Part 27: The Return of Locklear, Part 1
Update 27: The Return of Locklear, Part 1
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Check it out, Locky's back! And we've got another new friend! Let's rush over and check out their cool gear and skills and-
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I forgot Locky got a free Greatsword and Patrus started with a Lightning Staff, but otherwise goddamn this is a downgrade from Gorath and Owyn. Also the non-useful gear at least still serves as a store of value since James starts with the sad remnants of the party's treasury at the end of chapter 3. On the bright side, Patrus starts with a decent selection of spells. While he lacks proper asskickers like Skin of the Dragon, Grief of 1000 Nights and River Song, he at least still has Evil Seek, so he can tear holes in enemy formations pretty well. Locklear has also gotten a few stat upgrades to help him keep up with James' two chapters' worth of upgrades, so the party's main weaknesses right now are garbage armor for Patrus, a super shortage of rations and restoratives, and no one but James having Weed Walkers. This latter thing is a really big deal since it means that when we were previously scoring ambush on nine out of ten battles, we're now getting ambush on maybe one out of three.
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We spawn a short distance south of Northwarden and our first objective is to get up there, and in this chapter, more than any previous, we're limited in where we can go. We can't go south to the Kenting Rush zone, and we can't farther west than Dencamp, not even far enough past the town to reach the Temple of Tith between it and Wolfram, which sucks since this means we don't get a chance to bless anything good we pick up in this chapter.
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Oh and did I mention that the path to either Northwarden or Dencamp involve numerous battles? There are only three between us and Northwarden, so we'll be heading there first rather than over to resupply at Dencamp.
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Also almost every battle in this chapter involves enemy mages, and often two or three of them, rather than merely one, which makes the consequences of losing surprise even worse. For instance...
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These assholes drop Grief on Patrus and then Hocho's Haven on two of the goblins to make them that much harder to take down. Thankfully the goblin sucks so much that he doesn't manage to take down Patrus before the fight is over.
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While these enemies carry very few misc. items and generally poor armor(though there are a few suits of Euliliko and Dragon Plate, no Grey Tower Plate), they have much better swords than usual. Generally Goblin Stickers, Rapiers and Swords of Kinnur, with a few Two-Handed Broadswords on the lower end of the scale. This means that the non-mage enemies are a lot more threatening, too, if they get to act before we can put them down. Also almost every weapon they have is blessed or has a temporary effect like poison or icing on them. If you were religiously following a guide you could probably ameliorate their damage some by knowing what they were going to bring, but if you were religiously following a guide they'd probably also advise you to load James up with two suits of Dragon Plate and two extra pairs of Weed Walkers before coming this far.
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This first walk can also very easily get perilous if James doesn't arrive loaded down with rations/restoratives since you won't have a chance to load up again until either Northwarden or Dencamp. You could raid some of the local chests and bushes but, er, I kind of already did that four chapters ago which I'm now realizing has some drawbacks.
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This fight would be super easy if the party won surprise, one Evil Seek on the Ogres and this would be over before it finished bouncing, instead...
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Patrus gets intercepted by an Ogre and James eats a new and colourful spell we haven't seen before: Drain Strength. For the duration of the battle, it reduces the target's Strength by a number and raises the caster's Strength by that same number. We've had no way to get a hold of it so far, and we won't for a while yet, and it's also rather niche since there are few enemies that live long enough for their drained strength to be relevant, plus your casters don't just have low base strength, their staves also do less base damage than swords, so using drain strength to make them tougher is usually not worth it.
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Then they paralyze James and drain his strength again while Locklear is frantically trying to disentangle Patrus from his new buddy.
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Thankfully it happens just in time, and a single Evil Seek clears the battlefield.
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For whatever reason, while Owyn always spawned in the middle of the formation, Patrus spawns off to the right almost every time, which almost guarantees that at least one melee enemy will bail right for him.
