Part 29: A Missing Pug, Part 1
Update 29: A Missing Pug, Part 1
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Frankly I think the only reason that Chapter 6 instantly boots you into the Krondor Sewers is that otherwise there's no damn way you'd ever stumble into the new content they've put down here.
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Assuming you either have a map of the sewers or explored it decently well on your first visit, you'd almost certainly go to the far southeast corner, and then west to the entrance. If you do, however...
BaK posted:
They were not alone.
Owyn's pulse quickened as he saw the lone figure approach; but when it became apparent they were not being attacked, he relaxed a bit, squinted slightly in an attempt to see who was about to join them.
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Man I don't even know where to start explaining how this deviates from the book. I think the easiest thing is to just let this entire little subplot play out, and then explain how it is in the book, because everything else is literally just the same names and not a single recognizable motive, actor or object. Suffice to say that in the book "Kat" is only mentioned, but never met, and the Idol of Lassur doesn't exist at all.
Once again, though, you won't have a damn clue where to go next because you probably explored all of this level of the sewers, and nothing new has appeared here, but a second, formerly-inaccessible, level of the sewers has now opened up. So probably you wander back past the entrance towards it if you have a map or just if you're sweeping the place systematically...
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BaK posted:
A figure moved in the tunnel.
Seemingly having appeared from nowhere, a young boy halted them before they could move any further ahead.
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I'm not sure if it's an accident or to accent how threatening he's meant to be, but one of the game's combat themes plays when Limm confronts the party here.
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[IDOL OF LASSUR]
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[LOCKED DOOR]
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[ITEMS]
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I think that the "locked door" keyword is your only hint that something previously closed is now accessible.
Paying Limm's price for the items gives you a full stack of Restoratives, a couple of torches and a unique note. Unless you really want to read the note, it's only worth taking advantage of if you're really short on Restoratives.
BaK posted:
I am uninterested in your difficulties with the Guild of Thieves under Krondor. It was your responsibility to deal with them and your special training should give you more than an adequate advantage over those common thieves. You are to locate the Amulet of the Upright Man and the Idol of Lassur and load them aboard the Night Crawler immediately! We have pressing business with our serpentine clients in the Sunset Isles and I don't believe they will be patient while I tell them about the incompetence of my hirelings!
The Crawler
This is also more direct contact with the Crawler than is in the entirety of the book.
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BaK posted:
Owyn sniffed the air.
Expecting a foul aroma from the lower levels of the sewers, he was pleasantly surprised that it seemed less rank than the sewers through which they had already trudged. "Believe it or not, it smells better down there," he remarked. "Shall we go down and have a look around?"
[YES]
They descended noisily.
Several times Owyn nearly lost his footing on the mossy steps, but fortunately caught himself before sending them all tumbling down the stairwell. At last, they emerged into a large corridor.
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So I want to preface this by saying that I have no fucking clue what they were thinking with the lower level of the sewers. Despite only being accessible in chapter 6, the only treasure of note down here aside from the one you start right in front of is a single pair of Weed Walkers which I can't imagine you wouldn't have kitted Gorath and Owyn out with roughly five chapters earlier.
In any case let's kick these idiots in the dick and take their sewer loot.
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Gorath and Owyn are overpowered enough for several of the fights in this chapter that I start having Owyn beat enemies to death with his staff to train up his Melee Accuracy, Strength and Defense.
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The chest itself is trapped but both does negligible damage and is trivially disarmed if you cast Scent of Sarig before messing with it, which you really should do before interacting with any chest if you're playing this blind or with minimal hints. Inside are...
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A Sword of Lims-Kragma that will be an excellent upgrade for Gorath for exactly this update(okay and a good chunk of the next one, but still) and the Idol of Lassur.
BaK posted:
The votive idol rested in his hand like a squat, sexless gnome. Rationally Owyn knew it would take no great effort to crush the leering ivory figurine; he would merely have to close his hand. But somehow he felt as if their roles were reversed, as if he were the fragile thing in the statuette's tiny palm.
