door open.)

    IRENICUS: Hello, little one. You and I have a great deal to do.
    IMOEN: Wh- what are you planning?
    IRENICUS: Not to worry, nothing worse than what I shall do to your friend.

    (Fade to black.)
    Well, that's... ominous. The information from these "meanwhile..." segments is probably trustworthy, unlike the dreams, so we should probably hurry up a bit.

    This is an in-engine cutscene, so you can scroll up and read the combat log to see which spells were used. I find this rather fascinating. On one hand, some real spells are being cast. On the other hand, the spell choices make no sense, and the Cowled Enforcers die far too easily. The Improved Mantle guy in particular would have to be level 16 or higher. The ability to read the combat log confirms it's all fake, anyway. It's all very strange.

    Anyway - we have a job to do! We are to head to the docks and intercept a mystery shipment.


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    The docks are where the Shadow Thieves HQ is located, which means there are a lot of hostile NPCs around. Thankfully, they mostly aren't too dangerous. Mostly.


    Screenshot

    Mook and her occasionally bugged friend aren't too keen on us either. We have to sword our way through them to recover the shipment. What a strange set of items to import. I have no idea why the Shadow Thieves would be buying this stuff.

    Oh well, let's just take the crate of stakes and water back to the pale-skinned lady who lives in a graveyard. As Bodhi hinted, the lair is open to us now.


    Screenshot

    The decor is quite impressive, in a gloomy sort of way, even if the locals are a bit weird.

    Bodhi, at least, is happy to see us.


    Screenshot

    171,000 quest experience points' worth of happy, in fact.

    BODHI: I see you have returned. Ahh, I gather by your face that you have succeeded. Excellent. I will relieve you of your bounty and give you your next assignment.
    CHARNAME: When will you help me find Imoen? I have already paid to the necessary coin!
    BODHI: I will honor my deal, giving you exactly what I have promised. I will deliver you directly to where she is, bypassing these foolish thieves.
    BODHI: This attack will have alarmed the guild, such that they fortify certain places. That draw of manpower will weaken others. Overall, my position is stronger.
    BODHI: Now I ask for more specific tasks that will disrupt the guild further. I give you a choice: I have two tasks, each will require a different kind of person.
    BODHI: Choose; they cannot both be done. One is...unseemly, so if you claim to be 'good' you should choose the second, a sickly hero's task. Which do you prefer?
    MINSC: It is an option that bears no questioning! <CHARNAME> is a champion of good, just as we all are! Always must we take the choice of righteousness!
    AERIE: I... I don't want to do anything really terrible. Especially not for her, not for any reason. Let's just... stick to something less objectionable, okay?
    VICONIA: Is this a challenge, I wonder? Take the darker path, <CHARNAME>... show this creature you will not shrink from a deed that needs to be done.
    BODHI: The choice is ultimately <CHARNAME>'s. It is <PRO_HESHE> that I have employed, only. What do you say, <CHARNAME>?
    CHARNAME: I do not wish to dirty my hands more than they are. The hero's task is my choice.
    BODHI: I see. I had thought you up to more deadly endeavors, but this will do.
    BODHI: The Shadow Thieves have other enemies besides me. Recently they uncovered a traitor, and have been questioning him quite ruthlessly for some days now.
    BODHI: You will rescue him. He will be killed once they are through, so go quickly. They have him at the Shadow Thief guild house on the second floor. You know the building, I think?
    MINSC: This is more like it! A rescue from the hostage-takers! All shall quiver in the wake of our righteous fury! Yes, Boo, show them how they will quiver!
    AERIE: Well... this isn't too bad, I guess. At least we're rescuing someone.
    BODHI: The man's name is Palern Flynn. Remember, if he dies, you fail. I will be here in the evenings and early mornings to meet you. Good luck.
    BODHI: And, if you don't mind, get here earlier next time. I have rather delicate skin and the sunlight is quite harsh.


    Journal entry:
    Perform Bodhi's tasks to receive her aid.

    I have returned the smuggled goods to Bodhi, and she has given me a second task now. I am to go to the Shadow Thief guild headquarters in the Docks District and rescue a traitor they are holding there by the name of Palern Flynn. The mission requires that the man live, naturally, and Bodhi tells me the Shadow Thieves are interrogating him...and that I must move quickly before they kill him. He is to be found on the second floor of the building.
    The alternate quest, for the record, involves killing a dude in the Government District and frame the Shadow Thieves. It's probably the more interesting task, to be honest.

