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In Progress Let's kill goblins and eat plump helmets in Bloodstone: An Epic Dwarven Tale

Discussion in 'Codex Playground' started by Monstrous Bat, Feb 1, 2015.

?

Who shall accompany Urist in his quest to retrive the bloodstone axe Khamalkhad?

Poll closed Feb 3, 2015.
  1. Poral

    0 vote(s)
    0.0%
  2. Tara

    3 vote(s)
    60.0%
  3. Entor

    2 vote(s)
    40.0%
  4. Halan

    2 vote(s)
    40.0%
  5. Ranak

    1 vote(s)
    20.0%
  6. Maka

    2 vote(s)
    40.0%
  7. Kenit

    2 vote(s)
    40.0%
  8. Endel

    3 vote(s)
    60.0%
Multiple votes are allowed.
  1. Monstrous Bat Arbiter

    Monstrous Bat
    Joined:
    Dec 30, 2011
    Messages:
    603
    In 1989, Mindcraft released the (somewhat) famous Ultima clone The Magic Candle. Later, they went on to make two direct sequels to the game, as well as several spinoffs.

    Bloodstone is one of the spinoff games in the MC series and one of the last Mindcraft games. It's a CRPG using the same engine as MC3 and is supposed to be a prequel to MC1, story-wise. Despite it being quite an obscure game, Codexians who have played Bloodstone generally seemed to like it. V_K in particular is a big fanboy of this game.

    The game also features a fuckton of dwarves. Therefore, I shall do my best to shoehorn in as many Dwarf Fortress references as I conceivably can.
    This is once again a blind LP, so no spoilers please. I also urges you to read my majestic, Invictus-approved LP of MC1 here, if you haven't already.

    TABLE OF CONTENTS
    Party Creating - this post
    Escape
    Two Cities
    Jump the Skyshark
    Arcophobia
    Going Academic

    [​IMG]
    Wasn't Crooked Bee supposed to have interviewed the creator of MC series in 2013? I could never found the interview in Codex news.

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    Ooh, a red axe. I wonder if that's the bloodstone axe mentioned in the introduction?

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    Let's start a new game, then.

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    :nocountryforshitposters:

    Uhm, in any case, we have to create a hero before we could start this adventure proper. The male hero's default name is Danat, and the heroine female hero's default name is Danta. We could, of course, rename our hero.

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    Glad to see that this time, we're allowed to input a name with more than 5 letters. But it doesn't matter, for I intended to give the hero a 5-characters name anyway.

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    I think the word Taldor is just Bloodstone's way of saying "goblins".

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    Spell totems in Bloodstone are basically the spellbooks in other MC games. Also note that you'd still see two bearded dwarves even if the protagonist was a girl.

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    With the introduction sequence over, we're now required to select three companions from eight volunteers to from a party of 4. (Don't worry, the maximum party size is still 6 - but the last two vacancies will have to be filled later.)

    Now, I should probably explain how party creation work in this game. Each volunteer starts with pre-determined attributes, skills and equipment, but we could make also make some modifications to their attributes and skills. (Isn't it strange that you get to customize your companions but not the protagonist? Usually it's the other way around.)

    Anyway, let's take a look at one of the volunteers:

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    For each character, we have 30 points to allocate to improve their attributes and skills. The maximum value for any attribute is 12; for skills it's 99. Improving an attribute by one costs 3 points; improving a skill costs 1. Skills can be improved through usage or in schools. It's probably possible to improve the attributes in the course of the game as well.
    [​IMG]
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    More specifically, the musical instruments can be played for some beneficial effects like boosting the morale of the party or terrifying the enemies. Soulreading supposedly gives hints as to whether you should talk to a group of monsters.

    Anyway, Poral is a pretty typical fighter dwarf, skilled with axe and lockpicking. Unfortunately he can't learn spells.

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    Tara starts out somewhat skilled in all weapons, but she too can't learn magic.

