Day 6, Hour 0: Goodberry Pie

Yeah, I know this has been a gap of several hours. What can I say? I take sandwich making very seriously.

Now why is it that Lilarcor speaks perfect, formal English when you’re talking to him here, but when you actually start using him it’s all “Yeah, uh, I was like, A MOONBLADE once. Totally, dude. Cowabunga.” I don’t know. Maybe the “mysterious presence” isn’t actually Lilarcor. We never do find out, really.

Come to think of it, there’s very little explanation for any of this quest at all. Who’s Vallah? How’d he get his hand cut off? What does he have to do with those two skeletons, and why does “The blood of a true friend” enter into the equation? Did someone murder Vallah's friend? Perhaps it was Vallah himself, in a foolish act of betrayal that he came to regret? Moreover, how did Lilarcor or the mysterious presence or whoever’s pulling the strings on this one manage to take possession of Quallo?

It’s a shame, really. It almost seems as though Lilarcor was originally going to be one of those legendary, must-get weapons with an elaborate and interesting background, but for whatever reason the idea was nixed halfway through and they just made it into the annoying, comic relief talking sword that we know and would despise but for that delicious mind shield it offers.

Nevertheless, the mystery behind Lilarcor might be an interesting avenue for the creators of custom BGII content to explore. Hint hint, modders.

We’ve already got three of the components we need, so now we just have to head back and get the staff.

Heading back to an earlier tunnel, we come across another group of kobolds. This one, however, does not immediately start launching arrows at us, and instead their representative on diplomatic matters demands that we leave the sewer because it’s “theirs”. The nice pipe told us that one of these things has a staff we’re looking for, though, so we inquire about it and then offer to buy it for 2000 gold.

The kobold shaman quickly snaps up the offer after but a moment’s hesitation and goes to leave with his newly acquired fortune…upon which all the other kobolds declare him a traitor and execute him, allowing me to leave, unmolested, with both the stick and the gold that I paid.

This, ladies and gentlemen, is exactly why kobolds are incapable of squeezing their way out of the ranks of the downtrodden and improving their miserable lot in life. Not only does it seem that they do not know a good offer when they see it, but they also spit in the face of evolution and its demand for the survival of the fittest by ganging up on and murdering the only one among them with any sense.

If we went back in time, made all kobolds like this kobold shaman and worked from there, then by the time we reached the era in which this game is taking place, kobolds would have reached the status of “Playable race“, without a doubt. What’s more, they’d be the one that everybody picked. Yeah, they’d be able to do crazy stuff like dual-class INTO a multi-class, allowing for such combinations as a Kensai/Mage-Thief.

But no. Instead we have these kobolds, the kobolds who don’t understand that a stick that can create a handful of berries once a day isn’t even close to being worth the 2000 gold we offered for it

Seriously, what the hell is the point of the Goodberry spell? It might be worthwhile if their curative properties actually carried some clout, but 1 hit point each? If you’ve reached a stage at which one hit point will actually make a difference, you’ve obviously made a mess of the battle you’re in and you’re probably going to die anyway, so you might as well not bother. We should have been able to follow the suggestion in the title of this update and make a pie out of them. That would be worth the trouble.

Goodberry Pie. Did I just create a Strawberry Shortcake character?

Yes, I can see that. She'd be one of those "zero tolerance" druids, riding into the countryside on a dire wolf and warning all the other kids to cease their vile desecration of the land with their incessant and disrespectful berry plucking. In retaliation, they'd all band together and try to overcome their difficulties with the power of friendship or mindless optimism or something, and then they'd get their asses kicked when they realised that this method of problem solving tends to fail when one comes up against a real obstacle, like, say, a fire elemental.

I like it. Make it happen.

Still, I suppose that since we’ve now got an item that’ll make them without us having to waste a spell slot, there’s no reason not to keep a supply of goodberries on hand unless we start running low on inventory space.

Yes, that’s right. We’re going to be holding on to the staff for a little while. We don’t want to finish this quest just yet. Why? Because it offers Quest XP.