    I do wonder why Bodhi is only here in the evenings, though. Why would she only go out at night? How strange.


    Screenshot

    The building is back in the docks district. Just follow the trail of very dead Shadow Thieves, you can't miss it.


    Screenshot

    We murder another dozen mobsters. They just aren't a big deal at this point. Do note the mage, who uses Yuan-Ti Mage's strategy of Stoneskin + Spell Shield + Chaos. This is where the combat starts to become interesting - groups with mage backup require careful tactics to dismantle. But we dismantle their defenses with little trouble.

    PALERN: You... you saved me? W-why? You're not debt collectors, are you? I swear, I had the gold and I meant to get it to you, but...
    CHARNAME: Get going, you're free now.
    PALERN: Thank you thank you thank you! Free! Hurray!

    Journal entry:
    Perform Bodhi's tasks to receive her aid.

    Palern Flynn has been set free, unharmed, his captors dead. Now it is time to return to Bodhi and tell her that the deed is done.
    Heartwarming, really.

    Jaheria, wiping some blood off her scimitar, is feeling a little pensive. Her personal arc is mostly about her attempts to work through her survivor's guilt, but she's experiencing some philosophical doubt as well. I really hope we'll be able to see the conclusion of this in the LP proper, because it's quite interesting.

    In the meantime, let's check in with Bodhi. Are we ready for prime time yet?


    Screenshot

    Sigh. I feel like we could've done a better job negotiating the terms of this partnership.

    BODHI: Well done. No doubt that informant will make things difficult for the Shadow Thieves. They will be under scrutiny, and will have to be cautious. Now on to important things.
    CHARNAME: I have done everything you have asked. When will you help me find Imoen?
    BODHI: Patience, I will honor our deal. Indeed, I will be glad to see you to your destination. However, if my tasks are left undone, your trip will not be possible.
    BODHI: You would not want the path contested by Shadow Thieves, would you? The task at hand will ensure safe passage for you and her. Let's get to it then.
    BODHI: It is time to take down the leadership of the Shadow Thieves and throw them into a more permanent disarray from which they may not recover.
    BODHI: You must invade their lair for one last time. You must kill Aran Linvail, the Shadow Master. Do this for me and our arrangement wil be fulfilled.
    YOSHIMO: Kill... Aran Linvail? The Shadowmaster of the entire Shadow Thieves guild? How... are you mad, woman?
    BODHI: Aran is in the basement of the Shadow Thief guildhouse, so you need a key. The lock is likely unpickable. What good is a lock in a thief guild if any thief can pick it?
    BODHI: Perhaps your former contact, Gaelan, could be 'persuaded' to give you his key. I leave the details to your discretion. Go now and return when Linvail is dead.
    BODHI: One more thing: Tizzak, an employee of mine, is missing, and the Thieves may have him. Find him and he may tell you how to access Aran's sanctum. Go now!
    YOSHIMO: Killing the Shadowmaster... if we succeed, it will be a feat of no small note, <CHARNAME>. Still, though, people have tried it in the past and come nowhere near succeeding.
    MINSC: We will charge into the midst of the den of thieves and fling them about like pancakes! All that is glory shall be ours! And then breakfast.


    Journal entry:
    Perform Bodhi's tasks to receive her aid.

    My final task has been given to me by Bodhi, and it is to kill the Shadowmaster Aran Linvail. His lair lies beneath the Shadow Thief headquarters in the Docks District, accessible only through a secret door that cannot be picked, just inside the entrance on the right.

    The key for that door likely lies in the hands of my old contact Gaelan Bayle. I will need to retrieve the key from him first if I am going to be able to enter.

    Once inside, I must track down Aran's inner sanctum... perhaps with the help of a captured employee of Bodhi's named Tizzak... and kill him there.
    So, ahh... are you actually going to help us with this, Bodhi? We're going to kill all of your enemies for you. Maybe give us some backup? One of the weird grey-skinned guys you have slinking around in the back there? No? Alright.

    (Minsc's comment reminded me that I acutally never had pancakes before. So I went out, bought some flour and eggs and maple syrup, and made pancakes. Minsc has the right idea, those are great. Though one needn't include thieves with the ingredients.)

