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Inactive Let's break some boots in the RoA! (Escape from Castle Orkenstein)

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Dead State Project: Eternity Wasteland 2
Great update! Even with bits I remember! I guess the jump is a Physical control check minus the hind value of the character's armor plus or minus x for the distance you have to jump. That's what we did when PnPing at least. Casting Bambaladam on Korenzel when he failed his acrophobia check to make him continue was the highlight for me in this update. That's something you don't see in other games.
I had to count it: We listened to the bard for six hours? :lol:
 

Pussycat669

Liturgist
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Does armour hamper PCs by any chance like in other rpgs (for casting magic, dodge, etc.)? Can't really remember if the first edition had any rules for that.

Casting Bambaladam on Korenzel when he failed his acrophobia check to make him continue was the highlight for me in this update.

He actually cast it himself if I recall correctly. Dunno if a druid who can get himself stoned by magic is a good thing or bad.

We listened to the bard for six hours? :lol:

There was probably more where that came from but at that point I was more concerned with getting everyone past those mountains alive. Wonder if you can actually starve to death while listening to him :?
 

korenzel

Educated
Joined
May 18, 2010
Messages
278
Eh, I would have thought my courage would have compensated for the high negatives, but apparently not.

You're making excellent progress very fast, you can almost complete the game already, as you only need six or seven of the nine pieces.
 

Pussycat669

Liturgist
Joined
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Messages
667
Location
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Another level up! All I have to add is that golgepapaz and his dice really need to sit down and have a talk one day :/

Level up! said:
p1.jpg
:
Charisma +1
Necrophobia -1 failure :cry:
HP +3

Weapons:
Pointed weapons +1 (+1 parry)

Body:
Acrobatics +2
Hide +1

Social:
Convert +2
Haggle +1


p2.jpg
:
Strength +1
Superstition -1 failure :cry:
Basic attack/parry +1
HP +1 :cry:

Body:
Phys. control +2
Hide +2


p3.jpg
:
Wisdom +1
Violent temper -1 success! :salute:
HP +2
MP +6
Convert spell attempt into MP? Yes
Convert skill attempts into spell attempts? No

Combat:
Pole arms +1 (+1 attack)

Intuition:
Danger Sense +1
Perception +1

Lore
Alchemy +1
Anc. Tongues +1
Geography +1
History +2

Dispell:
Gardianum +2

Domination:
Horriphobus +1
Respondami +1

Movement:
Foramen +2
Transversalis +2

Clairvoyance:
Analyze +2
Odem Arcanum +1
Sensibal +1

Illusion:
Duplication +2

Combat (magic):
Lightning +1
Fulminictus +1
Ignifaxus +2
Plumbumbarum +2


p4.jpg
:
Intuition +1 (just found out that the attribute is apparently pretty much useless to him :oops:)
Claustrophobia -1 success! :salute:
HP +1
MP +2
Convert skill attempts into spell attempts? No

Combat:
Pole arms +1 (+1 attack)

Intuition:
Danger sense +1
Perception +1

Craftsmanship:
Treat Poison +2
Treat Diseases +2
Treat Wounds +2

Body:
Phys. control +1
Hide +1

Dispell:
Domination +1

Domination:
Evil Eye +2
Master Animals +1

Clairvoyance:
Eagle’s Eye +1

Illusion:
Duplication +1
Camouflage +1

Combat (magic):
Lightning +1
Iron Rust +1
Ignifaxus +1

Transformation:
All the increase spells except for charisma


p5.jpg
:
Intuition +1
Necrophobia -1 failure :cry:
Magic resistance +1
HP +1
MP +2

Combat:
Swords +1 (+1 attack)

Nature:
Track +1
Orientation +2
Survival +1

Intuition:
Danger Sense +1

Body:
Hide +1

Dispell:
Domination +1

Domination:
Bambaladam +1

Movement:
Acceleratus +2

Healing:
Balm +2 :salute:
Rest the Body +1

Combat (magic):
Accurate Eye +1

Transformation:
Eagle, Wolf +2
 

korenzel

Educated
Joined
May 18, 2010
Messages
278
Very good. I think Intuition factors in the ranged combat value, so it's not completely wasted.

