[Part of the Party Time journal]
Close to where the pantsless bugbear was slain we find the mercenary Orik barricaded in his room who convinces us he wants out of the bad guy's team. Kyra (Rose) convinces him to work for us instead and he takes point while slaying a giant octopus and on the next level down is the one who kicks in the door to his ex-boss' room after Merisiel (mom) disarms a hallway trap in the way.
His ex-boss is super angry at this and nearly kills him and King Fat Mouth while her pet dog, which flies and is as terrifying as the ones in the chapel, hops over the defensive line and mauls Ezren (Juris) almost to death! Lucky the mage can land some tazer prods (wand of shocking grasp) to weaken the creature before Valeros (me) slays it. A ridiculous critical from Shay (GM DL) unexpectedly slays the boss lady and the party rests before delving deeper to the section not even she and her minions reached.
Opening a massive evil door the party is greeted by... empty space? Merisiel precieves something huge cloaked in the air so Ezren sends a flaming sphere up there to explode it, and it hits - revealing a barghest that these Lamashtu cultists were trying to free! It mauls Shay and Orik severely but in turn gets caned by magics from Fat Mouth, Kyra and Ezren (who blinds it), while Valeros, Shay and Merisiel (flanking back stab bonus) hack away at it (Orik's non-magic sword can only nick it). Ultimately it is Kyra's summoned celestial eagle that slays the fiend with its beak and talons that can smite evil!
After defeating such a horrendous foe, clearing out the remaining rooms of a trio of shadows and a gigantic crab is something of an after thought with the party's soaring morale. With that, the dungeon is clear and the quest is complete! King Fat Mouth is allowed to take whatever he can carry and get out of there (no doubt to Shay's protests) while the rest of the party returns to Sandpoint victorious!
Thursday, 30 November 2023
Pathfinder: Thistlebottom
Saturday, 18 November 2023
Pathfinder: Thistlemiddle
[Part of the Party Time journal]
Somehow the first thing Ezren (Juris) does after his rest is to find some treasure in the goblin shitter, before Valeros (me) once again bumbles into some sort of research room with a female mage and her cat. Initiative favors the heroes so said mage gets boxed in quickly and despite using mirror images, invisibility and enfeeblement on Valeros she still gets wrestled by the strong warrior (I wrestled the air with a natural 20) and then eliminated by (mom) Merisiel's rapier. We let the cat scoot off as more stairs down are discovered, but we opt to clear this floor first - quickly finding a chapel to Lamashtu guarded by two flying dogs?
Said dogs unleash unnerving howls which terrify everyone but Shay (NPC GM DL) who stays to fight while everyone else bolts back upstairs to the warhorse. The elf ranger almost dies to the beasts before Kyra (Rose) can get back to provide much needed healing which saves her as the others eventually make it back to help put down these horrible creatures that somehow also have damage reduction (all DMG done to them is at -5! Lucky we only ran for 2 rounds, that could have easily been 8). It's a bit unnerving that everything probably heard that fight but the party presses on into a nearby jail cell where they find a dying King Fat Mouth, their goblin buddy back from Black Fang's Lair!
Apparently when the goblin tribes were called together his was one that refused to attack Sandpoint and were instead offered in flames to Lamashtu at the adjacent chapel. Shay recommends putting him out of his misery but Valeros puts a stop to that quick, instead healing Fat Mouth with potions and gearing him up with the local goblin leaders gear as he is looking for some payback. They then move on and for a change it is Merisiel (mom) who blunders into the next room (rolled 1 on stealth check) where they catch the bugbear Bruthazmus (Shay's nemesis) with his pants down in a goblin harem. A couple of flaming hands and good strikes (we charged into the tiny space) ended this fight quick.
While we aren't done with this floor it was getting late so we ended the session there.
Decluttering Day 27: A Hershey's chocolate shoulder bag.
Friday, 12 June 2020
Wasteland 2: Incandescent
The scorpion bot is no match for the combined firepower of the Rangers, but as they fight through more and more checkpoints they too suffer casualties. By the time the squad reaches the interior it is only them and Vargas left in a showdown against Matthias and his numerous robot body guards. Ignoring self preservation - Vagras charges blows Matthias away with his desert eagle. Night Terror tries to protect Vagras from the retaliatory bullets but even he cannot withstand the high-ex grenade that follows.
