Last time, we shuffled NPCs, smashed an ore poisoning operation and traipsed around half the sword coast after getting literally conned out of a quest reward.
Gavin automatically says this because we have the corpse of the Giant Spider from Beregost in our inventory, even though it's in an extra-dimensional hole and he has no feasible way to know this, having just joined us.
You remember Gavin, right? I hope so. We're about to get
very well-acquainted with him. But in the meantime, we might as well sell off more shit at the temple since we came all this way.
See that wizard in the upper left there? He's important.
Dialogue said:
: Good day to you MorningLord.
: Good day to you as well, Will.
: What? No, I didn't know about Will's Flail. Tell me more.
: Very well, then. If you can find a rogue stone, it would be possible to add that component to the flail and with the right spells, Will's flail would be much more powerful.
:
A lot of mods treat crafting in BG1 this way. "Find gems and gold and rub it on the item to make it a better version of that item." At least in BG2, you were putting together different pieces of a broken thing. ...Most of the time, at least. In any case, your efforts are usually better spent selling the stuff they want you to get so you can buy ludicrously cheesy stuff at places like the Friendly Arm. But you didn't need me to tell you that.
: Okay, we will have to get back to you on this.
This ends his dialogue, so we have to talk to him again in order to sell shit to him.
We make about two grand off of this exchange. A lot, but not enough to make it worth blowing money on the mod stuff in his inventory. It's good, but not *that* good.
Time to make one last stop at Feldepost's before our grand exit of Realmspace.
Specifically, we're here to kill this bastard, because I want to be ready to take care of the bandit camp when I get back.
Dialogue said:
: Perhaps you could tell us WHY you are in such a hurry?
: I'm not gonna tell youse guys anything. Git outta my face.
: You won't be rid of us that easily. We know you're up to no good. Now tell us everything you know.
: Ya know what I'm up to, eh? Well, maybe somethin' ya don't know is my magic skills. Ya might not believe me, but if you ain't outta my face in the next five seconds, I'll blast ya to kingdom come!
: You?! Wielding magic!? We can't suspend our disbelief that much. Come along now and surrender, or we'll have to hurt you.
:
I just love all the options for bravado in the original game, especially when they're mostly justified.
: I warned ya, now you pay the price!
Tranzig opens strong by buffing himself, but he's outnumbered and outgunned.
Also, after finally getting properly into Mass Effect, it occurs to me that the very concept of ass wolf's class is just a giant Mass Effect reference. I'm not sure how to feel about that.
Dialogue said:
: No mercy for such as you!
:
Sorry, Tranzig, but we want your XPs
: I'm not gonna go down without a fight!
Tranzig dies horribly. Also, we finally level up and gain the power to cast Knock, which will be a godsend whenever we're running around without a thief.
This is what makes Gavin special. We've met several mod NPCs so far, but Gavin is, to my knowledge, the first among them to be a big-shit-deal Romance NPC with a reasonable following. Of course, I didn't know this while recording, so as you can imagine I fuck everything up.
Dialogue said:
: All right. Why don't you introduce yourself properly.
: I've said that I'm a cleric of Lathander. I was born in Ulgoth's Beard, but I entered the service of the temple as a novice when I was twelve. Can it really be sixteen years ago? Anyway, I have been a Dawnbringer, or full priest, nine years, now.
: So why did you become a cleric?
: It is rather unlikely, isn't it? My parents were certainly never overly religious. But I always had a strong reverence for Lathander, though, and felt his presence in my life moreso than any of the other gods my family worshipped. My mother worshipped Lathander especially, though, so maybe that isn't so strange. Shortly before I joined the order, I found that with Lathander's power moving through me, I could do things other young people my age could not. But how about you?
: Well, you know my name is Archwizard Hank, and I was raised in Candlekeep by a sage named Gorion. It was a fairly typical childhood really.
: That is one of the best childhoods a person could have. Did you like Candlekeep?
: No, it was a bore. It was a small town with nothing to do. I'm glad to be out of there.
: Well, we're certainly seeing the world, now.