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    Entor is a dwarf skilled in magic and soulreading, in addition to being an adquete fighter. He starts out with five spell totems, giving him quite a lot of different spells at his disposal. No he doesn't, the only one who starts out with spell totems is the hero. (There's a total of 7 different spell totems in this game.)

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    Halan the only human volunteer has the potential to be a pretty good spellsword. He starts with 4 spell totems. No he doesn't.

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    Ranak is another fine dwarven spellcaster. He has only 2 totems though. Actually he has none.

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    Maka is mostly the same as Poral, with a few differences in initial skills and equipments. She can't learn to cast spells.

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    Kenit is a tlengle (some weird scaly race) with some pretty good combat and survival skills. No tlengles can use magic.

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    Finally, Endel is an amazon with some experience in almost every skill. She starts out with two spell totems.

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    Here's the hero's character sheet for reference. You'll notice that he is better than the volunteers in just about every area.

    Now, Codexians, this is where your input will be needed. Vote now to decide which volunteers to take with us and which ones to leave in this fortress bunker cave for dead! Also, if you have any thoughts about how we should build a particular character, feel free to voice your opinion.
     
    Last edited: May 9, 2015
    • Brofist Brofist x 7
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  2. Azira Arcane Patron

    Azira
    Joined:
    Nov 3, 2004
    Messages:
    8,209
    Location:
    Copenhagen, Denmark
    Codex 2012
    Do an all-mages party. :troll:
     
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  3. Helly Translating for brofists Patron

    Helly
    Joined:
    Dec 16, 2011
    Messages:
    2,082
    Location:
    変態の地獄、Rance様と
    Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Don't take any of those strange foreign races! Full dwarven bros is the way to go.
     
    • Brofist Brofist x 4
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  4. profreshinal Arcane

    profreshinal
    Joined:
    Jan 18, 2014
    Messages:
    1,864,547
    Only females are allowed in the harem so Tara Maka and Endel. Kenit is excluded, the only way to identify a lizard's sex is by groping and you don't want to accidentally have a dick in your hands.
     
    • Brofist Brofist x 1
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  5. SerratedBiz Arcane

    SerratedBiz
    Joined:
    Mar 4, 2009
    Messages:
    3,804
    Don't be stupid bro, she's wearing a bra.
     
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  6. lightbane Arcane

    lightbane
    Joined:
    Dec 27, 2008
    Messages:
    7,358
    Location:
    Neverwhere
    Take an all-female party (including the lizard thing) for the lulz.
     
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  7. Helly Translating for brofists Patron

    Helly
    Joined:
    Dec 16, 2011
    Messages:
    2,082
    Location:
    変態の地獄、Rance様と
    Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Wait, why would a reptile have breasts?
     
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  8. Monstrous Bat Arbiter

    Monstrous Bat
    Joined:
    Dec 30, 2011
    Messages:
    603
    cast your vote fagets, why nobody gives shit about the poll:x
     
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  9. SerratedBiz Arcane

    SerratedBiz
    Joined:
    Mar 4, 2009
    Messages:
    3,804
    No Kingcomrade option, no vote. :troll:
     
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  10. hello friend Arcane

    hello friend
    Joined:
    Feb 26, 2012
    Messages:
    6,358
    Location:
    I'm on an actual spaceship. No joke.
    Saw thread title, expected a Codexina DF succession game.

    I was so psyched.
     
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  11. Monstrous Bat Arbiter

    Monstrous Bat
    Joined:
    Dec 30, 2011
    Messages:
    603
    IT'S NOT DEAD
     
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  12. Morkar Left Guest

    Morkar Left
    Good to hear!

    For some reason I never really played the game besides being a fan of Magic Candle and owning Bloodstone since, well, over 15 years (some budget version). I think I couldn't get it to run back in the day took an offtime for computers and then there was BG and a shit load of other great rpgs.