    We persuade Gaelan to hand over the key - sorry, friend - and make our way back to the Docks district. This finally brings us to the point where the book chapter started: It's time to go murder Aran Linvail.


    Screenshot

    The Shadow Thieves' building is less of an office building and more of a shopfront / training area. It has some pretty unique decor as a result. The ground floor is basically a long running battle, and the enemies here include a handful of low-level mages and a few douchebags with poison daggers. The entrance to the cellar is concealed behind a really poorly hidden secret door.

    The next level starts out the same way, but at this point, we've all seen enough low-level Shadow Thieves. Let's skip ahead to Tizzak.


    Screenshot

    Here's the payoff for all that setup in the book's first chapter - Booter is real! Of course, he's a dwarf in armour, not a half-naked half-orc, but let's not split hairs. Also, I have no idea how that spike wheel down there works, but I don't think I'd want to find out.

    TIZZAK: Praise Mask! Thank you for freeing me. My former guild isn't as friendly as I had hoped it would be.
    CHARNAME: You must be the Tizzak that Bodhi mentioned.
    TIZZAK: I am and well met! I used to be a Shadow Thief until Bodhi recruited me. My loyalty only goes as far as the power of my employer goes. Bodhi has sent you to kill Aran Linvail?
    CHARNAME: Yes, she has. How can I get to his inner sanctum?
    TIZZAK: Aran's inner sanctum is protected by two magical doors. They can be neither picked nor bashed. You shall have to find a button for the first and a key for the second.
    TIZZAK: The button can be found somewhere to the north, at the end of a heavily trapped hallway.
    TIZZAK: As to the key, I know not where it is but I do know that Aran's most trusted advisor is a wizard called Haz. He may have a key if he is in the compound.
    TIZZAK: I am somewhat worse for wear so I shall have to take my leave of you. Best of luck and thanks for saving me.


    Journal entry:
    Perform Bodhi's tasks to receive her aid.

    I found Bodhi's man, Tizzak, who informed me the only way into Aran's inner sanctum is through two magical doors. The first is opened by pressing a button...which exists at the end of a trapped hallway to the north. The second is opened by a key...he did not know where it was, but suggested that a wizard named Haz might possess it.
    As Tizzak hints, the cellar is essentially a mini-dungeon, complete with door puzzles and trash mobs. The fact that it's also a training dungeon lends itself to some pretty interesting aesthetics, like this little setup:


    Screenshot

    Heavily trapped walkways over a pit! This is pretty fancy.

    Or how about this:


    Screenshot

    It's a little cityscape used for ambush training, and we get ambushed in it! Isn't it ironic?

    This is the Shadow Thieves' personal training grounds/fortress/dungeon thingy, and it really feels like a dungeon that only uses the most dickish features a dungeon can have. It's full of traps and mid-level thieves, and you can't rest in here, so you want to take this one slow and careful. If you're solo-ing this game as a fighter, I recommend chugging lots and lots of healing potions.

    We find a button to press and a mage to punch, and the way to Aran Linvail's personal quarters is clear.


    Screenshot

    Hmm... no, no, there's definitely something going on with Bodhi, but I don't think she is a werewolf.

    Aran is a 14th-level MAGE_THIEF. He is accompanied by several caster buddies and a few meat shields, and he has access to 7th-level spells - specifically, he can cast Cacofiend. This is not an easy fight. Crowd control spells are very helpful, as is exploiting the fact that a Nabassu is actually too big to fit through the doorway. As always, resolving an Insect Plague helps a lot. Conjure Fire Elemental can carry weaker parties through most encounters, but Aran is prepared, unfortunately.

    In the end, we achieve victory through debuffs.


    Screenshot

    I hope we won't have to cut off his head. That would be disgusting. We do take his clothes and baubles, though.


    Spoiler: Comparison and commentary
    Show
    So we've seen that Abdel is quite powerful at this point. The Aran Linvail of the book was a veteran assassin - not on a level with the game's Aran Linvail, but he was still built up to be pretty dangerous. Aran enjoyed the home turf advantage, and Abdel ran straight into every trap he set, but it just didn't matter. There is a level of force against which no tactics can be successful, and you might as well label that level of force with "Abdel." Now that he has powers of regeneration, on top of his naturally excellent STR, CON, and DEX scores, he can no longer be worn down over time. It's the good kind of regeneration, too, the one that regenerates limbs and gives you back 3 HP/round. Abdel can survive fighting 100 hobgoblins until his position can be reinforced. Fatigue and compounding injuries no longer apply to him. This sort of thing has storytelling consequences.