Now I know what you're thinking. "Archwizard Hank, you glorious bastard, you've made us read your book and now you expect us to really believe that this NPC is somehow a bigger shit deal than all the other ones that behave exactly the same way?"
Fuck yeah, I do. You have to understand, there's a certain
je ne sais quoi to it. That unidentifiable
stank to Gavin's dialogue. If you aren't paying attention, you'd just think he's another NPC like all the others, his banters getting lost in an ocean of static noise. But if you really pay attention, and I mean really
really pay attention, you start to see that he's...
Spicy.
Also, while we're here, we might as well trash our reputation a bit by getting Algernon's cloak.
Our Charisma was already stupidly high. The cloak is just a formality to fill the slot for lack of anything better. By the hypothetical end of this LP, most of our stats will have breached the 20s and we'll be a master of halberds.
Gav is probably supposed to go hostile or leave here, but another mod I'm running that clamps down on the way NPCs respond to rep probably stops him. I still donate some golds to the church because I want him to shut up and I'm still programmed to work with the vanilla mindset of keeping NPCs from leaving.
While we're in the area, we also might as well tie up the business with the ore poison once and for all.
Dialogue said:
: Berrun Ghastkill suggested you might be interested in examining this vial. It is a poison that was used to taint ore from the Nashkel mines, causing problems with the iron along the sword coast.
: A remarkable compound. It must have taken a skilled alchemist to concoct this. I may be able to formulate an antidote to salvage some of the current iron stocks, although I doubt it will be sufficient to resolve the current crisis. Leave it with me, and I will contact Taerom if I have any success.
Additionally, while we're here, we get
Travel Cloak said:
:
The Travel Cloak is a lightweight garment that gives added protection against the elements. Furthermore the cloak gives a bonus to AC.
STATISTICS:
Armor Class: +1 bonus
Special: 20% resistance to cold and fire
Weight: 3
Not usable by:
Fitting, since we're about to head about as far away from here as humanly possible.
I hope you kept that wizard in mind, because this is where things get wordy.
Dialogue said:
: Sure, why not?
: Thank you. I am the resident wizard of Restenford. It is a small town on the Isle of Lendore. Normally things are very quiet in our little fishing town. However, lately there seems to be problems that I have not been able to identify. Some caravans have not arrived. Also, the few travelers that have come to town have talked about hobgoblins, gnolls, and other assorted creatures harassing their travels. While I don't claim to think the isle is free of these beings, I am concerned about the growing problems they may be causing. We do have some old ruins and caves in the area that they may be hiding in. Unfortunately, I don't have the time to look into this matter. There seems to be some greater issues with the Baron's family that I must attend to. So, sir? Will you help us?
:
Our options are "Yes," "No," and "Maybe, but I'm a giant idiot, can you maybe repeat what you just said?"
: Yes.
: Wonderful. I won't bother updating your map. Since we are located off the mainland, you would need a ship to get there. So I will transfer us there.
This is it. The moment I've been dreading since the LP began.
...Well, one of them. But it's a big one. Bigger than the gold, that was just me being a pansy.
Dialogue said:
: You will find me either in my home or at the tower I have in the castle. Please let me know when you find anything unusual. When you are ready, I will send you back to the temple.
We're not, as the saying goes, in Kansas anymore. Welcome, thread-goers, to
For those among you who were hardcore enough to recognize this was what we're doing the minute Pelltar showed up, my hat's off to you. For those among you who're deep enough in the mod scene to recognize this the minute I mentioned fucking
Greyhawk last update, I'd personally like to get in your headspace because what the
fuck man
And for those among you who were born yesterday and think TSR stands for The Spriter's Resource, I'm afraid you won't be getting a history lesson today. But I'll delve into just what Bone Hill is supposed to be, because it's kind of important to the context of this update.
The L series of modules were adventure modules written by the aforementioned
Lenard Lakofka in the 80s. This mod is based on L1:
The Secret of Bone Hill and L2:
The Assassin's Knot. These modules were supposed to be part of a trilogy, but L3:
Deep Dwarven Delve was caught in publishing hell until 1999 and, sadly, isn't in this mod. There's also an L4 and an L5 but fuck that noise
It's worth noting that in their time, the L series weren't highly regarded. The back cover to
Bone Hill was allegedly deliberately botched by artist
Erol Otus because he didn't care for it. Reviewers panned it for being less of a module and more of a mini-setting.
