Demetrios1453
Hero
Pool of Radiance (Part 44): The Buccaneers' Base (Part 3) - Buccaneers' Base completed!
Faced with a large group, Brin will do what she can to thin their ranks.
Not an ideal center point, but it will still damage a good number of them.
Bragir follows with one of the few spells he has left.
That will get us a good sized group and hinder foes trying to get around that wall.
Brother Baltor gets in on the action, trying to take out some of the higher level foes immediately in front of the group.
All of this clears out a good number of them, but there are still a lot left, and now they start moving around and flanking - indeed, my group is basically surrounded by the end of the first round.
Time to break out the melee weapons.
And do some further crowd control.
Bragir pops off his last remaining spell.
Things are still a bit hairy, but we've managed to incapacitate quite a few.
(Note that one of the 30 HP foes succumbed to that last sleep spell, which was a pleasant surprise)
Totally out of spells and having several foes around him, Bragir pulls out his two-handed sword.
Brin, meanwhile, still has a few spells up her sleeve.
Time to take out some of those incapacitated foes...
It's nice to take out one of the foes with more HP in one shot like this...
Having noticed that the 30 HP buccaneers are susceptible to sleep, Brin casts it again.
The tide has definitely turned. Now the ones who aren't incapacitated decide discretion is the better part of valor and start running for the hills.
The ones who ran actually escape, as I'm far too busy dealing with the remaining leaders and the few remaining incapacitated mooks.
Bragir has moved down, and since he has fighter levels...
...he's mass murdering the sleeping foes.
Soon, we're down to just one leader, who still hadn't been hit up until this point. Baroness Bella hits him first, which leaves him open to something I've been wanting to do from the game's start...
OH YEAH! BACKSTAB, BABY!
It's so tough to set up, but it's sooooo satisfying when you pull one off. You have to hit a foe (and in PoR, it can only be a single-square foe) with one character, and then, in the same round, move your thief around to be exactly opposite the character that hit the first blow. It's hard to set up since if there are still a lot of foes around, they'll swarm your unfortunate thief, and there are no nifty withdraw moves a 1e thief can do. Beyond that, figuring out facing when icons in the game only have two positions (facing left or right) and when rounds end make it tough to get all the stars in alignment. But I got it here, and as a result this fight is finally over.
Let's see what loot this group had.
Uh... that's a lot of magical loot here. We're used to seeing maybe two or three magic items at most, and this one even continues on to another page! While this will become a common occurrence in later games, so much so that we'll just nonchalantly abandon mounds of magical loot because "they're only +2 items", we need to grab as much of it as possible now so we make a tidy profit. Unfortunately, all of them are +1 items, so there aren't any upgrades here.
The first thing we'll do is drop all that plate we had gathered up in the previous fights. Plate may sell for a tidy sum, but it will pale in comparison to this magical loot.
After rearranging inventory and dropping as many useless and/or cheap items as we can (no real need for my melee to have arrows!), we are still forced to leave a few items behind. I'm guessing that the magical chain will sell for more than the magical longswords, so they're what I'll be forced to leave behind.
Sadly, no.
Having gathered our treasure, we look around to see what else the buccaneers may throw at us.
Victory! And even better news, we gained have enough XP for someone to level!
(Also, the party took surprisingly little damage after four straight fights, with the last one being surrounded)
And, for Brother Baltor, that's as far as he will get in this particular game as cleric. The games in this series have level limits for each class, but, frustratingly, they're not all the same level for each class, nor are they near a common XP limit. Fighters and rogues can advance much higher than clerics and magic users:
So my magic-users are close to their limit as well, while Buffy and anyone with a fighter level (and paladin and ranger, since we're modding things a bit to allow them in this game) will still be able to advance for some time. Thank goodness for my multi-classes, or the cleric and magic-users would have hit their caps a while back! The good news is that XP is still tracked after hitting the cap, so they will (likely) be able to immediately level up once we're in Curse of the Azure Bonds. And thank goodness for GBC, since in the vanilla games, if characters had enough XP to gain 2 or more levels at the start of a new game, they would be able to gain only a single level, and then lose all XP beyond 1 XP below the next level (the games lessen the insult a bit by offering easy combats in the starter areas to gain enough XP to get that second new level, but you'll still have likely lost a significant amount of XP); GBC just lets you level up as far as you have XP for at the start of a new game.
Anyway, having leveled up, it's time to leave this den of iniquity behind.
Once you leave, the square basically is empty. As shown below, I had left the square with the base icon and then re-entered it, and nothing happens, not even a text saying it's abandoned.
Back to the boat, and back to Phlan!
First stop - the store. We have a stupendous amount of magic items to get rid of this time.
Aha! I was right! The magical chain does sell for more than the magical longswords.
After disposing of all the loot, and buying arrows (including for our melee who dropped theirs to pick up magical loot) our group funds are quite impressive indeed!
No need to even worry about the gems and jewels, we'll go buy our last fine longbow outright with cash!
Or funds are a bit worse for wear, but still quite impressive.
Next - off to see the City Clerk!
Trinkets?
That looks like it's going to be an impressive amount of trinkets!
Not bad.
"Trinkets" indeed?
The scrolls are, again, two copies of restoration each. We're going to need all this anti-undead stuff here very soon. Only the Zhent Outpost is between us and the graveyard now.
And, for now, that's it for the City Clerk. When we check for any new commissions:
So, we go to rest up, and then it will be time to go visit the Zhent Outpost. We'll start that adventure in the next post!