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The last ambush on the way to Northwarden. I get lucky and score surprise on this one, which trivializes it slightly. Even winning ambush only guarantees the first move, meaning that in many, if not most cases, at least one enemy will get to move before Patrus(it seems to go by order of character Speed).
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Thankfully the ogres are slow in this battle, allowing James and Locklear to threaten the Moredhel spellcasters and giving Patrus the chance to blast the entire enemy formation to ashes with a single Evil Seek starting on an ogre.
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Something worth noting here, which I completely missed, because I am an absolute moron, are the contents of Northwarden's store.
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You open the first page here, and see nothing but high-tier swords and armor. When you do that, you think: "ah, this is a smithy." And assume that like all other smithies in the game, it contains only armor and weapons. But in fact this one also contains antivenom, rations, rope and restoratives. I miss this and assume that I need to get all the way to Dencamp before I can buy rations, this unintentionally made the game much harder for myself as I could barely rest at all.
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In the meantime!
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[DUKE MARTIN]
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So you might wonder, who the hell is Duke Martin? That requires looping back slightly in the timeline. At the start of Magician: Apprentice, the main characters are Pug, Tomas, Arutha and Martin. Arutha and Martin, along with Caroline and Lyam, are sons of the Duke of Crydee and in line to eventually inherit the throne(Lyam ends up being the King at the end of Magician: Master, Arutha in charge of Krondor, Caroline as the Duchess of Salador). Martin becomes the Duke of Crydee. What's special about Martin is that he was the bastard son of the former Duke of Crydee, never officially acknowledged until near the end of Magician: Master, and thus rather than being a pampered noble heir, spent most of his time out in the woods hanging out with elves and being Crydee's huntmaster.
During Darkness at Sethanon, he accompanied Arutha, Jimmy and the other goons to Armengar, where he ended up getting involved with one of the Armengarian commanders, Brianna, who eventually became his wife and the Duchess of Crydee, since she was more or less the only woman in Midkemia happy to both marry him and let him run around still playing with elves and going on stupid adventures all over the place.
This is unique to the game, though, in the book Martin never heads up to Northwarden.
Anyway, let's go meet him!
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BaK posted:
They were not alone.
James'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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[CROSSBOWS]
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BaK posted:
Martin sighted his crossbow and fired.
Feathers drifted from above as the lifeless sparrow crashed through the branches to the ground, a crossbow quarrel neatly driven through it's head. It had been dead even before it touched the ground.
"That's incredible," James said. "At that range I would have thought it impossible."
"No," Martin said, his look somewhat enigmatic as he knelt to touch the bird at his feet. "I've hit them at twice that distance, so it was merely difficult." Handing his crossbow over first to James and then to Locklear, he gave instructions as each attempted similar shots.
"You both have made some progress," Martin said. "Just keep doing what you started doing today and you'll both make fine marksmen."
Two things of note here is that, firstly, this provides another ten points of Accuracy: Crossbow to James and Locklear(or 15 if the skill is tagged), which is very nice since it's free. The second thing is that Martin is called Martin Longbow for a reason, dude never canonically uses a crossbow, always a longbow. Him as a crossbow teacher seems a bit off.
[BARON GABOT]
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Amos Trask is the admiral of the king's fleets, also a former pirate who got recruited into the conflict during the Riftwar when Arutha saved him from Tsurani that ambushed his ship while he loitered too close to the coast. He's mostly notable for A) being almost impossible to kill(dude gets a major wound of some sort in almost every book he's in) and B) refusing to ever take any situation particularly seriously and never really respecting authority, not even the royals even when he's working for them.
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So, we now have the task of poisoning the Moredhel rations we stole back in chapter 1 from several coded chests west of Northwarden.
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Of course I get two battles in before some prick moredhel knocks a poisoned quarrel into Patrus, and it would consume all my restoratives to un-poison him, since while I have herbal packs, I don't have enough rations to actually rest it out. Patrus is just going to have to be dying for a while.