Robert Kern of Ares Magazine said:
The good news is that TSR is publishing a new module for low level characters. The bad news is that it might require a more experienced DM to overcome its omissions and shotgun method of presenting information.
The Secret of Bone Hill is not a good mod. It may, in fact, be one of the worst mods I've ever played. It'd be a top contender for worst
game I've ever played if it weren't running on the engine code of a CRPG demigod and I hadn't played
"Life is Strange." Seriously, tank controls can eat my balls.
I went into this mod completely blind, which is unusual. Most of the vomit I've been exposing you to has been playtested, usually over multiplayer with my best friend. We tried playing Bone Hill for a bit, but it just wound up being the most dull, lifeless, confusing experience on the planet, and we hated every minute of it. So I usually just left it to rot, but I figured this thread just isn't complete without it. There had to be
some way to finish it.
The central problem is that Bone Hill doesn't keep your journal updated, so a lot of what you have to do is guesswork. "But Archwizard Hank!" you say, frothing at the mouth with grognardian rage, "that's the point! It's an old school PNP module experience, you're supposed to jot these notes down yourself!"
Sure, fair enough. Manually jotting down a journal can be a fun and rewarding experience. I've played Ultima, it's a great series.
Here's where the points diverge, though. Ultima was written by people who knew what they were doing and
wanted you to beat the game. Or at least the later games were, with 1 through 3 it's kind of expected now that you'll be using a FAQ because the games don't actually tell you anything.
But that aside, the general point is that when you ask an NPC for directions to another NPC or a place in an Ultima game, as long as they're someone that should reasonably know that information, they'll probably point you in the right direction. You'll at least be given a name of a town or a dungeon, and you can then use
that information to ask around for exact compass directions if you have to. Never, at any point, do you feel
lost.
In any case, I've said enough. I need to actually
show you what's wrong.
And as a final footnote to all of this before we dive in, here's where we are in the World of Greyhawk™. The mod wants to pretend we're "somewhere off the mainland," but we're here.
It doesn't get much more remote than being an ocean away from a place called "Dullstrand."
So for this update, I considered turning this into a visual walkthrough, because that's what I wanted while playing this. I even considered doing occasional in-character play-by-plays in which a fictional DM and some players run a Bone Hill "campaign" based on the logic of this mod. But after finally sorting through the footage, I realize that this mod just doesn't fucking translate nicely. I'm going to be posting area maps to make this as helpful as possible to whatever hapless idiot plans on playing this in the future, but otherwise I'm going to present this like every other update -
as-is.
First things first, though, let's get a dream sequence out of the way.
We awaken to the familiar and unwelcome chatter of NPCs.
Dialogue said:
: Thou must surely be joking! I would never relate a tale to a hamster.
: Please? Pretty please? You could tell Boo about that time you went for a swim in the Lake of Dragons, and Orovar stole your clothes and then...
: Minsc! Thou would not dare to... ahem... I mean 'tis not a proper story for such a young hamster. I would tell him "The story of the Princess Swan and her Candy Castle".
: Peanut Castle. I think that would interest Boo more.
: Indeed. So, once upon a time the beautiful Princess Sunflower Seed went to a dance to the Sunflower Dale in the Peanut Forest-
One thing you might've noticed in the area map up above is that there are no markers. It doesn't help that the map itself is made from butchered vanilla tiles, so nothing inherently stands out. It's nice that the map isn't a straight-up recycle of a map that *already exists,* but it's still difficult to tell what is and isn't an important building.
This is the personal mansion of Pelltar the Wizard. He's only here half the time.
We have to talk to Pelltar every time we want to continue the quest. It's often unclear when we're supposed to, and we can't leave this universe until he lets us. Also, if we choose the first option before we've cleared the right objective, the scripts get buggy and we'll never be able to leave.
Over here is one of two stores in town. It's also one of only four places on the map with a sign you can examine, and you only have to come here for the plot once.
