Showing posts with label Deep Roads. Show all posts
Showing posts with label Deep Roads. Show all posts

Saturday, 23 October 2021

Tales of the Blight II: Hawke

[Part of my Dragon Age: Inquisition play through. Spoilers ahead!]

It has been years since the CHAMPION AND LEADER OF KIRKWALL went into hiding (Hawke gets a lot of time skips huh?) in an attempt to protect the city from any repercussions from his actions, but even he could not ignore the threat Corypheus posed, nor the letter requesting his aid from his good friend Varric.

He went to meet Inquisitor Trevelyan and his colorful troupe with useful information in hand, and was surprised to learn that Seeker Cassandra had thought of naming Hawke the Inquisitor from the outset but continued to be protected by Varric with whom the Seeker was now furious with. Hawke laughed as he had enough titles already anyway.


Is he talking about the quality drop in Dragon Age 2?

More importantly, he had located the missing Grey Wardens. Somehow all of them began experiencing "the Calling", thanks to Corypheus, and while most headed to the Deep Roads for their final journeys the more cowardly ones had turned to the Venatori to become unwillingly enslaved to the enemy, either through mind control or being turned into demons. An army of them, all gathering at Adamant Fortress.

With a clear target in their sights, Hawke went with the Inquisition army to face these worthless Grey Wardens who had the support of Corypheus' dragon. With high casualties on both sides, the remaining Grey Wardens eventually found their courage and joined the Inquisition as the dragon fled. Alas, Hawke would not survive to see the end of this battle.

Insight: For a rogue I recommend learning stealth quickly and if you graduate to tempest like Sera, those lightning jars make you OP.

Sunday, 17 October 2021

Tales of the Blight II: Blackwall

[Part of my Dragon Age: Inquisition play through. Spoilers ahead!]


Sounds like legitimate banditry.
 
As the only Grey Warden in the Inquisition, it was no surprise that I'd be the one sent to secure an alliance with the dwarves of Orzammar especially now they've asked for aid with all the recent earthquakes disrupting their trade routes and reopening passages for the darkspawn to pour out from.

Soon enough I made contact with a unit of their "Legion of the Dead" in the Deep Roads. They're a good bunch. Tough in a fight. Fearless. Two of them, Renn and Valta, decided to come along to try determine the unnatural nature of the quakes. Down and down we went, killing darkspawn by the dozens, until we reached a place of darkness that even the darkspawn knew better than to enter.

Renn died there in that darkness, against "pure" dwarves infused to lyrium armor. Valta and I pushed on, found what they were guarding: a lyrium heart which Valta thought to be part of a sleeping titan. Somehow she managed to calm it down, stopping the quakes it was causing. She chose to stay with it, with them, to let me return to the surface. She fulfilled her duty. Orzammar was happy with this result, accepting the Inquisition alliance.

Upon my return, Bull asked how I was still alive. I told him the Maker has a soft spot for fools.

Insight: I didn't realize the Deep Roads is a DLC which means it is WAY harder than other content. From it I learned early on you can actually revive downed companions which makes a rogue's invisibility very useful. Doubly so in that you can abuse enemy leashing, and the fact they don't heal. Fights might take awhile but as long as you can get far enough away to get everyone up, you can make progress.

Wednesday, 6 October 2021

Tales of the Blight II: The Peacekeepers

[Part of my Dragon Age 2 play through. Spoilers ahead!]

The Qunari are a strange, horned race and their leader Arishok insists that despite having been in Kirkwall for years now, they are unable to go home. Almost daily, anti-Qunari sentiment grows as Hawke tries to keep everyone calm. Aveline is too busy trying to get into the pants of one of her subordinates to help so he relies instead on the magical talents of Merrill and Anders, and the "other" talents of Isabella who he has a fling with.

Since Isabella is also seeing Fenris, Hawke gets roped into defending him against cronies of his old masters who tell Fenris about his long lost sister. Despite promising to spare them for the information, Fenris kills them, solidifying to Hawke that the white haired elf shouldn't be trusted.


That's a lot of bad guys! Glad I have stealth... :)

When assisting a dreamer from magical nightmares (by going into his dream), Hawke also learns he can't really trust Merrill who puts her clan above her loyalty to him (despite them exiling her), and Isabella who "likes big boats" and all things materialistic. Indeed, only paranoid Anders seems to be the only reliable companion. Him and Varric that is.

