Bloodeyes
Arcane
- Joined
- Jan 30, 2007
- Messages
- 2,912
Last Episode
Episode 3 - Into the bowels
We killed lots of things around the Old Sycamore
Episode 3 - Into the bowels
So mopping up the last of the trash mobs at surface level got the party to level 3. Except Brogan because he's a mercenary and thus slightly behind in XP.
This mod adds a lot of cool new feats. I'm glad I'm just picking what I feel like instead of doing planned builds. This would be overwhelming otherwise. Even classes I know well have a ton of new stuff. I went with this for Duncan. It sounds pretty damn awesome.
I gave Valerie fouchard proficiency. We'll need to get her one of those. For now she's using a longspear. With all these cool new tank feats, maybe I could have kept her front line... is what I thought after I chose fouchard proficiency. No saves so no take backs. I'm not using respecs this time. Gonna keep it pure. Plus, fouchards are cool.
She got a bonus teamwork feat. A class feature lets her activate solo tactics like an inquisitor for a few rounds per day. Outflank isn't available yet, and she hasn't the DEX for precise strike. So I got this. Sounds useful. So I activate her solo tactics, have Duncan charge, then have her charge, she's at +2 to hit... actually now that I'm typing it that's a lot of management for +2. Oh well, it may end up being good and nothing amazing was available yet. I'll have everyone take bonded mind if the mod has done something horrible to Jubilost. That's another way for the party to get access to the shield spell.
Harrim got Dodge. He'll get crane style later I think, so I'd better remember to give him some mobility. Harrim has been an asset in his new class. I sort of wish he had the fast cleric spell progression, but his buff (forget what it's called, the one with the hammer icon) has actually helped out a lot. Him and Amiri hit pretty consistently compared to the others (who thus far can't hit jack shit most of the time). Having people who deal damage is pretty important. Sure you need support classes buffing and tanks protecting, but who are they buffing and protecting?
Your damage dealers! The second line reach users, the blindsiding sneak attackers. They're what the whole system is there to support.
Anyway /autism. Lets go into the cave and get some loot. We need supplies like a motherfucker, but we also need loot to sell in order to get those supplies. We won't go too far. We're still pretty green.
First fight in the cave goes pretty easy. They're just kobolds.
Our dwarven rogue is either showing my folly for making a dwarven rogue, or he's in the midst of a dice curse. Because he sets of more than half the traps he tries to disarm. I think he passed the one in the screen, but we ate quite a few burning hands spells going down this corridor.
At the end of the corridor we come across a rickety trap doo blocking our path...
Huh. Guess it's not a dice curse then. Good, those can be brutal. We kill some giant spiders.
Bumbling Brogan Bloodgrace sets off a web trap. At least I had the foresight to move the party away while he disarmed it. Being a rogue with high DEX he easily makes his saves to escape the webs. It's between us and the exit (and it won't despawn until we rest), but we have enough people who can make those saves that we'll be able to leave when we need to.
Unfortunately next fight Val take 5 goddamn STR damage from one hit from a spider. That's inconvenient. Curable, but we'll need to use a potion seeing as Harrim isn't a cleric in this mod and doesn't have level 2 spells yet. We only have 2 of them, and lots of things in these caves do stat damage.
Anyway we kill trash mobs and look around for a bit more, and Brogan levels up. I give him precise shot, finesse training dagger, and this interesting new spell. Could he be a reach rogue? Sounds like it. If this ends up being as good as it sounds I'm going to focus on his daggers and go for 2 weapon fighting. A secondary crossbow will still be handy for attacking into AOE effects. Plus his picture has a dagger and a crossbow.
We make a decent dent in the first level of the caves, and find enough loot to buy what we need. This is the smart time to leave. Quit while we're ahead. Except...
My bloodlust gets the better of me. I've fought through this cave a lot of times. I'm incredibly indecisive when it comes to builds and choices, so I've restarted this game many dozens of times and never finished it. I know the early game like the back of my hand. I can do this. They're only kobolds for fucks sake. I'm not going to die to kobolds. That's what I tell myself as I press on further into the caves... I don't know why I made this decision, given how the last season ended. Honestly I don't... guy's I'm sorry...
I'm sorry to report that nothing much happened this episode. I did a couple more fights then quit while I was ahead, heading back to Oleg's without incident to restock.
