Aias

We headed down into the dungeons. The first level was filled with a variety beasts, some we’d seen here like Orogs. Others were more the stuff of myth, like minotaurs. They’d been caged, but were all released as we arrived.

Really, the first two levels were like this. Although we had a small puzzle to solve to eget below that.

We were a little surprised that the door itself was giving us clues to open it.

The next level was just ooze and slim that had to be burned away.

But the bottom level was the escape, and was a fearsome test. It was mostly home to a tribe of something we learned were called Jackalweres. They weren’t the most fearsome combatants themselves, but they had nasty tricks, mainly involving magic use. This included Demon summoning and a number of dangerous allies.

More Harpies, a nasty flock of them.
In one huge fight Pikwell was cut off, out of sight of us for a while. I was worried for him and worked my way in his direction. I was plenty relieved to find him still battling away.

This bottom level was a big puzzle to activate the exit gate. the last battle involved several summoners calling demons, it was a drawn out epic for us.

When we stepped through the gate, we found ourselves in the Castle’s throne room on the main floor. There’d been no way in we could find when we were actually on the main floor. Here we faced the specter of the Luremaster himself. He congratulated us for working our way through his puzzle, our last test involved putting him and the last defenders of the keep to rest.

Charity got a good work out here. While most of us kept busy with a variety of spectral heroes, Charity unloaded everything she had on the Luremaster himself.
He finally went down. And in an instant there was quiet. We had won. On the Throne was a single glowing ring, that Charity Identified as our way out.
I gave it to Jill, and told her it was only fitting she should activate it and provide our return to Lonelywood.

Four days had elapsed since that Halfling trapped us in that dessert Castle. After a brief rest we hustled back to Hjollder so we could join the battle against an ancient Dragon.

*****

I’ve mentioned before I’m using SCS for the first time on this run. I’ve kept it on a low setting, so I’m pretty much playing at standard Core difficulty and just observing how it handles things. So far, I’ve mostly seen that spellcasters are more active and do more different things. This part of the game has involved some of the first real difficulty increases I’ve seen. Although not in expected places. Like the Harpy cave is often a hard fight (depending on the party), but apart from observing many of the harpies had more different defenses up, it didn’t prove very difficult. But the last fight in the dungeon, against a mass of Jackalweres, spellcasters, and several demons. Wow. That fight is normally no big deal to me, but it was tough here! Especially with so many summons to face. I failed twice, the summoned demons and such were ultimately overpowering. I finally won the fight when I sent Aias and Ila, hasted, racing to the back of the cave and tearing up the summoners quickly. But I had to sweat out the whole fight, a lot of isolated little battles developed, like the one where Pikwell got cut off. It was fun, and maybe the first time I’ve been particularly enthused by what SCS brought to the game.

There are a few battles ahead with high level casters, I’ll look forward to seeing if they can be as challenging.

2 responses to “Aias: Update 14”

  1. Zeno Avatar

    My favorite here is Aias giving Jill the ring – just for their expressions and how they’re looking at each other. Although the lighting on Charity grabbing the ring is eye-catching – as it often is when she is depicted with point light sources. The magic mouth is funny – I’m just imagining all the ways the AI could get that wrong while trying for a usable image.

    The jackalweres fighting Pikwell came out much better (to me) than the ones fighting Jinella. But I’ve found “werewolves” to be like “vampires” – one of those overloaded terms where there’s so *much* imagery out there in the source material that varies *wildly* that it thinks it knows what it is but effectively it doesn’t. And anything vaguely werewolf-like tends to get sucked into that same gravity well even if you don’t use the exact word.

    Not sure what terms you used for Harpies. I had a bear of a time getting good ones. I ended up going with “savage fairies,feathered wings,female,talons,wearing rags,screeching” – which sometimes gave good results and sometimes went way over the PG-13 line. Using the word “Harpy” just gave me Harpy Eagles.

    Yeah. Spellcaster logic is the biggest difference I found with SCS as well. Its also much better at the “calls for help” not calling the whole level than it used to be. Particularly since you can turn that off entirely if its being problematic in a particular location.

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    1. atcDave Avatar
      atcDave

      yeah the magic mouth had a number of unusable results! That one made me laugh. The whole moment stands out for how it’s animated in game, so I had to try and capture it.

      I said “humanoid Jackals” and then some attempts at staging. Overall they didn’t come out extremely interesting, but that level they’re on is mostly natural cave too. So the setting isn’t so interesting either.

      I remember you had that problem with harpies! So I did “eagle wings and talons, woman’s upper body, scale armor, fierce shrieking expression”. It looks like it did full human bodies and gave them talons on the hands. I chose this image partly because I was pleased Jill came out well.

      I don’t know about “whole” level, but it definitely calls the enemies in larger groups! So far, I’d say the only fights that were much harder were the mage looking for the innkeeper in Lonelywood and then the last one at the bottom of the dungeon here. I’m thinking that big several of the fights coming up could all be harder, but I am just as surprised by the ones that don’t seem much effected as I am by the tough ones.

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