A Chilly Sunday
Mar. 2nd, 2025 11:49 pmLike, the temperature BRIEFLY got above freezing, but not for very long. *grimaces* Very glad I could spend the day in my nice warm house wrapped in my nice warm blanket as I did all my stuff online:
Baldur’s Gate III: Had a good day in Faerun with Smiler, Astarion, Shadowheart, and Gale, exploring the Dank Crypt further and inching that much closer to finding Withers –
A) That is, after I used the power of reloads to stop the room that they’d been exploring previously from exploding constantly. XD Because, well, the last time I played this game, I’d accidentally triggered a bunch of gargoyle heads on the walls to start spitting flaming arrows at everyone while trying to get into the central sarcophagus – and while I managed to have Astarion and Gale successfully disarm a few, they ended up breaking both trap disarm kits after a couple of bad rolls. Meaning the room of sarcophagi I was hoping to loot was just full of flaming arrows setting things ablaze and exploding greasy spots forever. *shakehead* Fortunately, when I checked my list of saves when I loaded in today, I discovered that I had a handy quicksave from right before the gang entered the room in the first place, which gave them a second chance to find all the traps and disarm them before they became a problem! I thus loaded up that quicksave, took control of Astarion, and sent him ahead through the doors, expecting him to spot the first vent trap in their way because that’s how it worked last time –
Only for him to fail his Perception save. “Welp, that sucks, but there’s three other people here,” I thought, moving Smiler, Shadowheart, and Gale into position. “Surely one of them will spot it!”
Nope. All of them failed the save as well. (In fact, I think Gale crit failed it, which was extra irritating.) Annoyed, I went ahead and reloaded the save and tried again –
Second round of fails. Not a single one of them spotted that damn vent I knew was there. *facepalm* I apparently have the least perceptive team of heroes on the planet. Do I have to give you all a Perception boost when I get your first feats? Because I WILL do that!
B) Fortunately for my continued sanity, third load proved to be the charm, with Smiler spotting the vent trap as they entered the room. I of course sent Astarion to disarm it with his sneaky, slippery fingers – and with his various bonuses, he rolled a 26, easily defeating the DC 10 check. Yay! I thus had everyone proceed very cautiously into the room, with Astarion at the head –
And this time, he managed to suss out that the sarcophagus in the center of the room was trapped as well and would trigger bad things if he messed with it! I promptly hit the Quicksave button and had him try to disarm it – and despite the game trying to tell me “he needs a trap disarm kit” (he had two, game), he rolled a 23 and successfully rendered it harmless. :D No gargoyle heads shooting fire arrows at us today, folks! At least, not because of this!
C) With that sorted, I thus had the group do a little ring around the room, moving slowly and cautiously so they could make their Perception checks and hopefully spot the traps that I knew were waiting for them. (Though I did pause midway through to make sure that Astarion sent his spare shortbow over to Shadowheart so she had a ranged option to go along with her nice new greatclub – didn’t want to forget!) Now, I DID end up with a lot of “failed” and “crit failed” Perception checks cluttering up my combat log, I admit – as previously noted, this group does not seem to be the best at the old Perception. BUT –
I. Of the five vent traps in the room, they managed to find four (the one at the front, and three of the ones lurking in between the pairs of columns on either side of the central sarcophagus), with Astarion successfully disarming them all (hell, he got a critical success on one!). And the one they didn’t find was easily avoided, as I could tell where it was SUPPOSED to be thanks to the positions of the others. Nice!
II. And of the eight or so flaming-arrow-spitting gargoyle heads on the sides of the room, they managed to find them all, and Astarion successfully disarmed all but one (there’s one that’s right atop a pile of rubble the characters can’t actually climb, meaning it was inaccessible to our favorite pale elf – though I suppose I could have tried jumping? I kept forgetting that’s an option…). Granted, these proved to be a little harder for Astarion to tackle – he had a few “skin of his teeth” rolls as he moved down the rows, and on the third-to-last head, he had to spend the group’s inspiration point to redo a roll that was only a 9 (with bonuses!). Before proceeding to break one of the trap disarm kits after getting another 9 on the NEXT head in the line. *sigh* Fortunately, he did not break the spare when he tried again, and he was able to deactivate the final head without any issues.
Whew – as you might imagine, that was all pretty damn tense! But once Astarion took out the final gargoyle head, I had him and the others wander around a bit, lighting some candelabras and braziers and such for light and seeing what was at the back of the room (some crates, a big chest, and an ancient door) – and did not get any more Perception check notifications. Meaning that they’d either discovered (or failed to discover, but I think at least one person in the team managed to spot most of them) every trap in the room! Which meant it was time for another proper save –
D) And to start the looting! :D With Astarion doing the honors, as he was the one who disarmed all the traps. :) And he did indeed find some very good goodies –
I. In the two smaller sarcophagi on the right of the room, he found a Soul Coin (an iron coin with a soul trapped inside – they’re the currency of the Hells, and just as horrible as they sound) and a silver necklace in the first (along with a skull and a bone – it WAS a sarcophagus, after all), and a set of Heavy Ring Mail armor and a Glaive in the second. Now, nobody in the group right now can use Heavy Armor (though Shadowheart might be able to use the Glaive) or the Soul Coin – but I know the coins can be used to help power up Karlach’s infernal engine heart, and Lae’zel might be able to wear the armor, so I had Astarion take it all anyway. If nothing else, we can sell the spare armor and weapons if need be!
II. In the heavy chest at the back, near the ancient door, he picked up two healing potions, an Arrow of Acid (which explodes and drenches everyone in acid after being fired), an Acid Vial (which functions as an acid grenade), a torch, and a trap disarm kit! I very happily took all that. :D
III. In the sarcophagus on the left-hand side of the room, he discovered a longsword, along with another skull and bone – he took only the sword as potentially useful. Never know when you might need a spare sword!
IV. And in the central sarcophagus (after confirming that the plaque on the front of it was unreadable), he found The Watcher’s Guide, an uncommon spear with the “Death’s Promise” ability – basically, if you attack someone with this thing and miss, then your NEXT attack against that target gets True Strike, which gives you Advantage on that attack roll. Nice. :D There was also an engraved key with ink stains on it, which went on the old key ring.
Not a bad haul at all. :D I’m very glad I rewound time for this lot and had them disarm all the traps they could find!
