Saturday, October 31, 2015

Gateway to the Savage Frontier, Chapter 12: Fin

Hmm... this isn't typical.
Upon their arrival in Sundabar, it became clear that something was amiss. Soon after arriving by boat, the clerk at the rental shop said all his boats were out; yet they had just arrived. Similar to their experience upon being ambushed in Loudwater, there was no one walking the streets at all. Exploring the conspicuously quiet city, everyone was on edge. Their eyes darted to and fro, and hands were never far from their weapons. Standing at the edge of an arched stone bridge, they all stopped as they thought they heard sounds coming from the square ahead. Augustar put his finger to his lips, and they advanced cautiously.


Faced with the biggest force of monsters they had ever seen, some in the party braced for the battle of their life. Augustar however, exercised discretion, and quickly made a gesture for the party to retreat. Oddly, even though a goblin had drawn attention to them, no one from the massive army followed. "I think we'd best find another way to Ascore!" Augustar said, out of breath as they made haste to the gates of Sundabar.

The Company traveled for more than a week trying to find a path to Ascore. The water of the nearby rivers ran too deep to cross. The mountain path south of Sundabar had recently been blocked by an avalanche. In the end, they found a path through the great desert itself, battling the heat, thirst, and a flight of wyverns to reach their destination.


I thought this was a little cheap until I found a way around it.


Some nice art.
Surrounding the city was a massive cliff; the party could see a ring of pyramids far below them, within the ruins of what must have once been a great city. There was no doubt, this was their destination, Ascore. There appeared to be an entrance down into the cliff itself, flanked by two griffons carved in an ancient style, sporting minor imperfections from the passing of thousands of years. The Company followed the path as it spiraled down through the cliff-side, it's bottom worn smooth by the countless boots and carriage wheels that had traveled it. After what seemed like hours in almost total darkness, they emerged into the light of the sun to see a great archway before them, behind which was the only visible entrance to the city. The archway was worn with time and choked by vines, but it's etching was still legible.


This is pretty wonky looking; it's a bit of a hint.
They found a dead city, filled with the restless dead of Ascore who were unfortunately not happy to once again have visitors. Within the ancient walls they discovered some new stone work. Upon a huge wooden gate, reinforced with iron bands, was nailed a stylized "M", just like the one they had seen on the red sail of the ship in the purple rocks, made of brass. Yes, there was no doubt who had erected this gate, the Zhentarim.

The gate was massive and took much effort to open, but it was unlocked, almost as if they were expected. Soon after entering this newly constructed area of the city, a booming voice rang out from seemingly everywhere and nowhere all at once. "Welcome to Ascore would be heroes!" It was Vaalgamon, "I thank you for bringing the statuettes which are critical to our success. Before you is something that was a bit of a hobby for the Ascorians, a maze! Enter it, I know you will, and face my minions. If you are valiant, you will have the honor of delivering the statuettes to me personally and dying by my sword. If you are less so, then my minions will feast on your flesh and bones."



"I really don't like this guy," said Steve Nash.


Vaalgamon does a little fourth-wall breaking to describe the new game mechanic here. 
The final battle(s) in Gateway introduce a novel idea. Instead of returning to the first person exploration map as usual after a combat, they pick a direction to leave the map, and then are immediately faced with new foes. Some of the possible combats are ridiculously easy, a bunch of goblins; while others are very, very tough, with a bunch of shambling mounds. Vaalgamon himself is a BEAST. He is loaded with magic items. These give him a -8 AC, regeneration and magic resistance. He can also cast spells and wields a long sword +5. I think beating him is supposed to be sort of a "mega-boss" type thing, not really expected. I remember I got him with a very lucky charm person spell the first time I beat the game. What is key here is that a party member can escape off the map to the north and win the game without actually defeating Vaalgamon and his minions. This is not explicitly stated in the game. I think I assumed I had to beat him the first time I played.

I have beaten Vaalgamon to get his items before. I thought about going back and re-doing it, but I'm glad I didn't, as I found out from the comments on this video that the items don't import into the next game! These battles are so long and difficult that would have felt like a colossal waste of time (though still not as bad as FF13-2 Gilgamesh!).


