Professional Documents
Culture Documents
Official Guide
by Gibbi
General Notes......................................12
Act One Nature Abhors a Vacuum.......21
I/1 A Rainy Village............................................22
1.01 THE BRACKSWORTH ARMS INN............................22
1.02 BRACKSWORTH..................................................25
1.03 MAYORAL OFFICE...............................................29
1.04 MERINS HOUSE.................................................31
1.05 FARMER JOHNSONS BARN..................................33
1.06 FARMHOUSE.......................................................33
1.07 FARMER SMITHS BARN.......................................34
1.08 BRACKSWORTH BARRACKS.................................35
1.09 LUXURY HOUSE..................................................36
1.10 COMMON HOUSE................................................36
1.11 SMITHY..............................................................37
1.12 LAURAS LINEN AND LEATHER.............................38
1.13 DALES HOUSE...................................................40
1.14 PADDOCKS.........................................................41
3.19 STONEGUARD...................................................336
10
11
3.72 TRINITY............................................................429
3.73 VILLEANCOURTS TENT.....................................432
3.74 TRINITY PALACE...............................................434
3.75 TRAVELLERS REST INN.....................................436
3.76 SIR NIGELS TENT..............................................437
3.77 SAHIRS TOWER................................................438
3.78 HOCARUM DESERT; WEST OF TRINITY................439
3.79 HOCARUM DESERT; CHASM...............................440
3.80 HOCARUM DESERT; DRAGONS LAIR..................441
3.81 HOCARUM DESERT; ANCIENT CAVE....................443
3.82 HALLS OF THE ANCIENTS..................................445
3.83 HOCARUM DESERT; SOUTHEAST OF TRINITY......451
3.84 HOCARUM DESERT; SANDSTORM.......................452
3.85 DESERT FORTRESS............................................453
12
13
General Notes
01 Game Requirements
I have written down the walkthroughs for the Aielund Saga after I have played the game
using the following module versions:
Act One:
1.19a
Latest version: 1.21 (17/08/2005)
.zip archive (3.9Mb): http://nwvault.ign.com/fms/Download.php?id=53670
Act Two:
1.12b
Latest version; 1.14 (16/08/2005)
.zip archive (6.8Mb): http://nwvault.ign.com/fms/Download.php?id=53536
Act Three:
1.07b
Latest version: 1.08 (17/08/2005)
.zip archive (6.5Mb): http://nwvault.ign.com/fms/Download.php?id=53674
Act Four (Part I):
1.00
Latest version: 1.00 (27/08/2005)
.zip archive (4.4Mb): http://nwvault.ign.com/fms/Download.php?id=54409
To play the adventure you need to have both NWN and its official expansions (SoU and HotU)
installed.
To play the first three acts of the saga you must have updated NWN at least to version 1.65. To
play the final act of the adventure, however, you have to upgrade to version 1.66.
In addition to the official modules, you need to have the Community Expansion Pack (CEP)
installed.
To avoid bugs, I strongly recommend you to use the latest CEP version. Currently, this is
version 1.52.
I have successfully played the first three modules of the saga by using version 1.50. Before to
play Act Four, however, you should be sure to have at least version 1.51 installed.
The latest (full) version of the CEP hakpack can be found here:
Latest version: 26/07/2005 [cep152_man]
.rar archive (161MB): http://nwvault.ign.com/fms/Download.php?id=52273
.zip archive (243 MB): http://nwvault.ign.com/fms/Download.php?id=52274
If you need to (manually) upgrade your CEP version from 1.51 to 1.52, you need one of the
following files:
Latest version: 26/07/2005 [cepv152_patch]
.rar archive (32.3Mb): http://nwvault.ign.com/fms/Download.php?id=52275
.zip archive (52.7Mb): http://nwvault.ign.com/fms/Download.php?id=52276
If you need to upgrade an older version of the CEP you can refer to the following page:
http://nwvault.ign.com/View.php?view=User.EntriesListing&id=21363
Also, you may want to install the CEP and PRC merge hak files.
Latest version: 23/06/2005
.rar archive (242Kb) [CEP151_and_PRC_22c_Merge_Haks_v12.rar]:
http://nwvault.ign.com/fms/Download.php?id=42963
14
Besides the stuff listed above, to play the adventure you need the following files:
The Aielund Hakpack in the NWN hak folder
Latest version: v1.13 CEP (21/08/2005)
.rar archive [Aielund_hackpack113.rar] (18.6Mb):
http://nwvault.ign.com/fms/Download.php?id=54068
The Enhanced Magic System (EMS) hakpack in the NWN hak folder
Latest version: 08/05/2005
.zip archive [ems20050507.zip] (1.2Mb):
http://nwvault.ign.com/fms/Download.php?id=39694
The 112 Placeable Paintings hakpack in the NWN hak folder
Latest version: 10/06/2002
.zip archive [PaintingPack.zip] (17.5Mb):
http://nwvault.ign.com/fms/Download.php?id=6822
The Elven City Tileset hakpack in the NWN hak folder (required only for Act III)
Latest version: 21/12/2004
.rar archive [ElvenCityV1.26.rar] (18.6Mb):
http://nwvault.ign.com/fms/Download.php?id=14721
I also recommend you to download the following file:
The Aielund Music Selection. The .bmu files included in this .zip archive must be
decompressed and placed in the NWN music folder.
Latest version: 19/11/2004
.zip archive (10.3Mb) [Aielundmusic.zip]:
http://nwvault.ign.com/fms/Download.php?id=19422
As a side note, if you DON'T want to use the EMS spell modifications, the EMS hakpack
includes a 'fake' EMS hakfile that will allow you to play the game without those changes.
If you are using the Player Resource Consortium (PRC) pack, be warned it may cause the
module to break up.
To avoid troubles, you can download and install the CEP and PRC merge hak files (see above).
Links to all the needed files and other useful information - can be found at the Aielunds
webpage: http://members.optusnet.com.au/brothers2/
02 Difficulty Setting
The saga can be played at any difficulty setting. I have played it according to the AD&D
hardcore rules - and I have found the experience quite a challenging one.
Just remember that if you play the module according to the hardcore rules, your spells and
area attacks can damage your allies as well as your enemies. Be careful, for you may cause
friendly or neutral factions to turn hostile if you (or your henchmen) hurt a NPC or a creature
belonging to those factions.
03 Hovering on Deaths Door
This adventure uses a semi-hardcore rule: death occurs at -10 HP. When your character is
brought to zero hit points, he/she falls to the ground. Then, he keeps agonizing and losing
health at a rate of one hit point per round until cured or until death occurs.
Respawning is allowed in Act One and Two, with the usual loss of gold and experience. In Act
Three and Four, however, the only way to escape death is to load a previously saved game.
Youve been warned. Save a lot!
04 Resting
Resting is restricted to every 5 hours (10 minutes of real time). However, there are a few
designed areas where you are allowed to rest at will.
15
Alignment Restriction: Good. Favored Class: Paladin. Abilities: Cha +2, Wis +2. Damage Resistance: Acid,
Cold, Electrical 5/-. ST Bonus: Universal +2. Skill Bonus: Listen +2, Spot +2. Special Abilities: cast Light
(5, 1/day).
Human Tiefling:
Alignment Restriction: Evil. Favored Class: Rogue. Abilities: Dex +2, Int +2, Cha -2. Damage Resistance:
Acid, Cold, Electrical 5/-. Darkvision. ST Bonus: Universal +2. Skill Bonus: Bluff +2, Hide +2. Special
Abilities: cast Darkness (3, 1/day), ECL +1.
Favored Class: Fighter. Abilities: Dex +2, Int +2, Cha -2, Wis -2. Darkvision.
Favored Class: Fighter. Abilities: Con +2, Str +2, Cha -2, Wis -2. Darkvision.
Favored Class: Fighter. Abilities: Con +2, Cha-2. Darkvision. Immunity: Drown spell.
Dwarf Arctic:
Favored Class: Ranger. Abilities: Str +4, Dex-2. AC Bonus +1. Immunity: Cold 100%. Skill Bonus: Hide
+4. ECL +1.
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Dwarf Wild:
Favored Class: Barbarian. AC Bonus +1. Bonus Feat: Use Poison. Damage Resistance: Fire 5/-.
ST Bonus: Disease +4, Poison +1. Skill Bonus: Hide +4.
Elf Wild:
Elf Wood:
Favored Class: Ranger. Abilities: Str +2, Cha -2, Int -2.
Gnome Svirfneblin:
Abilities: Dex +2, Wis +2, CHA -4. Bonus Feat: Dodge. Darkvision. ST Bonus: Universal +2. Skill Bonus:
Search +2. Special Abilities: cast Blindness/Deafness (3, 1/day). Spell Resistance: 10 + 1/level. Light
Sensitive. ECL +2, Favored enemy: Goblin.
Gnome Tinker:
Abilities: Int+2, Wisdom -2. Skill Bonus: Appraise +2, Craft Armor +4, Craft Trap +4, Craft Weapon +4,
Disable Trap +2, Open Lock +2, Set Trap +2, Use Magic Device +4.
Halfling Deep:
07 Gender
Aside for some conversation options, in Act One and Two gender is not a relevant issue. During
Act Three, indeed, there is a chance for love for both the male and the female adventurer. If
you start it in Act Three, your love story will continue in Act Four.
07 Alignment
The adventure can be played by characters of any alignment; however, the saga is pretty
oriented towards good.
If your class requires a peculiar alignment, be warned that your ethos and morale may shift
according to both your actions and your words.
Indeed, the game features many alignment modifiers triggered by dialog responses and/or
direct actions.
Keep in mind the alignment shift will be stronger if your actions or words differ radically from
your chosen alignment and it will be weaker if they match it, instead.
Also, when your actions or words match your current alignment, you will be given an
experience reward (usually 20 or 50 experience points).
Both the alignment shifts and the alignment-related rewards, reflect how your character
relates to the concepts of Good and Evil or of Law and Chaos. Because of that, you should
expect less rewards if you are partially neutral. If you are a True Neutral character, you wont
get ANY reward.
Finding a balance between Good and Evil and between Law and Chaos may be very difficult.
Druids and bards have been warned!!! To help bards and druids in maintaining balance,
sometimes there is also a no-shift option available when the conversation may lead to an
alignment change.
08 Shopping
During Act One and Act Two, the merchants and traders you may meet during your
adventuring have a limited supply of money to buy your items. When they have no more gold
to spend, you cannot sell them anything else - unless you refill their pockets by buying
something from their stock.
In Act Three, most traders have an unlimited supply of money they can use to buy your items.
However, they still have a maximum buying price to pay them.
As usual, the official shopkeepers will refuse to buy any stolen items. A less reputable
merchant wont have such qualms, though.
Most shopkeepers have not enough lore to identify your findings. If you want to know about an
items magical properties you need to find someone having a high Lore skill score, i.e. a sage...
or a fence.
As a side note, if the game crashes when you enter a store that means youve an out-of-date
version of the CEP hakpack. Just download and install the latest version.
17
09 Dead Enemies
For realisms sake, the corpses of most of your victims and of anyone else for what matters
dont disappear from the screen but stay on the ground.
After some time (about 5 minutes of real time or so), however, the bodies decay and are
replaced by a heap of bones.
Any piece of equipment or any random treasure the dead creatures carried on will disappear
together with their flesh. Any plot- or quest-related item, however, can still be found and
retrieved by searching the bones.
10 Thieving
This adventure has been designed to be pretty much realistic. Such a realism is somewhat
lessened when it comes to thieving, though.
First of all, usually no one will object if you steal their stuff right under their nose. You can
enter a barracks and loot the soldiers belongings while the garrison commander stares at you
and says nothing.
There are a few exceptions to this rule (i.e. the partygoers at the Seaspray Inn in Culdeny); in
such a circumstance, you can avoid a fight and still grab the loot if you can employ stealth or
invisibility.
Second thing, In Act Two if you burglarize a private home in Fairloch and you are caught redhanded, a city watchman will come to inquire about your behaviour. Unless you dont care an
alignment shift towards evil, you can do nothing but let the guard throw you in a jail. To regain
your freedom you have to pay with gold... or experience. If you are evil, you can fight the
guard when they come to arrest you.
Again, you can avoid the fight and still grab the loot if you resort to stealth or invisibility.
Second thing, most of times the victims of a failed Pick Pocket attempt wont turn hostile.
Apparently, there is no way to predict your targets reaction.
Usually, the NPCs you meet have nothing for you to steal. There are some exceptions, of
course - i.e. the mayor of Bracksworth or the quartermaster of the Redoubtable. In Act Two
and Three, many commoners have little sums of money and low-value rings in their purses
that you can try to steal.
Third, if you are a lawful-aligned character you may find both outrageous and relieving to learn
you wont suffer an alignment shift if you break inside a locked house or if you burglarize a
place. A one-point alignment shift towards Chaos is suffered if you bash down a door in a
private setting, but not if you pick its lock.
Finally, when you complete a quest that requires something to be given to the quest-giver, the
item you deliver is stored in the NPCs inventory. Then, if you pickpocket the NPC, you can take
the item back. Now, if you talk to the quest-giver you will be given again the quest reward.
Actually, if your reward included an item, those items will be duplicated.
Of course, the latter remark should be regarded as a bug. If the modules author let you scotfree to steal, thats nice. However, your very own conscience should prevent you to amass gold
and experience by duplicating the quest rewards.
11 Lighting
In the Kingdom of Aielund, the sun goes down early (at 6 p.m.). When darkness falls, you
wont be able to see anything unless you have a torch or a magical source of light. The same
happens when you are underground.
Even if you employ a mundane or enchanted source of light, exploring an area at night may be
quite a frustrating experience.
12 Henchmen
The Aielund Saga includes several characters you can enlist as henchmen. These NPCs have
been well drawn as both travelling companions and fighting partners, so, I strongly
recommend you to do not ignore them.
Act One features only two characters for you to hire, so you have no much of a choice. In Act
Two, Three, and Four you can choose among four characters.
18
Usually, you can be followed by a maximum of two henchmen. Sometimes, however, another
NPC may want to join your party for a short time. In such a happenstance, you will be allowed
to have three henchmen - plus any animal companion, familiar or summoned creature you
may have. This enlarged party will cost you a few experience, though.
Keep in mind the saga, having a CR 3, has been balanced on a three-member party.
If you like playing solo, you are free to try. It is my bet you will change your mind within the
first hour of play, though. Some encounters are pretty tough and a good teamwork is required
if you wish to survive.
Even if I usually dont like having too much people in my party, I must admit only my
rogue/ranger was able to complete the first act having only Nellise to lend him aid.
A high score in the stealth-related skills and the ability to set traps are mandatory if you want
to try the same.
When you feel the urge to replace a henchman, be sure to do not let the new hench kick off
the one you want to dismiss if you do, the old companion may turn hostile. To avoid such an
unwanted outcome, take care to dismiss the henchman you dont want anymore through
conversation. When he has gone, talk with the one you wish to enlist.
When someone joins your party, you should talk with them to set their tactics. This way you
can choose the distance they must stay from you, the weapons they will employ in battle,
when they should switch from ranged to melee weapons, the way they must act in combat,
how they should react to locks and traps, the way they should resort to stealth, and so on.
Also, you can order your companions to go ahead and scout the area you are currently
exploring or to collect items from the surrounding area (they will pick on only plot-relevant
stuff, though).
In Act One, you are given a conversation option to train your henchmen in a different class.
You cannot do that, however. Period.
Unlike the first two chapters of the saga, in Act Three your henchmen will NOT level up
automatically when you gain a new level. Therefore, each time you advance a level you must
talk to your companions and ask them to level up. DONT FORGET IT!
Sometimes you may experience some problems with your henchman switching from melee to
ranged weapons. That can happen if you stack too much weapons or shields in the henchmans
inventory.
Sometimes, you may notice your henchmen stay in the stealth or detect mode even if youve
cancelled that mode. This can happen if you are too far from your companions. If you need the
hirelings to move faster, just re-enable and then disable the stealth or detect mode of your
main character once they are nearby.
If you look at your henchs stats and you see they are all set to 8, you are experiencing a wellknown NWN bug. To restore the real stats just save and reload the game.
If you think that a NPC should tell something to your henchmen but they dont, check if your
henchman is near enough for the NPC to see them. Of course, make sure the hench is not
using stealth or invisibility.
As a final note, bear in mind that when you order a henchman to follow by using the radial
menu, the hench wont fight anymore even if hes attacked. To solve this problem you have
to cancel the peaceful follow mode by ordering the henchmen to attack the nearest enemy (or
to guard you). This is done by calling forth the henchmans radial menu.
13 Companions and Familiars
If you have an animal companion or a familiar, you may notice the critter often runs away from
a fight. To avoid this, simply talk with the creature and set its tactics choosing when it must
fight and when it must flee.
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14 Bugs
Aside some graphic anomalies I tell you here below, the adventure runs quite smoothly and
you shouldnt experience many bugs. In my walkthrough, however, I will try to warn you when
a plot-ruining bug may take place. To avoid troubles, I suggest you to quick save the game
before to enter any plot-relevant area, or before to start a conversation with a NPC you deem
to be important. You shouldnt be cross with Savant, however, if you are not using the updated
versions of the modules and required hakpacks. If so, you are the one to blame.
A few common bugs related to the CEP hakpack may cause some NPCs or your henchmen to
appear with their head, torso, or legs missing. In addition, you can encounter enemies who
your henchmen are able to see (and fight off) but who are completely unseen by your eyes.
When you experience such anomalies, just save, and reload the game. If the problem involves
your henchman, you can also try to de-equip and re-equip their armour once or twice. If the
problem persists, you can do nothing but exit completely from NWN. Then, restart the program
and load a saved game.
The anomalies I have told above should disappear if you update the CEP to version 1.52.
A bug you should be wary of can take place at the end of Act Two. After the final cut scene has
run, the third act of the saga should immediately start. If you are using the most recent
version of the module, however, the screen may fade to black and then nothing else will
happen.
To load the third act of the saga the game script looks for a module named The Aielund
Trilogy. Too bad the title of the adventure has been changed in The Aielund Saga. To solve
this problem you must rename the Defender of the Crown .mod file by replacing the word
Saga with the word Trilogy. Then, the transition to Act Three should run smooth and nice.
If you dont want to change the modules filename, just create a shortcut to the module file
and call it The Aielund Trilogy instead than The Aielund Saga. Alternatively, you can simply
export your character before the cut scene movie and import him/her in Act Three.
15 Saving
No need to tell you... save often. Quick save works well, however, I suggest you to save a
game the proper way from time to time.
If you are prone to forget, dont worry. Savant was wise and auto saving scripts will be run
whenever you enter a critical area.
16 Walkthrough Notes
If you throw a look at the following walkthrough, you will notice a lot of coloured entries.
The blue entries refer to non-hostile characters or creatures you may interact with.
The red entries refer to characters or creatures that will attack you on sight.
The purple entries refer to relevant placeables, locked doors, or traps.
The green entries refer to the money that you can earn, and to any plot- or quest-unrelated
items that you can carry in your inventory.
The pink entries refer to plot- and quest-related items.
The orange entries refer to the experience rewards you may be entitled to.
NPCs and creatures come with an indication of their alignment, class, and level. This
information is provided once and wont be repeated if more of the same creatures are found in
the same area.
Finally, you will notice some items come with a full description whereas others are simply listed
down. As a rule, I have included a description for any magical item not included in the NWN
official modules (NWN, SoU, and HotU). Again, the description is provided only once, even if
more instances of the same item appear further on during the game.
20
21
17 Adventure Setting
22
Act One
Nature Abhors a
Vacuum
"...In the Kingdom of Aielund, trouble is brewing. While the King leads an
army against enemies in the far west, the poorly-protected realm is under
attack from brigands, goblinoids, and barbarians from the east. And rumours
of a conspiracy are growing as the remaining military forces do little to stem
the tide. Into this vacuum of power steps a small band of daring individuals,
who must try to keep the region intact while tracking down the conspirators
who seek to divide up the land for themselves..."
23
Luxury Suite
First Floor
Common Room
24
25
Once Nellise has been enlisted, you can talk with the charming cleric about her descent and
about her faith. Regarding her extraction, Nellise says her mother is quite human but she
never met her father. Mommy told her he was an angelic been. Even if she boasts such a
celestial parent, though, Nellise does not have super powers unless you are referring to her
great beauty and willpower... The deity to whom Nellise addresses her prayers bears a name,
of course, but its followers generally do not speak it aloud, out of respect. You can just call it
God or Goddess, for the young priestess refers to this entity as she.
Even if she goes around in a shining suit of armour, Nellise is not a militant cleric. The Kingdom
law itself prevents the members of the clergy form having military or civilian rank. In times
past, the Church had great power through the land, greater than the King himself did, but it
was used... poorly. Eventually, the Church was brought down for its heresy. Its members have
been humble and repentant ever since. If Dante is already in your party, he will chip in to let
you know his own ideas about the Church and its ministers. To cut it down... they are nothing
but rubbish!
Nellises starting equipment includes pretty standard items: a banded mail, a small metal
shield, a mace, a light crossbow, three sheaves of bolts, and four Potions of Cure
Moderate Wounds.
08. BOB, THE INNKEEPER
The sole owner and operator of this fine establishment, Bob Holland [N, Commoner 1] is
knowledgeable about all the goings-on in and around town. The local innkeeper is here to
provide you drinks, information, and even a quest. By the way, you wont learn the innkeepers
name until you have completed that quest.
The first time you speak with him, the bearded man explains the Mayor has not opened up the
roads yet. After a whole month of solid rain, the fields are a quagmire and the roads are just
impassable. As a result, everyones spirits have gotten down. Thats a pity, yes, but also a
boon for his business... Unfortunately, Bobs stock of ale is running low. There havent been
any new deliveries in a month and his current stock will not last the week. Bob tried to send
someone through to Culdeny up north but those guys never came back. It seems brigands and
highwaymen have overrun the road to Culdeny. The bandits have blockaded the north tract of
the Highway, leaving Bracksworth in quite a jam. If you feel so bold to hit the road, Bob is
willing to pay you 200 gold pieces for his precious batch of ale.
To gain access to the north road, however, you need the Mayors permission. You can find the
Mayor in his office, just over the road. According to Bob, he may have a few other jobs for you.
When you return here with the ale keg you can fetch at the Culdeny Brewery, you can cash the
200 gp he promised. Moreover, you are given a reward of 300 xp.
If you care to ask, the innkeeper will point you to a few local people you may want to visit in
town: a young blacksmith by the name of Hadush, a woman selling leather goods who goes by
the name of Laura Patteel, an unnamed druid, and the old sage Dale - who may even have
some scrolls for sale.
If you ask for a drink, you can access the innkeepers store. This shop has a limited money
supply of 100 gold pieces and a maximum buying price of 10 golds. Bob, of course, sells only
drinkables: ale, spirits, or wine. The choice is yours.
Once you have brought him the batch of ale he was waiting for, if you look at Bobs stock you
will notice now it includes six bottles of Fairlochs Finest Ale. Brewed in vats made from
1000 year old trees and tended by monks from the Eastern Ranges, this fine amber brew is
smooth, rich, and thick. The purest drop ever to come from the capitol! The ales imbiber is
granted the effects of a Remove Fear spell. A bottle of such a beverage costs 40 gold pieces,
though.
09. KITCHEN
There is nothing here but a chef [N, Commoner 3] too busy cooking food to pay you any
attention.
10. BACK DOOR
This is the back door of the inn.
[Ref. Area 1.02].
11. FRONT DOOR
This is the Bracksworth Arms inns main entrance.
[Ref. Area 1.02].
26
1.02 BRACKSWORTH
Notes:
When you leave the inn for the first time, you witness with your own eyes the devastating
effects of an entire month of pouring rain. The streets of Bracksworth have been flooded and
the whole town has turned into a big quagmire.
While you explore the almost submerged village, you may exchange a few words with the local
citizens. Commoners [N, Commoner 1], boys [N, Commoner 1], and girls [N, Commoner 1]
are randomly spawned about the town. Tired to wander around under the downpour, the
smartest people will find shelter inside the inn.
Six town guards [LG, F3] patrol the muddy streets of the hamlet. Although lacking
experience, these guys are doing an adequate job in the absence of veterans.
The women of Aielund have been called into service as well, despite the misgivings of some of
the men. They are proving themselves quite capable, however, to the surprise of the male half
of the population. Serving as archers [N, F3], these armoured ladies can be encountered
patrolling the wooden walls of Bracksworth or scanning the leaden horizon from atop a wooden
platform near the East Gate.
Being Bracksworth a typical farming town, as you stroll about the village you may notice a
plethora of domestic critters: dogs, [N, Animal 2], cows [N, Animal 1], a black angus ox,
[N, Animal 2], a black calf [N, Animal 1], and a lot of chickens [N, Animal 1]. Druids and
rangers may be disappointed to discover the animals have no thoughts for them to read.
01. THE BRACKSWORTH ARMS INN
Both these doors lead inside the Bracksworth Arms Inn.
[Ref. Area 1.01].
02. MAYORS OFFICE
Here are the offices and the private quarters of the Mayor of Bracksworth. This is the first
place you should visit after you have left the inn.
[Ref. Area 1.03].
03. MERINS HOUSE
Olaf, the local Mayor, will ask you to recover some documents of him from the halfling woman
who lives in this house. Until you have agreed to help the Mayor, if you come here and knock
at the barred door you wont get answer.
Once you have been given the Mayors assignment, when you approach this building you have
the choice to pick/bash the door or to knock on it. If you choose to be polite and knock at the
27
door, a voice from the inside will inquire about your identity. Whichever you say (either the
truth or a quite pathetic lie) you wont be able to persuade the people inside to let you in. If
you want a face-to-face encounter with Merin, you can do nothing but bash the door down or
pick its lock [DC22].
[Ref. Area 1.04].
04. JOHNSONS CHICKEN FARM
A drenched aged man is standing here, in front of a barn door. When he notices your presence,
the old guy waves his arms and calls for your attention.
Go speak with Farmer Johnson [N, Commoner 1] to learn some kind of beastie has been
attacking his chickens the past few days. The farmer managed to track the monster down and
cornered it inside the barn. Being old and frail, however, Mr. Johnson does not fancy trying his
luck against this creature. Youre young and strong, though, so... If you kill the beastie and
bring him back a piece of it as a proof of its death, the farmer swears you will be well
rewarded.
When you return here with the tail of the monster that infested the barn, the farmer hails you
as the saviour of countless chickens from a horrible death. Such a heroic deed is worth a
reward of 50 gp and 100 xp.
Before to go strangling himself some dinner, Mr. Johnson says another farmer who lives to the
west of here, has something in his barn too. Perhaps you can help him as well. Yet more rats?
As a side note, you may notice the rats tail stays in your inventory even after you get the
quest reward. The evil and cunning adventurer shall soon discover why. If you dont like to
be a fraud, however, you can throw the tail away.
[Ref. Area 1.05].
05. FARMHOUSE
To reach the front door of Farmer Johnsons abode you have to go through the barn, and then
the backyard.
[Ref. Area 1.06].
06. SMITHS RANCH
Amal Smith [N, Commoner 1], the scrawny man whos getting soaked with rain in front of this
farmhouse, is worried for there is something inside his barn but he doesnt find the strength to
go and look closer. If you investigate the matter, the elderly farmer says he will make the effort
worth your while.
Once you have searched the barn and dealt with the vagabond hidden in there, return outside
and speak to Amal. The dialog threads you get are a consequence of what you did inside the
barn.
If you promised to the vagabond that you would cover his presence, you tell the farmer there
was anything inside the barn but the livestock. This outcome shifts your alignment towards
Good; if you are good, you get 50 xp. If you chased the vagrant away for his breaking of the
law, you tell the farmer there was a man inside and you told him to leave at once. This action
shifts your alignment towards Law; if you are lawful, you get a reward of 20 xp. If you simply
chased Sam off, when you inform the farmer your alignment shifts towards Chaos; if you are
chaotic, you get 50 xp. If you killed the vagrant, your alignment does not change and you
dont get any additional reward. If you have already cleaned out the rat-infested barn, though,
you can show Amal the rats tail you should have in your inventory. If you give the farmer to
understand that a big rat was causing the noises he heard, your alignment shifts towards Evil;
if you are evil, you get 50 xp.
Whatever your answer, when the quest is completed you get a reward of 20 gp and 100 xp.
Be warned, though: if you lie to the farmer but you dont have the rats tail, you will get
nothing!
If you have followed either the lawful or the good path, Amal asks you to keep an eye out for
his boys, if you ever happen to head west to his paddocks.
[Ref. Area 1.07].
07. REGIONAL BARRACKS
Two town guards [LG, F3] stand watch next to the doors of this sturdy log house, where the
local troops are quartered. The militias inform their commander is currently inside the
barracks. If you need to speak with her, just open one of the doors and go inside.
[Ref. Area 1.08].
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30
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Anyway, giving the documents to the Mayor is worth a reward of 200 xp and 75 gp.
If you dont care to be called a blackmailer, you can threaten Olaf you are going to finish what
Merin started - unless you are paid a nice sum of money AND you are given the permission to
leave the town through the north gate. This way you wont get any experience reward, but the
Mayor will oblige, coughing up 136 gp and the North Gate key. Your alignment, of course,
will shift towards Evil; if you are evil, you will get a reward of 50 xp.
Once the matter has been settled, the Mayor says you should act as a courier of him and bring
some requisition forms to Fort Highmarch, a fortress to the south of Bracksworth. The papers
have to be delivered to the local Captain of the guard. Return with the captains response and
you will be properly rewarded.
Unless you have extorted him the key for the North Gate, you can do nothing but become
Olafs errand boy. When you take the job, you are given the South Gate pass and the
requisition forms, an extensive list of supplies and equipment that Bracksworth requires
from the Lord of Highmarch. The pass will allow you to leave Bracksworth through the south
gate.
When you arrive at the gates of Highmarch, the Guard Captain will be waiting for you. Hand
him the requisition forms to get another document you must deliver to the Mayor of
Bracksworth. When you return here and give the papers to Olaf, you are paid 100 gp. Also,
you get a reward of 250 xp.
The military orders you have brought from Fort Highmarch include a request to the Mayor to
open the road to Culdeny by the end of the week. Olaf cannot afford to weaken the town
defences while the barbarian threat is still present, so you could do the job for him. Olaf is
willing to pay you 500 gold pieces for the bandit leaders head.
From errand boy to head hunter... now, thats a big step forward! Tell the Mayor you will take
care of the highwaymen and you will get the North Gate pass. This document allows you to
go past the northern gate.
Before you leave, Olaf warns you should be sure to get all the equipment you need before
leaving town. This assignment could be quite a dangerous one, indeed.
When you present Olaf the ugly head of the bandit leader, you get a reward of 500 xp and
500 gp.
Once he has paid you, the Mayor explains he is waiting on word from the south about what to
do to stop the barbarian menace. If you are looking for another job, you should check back
with him later. In the meanwhile, you may want to explore the woods to the northwest of
Bracksworth Olaf has heard the rangers in the Calespur Ranges are having trouble keeping
some poachers under control. To reach the forest just head north, then turn off the highway
about halfway to Culdeny.
If you thank the Mayor for his advice, your alignment shifts towards Good; if you are good, you
get 50 xp. If you grin that the trip will be safe for you have already killed everyone along the
road, your alignment shifts towards Evil; if you are evil, you get 50 xp.
When you return to the Mayor after you have thoroughly explored the Calespurs, Olaf says an
important dignitary - whom wishes to remain anonymous - is coming from the south. The
Mayor does not want to endanger the visitors life; therefore, he needs to do something about
the barbarian threat. If you want to know more about that issue, you should go to the local
barracks and have a chat with Tara Redfurn, the garrison commander.
When the conversation ends, the Mayor says he is going to have a nap before the VIP arrives
then he leaves the room and go upstairs. From now on, you will not find Olaf anymore in his
office. The next time you will meet him, the Mayor will be (desperately) waiting for you at the
Bracksworth Arms inn.
03. LOCKED DOOR
Beyond this door, there is a flight of stairs leading to the upper floor of the building. The door
is locked, however, and you can neither open it nor bash it down.
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Ground Floor
First Floor
33
03. STAIRS UP
To go upstairs you have to go through this locked door [DC25].
04. STAIRS DOWN
These stairs lead back to the houses ground floor.
Along the south wall there is an armoire holding random treasure of low value.
05. BEDROOM
Here you can search a trapped and locked cabinet [DC22/20; Minor Spike. DC25] to find
random treasure of low value and a Potion of Fiery Burning [Once uncorked, a jet of flame
gushes out of the top of this bottle and torches everything in its path for a brief moment.
Needless to say, this is not the kind of potion you would drink. The effects of this single-use
potion are the same as a Burning Hands spell].
I will not repeat it again, just keep in mind each time you successfully disarm a trap you get an
amount of experience equal to the traps DC. So, if you manage to disarm the cabinets trap,
you get 20 xp. No experience will be gained if you recover the trap, though.
Also, you should bear in mind the locked containers you find in a friendly setting are just the
same as the locked doors: if you open them by picking the lock, your alignment does not
change. If you smash them to pieces, however, your alignment shifts towards Chaos. A lawful
character who bashes down this cabinet suffers a four-point alignment shift. Paladins and
monks have been warned!
06. BEDROOM
The chest of drawers inside this room holds random treasure of low value, and an
incomplete armour. This outfit is in poor condition and would only provide marginal
protection. It seems to have been used often in the past, and has not been cleaned of rust for
a while.
07. STOREROOM
Random treasure of low value can be found by searching the two crates found inside this
cramped room.
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1.06 FARMHOUSE
Ground Floor
First Floor
35
05. BEDROOM
Here you can search an armoire holding random treasure of low value and a locked chest of
drawers [DC26] holding a commoners tunic, a woodsman outfit, and... some sexy
underwear. So, THIS is what farmers get up to at night!!!
Curiously enough, despite its description states otherwise, male characters as well as female
ones can don the kinky garment. If you dont believe my words, put it on and see by yourself.
36
Ground Floor
First Floor
37
05. STAIRS DOWN
Go down these stairs to return to the ground floor of the building.
The desk near the stairs holds 14 gp, a small stack of blank papers, a quill pen, and a small
vial of ink.
06. BEDROOM
The chest in this room is both trapped and locked [DC28/28; Strong Frost. DC28]. It holds a
glittering necklace, a silver ring, and a precious gold ring.
07. BEDROOM
This room features a chest of drawers holding a commoners outfit, a commoners tunic,
and a simple robe.
08. STOREROOM
The door leading here is locked [DC20]. Inside this cramped room, there are a couple of
crates that you can search to get random treasure of low value.
Ground Floor
First Floor
38
1.11 SMITHY
39
40
gp], a pair of Bardic Gloves [During a stage production of Sebastian Vale's The Swords of
Aielund, the lead man for the role of King Balthezar's son constantly dropped his sword during
rehearsals. As he was the foremost actor of the day, the production would not have proceeded
without his participation. So, these gloves were crafted to give him the illusion of military
competence for the show. They grant the user the Weapon Specialization bonus feat (rapier), a
+4 bonus on the Discipline skill, and a +1 bonus on the Perform skill. Base price: 3,423 gp],
Boots of Travelling [These sturdy boots have excellent tread and are highly water resistant,
but their main attraction is the ability to boost one's travelling speed while worn. They grant
the wearer a +2 AC bonus. Base price: 9,925 gp], shadowed hoods, a Swashbuckler
Outfit [This outfit consists of lightweight clothing, secured to the body in key places, and a
small hardened leather plate on the chest to provide some protection against piercing weapons
such as the rapier. While worn, it is barely noticeable by the wearer, and is a minimal
distraction, allowing the fencer greater freedom of movement. The outfit grants the wearer a
+2 AC bonus, piercing damage resistance 5/-, and a +2 bonus on the Parry skill. Base price:
8,342 gp], fencers outfits [This garment grants the wearer a +1 AC bonus vs. piercing
damage, and a +1 bonus on the Parry skill. Base price: 329 gp], sorcerers tunics [This
garment grants the wearer a bonus 1st level spell, and a +2 bonus on the Concentration skill.
Base price: 410 gp], Winter Cloaks [Useful for keeping the cold at bay during freezing
conditions in the mountains, this cloak grants the wearer cold resistance 5/-. Base price: 91
gp], healers kits (+1 and +3), a Bag of Displacement [Minor yet useful magic that
displaces much of the weight from items contained within. A famous dwarf of... oversized
dimensions once joined eight of these bags together to create a suit, allowing him to fulfil his
childhood dreams of becoming an acrobat. The bag grants a 60% reduction of the contents
weight. Base price: 1015 gp], woollen cloths, woollen cloth pads, and cloth dyes of all
hues.
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42
1.14 PADDOCKS
01. TO BRACKSWORTH
Leave the area by going through one of these gates to return to Bracksworth.
[Ref. Area 1.02].
02. A TALKING COW
No one is here but cattle: fourteen cows [N, Animal 1], a black angus bull [N, Animal 2], a
brown angus bull [N, Animal 2], and a couple of black calves [N, Animal 1].
If you are an observant type, you can notice a cow says moo! instead of actually mooing.
Thats a little odd, isnt it? If you do not hear the talking cow, Dante or Nellise will tell you the
cow seems to be a fake. After looking at it for a little while, you determine that the cows eyes
do not seem to be blinking - because they are made of wood!
Approach the cow and speak with the beast. It will keep repeating moo! and MOO! and
MOOOOO!!!, but if you insist the fifth time you try to start a conversation an angry voice will
tell you to bugger off.
Then, the cow introduces itself as Jacob Smith [N, Commoner 4], a son of farmer Smith. The
chap in the back of the costume is his friend Bob. You see, a very cunning wolf has been
hunting the cattle for a fortnight always eluding the hunters, so Jacob figured if he disguised
himself as a cow he could spot the beast and alert his Pa.
The conversation is going towards an end when Jacob spots the vicious predator it is coming
straight for him! As Jacob and Bob flee away the fastest they can, you are left alone to fight
the cunning wolf [N, Animal 3].
The wolf is really a smart beast. As soon as it shows up, the wily animal rushes at the cattle,
pouncing on the easiest prey it can reach, like a calf.
When you have dealt with the wolf, the quest is completed. No additional reward will come
from killing the beast. You can turn on your heels and return to Bracksworth.
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44
01. TO BRACKSWORTH
Follow the road as it goes north if you want to return to Bracksworth.
[Ref. Area 1.02].
02. KOBOLDS
Two kobolds [LE, Humanoid 1] and a kobold footpad [LE, Humanoid 1/Ro1] are wandering
through the grassy plain ahead of you. Besides some of the stuff listed below, the footpad
drops ten mild poison bolts.
In addition to the three kobolds, while you cross the plain you can encounter two small groups
of foes. The first group numbers 1-6 kobolds, including one kobold footpad. The second
party numbers 1-5 kobolds and kobold footpads.
Often, the kobolds seem to appear from nowhere. Actually, the scaly pests are employing
stealth to hide from your sight and sneak-attack you. Having a few points in the Spot skill - or
exploring the area in the detect mode - may be helpful to reveal the little rascals before they
can stab your back.
The dead kobolds sometimes leave behind a few mundane items: leather armours, light
crossbows, bolts, short swords, bastard swords, maces, small shields, and daggers.
As a side note, if you choose to return to Bracksworth the long way after youve delivered the
documents to Fort Highmarch, when you pass through this area you will be attacked by 4-8
bloodsucking stirges [N, Beast 1]. The winged monsters appear all of a sudden around your
party, stabbing at you with their vicious stingers.
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46
Foothills
Cave
47
48
49
01. TO BRACKSWORTH
Go south from here if you wish to return to Bracksworth.
[Ref. Area 1.02].
02. OUTLAWS AMONGST THE TREES
Eight bandit archers [CN, Ra1] are scattered throughout this area. Although hardly expert
archers, these women are still a threat to be reckoned with.
The archers may leave behind padded armours, longbows, short swords, and Bodkin
Arrows.
Also, as you walk along the road, you may encounter a few groups of bandits [NE, Ro2], each
group numbering 2-5 enemies. These highwaymen use to hide in shadows until you are near,
then they pop up and try to sneak-attack you. Be VERY careful!
If you care to search their bodies, the bandits drop poor quality camouflage armours and
short swords.
03. BANDIT CAMP
A bandit captain [CE, F4] and a bandit archer are standing at this small campsite. Needless
to say, they will attack you on sight.
When you have dealt with the two villains, search their corpses.
The archer leaves behind a sheaf of Arrows of Impact [Featuring an unusual arrowhead that
implodes on impact, these arrows can deliver more punch than regular types. They are a
specialty of Valdur, the bowyer in Culdeny. These arrows cause the victims one additional point
of bludgeoning damage].
50
Upon the captains body you will find 193 gp, a studded leather armour +1, a greatsword
+1 and a Ring of Protection +1. Also, dont forget to grab the bandit leaders head. Bring
the head to the Mayor of Bracksworth and you will be properly rewarded.
By the way, if you have enlisted Dante Colt as a henchman, I suggest you to equip the ranger
with the magical sword you find on the bandit leaders body, for the greatsword is Dantes
weapon of choice.
When the area is safe, you can search the few containers scattered about the camp.
Inside a chest there are three scrolls (Grease, Knock, Melfs Acid Arrow), a Wand of
Lesser Summoning, and a pair of Bardic Slippers [Useful boots that allow a bard to
perform feats of daring and bravery, they were originally designed to permit a performer to
achieve greater freedom on stage while ACTING as a great warrior. Oh, the irony! The boots
grant the wearer a +2 AC bonus and a +1 bonus on the Perform skill]. A loot bag holds
random treasure of low value, a bottle of spirits, a bottle of wine, a Potion of Bless, and a
Potion of Bulls Strength. Two crates hold random treasure of low and high value.
04. THE BANDIT BLOCKADE
The bandits raised a barricade behind this bridge to block the way to Culdeny. This is hardly a
hindrance, though. Roll up your trousers or tuck up your skirt and wade the stream to
continue your way north.
05. TO THE CALESPUR RANGES
The path going west from here leads to the Calespur Ranges. There is nothing to prevent you
from going there now; however, I suggest you to visit that area only after you have been in
Culdeny. Why? Well, do you care for your life?
[Ref. Area 1.37].
06. TO CULDENY
Go north from here to enter the town of Culdeny.
[Ref. Area 1.20].
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1.20 CULDENY
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53
54
If you say you are just happy to help, your alignment shifts towards Good; if you are good,
you get 50 xp. If you ask for cash, your alignment does not change and Celeste coughs up 50
gold pieces to compensate your trouble. If you say you would like to look through the crypt
while keeping an eye on things, your alignment shifts towards Chaos; if you are chaotic, you
get 50 xp.
Before you leave, Celeste warns you to dont go in the crypt during daytime. Best to check it
out when its dark.
If you manage to discover the source of the strange noises, return here and tell Celeste about
the goblins. As a reward, the priestess gives you 300 gp and you get 350 xp as well.
Impressed by your alarming news, Celeste suggests you to go the town barracks and talk to
Commander Smith about the note you have found in the tunnels below the crypt.
By the way, Commander Smith is a woman. If you are a male character, you get a few dialog
options to comment this fact.
If you say thats just fine for you, your alignment shifts towards Good; if you are good, you get
50 xp. If you think that women running the military are nothing but a laugh, your alignment
shifts towards Chaos; if you are chaotic, you get 50xp. If you say you hope the army returns
soon so the Commander can go back to work in the kitchen where all women belong, your
alignment shifts towards Evil; if you are evil, you get 50 xp.
If you choose the last answer, Celeste takes offence. Until you apologize for your rude
behaviour, the priestess will refuse to heal your wounds - and to sell you her wares. In case
you apologize, your alignment will shift towards Good; if you are good, you will get 50 xp.
Oddly enough, I got the sexist option even when I was playing the game as a female. My
heroine was an evil one, however, so I did not complain...
16. CRYPT
To enter this crypt you need a key you may get from Celeste Patterson, the priestess in charge
of the local temple.
If you want to investigate the strange noises heard by the priestess, keep in mind you should
come here after sunset.
[Ref. Area 1.32].
17. REGIONAL BARRACKS
The garrison commander of Culdeny issues orders to her troops from within this building.
[Ref. Area 1.33].
18. NORTH SHORE TRADING COMPANY
The ground floor of this building houses the offices of a mercantile company. On the upper
floor, there is a Gentlemans Club for the towns high-ups.
[Ref. Area 1.34].
19. PRIVATE HOUSE
The door of this house is locked [DC26].
[Ref. Area 1.35].
20. PRIVATE HOUSE
To enter this house you need to go through a locked door [DC18].
[Ref. Area 1.36].
21. EAST GATE
The guard sergeant [LG, F4] standing before this gate informs nothing is going out or coming
in this way, because a very big and very angry blue dragon has taken over the road between
here and Fairloch. The only way to reach the kingdoms capital is by the sea.
22. TO THE CALESPUR RANGES
This trail leads to the Calespur Ranges.
[Ref. Area 1.37].
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1.21 BREWERY
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57
58
Common Room
First Floor
Master Suite
59
His wares include an arbalest, Acid Bolts, a dwarven waraxe, a dwarven waraxe +1, a
masterwork handaxe, a masterwork battleaxe, and a throwing axe +1.
If you return here and show Clavis his brothers journal, you will get a reward of 300 gp and
500 xp. In addition, the dwarf will let you keep Dorums equipment.
Be warned that once you have informed him of his brother's death, Clavis wont be in the
mood to trade anymore. He asks you to let him alone, so he can mourn the loss he suffered.
04. KITCHEN
There is nothing to find here. The chef [N, Commoner 3] and the waitress [N, Commoner 1]
are too busy to pay you any attention.
05. STAIRS UP
Go up these stairs to reach the inns upper floor.
06. STAIRS DOWN
These stairs take you down to the inns common room.
07. PARTYGOERS
Six jolly sailors [N, F4] and four curvaceous prostitutes are having a lively party within this
room if you want to join them, you are welcomed.
The room features also a few containers you may be curious to open. If you try to steal their
belongings, however, the sailors will take offence and will immediately draw out their scimitars
to tear you apart. If a fight erupts, two hookers run away while the others stay and watch their
customers being butchered or witness the well-deserved fate of a clumsy rascal.
If you want to avoid a fight and still grab the loot, you have to resort to stealth or invisibility.
The armoire is locked [DC30] and holds random treasure of low value. The barrel holds
random treasure of minor value and twelve bottles of rum. Within the locked chest [DC27]
there are 138 gp, an aventurine, a phenalope, and an Amulet of Natural Armor+1.
08. PRIVATE ROOMS
The doors of these rooms are locked [DC18] with one exception.
Within these small chambers you can search one locked cabinet [DC18] and seven chests of
drawers to find random treasure of low value.
09. A DANGEROUS GUEST
The door of this room has been trapped and locked [DC20/20; Minor Electrical. DC22]. This
fact should make you wary.
If you try to open the locked chest [DC28] standing along the south wall of the room, a roguelike guy pops out of the shadows to attack you.
When you have dealt with this shadow warrior [LN, F5/M1/Ro1] search his corpse to get a
set of Robes of the Spirit Warrior +2 [Favouring function over fashion, these black, black
robes are worn by a secretive order of monks operating throughout Aielund. They allow the
monk to blend into the night more effectively. Usable only by neutral and evil monks, the robes
grant the wearer a +2 AC bonus, and a +1 bonus on the Hide and Move Silently skills], a
katana, a wakizashi +1, a pair of Boots of the Swift Wind +1 [These boots are said to
contain the essence of the wind inside them, allowing one who is in tune with the totality of the
universe to move more swiftly in times of danger. Usable only by lawful monks, they grant the
wearer a +2 AC bonus], and two Potions of Cure Moderate Wounds.
Inside the monks chest there are 351 gp.
10. TO THE MASTERS SUITE
This door can be opened only by using the key you get from the innkeeper when you rent a
room.
11. MASTERS SUITE
Within this room you can rest at will. To advance the time of 8 hours and benefit of the effects
of a night of full rest, just click on the cushion of reasonable comfort laying on the bed in
the southeast corner of the room.
The armoire and the chest about here are empty. You can use them to store heavy or bulky
stuff, though.
60
Offices
Living Quarters
61
62
01. LUTHER
When you arrive here, you notice the deck of the ship rocks gently from the swell, and the
sound of water sloshing in the bilge is apparent.
An odd-looking halfling is standing behind a counter to the east, protected by a half-orc
guard [CN, Bb10] scrutinizing you from the far end of the room. The ugly bodyguard is
standing before a locked door that cannot be opened. Be very nice, else he will 'whomp' you.
Although I ignore the meaning of such a word, I admit I didn't feel any urge to learn it.
The flunkeys master, Luther [N, Ro10], trades in ALL manner of goods... if you catch his
meaning. Indeed, the halfling is the sole merchant you can meet in Act One who will buy your
stolen goods.
Luther is willing to trade with everyone... almost. If you are a paladin, the halflings shop is offlimits for you.
The fences store has a money supply of 10,000 gold pieces and a maximum buying price of
5,000xp. The halfling can also identify your items, but it will cost you 150 golds apiece.
Luthers stock includes a leather armour +2, several potions (Barkskin, Bulls Strength,
Endurance, Foxs Cunning, Lore, Owls Wisdom), a few trap kits, thieves tools (+1,
+3, +6 and +8) and a small assortments of venoms.
By the way, if you make an enemy of Ronald Bartlett and the other traders in town cut you off
from their stores, Luther will keep doing business with you. He plans to set sail shortly,
anyway...
If you come here while you are investigating the Dockmasters disappearance, you can ask the
halfling about the missing officer.
At first, Luther swears he knows nothing about the matter. If you offer him 100 golds, though,
the halfling will spill the beans. Mind that if you offer him 50 golds, the same information will
cost you 200 gold pieces. If you want the information for free you can try a medium Persuade
check and threaten Luther you might tell the authorities about his business - and perhaps
causing an inspector to come visit the ship.
Once you have made a deal, the halfling says the man you want is Black Pete. This dangerous
guy operates a smuggling operation from aboard the Raven.
After youre told about the smuggler, Luther begs you to dont tell Black Pete about his loose
tongue.
If you promise the halfling his secret is safe with you, your alignment shifts towards Good; if
you are good, you get 50 xp. If you say maybe you will maybe you wont, your alignment
shifts towards Chaos; if you are chaotic, you get 50 xp.
If you choose the chaotic answer, the conversation will go on until you get a nice reward of
300 xp.
02. LADDER
When you want to leave the ship, click on this ladder and you will return above deck.
[Ref. Area 1.20].
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65
66
Crypt Tunnels
67
Ground Floor
First Floor
68
A successful investigating job earns you 800 xp. If you asked for money before, Ariel coughs
up your 500 gp.
If you are curious to know, the locked desk [DC22] next to the officer holds sheets of papers,
a vial of ink and a quill pen.
04. STAIRS UP
Open this door and go up the stairs to reach the upper floor of the building.
05. STAIRS DOWN
Go down these stairs to return to the ground floor.
06. BEDROOM
Here is a locked chest [DC22] holding random class-oriented treasure of low value.
07. BEDROOM
This room features nothing but a chest of drawers holding random treasure of low value.
08. STOREROOM
Within this small room, you can collect more random treasure of low value. It is stored inside a
couple of crates.
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Offices
Gentlemans Club
70
Mr. Bartletts threats wont be empty. Indeed, from now on you are cut off from all the shops in
town - with the sole exception of Luther. Worst of all, you will not be able to complete your
investigation anymore.
Luckily, you have a last chance to save your day. If you manage to pass a hard Persuade
check, you can convince the touchy businessman you have been forced to break inside by a
matter of extreme urgency.
If you manage to calm Mr. Bartlett down - or if you enter the club by using the key that you
can lend from the Mayor of Culdeny - you can question the nobleman about the letter you
found on the goblin leaders corpse, down in the tunnel below the crypt. Mr. Bartlett will deny
any personal involvement, of course. Before leaving the club in a sudden hurry, he suggests
you to show the document to Robert Black, his security advisor and a veteran of many years in
the field.
05. ROBERT BLACK
Unshaven and scarred, Robert Black [N, F12] seems out of place in a room full of soft nobles.
When you exhibit the note that you have found on the goblins corpse, the expression of the
leader of the Steel Tigers suddenly turns cold. He mutters something unintelligible about a big
security issue, and then he claims he must go tell his people to stay alert. Oh, and he will
make sure you get what is coming to you for this...
Once both Mr. Bartlett and Robert Black have left the club, return to the city barracks to inform
Commander Ariel about what transpired here - and to get the reward you deserve.
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First Floor
Ground Floor
First Floor
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Just keep in mind the corpses decay after a few time the deer has been slain. Once a heap of
bones appears to replace the cadaver, you will not be able to get the pelt anymore. So, the
quickest you act the more pelts you will manage to collect.
Wandering about the central woods there are three hunters [N, F4]. Also, by exploring the
southern and western portion of the forest you may encounter 1-4 small groups of poachers.
Each hunting party numbers 2-5 hunters and includes at least one hunter elite [N, F6] or
one hunting dog [N, Animal 3].
The dead hunter elites leave behind studded leather armours, longswords, composite
longbows, and Arrows of Impact. The normal hunters drop studded leather armours,
longswords, longbows, and common arrows.
If you linger too much around the woods, you will discover the poachers are dead already.
Indeed, Commander Wise will send a couple of rangers to lend you a hand. These fellows will
patrol the central portion of the woods, bringing down any hunter they happen to meet on
their route. They will keep doing so until no more poachers are around or until they are killed
by the hunters.
05. RUINS
A hunter elite is hiding amongst these ruins, together with a big shadow mastiff [CN,
Outsider 4]. Along with the standard equipment, this guy leaves behind a Scarab of
Protection +2.
At the hunters campsite, there is a chest that you can search to get a bottle of ale, a bottle of
wine, two Potions of Cure Moderate Wounds, and three animal pelts. These pelts would
be worth quite a lot of money on the black market; however, you should bring them to
Commander Wise.
06. CABIN
When all the poachers roaming about the forest have been exterminated, enter this cabin to
deal with their leader, Tomar Fairchild.
[Ref. Area 1.39].
07. CAVE ENTRANCE
An elven ranger by the name of Mona Terei [NG, Ra6] is waiting before this cave mouth. She
informs you the cave behind her leads to a series of naturally formed caverns linking up with
an old dwarven mine. With all the rain lately, they are overflowing with water so its rather
treacherous underfoot.
Mona believes something big may have moved in the caverns recently. The animals refuse to
go in there anymore, and several deer have gone missing during the night. With bandits and
poachers on the prowl, plus their reduced numbers, the Rangers havent had time to check it
out. If you like spelunking, you can go there and have a look by yourself. Dont expect any
reward, though. Mona is not going to encourage rampant stupidity!
If Dante is on your side, when you start a conversation with Mona you will be treated with a
quite animate duet involving your henchman and the elven lass. Apparently, they have recently
broken up after a quite troubled love story. Despite Mona is adamant in claiming all its over
between them, Dante seems still persuaded he can win back her darlings heart.
The first time you talk with Dante once you have learned about his affair with Mona, you have
the opportunity to ask him more about such a relationship. Dante claims he intrigued Mona
with his manly aura of mystique (...), but she grew a bit tired of his manly temper. He also
discovered she and Armin were seeing each other behind his back. Thats why he punched his
commanders mouth. Hard.
[Ref. Area 1.40].
08. TO THE CALESPUR MOUNTAINS
This path leads to the Calespur Mountains. You can reach the same area also by going all the
way throughout the caverns that you can enter from the passage located south and west of
here.
[Ref. Area 1.42].
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Whatever you say, ridding the woods of the poachers is worth a reward of 500 xp. Also, Armin
is so pleased by your accomplishment he even tells Dante he might forget about their little
incident.
Before to leave the Lodge, dont forget to exhibit the animal pelts you have managed to collect
in the forest. For each pelt you hand over to the ranger, you get 50 xp.
In addition, if you havent already met her, Armin suggests you to go see Mona, a ranger who
you can find on the western edge of the ranges. It seems she has something in store for you.
03. STAIRS UP
Go up these stairs to reach the Quartermasters office.
04. STAIRS DOWN
Go down these stairs to return to the ground floor of the building.
05. THE QUARTERMASTERS SHOP
The Ranger Quartermaster [LG, Ra3] manages the equipment for the Rangers in this region.
Normally, she does not deal with civilians, but under these circumstances, she will make an
exception.
The Quartermasters store has a limited money supply of 10,000 gold pieces and a maximum
buying price of 5,000 golds.
The Quartermasters wares include one camouflage armour, one heavy camouflage
armour, padded armours, leather armours, one studded leather armour, composite
longbows, composite shortbows, common arrows, mild poison arrows, Bodkin
Arrows, Piercing Arrows, daggers, bastard swords, greatswords, longswords,
scimitars, short swords, and healers kits +1.
06. BEDROOM
Here is an armoire holding random treasure of low value.
07. BEDROOM
The chest in this room holds an amethyst and a garnet. Be warned any trader can recognize
(only Savant knows how) these gems as stolen goods.
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1.39 CABIN
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Level 2
01. STAIRS UP
Go up this passage to return to the first level of the cave-complex.
02. AN UGLY STROLLER
A hook horror [CN, Aberration 5] constantly wanders about this cave or strolls along the near
tunnels.
03. A LIVELY STATUE
Here is a gargoyle statue. When you walk nearby, the statue comes alive. Actually, the statue
is a living, vicious gargoyle [CE, Magical Beast 4].
04. WIT OF THE GARGOYLES
A corpse lies at the centre of this cavern. That seems a bit of a bait...
If you swallow it and walk towards the cadaver, when you kneel to look at the dead body, 10
gargoyles appear all around you and try to tear you apart with their cruel claws. I must agree
with Nellise I never knew gargoyles were smart enough to set a trap!
When you have slain the cunning beasts, grab the loot from the corpse: a Cloak of
Fortification +1, a sheaf of Lightning Arrows and a shortbow +1.
In the northeastern and in the northwestern portion of the cavern, you may notice five
gargoyle-like statues. Again, the statues are nothing but real gargoyles, ready to reveal their
true-selves when you walk nearby.
05. HORRID HOOKS
As you walk along this tunnel, you may encounter a hunched hook horror.
06. THE HULK
Within this cave, you may meet a big, nasty umber hulk [CE, Aberration 8].
07. THE HORROR IN THE TUNNEL
This is just another place where you may meet a wandering hook horror.
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Level 3
01. STAIRS UP
Go up this passage to return to the second level of the cave-complex.
When you arrive here, a couple of acid-spitting, very fast and very young black dragons
[CE, Dragon 7] comes up to play. Do not underestimate these dragonets: albeit in a tender
age, they still pack a punch.
