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What can change the nature of a man? Let's Play Planescape: Torment!

Back to Let's Play < 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 >
  #271  
Old 04-26-2013, 09:08 AM
Eddie Eddie is offline
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"What can change the nature of a man?" Those words send a chill up my spine, as if they mean something more... something primal and terrifying and...

... sod these Dustmen. I'm pretty sure I've signed one of these contracts before: I'll sign all of the ones they want to shove in front of me. If they're not going to keep proper records, I'm going to exploit them for what it's worth to earn myself a bit of... jink.


CHAPTER 2: WELCOME TO THE JUNGLE, PART 6
In which the Nameless One catches a thief, tries to get a guy to enjoy life, and jokes with a Dustman.
************************************************** **************************************************




It's so easy! The men in here mostly speak in such whispers that they're not even aware of the dealings that are going on mere metres away from them. I pocket another 100 Copper from this idiot. Who else?





Ha! Another fool. And another 100 copper in my pocket. This Mortai fellow, no spine on him. At least the other Dustmen I've met have had some grit to them.

Quote:
Originally Posted by The Editor


Signing all these contracts gets me just enough experience to get the Nameless One to level 5. Normally of course, mages would only get 1-4 hit points, but the intent was always that the Nameless One would get 1-10 regardless of the class he was in (it's in the manual), so thanks to a mod fixing that error, we're 10 hit points richer!



We get our next stat point too, which I throw into Dexterity. There are a few stat checks in the game that ask for a 13 Dexterity (one in this update in fact), and there's a reasonably cheap item we can buy that will give us +1 Dexterity. I'm not going to show that place off yet (it'll be more interesting to show it off later), but with it we can get the Nameless One to 13 Dexterity for the stat checks needed, and otherwise give the item to Dak'kon for a slight boost to his Armor Class.



I don't think I "believe" in the Dustmen philosophy, but if I'm going to potentially wake up in the Mortuary again I feel I should learn more about them. I'll judge these Dustmen, and write my findings in my journal for later.

Emoric was the man who had me clear out that mage in the Mausoleum. I check with him to find out what further task he needs done.

Quote:
Originally Posted by The Editor
Thanks to the voting, we won't be joining the Dustmen, but that doesn't mean we can't score some experience (and a bit of cash) by doing some of their quests.



I wonder where Norochj used to live? He's got quite the accent. Perhaps one of these "Prime" worlds that I keep getting insinuated I'm from.



I leave the Gathering Dust bar to track down this Dustmen. If he's a thief, he's probably at a place where a lot of people carrying money would go - the marketplace.

Quote:
Originally Posted by The Editor


The thief we're after is easily spotted just south of the Marketplace. I grab the "mystery item" which gives me a +1 bonus to Dexterity, and kill a few thugs as I leave the Smoldering Corpse area:

23 copper commons
1 Clot Charm


I find a man in Dustmen robes near the market; I tell Morte and Dak'kon to hang back a bit while I question him:




I'm not actually against pickpockets - everyone's got to earn their living somehow I suppose - so if he doesn't go straight I hopefully have taught him that there's more to a disguise than the physical aspects.

Quote:
Originally Posted by The Editor
I forget to ask for a vote on this (although six votes was probably too many anyway) so I did both a chaotic action (lying) and lawful one (promising to let him go, and then doing so) to "balance" the scales.

Catching his hand requires the 13 Dex. Observing his technique is worth some cool experience (the amount you get is based off your Wisdom; ours is pretty high so we get the best reward) plus a few points to our "Pickpocket" skill. Our Nameless One isn't the Thief, but whatever.


I watch as the thief scurries into the shadows and out of sight. I nod to my comrades to let them know the task was a success, and together we head back to the Gathering Dust bar.




Another 200 copper for such a simple task! I return the Emoric for the next task.

Quote:
Originally Posted by The Editor
A bit of a mistake here: Norochj will give you more based on your Charisma. I forgot to cast "Friends" before talking to him. It's only a "loss" of 100 copper tho, no huge deal.


In their own way, the Dustmen devotion to remaining passionless about their lives is kind of admirable. As a practitioner of the art, I do sometimes feel compelled to explain my craft in very absolute terms. With the art requiring such precise movements and incantations, one must learn to sometimes deal with the stress of your enemies bearing down on you to properly end them with the perfect spell. Perhaps such feats would be easier if I could detach the passion, fear, and emotion that often comes with having such power.

But on the other hand, what good is a philosophy that asks so much of a person's psyche?



I find this strangely named Dustman that Emoric wanted me to talk to sulking in the corner of the bar.
  #272  
Old 04-26-2013, 09:15 AM
Eddie Eddie is offline
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I'm not against killing someone who deserves it, but I figure if he really wanted to die, there's more than enough people running around this city who would gladly take him up on his offer. Myself, I've likely got enough blood on my hands; perhaps he'll feel differently if he sulks a bit longer.

Quote:
Originally Posted by The Editor
The non-good options will get you some experience (and possibly a little cash) but you don't need to do the to "finish" this task.



Another headcase. I can't say that I'm surprised that a faction that believes so strongly in orchestrating their own lives in a particular manner to achieve some grim "reward" when they die is highly correlated with their members having so many mental issues.



I find Sere by the bar, nursing a drink.






What an interesting lady. I don't think I really helped her, but as least she had some personality. Ha! I wasn't about to tell her the truth tho. If she decides she still likes being a Dustman enough, I don't want her poking into my business.

