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Use rope.
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# ? Nov 6, 2017 18:05 |
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# ? Jun 9, 2024 12:43 |
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Use rope, whatever set the trap is probably close and will probably grab the sheep before we get back.
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# ? Nov 6, 2017 20:16 |
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rope a dope
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# ? Nov 6, 2017 21:32 |
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Use Rope! posted:You search the top of the pit to find a large rock to tie your Rope to and then use it to enter the pit, Theo climbing down after you. FYI, we will hopefully be facing a boss on this optional quest. There are multiple challenges before that, including a surprise combat against three armed opponents I'll reveal this update. Theo reduces that challenge's difficulty or allows us to survive it entirely if we forego a Stat increase for lack of self-confidence. Probably good that he's here for story purposes (there are no Relations possible unfortunately). The pit's Agility challenge hits you with the same damage as falling into the pit if you fail a 40 Agility Check, which Renata would have done if she climbed down the pit unaided. Using a Rope or Thief Harness can avoid the damage. Well done. We're already searching the pit. Results are automatic. In the Pit... posted:The grass-covered pit filled with spikes is brutally efficient. You can see the bloody stains from its past victims. It likely wasn't set for the sheep specifically, but if left untended, it could wipe out a large number of them. That last sentence is what happens if you ignore this mini-quest (-100 Sheep) or leave it before the pit is investigated. As Slyph guessed, coming back later means the sheep are gone. So what's in the pit? Searching Pit posted:A crack in the side of the pit's wall draws your eyes. You realize that it's a secret door! Thanks to Sullat and my own wife for inspiring this aspect of Renata's possible love affair with Theo. :waves: For more information on Kobolds, the adversaries for this side quest, click here. Again, the Daria version of this monster is pretty much the same as the D&D one. How do we approach the Kobolds' Lair? posted:You smile at Theo's words, your heart clenching. You are still unsure how you feel about him. All your previous relationships have been casual limited encounters like Steffan was, and you do not yet know how this friendship that has led to Theo becoming your mentor as an Adventurer will progress. The facts that he is only a few years older than you, in contrast to your previous Mentors Harmond and Sister Geri, and that he seems attracted to you despite his rejecting your flowers, are both welcome in a strange way. The Hammer and Spikes is a stupid gimmick item here. It might have more uses in the future. You can decide if we want to pick it up later and find out. I felt I should show off the gimmick after falling prey to it once like that other earlier choice with the illness we'd get running back to get Leigh Anne's cloak. I'm condensing this encounter for narrative purposes, obviously. Not every encounter will be written like this. I don't have the ability to map out every part of these games and I want to retain some reader participation. There will be plenty of it in the future, don't worry. Eliminated Fail Option of trapping the door (needs 40 devices IIRC, helping the sheep with alarm traps actually needed 30 per later checking, my bad). Other eliminated options per our build will be listed below the next choice. Possible Successes posted:You cast a Divination Spell to confirm that three Kobolds with spears are lurking behind the secret door. As Theo hinted, they are listening to you and they will not attack you if not directly challenged. Theo seems to know a bit more than you about these smart monsters. You get a picture of what the monsters look like from your Divination spell. We could also use Arrows to support Theo if we had a Bow. IIRC using a Bow alone requires taking damage on top of increased Skill because you have to back away from the door before you can shoot. Throwing a Dagger at the first Kobold is another way to reduce this encounter's difficulty, but you'll need 40 Agility or Blades to succeed IIRC and failing means you take damage. Too much damage, and you won't be fighting the Kobold Boss later (see below). Even with the lowered Skill Check difficulty for having Theo along, I checked this encounter and confirmed that fighting 3 Kobolds armed with spears is beyond us per the game at any but one of our current combat Skills- again, Magic. 20 Unarmed plus Theo will let us triumph over the enemy, but we'll take 50% damage and pass out, then end this side quest. Not sure why that would happen. I think 40 Unarmed is enough to beat the three Kobolds alone- otherwise you'll be knocked out going up against three enemies armed with spears. The game does not tell you how much Unarmed Skill you need if you try and fail. Theo will also be knocked out if he handles the Kobolds alone- IMHO it is not amusing that our primary fighter ally for Lost Heir cannot handle three puny Kobolds. Regardless of whether he is with us for this combat, Theo cannot aid us against the boss inside the Kobold lair even if he is present and not injured for reasons the game does not clearly state. I'll cover that plot hole next update. If you want to see Theo knocked out for comedy, I can do that and we can still handle the three Kobolds ourselves in a "what really happened" bit. I'll do a Steam rollback, repeating all current choices if you want. I prefer handling this ourselves or in support of Theo if possible, either gives the same Stat increase. If you prefer, I can even exchange 10 Stealth for 10 Unarmed in a rollback per earlier play with Gale- we'll still keep the rat stalking quest for story purposes. Sister Geri could give us 3 Unarmed and then 30 more instead of 3 Religion, 18 Magic, and 3 Arcana, but I prefer we stick with Magic for some story bits I have later concerning Jess. I think we can still get Ki Strike and other cool Monk abilities that don't depend on Unarmed if we keep Magic and properly play some future choices. We could also get our Unarmed higher by future class levels, training, and the free hit encounters I mentioned earlier. Let me know if you want this. I don't think we'll ever do much with our current Stealth later on. The obvious choice to proceed above is #2, but for pacing I'll let readers confirm it before updating again later tonight (tentative 0100 CST). If anyone is wondering whether this quest is worth it, the answer is yes. Keep going and we'll find out why. *** Stats posted:Stats
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# ? Nov 6, 2017 23:57 |
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No take backs. Cover theo We will stand by our poor decisions! Keep theo conscious to marvel at our powers.
