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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 >
  #391  
Old 07-10-2013, 01:07 PM
Eddie Eddie is offline
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I'm pained to have brought Dak'kon to this state, but he does not protest when I ask if I can hold the circle. Dak'kon lacks answers to what the tales inside mean; I shall meditate later on it. Hopefully, I can give him the answers he needs.

Quote:
Originally Posted by The Editor




Level up! For becoming level 7, we get the Mage specialization bonus: +1 Intelligence. This bumps our Intelligence up to 16, while the characteristic point we gain bumps our Constitution up to 11. We're still four constitution points off from a boost to our hit points, but they'll come quickly enough later. We also get access to level 4 spells, although all we can cast from there is the unexciting "Remove Curse".

I'm actually really regretting even spending the money on it. Oh well.



Solving the Sixth circle gets us another spell:

Quote:
Originally Posted by BALANCE IN ALL THINGS (Level 3)

Range: Caster only
Duration: When hit the same number of times as level / 4, or 5 seconds / level of caster
Speed: 3
Area of Effect: 10 ft. radius when activated
Saving Throw: None

From the Separation of the People, came the *knowing* of Two Skies. From the *knowing* of Two Skies came the realization that hurting others, hurts oneself.

This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures within a 10 foot radius take equal damage. It lasts for 1 attack per 4 levels of the caster, and the effects are not cumulative (you cannot have more than one Balance spell erected). If the spell is not triggered, it lasts for 5 seconds per level of the caster.

"I'm not a fan of this spell, mostly because to work well, you need to take a lot of damage. There are certainly enemies that can DEAL a lot of damage, but I'd rather save my spell slots for other spells if possible. - the Editor"
We actually get two copies: one for the Nameless One, and one for Dak'kon.



Our intelligence also allows us to identify a magic club we picked up earlier. The Club of Nettles is good, but no one in our party will ever be able to use it, so it's going to be sold for cash.



There are two quests in the Buried Village that require a 16 Intelligence, so by hitting level 7, we can do them both. There is actually one check in here that requires an 18 Intelligence, but it can be solved a different way with a 16 Int. As it's shorter and less text-heavy, I'll show off the 18 Intelligence version by scarfing down two of these guys.



Cranium Rat Charms are sold in limited quantities in most shops, and that +1 Int bonus they give stacks. This is more useful for Fighters and Thieves than Wizards of course, although you won't likely have Cranium Rat charms in such numbers until late in the game. I pump it up before I continue.


My musings about the Unbroken Circle of Zerthimon have expanded my mind. When I think about it, Stale Mary must be communicating with the zombies in a way that doesn't require speech. Perhaps like Gith, she can bring out something within them. I decide to ask her about it.

Quote:
Originally Posted by The Editor
Note: this requires a 16 Intelligence, which is why I leveled up, although that was technically unnecessary with the cranium rat charms.



As her hand moves away, I realize I had the ability to speak with the dead all along. It was my own disgust with their appearance, and the fear of being attacked, coupled with ignorance that prevented me from doing so.



Empowered, I decide to test my ability out. A shuffling zombie woman, moaning about what I believe is her name, presents such an opportunity.




I realize that my advice is probably some medicine I myself could take. What if my journey does not ultimately lead me to discover who I am?

Perhaps I too shall need to discard a long-forgotten name, and choose a new one.



Continuing on, I find a skeleton that appears to be thinking out loud. My new ability probably won't be necessary here, but perhaps my intellect will.



Quote:
Originally Posted by The Editor
Do you know the answer? I'll give you some space to think about it. It's an old one I've heard before. Sadly, you can't answer this legitimately without an 18 intelligence. I'll fill this space a bit talking about how to "solve" it otherwise.

If you don't have an 18 intelligence, you can get the answer with a 16 intelligence. Another skeleton in the area - a giggling one - is the one who has given the riddle to this puzzled skeleton. Once you've talked to this skeleton, you can try and get the answer from the riddling one.

He won't tell you unless you can stump HIM with a riddle. You'll trade riddles back and forth, and if you have a 16 Int you can tell him a riddle he can't answer. Then, he'll tell you the answer to this one, but only if you promise not to tell anyone the answer. You can of course lie, or tell him you will and then give the answer to this skeleton anyway to become slightly more chaotic. The riddling skeleton will get mad at you, but there is no other effect.

Stumping the riddling skeleton gives you the same amount of experience as simply solving the riddle outright, butthis way involves less text, and I should probably cut less text as it is!




Did you figure out the answer to the riddle yet?

I hope so.

Because I'm about to spoil the answer!


What a child's riddle! But a good one. I shall have to use it later, should the need arise.