By the way, if you enter the caverns from the abandoned mine, which you can enter from the
Calespur Mountains area, these two dragons will appear near location 06, instead.
02. AN ACID WYRM
If the baby dragons have not been enough to raise your suspicions - and if you are oblivious of
the corpses scattered about this large cavern - your henchmen will suggest you some caution.
Dante smells something big and bad. Nellise hears sounds like something big moving...
Your buddies have every reason to be worried and their suspicions are well-founded. A young
adult black dragon [CE, Dragon 12] has taken residence in this cavern. The wyrm is the
source of the strange behaviour of the animals Mona may have told you about before you have
entered the caverns and you should be wary of it. With 156 hit points, armor class 23 and a
very corrosive breath, the dragon can present quite a challenge. To make things worst, before
to charge at you, the dragon likes to cast a Darkness spell, which forces you to a blind fight. I
suggest you to enter in a melee with the dragon only if you can sustain a lot of damage - and
only if you are good at resisting knockdown.
If you find this fight too much difficult, you can try to run like hell towards the ballista found at
location 04. Stealth wont help you to pass the dragon unnoticed, though, so you cannot do
nothing but run the fastest you can. Once at the ballista, target the dragon and try to kill it
before it is back upon you.
This fight will be easier if you explore the cave-system after you have gone through the
abandoned mine that you can enter from the Calespur Ranges. The reason is simple enough: if
you come from the north, you will reach the ballista before to meet the dragon.
When you have dealt with the dragon, take your time to loot its hoard.
The four heaps of treasure scattered on the ground in the southern portion of the cavern earn
you random treasure of low value, 3,284 gp, a few gems (a garnet, a greenstone, a
phenalope, and a ruby), a Ring of Resistance +1, a Lesser Ring of Wizardry, a Potion
of Aid, a Potion of Cure Critical Wounds, a Potion of Lore, a large metal shield +2, a
short sword called Slicer [Used by a famous halfling knight, this weapon disappeared with him
after he attempted to dislodge a thieving guild in Fairloch twenty years ago. Usable only by
neutral good characters, this short sword +1 sheds a low white light and causes the victims
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1d4 additional slashing damage], several scrolls (Dispel Magic, Fireball, Negative Energy
Burst, Raise Dead x2, Restoration, Slow), a Cloak of Protection +2, and a Sacred Cloth
[Worn by a revered member of the Transcendent Path, this simple garment bears many
enchantments to offer protection for those who wish to divulge themselves of material
possessions and follow a simpler path in life. The wearer is granted a +2 AC bonus, plus the
power to cast the Owl's Wisdom and the Remove Fear spells once per day].
Before to leave this place you may also search the three corpses lying around the cavern. This
way you will get random treasure of low and medium value. Amidst a pile of stones there is
nothing but a quartz crystal.
03. BABY DRAGONS
About here, two very young black dragons attack you. These dragons appear in another
place (perhaps near the passage to the Calespur Ranges) if you have entered the cave-system
from the abandoned mine.
04. BALLISTA
A ballista was placed behind a makeshift barricade made with broken tables. Looks like
someone set up a defensive position here once.
The ballista appears to be still functional. If you want to use the war engine against the black
dragon that inhabits the cavern to the south, just click the ballista once to fire a flaming
projectile, and immediately afterwards click again to reload it. Reloading takes a few seconds.
05. A DEAD DWARF
The dragon you may have just killed was a very prolific specimen. Indeed, when you walk
along this small passage 1-4 wyrmling black dragons [CE, Dragon 4] will attack you. Albeit
very young, these dragonets can already belch out dangerous gouts of corrosive acid.
At the end of this rocky catwalk, a corpse of a dwarven warrior is laying on the floor. This
was Dorum MacTavish, brother of the dwarf you may have met in Culdeny, at the Seaspray
Inn.
The dwarfs identity is revealed by the journal you will find upon the corpse. The diarys final
entry reads, ... I think I managed to get away from the bugbears. There have been no signs of
further pursuit. But there are indications of giant spiders around so I gotta be careful. With
luck, this time tomorrow I'll have found out if the old stories are true - did our ancestors really
strike a massive underground water supply? Everyone I talked to says yes, but I reckon they
were scared off by something big and ugly! Tomorrow I'll find out...
Poor Dorum was dead right. He found that, there is no denying it!
Take the diary and remember to return it to Travis the next time you are in Culdeny. Also, dont
forget to take Dorums equipment: a battleaxe, a handaxe +1, a rusted dwarven full plate
[In spite of the surface rust developing, this full plate armour appears to be in excellent
condition. Looking like a cross between an iron pot and a stove, this dwarven armour is finely
crafted and provides superior protection. It achieves this through its advanced... form fitting
design. The armour grants a +1 AC bonus and a 5/- resistance to bludgeoning damage], and a
rusty Helm of the Bull [An unusual design of helm, it is imbued with the power to give the
wearer greater strength. Its origins are unknown, but Dorum probably discovered it on his
travels. The helm grants a +1 Strength bonus and a +1 bonus on the Discipline skill. The
wearer suffers a 1 penalty on the Listen and Spot skills].
The rust and mold on the surface of both the helm and the armour are superficial. Any smith
worth his salt like Master Chaplain in Culdeny - could clean it up.
06. TO THE ABANDONED MINE
Follow this passage to reach the bottom level of the abandoned dwarven mine located under
the Calespur Mountains.
[Ref. Area 1.41].
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Level 2
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Level 1
Mines
Bugbear Huts
Treasury
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01. TO BRACKSWORTH
Follow the road as it goes west to return to Bracksworth.
This flooded area is devoid of enemies. The only creature you may encounter here is a
harmless badger [N, Animal 1].
[Ref. Area 1.02].
02. GRAVEYARD
The crypt you see at the centre of this graveyard is the tomb of the Exiled Knight, a place Dale
Amraphen may have already told you about.
[Ref. Area 1.44].
03. CAMPING BARBARIANS
Several barbarians have camped here and they will try to stop you from proceeding further
towards their territory.
These bloodthirsty fellows include two barbarian axe throwers [N, Bb3], four barbarian
warriors [N, Bb3], two barbarian scouts [N, Bb4], a barbarian berserker [CN, Bb5] and a
barbarian shaman [N, D6].
The barbarians leave behind nothing but pretty standard equipment: hide armours,
barbarian hide armours, large wooden shields, battleaxes, greataxes, handaxes,
throwing axes, shortbows, and arrows.
At the barbarian campsite, you can search three barrels and two crates to find random
treasure of low value. There is also a chest holding random class-oriented treasure of high
value.
04. A CAT ON THE PROWL
A lone cougar [N, Animal 3] is wandering about here, looking for something to eat.
05. TO THE HIGH PLAINS
Going south from one of these passages you will reach the High Plains.
[Ref. Area 1.45].
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spirit, however, says you have to know when to breaks the rules. Orders and rules come and
go, but the most important thing in life IS life.
If you say the man was not THAT wounded and you was teaching him self-reliance (...), your
alignment shifts towards Evil; if you are evil, you get 50 xp.
Either way, you have failed the test.
If you agreed to help the thief, the spirit is VERY disappointed. You have failed the test, and
your alignment is shifted towards Chaos; if you are chaotic, you get 50 xp.
If you chose to help the wounded man, the spirit rejoices, for you have passed the test. Kings,
rules, and laws come and go, but the only thing that matters is life. You know when to break
the rules, and this is a quality that Augustus finds most appealing.
If you comment you could not ignore the wounded man in spite of the spirits orders, your
alignment shifts towards Good; if you are good, you get 50 xp.
If you pass the test, your reward awaits beyond the door to the south. To open that door you
are given the knights key. In addition, you get 800 xp.
Before saying farewell to the spirit, you can ask Augustus what happened to him that caused
the King to send him into exile. Sir Charleston explains the monarch ordered him to quell an
uprising in the village of his birth, in spite of the fact that the people were starving. Instead, he
sent food that was earmarked for a royal banquet to the village. For such an act, the King
exiled him.
By the way, if you manage to pass the test, dont forget to inform Dale about that the next
time you are in Bracksworth. By doing so, you will get a small experience reward.
03. TEST OF STRENGTH
A minotaur berserker [CE, Monstrous 5/Bb4] is found inside this room, together with 1-4
common minotaurs [CE, Monstrous 6].
When the monsters are dead, search the berserkers corpse to get a greataxe +1 and a
minotaurs horn. Bring the horn to the knights spirit to complete the Test of Strength.
04. SHADOWS
A hazy mist clings to this hallways floor. Laying on the ground you can notice several corpses.
When you approach this bridge you will be confronted by 2-6 shadow fiends [CE, Undead 7],
incorporeal beings radiating a weak aura of fear.
05. A LORD OF SHADOWS
Search the corpse of the shadow warrior lying just past the bridge to find a set of Robes of
the Spirit Warrior +3 [Favouring function over fashion, these black, black robes are worn by
a secretive order of monks operating throughout Aielund. They allow the monk to blend into
the night more effectively. Usable only by evil monks, the robes grant the wearer a +3 AC
bonus, a +1 bonus on the Hide and Move Silently skills, and the power to cast the Darkness
spell once per day], a pair of Boots of the Rising Storm +3 [These boots are said to contain
the essence of the wind inside them, allowing one who is in tune with the totality of the
universe to move more swiftly in times of danger. The boots grant the monk a +3 AC bonus
and a +1 bonus on saving throws vs. electricity] and a pair of Gloves of the Dragon +3
[Infused with the spirit of the dragon, these gloves deliver a fiery punch in addition to the
piercing claw of their namesake. The gloves grant a +3 attack bonus, cause 2 additional points
of fire damage, and allow the wearer to cast the Burning Hands spell once per day].
A few steps forward, a dangerous (and very fast) shadow lord [CE, Undead 9] will bar your
way ahead. This is another creature radiating an aura of fear; a feeling that you must prove
you can overcome. If you manage to slay the monster, search its remains to get a
Shadowblade [Fashioned from wisps of darkness, this blade is able to focus the essence of
the night into a deadly beam. This falchion +1 causes its victim one additional point of
negative damage, and grants the wielder the power to cast the Negative Energy Ray spell once
per day].
06. THE KNIGHTS NEMESIS
A horrid balor stands at the centre of this room.
If you are so brave to ignore the aura of fear surrounding the demon and to hit the fiend, the
balor vanishes in the thin air. Indeed, the demon was just an illusion. When you have dispelled
it, do not forget to grab the heart of evil - the item you may notice on the floor. Bring the
heart to Sir Charleston to complete the Test of Courage.
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07. TEST OF HONOUR
When you are ready to face the last test, Sir Charleston teleports you here. Your henchmen
are left behind and forced to wait for your return.
08. LETS GO STEAL TOGETHER
A shifty-looking halfling by the name of Bidoc Dabble [N, Ro4] approaches you when you
walk along this hallway.
Bidoc tried long and hard to figure out how to get the spirits treasure. He tried fighting the
minotaur but nearly got killed in the process. He didnt even want to try the test of fear.
However, he could use some help to break into the spirits vault and steal his stuff.
If you declare that you are confident you can complete the test without resorting to thievery,
your alignment shifts towards Law; if you are lawful, you get 20 xp. If the rogue outrages you
for he wants to steal from a spirit hanging around for years, your alignment shifts towards
Good; if you are good, you get 50 xp. If you say that normally you would jump at the chance
but youre doing really well here and you dont want to spoil the game, your alignment doesnt
change. If you admit that you are sick of the test and you want to know about the rogues
plan, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.
If you agree to follow the rogue, after a few steps you are teleported back to the knights
presence. Augustus will sadly inform you have failed the test.
09. A CRY FOR HELP
Here is a wounded man [N, Commoner 3] begging for help. The guy explains he was
attacked by a few barbarians down south, so he came down here to hide and mend his
wounds. Hungry and worried, he would be glad if you could escort him out of this place.
If you raise no objections and agree to lead him out, your alignment shifts towards Good; if
you are good, you get 50 xp.
If you tell him he can make his own way out, or if you tell the man that you are kind of in the
middle of something, the guy will keep begging. If you say that you have a mission to
complete and you cannot leave the crypt until it is done, your alignment shifts towards Law; if
you are lawful, you get 20 xp. Then, if you tell the guy he would better moving on before you
get irritated, your alignment shifts towards Evil; if you are evil, you get 50 xp.
Whatever your answer, if you agree to lead the man out the dungeon after you have walked a
few steps towards the hallway entrance you will be teleported before the spirit of Sir Augustus,
so he can judge your actions.
10. CHEST
If you ignore both the halfling and the wounded man, come here and take the flower you
have been asked to retrieve from the chest in the southwest corner of the room.
Once the flower is in your inventory, you will be teleported back to the knights room.
11. BURIAL CHAMBER
If you manage to pass the three tests, Sir Charleston gives you a key to enter this room.
The sarcophagus resting before you holds the knights equipment: an archaic full plate
armour [Dating from several decades ago, this design reflects the period of artistic
experimentation of the time. The suit of armour carries a respectable defensive enchantment,
and is a highly sought-after relic. The armour grants a +2 AC bonus and, when the wearer is
hit, automatically fires a Magic Missile spell against the attacker], a Helm of Presence
[Elegantly designed to enhance the wearer's appearance, this magnificent helm was once worn
by the knights of old while parading before the King. The helm grants the wearer a +2
Charisma bonus and a +1 bonus on the Discipline skill. The wearer also suffers a -1 penalty on
the Listen and Spot skills], a Tower Shield vs. Missiles [The knights of Aielund are well
known to prefer melee combat to the use of bows. They are not restrained by a code; they just
prefer to make good use of their shiny armour. Knowing this, enemies often come at them with
bows and other ranged weapons. To counter this, a few special shields have been made over
the years to deflect some such attacks. The shield grants an AC bonus +1/+3 vs. piercing
damage], a pair of Gauntlets of Ogre Power, and a Sword of Valour [Once belonging to a
renowned knight, this blade is steeped in tradition and courage, and is a powerful weapon
again even the most terrifying foe. This longsword +1 causes 3 points of massive critical
damage, and makes the wielder immune to fear].
The chest behind the coffin holds a Wand of Ice Storm.
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06. MORIK
Beyond a locked portcullis [DC26] there is a cell holding but one prisoner. This man has
obviously been beaten severely, yet remains fiercely defiant and proud.
When you address to him, the prisoner introduces himself as Morik Fair-Eagle [CG, Bb10],
former chief of this tribe until Erag came along with his dreams of conquest and glory. The
tribes elder shaman, Tald Black Tiger, supported Erag. Now, Erag rules, but Tald tells him what
to do. Morik wants to exact revenge upon his usurper and free his people from Erags tyranny
before its too late. Erag is currently meeting with a delegation of ogres further down into the
caves. You must stop them before they join forces, and tear this region apart.
Whatever you trust him or not, Morik will come along you as your henchman to exact his
revenge. Equip the barbarian with a suit of hide armour and a greataxe and you will get a
faithful and extremely powerful warrior fighting on your side.
07. BARBARIANS
Here are a barbarian berserker, a barbarian scout and two barbarian warriors. Be sure
no-one stay alive.
08. BARBARIANS
More barbarians are found within this cave, this group including a barbarian axe-thrower, a
barbarian scout, and three barbarian warriors.
09. SUPPLIES
This cave has been converted in a sort of storage area. It is guarded by a barbarian scout
and four barbarian warriors.
When you have dealt with the barbarians, you may search five crates to find random treasure
of medium value, ten healers kits +1, three average spike trap kits and two deadly
spike trap kits.
10. STAIRS DOWN
A barbarian shaman [N, D6], a barbarian scout, and two barbarian warriors guard the
stairs leading to the bottom level of the caves.
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Lower Level
01. STAIRS UP
Go up these stairs if you want to return to the upper level of the caves. If you are a dwarf, you
can notice human hands have dug this cave.
When you arrive here an enraged ogre berserker [CE, Giant 4/Bb4] is waiting for you at the
foot of the ramp youre standing on.
02. LIVING AREA
Here are three barbarian axe-throwers [N, Bb3], a barbarian scout [N, Bb4], and a
barbarian warrior [N, Bb3].
When the bad guys have been slain, you can search the cave for treasure.
Three barrels and three chests hold mundane equipment: shortbows, arrows, battleaxes,
spears, throwing axes, ale, and spirits. A locked barrel [DC30] holds three sheaves of
Mild Poison Arrows. A trapped and locked chest [DC25/28; Average Spike. DC28] holds
120 gp and a few gems (two alexandrite stones, an aventurine, a phenalope, and a
sapphire).
03. BARBARIANS
Two barbarian warriors guard this cave.
04. TRAP
There is a trap on the floor here [DC22/26; Average Fire].
05. THE OGRE EMISSARY
When you enter this cave, you are attacked by two ogres [CE, Giant 4] and by the ogre
emissary [CE, Giant 4/Bb4] Morik told you about.
There is a chance the sounds of battle will attract the attention of the barbarian leaders who
stay within the cave to the north. If so, be ready to face both Erag and the tribes shaman
together with the ogres.
The corpse lying on the caves floor belonged to Tom Smith, the ranger sent here by
Commander Armin to scout the area. Search his remains to find a Camouflage Armour, a
composite longbow, arrows and a tattered letter tagged as rangers orders. The note
reads, I think there is a good chance that Erag is trying to make a deal with some ogres to
join his army. Look into it, but be extra careful - we need this information more than we need
another corpse. Signed, Armin, Ranger Commander.
06. TRAP
Here is another fire trap [DC25/26; Average Fire] you should avoid.
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07. ERAG
Before to enter this room, prepare yourself for a tough battle. Within this furnished cave you
will meet the half-orc Erag Rulash [CE, Bb10] and the shaman Tald Black Tiger [NE, D7] the real power behind Erag.
After the battle, search Erags corpse to find a double-axe +2, a Berserkers Armour
[Patched together from other pieces of armour, this suit's enchantment is still quite strong
despite its appearance. Usable only by chaotic characters, it grants the wearer a +1 AC bonus
and a damage reduction +1 soak 5], a Conquerors Helm [Designed to inspire fear and awe
in the wearer's enemies, this helm also provides good protection to the head. Usable only by
evil characters, the helm grants the wearer a +1 AC bonus vs. piercing damage, a bonus +1
on the Discipline skill, and the power to cast the Doom spell once per day. The wearer suffers a
-1 penalty on the Listen and Spot skills], an Amulet of Natural Armor +2, and a key tagged
as emergency exit key. This key probably opens a quick exit from the caves to allow the
leaders of the tribe to escape if trouble arises.
Also, dont forget to grab Erags head. It smells bad as it looks but it is the evidence you need
to prove Erags demise to commander Tara.
Tald leaves behind a hide armour +2, a large wooden shield and a Scimitar of Sharpness
[Sharper than the average scimitar, this keen weapon +1 is deadly in the hands of an
experienced swordsman].
The locked desk [DC30] in the back of the room holds some battle plans. Although badly
drawn and written, these papers detail Erag's plans to invade Bracksworth and Culdeny. Of
interest is that he planned to occupy, and not raze the towns. Also, a second wave of attackers
would arrive from the northeast of Bracksworth - a mercenary group known as the Steel
Tigers. The note mentions something about 'acquiring a hostage' but does not mention this
person by name.
The chest near the desk is trapped [DC27/27; Average Frost]. Inside you will find a fire opal,
a greenstone, a copper ring, a silver ring, and two gold rings.
The door to the northwest is locked. To open it, you need the key found on Erags body.
08. EMERGENCY EXIT
By all means, be sure you leave the barbarian caves by going through this passage.
If you walk all the way back from Erags chamber to the surface, Morik wont leave your party
unless you dismiss him - and the barbarian quest wont be properly completed. This means
your adventure will not progress any further.
Actually, you dont need to leave the area this way, but you MUST enter the tunnel leading to
the door for the quest to be properly completed.
When you walk near the door, Morik leaves your party by his own will. With Erag eliminated, he
can bring peace to his people once more. Now, the barbarians will no longer attack
Bracksworth, but Morik believes Erags allies may still be a threat to your town. You should
hurry back and see to its safety.
Leaving the caves from this door you will be taken right on the surface, in the High Plains area.
[Ref. Area 1.45].
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When you return to Bracksworth victorious and having Erags head within your backpack, you
find Commander Tara Redfurn [LG, F5] waiting for you at the East Gate.
The commander is very happy to learn about Erags demise. With the barbarians finally out of
the picture, this region is safe once more. Taras mood wont change even if you hand her the
battle plans you may have found in the barbarian caves. Apparently, the inexperienced officer
believes nothing bad can ever happen to the town.
As a compensation for your heroic accomplishment, you are given 1,000 gp. In addition, your
deed is worth a reward of 1,000 xp.
After you have been paid, Tara takes Erags head off you, and she jokes it wouldnt be
appropriate to turn up with a rotting head in your pack.
If you say it would be highly inappropriate indeed, your alignment shifts towards Law; if you
are lawful, you get 20 xp. If you joke you could show everyone and impress them with your
bravery, your alignment shifts towards Good; if you are good, you get 50 xp. If you say you
are planning to go kicking the head around for a while and play headball, your alignment
shifts towards Chaos; if you are chaotic, you get 50 xp. If you say that you wish to jam the
head onto a pike and stick it out the front of the Mayors office, your alignment shifts towards
Evil; if you are evil, you get 50 xp.
Anyway, Tara informs the important dignitary the Mayor was waiting for has finally arrived from
Highmarch none other than Princess Criosa herself! The Princess and the Mayor can be
currently found at the Bracksworth Arms inn. According to the officer, the Princess is eager to
meet you and you shouldnt let Her Royal Highness wait too much.
Taras last statement turns to be her VERY last one, for a well-targeted arrow suddenly pierces
her back and makes the young officer fall to the ground in the throes of death. After a few
moments, four armoured men come here from the north. They include a mercenary [N, F5],
two mercenary archers [N, F5] and a mercenary elite [N, F8]. If you find the time to look
at their clothes, you may recognize the red & black coat-of-arms belonging to the Steel Tigers.
The mercs are quick to charge the few town guards [LG, F3] who stand near the gate. You
should not stay idle too long. Join the fray and help the militias to defeat the invaders. While
you are busy with the mercs, you overhear screams coming from the distance. It seems
Bracksworth is under attack!
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When you have dealt with the mercenaries, you can search Taras corpse - if only for curiositys
sake. The commander leaves behind a half-plate armour, a katana, a masterwork short
sword, and a Potion of Cure Serious Wounds.
02. ENEMIES AND ALLIES
Following the ones who have murdered commander Tara, more mercenaries keep popping up
into town to confront the local guards. The second wave of raiders includes two mercenaries,
a mercenary archer, and two mercenary elites. You can find the attackers near the
Bracksworth Arms Inn maybe as they are battling against Hasrinaxx and his kitten.
Indeed, when an alarm is raised, the druid Hasrinaxx [N, D9] and his pet Sebastian [N,
Animal 7] will immediately leave their grove to face the threat.
If you talk with the druid after the battle, you are given a conversation option to ask him about
any special equipment he may have spared. Hasrinaxx will agree to show you some of his
personal treasures he has found over the years.
The new items you can buy include a breastplate +3, a leather armour +3, a sling +4,
bullets +3, bolts +3, Bolts of Fire, Ice Arrows, a sickle +3, a dire mace +2, a twobladed sword +2, a club +3, a handaxe +2, an unlimited supply of Potions of Cure
Critical Wounds and Potions of Cure Serious Wounds, three scrolls (Ball Lightning,
Ethereal Visage, Firebrand), an Amulet of Natural Armor +2, a Lesser Ring of Power,
and a Staff of Power.
When the mercs have been slain and you are done with trading, step inside the Bracksworth
Arms inn to meet the Mayor and his guest.
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When you enter the Bracksworth Arms inn, you notice Olaf Waynolds [N, Commoner 1] is
visibly shaking, even if he is valiantly holding himself together in this time of crisis.
Next to the Mayor, you may recognize Guard Captain Derek Marshald [LG, F6] the officer
you met at the gates of Highmarch. The Captain is barely able to stand and bears signs of
injury to his head. On the floor, two mercenaries lay in a pool of blood. In the back of the
room, several tavern patrons [N, Commoner 1] are staring in horror at the scene.
Besides the people above and the local innkeeper [N, Commoner 1] always willing and
ready to warm his customers bleak spirit by spilling more ale there is no one here.
Apparently, Princess Criosa was tired to wait... or someone has forcibly taken her away.
A kidnap has taken place here, indeed. It is a guess of the Mayor that the mercs must have
dug under the wall or something. They burst in from the back door and struck like lightning!
Captain Marshald manages to say that one of his men reported the mercs disappeared out the
back of the inn. There was a sorcerer with them, so they may have used magic to get the
Princess out. Anyway, if you want to investigate, you should check behind the inn and see if
something turns up.
If you claim you are ready to rescue the Princess and bring her abductors to justice, your
alignment shifts towards Law; if you are lawful, you get 20 xp. If you swear that you will go
and rescue the Princess, your alignment shifts towards Good; if you are good, you get 50 xp.
If you say this seems a good time for you to negotiate a reward, your alignment shifts towards
Chaos; if you are chaotic, you get 50 xp. If you laugh that you will make sure the kidnappers
die a terrible death, your alignment shifts towards Evil; if you are evil, you get 50 xp.
If you choose the chaotic answer, you can ask the mayor for 500, 1000 or 1500 golds.
Whatever you ask, though, you will get only 500 gp that is all the money the mayor can
spare.
Captain Marshald would come with you, but he would only slow you down in his condition. So,
he will do nothing but wish you good luck.
Leave the inn by the back door, and then look at the grassy ground. Soon, you will discover a
hidden trapdoor. If you have still unfinished business in town (i.e. if you must report to Dale
what happened in the tomb of the Exiled Knight), go and finish them before going down the
trapdoor and pursue the kidnappers.
[Ref. Area 1.48].
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1.48 TUNNEL
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01. TRAPDOOR
By climbing the ladder found at the end of the tunnel you have followed to pursue the
Princesss kidnappers, you will resurface in a grassy plain.
A ranger can make out some tracks on the ground. Someone was being dragged northeast by
two others.
[Ref. Area 1.48].
02. TRAPS AND MERCS
A mercenary spy [N, Ro6] is hiding in the shadows near the junction point of the two
streams. To reach her, you have to cross a very dangerous tract of ground. Indeed, about here
the mercs have set five traps [DC24/26; Average Fire] [DC25/26; Minor Electrical] [DC28/28;
Strong Tangle]x2 [DC25/22; Average Sonic].
If you are a ranger, you may notice more tracks on the ground. Apparently, a second group of
people came along and joined the first at this point. Then they split up again, to the northeast
and the east.
03. MERCENARY ENCAMPMENT
The mercenaries have set up a camp at this location.
If you come here from the south, you must be wary of a trap [DC25/25; Average Sonic]
hidden among the grass.
Also, as you move towards the camp, you may encounter a group of 2-4 mercenaries [N, F5]
and/or mercenary archers [N, F4].
When you arrive at the campsite, be ready to face two mercenary archers, two mercenary
spies, a dangerous elven mercenary spellcaster [CN, W7], and a savage yet disciplined
mercenary sergeant [LN, F7].
The witch drops a Ring of Protection +1. The sergeant leaves behind a Steel Tiger halfplate, a Crossbow of Impact, and a sheaf of Bolts of Fire.
04. STEEL TIGERS
When you walk towards this slope, 2-4 mercenaries and/or mercenary archers will attack
you.
A ranger may notice there is no sign of anyone being dragged anymore on the surrounding
ground.
05. MORE TIGERS
Two mercenaries patrol the area just south of this location, while two more mercenaries are
positioned on the sloped rise leading up the terraced hill.
06. CAVE ENTRANCE
The path leading here is covered by tracks. All the prints seem to lead to this location.
Once here, be ready to fight one mercenary, one mercenary archer, and one mercenary
spy. These guys will waste their lives in a useless attempt to prevent you access to their
hideout.
[Ref. Area 1.50].
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random treasure of low value. The smaller chest is locked [DC28] and holds random, classoriented treasure of medium value, an Amulet of Will +3, and a rapier +2. Thats better!
Within the desk at the opposite end of the cave there is an important note you should not
miss. The note reads, Robert. I have received word that the Princess is heading for
Bracksworth now. Our barbarian allies are ready to move in from the east, so just make sure
that you get Criosa before they arrive - they will take care of the rest.
06. A GUARD AND A HINT
A single mercenary is guarding this cave.
If you are a ranger, as you walk along the tunnel past this location, you will notice a piece of
torn pink cloth. It seems you are on the right track. Pink suits a princess...
07. GUARDS
One mercenary, one mercenary spellcaster [CN, W7], and one mercenary sergeant [LN,
F7] guard this cave.
When he falls dead, the sergeant drops a bastard sword, a Steel Tiger half-plate and a
horned helm.
If you are a dwarf, you will notice this section of the cave is newly added. You may recognize
the stonework as done by goblins.
08. A GRUESOME REPOSITORY
The dead bodies of several goblins - the former, unlucky inhabitants of the cave have been
unceremoniously dumped here. The stench is overwhelming. Urp.
09. STORAGE AREA
Besides random treasure of low, medium, and high value, the six crates you can search about
here hold five healers kits +1, five Potions of Cure Serious Wounds, and two scrolls of
Raise Dead.
10. LIVING QUARTERS
The chest inside this room is both trapped and locked [DC30/30; Strong Gas. DC30]. It holds
random class-oriented treasure of high value, a Potion of Lore, a Potion of Speed, and four
arcane scrolls (Greater Stoneskin, Hold Person, Mordenkainens Sword, and Slow).
Nice!
11. STORAGE AREA
Here are four barrels holding random treasure of low value and a few magical ammos (Acid
Arrows, Bolts of Fire, and Ice Bullets). A loot bag holds random class-oriented treasure of
medium value.
12. HOLDING CELL
Princess Criosa Roebec [NG, Ro10] is kept within this room. Despite her ragged appearance,
Criosa still looks regal and commanding.
After the usual introductions, the prudish Princess apologizes for her tattered dress. One of
those cads got ideas, you see... The captain stopped them, though, claiming they were not to
touch her in that fashion.
If you are glad to hear that, your alignment shifts towards Good; if you are good, you get 50
xp. If you comment the captain seems to be surprisingly principled, your alignment shifts
towards Law; if you are lawful, you get 20 xp. If you are persuaded the captain waited until
the last possible moment (snigger) - or if you think the Princess had lost all her fashion sense your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.
Anyway, the Princess says you must find Robert Black, the leader of the mercenaries. She
overheard them saying they were preparing to attack Culdeny at any moment. Without Captain
Black, the whole organization shall fall to pieces.
Then, Criosa joins you as a henchman such the honour! The Princess claims she is not too
bad with a sword, though she does not really know how to use armour and she does not want
to get into the thick of battle.
If you want Criosa to fight on your side, just give her a weapon. As for her dress, you see, I
happened to have that skimpy red underwear that farmer Johnson liked his wife to wear at
night...
If you repute it is better for the Princess to stay away from danger, whenever you feel a battle
is coming near tell Criosa to stay and wait. The young lady will temporarily leave your party,
letting you free to enjoy the carnage. When the way ahead is safe again, return to the Princess
and tell her to join up once more.
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Level 2
01. STAIRS UP
Go back from here if you want to return to the previous level of the cave-complex.
If you are a dwarf, you can realize these caves are natural... and you can smell giants too!
At the end of the tunnel ahead, a skilful ranger can spot the footprints of one man running at
full speed. The tracks lead to the east.
02. SPIDER NEST
Be extremely careful if you venture here, for many spiders will appear on all your sides when
you enter this cave.
These vermin include 2-6 dire spiders [N, Vermin 10], two giant spiders [N, Vermin 4], a
sword spider [N, Vermin 5], and a spellcasting aranea [N, Shapechanger 3].
03. GIANTS LAIR
This cave is called home by a hulking mountain giant [CN, Giant 12]. This overgrown fellow
is ready to crush you, just like he crushed your friend.
The friend the giant is talking about is lying dead on the caves floor. As the ever-charitable
Nellise says, this is an appropriate ending for a treacherous scoundrel like Ronald Bartlett!
When you have learned the giant a lesson he wont forget, search Mr. Bartletts corpse to find
a Gentlemans Rapier [This blade is a weapon +1 that grants the wielder the power to cast
the Eagles Splendour spell once per day], a Lords Attire [Commonly worn by the rulers of
Fairloch, these clothes are of such fine quality that they could make anyone seem graceful and
cultured. The outfit grants the wearer a +2 Charisma bonus], and a note.
The note found on Ronald Bartletts body reads, Find Commander Black and convey my
displeasure to him concerning the handling of his duties thus far. I expect my money's worth
from him, and if he and his band of half-wits are unable to perform as expected, I shall have
them join the King in his bloody campaign in the west. Signed, Number One.
You should hold onto this note as evidence. You should pick up and keep the outfit too. Even
princess Criosa finds quite an oddity Mr. Bartlett was donning the robes of a Lord of Fairloch.
The plot deepens...
04. SPIDERS
A web trap has been set at the entrance of this cave. When you trigger it, 1-5 dire spiders
appear nearby to attack you.
At the far end of the cave, there is a heap of treasure that you can search to get random stuff
of medium value.
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04. REMATCH
At last, time has come for you to fight the commander of the Steel Tigers, Mr. Robert Black
[N, F11]. Before to go down the rise, be sure you are ready for a very difficult battle. Also, you
should tell Criosa to stay and wait unless you have a Raise Dead scroll to spare...
Together with the experienced mercenary leader, you will have to face one mercenary
archer, two mercenary elites, one mercenary spy, a pretty powerful mercenary sorcerer
[N, S8], plus 2-5 mercenaries [N, F6] and/or mercenary spies.
Awe-inspiring in his plate armour, Robert Black is an imposing adversary. If you are curious
about his primary stats, Robert has 18 points of Strength, 171 hit points and AC 12.
If you win the battle, do not forget to search Roberts corpse. He leaves behind a Full Plate of
Fear [Although its very appearance is unsettling to look at, the real power of this armour is
the ability to inflict terror upon enemies. The armour grants the wearer a +2 AC bonus and the
power to cast the Fear spell (at the cost of one charge)], an ornate tower shield +1 and a
bastard sword +2.
05. TO CULDENY
Once the Steel Tigers and their commander have been annihilated, leave the area from here to
enter the town of Culdeny or what remains of it.
[Ref. Area 1.53].
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> When you are in Bracksworth [1.02], go to the paddocks owned by Amal Smith, which are
located to the west of the village [1.14].
> Look at the cattle until you notice a talking cow. It is the one that says moo! instead than
actually mooing.
> Approach the animal and keep speaking to it. The fifth time you address the cow, you
discover it is a fake. The guys in disguise are Jacob Smith and his friend Bob. They are trying
to lure a ravenous beast out of the woods.
When the conversation is near to end, the predator Jacob is speaking about appears to the
south, and immediately start hunting down the livestock.
Jacob and Bob flee away.
> When you are in Bracksworth [1.02], go to the Mayors offices [1.03].
> Talk with Mayor Olaf Waynolds and agree to recover a document of him currently in
possession of the halfling Merin.
> Leave the offices and walk to the halflings house [1.02]. Knock at the door, unlock it, or
bash it down to go inside [1.04].
When Merin Teas comes up to inquire about the reason of your visit, ask her about the
Mayors documents. Whatever your tactics, you will be forced into a fight.
> When you have dealt with Merin and her sister (I guess), unlock the trapped chest of
drawers in the kitchen. Inside there are Olafs Documents. Pick them up.
> When in Bracksworth [1.02], talk with Farmer Johnson. This old man is found in front of
his barn, not far from the South Gate.
Agree to kill the creature that is attacking his hens.
> When you are in the Calespur Ranges [1.37], go talk with Mona Terei. The elven ranger
is standing before the cave entrance to the west of the area.
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Background
* Not so much of a quest, here. This journal entry appears when the adventure begins to
provide you a little background about your recent travels.
Illegal Hunting in the Calespur Ranges
> When you are in Culdeny [1.20], enter the Mayors offices [1.26].
> The local Mayor, Ashan Bora, is having an argument with a ranger by the name of Donan
Marshall. Perhaps you could mediate their dispute.
> Talk with Donan, and agree to lend your help the rangers to stop the poachers who infest
the Kings woods.
* Alternatively, you can start this quest by talking with Will Marshall, a ranger who stands
watch before the Lodge in the Calespur Ranges [1.37], or by talking with Mayor Olaf
Waynolds at his offices in Bracksworth [1.03] when you bring him the head of the bandit
captain who led the highwayman scouring the road to Culdeny.
> When you are in the Calespur Ranges [1.37], enter the Lodge [1.38].
> Talk with Commander Armin Wise and promise him your assistance.
> Leave the Lodge, and explore the area. Kill all the hunters who are roaming about the
forest.
> When you have dealt with the poachers, enter the small cabin to the northeast [1.39] of
the area.
> Return to Culdeny, enter the Seaspray Inn, and show the unfortunate dwarfs diary to
Clavis.
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More Beer!
> While you are at the Bracksworth Arms inn [1.01], talk with the local innkeeper, who goes
by the name of Bob Holland. When you learn is stock of beer is running low, agree to fetch
him a batch of ale from the Culdeny Brewery.
> When you are in Culdeny [1.20], enter the local brewery [1.21].
Talk to Chelland Welter and ask him for the beer. You are given an ale keg.
> The next time you are in Bracksworth, bring the ale to the Bracksworth Arms innkeeper.
New Orders for Bracksworth
> When you arrive at the gates of Fort Highmarch [1.18], talk with Captain Derek
Marshald. When you deliver him the documents you got from the Mayor of Bracksworth, the
Captain gives you some military documents you have to deliver to the Mayor.
> Return to Bracksworth [1.02] and enter the Mayors offices [1.03].
> Hand the documents to Mayor Olaf Waynolds.
Rumours of Conspiracy
* After you have completed the quest by the title Strange Noises Down Below, priestess
Celeste Patterson asks you to bring the note you have found to the attention of the local
Garrison Commander.
> Leave the barrakcks and pay a visit to the offices of the North Shore Trading Company
[1.34].
> Talk with the elven secretary sitting at a desk and tell her you need to speak with Mr.
Bartlett.
The secretary informs her boss is currently upstairs, at the Gentlemans Club. The Club has
strict membership rules, however, and you just do not fit them. If you want to go inside, you
should obtain an invitation from a member of the Club, i.e. the local Mayor.
> Leave the companys premises and go to the Mayors offices [1.26].
> Talk with Mayor Ashan Bora and try to persuade him to lend you the Gentlemans Club
key.
> Return to the North Shore Trading Company and use the key to go upstairs.
* If you fail to persuade the Mayor to give up the key, or if you wish to enter the Club the
rude way, just bash down the door before the stairs leading to the first floor.
If you enter the Club the impolite way, however, Ronald Bartlett will get very angry. If you
want the quest to progress further, you have to soothe the businessman by using Persuasion.
If you fail to quiet him down, the quest ends here. You can do nothing but inform Commander
Smith about your failure.
> Talk with Ronald Bartlett about the note you have found on the goblin leader. The
businessman suggests you to speak with his security advisor, then leaves the Club.
> Talk with Robert Black, the warrior-like guy standing in the back of the room.
> When Robert Black leaves the Club, return downstairs and talk again with the secretary.
> Return to the Culdeny barracks and inform Commander Smith about what you have
discovered.
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> After sunset, enter the crypt [1.32] and search it thoroughly.
Eventually, you will discover a hidden trapdoor.
> Go down the trapdoor to enter a badly excavated tunnel choked full with goblins.
> Explore the tunnels until you arrive to a dead-end. A wall has collapsed here, crushing
several unfortunate goblins.
Search the corpse of the goblin leader to find a note tagged as goblins orders.
> Leave the crypt, return to the Church, and report to Celste.
When she looks at the note, the priestess say you shoudl bring it to the attention of the local
Garrison Commander.
The events that follow are detailed in the quest by the title Rumours of Conspiracy.
The Bandit Blockade
> When you return to Bracksworth after youve delivered the Mayors documents to Captain
Marshald in Fort Highmarch (see the quests The Road to Highmarch and New Orders for
Bracksworth), enter the Mayors offices [1.03].
> Talk with Mayor Olaf Waynolds to learn about the highwaymen who are preventing
communications with Culdeny by blocking the road to the north.
If you agree to help the Mayor, he gives you the North Gate pass.
> When you are ready to travel north, show the pass to the north gate guard [1.02].
* The pass will be useless if you blackmailed the Mayor after completion of the quest by the
title A Discret Assignment. If you did so, you should have already a key to open the gate.
> After you have explored both the Calespur Ranges and the Calespur Caverns, return to
Bracksworth [1.02] and pay a visit to the Mayors offices [1.03].
> When you talk to Olaf Waynolds, he explains a very important visitor is expected to arrive
in Bracksworth in a few days. To ensure the guests safety, you should take care of the warring
barbarians who scour the lands to the east.
To learn more about this mission, you should speak with the local Garrison Commander.
> Leave the Mayors offices and go to the local barracks [1.08].
> Talk with Commander Tara Redfurn. The officer says if you want the barbarians to
disband, you should kill their new leader, who goes by the name of Erag. Also, you should look
after a ranger who was assigned to spy on the barbarians but who never came back.
To allow you to leave the town, Tara gives you the East Gate pass.
> Show the pass to the East Gate guard [1.02], and then leave Bracksworth that way.
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> Go across the Southern Foothills [1.43] to reach the High Plains [1.45].
> Storm the barbarian encampment. When you are tired to fight, or when all the barbarians
are dead, enter the passage leading to some caves.
> On the first level of the barbarian caves [1.46], there is a cell with a man locked within.
> Unlock or smash the portcullis to enter the cell. Speak to the prisoner to learn he is Morik
Fair-Eagle, the former barbarian chieftain.
When you have freed him, Morik joins your party, so he can exact his revenge against the
usurper.
> On the second level of the caves, after you have dealt with a few ogres that came here to
make an alliance with the barbarians, you can search a dead body lying on the caverns floor.
Upon the rangers corpse there is anote tagged as rangers orders. Pick it up.
> Not far from the cavern above, behind a locked and trapped door, there are the private
quarters of the tribe leaders: the half-orc Erag Rulash and the evil shaman Tald Black Tiger.
Kill both the villains, then search the half-orcs corpse to get Erags head and a key tagged as
emergency exit key.
* Within Erags lair there is a desk that you can search to find some battle plans. You may
want to take the plans, however, this is unnecessary.
> Use the emergency exit key to open the door on the northwest and enter a narrow tunnel.
When you are near the end of the tunnel, Morik - if hes still alive, of course leaves your
party.
> When you are in Bracksworth [1.02], enter the local smithy [1.11].
> Talk with Hadush Grolgen and look at his store inventory.
When you have browsed his wares, start another conversation, and ask the smith why his
stock is so scarce. Hadush explains he was waiting for some iron ore, but it seems to have
gone lost along the south road.
> While you are travelling to Fort Highmarch [1.16], you will spot the remains of a caravan,
not far from the fortress-towns gate.
Search the wreckage. Inside a crate, there is the iron lode Hadush was waiting for. Take the
iron.
> When you return to Bracksworth, bring the iron lode to Hadush.
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> When you are in Culdeny [1.20], go to the docks and talk with Kipper Bob to learn that
Dockmaster Thompson is missing.
If you agree to investigate the officers disappearance, the fisherman gives you the
dockmasters house key.
> Return to Kipper Bob and inform him about what you have discovered. He suggests you
should go and speak with Luther, a halfling fence operating from a ship moored at the docks.
> Walk to the Midnight Runner and go down the hatch [1.28].
> Talk with Luther. If you manage to loosen his tongue, the halflings suggests you should
check a smugller by the name of Black Pete. His ship is moored at the docks, not far from the
Redoubtable.
> When you leave the ship, take a stop to inform Kipper Bob about what you have learned
from Luther.
> Climb aboard the Raven and go below deck through the hatch on the bridge [1.29].
> Confront Black Pete, being careful to do not start a fight before he confesses he had the
Dockmaster murdered. Then, you are free to slay the smuggler.
If you kill the villain, be sure to take the warehouse key from his corpse.
> Return to Kipper Bob and give him the bad news.
> If you killed Black Pete, use the key you found on his corpse to enter the warehouse on the
southwest [1.31].
> Leave the warehouse and bring the corpse to Kipper Bob.
The Kidnap of Princess Criosa
> When you return to Bracksworth with the head of Erag (the barbarian chieftain) in your
backpack (see the quest by the title The Barbarian Treat), you find Commander Tara Redfurn
waiting for you at the East Gate [1.47].
> When you have been rewarded, Steel Tigers mercenaries attack the town and kill the
Commander.
Fight the mercs, then walk towards the Bracksworth Arms inn. Before to enter the inn, you
have to deal with a few more mercenaries.
> When no more mercs are around, go inside the Bracksworth Arms inn.
The Steel Tigers have managed to break inside. Talk to Mayor Olaf Waynolds (and to Guard
Captain Derek Marshald) to learn the visitor the Mayor told you about was no less than the
sole heir to the throne of Aielund, Princess Criosa Roebec. Unfortunately, the Princess has been
kidnapped and you have to rescue her.
> Leave the inn by the back door, and then search the grassy ground behind the building.
Eventually, you will discover a hidden trapdoor.
> Go down the trapdoor to enter a damp tunnel [1.48]. Follow the tunnel, killing all the
mercenaries barring your way.
> When you reach the far end of the tunnel and climb up the ladder leading outside, you are
in the Central Plains [1.49].
Explore the area, fighting off the mercs who defend it.
To the northeast, there is an entrance to the mercenaries hideout.
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> Further to the north, inside another room, there is Princess Criosa Roebec.
Talk to the Princess and let her join your party. Then, continue to explore the caves.
> On the second level of the cave-complex, there are a couple of mountain giants. During his
escape, Ronald Bartlett met one of the giants and he did not survive the experience. Now his
dead body is lying on the caverns floor.
Search Ronald Bartletts corpse and take both the Lords attire he is wearing and a letter
tagged as note found on Ronald Bartletts corpse.
> On the same level of the hideout, there is a passage leading to the surface.
When you come out of the caves you are at a mountain pass not far from Culdeny [1.51].
> From the mountain pass, you can reach the East Road [1.52]. This is the highway linking
Culdeny with the Kingdoms capital city, Fairloch.
> March off towards Culdeny, killing all the mercenaries barring your way including the
leader of the Steel Tigers, Robert Black.
> When you arrive in Culdeny [1.53], you find commander Ariel Smith waiting for you near
the East Gate.
Report your findings to the officer. Ariel says you must escort the Princess to a Royal Frigate
moored at the docks, so she can return at home.
> Once you have recovered Olafs documents from Merins house, as detailed in the quest by
the title A Discreet Assignment, return to the mayoral offices [1.03] to hand them to the
Mayor.
> If you ask the permission to travel north, Olaf Waynolds says that route is very
dangerous. Before he can authorize you to travel that way, you must prove him your valour by
delivering some papers to the southern fortress-town of Highmarch.
If you agree to take the job, Olaf gives you the requisition forms you are meant to deliver,
and the South Gate pass.
> Follow the southern road as it snakes its way south of Bracksworth [1.16] and through the
Highmarch Foothills [1.17], until you arrive at the gates of Highmarch [1.18].
> Speak with the Highmarch gate guard near the gate. When you have explained the reason
of your visit (and perhaps exhibited the documents you are carrying), the guard open the
outer gate.
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> When you are in Bracksworth [1.02], pay a visit to the house of the local sage [1.13].
> Talk with Dale Amraphen [1.13] to learn about an ancient tomb full of treasure located to
the east of the town.
* Alternatively, you can learn about the same tomb by clicking on a large, open tome that
rests in the northeastern corner of the room.
If you skip Dale and his house, you can acquire the quest if you enter the tomb and talk with
the spirit who guards it.
> When you travel across the Southern Foothills area [1.43] on your way to the barbarian
encampment, you pass near a graveyard featuring one crypt.
> Accept to undergo the knights three trials (of Strength, of Courage, and of Honour), and do
your best to pass the ordeal.
At the completion of each test you must return to the entry chamber and speak with the spirit
before to undergo the next trial.
> If you manage to pass the three tests, the spirit gives you the Knights key, which allows
you to enter his burial chamber a place you are free to loot.
> To complete the quest the proper way, the next time you are in Bracksworth pay a visit to
Dale and narrate him what happened in the tomb.
Yet More Rats?
> When you are in Bracksworth [1.02], talk with farmer Amal Smith. The old man is
standing in front of his ranch, which is located in the northwest portion of the village.
Tell the farmer that you are willing investigate the strange noises he hears within his barn.
> Whatever your choice, when you have dealt with the vagabond return outside and talk with
farmer Smith.
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ACT TWO
DEFENDER
OF THE CROWN
Fairloch - the majestic capital of Aielund, which has stood for over two
hundred years, through war and strife. But all is not well in the City of
Justice. With the King away and only Princess Criosa to represent the royal
family, shadowy conspirators are seeking to kill her and take the throne of
Fairloch for themselves. You and your companions must delve into the heart
of the city, brave assassination attempts and evil from beyond the grave
while you investigate the real reason behind the war in the west, and
discover an enemy far more sinister than the petty villains who seek to seize
power...
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mysteries surrounding recent events. So now I'm aboard a Royal Navy frigate, sailing
northeast towards the capital. It's my first time aboard such a large vessel, and it's quite
impressively designed. I might go and talk with the captain shortly before taking a look around
on deck.
If you have played the First Act of the saga, when the second chapter starts a few questrelated items are removed from your inventory. Everything else will stay there, though.
If you are playing with a new generated character - or with a 1st-7th level character imported
from somewhere else when the module starts you are given a chance to level up your
character to level 8.
02. THE PRECIOUS GUEST
When she came aboard the frigate, Princess Criosa Roebec [LG, Ro6] was assigned this
cabin. In addition, she was given a sailors outfit to replace her tattered rags. It seems the
outfit was all the captain had that would fit the young woman. Apparently uncomfortable in her
new clothes, the Princess still looks as regal as ever.
Even if you have shared some time together, Criosa protests when you enter her cabin without
knocking at the door. The magnanimous princess will forgive you, tough. Just dont look at her
THAT way the shirt she wears is practically indecent!
If you think Criosa should wear something more appropriate for someone of her station, your
alignment shifts towards Law; if you are lawful, you get 50 xp. If you say the sailors just have
no sense of style, your alignment does not change. If you just leer at her shirt (yumm), your
alignment shifts towards Chaos; if you are chaotic, you get 50 xp.
Lesbian players may be disappointed to know only a male character will get the latter option.
If you offer Criosa to come along with you to have a chat with the captain, the Princess replies
she is not going anywhere looking like this. All those uncouth men up there would jump at the
chance to peek at her like this! Can you blame them?
Anyway, Criosa has been embarrassed enough already. She will just lay low in her cabin until
the ship reaches Fairloch.
The armoire within the Princess cabin holds only random treasure of low value, and Criosas
tattered rags.
03. QUARTERMASTERS OFFICE
A sign outside this cabin informs here you can meet the ships quartermaster [N, F6]. This
friendly chum is busy cataloguing the vast array of weapons and equipment available onboard.
The officer manages the ships store and you should profit of this chance for trading. You wont
get another occasion for shopping until you arrive in Fairloch.
The quartermasters store has a monetary supply of 10,000 gold pieces and a maximum
buying price of 7,500 golds. The quartermaster can identify your items, but he charges 150
golds apiece for the service.
Here you can buy common clothes and outfits, Camouflage Armours, non-magical light and
medium armour, standard shields, many common weapons and ammunition, a few magical
ranged weapons and ammo (Bodkin Arrows, Arrows of Impact, Ice Arrows, Bolts of
Piercing, Bullets of Smiting, throwing axes +1), several potions (Antidote, Barkskin,
Bless, Cure Critical Wounds, Cure Light Wounds, Cure Moderate Wounds, Cure
Serious Wounds, Endurance, Lesser Restoration) - including three Potions of Speed -, a
few scrolls (Chain Lightning, Cone of Cold, Dispel Magic, Displacement, Flame Arrow),
Amulets of Natural Armor +2, a Ring of Protection +2, healers kits (+1 to +10), fire
bombs, and vials of alchemists fire.
Along the side walls of the cabin there are weapon racks and pieces of furniture. All the
containers are locked and you cannot open them without the proper key.
The key you need can be picked up from the quartermasters pocket. Of course, to get the
quartermasters key you need to have a good score in the Pick Pocket skill. The key will
allow you full access to the ship's stock.
The three searchable weapon racks hold a lot of normal weapons and ammo. A chest of
drawers holds random treasure of low value, two sailors outfits, and a pair of leather
breeches. Two armoires hold two leather armours, a studded leather armour, two
sailors outfits, and an officers attire.
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After the battle, talk with Captain Vale. He explains last night the fog was thick and there was
no wind to speak of. They were becalmed, when a wind sprang up from nowhere. A few
minutes later, the pirate ship pulled alongside the frigate. The Captain suspects that sorcery
was involved. That wind just didnt feel right. Of course, it is just too much of a co-incidence
that a pirate ship would attack the frigate when a member of the royal family is onboard. The
Captain would wager ten bottles of brandy that there is some sort of evidence on board that
scow!
If you act quickly enough, you could go on the pirate ship and take a look. You can use the
rope on the forecastle to swing over there. Just keep in mind the ship is burning up when the
fire reaches the magazine, the vessel will probably explode. Oh, and you could meet a few
pirates as well.
When you return from your exploration of the pirate ship with the letter you can find in the
captains cabin, show the note to Horatio Vale. Your discovery is worth a reward of 750 xp and
50 gp.
After youve been rewarded, the captain says youd best get below and allow his crew to do
their job. He will see you reach the capital intact.
When the conversation ends, you are teleported in your cabin and put to rest. When you wake
up, at five oclock in the afternoon, the Redoubtable has already moored at the Fairlochs
harbour.
[Ref. Area 2.05].
02. BOARDING THE PIRATE SHIP
When you click on the rope dangling on the Redoubtables forecastle, you are teleported
aboard the enemy vessel. Here is another rope, which you can use to return to the frigate.
When you board the pirate ship you have to confront a couple of pirates. Captain Vale and the
surviving sailors will try to help you in bringing down the corsairs by shooting at them with
their crossbows.
The dead pirates drop the same items left behind by the ones listed above. The archers leave
behind composite longbows as well.
When you have cleaned out the deck, you can take down the ships flag - the infamous Jolly
Rogers -, if only for the sheer sake of it. When you are done, go below deck by going through
the door under the forecastle.
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Docklands District
Market District
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The rogue, however, says there is more than this in his cabin. There is a key in his pack, which
you can use to get into his chest. Ronans key opens the chest found in the upper deck
easternmost cabin. Dont forget to help your new hench getting his things together before to
venture into the city.
Once Ronan has joined the party, you can ask him a few things.
If you are curious to know if he knows of any others who would be willing to adventure with
you, he says a few names come to his mind. The first is a cleric visiting the city; she used to
follow some nature god down south and she is currently a guest of the Tradeway tavern. Then,
he knows a beautiful and hot-blooded warrior woman staying at the Singing Siren. Lastly, a
righteous paladin should be hanging around the Fair Maiden Inn.
If you ask Ronan about his dramatic nickname, the rogue explains he ran with the thieving
guild during his early years, and all the best thieves had nicknames like that. His half-elven
blood gave Ronan the best night vision in the guild hence he became Nighthawk. Those were
the days, yeah!
If you want to know why he left the guild, Ronan says thats a long story. Maybe he will tell you
about it later. When you have attained level 11, Ronan will be willing to tell you more about his
previous life. Your companion felt he was being used. Sure, there were rewards for serving the
guild, but he was still living in squalor. The guildmaster knew Ronan didnt like the way he ran
things and started treating him badly, giving him the worst jobs. At last, Ronan had enough
and he just left to join the Navy.
If you tell Ronan that was a bold move, your alignment shifts towards Good; if you are good,
you get 50 xp. If you say, good for you, your alignment doesnt change. If you say he should
not let anyone push him around like that, your alignment shifts towards Chaos; if you are
chaotic, you get 50 xp.
If you think being a half-elf may have caused Ronan any problems, the rogue says after he
came to terms with him being an orphan, things were just super. His racial abilities gave him a
real edge when it came to thievery and the ladies always found his chiselled features
tantalising too. The lucky chap!
Anyway, forget about it and turn your attention to the Princess, instead. As you can see by
yourself, Criosa has finally managed to acquire some decent clothing and she is ready to
venture into the city. She badly needs a bath...
Just talk with the Princess and she will join your company. If you are curious to know, besides
her new dress, Criosas equipment includes a dagger and Criosas Ring [The ring grants the
Princess damage reduction +1 soak 5, and regeneration +1].
When the Princess is on your side, you are ready to disembark. Click on the boarding plank
that you see on the decks floor to be teleported to the near jetty, together with your
associates.
Be warned that Criosa really wants to go home the Princess wont hesitate to remind you of
your duty if you happen to delay the trip, or if you deviate too often from the quickest route to
Fairloch Castle. You can see the sights after you drop her off in the Castle.
02. TO THE MARKET DISTRICT
Leave the Docklands from this gate to enter the Market District.
03. TO THE DOCKLANDS DISTRICT
You will enter the Market District through this gate.
04. A FORCED DETOUR
When you walk across the plaza before this location, Princess Criosa mutters the House of
Fashions is just to the south. But, no... she must... resist... shopping!
When you arrive here, you notice the street has been blocked. Behind a wooden barrier, you
can spot chunks of stone and debris. Apparently, this was the site of a big explosion.
A City Watchman [LN, F6] and a man in wizardly robes are arguing before the roadblock.
When you ask for passage, the watchman says you have to go around the mess like everyone
else. It seems a few of the wizards at the University got a little carried away with an
experiment. Damn lucky no one got hurt! The wizard replies it wasnt them, but the guard
doesnt seem to believe him.
If you want to impart him a lesson, tell Archmage Zachariah Smith [LG, W16] his
embarrassment is only beginning, then introduce Princess Criosa to the inept fop of a sorcerer
who blew up part of her city. As he listens at your words, the wizards face turns pale and he
frantically tries to make some explanations. Criosa will be magnanimous enough, though. She
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tells the wizard he will have to pay for this mess out of money allocated for the University, but
she will keep it quiet so as not to further embarrass him or the city.
If you think that the wizard needs some help investigating the matter, Zachariah says you
should stop by the University when you have the choice, and talk to the students and faculty.
If you manage to find out anything important, he will be in one of the rooms on the ground
floor of the tower.