Not really any exciting choices for the comments after this one. Next episode we're going to explore around a little on our way back, and see about that nightmare Duncan had.
This mod adds a lot of cool new feats. I'm glad I'm just picking what I feel like instead of doing planned builds. This would be overwhelming otherwise. Even classes I know well have a ton of new stuff. I went with this for Duncan. It sounds pretty damn awesome.
I gave Valerie fouchard proficiency. We'll need to get her one of those. For now she's using a longspear. With all these cool new tank feats, maybe I could have kept her front line... is what I thought after I chose fouchard proficiency. No saves so no take backs. I'm not using respecs this time. Gonna keep it pure. Plus, fouchards are cool.
She got a bonus teamwork feat. A class feature lets her activate solo tactics like an inquisitor for a few rounds per day. Outflank isn't available yet, and she hasn't the DEX for precise strike. So I got this. Sounds useful. So I activate her solo tactics, have Duncan charge, then have her charge, she's at +2 to hit... actually now that I'm typing it that's a lot of management for +2. Oh well, it may end up being good and nothing amazing was available yet. I'll have everyone take bonded mind if the mod has done something horrible to Jubilost. That's another way for the party to get access to the shield spell.
Harrim got Dodge. He'll get crane style later I think, so I'd better remember to give him some mobility. Harrim has been an asset in his new class. I sort of wish he had the fast cleric spell progression, but his buff (forget what it's called, the one with the hammer icon) has actually helped out a lot. Him and Amiri hit pretty consistently compared to the others (who thus far can't hit jack shit most of the time). Having people who deal damage is pretty important. Sure you need support classes buffing and tanks protecting, but who are they buffing and protecting?
Your damage dealers! The second line reach users, the blindsiding sneak attackers. They're what the whole system is there to support.
Anyway /autism. Lets go into the cave and get some loot. We need supplies like a motherfucker, but we also need loot to sell in order to get those supplies. We won't go too far. We're still pretty green.
First fight in the cave goes pretty easy. They're just kobolds.
Our dwarven rogue is either showing my folly for making a dwarven rogue, or he's in the midst of a dice curse. Because he sets of more than half the traps he tries to disarm. I think he passed the one in the screen, but we ate quite a few burning hands spells going down this corridor.
At the end of the corridor we come across a rickety trap doo blocking our path...
Huh. Guess it's not a dice curse then. Good, those can be brutal. We kill some giant spiders.
Bumbling Brogan Bloodgrace sets off a web trap. At least I had the foresight to move the party away while he disarmed it. Being a rogue with high DEX he easily makes his saves to escape the webs. It's between us and the exit (and it won't despawn until we rest), but we have enough people who can make those saves that we'll be able to leave when we need to.
Unfortunately next fight Val take 5 goddamn STR damage from one hit from a spider. That's inconvenient. Curable, but we'll need to use a potion seeing as Harrim isn't a cleric in this mod and doesn't have level 2 spells yet. We only have 2 of them, and lots of things in these caves do stat damage.
Anyway we kill trash mobs and look around for a bit more, and Brogan levels up. I give him precise shot, finesse training dagger, and this interesting new spell. Could he be a reach rogue? Sounds like it. If this ends up being as good as it sounds I'm going to focus on his daggers and go for 2 weapon fighting. A secondary crossbow will still be handy for attacking into AOE effects. Plus his picture has a dagger and a crossbow.
We make a decent dent in the first level of the caves, and find enough loot to buy what we need. This is the smart time to leave. Quit while we're ahead. Except...
My bloodlust gets the better of me. I've fought through this cave a lot of times. I'm incredibly indecisive when it comes to builds and choices, so I've restarted this game many dozens of times and never finished it. I know the early game like the back of my hand. I can do this. They're only kobolds for fucks sake. I'm not going to die to kobolds. That's what I tell myself as I press on further into the caves... I don't know why I made this decision, given how the last season ended. Honestly I don't... guy's I'm sorry...
I'm sorry to report that nothing much happened this episode. I did a couple more fights then quit while I was ahead, heading back to Oleg's without incident to restock.
Not really any exciting choices for the comments after this one. Next episode we're going to explore around a little on our way back, and see about that nightmare Duncan had.