As I head back to Soego's room, I see another skeleton in some sort of mental distress. Perhaps he too, is stumped by a riddle?



It appears to be a skeleton that is actually believing that Dustman nonsense that Soego is spewing. I figure he'll be overjoyed to hear such news, so I decide to bright up his day... and maybe tell him that riddle.



Hmmph, didn't even both to stick around to chat. I guess he was really desperate for someone to talk to him about the afterlife.

Still, it's a bit odd. The clerical leader, Hargrimm, said that they weren't stopping him from leaving. Surely a Dustman - especially one who hasn't contacted his peers in a while - would like to share the news of this place. And if he's here, he must have passed through Pharod's domain; is that not important enough to tell the faction?

I decide to snoop through his things while he's out.




Interesting! I think I can use this information to my advantage...

Quote:
Originally Posted by The Editor
We're got two paths we can take here; this is a bit more involved than a simple alignment choice, but I will try and tag the general alignment path on each anyway.

1. Reveal Soego as a wererat spy to Hargrimm? Revealing the traitor might curry favour with the Silent King (neutral).
2. Try and meet with the Silent King. Maybe you can promise something to leave (more lawful).
3. Try and meet with the Silent King. Maybe you can "promise" something to leave (more chaotic).
4. Screw these undead jerks, perhaps this Many-As-One fellow would reward us for taking the Silent King out (more chaotic and evil).
  #392  
Old 07-10-2013, 01:34 PM
Gerad Gerad is offline
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Option 1. This Silent King guy seems like a cool dude.
  #393  
Old 07-10-2013, 01:41 PM
Falselogic Falselogic is offline
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Option 4!
  #394  
Old 07-10-2013, 01:48 PM
Phil Phil is offline
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Trusting cranium rats to do anything other than kill us, hard, seems like a bad idea. And they're dangerous. Let's let them know about the spy.
  #395  
Old 07-10-2013, 02:01 PM
Kalir Kalir is offline
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Soego himself ain't a bad dude, but he threw his lot in with the wrong crowd. To the Silent King with him!
  #396  
Old 07-10-2013, 02:03 PM
Mogri Mogri is online now
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Option 1, although I also want some info on the battle that option 4 would entail.
  #397  
Old 07-10-2013, 02:24 PM
Eddie Eddie is offline
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Quote:
Originally Posted by Mogri View Post
Option 1, although I also want some info on the battle that option 4 would entail.
Giving any more information than that would probably be spoiling it.

I will say that it would be much easier than assaulting the cranium rats' home, and it's possible to defeat the Silent King without getting into combat at all (because there are very few mandatory fights in this game).
  #398  
Old 07-10-2013, 02:41 PM
Mogri Mogri is online now
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Quote:
Originally Posted by Eddie View Post
Giving any more information than that would probably be spoiling it.

I will say that it would be much easier than assaulting the cranium rats' home, and it's possible to defeat the Silent King without getting into combat at all (because there are very few mandatory fights in this game).
Sorry -- I meant in the update itself, not necessarily right now.
  #399  
Old 07-10-2013, 03:27 PM
Raven Raven is offline
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Allying ourselves with hive-minded cranium rats sounds way too gross. And probably a bad idea. Option 1, yo
  #400  
Old 07-10-2013, 03:56 PM
Teaspoon Teaspoon is offline
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2. I'd like to meet everyone before getting into internal politics.
  #401  
Old 07-10-2013, 05:15 PM
Eddie Eddie is offline
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Quote:
Originally Posted by Mogri View Post
Sorry -- I meant in the update itself, not necessarily right now.
Ah, sorry. There's a few ways this part of the game can go down, so even if #4 isn't chosen, I'll show a few of the other ways you can do it too for you.
  #402  
Old 07-10-2013, 05:35 PM
Albatoss Albatoss is offline
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Quote:
Originally Posted by Phil View Post
Trusting cranium rats to do anything other than kill us, hard, seems like a bad idea. And they're dangerous. Let's let them know about the spy.
Indeed! Option 1.
  #403  
Old 07-10-2013, 06:39 PM
birdiedude birdiedude is offline
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Option 1
  #404  
Old 07-11-2013, 04:37 AM
Knurek Knurek is offline
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Hivemind is better than undead in my books. Option 4
  #405  
Old 07-11-2013, 12:27 PM
MoneyCityManiac MoneyCityManiac is offline
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Option 4: ENOUGH WITH THIS NONSENSE.
  #406  
Old 07-11-2013, 02:51 PM
ais523 ais523 is offline
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I believe there's exactly one mandatory fight in the entire game, if you really want to avoid combat as much as possible.
  #407  
Old 07-11-2013, 03:30 PM
Eddie Eddie is offline
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Quote:
Originally Posted by ais523 View Post
I believe there's exactly one mandatory fight in the entire game, if you really want to avoid combat as much as possible.
Off the top of my head there are three, but I could be wrong about that.
  #408  
Old 07-11-2013, 08:58 PM
Eddie Eddie is offline
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Current vote totals:
Option = Total # of votes
Option 1: expose Soego to Hargrimm (neutral) = 12 votes
Option 2: Try and meet with Silent King in good faith (lawful) = 2 votes
Option 3: Try and meet with Silent King in bad faith (chaotic) = 0 votes
Option 4: Screw these undead, side with the cranium rats (chaotic evil) = 7 votes


