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This is the old shit; Let's Play Baldur's Gate (Completed)

Joined
Apr 4, 2007
Messages
3,585
Location
Motherfuckerville
Chapter 15: Craptacombs

When we last left our heroes, they had been accused of a murder they did not commit, and had escaped execution only via a teleport spell cast by Tethtoril. Time for a relatively uninspired dungeon crawl, which will result in a relatively uninspired update. Remember, back around the Firewine Bridge update, when I mentioned something almost as bad? We're here.

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The crew found themselves in the secret library...aka where all the porn is stored in Candlekeep. From here, they could venture into the catacombs.

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Guess what? More doppelgangers! I'll bitch about the implementation here later.

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The party loots one of the crypts here, finding a Tome of Wisdom, and a Ring of Fire Resistance.

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SPIDERS! THAT CAN TELEPORT!

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Now here's the big score...two valuable pieces of loot, a Cloak of Protection +2, and a Manual of Strength.

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:I've got the touch....I've got the power!

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More doppelgangers of people from Candlekeep. I'm not certain why the secret catacombs are so full of Sarevok's minions. I suppose the doppelgangers have been infiltrating Candlekeep for some time, or such. I dunno. This whole area seems sort of rushed.

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One-hit kill right here. Nineteen strength pays dividends already.

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Here you can get some allies, two of the temporary party members who would join you if you went to practice with Obe the illusionist in the Prologue. These guys aren't doppelgangers and will help you fight through the shapeshifters. Why they're here? Who knows?

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A whole lotta skeletons get burned hard.

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More single doppelganger fights. Joy...

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: ENOUGH IS ENOUGH! I'VE HAD IT WITH THESE MOTHERFUCKING DOPPELGANGERS IN THESE MOTHERFUCKING CATACOMBS!

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: Problem solved.

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And one more for bad measure.

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Upon resting, Shepard receives another new power, Draw Upon Holy Might, which temporarily boosts Strength, Constitution, and Dexterity by 2. A helpful power for Fighters.

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Time for some actual fun. Sarevok left another band of underlings in the way of Shepard. Collars are about to be grabbed.

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Shepard, despite being under the effects of what appeared to be a Hold Person spell, still continues to shoot arrows at the enemy. He's too EXTREME to be stopped by magic.

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Jaheira dispels invisibility, and the band moves in for the kill.

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Only one remains now. Forceful Shepardization is imminent.

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On the leader's corpse, this note is found. Look's like Sarevok has big plans.

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A Protection From Petrification scroll allows Shepard to easily dispatch some basilisks.

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: What a handy recap of the situation and all of Sarevok's plans.

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Free at last.

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With that, Chapter Seven begins. This is the last Chapter of the game.

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The last dream sequence triggers, granting Shepard another Draw Upon Holy Might spell.

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: The Flaming Fist are surely going to be chasing us around, Sarevok likely has most of the city in his palm, and resistance will only get steeper from here on out. Hold on to your butts, it's time to be as EXTREME as can be.

Next time, the return to Baldur's Gate, and the penultimate update.
 
Joined
Apr 4, 2007
Messages
3,585
Location
Motherfuckerville
Chapter 16: Gatecrashers

In 1369 DR a crack mercenary unit was sent to execution by a ornery librarian for a crime they didn't commit. These mercenaries promptly escaped from a doppelganger filled shithole to the Baldur's Gate underground. Today, still wanted by the Flaming Fist, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can hire the Shepard Squad.

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Looks like Shepard and crew still have some allies, but significantly less. Scar's dead, and Eltan is out of the picture. How inconvenient that they're the only ones who could vouch for Shepard and the crew.

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: I think it's time to solve this problem with the police...

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: ...with a friendly visit to the precinct.

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http://www.youtube.com/watch?v=BSvD5SM_uI4

I'll just leave that there... :M :M :M

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Dire Charm is fun.

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The dirty cop beatdown continues.

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: That takes care of that.

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A deserter sympathetic to the cause informs the Shepard squad that something isn't right with Eltan's healer.

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: Uhhhh...good luck buddy.

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Awesome button status: firmly pressed down.