Quote:
Originally Posted by The Editor
Like with the pickpocket, I've paired a chaotic action (joking about the Dustmen) with a lawful one (saying she's "old") to produce something of an alignment-neutral result. And one worth 500 experience! Like with Awaiting-Death, you don't need to get anywhere in this one to "finish" it, but we did so anyway.

The Hamrys stuff will come up later I believe.



A guy named Soego is it now? I suppose I will start my search in the nearby area.

Quote:
Originally Posted by The Editor
We can't complete this one yet, but it'll stay in our "quest" list until we do.


Once more outside; we'll see what the locals have seen this Soego chap.



The citizens that are still prowling the streets at night haven't heard of him, so I try knocking on doors. If he's a Dustmen, someone around here's got to have seen him.




Huh, wonder what's biting that guy. Wouldn't even allow me to ask him any questions. I decide to ask his wife, maybe she's not so sour.





A Dustmen contract? Huh. I suppose if I had a mortal body I might myself be more concerned about signing one of those. That Mortai fellow I signed my third contract with sounds like the Dustmen in question. He seems like a pushover; I think I can get this guy out of his contract and see what he knows.

I head back to the Gathering Dust bar to talk to "Gravesend".

Quote:
Originally Posted by The Editor
As a note, I don't know why they didn't bother to give poor old 'Wife-of-Angyar' a proper name.

You can become more lawful/chaotic by promising/lying to her about what you'll tell Angyar if you want. You can also become more evil by threatening the both of them, although Angyar will attack you (and we don't want that).




Ha! I think I made him mad. He had no idea. Oh well. Time to see what this Angyar guy knows:





Finally! A real lead into finding Pharod... and hopefully my journal. Perhaps this Soego fellow can wait...

Quote:
Originally Posted by The Editor
And that's why I grabbed that piece of Junk from the Mortuary way back in the second update. By completing this quest this way, Wife-of-Angyar will now sell us minor healing items (bandages and needles-and-thread). Not really worth it, but it's something I suppose.

DECISION TIME!

Not an alignment question, but an LP question: with Angyar's information we've now got the portal key to "continue" on with the game. However, we've also done only about half (probably closer to 40%) of the available "quests" we can find around the Hive. There's no real "rush" to do them, but going to find Pharod will not be a one-update task. Additionally, it might be harder to "go back" and do the quests around the Hive from a narrative standpoint. So the question:

How do you want the LP to proceed?
1) Move onto Pharod! I'm more interested in meeting this damn guy than seeing you play good Samaritan.
2) Do the side-quests! There's a lot of cool stuff in this game! I don't mind the dulling effect it has on the narrative.


If "1" is chosen, I will likely cram all the cool quests into a single update so you can see what else you can do before you meet Pharod.
If "2" is chosen, I will start a "new" chapter that readers can simply skip if they would rather go straight from finding out how to find Pharod to finding him.

Regardless of the choice, I will not be "weighting" these votes: a simply majority will win. Ball is in your court now Talking Time!
  #273  
Old 04-26-2013, 09:21 AM
Phil Phil is offline
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o/~ Side-questin' / Across the multiverse / In a donut on the Spire / There is no second verse... o/~

Yeah, not quite poetry. The sidequests in this game are great, though.
  #274  
Old 04-26-2013, 09:31 AM
Falselogic Falselogic is offline
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It's not me having to do all the work and there's some cool stuff going on so I'm going to

Vote for Option 2
  #275  
Old 04-26-2013, 10:47 AM
Albatoss Albatoss is offline
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This game has neat sidequests! Option 2.
  #276  
Old 04-26-2013, 10:55 AM
Gerad Gerad is offline
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Option 2.
  #277  
Old 04-26-2013, 11:27 AM
Teaspoon Teaspoon is offline
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Side quests are delicious and we should totally do as many as possible.
  #278  
Old 04-26-2013, 12:50 PM
Mightyblue Mightyblue is offline
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Side queeeeeeests
  #279  
Old 04-26-2013, 01:56 PM
Jikkuryuu Jikkuryuu is offline
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The reward for doing a LP well is requests for moar. Option 2 if you would be so kind.
  #280  
Old 04-26-2013, 07:02 PM
Torzelbaum Torzelbaum is offline
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Do some questing on the side.
  #281  
Old 04-28-2013, 02:01 AM
Nodal Nodal is offline
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2 for sure. You don't need to ask every time either. Always do more.
  #282  
Old 04-28-2013, 04:14 AM
Olli T Olli T is offline
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I'm going to vote for 1, but the majority seems to be going for 2 and I don't have any real problem with it
  #283  
Old 04-28-2013, 12:33 PM
Eddie Eddie is offline
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TRAVELING THE PLANES
Where we learn about traveling by land, water, and via infinite amounts of stairs
By Stonepath, Tout


Navigating the Multiverse is an inherently dangerous job; there are a lot of hazards that a cutter can run into. There’s a good reason that many expeditions take well-tread paths: exploring the unknown can get you penned in the dead-book real quick. Many inhabitants of the planes therefore wrap themselves in the familiar. Few would desire to live in a plane like Gehenna or Pandemonium, but if you’re going to do so you best stick to the paths you know, you know? For the adventuring sort however, you’re likely going to be throwing yourself into the unfamiliar on an almost constant basis. You’ll never prepare yourself for the worst, but with my help you can prepare yourself for the best. Let’s start with some basics: getting from here to there.

The planes themselves are huge – some say infinite even – so it’s not always going to be the case where you and your friends’ll be able to just ‘walk’ from point A to point B. Most of the time, you’re going to have to use an “alternative” mode of transportation.