E) With goodies got (and a bone picked up from one of the skeletons on the ground, who had nothing else interesting on them), I had the group go and examine the ancient door at the back of the room. It was locked, but a right-click proved it was pickable, so I had Astarion give it a go. He got a 19 on the check, and the gang went through into a black loading screen –
And found themselves back on the Ravaged Beach! Turns out this was the door Shadowheart and Smiler found before, that Shadowheart didn’t think they could get through. Well, at least now the group knows how to get back outside in a hurry! XD As I wasn’t done exploring, though, I had Smiler take the lead again and lead them back into the crypt, lighting more candles around the sarcophagi room before heading back to the central “plaza” to check out the big heavy doors on the left. These were also locked tight –
F) But the moment I had Astarion click on them, he was able to open them with the engraved key he’d found! After he couldn’t use it on the ancient door in the other room, I had an inkling that’s what it was for. :) I checked ahead with the camera while the group waited by the door, and found a big room beyond, with lots of granite benches facing a little courtyard area with a big old hooded statue in the middle of it, along with the skeletons of some “entombed scribes” scattered about and a giant hole in the wall to the right. Seeing nothing immediately suspicious or dangerous, I thus had the group proceed in cautiously, Smiler at the head. Fortunately, there were no Perception checks to worry about in this room – though Smiler DID note that the scribes were all armed, despite no signs of a struggle in the chapel. Causing Shadowheart to wonder just how subversive their beliefs had been. *shrug* Don’t ask me, SH – I’m not particularly up on the lore of Faerun.
Anyway – relatively sure that there were no traps in here, I had the team explore, keeping an eye out for Perception checks. Most of the scribe skeletons they found proved armed with quarterstaffs and daggers (neither a weapon the gang needed), though Smiler did snag themselves a Scroll of Burning Hands off the first, and a “heavy key” off the last. There was also a chest with a ruby ring near the front of the room, by the benches, and another chest with a cup and plate near the back of the room, by the courtyard area. I also spotted a button tucked away on a pillar in a little raised alcove behind the main statue –
Which made me realize “hey, I saw a button on a pillar back in the sarcophagi room too, and never pressed it. Wonder what it does?” So I made a quicksave and had the gang run back to press it –
Aaand while it made some noises, I’m – still not sure what it does. O.o It’s possible that some of the failed Perception checks I got in this room was for the gang to notice it, and since none of them did, it’s not actually functional, even if I make them press it. *grumbles* Either that or it did something in another part of the chapel and I’m going to get some sort of surprise later...hopefully it’s a pleasant one!
G) With the Sarcophagi Pillar Button still a mystery, I had the gang run back to the big old statue room and descend into the little courtyard bit to check it out. To my surprise, Smiler actually passed the Religion check to recognize the god represented by said statue – it was Jergal, Scribe of the Dead! They were surprised to learn that people actually still worshiped him, given he gave up his godly duties to Bhaal, Bane and Myrkul when they came calling. (...I’m up on SOME of the lore of Faerun. XD) Unfortunately, their exploration of the area didn’t turn up much – just an “entombed warrior” skeleton with a scimitar (not a weapon any of the group can make the best use of); a bunch of empty vases in the left-hand alcove behind the statue, and some more empty vases and that button I noticed before in the right-hand one. Which Smiler also noticed (yay passing Perception checks) and wondered what it was for…
But before I went pressing that, I wanted to check something out first – a door I’d seen on the left wall, near some opened sarcophagi. It proved to be unlocked when Smiler tested it, and led into a little side room with a few more sarcophagi (only one of which was lootable) in it, along with a chasm on the far side of what I think was once a wall. Wary of yet more traps, I had the group slowly make their way inside –
And then the game highlighted a book lying on a shelf near the door, with Smiler passing a Perception check and commenting “forbidden knowledge, no doubt.” Curious, I hovered my mouse over it and found it was called the “Book of Dead Gods” –
And that it was apparently locked. O.o Somewhat puzzled by this, I had Smiler go over with the intent of collecting it and figuring out what was up –
H) And got a cutscene! Apparently opening this book was a bigger deal than I first anticipated. The narrator informed Smiler that the book was a lot lighter than such a heavy-looking lock implied, and they got a few options to try and open the lock, ranging from finding an arcane sigil to use to smashing it open to channeling their magic to “knock” the lock open with a spell (because, as an Artificer, they get access to some Wizard options). I chose the latter (having Shadowheart cast “Guidance” on them for a little extra assistance), and passed the check with a 22, getting the book open. A loose page full of magic fell to the ground in the process, but Smiler was more interested in the contents, which was a bunch of scrawled-out names – a list of sorts, but of what? I had them attempt the Religion check to examine everything more closely –
And they passed with a 15! Revealing that the names were all of gods, who had been lost but then brought back in the Second Sundering (whatever THAT was). AND they passed the Investigation check to spot three names at the very bottom, grouped tightly together but unreadable – a reference to the “Dead Three” (Bhaal, Bane, and Myrkul again, as they are gods of death AND also died themselves at one point)? I’m not sure –
But I am sure that reading the book was a good idea, because once Smiler put it down, the game informed me that not ONLY had they gotten a Scroll of Ray of Enfeeblement (aka the loose page that came out), but both Gale AND Shadowheart had been inspired by the event! Shadowheart because it involved godly matters, which intrigue her as an Acolyte, Gale because it involved finding lost knowledge, which intrigues him because he’s a Sage. :) So that’s two new inspiration points to use to redo rolls, AND a new spell scroll, yay~ Oh, and a new book for Smiler’s library, because that went straight in their inventory. They earned it!
And so the playsession ended with Smiler searching the room for extra goodies (finding three Scrolls of Protection From Good & Evil in a chest, and another Soul Coin, a maul, and a studded shield in the sarcophagus), before I had everyone pose dramatically looking over the chasm at the back of the room so I could save. :p Next time, we’ll go check out that button Smiler found, then head down the hole in the side of the room! ...Possibly after a long rest, because I know there’s another fight coming up, and Shadowheart HAS burned through all her spells – though she still has some divine interventions she can use… We’ll see!
Writing: Had a very successful day over on the writing front:
A) First up, this morning, I edited the remaining three Multiamory March prompts I’d written previously – Day Five: Cuddles (a Valicer Severance AU story about Outie!Alice’s discovery of her Innie being much more cuddly than she is), Day Six: Always Room For One More (a Londerland Bloodlines story where Alice had to convince Smiler that the group still wanted them around, even with them accidentally being the catalyst for Victor getting temporarily kidnapped by the Ministry), and Day Seven: Secret Relationship (a Valicer Forgotten Vows Verse AU story where Smiler comforts Victor after he gets a little sad about the fact that he can’t be as open about his relationship with Smiler as he is about his relationship with Alice). So those are now all ready for the Victor Luvs Alice (N Smiler) queue!
