Showing posts with label Esme. Show all posts
Showing posts with label Esme. Show all posts

Thursday, 20 January 2022

Pillars of Eternity 2: Death in the Afterlife

[Part of the Cursed story line]

Journeying in Rymrgand's land of the dead is a dangerous task, especially since his servants are still on duty to "make things stop existing". Farcol is the first to have his soul collected and soon after Esme and Sofie are exploded on a firey bridge (it's a strange afterlife). Maneha also gets abducted by more tentacles for eternity this time (what is it with her and tentacles) before the team finally confront the undying dragon.

Gerrod somehow convinces it to go fight Rymrgand for power and it loses badly. Since it brought its phylactery to the fight (to power up or something), Rymrgand destroys it - ending the dragon permanently. The god is not happy that he ended up doing their work and decides all of the team should stay forever. Combat ensues and Dijaam is disintegrated into the White Void while Vatnir and Arzang are both crushed under Rymrgand's hoofs.


It did not go well for the dragon.

Only Gerrod and Iholikan make it to the exit and seal the portal. To make up for their losses a number of end of worlders are recruited: Rook, Ubin, Ludin, Yrsa, Zefr, and Petrus. Gerrod's fellow arena buddy Voghiln is also here and is recruited once he sobers up.

Tuesday, 18 January 2022

Pillars of Eternity 2: Aloth Abandoned

[Part of the Cursed story line]

Having suffered many losses the team joins the galleon of their old frenemy Aloth (now a leaden key leader), and his team Barik, Esme, Dijaam and Pahtira who are also in need reinforcements and also out to fight against a god, just a different one. With an uneasy truce, they head out and on the very first stop over Maneha pushes Aloth into an undead filled bog and leaves him to die like the worthless traitor he is.


When you let players name islands...

They arrive at their destination, an iceberg than inexplicably keeps growing. It is also inhabited by a friendly doom cult, waiting die at the hands of a black dragon which the team slay, but somehow it just gets up again!? Vatnir, the leader of the cult, explains it might have something to do with their lord's temple deeper in the iceberg and follow him to investigate. Also joining the team are a few adventurers who just got stuck there: Sofie, Iholikan Quinval, and Farcol - long lost friend of Arzang and Gerrod.

Ferocious bears within manage to slay Barik and Konstanten while Pahtira's excellent trap disarming skills fail her in the end, leaving her impaled in midair on a spear trap. Beyond is a magic portal to an afterlife the dragon is somehow cheating by having its phylactery hidden within. What is dead may never die sory of thing. The god of this realm, Rymrgand, allows passage through the portal but only for the team to hunt down and destroy the phylactery, because every time the dragon returns - the iceberg grows a bit more. They agree.

Thursday, 22 October 2020

For the King: Gnarly Seamen

[Part of the Cursed story line]

The A Team had already destroyed a number of chaos devices when they entered the Obsidian Keep which was guarded by Ferghus and his Royal Droll skeletal band. Baracus easily KOed the fugitive and in an epic rock battle (skele bards are my favorite fight) the A Team destroyed the skeletal band once and for all. Unfortunately the wizard had sent reinforcements to defend the chaos device here, and weakened from those boss battles Hannibal and Murdoch were both relieved of their hearts by a wraith while Baracus was felled by a most terrible foe... a wizard crab!


Yes, it's a bearded crab with a wizard's hat... :P

Meanwhile back at the demon cave, the vampire was just about to finish drinking Dijaam when a harpoon suddenly burst out of his chest, killing him! The stripped captive had been his meal for days now and couldn't quite make out the trio of sailors that had come to her rescue. One of them also was carrying the equally nude and equally alive Esme, and both were taken for a ride aboard their ship and delivered to the safety of Parid.

Queen Rosomon and Hildebrandt were more than concerned at the state of the women but had to ask about the safety of the realm first. "What news of the Sea King?"

"Aye its as ye said," nodded Ahab. "Th'wizard be usin merlings to summon'im to drownusall!"

"It is a good thing these heroes already slew their Kraken," added Nemo, referring to the two women they rescued.

Davy, standing behind them blew out some pipe smoke while scratching his beard. "Wreckin tha temples is only delaying tha ine.. inevite... delayin tha water though."