In the Outer Planes, it’s possible – although long and taxing – to travel “between” neighboring planes. While the boundaries between two planes are rarely marked, it’s possible to travel on land from Arcadia, to Mount Celestia, to Bytopia, to Elysium, and etc. etc. Such travel is long, hard, and often dangerous, even on the “good” planes. In fact, the only beings who do it with any sort of regularity are the Modrons on Mechanus. For most, such journeys are simply too… inefficient.

While walking, one is unlikely to notice the transition from one plane to another, but once they’re through they’ll almost always be sure that they’ve crossed over.

The Outer Planes can be traveled as follows (either forward or backward):

Mount Celestia <-> Bytopia <-> Elysium <-> the Beastlands <-> Arborea <-> Ysgard <-> Limbo <-> Pandemonium <-> The Abyss <-> Carceri <-> The Gray Wastes <-> Gehenna <-> Baator <-> Acheron <-> Mechanus <-> Arcadia <-> Mount Celestia.

Quote:
Originally Posted by DM NOTE

Walking from one Outer Plane to another is not generally recommended given all the other (faster) options.
PORTALS


Showing how to open a portal, by Tony Diterlizzi


The most common way to travel is to take portals; portals are everywhere on the planes. For every portal that is known, there are probably dozens that are yet to be discovered. In many places, these portals could take you anywhere, to a prime world, the elemental plane of “you’re dead”, to some undiscovered demi-plane of colourful intelligent unicorns. Luckily, there are plenty of people out there who identify where a portal leads, so keep your ears open and be willing to shell out some jink. Your life is a lot harder to replace than your wallet.

Portals come in all different shapes and sizes. Some are clearly visible from a distance, with their destination clearly marked. Others require a “key” in order to open. These keys can range from everything from an actual key, to a tune you have to hum, to having a particular thought in your head as you pass through it. If the “key” is a physical object, the portal might even consume it as you pass through (there are rumours of some portals that actually steal thoughts and memories, but If there are, the Doorsnoop’s Guild hasn’t recorded any). Such portals will generally stay open long enough for a small group of cutters to pass through. Some portals are one-way only; better hope you’ve got a route back!

Some places seem to warp the very portals contained within. On the prison plane of Carceri, for example, it’s *very* easy to find your way into the plane, but very hard to find a portal out. On the Gray Wastes, *never* take a golden portal. Trust me on this one. On the Astral Plane, it’s said that one can tell where a portal leads based on the colour of the portal, although trying to tell some of those portals apart can be maddening. More than one berk has gone through an Astral portal hoping to end up in Ysgard, and instead ended up in the Abyss.

Quote:
Originally Posted by DM NOTE

Make portals interesting! One trick is to tie where a portal ‘is’ to its destination. One should be more likely to find a portal to Mechanus near a courthouse, and a portal to Carceri near a jail. A door near a wild party can be a portal to Arborea, while an alley where beggars are often rounded up and jailed might contain a portal to Gehenna.

THE RIVER OCEANUS AND RIVER STYX


Travel on the Styx, by Adam Rex


Two large bodies of water run through the planes, connecting the planes of *good* (the River Oceanus) and the planes of *evil* (the River Styx). Much like traveling on foot, a group of cutters can travel between some of the Outer Planes by simply boating down the respective rivers. Each river twists and branches off, and meets back with itself in, and oddly enough, seems to have routes that flow in exactly the direction a cutter wishes to travel.

Travelers find that despite where they begin on the Styx or the River Oceanus, traveling to another plane doesn’t seem to take much more than a day of travel. The rivers can sometimes offer security too: while there are things below their waters that you don’t want to run into (Hydroloths – The Ed.), they often pale into comparison to the beings who live above the water. It turns out that even the strongest of demons – with a few exceptions – are just as vulnerable to the Styx’s waters as any normal bloke is. That doesn’t make either river “safe” to travel – you’ll want to hire a guide, especially if you wish to navigate the Styx through the rapids of Gehenna – but the rivers are dependable if you know how to use em.

Aside from taking their ‘passengers’ from plane to plane, the rivers also sometimes flow deeper into the planes they reside on, and can thus be used to travel from one layer of a plane to another. This feature is not present on all planes that these rivers run through, and the transition is not always “smooth”... except on Elysium.

While the River Oceanus’s water is sweet, the water from the River Styx should be avoided at all costs. Those that drink (or even touch!) the Styx’s polluted waters may find their memory – all of it – wiped clean from their heads!

Quote:
Originally Posted by DM NOTE

The effect of touching the water in 2e is pretty much close to fatal for any would-be adventure. A successful saving throw will prevent anything more than the previous 24 hours of memory from being lost, but a failed saving throw will see a character not only lose their memories, but their class levels, alignment, and spells.

You can carry such a feature into 4e by allowing characters to make a saving throw, with a bonus to their roll equal to their � level + Wisdom modifier. This makes the risk of losing one’s character to the river less likely, but more in the spirit of the 4e system. Characters should still be warned that prolonged exposure to the Styx will wipe their memories clean – no matter how high a level or wisdom their character might possess.
The River Oceanus connects the following planes together: Elysium <-> the Beastlands <-> Arborea

The River Styx connects the following planes together: Archeron <-> Baator <-> Gehenna <-> The Gray Wastes <-> Carceri <-> The Abyss <-> Pandemonium.


YGGDRASIL, THE WORLD ASH, AND MOUNT OLYMPUS


Burg on the Yggdrasil, by R.K. Post

Connecting some of the more chaotically aligned planes are two large structures: Yggdrasil in Ysgard, and Mount Olympus in Arborea.

