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member
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OP
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Joined: Sep 2024
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Went to Waukeen's Rest a little late, got the Spellsparkler. Went upstairs to rescue the trapped guy, but he was already dead. Weird. I thought if the former were still available, so too would be the latter. There was a nice explosion when I shot the burning door open, but I don't think that was it.
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old hand
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old hand
Joined: Nov 2023
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It depends.
If you go past the area to trigger the flames actually existing, then both will die if you progress time (I.e. Go to camp)
Once you initiate getting into the place, an explosion denotes when the fire starts spreading (Rapidly) towards the trapped guy, while the woman is pretty safe inside her room. This puts the guy on a timer before he dies to the flames, while the woman is never in danger.
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OP
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Joined: Sep 2024
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Well, that's interesting, without an exclamation point, Item #2 Apparently the other Duergar ship is only 60 seconds out from the beach. Cast haste on a character then immediately set sale. They intercept you, and engage in conversation. If you immediately start a fight, you become lethargic and stunned. 10 rounds of haste at 6 seconds a round, then you are lethargic. This implies they were right out there, and should have been easily in sight before you left the dock, as you are not moving fast at all.
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old hand
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old hand
Joined: Nov 2023
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Well, that's interesting, without an exclamation point, Item #2 Apparently the other Duergar ship is only 60 seconds out from the beach. Cast haste on a character then immediately set sale. They intercept you, and engage in conversation. If you immediately start a fight, you become lethargic and stunned. 10 rounds of haste at 6 seconds a round, then you are lethargic. This implies they were right out there, and should have been easily in sight before you left the dock, as you are not moving fast at all. Technically, the scaling of long duration effects converts rounds into 1 minute intervals (Which is the normal denomination for a round in D&D). Meaning you'd be 10 minutes out by the time you came across the other boat. BG3 does janky stuff with its speed (Often making things go faster than it should). But a round should definitely be longer than 6 seconds. Given that the typical D&D duration of a Standard Action is 6 seconds (With a Bonus Action taking 3 seconds). That said, BG3 also does things like pausing time during conversations and interactions too. If only for that specific character, meaning you can buff a character, start a dialogue and the buff won't tick down while you're in the dialogue, even if you can select another character and go walking around with them. This with its weirdly fast timers for rounds, can cause some jank with assessing the passage of time.
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member
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OP
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Joined: Sep 2024
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Another entry! In the Bhooooooal! area, there's a ledge with a chest, a greater potion healing, and two of those little fire plants that blow up. You're supposed to either shoot them first, which destroys the healing potion, or jump over and try to grab it, which blows up the plant and destroys the potion, and you take damage anyway.
However, the destroyed potion is like throwing one on the ground, there's now a healing gas field there and you can run through it and conveniently heal up the damage your stupid self just self-inflicted.
I managed to leap over and grab the potion before the stalk blew up. Success!
Here's the underwhelming Well That's Interesting: But the blue heal cloud field appeared anyway. Must be by a script, they never assumed someone could actually get the potion bottle.
Last edited by Shadowbart; 23/01/26 05:02 PM.
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old hand
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old hand
Joined: Nov 2023
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It's plenty easy to get the healing potion. Just enter turn based mode and jump over. Stalks adhere to the TB rules so they won't explode during TB mode until you end your turn. (This is also useful for when saving Baelen and/or collecting the Noblestalk. So long as you don't end your turn within their detonation range, they won't do anything)
But it's as easy as jumping over, enter TB mode, grab the potion and the chest, then jump back to the ledge and turn off TB mode (I usually then drop the chest at the feet of my party and then disarm the trap and pick the lock then)
No need to ever take damage. Unless you disarm the trap by having Karlach detonate it because she only takes 1-2 damage (If she doesn't get the Dex save to avoid it completely) because traps in this game are hilariously terrible and it's often faster than messing around with rolling the D1 the game uses (For me anyway)
I've never seen the effects of the potion occur when actually grabbing the bottle though. So that it occurred for you sounds like a bug.
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OP
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Joined: Sep 2024
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Entry #3 So approaching the creche, there are ways to get through the door after the "incident" with the sweet little gnome, without adventuring the long way around. I found an interesting way, I'm sure it's documented on YouTube. I chug a vault jump, and leap into the cut scene. It occurs as usual, they kill the gnome, and go through the door and close it.
Cut scene ends, I complete my vault, boom! Am in combat with them. I still can't open the door, so one of three things will happen: It will bug out, they will go away and combat will end, or they will enter combat and come back out.
The latter happens. I take care of business, boom, the door is open! But that's not the interesting thing <-- No exclamation So I work my way around backwards back up, and come down through the little leaping closet, open the door, grimishkas attack! But most of my group is still up on the roof. Downstairs I wade into them. But a bunch of grimishkas come up through a bolt hole to the roof! I had no idea it was there! <-- The interesting thing. Lae'zel's up there! I guess she's got some wiffing to do. 
Last edited by Shadowbart; Yesterday at 06:06 PM.
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