Part 18: The Spider and the Sidequest, Part 1
Update 18: The Spider and the Sidequest, Part 1
I was gonna start off by saying that this update was gonna be a bit different because it was going to be concerned almost purely with cleaning up new chapter 3 sidequest content and a small amount of chapter 2 sidequest content that I missed(but which is still available in chapter 3), but I realized that was just gonna make this update like... basically every update so far(also despite spending about two hours doing this I still missed some side content, but I'll write that up when I get to where I missed it).
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There they are, in the inventory, and they're both kind of handy items! The spider is an infinite-use item that can poison any sword or non-burning, non-enchanted quarrel(actually part of another infinite money trick which involves buying normal quarrels at rock bottom prices, poisoning them so they're worth more and selling them at a store with higher prices. since it's not available till chapter 3, though, which is rather late to break the game, I'm not a big fan of it). Any time you're not applying another modifier to the party's swords, you might as well poison them with the spider. The spyglass, meanwhile, is an infinite-use item that casts Eyes of Ishap any time its used, thus revealing all containers in the party's general area, which includes dirt mounds, corpses or just about anything, really, thus completely obviating the need for any other "see things"-spell and being super handy if you don't already know this game like the inside of your own shoes or have a guide.
In any case, that score aside, we actually have a few things to do in Romney before turning out to the rest of the world, first off... we should poke our heads into the local shop.
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Note that Grey Tower Plate. It cost 750 gold back in Chapter 2, meaning it's shot up to 600% of its initial price, this is because the Guild War in Romney has finally kicked into full gear and now everything costs assloads here, as they will until we complete a sidequest. The smart money, though, is really on never completing it so you have a town where you can sell gems and equipment at insane markups. Books, staves and magic items are about the only things they won't buy, which means they'll still buy just about anything that's actually worth a lot of money. At this stage, it's not worth abusing since this party is already well set for the rest of the game, but it would be worth it to, say, keep any gems and rubies you find until Chapter 3.
Additionally, if we poke our heads inside the room where the Duke is trying to bust heads until everyone stops fighting now...
BaK posted:
They were shown into a room.
Seated crosslegged in a large wooden chair, Duke Romney was staring at a large lumpy form which was heaped on top of the meeting table, his youngish features obviously clouded by some issue of great concern.
"What's under the sheet?" James asked.
"Botho Chandler," the Duke replied grimly. "They found him in the alleyway and have dropped him off here until the undertakers can come for him.
"Murdered?"
The Duke sighed. "Fortunately it's no great mystery. He was fighting with the leader of the Miller's Guild and got cornered by three mercenaries. We have them all in custody. Things have gotten so bad here that we're regularly building a bonfire to burn the bodies from this idiot private war between the Guilds."
"Any way we can be of assistance?" James asked, taking a glance beneath the sheet at the obese corpse. "We may be in the area for some while."
Drumming his fingers on the table, the Duke stared intently at them. "Actually, you may be of service to me," he said after a thoughtful moment. "If I can convince Arlie Steelsoul to come into negotiations with the rest of the guilds, it's possible I can break this deadlock between them. My father always said that the guilds will follow Mitchel Waylander and Arlie Steelsoul whichever way they go, but unfortunately Mitchel is too intertwined in the origins of this problem for me to use him effectively."
"Where do we fit into this?" James asked.
"You're neutral," he replied, gaining his feet. "You were born outside of Romney and you have no connections to the guilds. I am right about that aren't I?" Quickly an anxious look flickered in his eyes, but quickly vanished as he noticed that James was shaking his head. "Excellent. My point being, as the Duke, the guilds might view a private meeting between myself and Arlie as unfair negotiation. They have to believe that he is coming to the negotiation table of his own free will, and believe me, they will be watching my movements for a while."
"So you want us to find this Arlie Steelsoul fellow and convince him to come and negotiate with the rest of the guilds, is that it?" James asked.
