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Bardic Songhold: later chapters

FredNFredN Member Posts: 322
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.

Comments

  • jmerryjmerry Member Posts: 4,021
    edited April 15
    Chapters 4 and 5 are a long sequence that doesn't allow free travel on the world map, yes. Then you come back to the surface in chapter 6, and can go back to Athkatla and all the other bits from chapter 2 and 3 you didn't do already.

    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.
  • atcDaveatcDave Member Posts: 2,524
    I almost said something similar jmerry. At least, in theory most things will wait for you.

    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?
  • FredNFredN Member Posts: 322
    >" Then you come back to the surface in chapter 6, and can go back to Athkatla and all the other bits from chapter 2 and 3 you didn't do already."<
    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. ;)
  • atcDaveatcDave Member Posts: 2,524
    That's why its no big deal for those who choose to rescue Imoen right away. You don't miss any of the game.
  • jmerryjmerry Member Posts: 4,021
    atcDave wrote: »
    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?

    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).
  • atcDaveatcDave Member Posts: 2,524
    Interesting. It does *seem* like, some of my builds do better with completing quests than others. Although for the last several years I've been changing my builds too often to have any statistically meaningful proof of that.

    When I do my character/story write-ups I always assume everything executed like it was supposed to, not what actually happened!
  • FredNFredN Member Posts: 322
    edited April 26
    .....OK, this is getting annoying. Every other week there is some stupid crisis, which requires me to invest ever more money into this losing proposition. Ever see a movie called The Money Pit? This week I drop by only to find that ... my playhouse has been taken over by ... Turmish terrorists?? This would be the equivalent of a performance of Macbeth (which is the obvious RL analogue of "the Turmish Play") being interrupted by some clown proclaiming himself the Thane of Cawdor, and demanding tribute to permit the play to contimue.
    .....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!
  • TrouveurTrouveur Member Posts: 815
    You can do some things yourself in order to not pay.
    For now the whole play costed me 2,000 GP.
  • FredNFredN Member Posts: 322
    >You can do some things yourself in order to not pay.<
    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.
  • atcDaveatcDave Member Posts: 2,524
    Isn’t complaining about silliness in BG a little like complaining about silliness in a Monty Python movie?
  • FredNFredN Member Posts: 322
    edited April 27
    >Isn’t complaining about silliness in BG a little like complaining about silliness in a Monty Python movie?<
    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!"
    Post edited by FredN on
  • FredNFredN Member Posts: 322
    edited April 29
    Yeeee-ha! We had the final dress rehersal, and nothing terrible happened! I didn't even have to spend any more money! Opening night is next week. Hopefully nothing terrible happens, like being attacked by the Shadow Dragon. Oh wait; we killed the Shadow Dragon 2 weeks ago. Maybe a horde of KIller Rabbits descend upon Athkatla, ala Night of the Lepus? Probably not. They would likely be sued for copywright infringement. Gosh! Is it possible I might start to actually see a return on my investment? :o
    Classic line from Night of the Lepus: "Get the cars in a circle, there's a herd of killer rabbits coming!"
    Post edited by FredN on
  • atcDaveatcDave Member Posts: 2,524
    Killer rabbits seems par for the course, but look at the bones!
  • FredNFredN Member Posts: 322
    edited May 2
    Night of the Lepus: one of those movies that are SO terrible, they transcend far beyond awful, and actually become good. From a comedic PoV, that is. :D
    Post edited by FredN on
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