Part 13: Grave Mistakes, Part 2
Update 13: Grave Mistakes, Part 2
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In general, there are less fights(but not quite NO fights...) in the southeastern part of the game map, which is the more densely populated part of the Kingdom, being closer to the older East than the frontier-ish West, section of the map that includes Darkmoor only has a single battle, and it never gets replaced or supplemented by others later on. The party soon arrives at Darkmoor, which is mentioned in the books only as a stopover on the way to Malac's Cross and the rest of the east.
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At the moment, this is just yet another place for Owyn to get some barding XP and a couple of doors to knock on, so let's get knockin'.
BaK posted:
After knocking on the small wooden door, James stood back to survey the house and its surroundings. "Darkmoor seems friendly enough," he said.
The door swung open and his attention shifted to a smallish woman who greeted him with a hug. "Oh my. Aren't you a dear? My name is Caroline, what's your name?" Before James had a chance to answer she ushered them all into the house.
Inside, amidst a collection of knick knacks and odds and ends no doubt collected over three quarters of a lifetime, they introduced themselves. They talked for several minutes as she refilled their water pouches with a pitcher sitting on a small wooden table in the corner.
"Have you seen the crazy old hen that lives down the road?" she queried, breathlessly. Only comes out at night. My sister Elizabeth thinks she's a witch or something. I just think she's crazy. Can't really blame her -- husband and son were both killed by evil spirits. That's what they say."
Their pouches full, they managed to work their way to the door. The woman was still talking as she closed the door behind them.
The next house, of course, has different dialogue whether to knock on the door during the day or the night.
BaK posted:
DAY
After knocking several times, James had just about concluded that nobody was home. "Come on," he said in Owyn's general direction. "There doesn't seem to be anyone about."
Just as he was preparing to leave, a shuffling sound inside the house caught his attention.
"Hello! Is anybody there?" he shouted.
For several more seconds he heard nothing but silence and again he was about to leave. This time a hoarse whisper stopped his exit, though he couldn't make out what the voice on the other side of the door was saying.
"You'll have to speak a little louder. We're just passing through but we would like to talk to you," James said.
"Come back when the sun is no longer in the sky," croaked the voice, "and I will tell you about the Rusalki." Hissing emphasis was placed on this last word.
James tried to get some further information but he was greeted with nought but silence. "Come on, he said. "Let's get going."
NIGHT
The moon hung in the cloudy sky like a pale lantern.
"Come in," said a gruff voice.
They opened the door to the small dwelling and walked into a room lit by close to a hundred candles. Shadows danced crazily on the walls, a sight so distracting it took James several moments before he noticed the strange old woman sitting crosslegged on the floor. No words were exchanged, but they walked across the room and sat on the floor in front of her.
"I shall speak of the Rusalki." As the woman spoke she began to rock gently back and forth, her gravelly voice taking on a songlike quality. "Innocence lost. Lost. Spring blossoms robbed of carnal bliss, the Goddess of death their first kiss. Their first kiss."
Candlelight flashed in the wetness of her eyes as she continued. "They will shrink away from her touch, they hate her so. Hate her so. Find the Magic Touch or you too may feel her icy kiss."
The woman's head dropped to her lap and James got up to leave. He started to speak, but thought better of it. They left the house as quietly as possible.
It's just a bit of fluff text, nothing that really matters to us. I think perhaps there was originally going to be a general undead-slaying spell which might've later been removed and this was supposed to hint at it... but I'm honestly not sure.
Once past Darkmoor, there's an unusually dense thicket of tree sprites alongside the road, which tends to be a hint that the devs hid some chests or other interactibles inside.
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Seriously, this is denser than the Dimwood. It also contains what's probably the easiest magic trap in the game.
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This is just sad.
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MILK
This one contains a suit of Elven Armor which is no upgrade for this party, but if you took the straight path down, you might've missed out on other opportunities for this upgrade.
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RUST
This one contains a general mix of supplies, small stacks of food, restoratives and Fadamor's Formula. Nothing too exciting, but all of it useful. It's very easy to feel like you couldn't possibly carry or need more Restoratives and then run into one of the situations where you do.