"Just so," the Duke replied. "You will find that he has a small house to the west and south of here. I would advise you though, he is a paranoid man. He keeps himself well guarded and there may be some danger involved. I will reward you for your efforts of course."
"That's all right," James said with a smile, heading towards the door. "We're used to danger."
Completing this quest will reset Romney's prices to normal, which would be great if it was like... a supply hub you needed to revisit for the rest of the game, or if it had rare gear but... no, it's pretty much entirely shooting yourself in the foot to do so. It does score the party 300 gold and a key that opens a whole... 1 wells(no, really) and 2 doors in the game if they complete the quest.
Once that quest's picked up, maybe we should visit the tavern for clues! I mean, just in case this team of exceptional geniuses missed something while rifling through dead people's pockets.
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Place cleaned up surprisingly quickly and nicely for having been the location of 30-something grisly axe murders.
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Once again I want to point out that the Nighthawks are so damn bad at concealing themselves that even a literal child spots their huge "yo we're assassin mans"-pendants. Oh, and if we come here in chapter 1, Locklear can talk to Jason, too, which, uh, is certainly a conversation.
BaK posted:
Locklear motioned to the figure across the room.
The boy walked over to join them. He stood before them, eyes downcast.
JASON: Are you...the Collectors?
LOCKLEAR: The Collectors? What do you know about them?
JASON: Only what master Carolus said. Before he went away he says to me that one day the Collectors would come and take me away to a pretty place where every boy would be like me and I wouldn't have to worry and that I shouldn't be upset he had to go 'cause he was going to a real nice place where people were like him. I tried to not be scared but it was real hard and after the master left I cried real hard for days until my head hurt. Then one day the Black Sheep man found me and said I could scrub his pots until the Collectors take me.
LOCKLEAR: And how much does your current master pay you?
JASON: Pay me?
LOCKLEAR: Yes, your wages - What does the Black Sheep man give you for helping clean up around here, for sweeping the floor and scrubbing pots?
JASON: Oh, well he's very good to me, Lord. He lets me sleep in the coup with the chickens so I don't catch the shakes and I get the bread that hasn't greened yet.
LOCKLEAR: That's...very kind of him. Is he here?
JASON: No. He left a week ago on business to Silden. He said he would be back very soon and that I could sleep here in the shop. I forgot to lock the door.
LOCKLEAR: Well, we'll leave you then. I want you to lock up the shop behind us and I want you to stay here until your master comes back. When he does, I want you to tell him that the Collectors are coming for him very soon and that Seigneur Locklear of Prince Arutha's court says so.
Sadly there's no sidequest where Locklear punches Jason's "employer" until he's vomiting up his own internal organs. Because goddamn, that's pretty grim. At least we get confirmation that Locklear's not a completely bad sort as he seems to at least give a fuck that Jason is being abused.
That's about it for Romney content, though. Jason has provided us with two clues, firstly that they received a suspicious shipment of booze from Sloop and that our fancy new items might have come from Silden. These are valid clues, and the party does pursue them in the book where they pay off slightly more(but only very slightly more) than in the game, but it's entirely possible to skip over them if you're doing some sort of speedrun and just head straight north to the Prank's Stone/Kenting Rush/Cavall Keep area that we've so far mostly been avoiding.
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Now, we barely get out of the gate before we run into our first encounter, because chapter 3 is the first big repopulation of the main world map area that showers almost every single zone with new enemies, often...
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Nighthawks! Predictably two single Nighthawks go down like chumps, but I wanted to show that there were a few more popping up while we head down to Sloop to check out the brewery that maybe had something to do with all the dead soldiers at the end of Chapter 2.
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While we're here we can also harass Mitchell Waylander, but let's hit up the brewery first.
BaK posted:
James could smell alcohol.
Pushing the door of the shop open, he was met by a sharp faced fellow who was carrying a wooden keg. Quickly dumping it with a pile of other casks, he wiped his hands off on a towel, then extended his hand. "Welcome to the Upturned Keg. Best brewery this side of the Romney. Would you care to sample some of our stock? We make a dandy apple wine..."