Can druids use throwing weapons in Star Trail ? It might be worth it to begin raising the skill, as leather armor and a staff in melee don't do much.
 

Pussycat669

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Nope, no throwing weapons either. Your starting attributes were quiet high though so I hope the wasted points won't factor in too much. We should probably go for more courage and charisma from what I can gather.

I'm also still confused about whether wisdom has any influence on social skills like Bee mentioned. I couldn't find anything about it in the manual.
 

Crooked Bee

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Pussycat669 said:
I'm also still confused about whether wisdom has any influence on social skills like Bee mentioned. I couldn't find anything about it in the manual.

Well, if I'm getting the bolded parts right...

Manual said:
Social skills help (or hinder) characters in the social situations they encounter in towns and cities. Attributes in parentheses affect the skill's chances of success. Social skills aren't much use in the wild, unless you encounter a particularly talkative rabbit. When characters gain a level, Social skills may be increased by up to 2 points.

• CONVERT (WD/IN/CH): The ability to convince others that your point of view
is the correct one, especially in regard to religious matters. (“No, really, Norm,
Ifirn said that if you gave me your sword, half your rations and dove headfirst into
that stable over there, you'd be granted a miracle.”)

• HAGGLE (CR/WD/CH): A good haggler knows how to smooth talk. In markets,
the best hagglers can get discounts of up to 50% from a merchant (tax, title and
registration are extra).

• STREETWISE (WD/IN/CH): Helps a character to find his way in a strange town.
It also helps him or her find unguarded shortcuts, to avoid the city guards and where
to beg for the highest take.

• HUMAN NATURE (WD/IN/CH): Allows you to judge the probable reaction of
non-player characters to your party.

• EVALUATE (WD/IN/IN): This skill helps to estimate the value of artifacts and
other useful items.
 

Pussycat669

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Messages
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Location
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Right, now I feel stupid, thanks :P

EDIT: Also turns out that you need intuition for Herb Lore so it's really not a total waste.
 

golgepapaz

Augur
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Messages
381
Location
Istanbul-Ankara express
Divinity: Original Sin Wasteland 2
Pussycat669 said:
Nope, no throwing weapons either. Your starting attributes were quiet high though so I hope the wasted points won't factor in too much. We should probably go for more courage and charisma from what I can gather.

I'm also still confused about whether wisdom has any influence on social skills like Bee mentioned. I couldn't find anything about it in the manual.

from the char dump of ROA2 Level 1 druid. Druid spells are marked with (D) most of them relies on CR,CH and WD . if you are going domination (DAnce is very powerful since it can be cast from range and effectively renders the opponent out of combat. if everybody is dancing you get an automatic win :D)
Code:
                      A R C A N E   L O R E
 
Name: Druid              Class: Druidess       Gender: Female  
 
 
 DISPELL                                HEALING
 
 Domination      (D)   (WD/IN/CH)    4  Balm of Roond     (E)   (CR/IN/CH)   -7
 Destruction     (M)   (WD/WD/DX)  -10  Witch Spit        (W)   (IN/CH/DX)  -18
 Guardian        (M)   (IN/CH/ST)   -8  Pure and Clear    (M)   (WD/WD/CH)   -6
 Illusion        (M)   (WD/IN/CH)   -9  Rest the Body     (E)   (WD/CH/ST)   -9
 Transformation  (W)   (CR/WD/CH)  -12  Heal Animal       (W)   (CR/IN/CH)   -8
 
 DEMONOLOGY                             MOVEMENT
 
 Blood & Furor   (M)   (CR/CR/CH)  -10  Acceleratus       (E)   (WD/AG/ST)  -10
 Banish Spirits  (D)   (CR/CR/CH)   -2  Foramen           (M)   (WD/WD/DX)   -8
 Conjure Spirits (D)   (CR/CR/CH)    0  Motoricus         (M)   (WD/DX/ST)  -12
 Heptagon        (M)   (CR/CR/CH)  -12  Without a Trace   (E)   (IN/AG/AG)   -5
 Summon Crows    (W)   (CR/CH/CH)   -8  Transversalis     (M)   (WD/ST/ST)  -19
 Skeletarius     (M)   (CR/CR/CH)  -12  Walk on Ice       (E)   (WD/AG/ST)  -15
 