The roots of the great tree run deep into innumerable places. Some have found its routes on Prime worlds, the Astral Plane, and even to other planes. There are several well-known paths that start from the base of Yggdrasil on Ysgard, and travel to other “neutral” leaning planes like Elysium and the Grey Wastes. Travel on the World Ash can be dangerous; many creatures have figured out the best-used paths, and wait in ambush. Not all the pathways through it are well known, and while one is unlikely to end up in an immediately dangerous plane, that doesn’t make every portal ‘safe’. The only constant one can know for sure is that going ‘up’ will eventually take you to (or back to) Ysgard.

Mount Olympus – home to the Greek Pantheon – has tunnels and veins that reach deep into other Planes. The veins also touch several prime worlds that still worship powers like Zeus. While known, these pathways are not as well traveled, primarily because the Outer Planes that Olympus reaches are all evilly-aligned. Passage through Olympus is never quick, and in many cases the journey itself can take a real toll on travelers, as they confront the mountain’s many dead ends.

Yggdrasil, the World Ash, connects to the following planes; others might be possible, but have either not been discovered or have had their portals “blocked” by a power: Ysgard <-> Elysium, The Beastlands, Limbo, Pandemonium, and the Grey Wastes.

Mount Olympus connects the following planes: Arborea <-> Gehenna, The Gray Waste, and Carceri.


THE INFINITE STAIRCASE


Lillend on the Infinite Staircase, by Hannibal King


No one knows where the Infinite Staircase truly comes from, although the power Sel�ne is often given credit. The name is as it sounds: it’s an endless series of staircases. These infinite number of stairs lead to an infinite number of landings, each of which have a door which leads somewhere in the Multiverse. This means there is likely an infinite amount of portals to an infinite number of worlds... but try not to think too hard about it cutter. Just appreciate it for what it is!

The Staircase is an eclectic mix of designs and styles. There is no “uniform” style to the stairs and landings, with some made out of various types of wood, some iron, some with railings, some not. Gravity is also somewhat a thing of perspective; in the distance, one can see stairs running in all directions, be it sideways or upside down. It’s even possible to be on a set of stairs that actually has travelers walking seemingly “upside down” on the other side! The numerous doors on the Staircase are themselves an interesting mix of styles, and they usually lead to forgotten cellars and doors at their respective destinations (Chant is that the Staircase reaches towards spots of creativity, but even evil can be quite ‘creative’ so caution should always be applied, as always – The Ed.).

A word to the wise: *never* attempt to jump between stairs, despite how close they might seem. Numerous invisible portals lie in the space and gaps between them, and traveling through them is basically rolling the dice.

The Infinite Staircase has doors that lead everywhere, although that doesn’t necessarily make the Staircase convenient! You try traveling up stairs for several days and see how rosy you feel at the end. Regardless, if one knows where one is trying to go, the Staircase can be a real boon. Problem is that mapping the place is a real chore. Thankfully, a group of cutters known as the ‘Planewalker’s Guild’, who have a rather large camp set on one of the larger landings on the Stairs. The group is dedicated to mapping the place, and if you’ve got the jink, they can probably help you find the door you’re looking for.

Travel on the Infinite Staircase is not particular dangerous, although it can be taxing. There are plenty of landings for resting on however, so as long as one paces themselves (and bring enough provisions along), they’re unlikely to be harmed while traveling. The Staircase is often patrolled by chaotic beings known as the Lillendi, creatures with the torso of a human or elf, and the lower half of a great serpent. They’re not aggressive as long as one respects the Staircase, but they expect offenses to be payed in blood.


And that’s the basics cutter!

Now what plane did you say you wanted to travel to?
  #284  
Old 04-28-2013, 01:27 PM
Torzelbaum Torzelbaum is offline
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Quote:
Originally Posted by Eddie View Post
some undiscovered demi-plane of colourful intelligent unicorns.
Does that mean My Little Pony is D&D canon?
  #285  
Old 04-28-2013, 07:15 PM
Mr. Sensible Mr. Sensible is offline
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Option 2.

I will always vote for more sidequests, natch.
  #286  
Old 04-29-2013, 08:06 AM
Knurek Knurek is offline
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I don't think we'll ever reach 'peak sidequest' in this game, so Option 2 it is.

As for the other, uh, question, Gehenna sounds like a lovely place to have a picnic in.
  #287  
Old 04-29-2013, 02:30 PM
Arithon32 Arithon32 is offline
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Option 2
  #288  
Old 04-29-2013, 02:46 PM
Teaspoon Teaspoon is offline
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♪ Oh now look what you've gone and done/ you're creating Pandemonium ♪

Can we go to Pandemonium? Is that a plane in this game?
  #289  
Old 04-29-2013, 06:03 PM
Phil Phil is offline
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Quote:
Originally Posted by Teaspoon View Post
Can we go to Pandemonium? Is that a plane in this game?
It is in Planescape, but not in this game.
  #290  
Old 05-01-2013, 02:50 PM
Eddie Eddie is offline
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CHAPTER 3: THE DEATH AND LIFE OF GREAT CITIES, PART 1
Where our heroes hear some stories that stink, war with some gangs, and watch a summoning go all wrong.
************************************************** **************************************************





A little roughed up after my encounter with the necromancer in the Mausoleum - and from all these damn street thugs - I ask Mebbeth for some help. She's gracious enough to use some of her medicines to patch Morte and Dak'kon up. I would have declined treatment, as all I need is a good night's rest, but her method doesn't really give me such an option.