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# ? Nov 7, 2017 01:05 |
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Magic pew pew zap
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# ? Nov 7, 2017 05:16 |
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Early update because we have a choice of options for the boss encounter. More time for votes might be a good idea. Takebacks- Ok, just thought I'd throw the idea out there when I found something that wouldn't affect our build that much during my testing. It's ok if people don't want to do it. I showed off the Unarmed successes against the Troll in text just so people would know what they do. Unarmed successes do get better and Magic also remains fun. And there's probably enough opportunities in the series that a few mistakes won't matter too much. I'll leave the idea on the table till the next update arrives just in case any Unarmed fans decide to speak up. Kobold Battle posted:You open the door. Three brown-scaled creatures immediately pour out! They are small, perhaps only three feet tall, but they have sharp short spears that they wave about with intensity. Take note that we have to open the door ourselves to use Magic or other attacks here. Theo can still open the door if we have a Bow and choose to support him with Archery. Otherwise, we're at risk for the first attack. Picking Option 2... Use Magic to Kill Enemies posted:You cast quickly, creating a shimmering shield between you and the spears. Theo steps forward with his large hammer to help finish the fight. Between his hammer and your Magic missiles, the Kobolds are soon killed and left in a heap on the ground. This is where you want a Lantern if you don't have 20 Magic. Seriously, does anyone know of a CYOA style game where "Proceed in the dark" is a good idea? The game doesn't spell out that the tunnel is too small for Theo, so I did. Proceeding with Option 2. Let there be light posted:The spell creates a small ball of light for you to see by. I adjusted this enemy's weapons to match the pic I decided on. No canon weapons are immediately mentioned in the game text, though I think it jabs you with a spear like its minions if it knocks you out (happens automatically with “proceed in the dark”). I crossed out the options that will fail. Our Magic or our Charm could help us out here. We can also run away if you prefer. The Kobold Leader's Necklace is the Artifact for which we came. I'll check in around 1700 tomorrow to see if and how we pick it up. achtungnight fucked around with this message at 06:23 on Nov 7, 2017 |
# ? Nov 7, 2017 06:06 |
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Kill it with fire!
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# ? Nov 7, 2017 06:19 |
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Speak to it. Mostly because I'm genuinely interested in ho the heck this will turn out.
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# ? Nov 7, 2017 06:52 |
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Had no idea you can use hammer and spikes here, learned something. Likewise curious what speaking to it would actually do, but kill with fire seems like the more sensible choice.
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# ? Nov 7, 2017 07:49 |
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Diplomacy, we need the practice if nothing else.
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# ? Nov 7, 2017 17:12 |
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Ok, update ready early. We are 2-2 on using Magic vs. Charm. I'll show off a Charm success with no bonus in original content since enough people asked about it but give us the better reward from using Magic. This encounter is the first in LH that makes it clear that, as in many Choice games, just because a tactic can work does not mean it is best. We will face situations where even success on a Skill check still means we take damage or don't get treasure, same as a failure if possibly at less worse result. This would be one of those events if we had used Charm. Charm might work to our best advantage in other combat encounters later. I'll leave it ultimately up to voters to officially decide.Negotiation Fail... posted:You yell at the Kobold Leader as it lunges, barely jumping aside. "I mean you no harm!" The Kobolds outside hadn't been much threat, you think, but their leader might be different. Artificer Achievement Progress 25%. This Necklace gives us a chance to become a Druid or Ranger even with minimum prior Nature Knowledge, provided we have enough Skill in Magic or Archery to back our Nature up. Renata can become a Druid now, if she wants to at second Class level, despite no Nature training before. Geography is now our lowest Knowledge stat. Speaking to the Kobold Leader awards +3 Charm but no Necklace. It jabbers at you in language you can't understand and then runs away. I'm not sure if there's a check involved. I haven't tried speaking to it with any character whose Charm is low. Getting the Necklace requires combat or successful pickpocketing (Agility) check. Now to start wrapping up our first quest. Kobold Encounter Resolved posted:You search the lair further, but find no other Kobolds or treasure. You return up the tunnel to find Theo waiting for you. You show him the Necklace you found. Jethro is my original framing device for the possibility of robbing Master Jett of his sheep. The classic betrayal by a trusted employee. The way Renata has been written so far, she would not have come up with the plan to rob and murder Jett and the resources to carry it out on her own. Lost Heir's canon text smooths that process over if you choose to rob Jett, thus leaving some plot holes that need resolution. Some other issues are also resolved below. The decision to rob or spare Jett- first choice of 3- is at the end of this update. I am going to play this decision out as presented in the LH text. We will have to confirm our decision to rob Jett three times if we want to do it. I will present what