B) And second up, this evening, right after summing up my workout video (below), I took a few minutes to write up a story for Day Eight: Friends To Lovers! Said story is from my “Victor and Smiler end up going through American McGee’s Alice with Alice” AU – I’m calling it “Multiplayer Wonderland” now – and features Alice and Victor reminiscing on how much simpler getting married to your two best friends seemed when they were kids – and how they are grateful that they still managed to get into a position where they could spend the rest of their lives with them. With a surprise appearance from Emily and Victoria at the end (because this verse is actually a Four Victorians On A Roller Coaster verse) to jokingly go “oh, we’re chopped liver?” XD It’s a pretty rough draft, but given I was having some real problems trying to figure out that prompt, I will take it!
Tumblr: Unfortunately, I didn’t get anything done over on Victor Luvs Alice (N Smiler) – the time I would have spent drafting, I instead spent editing, as per the above. Good thing I’ve already got tomorrow’s story queued up and ready to go… I DID stick two things in the Valice Multiverse queue, though –
A) Another reblog on The Coven Wars’s “Venus and Mouse” Forgotten Vows Verse thread, with Mouse saying that it’s too late for anyone to help him, but if Victor could find someone to help VENUS, he’d appreciate it – kid deserves a normal life. Victor was like “you shouldn’t write yourself off so quickly,” but agreed to help Venus if he could. After all, he knows what it’s like to have no memories – it’s not fun. :(
B) And an ask from Toonsisters, telling Victor that she had someone she wanted him to meet – and the introducing “Vic,” an alternate Victor in somewhat more casual clothing and with light highlights in his hair. Cuddlepile!Victor was appropriately confused. XD I look forward to learning more about what this Victor’s deal is later!
YouTube: Got in my usual Sunday Two, no problem –
A) First up, we had the Sunday episode of Happy Wheels from GrayStillPlays – “When you waste taxpayer money!” Some pretty great boards in this video too, with the highlights being the opening bottle flip (with an extremely hard-to-get V-shaped win that Gray somehow BALANCED ON THE EDGE OF without succeeding, and also an accidental “Legendary Satan”); a surprisingly nice Rainbow Ball Throw that protected you from death and gave you infinite balls – but also hid the win from you (and then murdered you when you got it); a pogo drug trip from MAXIMPIG that saw Pogo Guy having to bounce his way past multiple bladed jellyfish and violent multicolored gingerbread men (and then it turned out in the end he threw himself off a roof in a drug-fueled haze anyway); a “moving” pogo jump where all the various pillars wobbled when Gray touched them (except when they didn’t exist at all, because trolling); and the Dylan Snider board of the week, “Careless Spending,” which saw Segway Nixon touring America’s vault and seeing that the money was spent on a bomb-levitating Elmo, Starbucks, chickens with machetes, and statues of Reginald (Gray at least approved of the last one). XD Good stuff, as always!
B) And second up, we had Jon of Many A True Nerd and “Fallout: London - Part 32 - A Pillar Of The Community!” The continuing adventures of Lady Aria and her new best friend Arthur Mountbatten as they –
I. Had a little heart-to-heart outside the recruitment office for the 5th Column! Mostly because Arthur was confused as to why Aria had saved him from his earlier predicament (hanging from a sign) and wanted to know why. Aria decided to go all “Black Widow” and flirt with him, saying she thought he was handsome – Arthur was flattered, but politely demurred, saying that if he was a few centuries younger, maybe. XD That inspired him to give her a little more of his backstory, though, since he didn’t want them being strangers – though what he said amounted to “I was the son of a worker and a housewife, unremarkable people; I went to university and got a job as a data clerk in a government office; and one of the big reasons I survived was because I stayed late at the job the night of the bombings.” Aria asked if he’d had any wife or kids (nope, just work acquaintances – he apparently wasn’t very social), then if his parents had died from the bombs –
And Arthur got a bit confused, struggling to remember if they had or not. He eventually recalled that they’d died before the bomb drop, but Jon was like “oh, that’s not a good sign – he got confused while telling me his more general family history too. Is all this a fabrication he’s made up because he genuinely doesn’t remember what his pre-War life was like? And given he’s a ghoul...oh, this could end tragically.” AKA, in Arthur going feral. :( I really hope that’s not the end of this companion questline...I guess we will see as things progress between him and Aria!
II. Took a quick look around the Jack The Ripper Museum! Because it WAS right outside the 5th Column’s headquarters, after all. There wasn’t THAT much to it, though – a mysterious locked display case that could only be opened with the right key (causing Jon to wonder if they were going to come back to this place in the future at the behest of a faction); half a letter to a “lost lamb;” a skeleton of someone in a back office whose head had been caved in by a typewriter; a few creepy mannequins set up in places to be creepy; and a rooftop exit with a path that led over to another building and an elevator to its rooftop, where Aria found a satellite dish she couldn’t interact with – and a “crime stats” skill magazine that improved her critical damage from unarmed and melee attacks by 5%. So at least the trip wasn’t a waste!
III. Started some alternate timeline shenanigans! Because, as it turns out, this mod is weird and locks you into certain factions and their endings way early. As in, merely talking to the 5th Column and agreeing to be recruited was enough to fail the mission to go and meet the Camelot faction! Like, wow, I know some people complain about how, in Fallout 4, you can be a high-ranking member of all four factions for ages before having to pick a side, but I think that’s preferable to being COMPLETELY LOCKED OUT of a faction before you even get to know what their deal is. *shakehead* Granted, one of the comments suggested that the mod creators HAVE changed this in a newer build, but still. I feel like in general, all these factions and their missions should be introduced a LOT earlier so you can get to know them better and make a more informed choice about which one you want to support before Act Three! Jeez...
Anyway – Jon’s way around this nonsense was through the power of Alternate Timelines! As in, he made a save, THEN talked to the 5th Column recruiter McFadden so he could rewind time later. XD I mean, I just rewound time myself via saves in my Baldur’s Gate III game to avoid having to deal with a room exploding forever, so can’t argue with the efficacy of this plan! With a trip back to the past in hand, Aria thus chatted with McFadden about who the 5th Column were and what training entailed, then agreed to sign up. McFadden promptly began the recruitment process –
Only for Guido, the Protectron from before, to show up, pull rank, and insist on taking Aria to meet Eve personally as the explosion at the tournament had made her a “Class A Individual” – aka, someone the 5th Column DEFINITELY wanted on their side. Aria thus briefly met Eve (who has a cool robot arm) in her boardroom, where Eve welcomed her aboard before promptly refusing to answer questions and fobbing her off on her second-in-command Victor to receive her tasks. XD Yeah, that’s not how you win over Aria, Eve – not when her player is already deeply suspicious of you guys because your goals are weirdly vague (beyond “building up an army”) and your aesthetic reminds him of a fascist movement!