"Then your task is clear gentlemen," said the Queen rising with regal composure. "You must face and defeat the Sea King."

Insight: "Into the Deep" is my favorite mode in the game which replaces chaos with tides. While more chaos makes things harder, maximum tide is a game over which forces you to be fast. Shutting down the temples delays the tides, but there is only one way to actually win: defeat the Sea King.

Tuesday, 20 October 2020

For the King: The A Team

[Part of the Cursed story line]

Now with a clear target, Calia, Dijaam and Esme were sent from Parid into the hot lands to find fuel for an airship - the only method available to directly attack the wizard's dark spire. A demon cave was their first stop, and it also turned out to be their last when they unexpectedly encountered a vampire! He caught Calia by surprise, shoving her right into the maw of a giant carnivorous clam whose jaws shut fast upon its new meal.

His merling assistant easily clobbered Esme and dragged the bard deeper into the darkness while Dijaam fought a losing battle against the bloodsucker. Finally exhausted and disarmed, she was helpless as he sank his teeth into her neck... and everything went black.  

Queen Rosomon was no fool though. A direct attack would be the most obvious one for the wizard to counter, which is why she set that task for the B team. She had another team already attacking secretly, via the destruction of more chaos devices at the bottom of dungeons. Elsewhere at an ancient quarry, the elemental scourge Deimos cried out in horror as it fell to this trio of adventurers, their white haired leader grinning while saying "I love it when a plan comes together!" Hannibal, Murdoch and Baracus are... the A Team.

Getting rid of foolish scourges all across the land!

Insight: The "Dungeon Crawl" variant follows the same story and rules as the base game using chaos as time pressure. I believe the only difference is that you don't have to go attack the dark spire at the end.

Sunday, 18 October 2020

For the King: Keys and Tentacles

[Part of the Cursed story line]

Given their initial success, the three Enderalians were sent onto the city of Parid to collect pieces of a key to enter the King's Maze. While the first two are easy enough to collect (though one held by a mindflayer mindlord was more challenging), the third is off shore somewhere on the Rogue Isles. Fortunately, Fahrul boating was back in business and could sell the party a small raft to brave the seas. What they didn't count on was running into the legendary Kraken!


Uh oh! This little raft can't take something of that size!

The beast easily destroys their craft and shipwrecks the trio at some unforgiving swamp which happens to be the home of the Bandit King, one of the scourges of the land who makes everything twice as expensive as they should be! Calia makes quick work of him in combat and with prices back to normal, they are able to buy another raft upon reaching civilization and easily find the final key to unlock the King's Maze and manage to defeat the monsters within, destroying another major chaos device.

This one deactivates the shield around the dark spire, prompting its owner - the ex-court wizard - to magically broadcast a message to the Queen and her champions: "Killing your king was just the beginning! All of Fahrul will soon fall to chaos! BWAHAHAHAHAHA!"

Queen Rosomon sighed as this was typical of one who has gone mad with power. In this case their... 8th court wizard? Honestly, she had lost count.

Insight: A dead character can be revived by spending a life point or using a sanctum, which will take the death instead of the character should they reach 0 HP. Life points can be replenished via quest rewards, visiting fountains of life or winning at the dark carnival. That last option is very risky though.

Friday, 16 October 2020

For the King: The Cult of Chaos

[Part of the Cursed story line]

The mood was dour that night at Oarton as Hildebrandt announced "The King is dead and we need your help to find the responsible party. By the Queen's grace, this is your chance to earn your citizenship."  The three female foreign refugees before him bowed, each capable in their own right: Calia the warrior, Esme the bard and Dijaam the smuggler. Hildebrandt distrusted Dijaam the most as she was just let out of jail for this very mission, but he accepted the Queen's will.

Geared and given a purpose the trio headed out into the forest where Esme shared her suspicions about a new cult she heard rumors of. "No one calling themselves the Cult of Chaos could be up to any good!"


Those robes also reek of evil.

It wasn't long before they found a group of said cultists and followed him back into a nearby mine filled with all sorts of creatures guarding a large device at the bottom that was generating some form of dark energy. Without hesitation, Calia destroyed it with her heavy hammer. In that instant a powerful spell of invisibility was deactivated, letting everyone see an ominous dark spire in the far distance... and one the trio would easily spot upon returning to the surface.