 TRANSMUTATION                          ILLUSION
 
 Abvenenum       (E)   (WD/WD/CH)   -6  Chameleony        (E)   (IN/CH/AG)   -7
 Aeolitus        (E)   (WD/CH/ST)   -4  Duplication       (M)   (WD/CH/AG)   -6
 Burn!           (M)   (CR/WD/ST)   -8  Camouflage        (W)   (WD/CH/AG)   -5
 Claudibus       (M)   (WD/DX/ST)   -8  Witch's Knot      (W)   (WD/IN/CH)  -10
 Fiat Lux        (E)   (WD/WD/DX)    0
 Darkness        (D)   (WD/WD/DX)   -1  ELEMENTS
 Melt the Solid  (M)   (CR/WD/ST)   -8
 Silentium       (E)   (WD/WD/CH)   -6  Conjure Elemental (D)   (CR/WD/CH)  -15
 Calm the Storm  (E)   (WD/CH/ST)  -15  Nihilatio         (M)   (WD/ST/ST)  -15
 Freeze the Soft (M)   (CR/WD/ST)   -8  Solidirid         (E)   (IN/AG/ST)  -12
 
 DOMINATION                             TRANSFORMATION
 
 Ball and Chain  (E)   (WD/CH/ST)   -6  Eagle, Wolf       (E)   (CR/IN/AG)   -8
 Bambaladam      (E)   (IN/CH/CH)  -10  Arcano            (M)   (CR/WD/CH)   -8
 Evil Eye        (D)   (CR/CH/CH)    4  Magic Armor       (E)   (IN/AG/ST)   -8
 Great Need      (W)   (WD/IN/CH)   -5  Increase CR       (M)   (WD/CH/CR)   -1
 Confusion       (D)   (WD/WD/CH)    4  Increase WD       (E)   (WD/CH/WD)   -3
 Master/Animals  (D)   (CR/CR/CH)    4  Increase CH       (E)   (WD/CH/CH)   -5
 Horriphobus     (M)   (CR/IN/CH)   -6  Increase DX       (E)   (WD/CH/DX)    0
 Astral Theft    (D)   (CR/WD/ST)   -4  Increase AG       (E)   (WD/CH/AG)   -3
 Respondami      (M)   (WD/IN/CH)   -4  Increase IN       (E)   (WD/CH/IN)    0
 Meekness        (W)   (CR/CH/CH)   -8  Increase ST       (E)   (WD/CH/ST)   -3
 Somnigravis     (E)   (WD/CH/CH)   -8  Fire's Bane       (W)   (CR/CR/ST)   -6
 Dance!          (D)   (CR/WD/CH)    3  On Ocean's Floor  (E)   (CR/WD/ST)  -10
                                        Paralyze          (M)   (IN/CH/ST)  -15
 COMBAT                                 Salother          (M)   (WD/IN/CH)  -15
                                        Visibili          (E)   (WD/WD/AG)  -12
 Lightning       (E)   (WD/IN/AG)    2  Mutabili          (M)   (WD/AG/ST)  -18
 Darkness' Power (M)   (CR/WD/ST)   -8
 Iron Rust       (M)   (WD/CH/AG)   -3  CLAIRVOYANCE
 Fulminictus     (E)   (WD/AG/ST)   -8
 Ignifaxus       (M)   (WD/AG/DX)  -12  Eagle's Eye       (E)   (WD/IN/DX)   -4
 Plumbumbarum    (M)   (CH/AG/ST)   -7  Analyze           (M)   (WD/WD/IN)  -10
 Terror Broom    (W)   (CR/IN/CH)  -19  Attributes        (E)   (WD/IN/CH)  -10
 Terror Power    (M)   (CR/IN/CH)  -10  Exposami          (E)   (WD/WD/IN)   -4
 Accurate Eye    (E)   (IN/AG/DX)   -8  Odem Arcanum      (E)   (WD/IN/CH)   -3
                                        Penetrating       (M)   (WD/WD/ST)   -8
 COMMUNICATION                          Sensible          (E)   (WD/IN/CH)   -8
 
 Witch's Eye     (W)   (IN/IN/CH)  -19
 Necropathia     (M)   (CR/WD/CH)   -6
 
===========================================================================

Now my question, in the world map(ROA2), I am traveling so fast I am forced to camp every 3 seconds.Decreasing dosbox cycles made no difference at all. I am just moving north and south because I have no idea where to go and there are no markers to help me . am I missing something or?
 