Current votes:
name (chosen alignment) = [vote weight], [current vote option]
birdiedude () = 4, 1
Falselogic (Chaotic Evil) = 5, 4
Gerad (Chaotic Neutral) = 1, 1
Kalir (True Neutral) = 1, 1
Knurek () = 1, 4
Mogri (Chaotic Neutral) = 1, 1
MoneyCityManiac (Lawful Evil) = 1, 4
Phil (Chaotic Good) = 2, 1
Raven (Neutral Evil) = 1, 1
Soren Highwind (Neutral Good) = 2, 1
Teaspoon (Chaotic Neutral) = 2, 2


Realize I haven't updated the new vote weights since last time either!


Vote Weights
(name) [number of votes won]'s new vote weight: # votes

Alpha Werewolf [1]'s new vote weight: 1 votes
Arithon32 [8]'s new vote weight: 2 votes
Austin [8]'s new vote weight: 3 votes
birdiedude [2]'s new vote weight: 4 votes
Brickroad [4]'s new vote weight: 2 votes
Cort [5]'s new vote weight: 1 votes
Dawnswalker [3]'s new vote weight: 2 votes
Destil [9]'s new vote weight: 2 votes
Falselogic [2]'s new vote weight: 5 votes
Gerad [8]'s new vote weight: 1 votes
Heffenfeffer [1]'s new vote weight: 1 votes
JFink [0]'s new vote weight: 3 votes
Kalir [6]'s new vote weight: 1 votes
Knurek [8]'s new vote weight: 1 votes
Kylie [3]'s new vote weight: 1 votes
Loki [0]'s new vote weight: 2 votes
Mightyblue [3]'s new vote weight: 1 votes
Mogri [8]'s new vote weight: 1 votes
MoneyCityManiac [3]'s new vote weight: 1 votes
Mr Sensible [5]'s new vote weight: 4 votes
Olli T [5]'s new vote weight: 2 votes
Phil [10]'s new vote weight: 2 votes
Raven [3]'s new vote weight: 1 votes
Soren Highwind [12]'s new vote weight: 2 votes
Taeryn [5]'s new vote weight: 3 votes
Teaspoon [9]'s new vote weight: 2 votes
Torzelbaum [2]'s new vote weight: 1 votes
  #409  
Old 07-18-2013, 03:36 PM
Eddie Eddie is offline
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Knowing Soego is a rat - literally - is likely bad news for the Dead Nations. As Soego's a Dustman under a Dead Contract, they literally cannot harm him as long as he causes them no direct harm. It's an ingenious plan; I wonder if this Many-As-One planned it as such from the beginning?

I decide to talk to Soego first. Maybe I can help him before this escalates.


CHAPTER 4: WHAT LIES BENEATH, PART 3
Where we find water, rotten custard, and death (in that order).
************************************************** **************************************************




The Dustman literally bursts out of his robes, as he completes the quick and messy change into his wererat form. So much for helping him anywhere but a quick grave.



Dak'kon immediately draws his blade, while Morte... Morte kind of just shakes in a kind of shiver of disgust. Were-creatures are not pretty to watch transform.



Despite his new strength, Soego is no match for Dak'kon's Karach blade. He quickly succumbs, and as he dies he transfers back to his human form... with a smile on his face?



I cut his head off for proof for both Hargrimm and the Dustman above who were looking for him. I get the sense that he found himself trapped in an impossible situation, pressed between his fear for his life, and his devotion to his faction.

I seek out the dead priest to deliver the news, and perhaps bargain for a way out.

Quote:
Originally Posted by The Editor


Killing Soego nudges Dak'kon into his fifth level of mage, which gives him access to level 3 spells. I really need to teach him some attack ones; the Githzerai ones are okay but not really suited to my murder-hobo style.



For those in the city above, cranium rats are a nuisance. Down here, they've actively gathered to destroy the undead, so despite the relatively simple tasks I suspect it will curry some amount of favour with the Silent King.



We do indeed find a small pack of rats in a hallway near the cathedral. I send Morte in to distract them, if for no reason than that he is mostly immune to the Ice Dagger spells the pack casts.