Seeing both get vaporized, Pizepi panics and runs into the open where she takes a bullet to the leg. Scotchmo and Takayuki try to save her with Takayuki's axe destroying two bots before he is hit by a hail of bullets and collapses. Vulture's Cry - covering them - manages to snipe a few before being out sniped herself and taking a round through the brain. Scotchmo does better but once his guns require reloading the robots reach his position and twist his head off his body. Alone a pool of her own urine, Pizepi fights back poorly before her mutant face is stomped and squished into and through the metal grating.
With majority of the enemy still active, it falls to Pump's heavy machine gun and Malice's auto rifle to slowly and methodically take them out - which they do through good use of corners and ambushing. After the battle Takayuki somehow manages to get to his feet and the trio descend to the storage hangar where they find another operational helicopter and the nuke!
Unfortunately the nuke can only be activated by a dead man switch which Takayuki, who probably wouldn't survive his current injuries, volunteers to use. Malice and Pump pat him on the back, get to the chopper and escape to a safe distance before the whole place explodes in an incandescent, radioactive blast.
And so the wasteland is saved... for now.
Insight: If you don't have high leadership (or have your high leadership characters killed), expect all the NPCs to do their own thing half the time. It's annoying.
Wasteland 2: Going Offensive
The coordinates where God's militia sends pilgrims to "evolve" prove to be the correct base, as the remnants of Angela Deth's chopper are found nearby. Not wanting to pussy-foot around, Malice takes the team on a full offensive strike - blowing away the weak minded pilgrims and the swarms of robots within. Their boss proves a bit trickier with rockets that knock down Malice and Scotchmo, but Brother Thomas also turns out to be a good doctor.
Once cleared, they receive a transmission from Matthias, the leader of God's Militia, who reveals he is the one behind the robot threat and that he is already attacking Vargas at the old Ranger HQ! Worse - he's deploying a virus over the radio that will somehow turn people into synths (uh, sure)! The team scrambles on the convenient, functional helicopter left behind which Malice flies it right back home over the mountains.
Landing outside the HQ the team meet up with Vargas and the few remaining rangers. Matthias and his bots have already taken the base, but Vargas has a plan. They just need to get in and arm the nuke kept in the storage hangar below. It's the only way to be sure the virus doesn't get unleashed on the world. The Rangers grimly load up on ammo one last time before marching back into the breach. A breach guarded by a scorpion bot!
Insight: Reload your weapons after every fight. All of them!
Thursday, 11 June 2020
Wasteland 2: Show Business
Hollywood is a massive place, and while the Rangers help out in menial matters such as clearing out animals from the graveyard and stopping a slaver ring there is a more political power struggle here - that between the city's leaders and God's militia. As the current madam mayor is pushing for a more violent resolution to leave her control of the armed forces, Frances tries to find a more moderate approach.
An opportunity presents itself in the form of one of the church leaders who is questioning his organization's righteousness as he has fallen in love with the madam mayor's assistant. Positioning him to take overall control is a simple matter of assassinating the other, easily manipulated leaders. Takayuki's energy axe makes short work of them in isolated areas of their base.
Getting the mayor's assistant enough votes to become mayor herself is more challenging as it involves a bit more footwork and some blackmail. Securing the final vote involves tracking down who is stealing weapons from the gun shop, and as the team is split up for the stakeout it is Frances who spots the store clerk selling arms to a synth! She tries to stop the deal without waiting for backup and is mercilessly gunned down in a filthy back alley before her team can deal with her attackers (violently).
Being the most veteran squadie, Malice takes charge and oversees the mayor get over thrown and a tentative peace treaty formed between the quarreling factions. He then follows up on the possible locations of the robot threat and is given the coordinates of a base by the ocean... their next destination.
Insight: There's a not-so-secret path near Matthias' TV which saves a lot of time in reaching the militia base.
Wednesday, 10 June 2020
Wasteland 2: Nearing the Source
With the microscope in hand, the doctor at Rodia confirms Pizepi's poisoned water theory. In fact, a trip down in the well even finds the source - a synth corpse. While he works on the cure, the Rangers are tasked by the mercs with stopping a nearby synth attack - from a giant scorpion bot! It takes most of their saved explosive ordinance to take down the monstrosity, but it also manages to down Takayuki - who is bleeding to death.
Scotchmo then surprises everyone with his surgical knowledge to save the miner, and upon returning to Rodia expel the exploitative mercs and cure the town. Hailed as heroes, they are joined by Pistol Pete, Adrian the fanboy, Ertan the satanist and Brother Thomas a priest who has left his cult of body modifying zealots known as "God's Militia" based to the North.