By the way....ANOTHER FREAKIN' DOPPELGANGER!!!!

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The crew saves Duke Eltan from being poisoned to death, but aren't out of trouble yet. They need to get him to a friend's place so he can be kept safe.

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The crew also received evilassassinationplans.doc.

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The cops are still after Shepard and crew. Why Duke Eltan can't be "used" here is anyone's guess. On the other hand, maybe showing the drugged body of Eltan might not provoke the best reaction from the Flaming Fist.

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: Package delivered. Time to go see to those assassins.

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Husam turns out to be a Shadow Thief, and is interested in finding out who is framing his organization. He offers a secret path into the Undercellar, to sneak up on the assassins Sarevok has waiting there.

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:Some holy man...

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:Uh huh. More wackjobs think they can stop us. This is getting old...

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:You know, maybe you should have tried stealth of some sort? Running up to a party of armored warriors...now what made you think that was a good idea?

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The other assassin's invisibility is dispelled, a web spell is dropped on her, and Minsc wades in with free action while the rest of the crew does to her with arrows what a group of patrons to this establishment might do to a prostitute with their....arrows.

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More evilassassinationplans.doc.

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Invitations plus some serious hand-holding.

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Husam and crew head out to try and prepare to stop the assassination.

Spoiler: they don't show up.

In the meantime, now Shepard has to find some evidence against Sarevok. Now where could he find that?

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: This lady doesn't seem to be in the know...already saved Eltan. Still, she could have information worth looking into.

Ready for a dialogue dump? Hope so...

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Didn't read all that? Here's the gist: Sarevok's Japanese Kara-Turan woman wants you to stop his plans and defeat him in such a way that he gives up his ambitions towards godhood and settles down with her.

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:Bitch...you're delusional.

Also she wants the crew to take out a "poisonous influence" on Sarevok, who also happens to have some possible incriminating evidence.

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: Oh I see what's going on here. Typical.

And this means another trip to the Iron Throne HQ.

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Apparently, they aren't too well off. Sarevok pretty much used them and then cast them aside.

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Again, the need for evidence is suggested to the party, in a not-so-subtle manner.

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:Well at least Sarevok knows how to handle women...

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: A conjurer? Of what? Bone golems? Wood elementals?

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:Oh...ogres. Those aren't nearly as funny.

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And a few fireballs make short work of her.

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Fortunately, the wanton use of conflagratory tactics don't consume additionalevilplans.doc

Or Sarevok's livejournal. TRIGGER WARNING: IMAGE SPAM!

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:I think that qualifies as evidence.

Time to save the dukes.

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:Yes, just let the wanted murderers, that every other cop in the city can identify, into the coronation while they are armed to the teeth. No wonder Sarevok is so close to taking over...

Note: taking the sewer route is significantly less retarded.

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Oh hey...just a dude in full plate, carrying a big sword, and drenched in magical spells. No biggie.

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More speech.

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Now shit gets real.

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This fight is an interesting one. The six or so noblemen in attendance turn out to be doppelgangers. But not just any old, run-of-the-mill mirrorkin; these fellas are greater doppelgangers who come pre-buffed with haste, blur, and shield spells. They attempt to zero in of the two Grand Dukes, and if they ill them both, the game is lost. That means you have to protect them as best you can.

Shepard has both Imoen and Dynaheir drop a web spell. This forces the doppelgangers to have to make two saves every round at a penalty, while Shepard, Minsc, and Coran all have Free Action, protecting them from webs.

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Jaheira also summons wild dogs to serve as an additional buffer.

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Web is such a broken spell.

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With the doppelgangers eliminated, now things go into the next stage.

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Shepard produces evidence for the Grand Dukes. Sarevok doesn't like this and attacks, alongside Angelo. You still have to defend the dukes here, and Sarevok is immune to magic. Shepard had to take some hits here.

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Sarevok eventually retreats, teleporting somewhere.

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Belt reveals the location of Sarevok. Why he knows of the Thieves Guild and it's location, but has done nothing about it as a lawful ruler of the city, however, remains a mystery.

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:I'm looking for my brother...you know, the middle-aged big, armored guy.