Faced with a large group, Brin will do what she can to thin their ranks.
Not an ideal center point, but it will still damage a good number of them.
Bragir follows with one of the few spells he has left.
That will get us a good sized group and hinder foes trying to get around that wall.
Brother Baltor gets in on the action, trying to take out some of the higher level foes immediately in front of the group.
All of this clears out a good number of them, but there are still a lot left, and now they start moving around and flanking - indeed, my group is basically surrounded by the end of the first round.
Time to break out the melee weapons.
And do some further crowd control.
Bragir pops off his last remaining spell.
Things are still a bit hairy, but we've managed to incapacitate quite a few.
(Note that one of the 30 HP foes succumbed to that last sleep spell, which was a pleasant surprise)
Totally out of spells and having several foes around him, Bragir pulls out his two-handed sword.
Brin, meanwhile, still has a few spells up her sleeve.
Time to take out some of those incapacitated foes...
It's nice to take out one of the foes with more HP in one shot like this...
Having noticed that the 30 HP buccaneers are susceptible to sleep, Brin casts it again.
The tide has definitely turned. Now the ones who aren't incapacitated decide discretion is the better part of valor and start running for the hills.
The ones who ran actually escape, as I'm far too busy dealing with the remaining leaders and the few remaining incapacitated mooks.
Bragir has moved down, and since he has fighter levels...
...he's mass murdering the sleeping foes.
Soon, we're down to just one leader, who still hadn't been hit up until this point. Baroness Bella hits him first, which leaves him open to something I've been wanting to do from the game's start...
OH YEAH! BACKSTAB, BABY!
It's so tough to set up, but it's sooooo satisfying when you pull one off. You have to hit a foe (and in PoR, it can only be a single-square foe) with one character, and then, in the same round, move your thief around to be exactly opposite the character that hit the first blow. It's hard to set up since if there are still a lot of foes around, they'll swarm your unfortunate thief, and there are no nifty withdraw moves a 1e thief can do. Beyond that, figuring out facing when icons in the game only have two positions (facing left or right) and when rounds end make it tough to get all the stars in alignment. But I got it here, and as a result this fight is finally over.
Let's see what loot this group had.
Uh... that's a lot of magical loot here. We're used to seeing maybe two or three magic items at most, and this one even continues on to another page! While this will become a common occurrence in later games, so much so that we'll just nonchalantly abandon mounds of magical loot because "they're only +2 items", we need to grab as much of it as possible now so we make a tidy profit. Unfortunately, all of them are +1 items, so there aren't any upgrades here.
The first thing we'll do is drop all that plate we had gathered up in the previous fights. Plate may sell for a tidy sum, but it will pale in comparison to this magical loot.
After rearranging inventory and dropping as many useless and/or cheap items as we can (no real need for my melee to have arrows!), we are still forced to leave a few items behind. I'm guessing that the magical chain will sell for more than the magical longswords, so they're what I'll be forced to leave behind.
Sadly, no.
Having gathered our treasure, we look around to see what else the buccaneers may throw at us.
Victory! And even better news, we gained have enough XP for someone to level!
(Also, the party took surprisingly little damage after four straight fights, with the last one being surrounded)
And, for Brother Baltor, that's as far as he will get in this particular game as cleric. The games in this series have level limits for each class, but, frustratingly, they're not all the same level for each class, nor are they near a common XP limit. Fighters and rogues can advance much higher than clerics and magic users:
So my magic-users are close to their limit as well, while Buffy and anyone with a fighter level (and paladin and ranger, since we're modding things a bit to allow them in this game) will still be able to advance for some time. Thank goodness for my multi-classes, or the cleric and magic-users would have hit their caps a while back! The good news is that XP is still tracked after hitting the cap, so they will (likely) be able to immediately level up once we're in Curse of the Azure Bonds. And thank goodness for GBC, since in the vanilla games, if characters had enough XP to gain 2 or more levels at the start of a new game, they would be able to gain only a single level, and then lose all XP beyond 1 XP below the next level (the games lessen the insult a bit by offering easy combats in the starter areas to gain enough XP to get that second new level, but you'll still have likely lost a significant amount of XP); GBC just lets you level up as far as you have XP for at the start of a new game.
Anyway, having leveled up, it's time to leave this den of iniquity behind.
Once you leave, the square basically is empty. As shown below, I had left the square with the base icon and then re-entered it, and nothing happens, not even a text saying it's abandoned.
Back to the boat, and back to Phlan!
First stop - the store. We have a stupendous amount of magic items to get rid of this time.
Aha! I was right! The magical chain does sell for more than the magical longswords.
After disposing of all the loot, and buying arrows (including for our melee who dropped theirs to pick up magical loot) our group funds are quite impressive indeed!
No need to even worry about the gems and jewels, we'll go buy our last fine longbow outright with cash!
Or funds are a bit worse for wear, but still quite impressive.
Next - off to see the City Clerk!
Trinkets?
That looks like it's going to be an impressive amount of trinkets!
Not bad.
"Trinkets" indeed?
The scrolls are, again, two copies of restoration each. We're going to need all this anti-undead stuff here very soon. Only the Zhent Outpost is between us and the graveyard now.
And, for now, that's it for the City Clerk. When we check for any new commissions:
So, we go to rest up, and then it will be time to go visit the Zhent Outpost. We'll start that adventure in the next post!
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