Re: Blue Apex? Plot Spoilers-
ldo58
Yesterday at 04:04 PM
Hi, I know it's a very old topic, but I figured it wouldn' hurt to revive it, as there are only 3 short entries so far. I came to the "Blue Apex" document again in my current PT, and with all the knowledge from previous PT's (coloured by my personal imterpretations of course) , it occurred to me that taking Blue Apex seriously might resolve some problems that bugged me up to now. Spoilers ahead: As a refresher, this is the document: ![[Linked Image from i.imgur.com]](https://i.imgur.com/2GLlXFM.jpeg) When the party confronts the netherbrain in the morphic pool, it explains that it had in fact planned the entire scenario all along, and manipulated the dead three chosen so they would "enslave" it, so that it could break free with your help and set the grand design in motion. But what if behind the netherbrain there was another power who laid the plan and manipulated the brain ? The illithid Lich (Alhoon) called Blue Apex ? It woul explain this couple of loose ends to me. The netherbrain was originally just an elder brain controlling an illithid colony under Moonrise towers. Where did it get all the resources from to execute its plan ? Specifically, the fleet of Nautiloids coming to its aid in the end, whereas Omeluum tells us that they are very rare relics that can't be made again and are rarely, if ever, seen. An ancient Illithid Lich residing in some other plane since the Netherese epoch, or before that, might still command such a fleet. Omeluum tells us how the normal illithid hives dislike arcanists, because they are wont to break free from hive control. And these arcanists are exactly what the illithid liches like Blue Apex are. Then when we come to fight the netherbrain, its final guardians are actually mindlayer arcanists, using arcane magic like shield and magic missiles. This also seems contrary to how an elder brain would plan its moves. However it would fit perfectly when an alhoon was behind all of this. ( I realize it doesn't pass "Occam's razor test", but I like the way these few blocks seem to fall in place.)
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Re: Love & Extreme, Utter Disappointment with Leveling: Level 12 Cap Issue
Tav'ith'sava
Yesterday at 12:32 PM
Good point, there would still be limits like obtaining spell components and learning the rituals (from someone conveniently out of town for the duration of the crisis), but I also keep forgetting that clerics get more than seven spell levels in later editions. You could have left out or limited the really game-breaking ones, but we see 2e-7th level cleric Resurrection (Withers), a group version of Succor (Return to Camp) and Wind Walk in the game. In 2e, Bards and Sorcerers are using wizard/arcane spells, while Druids, Rangers, Paladins and Warlocks/Shamans use (mostly) clerical spells. Bards tend to have a longer learning curve than "proper" wizards, and I guess 2e-sorcerers are a different animal, as they technically work mostly like wizards, except that they're not using spellbooks and sometimes dangerously improvise things to unexpected consequences. They'd still have to spend time to learn the rituals. As a necromancer, a nice lab with a smattering of bones, pickled tentacles, brains in a jar and a bunch of quest items spread untidily on the table were a must. At the Dockland Camp this may have escalated a bit, but it was a funny mini-game! That said, there's also the whole thing in the lore about how the characters have been "Deleveled" by the tadpole. Maybe it's like just doing a number of levels as a "True Soul [class]", like in 3e, while losing access to your original class(es) and levels. It depends on your head canon, I guess. Sava was a lab potato occasionally venturing into the wild to keep her operation going, so starting as level 1 made sense, with practical experience turning theoretical knowledge into skill, but we know that Gale, probably Wyll and likely Shadowheart, Lae'zel and Karlach, must have previously held a (much) higher level to explain their backstories. Withers doesn't strike me as the sort who's really big into the whole "Manual labour" aspect of camp maintenance... This reminds me of a player completely misunderstanding the "shady mystic on the edge of town"-NPC who was helping the player's slouch solve a case of missing squatters in a Shadowrun game as part of his own fight against dark forces. Maybe because he was new to Shadowrun or RPGs in general, the player didn't pick up on any of the horror elements surrounding the NPC or his hut in the woods and thought he'd found some sort of deputy/assistant. "...and make 50 copies of these posters, will ya? See you tonight!" (door slams shut, car starts with tires screeching)
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Re: Ps5 still crashes on act3 after hotfix 36
Philange
Yesterday at 03:02 AM
On PS5, I have a custom compaign with singlesave at the Lower City in Act 3, which was saved before Patch 7. I loaded it with no issues, exited to the main menu (the game auto-saved), and then reloaded it — everything was perfectly fine.
I've never installed any mods (not even downloaded them) and have barely encountered any crashes. So I’m wondering if the crash issue you mentioned might be related to mods, even when they’re disabled?
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Re: Enemy Health Turned Off
Aulis Vaara
28/04/26 06:05 PM
Thank you for answering.
I don't really understand your remark about realism though. In what way is it unrealistic? I don't see people walking around with health bars in real life?
I'm asking in terms of feasibility and difficulty.
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