As they may have more intel on the robot menace, Frances leads her team there next but are surrounded and ambushed at a farm by the vengeful mercs and the robots who paid them. Despite the Night Terror's great tanking, this is a hard fight with Frances, Pizepi, and Pump going down - saved only by Scotchmo. There is nothing he can do for Adrian, Ertan and Pistol Pete who are KIA.
The squad then pushes on to the massive city guarded by God's Militia... Hollywood.
Insight: In the farm ambush, push left into the field where there are less baddies.
Tuesday, 9 June 2020
Wasteland 2: Poor Execution
Angel Oracle is a strange town controlled by the Mannerites, a group that prioritizes good manners. They get along very well with the squad and are none the wiser when Scotchmo steals the microscope from their clininc, however the guards still stop the team for a different reason: a death-row convict of theirs has escaped and naturally they suspect the Rangers had a hand in it.
Frances argues that it wasn't them, and the Mannerites give them an opportunity to prove it - leave one of their own members on the execution block and retrieve the convict alive. Either way, an execution will happen. To prevent an all out battle, Glenda steps forward and volunteers to stay as she has faith in her team.
They immediately begin the hunt in the nearby area and run into a nest of giant honey badgers who rip Provost to shreds! Fortunately Vulture's Cry finds tracks to follow that lead to a nearby house but a squad of gun-bots are already there firing into it. The Rangers destroy all of them but are too late to save the convict.
Returning in defeat, there is nothing they can do as the execution is carried out via twin tractors mounting chainsaws. The cries of despair are drowned out by the Mannerites cheering as the caged and chained Glenda is eviscerated, and then her meat gathered for a celebratory feast. Turns out the Mannerites are cannibals. Short of starting a war, there's nothing to do but refocus back on the task at hand, so the Rangers depart for Rodia.
Insight: Should be obvious but stay away from honey badgers. And chainsaws.
Monday, 8 June 2020
Wasteland 2: The Other Side
Since his last air unit was lost, Vargas naturally puts Frances' squad on the next chopper and sends them across the mountains which to no one's surprise is shot down too. Fortunately Malice can land the bird with only minor injury to the squad who opt to establish an away base at a nearby abandoned reservoir, fortifying the place from the wild beasts who for some reason are much stronger here.
Once secure they try expand to a nearby industrial scrapyard too but find powerful robot workers guarding the place, and while the bots are unarmed, they still manage to knock out Glenda and Scotchmo. Luckily Provost shows up inexplicably and saves them with his heavy caliber pistol. While he opts to join the team, his foreign language makes it unclear as to why or even how he got there.
The Rangers soon meet a group of traveling merchants led by Pistol Pete who ask them to help cure a sickness spreading in the nearby town of Rodia, which seems to have been taken over by mercs who protect the town from attack by murderous Synths (robot guys) while bullying and extorting the sick residents. Pizepi works out right away that the water is the problem, but without a working microscope the local doctor can't create a cure. Fortunately, he knows the clinic in the town of Angel Oracle has one so that's where the team head next.
Insight: You will need larger caliber and harder hitting weapons on this side of the map which are easy enough to get through combat, but for the first few fights you'll need to be more cautious against the beefed up and better armed baddies here.
Sunday, 7 June 2020
Wasteland 2: Grave of Airplanes
Damonta is a town in the middle of an airplane graveyard. When the squad arrives it is also being turned into a robot base with most of the residents killed or trapped indoors and the old warehouse having been turned into a machine factory. The Rangers rescue those they can but while pushing forward to the factory, Red is filled with holes from a surprise turret. Glenda is unable to save him.
Inside the factory they encounter the robot leader "Tinker" who unleashes an ambush on the squad. Pump's heavy machine gun keeps them at bay while the rest throw grenades to clinch victory. With Damonta saved, the team install the final repeater relay on the local radio tower so that HQ can start triangulating the source of these robots. Their job done, they descend from the mountain - finding that the Canyon of Titan has gone to hell, now controlled by the forces of chaos.
Frances decides to let them wipe themselves out while they revisit the Red Skorpion prison. This time, armed with better gear and having enough robot parts and know how to build a one shot attack droid that destroys the gate turrets - the squad storms the prison and eradicates the last of the Red Skorpion gang and reclaiming their territory.
The victorious unit then marches back to the Ranger HQ with heads held high, and are immediately called to the situation room by General Vargas. On the radio they hear Angela Deth and her new squad already airborne and scouting towards the ocean on the other side of the mountains. "We found them," Angela says through the static. "A whole army!"
