Proceeding.
4. Overgrown ruins.4.1. The result of the successful persuasion in conversation with Gimblebock makes no sense. We are both a bit away from the ship and he could hide in the ruins with the rest of the marauders from any monsters that would come from the ship. But he runs away in fear toward the area which is more accessible from the ship than his current position. Please, either change the option to match his reaction, or give him a different reaction to this option.
5. Druid grove. First Interactions.5.1. The cutscene at the gate needs total overhaul. Zevlor cannot issue orders in the Druid Grove regarding their gate. This is a very stupid decision on his part to open the gate after the goblins appeared, he himself creates the danger that they would run inside and kill some of his people. Aradin and his group could run inside while the gates were slightly opened but they didn't and then they tried to lift the gate that is supposed to weight no less than a few tons with their bare hands. The rough scenario for the cutscenes at the gate:
A) Reorganize the scene for the first cutscene. In addition
to 5.1. from here Zevlor and Kanon should be already at the gates eagerly waiting for Halsin return. The Druid Sentinel (Sentry) that actually can open the gates shouldn’t be there, they left for a minute.
B) Aradin and his team are running to the gate shouting “Open the gate! Goblins are on our tail!”. They do not yet see that there is no one who could open the gate.
C) Zevlor meets them with the question "Where is the druid?", because that is practically the only thing that matters to him right now.
D) Aradin may manage to answer and demand Zevlor to call the Druid Sentinel (Sentry), but it’s too late anyway and the goblins appear before anyone even tries to open the gate.
E) Zevlor calls his archers to arms.
F) Kanon makes his grave mistake by running too close to the edge and trying to shoot a goblin, while he is not particularly proficient with a bow or crossbow. Trembling hands, too much time taken to aim and Kanon gets his arrow in the belly from a Goblin Scout and falls off the cliff. Zevlor shouts “Kanon! No!” during the scene and the cutscene ends.
G) During the fight the Druid returns and helps to deal with the goblins.
H) When the fight ends, adventurers, Wyll and our party are standing right at the gate. Zevlor simply looks at the Druid. The Druid whispers something to a birdie, stares at our party as at one more potential danger and activates the gate, while the birdie flies into the grove. The birdie’s task is to tell Kagha what happened, behind the scenes of course.
5.2. The conversation with Aradin and Zevlor inside the Grove needs one more option at the very start of it. Something like "Tell me where to find a healer and then do whatever you want", this should skip dealing with their problems and allow us to actually roleplay someone who prioritises healing over everything else.
5.3. The conversation with Lia, Cal and Rolan looks as if our character has nothing better to do than interrupt some strangers' conversations. It would be better if it was shown that our character was drawn into this conversation against our character's will.
A) Start the conversation automatically when we just pass by.
B) Start it with our characters passing by, Lia, Cal and Rolan shouting their lines and one of them accidently hitting one of our characters (maybe with a dexterity roll), while gesturing too emotionally.
5.4. The animations for Arabella’s parents, Xeph, Amek and Rechel after their cutscene with druids seem to go in the wrong order. They run away first and then play scared animation as if they are scared of something in front of them. Please, change the order of these animations.
5.5. The conversation with Maggran, Jeorna and Mino needs some fixes. The main issue is that Mino acts like a total jerk who couldn’t tell Jeorna about Kagha’s will in advance.
A) The scene should start earlier. Many times they were stopping my character when I was already inside the circle.
B) Mino shouldn’t be there at first. He should run from Kagha with the news.
C) Mino shouldn’t whisper to Jeorna right in front of us something that she will tell us out loud the very next moment. They may have some short and quiet conversation a bit away from us if it was meant to show that they have their own doubts and comments about Kagha’s decisions. Thus, they do not risk that outsiders have too keen hearing and Mino wouldn't look as if he can't talk to us directly.
5.6. Thingmiaq should readdress conversation attempt to Apikusis. He doesn’t give us any information anyway.
5.7. Arabella's death or salvation scene keeps on being a bit clumsy at some points.
A) Kagha’s reaction to successful intimidation is too brief and quick. It doesn’t seem she thinks about our words at all. Even if she only needed an excuse for Oloda, she still should analyze how sufficient this excuse is before accepting it.