The thing about Quest XP is that, unlike normal XP, it is not a "portion" of XP that is shared evenly between the party members. You do not get a bigger share if your party is smaller, and conversely, you do not get a smaller share if your party is bigger. In other words, if you don’t have all six slots filled, some of that XP will be going to waste, and I, being the obsessive harvester that I am, do not want this to happen.

We’ll pick Lilarcor up once we recruit Keldorn, which, conveniently, will be exactly when we’ll want to start using it. In the meantime, we’re going to leave this quest unfinished for now and head to the Bridge district to solve the murder “mystery”. Tune in next time, folks.

This is Lorph Halys, and you’ve been reading Baldur’s Gate: The Zero Reload Saga. Thank you, and goodnight.

12 comments:

Well once more we play catch up, quite a long post this time if your actually reading these comments? Still you shouldn't ask questions if you don't want an answer because I WILL provide it if I know it. Now onto the comments.

1) Yes slow poison is a balance issue to do with the game design (I suspect) that shouldn't remove the effects of poison as it does, it should just prevent them getting worse (see below) if it hasn't been neutralized in the Pen and Paper (pnp) game by the time slow poison wears off you are immediately subject to the poisons effect.

Poison in the PnP game is set up as follows

Class: A to P
Method: How the player gets it, normally injected but there are contact or ingested variants
Onset: How long till the effects hit the player ranging from immediately to hours (slow poison MUST be cast in this time period)
Strength: What it does usually X hitpoints on a failed save and Y on a succesful save although there are instant death, paralytic or debiliative ones

So for example a class E poison could be coated on an arrow and shot into a person, it takes effect immediately (so no slow poison) and if you fail your save you die, if you succeed you take 20 points of damage

Of course there's nothing on the table for a continuing damage of 5 points of damage every round so as I said its a game balance decision or at least that's the explanation I'm going with.

2) In real life poison effects can include such things as irritation, coughing and choking, nauseua, diarrehea, urinating, headaches, dizziness, confusion, depression, coma, convulsions, tiredness, rashses, infertility, miscarraiage and so on.

so I'd guess convulsions, coughing and choking or the like are the symptoms generated by the hobgoblins poison and why you can never get that spell off.

3) With regards to thieves your right low level thieves have great difficulty in different areas but that's partly a roleplyaing decision you have to make and partly a difference in the game vs the PnP version of DnD.

Are you a pickpocket, a sneak thief, a trapmaaster? At higher levels you can fill in the weakpoints though. You also need to consider race/dex in the set up so lets say we wanted a good allrounder . . .

we could have the following
Skill Base Score
Pick Pockets 15%
Open Locks 10%
Find/Remove Traps 5%
Move Silently 10%
Hide in Shadows 5%
Detect Noise 15%
Climb Walls 60%
Read Languages 0%

Good Race (elf) Great Dex (18)
+5% +10%
-5% +15%
- +5%
+5% +10%
+10% +15%
+5% -
- -
- -

Skill Total
Pick Pockets 30%
Open Locks 20%
Find/Remove Traps 10%
Move Silently 25%
Hide in Shadows 30%
Detect Noise 15%
Climb Walls 60%
Read Languages 0%

Then you need to factor in a 1st level thief has a discretionary 60 points to spend (1 point = 1%) in skills as they see fit and another 30 points (instead of the 20 you get in game) per level. Plus if they aren't wearing armour (which most non-adventuring thieves would be, not wearing it that is) you add the following . . .

Pick Pockets = +5%
Move Silently = +10%
Hide in Shadows = +5%
Climbing Walls = +10%
So if you were an elf with 18 dex if you were to assign say 20% to each sneaking skill a starting thief could hide in shadows and move silently of 55% and still have 20 points to spend.

Also I personally mistrust the "die rolls" the game uses to determine success in these matters.

Incidently most DM's I played with made the rolls themselves so you never actually knew if you'd succeeded or not unless you got spotted

The flipside of that is they'd gve bonuses/penalties based on situation e.g. hiding in a thick wood on a overcast night would give bonuses to hide in shadows while trying it in the middle of a brightly lit room in full view of everyone would be pretty much a guaranteed failure

4) On the subject of the throwing axe I guess its because it slamns into a person rather than cutting along them. Its a piercing blow its just that its a really big piercing blow.