Then I send in the swarm.



Once the bugs are finished with them, Morte and Dak'kon clean up with ease, their numbers reduced to a degree that prevents them from being very threatening.

I collect their tails, and return to Hargrimm.




I wait about an hour for Hargrimm to return from his conference with 'his majesty', and spend it asking about my next destination. Deeper inside this place is an area filled with stale water. Morte says that probably indicates that a portal to the Elemental Plane of Water rests here, which makes about as much sense to me as anything he normally says. If the bronze sphere I seek is not here in the Dead Nations, perhaps I shall find it there.

I am heartened that the priest returns with good news:



I resolve to leave immediately; I fear walking amongst the dead hits a bit too close to home for me.

Quote:
Originally Posted by The Editor


One thing I totally forgot to screenshot: some of you might remember that a collector in the Buried Village was asking us to keep an eye out for a ghoul that had his knife. This is the ghoul. You can trade the knife from him by giving him something to eat. Luckily, that thing is not us, but six cranium rat tails (which you should have plenty of by this point). It's a pretty simple quest that carries a pretty good reward for the effort, so there's no reason not to do it.


To the left of the entrance we came through lies a door that leads to what is referred to as the "Drowned Nations".



The skeletons I talked to told em that the ghouls mostly hunt down here, but not to worry: without the Silent King's permission, they shouldn't attack.
Probably.



As I enter, I see several ghouls lazing about. They all turn their heads as we enter, and I'm pretty sure I hear on of them hiss, but they make no sudden movements. They apparently recognize us from above.

I briefly chat with one.



I decide to search for this damned sphere and get the hell out before they "forget" that I'm under protection (and especially before they find out my 'meat' tends to grow back).

Quote:
Originally Posted by The Editor


The Drowned Nations is a fairly short area; you're pretty much here for three things.

If you chose the work with the cranium rats, they have an entrance into here, but I think in that case you'll have to fight the ghouls (who are tough, but not impossibly so). The way we're doing it simply skips the Warrens of Thoughts entirely, which is generally the smart move.

I found the following treasure as I wandered around:
Enchanted Hammer +1
Gold Ring
Bandages x7
Bronze Ring
442 Copper Commons
Copper Bracelet
Tarnished Silver Bracelet
Needle and Thread x2
Heart Charm x1


It comes as no surprise that the Ghoul's 'larder' is mostly live meat. We encounter a sizable lizard, who hisses at us as we approach.

Quote:
Originally Posted by The Editor
Trocopotaca are kind of a strange choice for this game; essentially giant crocodiles, they're actually not native to any Planescape material. I'm not 100% sure whether they existed before Torment.

Granted, to my knowledge nothing like the Buried Village/Dead Nations exists in the official Planescape material either. It's neat tho.


As we rush to engage, a group of ghouls jump out at join in the frenzy. The difference of course, is that Dak'kon stops attacking when the beast stops moving while the ghouls begin feasting in a disgusting display.
  #410  
Old 07-18-2013, 03:38 PM
Eddie Eddie is offline
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As we press on, it appears that some of the ghouls have eyes larger than their mouths have the capacity to defend themselves with.



Of course, it's little to no skin off our backs when the vargouilles focus their attacks on the undead, allowing us to stab them from behind.



One of the ghouls falls, but his friend doesn't seem to mind. In fact, as we leave I think I see her sizing her partner up for a meal. Ghouls, sheesh.



Further in, we can see a body with a few choice bites in him. The whole set up screams trap, so I send Morte in first.



A dozen Vargouilles swoop down from the ceiling, surrounding not just Morte but us as well. Clever bastards.



I tell Dak'kon to rush in with Morte. There might be a dozen of them...



But I've got several thousand allies on my side.



It's still a fierce battle, since the swarm alone cannot kill them outright like they can with cranium rats, but it softens them all up for the three of us to begin hacking them down.



Eventually their numbers fall to such a degree that they begin to panic. It is a simple task from there.



As Dak'kon kicks his way out of the pile of corpses he's found himself in, I make some large steps over them to an overturned bottle that appears to be leaking, despite being on its side.



A quick examination of it indicates that this is the decanter that the weeping stone was asking about. I wonder if it might also help extinguish the fires that consume the flaming man in that Hive Tavern above, but even turning it upside down does not seem to produce much more than a slow trickle. I will likely need to investigate this flask some more; hopefully the stone will have answers.



We find several boxes that are locked, but Dak'kon's strength is not enough to pry them open.

Quote:
Originally Posted by The Editor
Some of these boxes contain a few magical weapons that you can sell. It's not a huge deal given the abnormal amount of thugs I killed on the streets of Sigil.


