Continuing on, we had been asked by Councilman Cadorna to retrieve a family heirloom that had gone missing near the old Textile House. Plus a servent of his had also gone missing while looking for the item.

We located the servant, who went by Skullcrusher, in a cell at the site.

While looking for the box we fought several groups of orcs.

The last group was led by a large ogre. Well that was exciting!

We were right near the Kovel Mansion. We had been told it was over-run by a group of thieves.

Garaint was quite impressed by so many neglected manor houses. But we were just here for the one.
The Kovel Mansion was riddled with traps, and we were attacked almost every time we set one off!

There was no place to really rest in a manor full of thieves waiting in ambush, so we had to force our way through it. No one fight was all that difficult, but the process was exhausting. In the end, there were still six of us. No Thieves.

We returned to New Phlan to collect our rewards and rest up. We were told that the Bishop over at the Temple of Tyr wanted to meet with us.

He introduced us to Dirten, a cleric of Tyr charged with cleansing an old Temple of Tyr back near the Kovel Mansion. It had been dispoiled by Bane-ites and converted for their unholy worship.

We were happy to do that.

The area was thick with orcs carrying Bane’s symbol of the Black Hand.
The Temple had seen better days, and there could be no question about the new ownership.
A cleric named Mace claimed to be in charge here. He had a large following of orcs. But Psyche now knows ‘Fireball’ and this did not prove to be a difficult fight.

We cleared the temple and the surrounding area. Dirten stayed to continue resanctification of the site. We went back to civilization to get some rest before embarking on our next mission.

The plan was to, well do some planning. But other things came up and we didn’t um, get much done.

In the morning we hired a boat to take out east of town. The City Council was asking for us to look into several things around town. A large tribe of kobolds drew our first notice. We found their home base in a few caves near the source of a small river. They had the usual crude traps, deadfalls, large nets. It all initially posed little threat.

It would be wrong to say we “rescued” Princess Fatima, she was making her own break out from the caves. We gave her some better equipment and she joined with us.

We all found our way to a common room (common cave?) of sorts, which triggered a series of large battles against the Kobolds.

Psyche and Harg are solid in overwatch. And they had plenty to do in this series of fights.
They had boars, which are hardy foes. They can be hard to put down and seem to continue fighting after you’ve done them in. Moya is heavily involved with melee. It surprises me how fierce and willing she is to mix it up.
We fought a lot of kobolds. Psyche cast her Fireball spell early, and two more from scrolls.
There were also several trolls (four?). Because no fight is hard enough until there are trolls in the mix!
A couple of humans attacked with a final wave. I’m sure they were Zhentarim, I’m not sure why they were here! Psyche noted it was odd they cast some arcane spells in their armor. That seemed ominous!

That was a tiring fight. We will all happy to be clear of those caves.

*****

Looking at the team so far, things have gone a *little* differently than I expected. Mostly because of things I’d forgotten after nearly 30 years of playing 2E based Infinity Engine games.
Like one consequence of no weapon specialization is that physical scores have an outsized influence on how powerful a character is. So Diomedes with an 18/00 Strength is simply FAR more powerful than Garaint with an 18/30. In BG or IWD, Garaint would close some of that gap by being able to gain Mastery (and higher) in his main weapon. Diomedes as a Paladin would not.
Shuri, with no Strength bonus is simply much less powerful. She hits less often and for less damage, even using a two-handed sword. Now she is slightly tankier than Garaint (better Dexterity and Constitution). But both Garaint and Shuri are well behind Diomedes with his all 18s in physical scores.
But here comes the big surprise to me. Moya. Offensively she is only *a little* less than Shuri. She also has no Strength bonus. But like Shuri she uses a +1 melee weapon. So they both have a +1 to hit and damage. That is all. As a Cleric, her Thaco is only a couple points behind Shuri. Unfortunately, unlike an IE game, I have no stats checker here. But it seriously seem as though Moya has generally been luckier than Shuri, and has scored as many *or more* actual kills. Funny.

Diomedes has reassessed his team a little, and now considers Moya a part of his melee unit. She is less a master of arms than the others, but she is aggressive and quick.

