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You're growing dizzy and beginning to fade. (6/7) Smoke clogs your lungs, and the heat has become unbearable.Call for help, or do nothing → Take 10 damage (effectively end interaction)Īt this point one of the following messages will appear to indicate your current damage level (lower is better).Otherwise → Take 2 damage, loops back to other choices.Might 10, successfully do so → Take no damage.Otherwise the beam comes crashing down on you, pinning you to the ground → Take 2 damage.Dexterity 18, you quickly rush past the falling beam as it crashes down.Otherwise if you fail either of the above checks, you get pinned under log (see below) → Take 2 damage.Doing so means you can avoid an Athletics 4 check later on.Prop up the beam with another log ( Might 13) → Take no damage.Run past ( Dexterity 10), you successfully roll past as the beam crashes down → Take no damage.Wait for the beam to fall → Take 1 damage.Perception 14, you notice that the beam is about to give way.You do not get to choose these options, and the first that passes is selected. This performs one of the following 3 hidden/automatic checks. Constitution 18 → Max durability is increased to 7, no damageįollowing this, a beam will threaten to fall on you.Otherwise you can continue forward, and the outcome is dependent on your Constitution:.If you have Survival 5 you will have the option to duck until it passes.Ultimately you want to avoid damage as much as possible, as hitting your max will end the interaction.Īs soon as you enter the house a gust of smoke will come towards the character This value starts at 5, and can be increased to 7 if you pass the Constitution 18 check below. n_character_durability_max - The maximum amount of damage the character can take during the interaction.Below this is denoted as damage to avoid confusion. This variable is continuously incremented during the interaction until it reaches n_character_durability_max, at which point you are forced to leave the building. n_character_durability - Denotes how much punishment the character chosen to do the interaction has taken.Internally, two global variables are used to keep track of the state of your character during the interaction: Naturally this changes who the checks are performed on, otherwise the interaction is identical. If you want, you can intervene:įirstly you have to decide whether you, or a companion enters the burning hut.
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Nearby is a burning building with some villagers stuck inside it. Part 2 (optional): Save people from the burning hut This will cause any remaining ogres to retreat. Make your way west, fighting through ogres along the way, until you reach the ogre commander Darzir.
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You'll find it under attack by crag ogres.
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When you're ready, travel to Stalwart Village. Apparently, the retaking of Caed Nua has convinced Renengild, leader of the village, that you are the right person to talk concerning impossible tasks. She'll tell you that the village of Stalwart in the White March is asking for your help. After you've completed Never Far from the Queen in the base game, a messenger will ask to you to return to your stronghold Caed Nua. This is the quest that starts off the expansion quest-line The White March - Part I. Walkthrough Part 1: Save Stalwart from attack Upon their ascension to the position of Roadwarden, lord of Caed Nua, the Watcher received a strange letter from the village of Stalwart, asking for relief.
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