This particular building has two levels. Up top is Smyth, who sells an assortment of overpriced magical crap.
We'll be getting that Rod of Reversal before we leave Lendore, but at the moment most of his stuff is out of our price range.
Downstairs is Alton, who sells very nearly every armor in vanilla BG1. Pretty much the only thing he doesn't have is the Full Plate +1 or any of the shit you find at Durlag's.
But his main attraction is his assortment of stat boosting gauntlets. We grab another set of Gauntlets of Dexterity to boost Minsc's shitty DEX score of 14, and a set of Gauntlets of Ogre Power for Gavin even though 16 isn't an altogether horrible STR score.
Dialogue said:
: I appreciate Minsc's company myself. And yours. Truly, I consider both of you my friends now, even if I have not known you for long.
: That is my feeling towards thee as well. On the road friendships are quickly forged and cemented firmly by the challenges comrades face together.
Right out of the gate, it's unclear what to do and where to go. Pelltar told us to "explore around" and that there are "ruins and caves in the area," so we're heading south for lack of any other obvious direction.
The map exit drops us here, but it isn't anywhere on the world map. This is a recurring problem in Bone Hill; most of the plot critical areas are somewhere on the world map, but a not-insignificant number of them are tucked away in places you have to guess the location of.
This is the "burnt guard barracks." The marker is just an indicator of where the exit back to Restenford is. We have to come here twice.
According to this mod's logic, the MS-Paint spray tool is "ash."
Aside from recycling vanilla tiles, Bone Hill also occasionally recycles tiles from other isometric games; mainly Arcanum. It usually doesn't work, partly because it's obvious the tiles don't belong and partly because the "camera angle" of everything in Arcanum is just slightly more askew than everything in BG1.
It's especially noticeable downstairs in the cave, where stuff like the furniture isn't entirely flush with the wall.
Instead of journal updates, Bone Hill will occasionally generate text floats once you've cleared a seemingly arbitrary threshold.
This becomes a bit of an issue, because these floats are often tucked into little corners of the map, and Bone Hill's maps are huge.
Once you've killed all the rats in the upper quadrant of this map and looted the treasure trove, this part of the quest is flagged as "completed."
We're done with the burnt-out barracks for now. Keep this abandoned house in mind.
Heading out directly west of Restenford takes us to the local temple.
It's a generally nondescript hilly area, but it's also the most important place in the mod. If we don't complete the final plot critical events here, we can't leave.
Granted, the same could be said of all the areas in this mod, but this one stands out in my mind and you'll eventually see why.
Dialogue said:
: Tell me about Phaulkon, if you could.
: Phaulkon is the god of rangers and druids. His teachings are to care for the wilderness.
: Oh! Boo and Minsc like him already.
: He also controls the weather. So you see, in Restenford, he is worshipped by all. The farmers, the fishermen, and merchants alike are affected by his presence.
:
The book makes more references to a "Church of the Big Gamble" than this place, but sure.
: Could I see your services?
: Of course, my brother...please come with me.
The priesthood of Phaulkon just has the usual temple services. No off-the-wall mod items. Smyth and Alton's stuff is as crazy as the mod items get in Bone Hill - at least the ones you get to keep.
There's also a guard barracks just south of the temple. There are several of these scattered across the greater Restenford area, and they all use this exact same map. The only difference is in the generic treasure you find in the chests.
It's worth noting that Bone Hill isn't consistent about what is and isn't a container you can loot. The priests didn't mind when we ransacked the shelves and tables right in front of their faces, but perusing the chests in any of the guard barracks sends off an alert. Which I mean yeah, they're guards, but still.
The entire point of looting the barracks is to get GP, and killing him turns everyone in the mod hostile.
We reload.
He was just a clone. He won't be missed.
After ransacking our first garrison, we make our way west and get smashed over the head with some more character development. Did you get that Gavin is arachnophobic yet? I don't think you did.