"That's new," mused Dijaam. Calia nodded.

"Whoever owns that probably knows who killed the king."

Insight: Prices to buy gear or services goes up each time you complete a quest. Buy pipe upgrades and godsbeard early!

Thursday, 2 April 2020

Enderal: The Cycle

[Part of the Cursed story line]

Getting caught turns out to be the fastest way to meet the Nehrimise commander, Taranor, who finds and uses the magic plate to contact Tealor. Apparently there's significant evidence about of a cycle here in Enderal, one nearing its end in which all life simply vanishes.

The Keepers have been trying hard to stop it but the atheistic Nehrimise don't want that. They believe the cycle ends with evolving into something else, something greater. Hence they have come to wage war to stop the Keepers plans, unless Tealor agrees to stop constructing the device Lishari's team recovered from the dig site which they call "the Beacon".

Tealor flatly refuses, so the war is on. Being a good sport, Taranor decides against simply executing Jespar and I there and then - instead putting us on a raft  to let chance decide our fate. Fortune favors us as a passing fishing vessel picks us up after a few hours and takes us to Duneville.

They also didn't take any of our gear, that's convenient!

Here I find Esme once again, who lets all her feelings off her chest. With nothing left for her here, I urge her to find passage elsewhere before she gets caught up in the coming war. Or the end of the cycle. Whatever comes first.

Insight: This is unrelated to the current post but don't try attack any of the Rhalata in their main base (or do it off a save). The result is clever, humorous and fatal.

Sunday, 29 March 2020

Enderal: Top of the List

[Part of the Cursed story line]

The search for Tara leads past a pus beetle hive to an Arp filled ruin where it becomes evident that Tara and her cultist buddies all killed themselves - probably part of the same group that I previously found at their island resort. Esme is obviously unhappy with the find.

The desert knights don't like being disturbed.

As she wants to be left alone I warp back to Ark and find every single guard hostile to me as I am now Ark's most wanted! Fortunately they don't give chase into the Undercity where the few remaining Rhalata, now led by the First Seer, grant me protection for my previous service - even from "Crocco" the previous most wanted man in Ark who had come to take back his "crown". A single Rhalata literally obliterates him and his crew.

For this I decide to help them out by killing the Blind Miner. It turns out he is one of a handful of legendary creatures that have books written about them. The lore for him indicates that a particular totem weakens him so I craft one and find it is super effective. Without his invincibility, he's just another lost one. His one handed axe is a magnificent bonus as it is one of the best weapons I've seen.

Insight: As I found out in this session - it pays to read books!

Saturday, 28 March 2020

Enderal: The Petrified

[Part of the Cursed story line]

We find Mael strung up on the theater stage but alive, and in front of him a priceless gem stolen from the Golden Sickle caravan long ago. Dijaam tries to grab it but is immobilized by a dart trap, leaving myself to deal with the puppet master - Pennypouches who is suffering from Red Madness!

One of the hardest fights in Enderal.

He sends his two hired Petrified goons (they really work for anyone) to deal with me in what becomes a really long battle! I end up using a lot of my potions and ammo to defeat the two fools before finally killing Pennypouches and administering the cure to Dijaam. Despite Mael's very vocal protests and threats, we promptly abscond with the gem to a secluded beach where Dijaam can properly reward me.

In the morning, she and the gem are gone having left a note that reads "I'm sorry". Knowing Mael is not one for empty threats I decide hideout in Duneville for awhile, and run into Esme en route - just in time to save her from some bandits, and to rejoin her search for Tara.

Insight: The battle against the two petrified is one of the toughest ones I've come across due to the mechanic. You need to knock both down at the same time and keep attacking while they are down to deplete their psychic shields / do any damage. Easier said than done for an archer.

Thursday, 26 March 2020

Enderal: Teammates

[Part of the Cursed story line]

With the bandits dead and Calia having disarmed the traps, Lishari's crew is able to descend to do their work. Since everything is under control here we head back to a myrad tower where I run into Esme, who is about to go do something stupid and/or dangerous. I volunteer to assist while Calia myrads back to Ark to report in.

We sneak into the Dark Valley, taking down the numerous Lost Ones and a random huge werewolf wandering within until we reach the haunted ruins of Castle Bleakstar that is inhabited by one stubborn phantom. Once it's dispelled we find proof that Tara may have fallen in with some nefarious cult with clues suggesting they moved to a location near Duneville. I hope it's not that suicide crew I found before.