5) I suspect Otyugh's were included as a neat creature but the stuff that makes them really dangerous (striking from ambush, 20% chance of a FATAL disease and using opponents as a shield against incoming attacks) couldn't be implemented in the game.

6) No idea on the naming thing since in the pen and paper game we also have crystal ooze, grey ooze, ochre jelly, olive slime and a bunch of others.

7) With regard to the hand, quallo, the lovers and all its just that you jumped the gun instead of waiting for the riddle that would give sticking your hand in that grate meaning.

As for an explanation remember ancient beings with immense magical power need to get their entertainment somewhere and some of them would have a soul as black and twisted if not more so than Vespro's.

I'm sure there are some who'd find it funny (and easy to achieve) to encase two still living people in stone and fuse their mouths together in an eternal kiss

8) As for the monsters in the sewers all I can really say its a game with limited space and lots of quests to squeeze into them.

I expect normally they aren't all down there at once you'd just have an occasional otyugh living happily in the filth or an evil cult using the forgotten sewer systems.

Afterall even in real life there's a lot of room down there, I know of subway stations with a dozen floors below anything used by the public that are just abandoned and there's a massive amount of sewers and tunnels under major cities that's in the same state of being walled off and forgotten.

If it helps think of the games sewer systems as a condensed version wherein your skipping the hours of trudging through sludge looking for what your after with no success.


9) Actually goodberries are a permanent item so i've found it handy to have 20 of them in Jaheira's inventory for that little extra healing.

Also in the PnP game they can substitute for a full meal (and have a limit of 8 points of healing per day) but with no need to ever eat in the game that wasn't included.

Actually maybe that's why the Kobalds want the staff. Its not because it can heal them but because it their source of clean safe food. One berry is a full meal and you can get 5 (or in the PnP 2d4) per casting.

If I lived in the sewers I'd probably feel 2 thousand gold for my only source of clean, safe food (especially when I couldn't trade with the humans above me) wasn't a good deal either.

and now once more I'm caught up with the comments you'll never read (grin).

15 June 2008 at 15:37  

Just for the record, I do read all the comments, even if I don't necessarily respond to them. You should probably bear in mind, though, that while I do appreciate you answering the questions I ask in my entries, they are purely rhetorical more often than not, or a case of me intentionally feigning ignorance for the sake of comedic effect.

Glad you're enjoying the read. Don't take it too seriously.

16 June 2008 at 03:37  

Apparently I'm the only one who finds Lilacor amusing, even still....

17 June 2008 at 14:37  

No actually I find it rather amusing as well I just never have a character who uses that particular type of sword so it just sits in my inventory occasionally being asked questions.

18 June 2008 at 05:52  

dead.

24 June 2008 at 00:19  

Or else really busy with real life. Afterall we got an update saying that updates would be intermittent so I'm sure we'll get one if she decides to abandon this.

26 June 2008 at 06:33  

She?

"The whimsical tale of one man's struggle to complete Baldur's Gate II without dying once."

He, I think you'll find.

29 June 2008 at 19:57  

Guess I was thrown off by the day 5 hour 18 update where they refer to being pregnant and a rough period in their life. Guess it could have been a girlfriend though.

30 June 2008 at 00:02  

dead.

8 July 2008 at 05:44  

Sadly I'm begining to agree with you, unless your the author of this in which case my agreement is meaningless.

19 July 2008 at 14:18  

Dormant, ladies and gentlemen, but not dead.

I haven't lost any desire to update. However, I'm also in the process of trying to learn three and a half programming languages and one actual language, increase my drawing skills from the level of "Five year old retard" to "Ten year old retard" (I aim high) and I have a lot of other things to write.

Unfortunately, this blog simply suffers from being a low priority. I do have some plans for it, though, so try not to give up on it just yet. I won't.

19 July 2008 at 16:07  

I hate to say it, but definitely dead. I'll miss it, RIP

26 November 2008 at 19:08