SCO

Arcane
In My Safe Space
Joined
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Messages
16,320
Shadorwun: Hong Kong
Yes, it's supposed to be like that. One of the reasons i like RoA1 better is that i'm not camping every other 10 seconds until the next text adventure.

But you can format things so they go faster if nothing changes (but it will ofcourse, the system could be better). If you press rest they simply repeat their actions from the last day (except the ones i'd like too, like sharpening swords and shit).
 

Pussycat669

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Messages
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Location
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The many resting times are normal in RoA 2, I'm afraid. Just use the auto button (the one under the save icon) to skip those as fast as possible.

The game does leave you quiet in the dark at the start as I recall. This is especially annoying since NPCs tend to lock up after you have chosen a few topics (best way to avoid this was to end the dialogue after every topic, I think).

I didn't get far into the game on my first attempt and my memory is somewhat cloudy but if you need some quest pointer:

The town south of the starting village has one quest which should be easy to find if you have an elf in the party. Otherwise you will need to stay at the inn in the marketplace.
If you want to go after Star Trail, go to the big city in the west.

EDIT: Damn, SCO beat me to it.
 

golgepapaz

Augur
Joined
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Messages
381
Location
Istanbul-Ankara express
Divinity: Original Sin Wasteland 2
@ sco ,pussycat

Yes I've figured out the macros already. So in the world map
you click furiously to not camp and set waypoints and if something interesting happens (an encounter or village or a junction) you roll with it. But you see no marker on the world map where is the village you found
so you do, what ? draw them on a paper ? memorize it?
 
Joined
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Messages
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Location
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Dead State Project: Eternity Wasteland 2
Pussycat669 said:
Does armour hamper PCs by any chance like in other rpgs (for casting magic, dodge, etc.)? Can't really remember if the first edition had any rules for that.

It definitely does decrease your AT and PA values. Just right click in the inventory and select AT/PA values and unequip armor to see how much it increases. Your skill checks should get harder by the same amount. The body ones at least.
 

SCO

Arcane
In My Safe Space
Joined
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Messages
16,320
Shadorwun: Hong Kong
golgepapaz said:
@ sco ,pussycat

Yes I've figured out the macros already. So in the world map
you click furiously to not camp and set waypoints and if something interesting happens (an encounter or village or a junction) you roll with it. But you see no marker on the world map where is the village you found
so you do, what ? draw them on a paper ? memorize it?

Yeah. The roa1 map is better about descriptions too. Keep notes, but typically most little towns don't have a 3d area (just 2d services) and so are not actually very important in quests (aka have none, though there are exceptions).

What really annoyed me about the game is the 3d areas - that kind of 3d (in RoA 2 especially) gave me a headache because of the eye strain. Didn't stop me from completing all the games.

BTW, you should have started on RoA1.

If you win that first encounter from RoA 2 you get a nice reward. This is only really possible with a RoA1 party.
 

Pussycat669

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Messages
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@golgepapaz
You'll just have to vaguely memorize the locations of the interesting places (not so many I could find. One thing that annoyed me about RoA 2 compared to 1) and use the next best route you explored. If you can, travel with a boat since it'll skip the resting times.
Don't bother skipping a rest while on foot. You'll get maybe one extra hour out of it and that's really not worth the extra effort if you are not in close proximity of a town/inn/etc.

