The Let's Play Archive

Betrayal at Krondor

by PurpleXVI

Part 19: The Spider and the Sidequest, Part 2

Update 19: The Spider and the Sidequest, Part 2

Pantathian 1: Despair Thy Eyes, Grief of 1000 Nights, Mind Melt
Pantathian 2: Flamecast, Skyfire, Grief of 1000 Nights, Mind Melt
Pantathian 3: Despair Thy Eyes, Skyfire, Unfortunate Flux, Fetters of Rime

Which means that if two of them decided to start the fight with Grief and the last landed a cast of Fetters, they could shut down the entire party in one round and instantly game-over me. Thankfully it's not that bad. Instead...





Gorath eats a Flux and a Mind Melt(with the Flux rolling mid/low) that slices off about 75% of his total health before the party gets any turns, giving him a chance to chug a dozen vials of restoratives before the next barrage hits. Thankfully, the positioning of the Pantathians means that James can block two of them from casting again, and Owyn can block off the third with a Rusalki.



Luckily on retreat they don't split up and make it difficult to keep them from casting, but instead cluster up in one nice big pile where one single mobile character can ruin their day. It seems like enemy casters, even if they're melee-capable, will usually prioritize moving away so they're free to cast. Shades seem to be the only exception from this so far, though possibly that may be because the game parses their "spell" differently from "real" spellcasting.




From there on, it's just a matter of whittling them down. One Pantathian escapes because James is an incompetent clutz and I'm already missing Locklear, but that's alright since none of them care carrying an important loot, the big deal is finding them and killing them as part of disabling the "fuck you"-field they've inexplicably erected in this corner of the Dimwood. Before we leave, though, a new chest has spawned in that we gotta poke at.




We can't leave Old Man Craig without his ironjaw traps after all, which seem to be... designed after catapults... despite looking like crossbows? Whatever. Presumably it kills animals good.

In any case, having killed the Pantathians, we get a new chunk of text on heading back to the main section of the Dimwood.




What do you think the Pantathians were after, Owyn? Do you think they were rooting around looking for something?

With the Pantathians, who can tell? No one in the Kingdom knows exactly what they want, but they seem to get mixed up in nearly everything that's got a bad ending. My guess is that they were trying to channel the strength they were stealing into something else. Maybe they needed power for a spell.

I am none to comfortable with the thought of that. I felt their powers when we entered the area, though I didn't know what it was I perceived.

At least we have come out of there none the worse for the wear. I imagine that Craig is beyond help. It is a good thing we didn't remain a month, as he did.

Well, I don't know about you, but I feel almost normal again. I for one am glad the whole affair is over.

A noteworthy part is that this also cures any remaining Sick status, so you don't have to hurry for a temple if you're out of herbal healing packs or restoratives. Now to hop it back to Craig...






There's a small encounter with some moredhel and quegans on the way, but they just get run over by the party without offering any real opposition. As for Craig...

BaK posted:

James knocked on the door and waited for a reply.

After nearly a minute, the door cracked open, a gnarled hand finishing the task. "Have you brought my ironjaw trap?" asked the old man in the doorway.

[YES]

James nodded.

"We have," he said, producing the trap.

"Bless you, sirs," wheezed the man. "I hadn't the strength to retrieve it myself. And without it I would sure die of starvation."

Trap in hand, the man went back inside his house. He returned a moment later with a something clutched in his fist. "This is for you."

He dropped a golden ring onto James's upturned palm, then snuck back into the house, closing the door behind him.

So he dropped us a ring that works like the Weedwalkers and the Amulet of the Upright Man in offering a permanent stat bonus while carried, in this case a +15% to Scouting, making the party a lot harder to ambush. What isn't pointed out is that this also opens a store in the north of the Dimwood, the Fife and Laurel, which is otherwise closed in chapters 1, 2 and the start of chapter 3. Nothing indicates that it being closed is related to the Pantathians being around, or that killing them will open it, so I don't quite get it. Still, if you weren't moving into the Dimwood until Chapter 3, it'd be very nice to have an extra place to offload loot as there's a TON of stuff to pick up in here.

Since I missed Squire Phillip, here's his updated dialogue for finding him in the Dimwood in Chapter 3.

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.

PHILLIP: Are you sure you aren't following me around, Owyn? We seem to be bumping into one another fairly frequently.

OWYN: If seeing each other more than once a year can be called frequently. I guess that wedding party in Yabon turned the both of us into nomads.