IV. Talked to Victor anyway to receive their first quest because they were there and it WAS an alternate timeline, so might as well make the most of it! Said quest sent the pair down to Eastminster, by Trafalgar Square, to help local Columnite Braiden Knight win over some hearts and minds. After a quick stop by the stall of the guy in the market buying beer mats to sell the ones she’d found (getting 480 tickets for her collection), and the doctor to get cured of her new alcoholism (drinking constantly to impress Arthur is tough on the old liver!), Aria headed to the local pub, where she grabbed the Intelligence coaster (Jon going “gotta remember to come back here and get this again in the other timeline!”) before meeting up with Braiden. He turned out to be, well, kind of an asshole, calling Aria “errand runner” and ordering her to go do some nice things for people so they’d have support when they made their play for London – a little “quid pro quo,” as he called it. Her first mission – talk to a lady named Evelyn down in the nearby slums and figure out what was going on with her. Aria thus went over and found the lady in the art-museum-turned-cheap-housing-project, and Evelyn explained that she needed help convincing her son Darius that the Isle of Dogs gang was NOT a bunch of heroes and that he shouldn’t be paling around with them. After all, her husband got involved with them, and he’s dead now. Aria then went and chatted with Darius, explaining she was from the 5th Column – he wasn’t impressed and told her to piss off. Fortunately, that prompted her to talk to Evelyn again, who theorized that if Aria got some sort of proof that being part of the Isle of Dogs had led her husband Rupert to a bad end, Darius might be convinced to leave them alone. And as Aria simply didn’t have the Charisma to convince the kid on her own –
It was off to Isle of Dogs territory to seek out someone who might have information on what happened to Rupert! That someone was Sam, who happily told her that Rupert had tried to convince them not to kill a bunch of “entitled” merchants and had ended up dead in the aftermath, and that she should take his stuff from his bunk so it wasn’t cluttering up the place. Aria thus headed over to Rupert’s bunk (in the same building as that trader’s market she found before on an earlier visit with Archie) and, after a bit of searching, located his journal, detailing his time with the gang and how he’d started to feel worse and worse about what he was doing (mostly, beating up and killing the merchants they were offering “protection”). Aria grabbed that, stopped by the market and got herself a fancy antimatter zap pistol (seriously, that place has the good stuff), then headed back to Eastminster to hand over the journal to Darius. He was appropriately horrified by the things his father had done and immediately swore off gang life. Evelyn thanked her and said that the 5th Column must not be so bad after all (especially after learning that Aria had ALREADY helped Caleb Wood, the guy at the doctor’s office – granted, that was during a much earlier visit, but shhh), and Aria returned to Braiden, flush with success. Braiden thanked her for the good work and told her that he had one more job for her – go see this guy Giovanni, who was weirdly enthusiastic about joining the 5th Column, and determine if he was on the up-and-up, or if there was something fishy about him. Aria thus went and found the guy –
And yes, his enthusiasm was a little – over-the-top. He was constantly singing the Column’s praises and practically demanding to meet with a higher-up. Aria was very suspicious, but decided to take him to see Braiden anyway –
And yup, dude proved to be an assassin, furious with the Column for killing his brother. Aria quickly took him down with a shotgun before anything could happen though, and while Braiden gave her a tongue-lashing for apparently not noticing the guy was up to no good, he also admitted that the public attack made the Column look like victims and got them more goodwill. So she succeeded by failing. Fun. :P
V. Returned to Column HQ to pick up another mission from Victor! Because when you kill a guy for a faction, you’re in for a pound. :P This one had them meet up with the mysterious John Smith, who wanted Aria to pick up some textbooks from the British Museum for Eve’s daughter Lily. Apparently he wanted to make sure she was well-educated in preparation for one day taking over Column leadership. Aria was of course always up for another trip to the Museum (especially since she’d already cleared it), and headed over straightaway –
Only to run into a fun bug, where the Museum had partially reset itself. That is, all the doors that were supposed to be opened by TERRY the mad AI that she’d had to deal with last time were all inaccessible again...but TERRY himself hadn’t come back online. Meaning Aria and Arthur were locked out all but the first few rooms of the museum. Fortunately, being on PC, Jon was able to use the power of the “noclip” cheat to get Aria through the door into the central library and get the books, and thus she was able to deliver them to John Smith without incident. He thanked her and went to go get Lily –
Only to not come back, instead getting involved in some sort of ruckus to start up upstairs. And when Aria followed the noise to see what was going on, she overheard an argument between John and Eve, where John argued that Lily NEEDED to learn about other political points of view if she was to be a good leader, while Eve was adamant that John was just trying to “indoctrinate” her into his eyes. *grimace* Oh dear – seems like the leader of the 5th Column is VERY keen on her daughter believing in what she believes, and what she believes only. That’s – that’s not great.
And so the episode ended with Aria leaving HQ so the two could argue in peace, then Jon putting down an “okay we’ll side with the 5th Column” save and rewinding time to just before Aria spoke to McFadden! Next week, she and Arthur instead head down to Richmond so they can talk to Camelot and probably set up an Alternate Timeline where Aria joins them instead! The way things are going, Jon’s going to have a save ready for every possible faction ending, no problem. Which, honestly, wouldn’t be a bad thing – I am curious as to what all these endings entail!
Workout: Back on the bike again this week, and back with the GrayStillPlays compilations as I checked out the latest one – “When you find every possible way to destroy Earth!” Which, as I suspected, is a collection of Universe Sandbox 2 and Solar Smash videos. :p The first half-hour I pedaled through today has been all the former, with Gray doing things like increasing Earth’s density until it was like a billion times Jupiter’s (and watching the chaos as it did things like destroy the solar system and eat both copies of itself and Jupiter) and stopping Earth from rotating to see what would happen (one side got covered in ice, the other got super hot) before messing with the temperature of the sun to see if he could save the dark side (answer was no – and things only got worse when he added a SECOND sun to the mix). I left off at the start of a video of him playing around with throwing a tiny asteroid at Earth at light speed so he could play with explosions – we’ll see how that goes, and what other horrors he inflicts upon the planet, tomorrow!
