Going through the door brings you to #1 on the map of main
floor of The Wild Mare. A woman named Kahn is at #5. She lent
5,000cp to Oswald, but he disappeared without paying her back. She'd
like you to find Oswald and recover the amount owing.
She offers a 20% share. You can bump it up to 40% without any skill
check. You can afterwards bump it up to 60% by making a Diplomacy check
of 5. And you can after that bump it up even more to 80% if your Watcher
has the Merchant background.
She hints that a courtesan upstairs named Aenalys may know something of
Oswald's whereabouts. The stairs to the upper floor are at #7.
You'll start off at #1 on the map of the upper
floor of The Wild Mare. Aenalys will be at #5. A Diplomacy check
of 5 doesn't seem to work. A Streetwise check of 3, an Insight check of
4, or paying her 250cp will convince her to say what she knows, and give
you Aenalys' Key.
You can use the key to open the armoire at #6 and obtain Oswald's
Journal. The Journal will convey that Oswald feared for his life,
and that it may have something to do with followers of Woedica.
You could also obtain Oswald's
Journal by using Mechanics to break into the armoire to steal it.
But if you do it out of Stealth mode so that Aenalys can see you, you'll
lose reputation with Neketaka.
The initial landing point of the island is at #1, while the entrance
to the Oathbinder's
Sanctum is at #2.
You start off at #1 on the map of the first level of the Oathbinder's
Sanctum. The stairs at #2 lead down to the second level.
You will end up at #3 on the map of the second level. At #4 is the
spirit. You can use your Watcher powers to communicate with it and learn
that she was once an Orlan who was kidnapped and murdered on the
mistaken assumption by Woedican cultists that she committed a crime.
The interaction will provide you with options when you do manage to find
that Cult. You will in the meantime have to defeat several Shades in the
room afterwards.
The door at #5 is opened by a chain just to its left. The stairs at #6
lead down to the third level.
You will end up at #10 on the map of the second level. A corpse at #11
has the Bloody Note, which
provides some insight on the cult of Woedica that has taken residence in
the Sanctum.
The door at #12 can be opened by clicking on the chain to its left.
You'll have to fight a lot of Cave Beetles, Cave Grubs and a pair of
Desert Imps in the room at #13.
The stairs at #17 lead down to the fourth floor.
You end up at #19 on the
map of the fourth floor. The quickest way to the climax of the Quest is
to click the chain to open the door at #20, and then go slowly and
carefully north and east through the hallway while disarming traps along
the way.
Oswald is held captive at #27 by a Cult of Woedica led by Inquisitor
Lodwyn.
One way to resolve the quest is to simply hang back outside the range of
vision of the cultists and let Inquisitor Lodwyn execute Oswald. The
cultists will go back to praying to the statue of Woedica that had been
behind them, and won't be hostile in any way towards you. Oswald's
corpse will have the ring called Drunkard's
Regret.
Different branches of possibilities open up if you go forward so as to
bring yourself within her view while she's in the middle of pronouncing
judgment on Oswald, but before she can execute him. Her initial
inclination is to have her henchmen attack you, since she gets offended
by you stepping in while a ceremony sacred to Woedica is in progress.
The Aggressive, Cruel, Honest and Stoic replies will assure combat with
the cult.
If you defeat her and her cult in combat, one of the items she leaves
behind is the Cowl of the Piercing
Gaze.
Only the Rational reply, and only if you interacted with the Orlan
spirit on the second level, opens up the possibility of talking her into
a different outcome. The possibilities are:
You can make the Honest reply that the Cult had only killed one
innocent. Pretty much every reply thereafter leads to combat. The
only reply that avoids combat is the Rational reply to let the Cult
carry out their sentence. Lodwyn rewards you with 1,400cp, and has the
cultists escort you to the first level.
Tell her that the cult killed a handful of innocents. Failing a
Bluff check of 3 results in combat. Making the Bluff check simply
leads back to the original dialogue options at the start of the
encounter.
Tell her that the cult killed too many to count. Failing a Bluff
check of 7 results in combat. Making the Bluff check leads to Lodwyn
willingly releasing Oswald, and having the cult escort both the
party and Oswald back up to the first level.
If you save Oswald, or convinced Lodwyn to release him willingly, he's
willing to become a Crew Member
at no charge. If you broach the subject of a reward with him, you'll
need either an Intimidate check of 5 or a Diplomacy check of 6 to
convince him to give you the Drunkard's
Regret ring. The ring itself may be useful in taking full
advantage of the Pukestabber
dagger while neutralizing its unwelcome side effects should its wielder
become hungover.
If you return to Kahn afterwards she'll turn out to be keen on getting
her money back above all else. Honestly informing her of Oswald's death,
or that he was broke, causes her to leave in anger and concludes the
quest.
Alternatively, you can lie and give her the amount that you both agreed
to beforehand. Doing so wins approval with Serafen
but loses it with Xoti.
Making your way through the Sanctum and either letting Oswald die or
rescuing him but not accepting him as a Crew
Member before you ever first talk to Kahn opens up different yet
similar possibilities.
If you let the Cult kill him, or you saved him but didn't accept him
into your crew, she'll have trouble believing that you've never met him.
But you can lie and say it was somewhere other than the Sanctum. Doing
so earns reputation with Serafen,
but loses it with Xoti.
She then requests to find out about Oswald for her. She'll want to
recover her 5,000cp. The same skill check and Merchant options for
demanding a bigger share remain available.
You can speak to her again afterwards. If you tell her he was murdered
by 'Woedican vigilantes' or that he was flat broke, she'll walk off then
and there. The other option is to lie to her and give the agreed to
amount.
Another pathway is to tell her straightaway that he was killed by the
Woedicans or went off elsewhere the first time you talk to her. She'll
want to know if he had the money on him. Telling her the truth that he
didn't causes her to leave promptly.
Saying that you got plenty of gold from Oswald opens up different
possibilities, as she'll want to lay claim to it.
Giving her the gold then and there prompts to accept it and leave
promptly on good terms. It also wins approval from Aloth.
Saying you want to keep the gold leads to a tense situation. You can
either talk her down with either an Intimidate check of 8, or saying
that you were just joking, which causes her to leave and wins reputation
with Eder and Serafen,
but loses it with Xoti. You can
also make a Diplomacy check of 6 to convince her to reduce her demand to
2,500cp.
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