@toastboy
Thanks a bunch :salute:
 

Pussycat669

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Messages
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Location
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z0.jpg


We still got a lot of places to visit along the coastline.

z1.jpg


Our heroes are now able to get past such obstacles without wetting themselves. All the investment into bodily fitness starts to pay.

z2.jpg


They are many but korenzel has a few tricks up his sleeves.

z3.jpg


z4.jpg

z5.jpg


Old news, pal. We get ambushed by orcs and a mighty ogre next but their fighting prowess doesn't compensate for their lousy magic resistance.

z6.jpg


z7.jpg


z8.jpg


Not out of the rocky woods yet.

z9.jpg


z10.jpg

z11.jpg

z12.jpg


The scary part for me is that the game might be actually serious about that.

z13.jpg


There are no more paths leading southwards so we're forced to travel by boat.

z22.jpg


Algrid, one of the people we’re apparently looking for, is lingering in a pub.

z14.jpg


z15.jpg

z16.jpg

z17.jpg

z18.jpg

z19.jpg

z20.jpg

z21.jpg


z23.jpg


Been there, done that.

z24.jpg


z25.jpg


z26.jpg


z27.jpg


Here is the lighthouse itself. Whether it has a purpose though, I'm not sure. Otherwise this place is pretty much devoid of anything remarkable except a local healer.

z28.jpg


z29.jpg

z30.jpg


z31.jpg


There are actually two holes-in-a-wall this time around. Both of them do nothing but score Holga a nasty bite wound :(
We move on to more uplifting tasks.

z32.jpg


The dwarf has a mighty belt on him which increases the wearer's strength by 5 points. RoA 1 is pretty bare bone, so belts, rings, etc. don't get their individual slots but must be hold in the hand. Bee gets the belt, turning her into a lean, mean killing machine. This lasts until her weapon breaks in our very next fight against pirates who occupy the upper level of this place. We also find out on this occasion how the dwarf must have died down here.

z33.jpg


We get ambushed by a demon too.

z34.jpg


It runs away on its first turn and the brave heroes get some free XP.

z35.jpg


Other than that, there is a very empty room,

z36.jpg


another brick in the wall,

z37.jpg

z38.jpg

z39.jpg


:cry:... a trigger for a trap,

z40.jpg


the crossbow trap itself we were able to avoid (although the party still triggers it on their way back :/)

z41.jpg


and, lastly, a donation altar.

z42.jpg

z44.jpg

z43.jpg


It's a small coin for a small man then, eh?

z46.jpg


Well, I would never... hold on, dragon? :?
Almost done on this level but there is one suspicious looking blind spot left on the map.

z47.jpg


We put Murrow's penetrating stare to good use.

z48.jpg


There is no secret door to be found so we just teleport on a free spot. There are two chests containing three mana and health potions respectively. Nothing fancy. Next up is level two and zombies.

z49.jpg


They are fairly easy to deal with as long as Necrophobia doesn't kick in too hard. Thankfully, our party has yet to experience a real panic attack. The mummies are more difficult to deal with.

z50.jpg


Another promising room soon follows.

z51.jpg


We shall never find out what is so odd about those walls, sadly, but what we do find is some fancy magical equipment for golgepapaz a few rooms later.

z52.jpg

z53.jpg


It apparently increases armour rating but the wearer constantly loses health so we'll probably sell that one.
Another instance of Holga putting her hands in/on things and getting hurt for it:

z54.jpg

z55.jpg


That's it for level two already. There is only one more to go.

z56.jpg


z57.jpg

z58.jpg


The heroes get ambushed by two mummies on their way back. It looks harmless enough at the start but the next two mummies that spawn in the next turn catches everyone off guard.

z59.jpg


This would probably be a lot easier to deal with if that one team member wouldn't have to fight with her bare hands (although Bee is able to kill one of the mummies by setting it on fire however that is possible). It’s back to the real deal.

z60.jpg


Them sure are a lot of pirates and there’s a captain too to boot. They all have good magic resistance so we have to brute force our way through to receive a platinum key which can free the dragon.

z61.jpg

z62.jpg


We use that opportunity to search the rest of the level for more treasures, only to get mocked.

z63.jpg


The dragon gave us a lot of cash, a crystal ball which increases danger sense and a magical throwing dagger.