Quote:
Originally Posted by The Editor
Mebbeth is awesome. You'll generally want to hang onto your healing items, so using her to patch yourself up is something I recommend. Her healing doesn't always work properly in an unpatched game however, so you might have to just resort to resting over and over again.
While we take a short breather, I decide to pick at the Circle of Zerthimon, and try and understand it's next layer:



Quote:
Originally Posted by THE THIRD CIRCLE OF ZERTHIMON

"Zerthimon labored many turnings for the *illithid* Arlathii Twice-Deceased and his partnership in the cavernous heavens of the False Worlds. His duties would have broken the backs of many others, but Zerthimon labored on, suffering torment and exhaustion."

"It came to pass that the *illithid* Arlathii Twice-Deceased ordered Zerthimon before him in his many-veined galleria. He claimed that Zerthimon had committed slights of obstinance and cowardice against his partnership. the claim had no weight of truth, for Arlathii only wished to *know* if flames raged within Zerthimon's heart. He wished to *know* if Zerthimon's heart was one of a slave or of a rebel."

"Zerthimon surrendered to the *illithid* punishment rather than reveal his new-found strength. He *knew* that were he to show the hatred in his heart, it would serve nothing, and it would have others that felt as he. He chose to endure the punishment and was places within the Pillars of Silence so he might suffer for a turning."

"Lashed upon the Pillars, Zerthimon moved his mind to a place where teh pain could not reach, leaving his body behind. He lasted a turning, and when he was brought before Arlathii Twice-Deceased, he gave gratitude for his punishment to the *illithid* as was custom. In doing so, he proved himself a slave in the *illithid* eyes while his heart remained free."

"By enduring and quenching the fires of his hatred, he allowed Arlathii Twice-Deceased to think him weak. When the time of the Rising came, Atlathii was the first of the *illithid* to *know* death by Zerthimon's hand and die a third death."



I would hope he is proud of my progress, but I sense... sadness... in his manner. I will dwell on it later.

Quote:
Originally Posted by The Editor
Unlocking the next circle gives you an item that teaches you the spell "Scripture of Steel". It's identical to the one that Dak'kon can cast:

Quote:
Originally Posted by SCRIPTURE OF STEEL (Level 1)
Range: 150 ft.
Duration: 30 seconds
Speed: 1
Area of Effect: 50 feet cube
Saving Throw: None

One of the earliest teachings of Zerthimon, this incantation reflects what
*knowing* that flesh yields to steel achieves: bestowing a greater advantage
to strike and the strength to resist damage.

Scripture of Steel grants +1 to hit and +1 to saves to all creatures that are
"Friendly" to PC in a 50 feet radius from the casting point.

"This is essentially a Mage version of the Priest Spell "Blessing". Blessing is good for a level one spell, so having one or two of these memorized before wading into a fight isn't a bad idea. - The Editor"
Now rested, I decide that my meeting with Pharod can wait. If he has my journal, he'll know much more about me than I do, and that may put me at a disadvantage. I have recovered memories from the most unlikely of places, so searching The Hive a bit further could give me the strength and resources needed to better... negotiate... with him.

I decide to check out the Alley of Dangerous next.

Quote:
Originally Posted by The Editor


There are two entrances to the Alley of Dangerous Angles from the Hive; we're going to take the one in the southwest in order to meet a particularly... strong... NPC.


As I approach the entrance, I begin to smell something most foul. This place never seems to smell 'sweet', but this... stench... is on a whole other level. Standing alone away from the crowd (or the crowd away from him?), a man stands in utter filth. His eyes catch mine, and I feel sorry enough for him that I feel the need to speak out of pity.




Despite his appearance, he is a remarkable storyteller. He tells me four stories; one of himself, one of the Alley of Dangerous Angles, one of the man who 'created' the Alley, and another of Pharod.

Quote:
Originally Posted by The Editor
Instead of posting four decent stories all together, I will post them after the update so you read them without breaking the flow of this update.


I may be 12 copper poorer, but those stories were worth much more. That man does not deserve the curse he has; I will keep an eye out for the man who gave him it; perhaps I can convince him to break it.

As I walk into the Alley of Dangerous Angles, I feel several men rustle behind me. I will not be walking through this place quietly.




I don't want to cause trouble... at least not yet.

Quote:
Originally Posted by The Editor
You really don't if you're looking to maximize your gains here. The alternative is to come from the other direction - through the Northeastern portion of the Hive - but I'm not that hard up that 10 copper is a big deal.
Quote:


This area is all about combat. It's not terribly difficult, but it can be pretty rewarding - copper wise - should you decide to tackle it.

The map is roughly divided in two. In the upper left, we have one gang - the Razor Angels - and one gang in the bottom right - the Darkalley Shivs. I'm going to be taking the "optimal" route to getting all the treasure and experience in this place.


I find a small camp to the north that is being overseen by a tough-looking broad. I see a variety of signals flashed around, but they all keep their weapons stowed. I decide to talk to the lady in charge.




I don't really trust these "Angels"; bullies are still bullies, no matter what moral justification they try and use.

As I go to leave, I see a man in the shadows nearby motion for me.



He is frightening looking, but I can't tell what he is. Likely not human; he doesn't look like he's one of these Razor Angels. I'm curious enough to see what he wants:



Hmm, looks like I might be able to double-dip a reward! Never underestimate the power of conversation.



As I head towards the Shivs, some of them make a foolish assault on the Angel's camp. They're quickly killed.