PHILLIP: I've about had my fill of it. If travel broadens the mind then I dare say my skull should be the size of a haywain by now. I'll be glad to get back home again and lay in my own bed for a time.

OWYN: Why are you in the eastern part of the Kingdom? I thought you lived in LaMut.

PHILLIP: On occasion, when my father will allow it, I sleep in LaMut, but I seem to spend most of my time running the Kingdom roads on family business. By my estimation, he must have his fingers in more pies than there are bakers in all of Midkemia! A trader has many things to keep track of and only so many sons to help him...

OWYN: Why doesn't he just hire a runner to do it for him?

PHILLIP: It's been suggested, most emphatically by those of us unfortunate enough to have been born to him, but he likes to quote a Quegian saying about marriage: Why pay for what you can get for free? Not to paint a poor picture of him though - he's just very practical about his money.

[THE FIFE]

OWYN: Have you ever stopped in at a tavern called the Fife and Laurel? It's a little north of here if I haven't lost my bearings. They serve a wonderful meat pie.

SQUIRE PHILLIP: The Fife? I've made a point of visiting it, and on many occasions. If it hadn't of been for a pint of old man Kelly's lager, I'm sure I would have died of thirst on several occasions. It's too bad they had to close up when the old man passed away.

OWYN: They weren't closed when we went by. Matter of fact, the old man who operated the place seemed very healthy to me. Sure we're talking about the same place?

SQUIRE PHILLIP: The Fife's the only tavern in all of the Dimwood. There is something very odd about all of this. Old man Kelly died nearly a year ago and he didn't have any relatives to take it over after his death.

OWYN: You sound as if the man were in your family. You must have stopped often.

SQUIRE PHILLIP: The Dimwood is on my route, in a manner of speaking. I make it a point to find friendly faces while I'm travelling.

[DIMWOOD]

OWYN: I'm fairly new to the Dimwood, so anything you know about it...

SQUIRE PHILLIP: Not much to tell, at least not about the Dimwood. It isn't very dim and as far as a wood goes, well... I think it's a bit of a stretch to call it a forest, but I guess it keep sthe locals happy to think of it that way. It's big. There aren't many that will live there except for the scorpions and a few free franklins trying to get something to grow here. Merchants shy away from the place. To my knowledge, The Fife was...is the only business operating inside the Dimwood.

[CRAIG]

JAMES: Do you know anything about a man named Craig?

SQUIRE PHILLIP: He lives to the south...that is, if I remember correctly, someone answering to that name lives near Sethanon.

JAMES: Perhaps you can clear something up for us then. When we ran into him, he was claiming to be twenty three years old but it was abundantly obvious to us he couldn't have been anything less than seventy or eighty. He claims something happened to him while he was on a trapping trip into the southeastern corner of the Dimwood and he began aging suddenly. Of course it sounds like utter madness, but we were wondering if you knew what had driven him mad.

SQUIRE PHILLIP: The only Craig I know is twenty-three Midsummers and to my knowledge his father isn't named Craig. Did he appear to be healthy?

JAMES: For an eighty year old man, as strong as a horse.

SQUIRE PHILLIP: I don't know what is at the bottom of all this, but a bit of advice. I would stay away from the part of the Dimwood he was in until one of us can discover what is going on.

I'm not sure why they refer to the Fife and Laurel as a tavern when it's actually a store. Strange. Anyway, we miss him because the party cuts across to the north side of the Dimwood in a more or less straight line.






Another two Moredhel ambushes await in the north, one is just a mass of warriors, but the other is similar to the one that kicked the party's ass on the previous visit.



Once again, the main danger is what the RNG decides the Witch Hags cast. One of them has Grief of 1000 Nights, another has Despair Thy Eyes and the last can cast Skin of the Dragon. Thankfully the party scores ambush, and they never get off a single spell. I feel like if anything, it's probably one of the bigger weaknesses of the game, how easily mages are neutralized if you win initiative, yet conversely how utterly they can annihilate you if they win the initiative. I'm pretty sure that what they cast is entirely RNG, though, like there's no real AI to it, it just picks a spell and then picks a target.




These guys go down a lot easier than the first time around.



Now, you might ask, why are we headed up the northern exit of the Dimwood? That's because there's a new encounter up in Wolfram on the Highcastle/Northwarden road. Also because I realize I may as well stop by Highcastle and upgrade everyone to Elven Greatswords, the best type of sword that can be purchased(and then later blessed down in Malac's Cross on the way back). This happens off-screen since showing a shop window isn't very interesting.