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Further east along the road lies the Temple of Ruthia, the goddess of Luck. It's one of the few temples in the game, which span the entire canon Kingdom pantheon, which has no dialogue for visiting the priests, just the party not being allowed to talk to anyone. Which is a bit of a shame, they could at least have said that getting an audience was a matter of flipping a coin or winning a game or chance or something, and luck just is not with the party.
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Eventually we reach a corner where two sections of "mountain" reach each other, where the road curves there's a small graveyard, and this is our clue that we've got the turn-off for Malac's Cross just behind it.
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Malac's Cross has some of what you expect from a large town in Betrayal at Krondor: a store, a temple(Ishap) and an inn, but it also has an extra location on the left side of the road, let's try getting in...
BaK posted:
A man halted them.
"Ticket," he barked through gapped teeth. When James failed to respond quickly enough, he leaned closer and shouted. "Are you deaf!? I'll need your lecture ticket."
"What if we don't have a ticket?" James replied.
The man smiled an unpleasant smile. Hooking his thumb at four extremely well developed soldiers who looked to be members of Malac's Cross' constabulary, he squinted. "Do you have tickets for this evening's lecture or no?"
"No," James said, backing into the street. "We don't want any trouble. We'll be leaving now."
The door slammed closed.
Unlike some of the other random NPC's we've engaged with in the past, this actually isn't just some random maniac who's going to brain the party with a bottle, we can actually attain a ticket, but you might think it's impossible if you took the longest possible way around to Krondor, because getting a ticket isn't possible till Chapter 2. Since I know where we get a ticket, let's stumble into the local Temple to Ishap(the building at the far end of the main street). It's somewhat more story-relevant in the book, since events at the abbey ties into Krondor: the Assassins, but for a few chapters yet, currently it's mostly interesting for ticket-related purposes.
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[YES]
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In the book, this encounter has a somewhat different note since James recognizes Graves as a former enforcer for the Mockers in Krondor who felt the calling of Ishap, and the two of them have a quick rapport. James implies that the establishment of the Ishapian college at Malac's Cross is for the purposes of A) countering the political influence of Pug's magical university at Stardock and B) for keeping an eye on Sethanon. Why Sethanon needs keeping an eye on... we'll get to that. For now, let's just grab the ticket and head back to the building on the left side of the main street...
BaK posted:
A man took their ticket at the door.
Waving smoke from his face, James was surprised by the number of young nobles seated in the lecture hall, most looking as if they would rather be drinking ale in the tavern across the street. Despite that, they made friendly company as they offered up seats to James and his companions.
"All rise for Guy of Rillanon, First Adviser to the Throne of Kingdom of Isles," a page announced from the rear of the room.
After an uncomfortably long wait, a pair of men dressed in purple tabards advanced to the foot of the rude stage and took up station, the looks on their faces stern and watchful. Quick behind them was a man dressed all in black, from tunic to trousers to the patch over his left eye. Mounting the stage between his escorts, he looked out on the assemblage as if they were all his soldiers in the field. Seeing James, a smile touched the First Adviser's face.
"It seems I'm not the only first adviser here, James of Krondor," Guy said, motioning for everyone to take their seats. "I am surprised Prince Arutha could spare your company." James shrugged and covered with a quick lie that seemed to satisfy all in the room, as anxious as the rest for the lecture to begin.
Hours passed. After a lengthy discussion of the battles at Deep Taunton and the siege of the Shamata Garrison, the First Adviser finished his lecture and dismissed his boggled students, stepping down from the podium to speak with James. A grave look was upon Guy's face as he grasped the Seigneur's shoulder.
"You are lucky most of the men in this room don't know Arutha," Guy whispered, glancing at Owyn. "If they did, none of them would believe you had been sent to Romney to fetch this puny little squire. I am also curious to know why you are travelling in the company of a Dark Brother." Seeing the fire burning in the Adviser's good eye, James realized the old man was asking the questions in deadly earnest and that his two escorts were standing close for reasons other than show. "I'll not have Arutha betrayed."
Waiting until the rest of the students had been shunted out the door, James quickly began to explain the situation, allowing Gorath to fill in the details which he only partially knew. When he mentioned the Nighthawks and Romney, the First Adviser nodded.