With a couple of their number fallen, including Augustar and Chode Hammer, Avrilenne yelled "Run!" pointing to the northern exit of the maze with her mace.

They gathered up the bodies, of which Ranzo Ray was the worst off, having miscalculated a lightning bolt that had reflected back upon him and sent him to his death, and made for the exit. Vaalgamon and his minions smugly lined up to pursue them, but their smugness didn't last long.



Rotting and skeletal hands rose up by the hundreds to claw at Vaalgamon and his minions. The dead of ancient Ascore would no longer tolerate the trespassing Zhentarim. One-by-one they were dragged beneath the foaming earth. The general wielded his sword in a frantic whirlwind of gleaming metal, but for each arm he severed, two more seemed to take it's place. A look of surprise and disbelief contorted his face as even the powerful Vaalgamon found he could not win, and he slowly disappeared into the ground. With Vaalgamon defeated, there was no time yet for celebration, as uncountable armies of orcs, trolls, mercenaries and Zhentarim warriors bore down on the city.


Considering his 18 intelligence and low strength, I wonder if he's actually a powerful fighter/mage and chose to hide that fact... jerk.
Everyone collectively gasped as Krevish revealed his hidden identity. He produced a shining ring, and held it aloft, soon everyone felt much better. Even Ranzo was resurrected before their very eyes. "My ring had one wish left, I had to save it to restore you heroes for your final task."

Krevish complemented them on their perseverance, skill, and overall heroism, then directed them to the top of the largest pyramid in the plaza, where a black granite alter stood. "Quickly Augustar, you must invert the statues and place them inside the altar. It is not the elements which lend them their power, but the bases."

Augustar inserted the statuettes as quickly as he dared, not wanting to damage them or otherwise disturb the magic. The missing base rose from inside the altar, creating a five sided pyramid, like the one they now stood on. Beams of light shot forth, and the Ring of Reversal was placed at their apex.


This reminds me of the end of the last game I played...
The beams of light expanded until they bathed the entirety of the city, the cliffs beyond, and into the desert. An uncountable horde of monsters were drawn to the light, bearing down upon the surrounding armies in a storm of fangs, claws, and fire. Soon, all was pandemonium. The Company did not need to have a discussion, they all knew now was the time to leave. They made their way through the army of orcs, who was now scrambling to defend themselves. They cut down who they needed to make a path, their focus on the pathway up the cliffs. In the mayhem and carnage that followed, all were looking to save themselves, no one cared anymore to target this now insignificant group of adventurers. 


I really liked how these ending scenes are tiled together.
Nice cop-out! It's okay game, you did a good job describing the events preceding this in detail.
A reception befitting heroes.
After weeks of travel and celebration, the grateful heroes ended right where they started; in the warmth of the tavern in Yartar, spending late into the night reveling and story-weaving. Only this time, they kept a very close eye on their drinks! 

Thank you my friends, I hope you have enjoyed this tale, that of the Gateway to the Savage Frontier. Before long, you will hear more of the great deeds of The Company as their adventures continue in Treasures of the Savage Frontier. Return here for more... of This Bard's Tales!



Friday, October 30, 2015

Gateway to the Savage Frontier, Chapter 11: How Not to Train Your Dragon

Over plates of fried potatoes and honeyed ham, The Company consulted their map of the Savage Frontier. It appeared the Star Mounts could be reached by boat, however, reaching the heights where "even birds cannot fly" was something else entirely. Being as none of them had a ring of flying or some-such thing, it was decided their only option was to investigate and hope for the best.

"Amanitas did say we would need to have faith," Avrilenne said, with a flourish of her hand, "May Tyr guide us on our path."

As soon as they arrived at the base of the mountains, their faith was answered... possibly. There was a group of man-like birds being assaulted by giant snakes! Although most of our altruistic party would have rushed to their help anyway, everyone saw the possibility these winged men provided.