    I recently started MC1 again. What a beast. It's quite stunning how little I would change at the gameplay formula if I would have to do a remake. Besides better graphics (but still 2D/Iso pixels) main changes would just be loot and equipment plus fully written dialog and lore in the game. And if there would still be some time left I would introduce some special abilities for combat.
     
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  13. Monstrous Bat Arbiter

    Monstrous Bat
    Joined:
    Dec 30, 2011
    Messages:
    603
    According to the poll, Tara and Endel are in. There's a 4-way tie among Entor, Halan, Maka and Kenit, so I had to roll a die to determine which one to take as the 4th party member. I rolled a 2 - Halan it is.


    Escape


    [​IMG]
    Now, let's allocate the points. I'll be spending most of the character points on attributes, because I think attributes will be harder to improve than skills. Tara got 1 extra point of strength, 3 of dexterity, 1 of endurance, 1 of loyalty and 1 to resistance.

    [​IMG]
    The rest of points were distributed among the Musical and Soulreading skills.

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    By the way, you can actually change name of the volunteers as well, though I didn't bother doing so.

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    Next up is Halan. He got 3 points to dexterity, 1 to loyalty and 3 to intelligence.

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    As for skills, he got some points to Magic and Researching.

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    Endel. 2 points to dexterity, 2 points to loyalty, 1 to intelligence and 1 to resistance. Rest of points went to Magic and Tracking.

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    And the game begins!

    Urist and his companions emerged from a tunnel into some cavern. As you could see in the screenshot, the graphics of this game is rather unimpressive, especially considering that it came out one year after Ultima VI. Then again, Mindcraft isn't Origin.

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    Anyway, now that the game has started, let's take a look at our party members' inventories:

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    Urist starts with a bunch of useful gears. Among others, he has the magical battleaxe Aroten gifted to him by his father, a map, and the spell totem Gimlai. I was wrong when I said some of the volunteers start with spell totems. The only one who owns a spell totem at the beginning is Urist - other characters have memorized spells from various spell totems, but they don't actually have any totem on them. So we have quite a wide selection of spells available to us, but we'll have trouble replenishing our spell reserve once a spell has been cast.

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    Our companions have some nice stuff with them as well.

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    Let's look around this cavern for a bit. Like any good fortress, this place has some lava flowing around.

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    We're going to enter combat soon, so I had our guys recall spells (a spell must be recalled before it could be cast) and draw their weapons.

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    The map is actually a usable item. When used in a dungeon or a city, a map of the area would appear on the screen. It doesn't work in some areas though. Anyway, the only way out from this cave is to the west.

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    But as we approached the exit, we were suddenly ambushed by a group of taldors!

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    Welcome to our first battle. Normally the PCs would move first in combat, but this time we're ambushed so the taldors are getting a free turn. The combat system is largely similiar to the one in MC1, with some notable changes. The biggest change is that characters can now move and attack diagonally. Pictured: Halan killing a taldor in three blows with his shortsword.

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    Aroten is much more powerful than ordinary weapons, and Urist easily killed two taldors in his turn.

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    The amazons then fired at the taldors with their bows. Now, archery is one of the things that has been changed drastically from MC1. You can't fire at anyone adjacent to you (i.e. in melee range) but you can now fire at anyone on screen, you can fire through obstacles, and there's no risk of friendly fire.
    :hmmm:
    To be honest, archery in MC1 kinda needed a buff but this just feels like popamolization.

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    Anyway, Tara and Endel killed another taldor with a volley of arrows. Now it's the taldors' turn again.

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    Previously, the taldors were completely unable to damage us because all PCs were protected by nifts (a magical plant that nullifies the next three blows its user would receive). On this turn, however, a taldor managed to hit Tara through her nift for the first time. The taldors can actually dish out a lot of damage quickly to someone who isn't protected by nifts. The taldor in this screenshot dealed 28 points of damage with his blow; Tara's armor absorbed 10 points, but she still took 18 points of damage. Another two hits like that and she's a goner. Fortunately it's now our turn again.