Several more groups of vargouilles stand between us and the end of the last cavern. We find a small group chewing on the corpse of one of those giant lizards. We don't have the ghouls this time to distract them, but they can't seem to decide between the dead meal and the new one that showed up, so we get to take on only half of them at any one time.



Another group ambushes us (again) as we engage a wounded Trocopotaca.



Quote:
Originally Posted by The Editor
We don't really have a way of getting off damage-free with this one. Both Morte (despite his damage resistance) and Dak'kon lose about half their hit points in the assault.


Bruised, but still swinging, the only other opposition is a pair of giant lizards at the end of the collapsed tunnel. I smell the faint whiff of rotten custard emanating from a collector body they were feeding on...



Sure enough, I find the cursed orb that Pharod is looking for on the corpse.



It is a disgusting thing. But I've got it now, and hopefully with it, the answers I seek.



As I turn to leave however, I get the sense that... something else important lies nearby. A sealed passageway lies nearby, that appears... familiar to me. Despite the heavy material and rust the now comprised the door, it easily opens as I push against it.



Dak'kon and Morte simply stand off the side. Were it not for the absurdity of the situation, I might find their lack of concern a bit strange.

Quote:
Originally Posted by The Editor
(Sort of) IMPORTANT: you'll want the Nameless One to have a bunch of free space in his inventory, so drop off his junk on Morte and Dak'kon before you go. You'll want at *least* 8 free spaces, with more if you can spare them. Worst case, just dump some junk on the ground before you enter; you can pick it up again afterwards.


Inside, I am greeted with a finely crafted tomb, complete with a door that shuts and seals itself as I enter.

I feel like this tomb is... for me.





I take a few steps forward when... I scream as a thin bolt of lightning rips through my body. The pain is only momentary, but I take it as a warning that stepping on these giant silver symbols on the floor is a bad idea.

Quote:
Originally Posted by The Editor
There are traps all over the Tomb, albeit most aren't that bad. And as we'll see, some are necessary to progress! In a neat bit of design, this trap is designed to show you that these symbols will indeed hurt you.
  #411  
Old 07-18-2013, 03:39 PM
Eddie Eddie is offline
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I take a quick look around the room before moving past the symbol. I see the remains of a few bodies here; grave-robbers perhaps? I shall have to keep on my toes if I wish to be successful.



I step around the giant symbol, and head deeper in. Ahead, I see a room with a giant sarcophagus. As I step into the room however...



... I find myself teleported somewhere else. "What the hell just happened?", I say out loud. To my left, I can see another way into the room I was *trying* to move into. I decide to do some exploring here... once again avoiding the giant symbol on the floor.



Another sarcophagus awaits. It is empty save for a strange looking key. It has an ornate handle, but no 'teeth' that one would find on a normal key.



I dodge an ice knife trap as I search some of the bodies nearby. One carries a strange pipe that has the whiff of conjuration magic (along with some foul-smelling tobacco). I will need to examine it more later.



With the key in hand - I figure it might be needed to bypass the teleportation trap - I move past the symbol, and into the middle room.



I do not make it very far before I'm shunted out again, back to the room where I found the key.

Blast it!

I pace around the room for about twenty minutes, looking for another exit, but come up short. Dropping the key does not deactivate the teleportation trap either. A horrifying thought crosses my mind:

What if...

... what if I'm right, and this place was built so that someone like me could only access it?

Someone who finds death a... temporary setback. I make some last minute scribbles in my journal. I am unsure whether I will retain my memories when I awake.



I grit my teeth knowing that right or wrong, this is going to sting.





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



I gasp for air as I gain consciousness, choking on a mix of stale air and panic.

The soft light in the room illuminates some kind of temple. Or tomb?

I slowly stand up off the tiled floor I awoke on. Every muscle in my body feels stiff, and my limbs feel unusually warm, yet slightly numb. This place looks like it was built for some big shot.

I shake a bit once on my feet, but maintain my balance. I don't know where I am. My head hurts, as if a portion of my brain was ripped out. Everything looks unfamiliar. Everything.

I look through my possessions; I find a journal written on what looks like tattered rags, and some sort of strange book with arcane writing inside. I begin to read and...

... the memories return. Mostly. I'm at the entrance to a tomb. *My* tomb. I possess a key. I am looking for myself.

I spend about 15 minutes browsing through the journal, and finding my center. I'm okay. I've got more of this tomb to explore. My journal notes that I should avoid the symbols, unless there is no way forward to proceed.



If I remember correctly, the last time I stepped through this hallway, I was teleported somewhere else.



The result this time is no different. According to my notes, this is somewhere new.



I find a second key - this one with a slightly different handle - nearby.