This bit can be done in Chapter 2, too, but I forgot about it. For whatever complaints I might have about BaK, I remain impressed by how much stuff they crammed into locations most players were incredibly unlikely to ever go. In any case, a house in Wolfram that previously had no reaction when interacted with now instead has...




A sudden ambush! It's not an exceptionally tough fight, but could be a surprise to an adventurous chapter 2 party depending on how much off-roading they did previously, mostly notable for three out of the five enemies being crossbow-users.




The odd thing is that, after killing them, they leave no corpses behind. Usually this is only the case for ghosts, "endless" battles(i.e. a "go back you moron"-fight that repeats until you go another way or somehow resolve it) or for one rare case we'll see later this update. Let's see what happens if we interact with the house again...

BaK posted:

James knocked angrily on the door.

From inside the house they heard some mumbled grunts and curses. At last the door swung open and a little man with a wisp of greying beard joined them in front of the house.



We were very nearly killed by your little pets. Not a very hospitable way to welcome friendly visitors.

Never mindin' the fact I didn't invite you! But if'n you got hurt, I wasn't meanin' for innocent folk to gets involved. It's just that the only guests I receive these days come from the Northlands...

You have friends in the Northlands?

Friends? No, not as such. The visitors I receive are never welcome. Goblins mostly, sent from ole Belly Khan to pinch my spellbooks and formulas. They don't much care for me interfering with 'em, working spells and such for Baron Gabot at Northwarden. I was hopin' these illusions I was makin' would be more effective, but 'parently they ain't worth a gnat's spit. Need to work on 'em more. Let me give you somethin' so you can get yourselves fixed up...

That won't be necessary. We're fine.

Who said anything 'bout you?! Baron gets wind I went 'round inflicting grief on innocent bystanders, I'll be dicing taters with the kitchen boys or singing duets with old mash brain Tamney. You'll find a pouch of two hundred gold in that little chest over in the corner. If'n you go north from here a bit, you'll run across the Temple of Tith. I imagine they can put you to rights again. But a word of advice, you see buglies in fronts of you in the future, insteada' fightin' em, run the other way!

True to his word, Patrus hands us 200 gold and sends us on our way. A pretty nice treasure if we came here at the start of chapter 2. For now, though, we're headed back west, to LaMut, because chapter 2 and 3 also open up new content at the bottom of the Mac Mordain Cadal.





Most of the contents haven't respawned, though, so the entire first level is still empty.




But this way down that was hidden in a corner now actually allows us to descend to the second level rather than warning us about a collapse that we can't make it past.






And the locals down here seem eager to get into a fight with us. I'm not entirely sure why, though.



Considering that they're inviting themselves to a three-on-two smackdown where they get their asses kicked. Their gear is a clear upgrade over most of what we've been fighting against so far, though, while they're still wearing standard Kingdom and Elven armor for the most part, they're now regularly armed with two-handed broadswords and Goblin Stickers as opposed to plain broadswords and Lampreys. We don't need the swords, but now they actually sell for enough money to be worth giving a single pass in terms of repairs and then hauling along to a store.





They're also guarding an INCREDIBLY easy-to-miss chest. Like seriously, that could've used a second pass in terms of making it "pop" from its surroundings a bit more, especially considering the contents.



A fucking DIAMOND, among other gems. There are only seven of them in the game, and yet they still account for about 20% of the total amount of gold to be earned from gems across the entire game as well. It's a pretty huge haul, you pretty much have to screw up on purpose to render it not worth a ton. In any case, it's only the first of several cool things the game hides down here.





This second group of rogues skulking around in the shadows may in fact have an even better haul.



This mage is yet another one of the many who could choose to cast Grief of 1000 Nights if he won initiative, however, because of the smaller battlefields underground and, as some mentioned, James having exceptionally good movement stats...



Bonk. He does have weirdly low health, though, only 50 points total, which makes this possible. There are a few outliers like that, enemies that for some reason are set to spawn with almost no, or greater-than-normal health pools. Still, this both evens the odds to a 3v3 fight and takes out the one enemy who could really cause us shit.




Now, they're not guarding a chest, and three out of the four of them are just carrying the normal upgraded swords that I'd like to sell, but one of them...



Is carrying a fucking suit of dragon plate! There's only one armor that's better but... we may as well not even think about it. James gets this one, and it'll keep him nice and safe. It's also going to get itself a level 3 bless on the way back to Romney, seeing as how it's a piece of gear James will be wearing until the end of the game anyway. We could already buy these at Highcastle, but costing about 1500 gold a piece, they're actually one of the pieces of equipment expensive enough to still represent an obstacle to the party's bloated finances.