each choice- spare or rob Jett- will mean for us with hints as to the canon and original rewards/consequences of both paths for Renata as she learns them before each confirmation. She learns of Jethro's plan and what it might mean for her first, then learns of how helping him carry it out could impact the rest of the caravan characters (Jett, the other four surviving young guards, Leigh Anne, the other shepherds) and perhaps her kingdom in the future, then how it might impact her budding relationship with Theo. She has to agree to help Jethro rob Jett at each checkpoint to progress, disagreement at any point means we give up and go back to the main plot. Doing it this way is a bit like a social psychology experiment, which I think fits the game's original intent. We will have the ability to decide when Renata should back out if we like, it can be the last minute if you prefer (there is a nice possible bit of drama available as a choice for that which could work well with this LP). Or she can go all the way and make it either a descent to the Dark Side or a great sin she will later have to overcome yet always live with. The game allows both ways. This decision will have impact on both Renata's Relations with Theo in LH1 (he is the only companion who will know what she's done if Jett is robbed) and a Stat bonus we'll have the potential to earn in LH2. LH1 game number details are under spoilers at end of this update along with more discussion of what robbing or sparing Jett will mean. Story details first. Parable Framing posted:Three days away from Ludd, the caravan's progress has not been further impeded. There have been no further dangers from monsters and your wards are doing their job helping keep away lesser predators. However, there is increasing drama among the other people in the caravan to which you bear witness. You can play out the above story in Life of a Wizard. The young guards' comments are a homage to Warcraft 2 Footman dialogue that hints at their future fates in this run of Lost Heir 2 and 3. We won't see them again in LH 1, but they will appear later in the trilogy as an original subplot. I've worked in this content to keep the game progress a bit unpredictable even if only canon choices will be presented from now on and canon rewards given. I felt I had to entertain veterans, including myself. The four young guards, future soldiers, sailors, and possibly mutineers, are not officially cast. You can imagine any actors of appropriate age and quality you like. Same for our heroine Princess. Parable Conclusion, Theo's Offer posted:Theo nods after you summarize the tale's various versions. The canon game does not tell players beforehand that they will need a bit of extra money upon arrival in Ludd to help fund Theo's expedition to the Som'Reth Ruins and get full treasure from it. I thought I should. It will help us make the decision to rob or spare Jett. Jethro's Big Reveal posted:"Do you need any money right now?" you ask Theo. Zachary Quinto portrays Jethro. I kept his true role in this LP shaded until now for obvious reasons. We might meet Trevor in LH3, but this decision does not affect his game fate at all. I just felt it would be fun to throw a nod to him in. It is up to you what Renata should tell Jethro. Consider the following spoilers if you so desire- Game terms, per my recollection, robbing Jett means 250 GP straight up reward for this quest, not the variance Jett gives (I've never gotten more than 180, with Sheep at the level we have them, though my memory is not clear). There is also an event later in LH1 where you can pick up 250 extra GP, but only if you robbed Jett beforehand. We also will get the chance for increased Relations with Theo if we rob Jett, as we'll have to get Theo's help to kill Jett also (per the plot, Jethro will make that clear next update before the final decision)- Theo doesn't like Jett but the game does not make it clear whether he hates him enough to be willing to kill him on his own. The main character, Renata in this case, can get Theo to help them accomplish such a task. It's worth an extra 5 Relation points for Theo, plus an opportunity to get more later by helping ease his guilt over the deed. Because he has such guilt, it is unclear whether Theo is an Evil or Neutral character. I wrote him as Neutral, by now it should be clear how and why. There are no consequences for killing Jett in LH1 other than 30 Evil Points. You have the opportunity afterwards to atone by donating money at a Temple at the choice right after you do it, or later on through a series of better Good deeds. You get no Good points for not doing it. If you rob Jett, later on in LH2, you can meet his wife and assuage her pain with lies or gloating (the latter, as you might imagine, awards increased Evil and Citizen Fear, I forget what the other possible responses do). She can also be ignored. If you spare Jett, he comes back in LH2 to offer you a good boost to your Army Food level, which is important to that game. It requires you have a good amount of Citizen Reputation when you meet him, though. You also have to pay his neighbor, who owns the sheep herd that is the Army Food boost, 200 GP. Or you can just take the Food without paying, which I've occasionally done with a character who doesn't mind a small hit to Reputation and a boost to Fear. You can also ignore Jett, if you prefer. Original content- If we kill Jett, Jethro will be taking the fall for it. We will escape, he will end up in Duke Eddan's dungeon. If Jett is spared, Jethro will be the owner of the sheep which represent the Army Food mentioned above. Jett will never know what Jethro once planned to do and he will help Jethro become that future sheep owner. Leigh Anne will never know the role we played in her father's fate or what could have been if things had gone otherwise (we'll never see her again onscreen). Theo already knows about Jethro's plans (Jethro talks in his sleep and Theo has been listening), but he is waiting for Renata to decide what to do about them. His