Aaand, as usual, all that took longer than I really wanted it to take. *facepalm* Gotta tone down the wordiness, Vic... At any rate, though, I'd better get to bed. Night all!
Baldur’s Gate III: Had a good day in Faerun with Smiler, Astarion, Shadowheart, and Gale, exploring the Dank Crypt further and inching that much closer to finding Withers –
A) That is, after I used the power of reloads to stop the room that they’d been exploring previously from exploding constantly. XD Because, well, the last time I played this game, I’d accidentally triggered a bunch of gargoyle heads on the walls to start spitting flaming arrows at everyone while trying to get into the central sarcophagus – and while I managed to have Astarion and Gale successfully disarm a few, they ended up breaking both trap disarm kits after a couple of bad rolls. Meaning the room of sarcophagi I was hoping to loot was just full of flaming arrows setting things ablaze and exploding greasy spots forever. *shakehead* Fortunately, when I checked my list of saves when I loaded in today, I discovered that I had a handy quicksave from right before the gang entered the room in the first place, which gave them a second chance to find all the traps and disarm them before they became a problem! I thus loaded up that quicksave, took control of Astarion, and sent him ahead through the doors, expecting him to spot the first vent trap in their way because that’s how it worked last time –
Only for him to fail his Perception save. “Welp, that sucks, but there’s three other people here,” I thought, moving Smiler, Shadowheart, and Gale into position. “Surely one of them will spot it!”
Nope. All of them failed the save as well. (In fact, I think Gale crit failed it, which was extra irritating.) Annoyed, I went ahead and reloaded the save and tried again –
Second round of fails. Not a single one of them spotted that damn vent I knew was there. *facepalm* I apparently have the least perceptive team of heroes on the planet. Do I have to give you all a Perception boost when I get your first feats? Because I WILL do that!
B) Fortunately for my continued sanity, third load proved to be the charm, with Smiler spotting the vent trap as they entered the room. I of course sent Astarion to disarm it with his sneaky, slippery fingers – and with his various bonuses, he rolled a 26, easily defeating the DC 10 check. Yay! I thus had everyone proceed very cautiously into the room, with Astarion at the head –
And this time, he managed to suss out that the sarcophagus in the center of the room was trapped as well and would trigger bad things if he messed with it! I promptly hit the Quicksave button and had him try to disarm it – and despite the game trying to tell me “he needs a trap disarm kit” (he had two, game), he rolled a 23 and successfully rendered it harmless. :D No gargoyle heads shooting fire arrows at us today, folks! At least, not because of this!
C) With that sorted, I thus had the group do a little ring around the room, moving slowly and cautiously so they could make their Perception checks and hopefully spot the traps that I knew were waiting for them. (Though I did pause midway through to make sure that Astarion sent his spare shortbow over to Shadowheart so she had a ranged option to go along with her nice new greatclub – didn’t want to forget!) Now, I DID end up with a lot of “failed” and “crit failed” Perception checks cluttering up my combat log, I admit – as previously noted, this group does not seem to be the best at the old Perception. BUT –
I. Of the five vent traps in the room, they managed to find four (the one at the front, and three of the ones lurking in between the pairs of columns on either side of the central sarcophagus), with Astarion successfully disarming them all (hell, he got a critical success on one!). And the one they didn’t find was easily avoided, as I could tell where it was SUPPOSED to be thanks to the positions of the others. Nice!
II. And of the eight or so flaming-arrow-spitting gargoyle heads on the sides of the room, they managed to find them all, and Astarion successfully disarmed all but one (there’s one that’s right atop a pile of rubble the characters can’t actually climb, meaning it was inaccessible to our favorite pale elf – though I suppose I could have tried jumping? I kept forgetting that’s an option…). Granted, these proved to be a little harder for Astarion to tackle – he had a few “skin of his teeth” rolls as he moved down the rows, and on the third-to-last head, he had to spend the group’s inspiration point to redo a roll that was only a 9 (with bonuses!). Before proceeding to break one of the trap disarm kits after getting another 9 on the NEXT head in the line. *sigh* Fortunately, he did not break the spare when he tried again, and he was able to deactivate the final head without any issues.
Whew – as you might imagine, that was all pretty damn tense! But once Astarion took out the final gargoyle head, I had him and the others wander around a bit, lighting some candelabras and braziers and such for light and seeing what was at the back of the room (some crates, a big chest, and an ancient door) – and did not get any more Perception check notifications. Meaning that they’d either discovered (or failed to discover, but I think at least one person in the team managed to spot most of them) every trap in the room! Which meant it was time for another proper save –
D) And to start the looting! :D With Astarion doing the honors, as he was the one who disarmed all the traps. :) And he did indeed find some very good goodies –
I. In the two smaller sarcophagi on the right of the room, he found a Soul Coin (an iron coin with a soul trapped inside – they’re the currency of the Hells, and just as horrible as they sound) and a silver necklace in the first (along with a skull and a bone – it WAS a sarcophagus, after all), and a set of Heavy Ring Mail armor and a Glaive in the second. Now, nobody in the group right now can use Heavy Armor (though Shadowheart might be able to use the Glaive) or the Soul Coin – but I know the coins can be used to help power up Karlach’s infernal engine heart, and Lae’zel might be able to wear the armor, so I had Astarion take it all anyway. If nothing else, we can sell the spare armor and weapons if need be!
II. In the heavy chest at the back, near the ancient door, he picked up two healing potions, an Arrow of Acid (which explodes and drenches everyone in acid after being fired), an Acid Vial (which functions as an acid grenade), a torch, and a trap disarm kit! I very happily took all that. :D
III. In the sarcophagus on the left-hand side of the room, he discovered a longsword, along with another skull and bone – he took only the sword as potentially useful. Never know when you might need a spare sword!
IV. And in the central sarcophagus (after confirming that the plaque on the front of it was unreadable), he found The Watcher’s Guide, an uncommon spear with the “Death’s Promise” ability – basically, if you attack someone with this thing and miss, then your NEXT attack against that target gets True Strike, which gives you Advantage on that attack roll. Nice. :D There was also an engraved key with ink stains on it, which went on the old key ring.
Not a bad haul at all. :D I’m very glad I rewound time for this lot and had them disarm all the traps they could find!