So what this does, if we choose to keep it, is that it has an infinite amount of uses that instantly kill an enemy, but at the cost of reducing all the bearer's skills by 20 while it's in their inventory. I mean, from a pure power perspective, Owyn just being able to snuff out an enemy every turn of combat, no ifs or buts(as far as I'm aware no enemies are immune to it), is probably superior to several of his actual spells since most of them also just take one enemy out of the fight per turn(excepts made for Evil Seek, occasionally Flamecast splash damage and two spells we haven't seen yet), and if you can just want enemies dead to make them dead, you don't really need to be accurate about it.
However, it's objectively boring if I don't occasionally get my ass kicked, so we're actually going to return this to Kat and get some lore.
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The "dead in a month"-thing isn't borne out mechanically, by the way, so we can haul the Idol around for as long as we like with no ill consequences. Still, now it's Kat's and soon the Crawler's. Let's hope that an evil villain won't use a month of being able to wish his enemies dead to cause any sort of chaos. That would certainly be awful.
Also now we have a clue for a sideplot completely unrelated to the main plot of this chapter. Said sideplot is going to be Owyn and Gorath heading off to Malac's Cross and kicking Abbot Graves in the junk so hard that his eardrums burst.
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Since Owyn and Gorath are already rolling in dough again, however, there's no reason to wear out the soles of their shoes. Let's ride in style.
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quote:
The acolyte stopped.
"I...do not fully understand," he started. "A disturbance surrounding Malac's Cross precludes any teleporting there. I am sorry, but from this end there is nothing I can do."
Guess Graves knew we were coming and decided to slow us down. No matter, the Temple of Lims-Kragma is just up the way and we can drop by and visit the Oracle of Aal at the same time.
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Or, you know, we could, if her neck of the woods wasn't crawling with Pantathians!
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So, to recap, Panthatians are, to the last, warrior-mages, meaning that any encounter with a large number of them has as much potential to go south right away as the six-spellweaver fight near the end of Chapter 5. They also tend to be much sturdier, where Moredhel of any kind cap out just below 80 health, Pantathians tend to run around 120 like an Ogre, but unlike Ogres don't have any spell weaknesses that nuke them down easily.
Both of these pricks, for instance, both know Grief, Skin and a grab bag of offensive spells. We desperately need to win surprise in every fight. One of them has almost 140 total health.
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One of them eats a Fetters of Rime(I later find out that Grief works on them, too, but Fetters has the advantage of also adding a bit of damage and Owyn hits 19 out of 20 casts at this point, even at extreme range), but the other one is a slippery bastard. They're got a damn high movement rate and Gorath, being a bit slow block of beef, often has trouble keeping up with them, meaning I need to toss Owyn into the fray, too, to keep it from casting spells. I could also just have frozen it, too, but I try to not just overly rely on one type of solving everything.
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A foregone conclusion when it's just two of them, thankfully.
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[SWORD]
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[BOOK OF MACROS]
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[PUG]
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Everything the Oracle tells us is technically true but also largely useless except that we should head to Sarth, which we could really have done (almost) right off the bat. In any case, now let's get back on the road towards Malac's Cross.
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Previously the road between the Temple of Lims-Kragma and Malac's Cross was very quiet, and it still is. As long as we stick to the main east/west road, we won't run into any trouble, but as soon as we take the turn-off for Malac's Cross...
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First another duo of Pantathians, then a trio, which is much worse since it means we're less likely to take them all out before they can act and cast spells at us. Two of them are packing Grief and Fetters of Rime, while the third is packing Despair Thy Eyes and Fetters of Rime.
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Owyn freezes one with his own Fetters, Gorath engages the second, and the third manages to absurdly thread the needle of missing his own Fetters projectile right between Owyn and Gorath without hitting either. Insane stroke of luck for me. Losing Gorath would've probably not lost me the fight since he already whacked one, taking it down too far in HP to (probably) do much more casting, while Owyn would certainly have time to freeze the one that froze Gorath.