evolving character will be happy with either course as per the canon game. You can guess how it will affect everyone else. Personal preference- I can write the story either way. We can make Renata Good or Evil, per your preference. If we want to keep her Neutral, she should probably say no to Jethro. But that will affect our game stats as above. I will proceed with the majority of votes. There will be similar, if less lasting effect, great temptation choices as Lost Heir continues. This is just the first, and thus the most major. As you might guess, I will want to show off the opposite path from here if we do a second run on SA. Not mandating Morality, just making things a little more poignant. My second run on SA will probably be bare bones, as this LP will be long enough for me to want to do another of a different game instead of or alongside a second run and I won't have the energy for original content. I will have the better part of it out of my system anyway. I will allow all readers inclined to vote on this decision to influence it. How far should Renata go towards furthering Jethro's proposal and what should she do? I'll look for a good majority for the second checkpoint around midnight tonight CST. achtungnight fucked around with this message at 00:47 on Nov 8, 2017 |
# ? Nov 7, 2017 21:09 |
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Oh no! Jett stabbed himself in the back multiple times! If only we could have stopped him!
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# ? Nov 7, 2017 21:30 |
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Double cross, now this is the kind of pragmatic evil we should get behind.
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# ? Nov 7, 2017 22:47 |
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I vote for saying no. Jett may be a jerk, but that doesn't mean we have to be one in return. And it's only our first adventure; we should try to hold off on the really bad things until later. We can save the murder of Jett for a playthrough when we summon demons. That way, we can try and see if we can murder with demons too.
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# ? Nov 8, 2017 05:16 |
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Ok, stagnant voting, update ready. Tally is currently 2-1 in favor of the doublecross. I am proceeding with this decision in favor of the regulars for plot development and as per vote. I will continue to keep to my plan of using each checkpoint per the canon text. Renata has important character development to go through if she is to rob Jett vs. spare him. We would get most if not all of what happens below if she agreed right off to spare him, possibly in a different way. I cannot be certain if current voters on this decision are truly in favor of robbing Jett or merely want to see developments and wait until the last minute to pull out as I hinted last post I am cool with doing. You will learn why I am so when we reach checkpoint #3 to rob Jett, if you aren't a game veteran who's already guessed. A few things before we proceed. If Renata continues on an Evil path after this decision, I am inclined to write her as a "Seeking the Greater Good" for selfish reasons pragmatic Villain Protagonist rather than a cartoonish cackler delighting in villainy. She believes that an Evil path would best benefit Daria and herself, later she may feel different, and we will take each decision as it comes, see what happens. My own writing preferences and the LH canon writings would support this. So, I think, would the current regular posters on this thread. If I am wrong about the last preference, I can change Renata's character slightly. Let me know. I think I can do Renata as such a Villain Protagonist- the Morality meter of LH is as much Karma as it is Action and many great legendary villains are pragmatic types. Darth Vader is perhaps my favorite, Shakespeare's Hamlet is another great example the way I see him. Roseanne Barr's character in She Devil is the female example that comes most easily to mind. Second, we must consider the possibility of Renata's conscience and guilt. I have decided as my thinking about how to write this LP has expanded that the Morality meter of Renata's character will primarily represent her level of conscience and guilt. It may have been intended otherwise by Lucid when he wrote Lost Heir, but I believe it can be such for this LP. The way decisions and rewards can be given in LH, that writing tactic can work. The Evil rewards come at a certain level of Evil, ditto for the Good. For example, you need 100 Good to forgive Zusak at the end of LH3 for him to honestly believe your intent to do so and surrender without trying to kill you. Whereas you need 100 Evil to be able to live with taking control of the LH3 Demon Army away from Zusak and what it might do to Daria if you keep it around to savage the land (Villain Ending). There are also various other lesser Good vs. Evil rewards. Who will determine Renata's changing level of guilt and conscience? The same people who determine every other decision that impacts her life, of course. Me, this LP's writer, and you, its readers. Vote to represent your influence on Renata and we will see how Good or Evil she becomes over time. I will go with the majority in the way I think best. That works for both the current Evil act we are contemplating, and all future Good vs. Evil ones. Renata can be pragmatic, she can feel guilty and change her path from Villainess to Heroine, but how she does and her motivations will be up to us. Finally, be aware that I have changed my plans for Leigh Anne. We are going to see her at least one more time onscreen whether or not we rob Jett or spare him. Leigh Anne's face, and her memory, will also serve as Renata's conscience for LH 1 at least. If Renata approaches 100 Good or Evil, Leigh Anne's face may not appear for Renata as her character changes in response to her continuing actions. Maybe she will make peace with her guilt, or gain the full Evil mentality