"We've been spotted - incoming!" yells another voice just prior to an explosion.
"Mayday, maday, we're going down! I repeat we're going down! We're ... aaaaAAAAAHHHHHHHHHHH! *static*"
This the last they hear of Angela Deth.
Insight: Spread out when fighting the spider-bots, they have area attacks and can leap over your formations / cover.
Saturday, 6 June 2020
Wasteland 2: Mutually Assured Destruction
With Red's upgraded radsuits the team continues East and while crossing an abandoned railway are attacked by wheeled, tracked and spider-legged robots! The mechs are quite bullet resistant and cause a bit of damage before being destroyed. Fortunately it's nothing Glenda can't fix. Upon reporting this, Vagras summons Angela Deth back to base for reassignment while the rest of Frances' team pushes on to the Canyon of Titan.
A soldier from the Diamondback Militia meets them early on and asks for their help in removing the mad zealots who control the region with their "god" - a nuke. Frances agrees but knows the Diamondbacks will likely be just as bad if they had such a weapon at their disposal. As such, they play nice with the polite monks first, despite each of them being strapped with a high explosive vest. Monks of mutually assured destruction.
Their system of requiring a suicider escort keeps everyone in check, but is really inconvenient when trying to sneak into their temple so Malice shoots their assigned monk in the back of the head for a clean kill once they get close. Pizepi then manages to hack their back door code which lets the squad inside - and ensuring to kill patrols at a distance.
Eventually the team reaches the nuke silo and Pump opens the panel to deactivate it only to find...
"It's a fake," comes a voice from behind. A priest with a large group of shooters.
He then cuts the tension by asking the team for help in retrieving a live nuke from a not so nearby silo so that their god becomes "real". They are the only ones he can ask as they are among the few who know the truth. Rather than risk a firefight where they are in the open and out numbered, Frances agrees.
Reaching it is easy thanks to Vulture's Cry's tracking and inside is a single monk, the one who found the place. He is conflicted - not really wanting this weapon in the hands of his cult. Frances agrees for real this time and Pump disarms it. They then tell the monk to spread the truth before leaving and pushing onto Damonta.
Insight: A high outdoorsman skill can save you the annoyance of random encounters.
Thursday, 4 June 2020
Wasteland 2: Side-Tracked
On the return trip from Darwin, the squad runs into more farms affected by the Ag Center virus and cleanses them and upon gaining official confirmation that the virus is no longer spreading, both Angela and Frances take the cure just in time before transformation into a pod person is irreversible!
They also clear out a nest of honey badgers from a local mine, saving a few miners and gaining another Ranger Cadet - Takayuki the bruiser. While restocking ammo and water at the Ranger HQ Vagras tells Frances of another radio tower at Damonta up on the Eastern mountains, but getting there would be tricky due to the high radiation.
Vulture's Cry knows someone who might be able to help with this, a tinkerer named Red of the Red Skorpion gang. The team travels to the outskirts of their prison base and while Red himself is rather helpful and joins the team, the Red Skorpions are clearly scum bag slavers. Finding a whorehouse of slaves is the tipping point which leads to all out warfare against the Skorps.
A slow and steady advance wins the day for the Rangers, pushing the slavers back to the prison itself. Massive auto-turrets at the gate prevent any further advancement though, and Frances is forced to leave the enemy survivors to recuperate while her squad gets back on mission.
Insight: After the first timer for Pod Infection runs out it moves to a second "Acute Pod Infection" stage that can't be cured. If you have spare cure vials, make sure to use them before that second lethal stage occurs. I believe you get more if, like me, you save Highpool instead of the Ag Center.
Wasteland 2: Darwin
After braving an irradiated valley the squad reaches Darwin City only to find it inhabited by zombie like ghoul-mutants! Slow but sturdy, these take a lot of bullets to put down - even with Provost's extra gun. Luckily Angela finds a small side street for the team to dodge most of the horde, and are led by Provost into a strange bunker. Inside, another ghoul - this one still friendly - stands among the remains of a robot man.
The ghoul says the robot deployed some sort of device on the lower floors, causing his kind to go mad and asks the Rangers to switch it off. Frances agrees. The basement is crawling with more zombie types though whom the team avoids via use of air ducts, but still have a shoot out against automated defense turrets guarding the cage of one peculiar green mutant dubbed "the Night Terror". Frances sets it free and it childishly decides to tag along.