Quote:
Originally Posted by The Editor
Despite not striking any blows, you're still allowed to loot their corpses. Ha!


The Darkalley Shivs are sharpening knives and shooting metaphorical daggers as I enter. Their leader steps out of a tent and begins sizing me up. He makes no effort to stop my approach.




I have to admire how well he took such news!
  #291  
Old 05-01-2013, 02:52 PM
Eddie Eddie is offline
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He quickly falls however.



As several Shivs approach, I decide to greet them with a horde of bugs. They do not last long under the combined assault of Dak'kon, Morte, and countless insects.



More quickly approach, but I can see the look of terror in their eyes: they will not stop us.

Quote:
Originally Posted by The Editor
A quirk with the engine: Monsters will not engage unless they can "see" you. I actually wish they had, since that would have meant my Swarm Curse could have been more effective.


Morte runs-- er, *floats* north and grabs the rest of the Shivs.



One by one they step up to the slaughter...



... leaving nothing but a small mountain of bodies to pick through. While most have little with taking, their leader has a nice purse of coins on him.

Quote:
Originally Posted by The Editor
Looting all the bodies, we find:

12 Copper Commons
2 Copper Earring
1 Bronze Ring
1 Bronze Bracelet
4 Clot Charm (healing item)
4 Dirty Rat Charm (temporary boost for thieves)

Rotten William has the following on him:
1 Copper Ring
300 copper commons



Dak'kon also gains a 4th level of Fighter too. More than his hit points, it upgrades his sword slightly too! His Zerth Blade becomes a +1 weapon, and it allows him to memorize one more additional 1st level Mage Spell. Can't complain about that!


I heard some chants coming from a nearby building, so decide to investigate.



Inside is a group of men trying to perform a ritual. Five wear robes, while the other appears to be wearing a hole in the floor. I try talking to him to see what's going on in here.



A magical ritual is it? Colour me intrigued! Once I'm done with this business between the two gangs I'll try searching for these rings the man is looking for.

I step back out and report to the Angel's leader.




Ha! Everyone in here is trying to kill the other. How... poetic.

I head back to "Blackrose" to see what *he* thinks.




I actually kind of dislike this Blackrose fellow; if he wants these two killed, why doesn't he do it himself? But on the other hand, as long as Krystall lives, the common folk will always fear this place. I shall reclaim it for them. I feel it is only... just, for reasons I can't quite describe.



I say nothing as I stick my bone dagger into her back.

Quote:
Originally Posted by The Editor
Unlike with Rotten William, there is no conversation option to give her a heads-up that you want her to die.

Incidentally, you have the option of "siding" with the Shivs instead, but Rotten William will try and kill you as your "reward". Dude doesn't mess around!




Myself and Dak'kon hold them off while Morte rounds those he can find up...



... allowing my swarm to dine well.



The last one tries to run, but we cut him down before he gets very far. We then get to looting the bodies. It seems like these Razor Angels were a bit more efficient at raising funds...

Quote:
Originally Posted by The Editor
Loot:

27 Copper Commons
2 Copper Earring
6 Bronze ring
Bronze Bracelet
2 Dirty Rat Charm
2 Clot Charm

Krystall carries:
1000 copper commons*
1 Bronze Bracelet

*note that she only carries this with the FixPatch on; the author reasoned that it was dumb for her to give you 1000 copper to end Blackrose's life (should you choose to kill him for her), but not actually have it on her should you kill her instead.

1000 Copper is worth much more than the experience you'd get from Blackrose, so if you haven't installed the FixPatch you'll probably want to kill him instead. He hits hard, but he doesn't have an exceptional amount of hit points, so it's not that tough a fight.
I return to Blackrose, this area now cleansed of conflict:




What a mysterious man. He leaves without a further word.
  #292  
Old 05-01-2013, 02:54 PM
Eddie Eddie is offline
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I begin searching the dwellings for those three rings that man said he was missing. I'm apparently not the only one looking for them, but I appear to be the only one who is willing to be thorough.

Quote:
Originally Posted by The Editor
The rings aren't hard to find, as the places they're "hidden" are the only places in each tent that will light up. The Bronze Ring one is under one of the legs of the bench, the Silver is in the woodpile, and the Gold Ring is under a board in the corner.

You can talk to the people "searching" inside, but they are pretty much just window dressing.
I return to the larger building to deliver the "goods".




I watch in amusement as these would-be-wizards attempt to wrestle with the Art:















The small creature rips the throats out of all who summoned him with ease. I frown; this creature is far too dangerous to be allowed in this city.

Quote:
Originally Posted by The Editor
A no prize to anyone who can explain how these mages "summoned" this Lim-Lim. The nature of Sigil means that the only way in is via one of the many portal's the lady set up. Summoning creatures (or trying to teleport in) fails, always. So how did they manage to gate ANY creature in?


I decide to do what must be done.



The creature is as ferocious as it showed those would-be mages, his sharp teeth even leaving deep scrapes on Morte's thick head.

Quote:
Originally Posted by The Editor
This Lim-Lim is probably the strongest creature you'll fight this early, should you choose to. It's not necessary, and doesn't give you much experience, but it does give you a bit of extra cash.

The Lim-Lim can hit for well over 10 damage, so you'll find that only Morte (with his passive resistances) has much of a chance. I buff Dak'kon's Strength in order to try and end this quickly. It also has a lot of HP - probably over 75 - so you won't end it quickly.

