Part 49: Act Two Chapter Fourteen - An LP's Miscellany
Not a lot happens this update. Or maybe lots of very small things happen. It's hard to tell the difference at times.
Nevalle has a job for us.





Sounds like fun. But Calliope's right - I think Nevalle presumes too much.




Sticking it to Nevalle delights Bishop and Sand no end. Sand might be Lawful, but he still holds a grudge against Nevalle for blackmailing him.
But we actually wanted to do this sidequest, so:





Now that's how all Influence ought to be handled in the game.
* * *

Temar's place. This is right on the edge of Blacklake - you can just see the other shore of the lake, and on top of the hill is the Academy and Castle Never.

We're greeted by Temar's butler. He shows us into the foyer.

Ah. This must be Larim and Lord Temar.
And his gigantic flaming sword.

I'm sorry, are we interrupting something?








Sadly, this can only end in violence.
I mean, not that we didn't already know that.



Oh man. Just call me Jane Bond.

You know, that's a good rationalisation for murder. Mind if I borrow it?


Didn't think so.
The fight with Temar is quick and pointed. However some of his guards (including Larim) have spellcaster levels:

Just so.

But they all drop fantastic loot. The Mercykiller Blade is a pretty sweet rapier... if only we weren't an Invisible Blade!
* * *
Let's take a look at Calliope.
As you know, Calliope's a multi-class Rogue/Invisible Blade/Assassin. We're built for stabbing and stabbing and stabbing and stabbing until whatever it is we're stabbing is dead. Our current MO is to flank enemies while the rest of the party commands their attention, then devastate targets with multiple Sneak Attacks. Once we gain a few more levels in Assassin, this will become a lot easier.
Although as Rogues we can use a variety of weapons (mostly small, light ones), as Invisible Blades we're more or less limited to Daggers. We could use other weapons, but then we'd be missing out on Bleeding Wound and Weapon Focus: Dagger.

This is our current loadout. It's not optimal, mostly because I want Calliope to look fairly consistent: hence why we're still wearing the Harvest Cloak from the tutorial, which grants a mere +1 to Charisma. Contrast to our boots of +3 Dexterity or our Belt of Hill Giant Strength (+3 Strength). Our armour is +2 Studded Leather, we've got a Luckstone for +1 to every skill, and we're wearing a special ring of protection (+2 AC, extra +1 vs. Undead) and a Ring of Regeneration +4. We're also dual-wielding a +2 Dagger (+1d6 Cold Damage) and Bishop's Dagger, which is non-magical but does extra slashing damage and massive criticals.
Decent, but not as good as it could be. But I'm holding off on buying really nice stuff (partly because we can find or make better and partly because I'm saving up for something really nice).
While we're here, let's check out the Feats page.

Whoah! Those aren't in my Player's Handbook!
Yeah, these are Epithet feats, which we've been quietly accumulating throughout the game. Most of these are for flavour more than anything else, and you acquire them automatically as you progress through the plot. Harborman explains how people from West Harbor are unusually tough (and smelly), Orc Slayer commemorates successfully completing Old Owl Well without switching off, Squire of Neverwinter is, well, I think you've worked it out by now.
A couple are optional. History feats that you picked at character creation go here. There are two as well that you may or may not get: Shadow Thief of Amn and Master Orator. The first is for choosing the Shadow Thieves in Act 1, the second for beating Torio in a skill check during the Trial.
Shadow Thief is the only one that has any real effect, as it controls whether you're allowed the Shadow Thief prestige class. In the Storm of Zehir expansion pack, however, epithet feats come with minor skill bonuses, making them a bit more worthwhile.
Anyway, in epithet feats I strongly detect the hand of J.E. Sawyer, long-time Obsidian and Black Isle developer who finished up development of NWN2 as its second Lead Designer. Epithets were something he began thinking about back during the development of Fallout 3, when it was codenamed Van Buren and being worked on at BIS, and I remember it was something he was pretty keen on; it was a system that could keep track of the player's personal character development and alter gameplay accordingly. So, for example, certain people might react badly to a Slaver character, or merchants might offer a discount for an NCR Ranger... that kinda thing. He was also considering using it for Baldur's Gate 3: The Black Hound (codenamed Project Jefferson, I believe).
Unfortunately both projects ended up being cancelled, which is a damn shame.
* * *

Since Khelgar's completed all three Vision Quests, it's time to see Prior Hlam about turning him into a Monk.
(Or not.)