Eventually they find the corrupted generator and destroy it, freeing the zombies from their madness. One of the ghouls, Pizepi Joren, is so grateful she offers to join the team! She is accepted, as Provost stays behind to search for whatever it is he is looking for. With their task here complete, the squad heads back from the valley towards the Ranger HQ to rest and re-arm.
Insight: The Night Terror is an excellent bullet sponge, but doesn't help in any other way.
Wednesday, 3 June 2020
Wasteland 2: Wreck-It Ralphy
As the radio tower in the Ag Center had been crushed by a mutated tree, the team journeys elsewhere to find another tower - stopping by a diseased farm to cleanse and cure it. Eventually they reach the Rail Nomads camp, and save the boy Ralphy from drowning. Both he and the local drunk Scotchmo are interested in joining the Rangers, and are accepted.
It turns out the Rail Nomads are in the midst of a civil war with the track laborers using dirty guerilla tactics and mines against the oppressive and powerful train engineers whom Ralphy is a member of. Unfortunately Frances deems the engineers to be in the wrong and during a heated discussion between the two leaders, gets Scotchmo to lob a grenade at the engineer representatives while the Rangers gun the rest down, basically winning the war for the laborers.
Ralphy cannot accept this and tries to then solo the entire team. Pump breaks his neck and stomps on his face. While the situation is resolved, the fighting destroyed the radio tower. Cursing under her breath, Frances consults her map again when a strange man called Provost approaches the team and talks at them in strange tongues. Glenda works out he is asking for an escort to some place called Darwin. Provost nods and points a finger at the map.
Insight: Giant Toads can eat the weapon you are holding. This can be annoying if you don't have a backup one ready.
Tuesday, 2 June 2020
Wasteland 2: Dam Choices
The squad finds Highpool under attack by a crew of Wreckers led by a woman with cybernetics. Despite the Wreckers holding superior numbers they are no match for the rangers as Malice kills the lead Wrecker with his auto rifle. Just for good measure, they also wipe out the Wreckers at their nearby camp to ensure no enemy reinforcements will arrive. Deth nearly takes down the whole place by herself!
Unfortunately explosives used during the battle have damaged the dam, so the team is sent in for quick pressure repairs while fighting off the overgrown roaches living within and once secure, they are allowed to install the repeater on the radio tower in town. Seeing the good they did, Vulture's Cry, a scout sniper offers to join the team. They accept.
Frances then leads the team immediately to the Ag Center to find that a plague has been released causing the plants and fauna here have mutated into horrible man-eaters while other staff have been turned into monstrous and violent pod people. There are no civilian survivors. In a bid to contain the threat the Rangers cleanse the place with gun fire, finding and killing the cybernetic saboteur behind this outbreak and retrieving a few vials of "the cure" to put into the irrigation system.
Alas, during the fighting both Angela and Frances were infected by spores and in a few weeks will no doubt turn into pod people themselves if they don't drink the cure. Both refuse to until the outbreak is confirmed to be contained.
Insight: "Ambush" is like over watch. If an enemy walks into range you will fire - very handy!
Monday, 1 June 2020
Wasteland 2: Re-Activation
A few years have passed since the defeat of the Calculator and since that time the Brotherhood expanded greatly, with Frances seceding to the younger General Vargas who renamed the Brotherhood to "the Desert Rangers" while she retired to animal husbandry. Despite his talent the Rangers began losing their footing in the region during his command and a recent gruesome death of one of their scouts has led Vargas to request Frances back onto the field once more, as it seemed this man was killed by a robot!
So Frances reassembled her robot killing team of Pump and Malice. Glenda, having trained in medicine joins too, as does Angela Deth - the dead scouts lover. Their primary mission is to install repeater relays on the radio towers that have gone dark, starting with the one the scout was killed at. A metal leg found at the site confirms their worst fears, but where are the machines coming from?
Installing the relay the squad immediately receives distress calls from two locations: the Ag Center that provides most of the regions food, or Highpool which distributes most of the water. Frances opts to head to Highpool first.
Insight: When making characters, put some points into the AP generating stats or you will feel like a turtle in combat (as I did)!
Friday, 26 July 2019
Middle Earth: Shadow of War
Last time we saw the half-dead ranger Talion, he had just "killed" Sauron in a not so epic QTE and was on his way to Mount Doom to forge a new ring (because that's a good idea). In short: things don't go as planned and Talion has to sneak his way around Mordor once more, assassinating and recruiting orcs to fight the forces of Sauron and the Witch King.