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    The weapon skills improve with use. There's a game-breaking bug that causes the game to freeze whenever someone gets a skill increase, but after some tinkering with the sound configurations I eventually solved the problem.

    Unfortunately, this turn didn't go very well for us. Urist missed all his attacks and in the end we were only able to kill one taldor.

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    A taldor attacked Urist twice, bringing him down to 9 health. This should be a warning to us - the taldors can kill our guys easily if we aren't careful with manuevering them.

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    Urist finally killed the taldor adjacent to him, and his companions made short work of the two remaining taldors.

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    :yeah:

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    Sure.

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    Rummaging through the dead taldors, we found exactly 30 coins, as well as a shortsword. Now that the taldors are dead, we're free to leave this cavern.

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    ...Uhh. I expected the world to be a bit more... colorful?

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    To the south of the starting cavern is a small camp.

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    The only notable feature here is this dwarf, so let's talk to him.

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    Here's the dialogue menu. "Invite" is for recruiting NPCs into the party. "Assign" and "Dismiss" are only relevant for characters already in the party. Other commands are pretty self-explanatory.

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    Bloodstone still uses the keyword conversation system, but - like Ultima VI - important keywords are now highlighted so you don't have to guess them. Another popamolization to the game system. :decline:

    [​IMG] "So, Mantar, what could you tell me about the taldors?"
    [​IMG] "The Taldor and other baneful creatures from the west are growing in strength. If the threat is not checked, all the Dwarves of Tarq shall suffer the same fate as your tribe."
    [​IMG] "Fate?"
    [​IMG] "Instead of uniting under one banner, the Dwarves have fractured into two main tribes, the Tamar to the north and the Morin to the south. In addition, smaller tribes live in the wastes of northern Tarq."
    [​IMG] "Fractured?"
    [​IMG] "The two clans are preoccupied with destroying each other. They are ignoring the fact that they face their own destruction from the monster hordes. You must do something to prevent this destruction."
    [​IMG] "Do?"
    [​IMG] "In ages past, the gods gave magnificent treasures to their children. It is written that he who possessed the treasures held great sway over his subjects. I can not tell you the locations of these treasures, but rumors abound throughout the land."
    [​IMG] "Sway?"
    [​IMG] "If you find these treasures, Urist, you must make a decision concerning which chieftan to give them to. The chieftain that ultimately holds the most treasures will become the most powerful dwarf on Tarq. If the treasures are yours to give, the fate of the land is in your hands."

    Oh, so this is one of those "unite your people against the threat!" plots. Sounds simple enough.

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    We could also ask questions in the traditional text parser way...

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    ...But apparently the NPCs will not respond to any subject other than the ones already highlighted. Oh well.

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    We also attempted to invite Mantar to join us, but he simply rejected our offer.

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    By the way, in Bloodstone we can also talk to our companions.

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    This was actually possible in MC1 as well, but there the companions will just say "You know everything I do!". In Bloodstone, companions actually give you valuable information.

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    :takenotes:

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    Uhh. Seems like Halan gets along with the amazons well!

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    What? Are you implying that we are WEAK?! :x

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    I hate this new text parser already.

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    Well, let's try memorizing some spells. Currently, Urist is the only one with a spell totem. He shall memorize the Lightning spell.
    Sound useful.

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    Urist also drank a potion to heal, as he was quite severely wounded in the previous battle.

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    Here, under the Magic menu, we can see that it will take Urist 2 "ticks" (each tick is 5 minutes) to memorize a single copy of Lightning, and casting it would cost him 10 points of energy.

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    Because other party members don't have any spell totems, they'll be repairing weapons and armor.

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    Two hours later, Urist has already memorized eight copies of Lightning and others have repaired all weapons and armor to brand new state. Time to get moving, then.

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    From here we can either go north to the Tamar lands or south to the Morin lands. I decided to go north first, though I'm sure we'll have to visit both tribes eventually.