I manage to get lucky and land a Taunt from Morte on him. I don't think I mentioned Morte's taunts: they work similiarly to "taunts" in MMOs, in which it causes the enemy to focus their attacks on him. It's not very reliable - which is why I don't usually use it - but this fight would consume a lot of healing items did it not stick.


Morte hangs in there against it's powerful blows, while myself and Dak'kon hack at it. I unfortunately have no swarms of insects to throw at it, but we eventually fell the terror.



Immediately, the man we gave the rings to draws a knife and starts attacking us. What is HIS problem? Whatever. What's one more corpse today?

Quote:
Originally Posted by The Editor
Rauk is actually a lot tougher than any "thug" you've met so far, but he's not nearly as tough as the Lim-Lim. He aggros soon after the Lim-Lim, but you'll generally have a few rounds to beat up the Lim-Lim first.


Slightly wounded but no worse for wear, I pawn through the pockets of the dead men. I find an eclectic mixture of goods, including an ugly ring that radiates with magic.

Quote:
Originally Posted by The Editor
Loot in this room:

1 Copper Common
1 Copper Ring (sell)
1 Silver Ring (sell)
1 Gold Ring (sell)
1 Silver Earring (sell)
1 Gold Earring (sell)
1 Scroll of Armor (sell)
1 Scroll of Identify (sell/keep)
1 Clot Charm (healing)
1 Gaudy Ring (magical, see below)


The ring has a small, protective abjuration on it. It's not very attractive, but I can't deny its functionality. I hand it to Dak'kon.

Quote:
Originally Posted by The Editor
You'll be up to your ears with these things late in the game, but for now it's a good upgrade. I give it to Dak'kon because he's really the one who needs AC the most. Morte can fall back on his impressive resistances, but Dak'kon - until we can raise his Constitution more - doesn't have the ability to take too many hits right now.

There are a few traps in the room, but no biggie. There's also "junk" here if you didn't pick up some in the Mortuary, and if you haven't, you should do so now.

Total loot - not selling the useful consumables - is worth about 1000 Copper Commons, on top of the 1300 copper we nabbed from the gang leaders. Score!

As I said early, there's not much else to do in this area except kill thugs. There is no option to use diplomacy to bring the two sides together, so your left trying to figure out who to kill. Luckily (?) there is no alignment implications for slaughtering both. The only incident to alter your alignment is when talking with Blackrose, regarding whether you support "good" or "evil". But can't complain about that chunk of change!
My conquest of the Alley of Dangerous Angles complete, I return to Reekwind. I believe I would like to hear another story. Something more... familiar.





Quote:
Originally Posted by The Editor
DECISION TIME!

Two questions, although the first is just for curiosity (only the second question will be "weighted"; the first has no alignment implications):

The first question is to answer Reekwind: Who is better off? The man who knows his name, or the man who does not?

1) Ask to hear Reekwind's answer
2) Tell him that the man who knows his true name is better off, for it means he knows himself
3) Tell him that a man who doesn't know his true name is better off, for it means he is protected against those that would harm him


Reekwind then asks - as he spits phlegm on the ground - whether this story - of the man who wakes up in a Mortuary without his memories - will answer itself in time?

1) Tell him that what happens will happen. The tale might have no answer (more chaotic)
2) Tell him that it *must* happen, for every story must have an ending (more lawful)
3) Tell him that it is not you who will decide if this tale will reach its conclusion (neutral)
  #293  
Old 05-01-2013, 03:01 PM
Eddie Eddie is offline
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REEKWIND'S STORIES


************************************************** **************************************************

The story of Reekwind basically just elaborates on what he first tells you, so it'll usually be the first one you hear:

Quote:
Originally Posted by Reekwind
REEKWIND'S STORY

Reekwind gets into a stance, looks left, looks right, then faces you. His face clenches, then with a grunt, he breaks wind again. The smell nearly levels you, but he takes no notice. "Cursed, I! Walked the wards in splendor..." He stands up stiffly, nose high in the air. He saunters back and forth, nodding to invisible passers-by.

Reekwind freezes, his arms akimbo. "Crossed paths with a crossed one. Had the looking of a pumpkin, his seeds, curses!" Reekwind then thrusts his belly out so as to appear fat, slicks back his hair with his filthy palm so he looks almost bald, and begins drumming his fingers on his 'fat' belly. He then walks about, circling the spot where his 'stuffy, upper class persona' used to be. "All-a-jumble with curses, this one was." With a sneer and a careless gesture, Reekwing tosses an invisible curse at the 'stuffy persona'.

"Knew my name, let it slip I had, all it took, took it all!" He stiffens up again, inhaling deeply and resuming his 'upper class' persona. The persona suddenly crumples, and Reekwind breaks wind violently, then exhales, filling the air with his foul, reeking breath. "Cursed with stenches, smells, exrement! came here to tell tales, all good for, all good for now. Now Reekwind is the name, given name, given name...
Reekwind will tell you this story should you ask him for another one:

Quote:
Originally Posted by Reekwind
THE STORY THE ALLEY OF DANGEROUS ANGLES

"Spireward, spireward..." He points to his left, at the charred alley in the distance. "An Alley of *Dangerous Angles*. He bends his limbs in a twisted parody of one of the skeletal buildings. "Not always angled, not always burned and charred, once alive, no longer."

"Flames, fire!" He flings his hands up in the air, then waves them to simulate flames. "The alley burned, great smoke, ash everywhere... In the end, only *skeletons* of buildings left, bones of dead buildings, bones of dead buildings. Angles... everywhere, angles."