And if you can believe it, we're still not done getting sweet rewards out of the MMC. There's one more down here yet.





So, there's this pit, which we can swing across to proceed deeper(but there's no reason to, as the only routes further on are blocked until later in the game), also note how while in the other types of dungeons, pits have some sort of high-contrast colouring, but here they're easily stumbled into... anyway, This pit, if we approach it, we get some dialogue!



BaK posted:

"Bring us... armor... Grey Tower Plate..." croaked the Kobold. With out another word the creature slipped back into the darkness of the pit.

Kobolds are mentioned as worshipping the dragon Rhuagh in Magician: Apprentice, and bringing her offerings of food and such, but I don't believe they're ever actually described in any fashion except as being small underground creatures. What this guy wants from us... we're carrying two suits of Grey Tower Plate already, but we're not handing those over since they're blessed and also preventing Gorath and Owyn from getting stabbed, and besides we can get a trash suit for free and the Kobolds don't care about the quality.

We pretend we don't have any and then wander back up to the entrance where Naddur is still hanging around, and now has a couple of new keywords.

BaK posted:

A shadow approached.

From a murky corner of the mine tunnel, the figure advanced towards them. James's pulse quickened for a moment, but he relaxed slightly as he saw they were not about to be attacked.

We're at a deed 'alt at the moment. We 'ad a section of mine exposed, nearly the entire length to Elvandar when we found another blasted Brak Nurr hole! It was but a wee tyke and we were able to kill it, but that kept us bent in fits for weeks. Alone, 'e was able to collapse several hundred yards o' rock. We've got to make sure that the mine will 'old up to new 'ammering. Another few months and we should be through to Elvandar.

[ARMOR]

Any idea where we lay our hands on a suit of Grey Tower plate mail?

Ah, blast! I'll have those buggers for dinner if they keep this up... You've been talking to those bloddy kobolds, 'aven't you? What did they tell you they want the armor plate mail for? A treasure for Rhuargh? A ransom for a lost kobold princess? They're having you on and at our expense. Ya canna get Grey Tower Plate this side o' the Cadal!

How silly of me. I suppose the dwarves have sworn off wearing armor?

Daft as drovers...all you Kingdom folk. We dwarves no more live in these mines than your King Lyam lives in the ocean, despite the fact he rules his kingdom from an island! The great majority of our kin live in villages much the same as yours, the only difference being that most of our villages are on the western side of the Grey Towers. There's not much call for a dwarven suit of armor this side of LaMut...

Then there's absolutely no way we could find a dwarven suit of armor?

I did na' exactly say that, now did I? Ya might go an look at one of the old battlefields. Sometimes bits from the old wars turn up there.

[BATTLE SITES]

Owyn, how would you like to see a dwarven battleground? I know I would and I'm sure Naddur's just going to burst if he doesn't tell us how to find one. Right, Naddur?

If it's one thing a dwarf ne'er forgets, it's ground where kin 'ave spilt their lifeblood. Aye, I can tell ya where ta find a battleground. Tyr-bloddy-Sog. It's whar last your kin and mine crossed swords again' one another and that was a fiercesome battle what would make the battle for Sethanon look like a day at the fair. If you've truly a mind to this, try the west bank of the river right before crossing towards Tyr-Sog. That's whar you'll 'ave your best luck.

[PITS]

We were trying to find our way below and we ran across a pit we couldn't even see the bottom of. Is there some way of getting around it?

The only way around it is over it. Ya'll need a length o' rope before ya can get over the sink shafts. I'd lend you a length of ours, but if you'll pardon the jest, they're all tied up at the moment.

[SARTH]

I'm surprised we haven't seen many cases of Quegian Fever up this way. They're having problems with it down at the Abbey of Ishap at Sarth.

Ach! If you're going to talk about Bourgalan, call it by its name arights, not by that Keshian bark...

Sarth was dwarven?

Not the abbey itself, no, but the caverns beneath! It was the greatest emerald mine the dwarves ever delved, the Mac Bourgalan Dok. It ran for miles in every direction and part o' the chambers ran right beneath where the Abbey now stands, though I understand those silly priests 'ave stuffed the tunnels to the rafters with books. We'd still own the caverns now, but we made an arrangement with Mejakaar Blackpatch when he moved into the keep that 'ad been built over one of the entrances...

And Mejakaar still owns the mine?