E) With goodies got (and a bone picked up from one of the skeletons on the ground, who had nothing else interesting on them), I had the group go and examine the ancient door at the back of the room. It was locked, but a right-click proved it was pickable, so I had Astarion give it a go. He got a 19 on the check, and the gang went through into a black loading screen –
And found themselves back on the Ravaged Beach! Turns out this was the door Shadowheart and Smiler found before, that Shadowheart didn’t think they could get through. Well, at least now the group knows how to get back outside in a hurry! XD As I wasn’t done exploring, though, I had Smiler take the lead again and lead them back into the crypt, lighting more candles around the sarcophagi room before heading back to the central “plaza” to check out the big heavy doors on the left. These were also locked tight –
F) But the moment I had Astarion click on them, he was able to open them with the engraved key he’d found! After he couldn’t use it on the ancient door in the other room, I had an inkling that’s what it was for. :) I checked ahead with the camera while the group waited by the door, and found a big room beyond, with lots of granite benches facing a little courtyard area with a big old hooded statue in the middle of it, along with the skeletons of some “entombed scribes” scattered about and a giant hole in the wall to the right. Seeing nothing immediately suspicious or dangerous, I thus had the group proceed in cautiously, Smiler at the head. Fortunately, there were no Perception checks to worry about in this room – though Smiler DID note that the scribes were all armed, despite no signs of a struggle in the chapel. Causing Shadowheart to wonder just how subversive their beliefs had been. *shrug* Don’t ask me, SH – I’m not particularly up on the lore of Faerun.
Anyway – relatively sure that there were no traps in here, I had the team explore, keeping an eye out for Perception checks. Most of the scribe skeletons they found proved armed with quarterstaffs and daggers (neither a weapon the gang needed), though Smiler did snag themselves a Scroll of Burning Hands off the first, and a “heavy key” off the last. There was also a chest with a ruby ring near the front of the room, by the benches, and another chest with a cup and plate near the back of the room, by the courtyard area. I also spotted a button tucked away on a pillar in a little raised alcove behind the main statue –
Which made me realize “hey, I saw a button on a pillar back in the sarcophagi room too, and never pressed it. Wonder what it does?” So I made a quicksave and had the gang run back to press it –
Aaand while it made some noises, I’m – still not sure what it does. O.o It’s possible that some of the failed Perception checks I got in this room was for the gang to notice it, and since none of them did, it’s not actually functional, even if I make them press it. *grumbles* Either that or it did something in another part of the chapel and I’m going to get some sort of surprise later...hopefully it’s a pleasant one!
G) With the Sarcophagi Pillar Button still a mystery, I had the gang run back to the big old statue room and descend into the little courtyard bit to check it out. To my surprise, Smiler actually passed the Religion check to recognize the god represented by said statue – it was Jergal, Scribe of the Dead! They were surprised to learn that people actually still worshiped him, given he gave up his godly duties to Bhaal, Bane and Myrkul when they came calling. (...I’m up on SOME of the lore of Faerun. XD) Unfortunately, their exploration of the area didn’t turn up much – just an “entombed warrior” skeleton with a scimitar (not a weapon any of the group can make the best use of); a bunch of empty vases in the left-hand alcove behind the statue, and some more empty vases and that button I noticed before in the right-hand one. Which Smiler also noticed (yay passing Perception checks) and wondered what it was for…
But before I went pressing that, I wanted to check something out first – a door I’d seen on the left wall, near some opened sarcophagi. It proved to be unlocked when Smiler tested it, and led into a little side room with a few more sarcophagi (only one of which was lootable) in it, along with a chasm on the far side of what I think was once a wall. Wary of yet more traps, I had the group slowly make their way inside –
And then the game highlighted a book lying on a shelf near the door, with Smiler passing a Perception check and commenting “forbidden knowledge, no doubt.” Curious, I hovered my mouse over it and found it was called the “Book of Dead Gods” –
And that it was apparently locked. O.o Somewhat puzzled by this, I had Smiler go over with the intent of collecting it and figuring out what was up –
H) And got a cutscene! Apparently opening this book was a bigger deal than I first anticipated. The narrator informed Smiler that the book was a lot lighter than such a heavy-looking lock implied, and they got a few options to try and open the lock, ranging from finding an arcane sigil to use to smashing it open to channeling their magic to “knock” the lock open with a spell (because, as an Artificer, they get access to some Wizard options). I chose the latter (having Shadowheart cast “Guidance” on them for a little extra assistance), and passed the check with a 22, getting the book open. A loose page full of magic fell to the ground in the process, but Smiler was more interested in the contents, which was a bunch of scrawled-out names – a list of sorts, but of what? I had them attempt the Religion check to examine everything more closely –
And they passed with a 15! Revealing that the names were all of gods, who had been lost but then brought back in the Second Sundering (whatever THAT was). AND they passed the Investigation check to spot three names at the very bottom, grouped tightly together but unreadable – a reference to the “Dead Three” (Bhaal, Bane, and Myrkul again, as they are gods of death AND also died themselves at one point)? I’m not sure –
But I am sure that reading the book was a good idea, because once Smiler put it down, the game informed me that not ONLY had they gotten a Scroll of Ray of Enfeeblement (aka the loose page that came out), but both Gale AND Shadowheart had been inspired by the event! Shadowheart because it involved godly matters, which intrigue her as an Acolyte, Gale because it involved finding lost knowledge, which intrigues him because he’s a Sage. :) So that’s two new inspiration points to use to redo rolls, AND a new spell scroll, yay~ Oh, and a new book for Smiler’s library, because that went straight in their inventory. They earned it!
And so the playsession ended with Smiler searching the room for extra goodies (finding three Scrolls of Protection From Good & Evil in a chest, and another Soul Coin, a maul, and a studded shield in the sarcophagus), before I had everyone pose dramatically looking over the chasm at the back of the room so I could save. :p Next time, we’ll go check out that button Smiler found, then head down the hole in the side of the room! ...Possibly after a long rest, because I know there’s another fight coming up, and Shadowheart HAS burned through all her spells – though she still has some divine interventions she can use… We’ll see!
Writing: Had a very successful day over on the writing front:
A) First up, this morning, I edited the remaining three Multiamory March prompts I’d written previously – Day Five: Cuddles (a Valicer Severance AU story about Outie!Alice’s discovery of her Innie being much more cuddly than she is), Day Six: Always Room For One More (a Londerland Bloodlines story where Alice had to convince Smiler that the group still wanted them around, even with them accidentally being the catalyst for Victor getting temporarily kidnapped by the Ministry), and Day Seven: Secret Relationship (a Valicer Forgotten Vows Verse AU story where Smiler comforts Victor after he gets a little sad about the fact that he can’t be as open about his relationship with Smiler as he is about his relationship with Alice). So those are now all ready for the Victor Luvs Alice (N Smiler) queue!