Here's the area map, by the way. If it seems like I'm jumping around a lot and just giving you the highlights - and I mean
moreso than usual - it's because I totally am. Bone Hill is a fucking
empty mod; most of the content is backloaded on the end, and the rest of the mod is spent wandering around maps like this where you have a mostly empty half of the map with sparse enemy spawns and the other half filled with generic NPCs who aren't worth talking to.
The barracks are the white building just to the lower right of the temple complex. There are two temples, but both have the same merchant with the same dialogue.
The south road leads to "Garrotten," which we can't access right now because it's content from L2. The map marker is the exit to "Tri-Top." Nowhere is there a marker for the only
truly important place on this map we have to go: the Graveyard.
Still lacking real direction, we head to Tri-Top.
Tri-Top is a mountainous region filled with horrible enemy formations and little else.
Gavin is here too.
Dialogue said:
: I don't have any friends. I never did.
:
: How about your current companions?
: Some of them are all right. I just make friends slowly.
: As long as you get there in the end. It's good to have friends near, even if it does take a while to make them.
: I agree. But where are your own friends?
: True, I am away from family and friends, apart from yourself. I still keep in touch with my family, of course, and most of the friends I've made over the years, but sometimes, you need to do things alone. The rest of my friends will understand.
: Isn't that a rather big assumption?
: I never thought it was, but I could be wrong.
I wasn't kidding about the horrible formations.
Tri-Top gets its name because it's literally just three little hills clustered together, or at least that's the theory. The book doesn't actually tell us why Tri-Top is named Tri-Top, and the map in the game is more or less an exact copy of the Xvart Village map which
kind of had three hills, except now there are fewer interesting things going on.
There are two caves on the map. This one in the lower left corner is surrounded by corpses and wolves.
There are even more wolves inside, but killing them doesn't progress the plot.
The village is covered with gnolls.
The second cave is right behind the village and has these clowns loitering inside.
I've mainly been leaving out enemy deaths, but a legit gib critical from a sorcerer is hot shit.
We're done with Tri-Top now and forever. We can tackle the titular Bone Hill or the Reddy Forest, but since we still lack a clear direction, let's head to the Reddy Forest.
The Reddy Forest is a painfully empty place with one or two plot-relevant people scattered deep inside. It's like Tri-Top but without hills to make traversing it geographically interesting.
Dialogue said:
: Thou knowest much of foreign lands.
: I like to read about them. Find out what I've been missing. But here's the interesting part: no boys allowed. Any man gets caught with a spellbook, he has to choose between exile or execution. That about right?
: 'Tis so, yes.
: Any logical reason for that? Because I'm reminded of a certain other race.
:
Vynd completely destroys Dynaheir here. She's just an innocent damsel in distress in the vanilla game, but all this lore shit the mods are bringing in just paints her to be part of this ludicrous group that's only at odds with the red wizards of Thay because they created that problem in the first place. No, seriously, think about it. There wouldn't be any Red Wizards if the Wychlaran just let dudes on the team. This is stupid. Well, never fucking mind. For what it's worth, I still haven't played Mask of the Betrayer. Heresy, I know.
: Where doth this lead, Vynd? Am I to be blamed for my nation's customs?
: Do you follow them?
: 'Tis not my place to decide-
: Yes, then.
It's not like we really needed another reason to side with Edwin, but we've just been given about a thousand.
The Reddy Forest is mainly populated by bandits and hostile canines.
Near the eastern exit is this man trying to construct a Stonehenge. Keep him in the back of your head.
Dialogue said:
: Not really, are you playing with rocks?
: This is a new druid grove. We do not want outsiders. You disturb the balance with your transgressions.
: Balance, eh? Okay, wacko, we are leaving now.
Near the western exit is this lady.
Dialogue said:
: What? More? Oh. You obviously aren't a wolf.
: No, nor am I a werewolf, just in case you were going to ask that next. Greetings, I am Archwizard Hank. Looks like we just missed the fight.
: Yeah. I think that is the last of them. Ugh, I think I need to find a cleric though. Do you have any healing potions I can use?
: Yes, here you go. (give her a healing potion)
:
We also have the option to give her a Potion of Extra Healing or charge her 50 GP.
: Thank you. I feel so much better now. So what brings you to these god forsaken woods?