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    Heading north, the party emerged from the mountains into fertile grasslands. There's a bridge, but apparently roads dosen't exist yet. I guess it's because Bloodstone is set in a more primal time than the MC series.

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    It wasn't long before we spotted the town of Haraza to the north.

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    Apparently cities are no longer closed after sunset in Bloodstone. Well, that was one mechanic that I don't really miss from MC1.

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    Using the map here would cause a minimap of the town. However, as this town is fairly large, only the northwestern quarter of the town is shown here.

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    Let's try entering a building.

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    Nobody is in the shop. Unsurprising, considering that it's so late in the night, but shouldn't the shopkeeper have locked the doors before going to sleep? My immurshun is broken.

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    Another empty shop.

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    Tomatoes grow in the farm here. Unfortunately there's no potatoes.

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    When moving around obstacles, companions may sometimes become stuck by a wall or something like that. Fortunately this is easily fixed by using the "Formation" command.

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    Wow, this blacksmith has quite some work ethic.

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    Blacksmiths aren't shops. You don't buy things here; you work here to earn money. We've got more important things to do at the moment, though.

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    Huh, unusual to see a man wandering outside at this hour.

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    Let's try talking to him.

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    Odd. We don't get to ask him about advice, but we could inquire about news, weather and people. Let's ask about news first.

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    Gotta find one of those sacred groves, then.

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    Other news we heard from this man:
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    We could also chat with him about the weather. According to the manual, weather affects the party's ability to swim across rivers and oceans.

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    We should inquire about this chieftain Torongo person.

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    Ok. We'll pay him a visit sometime.

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    Unsurprisingly, this man won't join our party.

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    Oh, an inn.

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    We paid the innkeeper for a single night's stay.

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    Urist will learn some Acidball spells, while others will sleep for lack of other things to do.
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    A few hours later, Urist has learnt several copies of Acidball, so I had him learn another spell: Sense.
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    Later still, Urist started learing Imbecile instead.
    If enemy spellcasters are still as dangrous in this game as they were in MC1, then this spell should prove quite useful later.

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    12:00 is the checkout time. Since we only paid for one night, it's time to leave.

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    Not really related to our quest, but now that I think about it, this mask looks strangely prosperous.

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    We asked this man about news, but he didn't tell us anything we didn't already know.

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    We're now in the SW part of the town.

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    So this is the weapon shop?

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    Before checking the shop's merchandise, let's chat a bit with the shopkeeper first.

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    [​IMG] "Trimmick?"
    [​IMG] "Trimmicks are large, bipedal tree beasts. They seem peaceful, but they'll crush you with their mighty branches."
    [​IMG] "Morin?"
    [​IMG] "That foul tribe of miscreants would just as soon have your heads on poles as help you in your quest, Urist."

    We'll see about that.

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    T'kalo sells a wide selection of weapons. Oddly, he also sells bolts but not crossbows to fire them with.

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    We could also sell our weapons to T'kalo. We'll put off trading until later though.

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    I doubt we'll learn anything of worth, but let's talk to this kid anyway.

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    Um, sure. Who's Bucky anyway?

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    :hmmm:

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    So it rains a lot in the north.

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    This is the armor shop.

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    [​IMG] "Advice?"
    [​IMG] "Didn't your mother always tell you to wear your hat before going out?"
    [​IMG] "Hat?"
    [​IMG] "My hats are the finest of helms: bronze, iron and even steel. Perfect for those cold and dangerous mornings."

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    Anyway, this guy sells a bunch of armor and helmets. We don't but anything yet.

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    Later, we met a woman who related some more news to us.
    So where's this loremaster?

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    :takenotes:

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    The loremaster's home is just nearby, actually.

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    Uhh, what? So the "loremaster" is actually a library?

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    Well, whatever. We're all familiar with this concept - it was present in MC1 after all. Let's research about teleportals.

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    Researching a subject cost time. In this case it cost one and half an hour.

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    Good. This knowledge will come in handy later.