After a bit of searching, I know how this must go.

Quote:
Originally Posted by The Editor
One of the weird quirks of the Torment engine is that the various graphical layers don't always screenshot right. It was particularly an issue on my laptop (you might have noticed more battle screenshots this update; that's because units are not constantly disappearing from the screenshots I take), but it's somewhat uncommon on my PC. It's not entirely a boon - these screenshots take longer to edit - but it's something good out of tragedy.

I normally try and be diligent at getting a good shot, but this time, I messed up. Whoops!


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


About three hours later...


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



... for the third time. I tuck the two keys in my belt and begin searching for what I assume to be the third.



I find it nearby, as I step around the symbol. According to my journal, I think I understand how this needs to go down.



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


About four hours later...


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



Despite what my journal says, I have no problem stepping into the middle room. Inside is a giant sarcophagus that appears to be mechanically locked. Around the room are several slabs with writing on them. I have the feeling I've written them, and that they're meant for *me.*




With having freshly died not too long ago, these slabs help trigger some memories of the last few days that help fill in the blanks that skimming my journal couldn't. I'm looking to try and find out who I am, and why I'm seemingly immortal.

I read each of them in turn, pushing the panels as I go:

Quote:
Originally Posted by TABLET 2
So they said - You have been divided. You are one of many men. You bear many names, and each has left their scars on your flesh.

LOST ONE... IMMORTAL ONE... INCARNATION'S END... MAN OF A THOUSAND DEATHS... THE ONE DOOMED TO LIFE... RESTLESS ONE... ONE OF MANY... THE ONE WHOM LIFE HOLDS PRISONER... THE BRINGER OF SHADOWS... THE WOUNDED ONE... MISERY-BRINGER... YEMETH...

I grow weary.
The ghostly lady... Dieonnara? She said she did not know how many times I had died, how many lives I had lived. I was hoping perhaps for a dozen. Perhaps I was underestimating my age a little.

Quote:
Originally Posted by TABLET 3
There is nothing that can be done. Memories are gone, perhaps never to return. With every death I lose a part of me.

How can one be immortal and still die?

He told me that my mind is weakening with every death. I asked him how this could be, but he could not answer. He was of no use. I butchered him so that no other incarnation would ever benefit from his uselessness.
This... this does not sound like a man I would like to meet. Yet it is me.

Quote:
Originally Posted by TABLET 4
I have lost lifetimes because of my killer. I cannot deceive him, so I must kill him. I tried to throw him off the scent. I left false bodies, tailored in such a way to placate him. I roamed the most outer planes, hoping to use distance as a shield. I built this tomb filled with traps to try and kill the killer. I hid.

All I bought was time. The attacks inevitably begin again, with more fury than before. Deceptions are useless. Somehow, the killer always knows that I live. And no matter where on the planes I hide, he finds me... eventually.
I am being chased? And this tomb was an attempt to catch my killer?

That it did not stop him, when I had to die three times to get in here, disturbs me greatly.

Quote:
Originally Posted by TABLET 5
I suspect that we will continue to die and be reborn until we finally get our life *right*. I do not know what we have to do to bring that about, though. And therein lies the frustration.

Is it some sort of karmic cycle? As I gather, some incarnations have committed terrible crimes but also have been a number of incarnations where we have labored to do nothing but good. Are these incarnations intended as punishment? I don't know. And that is the only real truth I can offer in these carvings: I do not know.

At what point does the *I* get separated from the *we*? At what point am I freed of the shackles of the actions of these other incarnations? At what point am I allowed to be *me*, without the weight of these past lives?
Weighty philosophical questions. From what little I remember (and I am relying on a lot of what a past version of myself wrote for quite a bit of my "memory"), some of my past incarnations must have been terrible indeed. I suspect it is not a question about whether I should be punished by my history, but when.

Quote:
Originally Posted by TABLET 6
It is extremely important to record your journeys so that you might learn from them. The greater need, however, is that the sources of information you use to uncover this mystery need to be protected when they are found. If key figures, documents or oracles are somehow removed, either by death or destruction, then you will never know who or what you are or how you came to be this way.
I never thought about the fact that I will likely *outlive* all those who could help me. I start mentally trying to figure out places and people I can trust to store such sensitive information. Mebbeth's perhaps? Maybe with Marta? My notes indicate they were most helpful.

The next inscription matches a passage that (according to my journal) is written in ink on my back. I apparently had Morte - the mimir - read it to me the last time I woke up in the Mortuary. I compare the two texts for differences.

Quote:
Originally Posted by TABLET 7
I know that you feel like you've been drinking a few kegs of Styx wash, but you need to CENTER yourself. Among your possessions is a JOURNAL that'll shed some light on the dark of the matter. PHAROD can fill you in on the rest of the chant, if he's not in the dead-book already.