necessary to put it aside. I will let readers know when either happens. The deaths of Jett and Jethro will happen if we rob Jett, and we will see Leigh Anne's reaction to both. Leigh Anne won't ever know of Renata's part in the whole affair, but Renata can worry about what she might think and feel guilty if she so chooses, letting that motivate her future conduct as one of Daria's great heroes. Renata was once an innocent child like Leigh Anne, her experiences concerning Leigh Anne can and will also affect the development of whatever children Renata herself might have or adopt one day. I'm not casting an actress for Leigh Anne. If someone wants to, I'll consider the suggestion. Guilt is an important plot element in stories such as these. Struggle too. SimplyUnknown1- Welcome, new voter! Thanks for expressing your thoughts. We can totally murder people if we Summon Demons. Not Jett, no powerful enough Demons to kill any adversary are allowed to be Summoned and submit to our Willpower this early in Lost Heir. But we can murder through Demons later, and through every other possible method the game and I will allow if we decide to do it now. Readers' choice. Ok, enough director's commentary. Back to Renata's story. Renata's Special Power posted:You are a bit intrigued by Jethro's proposal. You decide to press him further regarding it. Your conscience has no current issue with this, and before you answer him, you take a brief pause outside time to relate on why. If you want to know the inspiration for the concept of Decision Makers, click here. I thought up this concept while reviewing this LP as I write it and thinking about what I should do next. It is possible this concept was in the back of my mind all along, but now it is fully formed and revealed. I hope readers will like it. Renata is of course and will remain the most powerful Decision Maker active in Daria as this LP of Lost Heir progresses. All other characters she meets may also have the power on various levels. The main bad guys and other game bosses all have it. So do our companions, Mentors, and people like Jethro who appear at certain points. Our big moments of conflict will be where Renata will have to respond to and deal with another Decision Maker. The results may not be pretty. Readers will decide whom they benefit most. Tell Me More, Jethro posted:You now recognize your power, and realize you will have to actively exercise it. Jethro knows of your power, he has sought you out. He has such power too, even though he may not know or understand it. You know this because Decision Makers can sense their own. Checkpoint 2/3 complete. Next checkpoint before we rob or spare Jett will progress next update. Keeping current vote tally 2-1 in favor of robbing Jett unless votes are changed by new post from voters. New voters may also contribute. I honor all SA visitors who are willing to read this LP by inviting them to vote if they are willing. We will move forward as much or as little as you like, on the course the majority prefers. Tentative deadline for next update, 1700 CST 11/8/2017. achtungnight fucked around with this message at 06:16 on Nov 8, 2017 |
# ? Nov 8, 2017 06:01 |
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Broach with Theo.
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# ? Nov 8, 2017 08:49 |
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Hey theo how did the reallynevil wizard story go again?
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# ? Nov 8, 2017 14:08 |
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Ok, the current 2-1 tally stands. Thanks for votes and other bumps. I have further decided what the original story effects of robbing or sparing Jett will be for Renata and they are hinted at in the prophetic dreams described below. These dreams' events will not happen in full detail until after the final decision to rob or spare Jett is made, but I thought it fun and proper to tease them a bit. Also, in case anyone is wondering, no canon choices or their results in Lost Heir will be altered by the original content. Stat numbers chosen by voters' decisions will be final from this point forward and from each point continually as each decision is made. Yes, I'm an amateur attorney along with an experienced fanfic writer. Why do you ask? Never mind. Let's get back to the LP. Settling Various Issues posted:You think carefully about everything Jethro has proposed and what you want to do. You realize there are some things he has shaded or about which he has not told you. Ok, people, we are at the third checkpoint and thus the moment of truth. Your vote on this decision will determine whether Renata kills and robs or spares Master Jett in this run of the Lost Heir Trilogy. I am keeping the current tally 2-1 and moving forward at the next update. If people want to change or reaffirm their votes before then, that is fine. Take note- the second option above will cost us 5 Theo Relation points, but we can easily recover from that if we still want Renata to Romance Theo. I like the line that option has because in a lot of classic fantasy stories, the heroine says something similar to her love interest. Only the first option will let us move forward with doublecrossing Jett. Otherwise we'll forget about it and Renata will tell Jethro about her Good dream future for him and that she would prefer it to the Evil one. He will agree. So will Theo. Master Jett and Leigh Anne will never know the difference. Ruby (Claudia Christian, we'll meet her in Ludd and possibly again in Lost Heir 3) might, but that's up to Jethro, not us. Vote accordingly for the future you want. I can go with either. This is a fun game, but just a game. Tally will be counted and this LP will move forward sometime tomorrow, can't say when exactly but it will. Thank you all for helping me work this story out of my head. achtungnight fucked around with this message at 15:37 on Nov 20, 2017 |
# ? Nov 8, 2017 21:03 |
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We are committed, no takebacks.