This works from an RP perspective too. Garaint still draws the most fire and takes the most hurt. And Moya likes Garaint in ways she won’t admit. So she will be *right there* to protect him and heal him. And that’s an amusing image!

Psyche and Harg are truly the entire support unit. Now that Psyche has Fireball she is critically important in her second rank duties. And Harg is a terrific archer.

It is a little amusing to me how even without any Specialization or Mastery, Harg is an excellent archer. Between an 18 Dexterity and a +1 bow (and occasionally +1 arrows) he hits as often as Diomedes does. And the bow always means two attacks per round. He doesn’t hit quite as hard, but against hordes of Kobolds, or even Orcs, its not a huge concern.
And wow, I really like the way spellcasting works in the Gold Box engine. You don’t have to aim your spell until it goes off (in IE you have to target when you cast). And in the turn based system and grid map (that even let’s you find center while aiming) you can take the time you need to find your aim point and launch the spell. Fireball nearly clears the map.

One other thing. The Kobold caves were actually hard! You have to fight three waves of attackers with no opportunity to cast spells or drink potions between. And right after the first wave, crossbow bolts tear through your party and everyone is hit for about ten damage. Then come more trolls and wild boars (with another 30 kobolds), then finally the Zhents (and another 30 kobolds).
This all took me three tries to get right. I first had forgotten to *buff* before entering the king’s cave. Oops. And then I was still too stingy with Strength potions and Fireball Scrolls.
Once I decided to go for broke, it wasn’t such a hard fight.

6 responses to “Diomedes: Update 2”

  1. Zeno Avatar

    I love all the black hand symbology, and those monster group shots would have been impossible in DALLE. Fatima looks very intense! That temple shot came out really great as well.

    Its fun to be reminded of some of those Pool of Radiance set-piece battles. They really did a good job in some places of making you feel the resource management as you got stretched thin trying to decide if you could risk resting or wanted to trek back to town and the Inn. And you have to actually *use* those potions and scrolls instead of saving them for a rainy day and ending up with a hoard at the end of the game.

    I’m torn about Seedance nowadays. Its so much better at understanding my prompts, but I just don’t have the same freedom with image style and can’t quite coax the same *wow* factor out of it as I can when DALL-E hits right. Its far more consistent, but the highs aren’t as high. It also seems a bit better suited to your more photo-realistic tastes than the more “painting/illustration” style I often go for. I did make a recent discovery with DALLE – don’t know if it applies to SeeDream too. But try “exaggerated motion” some time when doing action scenes. You can get some really incredible action that way. Unfortunately I’m trying to render an episode where the primary opponent is Nagas – so my success percentage is pretty brutal ATM,

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    1. atcDave Avatar
      atcDave

      Yeah I do agree SeeDream is far better with the realistic style than the painted ones. There are some other current renderers at OpenArt that might work better? SeeDream has been nearly ideal for me and I haven’t tried out all the new ones. It does often add a few steps to the process, where I’ll render a character(s) and background separately. Then put them all together. But obviously it allows for for many multiple characters in a way we just couldn’t do before.

      Have you tried feeding it all painted style references and combining them together for a painted style output?
      I’m not sure how well that work. It does make changes to style, sometimes too much sometimes not enough. There is still room for improvement!

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  2. Zeno Avatar

    Like this – too bad it keeps turning my nagas into Viking sea serpents.

    https://sl.bing.net/gtk811Qod6y

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    1. atcDave Avatar
      atcDave

      That is funny. I’ve had similar issues with salamanders. It understands giant serpents, not some of the oddities.

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      1. Zeno Avatar

        Found a solution for the release over the weekend. Turns out if I get to nagas by starting from “merman” and changing the tail to a snake its a bit more consistent than trying to add arms to a snake or remove legs from a humanoid. Especially if you’re going for aquatic nagas anyway.

        But working on my next release i discovered the joys of “smeared painterly watercolor”, and man does that look good in the desert!

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      2. atcDave Avatar
        atcDave

        I’ll look forward to seeing!

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