When the excitable chap has gone, ask the guardsman if you can go through the barrier. The
watchman thinks thats a bit dangerous you can take a short detour around to the north,
through the side streets.
05. AMBUSH
The detour you are forced to take turns more dangerous than you might expect to. Indeed,
when you walk near here, Ronan (or the Princess) shouts you should look behind your
shoulder. Follow the wise advice and you will find yourself face to face with an assassin elite
[LE, Ro5/Assassin 5] coming out the shadows. In a moment, another assassin [NE,
Ro4/Assassin 4] appears from the alley ahead of you. With their faces shrouded, you cannot
tell much about these devious attackers, however, be quick, and bring them down before they
can kill their intended target, Princess Criosa.
When you have dealt with the professional killers, search their corpses. The common assassin
drops nothing but a leather armour and a short sword. The tougher one, however, leaves
behind a leather armour +2, a dagger +1, a short sword +1, a pair of hard leather
boots, a dark cloak, a Potion of Cure Serious Wounds, and a letter you should be sure to
take away. The assassins note is short and to the point, The area is prepared. The mark
has arrived and will be heading through shortly. Do not fail. Signed, Number One.
If you talk with Criosa after the ambush, the Princess complains she is getting a little tired
being attacked all the times.
If you ask her where she did learn to fight, Criosa says her father made sure she had been
taught fencing. With her life at stake, she is not going to stand idle by and watch you do all the
work!
06. FAIRLOCH CASTLE
Go through this gate to enter the castle. At last, Criosa is back at home.
[Ref. Area 2.07].
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Before you leave, the paladin hands you a Letter of Marque signed by His Grace the Duke.
This document allows you access to greater areas of the city than an ordinary citizen would be
able to reach. The letter bears the signature and the personal seal of Princess Criosa. It reads,
Let it be known that the bearer of this letter is a servant of the King of Aielund, and is to be
granted full assistance whenever asked for.
Later on, once you have searched the abode of Thomas Bartlett and you have found evidence
of a conspiracy against the Crown, Captain Deckard will send you back to Fairloch Castle, so
you can obtain a permission to search the estate of Senator Johnson.
Sir Godfrey will give you more than permission.
If Thomas Bartlett is still alive - and once you have persuaded him to accuse officially
Augustus Johnson of conspiracy Sir Godfrey gives you the Johnson Estate key to enter the
senators property, together with the permission to search the senators mansion for conclusive
evidence.
If you have killed Thomas Bartlett, you can get the same key by telling the paladin about the
suspicions you bear for the Senator, backing your words by exhibiting the note that you found
on the businessmans body.
When you have visited the Senators estate and you have found the documents incriminating
him, you can return here and ask Sir Godfrey the permission to enter the Senate. Thats not
mandatory, though. If you feel the matter is too urgent to waste time, you can break into the
Senate by going through a secret passage from the sewers if you have discovered it, that is.
If you want Sir Godfrey to be informed about your raid into the Senate, the paladin will urge to
go there in a hurry, and he wont object to give up the Senate key. You can use this key to
enter the Senate building the proper way. As you go, the paladin shall try to assemble some
knights to assist you. Too bad, his age has made him slow... VERY slow.
When you return here after your raid on the Senate, Sir Godfrey says Duke Charles
Montague is coming here to hear your tale with his own ears. When the Duke arrives, he has
donned an ornate breastplate for securitys sake. Last time Uncle Charlie worn this armour,
the Kingdom was under attack. The superstitious nobleman does not think that is a good
omen. Anyway, the Duke hopes you can shed some light on the attempted assassination of
nearly a dozen members of the parliament.
Just to start, show the Duke the binder you found out by searching the Senators mansion.
Then, tell him how you arrived just in time to avert the complete slaughter of the entire
Senate. Unfortunately, there doesnt seem to be any definitive evidence to show who Number
One is.
If you have spared the Senators life, Augustus Johnson will be here, kept under close
scrutiny by two armoured knights. When questioned about his boss, the traitorous Senator
swears he had never met his master in person. No matter what methods you may use on him,
you can never learn what which he does not know himself. The Duke realizes that you wont
get another word out of Augustus, so he orders the knights to take him away for further
questioning. Say goodbye to Augustus - and do not miss the chance to warn him about the
dangers of bending over for the soap... Ouch!
As a worthy compensation for your heroic deed, you are entitled to a reward of 2,000 xp and
10,000 gp. Whopeee!
If you took the Senators life, once you have narrated the events occurred at the Senate,
nothing else will happen but, never mind, you will get the same reward as above.
When your efforts have been rewarded, you are given the (useless) Senate Chamber key,
just in case you need to get back in there.
When you ask the Duke if Number One might be related to the Ironlord who is mentioned in
the notes you have passed to Sir Godfrey, the Duke exchanges a concerned glance with the
paladin. That information is ahem - top secret. If you have learned about the Ironlord by
reading one of the history tomes kept at the Great Library, you may recall he was a barbarian
warlord bent on world domination. The Duke, however, says the facts have been distorted over
time. Considering all that you have achieved so far, you owe an explanation. I can well believe
it!
The Ironlord is a living piece of history, from long in the past. It looks like one of the
automatons that a wizard might create, but within it there is a living spirit, bent on
destruction. Over one hundred and fifty years ago, it arose from the southern part of the
Kingdom and began making its way to Fairloch, leaving naught but destruction in its wake. The
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creature was stopped by the then King of Aielund. He managed to obtain the aid of an ancient
golden dragon, and together they were able to halt the dreadful constructs progress.
After this explanation, you have a chance to obtain a new quest by choosing the conversation
option to ask the Duke about the dragon. If you do so, the nobleman says you can learn more
regarding the wyrm by talking with Desmond, a wizard who you can find at the Halls of
Knowledge.
Mind that if you miss this chance, the only way you have to obtain this quest is... to die. In
fact, if you die and then you choose to respawn, you may have a chat with the dragon himself
- for the wyrm is none less than the guardian of the pocket plane where you are brought to
escape death.
Anyway, the dragon and the king were never able to harm the Ironlord. The best they could do
was to banish it from beyond this world. Now, it seems the Ironlord is on the verge of
awakening once more and Senator Johnson was preparing for its inevitable triumph. Although
shocked at the Senators behaviour, the Duke admits he understands his way of thinking. You
see, the dragon died at the battle and there are no more wyrms of that power remaining in the
world...
In a way, the current King of Aielund is trying to destroy this thing himself. Eleven months ago,
he received information from a reliable source that the Ironlord would re-enter the world in the
country of Tusone, just west of the kingdoms borders. Knowing that, King Seamus tried to
obtain the aid of the Tusonites. They refused to believe that such a creature would appear right
in the middle of their most sacred temple, though, and they certainly were not going to let
some outsider bring an army in to destroy it. Soon, the King lost his patience and decided to
invade Tusone. Seamus believes that if he can destroy the Temple of the Eternal Resurrection,
the Ironlord will not have pathway back into this world.
In the meanwhile, the Duke has searched a way to harm the construct through the Fairlochs
Great Library. Many wizards and priests attempted divinations to learn something about that
issue. Unfortunately, they found nothing of immediate use to stop or destroy the Ironlord.
Things more difficult to obtain have not been seriously considered.
If you ask for a list of those things, the Duke rings a bell to summon forth the Castellan. When
Sir Malcolm arrives, the Duke asks him to retrieve a book entitled Most Ancient Artefacts
from Olde Tymes. The Duke hands you the tome, and then suggests you should read it
carefully.
Before to leave the hall, the Castellan says he believes there is an option that has not been
considered yet. He read of something called the Sceptre of Transcendence - quite a
marvellous weapon! According to Sir Malcolm, such a rod could bear the power to stop the
Ironlord. As the Castellan understands it, there are three possible locations for the sceptre.
Two of them are dangerous, and the third is an extremely remote possibility.
The two dangerous locations are the lost city of Feybourne - an area populated by forces
hostile to the crown -, and the Isle of the Dead a bleak, forsaken place not far from the
coast, where it is said the dead walk free and that some incredibly powerful force is in absolute
control. The possible place is the dwarven city of Stoneguard.
If you want to look after the Sceptre, you should start your search from the ruins of
Feybourne. If you have no luck, you should travel to Stoneguard. The Isle of the Dead should
be considered only when you have no alternative left.
If you are weak in geography, Feybourne is due south of Fairloch, past the city of Amalis.
Stoneguard is to the southwest, in the mountains with the same name.
When the Castellan falls silent, you can thank him for the help, or you can say you are glad to
see someone is earning his salary around here. The last option shifts your alignment towards
Chaos; if you are chaotic, you get 50 xp.
By the way, when I chose the chaotic reply I experienced an odd bug, which caused the
castellan to do not leave the room and Sir Godfrey to repeat endlessly his previous lines when
spoken to. I did try to leave the room myself but Sir Malcolm did not follow. Swearing like a
trooper, I quitted the session and loaded a previously saved game. I went all the way through
the conversation above, and then I chose the first option. Fortunately, everything ran smooth.
Since then, I had never tried the chaotic answer. Therefore, Im not sure if I experienced a
recurrent bug or just a fortuitous event.
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Anyway, when the conversation ends and Sir Malcolm leaves the room you should look at the
tome you have been given. To read the book, you must activate its unique power from the
items radial menu.
The large and dusty book catalogues a list of devices and such from thousands of years ago,
some of which date back to the time of the creation of the world. One pertinent section is
bookmarked, and reads, ...A giant cross between a bull and a man, being made of some
remarkable metal that defied understanding (a side note here has 'adamantite?' sketched near
this). From what we can gather from glyphs and icons and our own deductions, this served as
a vessel for some great spirit, possibly a god from eons past, allowing it to walk as a man. In
spite of the years weighing heavily upon this artefact, truly it gleams as new.
Another section of the book outlines the Sceptre the Castellan told about, The Sceptre of
Transcendence is thusly named for its bearing, being a large mace-like construct four feet in
length, bejewelled and heavily enchanted. The origins of this weapon are disputed, but there is
no doubt of its power - to destroy other artefacts. I have prevented my colleagues from testing
this on our other finds, of course, but the markings indicate that this is so...
The paragraph ends here, with a few small sketches of a long, mace-like weapon.
07. LOCKED DOORS
These doors are locked and cannot be opened.
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Notes:
A couple of City Watchmen [LN, F6] patrols the districts streets around the clock. Vigilant
and loyal, these guards are the real policing force throughout Aielund.
When you talk to a watchman, you can ask him where you can find the Guard Commander. In
addition, you can ask where you can find the Castle, the tower of sorcery, the Senate building,
the Admiralty building, or just a good place to buy equipment.
As you explore the district, you may meet a few sailors [N, F6] and several commoners [N,
Commoner 2]. If you like stealing, some commoners have a few coins or copper rings for you
to rob.
A couple of black & white cats [N, Animal 1] darting through the districts alleys add colour
to the cityscape.
01. THE REDOUBTABLE
If you feel the urge to return to the frigate that took you here, just click on the boarding
plank on the jetty and you will head up onto the ships deck.
To leave the ship, head up on the boarding plank on the frigates deck.
[Ref. Area 2.05].
02. THE SALTFISH
Kipper Bob [N, F4], the fisherman you met in Culdeny, has managed to escape the dragons
attack on that city and to sail to Fairloch in safety.
Aboard his ship, the Saltfish, there are a sailor (Bobs first mate) and five barrels. If you
search the barrels you will find fish and random treasure of low value.
Kipper Bob who is famous for his love of fish for breakfast is an old mate of Ronan, and he
is one of the reasons the rogue had for giving up his old life of crime and joining the navy.
If you are happy to hear that, your alignment does not change. If you tell Ronan you think he
made a mistake, however, your alignment shifts towards Chaos; if you are chaotic, you get 50
xp.
Anyway, Bob has a problem he would like to solve without informing the local authorities.
If you say you hope it is nothing illegal, your alignment shifts towards Law; if you are lawful,
you get 50 xp. If you say it sounds like your sort of work, your alignment shifts towards
Chaos; if you are chaotic, you get 50 xp. If you urge Bob to go on with his telling, your
alignment does not change.
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Bob explains there is a mob of thugs who run a protection racket on the docks. Now that the
army is out of the country, they have become very greedy. If you agree to take care of them,
Bob suggests you should look through the districts warehouses, nice places to operate from
without attracting unwanted attention.
When you have put a permanent stop to the gangs criminal operation, return here and tell Bob
the good news. The grateful fisherman will offer you a small token of his appreciation.
If you tell Bob he does not have to do that, your alignment shifts towards Good; if you are
good, you get 50 xp. If you say you have earned the prize, your alignment shifts towards
Chaos; if you are chaotic, you get 50 xp. If you simply ask Bob what youre going to get, your
alignment does not change.
Whatever your reaction, you are given 750 xp and a pair of Boots of Striding +2.
Later on, once youve searched for the Sceptre of Transcendence both in Feybourne and in
Stoneguard, you have to come here and ask the sailor a passage for the Isle of the Dead. Bob
will be greatly scared at the very thought of such a trip, but if you took care of the
racketeers - he will agree to sail you to the island... for 500 golds.
03. THE SINGING SIREN TAVERN
A visit to this drinking house is recommendable if your throat is parched with thirst, or if you
are looking for a strong - and strong-headed - fighter to add to your party.
[Ref. Area 2.09].
04. THE DOCKLANDS INN
If you need a place to spend the night in, this inn is exactly what you need.
[Ref. Area 2.10].
05. DOCKLANDS GUARDHOUSE
A City Watchman guards the door of this building. The (very small) office of the City Watch
commander is found on the first floor of the guardhouse.
[Ref. Area 2.11].
06. NAVY STORAGE BUILDING
The City Watchman who guards this place informs this is a storage area for navy equipment.
It is filled with ballistae and uniform, mostly, but there is a ton of alchemists fire in here too.
To enter the storage area, however, you need a written authorisation from the Admiral.
Unsurprisingly, you can find him at the Admiralty building, in the Senate district.
When you come here with the written permission from Admiral Chesterton, the kind guard will
open the door so you can go inside. The militia claims he is honoured to meet the hero of
Culdeny, then he warns you should be careful in there... the stuff inside would blow half the
building up if you set it off.
[Ref. Area 2.12].
07. DOCKLANDS WAREHOUSE
After you have spoken with Kipper Bob at the docks, you should come here to see if the
racketeers are hiding inside.
[Ref. Area 2.13].
08. DOCKLANDS WAREHOUSE
Again, you should come here to search for the racketeers once you have agreed to help Kipper
Bob with his problem.
[Ref. Area 2.14].
09. SEWERS ENTRANCE
Behind this grate, some stairs lead to the city sewers.
If you dont mind the hazards and the horrid stench, the sewers of Fairloch provide a quick way
to travel from district to district. The squeamish adventurer should avoid them as much as he
can, though.
By the way, the sewers could turn handy also if you happen to have an angry watchman on
your tail...
[Ref. Area 2.15].
10. DISTRICT GATE
Two City Watchmen stand near this gate. Go through the passage to enter the Market
District, core of the town.
[Ref. Area 2.16].
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removed through strength but drugged and tricked into handing over power. Erag was but an
instrument of battle, controlled by their shaman into fighting a war that had little benefit for
their people. Morik believed that the Kingdom would no longer trade with them once the
barbarians had plundered their towns, leaving such things as gold and gems worthless.
If you ask her to tell you about some of her great deeds in battle, Valennia narrates of the time
she slew the great white bear, a beast so large it fed her village for nearly a week.
Later on, when you have attained the 11th level of experience, you can ask Valennia for
another tale and she will spill out a quite interesting story about their tribal hero, Reikthor. This
tale introduces a creature you will become accustomed to - and even provides a hint about the
place where it was banished after its defeat.
Reikthor lived nearly a century ago and led the barbarians with wisdom as well as battle-lust.
During his rule, a great enemy came to the western lands, from Highmarch. The Aielunders
were hard-pressed from the beginning and cried out to the barbarians for assistance. Reikthor
saw the benefits of an alliance, and gathered the finest warriors to join the battle. This enemy
was made of metal, it seemed, and no strike upon it could kill you. An Aielund wizard had an
idea to banish the creature to the lands of the dead. A great gold dragon was called down to
smite this foe, but it would take time to get everything ready. Reikthor stepped forward,
vowing that he and his warriors would keep the beast busy while this great magic was enacted.
The warriors charged down the hill and clashed with the iron monster for hours, their numbers
slowly thinning as the great creature took its toll upon them. Soon, only Reikthor stood to hold
the monster at bay. He fought with all his might, and held it steady for nearly fifteen minutes
while the magic took hold and sent it away. As soon as it disappeared, Reikthor collapsed,
having taken a mortal wound in the chest earlier in the fight, but refusing to break his vow to
the Aielunders. Thus, it is that the barbarians pay all honour to his memory, as the greatest of
them.
All this talk of great deeds will fuel Valennias battle lust. Come on! Lets go kill something,
quick!
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Main Floor
First Floor
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Main Floor
First Floor
Jail
146
Before to investigate such high-ups, however, you should discover the assassins guild and find
some solid evidence. The Captain suggests you should start your search from the sewers under
the marketplace. There is a sewer entrance just southwest of here - or you can use an
entrance right from the markets.
While you are in this district, you may want to take care of the greedy racketeers Kipper Bob
can tell you about. When you have discovered their base of operation, you may want to come
here and inform the Captain. This is not mandatory, though. If you dont like Justin or HE
does not like you -, and if you dont care for the law, you are free to kill all the thugs when you
find their hideout.
If you seek for the officers advice, Captain Deckard says Justin has been expanding his
operation for the past few months - and given him a royal headache. If you want to help the
guards, you can go back to the warehouse together with a couple of watchmen. The guards
will try to arrest the racketeers, but it is likely they will resist. If so, you should administer
them the punishment they deserve.
If you agree with the Captains plan, you get 200 xp. Then, when you step into the warehouse
where the villains are hiding, a couple of his lads will follow you in.
If you refuse the job, your information is deemed worth of a 750 xp reward. Sure enough, 750
is better than 200, however, if you let the Captain handling the matter by his own you wont be
able to deal with the racketeers anymore and you will miss the experience you can amass by
exterminating Justin and his crew.
When you have discovered the location of the assassins guild, you can return here to inform
the Captain. Again, this is not mandatory. If you have no time to spare, you can come back
here after you have cleared out the guildhouse.
Either way, when you return here the captain is curious to know if you have found the hideout
of the thieves as well as the lair of the assassins.
If you reveal the thieving guilds location, your alignment shifts towards Law; if you are lawful,
you get 50xp.
If you dont want the thieves to be put under bars, just resort to a white lie and say you found
no traces of their guild. The information you obtained about the assassins hideout comes from
a confidential but trusted source.
When you have wiped out the assassins, you MUST come here to show Captain Deckard the
documents you retrieved from their lair. While the officer looks at the notes, tell him about the
suspicions you bear on Thomas Bartlett. Actually, he could be involved in the plan to kill
Princess Criosa. His daddy, Ronald Bartlett, was neck-deep in a plot to kidnap Criosa and, you
know, like father, like son...
If you still bear in your backpack BOTH the Lords attire and the note that you should have
grabbed from Ronald Bartletts dead body during Act One, you will be able to persuade the
Captain to sanction a raid on Mr. Bartletts estate. Captain Deckard will have three of his best
men in position outside the businessmans mansion. When you are ready to go, the lads will
follow you in. In the meanwhile, the Captain will stay here of course - waiting for your
report.
If you dont have Ronalds stuff, the Captain is sorry but there is nothing he can do to help you.
Technically speaking, he should have you arrested for even thinking about breaking a private
citizens abode, but under these circumstances, he will conveniently forget about this
conversation...
If you say you appreciate that, nothing happens. If you say you would like to see him try to
arrest you, however, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.
Anyway, if you cannot persuade the Captain about Mr. Bartletts involvement in the plot, you
must enter the estate without the benefits of being backed by the Law.
After you have searched the estate, you have to return here to report Captain Deckard what
happened.
If Thomas Bartlett is still alive, when the Captain looks at the sealed letter you should have
found in the mansion, he will have the businessman immediately arrested and brought in for
questioning.
If your Intelligence is 13 or more, you can be smart and realize the note you have found could
have be placed there as a diversion. Such an insight is worth 200 xp.
When the conversation ends, the Captain says you should meet him later in the guardhouses
jail. Then, he leaves the room and goes downstairs.
147
The drilling of Thomas Bartlett is detailed below, at location 08.
If you have killed Thomas Bartlett, the Captain will be appalled by your behaviour. Aside from
how this reflects on the Watch, Thomas Bartlett was a notable member of the community as
well! To quiet him down, you can tell the Captain about that nasty, BIG knife Thomas was
brandishing. Then, you should be quick to exhibit the papers youve found on Mr. Bartletts
body.
The note does not reveal if you killed an innocent man or a traitor of the kingdom, however, it
mentions Augustus Johnson tried to get Thomas Bartlett to take over his fathers dealings. The
Captain has always had a suspicion that Johnson was up to no good, so, it is possible that after
Thomas refused to join up with Johnson the Senator planted the other note to make him look
guilty. By the way, the note mentions Number One and if Augustus did actually plant the note,
he must be in the conspiracy. Such a realization is worth a reward of 200 xp.
Your next move should be to go and search Senator Johnsons estate, hoping to find some
solid evidence. Unfortunately, the Captain cannot authorize a raid in a Senators house lacking
conclusive evidence, so you have to conduct the investigation by yourself.
The Senators estate is located in the northeast of the Senate district. Problem is you need the
key to get in there, because the gate is magically sealed. Sir Godfrey may help you to get such
a key - but the Captain suggests you shouldn't tell him a word about Bartletts premature
death. Just show the paladin the evidence youve collected and it might be enough to get the
key off him... if you are lucky.
Before you leave, Captain Deckard says anything you may discover by searching the senators
house should be reported to Sir Godfrey himself, for such an affaire goes beyond the scope of
the City Watchs charter.
When the conversation ends, you get a reward of 500 xp.
06. STAIRS UP
Go up these stairs to return to the guardhouses main floor.
07. JAIL
Most of time the jail is empty, exception made for the four City Watchmen guarding this dank
dungeon. From the smug smiles on their face, it appears they enjoy their job.
08. MR. BARTLETTS GRILLING
If Thomas Bartlett has survived your visit to his abode, when you show Captain Deckard the
letter you discovered in the mansion, the officer orders the wealthy man to be immediately
arrested and brought here for interrogation.
The next time you come to the jail, the guard standing near the stairs informs the Captain is
waiting for you in this cell, ready to begin the interrogation.
When you enter the cell, Captain James Deckard grins you should have already met Mister
Thomas Bartlett.
If you answer you did and hope he has been co-operative, your alignment shifts towards Law;
if you are lawful, you get 50 xp. If you simply say yes and ask the Captain if he has learned
anything useful yet, your alignment does not change. If you say that ugly mug looks a little
familiar, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.
From his position, Thomas yells they have no right to lock him up in this filthy dungeon for he
has done nothing wrong. Of course, they ALL say that...
Mr. Bartlett is adamant, though, and he insists unless you are planning to charge him with
possession of cutlery you should come up with something convincing very quickly.
Play your cards and show Thomas the document you have found in his house. Mr. Bartlett
swears he had not seen that before and he never heard anything of this Number One person
before either. Thomas cannot avoid shivering, however, when the Captain comments this is
solid evidence and thats enough to have him hanged within the week.
Forced to rack his brain, Mr. Bartlett recalls his father was involved in some dealings with
Senator Augustus Johnson. Augustus was recently trying to have Thomas take over where his
father left off, but he turned him down.
Captain Deckard has a hunch that the Senator thought Thomas might have known more than
what he appears to. If so, he could well have planted the document in Mr. Bartletts house to
put him in hot water. To know more, you should search the Senators mansion for evidence.
That is, if Thomas is good enough to point the finger at Johnson...
148
Is Thomas good enough? Do birds fly? All of a sudden, the prisoners mind clears out being
absent-minded its a family condition of him, you know - and he remembers the wicked
Senator wanted him to join his cause to overthrow the government!
Moved by such honesty and integrity, Captain Deckard declares thats enough of a testimony to
go to Sir Godfrey and get the permission to search the Senators estate.
In the meanwhile, Thomas shall remain here... to contemplate the tragic fate of his expensive
shoes as they get covered in horrible filth. Smashing!
09. YOUR CELL
Your cell, yes, for this is the place where you shall be brought if you are caught red-handed
when stealing from a private home.
Of course, you are free to resist to the City Watchman who quickly comes to punish your
felony. Just keep in mind, this way you will be forced to kill the guard and everyone else
about there for they all turn hostile. Mind that each time you slay an innocent being, your
alignment shifts 8 points towards Evil.
If you dont care to be called a murderer - and you fancy to crush some watchmens skulls the slain guards leave behind a City Guard armour, a City Guard shield, a dagger, and a
Watchmans Club [Designed mainly to subdue opponents, and not kill, this is still a
dangerous weapon. On hit, this club +3 can daze the victim for 5 rounds (5% chance; DC
14)].
If you surrender to the guard, you are immediately teleported here along with your
henchmen. Your equipment wont be removed, but nothing less than divine intervention can
open the door of your cell. Of course, you could have a Stone of Recall in your inventory... just
remember these stones dont come cheap, though.
If you wait for someone to come and let you free, you are simply wasting your time. Move your
mouse in between the doors bars until it points to the watchman standing by the door. When
questioned about, the guard says he can let you out of here with a fine. For your first offence,
you have to pay 250 golds.
If you dont want to pay, or if you are short of cash, you can do nothing but stay here and
enjoy the food. The next morning you will be let free to go. However, you will suffer the loss of
an amount of experience points equal to 50 multiplied for the number of your characters
current hit dice.
The habitual criminal should be warned the fine you have to pay grows up the more times you
are arrested. Your second offence will cost you 500 gold pieces. A repeated offender will be
asked to pay one thousand golds.
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01. BOOM!
When you have obtained a written permission from Admiral Chesterton, the guard outside will
let you enter this building.
The room is choked full with kegs filled with alchemists fire, a dangerous, explosive mixture.
When you walk inside, the door behind you slams shut while a keg at the far end of the room
ignites. In a few moments it explodes, igniting the near barrels. It seems a BIG explosion is
coming soon!
When you run for the door, you discover it has been locked from the outside. You are trapped
in!
Opening the door in the short time you are given is quite a difficult feat; however, you can try
to pick its lock [DC38] or to bash it down [100 hit points, hardness 20, fortitude save 28].
Chances are high you and your henchmen will not be able to escape the storage in time and
you will suffer the fire damage caused by the explosion.
Fortunately, the kegs wont blow up all together. If you want to survive, just move around so to
stay away from the barrels close to detonate.
When the last kegs explode, the door is destroyed and you can leave this place if you are still
alive, that is.
Once outside you notice the City Watchman has gone. A knight [LG, F12] has come to
investigate the noise and he questions you about what has happened. When you fill in with the
events that transpired here, the knight says there is supposed to be a guard on duty here at all
times, so he must have locked you in. If your Intelligence is high, enough you can realize the
kegs have been set off after the guard knew you were the hero of Culdeny. Perhaps he was
part of the conspiracy against the Princess.
Anyway, the knight is going to report this to the watch commander and get the fires out. You
would best go inform Admiral Chesterton.
Before doing so, however, you may want to return inside the storage and search the charred
remains of the armoire that stood in the northwest portion of the room. It held random
treasure of low value, a sailors outfit, an officers attire and an admirals attire [Worn by
all officers in the Aielund Navy, this attire is practical yet refined. It grants the wearer a +3 AC
bonus and spell resistance 14].
[Ref. Area 2.08].
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151
Notes:
The stench of the sewers is so strong it makes your head spin. There are four places about the
area where the air is so thick and stale that you are required to pass a Fortitude saving throw.
If you fail the check, the horrid stench makes you nauseous and you will stay dazed for a few
rounds. Usually this is just an annoyance... unless monsters are near.
A sickly mist lingers above the stone floors and makes them slippery and treacherous. Again,
there are four places in the area where you are forced to roll a Reflex saving throw [DC16]. If
you fail the check, you slip in the filthy terrain underfoot and you will spend a few rounds to
regain your feet.
Besides the creatures listed below, there are five rats [N, Animal 1] scuttling about the
conduits. They wont bother you at all, though.
01. STAIRS UP
Leaving from here, you can return to the surface.
[Ref. Area 2.08].
02. BEETLES
Here you will be attacked by 3-5 beetles, possibly including bombardier beetles [N, Vermin
2], spitting fire beetles [N, Vermin 1], stag beetles [N, Vermin 7], and stink beetles [N,
Vermin 3].
03. JELLY CUBE
A greater gelatinous cube [N, Ooze 7] lurks within this alcove. Beware! If you enter in a
melee with a cube, you can be engulfed by the monster's slimy jelly-like body. You should do
better to hit it from a distance.
04. JELLY CUBE
Here you will face another greater gelatinous cube.
05. TO THE MARKET SEWERS
Go through this passage to enter the portion of the sewers located just beneath the Market
District, the very core of the City of Justice.
[Ref. Area 2.29].
152
Notes:
Six vigilant City Watchmen [LN, F6] patrol the districts streets. The militias can point you to
their commander, or can provide directions to the citys most prominent landmarks.
As you explore the district you may meet several commoners [N, Commoner 2], plus a few
boys [N, Commoner 1] and girls [N, Commoner 1]. If you are prone to pilfering, the male
citizens have a few golds or copper rings for you to steal. Frankly, I have no idea why the
womens purses are empty.
01. DISTRICT GATE
Leave the district by this gate to return to the Docklands district. Two City Watchmen guard
the passage at all times.
[Ref. Area 2.08].
02. MACABIE & SON FLETCHERS
Enter this shop if you need to equip yourself with new ranged weapons and ammunition.
[Ref. Area 2.17].
03. FAIRLOCH TANNER
This store offers a small selection of leather goods. Nothing fancy, mind me, but the place can
be worth a visit.
[Ref. Area 2.18].
04. MARKETPLACE
Next to the stalls that fill this plaza, you can see - and hear - three vendors [N, Commoner 1]
hawking their wares, mostly fresh produce and fruits. If you are a nimble-fingered thief, you
can pickpocket the traders to get small sums of money and/or copper rings.
05. RISING SUN EXOTIC SUPPLIES
Inside this fascinating store you can find items intended for monks, and many exotic weapons.
[Ref. Area 2.19].
06. BLACKSMITH
A sweaty blacksmith [N, F3] is busy hammering an anvil under this shed, creating metal
goods that the city always requires.
If you are after some equipment or if you want a forge to work on you should enter the
near shop.
153
154
155
156
On hit, these arrows can Dispel Magic (DC14). Base price: 12,128 gp], Arrows of Impact,
Arrows of Intense Cold [These arrows strike the target with such cold force that it slows
them down for a minute or two, making them extremely useful for hit and run attacks. The
arrows cause their targets 1d6 additional cold damage. Base price: 1,940 gp], Arrows of
Silence [Created by the Rangers for fighting hostile magic-wielding foes at a distance, these
enchanted arrows can put a complete stop to their casting abilities. On hit, they cause Silence
for 4 rounds (10% chance; DC20). Base price: 625 gp x10], Bodkin Arrows, Fire Arrows,
and Piercing Arrows.
If you like to craft your bows, crossbows, or missiles by yourself, once you have acquired the
proper materials you can assemble them at the two crafting fletchers tables in the back of
the shop.
[Ref. Area 2.16].
157
158
159
160
161
+2 AC bonus, immunity to level/ability drain, a +10 bonus on the Hide skill, and the power to
cast the Darkness spell twice a day. The wearer suffers a 2 Charisma penalty. Base price:
25,848 gp], a pair of Bardic Gloves of Swordplay [A performer whose name has remained a
mystery to this day once fell into a dispute with a noted swordsman concerning the favour of a
lady. Having been challenged to a duel at the end of the week, the bard set about ensuring his
survival by enhancing his bardic gloves so that he would stand a chance against his opponent.
As it turned out, he still lost the duel, but put up such a magnificent fight that the lady fell in
love with him and refused the hand of the swordsman, who cursed the bard who had stolen his
lady 'til the day he died. The gloves grant the bard the Improved Critical, Weapon Focus and
Weapon Specialization bonus feats (with a rapier), a +4 bonus on the Discipline skill, and a +2
bonus on the Perform skill. Base price: 17,337 gp], Gloves of Discipline, Greater Gloves of
Concentration, Greater Gloves of Discipline, Greater Gloves of Spellcraft, Greater
Gloves of the Artificer, a pair of Wondrous Gloves, a Bardic Sash [Tired of being
pummelled with rotten tomatoes at the end of his poetry readings, an enterprising bard
commissioned this belt to stave of attacks from unruly patrons. Usable only by a bard, the belt
grants damage reduction +3 soak 5 and a +1 bonus on the Perform skill. Base price: 23,479
gp], a Belt of Inertial Barrier, a Lesser Belt of Guiding Light, and a Sash of
Shimmering.
Finally, here you can buy cloth dyes and tradeskill materials.
If you are a wise bard, you should definitely buy the Bardic Sash. Once worn, your chances to
survive the toughest encounters will be greatly improved. I suggest you to do the same also if
you are a rogue with a high score in the Use Any Device skill.
02. LOOMS
Here are two crafting looms, which you can use to assemble your tradeskill materials.
[Ref. Area 2.16].
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163
If you want your henchmen on your side, Wesley will call for his colleagues. At such a request
Isande will leave the stage in a hurry, but the three extras will stay to fight.
Whatever you choose, keep in mind that Wesley may be pathetic when acting, but he is
equipped with nice items making him quite a dangerous opponent in a fight.
When the duel ends and Wesley lays dead at your feet, search his corpse to get a Thespian
Attire [Used by the Bard's Guild of Fairloch in small numbers, this garment is a symbol of
favour from the King for a spectacular performance. Some less-scrupulous actors sometimes
fence their gifts, however, and make a fortune from less capable bards. The outfit grants the
bard a +2 AC bonus, a +2 bonus on the Perform skill, and the power to cast the Displacement
spell once per day. The wearer has a 15% chance of failing when casting a spell, though], a
very powerful rapier called The Rose [The story behind this blade goes back nearly one
hundred years. A bard of great renown fell in love with a lady of ill repute, in the days when
prostitution was being stamped out ruthlessly by the powerful church of that era. The two
lovers enjoyed their secret affair for many months without incident. The bard eventually
decided to propose marriage to his lover, spending a small fortune on a red ruby to prove his
unending love for her. While he was purchasing this stone, however, church inquisitors
descended upon the brothel where the lady once worked (and still resided), brutally killing all
in the name of God. Driven mad with righteous grief, the bard set the ruby in his sword so that
he might carry her spirit with him as he exacted vengeance upon the priests who killed her.
The bard perished in the battle, but the incident lead to the Crown's outlawing of church
authority in Aielund, destroying its power, and ending the fanaticism that gripped the land. This
rapier +2 can cause 1d10 massive critical damage; on hit, it slows the victim for 2 rounds
(50% chance, DC14)], a pair of Bardic Gloves of Swordplay, a Ring of Elemental
Resistance, and two Potions of Cure Critical Wounds.
When Wesley is dead at this rate the Bartletts will be soon on the verge of extinction - go
down the stage and speak to the gnome.
Radoc says he will go telling around that the poor actor brutally stabbed himself while shaving.
If you agree, persuaded that bringing in the law on what was an honourable duel is senseless,
your alignment shifts towards Good; if you are good, you get 50 xp. If you say thats fine by
you for you have Wesleys stuff, your alignment shifts towards Chaos; if you are chaotic, you
get 50xp.
Ridding Radoc of Wesley is worth a reward of 750 xp.
Before to leave the playhouse, you can look inside the desk near the entry door to get random
treasure of low value.
[Ref. Area 2.16].
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Common Room
First Floor
165
04. STAIRS UP
Once you have paid 10 golds to the innkeeper, you will be given a key to open this door. Go
upstairs and enjoy your stay.
05. STAIRS DOWN
Go down these stairs to return to the inns main floor.
06. CUSHION OF COMFORT
Once you are upstairs, you can choose to rest in the room you like most. Only this room,
however, features the handy cushion of reasonable comfort, which allows you to advance
the time of 8 hours in a mere moment.
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2.24 CATHEDRAL
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168
169
The cleric thought the new lord would have liked to see old friends again when he arrived,
especially Sir Marcus. They were dearest comrades, you know...
If you tell Eric he must follow you so that he may have justice for what he has done, you get
200 xp. Then, you are immediately teleported to the Cathedral.
If you want to throw a look around, tell the Cardinal to stay still and wait as you check a few
things. Actually, you can check only ONE thing, namely the sarcophagus standing in the back
of the chamber. It holds only random treasure of low value, though.
Sometimes your henchmen will not stop fighting when the Cardinal surrenders. If someone
attacks him after he had turned blue, Eric will fight to the death.
If you happen to kill the Cardinal by chance or by will -, he leaves behind an enamelled full
plate, a tower shield, and a mace. Then, you have to return to the Cathedral the long way.
170
Main Floor
First Floor
171
Later on, you may happen to need an Elixir of Binding. Such a concoction cannot be found in
your local tavern, but Harold has a couple of bottles of that lying around. If you ask him for the
arcane elixir, the wizard explains it is used when travelling through dimensions. If you are
stuck in another dimension, this magical liquid will bind your spirit back with your body and
kind of kicks you back to your home plane. You can have one bottle for 800 golds and you
can even have it wrapped! Being Harold a nice chap, he will give you the Elixir of Blind... err,
Binding for free if you say youre in dire straits and you need the potion to save a few lives.
However, you have to pass a medium Persuade check for Harold to believe your story.
The Elixir of Binding is a curious liquid with no odour. It appears to be water, except that it is
much more viscous. It is quite possibly a reagent used in the casting of a complex spell. You
notice that it is very similar to a holy water bottle.
If you activate the elixirs unique power and if you have at least a vial of holy water in your
inventory you are asked if you want to pour out the contents of the bottle and empty one of
your holy water vials into it. This way you will get a bottle of Blessed Elixir of Binding. Bring
the elixir to the creature who asked for it and he will be in for a nasty, burning surprise...
If you come here to shop, Harolds store has an unlimited supply of gold and a maximum
buying price of 10,000 golds. The wizard can identify your items for the standard fee of 100
golds apiece.
Harolds merchandise includes Mages Robes of Battle, Black/Grey/White Wizards
Robes, a Hood of Clarity [Often favoured by wizards, this garment is one of the more
popular items created by the University's mages, in spite of its minor negative aspects. The
hood grants the wearer a +2 Intelligence bonus, the Slippery Mind bonus feat, and a +10
bonus on the Concentration skill. The wearer suffers a -2 penalty on the Discipline skill. Base
price: 21,162 gp], Bracers of Armor +1, Bracers of Armor +2, Bracers of Armor +3, a
beautiful Cloak of Displacement, a Battlemage Staff [When all spells fail, the mages of
Aielund's University rely on these staves for close quarters battle. This quarterstaff +1 causes
its victims 1d6 additional sonic damage. On hit, it can daze the victim for 4 rounds (10%
chance; DC14). Finally, the wielder can cast the Magic Missile spell five times per day. Base
price: 23,680 gp], darts, darts +1, darts +2, darts +3, darts +4, Darts of Accuracy,
Acid Darts, Sonic Darts [Powerfully enchanted darts that form the backbone of a mage's
arsenal, they are very useful for when one uses up one's spell repertoire, or even as an
opening attack. The sudden sound burst close to the target deafens them momentarily. These
darts +1 deal 2d6 additional sonic damage and can deafen the victim they hit for 3 rounds
(25% chance; DC14). Base price: 14,444 gp], Wizards Sidearm crossbows, Bolts of
Detonation [These experimental bolts are enchanted with explosive magic. Use them with
caution. On hit, the bolts cast a Fireball spell. Base price: 2,025 gp], Potions of Bulls
Strength, Potions of Cats Grace, three Potions of Invisibility, Potions of Lore, three
Potions of Speed, many arcane scrolls (from level 1 to 6), an Amulet of Will +3, a
Scarab of Protection +3, a Necklace of Missiles [This necklace features six beautiful
gemstones arranged around the centre. Each gem is capable of immense destruction. By
spending five charges, the wearer can cast a Fireball spell. Base price: 10,126 gp], a Lesser
Ring of Wizardry [Envious and afraid of the raw power exhibited by sorcerers, the Mages of
the Arcane Circle created a series of rings to empower wizards with more spells. They are quite
rare, but highly sought-after items. The ring grants the wizard a bonus spell slot of level 0, 1
and 2, plus the ability to cast a Magic Missile spell twice per day. Base price: 3,622 gp], a Ring
of Clear Thought +2, a Ring of Insight, a Ring of Protection +1, a Ring of Protection
+2, a Ring of Scholars, a Ring of Wizardry [Envious and afraid of the raw power exhibited
by sorcerers, the Mages of the Arcane Circle created a series of rings to empower wizards with
more spells. They are quite rare, but highly sought-after items. The ring grants the wizard a
bonus spell slot of level 2, 3 and 4, plus the ability to cast the Melf's Acid Arrow spell twice a
day. Base price: 19,578 gp], Journeymans Staves, a Staff of Power, Wands of Fire,
Wands of Lightning, a Wand of Missiles, a Wand of Negative Energy, a Wand of
Paralyzation, Wands of Sleep, a Wand of Stinking Cloud, Alchemists Fire, Acid
Flasks, Choking Powder, Tanglefoot Bags, Thunderstones, a Chime of Opening, a Cli
Lyre, Dust of Appearance, Dust of Disappearance, a Horn of Blasting, three Bags of
Holding, a Janthras Harp, Light Gems, Acid Bombs, and Fire Bombs.
Here you can also buy tradeskill materials to craft your own magical potions, scrolls, and
wands.
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04. CLASSROOM
Here are three students of magic chatting among themselves.
05. TELEPORTATION LABORATORY
The guy standing near the door of this room is Wiliand Nottias [N, W5], the wizard in charge
of the teleportation laboratory.
If you dont mind the theoretical risk to be accidentally turned into some sort of horrible, halfperson/half-brick monstrosity, you can become a marvellous living breathing test subject by
buying a Stone of Recall (base price: 1,003 gp).
Potent stones of magical power, the Stones of Recall are able to teleport the user back to a
pre-designated point, which can be set by the user. Each stone has enough power for a single
use. For the time being, you have only one recall point set, namely the chamber behind
Wiliand. Thats the meaning of the Symbol of Recall inscribed on the floor.
Since each stone is almost identical, different people cannot have different locations yet. Only
one location exists for all stones at any one time. The wizards are working on that though.
Once you have a Stone of Recall, you can use its unique power to teleport to the recall point or
to set the location you are currently at as the new recall point. Just keep in mind some areas
are warded against such devices.
06. ARCHMAGES STUDY
Archmage Zachariah Smith [LG, W16], the wizard you should have met at the roadblock
while you were escorting Princess Criosa to the castle, can be found within this small room.
Currently the head of the University, this man wields an enormous amount of power in
Fairloch.
When you have discovered and killed the guy who caused the explosion in the Market
District, you should come here to inform Zachariah youve found the culprit. Show Zachariah
the note you should have grabbed by the villains corpse and you will be rewarded with 250 gp
and 750 xp.
07. STAIRS UP
Go up these stairs to reach the first floor of the tower.
08. STAIRS DOWN
Go down these stairs to return to the towers ground floor.
09. CLASSROOM
This classroom is empty.
10. WIZARDS LAB
This arcane laboratory is Desmonds private sanctum. Head of the research department at the
University, Desmond [LN, W14] is constantly inventing new and interesting devices for his
colleagues to use on their travels.
Desmond is a busy man and he quickly inquires about the reasons of your visit.
If you answer you are just poking your nose in where it isnt wanted for thats your thing, your
alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you say you didnt mean
to interrupt, your alignment shifts towards Good; if you are good, you get 50 xp. If you dont
want your alignment to shift, just tell Desmond what you need.
If you choose the third option, the same alignment shifts and rewards listed above can be
obtained later if you start another conversation with Desmond. Then, you can tell the wizard
that you are sorry to bother him, or you can justify yourself by explaining you suddenly
realized you hadnt annoyed anyone for seven whole minutes and he happened to be the
closest person...
The first time you come here, if you have already talked with one of the students you can meet
on the ground floor, you should tell the wizard you are investigating about the damage done to
the pavement just outside the University gates.
Desmond will be outraged by your baseless accusations; however, he admits he is working with
some volatile magic. If you ask who else has access to this place, Desmond says there are
three students who assist him from time to time. Their names are Alan Leonson, Maxwell
Brady, and Patricia Sothby. You can find all of them at the Students Quarters.
If you are curious to know about the enchantments Desmond can add to weaponry, the mage
explains actually he cannot enchant weapons but if you do not mind the price - he can give
them more kick.
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Desmond can upgrade only ranged or melee weapons already bearing some kind of
enchantment.
For 30,000 golds, Desmond can add to a melee weapon the power to inflict its victims 1d6
additional damage by acid, cold, electricity, or fire; for 30,000 golds, he can make a melee
weapon keen; for 50,000 golds, he can empower the weapon so it grants you spell resistance
16; for 40,000 golds, he can make the weapon regenerate your health at the rate of 1 hit point
per round.
If you want to upgrade a ranged weapon, you can choose to add to it a +1 attack bonus
(minimum price 30,000 golds; maximum bonus +3), or you can turn it into a Mighty weapon
+2 (10,000 golds) or +4 (30,000 golds), or you can add the weapon unlimited ammunition +1
(30,000 golds).
Dont forget you must wield the weapon that you want to upgrade in your right hand when you
come here to speak with Desmond, else he will be oblivious of it. Therefore, you cannot
upgrade your henchmens weapons, unless you have the skill to use them yourself.
Desmonds arcane knowledge might turn useful in case you question Sir Godfrey about the
gold dragon that was involved in the battle of Fort Highmarch against the Ironlord. The paladin
shall point you to the wizard. If you want to learn more regarding the wyrm, the mage shall
provide you the information you seek.
When you come here and ask about the dragon, Desmond claims all your questions will be
answered... if you take a little trip with him. Apparently, someone has been watching you for
some time, and now it is eager to speak with you. While you look at him in puzzlement, the
wizard activates a device that opens a portal. By stepping into the portal you will reach your
intended destination. According to the mage, the trip is perfectly safe. To prove it, Desmond
himself will come along with you.
If you pay attention, you can notice the device that Desmond operates to create the
dimensional portal is very much alike the customer-luring contraption that you may have seen
at the House of Exotics in Culdeny.
When you agree to take the trip, let Desmond step into the shaft of ethereal light - just to
be sure he is not planning to play a nasty trick on you - then follow his steps and prepare to
meet the being the wizard was referring to.
Of course, the events Ive detailed above will be different if you met that creature before that
is, if you have died and respawned. In such a case, the being itself suggests you must seek
Desmonds aid to return there later. By using the wizards portal you can re-enter the Ethereal
Plane without the annoying inconvenience of being dead.
[Ref. Area 2.27].
When you are back from your dimensional trip, dont forget to talk to Desmond a last time.
The mage warns you wont be able to go there again at least that way... Good news is the
excursion has been worth a nice reward: 1,000 xp.
11. STAIRS UP
The door ahead of you is jammed fast; therefore, you cannot proceed further up the tower.
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Salinders passing will occur in a matter of weeks. He has told King Seamus of this through
Desmond, and now he is getting ready for this unavoidable event. That is why the monarch
started the war. The king seeks to prepare for the inevitable return of the Ironlord. Salinder
does not know if the Ironlord can be really stopped. That is why he has selected you to be his
champion. YOU must eventually find a way to stop the Ironlord. Why you? Oh my, because you
have the potential and... because no one else can do it.
If you dont, your world will be reduced to ashes and you too would be forced to work hard for
your own survival.
According to the dragon, you dont have to worry. The opportunity to discover something
useful shall arise soon. For now, you should protect Princess Criosa. She will be the key to the
eventual completion of your quest. Salinder has faith both in you and in your King (whose
lineage seems to be special). Now, he must focus upon his last task - to buy you and King
Seamus as much time as possible.
When the conversation ends, you and Desmond are immediately transported back to the Halls
of Knowledge. Once there, dont forget to talk with Desmond to get a reward.
Later on, if you die and respawn, Salinder will warn his strength is fading fast. If you fall once
more, he cannot guarantee that he can prevent your death. The dragon fears he may not have
the opportunity to speak with you again, so if you have not yet investigated about the
mysterious disappearance of Alan Rich - he informs you should seek out the Eldar when the
time comes, for they will aid you in the future. If you ask whom in the hell are the Eldar, you
will get no answer.
03. LOCKED GATE
Luckily, for you, this big wooden door cannot be opened.
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Upper Floors
1st Floor
2nd Floor
3rd Floor
4th Floor
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Notes:
The stench of the sewers will make your head spin. About this area, there are seven places
where the air is so thick and stale that you are required to roll a Fortitude saving throw. If you
fail the check, the horrid stench makes you nauseous and you will stay dazed for a few rounds.
A sickly mist lingers above the stone floors and makes them slippery and treacherous. This
area features eight places where you are be forced to roll a Reflex saving throw [DC16]. If you
fail the check, you slip in the filthy terrain underfoot and must spend a few rounds to regain
your feet.
It should be unnecessary to notice that being dazed or down on your knees when enemies are
near may turn to be quite the dangerous position.
Needless to say, the sewers are teeming with rats [N, Animal 1]. The nine rodents wandering
about these conduits will not bother you, though.
01. SEWER EXITS
Both these passages lead out the sewers and back to the Market District.
[Ref. Area 2.16].
02. TO THE DOCKLANDS SEWERS
Go west from here to enter the section of the sewer-system lying underneath the Docklands
district.
[Ref. Area 2.15].
03. TO THE SENATE SEWERS
Go north from one of these passages to enter the section of the sewer-system lying beneath
the Senate district.
[Ref. Area 2.40].
04. TO THE RESIDENTIAL SEWERS
The portion of the sewer system lying underneath the Residential district can be reached by
going through one of these passages.
[Ref. Area 2.50].
05. LOCKED DOOR
This door is locked and you cannot open it without the proper key.
If you are curious, the passage beyond this door leads to a portion of the sewers sprawling
beneath Fairloch Castle.
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17. SPARKY
A cute young girl is warming herself near a campfire, and she seems quite out of place
amongst the rest of these folk. When you approach her, the girl smiles brightly at you. The
urchins name is Simone, but everyone calls her Sparky [N, Ro5]. Sparky claims her parents
went away for a while and she didnt really have any place to stay, so here she is. If you need
any special equipment, the young girl will be glad to help. You know, it is a hobby of her
selling equipment for crime... That and finding really nice stuff she is good at it too.
If you are a rogue, you can ask Sparky if she needs help in finding more nice things, claiming
you are pretty good at that too. Such a proposal shifts your alignment towards Chaos; if you
are chaotic, you get 50 xp.
Sparky replies there is a man living in a house in the very northwest of the Senate district who
likes to collect rare paintings. He owns a valuable artwork. It is a portrait of a pretty lady, and
it is a one of a kind. If you bring it here, Sparky will give you half of the paintings sale price.
By the way, if your Intelligence score is high enough, during this conversation you may have
the feeling Sparky is not a young girl neither is she a human. You are a shrewd one, indeed,
for Simone is actually a halfling. Just dont go around telling people, hmm? If you like to
bargain, you can promise the halfling you wont tell around about her scam, but it will cost her
10% on the price of the painting.
When you return here with the painting, Sparky says she can fetch 5,000 golds for it. Your skill
at stealing is rewarded with 2,500 gp and 750 xp. Not bad for a little legwork, uh?
Then, if you are interested in another job, Sparky says there is a rare diamond being kept in a
house in the southwest of the Senate District. She has been told the gemstone is hidden pretty
well, so you have to search carefully. The gem is very valuable. Sparky will have to get
someone to evaluate it when you bring it back but it is sure to be worth over 2,000 golds to
you.
Once again, if you take the job, your alignment shifts towards Chaos; if you are chaotic, you
get 50 xp.
When you bring Sparky the diamond she asked for, the halfling claims its got to be worth at
least 5,000 gold pieces. As a reward, you get 2,500 gp and 750 xp. Giving the diamond to
the halfling shifts your alignment further towards Chaos; if you are chaotic, you get other 50
xp.
Being Sparky an honest lass, she promises if the diamond should turn out to be worth more,
she will pay you more. Just come back in a week and you will know.
If you return here after a few days, Sparky says the diamond was worth closer to 8,000 golds,
so she owes you another 1,500 gp. In addition, you get a reward of 200 xp.
Unfortunately, Sparky does not have any other work for you. You have stirred things up a bit
by taking all that valuable stuff, so you have to lie low for a while.
Even if you are not a rogue, you can throw a look at Sparkys merchandise. Her store has an
unlimited supply of gold and a maximum buying price of 10,000 gold pieces. The halfling lass
can identify your items for 150 golds apiece. Moreover, Simone is the sole merchant in Fairloch
who will buy your stolen items (with a 25% mark down).
The halflings stock includes leather armours, a leather armour +2, a leather armour +3,
studded leather armours, a studded leather armour +2, daggers +1, daggers +2, a
Dagger of Infiltration [Commissioned by Halvar the Lazy, a renowned thief who worked the
streets of Fairloch for many years, this dagger made up for his lack of skill concerning his
chosen trade. This dagger +1 causes Knock on hit (DC16), and grants a +3 bonus on the
Disable Trap and on the Search skills. Base price: 19,472 gp], short swords, short swords
+1, a short sword +2, shortbows +1, a shortbow +2, a shortbow +3, a Potion of
Antidote, a Potion of Barkskin, a Potion of Cats Grace, a Potion of Invisibility, two
Potions of Lore, two Potions of Speed, a Ring of Appraisal [Sometimes used by
confidence men to cheat merchants out of their wares, this ring takes advantage of the
merchant's good nature, however deep it may be buried. The ring grants the wearer a +10
bonus on the Appraisal skill. Base price: 1,800 gp], healers kits +1, caltrops, choking
powder, two Bags of Holding, thieves tools (+1 to +10) and many trap kits.
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18. PERIDOC
The current leader of the thieving guild is Peridoc Dabbenfold [N, Ro14], an old
acquaintance of Ronan Aethur. This halfling moves with incredibly smooth, graceful
movements. He seems quite intelligent too, hardly surprising considering his status as guild
leader.
Standing near the halfling there is his second in command, Ashan Vai [N, Ro8]. If addressed
to, Ashan says he is just a flunkey Peri is the man to talk to.
When you ask the halfling where the headquarters of the assassins guild might be located,
Peridoc explains the two guilds have an arrangement of sorts. The thieves ignore the
assassins, and they ignore the thieves. Crossing an organisation of hired killers is not good for
business... or continuing to breath. Gold is no good to the thieves if they are all dead. Peridoc
knows the Princess was attacked, but he cannot get involved. Really.
If you claim you can pretty much guarantee no reprisal from the assassins if he helps you
tracking down their lair, Peridoc roars with laughter for nearly a minute along with most of
the surrounding thieves. When the halfling regains his composure, he says if you dont kill
them, all those guys wouldnt take kindly to the thieves revealing where they are based.
Peridoc does not really fancy starting a guild war, so, you have to promise him you will end the
assassins threat by killing them all.
Once you have assured him that all the assassins will be wiped out, Peridoc reveals their leader
is a dangerous man by the name of Holister Swiftblade, the deadliest blade in the city. He has
setup his headquarters in the Senate District, under the art gallery. There is a secret door
behind a bookcase in the museum, which leads down to the guilds basement.
The assassins use an entrance in the sewers further north as well, and its probably less well
defended. Peridoc does not know exactly where the door is but it should be worth looking at it
if you dont like the idea of a nasty fight at the main entrance.
If you want to storm the assassins guild by going through the secret door in the sewers, feel
free to try that way. I suggest you to enter that place by the hidden door in the Art Gallery,
though. Peridoc seems honest enough, but you can never be too careful...
Before to enter the assassins guild - or after you have cleared it out - you may pay a visit to
Captain Deckard. Once at the guardhouse, you can choose if you want to reveal the Captain
about the thieving guilds location, or if you want their hideout to stay secret.
Once you have cleared out the assassins guild, you should feel the irresistible urge to return
here and have a nice chat with the little bastard who comes by the name of Peridoc.
When you tell the halfling you dont appreciate his involvement in a conspiracy against the
Crown, the bespectacled scoundrel tries to justify himself by claiming he was doing what he
had to in order to ensure the guilds survival.
If Ronan is in your party, the rogue scolds Peridoc for he has crossed a line he shouldnt have.
Nighthawks threats are not enough to scare the seasoned guildmaster. The halfling grins if
Ronan wants to start a fight he will be forced to take down the whole guild along with him.
That includes some of his old friends.
If you tell Ronan that you are not going to help him slaughter all these people, your alignment
shifts towards Good; if you are good you get 50 xp. If you tell Ronan he is free to do what he
wants, your alignment does not change. If you grin back at Peridoc, saying he is a fool if he
thinks you wont kill everyone here, your alignment shifts towards Evil; if you are evil you get
50 xp.
Violence will be unnecessary, though, for Ashan Vai comes up to say he agrees with Nighthawk
- and so does everyone else here. Peridoc should never have messed with the Crown. Now hes
done, and he should get out of here before it is too late. Without the backing of his guild,
Peridoc has no choice left but leaving in shame.
Once Peridoc has gone, Ashan claims the thieves will lay low and wont be stirring up trouble
for a while.
By the way, Ashan believes his old friend Ronan would make a good guildmaster. Nighthawk is
flattered, however, he claims his life has changed and Ashan would do a better job himself.
If you ask Ashan if he has any ideas where you should be looking next, the rogue says his
sources tell him Thomas Bartlett has been seeing Senator Augustus Johnson from time to time.
Real secret-like.... Johnson is certainly corrupt - the authorities have been investigating him on
and off for years, but they have never been able to pin anything on him. If anyone would
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benefit from removing the royal family, it would be him. Trouble is, you must find proof before
you will be able to stop him, and thats where Thomas Bartlett comes in. If they have been
talking conspiracy, there will be proof in Mr. Bartletts mansion.
When the conversation ends, you get 200 xp. Ashan says this concludes your business here,
but if you need supplies or anything Sparky is always available.
The events described above will be different if Ronan is not in your party - or if Nighthawk is
not in Peridocs sight when you talk to the guildmaster.
If so, Peridoc explains Holister himself came in here and told him someone matching your
description would be asking questions about him. The thieves are not exactly a crack military
unit, so the halfling did what he had to in order to survive. With Hollister and his flunkeys
finally out of the scene, Peridoc is sure you are going to work well together.