He hunches forward, his voice in a whisper. Again, the stench from his body hits you like a wave. "Dangerous, now, bad men have set up their kip there, kip there." He bows, then breaks wind in quick spurts, like a bugle blowing. "that is the tale of how a street becomes an Alley of Dangerous Angles."
Ingus's story follows the one about the Alley of Dangerous Angles:

Quote:
Originally Posted by Reekwind
THE STORY OF INGUS

"A sorcerer there was, no simple hedge wizard this, but a mage of *power*." Reekwind brings his hands together reverently, then smiles evilly. "He burned with the Art, and the Art burned him."

"The name given him was Ingus, a name respected, then feared, then hated, then punished." Reekwind gives a rattling wheeze, then claws the air and hisses, apparently imitating 'Ingus'.

"Taught by one of the last great magi Ingus was, and as an apprentice, Ingus learned much, much... and nothing at the same time." Reekwind shakes his head sadly. "In his heart, his coal-black heart, a fire blazed. It burned, it burned, and it *hungered*." Reekwind claws at his chest, as if in pain. "As it hungered, Ingus hungered. It was his wish to see the Planes *burn*."

"In the night..." Reekwind hunches down and begins to slowly stalk in the direction of the alley, a mad grin on his face. "Ingus came to the Alley that was to be the Alley of Angles, and the fire in his eyes, the fire in his heart, both he let out." Reekwind points at the Alley, then flings his arms in the air, silently screaming and laughing at the same time.

"Flesh ran like wax, people like candles, and Ingus laughed, laughed..." Reekwind crumples to the ground, his body wracked with imagined pain. "An evil, an evil was done, and forgotten not, forgotten not." He stands up, then hunches over, looks left, looks right, then starts mumbling, as if secretly in a conference with someone. "Something was to be done, be done..."

He stands up, stiffly, his face resolute. "A punishment was decided, all teh hedge wizards, midwives, rune-tellers, copper-pinching witches, all manner of magelings... they came, all, even those with the smallest trace of the Art, to punish Ingus. Seperately, they were flies..." he makes a buzzing noise between his rotten gums. "Together, dangerous, dangerous."

He hums, then raises his hands... "Caught ingus, granted his wish..." He swirls his hands, as if casting a spell. "He wished to burn, they granted it, using his own desire to fuel the casting. They made his body a door to the Plane of Fire -- they intended to kill him, kill him..."

"Failed, failed..." Reekwind breaks wind again, as if to accentuate the failure of the wizards. "Ingus lived, Ingus lived, only slept, blanket of flames, flames, turned in his sleep as he burned, never happier, ever happier..." He shuts his eyes, wraps his arms around himself and turns slowly. "Burning... ever-burning..." His eyes suddenly snap open. "One day he will wake, and then, then the Planes shall *burn*!"
To get the story of Pharod, you have to specifically ask Reekwind about it:

Quote:
Originally Posted by Reekwind
THE TALE OF PHAROD

Reekwind remains hunched over, staring at you. "Once a man of respect, Pharod was a man, a man of goals, and *position*. All became nothing, nothing, turned to air." Reekwind squints, then breaks wind, filling the air with a gut-churning smell. "Turned to air... and stink."

"A liar, a cheater, a man who twisted law, Pharod was." He hunches over, as if writting at a desk. He 'writes' for a moment, then suddenly stops, afraid. "then one day, he found that he had twisted himself!"

"Such a liar he had become, that when he died, he was to go to a horrible place..." Reekwind shakes his head sadly, then hunches over again and looks wildly in all directions. "Pharod would not accept it, would not, would not! He had cheated others, he would cheat his fate, too!"

"He read, dug in books and consulted seers..." Reekwind stalks back and forth, his hand over his eyes as if staring off into the distance. "...and they told him that only in trash could he find that which would let him cheat his fate. Reekwind breaks wind again, then gives a reeking cough. "Perhaps they lied..."

Reekwind stands up stiffly, then begins to fling off imaginary clothes. With every piece of 'clothing' he throws away, he becomes more hunched. "Pharod threw away his position, his goals, and took up a new title..." Reekwind stops, then leers at you. He claws at his rags, shaking them. "And became a King of Rags! He would rule the trash, have his subjects search it all, and find that which he needed." He shakes his head. "He looks even now, even now..."
  #294  
Old 05-01-2013, 03:35 PM
Teaspoon Teaspoon is offline
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One and one. It's Reekwind's choice to make, not ours.

And real life is much messier than in tales. Maybe our story *won't* have a neat ending.
  #295  
Old 05-01-2013, 03:43 PM
Mogri Mogri is online now
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Two and two. Replace that with three and one if you don't intend to finish the LP.
  #296  
Old 05-01-2013, 03:53 PM
Nodal Nodal is offline
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1 and 1. And the Lady figured that a bell a book and a candle were awfully heavy keys to carry around so she made that portal be 3 of ANY old thing. They only thought they were casting magic.
  #297  
Old 05-01-2013, 04:15 PM
Gerad Gerad is offline
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2 and 3.
  #298  
Old 05-01-2013, 04:35 PM
Albatoss Albatoss is offline
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1 and 3.
  #299  
Old 05-01-2013, 06:12 PM
Knurek Knurek is offline
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It's better to know one's name, so that you don't accidentally divulge it.

Endings are for fairytales, life usually only has death at the end.

So, 2 and 1.
  #300  
Old 05-01-2013, 08:19 PM
birdiedude birdiedude is offline
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1 and 2. I'd say the second answer is more hopeful than lawful, but what can you do?
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