Aye, if corpses can be said to own anything. 'e's been dead a long while, even as dwarves reckon time. The mines are the property now of the Brothers of Ishap, though I doubt they know how to get from their vaults to the main passages of the mine.

You can also talk with Naddur on the way in, but most of these keywords don't pop until you've talked to the kobolds. Now, this activates a trigger so that if we head up past Tyr-Sog, almost to Yabon, where the bridge crosses a small river, we suddenly get a pop-up prompt...

BaK posted:

A shiny stone caught Gorath’s eye.

Upon closer inspection he realized the stone wasn't actually a stone at all. He had found a piece of metal poking up through the packed dirt. He bent down to take a closer look, tried to brush away the years of dust and dirt and rocks that had swallowed it and now refused to let go.

Digging with the edge of his sword to free it from its earthen tomb, he found the item was bigger than he originally suspected, but at last it was free. He had found an ancient suit of dwarven armor known as Grey Tower Plate!

Being 45% and repairable, it's actually not a poor upgrade in chapter 2 if you haven't been ranging around too much, and might even be worth keeping for a while rather than handing over to the kobolds(though if you haven't been exploring around too much, what the hell are you doing back at the Mac Mordain Cadal in chapter 2 or 3?), though you should absolutely make sure to go pass them a suit before chapter 3 ends, because when you do...

BaK posted:

"We would have...Grey Tower Plate," croaked the Kobold. "Have you... of what... we speak?

James considered the question for a moment, unsure how to answer.

[YES]

James nodded. "Yes, we do," he said slowly. "What would we profit of letting you have it?"

The kobold considered this for a moment, then turned to the pit and made some signalling motions with his hands, while shouting instructions in a language James didn't understand.

After close to an hour, a strange looking metallic goblet was brought to the surface by several young kobolds, who held it reverently as if it possessed incredible value.

James placed the Grey Tower Plate on the floor of the mine near the pit, and stepped back so it could be inspected. Apparently satisfied with their offer, the kobolds motioned them forward, that they might sip from the goblet. Owyn was first. He let the cool liquid trickle into his mouth from the cup. Almost immediately he felt a new sense of strength and vitality; it began in his mouth and chest then radiated away from these areas like ripples on a still pond. The kobolds gave a sip to everyone, then climbed back into the darkness of the pit.

Oh, I absolutely love the places travelling with you takes me, squire.
Don't you get sarcastic with me, you invited yourself along.
Maybe he's serious, maybe he likes drinking weird stagnant water given to him by kobolds.

So the practical effect of that it gives all party members a +5 to both Health and Stamina, increasing their total pool by 10. Since no one in the party has a total pool 120-ish, that's still about a 10% increase for everyone.

Now we're done playing in the dirt and we can head back to Romney... after a brief detour past Sarth and Krondor, because of course they've been updated as well. Why wouldn't they be?




They've also been updated with fresh encounters for that explorative player.



For instance, these moredhel brought their dogs out for a walk. I actually can't think of when else you encounter them, but ostensibly there are 41 dogs to murder across the game, so maybe we'll get them all! They are, sadly, pretty boring in combat, they work exactly as a moredhel warrior does, just with different attack stats and less armor, which is a bit of a shame.






The trip is uninteresting until the party gets down to Questor's View where we find something actually new...




I think someone left these Nighthawks out in the sun for a while.

Welcome to Black Slayers! I forget how much I've mentioned before, but strength-wise they're generally slightly sturdier Nighthawks. Their only main difference gameplay-wise is that if you leave one of them dead for over eight rounds, they pick themselves up again and return to the fight. If there are any Nighthawks in a fight with Black Slayers, they turn into Black Slayers eight rounds after their own death. Also, I've yet to test it, but as an oddity Nighthawks are supposedly immune to Grief of 1000 Nights but Black Slayers are not.




But if you cast Final Rest, they vanish from the battlefield so they can't get back up again. The downside to this, though...



:gonk:
The body's gone!
Now what are we supposed to loot?!

Thankfully there's no way to softlock yourself or anything with this, and they generally carrying poor equipment and no exceptional loot. It's worth keeping in mind, though, if you really want to completely maximize your loot.




The rest of the way south is mostly unremarkable except for one last Moredhel surprise north of Krondor...



They catch me unaware and this prick starts off by blinding Gorath with Despair Thy Eyes.



Then when James tries to disentangle Owyn, he gets blasted by a full-power Flamecast. I promptly have him chug Restoratives to undo the damage and then...



The fucker just does it again. :v: Thankfully by that point Gorath starts to shake off his blinding.