The Nemesis system from the first game is back and really shines here, not just when you are hunting them or vice versa but also when you get to the siege parts of the game. You want to field your good orcs and not that scrub who runs away from flies, fire and caragors! Speaking of caragors, there are mounts to help you traverse the large maps and/or annihilate your enemies and Talion gets a lot of skill upgrades to keep the killing "fresh".
Most importantly the story is really good. I especially like fighting the Nazgul. Afterwards is a grindy epilogue for those who really like the sieges, which is quite optional. Even for just everything before that it is worth a play though, and I give it four an a half Gondorian relics out of five.
Insight: Unlock fatal counter ASAP to make fights less tedious.
Friday, 14 September 2018
Eador: The King and the Vampires
Olchyr had just returned to the mainland when Ul-Dagan attacked. The ranger hired the shaman Shelumu and allied with nomadic horsemen to help defeat the invaders, using his magic sword to dispel the evil spirits that stood in his way and finding a powerful spell scroll that would make Shelumu near unstoppable.
Indeed, Ul-Dagan's forces had no chance when the shaman began raising vampires on the field of battle and were quickly evicted from the shard. Alas, Ul-Dagan's still shield prevents any counter invasions so Nesturs attacks the brooding Elf King Dariol instead, to reunite him with Vianta. In death.
Wizard Shinordium and scout Cleeren find themselves surrounded by elven forest lands - not rich in gold but rich in gems. It is tough to navigate those woods though as the elves are great archers and unicorns quite tough. Fortunately there is a small section of Holy Lands (loyal to the Lord of Light) who again agree passage for Nesturs proxies.
They eventually reach Dariol's castle, weakening it through use of an undead invasion (ritual spell cast by Shinordium) and then attacking it. The King is a gargoyle summoning archer (fortunately not the exploding type) and while he inflicts great losses on Nesturs troops, he ultimately falls in battle.
Tuesday, 10 February 2015
Middle Earth: Shadow of Mordor
After the first 10 minutes which serve both as a tutorial and a quick story segment to let you know why a wraith possessed ranger of Gondor is sneaking about Mordor you quickly get into the guts of this Assassin's Creed like game, only this is better than almost all Assassin's Creed games I've played to date. You only get three weapons: a sword, a knife, and a bow that easily runs out of arrows but with just those and the unlockable skills you get you can interact with the open world in so many cool and violent ways. Oh yes - super violent ways which gives it a huge tick of approval from me. Not only do you dismember your foes but you can make heads EXPLODE.
And you can make orcs flee in terror. Yup, an often missed behavior pattern in most AI these days (outside scripted events) the orcs actually can do a bit more than flee and die, especially as they climb up the ranks of Sauron's army to become war chief. These mostly randomized bad guys have names, behavior patterns, remember what you've done to them personally, have effects that make them stronger and immunities but also have weaknesses to be exploited. Each one different enough from the next to have an impact when you meet them. Maybe this one hates fire and the other one loves fire and is immune to everything but stealth. Obviously getting caught by them unawares in the open world is bad.
The protagonist is quite godly once you max everything out, but nowhere near the AC curb stomp heroes. Here just the sheer numbers of normal foes can take you down if you aren't careful. Death also has some meaning here as it passes time, which in turn begins refilling the ranks of orc captains you were probably busy emptying. Orcs that kill you and captains that survive the encounter gain in power, making them more dangerous the next time you meet!
Music wise it is ok but its the voice actors that really shine here. I found it clever that the loading scenes have story fragment voice overs which help piece together the past. The story is very cool too, especially for Tolkien fans. I was also impressed by having mountable critters and being able to fight while mounted. All of this makes for a really great game except for two things: a disappointing final fight and that the graphical requirements caused a LOT of restarts for me (PC Version), obviously impacting my overall experience with the product. I stuck with it to the end though, and can safely give this four elven arrows out of five.
Would have been perfect without all those crashes. For anyone else having NVidia issues what I did is put everything at the lowest setting and changed the Win 7 color scheme from Aero to Basic. This cut down the crashes by half.
Saturday, 11 January 2014
What D&D Character are You?
I Am A: Neutral Good Gnome Ranger (4th Level)
Ability Scores:
Strength-11
Dexterity-17
Constitution-10
Intelligence-11
Wisdom-16
Charisma-12
Alignment:
Neutral Good A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.
Runners up both by one point were Lawful Good and True Neutral, which are nowhere near similar.
Race:
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3.5 feet tall and live about 350 to 500 years.
In second place was the Human race. Guess they just don't live long enough?
Class:
Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
There was no other class that scored remotely close to my Ranger score!
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus














