Saturday, September 28, 2024

The Quest for Copper (And the Giant That Broke Us)

 This week, we set out on a mission to upgrade our gear by acquiring copper ingots. The plan? Simple enough: unlock the foundry, and to do that we needed to clear out an "bugbear" encampment, and take down whatever was in our way. Of course, with our group’s history of misadventures, things never go quite as planned. What should have been an easy win turned into a fight against two massive bosses—a giant with a big sword and a bugbear. It didn’t take long for things to go sideways.


The Giant’s Resetting Health – A Battle in Futility:

Our first big challenge was a giant near an ancient bridge, guarding what we thought was a hidden treasure. We had no idea that defeating him was the key to progressing the quest—so we spent way too long running around, searching for an item that didn’t exist while trying to keep the giant distracted.


We set up a plan where Myles took position in a tower, trying to lure the giant away so Dave, Zaph, and Craig could search the area. It felt like a solid plan… until it became clear that nothing was working. Not only were we dying repeatedly, but the giant had this lovely mechanic where he would retreat back to his starting point and fully reset his health.


After a few too many deaths and frustrations, we gave in and checked the internet. That’s when we learned the truth: we weren’t supposed to be looking for treasure. We were supposed to kill the giant.


Once we knew that, it still wasn’t easy. The giant was several levels ahead of us, and we were barely holding on. Myles had the ability to summon skulls to fight alongside us, and we just started throwing everything we had at the giant. After chipping away at his health, and nervously watching to see if he’d reset again, we finally got him to about halfway and realized—this is it, we’ve got him. If he’d reset again, it would’ve been heartbreaking, but this time he stayed in the fight, and we managed to take him down. It was a hard-earned victory, but we finally got the reward.



Facing the Bugbear – A (Surprisingly) Easy Win:

After the struggle with the giant, we braced ourselves for the next boss, a creature we’ve dubbed the “bugbear boss.” Given how tough the giant had been, we assumed this would be just as brutal. But surprisingly, the bugbear boss felt like a breeze in comparison. We figured out his moves—a stomp here, a dash there—and managed to dodge pretty well. Unlike the giant, the bugbear didn’t reset, which was a huge relief.


It turns out this fight was more our speed, likely because it was better matched to our level. Nobody died, though we took a few hits figuring out his patterns. After a few well-timed dodges and some coordinated attacks, the bugbear went down easily. Compared to the giant, this felt like a nice reward for all the chaos we’d already gone through.



The Group Dynamic – Organized Chaos:

After twenty years of playing these games together, you’d think we’d have the teamwork thing down. But truthfully, we’ve settled into a rhythm of organized chaos. The game allows us the freedom to explore, and it’s not uncommon for someone to peel off and investigate something while the rest of us stick to the plan—or try to, anyway (Not naming names, you know who you are).


When the big fights hit, though, we manage to rally together, even if it’s a little messy. We’ve learned to embrace our chaotic style. That said, after the experience with the giant and his frustrating resets, we’re definitely more mindful now. If a boss starts resetting on us, we know it’s time to rethink our strategy instead of brute-forcing our way through.



We also upgraded our gliders. Here's Zaph looking at a speck in the sky, which is Dave flying in. Now we can really fly so serious distance.



There was a lengthy scenario to get to Zaph's loot at the top of The Pillars Of Creation. The "Sabertooth tiger" was brutal, and not to be faced alone.

Saturday, September 21, 2024

When will this night ever end

We should have known better. Seriously, after getting completely wrecked at level 3 by the level 10 skeletons in the Halls of the Dead, you’d think we’d learn. But no. In true fashion, we decided to march back in there like conquering heroes, now at the mighty level 8. Spoiler: It didn’t go as planned.

The Halls were still as eerie and unsettling as ever—Aragorn would’ve felt right at home here. The dark, winding passages stretched down and down, way deeper than we remembered. With every level, things got nastier: skeleton dogs, towering red-sword-wielding skeleton bosses, and, to our horror, respawning enemies crawling out of massive bone piles oozing from the walls. It felt like we were trapped in an undead meat grinder.

We rallied the crew—Dave, Myles, Zaph, and Craig—optimistic (okay, maybe just stupid). But even with our battle-worn experience, the Halls had us respawning left and right at orb locations (I don't actually know what they are called). Every time we thought we’d cleared a room, a wave of fresh horrors crawled out of the walls. It was like trying to mop up the ocean with a paper towel.

Meanwhile, in the real world, it was creeping closer to midnight, and we were starting to wonder just how deep these cursed halls went. The further we ventured, the more relentless the waves of undead became. Then, we hit a force field—because of course, we did. It was blocking our way forward, and we all knew there had to be some kind of arcane switch hidden nearby to deactivate it. Problem was, the skeletons just kept pouring in, and our progress was completely stalled.

Eventually, Zaph found the switch, but in the chaos, the message didn’t exactly make it to everyone. Dave and Zaph pushed ahead while Craig and I were left clueless, trying to fend off skeletons and wondering why half the squad had vanished. It took a few more panicked moments before we finally caught on and regrouped.

And then, the pièce de résistance: we finally reached the Inner Sanctum. There, in all its glory, was the reward we had fought (and died, repeatedly) for. Only, in the excitement of the moment, Craig was too far away to claim it. Yup, after all the blood, sweat, and skeleton guts, Craig didn’t get his prize.

To say we were frustrated would be an understatement—but, let’s be real, this kind of chaos is why we keep coming back. Sure, the Halls of the Dead handed us our butts on a silver platter, but we’ll be back (probably under-leveled again).


With all the killing our weapons were wearing out - lucky there was an anvil


In other news - there was a lot of spiders in some other dungeon, and I mean A LOT.


We’ll never have enough crates. It’s like everyone’s actively avoiding the right one—Marie Kondo would have a breakdown seeing this chaos. But hey, at least it keeps everyone busy, even if it sparks zero joy.