They hacked the snakes until they released their captives. Suddenly, Steve Nash let out a yell, "For all that is holy! What are those things?"

The objects of his wonder were massive mounds of moss and undergrowth that appeared to be walking towards them, with an almost human gait. They were quite hideous, with gaping black maws and red pinpoints for eyes. Their bodies were soft and moist, glistening as if with dew. They were true horrors, their bodies making them resistant to both weapons and fire.

These guys are truly b*s. The're resistant to everything... except stinking clouds, which is how I beat them. This first battle, as you can no doubt guess, necessitated a reload. My last character couldn't even do 7hp damage. 
Our party discovered something very peculiar in the aftermath of battle, though. The formidable vegetables apparently had a penchant for swallowing equally formidable foes, for their insides contained a trove of magic items! Augustar and Avrilenne equipped themselves with new suits of plate mail, after cleaning of the wet soil of course. Chode and Ranzo both found themselves the new owners of magic cloaks which, when worn, served to disguise their positions with illusions. "These will no doubt come in handy, eh?" Chode said as he nudged Ranzo, but was startled when he missed and almost fell over. 

"Hah!" Ranzo laughed heartily, "They work quite well."

Deyumn that's some crazy magical loot! The top gear is all shambling mound, as if they swallowed some great warrior, or cleric; as the ioun stones are for wisdom.*
*I figured my reason for looking up how to use a semicolon was because I like to do things correctly. The website I checked may have the best reason: "By using semicolons effectively, you can make your writing sound more sophisticated." (Emphasis added)

The battle won, the bird-men approached. It turned out they were, thankfully, both intelligent and benevolent. After the party explained their mission, they were very willing to take them as far as they dare, to the edge of their aerie. Beyond that, dragons ruled the sky, led by a black-hearted sorceress who rode upon one into battle.

So many vowels! How does one pronounce Aarakocra?
It did not take long before The Company was greeted by their host, Ceptienne. By her own admission, her lair was a maze, made in the shape of her first initial in three different alphabets. There were many portals, she said, but only passage through twelve would reach her. The group was very patient mapping the place and its almost uncountable one-way passages. With Lady Deschanel now gone, Steve Nash took over the mapping duties, as he seemed to be only member left with the patience to do so.

First fight with dragons! I made a rookie mistake and got my elf killed by putting him in the line of fire. Never let anyone with less than the dragon's hp -9 near them. I know this. I couldn't even be mad about it.
Ceptienne was at first flippant and mocking. As the party conquered one obstacle after another in short order though, her jovial facade faded.


Like so many other villains, her boisterous threats were empty. The Company made short work of the sorceress and her guardians. The Statuette of the South now in hand, they triumphantly returned to the aarakocra, who were thankfully still waiting safely for their return.


Seeing the full inventory here did feel good.
With all four statuettes and the ring of reversal in their position, they made one last stop in Secomber to see Amanitas. Although they were certain what he would say, all still felt the need to see their friends one more time before leaving for what would no doubt be the most dangerous of their quests.


Amanitas thanked them heartily for thinking of him, but would tolerate no foot-dragging. Soon, they were out the door, and on the way to Yartar; where they would travel by boat all the way around the realm to the city of Sundabar. and from there, to Ascore! 


   

Wednesday, October 28, 2015

Gateway to the Savage Frontier, Chapter 10: Ranzo Me Boys, Ranzo!

The Statuette of the West recovered, our intrepid adventurer's made way from the Kraken Society's island gratefully. Jagaerda departed to her homeland in her own particular... idiom. Once again followed by an impressive scowl from Aria Darkstar.


They stopped at the island of Tuern to recover the bodies of their compatriots, and thankfully had recovered enough gold from the Krakens to have them raised from the dead in Neverwinter. However, upon their arrival in Neverwinter, they were immediately attacked! Word had reached the Zhentarim soldiers stationed in Neverwinter, and they were waiting. These men were accompanied by trained griffons, but thankfully they proved to be a surmountable obstacle for our heroes.