Haha, yes. Rub it in, Calliope.






Now, we don't want to turn Khelgar into a Monk. He's not very good at it - just doesn't have the stats. Plus if we keep him as a Fighter he gets some cool weapons later on.

Oh, but Khelgar doesn't agree with us!
You need an Influence of 10 or more to finish this quest completely - otherwise Khelgar says he needs more time to think.
Only it's bugged. Now, making Khelgar into a Monk works perfectly, mind. In fact, have a conversation excerpt:
quote:
: : Hnh. All right, well, let's get on, then.
: What happened?
: Well... nothing happened, really. He just asked me some questions, and then he - uh, listened. He didn't even nod.
: He didn't even tell me to put on any robes - he said that I would know what I had to do next down my path.
: That sounds useless.
: He said that the journey of a monk is one way where you question yourself, the world around you, and evolve accordingly.
: {Trying to recount somebody else's words} As long as I uh... keep... "persist"... doing that, and take every experience as it comes, he said that I should learn that I don't even need to fight to defeat my enemies - if I watch, wait, and study them, I'll have "beaten them before they even attack me."
: Which was disappointing to hear since I was hoping to land a few punches, but I think I understand.
: So what was the obstacle then?
: I think the biggest hurdle was just learning the tenents of Tyr - just being able to do that was enough.
: I was hoping for some ceremony, or celebration, but Hlam said that wasn't how they do things at the Temple - and a monk "needs no such displays."
: I'll take him out drinking at the taverns some night and see if he changes his mind, though - and maybe crack a few skulls for fun.
: In any event, we're done here. Let's go out and punch some githyanki, Luskans, or whatever it takes.
And Khelgar becomes a Monk, re-leveling back up from Level 1 to Level Whatever.
However, to get him to refuse Monk training, you need exactly 10 Influence - not over 10, but exactly 10.




It doesn't stick, though - talk to Hlam again and you'll be able to make Khelgar into a monk, if you so choose.
There's some more cut content with regards to Khelgar's Vision Quests as well. Remember back when we first took Khelgar to see the monks? And we argued with him about what it means to be a Monk, and he promised he'd try thinking it over?
You were supposed to be able to prove to him that the mind was stronger than the body. By getting enough "successes" in his dialogue, you could argue this:
quote:
: What I'm saying is there's more to fighting than fighting.
: {Slight irritation, scoffs} It makes no sense, it's wordplay. Riddles.
: {Multiple successes} If there's anything I've shown you, it's when you control when and how a fight begins, you've won already.
: {Reluctant, thinking it over} Well... it just seems like dodging a fight is... well, cowardly, goblin-like.
: Khelgar, those monks you first met in the tavern defeated you easily. Surely there's truth in that.
: [Influence: Success] Maybe you're right. Hmmm.
: It's just an odd thought to get one's arm around and choke, you know?
: All right, maybe by not fighting and being more open to what's going on in the skull before cracking it, maybe there's some truth in there. Somewhere.
: I'll try it, but I warn you, if I don't like it, I'm going back to learning the traditional way.
Alternatively, you could go the other way and convince him to remain a fighter:


Oops. That's not what I meant.
quote:
: I think you should give up becoming a monk. It's a fool's quest.
: {Success, sighing} I'm thinking you're right. Maybe it was a fool's quest to begin with.
: I should focus on what I've already learned about being a brawler, a fighter. I've been learning as I've been traveling with you, and I think if it came down to fighting again, I could beat those robed skinnies in a fair fight.
: So I won't be troubling you with anymore with this - I'm going to keep my vision on the path, on the fighting path.
I imagine it was cut because click-happy players might end up screwing themselves out of a quest just by exploring all their dialogue options first. Not all cut content is bad, you know!
But enough about Khelgar. We'll come back to him in due course.
* * *

On our way to Port Llast, we're stopped by this bozo.