Next time...Sarevok's last stand, in the final update of The Old Shit.
 

friartucksduck

Educated
Joined
Apr 17, 2008
Messages
63
Edward_R_Murrow said:
In 1369 DR a crack mercenary unit was sent to execution by a ornery librarian for a crime they didn't commit. These mercenaries promptly escaped from a doppelganger filled shithole to the Baldur's Gate underground. Today, still wanted by the Flaming Fist, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can hire the Shepard Squad.

:clap: Stay classy, Mr. Murrow.
 
Joined
Apr 4, 2007
Messages
3,585
Location
Motherfuckerville
Chapter 17: Derp Ex Machina

Shepard's quest ends here in the last update of the LP, where he and the crew will descend beneath the Thieves' Guild in pursuit of Sarevok.

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Looks like Sarevok had to slash a bitch.

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Shepard, Minsc, and Imoen take the lead through to narrow maze. Exploring it with a full party would be a logistical nightmare.

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Jellies, oozes, and slimes are abundant towards the beginning of the maze.

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Later, they are replaced by undead.

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These Skeleton Warriors camp behind traps, and fire off Arrows of Ice. Imoen uses mirror image to draw their fire and have them chase her into the waiting ambush of Shepard and Minsc.

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:Eat it boneheads.

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: Huh...of course...undead start dropping diamonds at the end of our quest. Really helpful now...

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With the undead disposed of, the traps can be disarmed, allowing for further exploration of the maze, where the party encounters the mage who teleported Sarevok out of the Duchal Palace, in none too good a state.

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Just in case you weren't paying attention, here's another expository dump.

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An overhead of the maze. It could be a lot worse.

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Exiting out of the maze, the crew find themselves in a ruined underground city teeming with undead.

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: Undead huh...I've got just the thing...

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: For when you absolutely, positively, got to be invisible to every dead motherfucker in the room...accept no substitutes.

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:This is oddly satisfying...

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:Did you see how hard I hit that thing?

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:Shepard sense tingling...time to buff up.

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: Called it...more overtly hostile idiots. I mean, really, why can't we work together? Maybe have them try and backstab us after killing Sarevok or something? But this is just dumb.

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Little time is wasted in deploying multiple webs, and entangle spell, and more debilitating spells.

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Coran backstabs liberally, making use of invisibility and giant strength potions. They won't be of much further use.

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Shepard, Minsc, and Jaheira mop up the entangled foes.

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Sarevok's consort Tamoko shows up again.

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Choosing is unbearable....Bioware in a nutshell?

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:One on six doesn't tend to work too well...

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:That's....a lotta dead things...

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A timely fireball takes care of the miniature Army of Darkness.

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:Oh look, an old temple to Bhaal...how fitting.

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:Time to get EXTREME.

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:New Lord of Murder...you won't lord over any murder but your own.

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Shepard charges forward, buffed to the max, to stop Angelo from firing any more arrows of detonation at the party.

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Angelo is then treated to arrows of dispelling, piercing his defenses and allowing him to be turned into a pincushion.

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:Justice ain't dead...but you are.

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Tazok is getting held and shot full of arrows, Sarevok continues to show his distaste for animals, Jaheira is summoning more, and Semaj just got a taste of the dispelling arrows.

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Tazok goes down with an arrow of piercing through the throat.

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:Two down, two to go.

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Semaj looks uncomfortable without spell protections.

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Dynaheir and Imoen comfort him with some nice, warm magic missiles.

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:Don't really have a quip for him...he kinda just appeared out of nowhere...

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Summons are running out, and Sarevok is immune to any sort of magic. Shepard continues to fire arrows of piercing and him as quickly as possible.

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Eventually they add up, bringing Sarevok down.

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:Sarevok...consider yourself forcibly removed from my BRO list.

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: He's dead, right? I don't want none of that "final form" shit.

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:Talk about rapid decay...

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The Sarevok statue collapses after his particles are dropped on it.

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Apparently, other Bhaalspawn exist.

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A lot of them.

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:Not my problem! I'm done!









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:It's not over yet...





Next time, on A Fistful of Collars, watch the party escape from a rape dungeon. See you soon.
 

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