It was quite an eventful return to the City of Skilled Hands*. Lady Deschanel was flagged down by a young boy frantically waving a scroll. "My Lady! I have urgent news!" he handed her the scroll, and soon had his hands on his knees, breathing heavily.

*This is a reference to the excellent craftsmanship of Neverwinter's occupants, not its prostitutes, unfortunately.

Lady Deschanel scanned the document, betraying no emotion on her face. She looked up, paused, and said, "It appears my mother has taken very ill. She may not have much longer to live. I'm afraid I must return to New Phlan with haste."

"What! Oh no..." Avrilenne moved to give her an awkward hug, showing much more concern than the Lady did herself.

However, each of them knew that the Lady Deschanel cared deeply for her mother, but she was not the type to wear her emotions on her sleeve. They made quick preparations for her departure by carriage to begin the long trip eastward. She left her magical accouterments with the party, assuming they would need them more than she now. Each of them hugged her in turn, and wished her the best of luck.

Neverwinter was a haven for adventurers, especially in these troubled times. Nothing creates opportunity for adventure more than good ol' trouble. The party recruited a new member fresh off a whaling vessel.  His name was Ranzo Ray, a swashbuckling elf sailor who had many talents. The suave gentlemen said he had tired of the tough life on the waves, and wished for a little more excitement, and more so, treasure, in his life. Augustar questioned him thoroughly, and after determining he was trustworthy, they welcomed Ranzo aboard.

Ranzo's first battle as a new member was with a trio of hill giants in the mountains outside of the city. Assuming he would need training after such a fight, his initiation was to carry all 1,000 gold he would need to pay for it back to Neverwinter himself in a sack over his shoulder. "Welcome to The Company!" Augustar laughed and pat him on the back heartily, coining a new name for their, until then, anonymous team.

Ranzo smiled and played along. His great strength, especially for a slim elf, made carrying the coins a simple thing, but he made a show of it being very heavy just for kicks.

Ranzo Ray was a name I borrowed from a friend, and I never quite new the origin. He said Ranzo was the greatest sailor that ever lived, or some such thing. As far as I can tell, it's from a sea shanty, which would make sense, given my friend's interests. Here's a link to a discussion on the subject.

The first thing that came up in my search actually linked to the Forgotten Realms. My first thought was "Wow, he's already an official part of the Realms!" After further reading, I think the connection is through a homebrew; same source material, though.

I hate to ruin anyone's immersion, but of course, Lady Deschanel didn't actually get a message in game. I had two full wizards, and while that was handy at times, I got really tired of skipping their turns most of the time in battle. They can throw darts, but the problem is, since they throw three at a time, their stock depletes quickly if you throw every turn. I'm glad this was changed in later editions, because right now, my wizards act once every 5 rounds or so.

Today's filler screenshot: The Kraken guards and their awl pikes!
I hadn't considered using an elf mage, because of those darn level limits in 1st edition AD&D. I read an article somewhere on the internets, and it was a bit of a revelation to me that 11 is the level limit in the second game in the series, so having an elf mage is not a disadvantage. Also, I've found the thief is a bit underrated because of one thing, backstab! I've faced so many foes that are very difficult to take down in melee because of their high ACs, but it only takes one lucky backstab to lay them low. So, I decided to get the best of both (er, three) worlds and get a Fighter/Mage/Thief. So now I have two thieves. Take that thief haters!

I'm not going to lie, I've spent so much time writing these posts that I think I may have written more than I've actually played. I've got to strike a balance. In interest of catching up to where I am in game, here's a quick summary. The party finds out from Amanitas that the next statue is in Llorkh. They head there through Loudwater, where a huge force of Zhentarim led by Vaalgamon is waiting. Vaalgamon leaves when the battle is joined, that's just like him.

In Llorkh, they can explore a bit, but upon trying to the leave the city by boat, a trap door is opened, dropping them in a massive underground arena. The proprietor is none other than Vaalgamon himself. They fight three battles, and are told they may live to fight again another day... in the arena. With the help of another half-orc prisoner, they escape, gaining the new statuette on the way.


With that, onward to the Star Mounts to recover the last of the four statuettes!