"Prince Arutha is right to send you to Romney," Guy said. "There is a group of Kingdom men there. I had Duke de Sevigny send them a few months ago when we heard about the guild troubles brewing there. We had suspicions the Guild of Death was involved." Grabbing up his cloak, the First Adviser nodded to his escorts to check the streets. "If anyone in the Kingdom can find the Nighthawks, it will be those men from Bas-Tyra. They've been of great help in the cause of the Kingdom over the past few years. I'll warn you, however, that they've made quite a few enemies along the way. Watch your step between here and the Black Sheep Tavern."
Once the guards had indicated that the road was clear, Guy was gone and the building's watcher shuffled them outside.
Having played Betrayal almost a decade before I first read the first Midkemia books, I was completely baffled when the books got to Guy. See, for the duration of both Magician books, as well as Silverthorn, Guy is loathed by every single main character as the greatest villain imaginable, the sort of dude who locks sick old men in dungeons for political reasons while attempting to marry(at 50+ years of age) their not-even-teenage daughters, also for political reasons, and generally seems to be constantly angling for political power at the expense of honour and human lives.
He eventually redeems himself enough in Darkness At Sethanon to be accepted as an ally of the protagonists, explaining his past actions AND doing his level best to prevent the Moredhel from accidentally ending the world.
Anyway, what the lecture actually does is increase the party's Assessment skill. Apparently it can only be raised by trainers, repeated use doesn't increase it. It's, as mentioned, a pretty useless skill for the most part since it takes up your entire turn looking at an enemy's stats rather than lowering those stats by blowing said enemy up, but if it didn't take a turn to use, it would be pretty handy!
Now, let's hit up the inn.
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Unlike a lot of inns, this one has two characters to talk to and oh man do they both have plenty to say. Let's talk to the innkeeper, Ivan, first. We also missed an interesting greeting if we'd come here in chapter 1...
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BaK posted:
Locklear motioned to the figure across the room.
The man walked over to join them. He stood before them, eyebrows arched inquisitively.
IVAN: Look here you ruffians... You're not students are you - of the Abbaye, I mean? I've had quite a lot of trouble from them.
LOCKLEAR: No, no. Just travellers on the way through.
IVAN: Mmhm. I've heard that line before, but you look honest enough. We gots a few rules here. Follow them and I'm sure we'll be fast friends. Break them and I'll have the three of you spitted and roasted.
LOCKLEAR: We're listening...
IVAN: Swords, daggers and other such stay in their sheathes. I don't tolerates no kind o' killing in my establishment unless its called for. Two, I don't allows no animals, especially if they be bandicoots, badgers or sal-e-manders. They gets in soups and they upsets me dogs and I won't have a baying jag in the middle of the dinner hour. And lastly, under no circumstances whatsoever are you ever, ever to use an en passah in this establishment.
LOCKLEAR: A what? An en passah?
IVAN: Now if you don't even know what one is then I don't have to worry about it, now do I? So, what can I do for you?
BaK posted:
James motioned to the figure across the room.
The man walked over to join them. He stood before them, eyebrows arched inquisitively.
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Ivan has a lot of keywords, though at least one seems to expect us having gotten the Chapter 1 greeting.
[ABBAYE ISHAP]
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[EN PASSAH]
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[CHESS]
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It goes without saying that we can't dunk on Ivan quite yet. But if we should stumble across an emerald, we have a couple of ways to get a leg up on him.
[LOST & FOUND]
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There are a few interesting things in the Lost & Found, nothing we desperately need, but we may as well pick them up since they're worth more than the asking price if we were to buy them afresh from shops.
[ADVICE]
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[ABBAR'S GAMBIT]
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James is canonically actually a rather poor chess player or, at the very least, considerably worse than Arutha and the Keshian ambassador. In any case, this is all we're getting out of Ivan for now... until we're ready to come back and take him for everything he's worth. Oh and like in five minutes when we're done interrogating the other NPC in the room, which opens up a new keyword with Ivan.
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Like Ivan, she has some Chapter 1 unique dialogue...