: We are adventurers.
: Well so far, this island has been an adventure I could do without. I should have never gotten on that boat to come here.
:
Ah, so you're from Dullstrand.
: Things haven't gone well?
: If you call getting all your money stolen, getting lost in the woods, and having every hungry animal in the area try to eat you a good time, you are crazier than anyone else I know.
: Sounds like a typical day for an adventurer.
: (She laughs) Yeah, maybe you are right. I was on my way to Garrotten but once I got off the road to camp, I couldn't find my way back.
: Garrotten is south of us. Head that way. (point out the correct direction)
:
If you've been playing the mod at all like I have, this is the first time Garrotten is even brought up by an NPC. There is no way we'd possibly know the correct direction, let alone that it's south of here.
: Thank you again. Perhaps someday we will meet again.
And deep in the middle of the forest is this guy.
Dialogue said:
: Greetings, I am Archwizard Hank. We are adventurers.
: Ah, adventurers. Out and about, doing tedious quests, saving people too stupid to save themselves. That sort of thing?
: We do good things here! All will remember the heroes that are Minsc and Boo and Archwizard Hank!
: Well if you want a quest, how about heading southwest of here and clearing out that old ruin.
: You mean Bone Hill?
: Yes, there is an abandoned castle there, except is isn't abandoned anymore. I passed by and thought I might look around but there are hobgoblins all over the place.
: Hmm, I wonder what hobgoblins are doing there?
: Exactly my point. They aren't the smartest of creatures, and normally they live in caves and small huts. So why are they housed in a castle?
: Interesting. Maybe we will look into it.
: You do that.
For the first time this whole mod, we finally have a clear and unmistakable heading.
In the upper left corner of the map is Tolvar here.
Dialogue said:
: I'm a complete failure. Please leave me to my self pity.
:
This ends the dialogue, so we have to talk to him again.
: What? Can't you see how worthless I am? Leave me alone.
: Why are you worthless?
: What do you care?
: I don't know if I do care, yet.
: Look, I have been trying to hook up with anyone that needs a wizard. The last group left me here to die.
: Why?
: Because. Because, I'm no good. I don't know much and the few spells I know I fail at.
: Really?
: Well... I choke under fire. We were attacked by some gnolls, and I couldn't get the spell out. I just stood there like an idiot.
: Sounds like you need some better training.
: Training? Who would want me as an apprentice?
: Down in Restenford, there is an old wizard named Pelltar. He has several apprentices working for him. Maybe he has room for one more?
: Hmm, I haven't been there yet. Okay, I guess it can't hurt to go find him. Worse that can happen is he laughs at me. Thank you.
We get 1,000 XP for doing this, and Tolvar gets permanently moved to Pelltar's mansion.
With all of that done, we won't have to return to the Reddy Forest for a while. We have a heading, so let's head.
Bone Hill is a 1:1 carbon copy of the De'Arnise Keep, except without any of the story elements that made De'Arnise interesting.
This Skeleton Warrior is the only valid threat on the map, what with his auto-fear. I expected more of him, so the next hour or so of footage is just me mowing down hobgoblins with the killsword.
That's a Bronze Horn of Valhalla. Unfortunately, we can't keep it. (I think.)
This is where the secret entrance to De'Arnise normally would be. Since Bone Hill isn't about subtlety, there's no entrance here and we have to storm the front entrance.
Dialogue said:
: Of course. What dost thou?
: Hmm? Oh, this! Just a sketch. That tree is rather curiously shaped.
: Indeed. May I see thy rendering?
: If you like. It isn't finished yet, though.
: 'Tis a faithful likeness, indeed.
: Thank you. I have noticed that you, too, have an eye for natural beauty.
: The Wychlaran treasure learning, but they also value loveliness, whether in nature or captured by art.
: An admirable philosophy.
There were hobgoblins guarding this door, but they wouldn't have been much of a challenge even if we pretended to give a shit.
Usually, mods are a pain in the ass because they throw too many high level encounters at you and expect you to deal with them somehow. I guess I should be thankful that Bone Hill is the opposite, but there's just *so much* of it. Goddamn.