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And now, of course, one of these ogre fucks has a poisoned sword! And Locklear's poisoned now, too!
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Five battles, no resting. And now this.
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I'm so lucky, Patrus has just enough health left for a full-power Evil Seek which knocks down or damages the enemies enough that James(and to a lesser extent Locklear) can clear the rest of the formation.
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Even when I finally reach Dencamp, there's still a fucking fight there.
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The local store, despite being called the Grumbling Magician, has no spells that I want to purchase for Patrus, but what it has is restoratives, anti-venom, herbal packs and other necessary supplies. The team also stops by the tavern to stock up on tons of rations.
In any case, we have a couple of options for poisoning the non-existent moredhel rations back in those coded chests. We can either buy actual rations and toss Coltari Poison on them(it can be found in a couple of places up here, or bought at Northwarden), we can find poisoned rations on a few of the enemies we've killed or...
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South of Northwarden, almost as far south as you can go before James starts complaining that you should turn back, there are a couple of bushes full of poisoned rations. Not a lot, but we only need one for each chest.
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We already cracked these chests in chapter 1, so I'm not showing off their puzzles, but I do want to show off that, obviously, since no one in this chapter reads Moredhel(yes, I know Patrus said he does, we'll get there.
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Anyway! Now that we've committed yet another war crime, let's get back to Martin.
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[POISONING]
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Alright, after war crimes, we need to ensure that civilians don't get to stay out of the fight. Now, theoretically finding Tamney might be difficult, but literally the only town we can reach is Dencamp, and Tamney can't have reached somewhere we can't drag him back, so off to Dencamp we go.
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There's nothing new in the town itself, but there is this barn on the outskirts where the barn door sticks and requires a character with 30 Strength to open. Our best at the moment is Locklear's 26, so this means he gets to chug some Fadamor's Formula to strongthen him up and open the door. This can be bought at the Grumbling Magician in Dencamp if you're not already carrying a full supply of combat drugs.
BaK posted:
Locklear pushed on the door of the barn, but it refused to budge.
Despite the fact there were no locks visible, the wooden door remained securely closed despite the group's repeated attempts to push it open.
Finally, after a great deal of struggling, innumerable grunted curses, and with a giant whining screech the rusted hinges released!
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I feel like if Locklear wasn't along, Patrus would just whap Tamney with a Fetters of Rime, truss him up and have some peasants haul him over to Northwarden whether he wanted it or not.
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We've already visited the Diviner's Halls way back in chapter 1 when we first came up here, where it was a reasonably profitable and unchallenging venture. The main change is that now it's received a few new enemy spawns and a new chest has spawned in here as well.
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The new spawns are kind of baffling. Like, to even get here you have to fight your way through several six-enemy squads packed full of spellcasters, and now they toss just a couple of ogres at you? Admittedly ogres with fucking poisoned swords, but still just a couple of ogres.
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BaK posted:
For a moment Owyn was beguiled by the patterns on the strange stones. Hues of red and ochre interlocked in an intricate web of fault lines and ridges, pooled together in shallow depressions; so complex were the shapes he could easily see why priests insisted they conveyed secret messages from the gods.
The new chest at the end contains the desired geomancy stones as well as a single emerald, which is nice enough, I suppose. All the gear we're stripping off the dead enemies outside makes up far more value than this, but I shall never look a gift high-quality gemstone in its non-existent mouth.
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So, this is where you get the chance to softlock yourself in chapter 5. Sell those diamonds you got from Tamney, they're worth almost 4k gold if you hock them at the Grumbling Magician and then, and this is the important part, do not indulge your impulses and kit out the team in, say, Dragon Plate. Keep the fucking money. Also while keeping it, chuckle about how funny it is that James just stole a small fortune from the government he's ostensibly loyal to.