B) The nature check option for all classes except the druid is formulated as if our characters just say some nonsense hoping for luck. Saying something like “Aren’t druids supposed to be closer to nature? I don’t remember anything about animals building prisons...” would be better.
C) If we choose to attack in an attempt to protect Arabella it’s an automatically failed attempt. And that’s not good. Our characters have certain intentions, which suggest that they would first hit the snake and then fight everyone else.
5.8. If we provoke the conflict between tieflings and druids one way or another, the Druid Sentinel (Sentry) shouts “The time has come”, as if druids were waiting for this exact scenario and not the end of the ritual. I think it’s better to be something like “They are forcing our hand, so be it.”
5.9. If we take the quest to find Halsin from Rath, the conversation ends right after, even if we didn’t ask him about Nettie yet. Please, allow us to ask about Nettie right after taking the quest.
5.10. The conversation with Nettie about the cure needs some more polishing.
A) She has such animations and sound effects as if she takes the Thorn from some casket on the table, but there is no casket. Please, add the casket to the scene.
B) She waves the Thorn with the lethal venom on it as if it’s nothing special and she’s not afraid to accidentally hurt someone. And then even more, when she decides that she’s not going to kill us with the Thorn, she hides it in her pocket. That’s not the way to treat such a thing. Make her gesture less with her right hand when she is holding the thorn, and have her tuck it back into the casket.
C) When she asks our character to give her their hand, in the case of refusal the reaction and the wording of our character always look as if our character is simply afraid of “needles” and does not suspect that this is something bad.
D) One scenario contradicts others. If we tell Nettie about the telepathy, she will be surprised. If we don’t tell her, she herself mentions telepathy anyway. I suppose she shouldn’t be that surprised when we tell her about telepathy.
5.11. Murdering Zevlor leads nowhere. We should be able to expand the situation somehow, of course with proper reactivity.
A) Suggest to Kagha that we will deal with the rest of the tieflings and demand some reward through intimidation. Something like “I can deal with the rest of the tieflings, but you would need to pay me. [Intimidation] Unless you want them to stay and turn against you, after they will find out that he’s dead”.
B) Persuade tieflings in a conversation with one of them (probably Asharak) to leave the place. Something like “[Persuasion] Zevlor is dead because he didn’t want you to leave. The druids are growing more impatient with each day and may lash out on you. You’re starting to risk your lives more here than on the road”. In the case of success most of them should die on the road and very few of them may meet us again in Baldur’s Gate.
5.12. The dialogue with Lakrissa is a bit inconsistent and the sense of her wager is sometimes elusive as a result. If we go for an optimistic answer, it leads to the bet and everything is fine. But after two other answers she practically changes her mind and talks more optimistically herself, and then we still can get the wager and be accused of being too optimistic, while being not even slightly more optimistic than her.
A) Add something like “One or two of us, maybe” at the end of the second line about Baldur’s Gate for both cases. So she would sound much less optimistic.
B) Replace her line “I’ve seen what the goblins can do to a vulnerable caravan, so I’m not as confident” with something like “I’ve seen what the goblins can do to a vulnerable caravan, so I dare not hope for our survival”
5.13. The check against Harpies song in the cutscene with Mirkon and Harpies does practically nothing. The fight starts anyway, Mirkon always goes closer to the Harpy, our companions use their own separate checks and fail them behind the scenes. And if we fail we just get lured by the song for a round or two. So let’s expand the cutscene a bit.
A) If we fail we should go to the Harpy with Mirkon.
B) The failure or success of our companions should be shown in the cutscene. You may even make their results predefined as for Mirkon.
C) If we succeed we should be able to knock prone one of the lured characters of our choice, so they won’t come close to the Harpy.
5.14. Danis and Bex look at our character, talking to each other, and then act as if they just noticed our character. Please, turn them away and give them some animations as if they are packing things at the start of the dialogue.
5.15. Why can't we even try to ask Zorru about the Gith Patrol, when we don’t have Lae’zel with us? Please, allow us to question him ourselves and tell Lae’zel that we got the information.
5.16. Please, add some reaction from Alfira, when we choose to sing loudly in the conversation with squirrels.