"I'm sure you do, but no thank you," James said. "We have other business with you. Have you recently sent a special delivery to the Black Sheep Tavern in Romney?"
The man nodded. "Yes. A man here in town named Mitchel Waylander came in and made the purchase order himself. Paid with rubies."
Recognizing the name of the leader of the Glazer's Guild of Romney, James arched an eyebrow. "Was there anything unusual about the order?"
"I'll say," the man replied. Moving to a small bin, he pulled out a handful of a substance that looked like tabac, letting it sift between his fingers back into the bin. "He asked that I add this to the kegs - called black tarweed."
"A poison?" James asked.
"No. It's a cheat used by the less scrupulous tavern keepers. Handful of this dissolved in your ale, and whoever drinks it will think they're dying of thirst. Gets worse the more you drink."
Gorath spat. "It is often done in the north," he said. "A man will drink until he is no longer capable, either for lack of gold or wit."
"And an excellent way to make certain that someone is incapable of fighting you back," James said with disgust. "The Nighthawks aren't what they used to be."
Alarmed, the brewmaster seemed to pale. "Nighthawks? What have they to do with this?"
Omitting most of the smaller details, James told what they had already learned of the murder. Horrified, the man shook his head. "I assure you, this has never once happened in association with the Keg. If you would like, I will get you something to drink. I guarantee that it has not been laced with the black tarweed..."
If Nighthawks were already delivering the booze, why not just fill it with actual poison?
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Now, let's go harass Mitchel Waylander. He's not here in chapters 1 or 2 because he's busy hanging around Romney, but in this case we can interact with his house which gets us jumped by several Nighthawks(who have a poor time of it), if we then try to interact with his house again...
BaK posted:
James knocked cautiously on the door.
A few tense moments later the wood began to creak and the door swung open. From the darkened room a figure emerged and James gripped his sword tighter, prepared for any eventuality. Though Mitchel Waylander wasn't one of his favorite people, he was a bit relieved to see his familiar face...and Mitchel seemed a bit relieved to see them.
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Now this exchange is extremely different in the book. Similarly, the party is looking for Mitchell and Nighthawks are staking out his house when they arrive, but it turns out that he actually is working with them, or was. Someone came to him with the idea of instigating the guild war in Romney, to profit off it, and Mitchell, being a greedy fuck, went along with it. By the time he realized they were planning to have several people killed, not just drive up prices and knock over his competitors, it was too late to back out. Thankfully, unlike a lot of fictional characters, book-Mitchell is smart enough to turn himself in rather than dig himself a deeper hole or try to fight two armed men and a wizard.
I would also like to point out that here, after barely ten minutes of actual gameplay time, I have already produced a post which is at over 20k characters of text.
In any case, this is our first clue pointing northwards, towards Prank's Stone, but we've still got clues to investigate in Silden, so we're gonna keep heading south. We're skipping Arlie Steelsoul's residence until the end of the update, mostly because I misunderstood the triggers needed for ending the Guild War in Romney and thought I could still profit off it later, but whatever, the party's already loaded.
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Along the way are some more Nighthawk ambushes, but as they're all two or three Nighthawks, they're mostly irrelevant, and I also clear out the remaining Rusalki fights for the Temple of Eortis quest, which are trivialized by applying Skin of the Dragon to James and Gorath, then powering them up with Steelfire casts so they can clear out all the ghosts before the defensive buffs expire. I agree with the people who prefer Skin of the Dragon as probably the most powerful option in most fights, but it's still not my favourite strat.
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Back in Silden, we now have a reason to go to the tavern.
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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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[YES]
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Now, the door on the main Silden screen that previously produced a "nothing to do or see here!"-message, allows the party to interact with it instead...
BaK posted:
Gorath watched the docks.