Hey, this isn't fair! I went through a lot of time and effort to turn that trial into a farce, and now the Brotherhood won't recognise the verdict? Bastards!


Ah, yes. These are the would-be heroes of Luskan.
We must be their first module end-boss!

And they just failed a skill challenge.



As the numbers indicate, this fight is pretty one-sided. Doesn't their DM know how to use ECLs?

I don't know what they were talking about when they said we had great loot. The stuff they already had was plenty good enough.
Oh, if only they'd stuck to fighting zombies and lizardmen, like we did. Gotta earn your stripes, boy.
* * *

The reason we were headed to Port Llast in the first place was so I could show you this option. Haljal sells weapons out of his smithy, but with the special Blessed of Waukeen epithet feat we can access a super-secret-special merchant store:

It's full of some high-quality, very expensive magical items - one specialised for each class, plus a few general-issue items.
There's a couple of these Waukeen merchants scattered throughout the game (Waukeen being the goddess of trade and wealth). The feat was a bonus for pre-order customers, automatically given to their characters on creation. It was later patched into other normal copies of the game so everyone could access the special merchants.
* * *

This is the Academy in Neverwinter - that's right, the school for mages that Qara got chucked out of.

The Academy porter is being harassed by an imp of some sort.
This is the hook for a quest that we're not going to do. The imp is hiding around a corner - talk to him and he'll ask you to free his buddies, trapped in those crates right there. Freeing them looses a horde of unruly imps upon the students and nobles of Blacklake; it's a massively Chaotic act, one of the largest alignment shifts in the game, and we're not going to do it because we're Lawful Boring.

But I'd like to talk to Jenks a moment. Trust me, it'll get us back on track in a weird roundabout way.





Harsh.


XD

Hrm... hey, whatever happened to Qara's little subplot anyway? You know, with the Hosttower mage and the animus elemental?
* * *

First we tell Nevalle some good news.





And then we tell Nasher some bad news.








I'm outraged! Seriously outraged!
*has max skill ranks in Bluff*
*is a Shadow Thief*


And so our adventure comes to a close. No more leads. Aldanon's gone, the Warlock has vanished without trace, and everyone else we know is dead.
Unless... plot ex machina?


DING DING DING DING DING


This camera angle isn't my doing, by the way - this is a dramatic reveal of the latest person to enter our story.







Hrm. She looks familiar...
Oh yeah, this is Johcris' friend - the one he hired to kill Qara. So we already know she's Evil (I mean more so than just being Luskan).




No, I'm not sure exactly what she's saying here either.



Ah, I get it. She's damage control. Luskan realised they messed up and have sent someone to do some heavy-duty PR. Plausible deniability.
It's also background for our old friend Black Garius.




I really love these bitchy options we have. Nasher and Natale are busy playing Diplomacy, while we're still in Topple Blocks mode.


I say, she isn't anywhere near as good as Torio.




No, not the Tome of Iltkazar!
What's the Tome of Iltkazar?

Good question.
This isn't particularly fun. Nobody cares about pretend politics in the Forgotten Realms, of all places. Sadly Obsidian decided a great big long info-dump was the only means possible to advance the plot.





Right. That's useful information.














I've been waiting a long time for this. Luskan has been up to no good since... forever. Time for payback!

fucking realpolitik










He almost makes it sound noble.







Phew. Hell of a lot of

It was probably intended to be a full-on cutscene - it certainly feels that way - but time constraints led to what you see here. Sydney and Khralver hang around after the conversation has finished - and someone forgot to give them specific voicesets because when you click on them you hear the default "I HEAR YOU" Aasimar soundset.
But it's out of the way now, so relax. We've got an old score to settle.


Right, will do. But one last thing before we go: Arval's journal.



200gp? Cheers, Nasher.
On the other hand, Nasher's about to give us something much, much better than gold.