If you say you were actually thinking about turning him in to the authorities, your alignment
shift towards Law; if you are lawful, you get 50 xp. If you say it will be hard for you to work
together when the halflings head is missing from his shoulders, your alignment shift towards
Evil; if you are evil, you get 50 xp.
Detaching Peridocs head from his precious neck or having him thrown in a jail wont help you
to end the threat to the Princess, though. If you let the thieves off the hook, Peridoc is willing
to spill out everything he knows.
Then, Peridoc will provide you the same information you can get from Ashan if the halfling is
deposed from his seat of power. Again, when the conversation ends, you get a reward of 200
xp.
Once you have learned about Thomas Bartlett, it is time to return to the Docklands guardhouse
and talk with Captain Deckard about your next move.
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Notes:
Four City Watchmen [LN, F6] patrol the tidy streets of this district. The guards can tell you
where you can find their commander, or they can provide directions if you need to find the
Castle, the tower of sorcery, the Senate building, the Admiralty building, or just a good place
to buy equipment.
Commoners [N, Commoner 2], noblemen [N, Commoner 6], and noblewomen [N,
Commoner 4] wander the streets of this wealthy district. Each male commoner has 12 golds in
his purse, while the more affluent noblemen keep 125 gold pieces buried in their deep pockets.
If you have the skill to do that, feel free to lighten their load.
01. DISTRICT GATE
Two City Watchmen guard this gate. Going through this passage, you can return to the
Market District.
[Ref. Area 2.16].
02. PRIVATE HOUSE
The door of this house is locked [DC30]. If you plan to break in, be sure there are no
watchmen looking at you or make certain you are using stealth or invisibility to avoid prying
eyes.
Breaking inside the house will trigger a one-point alignment shift towards Chaos.
If you are a rogue looking for that precious painting Sparky may have asked you to retrieve,
this is the place you have to visit and burglarize.
[Ref. Area 2.31].
03. PRIVATE HOUSE
Picking up or bashing down this houses locked door [DC18] will cause your alignment to shift
one point towards Chaos.
Do not forget to check there are no cops around when you break in; else, you will be in
trouble.
[Ref. Area 2.32].
04. PRIVATE HOUSE
The door of this house is unlocked.
Here you can find the diamond you may have been asked to steal by Sparky (the halfling lass
operating a store at the thieving guild) - if you are a rogue.
[Ref. Area 2.33].
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Ground Floor
First Floor
Ground Floor
First Floor
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Ground Floor
First Floor
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01. FOYER
Two signs within this hall point respectively to the mens and to the womens bathing area,
warning no promiscuity is tolerated here.
[Ref. Area 2.30].
02. MENS BATHING AREA
Six bathing noblemen [N, Commoner 2] are relaxing in the warm pools after a hard days
work.
When you talk to someone, the bather will politely stand up to indulge your wishes. If you are
a female, though, your presence will raise up a lot of remonstrance. This is one of the few
things that reminded me Aielund is just a fantasy world.
If you come here with Maggie, the halfling is revolted at the sight of such wrinkly old people.
Valennia, instead, find the mens skimpy attire more of her liking!
03. WOMENS BATHING AREA
Splashing in the pools about this hall there are eight bathing commoners [N, Commoner 2].
Of course, the ladies will start to scream if you are a lecherous man invading their precious
privacy. Eek!
Perhaps the ladies are right, however, I must agree with Ronan - I knew I should not be in
there, yet I couldnt look away...
Only an old prude like Sir William can be such a fool to avert his eyes from the nice show.
04. LADY CHELSEA
A plump, white-haired lady is soaking in this pool. This is Lady Chelsea [N, Commoner 6], a
woman who has a great deal of influence in the city.
The chubby woman does not wish to be disturbed, even if for some reason she doesnt mind
having a handsome man in her bathing chamber. Oh, well.
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If you have already explored the Docklands, or if you have learned already about the Navy
Storage, you can ask the Admiral a permission to enter the facility.
Keep in mind you will not get the pass if you simply say you want the mixture for yourself,
even if you offer lots of gold. To get the Navy permission slip, you must persuade the
Admiral that the alchemists fire could come in handy for your mission to protect the Princess.
Once you have entered the Navy Storage building and if you leave it alive return here to
inform the Admiral about the explosion. The officer will be very impressed. He believes how
smart - they have a traitor in the midst.
Bringing the Admiral the bad news is worth a reward of 750 xp.
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Ground Floor
First Floor
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Characters of other classes are given a Ring of Speed [A rare and potent item, this ring
grants the wearer limited speed increases at will. At the cost of one charge, the ring grants the
wearer the power to cast the Haste spell on himself].
Before to return home, your dark lord claims he sees potential in you. If you are ever in hell,
drop by and see him.
If you are following the good way, the devil releases the hostages but you dont get any
further item.
Either way, you have earned a final reward of 750 xp. See you in hell!!!
Oh, there is another way to end this quest. If you are crafty enough, you can actually trick the
devil by giving him a fake potion. This can be done by replacing the true elixir with holy water.
You wont be able to guess this solution unless you activate the elixirs unique power while
having a vial of holy water in your inventory. If you have the blessed water, when you activate
the items unique power you are asked if you want to pour out the contents of the bottle and
empty one of your holy water vials into it.
If the devil drinks the Blessed Elixir of Binding, he is severely weakened. The liquid makes the
fiend drunk, causing him 120 points of divine damage. As the devils insides are burning, tell
the hostages to flee the room. Then, finish the pain-wracked fiend. This way you get 500 xp,
the experience awarded for slaying your horned pal (from 800 to 1200 xp), and his trident as
well.
Thats very nice, but a little unfair. Resorting to such a nasty trick wont trigger any alignment
shift. I believe a lawful adventurer should not be let free to dupe anyone - even the devil itself
- without paying the consequences. Anyway, just stay far from hell from now on...
06. THE TOME OF POWER
Search the bookcase along the north wall of this room to find the Tome of Power you must
bring to the trapped devil if you want the hostages released or if you just want a reward.
Bound in some sort of dried skin, this tome radiates power. The contents are written in a
strange language that you cannot decipher, but it doesn't take a genius to guess that it is of
infernal origin.
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07. SPIDERS
Be very careful when you enter this corridor.
A trap [DC14/26; Average Tangle] has been placed on the floor just beyond the entry door.
Still worse, two sword spiders [N, Vermin 5] and a monstrous queen spider [N, Vermin 11]
inhabit the corridor.
08. GOLEM
A stone golem [N, Construct 12] guards this corridor.
If you care to do that, the magically warded door you may have noticed when you have
entered the guild can be opened from this side.
09. STAIRS DOWN
Go down these stairs to reach the guildhouses lower level.
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Level 2
01. STAIRS UP
Go up these stairs to return to the hideouts upper level.
02. TRAPS & KILLERS
As Ronan says, now things get a little more personal...
Be certain to take all the precautions you can think of before moving on, else your life will be
forfeited.
Just to start, six traps have been set on the corridors floor.
When triggered, the first trap [DC18/26; Strong Fire] causes a fireball to be shot from the
ballista standing in the small room to your left.
Triggering the second trap [DC20/30; Strong Electrical] you will be targeted by a lightning bolt
shot from the ballista standing in the first side-room to your right.
If you trigger one of the other four traps [DC20/20; Strong Spike] you will be targeted by
thick arrows shot by a ballista standing at the far end of the hallway.
Besides the traps, here you must face many foes. Even if you dont see anyone around, the
assassins are here, hiding in the shadows and waiting their chance to stab your back.
Within the second side-room to your left there are 2-5 assassins [NE, Ro4/Assassin 4]
including one assassin elite [LE, Ro5/Assassin 5].
Another group of 2-5 assassins led by one assassin elite is hiding in the second side-room
to your right. A third group of 2-5 assassins boosted by one assassin elite is waiting just
behind the corridors bend, ready to rush forward when a battle begins.
Finally, to make things worse, two assassin archers [NE, Ro5/Assassin 3] equipped with
magical bows and poisoned arrows stand near the ballista at the end of the hallway, ready to
pierce your precious body with their missiles if your presence is detected.
Plan your tactics wisely if you care for your life!
When the area is safe, you can search the corpses of the two sharpshooters to get short
swords, shortbows +2, and Poison Arrows.
03. TRAPPED DOOR
This door is both trapped and locked [DC17/28; Strong Gas. DC28]. Be certain you are ready
for a VERY tough battle before going through it.
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04. ASSASSINS
Many enemies have gathered here waiting for your arrival. The hooded fellows were hoping to
catch you unaware, assuming you would come in by the secret door found in the districts
sewers. Even if you have thwarted their plans for an ambush, the forthcoming battle will be
quite a challenging one.
Your opponents include one assassin archer, two assassin elites, a very dangerous gnomish
mercenary wizard [NE, S7] (backed by an enhanced familiar), and 1-8 common assassins.
All the assassins obey the orders of their leader, Holister Swiftblade Wilson [LE,
Ro4/Assassin 7/Ra1]. The head of the guild is an extremely dangerous man, having survived
countless assassination attempts on him.
When you enter the room, Holister orders his people to take your life before to escape through
the door to the south.
If you find the time to search your enemies dead corpses, the assassin archer drops a short
sword, a shortbow +2, and a sheaf of Poison Arrows; the assassin elites leave behind
leather armours +2, daggers+1, short swords +1, hard leather boots, and Potions of
Cure Serious Wounds; the wizard drops a pair of Bracers of Armor +3, and - if he didnt
have the time to use it during the battle - a Globe of Invulnerability scroll.
05. THE SPIKER
When you have dealt with the assassins in the previous room, you should enter this corridor to
look for Holister.
When you enter the hallway, if your Listen skill is high enough, you can hear someone casting
a spell behind the locked doors [DC22] to your right.
You will not get the time to investigate further, though, for a spiker [N, Construct 10]
immediately attacks you. The spiker is an odd-looking invention, probably of gnomish origin,
used to guard important areas and items.
If you are frightened by the bizarre contraption and you try to flee away, you will discover the
door behind you is now closed [DC28] possibly separating you from your henchmen.
06. HOLISTERS BEDROOM
When you have dealt with the spiker, you should enter this room to face Holister Swiftblade
Wilson [LE, Ro4/Assassin 7/Ra1].
Bringing down the villain wont be an easy job. In fact, Holister has just cast a spell creating
three illusory replicas of him. The fake Holisters [LE, Ro4/Assassin 1/Ra1] will immediately
attack, together with the real guildmaster. The illusions have a three-point Strength score, so
they are pretty harmless. They have 82 hit points and AC 10. The fakes disappear when they
are brought to zero hit points or when the real Holister asks for surrender.
Keep in mind that if you linger too much time in the previous rooms, Holister can send the
replicas to fight you there. I believe the duel with the true Holister will always take place here,
though.
Sooner or later, you will be able to bring Holister to the near-death state. Fearing for his life,
the guildmaster begs for mercy. With his operation ruined and considering his clients paid in
advance Holister is willing to spill his guts and to answer all of your questions.
Holister swears he doesnt know the names of the people who hired him. They communicate
only through papers left at a certain place at a specific time. To prove his words, he hands you
a few notes.
The assassins papers on the conspirators are surprisingly brief, and consist of terse
sentences similar to the note found on the lead assassin that attempted to kill Criosa near the
Castle. The handwriting appears to be the same as the other notes you have seen from this
'Number 1' character.
If you ask Holister why he seemed to be expecting you, the master assassin explains his
employer wanted you dead as well. Knowing how tough you are Holister figured he would lure
you in here and deal with you on his turf. Therefore, he asked Peridocs assistance. The two
guildmasters used to work together all the time... a handy arrangement, you know.
Anyway, Holister has been paid five hundred thousand golds for the job. Even he wasnt keen
on taking on the establishment, he couldnt say no to that much money. Probably only three
people in the entire city can afford to pay such a staggering amount of gold: Augustus
Johnson, Ronald Bartlett, and Lady Chelsea. Of course, Ronald Bartlett is dead, but his family
is still wealthy.
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If you want to investigate those people, Lady Chelsea could probably be found at the local
bathhouse (she practically lives there, cause some sort of sinus problem or something). The
Bartletts have a mansion just behind the Great Library. The estate of Senator Johnson is in the
northeastern part of the Senate District but the gate is magically warded, and nothing short
of obtaining the key will get you in there.
When the conversation ends, you have to choose if you want Holister to stay alive or if you
want him dead. If you let the killer free, dont forget to make him hand over his stuff first.
If you finish him off, you can pry the same items (plus a couple more) from Holisters dead
hands and you wont suffer any alignment shift.
Holisters equipment includes a Stealth Armour [This leather armour +3 grants the wearer a
+5 bonus on the Hide and Move Silently skills, plus spell resistance 14], a rapier +3, a
dagger +2, an Amulet of Natural Armor +3, and a pair of Bracers of Armor +3. It is a
pity you cannot get his Boots of Speed as well.
If you let Holister go and if memory does not fail me you get only the armour and the
rapier.
Before to leave the bedroom, you can search the chest that stands along the west wall. Both
trapped and locked [DC20/25; Average Spike. DC25], it holds random treasure of low value.
07. STORAGE
Here is a chest holding random class-oriented treasure of low value.
08. HIDDEN DOOR
Going through the secret door that you may discover along this wall, you can enter the
portion of the sewer system located beneath the Senate District. From there, you can travel to
the sewers lying under the Market District to return to the thieving guild... I would wager you
cannot wait to have a little chat with Peri, the bloody son of a bitch!
[Ref. Area 2.40].
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Notes:
As usual, the stench of the sewers is so pervasive it may make you dizzy. About the area there
are eight places where the air is so thick and stale to require a successful Fortitude save, else
the delicate aroma will make you nauseous and dazed for a few rounds.
The thin mist lingering above the floors make them slippery and treacherous. This area
features six places where you are forced to roll a Reflex saving throw [DC16]. If you fail the
check, you slips in the filthy terrain underfoot.
It should be unnecessary to say that being dazed or down on your knees when enemies are
near can put your life at serious risk.
Besides the creatures listed below, eight rats [N, Animal 1] are scuttling about the sewer
passages. They wont bother you, though.
01. SEWER EXITS
Behind the portcullis found at these locations there are stairs leading up to the Senate
Districts streets.
[Ref. Area 2.30].
02. TO THE MARKET SEWERS
Both these passages lead to the portion of the sewers that lies underneath the Market District.
[Ref. Area 2.29].
03. MIND-EATERS
For reasons I cannot guess, two intellect devourers [CE, Aberration] have nestled here. Beat
them to a pulp and move on.
I warn you, though: only weapons bearing a +2 or better enchantment can hurt the devourers,
so youd be better having one at hand.
04. CUBE
A greater gelatinous cube [N, Ooze 7] lurks here, and it may happen to come your way
while you are busy fighting the devourers at the previous location.
05. SPIDERS
When you walk about here, 2-4 arachnids attack you. The monsters may include dire spiders
[N, Vermin 10], ettercaps [CN, Aberration 5], giant spiders [N, Vermin 4], phase spiders
[N, Vermin 5], sword spiders, and/or wraith spiders [CE, Vermin 3].
06. CUBE
Another greater gelatinous cube is found within this alcove.
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07. SPIDERS
Here you will encounter 2-4 vermin. These creatures can include the same monsters listed
above, at location 05.
Upon the corpse that lies on the floor you can find random treasure of low value.
08. TRAPS
At the far end of this chamber, you can spot a corpse and a heap of treasure. Be careful,
though, for the floor of the room has been trapped thrice.
The first trap [DC18/31; Average Gas] releases a cloud of noxious, greenish gas. The other
two traps [DC20/22] cause arrows to be shot from the sidewalls in your direction.
When the traps have been disarmed or triggered you can loot this place. The heap of
treasure holds random stuff of medium value. By searching the corpse, you can get random
treasure of low value.
09. HIDDEN DOOR
Once Peridoc has told you about the secret entrance to the assassins guild and if your
Search skill is high enough here you shall discover a secret door.
Going through this door you can enter the assassins guild. I suggest you to find another way
in, however - unless you dont care for your life, that is.
[Ref. Area 2.39].
10. HIDDEN DOOR
Searching the abode of Senator Johnson, you should discover a secret passage leading to the
sewers. If you go through the passage, you will arrive at this location. Going through the
secret door that you see on the south wall you will (re-)enter that passage.
11. HIDDEN DOOR
You will not be able to discover this secret door until you have searched the estate of Senator
Johnson and found the documents pointing to this passage.
12. STAIRS UP
The passage beyond the secret door is covered in dust and muck. You can easily make out
fresh tracks in the filth, leading into the building above. Presumably, they belong to the
Shadow Warriors hired by Augustus.
Going up these stairs you can enter the Senate building.
[Ref. Area 2.43].
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Ground Floor
First Floor
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204
Ground Floor
First Floor
Basement
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08. STOREROOM
You shouldnt miss the trapped and locked chest [DC30/32; Deadly Sonic. DC35] found within
this cramped room. If you manage to survive the nasty trap, inside the chest you will find
4,147 gp, a gold ring, three gems (a fluorspar, a garnet, and a greenstone), a Scarab of
Protection +3, and a satchel full of papers.
The large and overstuffed binder contains notes and plans concerning Augustus Johnson and
his associates' plans to overthrow the government of Fairloch, in preparation for someone they
refer to as 'The Ironlord'. Some of the notes are from the elusive 'Number One', so it seems
that Augustus is not the leader of this faction. One section stands out above all others - If he
cannot bring the Senate around to support deposing the current royal family, then a group of
Shadow Warriors are going to slip into the Senate building an assassinate them all. Apparently,
they were to assemble in the basement and head through a secret door into the sewers, then
into the Senate, bypassing security. The notes show exactly where to find the secret door.
09. STAIRS UP
Go up these stairs to return to the mansions ground floor.
You should come here only after you have searched the first floor of the house.
10. HIDDEN DOOR
Once you have found the documents hidden in the chest on the first floor, here you will
discover the secret door leading to the sewers.
Before following the Senators tracks to the Senate, you can run to the Castle and show Sir
Godfrey the documents you have found here. Thats not mandatory, though.
If you fear time is short, enter the secret passage, and reach the Senate by going through the
sewers.
[Ref. Area 2.40].
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Ground Floor
First Floor
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wait a few more minutes. Protests will not work here. You can do nothing but stay, listen, and
watch.
Senator Augustus Johnson [N, F6] soon takes the floor and demands Senator Cassia
McKinlay to ratify his proposal. Senator McKinlay replies Augustus cannot ask the Senate to
usurp the kings authority and leave him stranded in a foreign land facing an enemy he cannot
kill. Therefore, she shall stand by the King, for better or worse.
When the votes are cast, Augustuss proposal is rejected. He gets two votes for him and four
against, with two abstaining.
The defeated Senator claims his colleagues leave him no alternatives. By ensuring the Ironlord
shall destroy Fairloch, the Senate is no longer seen as working in the best interest of the
people; therefore, Augustus is disbanding them... permanently.
Suddenly four Shadow Warriors [LE, F1/M5] led by a Shadow Warrior elite [LE, F1/M11]
burst inside the chamber from the bottom side-room on your left, ready to slaughter the
senators. In the meanwhile, Augustus runs within the central side-room on the opposite side of
the hall to enjoy the massacre from a safe position.
If you care to know, the Shadow Warriors are an evil sect of the Transcendent Path monks and
they excel in all matters concerning the extinguishing of life. If you like stealing, you may have
already encountered a member of this sect at the Seaspray Inn, way back in Culdeny.
Anyway, draw your weapons and try to stop the monks before they can prove their skills by
slaughtering everyone.
This battle can turn deadly if you do not act wisely. In fact, a few moments after the first
warriors appearance, more monks come up to join the fray. Then more... and still more.
The second wave of attackers includes five Shadow Warriors. The third wave includes five
tougher Shadow Warriors [LE, F1/M7] equipped with deadly shurikens, which they
immediately start to shoot at the senators who are hanging about the hall. Finally, you must
take care of five Shadow Warrior masters [LE, F10/M1].
This battle can go on for quite some time. Conveniently enough, the dead warriors dont leave
decaying corpses but they disappear in the classic NWN style, leaving behind only a satchel
with their stuff.
When the last warrior has fallen under your blows what a relief! - you can take your time to
grab the loot the monks have left behind.
The elite warrior who led the first wave of monks drops a set of Robes of the Spirit Warrior
+4 [Favouring function over fashion, these black, black robes are worn by a secretive order of
monks operating throughout Aielund. They allow the monk to blend into the night more
effectively. Usable only by neutral or evil monks, these robes grant the wearer a +4 AC bonus,
a +3 bonus on the Hide and Move Silently skills, and the power to cast the Darkness spell once
per day], a katana +2, a kukri +2, and a Cloak of the Bat.
The third waves warriors drop Poison-tipped Shurikens [One of the many deadly weapons
at the disposal of Aielund's Shadow Warriors, these shurikens are carefully treated with a
special poison that slowly saps the life out of the victim. Usable only by neutral or evil
characters, the shurikens grant a +5 attack bonus and can poison their victims (DC14) for 1d2
constitution damage].
Each master warrior leaves behind a ninja-to +1.
When you are done, go speak with the House Speaker. He has found refuge within the upper
side-room on the west, together with Senator Cassia. The old man says you should go and
take Augustus into custody, or at least subdue him.
When you approach the side-room, Senator Johnson rushes forward and attacks. When you
bring him to the near death state, though, he asks for surrender.
If you do not kill him outright, the Senator complains about your horrible timing. Another few
minutes and the city would have been safe from the Ironlord. You have no idea what they are
dealing with, for you have been kept in the dark. If he were you, the Senator would be asking
some hard questions of your employers.
Now, Augustus is willing to be judged for his actions. However, you are given an option to send
him right to the morgue. Thats your own choice.
If you kill the Senator, on his corpse you will find a Lords Breastplate [These breastplates
were worn centuries ago when the Lords of Fairloch themselves were required to join battle in
times of need. They are lightweight, yet offer good protection and enhance the wearer's
presence on the battlefield or the boardroom alike. The breastplate grants the wearer a +3 AC
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bonus and a +2 Charisma bonus] and a Rapier Defender +4 [A powerful weapon prized by
fencers throughout Aielund, this blade can anticipate attacks and move more swiftly than then
eye can follow to block them. This rapier +2 grants the wielder a +2 AC bonus].
When you have dealt with Mr. Johnson, a Knight Captain [LG, F16] runs toward you as fast
as he can. Behind him, you can notice three knights [LG, F11] with drawn swords. At last,
reinforcements have come... Too late, pals.
The Captain asks you to explain what has happened here. Just tell him Augustus was behind a
plot to eliminate the Senate in a bid to control the Kingdom.
If the Senator is still alive, the captain says he must take both of you into custody until all this
is sorted out. Due to the involvement of a high-ranking politician, it is up to the Kings Court to
decide your fates. He shall escort you to the courtroom immediately. When the conversation
ends, you are immediately teleported to Fairloch Castle.
If the senator is dead, you are immediately taken before Sir Godfrey, so you can explain the
paladin and the Duke your reasons to kill a Kingdoms senator.
[Ref. Area 2.07].
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Notes:
A couple of City Watchmen [LN, F6] patrols the streets of this district. As usual, they can tell
you where you can find their commander, or they can provide you directions if you need to find
the Castle, the tower of sorcery, the Senate building, the Admiralty building, or just a good
place to buy equipment.
As you explore the district, you may meet many commoners [N, Commoner 2], boys [N,
Commoner 1], and girls [N, Commoner 1]. If you like thieving, the male commoners have a
few golds or copper rings for you to steal.
A few black & white cats [N, Animal 1] add colour to the scenario.
01. DISTRICT GATE
Two City Watchmen guard this gate. By going through the gate, you can return to the Market
District.
[Ref. Area 2.16].
02. THE TRADEWAY TAVERN
If you fancy a good cleric in your party, pay a visit to this drinking house.
As a side note, you may experience an odd bug causing the taverns door to disappear. By
clicking on the void, you wont be able to enter the place. If you want to visit the tavern, you
must reload a previous save. Perhaps you may solve this problem also if you leave the area,
save the game, reload it, and then re-enter the district.
[Ref. Area 2.45].
03. ABEL & THE TEAMSTER
Amidst this plaza there is a wagon trained by an ox [N, Animal 1]. A teamster [N, Commoner
1] is standing idle near the wagon. Given the terrible burden of driving a wagon of oxen
between cities, the man seems to be holding up well. Failing to shower seems to be one of his
brilliant strategies...
If you ask the teamster if you can get a lift down to Amalis, he says you cannot. A big gang of
orcs is scouring the highway, killing and looting everyone.
Once you have fixed the situation by removing the orcs, the teamster will agree to give you a
lift to Amalis. Just pay him 25 golds and you will immediately arrive at destination.
Not far from the wagon, there is a merchant arguing with a City Watchman [LN, F6]. The old
guy is apparently having some sort of trouble with his business.
If you talk to Abel Fairchild [N, Commoner 4], he complains the guardsman is doing nothing
for him. He is supposed to be protecting Abels wagons but he would prefer to stand around
and pretend he is earning his pay. The poor soldier keeps claiming there is nothing more he
can do.
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If you think you can do a better job than this chap can, offer your services to Abel. He will be
happy to hire you but if you want to know the details, you have to talk with the guardsman.
Abel is a businessman, and he disowns this sort of thing.
The guard explains orcs are raiding the caravans travelling on the road. Near the end of every
winter, as the roads open up again, they come down out of the mountains to grab some loot.
Usually the caravans are protected by loyal troops, but they are away fighting the war. Also,
this tribe of orcs is tougher than most.
If you ask the guard how much this job is paying, your alignment doesnt change. If you
swears that you will make the area safer for merchants, though, your alignment shifts towards
Law; if you are lawful, you get 50 xp.
For your job, you will be paid 500 golds. Just bring the head of the orc chieftain to the Guard
Captain at Amalis and you can collect your reward. The captain is currently working out of the
local City Hall.
04. DISTRICT GUARDHOUSE
A City Watchman guards this building. The portcullis of the guardhouse is locked and you
cannot open it.
05. PRIVATE HOME
The door of this house is locked [DC18].
Remember that breaking in a private home shifts your alignment one point towards chaos.
Also, if someone witnesses your actions, a guard will come to arrest you.
[Ref. Area 2.46].
06. PRIVATE HOME
The door of this house is locked [DC18].
Some kind of bug caused this home to be inaccessible to all my heroes. You shouldnt care,
though, for there is nothing to find inside.
[Ref. Area 2.47].
07. SARAH
A poor little girl is standing before the Fairlochs bakery, crying about something. Sarah [LG,
Commoner 1] is really desperate, for the mean Samuel stole her sweets again, sob. Could you
make him give her candy back?
If you have the guts to challenge such a villain, the girl points to the east, down the street.
If you manage to recover the yummy candy, return here and give Sarah the good news.
If you give Sarah her candy, you get 200 xp. Just do not ask for a taste, though you wont
get any!
If you feel nasty, you can eat the candy right in front of the girls face. Such wickedness shifts
your alignment towards Evil; if you are evil, you get 50xp. You are still deemed worthy of the
experience reward I have told above, though. The lesson you have imparted her will teach
young Sarah that life can be cruel, sometimes.
08. BOBBY
Bobby [N, Commoner 1] is a rather nice young lad and he should not be hanging around with
that nasty Samuel. I mean, what would his mother think?
Anyway, if you are looking for Samuel, Bobby calls for your attention, and then he points you
to the south. He did not see which door the bad boy went through, though.
If you give Bobby a gold coin for the information, your alignment shifts towards Good; if you
are good, you get 50 xp.
Too bad, you have just wasted your money. Bobby - the shameless liar - has put you on a false
track. If you return here after you have searched both the houses you can enter nearby, Bobby
spills out the truth. Samuel a real pro, it seems is hiding down into the sewers. Just dont
tell him Bobby ratted on him; if Sam finds out he is going to beat him up!
09. PRIVATE HOME
This is a private house. According to Bobby, the vile Samuel may be hiding in here.
[Ref. Area 2.48].
10. PRIVATE HOME
This is another private house. Again, this is a possible hideout of Samuel, the nefarious candy
thief. At least, so sayeth Bobby.
[Ref. Area 2.49].
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212
213
Ground Floor
First Floor
214
Ground Floor
First Floor
215
Notes:
About this portion of the sewers, there are five places where the air is so thick and stale that
you are required to pass a Fortitude saving throw. If you fail the check, the horrid stench
makes you nauseous and you will stay dazed for a few rounds.
A sickly mist lingers above the stone floors and makes them slippery and treacherous. This
area features three places where you are be forced to try a Reflex saving throw [DC16]. If you
fail the check, you slip in the filthy terrain underfoot.
It should be unnecessary to notice that being dazed or down on your knees when enemies are
near may be quite dangerous.
Besides the creatures listed below, eight rats [N, Animal 1] are wandering about the sewer
passages. They wont bother you, though.
01. SEWER EXITS
Going through one of these passages you can return to the streets above.
[Ref. Area 2.44].
02. THE FUGITIVE
If you are trying to recover a precious candy stolen by a callous criminal - and once you have
managed to persuade little Bobby to spill his guts when you come here you will find the
terrible Samuel [N, Commoner 1] hiding in the shadows.
Talk with the young bully until he stops chewing to pay you some attention. Getting back the
candy wont be difficult. Just threaten Samuel his mommy will hear about this and the naughty
boy will immediately hand over whats left of Sarahs boiled sweets. Tooth destroying sweet
and hard as rocks, this candy is a favourite with children.
Before to leave, Samuel claims hes gonna go beat up Bobby. Whatever you say as a reply to
the young thug wont change your alignment.
03. CUBE
A greater gelatinous cube [N, Ooze 7] is slithering its way about here.
04. QUEEN SPIDER
A fearsome queen spider [N, Vermin 11] lurks within this alcove. Be careful!
05. UNDEAD
A few undead creatures haunt this chamber. The group numbers 3-5 creatures and may
include a lot of different monsters. I fought against skeleton priests [NE, Undead 1/C3],
mummies [LE, Undead 6], revenants [N, F6], shadow fiends [CE, Undead 7], skeleton
chieftains [NE, Undead 1/F6], and even a greater mummy [CE, Undead 6/C6].
216
06. MONSTERS
When you walk towards this chamber you are attacked by a greater gelatinous cube,
followed close by 2-4 arachnids, possibly including dire spiders [N, Vermin 10], ettercaps
[CN, Aberration 5], giant spiders [N, Vermin 4], phase spiders [N, Vermin 5], sword
spiders, and/or wraith spiders [CE, Vermin 3].
07. TO THE MARKET SEWERS
Leave the area by one of these passages to reach the section of the sewers located beneath
the Market District.
[Ref. Area 2.29].
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Notes:
This rural area is devoid of any danger. Besides a lot of chickens [N, Animal 1] and cows [N,
Animal 1], here are only a couple of farmers [N, Commoner 3] tilling their snowy fields, and a
City Guard [LN, F6] who patrols the crossroads.
01. TO FAIRLOCH
Go north from here to return to Fairloch.
[Ref. Area 2.44].
02. TO STONEGUARD
If you follow the road to the west, you can reach the village of Stoneguard.
[Ref. Area 2.71].
03. OLD HOUSE
This is the sole place in the area you can enter. The other buildings about here have their doors
barred or jammed fast - including the guardhouse facing this hovel.
[Ref. Area 2.52].
04. TO AMALIS
Go south from here to continue your way along the highway that leads off to Amalis.
The City Guard standing here informs the road going south is rather dangerous cause a band
of orcs that has been raiding caravans and such for the past few weeks.
[Ref. Area 2.53].
218
01. TO FAIRLOCH
Going north from here, you can return to the farmlands lying just south of Fairloch.
The snowy plain ahead is pretty empty, exception made for a hostile badger [N, Animal 1].
[Ref. Area 2.51].
02. WOLF PACK
Four hungry wolves [N, Animal 2] roam about here, looking for food.
03. TRACKS
When you walk through this gully, you are attacked by 2-5 orcs [LE, F10], the group including
one orc archer [LE, Humanoid 8].
When you have dealt with the orcs, you may notice several tracks have been left on the fresh
snow. They were made by a human, and couldn't be more than a few hours old.
04. WRECKED CARAVAN
The remains of a caravan plundered by the orcs are scattered about this tract of the road. You
may also notice the lifeless bodies of a commoner and a teamster buried in the snow.
05. ORCS
Another band of orcs wanders along this gullet. It numbers 2-5 orcs, including an orc archer.
06. A DAMSEL IN DISTRESS
Near this campfire, a hulking orc champion [CN, Humanoid 6/Bb6] is contemplating his new
toy, a pretty young woman. Of course, the scared orc hostage [N, Commoner 2] will
immediately cry for help when she notices your presence.
Such a desperate plea cannot stay unheard. Draw your weapon and go rescue the fair maiden!
When the big bad brute is dead, tell the damsel she is free from her captivity. The lady
explains she was with one of the merchant caravans heading north to Fairloch, but they were
attacked by those awful orcs. The observant lass noticed there is an old trail leading into the
woods north of Amalis. She would bet whatever money she had left that the orcs base is set
up in there.
Speaking of money, if you tell the lady that she owes you at least a little, you get all of her
money, a mere 18 gp. If you let the woman go without asking for a reward, your alignment
shifts towards Law; if you are lawful you get 100 xp.
For freeing the damsel, you get a reward of 100 xp.
The orc champion leaves nothing behind but a mundane greatsword.
07. TO AMALIS
Keep going south to continue your way towards Amalis. The next tract of the road will take you
across the Kingswood.
[Ref. Area 2.54].
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2.54 KINGSWOOD
01. TO FAIRLOCH
Go north from here to return to the first tract of the highway that runs between Fairloch and
Amalis.
This portion of the Kingswood is mostly inhabited by deer [N, Animal 1]. If you are looking for
a tasty meal, a hostile boar [N, Animal 3] is wandering through the woods.
[Ref. Area 2.53].
02. CAMPSITE
Someone has set up a camp along the road to Amalis. Standing before the largest tent you
spot a sturdy man and a female commoner [N, Commoner 2].
Adelay Addams [CG, Ra7] is an expert tanner, with a peculiar sense of humour. When you
greet him, he treats you with a lame joke about the weather.
If you politely judge his joke is not so bad, your alignment shifts towards Good; if you are
good, you get 50 xp. If you ignore the joke altogether, your alignment does not change. If you
tell the tanner he needs someone to beat him in the head with a large wooden club to bring
him to his senses, your alignment shifts towards Evil; if you are evil, you get 50 xp.
Adelay can be a poor prankster but when it comes to leatherworking, he is second to none.
Here, together with his friend (his wife?), he crafts the suits for the Royal Rangers. If you wish
to look at his latest creations, Adelay is more than willing to show you his current stock. He is
always happy to relieve people of their excess gold, you know.
Adelays store has an unlimited supply of money and a maximum buying price of 10,000 gold
pieces.
Here you can buy leather armours, leather armours +1, leather armours +2, a leather
armour +3, camouflage armours, heavy camouflage armours, studded leather
armours, studded leather armours +2, a studded leather armour +3, composite
longbows, composite longbows +1, composite longbows +2, masterwork composite
longbows, composite shortbows, composite shortbows +1, composite shortbows +2,
longbows, shortbows, arrows, Arrows of Impact, Bodkin Arrows, Lightning Arrows,
Acid Arrows, many trap kits, leather dyes, and tradeskill materials to craft leather
goods, ranged weapons, and missiles.
Not far from the ranger, you may notice two crafting tanners pools. If you have the right
tradeskill materials - and if you have allocated a few points in the crafting skills - you can use
the pools to craft a few brand-new leather goods.
If you are interested in earning a little extra gold - as well as defeating a bloodthirsty villain Adelay has a little job to offer.
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When you hear the word villain you can remark Adelay sounds like he has a real problem on
his hands. If you speak this way, your alignment shifts towards Good; if you are good, you get
50 xp. If you are simply interested to the gold, your alignment does not change.
Anyway, Adelay explains there is a brutal hunter by the name of Veerak Brun who goes around
hunting everything from deer to grizzly bears. The sadistic killer is so good at it he has never
been bested. By all accounts, he is the most well known hunter of this region. Indeed, almost
all of your henchmen know him by his repute. Unfortunately, the bloke seems he has become a
bit bored by late, cause now he has started hunting people as well as animals.
If you tell it sounds like Veerak has a screw loose, your alignment shifts towards Law; if you
are lawful, you get 50 xp. If you ask if he is a kind of bounty hunter, your alignment does not
change. If you dont care a fig about Veeraks hunting habits and just want to know how much
Adelay is willing to cough up for the job, your alignment shifts towards Evil; if you are evil, you
get 50 xp.
Adelay warns Veerak owns a very powerful longbow, and he prefers to stay at a distance to his
prey. When up close, he likes to use an axe. He is very strong and probably got orc blood in
him. Adelay is willing to pay 500 gold pieces if you return here with one of the hunters ears. If
you are interested, you can start your search by heading west and following the path just past
a big tree.
When you have slain Veerak bring the hunters ear to Adelay to get a reward of 750 xp and
500 gp.
03. TO THE WESTERN WOODS
Follow this path to reach the western portion of the Kingswood.
[Ref. Area 2.55].
04. TO AMALIS
Follow the road as it goes south to continue your trip to Amalis.
[Ref. Area 2.56].
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and destroyed a small forest in the process, but in the end, Killian was triumphant. He used
the hide of the great bear to fashion this armour, which he wore for the rest of his life. The
armour grants the wearer a +3 AC bonus and a +2 Strength bonus], a battleaxe, a magical
bow by the name of Predator [Once belonging to a noble house in Fairloch, this deadly
weapon's main purpose has been to hunt animals of all sizes, from deer to the mighty bear.
This longbow is a mighty weapon +3 granting the wielder a +3 attack bonus and the Woodland
Stride bonus feat], a sheaf of Piercing Arrows, and a Belt of Agility +2. Also, do not forget
to take Veeraks ear. Bringing such a trophy to Adelay will earn you a nice reward.
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2.58 AMALIS
Notes:
Three City Watchmen [LN, F6] patrol the streets of Amalis. If you ask them where you can
find their commander, they say he operates out of the City Hall for the time being. He is just
inside, first door to the right.
If you are after weapons or armours, the guard inform the Amalis Armoury has an excellent
supply of equipment. If you need healing, there is a church in the western part of the city. If
you ask about the tower of sorcery, the guard laugh the wizards started to build a tower here
but ran out of money. They only got part of the ground floor completed, and its been sitting
there, tied up in red tape, ever since. A sorcerer moved into the tower base a little while ago
and he might have something to sell.
Besides the watchmen, as you explore the town you can meet many commoners [N,
Commoner 2], a nobleman [N, Commoner 6] (he was almost called into service, but he has
friends in high places and they took care of that little issue right quick), a couple of
noblewomen [N, Commoner 4], and near the docks a few sailors [N, F6].
As usual, the male commoners and nobles can be pickpocketed. In addition, you can steal a
few golds and copper rings from the two vendors [N, Commoner 1] hawking their wares at
the marketplaces stalls.
Three cats [N, Animal 1] and a small terrier [N, Animal 1] add colour to the scenario.
01. NORTH GATE
Two City Watchmen guard this gate. Leaving the town from here you will take the road
leading to Fairloch.
[Ref. Area 2.56].
02. THE TEAMSTER
A teamster [N, Commoner 1] is found here, hanging by a wagon pulled by a pack ox [N,
Animal 4].
Until you have brought the orc captains head to the watch commander, the teamster will stay
idle. Once he is informed the road to Fairloch has been cleared out, however, the wagon-driver
will be glad to take you to the capital city if you pay him 25 golds.
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Common Room
First Floor
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When you tell the Lord about the plot to overthrow the royal family, he recognizes you for the
hero of Culdeny.
If you tell you are at his service, your alignment shifts towards Law; if you are lawful, you get
50 xp. If you say you are that one, your alignment does not change.
Anyway, the sect known as the Shadow Druids is planning to overthrow the city. Lord Sothby
wants you to slow them down, or even stop them. His scouts report at least thirty druids and
that does not include their animal followers. Such a challenge is worth no less than 2,000 gold
pieces. Just bring here the head of the druid leader as a proof of your deed. Lord Sothby wants
to put it on a pike in front of the city gates. Hey, how progressive...
The conversation above will turn to be a little different if Maggie is in your party. Lord Sothby
will recognize the halfling cleric and will assume you have come here to help stopping the
Shadow Druids. Therefore, you wont get all the information I have told above.
If you have a Stone of Recall in your backpack, this is a good place to set up a recall point.
Once you have dealt with the boss of the druids just activate the enchanted Stone to teleport
here. Doing so will save you the trouble to return here by foot.
When you come back with the head of the druid leader, hand it to Lord Sothby to get your
reward: 2,000 gp and 2,000 xp.
Then, Lord Sothby will propose you another job. He did not want to mention this earlier, as it is
something of a personal request, and fighting the druids was the top priority. A friend of him,
Alain Rich, has been missing for two days and no one has been able to locate him. With your
experience, Lord Richard is sure you could be of use to him in the investigation. If you agree to
help, you could start searching his house for it was the last place Alan was seen.
The Lord ordered the mansion sealed to keep looters away but if you agree to investigate, he
gives you the key to Alan Richs house.
When you have discovered what happened to Mr. Rich, return here to inform Lord Sothby and
be sure to have Alans signet ring to prove your words.
If Alan is safe and well, the Lord offers you a reward. If you say Alan already rewarded you
enough, your alignment shifts 5 points towards Good; if you are good, you get 150 xp. If you
take the reward, you get 250 gp and 500 xp.
As you can notice, the experience reward you may get asking for cash it is better than the one
you are given if you choose to follow the path of good. That makes sense. Even a good-aligned
character should learn there is nothing wrong to profit from helping the rich, and Lord Sothby
is not exactly a beggar...
If Alan is dead, Lord Sothby will be desolated by the news but he will reward your efforts with
250 gp and 500 xp.
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01. AUBERON
Within this cramped room, choked full of boxes and crates stacked haphazardly, you will meet
Auberon [LE, W16], one of the most powerful wizards in the Kingdom. For some strange
reason, Auberon has chosen to live in the partially constructed tower in Amalis.
Peacefully sleeping near the old wizard is the mages familiar, a cute dragonet by the name of
Ignatius [N, Dragon 9]. Although most pseudodragons are reddish in colour, this one is
apparently white. Either that or this is actually a baby white dragon. If questioned about, his
master swears he is a rare albino pseudodragon.
If you are here to deliver the magical goods you may have been given by Harold (the wizard
who manages the Halls of Knowledges gift shop), Auberon will fly into a rage for he is deadly
tired to be sent loads of junk to amass here. When he notices that your package is not that big
as he thought he was, however, Auberon coughs up your 300 gp - adding to the prize a
genuine treasure map.
The map seems to lead into the Stoneguard mountains, where there is some sort of hidden
cave. Auberon claims had he not been assigned to watch over this tower, he would make use
of it himself.
This old piece of paper has details written upon it on how to find a treasure. It is somewhere in
the Stoneguard mountains, in some sort of hidden cave. It mentions that there is a creature of
some sort guarding the location, too. It fails to mention what the treasure is, however.
For having the magical goods delivered, you get 300 xp as well.
If you ask Auberon about the unfinished tower, he explains some damn fool started a war and
took away all the money earmarked for the construction of this place. All of this junk is stored
here simply because the wizards in Fairloch have run out of room. However, if you like,
Auberon could crack open a crate and sell you some scrolls or other items. He can also identify
items for you, and he can recharge some magic items too. One has to make a living
somehow...
Auberons makeshift store has an unlimited money supply and a maximum buying price of
10,000 gold pieces. The wizard can identify your items for the standard fare of 100 golds
apiece. His prices to recharge a magical item are exceptionally steep, though. Why? Simply
enough, you wont find anyone else around who is able to do this little trick. So, be ready to
pay a flat fee of 5,000 gold pieces for a wand and 15,000 golds for everything else.
Finally, Auberon will not ask where your goods come from and will happily buy all the stolen
items you may want to sell him.
The items the wizard manages to retrieve from the surrounding boxes include a precious pair
of Bracers of Sorcery [The Arcanocuffs started as a pair of gloves that provided a mild
improvement to dexterity. An adventuring wizard picked up these bracers in a rogues nest he
was visiting and promptly became attached to their properties. After a while, he branched off
into enchantments and started upgrading them, imbuing them with magical protection spells
like Stoneskin and Lesser Spell Mantle. Eventually in his adventures, he met up with a
barbarian and decided that a Greater Magic Weapon ability would be handy. He eventually was
forced into retirement when he suffered a debilitating injury. In his retirement, he made many
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copies of these gloves and sold them to fund the expensive clerical treatments. The sorcerer or
wizard who wears these bracers is given a +2 Dexterity bonus, a +6 bonus on the
Concentration skill, and the power to cast the Greater Magic Weapon, Lesser Spell Mantle, and
Stoneskin spells once per day. Base price: 42,810 gp], an impressive collection of arcane
scrolls of 4th-7th level, a nice-looking Amulet of Power, a Greater Staff of Power [Staffs of
Power are immediately familiar to most spellcasters, and are almost icons of arcane study. The
inherent utility of such staffs has resulted in many being crafted or commissioned, and specific
histories are usually lost in the crowd. This particular staff has been greatly enhanced by
Auberon, a rather power-hungry mage who likes his explosions big, and his enemies dead. The
staff allows the sorcerer or wizard wielding it to cast the Fireball (2 charges), Globe of
Invulnerability (5 charges), and Isaac's Lesser Missile Storm (3 charges) spells. Base price:
41,758 gp], a Wand of Ice Storm, and a Ring of Clear Thought +3.
[Ref. Area 2.58].
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location is unknown, and it seems to be unchangeable. In fact, it more closely resembles a
recall spell than anything else does. For passing the check, you get a reward of 200 xp.
If you pass an easy Lore check, or if you are an elf, you notice the tome is written in an
ancient elven dialect. You are able to learn that the Eldar, a subrace of elves that has since
vanished from the world, created this book over a thousand years ago. The spells seem to be
related to travelling, perhaps teleporting to some strange location.
If you read the spell, you are immediately teleported to the next area.
[Ref. Area 2.65].
When you return here from your trip having Alan Rich on your tail, he will be quick to offer
you a reward for having rescued him. Do you want gold or do you prefer one of his more...
interesting possessions?
If you ask for gold, you get a princely sum: 10,000gp.
If you ask for magic, Alan says you can choose your gift among four enchanted items: a pair of
monk gloves, a suit of banded armour, a pair of magical boots, and a cloak of magical
resistance. If you are uncertain about your choice, you can ask Alan to tell you more about
each item.
The Armour of the Gladiator is a suit of patchwork armour assembled from many different
sets. It once belonged to the legendary gladiator Torvald Granger, some one hundred and
twenty years ago. He was the last of the champions to compete before the sport was banned a
century ago, and arguably the greatest to ever fight in the Fairloch Arena. It's a bit low on
protection for heavy armour, but by all accounts, Torvald the Mighty was faster than anyone
else in the competition was. The armour does not grant any AC bonus to the wearer, but
makes them Hasted.
The Gloves of the Wyvern are infused with the spirit of a wyvern. They slowly poison the
target until they die. They were an experimental type made by the Shadow Warriors. They are
fairly potent, but for some reason they were never made in any great quantity. Usable only by
a monk, the gloves grant a +4 attack bonus, cause 1d 8 additional acid damage, and on hit
can poison their victims (DC14; 1d2 constitution damage).
Magically enhanced to prevent one from being taken from their feet, the Boots of
Astounding Grip are used by dwarven warriors to prevent their giant foes from knocking
them down too easily. The boots grant the wearer a +2 AC bonus and immunity to knockdown.
The yellow Mantle of Spell Resistance has nothing to talk about but it grants the wearer
spell resistance 18.
Together with your chosen prize, you get 1,000 xp. In addition, you get Alan Richs signet
ring to prove to Lord Sothby that he has returned safely.
Now, if you excuse him, Alan has to eat an entire chicken. And bathe. And sleep. Possibly not
in that order.
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05. ALAN
The door of this chamber is locked [DC23]. The room beyond the door is somewhat warmer
than the rest of the complex. Someone has lit the torches and now is sound asleep on a
comfy bed with red satin sheets.
The guy who is snoring in the bottom part of the chamber is Alain Rich [N, F3/Bd3], the man
who disappeared from Amalis several days ago. He seems dishevelled and tired, but otherwise
okay.
When you wake him up, Alan immediately asks if you have found a door out of this place. If
you have not, well, you have just stuck here along with him. Ah well, at least there is drinkable
water and some VERY fine wine...
If you ask Alan about the former inhabitants of this place, he explains the Eldar were an
ancient branch of the elven race. Or rather, he should say that modern elves are an offshoot of
them. Hence the name, 'Eldar'. They were extremely powerful, and are rumoured to have lived
in flying cities! Of course, this place is underground, not flying, but at least you know they
existed. As for their power, you merely have to look through that large door to the east to see
what he means!
If you have already dispelled the magical force field blocking the access to the central chamber,
Alan will be impressed by your prowess and he will be willing to go there to throw a look at the
arcane tome you have noticed in the hall.
If the force field is still activated, Alan asks you to search a way to remove it. The solution
should be found in the chamber opposite to the warded one but you will have to face a few
constructs in there. In the meanwhile, Alan will wait for you here.
When the chamber is accessible, tell Alan to go there. Keep in mind that if you have not slain
all the constructs about the ruins, Alan may meet them along the way - and he wont survive
the encounter.
Apparently, Alan has gulped down too much elven wine for he wont be able to reach the
rooms door. He will scantly manage to walk a few steps across the room before leaning
against a wall and stay there in a sort of drunken stupor.
Talk to Alan and he will complain you shouldnt put him in a hurry. However, such a spurring
will be enough to make him reach the teleportation chamber.
If Alan is slain, dont forget to search his corpse to get Alan Richs signet ring and an
Enchanted Ring of Scholars [Created for the express purpose of delving into magical relics
and ancient manuscripts, this ring enhances the intuitive aspects of the mind, to bring forth
answers. It grants the wearer a +10 bonus on the Lore and Spellcraft skills]. The signet ring
should be brought to Lord Sothbys attention when you return to Amalis.
Next to Alans bed there is a keg holding six bottles of fine elven wine. Stored for over a
thousand years in enchanted oak, this is possibly the finest wine you have ever sampled, and
its worth is substantial.
Just to the north of the keg, there is a heap of bones, which you can search to get an elven
chainmail. This is a magnificent suit of chain armour, so light and unrestrictive that even
spellcasters can use it without problems. Such armour is highly coveted but extremely rare,
and it is not usually sized to fit anyone other than an elf. The armours wearer (an elf or a halfelf) is granted a - 30% arcane spell failure, plus a +5 bonus on the Hide and Move Silently
skills.
The pile of stones in the upper part of the room holds nothing but a quartz crystal.
06. MYTHAL CHAMBER
If you are curious about the power of the Eldar, enter this large chamber and look by yourself.
Although dormant, the magical energy stored in the many mythal devices lined up here could
be activated to produce a staggering amount of power. Also, you can notice these devices are
very much alike the one you have seen in Desmonds lab and the one you saw at the House of
Exotics in Culdeny.
There is nothing to do or to find about here unless you crave the quartz crystal hidden
amidst a pile of stones near the chambers entry door.
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01. TO AMALIS
Follow the path as it goes north to return to Amalis.
The Feybourne swamp is a jungle-like area. The sky is partially hidden by the tree canopies
and the ground is covered by lush vegetation. Pools of still water riddle the terrain, releasing
greenish, sickly vapours.
[Ref. Area 2.58].
02. A TRICKY LIGHT
A glowing ball of light [CE, Aberration 9] is floating at mid-air just ahead of you, and it
seems to beckon you closer. When you approach it, the shiny globe flies away, apparently
inviting you to follow it.
03. AMBUSH
If you decide to follow the eerie globe, it lures you to this place. On the ground, you may
notice two heaps of treasure. Before you can grab it, however, you must fight for your life.
In fact, when you arrive here, your shining guide vanishes in the thin air and 6-8 will-owisps [CE, Aberration 12] appear behind your back, eager to feed on your fear.
When you have dealt with the wisps, you are free to take the loot. It includes random treasure
of medium and high value.
04. WISPS
Here you will be attacked by 3-6 will-o-wisps.
05. MORE WISPS
Another group of incorporeal enemies can be found about here. It includes 3-6 will-o-wisps.
06. AREA EXIT
Go south from here to proceed further on into the swamp.
[Ref. Area 2.67].
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Feybourne Swamp
Treestump Shack
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demands this. There is nothing to discuss. For years men have cut down the forest, used it like
it was meant for them alone. Now, the power of Fairloch has diminished and it is time for
revenge. The elder suggests you to leave, if you value your life.
Where reason proves to be useless, a sharp blade can turn handy. Draw out your weapons and
attack the druid to put an end to his madness once and for all.
When a fight erupts, the elder casts a Barkskin on himself then summons a large dire bear.
Alerted by the noises, the Shadow Druid beastmaster standing outside the shack comes
inside to fight on his leaders side. Feeling lonely, the beastmaster summons forth a dire wolf.
When all your enemies are dead, dont forget to search the elders corpse. He leaves behind an
Elite Druidic Armour [Worn by the violent sect of druids in Aielund, this armour was ritually
created from the hide of a totemic animal. Despite its rag-tag appearance, it is still quite
effective. This armour grants the wearer a +3 AC bonus, 10/- piercing resistance, and spell
resistance 16], a Blooded Scimitar [Consecrated with the blood of sacred animals, this blade
fortifies the mind against harm. This scimitar +3 grants the wielder the Slippery Mind bonus
feat], a large druid shield [This shield grants the wielder a +3 AC bonus], a Cloak of
Fortification +2, an Amulet of Natural Armor +4, a Ring of Protection +3, three
Potions of Cure Critical Wounds, a key tagged as druids key, and a ring tagged as
Broken Ring of the Guardian.
Whatever this ring did, it seems to have broken in the fight. The ring itself seems to be intact
but the two gems that were once in it have been shattered. Do not throw it away!
The druids key is just what you need to unlock the big gate to the south of the encampment.
Searching the shack, you will find nothing but a copy of The Fall of Feybourne, which is
resting upon a bookshelf.
Before to leave the shack, prepare yourself for a very large battle.
05. THE SHADOW DRUIDS
When you leave the treestump shack after you have killed the elder, all the Shadow Druids in
the area will do their best to avenge his death.
Be VERY careful, for the enemies you have to face are many and quite dangerous.
Scattered about the swamp there are two patrolling Shadow Druids [NE, D8], two Shadow
Druid beastmasters [NE, D11], three Shadow Druid elementalists [NE, D9], a dire
spider [N, Vermin 10], and three grizzly bears [N, Animal 8].
In addition to those creatures, three groups of druids will confront you. One group is found
near the elders shack; a second group is found in the upper portion of the area; the last group
appears as you walk through the locked gate to the south.
Two of these groups number 2-5 Shadow Druids, each party including a Shadow Druid
elementalist and a Shadow Druid beastmaster. The third group numbers 2-6 Shadow
Druids and it includes a Shadow Druid elementalist and a Shadow Druid beastmaster.
Keep in mind each druid comes with a faithful animal companion (mostly a dire wolf). Also,
the druids like to summon more beasts to fight along them, so, you may have quite a hard
time to win the day.
Searching the corpses of your dead foes, you may collect druidic armours for both male and
female druids [Worn by the violent sect of druids in Aielund, this armour was ritually created
from the hide of a totemic animal. Despite its rag-tag appearance, it is still quite effective. The
armour grants a +1 AC bonus and a 5/- piercing resistance], Stag Helmets, Helms of the
Bull, druidical tower shields and Potions of Cure Serious Wounds.
06. LOCKED GATE
This gate is heavily enchanted and requires a specific key to open. You can get such a key by
searching the dead body of the druid elder.
Once you have the key, unlock the gate, and go through the passage to enter the ruins of
Feybourne.
[Ref. Area 2.68].
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Feybourne Ruins
Ruined Tower
01. EXIT
Leaving the ruins by this passage you can return to the druidical encampment in the
Feybourne swamp.
[Ref. Area 2.67].
02. DRUIDS
A few Shadow Druids are guarding these halls and they dont like intruders. The group
numbers 2-5 Shadow Druids [NE, D8] and includes a Shadow Druid elementalist [NE, D9]
and a Shadow Druid beastmaster [NE, D11].
03. RUINED TOWER
Amidst heaps of rubble and debris, you may notice a door leading inside this ruined tower.
04. LABORATORY
Here is a large tome resting on a desk. Click on the book to learn it describes an ancient
construct known as the Guardian, designed to protect the inner court of the Lord of Feybourne.
The only way to disable the construct is with a Ring of the Guardian. Such a ring needs two
gems to power it, one bound to the land, and another to the Archmage of the city.
Next to the desk there is a machine tagged as automated gemsetter. The device appears to
be functional, after a fashion. Perhaps, it could be able to repair such a ring if it is broken.
Since you cannot enter the ruins of Feybourne without the elder druids key, you should
already have the broken Ring of the Guardian in your inventory. In fact, the Ring can be found
on the elders body, just like the key.
When you have managed to acquire the two gems you need to empower the ring, return here,
and put both the broken ring and the gemstones inside the machine. This way, you will get a
fully functional Ring of the Guardian.
05. SPIDERS
A web trap [DC10/22] has been placed at the entrance of this room. Disturbing the trap will
cause 2-5 dire spiders [N, Vermin 10] to appear nearby.
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eye-catching, two attributes which any self-respecting sorcerer should be eager to enhance.
The hauberk grants the sorcerer a +4 Charisma bonus, a +1 bonus on any saving throw, a +4
bonus on the Concentration skill, and the power to cast the Aura of Glory spell once per day],
and a longsword called The Fury [A weapon of great destructive power, forged by a sorcerer
bent on laying waste to his enemies, the Fury is an extension of pure rage, burning everything
in its path. This longsword +2 causes 1d6 additional fire damage and grants its wielder the
power to cast the Fireball spell (5 charges per use)].
Even the most foolish adventurer shouldnt want to leave this place without looting the
dragons hoard. If you are above mundane wealth, however, bear in mind you need to search
the hoard for your quest about the Sceptre to progress. When you look at the treasure, a ding
will warn your journal has been updated. This means your search for the Sceptre in Feybourne
has come to a dead end and you have to look for the road somewhere else (i.e. in
Stoneguard).
03. REPORTING TO THE DUKE [Not mapped]
Your first attempt to locate the Sceptre of Transcendence has failed.
If you want, you can return to Fairloch and inform Duke Charles Montague the relic was not
in Feybourne.