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    Hmm. A pyramid in the southwestern corner of the town... I wonder if this is Torongo's home?

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    Nope, it's a different dwarf.

    [​IMG] "Advice?"
    [​IMG] "If you wish to appease our chief, great Torongo, finding the treasures of the gods will go a long way towards that end."
    [​IMG] "Treasures?"
    [​IMG] "Myths say that when Rohrkhad created the dwarves, there was great rejoicing in the heavens. Rohrkhad loved his children very much, so much that when the first one died, he cried tears of liquid alabaster which rained down from the heavens."
    [​IMG] "Alabaster?"
    [​IMG] " Most ran into the oceans surrounding Tarq, forming beautiful beds of pearls. But some were caught by the craftsman, Amarant, who formed an elaborately wrought death mask. He offered his work to Rohrkhad, who was greatly pleased."
    [​IMG] "Pearls?"
    [​IMG] "The finest quality pearls and pieces of alabaster can be dropped into map flasks, forming a magic map of otherwise uncharted areas."
    [​IMG] "What's this death mask?"
    [​IMG] "The Death Mask has unfortunately been lost to dwarven civilization, so our scholars believe. It is unfortunate that we war with the Morin, for I believe one of their loremasters has information about the mask. Try researching 'death' when you get there."

    :incline: More useful informations.

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    There're four obelisks in a walled area of the town. They probably don't serve any particular purpose.

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    The gemcutter's shop is another place in which we can work to earn money.

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    We can also buy and sell gems here.

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    :roll:

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    AFAIK, the only useful gems here are the pearls and alabasters.

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    There's also a school here.

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    Our party members could study here to improve their sword skills. We probably have better things to spend money on, though.

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    I guess this is the tavern?

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    Sure it is.

    [​IMG] "Ale?"
    [​IMG] "At Pints 'o Plenty, we brew our own house lager, or I can offer you a variety of local Kalasedian ales."
    [​IMG] "Advice?"
    [​IMG] "Watch out for innocent looking doglike creatures in surrounding countryside."
    [​IMG] "Creatures?"
    [​IMG] "They are called Pennari, the cruel attack pets of the Taldor. One howl from their evil jaws will freeze you in your tracks!"

    [​IMG]
    We can't actually buy any ale from the bartender. What the hell. :decline:

    [​IMG]
    Let's talk with a patrons.

    [​IMG]
    [​IMG]
    [​IMG]
    butthurt detected

    [​IMG]
    [​IMG]
    [​IMG]
    Hmph, another unhelpful peasant. Oh well, maybe we can meet more helpful people here at a later time.

    [​IMG]
    Also, the supply shop is open now.

    [​IMG] "Advice?"
    [​IMG] "In case you hadn't noticed, mountains abound on our continent of Tarq. Be sure to equip your party with sturdy ropes, Urist."
    [​IMG] "Ropes?"
    [​IMG] "If each person in your party has a good length of rope, those mountains should present no problem."

    [​IMG]
    Maluan sells some useful provisions. Shovels are needed to dig up buried treasure. Picks can be used to pick locks. Map flasks will come in handy in areas in which ordinary maps don't work.
    [​IMG]
    [​IMG]
    The party pooled all their money on Urist. We then bought a shovel and a map flask, leaving us with about 700 more coins to spend.

    [​IMG]
    [​IMG]
    Let's check out the fittery next.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    Here we can buy snowshoes (required to cross snowfields) and sealskins (required to cross rivers). We won't buy any of these yet.

    [​IMG]
    Later, we went to check the tavern again and met a dwarf who wasn't here before.

    [​IMG]
    [​IMG]
    She volunteered to join our party. Let's see her stats.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    Whoa. She's more skilled than most of our party, in addition to having a lot of coins... We're definitely taking her!