Don't lose the journal or we'll be up the Styx again. And whatever you do, DO NOT tell anyone WHO you are or WHAT happens to you, or they'll put you on a quick pilgrimage to the crematorium. Do what I tell you: READ the journal, then FIND Pharod.
I have not found the journal, but I suspect I've recently found Pharod. There is one final bit at the end that disturbs me, that Morte had not mentioned:

Quote:
Don't trust the skull.
What does that mean? I will have to question this Morte.

Quote:
Originally Posted by TABLET 8
What little life there is in the world is draining out this hole in my body. The world can burn, the planes can burn, just give me life! I will destroy this life so badly, break it, smash it, and stain it in blood and feces, so you cannot live it either! Let all creation burn for I cannot die!
I dismiss this last tablet as the work of one of my more... unstable... incarnations. I push the last button in and turn towards the sarcophagus.




A fourth key, to join the other three I share. Need I murder myself again to escape? I see no symbol - like the ones drawn in my journal - in here.
  #412  
Old 07-18-2013, 03:40 PM
Eddie Eddie is offline
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As I step out through the south passage...



... I find myself teleported somewhere new. It's a small, cramped space, with a large chest in the middle.



Inside is a bevy of magical items. I collect them all, suppressing a grin. The information, I suspect, was worth dying for, but these items I shall treat as a handsome bonus.

Quote:
Originally Posted by The Editor
Let's see what goodies we've found! Aside from two common items (a Corpse Fly Charm and a Heart Charm), we find the following:



First is a simple battle axe. This might be useful if you're a fighter, as this is likely the first magical axe you'll come across. Otherwise, it's destined to be sold as vendor trash.



A new attack spell! Ax of Torment is a decent level 3 damage spell that does heavy damage to a single target:

Quote:
Originally Posted by AX OF TORMENT
Range: 50 feet
Duration: Instant / Special
Speed: 3
Area of Effect: 1 Creature
Saving Throw: Negates.

As if from the depths of Baator, Torment shall be brought upon your enemies, and with time, its strength will only grow.

Effect: This spell summons a mystical giant Battle Ax. The Ax strikes a specified individual target for 1-8 points of damage. In addition, as a final blow, the Ax will cause a magical effect to occur (at random): (1) Suffer an additional 1-8 points of damage; (2) 2-16 points of damage; (3) Paralyzed for 5-15 seconds.

At level 9+, the following new effects can occur: (4) 5-40 points of Fire damage; (5) 6-48 points of Ice damage; (6) Randomly teleported 1-100 yards away; (7) Turned to stone; or (8) 6-64 points of pure damage.

"While not reliable, once the Nameless One reaches level 9, this can be a good spell in a pinch to quickly take out an enemy. It's competing with Elysium's Tears at this level, an attack that deals more reliable damage (and with no saving throw), so use it up until the point that you get that spell. - The Editor


This is a decent item to throw in Dak'kon or Morte's quick slot for a quick Strength boost. It's no good for the Nameless One however. Note that (like the Strength spell) you can't bring anyone above 21 strength. It's a single-use item too, so it's not spectacular.



This is both the prize gem of the stash, and incredibly frustrating.

BEGIN RANT.

Now, I'm not one of those people who really thinks that alignment is the be-all and end-all of a character. People tend to lean one way or the other, but I think it's more important to play the character how you think they should be played, rather than how the alignment you picked says. In the Baldur's Gate series, there were absolutely some items that required a particular alignment, but the stat-boosting items were all neutral; they didn't care how you found a Tome of Wisdom (or whatever). You could use it.

This item, however, is unusable except by Lawful Good characters. The only character that can become Lawful Good in the game is the Nameless One.

And see, this wouldn't bother me if there were other stat-boosters in the game that were alignment specific. Like, perhaps a strength-boosting item required being chaotic evil, an intelligence-boosting one required being lawful-evil, a dexterity-boosting one required being chaotic good, etc. But this isn't the case. This is really the only item in the game that says "you miss out if you play the game anyway but as a boy scout".

My preference is to say "screw that" and use an editor to give the Nameless One a +1 boost to his Constitution, because mixing alignment with such powerful items (without giving other alignments their own stat booster) is stupid. But I'll put it up to a vote.


Items in hand, a portal opens up that leads out of this deathtrap.



I step back through to the companions my journal noted, and more memories flood back in. Morte is the wise-ass, and Dak'kon is the Githzerai undergoing a small crisis of faith. I have a, er, bone to pick with Morte over the slab I read inside...




I better keep a closer eye on Morte. If my journal didn't indicate that I had reason to be suspicious of his motives before, I definitely do now.