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Now, while we're flush with cash, it's time to pop back to Martin for our next mission. I'm honestly a bit disappointed they handled it this linearly, it would've been better if like... they just gave you free run of the region and had Martin hand out hints, then depending on how much you did to weaken the moredhel, it would vary what sort of final fight you got for the chapter, whether it was wall-to-wall goblins and wizards or just a couple of starving, poisoned moredhel.
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It also feels a bit silly that Martin's greeting is the same no matter what stage of the chapter you're on. He could at least have escalated his worries slightly.
[GOBLINS]
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I haven't commented much on the "canonicity" of this chapter so far, but that's because everything up to this point has been non-canon. James and Locklear run into Patrus while out on patrol and then wander off into this quest more or less on their own initiative.
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The road northwards towards Raglam is absolutely flooded with goblins(in the book they're trolls and Patrus is already up here, he gets away from the Moredhel force when they have a falling out with the trolls who cut their Moredhel commanders to pieces), and there isn't even an option to fight them. Let's say we approach them, though...
BaK posted:
A band of goblins milled in the roadway.
James stared hard at the leader of the goblin band that faced them. At his side, Locklear counted heads, silently calculating the combined worth of the mercenary force.
"What do you think, Locky?" James muttered.
"Whatever Delekhan's game is, he's paying for it," Locklear replied grimly. "Goblin mercenaries charge small fortunes for their services and by my guess, there's at least...a thousand sovereigns worth of them here. I don't think they'll attack us unless they think we're getting too close. We might be able to negotiate a change of contract..."
"Pah," Patrus spat. "Dark Brothers are Dark Brothers. They just mean spirited, period."
Stepping out of the ranks of the enemy, a tall pale complected goblin drew his sword and pointed it at James. Speaking the Kingdom tongue with some difficulty, he glared at them with black eyes. "You speak price of passage," he said. "Deirgun hear speaking of you and tell to Gulla. Gulla consider and say price of our changing contracts is being thousands of two sovereigns."
"Thousands of two?" James repeated. "You mean two thousand sovereigns?"
Gulla nodded. "If you pay, we shall let you pass and will fight for Gabot Baron in this battle. If you come closer and not pay we kill you. You give us thousands of two?"
[YES]
James produced the required amount.
Throwing it at the feet of the goblin, he waited for it to be collected by the scrambling mercenaries. "You promised passage," James said.
"Yes," the goblin replied. "We not fight, nor shall any our company you meet. Tell them you paid your way at Gulla's command. We will fight for your Baron."
As the goblin leader moved away, Locklear chuckled as he whispered in James' ear. "Imagine the look on Baron Gabot's face when that lot marches up to Northwarden and announces they're fighting on his side. He'll have a fit!"
James smiled. "Too bad we won't be there to see it."
This is why you need to keep at least 2k gold from selling those diamonds by the time you get this far, in the book James just has Locklear hand over his own gold pouch to the goblins(because if that was enough, he wouldn't want to hand over his own either, Locklear is very salty about this and Patrus very amused by it), but this super owns. Like, I hate to repeat myself, but this game is so much better at humanizing the "monsters" than Feist's actual books ever were. I love the idea that the goblins aren't murderous psychopaths, they just want to get paid. If James pays up, then hell yeah, they'll fight for James. They don't really have an ideological stake or genetic evil at play in this conflict.
Though I do feel like it would have been better if there was an option to fight them and that paying them off came with some other benefit(like maybe they neutralized some nearby Moredhel spawns or made a final battle easier or something.). But for the time this was made, the concept of getting around enemies without killing them was honestly still kind of wild.
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BaK posted:
The wind howled.
Eyeing the gap which was the mouth of Northwarden pass, James turned to Locklear and clapped him on the back. "So, how about a little fun old friend?"
"You know, I've lost friends every time I've gone into the Northlands," Locklear replied coldly. "Bronwynn, Captain Moyiet..."