And the mage is so low on health after multiple casts that Owyn just runs up and flattens him with a single whack from his staff, after which the two paralyzed enemies(courtesy of Owyn's dust pouches) get quietly put down.




Coincidentally at this point we're down by Sarth and we can check in on Brother Marc. He doesn't have any new keywords, but he does have a new intro text.



How could you not know? Every five year old boy in Tiburn could recognize the warning signs.

In Tiburn perhaps they could, but as I might point out, this is not Tiburn.

I thought the Brothers of Ishap at Sarth were supposed to know everything.

Perhaps we will someday, Ishap willing, but let me tell you something. When I was about your age, I discovered a miraculous thing about planting. For years I had kept a journal about the things that I had learned as I had scratched in the dirt. One day - shortly after my acceptance into the Brotherhood of Ishap - I was going over some of my notes and I made a miraculous discovery. It would change the way that farmers grew crops forever! I was so excited that I decided I would share this great secret with the world and I padded off to the nearest town with my journal proudly stuck under my arm.

Did the farmers use your technique?

Oh, yes...and they had been using it for over three hundred years! My humble tricks were childish speculation next to what the farmers already knew. My point is this: if our brethren in Malac's Cross have something that they consider common knowledge, it might remain uncommon knowledge to the rest of us for years because they assume we should already know it. Like any other portable good, Knowledge must be collected and given out. That, my friends, is the primary reason that Sarth exists.

I think it's a pretty interesting little story, I like that kind of scene-setting and it's nice to give a bit of character to Marc as someone who's doing his best and has learned to be humble, and also like... I just kind of enjoy it when a setting doesn't paint medieval farmers and peasants as idiots and rubes, but actually recognizes that farming the land successfully requires a hell of a lot of knowledge if you don't want to starve when winter rolls around.




Because we're in Chapter 3, Krondor's Temple of Astalon has opened up, and we can now enter the palace by the front doors(we cannot, in fact, enter the sewers in this chapter because the Mockers are having an important meeting down there, what I missed was Limm telling us about this and offering to sell us Amulets of the Upright Man for 300 gold a pop, which is about a 40-gold saving over the shops that carry them, so eh). What wisdom do the priests of Astalon have for us?

BaK posted:

The priest motioned for them to follow.

Although the temple was smaller for its housing within Krondor's palace, it was far more richly adorned than many of the other places of worship in Midkemia. Where others used woven curtains or tapestries to divide rooms, there were often richly carved doors here, sometimes with religious themes, other times with scenes of life in Krondor.

When at last they had reached a small room, the priest followed them in and closed the door. Turning, he looked as if he were waiting for Owyn to do something.

"Are you going to get the Lector for us?" James asked, feeling uncomfortable.

"I am the Lector," the man explained, smoothing the folds out of his sky blue robe. "Were you not aware that Father Timothy died recently? I am his replacement sent from Rillanon. Father Francis at your service."

James nodded and offered his apologies about the mistake. "We were hoping you could offer us a bit of advice on something." As quickly as possible, he attempted to explain their situation as the Lector listened patiently.

"I don't know how Astalon might help you in this situation," the priest admitted after a brief moment of contemplation. "I wouldn't even know where we might begin. You would perhaps do better seeking advice from Prince Arutha or his assistants on this matter."

As usual, somewhat useless.

We can also go hassle Katala:

BaK posted:

KATALA: James!

JAMES: Seigneur James at your disposal, Lady. I'm sorry if I have interrupted you.

KATALA: No, no. Actually I am quite pleased to have you here, James. Things around the palace have become very peculiar. Prince Arutha hasn't held court in weeks and Pug has been locking himself up with Makala and our daughter Gamina discussing who knows what.

JAMES: And you feel left out of the circle, is that it?

KATALA: I suppose I have been privileged---spoiled even---in the past because he has entrusted me with whatever he was thinking. He's shown me things that I could never have imagined and yet now he's hiding something from me. At some level, I'm almost inclined to think that something is frightening him.

JAMES: Frightening Pug? Gods, I don't like the sound of that! May I speak to him?

KATALA: I wish you could, but he has gone to our Academy at Stardock. I don't know when he plans to return. To make matters worse, when I went to see Prince Arutha he sent word that he couldn't speak to me because he was busy with matters of state. That's not at all like him.

JAMES: No, it isn't, but I have a few suspicions about what this may all mean. First, there are a few things I need to know...

KATALA: I am at your service.

