Part 48: Act Two Chapter Thirteen - Heckraiser
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Lord Tavorick's home. Nasher's expecting the Blacklake Murderer to strike here next and we've been dispatched to stop him.
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Nasher also sent Captain "Black" Ballard and his men to defend Lord Tavorick. These two are Guff and Wetherly, a charmingly-rustic bickering duo.
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Nice digs.
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This must be Captain Ballard and Lord Tavorick... and his lordship's fancy-girl.
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My, he's good.
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Cute: the lecherous old man. I suppose his impotence makes his creepiness seem endearing rather than simply unpleasant.
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Crap, and now I feel sorry for the old pervert.
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Since that is what the murderer's after, you know.
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Tavorick seems to think we're one of his 'girls.' Time to remind him otherwise.
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All right. Now that he's sorted, we can inspect the house.
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There's an old storeroom adjacent to the main hall. Inside are two barrels.
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We can actually get 2 Influence points with Grobnar by just opening the barrel right there and then. The ensuring explosion hurts a bit, though, so we'll save them for later.
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All right, so now we organise the defence of the mansion. We've got a few options here which will slightly affect the way the quest plays out.
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We have several options here. By the front door is a good choice - lots of enemies coming through there. Southern doors are also acceptable.
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We can also barricade the entrances. The front door will remain clear (because that's where Guff and Wetherly will be posted) but blocking the other doors will... not actually help much. But it's the look of the thing.
Ballard, Finn and Deorwin will stand by the stairs in the main hall; that's the only way up to the second floor, where Tavorick will be hiding. We'll be up there, too - the last line of defence.
That's all we can do... for now.
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You remember what I was saying about the difference between Act 1 and Act 2? You know; Act 1 was 'location-based' gameplay, a (lazy) kind of design where you make an area, stick some enemies in it, tie it up with some conversations and dump the player in the middle of it all. It's not tremendously interesting because it's linear gameplay: you start at the beginning and proceed to the end, killing monsters along the way.
Act 2 is more about 'objective-based' gameplay, which is more dynamic. This quest is an example of that kind of gameplay, and it's a lot more fun because we're allowed to do so much more. We can set up traps (this is I think probably the only place in the game where trap kits are actually useful), assign guards, place barricades... and all that has an effect on the progression of the quest. It's great stuff.
So this is our first tactical decision. Should we split our forces to cover all targets or stay together to maximise damage?
We decide to keep Finn and Deorwin up here with Tavorick, just in case. We'll manage fine downstairs on our own.
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This is the second decision. We can keep Guff and Wetherly on the front lines and risk them dying, or stick them behind cover and do our own dirty work (for a change).
Keeping everyone alive nets you an experience bonus, so better safe than sorry.
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And we're attacked by mephits and succubi. The mephits' fire attacks aren't strong in themselves, but there's a lot of them and it all stacks up. The succubi and erinyes (basically interchangeable) hang around at the back and throw enchantment spells around.
They come at us from two directions - the main entrance for most of them, but one or two sneak around the sides and enter from the storeroom.
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Mechanically speaking there isn't much that separates this quest from others - maybe scripts that spawn the monsters in waves, and that's hardly new. In fact, I wouldn't even say it's a great example of objective-based gameplay, since our preparations aren't all that significant. The barricades hold the demons only for a few seconds, the barrels are marginally useful if you can get them to trigger, and guard placement doesn't matter so much when you're the one doing all the heavy lifting. There are better versions of this kind of quest - one is actually later on in the game.
But it's the thought that counts. I'd much rather have this than miles and miles of bloody orc caves.
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Anyway, so we're fighting demons again. Yep, I remember this lot. This is the work of Demon Guy: a powerful warlock that we first saw attacking the githyanki back in Act 1... and before that, we players saw him murder Lord Dalren. A nasty piece of work, evidently.
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Good thing we told Deorwin and Finn to stay with Tavorick, eh?
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And the three of them join the party. Ack.
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Making a break for the crypt is kind of difficult when you're trailing four companions, five guardsmen and a doddering old man. Luckily they're all quite tough (even Lord Tavorick).
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Son of a bitch, who put these useless barricades here?
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A couple of fiends beat us down here, but they're nothing to worry about.
I kind of wish Obsidian had chosen some better fiends for this sequence. Erinyes and succubi are kind of boring and aren't supposed to be used as footsoldiers. How about some barbazu, or vrocks, or hamatula? Big beefy motherfuckers that you might use for, e.g. storming a heavily-defended mansion full of guards and PC adventurers.
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Anyway, we reach the sanctum.
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Oh dear.
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Why, thank you! It's "Oppression for Her" by Calvin Klein.
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And the door explodes. Wait... can you see it? Through the mist?
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Oh god
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Aaaaaargh
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Qaggoth-yeg is a hezrou - one of the aforementioned big beefy motherfuckers. He's surrounded by a stench that saps ability scores and has a hell of a lot of hitpoints. See that spell Sand is casting? That's Avasculate, which does half a creature's hitpoints in damage... meaning Qaggoth-yeg has at least 200 hitpoints.
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He's tough, and he's backed up by a couple of succubi, but there's ten of us and one of him. It was only a matter of time, really.
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Are you kidding me? This was a diversion?
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Hey, put a girl in studded leather armour and nobody takes her seriously then either - as this update has proved, to our cost.
Come on. We've got a murderer to catch.
* * *
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We run all the way down to the Moonstone Mask in the Merchant District. Unfortunately it looks like our suspect is already here.
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The rooms upstairs are littered with bodies (and more fiends).
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Here. This must be where Melia was hiding.
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Shit.
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He summons in two massive hell hounds...
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...and vanishes, taking the shard with him.
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The Nessian War Hounds are strong, but their size is a liability. It's easy work for Calliope to slip around the sides and Sneak Attack them from behind.
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Done. We've defeated the best both the Abyss and the Nine Hells have to offer.
But the Warlock escaped, and he has Tavorick's shard.
And Melia is dead.
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Goddamnit.