z64.jpg


This one goes to Bee as well. Not much else to report.

z65.jpg


z66.jpg


This town too lacks an inn and there is not a lot of sea traffic going on hence we're forced to walk around aimlessly until a ship pops up to our rescue.

z67.jpg


Aryn is a dead end. We sail back over Runin Island (again waiting a lot to find a ship to get away) to Kord and from there we continue our journey to Prem on foot. It turns out to be a colossal waste of time.

z68.jpg


An out of town inn is all we find along the road.

z69.jpg


Meaning if there's any action going on around these parts, we’ll find it here.

z70.jpg


We are on our way! Right after unlocking another NPC.

z71.jpg

z72.jpg


Now we're really on the way.

z73.jpg


The mines were apparently abandoned many years ago and a lot of shafts have caved in during the ages.

z74.jpg

z75.jpg


Most of these cleared pathways only lead to a dead-end, like this one:

z76.jpg


There are corpses lying around as per usual.

z77.jpg


There are doors too.

z78.jpg


Or just Holga's trusty lock picks.

z79.jpg


Close by is a storage area.

z80.jpg


We check, but the pot helm is not magical. This stuff can continue to rot where it is.

z81.jpg


All those implications of death by starvation/dehydration should have been a clear warning sign to me in retrospect.

z82.jpg


This will probably be the most what we'll get out of this dungeon. Or is it?

z83.jpg

z84.jpg


Yes, it is :(
We find the former living quarters further down the hallway.

z85.jpg


We face four skeletons overall. It's the only fight we have to endure during this romp and it is quiet easy. One last warning sign:

z86.jpg


On our way back, the real danger of this place comes into play.

z87.jpg


z88.jpg


These new cave in events will occur at random when entering specific fields. If you're lucky, they'll be just minor annoyances. Otherwise...

z89.jpg


That's right in front of the dungeon exit, if you can't make it out. Probably should have just teleported out while we had a chance. Overall, the place is not really worth the risk we took although crawling out of the mine grants us an experience boost from the looks of it..
Since Prem is a big city like Thorwal, we get more 'hilarious' social events. This time however we are better prepared.

z90.jpg


z91.jpg

z92.jpg


And the grand finale of our city tour:

z93.jpg


z94.jpg


The important NPC is again revealed by entering houses at random.

z95.jpg


z96.jpg

z97.jpg

z98.jpg

z99.jpg


Good thing we already did the legwork for that one.

z100.jpg

z101.jpg

z102.jpg

z103.jpg

z104.jpg

z105.jpg

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z107.jpg

z108.jpg

z109.jpg


z110.jpg


z111.jpg


What's the rush? We still have the south coast left to go. Shouldn't take too long now :P
 

Crooked Bee

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Pussycat669

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@korenzel
Dragons (for the most part) are very powerful creatures in the Dark Eye iirc so I would be skeptical. You couldn't fight him directly with the options I tried at least. This one was more talk than walk though. I think the worst that can happen is that he throws you out.

Bee said:
Not, funny :decline:
I bet Holga would have caught at least three new diseases if this would have been RoA 2...
 

Pussycat669

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And that's level six. Probably the last level up we're going to see in RoA 1. Quiet good rolls too from the looks of it despite one or two misclicks.

Level up! said:
p1.jpg
:
Courage +1
Necrophobia -1 success! :salute:
Magic resistance +1
HP +4

Intuition:
Perception +1

Body:
Acrobatics +1
Hide +1

Social:
Streetwise +2
Human Nature +1


p2.jpg
:
Intuition +1
Superstition -1 success! :fanfare:
Magic resistance +3 :)o)
HP +6 :salute:

Combat:
Swords +1 (+1 attack)
2-hnd. Swords +1 (+1 attack)

Intuition:
Danger Sense +1
Perception +1

Body:
Climb +2
Stealth +1
Swim +1
Dance +1 :)oops:)


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:
Wisdom +1
Curiosity -1 success! :salute:
Magic resistance +1
HP +5
MP +2 :)?)
Convert spell attempt into MP? Yes
Convert skill attempts into spell attempts? No

Combat:
2-hnd. Swords +1 :)oops:)