    [​IMG]
    And so our party got its fifth member! :yeah:

    [​IMG]
    [​IMG] "Advice?"
    [​IMG] "If you seek information, you came to the right person! I'm the queen of rumors. What would you like to know about: An ancient island, a Brooch, or the local gossip?"
    [​IMG] "Island?"
    [​IMG] "To the east of Tarq lies the island Tanala. Although I have never been there, it is said to be the home of the antmen. Among other things there is said to be a tower there."
    [​IMG] "What other things?"
    [​IMG] "I've heard that there is a mushroom patch, a shrine, a grove, and a teleportal as well."
    [​IMG] "Patch?"
    [​IMG] "They say it is on the southeast tip, by the mountains."
    [​IMG] "Shrine?"
    [​IMG] "I hear that the shrine to some god lies in the snow, northwest of a place called 'Mountain Cross'."
    [​IMG] "Grove?"
    [​IMG] "I am told that a safe grove lies in the forest on the southern side of a large bay."
    [​IMG] "Teleportal?"
    [​IMG] "I think that I was told that it was south of the tower."
    [​IMG] "Tower?"
    [​IMG] "In the center of the island stands the Tower Naluun. It has been overrun with insect type creatures. I think a priest on some other island, whose name begins with 'M', knows how to get in."
    [​IMG] "Brooch?"
    [​IMG] "The Brooch of Aquilla was said to be the prize possession of the now dead human ranger named Drimmor. The beautiful, jeweled brooch is said to make a
    man irresistible to women, and Drimmor was never without an amazon escort."
    [​IMG] "Gossip?"
    [​IMG] "On the lighter side of the news, the increased flow of traffic through the teleportals has improved the economy and stimulated cultural exchange."
    [​IMG] "Traffic?"
    [​IMG] "Travellers who are rich enough to buy the necessary tiles travel from island to island using the teleportals. It is the only way."
    [​IMG] "Tiles?"
    [​IMG] "I hear that tiles can be bought from the same people that sell spell totems."

    Yeah, we certainly learned a lot from this woman. :incline:

    [​IMG]
    [​IMG]
    [​IMG] "Asarene?"
    [​IMG] "The coastal region between here and Kafari is the contested ground that the two clans fight over, probably because it has a number of useful locations."
    [​IMG] "Locations?"
    [​IMG] "Between here and Kafari, a Morin town, there is a Sacred Grove which is of strategic importance to both clans."
    [​IMG] "Grove?"
    [​IMG] "The grove lies in a forest, northeast of Kafari."
    [​IMG] "Kafari?"
    [​IMG] "The Morin town lies to the south, but I wouldn't go there. They have very little to offer."
    [​IMG] "Little?"
    [​IMG] "Actually, their axes are slightly better, but we make better Dwarven Chain and helms than they do."
    [​IMG]"Axe?"
    [​IMG] "I have found that axes do more damage than swords in the same price range."
    [​IMG] "Chain?"
    [​IMG] "Dwarven Chain is better than normal chain mail. We just make it better and stronger."
    [​IMG] "Helms?"
    [​IMG] "The added protection that a helm provides may be invaluable when things get really hairy."
    [​IMG] "Morin?"
    [​IMG] "The Morin clan lives to the south. They are powerful, but vulgar and unwashed. My clan will not allow their uncouth ways to destroy our progress!"
    [​IMG] "Taldor?"
    [​IMG] "The evil and twisted creations of the jealous god, Palelil, these creatures seek to end the life of every dwarf on Tarq!"

    That was helpful. Now that we've talked with everyone in the tavern, let's go somewhere else.

    [​IMG]
    We stumbled upon another dwarf's home.

    [​IMG] "Advice?"
    [​IMG] "Seek ye the treasures of the gods? The holy scarab of Dablak lies not distant from here."
    [​IMG] "Dablak?"
    [​IMG] "Dablak is the god of the earth. All which live on or under it should revere him, lest they invoke his wrath!"
    [​IMG] "Distant?"
    [​IMG] "Yes, not far at all! The tower of Pradaqa, to the north and west of here, is where it is rumored to be."