Before returning to Pharod, I make a quick stop off in the crypt to see Glyve, the weeping stone. My jounral indicates that he wished for some of the water from the Decanter I found, and my journal says he believes he can help me unlock its full potential.




I pen Nemelle's name and something about the Clerk's Ward in my journal. Perhaps with her help, I can aid Ingus, the burning man in the tavern I've read about?

Quote:
Originally Posted by The Editor


The experience I get for helping the Weeping Stone brings the Nameless One to level 8, giving us an additional point of Constitution and another level 4 spell slot.



It also lets me identify this item without using a spell. Cloudkill is a powerful spell that you may have abused to help kill dragons and the like in Baldur's Gate. It's still really good here too. This is a one-shot item, but you usually don't need more than one.


We take out leave of this crypt, hopefully never to return.




One quick stop to make before I meet with Pharod about my reward.




The copper he paid is likely what I would have gotten for the cranium rat tails I traded for it. Not a huge windfall by any stretch, but I'll take it.

Quote:
Originally Posted by The Editor
I would comment that returning a knife that we got for a few rat tails is worth the same amount of experience as giving a sentient piece of stone a taste from a Decanter of Endless Water, but honestly, some of these experience rewards are going to become outright obscene as we progress.


Pharod's guard wave us in as we approach. I study my notes for a final time before we go to speak with him; I wish to be as prepared as I can, and not give off the sense that I'm meeting him for what - in many ways - is the first time.



The old man is as my journal describes. A wide smile crosses his face as he sees me.



I ponder his words. Have he (or I) done something so dire in the past that he must demand I should not harm him for his information? Or is this just a ploy for him to get my off-guard, and stop me from asking too many questions?

Quote:
Three votes here, the first is about how we'll treat
Pharod. There are a few ways this can go down, so multiple options ahoy! PLEASE mark the one that is most important to you, as that one will determine vote weight factors.

Do we...

1) Agree to his demands; you won't harm him (More Lawful)
2) Say you won't harm him, but maybe he deserves a thrashing if his info is bad (More Chaotic)
3) Tell him to just spit it out. (Neutral)

... and ...

1) Treat him with kid gloves; one of our past incarnations probably hurt him bad (More Good)
2) If threatening him for what he knows is what it takes, it's what it takes (More Evil)
3) I don't think we should worry about what happened in the past (Neutral)



Finally, in regards to the Tear of Salieru-Dei (the +1 Constitution item that only works for Lawful Good characters), we should...

1) Throw it away. Cheating is not sporting! Pretend you left it in case you come back here as a future incarnation (More Lawful)
2) Open up the editor and give yourself +1 Con. It's only fair! (More Chaotic)


So as a voting example:

1) More lawful
2) More Evil (<-- stressing this one as most important)
3) Let's use it! (more chaotic)


Happy Voting!
  #413  
Old 07-18-2013, 03:45 PM
Falselogic Falselogic is offline
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1) More chaotic
2) More Evil
3) Let's use it!
  #414  
Old 07-18-2013, 03:46 PM
Eddie Eddie is offline
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Quote:
Originally Posted by Falselogic View Post
1) More evil
2) More Evil
3) Let's use it!
I'll shall put your first vote down as "more chaotic" because I know you so well.
  #415  
Old 07-18-2013, 03:49 PM
Falselogic Falselogic is offline
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Whoops! I fixed the original post
  #416  
Old 07-18-2013, 03:57 PM
Mogri Mogri is online now
used Detect!
 
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Chaotic, Evil, use it
  #417  
Old 07-18-2013, 04:03 PM
Gerad Gerad is offline
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1) Neutral
2) Neutral
3) Throw it away
  #418  
Old 07-18-2013, 04:07 PM
Falselogic Falselogic is offline
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Quote:
Originally Posted by Gerad View Post
1) Neutral
2) Neutral
3) Throw it away
Who is the most boring player?
  #419  
Old 07-18-2013, 04:09 PM
Gerad Gerad is offline
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Quote:
Originally Posted by Falselogic View Post
Who is the most boring player?
I have to follow my heart!
  #420  
Old 07-18-2013, 07:09 PM
Phil Phil is offline
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Of course we shouldn't harm Pharod; we've almost certainly done him wrong in the past (or, at least, can't remember not doing so). That said, nothing wrong with a little intimidation, so let's tell him we won't harm him without, y'know, good cause to do so, so he shouldn't give us one. Naturally, we're going to actually treat him with kid gloves whatever it is we say; we don't want to compound the sins of our past. Of these two, the gentle treatment is more important.

As for the Constitution? It's the very definition of Chaotic Good to bend the rules when they obviously need bending. Hack that shit.
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