Intuition:
Danger Sense +1
Perception +1

Lore
Alchemy +1
Ritual +1
Read & Write +1
Tongues +1

Dispell:
Transformation +2

Domination:
Horriphobus +1
Respondami +1

Clairvoyance:
Analyze +2
Odem Arcanum +1
Penetrating +2
Sensibal +1

Combat (magic):
Lightning +1
Fulminictus +1
Ignifaxus +2
Plumbumbarum +2


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:
Courage +1
Acrophobia -1 success! :salute:
Magic resistance +1
HP +3
Convert skill attempts into spell attempts? No

Nature:
Herb Lore +1

Intuition:
Danger sense +1
Perception +1

Body:
Phys. control +2
Stealth +1
Swim +1
Self Control +1
Hide +1
Carouse +2

Dispell:
Domination +2

Domination:
Confusion +1
Master Animals +2
Dance! +2

Clairvoyance:
Eagle’s Eye +1

Combat (magic):
Lightning +1
Iron Rust +1

Transformation:
All the increase spells except for charisma


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:
Courage +1
Necrophobia -1 success! :salute:
HP +2
MP +5

Combat:
Swords +1 (+1 attack)

Intuition:
Danger Sense +1
Perception +1

Dispell:
Domination +1

Domination:
Ball and Chain +1
Bambaladam +2 :salute:

Movement:
Acceleratus +2

Healing:
Balm +2 :salute:
Rest the Body +1

Illusion:
Chameleony +2

Combat (magic):
Lightning +2
Accurate Eye +1

Transformation:
Eagle, Wolf +2
 

Pussycat669

Liturgist
Joined
Jun 13, 2006
Messages
667
Location
In a fine suit
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Another uber update is in order as we hack our way through cultists, zombies and foul-mouthed prostitutes.

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Well, duh!

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It turns out to be the temple of an evil cult. Many members have some poison on them which we can sell for good money.

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Puzzles! :x
We skip that one.

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Investigating the main hall further isn't such a good idea.

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We land in some sort of breeding chamber.

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No reason to run away, yet.

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Murrow dies during this encounter, so much for his good spell resistance. :/
Restarting on level one, we encounter more traps.

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I admire the extra effort that they put into every individual trap description.
Thanks to the immense usefulness of Murrow's pentrate&teleport combo, the party discovers a hidden room and a magical spear. Walking around a bit reveals a teleporter.

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This thing drains health and mana so we stick with our initial method of transportation. We’re now on level two where many chests with promises of treasure lurk us from one pitfall into another.

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Still, we're fairly in luck compared to other people.

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Murrow teleports us into another hidden room with a chest.

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It's a good thing to have an able healer around in times like these. There is also yet again a teleporter hidden nearby but this one comes with a twist as it drops us in an enclosed 1 square room with no obvious means of escape.

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Hint: It's not The Nameless One
The team gets teleported back to the entrance of the cave, again for the cost of some physical and mental health. We could have made good use of those in our next encounter against the local fanatics.

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There was actually a reason why the fellows above were giving us such a hard time and we have an opportunity to get rid of some crystals that the spiders a few rooms back were guarding.

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The spider demon looks and fights like your average spider for the most part. Once we've fried the thing with some magic, we skip to the fun part.

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Now we just need to take care of the hive itself.

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The heroes make their escape over the ladder.

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It's time to collect some debts.

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Whoops, let's try that again.

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No notable changes. Either his map piece is a fake or some of them have doubles.

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Our trip down south continues.

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toastboy seems to get the hang of it.

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:salute:

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We probably should have accepted the offer, considering what follows next.

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Looks like a dead end to me. :/

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There are two hidden doors in here.

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Seems unlikely that we're going to gain any riches down here but we push on regardless.

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toastboy is soon lost due to an unexpected trapdoor.

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We'll have to continue without him for a while.

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Everyone present loses three points of courage.

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Very funny.

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Since I don't want toastboy to miss out all the fun and XP, the rest of the party starts to jump down the hole. Murrow is the first one to go and, without light, the rest is soon to follow.