    There is absolutely zero dramatic tension in being unbeatable. It's certainly possible to write compelling stories about very powerful protagonists, but you do have to adapt your story. For example, you could ramp up the power of the villains. A random thug with a gun can't possibly threaten Superman, so the authors of Superman comics tend to give him enemies in his own weight class. After all, the man of steel could still lose if he's going up against others in his own weight class. This is the route the games take. The stakes of the conflict keep increasing as CHARNAME's power grows, which is why the game's Aran Linvail is a well-guarded mage, and not a half-naked dude with a kitchen knife. It works well throughout SoA, though it does start to run into some trouble in ToB.
    You could also confront your highly powerful protagonist with a problem where his skill set doesn't really apply, forcing him to improvise or rely on others. Even if your protagonist is the best swordsman in the world, he can still lose if the conflict doesn't come down to just fighting. Confronting characters with problems outside of their area of expertise can help with character development, too. That sort of thing.

    As we've seen in this chapter, Athans doesn't do that. The author often seems to be setting up an interesting fight or a problem that can't be sworded away, but there's never any payoff for the setup. It's like you're watching a Superman movie that's just this scene repeated fifty times. As a result, the novel is just... bland.

    This would've been an interesting opportunity for some meta-commentary about the BARBARIAN HERO genre. See, Abdel is powerful, now, but he actually has very little agency. He never questions the information he receives, and he never looks for options beyond the ones he's presented with, which means he's incredibly easy to manipulate. He has a goal, i. e. saving Imoen and Jaheira, but he has neither the ability nor the inclination to figure out the steps he needs to take to get there. Instead, he just does whatever anyone tells him in the expectation that it'll get him to his goal, simply because it's the only option that's been offered to him. If you squint just right, it almost feels like what a videogame protagonist does ooooo games are art, except I'm pretty sure Abdel is just a crap protagonist. Still, it's fun to speculate.


    As for AUDIENCE PARTICIPATION, I'm curious who you like to side with in Chapter III and why. The people I've talked to tend to prefer the Shadow Thieves, and I've personally always thought that Bodhi was a bit too blatantly untrustworthy, but I'd love to hear about your impressions.

  19. - Top - End - #79
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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    I mod the game so there's a good alternative instead.

    But yeah. I generally pick the Shadow Thieves, because... well, Bodhi is OBVIOUSLY EVIL! to the point that I just can't bring myself to do anything she says.

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Maryring View Post
    I mod the game so there's a good alternative instead.

    But yeah. I generally pick the Shadow Thieves, because... well, Bodhi is OBVIOUSLY EVIL! to the point that I just can't bring myself to do anything she says.
    On top of that, if you pay attention, the shadow thieves obviously believe Bodhi to be allied with Irenicus (or Irenicus with Bodhi) as early on as the tutorial dungeon.
    “Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    I use my own NPC Strongholds mod, which (somewhat regrettably, but as I said in the FAQ for it, it's a matter of which alternative I dislike the least) provides a pretty strong incentive to always side with the Shadow Thieves.

    Note: The code check for "you can't work for Bodhi" trips only on you being a single-classed thief (probably also dual-classed with the other class inactive), not having more than one class and one of them is thief.

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    In my naive young mind, the Shadow Thieves were the good guys. Well, mostly good. Not really. Well, at least they are not supernatural affronts to nature like Bodhi and fellows. Because of that I only sided with Bodhi on my evil playthrough, because my evil sorcerer was cocky enough to realize she would not dare betray me.

    Spoiler
    Show
    Good thing for Viconia though that I botched my romance in this run because of adhering to her every whim making me undesireable for her.

  23. - Top - End - #83
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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Sporeegg View Post
    In my naive young mind, the Shadow Thieves were the good guys. Well, mostly good. Not really. Well, at least they are not supernatural affronts to nature like Bodhi and fellows. Because of that I only sided with Bodhi on my evil playthrough, because my evil sorcerer was cocky enough to realize she would not dare betray me.

