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Madhmr Bridge
Xuarips and Trolls at Madhmr Bridge
I arrive at the World Map Exit on the west side. The Xuarips at #6 are easy enough to kill.
The Trolls at #7 are more challenging. I have Eder go forward and lead them back as he sets up tank position. Kana, whenever he has accumulated enough chants, will summon a Phantom both to provide an additional target but also to inflict stun attacks on the Trolls. That goes a long way towards minimizing the damage I take from them.
The Xuarips at #3 on the east side are again rather easier. I rest up, speak to Kana very briefly, and then grab the Camping Supplies from the tent at #4. The tent also happened to have a Fine Hatchet as a random weapon, which becomes an upgrade for Kana.
Ferry Flotsam
I speak to Peregrund at #11. She requests that I recover her stolen cargo for her, which triggers the Ferry Flotsam task.
I easily kill a pair of Looters at #18. The main group of Looters, led by Hanwen, will be at #20. There is more than one way to go about this.
I could fall in with Hanwen's request to lie to Peregrund and tell her the loot is all gone. That would gain positive reputation with Defiance Bay, but it would also mean earning Deceptive disposition, which I don't want for Alliria.
Instead, I choose dialogue options that recognize the Looters' plight but refuse to deceive Peregrund, which leads to a fight. It's a fairly easy win for the good party. Hanwen leaves behind the Hermit Hat. Kana wears it on an interim basis.
The crate at #22 has the Ferry Cargo. I return it to Peregrund to conclude the task. Doing things this way involves a small hit to reputation with Defiance Bay, but it will also earn 600cp and the promise of a future discount at Peregrund's shop.
*Evil* Ferry Flotsam
Zakara chooses the Cruel option with Hanwen at the outset in order to provoke an immediate battle.
Durance immediately leads off with Interdiction, followed by Consecrated Ground. Zakara, Eder and Kana stay put and hold position until the Looters come at them. It's only then that they attack. Once the position solidifies, that's when Aloth does his sequence of Eldritch Aim followed by a carefully placed Chill Fog spell. Victory follows as a matter of course.
Aloth wears the Hermit Hat in the interim for its handy +2 bonus to Intellect.
The next destination for both parties is the Temple of Eothas.