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Other than a bunch of skeletons, this room has one really nasty surprise in store for us.

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Everyone except for Murrow and korenzel get paralysed as well. The next fight against a bunch of skeletons is a real blast, as you might imagine, but the two still prevail.

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korenzel fails to retrieve the artefact and gets paralyzed like the rest which translates into

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We have to reload from an old save back in Ottarje and find out what happens if your danger sense fails you during this occasion.

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There is one hallway left in level one that we skipped last time.

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The totem beams us to an unexplored area in the second level.

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He turns out to be just a simple underling for a much greater threat.

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The guy has a ton of recipes lying around in his laboratory next to some technical equipment.

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The door leads to the place of the group’s prior demise. This time we smash the apparatus which disables the paralysis trap and Holga is able to find another hidden door and a lift beyond it.

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We earn a lot of pain for our heroics but a great amount of XP as well. This place has been cleansed.

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Almost cleansed but those mummies are just a minor bumper on the road.

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Daspota is more of another dungeon than a real town but we'll skip this place for latter once we've got some rest.

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More adventure!

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We're making fast progress anyways so I might as well grant the battle weary heroes a few months off.

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Yeah, it happens. At least now we know that the orcish threat is really not to be taken lightly.

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It's a treasure cave filled with mean pirates and hideous traps but also some great reward. Quick summary:

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The key is probably meant for a door we can't open by any conventional means. It doesn't work though so Murrow will again have to help us out here before we can reach the second level.

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The book isn't really useful for anything, apparently.

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Still no love for poor little Holga :(

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This is the big boss battle in this dungeon which turns out to be less than big when the leader and his henchmen are revealed to be prone to magic.

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This one goes to golgepapaz for obvious reasons. All in all, a rewarding little detour, for the most of us at least.

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*Phew* Here we go.

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Attempt #2

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Attempt #2

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Attempt #3

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Ha. Ha. Ha.

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Bee kills him too fast before his reinforcements can spawn into the room but we still get their gear regardless. :?

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Probably the hardest fight in this place:

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And the results:

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This guy is completely useless despite his claims. Can't fight him either.

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It's really just one guy for a change but the loot from his store is rather disappointing.

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With that we’re done in this town. I have lost counts how many times someone's weapon broke and we had to travel back to Rybon for repairs. Our stock of healing herbs is running low too but the reward was well worth the effort: A magical 2-hnd. bastard sword for golgepapaz,

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an unbreakable axe for Holga,

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and an unbreakable sword for toastboy.

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Again, old news, pal.

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Eliane's hut is right next to the entry point so...

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We're on our way, fair maiden!

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Nothing of interest here.

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What else?

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Ha!

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This should please the gods, hopefully. They really do hate the Nameless One. At least his/her followers are familiar with the concept of hygiene.

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In other places however, not so much.

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He manages to escape during the fight but it doesn't have any apparent effect on our victory. Since I overlook a fake wall, we teleport into a hidden room with a lever.

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On our way to level two...

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These bolts can hit multiple party members at once and deal a hell lot of damage. We're going to suffer through a bunch of those while we try to figure out how to proceed.

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Apparently, someone will have to stay behind for the lever to take effect. I pick Bee for this task since her rapier is broken yet again.

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Everyone levels up for this heroic task, except for Bee. korenzel replaces her at the lever to compensate for her XP loss. It unblocks the path to the inner sanctuary from the looks of it as we have to get past traps

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and some foul-tempered priests.

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The meanest thing these guys can do is to cast Iron Rust. Soon everyone in the party who doesn't carry unbreakable weaponry is forced to fight bare handed.

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While searching through the loot pile, Murrow comes upon a real beauty.

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This should be a great help against other magic users. Too bad we probably killed most of them at this point.

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We're closing in on the finishing line.
 

korenzel

Educated
Joined
May 18, 2010
Messages
278
Poor Holga, sometimes it hurts to be the party leader.

You're almost at the end by the looks of it, what's left, Phexcaer ?
 

Crooked Bee

(no longer) a wide-wandering bee
Patron
Joined
Jan 27, 2010
Messages
15,048
Location
In quarantine
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