Objectives:
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If you spared the botchling’s life, you order the Baron to gather the tiny terror into his arms, and head back up to the castle’s threshold. Follow him as he goes, pausing only to deliver some killing blows on wraiths attracted to this abomination. Periodically, the botchling starts to squirm in the Baron’s arms, and must be calmed. You can:
- Cast Axii close by the Baron, and keep the botchling placated.
- Ignore the Baron, or cast Axii too late, after which the botchling transforms into a much more dangerous form, which can’t be reasoned with. It must be slain, and the second option (syphoning its blood) chosen.
Assuming you keep the botchling calm, you chaperone the Baron up through the castle’s entrance, into the inner bailey, before tackling two more wraiths along the way. Finally at the threshold (by the main castle building), the Baron recites a chant, and the little one is consumed by the dirt. In one day’s time, Dea should change into a lubberkin.
Objectives:
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Interact with the grave (you automatically wait until midnight while meditating), and after some incantations, a blue transparent ghost rises up; the lubberkin has been summoned! This transparent miscreant darts off, and must be followed (on foot or horseback). It leaves Crow’s Perch, heads left (southeast) past some drowners you should dispatch, to a lone smokehouse with a strange smell, near the Burned Ruins marker.