What she says feels somewhat silly since Pug pretty much always just ran off to other planets, dimensions or whatever without involving her in the past, except for giving her a chance to pout at him like a sitcom housewife. So, let's haul ass, we still have Arlie Steelsoul to visit south of Sloop before the update is over. He's the owner of that house with the "KEEP OUT!" signs posted near it.




Because I'm lazy and because I have one last thing to do in Malac's Cross this update, I pay to get teleported there, getting everyone's greatswords and James' new Dragon Plate blessed at the same time. What's up in Malac's Cross is that there's a new lecture to attend! I stop by and buy a ticket from Graves, then pop on in.

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. He shuffled his way through shoulders and elbows, finding benches for both Owyn and Gorath before taking a seat next to a scrawny soldier wearing a tabard emblazoned with a red stone tor - the colors of Highcastle.

Against the back wall a small stage had been set up, its perimeter surrounded by flickering candles, casting an eerie yellowish glow on the faces of Baron Troville and the two men who attended him. When at last they had set up the hardwood podium, the baron stood and looked across the room.

"I wish I could deliver this speech under happier circumstances, but to the north the Dark Brothers are massing for yet another siege against us," the baron started slowly. "I am here not by request of your Abbot, but because I await the arrival of volunteers from Darkmoor and Salador to come and join my forces at Highcastle. We have received word that the moredhel's new prince, Delekhan, has unfurled the war banners of Murmandamus."

A rumble passed through the congregation of nobles, the significance of the old moredhel name not lost on the students. Looking at most of the faces in the room, James knew that most in the room had only been children when Murmandamus had led his troops to Sethanon and had likely lost fathers or uncles in that deadly battle.

"I think therefore this lesson will be a little more practical for our purposes and will concentrate on the defenses at Highcastle," Troville continued. "Page, please fetch my maps..."

For five hours the baron lectured on defensive techniques and the essential tactics known to be of use in Northlands. When at last his energy began to flag, he took a few questions before calling the meeting to an end and exiting the hall through a rear exit.

Notably, everyone at Highcastle almost fucking died during the invasion from Murmandamus 2, since the baron in charge of the castle refused to believe that any number of Moredhel were coming down from the North, and insisted that he would only listen to Lyam, the King, and not Arutha, the Prince of Krondor. He got killed during the initial skirmishes with the advancing Moredhel, and Arutha and the other protagonists promptly evacuated the place for a forced march south to Sethanon.

Once again, it merely boosts our useless Assessment skill but dammit, it's there so we're gonna do it.





This bit is actually mildly interesting because it has two solutions and neither's really telegraphed in any way that I can recall. Let's do the most obvious thing and approach Arlie's front door...



The moment we do, Arlie's manservant shows up and tells us to push off.

BaK posted:

A man shouted to them.

"Have you brought the Chief Reeve's dinner?" he asked, evidently viewing their arrival as part of a regular schedule. When James wasn't quick to respond, the man seemed to get a bit irritated. "Are you or aren't you the delivery men from the goods store?"

"Yes," James quickly lied, seeing it as an obvious way to get past the guard. "We'll just go on in and deliver his dinner to him..."

The man frowned. "Obviously they didn't explain to you the way things work round here. No one comes past Podrich," he said, thumping his chest. "You go over next to the field and put the goods in the box, then go about your way. Now do you or don't you have his food?"

So, at this point we can do three things. Firstly, we can just toss some normal rations in the box. Nothing happens if we do.

BaK posted:

James closed the lid of the chest.

"So, what do we do now?" Gorath asked.

"Go to the tavern and wait," James replied. "We come back tomorrow and, with any luck, Arlie will be willing to see us. A little food will often get a man into a talkative mood. Let's hope the Chief Reeve is no exception."

This does not open Arlie's front door for us.

Secondly, we can toss some poisoned rations in the box.

BaK posted:

James closed the lid of the chest.

"So, what do we do now?" Gorath asked.

"Wait," James replied. "We come back tomorrow and, with any luck, Arlie will be willing to see us. Of course, he may not be too happy with our leaving him bad food, but at least it may get us in to see him."

"And what if he decides to kill us for our little stunt?" Gorath replied.

James shrugged. "We will deal with it when we have to. Now let's get comfortable somewhere."

This actually gets us in, as Arlie's impressed by what huge assholes we are and opens the door for us. We can either use "normal" poisoned rations or use Coltari poison to create our own. The third option, though, is to simply... walk up to the back door.