This is it. The belly of the beast.
This is such a thorough copy and paste job, they forgot to change the description for the master key.
Left behind in a fireplace is...
Telvar's Spellbook said:
: This is Telvar's spellbook. All of his spells are stored inside.
This sturdy container allows dozens of scrolls to be placed in it, safe from exposure to fire, rain, or lightning -- common hazards faced by any adventuring wizard.
All of the plot-relevant wizards in Bone Hill have a spellbook you can find somewhere with a metric shitload of valuable spell scrolls inside.
It's also worth noting since we're doing item descriptions that all the hobgoblins here drop...
Arrows of Healing said:
: In times past, innovative adventurers under pressure resorted to firing arrows dipped in healing solutions at their companions to save their lives. The arrow would cause damage, though the healing solution would heal it, and other wounds the target may have had. This is a dangerous practice, as the initial shock of the arrow impact may cause death, which the healing solution can not reverse, and so the practice has remained in use only by desperate people in desperate situations.
STATISTICS:
Special: Restore 18 HP
Damage: 1D6
Damage type: missile (piercing)
Weight: 0
Launcher: Bow
Not usable by:
Cleric
Druid
Mage
I might've covered the arrows of healing already, I might not have. Fuck if I know. The upshot is they're free money.
Telvar is over in this living space.
Dialogue said:
: Dead. Who are you?
: I am the guardian of this keep.
: Guardian?
: Yes. Yes. I was sent here to look for a ancient magical item. Perhaps you have seen it? It looks like a bronze horn.
: Who sent you?
: Why, the overlords of course. Yes, this will be a new castle for them to help protect the area. But we need that horn.
: I have the horn right here.
: Oh, goody, goody. Be a good boy and bring it here please.
: Uhm, how about you telling me what is so important about this horn?
: Well if you must know. It will allow the overlords to call to other castles for support. Excellent idea, eh?
: Yes it is, but I am going to keep the horn instead.
: What?!! You nasty little pup. You shall all die for this!
Telvar summons hobgoblins to aid him, which is mildly annoying.
The wizard and the hobs slain, the only place of note left is the basement.
This goon is lingering around where the corpse of Nalia's father normally would be.
Dialogue said:
: Sorry to disappoint you but we are not your "food".
: No matter, your warm blood will do just fine. Attack!
Alright, I lied a little bit before when I said the skeleton warrior at the entrance was the only valid threat. I forgot about the
goddamn fire giant in the basement. How'd he even get in here?
The original entrance floor to the De'Arnise Keep is still here too, but there just isn't much to it aside from more hobgoblins and more trash loot.
We can't use the forge for anything...
And we can't use the secret entrance because it's now a "closet."
Dialogue said:
: Everything changes. It was time to move on.
: I get the feeling that you do not want to talk about this.
: Well, I admit that the area seems to be in need of some help, but I always found Candlekeep to be too restrictive. It's a small town, without much to do. I am looking for adventure, as much as anything else.
: That is always possible, but if you are right, it could mean that we are up against a powerful enemy, indeed. You have my support, of course, but we'll have to be careful.
We're basically done with the actual place called Bone Hill. The rest of the mod is a murder mystery which we're forced to do before we leave. Also there are bandits I guess.
Volcifar gets murdered horribly at Bone Hill, presumably by double ghosts because we killed the ghosts.
And with that, let's take a victory lap back to Restenford.
The Shrouded Hills Bridge is smaller than I remember.
Time to get absolutely shitfaced.
Dialogue said:
: I was hoping you could answer a few questions.
: We are very busy this time of year, but order a few drinks and I'm sure we can get you want you want.
: Sure, drinks sound like a great idea.
The rumor in that screencap might seem like a helpful hint, but it's the exact opposite. It's a complete and total fabrication - a
ruse, designed to mislead you. This is the devious secret of Bone Hill.
In Bone Hill, NPCs will give you names, but never directions or specifics. They'll tell you to check rumors, but the rumors are
literally designed to be unhelpful. Per my digital copy of the book...