By the way, when you return to the castle, you may notice Sir Godfrey is not there anymore.
The Duke explains the paladin had an inspiration concerning the possible location of the
artefact. He gave him permission to seek it out, though Sir Godfrey refused to tell him where
he was headed. For his own protection, he said.
If you bear suspicions on Sir Godfrey, the Duke says he has learned to trust the man. Sir
Godfrey has saved the Duke's life on more than one occasion and if the paladin claims he's
taking action for the good of the Kingdom then Sir Charles cannot disagree. His strength and
loyalty to the crown are unquestioned, and he holds the best interests of Aielund close to his
heart.
If Sir William is in your party, your companion says you shouldn't worry at all about Sir
Godfrey. The paladins old friend used to conduct special missions for the King for many years.
It is unlike him to do not inform his superiors, though...
When you leave the castle and if you dont have unfinished business in Amalis - you should
continue your search for the sceptre by travelling to the dwarven city of Stoneguard.
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If the battle cleric is dead as well, she drops a warhammer +1. In the rare occurrence the
captain is killed, he drops a battleaxe +2, a large metal shield +2, and two Potions of
Cure Critical Wounds.
04. TO THE STONEGUARD MOUNTAINS
Leave the area from here to reach the Stoneguard Mountains. You must take this route if you
want to help the dwarves to defeat the frost giants.
[Ref. Area 2.73].
05. TO THE DWARVEN CITY
Past a wooden bridge guarded by two dwarven warriors, there is the entrance to the
dwarven city of Stoneguard.
You must enter the city if you want to speak with the dwarven King. However, I suggest doing
so only once you have found a suitable gift for the monarch, namely the head of the frost giant
king.
[Ref. Area 2.77].
06. TO THE VALLEY OF SILENCE
The Valley of Silence is a fully optional area for you to explore. A trip to that beautiful place,
however, might prove to be quite an interesting one.
[Ref. Area 2.79].
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Common Room
First Floor
Inn Room
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Stoneguard Mountains
Hidden Cave
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06. TREASURE!
This cave youve discovered is infested by harmless bats [N, Animal 1] and guarded by a more
dangerous creature a greater water elemental [N, Elemental 21].
When you have slain the guardian, search its remains to get a Potion of Speed. Next, throw a
look at the heap of treasure on the ground to get your reward: random stuff of high value,
625 gp, a Ring of Clear Thought +3, and a Panther Figurine.
The Panther Figurine is a very nice prize. This innocuous onyx figure has within it the power to
bridge the planes of existence. The possessor can summon a powerful astral entity to aid
them, but it can only exist on this plane for a few hours before it must return to its place of
origin.
The astral panther [N, Magical Beast 14] that you can call forth by using the figurine is a
powerful creature - the ultimate hunter. It has 20 points of Strength, Dexterity 24, armor
class 24 and 128 hit points. Not bad, not bad at all!
07. LEOPARDS
A pride of 2-5 snow leopards [N, Animal 9] roams along this gully. The leopards should be no
match for you, however, they can catch you unprepared.
08. WOLVES
Four hungry winter wolves pounce on you when you walk near here.
09. LEOPARDS
Here you will be put against a few more great cats: 2-5 snow leopards.
10. TO THE FROST GIANT CITY
The passage to the giants territory is guarded by 1-8 frost giants [CE, Giant 14]. Stay ready
for a large brawl.
[Ref. Area 2.75].
11. SECRET PASSAGE
In the lair of the frost giants there is a tunnel conveniently leading here. A few steps ahead of
the tunnel entrance there is an area exit. Go through this passage to return to the portion of
the mountains closer to the village of Stoneguard.
[Ref. Area 2.73].
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2.77 STONEGUARD
Top Level
Notes:
While you explore the upper level of the underground city you may meet many dwarven
commoners [LG, Commoner 3 or 5], plus a few dwarven warriors [LG, F6] who guard the
place or patrol the halls.
If you wish to steal the dwarves stuff, you are free to take everything you find. No one will
object, even if you grab their savings under their own eyes.
01. TO THE VILLAGE
Leave the halls from here to return to the village on the surface.
[Ref. Area 2.71].
02. GUARDROOM
Past an antechamber where two dwarven warriors and a dwarven archer [LG, F6] are
discussing their business, there is a room with two snoring off-duty soldiers [LG, F6].
The chest at the far end of the room holds random class-oriented treasure of high value.
03. GUARDROOM
Here are three off-duty soldiers fast asleep on their beds. Random class-oriented treasure of
high value can be found inside the chest along the west wall.
In the anteroom, there are a dwarven archer, a dwarven battle cleric [LG, C8], and a
dwarven captain [LG, F11].
04. PRIVATE DWELLING
Beyond a locked door [DC28] there is a room with a few containers to loot.
The chest along the south wall is both trapped and locked [DC20/30; Strong Sonic. DC30]; it
holds random class-oriented treasure of low value. Random treasure of low value is stored
inside both the chest of drawers and the desk standing along the opposite wall.
05. STOREROOM
The door of this room is locked [DC28]. Random treasure of low and medium value can be
found by searching three crates.
06. STOREROOM
The door of this room is locked [DC28]. Inside the room there are one barrel and four crates
holding random treasure of low and medium value.
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07. FEASTHALL
This is the place where the Stoneguard inhabitants stuff their belly full. A chef [LG, Commoner
1] is currently busy cooking a fine stew.
08. LACHLANS DRINKING HALL
Once their hunger has been satiated, the good Stoneguard citizens come here to quiet their
thirst. The local innkeeper [N, Commoner 3] can sell you the usual tavern fare: ale, beer,
rum, cheap wine, or quality wine.
09. STONEGUARD ARMOURY
A mastersmith [LG, F3] is working at the big forge in the southeast corner of this room. The
dwarven smiths of Stoneguard are renowned for their skills with the forge. The items they
produce here are sold to aid in the continuing construction of their city. Haggus, however, is
the guy you want to talk if you want to make a purchase.
A pleasant yet short fellow, Haggus MacTavish [LG, F6] is the merchant prince of
Stoneguard. He sells only the finest dwarf-crafted weapons and armour. Well... maybe not the
finest, but certainly better than the stuff you get at Fairloch anyway.
By the way, the word haggus also indicates a really disgusting dish made out of sheeps
stomach which is stuffed with meat and grain. Haggus parents named him so cause he was
conceived on the same night when they shared their wedding haggus. The passion that haggus
is said to imbue on dwarves is not to be trifled with...
The armoury has an unlimited supply of money and a maximum buying price of 10,000 gold
pieces. For 100 golds apiece, Haggus can also identify your items.
The armourys stock is far too large to list everything, so, I will limit to detail the most
interesting pieces. Just keep in mind here you can buy all types of metal armour either in the
mundane or enchanted (+1, +2 and +3) versions, normal shields, a lot of helmets, all types of
non-exotic melee weapons (again, both non-magical and enchanted - the enchantment being
+1, +2 and often +3), mundane and magical crossbows and bolts, metal dyes, and tradeskill
materials to craft metal armours and weaponry.
Haggus most interesting and rare-to-find pieces include a mithril scale mail [This
magnificent suit of armour gleams in the light. Armour such as this is quite rare, and highly
sought after. The armour grants the wearer a +4 AC bonus. Base price: 16,077 gp], a
Stoneguard Armour [A unique design of dwarven armour that is imbued with the blessing of
their God, it can convey the strength of stone to the wearer. Usable only by a dwarf, this full
plate +3 grants the wearer the ability to cast the Stoneskin spell once per day. Base price:
23,003 gp], dwarven full plates, a mithril small shield [Made from the finest mithril, one
of the rarest and most sought-after metals in the land, this shield provides unequalled
protection for its size. Items of this metal are rarely sold to outsiders. That happens only when
the dwarven clans who make them need the extra gold. The shield grants a +4 AC bonus. Base
price: 15,977 gp], a large metal shield +2, dwarven helms [Favoured by some dwarven
warriors, this helm is rather impressive looking, which is the whole point of the design. The
helmet grants a +2 on the Discipline skill. The wearer suffers a -1 penalty on the Listen and
Spot skills. Base price: 66 gp], an Iron Mantle [A favoured creation of dwarven warriors, this
cloak provides excellent resistance against enemy weapons of lesser enchantment. The cloak
grants damage reduction +3 soak 10. Base price: 32,077 gp], a mithril axe [The product of a
dwarven master smith, this deadly weapon gleams in the light, and its edge holds an almost
unnatural sharpness. Items made from mithril are rarely sold to outsiders, and the appearance
of such weaponry on the open market means the clans are short of cash. This keen battleaxe
bears a +2 enchantment. Base price: 22,550 gp], a Scimitar of Balance [A fairly common
magic blade among sailors, it allows the wielder to wear less armour for those treacherous
days at sea where heavy equipment could cause one to drown. This scimitar +2 grants the
wielder the power to cast the Cats Grace spell once per day. Base price: 13,912 gp], a
Hammer of Dispelling [A relic from ancient times when dwarves detested the use of magic.
Even though times have changed, this weapon is still very useful when they confront magicusing adversaries. On hit, this light hammer +2 dispels magic as a Lesser Dispel spell (DC14).
Base price: 33,464 gp], a morningstar called Sightblinder [Although not in widespread use in
Aielund, the morningstar is still an old favourite of some knights who appreciate its 'special
qualities'. To this end, some weapons of this type bear powerful enchantments. On hit, this
morningstar +2 can blind its victim for 2 rounds (50% chance. DC14). Base price: 25,499 gp]
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and a Deadeye crossbow [An accurate and powerful weapon, this dwarven-crafted crossbow
is designed to deliver maximum damage at a distance, far more so than other weapons of this
type. Its uniquely designed windlass allows stronger people to apply greater force in setting
the weapon to fire. This heavy crossbow +3 is a mighty weapon +2 that grants the wielder the
Weapon Specialization (heavy crossbow) bonus feat. Base price: 22,286 gp].
10. APOTHECARY
Kilinus Felten [LG, Commoner 5] is the local alchemist and he provides potions for the
troops.
His shop has an unlimited supply of money and a maximum buying price of 10,000 golds.
Here you can buy a lot of potions (Aid, Antidote, Barkskin, Bless, Bulls Strength, Cats
Grace, Clarity, Cure Critical Wounds, Cure Light Wounds, Cure Moderate Wounds,
Cure Serious Wounds, Eagles Splendour, Endurance, Foxs Cunning, Invisibility,
Ironguts, Lesser Restoration, Lore, Owls Wisdom, Speed), scrolls of Raise Dead,
healers kits, Potions of Fiery Burning, herbs (garlic, ginseng, golden seal, St. Johns
wort), and two Bags of Holding.
11. STAIRS DOWN
Go down these stairs to reach the bottom level of Stoneguard where King Sulinus holds his
court.
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Undercity
Notes:
A few dwarven commoners [LG, Commoner 3 or 5] can be found about the lower level of the
dwarven halls.
Again, no one seems to care if you steal something from the private dwellings you can enter
about here.
01. STAIRS UP
A dwarven warrior [LG, F6] guards the stairs for the top level of the city.
02. ARMOURY
Here are two dwarven warriors, a dwarven battle cleric [LG, C8], and a dwarven
captain [LG, F11].
03. COMMONERS QUARTERS
Most of the good-natured folks who call Stoneguard home, spend their nights within these cosy
rooms.
Looking at the cramped sleeping quarters, Valennia finally realizes why dwarves are so short.
Look how low the ceiling is!
The doors of these rooms are locked [DC28]. Once inside, you can grab a few loots from the
containers you find in. Armoires, desks, and chests of drawers a few locked [DC18] hold only random treasure of low value.
In both the first and the third dwelling in the bottom part of the city there is a locked and
trapped chest [DC20/30; Strong Sonic. DC30] holding random class-oriented treasure of low
value.
04. GUARDED CORRIDOR
A dwarven warrior stands here, but he will not move a finger if you enter one of the near
dwellings.
05. NOBLE DWELLINGS
Two dwarven nobles [LG, Commoner 3] are chatting in the near hallway. In fact, the clans
nobility inhabits this portion of the underground city.
Behind the three locked doors [DC28] which open on the hallway there are three elegant
abodes you can empty of any valuables.
Each dwelling features an armoire holding random treasure of low value. Within the two upper
dwellings there is also a trapped and locked chest [DC20/30; Strong Sonic. DC30] holding
random class-oriented treasure of low value.
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responsible for the destruction of the dwarves' previous home west of Culdeny. It seems the
grey dwarves thirst for vengeance was not sated, so they came here seeking the clans new
caves.
Of course, the King will express you all of his gratitude.
If you comment thats all in a days work, your alignment shifts towards Law; if you are lawful,
you get 50 xp. If you say that you helped because you expect certain information in return,
your alignment shifts towards Evil; if you are evil, you get 50 xp. If you say you have some
expenses to pay so you wouldnt mind a reward, your alignment does not change.
To repay the favour, Sulinus gives you 2,000 gp. In addition, you get 1,000 xp.
But... what about the Sceptre? Well, King Sulinus is deeply sorry but the sages found no word
of this artefact you seek. He cannot help further with it. As a partial recompense, the king
wants to award you with a token of the clan thanks and respect.
Usually, King Sulinus gives you a Belt of the Dwarvenkind [A powerfully enchanted belt, it
bestows upon the wearer the racial abilities of the dwarven people. A dwarf who wears it
becomes a dwarf's dwarf: the constitution of a mountain, and the charm and sophistication of
a bowl of oats. The belts wearer is granted a +2 Constitution bonus, a +1 AC bonus vs. giants,
the Stonecunning bonus feat, darkvision and a +2 bonus on the saving throws vs. poison. The
wearer suffers a -2 Charisma penalty]. If youre a dwarf, however, you get a pair of Boots of
Astounding Grip [Magically enhanced to prevent one from being taken from their feet, boots
like this are used by dwarven warriors to prevent their giant foes from knocking them down
too easily. The boots grant the wearer a +2 AC bonus and immunity to knockdown].
Once you have been rewarded, you can do nothing but return to Fairloch Castle and inform the
Duke about your new failure. Before returning to the capital city, however, I suggest you to pay
a visit to the Valley of Silence.
08. LOCKED DOOR
This door is barred and magically warded. You cannot open it.
09. LIBRARY
Along the walls of this room there are many bookcases. They cannot be searched, though.
Random treasure of low value can be found within the desk in the librarys antechamber.
10. MINING OPERATIONS ROOM
Four miners [LG, Commoner 4] and three mastersmiths [LG, Commoner 3] are toiling at the
blazing forges that you see all around this large chamber.
If you are after some equipment, the mastersmiths say you would be better off trying upstairs.
They are making mining equipment down here.
Two dwarven warriors guard the stairs leading to the diggings.
Once you have been asked by the King to investigate about the missing miners, go down the
stairs to enter the Stoneguard mines.
[Ref. Area 2.78].
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Level 2
01. STAIRS UP
Go up these stairs to return to the upper level of the mines.
These natural tunnels are quite unsafe: for three times you will suffer the consequences of a
small collapse, with chunks of rock raining down the ceiling to crash upon your head.
02. GRAY DWARVES
Here are 2-6 duergar. They can include duergar clerics [NE, C10], duergar rogues [NE,
Ro13], duergar warriors [CE, F11], and one duergar berserker [CE, Bb13].
The rogues drop short swords +1 and bolts +3. The warriors leave behind a grey dwarf
armour. The berserkers drop a grey dwarf armour and a greataxe +1.
03. MORE DUERGAR
Within this cave you will fight against one duergar rogue and 3-7 grey dwarves possibly
including duergar clerics, duergar rogues, duergar warriors, and one duergar
berserker.
04. ANOTHER BATTLE
Together with a duergar cleric, here are 3-5 grey dwarves. They can include duergar
clerics, duergar rogues, duergar warriors, and one duergar berserker.
05. STILL MORE DUERGAR
Once again, here you will fight a group of duergar. Numbering 3-6 dwarves, it can include
duergar clerics, duergar rogues, duergar warriors, and one duergar berserker.
06. STAIRS DOWN
Go down these stairs to reach the bottom level of the caves.
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Level 3
01. STAIRS UP
Go up these stairs to return to the second level of the mines.
When you arrive here, a tremor shakes the ground and a duergar captain [CE, Bb15] rushes
forward to demand who you are. Needless to say, a fight will start soon. To help him along, the
captain summons a succubus [CE, Outsider 6] from her Abyssal home.
Unlike the other grey dwarves, when the captain is slain his corpse disappears immediately,
replaced by a bag holding his worldly possessions. Indeed, the task you have been assigned by
the clans thane wont be completed until you bring Sulinus both the head and the diary of the
dead captain.
The captains items include a grey dwarf armour, a dwarven waraxe called Thunderhead
[A powerfully enchanted axe forged by the grey dwarves, its history is shrouded in the depths
of time. On hit, this axe +2 zaps the victim with a lesser Chain Lightning spell (cast at level
1)], a handaxe +3, a Belt of Hill Giant Strength, a Potion of Heal, and a diary tagged as
duergar leaders journal. Of course, dont forget to grab also the duergar leaders head.
Bring the grisly trophy to King Sulinus to get your princely reward... and to learn something
about the Sceptre of Transcendence.
This journal details the duergar leader's thoughts and actions for the past twenty years! It
seems his dark kin used to be part of the MacTavish clan nearly a millennium ago, but split off
from the main group over a disagreement. A few decades ago, the clan was almost wiped out
when the mining caused a collapse of the caves the duergar were living in, far below the
mines. In retaliation for this perceived attack, the duergar caused the mines to flood, driving
out their former kindred. Since then, they have ranged underneath the land through caves,
until they located Clan MacTavish's new home, where they had planned to cause havoc all over
again.
Once you have picked up both the head and the journal of the duergar captain you may turn
on your heels and return to Stoneguard. If you fancy a few more fights, however, feel free to
explore the caves.
02. A LARGE DIGGER
A greater earth elemental [N, Elemental 21] is found within this cave, working together with
four duergar sappers [NE, F6] and a group of 2-5 duergar including duergar berserkers
[CE, Bb13], a duergar cleric [NE, C10], and/or a duergar rogue [NE, Ro13].
The sappers leave behind grey dwarf leather armours and heavy picks.
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Gloves of the Tiger (+1 to +4), Gloves of Thundering Force (+1 to +4), a nice collection
of shurikens (shurikens +1, shurikens +2, shurikens +3, Death Stars, Firestars,
Poison-tipped Shurikens, Grains of Sand, Many Talons), several exotic weapon both
mundane and enchanted (+1 to +3), many potions (Aid, Antidote, Barkskin, Bless, Bulls
Strength, Cats Grace, Clarity, Cure Wounds, Eagles Splendour, Endurance, Foxs
Cunning, Invisibility, Lesser Restoration, Lore, Owls Wisdom, Speed), healers kits
+3, alchemists fire, acid flasks, acid bombs, choking powder, fire bombs, and
tanglefoot bags.
[Ref. Area 2.79].
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If you want to stop the slaad invasion, you must seal the opening by casting a Dispel Magic
spell upon the portal. If your character lacks the ability to cast spells, you can seal the
extraplanar gate by using the Planar Orb you can grab from the slaads corpse - or the Orb of
Anti-Magic you can get by Grandmaster Drago at the valleys monastery.
When you destroy the portal, you get a reward of 750 xp.
07. LOCKED GATE
To open this gate you need the key you are given by Drago when you agree to investigate the
monks disappearances.
08. THE CAVERN OF LIFE
This cavern bursts with life and energy. The Tree of Life grows at the centre of the cave and it
is really an amazing view.
Pick up a leaf from the Tree of Life and bring it to the monastery. Of course, be sure you
have sealed the dimensional portal before to leave the caves or more slaadi will keep coming
forth.
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II/7 The Search for the Sceptre; the Isle of the Dead
2.82 A SAILOR FOR HIRE
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01. STAIRS UP
Go up these stairs to return to the cave above the crypt (location 03).
[Ref. Area 2.84].
02. WARRIORS TOMB
Here are five sarcophagi and a corpse.
Four coffins (as well as the corpse) hold random treasure of low value. The sarcophagus in the
northwest corner of the room holds a bastard sword +2. When you grab the sword, the
weapons former owner - by now a fearsome mummy warlord [LE, Undead 6/F11] - rises up
to demand its trinket back.
03. HIDDEN DOOR
If your Search skill is high enough, here you may discover a secret door.
04. KINGS TOMB
When you enter this room, the door slams shut behind you. Oh, and theres no door on this
side of the wall! Thats why I suggested you to enter the crypt from the caves southern
entrance.
This chamber features a big stone throne, and it is guarded by 2-5 greater mummies [CE,
Undead 6/C6] and/or warrior mummies [LE, Undead 6/F6]. These undead dont like this
place to be disturbed and immediately rush upon you.
Eight heaps of treasure lay scattered on the floor of the room to surround a sarcophagus. If
you take something from the coffin, however, two mummy lords [CE, Undead 6/C6] come up
to punish your defiling action. When you have destroyed the undead, you are free to grab the
loot inside the sarcophagus: a rusted full plate and a scythe called Grim Harvest [Once
belonging to an evil warrior-king from ages past, this weapon brings despair to any who would
stand against its might. On hit, this scythe +3 can cast a Doom spell on its victim (25%
chance. DC14. 3 rounds)].
If you want to leave the room, check the north wall. You will discover a secret door leading to
the next chamber.
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Level 2
01. STAIRS UP
Go up these stairs to return to the top level of the crypt.
02. THE LICH
Some horrible massacre took place in this huge chamber. Just look at the bones that fill the
four large hollows on the floor!
As Valennia says, that is hardly a fitting death for warriors. Of course, if they were not
warrior's it's okay...
At the far end of the chamber, you may notice a skeletal being enclosed by a multihued globe
of protection.
When you start a conversation with the lich, Ronan if hes in your party, that is - recognizes
the creature youre looking at is not the real lich but a mere illusion. It could be projecting it
from anywhere on the island.
The lich calls you a trespasser, and it demands to know why you are here. When you name the
Sceptre of Transcendence, the lich says it has never heard of such a device, and it has existed
for nearly half a millennium! The undead notices the name of such a phantom relic sounds like
nonsense. Far too showy to be real.
Anyway, you are standing in the lichs own ground; you have looted its treasure and destroyed
its warriors. There is only a way for you to ensure the lich co-operation your death, of
course.
Before to disappear, the illusionary lich casts a disjunction spell to remove any magical effect
you can bear, then summons forth 2-8 shadow reapers [CE, Undead 6/M10] - the group
possibly including a shadow lord [CE, Undead 10/M6] as well.
Terrible creatures of darkness, shadow reapers seek only to do evil in the realms of men.
Steeped in darkness, shadow lords are terrors beyond the dreams of common people.
When you have vanquished your shadowy foes, you can open the big metal gate at the end of
the hall. Beware, though it is both trapped and locked [DC22/35; Deadly Negative. DC32]!
03. SIR GODFREY
Lying on the stone floor beyond the gate there are the lifeless bodies of two bone golems and a
human adventurer. The unlucky guy turns to be Sir Godfrey Davis. It looks like he didn't
make it...
Searching the paladins corpse, you will find an Armour of Command [Designed to inspire
troops and provide a visible landmark on the battlefield, this magnificent suit of armour is eye-
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catching in the extreme, and renders anyone wearing it a figure of awe and legend. This full
plate +3 grants the wearer a +2 Charisma bonus; paladins receive a bonus spell of 1st-2nd
level], a Heraldic Shield [Steeped in tradition and heritage, shields of this design go back to
near the beginning of the Kingdom, and the owners of such a device, even if not used in
combat, hold living history in their hands. This tower shield +4 sheds a dim yellow light, grants
the wielder the power to cast the Legend Lore spell once per day and when hit zaps the enemy
with a Lightning Bolt spell cast at level 1], a Blessed Helm of Command [Favoured by
paladins and clerics, helms of this design have been blessed mightily indeed. Usually bestowed
upon a faithful follower by the High Priest of Fairloch, they are also symbols of the city's faith
in the knight. At the usual price of a -1 penalty on the Listen and Spot skills, the helm grants
the wearer a +2 Charisma bonus, immunity to fear and death magic and a +4 bonus on the
Discipline skill], a Potion of Lesser Restoration, and a diary.
The last entry in the journal of Sir Godfrey Davis reads, It is becoming plain that there is a
spy in the royal court. I fear that the person behind the assassination attempts, this 'Number
One', may still be lurking about, and if my guess is correct, they have nothing to do with the
Ironlord. And so I go to the Isle of the Dead myself. The heroes who would be sent here may
not be strong enough to survive, and return of the sceptre is paramount. I refrained from
telling the Duke of my mission, for fear that word may reach our enemies. I do not know if he
has been compromised, but I dare not take the chance. Should I not return... may the finder
of this journal finish what I started. I do this, for Aielund, and the King. May God protect me.
Im afraid; God was busy at the moment.
04. SHADOWS
Along this corridor you will meet 2-8 shadow reapers, possibly including a shadow lord.
05. STAIRS DOWN
Before you can go down the stairs leading to the third level of the crypt (location 02), you have
to deal with 2-4 bone golems [N, Construct 14].
06. REAPERS
2-8 shadow reapers, possibly including a shadow lord, guard this corridor.
07. GORY ROOM
This room is inhabited by 2-8 shadow reapers, possibly including a shadow lord.
If you feel bored, here you can have some fun by operating a couple of torture implements,
namely a guillotine and an iron maiden. The guy lying on the near slab wont mind the
noise.
08. STAIRS DOWN
Here is another flight of stairs leading to the lower level of the crypt (location 01).
Again, the chamber is guarded by 2-4 bone golems.
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Level 3
01. STAIRS UP
Go up these stairs to return to the second level of the crypt (location 08).
02. STAIRS UP
Go up these stairs to return to the second level of the crypt (location 05).
03. SPECTRES!
The wise adventurer will follow Sir Williams advice when exploring this frightening maze built
above a seemingly bottomless chasm. The darkness itself has life here! Remain cautious, my
friend...
About this area there are fifteen locations where you can be ambushed by 2-5 abyssal
spectres [LE, Undead 1/F11] coming up from the abyss below. Powerful beings from the
Lower Planes, these spectres can only exist on this plane at the strongest sources of darkness
and evil.
04. A FEARSOME GUARDIAN
A huge undead dragon [CE, Dragon 17] guards the stairs leading to the lichs sanctum.
Animated by the most powerful magic, this being is little more than a gigantic skeleton. Still, it
possesses enough power to crush all but the strongest heroes.
The dragon has 26 points of Strength, armor class 30, and 241 hit points. It lacks a breath
weapon but radiates a powerful aura of fear.
When you have slain the abomination, prepare yourself for a hard fight, and then go down the
stairs. It is time to confront the lich.
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01. STAIRS UP
Going up these stairs, you can return to the previous level of the crypt.
02. HOW DO YOU DESTROY A LICH?
The lich [NE, W18] is waiting for you within this hall, confident you will make a fine addition to
its army.
With 21 points of Intelligence and a wide array of destructive spells (like Great Thunderclap,
Incendiary Cloud and Meteor Swarm), the lich is an impressive foe.
Worst of all, when it is brought to zero hit points the monster simply disappears, yelling it
cannot be destroyed. After a few rounds, the evil lich comes back for another fight - fully
healed and with its spell roster wholly restored.
Besides the lich, two warlord mummies [LE, Undead 6/F11] are shambling about the hall.
The veteran adventurer should know the only way to slay a lich forever is to destroy its
phylactery. If you stay and fight, your fate is sealed.
So, ignore the lich altogether, put your henchmen in the follow mode, and run towards the
door to the northeast of the hall. Open the door and go through the passage beyond.
Hopefully, it shall lead you to the lichs sanctum.
03. SHADOW LORD
Before you can cross the wooden catwalk ahead, you must slay a very nimble shadow lord
[CE, Undead 10/M6].
04. INNER SANCTUM
When you enter this chamber, you will immediately notice a coffin resting on the floor. Open
the trapped sarcophagus [DC25/30; Strong Negative] and take the item you are looking for
the lichs phylactery.
This dusty old bottle is inscribed with runes. It seems that there is something inside the bottle,
but you can't quite see what it is through the murky glass. The bottle itself is sealed - the only
way to open it would be to break it.
When you break the bottle (by activating the items unique power from its radial menu), the
lich is utterly destroyed. As a reward, you are given 1,000 xp.
If you go check the lichs remains before its corpse disappears, you can get a Staff of
Thunder and Lightning [This enchanted staff is able to call forth the powers of nature, but
much like a powerful storm, it does not last forever. Usable by druids, sorcerers and wizards,
this quarterstaff +2 sheds a dim blue light, causes 1 additional electrical damage, and on hit
can daze the victim for 3 rounds (25%. DC14). The wielder of the staff is given the power to
cast the Call Lightning (4 charges/use) and the Great Thunderclap (4 charges/use) spells].
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In the northwest corner of the lichs sanctum there are two bookshelves and two bookcases
you can you MUST - search.
The two bookcases holds several powerful scrolls (Bigbys Clenched Fist, Create Greater
Undead, Finger of Death, Greater Spell Breach, Isaacs Greater Missile Storm,
Phantasmal Killer, Resurrection, Summon Creature VIII) and a skin bound book entitled,
Tome of Darkest Magicks.
Tomes of this sort have many powerful spells available in them, ready for instant casting, but
the owner may only use each spell once. After all the spells have been used, the book
vanishes, reappearing in another part of the world. Usable only by neutral or evil arcane
spellcasters, the book grants the possessor the power to cast once each the following spells:
Energy Drain, Gate, Phantasmal Killer, Wail of the Banshee and Weird.
Upon a bookshelf there is nothing but a lorebook (The First King of Aielund). The bookshelf
radiating an orange light, however, holds an interesting tome with an odd title, Original Copy
of Most Ancient Artefacts from Olde Tymes.
Although similar to the other copy of this book you have, this one is much older, and is missing
the section on the Sceptre. When you compare the two, you can see that the section in the
copy you received from the Duke has been added to. It seems the Sceptre is indeed a fake!
The lich was not lying, after all.
You must return to Castle Fairloch at once, for something is terribly wrong...
When you take the book, a yellow portal appears atop the podium at the centre of the room.
Step into the portal and you will be immediately teleported to the Saltfishs mooring place.
Tell Kipper Bob to head back home. Soon, the ship will throw anchor at the Fairlochs docks.
[Ref. Area 2.86].
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Docklands District
Market Sewers
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Notes:
Just like in the other sections of the city sewers, the horrid stench of this place is so strong it
can make your head spin. About these conduits, there are five places where the air is so thick
and stale that you are required to pass a Fortitude saving throw. If you fail the check, the
stench makes you nauseous and you will stay dazed for a few rounds.
The floors of these conduits are less treacherous than in the other portions of the sewers. Only
in one place you will be asked to roll a Reflex saving throw [DC16]. If you fail the check, you
slip in the filthy terrain underfoot.
Besides the creatures listed below, about here there are only five rats [N, Animal 1].
01. RESURFACING POINT
After your leisurely swim, you resurface here. As Sir William says, the things you do for the
King and Country...
02. HONOUR AMONGST THIEVES?
If Ronan is on your side, when you arrive to this portion of the sewers, the rogue says he does
not think anyone has been down here in a long time. Ronan is wrong, though.
If Nighthawk was in your party when you returned to the thieving guild after you wiped out the
assassins hideout that is, if Peridoc has been replaced by Ashan Vai as the leader of the
Fairlochs thieves , when you come here the deposed halfling will suddenly come out the
shadows to exact his revenge. Time for payback, baby!
When Peridoc Dabbenfold [N, Ro16] lays dead at your feet, search his corpse to find a
leather armour +4, a dagger +4, and a greater swordsmans belt.
03. TO THE MARKET SEWERS
Through this door, you can go back to the Market sewers. I have not tried it myself, but I
guess the door can be opened from this side.
04. THE HIVE
A colony of beetles has nestled within this chamber. Together with 3-5 stag beetles [N,
Vermin 7] and/or stink beetles [N, Vermin 3], here is a tougher hive mother [N, Vermin 11].
05. STAIRS UP
Going up these stairs you can enter the dungeons of Castle Fairloch.
The stairs, however, are guarded by two shield guardian golems [N, Construct 15]. Beware!
[Ref. Area 2.88].
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When you tell the Duke youve found a duplicate of the book he gave you while exploring the
crypts of the Isle of the Dead, Sir Charles says the only person who had contact with that
book... was the person who brought your attention to the sceptre!
That person had been read the book. He could have made that entry, or at least had someone
with the skill to scribe into the tome.
Does it make sense?
If you are smart enough, when the Duke starts the conversation, you can solve the mystery all
by yourself.
In fact, if your Intelligence score is 13 or more, you can tell the Duke you have found a copy of
'Ancient Artefacts from Old Tymes' on the Isle, except that this version has no mention of the
Sceptre. You have been tricked.
Now, who handed you the book in the first place? Who had the skill to falsify the ancient tome?
Sir Malcolm [LN (?), F11], of course - and you would be surprised how easy it is to DIY, the
evil Castellan grins as he comes on the scene!
Sir Malcolm is Number One. Sir Malcolm is the responsible for kidnapping the princess back in
Bracksworth.
At first, the villain the REAL villain, Sir Charles would have specified - had hoped to coerce
Criosa into 'disappearing', rather than killing her. Once gone, there would be no one to rally
against his new position as King of Aielund.
Still glad to see someone is earning their salary around here?
Anyway, the Castellan says he had no knowledge of the attack on Culdeny. It seems the late
Ronald Bartlett had paid Commander Black extra to plunder the town. Sir Malcolm had only
paid him to raid Bracksworth, and yes, he attempted to frame Thomas Bartlett, mostly out of
spite for his family (hey, youve found some common ground...). They almost ruined his plans
with that attack!
Sir William thinks Sir Malcolm is nothing but the lowest scum to ever walk the earth but you
shouldnt be so hard with the would-be king. After all, he did all of this only for the good of the
Kingdom, to avoid to watch his beloved country burn down in flames as the Ironlord marches
to Fairloch. It was a difficult choice for him, you know?
The last ancient dragon has perished, and nothing short of a demigod would be able to destroy
the Ironlord now. His associates tell him that destroying the Temple of Eternal Resurrection will
prove futile, and the Ironlord will simply appear somewhere else. Sir Malcolm would offer no
resistance to the constructs advance. Instead, he would propose to co-exist with it. It is quite
intelligent (he says), and the Castellan believes it could be reasoned with. Something King
Seamus seems to have overlooked in his crusade.
If you got the insight option - so you have spared the Duke your insults during the
conversation you are given a chance to gain a few experience points by speaking in tone with
your ethos.
If you claim Sir Malcolm is scum, your alignment shifts towards Good; if you are good, you get
50 xp. If you say the castellans was quite a plan if only he didnt have to contend with you,
your alignment does not change. If you compliment Sir Malcolm for his brilliant scam, your
alignment shifts towards Evil; if you are evil, you get 50 xp.
As Sir Malcolm goes on rambling about his dreams of glory, two gloomy guys wrapped in black
capes enter the room.
The Castellan is proud to introduce you Sakima Hoshiro [LE, F19/M1] and his high priest, Mr.
Chen [LE, C16]. Sakima is the leader of the Shadow Warriors, and he is not too pleased that
you killed most of his followers in the Senate. He has proven to be a most loyal associate, so
Sir Malcolm has decided to reward him with your head. How kind of him...
As the Castellan leaves the hall through the door to the northeast followed close by the Duke
you are left to entertain the new guests.
I confess I was a little scared at the blokes sight. However, I had to find this confrontation was
less challenging than many others before. When I ran the game with a dwarven monk as my
hero, I was even able to dispose of Mr. Hoshiros in a couples round, first stunning him with my
rock-hard fist and then finishing him with my quivering palm.
When the bad boys are dead, search their corpses to find quite a few powerful items.
Sakima drops a fashionable set of Robes of the Spirit Warrior +5 [Favouring function over
fashion, these black, black robes are worn by a secretive order of monks operating throughout
Aielund. They allow the monk to blend into the night more effectively. Usable only by neutral or
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evil monks, the robes grant the wearer a +5 AC bonus, a +4 bonus on the Hide and Move
Silently skills and the power to cast the Darkness and the Improved Invisibility spells once per
day], a Warriors Helm [A highly sought-after artefact from the Mystic West, this helm
bestows great power upon the warrior who wears it, of great use to those who fight with
magic-wielding foes. The wearer of the helm is granted immunity to Fear, a +6 bonus on the
Discipline skill, and spell resistance 18], a katana called Diamond Edge [The entire blade
edge of this weapon is embedded with diamonds, giving it an incredibly sharp edge. The
workmanship required for such crafting is difficult to imagine. It is a sword of great beauty and
artistic value as well as a deadly weapon. This katana +3 can cause its victims 2d10 massive
critical damage], a katana +2, and an Amulet of Natural Armor +4.
The priest leaves behind an odd-looking tower shield +4, a heavy mace +4, and a pair of
Bracers of Armor +4.
By the way, Chen seemed to derive his powers from some source other than God. This is a bad
sign for the future.
05. WAR ROOM
When Sir Malcolm and his two associates come up to the scene, this room is left empty.
06. HEARTATTACK AND KNIGHTS
When you leave the throne room by the door to the northeast, you notice the corpse of a
Shadow Warrior lying on the floor, surrounded by many tracks. You can also hear screams and
the clashing of swords not far from here.
Indeed, at the hallways bend you find Duke Charles Montague together with two impostor
knights ready to take his life.
The Duke is so frightened he has a mild heart attack, which forces him to kneel down. Charge
the knights so to buy Sir Charles the time to gulp down a curative potion. When the two
warriors have been butchered, the Duke will feel better already. He is not in the mood to chat,
though, and just says you must hurry up and save the Princess.
Once Criosa is safe, you can return here to speak with Charlie. The Duke, however, wont have
much to say but a mere thank you. Some people are sooo quick to take offence...
07. PRINCESS CRIOSAS ROOM
When you manage to go past the locked door [DC18] of this room, you find Princess Criosa
Roebec [LG, Ro10] duelling with Sir Malcolm.
Lend the princess a hand - not that she needs the help, mind that - and send Sir Malcolm
straight to the place he deserves to visit most...
When the wicked man is journeying to Hell, search his carcass to find a Lords Breastplate
[These breastplates were worn centuries ago when the Lords of Fairloch themselves were
required to join battle in times of need. They are lightweight, yet offer good protection and
enhance the wearer's presence on the battlefield or the boardroom alike. This breastplate +3
grants the wearer a +2 Charisma bonus], a Nymph Cloak +4, a rapier +3, and a Ring of
Protection +4.
Criosa still does not believe Sir Malcolm has turned into such a villain. She has known him his
entire life and he always looked out for her...
Well, it seems the Castellan was so dedicated to protecting the Kingdom that he was prepared
to do anything, including killing the royal family.
All has turned out for the best, though, and the princess feels the urge to reward you. Too bad,
Sir Malcolm spent what little coin was left in the treasury, so Criosa has nothing to give you but
the thanks of the entire kingdom.
If you say thats more than enough, your alignment shifts towards Good (of 5 points); if you
are good, you get 150 xp. If you say thats okay for you took all the loot from Sakima and his
friend, your alignment does not change. If you comment that saving a princess just doesnt
pay as much as it used to, your alignment shifts towards Chaos (of 5 points); if you are
chaotic, you get 100 xp. If you say you care little for the thanks of people you dislike, your
alignment shifts towards Evil (of 5 points); if you are evil, you get 100xp.
Anyway, even if you dont get any money, you are given a final reward of 3,000 xp.
When you have reassured the Princess her uncle is all right, you should ask her what you do
now. Criosa says you must repair the damage done by the Castellan and his hired goons.
However, more than that, there is still the matter of the Ironlord.
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Before speaking about that issue, however, the Princess wants to reward your henchmen as
well as you. Your brave comrades hey, thats unfair! - will get more than mere thanks,
though.
Maggie asks jurisdiction over the ruins of Feybourne, just to make sure that it does not turn
into another hive of evil. So, the halfling priestess gets the title of Royal Custodian of
Feybourne and she is entrusted to keep the ancient city as well as the surrounding lands.
Valennia asks nothing but a large sack of gold and treasure. She has seen all that living in a
city has to offer, and she didnt understand most of it. Very soon, she shall return to her
homeland to rejoice in the simple pleasures in life. You cannot really blame her, can you?
Ronan says the Redoubtable has need of every crewman she can get, and he plans to be
aboard the frigate when she leaves. Criosa shall see to it that the rogues previous record with
the crown is cleared so he can be able to make a clean start with his life.
Sir William is promoted to the rank of general and asked to replace Sir Godfrey as the
kingdoms head of security. At his venerable age! What about a pension, instead?
As for you, well, there is another honour Criosa wishes to bestow upon you...
I am very afraid, but I must warn the princess is NOT referring to what your dirty mind may
already be envisioning. It would have been nice of her, though.
If you want to know the honour you deserve just choose the option to start Act Three. Such a
choice will bring you to the modules last area.
[Ref. Area 2.91].
If you want to check around the castle for a while, tell Criosa you will be back soon. When you
are done, come back here and speak with the princess to start the final cutscene.
If you care to search it, Criosas room features a bookshelf holding many lorebooks, plus a
chest and an armoire with random treasure of low value.
08. KING SEAMUS ROOM
The armoire and the chest of drawers inside this room hold random treasure of low value.
09. LOCKED ROOM
If you open the locked door [DC18] giving access to this room you will find only a group of
courtiers, inexplicably oblivious of everything is happening around them.
10. LOCKED ROOM
Past the locked door [DC18] you can enter a room whose floor is littered with the naked
bodies of dead knights.
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> When you are in the Fairlochs Market District [2.16], walk to the University grounds, enter
the Halls of Knowledge [2.26], and pay a visit to the local gift shop.
> Talk with Harold Webber and ask him if he has a job for you. The wizard gives you a
package of magical goods you have to deliver to the Tower of Sorcery in Amalis.
> When you are in Amalis [2.58], enter the Tower of Wizardry [2.63].
> Hand the package to Archmage Auberon.
A Not So Honest Living
> When you are at the Fairlochs thieving guild [2.29], down in the sewers beneath the
Market District, talk with Sparky, a halfling posing as a young girl and managing an
underground store.
Ask Sparky if you can help her with her trade. If you have at least one level as a rogue, the
urchin says you could steal a unique work of art hanging in a house in the northwest of the
Senate District.
> When you are in the Senate District [2.30], break inside the house [2.31], being careful
no one notice your unlawful act.
> Go upstairs and - still being wary to do not get caught red-handed - grab the expensive
painting.
> Return to the thieving guild and hand the portrait to Sparky.
If you ask for another job, the halfling lass says you could steal a priceless diamond, currently
in the possession of a collector in the Senate District.
> Return to the Senate District. The house you need to break in is found in the very
southwest of the ward.
Be sure no one is watching, and break inside the house [2.33].
> Inside a trapped chest on the first floor there is the flawless diamond you are looking for.
> Once you have the gemstone, return to the guild, and give it to Sparky.
After she has rewarded you, Sparky says you may have still more. Just return to her when she
will have the diamond evaluated.
> A week later or so, return to the guild and ask Sparky about the diamond to learn it was
worth more than she believed.
Acting 101
> When you are in the Fairlochs Market District [2.16], enter the Final Curtain playhouse
[2.22].
A troupe of actors is rehearsing a play with terrible results. Sit down and enjoy the show.
> When the master playwright calls for a break, talk with Radoc Yenther and offer him your
services.
If you have at least two levels as a bard, the gnome asks you to provide a few pointers to
young actor Wesley Bartlett on his acting style.
> Wesley will not take too well to your sound advice, and a duel will ensue.
> When the actor is dead, talk with the playwright to settle the matter.
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Blood Money
> When you are in the Fairlochs Docklands District [2.08], go talk with Kipper Bob.
The fisherman is standing on the bridge of his ship, the Saltfish, which is moored next to the
Redoubtable.
Kipper Bob asks you to deal with some local ruffians running a protection racket.
* If you choose the latter option, leave the warehouse and go to the districts guardhouse
[2.11].
Go upstairs and talk with Captain James Deckard.
Once you have informed him about the racketeeres, you can choose to let the local guard to
take care of the gang, or you can lend the cops a hand.
* If you want to help the authorities, return to the warehouse. When you enter the building,
three city watchmen follow you inside.
When you demand Justin to surrender, a fight begins.
> When the criminal organisation has been disbanded, return to Kipper Bob and tell him the
good news.
Buried Treasure? Yarr!
> When you complete the quest by the title A Delivery for the Amalis Tower, the Archmage
Auberon, who can be found at the Tower of Sorcery in Amalis [2.63], gives you a treasure
map.
> Later on, while you are exploring the deepest recesses of the Stoneguard Mountains
[2.74], you should discover a hidden cave.
> Enter the cave, kill the greater water elemental that guards it, and then grab the treasure
scattered on the floor.
Curiosity Killed the Cat
> When you enter the Stoneguard Mines [2.78], speak with Legnar Ironmonger, a miner
who can be found within an alcove a just past the dwarven foremans location.
If you are a halfling or a gnome, or if you are a spellcaster polymorphed into a pixie, you can
investigate the fate of Riagrin Rainkin, a halfling friend of the miner who entered a tight
passageway a few hours before.
> Go through the small crack in the rocky wall and explore the tunnel beyond.
> The halfling fell prey of a couple of giant ant hive guards.
When you have killed the ants, search the corpse of Riagrin and take his possessions.
> Go back to the small crack, go through it, and then inform Legnar about his friends death.
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> When you are in the Fairlochs Senate District [2.30], enter the Great Library [2.37].
> Talk with Sir Douglas Kelton, the librarian. The man is scared to death by something on
the first floor.
> Go upstairs. Within a small room to the northeast, there is a devil with four hostages.
Accidentally summoned from his hellish home, the devil is now stranded on this plane.
If you want to save the hostages, and help the fiend to return home, you should fetch him a
book that can be found on the same floor of the library.
* If you do not want to cooperate, or if you attack the devil, the hostages will die. If so, the
quest ends here.
> If you agree to help the fiend, search one of the small side-rooms to the west of the hall.
Upon a bookcase there is the book you are looking for: a Tome of Power.
> When you hand the book to the devil, he fiend releases one hostage. Then, he demands
you to bring him a special potion called Elixir of Binding.
* If you dont want to be an errand boy for a fiend, you can attack him. If you do so, however,
the remaining hostages will die.
> Go to the Fairlochs Market District [2.16], walk to the University grounds, enter the Halls
of Knowledge [2.26], and pay a visit to the local gift shop.
Ask for the potion to Harold Webber and he will sell you a bottle of Elixir of Binding. If you
can persuade the wizard you need the concoctions to save some lives, you can have it for free.
* Alternatively, you can replace the potion with a vial of holy water.
When the fiend drinks the Blessed Elixir of Binding, he is greatly weakened. Then, you can
kill him without causing the death of the hostages.
> Whatever your strategy, when the devil has gone return downstairs and talk to Sir Douglas.
Defender of the Crown
> When you have completed the quest by the title Escorting the Princess and Princess Criosa
has been led at Fairloch Castle [2.07], her uncle - Duke Charles Montague - invites you to
speak to his closest advisor to get further orders.
Talk to Sir Godfrey Davis to be entrusted with tracking down the assassins who are
threatening the royal family. To discover the assassins hideout you should contact the local
thieving guild.
Before you leave, Sir Godfrey gives you a Letter of Marque, which grants you access to most
buildings in town.
> If you follow Sir Godfreys advice, when you leave the castle, go to the Docklands District
[2.08].
Enter the local guardhouse [2.11], go upstairs, and talk with Captain James Deckard.
The officer suggests you to search for the thieving guild in the portion of the sewers beneath
the Market District.
* If you learn the guilds location by Ronan Aethur, or if you want to search for it without
getting hints, you can skip the previous step and head to the Market District sewers.
> Either you speak with Captain Deckard or you head straight to the Market District sewers
[2.29], when you explore the area you discover a hidden door. This is the secret entrance to
the thieving guild.
> Enter the guildhall and talk with guildmaster Peridoc Dabbenfold, until he reveals there
are two secret passages leading to the assassins guild.
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* If you wish to do so, when you leave the thieving guild you can return to the Docklands
Districts guardhouse and inform Captain Deckard you have discovered the location of the
guild.
If you do not wish to expose the thieves, or if you want to do that later on, head to the
assassins guild.
> You can enter the assassins guild by a hidden door found in the Senate District sewers
[2.40], or by a hidden entrance from the Fairloch Art Gallery, which is located in the Senate
District [2.38]. I suggest you to use the latter entrance.
* If you kill the guildmaster before you can question him, you will find the notes on his body.
* If you want, now you can now return to the thieving guild and have a chat with Peridoc.
The halfling points his nimble finger against Augustus Johnson, a powerful senator of the
Kingdom. Proof of his involvement could be found in the mansion of his associate Thomas
Bartlett.
* If Ronan Aethur is in your party, when you return to the thieving guild you will cause
Peridoc to be deposed from his charge and replaced by his second-in-command, Ashan Vai.
Then, Ashan will tell you the same information you can learn from Peridoc.
> Either you return to the thieving guild or you skip it, when you have cleared out the
assassins guild go to the Docklands District and enter the local guardhouse.
Go upstairs and talk with Captain Deckard.
If you have both the Lords Attire and the note that you should have collected from the
remains of Ronald Bartlett in the First Act of the saga, the Captain authorizes you to search Mr.
Bartletts mansion. In addition, he sends three men of him to guard your back.
If you cannot persuade the Captain to authorize your investigation, you must search the house
without the laws approval.
> Go to the Senate District [2.30], and enter the mansion of Thomas Bartlett [2.41].
A maid comes up to inquire about the reason of your visit. If youre conducting an official
investigation explain the maid your motives, otherwise ignore her altogether.
Go upstairs. Inside a desk there is a sealed letter. Pick it up.
> When you return downstairs, Thomas Bartlett is waiting for you, a knife in his hand.
The conversation that follow may end in violence. If so, dont forget to search Mr. Bartletts
body to take a letter he was carrying.
> Return to the Docklands Districts guardhouse and make your report to Captain Deckard.
If Thomas Bartlett is dead, the Captain says you must talk with Sir Godfrey Davis and
persuade him to give you a key to enter Senator Johnsons estate.
If Thomas is still alive, the Captain has him arrested and brought to the jail for interrogation.
When the Captain leaves, follow him to the guardhouses jail.
Together with the Captain, drill Thomas Bartlett until you convince him to officially accuse
Senator Johnson of conspiracy.
> When you leave the guardhouse, go to the Market District [2.16], and enter Fairloch Castle
[2.07].
> Tell Sir Godfrey Davis about the suspicion you bear on the Senator.
The paladin gives you the Johnson Estate's key.
> Go to the Senate District, and enter the Senators estate [2.42].
> After you have disposed of an aggressive butler, go upstairs.
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Inside a trapped chest there is a satchel full of papers proving the Senators involvement in
the conspiracy to overthrow the power of the Crown.
In addition, you learn about a secret passage leading from the district sewers to the Senate
building.
> If you think time is short, go to the mansions basement and search the west wall to find a
hidden door. The door lead to the Senate District sewers [2.40].
Search the area until you find another hidden door. Past the door there is a secret passage
leading to the Senate building.
* If you want to inform Sir Godfrey Davis about your discovries, return to Fairloch Castle and
talk to the paladin.
Sir Godfrey asks you to go to the Senate the fastest you can. To allow you entrance to the
building, he gives you the Senate key.
> Whatever route you choose, once inside the Senate Hall [2.43], go upstairs.
Talk with the City Watchman guarding the Senate Chambers door, and persuade him to let
you in.
* If you are in a hurry, you can ignore the guard and bash down the door, instead.
> When you enter the Senate Chamber, the House Speaker comes up to order you to stay
and watch the debates ending.
When votes are cast, Senator Augustus Johnson is defeated. The Senator claims his
colleagues have chosen for the Kingdom to be destroyed, so they have to be disbanded. Then,
several evil monks burst into the chamber and start to kill the senators.
> Charge the monks and keep fighting until you have killed all of them.
When the chamber is safe, go talk with the House Speaker.
Next, go talk with Augustus Johnson, who is standing within a near side-room.
At first, the Senator is hostile. When he is near to die, however, he begs for mercy. You are
free to kill him or to spare his life.
> Whatever your choice, when you have dealt with the Senator, a Knight Captain comes in
and asks for an explanation.
Whatever your answer, you are immediately brought to Fairloch Castle, so you can report to
Duke Charles Montague and Sir Godfrey Davis.
> Narrate to the Duke and the paladin what happened at the Senate.
If he is still alive, Augustus Johnson will be there as well, and he will reveal something
interesting about the plot to overthrow the kingdoms government.
If Augustus is dead, the same information will be provided by the Duke.
The following conversation will start the quest by the title The Sceptre of Transcendence.
Escorting the Princess
> When the Redoubtable moors at the Fairlochs docks [2.06], go on the frigates bridge and
talk to Captain Horatio Vale, who is waiting for you together with the Princess.
> Talk with Princess Criosa Roebec and let her join your side.
> Go across the Docklands District and enter the Market District.
Go forward until you reach a roadblock. A City Watchman informs you are forced to take a
detour.
As you walk along an alleyway, you are ambushed by a couple of assassins.
On the corpse of the assassin elite, there is a paper tagged as assassins note. Pick it up.
> When you reach the gates of Fairloch Castle, open the big door and go inside [2.07].
> In the entrance hall, talk with Sir Malcolm (the Castellan) to get audience with the Duke.
> Enter the throne room and talk with Duke Charles Montague.
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Evil Underfoot
> When you are in the Fairlochs Market District [2.16], walk to the University Grounds and
enter the Cathedral [2.24].
> Use the key to unlock the door in the northeast corner of the church, follow the passage
ahead, and then enter the Cathedral catacombs [2.25].
> After you go through an area teeming with mummies, you find an entrance to the ancient
tomb of Sir Marcus Fairchild.
> Enter the burial chamber to confront Cardinal Eric Notting and Sir Marcus (by now an
undead being) as well.
When the Cardinal is close to death, he asks for surrender. Choose if you want him dead or if
you want to bring the deranged man to the Cathedral as a prisoner.
> Whatever you do, return to the Cathedral and report to Bishop Anthony.
Hunting the Hunter
> When you are going across the Kingswood [2.54], stop to a campsite along the road to talk
with tanner Adelay Addams.
If you care to help him, the ranger asks you to track down and kill a local half-orc hunter whos
killing every prey he looks at both animal and human.
> Travel to the western portion of the Kingswood [2.55], and explore the woods being
careful to the many traps the hunter set up.
> To the west of the forest, there is a campsite guarded by a huge hunting dog.
When the dog notices you and a fight begins, Veerak Brun comes out of the shadows and
start shooting arrows at you from a distance.
> Engage Veerak in a fight. When you have weakened him enough, the half-orc flees away. >
Walk back to the area entrance. When you are near it, the hunter reappears, determined to
fight you the death.
When the hunter is dead, cut off Veeraks ear.
> Return to the main portion of the Kingswood and bring the hunters ear to Adelay.
Investigating the Pavement Explosion
> While you are escorting Princess Criosa to the Castle by going through the Fairlochs Market
District [2.06], you find a roadblock barring the way to the castle.
A wizard is discussing with a guard just before the blockade.
> Talk to the City Watchman and he explains an axplosion damaged the street ahead. The
authorities suspect the wizards of the local University to be involved, and he introduces you to
their most prominent member, Archmage Zachariah Smith.
Tell the Archmage you would like to investigate the matter. The wizard says you are free to do
so. If you discover something, you will find him at his office, at the Halls of Knowledge.
Once youve returned Criosa at home, leave Fairloch Castle and return to the Market District
[2.16]. Walk to the University Grounds and enter the Halls of Knowledge [2.26].
> On the ground floor of the halls, there are a few students. The first student of magic you
question about the explosion points you to Desmond, a wizard who you can find on the first
floor of the Halls.
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* If you visit the Student Quarters before to enter the Halls of Knowledge, you can get the
same hint by speaking with one of the students of magic hanging about the facultys common
room.
> When you have been told about Desmond, go to the first floor of the Halls of Knowledge,
and enter the wizards lab.
Talk with Desmond about the explosion to learn there are three students have access to his
laboratory. You should question them to know more.
> Leave the Halls of Knowledge and walk to the Student Quarters [2.28].
> In the common room there are two of the students Desmond has told you about, Maxwell
Brady and Patricia Sothby.
When questioned about the matter you are looking into, they say you should talk to their
colleague Alan Leonson, who has a passion for gambling. His room is on the first floor of the
building.
> Pursue the scoundrel up the tower, killing the two creatures he summons forth to prevent
you from catching him.
> When he arrives at the facultys pinnacle, Alan has no more places to flee. He will sell his
life dearly, though.
When Alan is dead, search his corpse to find a note.
> Leave the Student Quarters and return to the Halls of Knowledge.
> Enter the office of Archmage Zachariah Smith and show him the note.
Natures Fury
> When you are in Amalis [2.58], enter the City Hall [2.62].
> Talk to Lord Richard Sothby to learn about the Shadow Druids, a radical sect that
threatens to destroy Amalis. The druids are massing to the south, near the ruins of the ancient
city of Feybourne. You should put an end to their menace by killing their mysterious leader.
> Leave Amalis by the South Gate and cross the Feybourne swamp [2.66].
> In the southern portion of the Feybourne Swamp [2.67], there is the encampment of the
Shadow Druids.
When you enter the camp, a Shadow Druid comes up to know why you are here.
Unless Maggie Fairweather is on your side and the Druid recognizes her for their sworn enemy,
you are directed to the abode of the elder druid.
If Maggies identity is discovered, you must go by pushing your way through a crowd of hostile
druids.
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Enter the tower and click on the large tome resting on a lectern. The book reveals how to use
the broken ring you have found on the druids body so you can pass an otherwise
indestructible guardian barring the way to the next portion of the ruins.
> When you open the sarcophagus, a shaft of ethereal light appears near the west wall.
Step inside the shaft of light to reach the Ethereal Plane [2.69].
> Return to your plane by entering the shaft of natural light found in Cuthberts burial
chamber.
> Return to Amalis, go to the City Hall, and give the head to Lord Richard Sothby.
Night of the Long Knives
> During the quest by the title Defender of the Crown, you have to search the estate of
Senator Augustus Johnson. In a trapped chest on the first floor of the mansion [2.42] there is
a satchel full of papers. The notes tell of a plot to wipe out the Senate using the Shadow
Warriors, a group of dark monks proficient in the killing arts. Apparently, there is a secret door
that leads into the Senate building that is accessible from the sewers, and a way out of the
basement of the estate too, against the west wall.