Behind him, James stood with his ear pressed against the door of the house, listened for the stirring of the Crawler or his men, but heard only the thumping of his own heart. The door was locked and as he reached inside his pack to search for his keys and picklocks, he saw a very small, very straight crack in the trim beside the door. Smiling at the old Mockers trick, he pressed his thumb against the trim and pushed down. The wood slid away, revealing a small brass key! Removing it from its hiding place, he jammed it into the brass lock, whispering his thanks to the old Mocker who had first taught him the trick. Within, the house was dim, but not so dark that James couldn't navigate by instinct alone. Creeping, he investigated the whole of the three room house, noting anything that looked out of the ordinary. Near the fireplace he discovered something that appeared to be a chest, but dismissed it as suspect, its location tagging it as a trap for less clever thieves.
On the far wall, he eyed a row of five colorfully lacquered pots, each spilling over with a tangle of violet colored tondill horns. Many times in Krondor, he had heard the Princess Anita lamenting over the fact the flowers were nearly impossible to grow in the salty soil of the coastal regions and required nearly constant sunlight. Located as they were at the rear of the house, however, they would undoubtedly receive very little light at all. Smiling, he upturned each of the pots until, at last, he discovered the hidden powder bag and made a mental note to thank the princess for her relentless efforts to civilize him.
Clutching his find triumphantly, he hurried outside to rejoin his very nervous looking travelling companions. Jimmy the Hand was still alive and well.
The "powder" item produced by this quest is a stack of eight of the paralysis powder items that Owyn tosses in the face of overly inquisitive enemy melee fighters, but the smart move is to split the stack so you only leave one of them with James and he can just hand that over, since it's enough to trigger the completion. In the books it is, of course, not magic powder, but instead a large amount of uncut drugs.
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So, a couple of notes here, now that Joftaz has pointed us towards Abuk(canonically this is the first time the party meets Abuk, in the book). Firstly, in the books, it's less about recovering stolen property, and instead that Joftaz wants James to steal a ton of uncut drugs from two of the Crawler's agents, after which Joftaz then spreads word that the agents themselves sold it for their own profits(rather than the Crawler's profits), so the Crawler will spark an internal war trying to punish them for it. Secondly... someone forgot to look at a map when writing this, you obviously cannot take a ship from Silden to Krondor, as the Kingdom and Bitter seas do not connect(except possibly on a very long east-around-the-world trip). The game attempting to point you towards Krondor with that tip is also a false lead as there is nothing plot-related to do in Krondor at this point.
Also, we can now listen to a few extra dialogues from the patrons at Joftaz' tavern.
BaK posted:
The man scarcely acknowledged them.
"You look a sorry dog," Locklear commented, noting the long look on the man's face. "What troubles you?"
"Today I drink up the last winnings I ever made in lancers' tourneys," he said, watching the swirling contents of his cup. "From this day forth, I have to earn an unsullied day's living."
Locklear arched a brow. "I wouldn't call being a lancer a sullied profession."
"No," the man replied with a pained smile. "Not ordinarily. But I am beginning to advance in years and my strength is not all it used to be. At the last lancer's tourney, I bought a vial of Fadamor's Formula. Unfortunately, before the last joust of the day, I was discovered drinking it. My lord rescinded my bond and the master of ceremonies forbid me ever attending an other tourney so I may never again seek another noble employer." Reaching into his belt, he pulled out a small vial and slapped it into Locklear's palm. "All yours. Ill be happy not to see another drop of it in all my life."
Locklear squinted. "Why give this to us?"
"I'm not specifically giving it to you," the man said. "You were just at hand when I decided to give it up. But to give you an understanding why I'm giving it up, perhaps I should show you something." Pulling up the hem of his tunic, he indicated a puckered scar which marred the flesh above his navel. "Several of the knights I defeated in the tourney gathered together and among them decided I should be taught a lesson. A hot iron shoved in to your guts can be a very convincing teacher."
...
The man grumbled.
Not sure whether the comment was an invitation or an indication they should leave, James approached the man cautiously. "Good day."