B) And second up, this evening, right after summing up my workout video (below), I took a few minutes to write up a story for Day Eight: Friends To Lovers! Said story is from my “Victor and Smiler end up going through American McGee’s Alice with Alice” AU – I’m calling it “Multiplayer Wonderland” now – and features Alice and Victor reminiscing on how much simpler getting married to your two best friends seemed when they were kids – and how they are grateful that they still managed to get into a position where they could spend the rest of their lives with them. With a surprise appearance from Emily and Victoria at the end (because this verse is actually a Four Victorians On A Roller Coaster verse) to jokingly go “oh, we’re chopped liver?” XD It’s a pretty rough draft, but given I was having some real problems trying to figure out that prompt, I will take it!
Tumblr: Unfortunately, I didn’t get anything done over on Victor Luvs Alice (N Smiler) – the time I would have spent drafting, I instead spent editing, as per the above. Good thing I’ve already got tomorrow’s story queued up and ready to go… I DID stick two things in the Valice Multiverse queue, though –
A) Another reblog on The Coven Wars’s “Venus and Mouse” Forgotten Vows Verse thread, with Mouse saying that it’s too late for anyone to help him, but if Victor could find someone to help VENUS, he’d appreciate it – kid deserves a normal life. Victor was like “you shouldn’t write yourself off so quickly,” but agreed to help Venus if he could. After all, he knows what it’s like to have no memories – it’s not fun. :(
B) And an ask from Toonsisters, telling Victor that she had someone she wanted him to meet – and the introducing “Vic,” an alternate Victor in somewhat more casual clothing and with light highlights in his hair. Cuddlepile!Victor was appropriately confused. XD I look forward to learning more about what this Victor’s deal is later!
YouTube: Got in my usual Sunday Two, no problem –
A) First up, we had the Sunday episode of Happy Wheels from GrayStillPlays – “When you waste taxpayer money!” Some pretty great boards in this video too, with the highlights being the opening bottle flip (with an extremely hard-to-get V-shaped win that Gray somehow BALANCED ON THE EDGE OF without succeeding, and also an accidental “Legendary Satan”); a surprisingly nice Rainbow Ball Throw that protected you from death and gave you infinite balls – but also hid the win from you (and then murdered you when you got it); a pogo drug trip from MAXIMPIG that saw Pogo Guy having to bounce his way past multiple bladed jellyfish and violent multicolored gingerbread men (and then it turned out in the end he threw himself off a roof in a drug-fueled haze anyway); a “moving” pogo jump where all the various pillars wobbled when Gray touched them (except when they didn’t exist at all, because trolling); and the Dylan Snider board of the week, “Careless Spending,” which saw Segway Nixon touring America’s vault and seeing that the money was spent on a bomb-levitating Elmo, Starbucks, chickens with machetes, and statues of Reginald (Gray at least approved of the last one). XD Good stuff, as always!
B) And second up, we had Jon of Many A True Nerd and “Fallout: London - Part 32 - A Pillar Of The Community!” The continuing adventures of Lady Aria and her new best friend Arthur Mountbatten as they –
I. Had a little heart-to-heart outside the recruitment office for the 5th Column! Mostly because Arthur was confused as to why Aria had saved him from his earlier predicament (hanging from a sign) and wanted to know why. Aria decided to go all “Black Widow” and flirt with him, saying she thought he was handsome – Arthur was flattered, but politely demurred, saying that if he was a few centuries younger, maybe. XD That inspired him to give her a little more of his backstory, though, since he didn’t want them being strangers – though what he said amounted to “I was the son of a worker and a housewife, unremarkable people; I went to university and got a job as a data clerk in a government office; and one of the big reasons I survived was because I stayed late at the job the night of the bombings.” Aria asked if he’d had any wife or kids (nope, just work acquaintances – he apparently wasn’t very social), then if his parents had died from the bombs –
And Arthur got a bit confused, struggling to remember if they had or not. He eventually recalled that they’d died before the bomb drop, but Jon was like “oh, that’s not a good sign – he got confused while telling me his more general family history too. Is all this a fabrication he’s made up because he genuinely doesn’t remember what his pre-War life was like? And given he’s a ghoul...oh, this could end tragically.” AKA, in Arthur going feral. :( I really hope that’s not the end of this companion questline...I guess we will see as things progress between him and Aria!
II. Took a quick look around the Jack The Ripper Museum! Because it WAS right outside the 5th Column’s headquarters, after all. There wasn’t THAT much to it, though – a mysterious locked display case that could only be opened with the right key (causing Jon to wonder if they were going to come back to this place in the future at the behest of a faction); half a letter to a “lost lamb;” a skeleton of someone in a back office whose head had been caved in by a typewriter; a few creepy mannequins set up in places to be creepy; and a rooftop exit with a path that led over to another building and an elevator to its rooftop, where Aria found a satellite dish she couldn’t interact with – and a “crime stats” skill magazine that improved her critical damage from unarmed and melee attacks by 5%. So at least the trip wasn’t a waste!
III. Started some alternate timeline shenanigans! Because, as it turns out, this mod is weird and locks you into certain factions and their endings way early. As in, merely talking to the 5th Column and agreeing to be recruited was enough to fail the mission to go and meet the Camelot faction! Like, wow, I know some people complain about how, in Fallout 4, you can be a high-ranking member of all four factions for ages before having to pick a side, but I think that’s preferable to being COMPLETELY LOCKED OUT of a faction before you even get to know what their deal is. *shakehead* Granted, one of the comments suggested that the mod creators HAVE changed this in a newer build, but still. I feel like in general, all these factions and their missions should be introduced a LOT earlier so you can get to know them better and make a more informed choice about which one you want to support before Act Three! Jeez...
Anyway – Jon’s way around this nonsense was through the power of Alternate Timelines! As in, he made a save, THEN talked to the 5th Column recruiter McFadden so he could rewind time later. XD I mean, I just rewound time myself via saves in my Baldur’s Gate III game to avoid having to deal with a room exploding forever, so can’t argue with the efficacy of this plan! With a trip back to the past in hand, Aria thus chatted with McFadden about who the 5th Column were and what training entailed, then agreed to sign up. McFadden promptly began the recruitment process –
Only for Guido, the Protectron from before, to show up, pull rank, and insist on taking Aria to meet Eve personally as the explosion at the tournament had made her a “Class A Individual” – aka, someone the 5th Column DEFINITELY wanted on their side. Aria thus briefly met Eve (who has a cool robot arm) in her boardroom, where Eve welcomed her aboard before promptly refusing to answer questions and fobbing her off on her second-in-command Victor to receive her tasks. XD Yeah, that’s not how you win over Aria, Eve – not when her player is already deeply suspicious of you guys because your goals are weirdly vague (beyond “building up an army”) and your aesthetic reminds him of a fascist movement!