    Spoiler
    Show
    Good thing for Viconia though that I botched my romance in this run because of adhering to her every whim making me undesireable for her.
    Spoiler
    Show
    Could've been worse. You could've been courting one of the EE folks. Then you get rubbed in your face how stupid Bodhi's "I got your dearie" plot is.

    Either way. It's an interesting observation that Viconia don't want you acting like how she seems to expect males should be treated. She continually dismisses men as lesser, and yet she'll only romance a CHARNAME who won't let her boss him around.

  24. - Top - End - #84
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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Game-Abdel's reasoning is sound, though, because siding with Bodhi is the path that lets you Kill Everyone.

    (You can also do this if you have the Unfinished Business mod, iirc, which lets you run the Shadow Thieves Guildhall dungeon in Chapter Six.)
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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    You don't need a mod. You can kill the Shadow Thieves freely in Chapter Six (though I remember hearing something about a bug that makes Arkanis Gath sometimes show up when he shouldn't).

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Guancyto View Post
    Game-Abdel's reasoning is sound, though, because siding with Bodhi is the path that lets you Kill Everyone.
    Also, Bodhi has better boobies than Aran. I still believe that's the primary reason he even went through with this plan. I don't really think his alignment is chaotic neutral so much as just trying to get laid and fight things to make him look bad***.

    My Mage/Kensai was a good-hearted lass, but a bit prone to violence due to the influence of Bhaal. So it was side with the Shadow Thieves, and then return to kill them all.

    As for the romance thing...I'd take Rasaad over Anomen's romance any day, even with that weird cutscene. I played through that romance once, and dear god, do I want to punch that character. A lot.
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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    I think chaotic neutral Anomen was put into the game for sadists that want to see Anomen suffer and then discard him after the quest.

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    I can't think of a single romance I actually enjoy in Baldur's gate, but of all the romances I loathe, I loathe Anomen's the most. Simply because it involves Anomen. I can kiiinda see how Jaheira or Viconia might be interesting romances (though I prefer Viconia's romance as a redemption arc myself), but girls have no decent romantic choices unfortunately.

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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    When I was a tiny sprog (i.e. when the game first came out) I liked Aerie, but as I grew up I found her to be kind of nauseatingly needy. It's not even that most interactions with her involve comforting despite the fact that the goings-on of the plot might be just as emotionally traumatic as the wings thing (your boyfriend literally just turned into murder-satan, lady!), no. It's that she tells you to piss off forever if you even once fail to be sufficiently affirming.

    Viconia was always pretty neat though.

    Jaheira's route I only tried a few years ago upon replaying the game, having been told that it was weird and creepy. Honestly, it's only weird if you know it's going to become a thing from the outset (not helped by the romance music, which while cool, let you know "this here is a romance interaction even though you and Jaheira are just shooting the breeze"). It's by far the most gradual of the routes and it feels the most organic, and now that I'm an old fogey of 31 Jaheira is a much more appealing character, being a hardass in what might be a band of lunatics and incompetents (okay, I also picked up the party members I never picked up before, sorry Haer'Dalis!). It's also got some of the more interesting plotlines and sidequests (some of which you also get by not romancing Jaheira, admittedly). Her mentor wasn't even wrong, exactly, he just picked the wrong Bhaalspawn for his ambitions...

    Screw Anomen, though. His problem (well, one of his problems) is that he thinks he's the main character and you're the sidekick.

    ...

    One of these days I should replay the game as a lady just to see how far you can get in the romance while constantly telling him you don't want to talk to him. I suspect it's 'far'.
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    Default Re: Let's Read & Play: Baldur’s Gate II - Bhaal is Dead!

    Quote Originally Posted by Maryring View Post
    I can't think of a single romance I actually enjoy in Baldur's gate, but of all the romances I loathe, I loathe Anomen's the most. Simply because it involves Anomen. I can kiiinda see how Jaheira or Viconia might be interesting romances (though I prefer Viconia's romance as a redemption arc myself), but girls have no decent romantic choices unfortunately.
    From what I hear, Kelsey is pretty good. Obviously modded game, but hey, you gotta help yourself Never tried him personally, but I've mostly heard good things about the mod.

    I'm pretty sure if you looked around, you're bound to find some more male NPCs that can be romanced via mods. Better than Anomen at least. And yes, I know that's a low hurdle to clear
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