James nodded. "Sounds to me you've got something to pay them back for then. What do you say we go stir up trouble with Delekhan's troops in the Northlands?"
[YES]
They marched in silence.
Fearing that the sound of their Kingdom speech would carry in the cold, they moved as quickly as possible through the treacherous Northwarden pass, each steeling himself for the difficulties that lay ahead as they surveyed the snow covered landscape.
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Welcome to that little tongue of the Northlands above Northwarden that Gorath and Owyn couldn't get to, for the simple reason that it would complicate the timeline all to hell and back since chapters 4 and 5 are technically happening at roughly the same time(in the book it hops back and forth between the two rather than having them as two clearly segregated chapters). As soon as we arrive, we can also see that Delekhan's troops have gotten busy building siege towers, and if we go poke at one of them...
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They're full of mostly-outdated gear, though I can upgrade Locklear to an elven crossbow. It would've been nice if they were full of more consumables instead, but I suppose from a verisimillitude perspective this is also perfectly fitting. Also if nothing else I can pick up all Delekhan's expensive crossbows and turn them into gold that I can then trade for combat drugs, like a genius.
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The encounters up here are also a bit odd in that they're actually easier, right near Delekhan's nearest army headquarters, than they are on the Kingdom side of the border. These blue giants are the same as the giants Owyn and Gorath met, except that being Rime Giants, they take double damage from Flamecast... a spell that Patrus can't acquire unless you buy a scroll in Chapters 1, 2 or 3, haul it up to Northwarden, and then leave it in one of the chests there. I also don't believe Owyn and Gorath ever have any way of meeting a Rime Giant.
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Until you reach Raglam, there's nothing along the road, no bushes, no hidden chests, no mounds of dirt, no corpses, except for the lootable siege engines.
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This fight also almost goes very poorly.
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I fail to get ambush and then Patrus gets mobbed, at which point the Witch Hags start letting loose with magic before James or Locklear can disrupt them.
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Two max-power Flamecasts(one of which thankfully turns into friendly fire), and Locklear paralyzed by Grief. The splash damage from the second Flamecast, which sadly slams dead-on into James, kills the last Moredhel Warrior near Patrus, allowing him to bust out an Evil Seek right at the most important possible time.
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Seeing which way the wind blows, the last Moredhel Warrior turns to flee, but James puts a quarrel into his spine, making good use of Duke Martin's archery lessons.
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Just before we reach Raglam, there's an interesting contraption in the trees off to the road... and of course it's guarded by a magic trap.
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Once again, they're trying to trick you. Pushing up a transparent crystal to blast the zap poles will open you up to fire from the Blaster on the right. So instead shove up the non-transparent crystal, then walk around it on the right side so it shields you from the leftwards Blaster, while the zap poles intercept any fireballs from the rightmost Blaster.
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Nice catapult, wonder what the crew have to say about it.
BaK posted:
The design was standard.
James examined the catapult with great interest, noting it was remarkably similar to the models used in the Kingdom. On many occasions he had seen rocks in excess of fifty pounds thrown twice the length of a barrel ball court with such a device.
Locklear gaped in wonderment at the heavy wooden catapult.
They walked around the weapon and studied it from every angle, spending extra time looking at the firing and trigger mechanisms. On the whole it appeared to be in good condition, though one of the torsion gears had broken.
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BaK posted:
They searched the area for half an hour, hoping to discover a replacement part for the broken gear. When it didn't materialize, they picked up their packs and prepared to leave.
In the book, the trolls early on are a hint that there's some discord in the moredhel forces around Raglam, but this confirms it. Everyone fucking hates the local commander as a gibbering incompetent, and the crew just decides to set off the catapult then and there (it's not missing any parts and the engineers are passed out drunk near it) to trigger some infighting that they can make use of, ripping some stones through the roof of a nearby inn. Here, however, we have to head into Raglam first(or, I guess we don't need to, but it's funnier if we do).