"Good day my arse. Damn madness, all this guild feuding," he spat, wiping ale from his lips with the back of his hand. "I had a regular job before all this madness began up in Romney. Now I have to do my job under the cover of night. If Arlie Steelsoul would come to the negotiations table with the rest of the Guilds, we could bring this idiocy to a halt!"
"Has anyone talked to him?" James asked.
"Who can?" the man replied. "He's got himself sealed up in his house near Sloop. None of the Duke of Romney's men have been able to get through to him. He won't even allow his supplies to be delivered to his door anymore, has them dropped off in a box. Serve him right if someone sent in a pack of rations that had been sitting in the sun a month or more, arrogant bastard. Know how much it costs me to harbor my flats now? 100 sovereigns every two weeks!"
Despite James's repeated attempts to steer the conversation in a more interesting direction, the man insisted in relating his docking fees at the various points along the river and the outrageous lengths to which he had to resort to deliver his goods unmolested. At last, the effect of his ale beginning to overwhelm him, he slumped against the wall and began to snore.
...
James paused.
Though he had thought to get the man's attention, he decided he was far more interested what the man was whispering to a mercenary who was seated nearby.
"...well, who 'as the Crawlers key then?"
The man shrugged. "Kivo dropped it in the scramble out the sewers. After they did in the Upright Man, none of us had the desire to stick about any longer. Mockers were right mad..."
"So, it's still in the sewers, is it?"
"Unless one of the Mocker's boys picked it up, I'd say so, yes. Not like it matters, what with the Crawler crawled away to the Sunset Isles..."
Disturbed, James slipped away from the conversation. Though it was possible the men were bandying about things overheard from a rumor monger, the demise of the Upright Man in Krondor would have far reaching implications both for the Kingdom and for himself.
The only things of note for these fluff conversations is that the first one gets us a small extra stock of Fadamor's Formula and that rumours of the Upright Man's demise don't actually start spreading until the interstitial book between Krondor: The Betrayal and Return to Krondor, Krondor: The Assassins, where it's a minor plot point.
Still, this makes a good reason to head west of Silden and interrogate Abuk.
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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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Despite this description, anything you lose to Prank's Stone won't pop up in the THORN wordchest. This entire part is also, mind you, absent from the novel. In the novel the team just interrogates Abuk about who he sold the items to and he sends them north to Kenting Rush and Cavall Keep. Now, that would be the reasonable place to head, as it's where our remaining clues, scant as they are, are pointing... but that would be boring, wouldn't it? Let's go see what's happening in the Dimwood.
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Surprisingly, the entire section of road west from Silden through Sethanon and to the southernmost entrance to the Dimwood hasn't been repopulated with any encounters at all, unless they were all off-road or I managed to stealth around them, and the party arrives there with minimal hassle aside from running into Lyton's tax men. They get to live, this time.
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The Dimwood itself, though, has absolutely gotten repopulated. It's gotten repopulated with a ton of encounters, some of them potentially quite nasty, and with quite a few of them clustered around the entrances so they're unavoidable.
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The first one here is no big deal, just a single Witch Hag and two Moredhel Warriors. Since she knows both Skin of the Dragon and Grief of 1000 Nights, she could be a potential threat, but I've so far yet to see an enemy actually cast Skin of the Dragon, so fingers crossed they never will. Owyn tackles her with a Rusalki and she never gets a chance to get off any spells, but she could have easily caused us a good deal of trouble.
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Of course, ten paces ahead there's another damn encounter.
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This one is somewhat more tricky, in part because you can easily miss that there's a damn Witch Hag hidden behind the tree there at the back of the battlefield.
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A rusalki chases the witch hag forwards so that Gorath and James can reach her, while her bodyguards whip out the crossbows and start taking pot shots at the party, though thankfully with terrible accuracy. Crossbow enemies have been somewhat of a novelty so far, generally less annoying than melee or casters, but as the game goes on, more and more of them start bringing poisoned quarrels which are small issues in battles but require healing outside of battles(there are about 110 enemy poisoned quarrel archers in total, but some either have no crossbows or no crossbow skill, probably due to oversights) as well as better crossbows and quarrels that can actually hand out a considerable amount of pain per shot.