The discovery of the notes starts this quest.
* As detailed in the quest Defender of the Crown, you can enter the Senate building either by
going through a secret passage from the Senate District sewers [2.40] or by going through
the front door [2.30].
To enter the Senate by the main door, however, you need to show the papers you have found
in the Senators house to Sir Godfrey Davis, at Fairloch Castle [2.07]. When he looks at the
notes, the paladin gives you the Senate key to enter the Senate building.
> When you are in the Senate Hall [2.43], go upstairs and speak with the City Watchman
who guards the council chamber door to enter the hall. If you are in a hurry, ignore the militia
and bash down the door.
> When you enter the council chamber, the House Speaker comes up to say you must stay
and wait until votes are cast.
After a short tirade, Senator Augustus Johnson starts the coup he had planned. Shadow
Warriors burst into the room to slay the other senators.
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> When you have killed all the attackers, go talk to the House Speaker. He says you must deal
with Senator Johnson.
> At first the Senator, who is found in a side-room on the west side of the hall, fights back.
When he is close to death, however, Augustus asks for surrender. You can have him arrested,
or you can kill it outright.
> Whatever your choice, talk with the Knight Captain who shows up after a few moments.
He takes you to Fairloch Castle, so you can justify your behaviour to both Sir Godfrey Davis
and Duke Charles Montague.
Orcish Raiders Along the Amalis Highway
> In the Fairlochs Residential district [2.44], a merchant by the name of Abel Fairchild is
having a dispute with a City Watchman.
Talk with the pair to learn that a band of orcish raiders is scouring the area along the Amalis
Highway, just south of Fairloch. The orcs have been disrupting trade between the two cities,
and naturally, there are not enough free troops to protect all the caravans. There is a
substantial reward for the head of the orcish leader.
> When you travel along the first tract of the Amalis Highway [2.53], you find an orc
champion holding a young woman in captivity.
> Kill the brute, and then talk with the orc hostage to learn the orcs have probably set up
just north of Amalis, in an old part of the forest to the west of the highway.
> In the second tract of the Amalis Highway [2.56], past the Kingswood, you should discover
a path leading deeper into the forest.
> When you arrive in Amalis [2.58], enter the City Hall [2.62].
> Show the orcs head to Guard Captain Reyne.
Scouring the Pirate Ship
> When you are aboard the Redoubtable, a pirate vessel attacks the Royal frigate [2.03].
> Help the sailors to fight the assaulters.
When the battle on the frigates bridge ends, talk to Captain Horatio Vale.
The officer asks you to search the pirate ship.
> Use the swinging rope dangling from the frigates forecastle to reach the pirate ship.
Kill the pirates barring your way on, then go under deck [2.04].
> Enter the captains cabin and kill the pirate captain.
Search the chest inside the cabin to get a letter tagged as pirates orders.
> Return to the outer deck, then reach the Redoubtable by using the rope dangling on the
pirate ships deck.
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Ships Report
> The first time you go on the Redoubtables outer deck [2.02], talk with Lieutenant
Masterson.
During the conversation, the sailors notice a ship apparently following the frigate. The officer
asks you to inform the Captain.
> Go under deck [2.01], enter the Captains cabin, and tell Captain Horatio Vale about the
pursueing ship.
Taking Candy from a Child
> In the Fairloch Residential District [2.44], near the Fairloch Bakery, there is a crying little
girl.
Talk with Sarah to learn a bad boy stole her precious sweets.
> If you want to help the child, when the conversation ends walk east.
A boy by the name of Bobby will call for your attention. According to Bobby, Samuel (the
terrible villain) is hiding inside one of the two buildings south of there.
> Enter the Residential Districts sewers [2.50] and look for Samuel.
When you find him, force the boy to give back the boiled sweets he stole.
> When you are aboard the Redoubtable [2.01], enter the Captains cabin and ask Captain
Horatio Vale about the war.
If you want to know more, the Captain says you should go speak with Rear-Admiral Chesterton
when you arrive in Fairloch.
* Alternatively, you can obtain this quest by speaking with the City Watchman who guards the
Navy Storage building in the Fairlochs Docklands District. The guard says you need the
admirals permission to enter the place he is watching upon.
Finally, you can get this quest by speaking with the Admiral when you pay a visit to the
Admiralty.
> When you are in Fairlochs Senate District [2.30], enter the Admiralty building [2.36].
Talk to Admiral Frazer Chesterton about the war, and then ask him the permission to take
some alchemists fire from the Navy storage.
If you persuade the Admiral you need the explosive mixture to defend the Princess, he gives
you a Navy permission slip.
> Leave the Admiralty, go to the Docklands District [2.08], and talk with the City
Watchman guarding the building.
Show him the permission to gain entrance to the Navy Storage building [2.12].
> Once inside the building, the door behind you slams shut and the kegs ignite.
> If you survive the deadly trap, when you leave the building talk to the Knight who have
come to investigate the explosion. He says you must report to the Admiral.
> Return to the Senate District, enter the Admiralty building, and tell Admiral Chesterton what
happened at the docks.
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> When you have completed the Natures Fury quest, by bringing the head of the Shadow
Druid leader to Lord Richard Sothby at the Amalis City Hall [2.62], the nobleman asks you
to investigate about the disappearance of his friend Alan Rich.
If you agree to help, Lord Sothby gives you the key to Alan Richs house.
> Leave the City Hall and walk to Alans abode. The house is found in the southeast portion of
Amalis [2.58].
> When the magical barrier is gone, you can enter the warded chamber. It features a stone
platform and a large tome that bears an incantation you cannot understand.
> A locked door bars your way inside the chamber to the southwest of the complex.
Inside this chamber someone is peacefully snoring. Wake up the sleeper to discover he is Alan
Rich.
When you tell him about the tome you have discovered in the warded room, Alan says he
might be able to read the incantation, so you can return home. Then, Alan leaves the room.
* Be warned that if you have not destroyed all the golems about the area, Alan shall be killed
by the constructs.
If Alan dies, take his signet ring from his corpse, then go to the room with the tome and
platform. Try to translate the incantation until you create a teleporting portal. Step into the
portal to return to Alans abode.
> If Alan makes his way to the warded room, he manages to translate the incantation.
A portal appears upon the near platform. Alan steps into it and he is whisked away. Do the
same to return to Alans house.
> Once you are back in his home, talk with Alan to get your reward. In addition, he gives you
his signet ring.
> Return to the City Hall and show the signet ring to Lord Sothby.
The Gold Dragon
> At the conclusion of the quest by the title Defender of the Crown quest, once you have
dealt with Senator Johnson and you are taken to Fairloch Castle so you can report to Sir
Godfrey and the Duke [2.07], Duke Charles Montague mentions a gold dragon who helped
the King of Aielund to thwart the Ironlord many years ago. If you ask about the dragon, the
Duke says you will get more information if you speak with Desmond, a wizard working at the
Halls of Knowledge.
* If you miss the chance to get the quest through the dialog option above, you can obtain it
by the dragon itself. To do so, you must die and respawn.
When you are on the Ethereal Plane, talk with the dragon. He says you must seek Desmonds
advice.
> When you leave the Castle, walk to the University grounds [2.16] and enter the Halls of
Knowledge [2.26]. Go upstairs and pay a visit to the wizards lab.
> Ask Desmond about the dragon. He says he can provide you more than answers.
Then, he opens a portal to the Ethereal Plane and step inside it.
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> Talk with the ancient gold dragon who goes by the name of Salinder to learn a few
interesting things about the Ironlord and your mission.
When the conversation ends, you are teleported back to the Halls of Knowledge.
> After the conclusion of the quest by the title Defender of the Crown quest, while you are
still at Fairloch Castle [2.07], Duke Charles Montague and Sir Godfrey Davis tell you about
the Ironlord, a terrible construct who sought to destroy Aielund but was temporarily defeated
by the local King and a gold dragon.
It seems the Ironlord is near to return to complete its job. You should find a way to stop it.
To this end, you are shown a book entitled, Most Ancient Artefacts from Old Tymes.
Sir Malcolm, the Castellan, notices that the tome details an interesting artefact. The Sceptre
of Transcendence seems just what you need to banish the Ironlord forever.
According to the Castellan, there are three places to search for the sceptre: the lost city of
Feybourne, the dwarven kingdom of Stoneguard, and the Isle of the Dead.
> In Feybourne [2.70], you can ask about the Sceptre to Deathmist, the dragon leading the
Shadow Druids. To meet the dragon, you have to do what is detailed under the quest by the
title Natures Fury.
Deathmist swears he has never heard of such an artefact.
When the dragon is dead, search the heap of treasure behind him to make sure the Sceptre is
not hidden in the dragons hoard.
* If you want, you can return to Fairloch and inform the Duke about your failure.
If you do so, you can notice Sir Godfrey Davis is not at Fairloch Castle anymore. Apparently,
the paladin left the town to go searching for the Sceptre by himself.
> In Stoneguard [2.77], you can ask about the Sceptre to King Sulinus MacTavish.
The dwarven than will answer your questions only when you have completed the quest by the
title War and Other Catastrophes.
Unfortunately, the answer is negative. The dwarves have no knowledge of such an artefact.
> Return to Fairloch Castle [2.82], and talk with Duke Charles Montague to decide your next
move.
> Leave the castle, go to the Docklands District [2.82], and talk with Kipper Bob to borrow
a passage to the Isle of the Dead.
The fisherman agrees to sail you there only if you have completed the Blood Money quest and if you pay him a few money.
> Once on the island [2.83], explore the dreary places until you find an entrance to some
caves [2.84].
> Exploring the caves, you find an entrance to a subterranean complex inhabited by a lich
[2.85] and many other undead.
> On the second level of the complex you have a chance to talk with the lich.
If you ask it about the Sceptre, the lich says it never heard of such an artefact.
> On the same level of the underground complex, past a trapped gate, you find the corpse of
Sir Godfrey Davis.
Search the body of the paladin to find the journal of Sir Godfrey. According to the diary, the
paladin suspected the Duke himself might be the head of the conspiracy against the royal
family.
> On the bottom level of the complex, the lich comes up to kill you.
To destroy the lich, you must break the phylactery held within the creatures sarcophagus.
To break the phylactery, pick it up and use its unique power.
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Upon a light-radiating bookshelf, there is another copy of Most Ancient Artefacts from
Olde Tymes, but it is different from the one you were given. This copy bears no mention of
the Sceptre. You have been tricked.
> When you take the book, a swirling portal appears nearby.
Step into the portal to return to the Saltfish. Tell Kipper Bob to sail back to Fairloch.
> At the Fairloch docks [2.86], you find Sparky waiting for you at the end of the jettison.
The cops stormed the thieving guild, arresting its members and taking them to the Castle.
Moreover, the castle gates have been locked from the inside, and no one is allowed in
anymore. Sparky knows of a way in, though. She will wait for you in the Market District sewers
to show you that passage.
> When you are ready to go, enter the Market sewers [2.86] and look for Sparky.
Talk with the halfling, then jump into the near pool of water to reach the Castle sewers [2.87].
> From the castle sewers, enter the castles dungeons [2.88]. Kill all the enemies barring
your way forward, then go up to the castles lower level [2.89].
> Again, fight and kill all the impostors until you reach the castles main floor [2.90].
> When you enter the throne room, Duke Charles Montague approaches you.
As the conversation goes on, the head of the conspiracy is revealed. Number One is none but
Sir Malcolm, the Castellan.
The Castellan comes in with two friends of him, and they shall keep you busy while he tries to
assassinate the Princess.
> When you have dealt with Sakima Hoshiro and Mr. Chen, go through the door to the
northeast.
In the hallway, you will find the Duke having troubles with his old heart and threatened by
two impostor knights.
* Not a quest at all, this journal entry simply resumes the events that took place in Act One.
The Tree of Life
> In the Valley of Silence [2.79], there is a monastery where some monks have gathered to
contemplate and meditate.
Enter the monastery [2.80].
> Talk with the leader of the monks, Grandmaster Drago Greenfare.
The halfling tells you about a few monks who have recently disappeared in the caves beneath
the valley. If you want to investigate, Drago says you must return here with a leaf from the
Tree of Life, a magical tree that grows within the caverns.
To enter the tree cave, he gives you the key to the Cavern of Life.
> If you have the key you should have been given by Drago, enter the Cavern of Life.
Pick up a leaf from the Tree of Life.
> Leave the caves, return to the Monastery, and give the leaf to Drago.
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> When you arrive in Stoneguard Village [2.71], you see some dwarves battling a few frost
giants.
Help the dwarves, then talk with the dwarven captain who leads them.
The captain tells you about the frost giants being at war with the dwarves, and asks you to kill
the giants king.
* Alternatively, you can acquire this quest by talking with King Sulinus MacTavish on the
bottom level of Stoneguard [2.77], or by talking with Thaddeus MacTavish - a dwarven
captain who you can meet in the Stoneguard Mountains area [2.73].
> Return to Stoneguard Village and enter the underground city of Stoneguard [2.77].
> Descend to the second level of the city and talk to the dwarven warrior guarding the gate to
the throne room to gain entrance to the room.
If you have the head of the frost giant king in your inventory, you can go inside. Otherwise,
you have to show the guard the Letter of Marque you got from Duke Montague to enter the
hall.
> Leave the throne room and go to the mining operation room to enter the Stoneguard Mines
[2.78].
On the first level of the mines, talk with the foreman and tell him why you are here.
The foreman gives you the mine gate key.
Use the key to open the gate ahead.
Proceed further down within the mines.
> On the third level of the mines, you encounter a duergar captain. The conversation soon
evolves into a fight.
When the captain is dead, search his remains. Take both the duergar leaders journal and
the duergar leaders head.
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Act Three
Return of The
Ironlord
With the city of Fairloch safe for the time being, and the Royal family
secure at last, you turn your attention now to the West, to King Seamus and
the Aielund military in its struggle to defeat the Ironlord. All seems to be
going to plan, until the ancient monster breaks free of its century-old prison
and embarks upon a single-minded quest for domination of the land.
With the countryside awash with creatures of all kinds seeking to flee the
coming onslaught, you and your companions must stave off hordes of
monsters, confront old enemies, and search for relics from the distant past,
all the while seeking allies to aid in the final clash against the Ironlord. But
before you confront it, you must learn the answer to a question of singular
importance: How do you kill that which cannot be killed?
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The Castellan, seemingly quite sane and rational, believed that the Kingdom should be
embracing this 'Ironlord' and letting it rule the Kingdom. To that end, he had organised the
kidnap of Criosa to remove her from power, and the eradication of the Senate to remove any
troublesome issues regarding the law. With the Duke out of the way, he would have ascended
to become regent of the kingdom, to await the return of the Ironlord. Unfortunately for him, I
ended his life before he had a chance to enact his final plans.
Once again in my debt, the Princess saw fit to have me knighted for my hard work. I have
since spent the past two weeks resting up and assisting her and the Duke in security matters
throughout the local region.
When you are ready to proceed, cross the bubbling stream ahead of you and prepare to meet
none less than an avatar of Savant [LG, F30], the fine author of the Aielund Saga. This
encounter is intended for gamers who are playing the adventure in multiplayer mode. Though
he loathes disrupting the flow of the story, Savant had to show up to suggest you must gather
all the players before your PC before proceeding further, for a cutscene will open the next act
of the story.
When everyone is looking at the screen with theirs mouth wide open, tell Savant you are ready
to go on then enjoy the cutscene movie that follows.
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After you have been properly introduced to the monarch and you have reassured him about
your loyalty - either it stems from deep within your heart or deep within your pockets - the
King explains they have been battling a cult that has been awaiting the return of the Ironlord
for a hundred years. They finally cut their way through their ranks to reach the temple,
whereupon it was destroyed by their siege engines. The link between the temple and the realm
of the dead is more than a mere physical gateway, though. Thirty minutes ago, the Ironlord
appeared from a hazy mist and immediately started out to the east, cutting down anything
that stood in its path. He moved towards the vast wasteland of the Hocarum desert. The
nearest habitable area is Trinity, a small town settled around an oasis. Seamus shall attempt to
send word there as a warning.
You have no more than a few weeks, as best. The last time it was on the loose, the Ironlord
raised an army before moving against the Kingdom. Seamus suspects it may try to do so
again. He would follow it at a distance, but his men are exhausted and in dire need of rest.
Its most likely point of attack against Aielund will be Fort Highmarch. The army has taken
many losses on the march here, and they are in need of reinforcements if they are to stop it.
The King wants the Duke to organise a party to gather up as many reserves as he can. He
should swing through Stoneguard too, for they will need the dwarves too. At this point, he
would consider asking even the barbarian tribes to help.
In the meanwhile, the King shall attempt to learn what he can from the captured cultists and
hopefully have some good news in the near future.
Before to vanish away, the King exhorts Criosa to give up her plans about adventuring and to
stay at the Castle.
Once Seamuss image has disappeared, a profound silence echoes around the room as
everyone weighs the consequences of what you have just learned. Then, you and Sir William
start to wonder what tactics you may employ to stop the Ironlord. The Duke, however, reminds
that you need enough forces down in Highmarch to implement those tactics. Regardless of
what you do, you need to organise as many soldiers as possible. They will need supplies,
equipment..., and a leader.
Hearing the magic word, Criosa comes up to claim SHE wants to be the leader. In fact, she has
decided to discard her fathers advice and go down to Fort Highmarch herself to oversee
preparations. Uncle Charlie objects thats too dangerous, but Criosa is adamant to claim
nothing bad could happen to her... especially with you by her side!
After a brief dispute, the Duke sighs in resignation and submits to the Princesss charisma
and authority.
Criosa orders her uncle and Sir William to see that everyone capable of holding a sword is
prepared for the journey to Highmarch. They must tell the Navy to forget about their ships,
and get them marching south within a week. In the meanwhile, you shall stop by Stoneguard
to enlist the aid of the dwarven warriors in fighting the dragon blocking the road to Culdeny. Or
perhaps... you could just ask it to go away, as it occurs to Criosa that the wyrm has been
waiting around there for most of the winter, oblivious to the fact that the people who hired it
are now dead.
Now you must excuse her, but Criosa has to get her equipment ready. She will meet you later
at the front door to the castle. Bye!
If you approach the Duke after Criosa has left, the concerned nobleman admits he is very
much worried about Criosa. She is the only heir to the throne, and he would take it rather
personally if she was to be killed, or harmed beyond reason. Therefore, the Duke asks for your
word of honour that you will keep her alive.
If you wish to bring a smile to the jaded old mans face, just swears Criosa will live through
this. Otherwise, feel free to do not promise anything. After all, the royal brat has undertaken
this little quest of her own will, knowing full well what it means...
If you plan to enlist Sir Williams help, the paladin says he is no longer a knight-errant. His new
duties here take up a great deal of his time. And to be honest, he feels a little old for
gallivanting around the countryside!
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09. ARMOURY
This room is intended only for newly created characters. At the beginning of the game, the
freshmen will be given a key to unlock the door and go inside.
Besides a few armour stands, here are six chests. Close to each chest there is a sign to inform
you what you can find inside the near coffer: amulets, armour, cloaks, helmets, rings, or
weapons.
Keep in mind that you are allowed to take only ONE item from each chest, so be sure you
choose wisely.
The amulets you can choose from include an Amulet of Health, an Amulet of Natural
Armor +4 and a Periapt of Wisdom +4.
The armour you can choose from include an Armour of Command, a leather armour +4
and a set of Robes of the Transcendent Path +4.
The cloaks you can choose from include a Cloak of Protection +4, a Mantle of Spell
Resistance, and a Nymph Cloak +4.
The helmets you can choose from include a Warriors Helm, a Hood of Clarity, and a
Visored Helm of Command.
The rings you can choose from include a Ring of Clear Thought +4, a Ring of Protection
+4, and a Ring of Resistance +3.
The weapons you can choose from include a composite shortbow +3, a pair of Gloves of
the Dragon +4 and a longsword +3.
10. CONFERENCE ROOM
Two pretty maids [NG, Commoner 5] are cleaning this hall. By all accounts, theirs is a highly
sought-after position amongst the lower classes.
11. LOCKED DOOR
The door leading to the lower level of the castle is jammed fast and cannot be opened.
12. ENTRY HALL
Two Knights of the Realm are guarding this chamber. The knight who guards the castles
front gate wont allow you to leave the palace until you have spoken with the Princess in the
War Room.
Once you have gone through that conversation, Princess Criosa Roebec [NG, Ro/W] will come
here, waiting for you near the castle door. The princess now wears a nice adventuring gear and
she is all set to head out.
If you believe Criosa will be nothing but a hindrance, you do not have to take her with you.
Just be warned you dont even know half of her talents...
If you are not curious enough, tell Criosa you dont need her. The Princess will look crestfallen
but wont force you to change your mind. Just know she will remain here in case you do
require her assistance.
If you want to discover her hidden talents and if you need a good rogue who can cast a few
spells at well - let Criosa join your side.
The provident princess has already planned your trip. Your first stop should be Stoneguard, so
to enlist the dwarves. Then, after you confront the blue dragon, you will pass through Culdeny
and turn south to Bracksworth. Criosa wants to talk with the barbarian tribes, to see if they
could help us.
Hey, who is the one in command, here?! Dont ask and just move on - you have a lot of ground
to cover...
By the way, Criosa will be willing to travel with you even if you are evil. Certainly, in some
ways, you are something of a monster, but you are a powerful monster and the best way to
fight one powerful monster is with another one... How gracious of her!
When Criosa has joined up, look at her stats to discover she is not a mere rogue anymore she can cast spells as well! You see, when she was kidnapped her spellbooks were taken from
her, then she was on a ship, and by the time she managed to acquire some replacement
spellbooks the threat was over. Then, the Castellan burst into her room and tried to kill her
with his sword. Not a lot of opportunities to show you her magical talents, uh?
Anyway, Criosa admits she is not all that good at it. You won't be seeing her do any great feats
of magic, but she finds it is useful from time to time.
Criosas other talents may come up later, but you have to be a male to bring them out...
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The Princesss starting equipment includes Criosas Armour [Specially made for the Princess,
this fine outfit protects against all but the deadliest weapons, yet is light enough to be worn all
the time. It is also a nice looking garment, sure to make other noble ladies jealous (as it
should be). The outfit grants the wearer a +4 AC bonus and a damage reduction +4 soak 10],
a rapier +3, a shortbow +3, two sheaves of arrows +3, an Amulet of Natural Armor +3,
a Cloak of Protection +3, and a pair of Greater Boots of Agility [These boots grant the
wearer a +4 Dexterity bonus and improved evasion].
When you are ready to go, talk to the Knight near the door and tell the armoured lad you AND the Princess - demand to leave the castle. If you want the Knight to open the gate, you
must speak him that way, even if you have refused Criosa the honour to share your company.
[Ref. Area 3.04].
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Notes:
The first thing you should notice once outside the Castle is the way ahead of you has been
cleared out. At last, the damage caused to the street pavement by the explosion that took
place in the district has been repaired and the roadblock has been removed.
A few more changes have been made here as well.
Both the entrances to the districts sewers have been blocked off with massive rocks.
The gates to both the Docklands District and the Senate District are now locked. The Docks are
closed off while the fleet is being repaired. The Senate is closed off while the investigation on
the conspiracy is still going on.
The Final Curtain, the local playhouse, is closed as well. A sign outside the theatre reads, Due
to the unfortunate and untimely death of Wesley Bartlett, the troupe is on hiatus for the next
two months. May he rest in peace. I am certain you will wonder a little about the sad fate
befallen to the young actor unless you are a bard, of course...
Finally, you cannot enter the Students Quarters anymore.
Seven City Watchmen [LN, F6] are patrolling the streets and guarding the most prominent
landmarks of the district. If you are looking for their commander, the militias inform the head
the City Watch is currently found in this districts guardhouse.
The common folks you can briefly interact with include a couple of boys [N, Commoner 1], a
little girl [N, Commoner 1], nine commoners [N, Commoner 2], a nobleman [N, Commoner
6] and a noblewoman [N, Commoner 4] who stand in front of the Fair Maiden inn, and three
vendors [N, Commoner 1] selling produce and fruits at the marketplace.
If you are after some coins and you think petty theft befits someone of your rank, feel free to
lift those peoples purses.
Finally, you can exchange a few words with two young priests [N, C5] standing near the
Cathedral, or chat about the war with two students of magic [N, W2] hanging in front of their
faculty.
01. CASTLE GATE
Two Knights of the Realm [LG, F12] guard the Castles front gate.
[Ref. Area 3.03].
The first time you leave the palace, a City Watchman approaches you to inform Captain
Deckard has custody of a prisoner who asked to speak with you. The officer requests that you
join him in the local guardhouse immediately.
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01. EXIT
Leave the guardhouse from here to return to the streets outside.
[Ref. Area 3.04].
When you enter this place, Captain James Deckard [LG, F13] approaches you to explain
about his latest prisoner. Actually, the officer didn't really arrest the guy, as such: he
surrendered himself at the gate to the city. At first, the guards on duty thought he was some
kind of nutter, but an officer recognised him and took him in. You will see why when you meet
him. As for who he is, take a look yourself... the holding cell is just at the end of the hallway.
02. BACK FROM THE GRAVE
Oh my, here is a familiar face, indeed!
Even if he bears scars from his last encounter with you, Robert Black [N, F13] seems to be
very much alive. Aside from his missing eye, that is!
Do you find that hard to believe? Come on, any adventurer worth his salt should have access
to a little... life insurance, shouldnt them? Robert paid a cleric a large sum of gold to raise him
if he fell in battle, so, here he is.
By the way, the priest who resurrected him was Mr. Chen, the dark fellow you have killed in
Fairloch Castle.
Robert admits he is completely broken. That campaign against Culdeny was the worst in his
life. The former leader of the Steel Tigers lost everything he has spent a decade building. He
had everything under control until you showed up... You stole his equipment off his body and
left him with nothing! Robert is not here for revenge, though, you idiot! No, he came here
because he has something to offer you. What? Information... and a good sword arm. In short,
he wants to work for you!
I cannot blame you if you dont trust Robert. Nevertheless, you must understand this: he is a
practical man. He does not hold grudges, and he is completely loyal to whomever he's working
for. You don't get to survive in his business if you cross your employer.
Anyway, you need all the help you can get. That savage woman (Valennia, that is) left the city
over a week ago, and the old knight (Sir William) has been promoted to general. Also,
somehow Robert doubts Princess Stick-Figure would be much use in a fight.
I wont tell you what you have to do, but one thing is for sure: Robert is VERY good at his job!
If you are looking for an effective warrior, he is your best choice.
Before you decide to leave him in jail to rot, you probably ought to know something else. Did
Robert mention he is the one who hired that dragon to hang around the Culdeny Highway in
the first place? It did cost a hell of a lot of money but Robert put that on the bill, so it didn't
cost him a single gold piece. Now he could probably talk to it for you, tell it to go home again...
Roberts services will cost you the sum of zero gold pieces, but - being a pretty honest chap he warns you will have to buy him equipment for he has nothing left but his sturdy boots and
his winning charm.
If the princess is on your side, Criosa complains she is not exactly happy to travel along with
the same man who had her locked in a cave. She will accept your decision, though... but if
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Robert so much as looks at her sideways, she wants you to gut him. Robert has never been
eviscerated before, so he judges that sounds like a jolly good time.
If you dont want to consort with someone of his ilk, Mr. Black wont object. He gets food, a
place to sleep, and no one is trying to kill him for once in his life. As he lights up a cigar and
puffs away, he just says he will be right here when you need a good warrior. Oh, and give that
big blue dragon a sloppy kiss for him.
If you hire Robert, ask Captain Deckard to open the cell and let your new chum free to leave.
The officer will be a bit disconcerted by such an order but will obey nonetheless.
When Robert has been made an addition to your party, you can talk with him about a few
subjects, namely his past life and his motives to adventuring with you. You can also ask him
about his deep hatred for clerics to learn a few backgrounds on his family. Later on - if you are
a female character, of course - you may have a chance to win the mercenarys heart, or to be
seduced by his (quite questionable) charms.
03. GUARD ROOM
This small room features only an armoire holding random treasure of low value.
The next room is empty.
Unless you wish to indulge in a chat with the two City Watchmen [LN, F8] guarding this place
you can leave the building at once.
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Common Room
First Floor
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Main Floor
First Floor
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3.10 TANNER
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Notes:
With the coming of spring, the snow has finally melted away and the districts trees are
blossoming with rosy flowers. Nice.
About this area, you can meet two boys [N, Commoner 1], a girl [N, Commoner 1], and nine
commoners [LG or N, Commoner 2]. Also, a lonely ox [N, Animal 1] is wandering about a
wagon someone has left unattended just amidst the central plaza.
By the way, once you have cleared the road to Culdeny, if you return in Fairloch you will find a
guy by the name of Bill Cooper [N, Commoner 1] standing near the wagon. Bill is a teamster
by trade and for 50 golds can give you a ride back to Culdeny.
Seven City Watchmen [LN, F6] are on duty patrolling the nearby streets or guarding the
districts gates around the clock.
01. TO THE MARKET DISTRICT
Go through this gate to return to the Market District.
[Ref. Area 3.04].
02. THE TRADEWAY TAVERN
If you feel thirsty, pay a visit to the districts tavern. Otherwise, you can skip this building.
[Ref. Area 3.15].
03. SPARKY
Sparky [N, Ro10], the halfling lass posing like a young street urchin, is standing on the
terraced roof of the Fairloch bakery. She is easy to miss, so keep your eyes open.
When you have spotted the young girl, go up the ramp leading to the roof and say hallo to
your cute friend. After that little swim of you in the sewer, Simone just thought she would sit
here and wait for you to leave. She wanted to wish you good luck, you know...
If Criosa is on your side, you can introduce the Princess to the diminutive rogue who helped in
saving her precious life.
Thats not all, though. You see, Sparky recently came into possession of some interesting items
you might like...
You shouldnt dismiss Sparkys offer. Indeed, her store has a maximum buying price of 12,000
golds more than any other shop in town. If you have some powerful item to sell, Simone is
your best choice. In addition, she is the only trader who wont ask about your stuffs origin, so,
you can sell her any stolen item you may have in your backpack (i.e. the Roebec Family
Armour).
Besides a few trap kits, Sparky has only three trinkets to sell: a Lantern of Revealing, a
Lens of Detection [This circular prism enables its user to detect minute details, magically
revealing all nearby traps to the user as per the spell find traps. The lens is about 6 inches in
diameter and set in a frame with a handle. The user of the lens has the power to cast the Find
Traps spell up to thrice a day. Base price: 5,175 gp], and a powerful Ring of Elemental Fire
[One of the four elemental rings of power, this device creates a bond between the wearer and
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the element the ring is linked to. This allows the wearer to summon powers on a limited basis,
and provides protection against certain forces. Besides its unique summoning power (usable
once per day and calling forth a huge fire elemental), the ring, which sheds a dim red light,
grants the wearer 25/- fire resistance and the power to cast the following spells: Fire Storm,
Flame Strike, and Wall of Fire. Each spell can be cast once per day. Base price: 91,362 gp].
04. SOUTH GATE
Go through this gate to leave Fairloch.
[Ref. Area 3.16].
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01. TO FAIRLOCH
Go north from here to return to Fairloch.
[Ref. Area 3.14].
As Criosa says, Spring at last! Indeed, the blooming landscape presents the onlooker a real
nice view - unless he happens to be allergic to pollen, just like Robert (sneeze)... stupid
flowers!
Squawking chickens [N, Animal 1], placid cows [N, Animal 1], busy farmers [N, Commoner
3], and a lonely City Guard [LN, F6] who wanders near the crossroads complete the scenario.
All the buildings in the area have their door barred or jammed fast. Even the old abandoned
house where you could stop to rest during Act Two is now inaccessible because someone has
boarded its door.
02. TO AMALIS
A City Guard is standing near a sign, which informs the road ahead has been closed due to
avalanches.
The watchman confirms the road to Amalis has been snowed in. It always happens at this time
of year. The snow in the mountains melts and it all ends up along this section of the country. It
will be clear in a week or two, although it could be longer due to the colder than usual winter.
You had better find an alternate route.
03. TO STONEGUARD VILLAGE
Follow the road as it goes west to reach the small village of Stoneguard.
[Ref. Area 3.17].
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01. TO FAIRLOCH
Going back this way you can return to the farmlands to the south of the Kingdoms capital city.
[Ref. Area 3.16].
02. DWARVES ON THE RUN
As you walk towards the village, you spot a group of dwarven refugees [LG, Commoner 5]
fleeing their underground homes in a panic to find shelter here. Haggard and careworn, these
dwarves are crying for help and look like they have been through hell.
A couple of weary dwarven warriors [LG, F6] are trying to keep the area safe from the evil
who lurks below and they really lack the time to chat with you.
A red-bearded and very agitated dwarwen captain [LG, F11], however, will indulge your
curiosity. Something horrible attacked the dwarven city, forcing the inhabitants to flee. If you
want to know more about what is going on, though, you should speak with King Sulinus. In
fact, even the clans thane has been forced to evacuate and has made his way to the Miners
Rest inn.
03. MINERS REST INN
King Sulinus himself has been forced to flee Stoneguard to find shelter within the walls of the
local inn.
If you are hurt or if you have depleted all of your spells, here you can rent a room for resting.
[Ref. Area 3.18].
04. TO STONEGUARD
Once you have talked with the leader of clan MacTavish, you can enter the subterranean town
through this passage.
[Ref. Area 3.19].
05. TO THE VALLEY OF SILENCE
As you may have noticed, the passage to the Stoneguard Mountains has disappeared
altogether.
When you are ready to move on and continue your trip to Culdeny you have no choice but to
leave the area this way, following the path that leads to the mystical Valley of Silence.
[Ref. Area 3.20].
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Common Room
First Floor
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Before the conversation ends, your hero tells the King there is something else you would
discuss with him when you are back from the city. Sulinus suggests that perhaps you should
spill the beans now, just in case... well, you know, you never can tell!
If you are confident you have enough strength and wits to overcome whatever danger lurks
within the dwarven halls, just keep your mouth sealed. If you listen to the thanes prudent
suggestion, though, tell His Majesty you came here to ask him to send all available warriors in
preparation for a major battle, which will most likely take place around Fort Highmarch within
two weeks. A well-established ally of the Roebec family, Sulinus wont refuse his assistance to
King Seamus. He needs to secure his city first, but he is confident he should have an army
marching south by the end of the week.
Later on, when you return to the inn with the wyrms head in your backpack, King Sulinus
claims you have earned his eternal gratitude.
If you humbly say you did that only for the sake of the innocent and the stability of the region,
your alignment shifts five points towards Law; if you are lawful, you get 150 xp. If you ask for
money, instead, the King coughs up 5,000 gp.
Unless you have already obtained it, do not forget to ask Sulinuss help to fight the Ironlord.
Thats no mandatory, though. If you think the dwarves support is useless to your cause, feel
free to skip the issue altogether. Just keep in mind, the more allies you will manage to gather
the easier the final battle shall turn.
Also, if you have been told about the duergar searching the hall for a sceptre or some kind of
artefact, you can ask Sulinus for an explanation. The King is afraid, though, but he has never
heard of any relic hidden somewhere in his domain. History repeats itself.
Whatever you say or ask for, bringing Sulinus the dragons head is worth a reward of 3,000
xp.
When you leave the inn after your commitment with the King has been fulfilled, all the dwarves
outside will cheer you and will call you a hero. Then, the refugees will return to their homes.
Bravo!
03. STAIRS UP
The local innkeeper [LG, Commoner 3] is standing before this door. If you need to rest, pay
the stocky woman 10 golds to get the inn key. With the key in your possession, unlock the
door and go upstairs. Sleep well!
04. STAIRS DOWN
Go down the stairs to return to the inns ground floor.
05. THE HANDY PILLOW IS BACK
The cushion of reasonable comfort, which allows your party to rest while time advances of
8 hours, can be found within this room. Whew, I was missing it.
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3.19 STONEGUARD
Top Level
01. STAIRS UP
Go through this passage to return to the surface.
[Ref. Area 3.17].
02. DWARVEN ALLIES
The contingent King Sulinus may have told you about is small, indeed. It includes a dwarven
captain [LG, F11], two dwarven warriors [LG, F9], and a dwarven battle cleric [LG, C8].
The Captain explains this is the only safe point left on the upper level. The Undercity has been
overrun by duergar and they have closed off the mines by collapsing the entrance. A great
number of dwarves were down there battling their evil cousins, so maybe they cut 'em off after
a fair number of them got through. Of course, the duergar could also be very stupid, cutting
off their only way out.
Anyway, there's also a number of civilians gone missing and the soldiers are keeping an eye
out for them. You should do the same.
If you need some backup, the officer and his boy... err... forces - damn women in armour!
are ready to fight. The officer has no doubts the duergar will gonna try to swarm through the
gate as soon as it is opened.
In the rare occurrence the Captain should fall during the incoming battle, you can search his
corpse to get a battleaxe +2 and two Potions of Cure Critical Wounds.
If you need healing, the dwarven cleric will provide it for free. She can do that only once,
though.
Also, the lady cleric has a few potions and healing kits for sale. Be warned such goodies are in
short supplies, so they aint cheap.
The clerics store has a 1,000 golds money supply and a maximum buying price of 10,000
gold pieces. Her goodies include two healers kits +1, a healers kit +3, a healers kit +6,
two healers kits +10, two Potions of Cure Serious Wounds, one Potion of Cure
Moderate Wounds, and six Potions of Cure Critical Wounds.
03. FIRST SKIRMISH
The dwarven Captain was quite right. After a few moments the gate has been opened, a group
of grey-skinned dwarves rushes forward to storm the passage.
This war party numbers 2-6 enemies. Most of them are duergar warriors [CE, F11], but you
may have to face also one duergar berserker [CE, Bb13], one duergar cleric [NE, C10],
and/or one duergar rogue [NE, Ro12].
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Dont take your foes easy! The duergar are skilled fighters, and their rogues have the nasty
habit to pop out from nowhere to drive a few bolts in your back.
All the duergar warriors you may happen to kill in Stoneguard drop a grey dwarf armour and
a battleaxe +1. The berserkers leave behind a grey dwarf armour and a greataxe +1. The
rogues drop a grey dwarf leather armour, a short sword +1, and a sheaf of bolts +3.
Further south, a few more duergar are patrolling the hallway. If the fighting moves towards
them, the grey dwarves will be quick to join the fray to lend assistance to their comrades. This
second group numbers 3-6 duergar and may include duergar warriors, a duergar
berserker, a duergar cleric, a duergar rogue, and/or a tougher duergar captain [LE,
Bb14].
The duergar captains always drop a battleaxe +3.
After the duergar have been exterminated, the dwarven warriors will stand guard along the
corridor if they have survived the encounter, that is. The dwarven captain and the battle
cleric will take back their previous position beyond the gate, instead.
04. LACHLANS DRINKING HALL
When you enter the feasthall, a volley of bolts rains down upon your party, coming from the
hall to the north.
Within the drinking hall, there are 3-6 grey dwarves possibly including duergar rogues,
duergar warriors, a duergar berserker, a duergar cleric, and/or a duergar captain.
05. STOREROOM
The sole searchable crate within this room holds random treasure of medium value.
06. PRIVATE HOME
Here is nothing but a chest of drawers holding random treasure of low value.
07. STAIRS DOWN
These stairs lead to the lower lever of Stoneguard. Before you can go down, however, you have
to deal with 2-5 grey dwarves. The group may include duergar warriors, a duergar
berserker, a duergar cleric, and/or a duergar rogue.
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Undercity
01. STAIRS UP
Go up these stairs to return to the underground citys top level.
Watch your steps, for a nasty trap [DC24/35; Strong Negative] has been placed on the floor
just ahead of you. Also, a group of duergar numbering 2-5 grey dwarves is patrolling the near
corridor. The bad boys include duergar warriors [CE, F11], duergar rogues [NE, Ro12], one
duergar berserker [CE, Bb13], and/or one duergar cleric [NE, C10].
The slain duergar leave behind the same equipment than the ones you have disembowelled on
the level above.
02. BARRACKS
When you enter the barracks you may notice a trembling dwarven commoner [LG,
Commoner 5] crouched in the southwest corner of the room.
The daughter of this guy was sick and he needed to make sure she got to safety. He stayed a
little too long, though, and couldn't make it upstairs without catching the attention of the grey
dwarves. He knows there is at least another three citizens hiding down here and you should
find and lead them to safety as well.
For freeing this fellow, you get 200 xp.
If you dont want to miss the experience reward and if you want to avoid this whole quest to
go screwed up for good you must take care when you fight the duergar strolling outside the
barracks. If the fighting occurs too close to the room, the commoner can be killed by a stray
bolt or by an area spell.
If so, you can partially console yourself by searching the unfortunate dwarfs corpse and
grabbing his worldly possessions.
03. TRAPS & SPELLS
The corpses of several dwarven warriors litter the floor of this hallway and they should suggest
the wise adventurer some caution is advisable. Indeed, five fiery traps [D25/35; Average Fire]
have been placed all along the corridor.
Besides the traps, 2-5 duergar wizards [CE, W12] - and perhaps a duergar cleric - are
lurking near the end of the hallway.
Powerful and dangerous, the duergar wizards have mastered the arts of teleportation and
invisibility. The Missile Storms they like to cast can do harm and their Darkness spells will force
you to a quite risky blind fight - plus, theyre quite adept in calling forth nasty creatures to
fight on their side, like their annoying imp or eyeball familiars. Having the power to dispel
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your magical protections, the cleric will ensure the wizards will find an easy target to hit.
Beware!
The dead mages leave behind daggers +1 and Rings of Protection +2.
04. COMMONERS QUARTERS
To enter both the second and the last of these four chambers you have to go through a locked
door [DC28].
Random treasure of low value can be collected by emptying two armoires, a chest of
drawers, and a desk.
Also, a dwarven commoner has found shelter within the second room. Rescuing this woman
is worth a reward of 200 xp. Before leaving for the surface, the dwarven lady informs three
other civilians are hiding about here.
05. NOBLE QUARTERS
Within the apartment to the right side of the corridor, which is accessible by going through a
locked door [DC28], you will find a dwarven noble [LG, Commoner 5].
When you inform the gentledwarf he has a clear run to the exit upstairs, you are given a
reward of 200 xp.
Before to run for his life, this fellow provided he is the third dwarf you rescue says he
heard the duergar talking about some kind of sceptre they were looking for in the city.
Apparently, they aint found it yet, though. What? A SCEPTRE? Oh no, not again!
Both the locked chest [DC18] and the armoire standing in the nobles bedroom hold random
treasure of low value. More minor loot can be collected by searching the locked chest [DC18]
found inside the apartment on the other side of the hallway.
06. ROYAL GATE
Before to enter the throne room, you have to persuade a few duergar to let you in. This group
numbers 2-5 foes, including duergar warriors [CE, F11], duergar rogues [NE, Ro12], one
duergar berserker [CE, Bb13], and/or one duergar cleric [NE, C10].
Upon the clerics corpse, I found a Sunlight Sling (a weapon that may turn useful if you face
undead) but I believe that was a mere stroke of luck.
07. THRONE ROOM
A tough duergar captain [LE, Bb16] is searching the hall, together with 2-5 duergar
wizards. When you are spotted, the captain urges the spellslingers to forget the relic they are
after and to kill you, instead. It goes without saying that was the last order he issued...
The slain captain leaves behind a battleaxe +3, a Potion of Heal, and a duergar large
shield [Often used by duergar elite warriors and leaders, shields of this nature are extremely
useful against some of the nastier creatures that live underground, particularly those that
employ paralysing poisons. This large shield +4 sheds a dim purple light and makes the
wielder immune to paralysis].
08. LIBRARY
This room is a bloody mess. Sheets of paper litter the floor and the shelves are in disarray.
Obviously, someone has frantically searched this place. What were they looking for?
09. KING SULINUSS ROOM
The door leading to the Kings private chambers is locked [DC18].
A dwarven commoner did find some way to enter the room. Now he is waiting for someone
to get him out of trouble. Returning this pal to freedom is worth a reward of 200 xp.
On the understanding that you have already rescued three dwarves, the guy says a huge
dragon is leading the duergar. The dwarf saw it as he was fleeing from the mines - huge, it is.
The thanes bedroom features two armoires, one chest of drawers and a cabinet that you
can search to get random treasure of low value.
The reading room to the south has been thoroughly searched. Again, you may wonder about
the artefact the duergar seem to be after.
10. THE FIFTH DWARF
A dwarven commoner is hiding within this room. Assuming this is the fifth dwarf you rescue,
you get a final reward of 500 xp. If you have skipped one or more dwarves, though, you will
get the usual 200 xp. The larger reward will be yours only in case you manage to send all five
missing dwarves to the surface.
On condition that this one is the fifth dwarf you rescue, the guy says the dragon you are going
to face is not a black one. Sure enough, it is evil but it is no black.
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Mind that this dwarf can be killed if one of the duergar patrolling the corridor outside opens
this door and enter the room before you can do the same.
11. DUERGAR
A duergar berserker is standing before the door to the mining operations room. Together
with this fellow there are other 2-5 grey dwarves: duergar warriors [CE, F11], duergar
rogues [NE, Ro12], one duergar berserker [CE, Bb13], and/or one duergar cleric [NE,
C10].
When the scoundrels are no more, prepare for a difficult fight. Then, open the door ahead and
go inside. Who goes there?
12. DRAGONSLAYING
The dreadful beast you have to challenge is a mature adult shadow dragon [CE, Dragon 25]
and it really packs a punch!
The wyrm boasts 432 hit points, armor class 32 and 30 points of Strength. Beside to radiate a
powerful aura of fear, it can belch forth deadly jets of negative energy.
If you judge the dragon is too powerful for your party try to be smart and quick as well! Not
too far from the shadowy monster, there is a raised platform with a sort of summoning
pentacle inscribed upon. The corpse of a fallen dwarven knight lies at the centre of the
pentagram. On the warriors sides, you can notice a shield and a sword. The shield will turn
useful only if you are a dwarven defender or if you have a VERY high score in the Use Magic
Item skill - but the enchanted blade can save your day, here.
The MacTavish Standard is a shield only the finest warriors in the dwarven ranks may hope
to bear. Its defensive properties complement the legendary toughness of the dwarven
defenders, making them extremely difficult to kill. This large shield +4 grants the wielder spell
resistance 26.
Scourge of the dragonkind, the legendary blade called Arc Draconis is feared by dragons of
all colours and ages throughout the known planes of existence. This bastard sword +2
becomes a blade +5 when employed against a dragon. A dragon hit by the sword suffers 1d6
additional magical damage and 1d6 additional piercing damage. Also, the swords wielder is
granted a +3 AC bonus vs. dragons. Arc Draconis sheds a low blue light.
The pentagram inscribed upon the platform appears to be designed to keep only duergar out,
so, ignore the dragon, and grab the sword. Equip the blade yourself - or bestow it to Robert then... good luck!
If you are not allowed to wield a bastard sword and if Mr. Black is not on your side, forget the
blade and focus your attention on the wyrm.
When the huge monster falls dead, dont forget to grab the dragons head as a proof of the
beasts ultimate demise. Bring the trophy as a gift to King Sulinus and you will be properly
rewarded.
Heavy boulders block the mines entrance, so, it should be time for you to return to the
surface. Before leaving the room, however, you can search the fallen knights corpse to get a
precious full plate +3.
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03. MONASTERY
No self-respecting monk can travel through the valley without stopping to the Transcendent
Orders monastery and look at the temples store.
Besides that, you need to come here to get the key that unlocks the bridge gate.
As a side note, the cave-complex underneath the valley is no more accessible. After the slaad
infestation, someone the monks themselves, presumably has blocked both the cave
entrances with a pile of heavy boulders.
[Ref. Area 3.21].
04. BRIDGE GATE
To cross the bridge you must go through a big wooden gate. The gate is locked, though, and
you wont be able to open it without the proper key. Such a key can be easily obtained from
Grandmaster Drago at the near monastery. Just go there and ask for it.
05. TO THE MOUNTAIN PASS
Leaving the valley and continuing west along the road you will reach a pass in the Stoneguard
Mountains.
[Ref. Area 3.22].
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3.21 MONASTERY
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If you dont have the sword, or if you keep it out of the wyrms sight, you can persuade
Azurefang to leave by buying her off. The chances to convince the dragon to return to her
warm home are the same I have written down a few lies above. Persuading Azurefang to leave
the region the peaceful way is worth a reward of 2,500 xp.
If you wish Azurefang to die for her crimes or if you are forced in a fight in spite of your will
be warned this wyrm is a creature you cannot trifle with. The dragon has 513 hit points,
armor class 31 and 30 points of Strength. Besides her powerful aura of fear and her
devastating electrical breath, Azurefang can cast spells like Fireball, Lightning Bolt, and Dispel
Magic.
The experience reward you are entitled for defeating Azurefang is a consequence of both your
current level and your party size. When my 17th level monk attempted (successfully, wow) to
kill the wyrm all by himself, he got 2,700 xp more than the reward he could earn by getting
rid of Azurefang the peaceful way. When my rogue/ranger fought the wyrm together with
Robert and Criosa, though, he got a mere 1,800 xp. So, the third time I ran the module, my
elven sorceress chose to support Robert in persuading Azurefang to go home.
03. TO THE EAST ROAD
Follow the road as it goes west to continue your trip to Culdeny.
[Ref. Area 3.23].
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your amusement. When the situation will call for it, he will change his shape. Of course, you
should stay away from conflict when Spartan is in his wolf shape or he will be at serious
disadvantage. Moreover, you should abstain from patting him, even if you find him cute. Thats
demeaning!
If you bear hopes Spartan can fly you around you will be very disappointed. He is still young
and not yet large enough to carry a rider.
The disadvantages of Spartans size will become apparent when you travel in his company for a
few times. Unless you are a keyboard-lover, your mouse pointer will often turn to the Talk icon
when the dragon is around a VERY annoying experience. To alleviate your pain a little, you
can switch from the cameras driving mode (which I prefer) to the cameras top mode. The
inconvenience will keep bothering you, however, and that is especially true when you enter a
new area or you have to manoeuvre in close quarters.
If you are interested to Spartans background, he hails from the northern part of the
Cairnwood forest, his home being located on the southern slopes of a mountain. Spartan is
little more than a century old, and has not seen any other bronze dragons about for his
parents, as you would call them. They died fighting against the Ironlord when he was very
young. That is why he is here. He seeks to challenge the Ironlord on its return, to avenge the
death of both his parents and the gold dragon Salinder, who was the greatest of his race.
Once you have attained level 19, you can ask Spartan why he seems to be a lot stronger than
a dragon of his age should be. Knowing that his path would one day cross that of the Ironlord,
your scaly chum sought out a fast way to gain power. You know, there are magics in this world
capable of granting great power to those daring enough to use them. In his desperation,
Spartan chose to use this power. Therefore, he made use of magic known as a 'Deck of
Hazards'. Thats a deck of playing cards that have tremendous power, both good and bad,
attached to them. The risk of drawing a bad card was great, but fortune smiled upon the
dragon and gave him a tremendous boost to his powers. Alls well that ends well.
03. WATCH YOUR HEAD!
When you go down this snowy hill 2-4 hill giant marauders [CE, Giant 14] will attack you. In
addition, huge chunks of rock will start plunging down the sky, thrown in your direction by a
couple of mountain giants [CN, Giant 12] who stand on a natural ledge to your left.
Try to bring down the mountain giants as fast as you can, or you will be quickly smashed to
pieces by the boulders they keep hurling your way until you engage them in a melee or until
you kill them from afar.
04. A QUESTION FROM ROBERT
When you cross this bridge, Robert - if he is in your party, of course - notices this place is
pretty much where you killed him. Truth be told, the defeat was more painful than the death
for your buddy and he still wonders how you managed to kill so many of his mercenaries.
If you answer you did that by using heart, faith, and steel, your alignment turns towards
Good; if you are good, you get 100 xp. If you say you were just better than everyone else
was, your alignment does not change. If you say you kill without remorse or regret and those
mercenaries were simply obstacles in your path you took every advantage to remove, your
alignment shifts towards Evil; if youre evil, you get 100 xp and Robert admits that makes a
lot of sense.
05. TO CULDENY
A few guards from Culdeny patrol this place. They number two militia archers [LG, F9] and a
militia officer [LG, F11]. The town guards, now know as the Militia, are doing an excellent job
in the absence of veterans, having gained a lot of experience in recent times.
By the way, these soldiers may join your side when you fight the giants if the battle happens to
take place in their field of vision. If so, chances are high the officer wont survive the
experience, so, the following conversation cannot take place.
The officer looks vaguely familiar. Indeed, he was one of the guards at Culdeny when the town
was under attack and you saved their bacon. His patrol is keeping this area free of monsters,
although they are not going NEAR that blue... hey, where did you come from anyway?
When you tell the puzzled officer the dragon has gone forever and the highway is now free to
travel safely, the militia will be elated. That is some guts or some mouth you have got
there! When the conversation ends, continue your way west to enter the city of Culdeny. Boy, if
it has changed!
[Ref. Area 3.24].
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Notes:
During your absence, there have been quite a few changes around town. The lucky survivors
had the opportunity to rebuild after the fires, so the town decided to go all-out. You will hardly
recognise the place - it looks better than ever!
The re-building of Culdeny is proceeding at a steady rate and, as you explore the town, you
will notice several carpenters [N, Commoner 1] and dwarven masons [LG, Commoner 5]
very busy with hammers and picks.
A few female commoners [LG, F2] and a young girl [N, Commoner 1] are found along the
main street. Three archers [LG, F9] and six militias [LG, F9] patrol the town and strive to
ensure peace and order.
If Spartan is in your party, rest assured your passage will not stay unnoticed. A dragon who
strolls about town it is definitely not an everyday occurrence! Furthermore, you cannot blame
the citizens of Culdeny if they have developed a dislike for dragons...
01. EAST GATE
Leaving Culdeny through this gate you can take the highway eventually leading to Fairloch.
[Ref. Area 3.23].
02. CHURCH
This brand-new building has been consecrated to be the towns holy place. As usual, here you
will find healing supplies for sale and a spellcasting cleric who can take care of your wounds
and sorrows.
In addition, an old friend of you is waiting inside the temple, willing and ready to hit the road
with you as she may have done in the recent past.
[Ref. Area 3.25].
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09. THE OCEAN VOYAGER
Two people are arguing on this jetty, not far from a moored mercantile ship. Mr. Philips [N,
F5] is the Captain of the Ocean Voyager. Killian McKye [N, Commoner 6] is new Dockmaster
and the head of the Longshoreman's Guild. Both men dont look to be happy. The Captain
wishes his cargo to be unloaded as soon as possible. The Dockmaster seems to be reluctant to
do so, though.
Killian has a great deal of respect and authority on the docks, so you should talk with him to
learn about his motives.
The Dockmaster explains the North Shore Trading Company, which owns the Ocean Voyager, is
at odds with the workers get paid enough to live policy. They cut wages down to next to
nothing and expect the dockers to work late into the night. Ever since that Evelyn Bartlett lady
took over, things have been pretty bleak for the workers. Say what you will about Ron Bartlett,
at least he paid them a decent wage!
Killian is seriously thinking about the dockland workers going on strike, but he doesn't like
what that will do to their image. People will probably think they are trying to make money out
of this tragedy, and he would wager the company would go out of their way to push that as
well.
If you tell the Dockmaster you could go and talk to Evelyn Bartlett about this to try some sort
of arrangement, Killian thinks thatd be mighty decent of you. Hey, the workers are not asking
for the earth, just a fair wage.
The conversation will run differently if you have already spoken with Mrs. Bartlett and if you
know already about the strike the workers are planning. If you speak on behalf of the
company, Killian will try to convince you that Mrs. Bartlett has lied to you. If you believe his
words or if Robert is in your party you can promise the Dockmaster your help to negotiate
a decent settlement out of this. Then, you have to return to the company offices and inform
Evelyn you have changed the side you support.
If you insist a strike would cause troubles far more than it would hurt the company, you can try
a medium Persuade check to convince the Dockmaster he could go to Lord Talbot and ask him
to step in and mediate the issue, or he could ask for independent arbitration from Fairloch. If
you pass the check, you can return to Evelyn and tell the merchant lady the workers wont go
on strike.
If you talk with Evelyn on Killians behalf, when you return here you are given a few choices.
If you want to side with Evelyn consorting with a member of the Bartlett family? Never on
earth! - you can try the Persuade check I have told above to convince the workers to give up
the strike.
If you (rightly) believe Evelyn and her associates are nothing but a greedy bunch of profiteers,
you - or Robert - will come up with a pretty devious plan.
By now, your wealth should be enough to afford to buy the sharks out, taking a controlling
interest in the company. That is easier said than done, though, for the companys shareholders
will do what they can to raise prices and make it hard for you.
The worth of the company is based on the quality and speed of the goods coming in. If the
workers went on strike that would probably lower the value of their enterprise, but that would
make them look bad.
As a Knight of the Realm, however, you have the authority to declare a shipment infested, so,
you can declare the Ocean Voyagers cargo has been contaminated!
If it looks like the goods they are bringing in are worthless, or possibly even dangerous, the
companys stock will plummet. Then, you can swoop in and buy them out as a 'favour'. Once
you are the boss, the Dockmaster will declare the emergency is over and hey, presto: you
are the head of a wealthy company!
If you like the idea, Killian asks what sort of pests you want the shipment to be infested with.
Choose carefully, for the outcome of the plan depends from such a decision.
The choices youre given include: the deadly Athasian swamp leeches, the even deadlier
Arborean death weevils, the poisonous and extremely lethal Tusonian miniature giant death
termites, or... the highly flatulent dung beetles of south-eastern Aielund.
Once you have made a choice, Killian informs a puzzled Captain Philips his cargo has been
contaminated and it must be immediately quarantined.
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Now, you have to go visit Lord Matheson and persuade him the contaminated shipment could
herald a widespread infestation. If the Lord doesnt believe your words, the quarantine will be
lifted in a short time and your effort will be wasted.
If you fail to make Lord Talbot swallow the bait, when you return here Killian will thank you for
your support. Now the workers will go into a strike God help them. Such an outcome wont
earn you any reward.
If you dupe the Lord and you become the new majority shareholder of the North Shore Trading
Company, when you return here with the good news you get a reward of 2,500 xp.
Oh, and if youre thinking about the money youll get, Killian says you probably wont see much
of a profit for another couple of months since its all tied up in resources and such. You are a
bloody hero to all the workers, though. Isnt that some small consolation?
Robert notices you should consider it an investment... and an incentive to survive the war. A
good merc needs to have something to live for and usually that means living long enough to
spend your money!