BaK posted:
Locklear motioned to the figure across the room.
The woman nodded, then made her way across the wooden floor until she was standing before them.
PETRUMH: By my soul our petitions are heard! Finally, one of the Prince's men has come! Have you come about...aigh! You've an elf!
LOCKLEAR: Though Thorgath looks frightful enough, I assure you that he is of no danger to you. What is this petition you speak of good woman?
PETRUMH: As I live and breathe, not one word more will pass my lips as long as he is here, and that's the truth of it. Not one word more!
GORATH: I will leave you to your duties, Locklear. Should you need me I will be close at hand.
LOCKLEAR: Thank you. He has gone, now... What cause do you have to call on Prince Arutha's aid?
PETRUMH: I sent to the Prince, for something must be done in Sethanon! If he would bend his ear to us, he would hear the tales of what passes in the Dimwood. There are lights there, terrible, awful faerie lights that have been seen in the woods and always they prefigure some calamity...
LOCKLEAR: Surely they are only tales.
PETRUMH: If they are tales, they are tales as sensible folk tell! I have seen these very lights with my own two eyes, watched their demon jig in the night even as my husband fell senseless and breathed his last. There is some terrible evil there.
LOCKLEAR: I shall make no promises, but we will do what we can...
The dialogue is mildly less strange in chapter 2, though.
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[YES]
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This conversation is pretty true to the book, with the main exception that in the book, Gorath takes a lot of offense at Petrumh calling him an elf, since that's usually associated with the Eledhel.
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Appropriately enough, on the way back to Darkmoor, I manage to bungle into a Nighthawk ambush I had somehow managed to avoid by walking off the road to look for chests. No encounters spawn as part of the "look out for trouble near Lysle"-comment, but this almost makes it feel like they did!
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The fight instantly becomes a chaotic scrum as the Nighthawks pile in and go straight for Owyn's throat. Because I felt like some variety, I busted out the Horn of Algon-Kokoon instead of Sleepytime Dust, and spawned two dogs. Since each honk spawns TWO dogs, it's an excellent disruption item, especially as the dogs are melee combatants that will often chase mages. The downside is they're much worse at hitting enemies than Rusalki, and there's a grand total of two of them to be found in the game(one we already found, the other is on an enemy's corpse somewhere), though a single shop(in Dencamp on the Teeth) also sells it for a completely absurd price. Still, buying an extra horn would be a great use of the party's funds at some point since they only come with six charges a piece.
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Since James is still less dangerous than the rest of the party, he mostly distracts the Nighthawks while Owyn clubs them to death, Gorath hacks them to pieces and two dogs angrily maul them.
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It does not go well for the boys in black.
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Owyn could probably one-on-one a Nighthawk with just his staff at this point.
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Interacting with this barn in Darkmoor in the past would've just gotten us a generic "it don't do anything"-message, but now that we've talked to Ivan and Petrumh...
BaK posted:
The barn door was closed tight.
"You in there," called James. "We wish to speak with you. Ivan Skaald sent us!"
There were rumblings from inside the barn, and after a few moments the door began to swing slowly open.
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So, James and Lysle meeting is canon, but the whole Sethanon corpse-robbing sideplot isn't. The books are much more interested in dealing with the Crawler, something that would supposedly have gotten expanded on in a third Krondor game, but since that got binned after Return sold poorly, the whole Crawler sideplot never really got resolved for years until Feist(or more likely a ghost writer) finally tied it up.
In any case, this conversation with Lysle isn't required to solve this sideplot and is, in fact, actively making it more difficult for first-time players. See, it directs you towards Glover in Lyton, but you can't actually interact with Glover until after you've interacted with several people south of old Sethanon first, like Glover does not exist for you to interact with until then, which is kind of what I consider a Sierra-ass series of triggers.
In the book, the party also saves Lysle from several Nighthawks at the last moment and treat him to a meal at a nearby inn where he tells them his story. Then when they wake up in the morning he's pretended to be James and sold off their horses for gold while they were still asleep before skipping town at high speed.
I still don't really think he looks like James, though.
Anyway! Time to high-tail it back to Malac's Cross and then continue northwards to rejoin the main road.