Zaram Maldovar's Poorly Played No-Reload Cemetery (Attempt #51: Alvira The Cleric)

ZaramMaldovar

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116
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That's actually very well put, thanks Moidre
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Ah yes the eternal debate. Leave the Wild Mage for dead and pick up the safer mage for my No Reload Run or be a good person...decisions, decisions
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NOPE!
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Neera better pull her weight after this....

Sorry if this in a bit slow, I'm spend a lot of time at my Mother's house and I'm only at my own once or twice a week. But I will keep this going whenever I can
 

ZaramMaldovar

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116
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I mean....she has a point
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Good news, Moidre. You don't have to worry anymore.
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Typical that I get a Sleep scroll *after* I could have actually used it
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Welcome to the Team Minsc. Ah, nostalgia. I missed you <3
 

ZaramMaldovar

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116
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Time to tackle the mines
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Hmm, Emerson seems to like Dynaheir
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Zork shows Khalid he has no intentions of backing down on solving the Iron Crisis. It's what Heroes do after all

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So I was admittedly under the influence during this session and something about Minsc dual wielding War Hammers intrigued me

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You're not stealing my kill today, Rasaad!
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Did you just kill Minsc? Yeah that's a paddlin'
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Crap crap crap, it's still there....RUN!
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*Insert joke here about Johnny Depp running in At World's End*
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Minsc! Pick up Dynaheir's stuff. We'll resurrect her as soon as we get back to town
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Oof
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Flinds! DEATH TO ALL THE FLINDS!

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*Cracks Knuckles* Let's do this
 

ZaramMaldovar

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116
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I *love* Baeloth
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*Sigh* Of course the Ankhegs target my weakest party member
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Take *that* golem scum!
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*And* some of this
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I swore this was supposed to be a 50/50 chance. My luck in these no reloads is atrocious
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Welp...I'm dead
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So in a rather amusing twist, I tried to leave and also died so this is a very rare post-mortem screenshot

Well you guys know the drill...time to roll again.

*Cracks Knuckles*

Introducing......

Attempt #51: Alvira The Cleric

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Selerel

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241
I have a crazy tangential question, and this relates to the location of Ulgoth's Beard. I see it's to the west of Baldur's Gate on the coast on your World Map. Do you happen to remember what mod does that? I think that location is more accurate to where Ulgoth's Beard is in the greater Forgotten Realms/Faerun lore.

HOWEVER, the unmodded game itself, other than placing UB in the northeast, additionally has this text when you first arrive: "The village of Ulgoth's Beard lies on the banks of the River Chionthar, just upstream from Baldur's Gate and the open sea beyond." This seems to more align with the unmodded world map, placing it east of the city. But yeah, that seems to contradict the greater FR lore, not to mention the actual geography of the map itself.

Zone access in the game allows you to get to Ulgoth's Beard while Wyrm's Crossing is still closed off, so that further implies it's more to the east. So then of course what is that arrow on the map icon going up and to the west? The mod seems to assume that the purpose of the arrow is to place UB where it's supposed to be in FR lore (which is a good assumption). So the party actually circumnavigates the walled city counterclockwise from the outside to get to UB? But that still requires Wyrm's Crossing open--or an assumption that there is some other, unmapped and unmentioned river crossing somewhere upriver. And of course if that's the case there is no reason given why the party would be precluded to enter BG after traveling south from there.

I've just recently been having my own internal debate about this. I know the real answer is simply that there are a series of contradictory items and we must learn to live with it. But wondering if anyone else has ever given this any thought...and what is that thought??
 

JustKneller

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I've just recently been having my own internal debate about this. I know the real answer is simply that there are a series of contradictory items and we must learn to live with it. But wondering if anyone else has ever given this any thought...and what is that thought??

Yes. I think about it every time I need to go to UB in a run. It's actually at the mouth of the river right on the coast and, among other things, serves as an early warning settlement in case anyone were to try to invade BG from the sea. I have to wonder if the expansion content wasn't totally thought out when they put out the first game, and then decided to add UB as a leg up into DT as an afterthought. But, on top of that, I thought it was weird to use it as a bridge to DT since Gullykin is right next to it while UB is just out of the way and random. 🤷‍♂️
 

Selerel

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241
But, on top of that, I thought it was weird to use it as a bridge to DT since Gullykin is right next to it while UB is just out of the way and random.
Right. If it's east of BG, Ulgoth's Beard makes a *little* sense as a big gateway to DT, notwithstanding your Gullykin point. Essentially boiling down to "it's more east" than other towns and away from the Coast Way.

Ulgoth's Beard in its true location at the mouth of the river...can't see any rationale why there would be so many tours and connections to DT. Yeah you said it, probably just wasn't thought out. No deep hidden symmetry to find haha. But I can wish.
 

JustKneller

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248
Ulgoth's Beard in its true location at the mouth of the river...can't see any rationale why there would be so many tours and connections to DT.

I really wonder about it sometimes. I mean, I know they had the space limitation of the world map from the game, but they could have moved Firewine and Gullykin down, put DT in their place, and then where UB is, use Fort Morninglord instead. At the time, it would have been a garrison of paladins that would be much easier to tie into the tower (a demonic disturbance was sensed, etc.). Instead of the zombie farm, you could have had Shandlar's Halruuan ship/tower if that's where they wanted to set the summoning of Aec'Lectec there (which also doesn't actually make sense, but whatever). :)
 
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