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# ? Nov 8, 2017 21:48 |
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Theo, it's time to kill.
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# ? Nov 8, 2017 22:25 |
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"I'm going to teach my rear end of a boss a lesson" "Oh, by the way, I've changed my mind in a few seconds and I think we should kill him instead, whoops" Let's not associate with this chucklefuck and go Good instead..
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# ? Nov 8, 2017 22:37 |
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We should not kill Jett and instead just continue our journey as mostly decent people. We should be good.
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# ? Nov 8, 2017 22:40 |
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The random number generator of morality has spoken! Uh, look let's just completely forget about all this conspiracy nonsense
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# ? Nov 8, 2017 23:27 |
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Tally- 2 for Kill, 1 for forget, 2 for never mind (I assume that’s what you mean by Good). I’ll give it a while longer for tiebreaking. If anyone’s wondering I think the only real prizes for killing Jett are extra money now and possibly more extra money and Citizen Fear later. Vs extra Army Food later for letting him live. 30 Evil vs no Good. Plenty of Theo Relationship still available especially if Romancing if Jett is spared. No Skill Checks involved if we do kill him, it just says we do. I still have plans either way. The dream sequence went Inevitable Future, Evil Future, Good Future, Evil Future again. Then back to present. The actual end of Lost Heir was not shown.
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# ? Nov 9, 2017 00:13 |
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Evil vs Good: There's the magic feather, dunno just how evil exactly we need to be for it though!
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# ? Nov 9, 2017 08:05 |
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Ok, time to move ahead. I'll just give us the least harmful option (3) since it has the same results as being Good (which is ahead by one vote) and we don't upset Theo. Can't let this get too Lina and Gourry. On a second bare bones run here, I'm sure Jett will die. Avalerion- I'm guiding us to the Magic Feather. It's my favorite Artifact, along with the other one available in the same area. I'm hoping we can get both. The answer was 55 Evil when I tried to pick it up with Princess Leah the Almost-Paladin. The God of Mischief was most pleased to give her zilch. Resolution posted:You stare at Theo. "You really confuse and worry me, you know that?" The God of Mischief is probably the God giving Renata the most attention. Unless we devote ourselves to another God later, that is. Quest Concludes posted:You leave Jethro and let the caravan make the rest of its progress. That evening, no bandit attack takes place. Master Jett wears an odd expression at the dinner meal, but you give his curiosity no satisfaction. You do, however, advise both Jett and Jethro to give up on their racism, and do all they can to work well together in the future. Both men agree. The Temple (Option 2) provides some unique choices since it's mostly here for players who want to atone for killing Jett or cement their alignment at this point. It's also free to visit before we continue the main plot. Might as well show it off. To the Temple! posted:- "As you wish." There is also an option Knight characters get here to aid their chivalrous conduct by taking a "no thieving" vow before the Gods. It adds +15 Good but locks out all future theft options. Looting ancient ruins is not a violation, nor is taking spoils from defeated enemies. Pickpocketing is, though. To my knowledge, there is no way to rescind the vow. Future Dark Knights, obviously, won't want to take such a vow. If you pick Option 3 above- Donations Please posted:The priests and priestesses stand ready to accept any charity you wish to offer. Going with option 5, but we do have the levels now for Good points via donating (10 for 1, 50 for 5, 100 for 10, 200 for 20, and so forth). We will get two more chances to donate before we leave Ludd if anyone's interested. Remaining Options posted:1. Pray to the Good Gods of the world. If anyone's interested in praying before we leave, let me know. We can pray to both sets of Gods, but it's important to designate which ones we make devotions to first. Next update this evening.
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# ? Nov 9, 2017 09:27 |
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No point in making enemies of either gods, pray to evil, then to good, don't donate any of our hard earned cash though!.
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# ? Nov 9, 2017 09:47 |
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Avalerion posted:No point in making enemies of either gods, pray to evil, then to good, don't donate any of our hard earned cash though!. This
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# ? Nov 9, 2017 12:16 |
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I've been abstaining for the most part due to having played through the series (and having/knowing the exact mechanics of the game), but... Pray at Good first, No Gold Mechanics Spoilers: If you pray to both sets of gods, only the first prayer counts.
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# ? Nov 9, 2017 23:16 |
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I also vote for praying to Good first and not giving gold. I'm assuming that we'll be doing at least one other playthrough of this, and that one can be our evil playthrough.