It's an interesting idea for a PNP campaign where you can talk it through with a real person and maybe punch them in the face for leading you on a bullshit lead for eight hours, or maybe force them to make that bullshit reality through player fiat. But in a video game? Bullshit hints haven't been "in vogue" since the 80s and even back then people knew it was bullshit.
You need the NPCs to point you in the right direction in Bone Hill, and since you can't trust their directions, they're basically useless, and the trustworthy directions they
do give you are even more useless. So I guess,
really, the central problem is that the NPCs don't give you enough directions. But again, if the modders wanted to leave that out of the dialogue for some reason, they could always have just had a journal update saying "I need to see the guy, I'm pretty sure he was last seen at the place" instead of just "I should probably see the guy."
I mean, Christ, I'm not asking for Morrowind-level encyclopedia NPCs here. This isn't hard. I'm just looking for one extra line of dialogue:
a cardinal direction. Even vanilla BG1 knows this. "Nashkel is to the south." "The big city is north of here." Anyway, what were we doing?
Oh boy. This conversation. This is where Gavin really shines.
Dialogue said:
: I liked gardening.
: Yes, I've always been more at home outside than in. I've never been much of a hunter, but I like fishing well enough, and I love gardening. Anything else?
: Haven't you heard me sing?
: Er... yes, but I'm tone deaf, you see, so I'm a bad judge of musical talent. Anything else?
: I always enjoyed woodworking.
: It's a good hobby. Not only is it a good exercise, it also gives a person the chance to be social. Anything else?
: I share your enthusiasm for drawing.
: Now that you mention it, I do remember seeing you at it. What subjects do you prefer?
: I like drawing people.
: I know what you mean! My brother Jolun was always the artist of the family, but I love to draw portraits myself. Anything else?
: I like to read.
: It's very rewarding, reading. But anything that expands the minds is worthwhile. What subjects did you study?
: You would blush if I told you about the kind of books I enjoy.
: You never know. We clerics of Lathander are known for being rather open-minded. Many have rather large families. And Lathander himself has been known to have a healthy appetite for carnal pleasures.
: Somehow, I expected you to be more shocked.
: People tend to be very open with Lathandrite clergy, so you'd be surprisd what I've heard. I don't know if this is exactly the kind of thing I should be admitting, but my own... experience... well, there isn't a lot of it.
: Why not?
: Not much opportunity. But back to the hobbies. Anything else?
: My friends and I spent many happy evenings touring the taverns.
: Can that be called a hobby?
: It can if you do it as much as we did.
: I'm not sure if that's healthy, but who am I to judge? Anything else?
: I had a very boring life, I'm afraid. My studies were my life.
: I wouldn't call a life of study boring! It's very rewarding, reading. But anything that expands the mind is worthwhile. What subjects did you study?
: Philosophy. I've always been fascinated by the products of a great mind.
: Yes, that is an interesting subject. Anything else?
: I've always been too active to be cooped up indoors with a hobby.
: Yes, I've always been more at home outside than in. I've never been much of a hunter, but I like fishing well enough, and I love gardening. Anything else?
: My chief occupation was seeing how much trouble I could cause. I've always been a joker.
: You must be vexed that our present quest is so serious. But you do show the signs of a good sense of humor. Anything else?
:
No shit. I'm feeding you line after line of contradictory information and you're just rolling with it.
: That about covers it.
: Thank you for telling me more about yourself!
I'm not kidding, this wasn't just me showing off every possible pathway in a dialogue tree or something. The mod just lets us freely explore every path in the dialogue even when it's contradictory and would, in a perfect world, be branching. We've just painted ourselves to this guy as some kind of renaissance polymathic superchad permavirgin who exists in a quantum Schrödingerian superposition of both roughing it outdoors with "da boyz" and scuttling away in a hermitage filled with arcane texts.
And on that bombshell, I'm going to arbitrarily end the update. Going to shoot for next week for more of this fucking bone hill shit because I want to get it over with. No promises because I have about seven more hours of footage to sift through, but hey, we'll give it the old "college try," eh?
Also, all of this will be on the test.
And since old habits die hard, here're some more words from our "sponsors..."