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Like so. Note the one he whacked has gone into retreat mode but doesn't get a chance to escape before he plugs it with a bolt then uses the survivor for target practice.
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So you clear them out and behind them is yet another Pantathian encounter, and while it's hard to see on the overworld, this one is actually five of them. Let's, uh, let's see how it goes, shall we?
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So on the bright side, the hills to the party's left means the Pantathians can't maneuver much, this both means that they can't run away much but ALSO that Gorath will almost always be able to "threaten" multiple of them at once. I consider what my options are here, and decide to start off by dropping Skin of the Dragon on Gorath, something that at first glance seems to be like a good idea.
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Last spell I get off in the fight since the Pantathians then blast Owyn to ash and freeze him. Still, if Gorath can clear the encounter, I can easily heal him up.
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Nothing scratches him, he flattens snake after snake, and then advances on the last one, where I learn something unfortunate.
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Skin of the Dragon does not immunize you against Grief of 1000 Nights. Instant fight over.
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This time I start out by freezing a Pantathian instead. A better move might've been dropping a Rusalki right in the middle of the formation to threaten three of them instead, but for now, taking out one is good. They then absolutely pile on Gorath.
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Since they don't kill him, though, I have him chug down almost a full stack of Restoratives to fix him up, while Owyn keeps the freeze party going.
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Ice to meet you, snakes. Also Gorath of course has Naptha on his sword for doubling his damage, meaning he hands out about 110 damage on average per hit. This is kind of a necessary ingredient of the fight, because without that, enemies hit would still have enough health left to cast spells, as it is, the 100+ damage hits tend to leave them too wounded to cast, even if they're still alive.
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Also turns out that Grief of 1000 Nights works on the Pantathians, too. I'm still wondering what the logic was behind who is affected by that spell and who isn't. I can see it not working on the Nighthawks since they're supposed to be conscience-less killers, but then it still works on the Black Slayers, who are just zombie Nighthawks. And yet it also works on the Pantathians, who are supposed to be the canonically utterly heartless servants of an ancient race of murderous demigods.
In any case, this gets them all frozen or dead, so now Owyn can take a breather while Gorath cleans up, and this finally clears the path to Malac's Cross.
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Aside from a few misc. items, the main rewards for this fight are a 100% Ruby which represents a nice amount of money still, and a Horn of Algon-Kokoon, which makes for only the second non-shop place it can be found in the game(and the only shop is the one in Dencamp which we can no longer access, plus it costs almost 1300 gold to buy!).
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After selling off some stuff, I decide to hit up Ivan Skald's tavern for some replacement rations and he immediately rushes over to say hi(I'm not sure why, but every time I enter the inn, he immediately starts a conversation with the party, I feel like this is unintended but I'm not sure if it's a v1.02 thing or a GOG thing or what).
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We should've lugged a dead Pantathian or two into town just to fuck with Ivan, it feels like.
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Once again, absolutely nothing about this is canon. So what actually happens in the book is that Gorath and Locklear, after leaving Arutha, come out of the south side of the Dimwood and arrive at Malac's Cross. They ask Abbot Graves for help and learn that assassins have tried to kill him several times lately, thus he's pretty twitchy. They then tell him he's got nothing to worry about as the leader of the Nighthawks is dead, and he blurts out: "Navon is dead?!" And they realize he knows more about the conspiracy than he was letting on.
In the book version, Kat, in Krondor, is a Mocker and also his half-his-age girlfriend(seriously, Feist, knock it off) for a while, but he left that behind after he left the Mockers to become an Ishapian abbot. Navon found out about his past and blackmailed him, threatening to kill Kat if Graves didn't... I actually forget what Graves actually does for him in the book, just pass him info, I think. But now Navon is dead, Graves offers to come to Krondor with Gorath and Owyn so he can find Kat, and he'll provide horses and money during the trip. He's also planning to leave the order without warning when he arrives there. After this he passes out of the story, but re-appears in both Assassins and Tear of the Gods.
For now, though, we're left heading farther north, to Sloop.