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# ? Nov 9, 2017 23:38 |
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Ok, 50-50. DevilDragon's spoiler was correct regarding prayers. I have an update ready, but can rewrite. I'll give a little time for tiebreakers, say till around 1900 CST. My dice have us at Evil if that is preferred (d6, Odds Evil, Evens Good, Roll was 1). Vote before the deadline to override or confirm. The rewards for Good are 70 Good means a chance at free training in all forms of Combat but Unarmed or free extra Army Power in LH2, but either is easily duplicated in other ways. Meanwhile with 55 Evil we can get a +20 Charm Artifact for 200 Gold. Your preference. DevilDragon, it's fine if you vote. I am spoiling mechanics a bit for extra entertainment after judging thread popularity and how I want to write Renata's original story. But up to you. A playthru does not have to be completely Good or Evil. It is permitted to waver depending on what you find fun. I apologize if my original content ruined things for either side. Second playthru will probably be bare bones and not have original content. It may also take several months to arrive, we do still have over half this game plus two more. I'll judge it based on fan interest once this first playthru is done.
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# ? Nov 9, 2017 23:52 |
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Contrarian playthru continues. Going with the dice.Hey There Evil Gods! posted:You notice a shrine to Evil Gods in the Temple that is cleverly disguised as a Good shrine, in the manner that permits open Evil worship in Daria without immediate recognition and condemnation. You pray near the shrine, hoping to draw its Gods' attention. The God to whom Jethro suggested you pray earlier sounded like an Evil God. And if we pray to Good Gods afterwards... Hey Good Gods! posted:Although nothing visibly happens, even the Evil Gods don't appreciate your duplicitous nature. By praying to all of the Gods, your words lose much of their meaning. No stat changes though. Same thing happens if we had prayed to Good Gods first, we'd just have gotten different flavor text and Good points. Let's continue on our way. Quest for the Som'Reth Box posted:After departing the Temple, you and Theo enter a tavern. He buys a round and drinks half of his beverage in one large swallow. He then takes the Som'Reth Welcome Box out of his belt pouch and sets it on the table. He speaks with an air of determination while you nurse your own drink. We have the money, but do we want to spend it? I'll leave it up to voters to decide. We don't actually need to hire a Sage to translate the Box in the canon game, but it seemed a decent way to introduce the character who will tell us about Tyborr and the Som'Reth in LH3 when we get there since we're not Summoning Demons. If we had been able to get the Box open ourselves, we would have saved 50 GP here. Increased Theo Relations if we say yes to the partnership, and we get a chance at an Artifact we'd miss otherwise. Saying No provides a better chance of getting a decent Mount in Ludd, but we can easily take a free Mount and wait for LH2 since Mounts don't really matter till then. Good Mounts are a bit expensive. But up to you. Next update tomorrow morning. It will present new Class Level choices. I'll work on it while voters decide on the above issue and post after good majority.
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# ? Nov 10, 2017 02:01 |
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partner up I smell loot!
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# ? Nov 10, 2017 03:51 |
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Partner Up. There's really no reason not to as we get more benefits as a partner than being a mere member of the team.
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# ? Nov 10, 2017 04:41 |
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Partner up.
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# ? Nov 10, 2017 08:15 |
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Partners with Theo?Partners posted:Theo shakes your hand with a large smile. The 20 GP loss above is mandatory to cover your room and board while you're in Ludd. Theo will loan you the money if you don't have it at this point and deduct that loan from your share of the Som'Reth quest- which can be 50-250 GP depending on win or lose. I'll do what I can to help us win. Now we get the chance to pick our 2nd Class Level. To present our options I created... Chekhov the Adventurer posted:Following the directions Theo provided, you head to the Adventurers' Guild looking for jobs. A vaguely familiar Adventurer is manning the counter. Chekhov is portrayed by the late great Anton Yelchin. And yes, he was seen earlier in the original content of this LP. My bad on Monk levels earlier. The four Mentor-specific classes are only available later if first taken at first level, and 55 Mentor Relations are required. I really should have made better notes about this game prior to the LP. Available Classes posted:"You know Sister Geri?" I'll open the floor to all voters on Good or Evil Priestess and which deity if Priestess is the majority pick. Also taking preliminary votes as before. We can go shopping here if you want before we pick a second Class Level. I usually wait because there's another opportunity before leaving Ludd and it's all plot stuff in the city, no danger for a while. None of the above Class jobs pay much GP because we're only here for a brief time and concentrating on training. If we want to shop before meeting Theo again after we get our new Class Level, I'll post the catalogs next update. Let me know. Build Suggestions- Guide and Sage are mainly Knowledge increasers, worth it for the stat bonuses there but little else. Druid will give us bonuses to Magic, Geography, and Nature; Wizard to Magic and Arcana. Wizard also grants a discount on purchasing a Mount here as Chekhov noted above- we may want a Mount for the next quest. But Mounts are still expensive even with the discount. There is an Endurance bonus if we do the quest without a Mount and Theo offers us a free Mount if we don't buy one, so the discount may not be worth it. We can also get more Wizard training for free later if we visit the