Esme, you can't sneak with a lit torch...

Esme myrads ahead as I receive word of another urgent mission for the Keepers. This time I'm partnered up with Jespar to try retrieve knowledge from an eccentric artist at his distant, puppet-filled manor with specific instructions NOT to use violence at all. A small detour on the way to the manor rewards me with... a dragon fight!

Insight: Unlike Calia, Esme isn't a great fighter or tank. In fact, all she's good at is giving away your position to the enemy so expect to do some heavy lifting and prep health potions before hand.

Saturday, 21 March 2020

Enderal: Kidnappers

[Part of the Cursed story line]

As the graduation ceremony will take time to prepare I head on back to Arkham and find card-shark Esme in the district, and give her the log book from the Morning Dew which indicates her girl, Tara, disembarked early to meet a noble in town. I help her snoop a bit in the absent noble's residence until she gets a new lead to follow.

Afterwards we part ways as Tharael makes contact and wants to take me to the Rhalata temple to meet the First Seer. Goes without saying they are a strange bunch, and the First Seer assigns me a test to kill a defector hiding among savages and return her heart.

This is pretty easy, and the defector herself asks for death as she suffers from prosopagnosia (can't see faces) so I oblige. This impresses the First Seer who says words of my deeds will reach The Father's ears. Just as planned. While that happens Tharael and I revisit his childhood orphanage deep in the Undercity which is now crawling with Lost Ones.

Prosopagnosia as depicted in Hannibal.

There he spills the beans on how the Father bought children, his friends, from the caretakers. Those children were never seen again.

Insight: Can't get by through archery alone anymore as the mob density just keeps going up. To this end I'm using a sword and shield when an enemy horde draws near. It also means I open by sniping the hardest hitters first - enemy mages and those carrying two handed weapons.

Tuesday, 17 March 2020

Enderal: The Journey North

[Part of the Cursed story line]

I am soon venturing away from Ark again, back towards the Frostcliff mountains and on the way try cure a farmer's wife of bellyworms - though the potion fails because the diagnosis was wrong. She had rabies "Red Madness" and killed the farmer. Sigh.

I also retrieve a stolen painting for a painter hermit but it turns out the "paintings" are people she traps in there magically - hence the work is so life like. It seems she only does this to douche bags but I tell her to stop or I will come back to end her. She agrees.

Upon reaching the snowy North I begin encountering Frost elementals and wisps. The elementals are easy enough to snipe but those wisps are great at dodging. There's a whole bunch of them with Lost Ones in a ruin that I decide to clear, the final hallway of which is one massive trap. Luckily I can use the minor time stop ability to outrun the chopper fans at this stage.

Those are some strange crystals.

Eventually I reach the shore and find Glacier hounds (walruses) who are aggressive and tough but thankfully very slow and it's not long before I find the shipwreck of the Morning Dew,  taking the she-captain's log book for Esme from her cold, dead hands. I suppose I was lucky she threw me off the boat when she did.

Insight: Frost eles have radiant cold damage if you are within melee range so have heals ready if fighting up close.

Sunday, 15 March 2020

Enderal: Treomar

[Part of the Cursed story line]

While Pahtira secures the relic, I myrad on near the next quest spot of Fogville - fighting both Lost Ones and Arps (goblinoids) to retrieve more research and mushroom samples that could be used to heal a section of cursed wood, or as a bioweapon.

I opt to think on what to do with it at the Frostcliff tavern where a traveling gypsy named Esme challenges me to a game of Gwent "Battle for Treomar" - a card game involving armies. It goes without saying that I lose spectacularly. Esme eventually asks for my help in searching for her girlfriend who was a passenger on the Morning Dew (what are the odds).

It's like Gwent basic.

She's heard rumor that the ship ran aground near the frozen north of the island and I promise to look into it if I ever head that way. Not right now though, as I want to get back to Ark and hand those shrooms in for destruction. I don't think Enderal can handle any more plagues at this point!

Insight: Meshing works properly in this game and by that I mean you can shoot through a cracks in a wall or through a jail cells if you aim well enough. It also means head shots count - usually scoring as critical hits.