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In any case, the moredhel go down without too much trouble, though the party does pick up a few dents and scratches.
With the local moredhel resting in pieces, we can go poke around something in the south of Dimwood that only activates here in Chapter 3.
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BaK posted:
A wrinkled hand pulled open the door.
"Yes?" croaked a little man, his frail voice cracking with age.
James smiled, "We don't mean to bother you, sir. What news have you of the area?"
The old man dropped his head, and tears welled up in his eyes as he spoke. "Do not be deceived by what you see. The man before you is well less than half his apparent years."
"If what you say is true, how could this thing have happened?" asked Gorath.
"It is true indeed. I was trapping east of here -- had stayed about a month -- when I suddenly found myself growing weaker by the day. I decided to return home and during this journey I spotted a black robed man with a snake-like face."
"You think he is the source of your problems?" questioned James.
The man sighed. "I wish I knew. But now what am I to do? How shall I eat? I left behind my only ironjaw trap. I would be ever so grateful to have it returned. You shouldn't be affected if you don't stay long."
With a concerned look James turned to Gorath, then faced the man again, "We will see what we can do," he said.
Apparently some magical dogshit happened to poor Craig here, you can find one of his friends... somewhere(I later discover that it's Squire Phillip, who's hanging around the western section of the Dimwood in Chapter 3), I forget where exactly, who will corroborate Craig's story in case you suspect it's yet another schizophrenic resident of Midkemia sending you on a wild goose chase.
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It's for some reason a state secret that no one ever lets Gorath in on that the second Murmandamus was, in fact, a shapeshifted Pantathian. Other stuff like said Pantathian being a servant of the post-Chaos Wars remnant of the Valheru, known to the Tsurani as the Enemy, could make sense to hide. But why hide that Murmandamus 2: Escape to Africa wasn't a Moredhel? Widespread knowledge of that could've helped shortcircuit Delekhan's entire plot of claiming Murmy 2 was still alive. The Pantathians are... yet another of Feist's beloved non-human species who are always evil, though I guess they have slightly more of a reason than so many others, being controlled by an insane Theocracy convinced that their creator, the Valheru Alma-Lodaka, will uplift them to godhood if they somehow manage to bring her back.
Apparently in the later novels, the party finds a splinter faction of good snakemen that have an evolved society that the protagonists accidentally completely annihilate. Then, after discovering that Pantathians aren't doomed to pure evil, the protagonists proceed to genocide the remaining Pantathians in the world, complete with heading to their cities and destroying all their creches and eggs after eliminating their military forces.
Cool.
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Once you're in the isolated southeastern part of the Dimwood, it's super easy to fuck yourself over by accident if you don't know what you're looking for. See, an invisible line has been drawn across the entire section, which, if you cross it...
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And then if we keep going...
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This hits the party with 4% of the Sick condition which will slowly get worse and drain health at a rather rapid clip, in addition, bumping into trigger lines for it again will dump more of the condition on the party. You can clear it away with Healing Herbs, but if you hit the trigger too many times, it may be more than just a single serving of herbs can handle, and it'll be hurting your HP all the while.
This means that I promptly head for the encounter that will stop this trigger from killing the party, but I completely miss said encounter while hurrying through the woods and bungle into it as an ambush instead...
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Welcome to Pantathians which are absolutely the toughest single enemy faced by the party so far. Like Moredhel Mages and Shades, they're Fighter/Mages, i.e. they actually carry weapons and thus aren't completely nerfed just by walking up to them and glaring at them. Secondly, they have almost double the total HP pool of any given moredhel in the game. Lastly, oof, these three fuckers have some nasty spell lists. Just listing the ones that could give me a headache...