10. THE NORTH SHORE TRADING COMPANY
The bloody Bartletts seem to be countless. Another member of the family has risen to
prominence and now she is in charge of the mercantile firm.
Mmmh... what can you think up to make her fall?
Do not think Im writing that for sheer malice, please. Even an adventurer bound to save the
world needs some diversion every once in a while and fixing the Bartletts had become my
characters favourite hobby. So, if your hero shares the same passion...
[Ref. Area 3.31].
11. LORD MATHESONS ESTATE
This is the abode of Count Talbot Matheson, the new Lord of Culdeny.
If you are scheming to become the boss of the North Shore company, you must come here to
convince the nobleman the Ocean Voyagers cargo has really been infested by very dangerous
insects.
[Ref. Area 3.32].
12. CULDENY BARRACKS
A visit to the barracks is mandatory if you want to leave the town through the South Gate.
Also, you should be given the opportunity to say hallo to your old buddy, Dante Colt.
[Ref. Area 3.33].
13. SOUTH GATE
The gate guard [LG, F11] who stands near the gate is sorry, but he cannot let you through
the gate without written permission from Commander Ariel.
Once you have the commanders authorization, hand the papers to the guard and he will
unlock the gate, so you can take the road to Bracksworth.
[Ref. Area 3.34].
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01. LADDER
When you want to return to the surface, just climb up this ladder.
[Ref. Area 3.24].
02. ELEMENTALS
Two elder water elementals [N, Elemental 20], ferocious and powerful as a stormy sea,
have found their way to the aqueducts and lurk at these locations.
It goes without saying that the uncontrolled elementals are the cause of the workers death.
Try to dont meet the poor souls same fate and destroy both the creatures. Then, leave the
aqueducts and go tell Ragnar the sewers are safe for further works.
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Common Room
First Floor
Master Suite
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If you believe the bloody bastards, or if you have not yet spoken with the Dockmaster, Evelyn
asks you to speak with Killian on behalf of the company and persuade him to give up and
forget the strike. You understand, it is not just for the North Shore, it is for the good of the
town...
Of course, you will be amply compensated for your contribution. How about 5,000 gold pieces?
If Robert Black is in your party, your shrewd buddy will persuade the businessmen to raise the
prize to 7,500, half paid in advance. This way you can immediately pocket 3,750 gp.
If you choose to work for the company and if you succeed in persuading the Dockmaster to
resolve the matter the lawful way, when you return here to inform Evelyn you get your money
(5,000 gp or the other 3,750 gp) plus 1,250 xp. Also, your alignment shifts two points
towards Law; if you are lawful, you get 20 xp.
Even if your attempt for mediation fails, you are given 500 gp, 500 xp, and Evelyns thanks
for your service to the company.
I must warn you, though. Taking the companys side will cause you to miss one of the greatest
conversations of the whole saga.
If you side with the workers, Evelyn suggests you should keep your nose out of the matter.
Hold your tongue and hands at bay, say goodbye to the gracious widow and return to the
docks. There, together with the Dockmaster, you can devise a little, twisted plan to make the
wealthy rascals regret their immoderate greed.
Once your scheme has been set up, you can return here - if only for the sake to see Evelyn
trembling in fear. Inform Evelyn you have grave news concerning their goods and explain that
the Ocean Voyager has been quarantined until further notice cause an infestation of pests.
When Mr. Baxter says he has heard nothing from Count Talbot on the matter and it should be
only an isolated incident, reply you are sure the Count will have something to say on this
matter shortly. Then, bid the gentlefolk farewell and go pay a visit to Lord Masterson.
If you make the Lord believe your white lie, you are in business. Return here and praise Evelyn
for she is so strong willed in these troubled times. What are you talking about? Well, isnt it a
real disgrace the port has been closed until all assurances about the infestation issues have
been resolved?
Hearing such catastrophic news, Mr. Baxter turns a strange colour of white. If the goods are all
contaminated... they are ruined!
Oh dear. What a shame. How awful, etcetera.
I am sure I shall hardly forget Robert as he lights up his cigar from the nearby fire... Ah, the
sweet smell of victory!
Mr. Johnstone immediately rebukes his associates - he had warned the fools it was risky tying
up so much of their money with their scheme. In a fit of rage, he accuses Evelyn to have
single-handedly brought down the entire company. The lady seems shaken to her core.
Can a Knight of the Kingdom stay idle before a damsel in distress? God forbid!
Lend Evelyn a helping hand and offer to buy her share of the company. Mrs. Bartlett says for
100,000 golds you can buy out both Baxter and her. Samuel is all right, however; he was
against this whole thing to begin with, so he didnt invest his entire fortune.
That was a wise move, because - considering you are going to buy into a badly run company you cannot afford to pay Evelyn and Baxter more than 20,000 golds...
Yes, Evelyn was right: times are really hard.
Once you are the boss ask Samuel to run the business while you are away, and then order him
to institute a pay rise for all employees, plus extra for overtime. He do not have to be worried,
for you have a feeling the infestation issue is going to be resolved VERY quickly...
Such a revelation will make Evelyn understand she has been the victim of a scam.
If Robert is in your party, he walks closer to the broken lady, asking if she is sure she doesnt
remember him. When Mrs. Bartlett recognizes her husbands former security leader, her eyes
grow wide. Robert just grins at her, Takes more than death to kill me, you bitch. From hells
heart I stab at thee. Great!
To seal your triumph and to add insult to injury - you look at the widow and say, You see
Evelyn, the company will be fine, it's just YOU we wanted out of the way. And you are. All's
well that ends well.
And Evelyn? Evelyn faints.
Good. Another Bartlett has been fixed. Whos next?
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As a side note, if your current wealth is less than 20,000 golds, Mr. Johnstone will buy out his
former associates. Then, he will agree to raise the workers pay when you let him know the
infestation was only a fraud.
Even if youre not the new head of the company, before leaving the office you can grab a few
random treasure of low value by emptying the desk next to the secretary and the near chest
of drawers.
04. TO THE GENTLEMANS CLUB
I guess the Club has been temporarily closed for restyling for this door is jammed fast and you
wont be allowed to go upstairs even if you are the boss.
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When you return to the barracks after you have slain all the dragons and carrying the ancient
wyrms horn in your backpack, you get 1,000 xp. Then, Dante asks if you did find any
treasure.
If you say you did, Dante laughs that is good for he wont have to pay you for the job!
If you are after some money, you can try a hard Bluff check to dupe the ranger to believe the
place was empty. If you pass the check, you get 500 gp and other 250 xp.
If you have rescued Mona Terei [NG, Ra11], when you return from the Calespur Ranges the
elven ranger will be here already. Of course, she will express you all her gratitude.
If you reply its all part of the service, your alignment shifts towards Law; if youre lawful you
get 20 xp. If you say sometimes you dont know why you do these things for people, your
alignment does not change.
Whatever your answer, you get 1,000 xp, and you are treated with a funny duet between
Dante and Mona. I suggest you to imitate Robert - light up a cigar and enjoy every minute of
that.
03. STAIRS UP
The door before the stairs leading up is locked. If you try to open it, Commander Ariel asks you
to stay away from her personal chambers, PLEASE.
04. BARRACKS
Here are six locked chests [DC25] holding random, class-oriented treasure of low value. Feel
free to grab everything you like.
The locked desk [DC22] next to Commander Ariel holds only writing implements: ink, a quill
pen, and blank papers.
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01. TO CULDENY
Go north from here to return to Culdeny.
[Ref. Area 3.24].
02. ROMANCE BEFORE THE SLAUGHTER
If your male character is falling in love with Criosa, when you enter this area your beloved one
calls for your attention.
Criosa has been very impressed by how the townsfolk looked up to you and claims you are
truly worthy of to be called a hero... HER own hero. You saved her from kidnappers, and then
assassins, and thwarted a conspiracy to take over her kingdom, and now you are adventuring
together to save the world. This is so very much like those romance novels: the hero and his
beautiful companion slowly realise their feelings for each other around this point, but they are
both unsure about the next step. Maybe they should take a chance and express themselves,
before the opportunity disappears, shouldnt them?
Anyway, Criosa just wants you to know that she has real feelings for you. You have done so
much for her and the entire kingdom, and she thinks she might be in love with you. Wow!
The Princess is not really an expert at feelings, though. She has never been in love before, so,
she will try to sort herself out.
If you are a female character and Robert is in your party, Mr. Black will have something to tell
you. Your buddy is glad to be out of Culdeny, for he thought he was going to get hanged for
sure. He was lucky not many have recognised him even that Ariel woman. She did alright
fighting his boys... and to cap it all off she is beautiful. At such words, your (pretty jealous)
heroine will flinch. Does Robert find Ariel prettier than he finds you? At such a question the
poor merc blubbers he didnt mean to say that... there is beautiful, and then there is
BEAUTIFUL. Pretty clear, isnt it?
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Anyway, once you have reminded Robert your face is located above the place he is currently
staring at, he finds the courage to admit you are a lot different than he thought you would be.
If you are interested to develop some kind of relationship with Mr. Black, just confess you feel
the same way about him. Robert will smile at you, a little embarrassed, and then will ask you
to get back to the task at hand. Thats all for now, but the seeds of love have been planted in
his callous heart. He may have eluded death, but he wont escape you...
03. HUMANOIDS AT WAR; GOBLINS VS. HOBGOBLINS
The whole area is choked full of humanoid creatures fleeing their homes to the south and
battling among themselves along the way, just to stay fit.
Stay ready for an almost continuous fight and dont forget to take with you a lot of curative
potions and a few Resurrection scrolls. You will need them!
Unless you are a hot-blooded berserker who loves to charge his foes headlong unafraid of
death, you should keep your henchmen at bay and employ your stealth (or invisibility) to get
the monsters to fight each others. When they have been weakened enough, step in and finish
the survivors.
All the monsters you can encounter by exploring the forest respawn after a few times (180
seconds) you have slain them. Each group of enemies respawns 5 times, so dont take them
easy. I have warned you!
About here you should spot a party of 2-8 goblin marauders [CN, Humanoid 3/Bb8] and
goblin cavalry [NE, Ro6/Magical Beast 6] (goblins riding worgs) as they go west to greet a
group of hobgoblins.
As usual, those goblins respawn five times but, unlike the other monsters found along the
road, they reappear a mere 60 seconds after they have been slain.
The hobgoblins coming from the east number 2-6 hobgoblin elites [LE, Bb11] led by a
hobgoblin shaman [LE, Humanoid 3/S10].
The hobgoblin shamans are creatures you should be wary of. When the hostilities begin, these
ugly, red-skinned guys protect themselves by casting the Stoneskin, Minor Spell Mantle and
Elemental Shield spells. Then, they summon forth a dire boar and turn invisible, so to enjoy
the show undisturbed. After a time they reappear, though, launching fireballs and volleys of
magic missiles towards their foes.
04. HUMANOIDS AT WAR; GIANTS VS. BUGBEARS
Near this crater (or kinda of), you will meet a group of 2-6 dangerous hill giant marauders
[CE, Giant 14]. Like any self-respecting giant, these overgrown fellows have a passion for rock
hurling.
Not far from the giants, but further on the west, you can spot a group of 2-6 bugbears. They
include bugbear marauders [CE, Humanoid 4/Bb3], bugbear heroes [CE, Humanoid
3/Bb9], and perhaps a bugbear shaman [NE, Humanoid 3/S7].
Both the giants and the bugbears are dumb creatures and it will take a time for them to spot
each others and come to blows. If you manage to stay unnoticed, however, keep waiting for
the giants may prove to be really dangerous opponents.
05. HUMANOIDS AT WAR; GIANTS VS. GOBLINS
Another group of giants numbering 2-4 hill giant marauders is wandering about here.
To the east and pretty far from the giants there is a party of goblins numbering 2-8 goblin
marauders and goblin cavalry.
If you give these creatures enough time, the history will repeat itself: once again, David will
challenge Goliath. This is no biblical lore, though, but real life err... uhm... sorry, I let myself
go... Bloody Savant!
Anyway, the goblins do not have a chance against the giants but, at least, they can weaken the
big boys a bit, making your life a little easier.
06. TO THE CALESPUR RANGES
If you are interested to fight the dragons infesting the Calespur Ranges, take a detour from the
main road and follow the path leading west.
[Ref. Area 3.35].
07. TO BRACKSWORTH
Going south from here you will arrive to Bracksworth, the same hamlet where your adventure
had begun.
[Ref. Area 3.37].
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Calespur Ranges
The Lodge
Cabin
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05. CABIN
This is the place where you met the poachers leader. Now, it serves as a shelter for someone
else.
06. CABIN INTERIOR
Mona Terei [NG, Ra11], the missing elven ranger, has holed up within this cabin. Mona is
tired and edgy from spending some quality time with evil dragons over the past few days. She
was spotted spying on them, and spent hours trying not to die. Eventually, she slipped inside
this cabin without them noticing. She has been trying to stay unnoticed ever since.
Once you have cleared out the path to Culdeny, tell Mona she can head back to the town.
Dante is waiting for her...
Keep in mind that Dante & Monas passionate love story may end abruptly and quite the sad
way if youve not exterminated all the dragons that wander in the woods outside the cabin.
07. CAVE ENTRANCE
The old dragon that Dante wants to be killed is not found around the forest. Maybe the wicked
wyrm is lurking within these caves, uh? Well, what are you waiting for? Go inside and look by
yourself.
[Ref. Area 3.36].
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3.37 BRACKSWORTH
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06. GOBLINS
Near the southern gate of the hamlet, you may meet 2-6 goblin marauders and goblin
cavalry.
If you do not see any goblin about here, look on the ground. Laying amidst the grass you may
notice their remains. Apparently, the bugbears came first.
In the rare occurrence the goblins manage to win the match, the emboldened rascals will
assault you mercilessly. Of course, if the goblins are still alive you dont have to bother with
the bugbears I have told about at the previous location.
07. BARRACKS
Four goblin marauders [CN, Humanoid 4/Bb8] are doing their best to storm into the
barracks, so to murder the few people who had found shelter within the building.
Charge the goblins and kill them all before they can bash down the door and swarm inside.
When the goblins are dead, knock the door. A voice from beyond will curse the little bastards,
threatening to make them suffer if they do not stay away. When you say you are not a goblin
but a Lord (or a Dame) of the realm, the door will slam open.
[Ref. Area 3.38].
08. DALES HOUSE
Dale, the old savant, is still alive, and he is staying safe within his house. The magical force
field that blocks the doorway has proved to be an effective remedy to keep the humanoids at
bay.
If you want to go inside, be warned you must bash down the door. Unfortunately, every time
you hit the crackling surface you are zapped by an electrical discharge causing 10-40 points of
damage or so. The door has 150 hit points [hardness 2, fortitude save 16] so, be ready to
sustain quite a few damage if you want to go in.
When you tinker with the energy field, it is a good rule to keep your henchmen away, unless
you wish to electrify them a little.
[Ref. Area 3.39].
09. EAST GATE
Leave Bracksworth through this gate to travel towards the barbarian lands.
[Ref. Area 3.40].
10. SOUTH GATE
By going through this gate you can take the southern tract of the highway, and then continue
your walk to Fort Highmarch.
[Ref. Area 3.57].
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01. ZZZZAP!
Dale Amraphen [N, Commoner 1], the sage of Bracksworth, is very happy to see you for he
thought he would never get out of here alive. Chances are he wont, indeed...
When you manage to destroy the energy field blocking the doorway and you enter the house,
Dale sighs in obvious relief, before to cry in fear!
A moment later a crackling elder lightning elemental [N, F18] appears next to the old man.
If you want to save the old fool you have to act quickly - but it could not suffice. Chances are
the angry elemental will zap Dale to death.
If you do not manage to save the sages skin, you can learn about what happened here by
picking up Dales diary, the big book that rests on the floor next to the savants corpse his
ashes, at least.
The final entry of the journal reads thusly, The horde is on the verge of breaking through the
south gate. Hasrinaxx has abandoned us, and the troops are weary, but I have one last trick
up my sleeve: I believe I can summon a powerful elemental to aid us in the battle. The trick is
to control it...
If Dale manages to survive the elementals wrath, he explains he had attempted to summon an
elemental with an old artefact he had bought a few years ago, to help protect Bracksworth.
However, he could not control it once it had manifested. Instead of helping the town, it blocked
off the doorway and held him prisoner, furious at being summoned to the material plane.
Now Dale shall head immediately for Culdeny. To show you his gratitude, he says you can take
everything he leaves behind.
When Dale leaves his abode, you get a reward of 500 xp.
The locked chest [DC40] standing along the west wall holds random class-oriented treasure of
medium value, a Potion of Lore, four scrolls (Finger of Death, Mass Haste,
Mordenkainens Disjunction and Premonition), a Ring of Elemental Air [One of the four
elemental rings of power, this device creates a bond between the wearer and the element the
ring is linked to. This allows the wearer to summon powers on a limited basis, and provides
protection against certain forces. The ring sheds a low white light and grants the wearer 25/electrical resistance. Aside to be employed to summon a huge air elemental, the ring can be
used to cast three spells: Chain Lightning, Gust of Wind, and Improved Invisibility. Each power
can be invoked once per day], and a katana going by the long name of Four Stars Circling
Heaven [One of a very small number of similar blades to find its way this far east, this katana
is reputed to have been blessed with divine powers centuries ago to fight great evil. It was lost
in the battle it was created to fight, and assumed destroyed until now. Usable only by good or
neutral characters, this katana +4 sheds a dim yellow light and causes its victims 2d6
additional divine damage].
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01. TO BRACKSWORTH
Go west from here to return to Bracksworth, at least whats left of it.
[Ref. Area 3.34].
Besides a couple of badgers [N, Animal 1] and a meditating monk, the area is empty. If
nothing else, as Nellise notices, it seems the weather down here has returned to normal.
Remember how flooded this place was?
02. GRAVEYARD
Apparently, the spirit of Sir Charleston was not meant to rest in peace. Enter the Knights tomb
to learn what is disturbing the knights eternal sleep.
[Ref. Area 3.41].
03. ZACHARIAH
A magnificently tattooed guy is peacefully meditating near a small campfire, surrounded by an
aura of serenity.
A member of the Order of the Transcendent Path, Zachariah [LG, M25] has finally reached
enlightenment - despite what Robert might think of him. Just look at his glowing eyes, man!
The blessed man could tell you of the wonders of the soul and the magnificence of the spirit,
but - unless you are a monk yourself - he wont do that. To be prepared for such a journey of
the spirit requires years of preparing one's mind. You are walking a different path, and the
monk cannot help you.
Told you he wouldnt have anything to tell. Bloody religious types, all the same!
At least, Zach can tell you something about the area. To the east lies the Cairnwood Forest, an
ancient place that hides many secrets. He has seen many evil creatures wander past here into
the forest, for they seemed to be chasing a cloaked and hooded man that was accompanied by
a great cat. Guess who?
If you are a monk, you can ask Zacha... err, your great master to teach you something.
Again, the monks answer is negative. He will not accept any students, or followers. It will
remove the focus of your experiences away from your inner self, and slow you down upon the
path you would walk.
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If you beg and grovel at the monks feet for a time, Zachariah will finally relent and he will
bestow you a great favour: he will put you on the path to enlightenment. That is the way he
hopes to get rid of you, I guess...
If you are prepared to endure great hardship in pursuit of perfection of the soul, (Robert is
not, though, unless there is a pot of gold at the end of it all...), Zach says you must travel east
of here, into the Cairnwood forest, then turn north. You will ascend a small mountain,
untouched by civilisation. Make your way further north still, following the river until you
discover a lake of mountain water, pure and clear. Fill the flask you are given by the monk with
the water from the lake. Then, come back here and he shall tell you what is to be done next.
Grab the Zachariahs flask and let the clev... err, wise monk free to return to his deep
meditations. At last, he made it!
When you return with the flask of pure mountain water, Zach asks if you did gaze upon the
beauty of your surroundings or if you did meditate on the tranquillity of the lake. Say yes (of
course) and you will be ordered to drink the water. That is pure, isnt it?
Yes, it is - at least, it should. What did you do at the lake?
Anyway... and so? I am afraid, that is all!
The water wont help you reach enlightenment. None of what you have done will. The wise
monk sent you on this fools journey only to show you how NOT to gain enlightenment. It must
come from within you, and not through some ritual nonsense or pompous know-it-alls - like
him. When it happens, it will happen. It is serendipity. All you can do is prepare yourself for
that day, and wait the moment of clear inspiration, where everything suddenly makes sense.
You will reach enlightenment someday (maybe). The trials that we go through in life, the good
and the bad, all show us what we truly are. But enough of this, you have a path to walk, and a
dangerous one at that.
If you resist the temptation to become a fallen monk, let Zachariah continue his lecture. He
claims to be aware of many things. He trusts his eyes and ears to tell him the truth of events
around him, and he sees change coming. Great change. He sees that you are caught up in it. A
great enemy of the Kingdom comes to destroy and to conquer and you need some help in
battling this creature.
Oooh, perhaps the great master is planning to join you in the defence of Fort Highmarch, isnt
it?
Nah, he wont. Zach is afraid but his path lies elsewhere, in a higher plane of existence. Figure
it!
To make you happier (and to shut your mouth), however, the monk comes up with a gift: a
pair of gloves attuned to the vibrations of your soul. They will allow you to express it in the
form of devastating power, that you may use them wisely.
Thank your master for the gift and just hope some day you shall be as learned and wise as him
that way, it will be someone else to go risking his life battling a monster that cannot be
destroyed...
The lesson you have been imparted is worth a reward of 2,000 xp.
The monks gloves have been enhanced with powerful magic, and attuned to a certain
universal vibration. The pair you are given reflect your current alignment.
If you are a good monk, you get a pair of Gloves of Heavenly Might. This particular pair of
gloves draws its power from the positive side of the universe, granting the monk the power to
smite his foes with raw energy. These gloves +5 cause their victim 1d10 additional divine
damage and grant the wearer the power to cast the Hammer of the Gods spell up to twice per
day.
If you are a neutral monk, you get a pair of Gloves of Universal Harmony. This particular
pair of gloves draws its power from universal harmony, granting the monk the power to affect
the balance of nature. These gloves +5 cause their victim 1d4 additional magical, negative,
AND positive damage and grant the wearer the power to cast the Natures Balance spell once
per day.
If you are an evil monk, you get a pair of Gloves of Unyielding Power. This particular pair of
gloves draws its power from the darker side of the cosmos, and grants the monk power over
life and death. These gloves +5 cause their victim 1d10 additional divine damage and grant
the wearer the power to cast the Power Word (Kill) spell once per day.
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Be very careful. These celestials are stronger than the one you have just slain - and they can
heal each other when you have hurt them enough. Moreover, both wield the angelic holy
avenger, which can inflict you a lot of damage and dispel any protection you may have.
As a side note, killing the angels may have a permanent consequence. I presume angels and
animals belong to the same faction because from the very moment my evil sorceress left the
tomb, all the common animals (deer, badgers, weasels, and so on) that she met in any module
area attacked her on sight. That was not big issue, though, and my cruel witch considered it a
pleasant distraction. If the prospect to go around killing furry critter does not make you sick...
the hunting season has begun!
If you enjoy the angels favour and you manage to slay all the demons that infest the tomb,
when you give it the good news, the winged being says you have proven to be a powerful force
in this world, and as such, it has a gift for you. The angel is able to give only what it has on
itself, and the effort to fully materialise it on your plane of existence will cost it the rest of its
energy, returning it to its home dimension. However, with the tomb secure, the angel has no
reservations about this act.
If you are a paladin, you get the angels sword. The personal weapon of an angel, the mighty
blade called Angelfyre is the scourge of evil throughout the planes of existence and
perhaps the best sword of the saga (until Act Four, at least). This longsword sheds a normal
yellow light and boasts the abilities of a Holy Avenger blade. On hit, it can instantly slay an evil
victim (DC16). Make the sword keen, add a few additional damage to its properties, make it
able to regenerate your health, and your paladin shall become an unstoppable force of Good
albeit a poor one...
If you are a cleric, you get the angels backup weapon - that you might fight the scourge of
rising evil with greater success. The Divine Mace of Disruption is a weapon +3 that sheds a
normal yellow light. It causes the undead 2d6 additional divine damage. On hit, it can instantly
slay an undead creature (DC14).
If you are neither a paladin nor a cleric but your alignment is good, you get the angels cloak that you might withstand the enemies that you will be facing. The Vestments of Faith are
holy garments granting the wearer a damage reduction +5 soak 5.
If you are a neutral character (little more than a mercenary), you get the angels ring - that
you may find it useful. The Ring of Elemental Water is one of the four elemental rings of
power and creates a bond between the wearer and the element the ring is linked to. This
allows the wearer to summon powers on a limited basis, and provides protection against
certain forces. The ring sheds a low blue light and grants the wearer 25/- cold resistance. Once
per day the wearer can summon a huge water elemental. In addition, the ring can be used
to cast the following spells: Acid Fog, Drown, and Ice Storm. Each spell can be cast once per
day.
Whatever your gift, your efforts are worth a reward of 1,500 xp. Of course, dont expect such
a reward if you killed the angel and his pals.
If Nellise is in your party, before the angel leaves she ask it for some advice. The angelic
creature says her answers lie to the south. The one known as Terinus will point the way.
03. LOCKED DOOR
The door leading to Sir Augustus burial chamber is locked, so, you wont be able to disturb the
knights sleep.
04. THE FIRST DEMON
One of the two fiends youre meant to slay, a huge balor lord [CE, Outsider 16], is found
within this room - together with 2-8 vrocks [CE, Outsider 10].
05. VISITORS FROM THE ABYSS
When you enter this chamber you will be assaulted by 2-8 squawking vrocks.
06. HELLISH PUPPIES
Before to cross this planking bridge you have to deal with 2-5 fire-belching greater hell
hounds [LE, Outsider 14]. Do NOT underestimate them!
07. A BIG BAD FIEND
Together with 2-4 vrocks, here is the gigantic greater balor lord [CE, Outsider 16] who
started the fiendish infestation and hes not intentioned to go back home quietly. Wielding a
whip +5 and boasting a sizeable roster of spells, the balor can be quite a dangerous opponent.
Kill the tanarri and the portal to the Abyss he opened will be sealed, hopefully forever.
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You should not discard such a chance. As Nellise says, even if you cannot (or you dont want
to) gain their assistance, the thought of visiting the hidden elven city of Acadia is just too good
to pass up. Just think of this: you will be the second outsider to view its magnificent streets in
nearly three hundred years!
If you are willing to go, Hasrinaxx reminds you to be... nice. The elves are rather finicky about
protocol and the like. If you are rude as you are bold, just try to restrain yourself, for the elves
can be invaluable allies.
To reach Acadia, you can use a magical gateway Hasrinaxx will create by casting a spell upon
the near tree. Once the oak tree has been enchanted click on it. A dialogue window will open
and you will be asked if you want to use the teleporting conduit. Say yes and... have a nice
trip.
[Ref. Area 3.45].
When you are back from your journey, or if you refuse to visit the elves in the first place,
Hasrinaxx says he will make his own way to Fort Highmarch shortly. See you there and fare ye
well!
04. TO THE NORTHERN FOREST
Go north through this passage if you have promised Hasrinaxx to look for Sebastian or if you
are seeking the miraculous water which should make you an enlightened monk.
[Ref. Area 3.43].
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3.45 ACADIA
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If you are interested to go through the test, the King explains beneath Acadia lay a series of
caverns. In one of them, they shall conduct their test. You will be sent there, and required to
fight your way through a large number of summoned creatures. Eventually, you will come to a
portal. If you manage to close this portal, you have passed the test. The elven wizards will
open a gateway once you have destroyed the portal. Once you go in there, this will be the only
way to return.
If you refuse to prove yourself that way, just pack your things and leave Acadia forever, for you
are not welcomed here anymore.
If you submit to the Kings will, Leif unlocks the door to your right. Downstairs the elf will
prepare you for the incoming challenge.
If you manage to pass the test, it goes without saying the first thing you should do once you
are here again is question the King for an explanation and it had better be phenomenally
good... Even an upset Spartan complains with the King they have never treated him so poorly
before!
The ruins you just fought so valiantly through are, in fact, an ancient city that once belonged
to the Eldar. Over two centuries ago the last of the Eldar had constructed a mighty flying city,
upon which they would travel amongst the stars. There were many among their ranks that
thought this was a foolish course of action, that they should not leave this world that had given
them birth, and indeed, might incur the wrath of the gods if they attempted to leave. The head
of construction of the city ignored the warnings from his advisors, and set his sights upon the
heavens. However, their pride and arrogance did indeed incur the wrath of the gods, and they
attempted to stop the great city from leaving with terrible force. Far from defenceless, even
against gods, the Eldar fought back. During this drawn-out battle, a gateway to the hellish
dimensions was opened and a horde of devils summoned to aid them in their struggle. Unable
to control the devils, the elves were soon overwhelmed. The Acadians became aware of the
situation too late to assist, but they managed to prevent the devils from spreading. They
sealed the city, and remained watchful ever since. Unable to seal the portal by themselves, the
elves have waited for many years for one like you to come along, someone strong enough to
get in there and close the portal while they continued to protect their fair city.
The king understands your ire. You have helped them as no one else could, so they will not be
ungrateful. Now that Acadia is safe, he can allow his warriors to stand with you against the
ancient enemy you seek to destroy.
This successful outcome earns you a reward of... 0 xp. Yes, thats no mistake. Nothing at all.
You have been tricked by the elves to do the dirty work for them, and such gullibility is no
worth any recompense. It will be a lesson to you.
02. TO THE SECRET CHAMBERS
Once you have agreed to undergo the Kings test, Leif opens the door in the northeast corner
of the throne chamber. Go through the room and climb down these stairs to reach the
antechamber of the testing grounds.
[Ref. Area 3.51].
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01. STAIRS UP
Go back from here to return to the Ruling Chambers.
[Ref. Area 3.50].
02. PORTAL CHAMBER
An elven defender [CG, Ra11/W5] and two elven mages [CG, W16 and 18] are hanging
about this dark room.
By the way, when you arrive here you may experience a dja-vu. This chamber is, indeed, very
much alike the well room at the Yawning Portal Inn. Also, the place you can reach from here is
so much pleasant and hospitable as the dungeon you can enter by going down the well at
Durnans inn - the infamous Undermountain.
Leif Aloufin [CG, Commoner 12] has followed you here and he suggests that you rest up
before heading through the portal that a mage is already opening up. Also, if you need to
acquire supplies, now is a good time to go shopping.
If you pass a hard Persuade check, you can convince Leif to give you some clues about what
you are going to face. Well, you will be facing outsiders. Are you happy, now?
03. PORTAL
When you are ready for the trip, step into the magical portal that an elven wizard has opened
upon this small platform. You will be immediately whisked away to the test area. Good luck.
[Ref. Area 3.52].
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Level 2
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Level 3
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When the fifth crystal is broken, and when the fifth gelugon is dead, the portal collapses and a
swirling yellow portal replaces the vanished one.
Step inside the new portal and hope for the better.
The portal takes you back to the Secret Chambers in the royal palace of Acadia. Well, I would
wager you cannot resist the urge to have a chat with the most honourable liar, King Lomir devil takes him!
[Ref. Area 3.51].
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If you really want to know, you can try a hard Intimidate check to force the dragon to answer
your question. Bear in mind that if you fail the check a fight will be unavoidable.
If you are so tough to scare a dragon, the wyrm says the Ironlord has returned and it demands
fealty. He spoke to the dragon in its dream and the white wyrm is compelled to obey, for even
its kin dares not face up to him, err... Him.
If Spartan is in your party, he confesses once he dreamed about the Ironlord himself. It
promised your chap suffering if he would oppose its return. Spartan dismissed such a threat,
though. They were only dreams. The Ironlord has no real control over the dragons.
Whatever your choice, by now you should have secured four horns in your backpack. If so,
your mission is pretty complete. All you have to do now is ransack the wyrms hoard and
(perhaps) raise Valennia to life.
04. A BEAUTIFUL CORPSE... AND A LOT OF GOLD
Valennia, the proud daughter of Chief Morik, is lying dead and naked - on the cold floor of
this frigid cavern, a few items scattered on her sides. If you throw a look around, you may
realize Val sold her life dearly, for the carcasses of two other old dragons can be seen about
the cave.
The stuff dropped by the gorgeous lady warrior is quite interesting.
Once worn by the great barbarian hero Reikthor, the Armour of the Warlord has become
something of a religious icon to the mountain people. Its defensive properties are considerable,
and partly responsible for Reikthor's legendary status. Usable only by barbarian or fighters, the
armour grants the wearer a +4 AC bonus, regeneration +1, and damage reduction +5 soak 5.
The Assault Helm is a non-descript but very powerful item. It grants the wearer a +2
Strength bonus, a +6 bonus on both the Discipline and the Intimidate skill, a +2 bonus on all
saving throws, regeneration +1, and the Slippery Mind bonus feat.
Fashioned from some strange metal, the Immense Greatsword is extremely bulky. The
amount of power you can put behind it is impressive, allowing tremendous damage to be dealt.
This greatsword +4 causes its victims 2d6 additional bludgeoning damage and may inflict 2d6
massive critical damage.
If you cannot restore Valennia to life, the sole thing you can do for her is pray for her soul.
By the way, having Val been dead for quite a time, I am not sure if a Raise Dead spell or scroll
will work. I always used a Resurrection scroll, so I cannot tell. Also, I must warn you that once
I tried to raise up the lass by using a Rod of Resurrection I had bought during Act Two, but the
item didnt work; only God (and maybe Savant) knows why.
If you call her soul back from Ysgard, Valennia Fair-Eagle [CN, Bb16] stands up and proud in
all her glorious nakedness. Why her clothes have been removed? Well, who knows what
dragons think?
When she realizes you have slain all the wyrms, including the ancient one, Valennia claims she
is very impressed. She is also very cold, so, once she has put on some tattered clothing lying
near her feet, she says she will head back as fast as she can to the barbarian camp. As for her
equipment, she thinks you are far more deserving to wear Reikthors armour than she is. Take
it, and use it well. She wont reclaim her helm and sword either.
Before to imitate Valennia and leave the cave yourself, indulge a little in the joy of looting a
dragons hoard. Scattered on the floor there are a sheaf of Lightning Arrows, a sheaf of
Piercing Arrows, and twenty-two shining heaps of treasure.
Twenty piles earn you random sums of money ranging from 100 to 1,000 gold pieces. The
remaining treasure includes random stuff of high value, a random potion, a Belt of Agility
+3, Arrows of Intense Cold, five gems (a diamond, an emerald, a garnet, a malachite,
and a sapphire), and a Ring of Elemental Water. The latter ring has already been detailed
in the section concerning the Tomb of the Exiled Knight.
When your pocket are full, leave the cave, return to the barbarian encampment, and inform
Morik the nasty dragons are no more a threat for his people.
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01. TO BRACKSWORTH
Go north from here to return to what is left of Bracksworth.
[Ref. Area 3.37].
02. THE HARD LIFE OF A MERC
If you are in a romance with Robert, when you enter this area Mr. Black asks if you are spying
on him. Dont deny it, he saw you lookin at him out of the corner of your eye. Dont you trust
him yet? Or were you just soaking in his ethereal beauty?
Well, now that he mentions it...
In a fit of magnanimity, you tell Robert he is not going to win any beauty pageants, but he is
certainly not ugly. He has got a very nice kind of... bold confidence in his stride.
Robert shakes his head at your words, still incredulous. He is definitely not used at those kinds
of glances. There was one time when he was starting out, a lovely and young redhead came
on to him pretty hard. He was flattered and almost didn't avoid the knife when she tried to kill
him later that night. Turns out his previous employer wanted him eliminated in case he talked.
Therefore, you must understand that it's kinda hard for him to let someone get close. Old
habits die hard.
Well, you shall just have to come up with some new habits for him, wont you?
03. THE RANGERS CAMP
A few Royal Rangers have camped along the roadside. The nine rangers [NG, Ra11] are glad
to see your face, for all the faces they have been seeing lately have been two feet high and
covered in warts.
The rangers are under the commander of the experienced Armin Wise [LG, Ra17]. The
rugged officer was heading south to join up with the rest of the military in the defence of
Highmarch. He received word from the King that he would need some reinforcements, so he
put Dante in charge of Culdeny's ranger detachment and headed south. Oh my, so HE is the
idiot...
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Unfortunately, a large group of giants attacked Armins troops. That was one hell of a battle
and the seasoned officer lost four of his people to the bastards. He was determined to get to
Fort Highmarch intact, however, so they pressed on. It was just a little way south of here that
they encountered another group of giants, this time backed up by ogres and their damned
mages. The rangers tried to head back for reinforcements, but the place was flooded with
brigands. Therefore, they have been holding this position for a few days, looking for a way
through.
A fine connoisseur of warfare like Robert realizes this is not good at all. In less than a week,
the Kings armies are going to be coming down this road. If they are ambushed, things could
really turn against the Aielunders.
Armin has scouted his enemys defences quite well, and determined his men have no chance of
surviving against so many. And another thing; the giants got themselves a strong leader too.
This group is organised, and they have set up a strong defence along the rest of the highway.
Well... you are a lot tougher than Armins little group and, hell, you may even get a bloody
dragon with you - so, you might be able to smash your way through the monsters. A small
army of giants shall be no match for the hero of Culdeny...
If you ask Armin to move his people further south to support your advance, the officer says
they can do that. He is not going to leave this area, though, for he wants to wait for the armies
to arrive. If you wish the rangers support, just ask the soldiers to scout ahead for enemies
and engage them. If you think you may need the rangers later, let them hold their current and
safe position.
If you ask Armin for supplies, the Commander says he can sell you a few ammunition and
traps.
Armins store has an unlimited gold supply and a maximum buying price of 15,000 gold pieces.
He sells arrows +5, Acid Arrows, Ice Arrows, Lightning Arrows, Piercing Arrows, and
several strong and deadly trap kits.
04. ROCK-HURLERS
When you walk along this tract of the road, 2-4 big and stinky hill giant marauders [CE,
Giant 14] will come up to play.
Nellise thinks she liked it better when there were kobolds here. Can you blame her?
05. OGRES
A bunch of ogres is wandering about here. They number 2-5 tough ogre warriors [CE, Giant
2/Bb13], often led by a dangerous ogre high mage [LE, W12].
When you spot the ogres, Spartan confesses he feels happy. He likes ogres. They taste like
chicken...
06. TO THE HIGHMARCH FOOTHILLS
Follow the road as it goes south to continue your journey towards Highmarch.
[Ref. Area 3.58].
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Highmarch Foothills
Cave
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Try to bring down the ogrillon as fast as you can, for his mighty maul can cause your party
devastating harm.
When King Kraald is dead, search his corpse to get his weapon. Infused with the incredible
strength of a demigod, the Maul of the Titans can deliver a blow with unsurpassed force. This
maul +4 grants his wielder a +6 Strength bonus.
After King Kraalds death you may want to return to the rangers camp and inform Armin Wise
the road ahead has been cleared from monsters. You do not have to do so, however - no
reward will come if you tell Commander Armin the good news. Let the soldiers find the area is
safe by themselves and continue your way towards Fort Highmarch without further delay.
08. TO HIGHMARCH
When King Kraald has been slain and all his subjects have been removed from the area so it is
safe for the kings armies to pass through, you should follow the road to the south to reach the
gates of Highmarch.
[Ref. Area 3.59].
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Common Room
First Floor
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ground. Nevertheless, with his death, he had bought the defenders time to banish the Ironlord
with powerful magicks. And the memory of Reikthor was honoured like none other since the
disappearance of King Alaric the First.
If you believe you have a few stories to tell as well and if you think you can do better than
the black-dressed guy to keep his buddies spirits up when the taleteller ends his story and
the guys take a break to gulp down a few tankards, step in, and introduce yourself to the jolly
drunkards.
Tom Mitchell [N, Bd6] is a bard by trade, and being quick of wit and fleet of foot is part and
parcel of his business. If you feel you can spin a good yarn tell Mitch that you are a bit of a
storyteller yourself and claim that you can narrate him and his friends a tale that would blow
their pantaloons off.
To make things still more interesting, Tom and his pals - Allan Miller [N, F1] and Dennis
Watson [N, F1] - will bet about all they have (one thousand golds) that you wont be able to
come up with a great tall tale. Thats how confident they are of winning at least Allan bloody
hopes so, or his missus will have his head!
Once the bet is on, you are given two choices regarding the way you want to impress your
audience by using your Bluff skill, or by resorting to your Persuade skill.
If you resort to bluffing, you tell your listeners about your trip to the Isle of the Dead. As your
narration goes on, a few skill checks are made (five medium checks and five hard checks).
If you prefer to use persuasion, you can tell the lads about the time the Redoubtable was
boarded by pirates. Ten hard skill checks will be made during your telling.
The tale about the island goes this way:
It begins on a dark and stormy night, with the rain a-falling so hard it could break glass, and
the wind gusting so that a man could hardly keep his feet. I'd sailed out to the Isle of the
Dead, a dread place overflowin' with evil, the likes o' which you aint ever seen. The bodies of
pirates and seadogs from the past century rose up from amidst the wreckage of their ancient
ships, strewn along the shore like kindling. They clutched at their rusty weapons and came at
me, slashin' and choppin' as if they were still alive! But my feet were quick and my blade was
sharp, and I sent 'em back down to Davey Jone's locker with me uncanny skills. Onwards I
went, plunging deep into the heart of that cursed Isle, fending off bone-chilling cold, terrifying
mummies of fallen warriors, and the very minions of the abyss! Into the very bowels of the Isle
I went, to face the very heart of evil itself, the cursed form of an undead wizard, who threw
down a challenge at me - face him in battle, or become trapped forever on the isle of the
damned! We duelled like two beasts of hell, the lich throwing fire and ice at me, shattering the
very ground on which we fought. Again and again I struck the demon wizard, but he wouldn't,
nay couldn't die! But then I found a small bottle, hidden away outta sight. The Lich, seeing me
hold this bottle, was paralyzed with fear! On an impulse, and with a quick prayer to whatever
god was listening, I shattered the bottle. With a scream of denial, the spirit of the foul wizard
was released from the bottle into the nether regions, and his walking corpse exploded into a
thousand pieces! Therefore, I took up the lich's treasures and fled through a portal, back to me
waiting ship. And I swore I'd never again set foot on the Isle of the Dead.
This is the story about the pirates:
It begins on a dark and stormy night, with the rain a-falling so hard it could break glass, and
the wind gusting so that a man could hardly keep his feet. It was a freezing cold day when it
all began, the kind of cold that saps the strength from your very bones, and makes trees
explode. Aye, it was cold alright. I was sailing aboard the Redoubtable, and a finer ship you've
never seen. Her crew? The bravest souls ever to set sail. We were sailing to the capital, when
fog as thick as pea soup surrounded us. We couldn't see more'n twenty yards, and the wind
vanished in an instant. It was a bad omen alright, and before we saw the sun again we'd be
fighting for our very lives. Within the hour, our worst fears had come true - a pirate ship came
into view off our starboard bow, her decks a-crawlin' with the vilest scum ever to set foot upon
the earth. The cap'n of our great ship didn't hesitate - "Fire the ballistae!" he cried, and the
thunderous weapon launched its deadly cargo at the enemy, point blank! The bolt exploded
with a fiery blast, setting the ship's sails aflame. Barely a moment later, our decks were
crawlin' with pirate scum, swinging across from their doomed vessel and fighting with every
ounce of strength they could muster. I charged into the fray, side by side with the fine sailors
of Redoubtable. I cut down one, but then I was blinded by a stroke of lightning that blasted
into the melee. The cursed pirates had a sorcerer on their crew! Knowing he could tip the
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scales of battle against us, I did the only thing I could - I grabbed hold of a rope, swung across
onto the enemy ship, and slammed into the sorcerer, knocking him off the side of the ship!
Only a few pirates remained on their ship, and I cut 'em down in short order. But then, from
behind me came the pirate captain himself! A horrid scar running down his left cheek, and a
patch where his left eye had once been. Where his left hand ought to 'ave been there was a
hook! He came at me he did, swinging his cutlass at me with fury, knowing that I alone could
defeat him. We fought for nearly ten minutes, each seeking to find a way through the other's
defences. But his undoing came in the form of the boom, which swung around from his left and
slammed into his ribs. Without his eye, he couldnt see it coming. He was knocked overboard
and into the sea, lost to the depths. So, the mighty sailors of that fine vessel carried the day,
fending off the pirates and living to sail the sea another day!
To win the bet, you need to pass at least seven checks. If you impress your listeners, you get
1,000 gp and 1,500 xp. Bravo!
If you pass from four to six checks, your effort is judged to be a fine one. Consequently, you
are given 200 gp and 1,000 xp.
If you pass less than four checks, you have lost the bet and you have to pay the guys 1,000
gold pieces for your braggadocio.
If you start a conversation with Tom after the challenge or if you dont enter into the
competition in the first place you can offer the bard and his chums a round or two of drinks.
That will cost you 20 golds but the lads will call you their gallant hero. Three cheers and
bottoms up! Heres to the Kings army! May they never know defeat!
Shortly, both you and your mates will drink yourselves under the table. Several hours will pass
by...
When you reopen your eyes, you are lying on the inns floor. Your drinking partners are snoring
nearby. What time it is? Gosh, the world is in danger... or something. You should have to get
going... if only you wouldnt feel so sick and your head wouldnt seem like it is going to
explode.
Slowly, very slowly, your mates begin to sober up and regain their feet. Looking at Dennis
vomiting all over the floor, you swear you are never going to drink again. The wise Tom says
you do not have to be so hasty, though. Just rest up a bit and clear your head. Then, cut his
off with an axe, if you can...
Anyway, stop by again sometime - you are always welcome at the Lion!
04. STAIRS UP
Once you have got the key from the innkeeper, open this door and climb up the stairs to reach
the first floor of the inn.
05. STAIRS DOWN
Go down these stairs to return to the inns common room.
06. CUSHION OF COMFORT
Once upstairs, you can sleep in any room you like. However, only this room features the
cushion of reasonable comfort you can use to advance the time of 8 hours while you rest.
07. LOCKED ROOMS
The doors of these four rooms are locked [DC18].
If you wish to indulge in some looting, you can collect a few random treasure of low value by
emptying the five chests of drawers you can find inside these bedrooms.
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against piercing weapons such as the rapier. While worn, it is barely noticeable by the wearer,
and is a minimal distraction, allowing the fencer greater freedom of movement. This version
has been designed to magically enhance the fencer's abilities. The outfit grants the wearer a
+2 AC bonus, a +12 bonus on the Parry skill, the Defensive Roll bonus feat, and 10/- piercing
resistance. Moreover, the wearer is hasted. Base price: 110,780 gp], Bracers of Archery,
Arrows of Detonation [Deadly arrows that explode with the force of a fireball on hitting their
target, ammunition such as this is extremely rare and quite expensive. On hit, these arrows
cast a Fireball spell at level 5. Base price: 6,075 gp], Fire Arrows, Ice Arrows, Lightning
Arrows, Piercing Arrows, Bolts of Detonation [Experimental bolts that are enchanted with
explosive magic, they requires caution when handled. On hit, these bolts cast a Fireball spell at
level 5. Base price: 6,075 gp], Bolts of Fire, Bolts of Lightning, Bolts of Piercing, 30
Bolts of Slaying [Unlike regular ammunition enchanted with slayer properties, these bolts will
slay just about anything, under the right conditions. Specially prepared for the fight against
the Ironlords cult, they are extremely rare and unlikely to be found elsewhere. On hit, these
bolts can slay their (living) target (DC14). Base price: 7,500 gp], Ice Bullets, Fire Bullets,
Lightning Bullets, Mighty Throwing Axes [Throwing axes +4 with the property of a Mighty
weapon +5. Base price: 13,132 gp], an exceptional fine composite longbow [One of the
finest examples of its type, this longbow has an incredible draw of over 50 lbs and can deliver
a arrow with enough force to punch through plate armour. This composite longbow +4 is a
Mighty weapon +5 capable to cause its victims 2d6 massive critical damage. Base price:
29,220 gp], a Luckbow, a magical warhammer named Impact [This dwarven-forged
warhammer is heavily enchanted with tremendous power to fight the constructs of the Iron
Legion, the legendary footsoldiers of the Ironlord. This keen warhammer +4 sheds a dim blue
light and can cause 2d8 massive critical damage. Constructs hit by the hammer suffer 1d8
additional magic damage. Base price: 79,404 gp], a Tactical Rapier [A beautifully crafted
weapon, this rapier is a lethal weapon in experienced hands. This keen rapier +4 causes its
victims 3 additional magic damage and can cause 2d6 massive critical damage. Base price:
109,190 gp], and a kama +5.
05. READING ROOM
Several lorebooks dealing with the history of the kingdom of Aielund can be found upon a
bookshelf and a bookcase. If you are curious about the contents of those heavy tomes, look
at the first section of the Aielund Saga Reference Guide.
06. LORD WHITFORDS CHAMBERS
When you enter this hall, you see a tall man standing in contemplation before some kind of
makeshift altar. The portrait of a beautiful lady hangs to the wall behind the altar and it is the
womans lovely face the black-cloaked guy is staring longingly at.
Known around Highmarch as the 'Black Baron', Alastair Whitford [N, F9] earned this
nickname after the death of his young wife. He has since become brooding and withdrawn, and
of course wears a lot of black.
When you call for his attention, the Baron turns to look at you. The mans face is pale and he
seems exhausted and careworn. Even the sight of a dragon within his own chambers wont be
enough to shake the local Lord out of his catatonic state.
When you tell the Baron you hail all the way from Fairloch to assist in the defence of
Highmarch from the imminent attack of the Ironlord, Alastair merely tells you can... carry on
with that.
You must understand, his head agrees with you, but his heart can find no strength for such a
task. It was an exceptionally cold winter this year, and his wife of five years, cursed with a
weak constitution, perished.
Thank you, Hasrinaxx...
The lovely Saffron was a commoner from Bracksworth. Alastair fell in love with her the
moment he saw her. She came here to live with him, but the winters are hard. The winters are
always hard...
If Criosa is in your party, her tender heart will melt as she listen such a sad story and she will
start to cry and sob.
Even if you feel sick at doing so, or if you dont care a fig about the Barons sorrows, you must
remind the mourning widower that times are hard for everyone. This place is soon to come
under attack from a terrible enemy, and he must act to prepare for it.
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Alastair doesnt care. The light in his heart has died along with his ladylove, and nothing can
bring her back. If you want to inspect the fortresss defences, go speak with the Captain of the
Guard at the local barracks. Now leave, he would be alone.
The very interesting events that follow after you have spoken with Captain Marshald may lead
to Saffron returning to life... after a fashion.
If you come here with a veiled lady on your tail, tell Alastair there is someone who would like
to meet him, then, re-introduce him to his beloved life, Lady Saffron Whitford [LN, Undead
12]!
When Saffron throws off the veil concealing her pretty face, Lord Withfords eyes bulge out of
his head and he clutches at his chest.
When you try to persuade the Baron his wife is very much alive... in her own way, Alastair
cannot believe your words. Saffron tries to persuade her hubby, claiming she feels better than
she has ever felt in her life. Stronger, fitter, and her mind is clear too.
Alastairs mind is quite the confused one, instead, and it is spinning quite fast. How can it be
his lovely spouse is now a... vampire? Is that true?
Technically, yes, but she is not evil. Nellise answers in her quiet voice, Trust me, I know of
these things.
If he finds thats hard to believe, the dumbfounded Baron will call you a madman when you tell
him there is (or there was) a whole bunch of decent vampires living - so to say - beneath
Highmarch.
If you sided with Carthach, this is the time to inform Lord Whitford that the vampires want to
forge an alliance with the humans. The undead are willing to fight alongside the local troops to
defend the town from the Ironlord.
Anyway, Saffron soon throws a tender glance to her husband, whispering that through a
strange twist of fate, they have been given a second chance. Shouldn't they at least try to
make this work? To reassure him her condition can pass unnoticed, Saffron show her husband
the ring Carthach gave her (if you have retrieved it, of course). That will protect her from the
effects of the sun. Lady Saffron thinks it will work against priests too, if they chose to attack
her.
Well, there could be a lot of trouble for the pair if Saffrons true nature was discovered. So,
what should poor Alastair do? Any suggestion?
A heros counsel is always sought after. Therefore, feel free to show the Baron his way. You are
given two choices, each choice leading to a different outcome.
If you tell the Baron the new relationship is worth the risk considering the love they have for
one another, Alastair will agree to give Saffron a chance, even if she is no longer human.
The Baron admits he had been contemplating the rest of his life without his wife, and he saw
before him a life of emptiness. Now that they have somehow received a second chance, he
would risk bringing down the wrath of God herself rather than face what his life would be.
Hearing such passionate words, Criosa will be taken on the verge of tears. If you are in love
with her, just hope the Princess wont grow a fancy for an undead mate herself...
When you bring the Baron back to the real world, he swears he shall see what can be done to
repair the fort in the short time you are left.
Before to let you free to continue your mission, the Baron says he has something that you
might find useful. A century ago, when the Ironlord first attacked here, a weapon was
enhanced with the power to stop it. It was not enough, of course, but the weapon is still
extremely powerful against constructs. It has been on display here for the past hundred years,
but Alastair thinks you should take it.
Harkening back to the dawn of Aielund, the flamberge known as Bastion of Power was used
by King Alaric during his early travels. When the Ironlord attacked decades later, this weapon
was heavily enchanted and used by King Alaric's grandson to fight the monster. Since then it
has remained on display in Fort Highmarch as a symbol of the great victory won that day. This
greatsword +4 inflicts 15 additional slashing damage to constructs.
Together with the sword, you get an experience reward of 2,500 xp, and the Highmarch
permission slip to head out the south gate.
If you think you have a solution that would allow the Baron and his wife to be together with no
chance of this to ever becoming public, tell the Baron to... join Saffron in the underworld and
live happily ever after as a vampire. Together, forever!
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Alastair will be astounded. He cannot... he means... he has responsibilities here. With all due
respect, point out the fortress is in a deplorable state due to his neglect, so he cannot offer
that as an excuse. If he were to... vanish, you could take over and get it in order before the
war comes here.
Well, for sake of love, Alastair will agree to die and become a vampire himself. Of course, he
shall write an appropriate letter and will mark it with his seal, just in case someone accuses
you of murdering him.
Alastairs resignation letter transfers his authority to you, at least temporarily. Only the
King can legally give or take authority, but it is probably good enough for the time being.
This outcome, of course, will move Criosa to tears: Awww, this is so romantic! Robert,
however, will wisely remark, Women. Dont get me started on women.
When the reunited couple leaves the room to make a new (un)life to themselves, they thank
you for everything. You will be never forgotten.
Love triumphed in the end, however, such an outcome is worth no reward. Moreover, you wont
get the mighty golem-slaying sword.
If you have persuaded Saffron to go living with the vampires, you can give the Baron his wifes
brooch saying you got it from a very mysterious looking lady in a black dress who asked you to
give him the ring to remember her by. The gift will cause the Baron to break down and cry.
When he pulls himself together hes somewhat changed. He says he has been too caught up in
his grief to remember that people are depending on him. Now, he will get back to work.
This way you will earn 2,500 xp AND the magical greatsword. Of course, you will get also the
Barons permission to leave Highmarch through the south gate.
I did never find the stomach to kill Saffron, so I am not sure what happens when you return
here with her brooch. I guess you lie shamelessly to the Baron, telling him the same story
above. If Savant was fair, your wickedness shouldnt be deemed worth of any experience
reward. This is just my opinion, though.
07. TERINUS
Once Alastair and his wife have been reunited - or once the Baron has been persuaded to
return to his duty - it is time for you to leave.
When you walk towards the door to leave the Barons chambers, however, a black-robed man
materializes in front of you and bars your way out of the room.
The hooded guy you are looking at is no less than Terinus [LN, W25], Royal Archmage to King
Seamus. Although second in rank to the Archmage of Fairloch, there is little doubt that Terinus
is by far the most powerful practitioner of magic in the kingdom.
If Criosa is on your side, the stern wizard scolds the Princess for she has disobeyed her father
and wishes he had the time to describe to her the magnitude of her foolishness. From now on,
she should stay here with him. Needless to say, the strong-headed Princess will refuse to leave
your company. Lacking the authority to forbid her leaving and in absence of sanity the
wizard can do nothing but wish her all the best of luck.
Anyway, Terinus has come here to see that preparations for the coming battle are in place, and
after a cursory examination of the defensive fortifications, he has concluded that someone has
not been doing their job. He hopes that someone is not you.
Reassure the mage the situation has been resolved, and then ask him about the relic that
Carthach has given you or that you have found in the vampires lair. Terinus examines the
sceptre head for a time, until he recalls once he saw a picture of it. It happened when he was
speaking with a colleague by the name of Sahir who lives in Trinity, a small village to the south
of here. Terinus cannot remember anything more specific about the artefact. It could be
important, however, so he suggests you to travel to Trinity and speak with Sahir.
In the meanwhile, he will try to fix up the fortress. When he is done here, Terinus will return to
the King.
If you ask about the Kings whereabouts, Terinus says he is far to the south of here. Seamus
thought it best to try to follow the Ironlord as it marched across the desert, as it may well be
trying to find help. Namely, the Iron Legion. The Legion is an army of constructs, last seen in
the Battle of Fort Highmarch nearly a century ago. The fact that the Ironlord needs an army,
could indicate that the dread golem is not indestructible.
An army of constructs? This just gets better and better. However, as Robert says as he lights a
cigar from a taper by the fireplace, we all gotta die sometime.
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If you think it is possible for Saffron to reunite with her husband, you can persuade the
vampiress to pay him a visit. Keep in mind that without the Ring of Midnights Veil Saffron will
not be able to walk outside under the sunlight, so you have to wait until night time before she
can leave the house.
If you did not trust the vampires and slaughtered them all, give Saffron the ring you should
have found on Arminuss corpse. Then, follow the Baroness to Fort Highmarch so she can
speak with her hubby.
As a side note, when Saffron leaves the house her alignment turns from Lawful Evil to Lawful
Neutral.
If you feel undead are nothing but horrid abominations for you to destroy, just stake Saffrons
innocent heart. Before to fight for her (un)life, the poor lady claims she sees who the real
monster is, and surprisingly enough it is not her. In my opinion, she is quite right.
If you slay the she-vampire, on her corpse you fill find a dagger +5 and Saffrons brooch.
The brooch should be presented to Baron Alastair so he can finally come out of mourning.
03. HIDDEN DOOR
The secret door Saffron has told you about can be found here, along the north wall of the
bedroom.
