Bardic Songhold: later chapters

OK, now I have another question. It's been 7 years since I actually did a playthrough of SoA, so my recollections are a bit fuzzy. Also, I was not playing a Bard, I was a ridiculously OP Half-Orc Berserker. However, it is my recollection that once you head off to Spellhold and complete that quest, you cannot come back to Athkatla. You undertake the sea trip, head off to the Underdark, etc. What happens to the Playhouse after that? Assuming it has reached the self sustaining stage at that point, it would seem to me that it plays no further part in the SoA narrative. I can't imagine any way to receive revenues from half a world away. Now, you can go back to Athkatla in ToB, but is the Playhouse actually accessible then? I don't recall seeing it, but I wasn't really paying attention at the time, not being the Bardic owner.
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The various timed bits from quests generally go on pause during this sequence. Sure, the timers will run, and expire, but their consequences will be delayed. No messengers, no new romance conversations, and so on.
If you've finished up the play and are just picking up the revenues, the money from the cycle you were on will go in the box. And then maybe the next cycle will start, or maybe it'll wait until you're back on the surface. I'd have to look at those scripts to know.
I chickened out, because it seems to me those quests and timers are often very buggy. They often seem to just stop after a few messengers for no reason I can tell. The fighter stronghold is the worst for this! I suspect the travel in chapters 4 and 5 has something to do with that?
Oh, wow! I didn't recall that part at all. I had been trying to do everything from Ch2 and 3 done before heading to Spellhold. I still want to get most of it done, but now maybe I'll put off a coupls of things for a bit. Thanks; gives me something to think about.
Nope. Missing messenger bugs have nothing to do with chapters 4 and 5. I once managed to catch one once - the script block that was supposed to spawn the messenger started, but stopped before the messenger actually spawned. But hey, it got to the part about setting the "don't do this again" variable.
The problem here is glitchy stuff with partially executed scripts, and I have no idea how to do anything about that.
Well, OK, there's one bug that is obviously fixable. The Ranger stronghold - if you're hanging out in the Umar Hills when a particular timer runs down that should spawn the messenger alerting you to the next step, you just fail the quest instead. That, mods can do something about (and it's in the EE Fixpack).
When I do my character/story write-ups I always assume everything executed like it was supposed to, not what actually happened!
.....I'm afraid I reacted badly. To paraphrase Queen Victoria, we were not amused. Four rounds later, the only remnant of those morons was a sticky red paste on the floor. But really, what's next? Bad reviews from SIskel and Ebert resulting in a 50% drop in audience attendence? Sheesh!
For now the whole play costed me 2,000 GP.
True enough. However, I opted not to compose anything myself, figuring that the results wouldn't have as good a quality. But the terrorist attack was just silly.
Careful; you are talking to a huge Monty Python fan.
"Cardinal Biggles, get ... the comfy chair!"
"And now, from the Ministry of SIlly Walks ... "
.....Actually, it's not so bad as you imply. Many of the companion quest lines are fairly intricate, extend across multiple game locations, and are reasonably logical. Jaheria's Harper quest, the campaign against the Vampires, even Dorn's Bloody path, vile though it may be, are all engaging and reasonably self-consistent. Admittedly, one or two are a bit over the top, like Hexxat's quest line, but those are, IMO, the exceptions. And, as I have proclaimed several times now, the idea of Turmish terrorists objecting to a play being performed by attacking the cast members is one of those. And they weren't even that competent; they had zero chance of success. We curb-stomped them into the dirt in like, three rounds, without suffering even a single wound. Pathetic!
"You turned on the Grail light? Bad Zoot! Bad, bad Zoot! You must be punished! First the punishement, and then the **** ***!"
"In a fit of pique, he napalmed Chelsea. Even the police had to take notice."
"That rabbit's a killer!"
Classic line from Night of the Lepus: "Get the cars in a circle, there's a herd of killer rabbits coming!"