Academy of Wizards (that's the only place where it costs money) at the start of LH2 if we become a Wizard now. There are no Familiars or Animal Companions available until LH2, but both Wizards and Druids get the chance to grab one early on in that game. They also get side quests starting in LH2. Monks can get more bonuses to Unarmed here, but only +10. We'll still need more training later to do non-free combat damage with Unarmed before LH1 ends. Monks also get Agility here if anyone wants to unlock Thief levels later. There is a Monk sidequest here in Ludd that hints at Ki power, but it only requires 1 Monk level, which we have. We'll get it after we meet Theo again and assemble our Adventuring Party. The really cool Monk abilities don't become available until LH2, and they only require up to 3 levels or 4 in LH3. So with 5 character levels total available, it may be a good idea to Multi-class at some point. No Monk sidequests later are locked out by Multi-classing. Magic will probably remain our best combat stat for a while, and we'll need Magic in the mid-70s to succeed with it around the climax of LH1. We're at 64 right now, so we may be able to get that through just using it in combat though. Voters' choice. Priestess awards bonuses to Magic and Religion. We don't get Animal buddies via that Class. There are also some other stat bonuses for a Priestess since we'd be first level, and a free Holy Symbol. We won't get a Morality bonus if we become a Good or Evil Priestess immediately, but we can later depending on how we fulfill their quests and perform other actions. A character who was already a Priest/ess could also take a Cleric level in Ludd and grab some combat Skills instead of Magic. If we become a Priestess here, we can do Cleric at 3rd level or higher later. We can also start the Unknown God side quest to find a God that doesn't care about Morality. It starts here and finishes in LH2. And we can get the power to heal wounds and repel/command undead- very useful for other quests later on. Our party is not getting a Cleric since Petra moved away. God suggestions for Priestess- I'll keep the earlier tally unless changed or take a new vote if preferred. Traditional Evil Cthulhu works well for Evil Priest characters in LH given the secretive cult environment they display. The God of Mischief has also taken an interest in us. For Good Priestess, there's been some interest in Heironeus and Good Cthulhu (who saved the world per Zeboyd Games) expressed here. I have head-canons for Heironeus, Loki, and Cthulhu ready and can make one for any other preferred deity so a God can give Morality hints to Renata if she becomes a Priestess. Morality Advice- We are close to the right level for an Evil Artifact award later (need 55 Evil, 200 Gold for 20 Charm). There is a Good award I'll point out available later too, but it's IMO not as best for Renata as the Evil award and we can't get both (70 Good award provides a Weapons trainer that can give +10 in all Combat skills but Unarmed or free Army Power in LH2 but it may be hard to get the Good- if you want to try for this award anyway I can guide us towards it instead of the Evil award though). I have paths to both awards mapped out but I'm not the only Decision Maker here. Evil Priestess can ensure we get the Evil award if we screw up somewhere, although there's a path to it without taking that class. Good Priest will be required for the Good award, along with certain other actions (this is due to the higher threshold). You may not care about either award and that's fine too. I won't give a recommendation, y'all vote for whichever class you want. All of the above information was verified via LH1 testing on my iPhone. I'm confident I don't have anything wrong this time, but still welcome any corrections. No Monk sidequests will be locked out by Multi-classing, but we may not get full benefits without more than one Monk level. The game puts in replay value that way. This is not true until LH2, though. There is no penalty for Multi-classing in LH1. So here in Ludd may be a good time to Multi-class. Voters' choice. Next update tentatively this evening around 2100 CST, sooner if majority is high. *** Stats posted:Stats
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# ? Nov 10, 2017 12:57 |
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Debating sage with myself, but monk, a few more of these and we'll actually get to punch something. Avalerion fucked around with this message at 13:24 on Nov 10, 2017 |
# ? Nov 10, 2017 13:20 |
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I propose druid later so we can save the trees with only the weapons nature provides: raw, magical power and our fists. e: in light of new information we shouldgo druid now and more monk later to enact this plan FoolyCharged fucked around with this message at 15:41 on Nov 10, 2017 |
# ? Nov 10, 2017 14:28 |
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# ? Jun 9, 2024 12:43 |
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FoolyCharged- Thanks for the reminder. One thing I just remembered. We may not get to pick Druid (or Ranger if we could get it) later if we don't grab it here. I think the Mentor we meet here in Ludd may be required to trigger our connections to the class. We get the opportunity to train via Hunting at future levels, but specific training as Druid or Ranger requires we start things now. This is not true for Wizard- there will be Wizards available wherever we train in the future. Same for Monk, Sage, Priestess, Thief, Thug, Guard, and Hunter. Guide/Druid/Ranger just replaces Hunter here. Avalerion- I know there is one hidden benefit to Sage in LH1 I'll point out when we can get it. But I think our Magic level can duplicate the same effect easily, so doing something else is fine if preferred. We won't be able to get the hidden Thug benefit in LH1, but I'll point that out too. Tally 2 for Monk. If you decide to change votes before the deadline, that is fine. I will also add more votes as they come in. Edit- Confirmed for Druid and Ranger. LH2 will let you start out as a 1st level Druid or Ranger with no other Class levels but to take levels in these classes later, you need to grab the Mentor here in Ludd. achtungnight fucked around with this message at 14:59 on Nov 10, 2017 |
# ? Nov 10, 2017 14:43 |