While Hawke's team is running around, beating up people to convince them violence isn't the answer, Varric finally finds and kills his brother who left them in the Deep Roads. Surprisingly, there is proof he had sold the cursed idol to some unfortunate buyer. Varric hopes whoever that was is long gone from Kirkwall.

There's no time to look though as Hawke's mom is abducted by the resident Kirkwall serial killer, a mage who is using pieces of his victims to Frankenstein his own mother back to life. They are too late to save anyone, but the experience certainly instills in Hawke a huge distrust in all mages. Sorry Anders. It seems only Varric can be trusted!


Varric has the best lines.

Insight: For the casters, learn the spell Rock Armor. It's super effective! Also after each time skip expect to be exploring the same areas you've already explored to fight things you've fought before in other areas. Nice game design... not!

Monday, 4 October 2021

Tales of the Blight II: Band of the Hawke

[Part of my Dragon Age 2 play through. Spoilers ahead!]

One of the tasks Hawke's team undertakes is to be the unsuspecting assassination target in place of elven ex-slave and mage hater Fenris. This results in Hawke and company killing their smuggler employer and moving onto the more lucrative task of clearing out some baby dragons nesting in the local mine. Soon after, Hawke finds Fenris' counterpart, ex-Grey Warden mage Anders who hates all the things that oppress mages and is willing to donate some maps for the Deep Roads expedition.

Finally ready with a heavy coin purse, Hawke and Beth join the dwarves on their expedition - spelunking with Varric, Bianca (his crossbow) and Isabella, an ex-pirate captain and tavern regular with low morals who is on the lookout for some special relic. During this time Varric's brother finds a cursed idol and abandons the team in a bad spot, resulting in Beth's demise but the rest of the party return richer than before... so much so that Hawke buys a mansion in the posh high town over the next three years (another time skip!?) for his mother.


Isabella is a klepto.

During this time, Aveline is promoted to guard-captain, Merrill now fully exiled from her clan moves into Kirkwall's elven alienage in the low town slums, Anders continues being paranoid in the dark town sewers, and Isabella and Varric waste all their earnings at the tavern. Before he can get too out of shape, Hawke is summoned by the viscount of Kirkwall for a most important task: to keep the peace between the populace and the Qunari who have been given an encampment down at the docks district.

Insight: If you play a thief, get stealth ASAP. Without it you get smashed easily. With it you are OP as you can just wait for your potion cool downs or even run off to abuse enemy leash mechanics, meaning you can come back to pick off piece meal what was once a big group.

Sunday, 3 October 2021

Tales of the Blight II: Kirkwall Refugees

[Part of my Dragon Age 2 play through. Spoilers ahead!]

With darkspawn coming from all sides, Hawke flees with a handful of other refugees into the wilds and is saved in the nick of time by a huge red dragon, who turns out to be the witch Flemeth. In exchange for delivering an amulet of hers, she helps them reach the harbour where Hawke and the remaining survivors sail to Kirkwall (and not to Dunwall, too many Dishonoreds there) to meet his uncle at the gates. Alas said uncle has squandered the family fortune, so he sells Hawke, his sister Beth, and traveling companion Aveline into a year of indentured service to some smugglers while taking Hawke's mother through the city gates.

One handy time skip later and a year has passed, during which time the Hero of Ferelden stopped the blight. Knowing this is the prime time to enter the Deep Roads (home of the darkspawn) in search of treasure, a dwarf named Varric and his brother begin setting up an expedition to delve below. Hawke is welcome to join if he can front the gold as a partner, and knows this is the opportunity to change his family's fortunes now that he's no longer a slave. With zero coin to his name it's time to look for work, starting with his old friend Aveline - now part of the Kirkwall guard who is so good at her job, she finds proof the current guard-captain a corrupt scum and gets him fired.


Guess who is back to eat more of her daughters?

With Beth, the trio can finally also deliver Flemeth's amulet to the Dalish gypsy camp up the mountain where apprentice in exile Merrill performs some blood magic at a mountain top altar, revealing the necklace was a phylactery. Her spell revives a thankful Flemeth, who transforms again into a dragon and flies off. Since none of this really helps his financial situation, the trio soon head back to the smugglers to look for work - at least this time they'll get paid!