    Interesting. Isn't Pradaqa also the home of taldors? We'll go there when we're stronger.

    [​IMG]
    By the way, Fazil has a wide range of curious items in this home. None of them could be interacted with, but it's a nice touch.

    [​IMG]
    A guarded pyramid. I suppose this is Torongo's house? But it's on the eastern side of the town, not the western. Ugh, I hope errors like this aren't too common in this game.

    [​IMG]
    Let's chat with the guards first.

    [​IMG]
    No problem for us.

    [​IMG]
    When attempting to enter the pyramid, we discovered that the door was locked. Now we have three options to get the door to open: knocking on the door, picking the lock or just smashing it down...

    [​IMG]
    ...but in a town, the only actually viable option is knocking. If we tried to pick the lock or break the door, we'd just get this message.

    [​IMG]
    [​IMG]
    After knocking on the door, we're required to name the person in the house. This time it's easy enough, though.

    [​IMG]
    [​IMG]
    [​IMG]
    Well, I'm already starting to see where this is going... My metagaming sense tells me that in order to get the best ending, we should actually give the treasures to another dwarven chieftain of a small tribe who's more sensible than these feuding fools.

    That's it for this update, then. Next time we'll start actually adventuring.
     
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  14. Azira Arcane Patron

    Azira
    Joined:
    Nov 3, 2004
    Messages:
    8,209
    Location:
    Copenhagen, Denmark
    Codex 2012
    :avatard:
     
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  15. Morkar Left Guest

    Morkar Left
    :avatard:
    Holy Shit. Probably a "lengthy update award" is incoming. Need some time to read!
     
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  16. Tigranes Prestigious Gentleman Arcane

    Tigranes
    Joined:
    Jan 8, 2009
    Messages:
    9,483
    Argh, photobucket!
     
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  17. Monstrous Bat Arbiter

    Monstrous Bat
    Joined:
    Dec 30, 2011
    Messages:
    603
    :what:

    I think this is the first time I'd hit the bandwidth limit with Photobucket. WTF, I thought only 10 people or so read my LPs.
     
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  18. Clockwork Knight Arcane

    Clockwork Knight
    Joined:
    May 6, 2009
    Messages:
    1,871,256
    Location:
    Glass Fields, Ruins of Old Iran
    Apparently you're popular.

    (I miss icefrog : ( )
     
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  19. Morkar Left Guest

    Morkar Left
    Damn. I had time today.

    Bloodstone is a relatively unknown oldschool rpg that is actually good. There aren't that many left to discover.
     
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  20. Monstrous Bat Arbiter

    Monstrous Bat
    Joined:
    Dec 30, 2011
    Messages:
    603
    Well, there's still Demon's Winter, The Dark Heart of Uukrul, Tunnels & Trolls: Crusaders of Khazan, Dragon Wars, Eternal Dagger...

    Sure, I'm calling these games good even though I've never played most of them, but then again, so are you :M
     
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  21. Morkar Left Guest

    Morkar Left
    But those games are already covered by now. Here and the crpg addict gave them good display, too.
     
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  22. octavius Prestigious Gentleman Arcane

    octavius
    Joined:
    Aug 4, 2007
    Messages:
    15,023
    Location:
    Bjørgvin
    So, are you having fun with this game?
    It looks better than I thought when I skipped it on my chronological play list.
    Despite combat being less abstract than in Magic Candle it looks more simplistic?
     
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  23. Monstrous Bat Arbiter

    Monstrous Bat
    Joined:
    Dec 30, 2011
    Messages:
    603
    Definitely having fun exploring the world right now, but it remains to be seen how well the game will stand up when I'm a few more hours into it.

    Other than the introduction of diagonal moving/attacking and the archery changes, the combat is mostly the same as MC1. Maybe a bit less tactical, but probably also less tedious. There's some more streamlining to the game system, including removal of the food system, and walking no longer cost energy. I can't say I miss these mechanics, but the dumbing down of party split system kinda pissed me off.
     
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