'course, Arlie has some mean home security. :v: Still, it's easy enough to solve. See-through crystal to make the right-most blaster blow up a pole, then solid crystal below it so you can move the see-through crystal further left and blow up ANOTHER pole without getting the crystal-pusher blasted, and you're home free. This impresses Arlie with how ballsy we are.

BaK posted:

The Reeve met them at the door.

Nearly bald except for a few short tufts of hair which cropped behind his ears like untended weeds, the Chief Reeve was a surprisingly small man for the position of power he held among the Guilds of the Romney. Smiling fiercely at them, he slapped Owyn's shoulder with a heat blistered hand.

"Arlie Steelsoul here," he said. "If nothing else, you've got chutzpah. Lucky I didn't eat the stuff you dropped in the box without having it checked first. Learned a long time ago to be wary of trusting people on the outside."

OR

"Arlie Steelsoul here," he said. "If nothing else, you've got chutzpah. Not many men see that trap out there and have the gumption to try to come through it. I wanted to at least talk to whomever had the guts and the smarts to pull it off."

...

He invited them into his home, offered them some food and water and spoke of the guild war near Romney. "It started when the Riverpullers jacked their prices so high no one could afford to ship things down river," he explained. "That forced Mitchel Waylander to turn to the Guild of the Romney - well, let me tell you, Chief Reeve of the Riverpullers didn't like that at all - felt the new guild was trying to undercut his business, but can you blame him? Mitchel, I mean."

James shook his head. "The Duke of Romney doesn't seem too happy about matters either," he said. "He wants you to come to the negotiations table so they can bring a halt to the violence in Romney."

Arlie nodded. "Bloody politics started this mess and it looks like that's what it'll take to bring it to an end. They'll take a chunk out of the Ironmonger's Guild, be sure of that. We've always lost at the negotiations table."

"Then we can tell the Duke you will negotiate?" James asked.

Walking to a row of shelves, he pulled down a book. "Nothing else to do that I know of." Alerting Gorath first, he tossed the tome. "Thought you might like this after all your questions about the ironwork..."

"What is it?" Gorath asked, looking at the plain leather cover.

"A beginner's text on the art of repairing arms and armor. I was going to throw it out to make room for a few new books that Podrich brought to me. You're welcome to it."

Thanking the Reeve for his generous offer, James motioned to Gorath it was time they were on their way once again. "We will tell the Duke," he said before closing the door. "He will be excited I think."

You get a "Chapel's Rmur N Wepuns" book for it, which boosts weapon and armorsmithing, no matter which option you pick, and now we can go back and report to the Duke in Romney.






BaK posted:

The sergeant at arms halted them.

Putting his hand against James's chest, he shook his head. "I'm sorry, but the Duke is..." Abruptly he halted as the Duke appeared behind him.

"It's all right," the Duke said. "Let them in, sergeant. I'm expecting these fellows. I'm expecting they've come to tell me they've convinced Arlie Steelsoul to come and help me out. Am I right?"

James confirmed the fact quickly, following the Duke into the deserted meeting hall. Seeing the benches had been removed from the room, he seated himself unceremoniously on the table edge while Owyn and Gorath stood by the door.

"Before I forget, your reward," the Duke said, opening a chest in the corner of the room. Sorting through what looked like torn table linens and soiled riding clothes, he at last found a pouch and tossed it to James. Inside were several gold coins and a very valuable key. "I keep my promises," he said. "Now let's hope that Arlie does as well."

"I don't see why he wouldn't," James said, packing away the Duke's gift. "He seemed honorable enough.

"He's in charge of a Guild," the Duke replied. "He has to sound honorable. In their own way, the Guilds are more powerful than princedoms. You mark my words. One day the enfeoffed of the Kingdom will cross swords with the Guilds and it is not likely to be a bloodless affair. I think what's happened here is just a small taste of the things to come."

"Glum words," James replied. "Do you think there will be more trouble here?"

"Not for now. They've had enough of anarchy to do them a while and Arlie's coming to negotiations should settle things a bit."

After chatting a while longer, James glanced up at the darkening windows. "It's getting late and we have other business to attend to."

"Thank you for your services, gentlemen," the Duke said, escorting them to the door. "If you are ever in Romney again, please feel free to drop by and visit again."

Now the prices in Romney are normalized, which is a shame, but at least we're getting paid. Also someone really brought out the thesaurus for this game. "Enfeoffed"? If you tell me you ever heard this word before, I will call you a liar.

Now can we get on with stopping Delekhan and saving your peoples and mine?
Oh very well, if we must.

Next time: We actually work on the main quest.