Insight: Inventory space is limited so always sell the junk treasure and buy the bag that increases the holding capacity. Also, geez - what a decrease in quality from Dragon Age: Origins!

Friday, 14 November 2014

Tales of the Blight: I'll be Back

[Part of my Dragon Age: Origins play through. Spoilers ahead!]

Back at Orzammar we have to execute a few of Jarvia's supporters before finding our way back to the Deep Roads. Thankfully with most of the darkspawn heading topside, nothing here has respawned and it is just a simple task of jogging all the way back to that Brood Mother who stopped us last time. She has no such luck now as we are higher level, better equipped, and literally are exploding with health potions. Morrigan even has a group healing spell now so that fat tentacled thing is toast in no time!

Eventually we find Paragon Branka who is still alive, having spend all this time using her own clan to test the traps Paragon Caridin left to guard the Anvil of the Void, which Branka is obsessed about. She forcefully enlists us too, and after fighting through a ton more darkspawn (because that's not getting old *ironic voice*) I finally reach the easily disarmable traps (for our level) and find said anvil and Paragon Caridin who has now had his soul put into a golem.

For the Emperor?

Turns out this anvil requires the death of dwarves to be put into golems and that doesn't sit well with Caridin or myself, which makes us ally against Branka when she comes bouncing along to try claim it for herself. After she is killed by her ex-husband Oghren, I help caridin to destroy the device by... hammering it? Um. Ok. But not before he fashions a fancy crown to help me sort out the dwarf king issue back at the city. Caridin then offs himself by jumping into some lava. Very terminator.

Monday, 10 November 2014

Tales of the Blight: Drama Camp

[Part of my Dragon Age: Origins play through. Spoilers ahead!]

Back at camp the girls are giving me issues and forcing me to pick one over the other ever since I gave that special spell book (earlier found in the mage tower) to Morrigan. Having forced my hand, I pick Morrigan over Leliana because she is simply more useful. The witch is delighted and asks me to slay her mother, Flemeth, next because apparently Flemeth likes taking the bodies of her daughters as a form of immortality. That's nice.

Alistair also shares that Grey Wardens have around 30 years to live after ingesting the darkspawn juice, because well... its poison. The older wardens feel the taint get stronger and thus are drawn to the deep roads to go out killing as many dark spawn as possible. While on the subject he mentions he has a sister in Denerim that he wants to visit before things go bad.

I'm the pretty one!

Meanwhile Oghren is so drunk that he hasn't realized he's no longer in the Deep Roads, and Leliana is broken up for the shortest time before she decides to share an elven song with the party, and then continues to bed me. Wait what? Did I break the game or something? Oh well, not complaining! ;P 

Quickly doesn't care. He's a dog, and he's always happy. :D

Saturday, 8 November 2014

Tales of the Blight: Into the Deep

[Part of my Dragon Age: Origins play through. Spoilers ahead!]

While Lord Harrowmont was happy with the result he needed to swing more voters to him and tasked me to next take down Jarvia's crime syndicate which operated out of dust town. It took a little while to find the entry to her secret lair, not helped by getting attacked by Prince Bhelen supporters, and an even longer while to clear the whole place before finally finding the crime lord and defeating her in what was a pretty decent showdown thanks to her hard to detect/disarm traps.

Harrowmont still needed more though and next tasked me to find Paragon Branka who took her entire clan into the Deep Roads two years ago. The same Deep Roads that the darkspawn are always in... great. Approaching the entrance we are stopped by a drunk warrior named Oghren, Branka's ex-husband, who demands to come along as he has been waiting for the day to search for her. He also claims his knowledge can help track her down so I accept, sending Quickly back to camp to keep Leliana company - and to keep an eye on Schmooples!

Just look at that fiendish face!

It's not long before we run into decently tough darkspawn, shrieks, and raptor like deep stalkers in the winding maze of claustrophobic tunnels. We also start finding bagged body parts which is a bit unsettling. At Carradin's Cross we also run into some of Prince Bhelen's cronies who are a nice change from the numerous darkspawn we've been fighting on the way. Deeper in, the giant spiders, stone golems and dwarven spirits also help break the monotony a little but it still feels really grindy. Actually the spider queen down here puts up a very tough fight, and only through throwing blizzards around the corner do we manage to beat it!