IV. Talked to Victor anyway to receive their first quest because they were there and it WAS an alternate timeline, so might as well make the most of it! Said quest sent the pair down to Eastminster, by Trafalgar Square, to help local Columnite Braiden Knight win over some hearts and minds. After a quick stop by the stall of the guy in the market buying beer mats to sell the ones she’d found (getting 480 tickets for her collection), and the doctor to get cured of her new alcoholism (drinking constantly to impress Arthur is tough on the old liver!), Aria headed to the local pub, where she grabbed the Intelligence coaster (Jon going “gotta remember to come back here and get this again in the other timeline!”) before meeting up with Braiden. He turned out to be, well, kind of an asshole, calling Aria “errand runner” and ordering her to go do some nice things for people so they’d have support when they made their play for London – a little “quid pro quo,” as he called it. Her first mission – talk to a lady named Evelyn down in the nearby slums and figure out what was going on with her. Aria thus went over and found the lady in the art-museum-turned-cheap-housing-project, and Evelyn explained that she needed help convincing her son Darius that the Isle of Dogs gang was NOT a bunch of heroes and that he shouldn’t be paling around with them. After all, her husband got involved with them, and he’s dead now. Aria then went and chatted with Darius, explaining she was from the 5th Column – he wasn’t impressed and told her to piss off. Fortunately, that prompted her to talk to Evelyn again, who theorized that if Aria got some sort of proof that being part of the Isle of Dogs had led her husband Rupert to a bad end, Darius might be convinced to leave them alone. And as Aria simply didn’t have the Charisma to convince the kid on her own –
It was off to Isle of Dogs territory to seek out someone who might have information on what happened to Rupert! That someone was Sam, who happily told her that Rupert had tried to convince them not to kill a bunch of “entitled” merchants and had ended up dead in the aftermath, and that she should take his stuff from his bunk so it wasn’t cluttering up the place. Aria thus headed over to Rupert’s bunk (in the same building as that trader’s market she found before on an earlier visit with Archie) and, after a bit of searching, located his journal, detailing his time with the gang and how he’d started to feel worse and worse about what he was doing (mostly, beating up and killing the merchants they were offering “protection”). Aria grabbed that, stopped by the market and got herself a fancy antimatter zap pistol (seriously, that place has the good stuff), then headed back to Eastminster to hand over the journal to Darius. He was appropriately horrified by the things his father had done and immediately swore off gang life. Evelyn thanked her and said that the 5th Column must not be so bad after all (especially after learning that Aria had ALREADY helped Caleb Wood, the guy at the doctor’s office – granted, that was during a much earlier visit, but shhh), and Aria returned to Braiden, flush with success. Braiden thanked her for the good work and told her that he had one more job for her – go see this guy Giovanni, who was weirdly enthusiastic about joining the 5th Column, and determine if he was on the up-and-up, or if there was something fishy about him. Aria thus went and found the guy –
And yes, his enthusiasm was a little – over-the-top. He was constantly singing the Column’s praises and practically demanding to meet with a higher-up. Aria was very suspicious, but decided to take him to see Braiden anyway –
And yup, dude proved to be an assassin, furious with the Column for killing his brother. Aria quickly took him down with a shotgun before anything could happen though, and while Braiden gave her a tongue-lashing for apparently not noticing the guy was up to no good, he also admitted that the public attack made the Column look like victims and got them more goodwill. So she succeeded by failing. Fun. :P
V. Returned to Column HQ to pick up another mission from Victor! Because when you kill a guy for a faction, you’re in for a pound. :P This one had them meet up with the mysterious John Smith, who wanted Aria to pick up some textbooks from the British Museum for Eve’s daughter Lily. Apparently he wanted to make sure she was well-educated in preparation for one day taking over Column leadership. Aria was of course always up for another trip to the Museum (especially since she’d already cleared it), and headed over straightaway –
Only to run into a fun bug, where the Museum had partially reset itself. That is, all the doors that were supposed to be opened by TERRY the mad AI that she’d had to deal with last time were all inaccessible again...but TERRY himself hadn’t come back online. Meaning Aria and Arthur were locked out all but the first few rooms of the museum. Fortunately, being on PC, Jon was able to use the power of the “noclip” cheat to get Aria through the door into the central library and get the books, and thus she was able to deliver them to John Smith without incident. He thanked her and went to go get Lily –
Only to not come back, instead getting involved in some sort of ruckus to start up upstairs. And when Aria followed the noise to see what was going on, she overheard an argument between John and Eve, where John argued that Lily NEEDED to learn about other political points of view if she was to be a good leader, while Eve was adamant that John was just trying to “indoctrinate” her into his eyes. *grimace* Oh dear – seems like the leader of the 5th Column is VERY keen on her daughter believing in what she believes, and what she believes only. That’s – that’s not great.
And so the episode ended with Aria leaving HQ so the two could argue in peace, then Jon putting down an “okay we’ll side with the 5th Column” save and rewinding time to just before Aria spoke to McFadden! Next week, she and Arthur instead head down to Richmond so they can talk to Camelot and probably set up an Alternate Timeline where Aria joins them instead! The way things are going, Jon’s going to have a save ready for every possible faction ending, no problem. Which, honestly, wouldn’t be a bad thing – I am curious as to what all these endings entail!
Workout: Back on the bike again this week, and back with the GrayStillPlays compilations as I checked out the latest one – “When you find every possible way to destroy Earth!” Which, as I suspected, is a collection of Universe Sandbox 2 and Solar Smash videos. :p The first half-hour I pedaled through today has been all the former, with Gray doing things like increasing Earth’s density until it was like a billion times Jupiter’s (and watching the chaos as it did things like destroy the solar system and eat both copies of itself and Jupiter) and stopping Earth from rotating to see what would happen (one side got covered in ice, the other got super hot) before messing with the temperature of the sun to see if he could save the dark side (answer was no – and things only got worse when he added a SECOND sun to the mix). I left off at the start of a video of him playing around with throwing a tiny asteroid at Earth at light speed so he could play with explosions – we’ll see how that goes, and what other horrors he inflicts upon the planet, tomorrow!
Aaand, as usual, all that took longer than I really wanted it to take. *facepalm* Gotta tone down the wordiness, Vic... At any rate, though, I'd better get to bed. Night all!