Another big chunk of IWD was wrapped up this time. From the return from Dragon’s Eye through Severed Hand to Upper Dorn’s Deep we got a lot done. That includes content from all the Lava mods I have installed. I finished up with the team being transported off to Lonelywood.
This is obviously the period where the team grows into a serious force to reckoned with. With levels now ranging from 10th to 12th I would say they have just entered the lower end of “high level.” At least that’s how Dave, the old PnP guy, always looks at it.
There has been some significant changes in the team stats too. Significantly, Gretchen (the archer) is clearly the most effective member now. I can see several reasons, first is the nature of the opposition. We see far more “solid” sorts of foes who don’t take as much reduced damage from missile fire. Second, she has enough magic ammunition to harm even the toughest of our foes. And finally, is just the way her skills ramp up. A Ranger/Archer with Grand Mastery in her bow is a fearsome thing.
Grace remains the toughest for melee, in spite of not having a crushing weapon and no native strength bonus. But she does have Grand Mastery in Long Sword and two nice swords. She also uses a lot of Strength boosting potions.
Leezel is the best tank, its often amusing with a good tank on point (best AC, best hit points, most resistances) to see them draw the most fire and take the least damage. And she dishes out plenty hard against undead.
Turpin is solid as the second rank fighter and healer.
Hildy has become a very dangerous caster. I’m a big fan of unloading fireballs, but of course Hildy uses a variety of crowd control and damage dealing magic also.
Henri remains a support character, she does the least damage. But it is still satisfying to see her unload when she has to. This party has no weak link.

Henri is not a melee specialist, but she can and will protect her friends.
Grace is still the most dangerous melee warrior. She recently gained magical plate armor, improved her AC by four places!
As the only mage on the team Hildy can keep all the spells she finds for herself. For a lady with a thirst for knowledge this is ideal!
I love how Hildy drops the staff. Unintentionally awesome!
Leezel is an excellent spokesperson. But after finding the refugee slaves, there wasn’t going to be any negotiating with the Frost Salamander in charge.
Turpin often calls upon Tyr to strengthen himself and his whole team for combat.
Stepping onto the Wyrm’s Tooth glacier we were attacked by dozens of trolls. Gretchen had a good supply of fire arrows!
Ugh, this was a lot easier 20 years ago… well, except for the one thing…

2 responses to “Turpin: Update 2”

  1. Zeno Avatar

    Well that was fast! My progress has been much slower lately. Too much going on

    Henri looks great prepared to meet the undead! Grace looks appropriately hostile.

    Leezel has the same problem I always have with maces. The AI only appears to have a vague idea what one is, and so you often get either a shiny smooth ball on a stick like this or gigantic spiked montrosities that appear pulled from Warhammer. Was trying to get Shadowheart using one in my latest chapter (not yet posted), and that was a significant issue. Swords and daggers are so much easier.

    I’ve had exactly the same problem with staves that you had with Hildy as well. Its like the video AI has no idea how they might actually be used, and just doesn’t connect them to the character nominally wielding them. Of course, I’ve seen it do some pretty bizarre stuff with swords and such too, so it may just not understand object interactions in general.

    That’s a cool effect with Turpin’s spell. How did you word that one?

    Gretchen’s archer pose is great!

    And of course, the “man that was a hard day” video at the end.

    I made an interesting CoPilot discovery this week. If youre on the page with your four results, and you CTRL+A to select everything, CTRL+C to copy, and then paste into notepad you can find some very interesting hidden text in there. Not just the prompt you put in for the current image, but also what appears to be re-written versions of those prompts to be passed to DALL-E and historical prompts going back quite a ways. I haven’t experimented with what I can do/learn with that just yet. But it explains some of the inconsistency. It looks like the way it gets your four images is by taking your copilot prompt, “translating” it in to four different text prompts, and then feeding those to DALL-E. And if any of those *translated* prompts get too long, they get truncated….

    Anyway. Was quite illuminating as you could see something like this:

    “dark luis royo fantasy drawing;dark fog;rear view;(short small welsh halfling,torch) approaches three (fighters,smudged,exhausted,waving torches);(halfling,age 30,swashbuckler hat,neat brown beard,leather armor,red shirt);rough path through shadowy forest hills;wispy shadowy mist;gray lifeless trees;purple vines;dark and gray outside of torchlight”

    Turn into these:

    “A dark fantasy painting depicting a shadowy fog enveloping a mysterious clearing in dark forest hills. In the rear view, a short, small Welsh figure, around 30 years old, wearing a swashbuckler hat and leather armor, cautiously approaches three alarmed fighters holding torches. The fighters include a woman with dirty blonde hair clad in chainmail, all set against a backdrop of lifeless trees and an overall dark, gloomy atmosphere, evoking a sense of tension and adventure.”

    “A dark fantasy painting featuring a shadowy fog enveloping a mysterious clearing in the dark forest hills. In the rear view, a short, small Welsh midget, approximately 30 years old, wearing a swashbuckler hat and leather armor, cautiously approaches three alarmed fighters holding torches. The midget has a brown beard and a red shirt, while one fighter, a woman with dirty blonde hair, is clad in chainmail. The lifeless trees surrounding them add to the dark, gloomy atmosphere,”

    “A dark, atmospheric painting depicting a shadowy fog enveloping a clearing in a dark forest, viewed from the rear. A short, small Welsh midget, approximately 30 years old, wearing a swashbuckler hat, neat brown beard, and leather armor over a red shirt, cautiously approaches three alarmed fighters holding torches. The fighter woman, with dirty blonde hair and clad in chainmail, stands alert among the lifeless trees, under the dark gloom of the forest hills, creating a tense y”

    “A dark, atmospheric painting depicting a dense, shadowy fog enveloping a clearing in a dark forest, viewed from the rear. A short, small Welsh midget, cautiously approaching three alarmed fighters holding torches, is dressed in a swashbuckler hat, neat brown beard, leather armor, and a vibrant red shirt. Among the fighters, a woman with dirty blonde hair clad in chainmail stands alert, surrounded by lifeless trees and the ominous gloom of the forest hills, creating a sense of”

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    1. atcDave Avatar
      atcDave

      Definitely on the AI knowing how things are used. Even things like grabbing a sword often comes out grabbing by the blade or something even more bizarre (items unexpectedly morphing into something else!). I was impressed with Hildy’s staff it at least understood gravity! And I love her casual drop, just very funny.

      For Turpin, I was thinking of how the game shows “Strength of One” with the blue glowing muscular arm flexing. So a said “Glowing translucent blue body builder super-imposed on [main character].
      Yeah it didn’t work well for a while. I had a dozen renders with a glowing blue man floating around the scene and just oddly abutting Turpin. I shuffled words around each time. I think the one that worked included a “onto/into” descriptor. I know I’d also just changed his pose to “arms opened to the heavens in prayer” thinking maybe just hugging the effect would work. The other three all included that pose, but the same blue man problem as before. But oddly, this one used the previous pose descriptor… and looked about perfect! Go figure.

      And that does all make me think about your discovery. I absolutely think there is an occasional persistence problem where the AI remembers things you *were* doing, not just what you currently told it. I wonder if those artifacts come up from the way it paraphrases?
      I suspect that has something to do with using a language AI to provide language better understood by the renderer? Especially considering how shockingly illiterate people are anymore. So they include some mechanism to idiot-proof the system. Yes, I’ve grown very cynical.

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