04. TO THE CATACOMBS
The door [DC40] at the far end of the hidden room is locked. Pick the lock or bash the door
down, then, go down the stairs to reach a gloomy catacomb complex lying just beneath the
streets of Highmarch.
[Ref. Area 3.64].
3.64 CATACOMBS
01. STAIRS UP
Go up these stairs to return to the secret room you have discovered in Saffrons house.
[Ref. Area 3.63].
02. CRYPT GATE
This place is suitably eerie but devoid of any danger.
Walk towards this foreboding gate and cross the threshold to enter the Abode of the Damned.
[Ref. Area 3.64].
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01. STAIRS UP
Take these stairs to return to the catacombs you are coming from.
[Ref. Area 3.63].
Sure enough, this place is very dark and gloomy but it is also very stylish and finely adorned.
If Spartan is in your party, the dragon claims the Eldar once occupied it... He can feel their
power in the stones. Nellise senses there is evil here, but it is not so strong.
There are no elves about here, but the dungeon is not deserted in the least. Its current
inhabitants are quite the odd lot. Come on! Lets go making their acquaintance.
02. CARTHACHS VAMPIRES
Within this hall there are two vampire rogues [NE, Ro11/F4] and a vampire warrior [CE,
F14]. Draw back your weapons for the undead do not seem intentioned to harm you, albeit
they are quite on edge. According to the vampires, there is some trouble in their order causing
tension within their ranks. To learn more, you should speak with Carthach, their leader.
03. LIBRARY
Upon the Eldar bookcase that you can search within this room you will find two lorebooks
about the Kingdom of Aielund and a totally nondescript tome by the title Legend of the
Ironlord.
04. HALL OF STATUES
Several wonderful marble statues are on display within this hall.
The vampire warrior and the two vampire rogues who are strolling about the room explain
they have some of the finest artists in the land down here. The magnificent statues are what
they do to pass the long years.
Just like the undead you have met in the hall to the north, these vampires are loyal to
Carthach and will immediately turn hostiles if you hurt their leader.
If you side against Carthach, and then you slay him, the warrior leaves behind a Vampiric
Bastard Sword [Usable only by evil creatures, this bastard sword +2 grants the wielder
vampiric regeneration +5 and can cause wounding (DC14) on hit].
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05. CARTHACH
Together with two vampire warriors and a vampire rogue, here is Carthach [N, F20],
leader of the undead who inhabit this side of the dungeon.
An ancient vampire lord, Carthach seems quiet and subdued, but looks as though he could leap
into action in the blink of an eye. His greeting is nothing but a word to the wise the vampires
dont take kindly to strangers. Begone!
If Carthach is the first vampire leader you meet, you should ask him about Saffron. Carthach
admits he was the one who turned the Baroness into a vampire. Before to judge him or to
obliterate him, though, you should hear what he has to say. Just bear in mind Carthach does
not wish to fight you - but he will defend himself as his lot has helped to defend this place for
centuries.
If you dont want to stay and listen at such an abomination or if you have already sided with
Arminus draw your weapons out and charge Carthach. Of course, all the vampires loyal to
Carthach will immediately turn hostiles when their leaders unlife is threatened.
If you slay Carthach, search his corpse to get an Elemental Longsword [Combining the
damage from three different sources, this weapon can be effective against many different
enemies, as at least one of the damage forms is bound to work. This longsword +4 sheds a
low orange light and causes its victims 1d4 additional cold, electrical, and fire damage], a
mithril buckler, Carthachs Amulet [The amulet grants the wearer a +1 AC bonus and
make them hasted], and an adamantium key - an extremely strong key for an extremely
strong door.
If you are working for Arminus, or if you plan to strike a deal with the vampire cleric, you must
present Carthachs amulet to your employer as a proof of his rivals demise.
As a side note, you should be quick to loot Carthachs remains once you have brought him
down, for the vampires corpse decay at a very fast rate. The amulet and the key will not
disappear with the vampires clammy flesh but you could lose the sword and the buckler. The
same warning applies to Arminus too.
The vampire rogue drops a dagger +3, a Vampire Whip [This whip +4 grants the wielder
vampiric regeneration +3], and a female vampire armour [Provocative and trashy, this
outfit seems to fit the personality of a female vampire perfectly. If course, it has been heavily
enchanted, for it does not seem to cover a lot of area. The armour grants the wearer a +4 AC
bonus and a -20% chance of arcane spell failure].
If you choose to listen at his words, Carthach explains he turned Saffron into an undead for...
her own good! Her health was poor and she was soon to die anyway. Therefore, he ensured
that she would arise again, and ended her suffering.
As for the fortress above, it continues to stand today because the vampires PROTECT it. Think
about it - this fortress stands between Aielund and the ancient enemies of its people. Both
Athkalatra and Tusone have been at odds with Aielund since its inception. Why did they not
simply conquer this place over the last two hundred years? Before Highmarch was founded,
the vampires were the ones who defended this fledgling nation from its warring neighbours,
and other threats you could not imagine in your darkest nightmares.
The creatures you are looking at are not merely vampires. There is far more going on in this
world than you are aware of, mortal. That is not your concern, though. For now, know that
Carthach seeks an alliance with the Lord of Highmarch, and he has finally found a way to
achieve it.
Again, you are given a choice. You can continue to listen at the vampires story or you can
discard it for a lie and start a fight.
If you opt for the peaceful way, Carthach claims the vampires do not make war upon humanity,
still they need to feed upon the living to sustain them. There are caves below this complex that
allow them to hunt and stay alive, but that is not always enough. When this happens, they go
out into Highmarch and feed there. Feed, but not kill. They know that their survival depends on
not calling too much attention.
On a trip to the surface a few weeks ago, Carthach heard that the Baroness was dying.
Knowing what her death would mean to her husband, he chose to visit her disguised as a
priest, with the intention of saving her existence, if not her life. You know, Carthach was once
in love, long ago. His ladylove is lost to him now, and the heartache he felt at the time was
almost enough to end his life. Criosa, of course, will sniff.
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Do not mistake Carthachs actions for compassion, though. He did what he did because he
needed Saffron to survive. Their numbers here are dwindling, and their code does not allow
the vampires to simply harvest more people to increase their ranks. Simply put, the code
requires them to stay as low-key as possible, thus ensuring out survival. The code is all they
have to give meaning to their bleak existence, and they do not disobey it easily. Most of them,
anyway.
Saffron was meant to be the link between the undead and the livings, a sort of ambassador, if
you will. But her memories have not returned, and like the vampires who inhabit the dungeon
she cannot abide the sunlight. However, one of the treasures the vampires found in this place
upon its discovery was a ring - a powerful relic that can make them immune to sunlight, and
other... hazards. The ring has saved their order on more than one occasion, but Carthach
would gladly part with it to give it to Saffron if only he had the chance. Unfortunately, he ran
into a small problem. Arminus, one of his kinds that has followed his leadership for many
decades, has opposed his plan. Arminus discovered Carthachs intentions before he had
informed the rest of the order, and seized the ring for himself. This action split their order
down the middle, with those who do not wish to become so involved with the humans above
following Arminus. Carthach claims the vampires MUST adapt if they want to survive, even if
their code seems to state otherwise.
The vampires code prevents Carthach from killing Arminus, but you are not tied to any code.
If you agree to go to Arminus and get back the ring he has stolen, Carthach will give you
precisely what you need to defeat the Ironlord.
Wow! Thats quite an offer!
Carthach warns you should not underestimate Arminus, though. He commands a great deal of
power, and the ring gives him immunity from fire and divine attacks. Be careful.
If you are not against double-crossing, you can reach an agreement with Carthach even in
case you made a deal with Arminus.
If you refuse to strike a deal with Carthach, a fight is unavoidable.
If you agree to Carthachs plan or if you have already annihilated Arminus and his
bloodsucking chums - when you return here with the Ring of Midnights Veil, Carthach will
present you the mysterious artefact he spoke about. Before to hand you the relic, however, he
tells you something about his sad story.
Around three hundred and twenty six years ago, Carthach was the leader of a mercenary
company hired to find an ancient city, buried in the mountains. It took months, but he
managed to locate the ancient structure, right here. They found more than we bargained for,
however, for it was not unoccupied. They made camp in the main hall on the first night, tired
from their travels. As he recalls, the place was searched quite thoroughly, and there was no
sign of danger. Just as they were falling asleep, vampires fell upon them like a horde of
nightmares. The undead were weak with hunger, but their numbers were great. To his people
credit, the mercs destroyed nearly half of them, but to no avail. The next thing he knew,
Carthach woke up in this chamber. The lead vampire had decided to turn him, saying that he
was a worthy opponent or some such nonsense. Carthach ripped her throat out before she
could finish the sentence. The others were shocked, for usually a new vampire is loyal to the
one that turned him. Carthach however, had no such ties. By vanquishing their leader in one
strike, he had earned the respect and fear of the rest of the clan. His company of loyal soldiers
was all dead, but he lived - in a fashion - to have his revenge.
Carthach had no idea why he retained his free will, and neither did the other vampires. In his
new life here, he found he had plenty of time to investigate. All he can say is that this place
has some strange power. The original vampires had found this complex only a few decades
before he did, and none of them had been turned in here. Something must have happened to
him in here that changed the process. Everyone else he has ever turned has been the same.
Anyway, as a reward for your efforts you are given the top piece of a rod that the vampires
discovered when they first arrived here, the head of the Sceptre of the Ages. Carthach
thought the rod was of Eldar design, just like this complex. But it seems to be much older than
even that. He believes it belonged to the Ancients, who once dwelled upon this land, the same
race that created the Ironlord.
There is an inscription along the side of the device, just below the head. Carthach could only
decipher the general meaning of the text, but the pictogram just next to the writing sums it all
up. It is a picture of a minotaur. That icon is identical to the appearance of the Ironlord.
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Spartan can make out a little of the inscription, too. The language is older than he is, but he
can make out the word 'shutdown' in the text. A high-ranking wizard could probably provide
you with more information.
If you choose to destroy both Carthach and Arminus, the artefact can be retrieved from an
adamantium safe within a locked room (see location 12).
Before to bid you farewell, Carthach says you should present Saffron the Ring of Midnights
Veil, together with the book he gives you. Written by the vampire himself, Carthachs book
contains the information about his presence under Highmarch, the reasons for returning
Saffron to a half-life, and the secret alliance he wishes to forge with Baron Alastair.
06. LOCKED DOOR
This trapped door [DC25/40; Strong Holy] is locked and cannot be opened without the
adamantium key you can grab from the corpse of Arminus.
07. ARMINUS VAMPIRES
Within this hall there are a vampire rogue and three vampire warriors.
The vampires claim that their code prevents them from killing you right now, but do not test
them... Be quick and go speak with their leader, Arminus.
Of course, the pale fellows will turn against you if you side against their boss. If so, the slain
rogue drops a dagger +3.
08. LIBRARY
Here is an Eldar bookcase holding nothing but a couple of lorebooks.
09. HALL OF STATUES
Wondrous statues decorate this ornate chamber.
The undead found here, two vampire rogues and two vampire warriors, are loyal to
Arminus and will fight for him if you choose to slay their leader.
If you destroy them, the rogues leave behind a Vampire Whip and two daggers +3.
10. ARMINUS
Arminus [NE, C20], the leader of the vampires who inhabit this side of the dungeon, can be
found within this hall, protected by a vampire rogue and two vampire warriors.
If you have already entered into an agreement with Carthach, Arminus claims he will not
relinquish the ring he has stolen to give it to Saffron. Carthach is a danger both to the
vampires and to the mortals who live above. Arminus would see him removed from their
presence, for it is their code to remain undetected by civilised people. Bring him Carthachs
amulet and you will be given the same relic the other vampire lord had promised.
If you care for Saffron, Arminus says she is one of them now, so she can join them here to live
out her days in the dungeon.
If Arminus is the first vampire leader you meet, he tells you pretty the same information you
can learn from Carthach. Of course, the undead cleric remarks the vampires do not want to
attract attention to them. They cannot allow the outside world know of them for their
continued existence depends on staying hidden. Carthach does not understand this, and he
threatens them all with his nonsense. To ensure an alliance with the Lord of Highmarch,
Carthach killed Saffron by making her into one of them. Such an act is not something vampires
take lightly, for it is akin to murder.
In short, you should go deal with Carthach and return here with his amulet. This way you will
presented the ancient device you may use to oppose the Ironlord.
If you have already slain Carthach and his followers, Arminus will offer you the relic if you give
him the amulet that you can grab from his rivals corpse.
If you strike a deal with Arminus, when your mission is completed you are told about the
vampires history, and then you are given the head of the Sceptre of the Ages.
When you are ready to leave the dungeon, Arminus suggests you should persuade Saffron to
join the vampires; else, she will begin to get hungry. Her hunger will grow until she cannot
control herself and she will begin to prey upon the citizens of the fort. Considering her
weakened state, she will most likely be killed.
If you want to keep faith to the deal that you may have struck with Carthach, or if you killed
Carthach but you want Arminus ring to reunite Saffron with her husband, or if you just want to
annihilate all the vampires who inhabit the dungeon, prepare yourself for a tough fight and
attack the vampire cleric.
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Be careful, for Arminus is a VERY powerful opponent. His clerical spells can be really
devastating and, to make things more interesting, when the hostilities begin he summons a
fearsome half-dragon fiend [CE, F18] to fight on his side.
If you have the power to banish the tanarri, do not hesitate to send it back to its abyssal
home. If you lack that power, however, you should ignore both the fiend and the lesser
vampires to focus your attacks on Arminus. When the cleric is brought down, the fiend
disappears and you can take care of the remaining vampires.
After the battle, search the corpse of Arminus to get a magical katana by the name The Wind
& The Rain that Falls [In all the land, there is no more beautiful weapon than this. The hilt
is crafted from the finest ivory, and the mithral blade is honed to the finest edge. To see it used
in battle is to witness poetry in motion, and to wield it to strike fear in the hearts of all who
would oppose you. This keen katana +2 causes its victims 2 additional slashing damage. On
hit, the blade can cause Fear for 3 rounds (25% chance. DC18)], an Amulet of Natural
Armor +5, an adamantium key, and the Ring of Midnights Veil [A mythical ring, known
only in ancient tales of vampires, this powerful magical device grants the vampire wearing it
immunity from sunlight, and all forms of divine damage, and a greater resistance to fire.
Usable only by undead beings, the ring grants 75% immunity to fire and 100% immunity to
divine energy].
If you are working for Carthach, or if you have not yet spoken with him, the ring will be useful
to strike a deal with the vampire. If you kill Carthach, or if he is dead already, bring the ring to
Saffron.
The vampire rogue leaves behind a female vampire armour and a Vampire Whip.
11. LOCKED DOOR
To unlock this trapped door [DC25/35; Strong Holy] you need the adamantium key you can
pick up from the corpse of the vampire cleric.
12. ADAMANTIUM DOOR
This door is incredibly strong, and resists all attempts to open. To unlock this door you need
the adamantium key you can find upon Carthachs cadaver.
13. A SAFE
The small room beyond the adamantium door is pretty empty, exception made for an
adamantium safe. The safes lock can be bypassed only if you have Carthachs adamantium
key.
The safe holds only one item the same relic you would have obtained if you had sided with
either Carthach or Arminus.
The head of the Sceptre of the Ages is a curious-looking item that would appear to be the
headpiece of a rod. The exact nature of this item is beyond your understanding, however.
Aside its apparent ability to shoot lightning bolts, it seems to have no other powers. There is a
small icon just below the large crystal at the top, in the shape of a minotaur. It might be wise
to take this to an expert of some sort for further study.
Whatever you choose to do with the vampires and Saffron, do NOT leave the Abode of the
Damned without the sceptres head, for this artefact is instrumental in the prosecution of your
adventure.
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01. TO HIGHMARCH
Go north from here to re-enter the fortress-town.
[Ref. Area 3.66].
02. IVE JUST STOPPED TO SAY I LOVE YOU
If your hero is in a romance with Princess Criosa, when you enter this area the fair young
woman asks for a chat. Oblige the princess and she will wonder why a man like you has not
found someone yet. Ahem... err... indeed, why?
All of a sudden, Criosas smile fades and she drops the bomb. He father had wanted Criosa to
marry none less than Prince Osric of Tusone, a man renown for having certain... appetites.
Luckily for you, that is not possible now, for war brought Criosa a very special present. What?
Just look at the mirror.
To prove her feelings, Criosa gives you a gift, a ring that was supposed to be given to Prince
Osric as a sign of betrothal.
Oooh... how nice! ...It must be worth a small fortune! Boy, look at the size of that diamond!
Aside its monetary value, the ring ahem should be supposed to show you how much Criosa
has come to love you. She has one just like it, the lucky one.
As you stare at the ring with your mouth agape, the Princess leans forward and kisses you
passionately, literally knocking your socks off! Where did she learn that trick?
Well, when this is all over, you can talk more about that. Just know you would make a fine
Duke...
After such a love duet, whenever you start a conversation with the Princess and until you
have Criosas diamond ring in your inventory you are entitled to embrace the lovely
woman for a passionate kiss... and then another, even harder!
If you are working to make Robert Black your mate, the rugged man takes a halt to say he
found all that stuff with Saffron and the Baron was pretty interesting. Made him wonder how
far people will go for the sake of love.
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Anyway, Robert is the type of guy that likes to speak plainly, so he is not going to beat around
the bush with this. You are the best thing to happen in his life for a long time, and well...
ugh...
You must understand his embarrass. Robert has faced dragons and other evil monsters, yet he
still has trouble talking to a girl for crying aloud.
Suddenly Robert finds the way! He leans down and picks a flower from the side of the road
oblivious of his bad allergy. These are dangerous times, and who knows if you will even survive
this. Since he seems to be short on pretty words, he thought maybe that rose might give you
an idea of how he feels about you.
Hey, Savant, last time Robert swore he HATED flowers...
The gallant act will cause your lips to meet his. Robert Black is now your man. Enjoy.
Your blossoming relationship can be deepened each time you start a conversation with your
lover. Indeed, until you have Roberts rose in your inventory, you can kiss Robert at will. Do
not throw it away, or you will break his tender heart.
03. LITTLE AMBUSHERS
A nasty trap has been placed on the snowy ground [DC18/31; Deadly Tangle].
When you move to disarm the trap, or when you trigger it, a volley of arrows rains down your
party, apparently coming from nowhere.
Suddenly, two or three halfling skirmishers [N, Ro10/Ra4] appear nearby to fire more
arrows or to stab your back.
It is hard to tell anything about these halflings aside from the fact they do not seem to like you
very much.
After a few rounds, the diminutive cowards try to flee away and, boy, they are fast! In a few
moments, the halflings disappear.
If you manage to bring them down before they can escape, the dead halflings leave behind
their weapons of choice: composite shortbows +3 and longswords +2.
04. HITTING AND RUNNING (FAST)
Be careful, for another trap [DC18/31; Deadly Tangle] has been set up at this location and
more ambushers are lurking near.
More arrows are fired in your direction, and then two halfling mercenaries [N, Ro10/Ra4]
pop in from nowhere to engage you in combat. Again, the nimble-footed halflings try to flee
away after a quick exchange of views. Such a hit-and-run tactics can be very annoying.
If you slay them, upon the mercs corpses you will find the same items dropped by the
skirmishers.
05. TRAPS AND ARROWS
More halflings are hiding in the shadows just beyond this bridge. They include four halfling
mercenaries and two halfling skirmisher. As usual, the scoundrels will do their best to stay
out of the reach of your melee weapons and will be quick to run for their lives after a few
blows have been exchanged.
Besides the halflings arrows, you must be careful to do not trigger a couple of traps. The first
trap [DC18/31; Deadly Tangle] has been placed just across the bridge. The second trap
[DC18/31; Deadly Tangle] is hidden a few yards ahead, along the downhill path.
06. TO THE CLIFF
Go through this tunnel to reach the other side of the rocky mountain that stands before you.
[Ref. Area 3.70].
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01. STAIRS UP
Go north from here to climb up the rocky cliff.
[Ref. Area 3.70].
02. THE AMBUSHERS REVEALED
A trap [DC14/16; Average Tangle] has been set up a few steps ahead the area entrance.
Besides the trap, about here there are a few hidden halflings - and they are determined to
claim your life. Your foes include four halfling mercenaries [N, Ro10/Ra4], a powerful
halfling sorcerer [LE, S15], and the mercs leader. The latter guy is a black-dressed and
very tough - halfling who goes by the name of Thorian Lightfoot [N, Ra2].
Thorian has deployed his troops wisely. When the halflings show up to greet you with a volley
of arrows you will realize you are surrounded. Two mercs are standing on both your sides,
while Thorian and the spellcaster are just ahead of you very much outside the reach of your
melee weapons.
As the mercs keep firing arrows at you, Thorian unleashes his brown bear companion against
you. In the meanwhile, the sorcerer casts a Mordenkainens Sword, and then turns invisible to
protect himself with a few defensive spells.
Unless you want to slaughter all the ambushers, you should focus your attacks on Thorian.
When the mercenary leader feels his death is coming close, he is quick to surrender. Hearing
their leader begging for his life, all the surviving mercs will immediately cease hostilities.
Thorian admits you are a lot tougher than he thought you would be and he hates
underestimating his enemies. Thats bad for business.
By the way, Thorians face is not new to Robert. They ran into each other a few times in the
past, once on opposite sides too. Yes, those were the days!
If you ask him who hired the Desert Knives, the halfling says he is not going to reveal that.
Professional courtesy, you understand. To find the answers you are looking for, you must head
on down to Trinity. There is a lady from Tusone living there you could question about it. That's
about all he can say without violating his contract.
So, can he go?
If you threaten to take Thorians life, he may tell you more. You have to pass a hard Intimidate
check to force the little merc to spill the beans, though. If the check succeeds, Thorian says
the person you want is Anglique Villeancourt. You can meet her in Trinity.
If you do not trust Thorian, you can try a medium Bluff check. If the check succeeds Thorian
wont change his words, however, he will add your life has been deemed worth of one hundred
thousand gold.
So, can he go?
Can he?
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Thats your choice. Just know that if you choose to spare Thorians life, your alignment shifts
towards Good; if you are good, you get 100 xp. Moreover, if you keep him alive, you can force
the halfling to hand you all of his weapons before letting him go.
The latter way you will get a magical bow called Deathwind [This bow was created by
Thorian Lightfoot himself, a halfling of unequalled prowess with a shortbow who liked to cripple
his enemies before finishing them off with thundering force. Thought to be the first halfling
sniper, Thorian was feared and hated by enemies of his people for his uncanny ability to pick
off targets at long range, in the dark, and with one shot. This shortbow +5 may cause 20
points of massive critical damage and grants the wielder the Crippling Strike bonus feat] and a
short sword going by the name of Dragon Fang [Created from the tooth of a black dragon,
the enchantments laid upon this weapon bring out its more power characteristics and focus
them to a razor sharp edge. This short sword +4 causes 2d6 additional acid damage. Twice per
day, the user can use the Dragon Breath ability (acid)].
The same items can be grabbed by Thorians dead hands if you happen to kill him before he
surrenders, or if you choose to finish him after your chat.
Along with the two weapons Ive told above, you will find also two sheaves of arrows +5, a
Dagger of Assassination [Usable only by evil characters, this dagger +3 is a deadly vorpal
weapon (DC14)], and Thorians Contract.
The document reads as follows, Thorian, I received word that the target will be heading south
within the next few days. Do what you need to do. Anglique.
If you managed to slay the halfling sorcerer, search his remains to find a Black Wizards
Robe, a Staff of the Magi, and a Ring of Protection +5. The dead mercenaries drop
composite shortbows +3 and longswords +2.
03. TO TRINITY
Go south from here to enter the small desert town of Trinity.
[Ref. Area 3.72].
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3.72 TRINITY
Note: The Stone of Recall, which failed you in Highmarch, does not work in Trinity either. On
the contrary, the stone can be used to open a Portal of Recall in any area in between the two
towns, and in both the areas adjoining to Trinity. The reason behind this quirk will become
apparent only when your current mission is completed. Just keep in mind that once you have
collected all three parts of the Sceptre of the Ages (and after you have spoken with Sahir), you
MUST travel all the way back to Fort Highmarch by your own foot. Moreover, before to leave
Trinity by the north gate you must be polite and stop by to greet the jolly fellow who has
travelled here on purpose to make your acquaintance.
01. NORTH GATE
Two proud desert warriors [N, Ra11] stand guard near this wooden gate. Rangers of the
desert, warriors like these defend Trinity from the many enemies that surround them, human
or otherwise.
Leaving Trinity from here you can take the path going north, towards Highmarch.
[Ref. Area 3.71].
02. THE OASIS
The village of Trinity has been built around the larger pool of water of this arid region.
According to Robert, who used to come here to rest up and meet clients, this is a nice little
town.
Besides two desert warriors patrolling the area, about here you can meet seven commoners
[N, Commoner 5] strolling amongst the palms and the dunes. Accustomed to live in the desert,
people like these manage to survive in such a harsh environment through knowledge of their
surroundings. As you can notice, the local customs dictate the women must wear a veil to
cover their face.
With all the trouble to the west, the inhabitants of the village are relieved for Trinity is able to
help in mediating a dispute, instead of causing it for once.
03. VILLANCOURTS TENT
The emissaries from Tusone have quartered within this sumptuous pavilion.
Mindful of your recent encounter with Thorian and his boys, you should be pretty curious to
learn why the Tusonites want you dead.
[Ref. Area 3.73].
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For the short term, the chances are very slim. Tusone's representative, Marquis Angevin, has
no patience for Aielund at the moment, and it is understandable. They are a proud people and
would make outrageous demands on Aielund in order to end hostilities.
Shakir tried to get the two ambassadors talking again, but Angevin has refused and Sir Nigel is
in no condition to conduct sensitive negotiations. Perhaps you could talk to them, and try to
get them communicating once more.
Standing on the Pashas side - or standing in for him when Shakir is absent - there is the
white-bearded Vizier [N, W15], a capable wizard who advises the Pasha on matters of state
and security.
If you have already arranged a meeting between Marquis Angevin and Sir Nigel, when you
come here, the Vizier explains Shakir has adjourned to chambers to discuss the peace
settlement. The closed meeting could take some time. The Vizier heard heated words from
both gentlemen, but he believes they will work something out.
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Common Room
First Floor
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01. TO TRINITY
Go back east along the desert trail to return to Trinity.
[Ref. Area 3.72].
02. SAND RAIDERS
As you trek amidst the dunes, enduring the torrid heat of a relentless sun (or the chilling air of
the desert nights), you will be attacked by small bands of raiders. Living off the scraps of the
desert, men such as these are little more than brigands, stealing what they can from passing
caravans. The ever-wise Nellise comment bandits are the same everywhere, only the locations
change, hence stay ready for a fight.
Wandering about this location there are 2-6 raiders. The group may include desert raiders
[CN, F15], desert raider rogues [CN, Ro5], a desert raider elite [NE, F15/Weapon Master
5], and/or a gypsy sorceress [N, S15].
Calling upon powers vast and timeless, the sorceresses are revered in the culture of the
Hocarum region. The gypsy (nomad?) witches may prove to be annoying, having the nasty
habit to cast a Mordenkainens Sword spell before turning invisible. Also, they use to summon
forth dangerous enhanced familiars, like panthers or fire mephits.
Despite they are equipped with many magical trinkets, the slain raiders leave almost nothing
behind for you to loot. The rogues drop arrows +4 and shortbows +4. The elite warriors
drop scimitars +4.
Oddly, some raiders have Resurrection scrolls they can use to raise their slain comrades.
03. MORE DESERT ROBBERS
Here you will be confronted by another band of desert raiders, numbering the same foes you
may meet at the previous location.
04. PILLAGERS AMONGST THE DUNES
A third group of desert raiders is scouring the burning sands near this rocky wall. The group
numbers the same enemies you may encounter at locations 02 and 03.
05. RAIDING THE RAIDERS ENCAMPMENT
When you walk near this small camp, 2-6 desert raiders, desert raider rogues, desert
raider elites, and/or gypsy sorceresses attack you.
The marauding nomads are led by a dangerous gypsy eldar [N, S20], a spellcasting woman
with enough power to cast spells like Mordenkainens Disjunction and Weird. Oh, and when she
summons forth an ally, the creature who answers her call is no less than a powerful death
slaad!
After the battle, search the elders corpse to find a Ring of Power, a Ring of Protection +5,
and the gypsy elder dress [Empowered with great magic, this dress is much more than it
seems. The gown grants the wearer damage reduction +4 soak 5, immunity to knockdown, a
+4 bonus on the Concentration skill, and spell resistance 18].
06. TUNNEL ENTRANCE
By going through this narrow passage you can reach a deep chasm to the west of here.
[Ref. Area 3.79].
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If you slew Azurefang when you encountered her along the road to Culdeny, the cave will be
empty exception made for the unattended, glittering piles of treasure stacked up in the
northeast corner.
No one will come up to protest if you loot the unguarded hoard, so feel free to take everything.
Each of the six piles of gold coins earns a random sum of money (ranging from 100 to 1,000
golds). Inside a trapped and locked chest [DC30/30; Deadly Electrical. DC40] you will find a
Belt of Fire Giant Strength and a mighty axe named Hardcleave [The deadliest weapon
ever forged by the dwarves of Stoneguard, this mighty waraxe is only brought into use under
the most dire circumstances, lest the wielder succumb to the power it bestows upon them. This
dwarven waraxe +4 has the properties of a vorpal weapon].
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Obviously, the four buttons have to be pushed in a proper sequence. Since you have no hints,
you can do nothing but proceed by trial and error. When you press a wrong button, the display
will clear, so you must restart the process.
The correct sequence is the following: 2, 4, 3, and 1.
When you complete the sequence, a final set of runes appear on the display, then the entire
screen fades. This is followed by a surge of power from the device and by a magical portal
appearing atop the near platform.
Step into the portal to be transported to an underground dungeon.
[Ref. Area 3.82].
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At the very centre of the room, there is a large control panel with a viewing display
embedded in it. In front of the panel there are four power generators. Similar to other such
devices that you have seen before (i.e. in the Eldar ruins, in Desmonds lab, or at the House of
Exotics in Culdeny), they apparently generate magical energy to open portals and the like.
To activate the generators, you must provide electrical energy to the strange metal orb
standing near the east wall, the same way you did with the globe located in the ancient cave.
Again, if you cannot cast a Lightning Bolt or similar spell by yourself, resort to the head of the
sceptre you are carrying in your backpack.
Once the sphere has been empowered, walk to the control panel to see it is now lit up with
many lights and some runes. Four of the runes have a corresponding button next to it.
Press the buttons to activate the generators. Three generators are still functioning, however,
when you press the first button a red light flashes on the display to replace the green one and
a few seconds later the power generator on your right blows up in a showy cascade of blue
sparks.
A last warning: The first time you return to the central hall from this chamber, you will find 1-2
monstrous spiders and 2-4 electric spiders waiting for you. It is lunchtime, pal!
04. GOLEM PODS
When you enter this corridor, two blade spiders [N, F16] attack you. Perhaps related to
swords spiders, these vermin are hard to kill. More dangerous, however, are the sharpened,
blade-like appendages that give them their name. A few moments after a battle has begun, 24 electric spiders coming from the room to the east join the bladed arachnids.
Once the vermin are no more, you may be curious to discover what lies beyond the doors that
you see along the corridor.
Within each of the four alcoves to the west and south of the hallway there is a big metal pod.
Next to each pod there is a control panel. Once the generators in the northeastern hall have
been empowered, you can click on the panels to open the pods. They hold big iron golems.
Luckily, the constructs - although completely assembled - does not appear to be functional.
05. FORGE ROOM
Two partially completed iron golems stand along the west wall. In between the constructs there
is a trapped chest [DC30/30; Deadly Sonic] holding a mighty bow that goes by the name of
Thunderstrike [This elven-designed weapon is the pinnacle of their art. As a bow, there is
nothing finer in all the land, but it has also been imbued with the power of nature, to strike
down those who would oppose the elven peoples. This longbow +5 is a Mighty weapon +5 with
an unlimited supply of arrows causing the victims 1d6 additional lightning damage and
perhaps - 2d12 massive critical damage. Once per day, the wielder of the bow can cast a Great
Thunderclap spell].
Apparently, this chamber was the place where the Ancients assembled their loyal servants.
Heaps of golem parts are still stacked against the north wall, and an arcane foundry stands
to the opposite end of the hall.
The foundry can be used to melt metal objects; however, you have to empower it by activating
the generators in the control chamber.
As you explore the lower level of the dungeon, you will find a golem torso that seems to have
something hidden inside. To discover what it is, return here, and place the metal torso into the
forge. From the molten metal, you will retrieve...
Read on and you will know.
06. LOCKED DOOR
A control panel stands next this locked door. Until the generators in the control room stay
dormant, the panel will be blank. It needs energy to function.
Once the generators have been activated, you can click on the panel to open the door.
07. TELEPORTER
The control panel within this circular room has three main buttons upon its face, stacked one
below the other. It is fairly obvious this is some sort of teleport control, probably to go
between levels of the complex.
If you press the button for the third level, a series of red lights and runes flashes before you.
Something must be preventing it from working. If you press the button for the second level,
the red runes on the floor start to glow. Step outside the circle, then step back onto the
teleporting pad and you will be transported to the lower level of the dungeon.
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Level 2
01. TELEPORTER
The teleport control within this room allows you to return to the previous level of the
dungeon. It wont work if you try to reach the lowest level, though.
02. RED BUGS
Within these rooms, there is nothing but hungry and oversized scorpions.
One giant red scorpion [N, Vermin 18] is found inside both the western upper room and the
western lower room. Within the eastern upper room, you can fight against 3-5 giant red
scorpions. A group of 2-4 giant red scorpions is found inside the eastern lower room.
Finally, a giant red scorpion lurks at the upper end of the hallway.
03. ONE-WAY DOOR
Go through this narrow door to reach the next room. I warn you: This is a one-way door. Once
you cross the threshold, there is no way back!
04. HUB CHAMBER
Here you must face two huge black scorpions [N, Vermin 20]. When she gazes at the
monsters, Princess Criosa screams louder than before. The Princess wants to get out of here!
Now!
Maybe Robert is right: you should speak to the landlord, for this place has a serious bug
problem...
When the scorpions are dead, cross the room and leave it by going through the door along the
west wall. By the way, this is another one-way passage.
05. A HUGE BUG
This room is empty, exception made for a hungry huge black scorpion.
06. GIANT SCORPIONS
Enter this room to fight 2-4 giant black scorpions [N, Vermin 15].
07. MITHRIL CHAMBER
Be ready for a fight when you enter this room. In fact, four mithril shield guardians [N,
Construct 18] keep watch upon this place.
Apparently, the golems were intended to guard the shining suit of armour on display at the
very centre of the room. Be careful when you walk near the armour stand, because a deadly
trap [DC30/40; Deadly Negative] has been placed all over the surrounding floor.
When you have disarmed - or triggered - the trap, save the game, and then click on the
armour stand. You are asked if you want to grab the equipment or if you want to check the
stand for traps before looting the treasure.
Your answer should be obvious. The armour stand is trapped, indeed, and the trap seems to be
VERY complex. Bear in mind you need to pass a hard Search check to discover the trap. If the
check fails, your inspection reveals the stand is safe, then...
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If you detect the trap, you must pass a hard Disable Trap check to disarm it. Even if you have
a very high score in that skill, there is always a random chance you accidentally set the trap
off.
If the trap is triggered, the very walls of the room will shake and crumble, while big chunks of
rock will fall from the ceiling, putting your life at serious risk. The game is worth the candle,
though, especially if you are a fighter or a cleric.
Interestingly enough, when I grabbed the items without checking for traps, only a few tremors
shook the room but nothing more happened. Moreover, I got a 500 xp reward!
The three items you can grab from the stand are powerful enough to turn you in a kind of
untouchable construct, very alike the Ironlord itself.
Fashioned from the rare metal, the beautiful Mithril Visored Helm complements the suit of
armour that comes with it. The helmet grants the wearer a +3 Charisma bonus, a +5 AC
bonus, and a +4 bonus on the Discipline skill.
Made from the rare and lustrous metal, the unblemished, polished Mithril Tower Shield is
worth a king's treasure. It provides tremendous protection as well as being lightweight and
easy to carry. This tower shield grants the wielder a +4 AC Bonus and damage reduction +5
soak 10.
The Mithril Full Plate is a magnificent suit of armour gleaming in the light. Worth a King's
treasure all by itself, this armour is so well designed that it simply has no weak points - all the
joints and sections are fashioned of mithril, and are far stronger than similar pieces made of
steel. The armour grants the wearer a +4 AC bonus and immunity to critical hits.
If you cannot use those items yourself but Robert or Nellise are in your party, you can equip
your companions with the mithril goodies. Doing so you will greatly enhance their chance to
withstand the blows from the most powerful creatures you may meet from now on.
08. STAIRS DOWN
The huge slimey scorpion [N, Vermin 20] that lurks before these stairs is really a fearsome
creature. Be careful to its deadly stinger and to its crushing pincers!
Once the scorpion is dead, go down the stairs to reach the lowest level of the dungeon.
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Level 3
01. STAIRS UP
Going up these stairs, you can return to the second level of the Halls. However, you will not be
able to reach the hub chamber, so you will be confined to the western section of that area. If
you want to leave the dungeon, you must find an alternate route.
The stone floors of this dark level are partially flooded by water. The water glows, crackles, and
boy - it stings! Indeed, every other round or so you spend here you suffer 2d4 divine
damage. In addition, you feel nauseous and light-headed. Spartan claims the water is
contaminated and he believes it must be somehow responsible for the strange beasts that
infest this place.
Whatever the truth, you should do better to find a way out... the fastest you can.
02. A RELIC OF THE ANCIENTS
Within this room there is a trapped chest [DC25/30; Strong Spike] holding 2,301 gp and a
very powerful ring called The Eye of Time [Another relic of a forgotten time when the
ancients ruled the world, this ring is able to stop time itself for the space of a few heartbeats.
By spending five charges, the user of the ring can cast a Time Stop spell].
03. SNAKES... BIG SNAKES
The flooded hall is empty, exception made for 2-7 huge water vipers [N, Animal 20]. Having
grown to massive size in this strange complex, these snakes seem to be very aggressive and
quite deadly.
04. BEDROOM
Two mithril shield guardians [N, Construct 18] protect this room.
When youve smashed the golems to pieces, search a black dresser to find... nothing.
Perhaps what was once stored within the dresser have been hidden somewhere else. Who
knows?
05. LIVING QUARTERS
A few snakes have profited by the contaminated water to grow a little. Of course, now they are
VERY hungry. When you have dealt with the 3-7 huge water vipers nested here, do not
forget to loot the room.
Inside a black dresser there are a set or Robes of the Dragon [Created by the most
powerful sorcerer in history, these robes enhance every aspect of the sorcerer's power. The
blood of dragons has been used in the fabric, and enchanted to provide an aura of presence
that can be felt by all who stand in the presence of the wearer. Usable only by a sorcerer, these
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robes, which have a base AC 0, grant the wearer a +6 Charisma bonus, a +8 bonus on the
concentration skill, and a bonus spell of level 9. Moreover, the sorcerer is hasted], and a Staff
of the ArchMagi.
Within a trapped and locked safe [DC25/40; Deadly Electrical. DC40] there are a Harp of
Nightmares and a Ring of Elemental Earth [One of the four elemental rings of power, this
device creates a bond between the wearer and the element the ring is linked to. This allows
the wearer to summon powers on a limited basis, and provides protection against certain
forces. The ring sheds a low green light. The wearer is granted a +4 bonus on saving throws
vs. poison, but suffer a -4 penalty on saving throws vs. acid. The ring can be used to summon
a huge earth elemental, or to cast the Earthquake and Greater Stoneskin spells. Each power
can be invoked once per day]. If you cannot unlock the safe and want to break it up, be
warned it has 150 hit points and hardness 20.
06. THE CRADLE OF THE IRON LEGION
Big metal pods stand all around this room. Here you will make the acquaintances with the
Ironlords soldiers of choice, the Iron Legionnaires. Said to once have followed the Ironlord into
battle, these mighty constructs are similar to iron golems, but much more powerful.
There are three of such construct here, but two of them have already been disabled. The still
functioning Iron Legionnaire [N, F23], though, can be enough to smash you to pieces.
The construct has 32 points of Strength, AC 32 and 227 hit points. It can cast the Hellball epic
spell and it can do that twice.
When the Legionnaire is destroyed, it leaves behind its chest section. The metal torso seems to
have something rattling around inside of it, but there is no door. It would take a mighty flame
to melt away the metal to reveal what's inside...
If your memory does not fail you, you should remember the arcane forge you have found (and
lit) on the first level of the dungeon. You can use the forge to melt the golem parts. Now, you
must only find a way out of here...
07. TELEPORTER
Water pours incessantly out of the cracked wall here, cascading upon a teleport control.
Apparently, this is the source of the damaging energy.
The panel has suffered some damage from the water. It appears to be partially working,
though. If you press the button for the first level, the red runes inscribed on the floor start to
glow... and to crackle.
If you want to leave this place you have no choice but stepping onto the teleporting pad.
Trouble is, doing so you are zapped by a COLOSSAL lightning bolt, which can inflict you 500
points of electrical damage! Owww! That REALLY hurts.
Such a massive shock should be enough to kill you outright, however - thank to Savants
magnanimity - when you arrive on level one you are always left with nine hit points. Thats no
much, I know, but at least you are alive!
When you have recovered by the shocking experience, go to the forge room, and then melt the
golem torso into the arcane foundry. Dont forget to do so before leaving the Halls of the
Ancients or your current quest wont progress further. Look at the molten metal to notice a
small piece of a rod.
This trinket is no less than the centre of the Sceptre of the Ages, a piece of the ancient rod
said to have powers over the Ironlord's physical form. This centrepiece of the sceptre is
imbued with the powers of flame and can be used at will to cast the Fireball spell.
Once you have the sceptre centrepiece, you can leave the dungeon through the portal in the
main hall, and then return to the surface.
When you leave the complex with the rods piece in your possession, you get a reward of
1,000 xp.
Now, travel all the way back to Trinity, pay a visit to Sahir, and then leave the village by
following the trail to the southeast unless youve already found the third piece of the rod,
that is.
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01. TO TRINITY
Go west from here to return to Trinity.
[Ref. Area 3.72].
02. SNAKES
When you approach the small bridge that crosses a dry wadi you are attacked by 2-8 huge
desert vipers [N, Animal 18].
03. A DRAGON!
When you walk here, without any notice, an ancient red dragon [CE, Dragon 34] flies down a
near rocky to bar your way. Ah, dinnertime...
The fight that follows may be one of the most difficult battles you have got into. The wyrm has
36 points of Strength, armor class 39 and 527 hit points. Besides its aura of fear and a
devastating fiery breath weapon, the wyrm knows spells like Fire Storm, Greater Dispelling,
and Heal (each spell can be cast two times).
Considering the dragon should catch you unprepared, well... you are in trouble!
04. TO THE SANDSTORM
When you are close to the area exit, all your comrades remind you are going straight ahead
towards a fierce sandstorm. If you can dismiss Criosa and Roberts remonstrance as their usual
complaining, you should be really worried to learn Spartan too is not at ease.
The bronze dragon warns you to do not underestimate the power of the desert; this storm can
be deadly!
[Ref. Area 3.84].
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Level 1
01. STAIRS UP
Go up these stairs to return to the passage between the fortress and the tower youve entered
before.
To your left there is a torture room that you can enter by going through a locked portcullis
[DC28]. Besides an iron maiden and a skeleton locked within a rusted cage that hangs from
the ceiling, this grim chamber is empty.
02. UNDEAD
Within this hall there are 3-7 mohrg [CE, Undead 14] and 2-5 spectral warriors [LN, F15].
The shadowy remnants of long-dead fighters, spectral warriors exist only to fulfil oaths of
service. They are pretty good at their job, however.
03. CRYSTAL CHAMBER
At the far end of this room, behind a scale and a large globe standing on a raised podium,
there is a crystal ball emitting light.
The crystal seems to be full of energy, but it is safe to touch. There is a small notch on the top
of the crystal, a small hole roughly the same size as a longsword's pommel. None of your
weapons seems to fit in there, however.
Later on, you should retrieve a longsword that may fit the opening. If so, come here and
connect the swords pommel to the crystal (by starting a conversation with the sphere).
Energy will crackle around you, as the sword will flare with magical energy. The effects you
imbue to the blade by putting it into the crystal will be detailed together with the swords
description. Read on.
If you care to search it, upon the bookcase along the north wall you can find three scrolls
(Bestow Curse, Mordenkainens Sword, and Wail of the Banshee).
04. MORE UNDEAD
Together with 3-7 mohrg and 2-5 spectral warriors, here is a tough spectral warrior
captain [LN, F19].
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Level 2
01. STAIRS UP
Go up these stairs to return to the previous level of the fortress.
02. A FEARSOME BEING
The huge chamber you enter looks like a temple built to worship dragons. As Robert says, this
cannot be a good thing.
Glittering piles of gold can be seen in the northwest corner of the hall. Before you can loot such
an impressive hoard, however, you have to face the same being who the cultists revered: a
terrific spectral dragon [CE, Dragon 28].
At first, you will see no wyrms about. When you walk towards the platform at the far end of
the hall, however, the dread beast suddenly appears to punish your trespassing of this
(un)holy place.
Bringing down the ghostly dragon wont be an easy task. Beside its stats (30 points of
Strength, armor class 36, 460 hit points) and usual abilities (aura of fear and breath weapon),
the eerie wyrm can vanish at will, staying invisible as it repositions before to pop back in and
resume its attacks.
Once the dragon is defeated, enjoy the victory and take your time to recover from the fight. In
the meanwhile, you can loot the undead monsters hoard. There are twenty-five heaps of
treasure scattered on the floor in the northwest corner of the hall. Each heap is worth a
random sum of money, ranging from 100 to 1,000 golds.
Your best prizes, however, are stored within a trapped and locked chest [DC30/35; Strong
Sonic. DC40].
Sun-Li, the most celebrated member of the Transcendent Path, once wore the Robes of
Eternal Moment. It is thought that Sun-Li was so fast that he was able to slice time itself,
appearing as nothing more than a blur to observers. Usable only by a monk, these robes,
which have base AC 0, grant the wearer a +3 AC bonus and a +2 bonus on the Listen and Spot
skills. Moreover, the monk is hasted and, once per day, has the power to cast the Time Stop
spell.
Created from the head of an actual young red dragon, the Helm of the Red Dragon allows a
person with some dragon blood in their heritage to fully transform into a dragon! Usable only
by red dragon disciples, the helm grants the wearer true sight and immunity to knockdown.
Once per day, the wearer can shapechange into a red dragon.
Forged by the Gods themselves eons ago, the Ring of Immortals bears the power to cheat
death itself, for a short time at least. Once worn by a powerful warlord from Athkalatra, he
used it to instil fear into his enemies. No matter how many arrows and axes that struck him in
battle, he did not fall. However, the power of the ring failed him at a critical time, ending his
bloody rampage across the desert in a heartbeat. The ring grants the wearer regeneration +1
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and spell resistance 22. Spending one charge, the user can activate the rings unique power to
become invulnerable to everything for a time.
The longsword that you find inside the chest bears a short poem inscribed on the hilt: Ride the
rainbow, / Rock the sky, / Stormbringer coming, / Time to die. There is no doubt that this is
the legendary blade Stormbringer, which has never known defeat. Created over a thousand
years ago by the Eldar, it is said to contain an intelligence of its own. Still, it does not seem as
impressive as the legend tells. Perhaps its time in this place has drained its energies. This
longsword +4 grants the wielder electrical resistance 20/-.
If you connect the pommel of the sword with the crystal ball that you should have noticed on
the upper level of the fortress, you can greatly enhance the swords powers.
The new Stormbringer is a longsword +4 that sheds a normal white light and grants the
wielder electrical resistance 20/-. Each time the sword hits a target, the victim is zapped by a
Chain Lightning spell cast at level 1. Finally, five times per day, the sword can be used to cast a
Call Lightning spell.
Least but not last, within the chest you find the base of the Sceptre of the Ages. This piece
of the sceptre bears dark and terrible power. It must have been used in some fashion to create
or draw the spectral dragon to this place. The piece can be used at will to cast the Negative
Energy Burst spell.
03. LEAVING THE FORTRESS (Not Mapped)
When the base of the rod has been secured in your backpack, it is time for you to leave the
fortress. While you go through the first level of the building, do not forget to stop in the crystal
chamber to upgrade Stormbringer. Even if you cannot wield the longsword, it will fetch a better
price on the market.
When you prepare to cross the chasm to return to the fortresss entrance, you may notice
billowing masses of vapours are coming up from the depths below to coalesce in a huge form.
If Spartan is on your side, he says he smells something... familiar. Something... old.
Something... evil.
Indeed, the spectral dragon [CE, Dragon 28] you have recently fought on the temple level of
the fortress is still alive - in its own fashion, of course - and it is still determined to claim your
soul. Bloody hell! I didnt expect this...
If you survive the encounter, leave the fortress and return to Trinity.
If you have not recovered all three parts of the rod yet, you have to leave the desert town
from the west gate and search for the last piece.
If you have already collected the three parts of the sceptre, you must pay a visit to Sahir and
show your findings to the sage.
If you have some stuff you want to sell, or if you want to replenish your supply of healing
potions, I recommend you to pay a visit to Hakim BEFORE you speak with Sahir.
Who knows what future may bring?
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When you leave the old sages tower after you have brought to Sahir the third part of the rod
for him to examine, you should leave Trinity and return to Fort Highmarch to get Terinuss
advice.
While you walk towards the north gate of the desert village, though, you may notice a hulking
creature looking like a metal-plated minotaur standing on the path ahead of you.
I write you may because the first time I played Act Three I stepped out Sahirs tower in the
dead of the night and being in a hurry - I managed to skip the visitor altogether. It took me
quite a time to realize my mistake, and I spent most of it by cursing Terinus and crying out for
bugs (no, not the scorpions). At last, I returned to Trinity and... Oops.
Anyway, the creature who has come here to make your acquaintance is no less than The
Ironlord [LE, Construct 25] itself. A godly construct of unspeakable power, this living machine
is bent on the conquest of the Kingdom. However, it is here to parlay for all it desires is...
peace!
Mind me he is being serious! Really. No war will be fought and no blood will be shed if you and
everyone else agree with its simple terms: For all to recognise me as the true King of Aielund,
as I once was, so shall it be again.
In fact, the Ironlord claims it was the very founder of the Kingdom of Aielund, a sovereign
divine, chosen by God to lead and to rule. The proof? Just behold its immortal countenance...
To make things short, the Ironlord senses you are a person of unequalled power and influence
and asks you to bow to it as Lord and master of all of Aielund. This way it will spare your life,
and the lives of those you care for.
In still shorter terms, submit or perish.
Your answer should be obvious, so obvious you wont even get a dialogue option to submit to
the monsters will. Meeting an unforeseen refuse, the touchy construct immediately turns
hostile. Time to die!
When the Ironlord attacks, four Iron Legionnaires [N, F18] appear to the west of the north
gate and start wreaking havoc. The desert warriors will soon notice the constructs arrival and
will try their best to stop the metallic abominations albeit they do not stand a chance before
the mighty golems.
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If you want to join the fray I suggest you to target the Legionnaires and ignore the Ironlord
altogether, for your most powerful weapons and spells wont cause a scratch to the dread
creature.
By the way, all of your comrades will warn you shouldn't engage the monster without the
sceptre working.
If you cannot hit the Ironlord, the Ironlord CAN hit you... and hit you HARD! If you really wish
to stay here and fight the iron legionnaires to help the local people, keep yourself and your
henchmen away from its reach, else your lives will be forfeited. Luckily, neither the Ironlord
nor its golems are the fastest creatures on earth...
To avoid your henchmen a grisly death by the Ironlords iron hand, you can put them in the
peaceful follow mode.
Eventually, you should realize your only choice to escape death is to flee through the north
gate and take the road that leads to Fort Highmarch. If you are not so smart, your adventure
ends here.
02. SAVING A KINGS LIFE
As you follow the road that run north towards Fort Highmarch, you spot a few constructs very
busy in slaughtering a party of humans.
The golems - four adamantium shield guardians [N, F16] and one Iron Legionnaire [N,
F18] - have an easy time to get rid of four poor halberdiers [NG, F6], four Knights of the
Realm [LG, F14] and a war wizard [NG, F8]. There is a guy, however, who is a hard nut to
crack.
Even if he is standing up strong and proud, King Seamus Roebec [LG, F16] cannot withstand
the constructs blows forever. Prepare your weapons, and go to the kings rescue after all, he
might be your future father-in-law!
When the battle ends, talk with the King. Seamus expresses you all of his gratitude. If Criosa
is in your party, however, the worried father scolds his daughter for she disobeyed his will. The
princess looks hurt by her daddys anger and when her father orders her to go to the Fort and
stay away from the battlefield she refuses to obey. If the Princess is your fiance, she also
confesses her astounded father the love she bears for you. Seamus does not seem to be happy
at the news.
Anyway, Seamus has been battling the Iron Legion for the past two days, all along this stretch
of desert. He has lost so many brave soldiers... men and women who never hesitated, never
refused to step up to the fight... When the enemy split up into two groups, he was forced to do
the same. The King has sent most of his troops up north towards Highmarch, but some
remained here to buy them some time to fortify.
Tell Seamus he should head up to Fort Highmarch. In the meanwhile, you will delay the Iron
Legion south of the fort. Later on, you will meet him in the fort so you can tell him more about
the sceptre you have found.
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Looking at the toolset, I noticed a war cleric [LG, C8] should have been around as well. I had
never found that lass, though, so I assume she is intended to show up to raise the King if he
should die.
Anyway, when the King has left the area it is time for you to move on as well. Follow the trail
to the north, climb up the cliff face, and then continue your way towards Highmarch.
03. A BATTLE THAT CANNOT BE WON
Follow the road to the north until you meet the soldiers the King has told you about.
These troops include six rangers, two Knights of the Realm [LG, F14], a war wizard [NG,
F8], and two siege engineers [NG, F6] attending their catapults - big war engines that they
operate to shoot fireballs at the enemy. Again, a war cleric [LG, C8] should be here as well
even if I never found her.
The soldiers are under the command of Captain Gerard Lane [LG, F16], one of the few
remaining Kings Captains from the war.
If you suggest the officer to get out of here, the proud officer states the King ordered him to
delay the golems here, and that is what he is going to do. You might stay here, however, and
help the soldiers.
A few moments after the conversation ends, the dread Iron Legionnaires [N, F18] start to
come from the south.
The Captain and the Knights run towards the bridge to prevent the constructs to advance
further, and a battle begins.
If you have hired the blue dragon, when the first legionnaires appear Azurefang [LE, Dragon
27] lands near you.
The wyrm came, as requested, oh valued employer. Never let it be said she doesnt do what
she says she will!
The dragon stay and fight on your side until she is close to die, then, she flies away.
You should do the same. In fact, you must keep in mind this is a battle you cannot win. It
seems there is an endless supply of legionnaires and they keep coming in waves (each wave
numbering five golems) until you flee the area - or until you are dead.
When you feel you have had enough of a fight, turn on your heels, run north, and then leave
the area to enter Fort Highmarch.
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When you go through the inner gate of the fortress, Guard Captain Derek Marshald [LG, F12]
comes up to ask what you think their chances of survival are. Err... pretty good, arent them?
You just need to hold the golems off while you figure how to assemble the parts of the sceptre.
Delaying tactics, uh? Ok, you just hand that thingo to Terinus and the Captain will instruct his
troops about the impending siege.
Siege? More like a slaughter, Robert mutters as he shakes his head.
As you cross the yard, you can notice the allies you have managed to gather during your trip
to Highmarch have made their way to the Fort. This is no the time to chat, though, so I will list
them later - once you have delivered the three parts of the rod to Terinus for assembling.
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Once inside the Fort, you find King Seamus Roebec [LG, F16] in the central hall, the everhooded Terinus [LN, W25] standing on his side.
Explain the King about the parts of the sceptre you have collected, and then ask him to borrow
Terinus so he may shed some light on the artefact.
Looking at the Vaults forum, I noticed many gamers were complaining Terinus did not seem to
realize they had already collected all the parts of the rod. If you have spoken with the Ironlord
in Trinity, and if you have rescued the King on your way to the Fort, everything should run
smooth. When you arrive here, I suggest you to ignore Terinus and address to the King,
instead. In addition, be sure you have talked with Captain Marshald before to enter the Fort.
Perhaps, the bug might occur if you skip Captain Lane and the subsequent battle on your way
to Fort Highmarch. More than this, I cannot tell.
Anyway, Terinus believes the rod requires an arcane apparatus to fit it together. Trouble is, the
only one he can think of is back in Fairloch, and it is too far to teleport there. When you learn
that the apparatus hes speaking of looks like one of those large, blue-glowing tubes you
should have become accustomed to, you can inform Terinus there is a similar device in
Culdeny, in the House of Exotics.
Terinus can probably make it to Culdeny, so you might have hope yet. The wizard will
immediately teleport there and attempt to make use of the device. In the meanwhile, you
must aid in the defence of this place. Hold off the enemy for as long as you can. He shall
return here as soon as possible.
Once Terinus is gone, leave the Fort by the door at the bottom of the hall and prepare to meet
your fate. The southern section of Highmarch is, indeed, the place where the final battle shall
be fought.
History will be made there.
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Once you are outside the Fort, you can spare a few seconds to exchange a few words with your
allies... their last words, presumably.
The people who have come to fight this desperate battle on your side may include Hasrinaxx
[N, D14], two elven archers [CG, Ra13/W5], a dwarven captain [LG, F14] with a dwarven
warrior [LG, F11], Carthach [N, F19], and Valennia Fair-Eagle [CN, Bb16] together with
two barbarian berserkers [CN, Bb11] and a barbarian scout [CN, Bb11].
All of these brave people are ready for their last stand and hunger for battle - and food too, as
Valennia remarks.
May fortune favour them all!
Together with the allies you have gathered, and equally ready to fight the Ironlord to the end,
there are the (few) forts troops: a militia archer [LG, F9], a Knight of the Realm [LG, F14],
two rangers [NG, R11] standing on the terraced walls, and of course Guard Captain
Derek Marshald [LG, F12].
The constructs outside the fortress wont stand idle while you talk with your friends. In a short
time, they manage to breach the outer walls of the fortress.
Time for the showdown!
The first wave of attackers include two breachers [N, Construct 15] constructs alike to a
battle horror but specially designed to breach castle defences and pave the way for the main
force , four adamantium shield guardians [N, F16], and one Iron Legionnaire [N, F18].
When you have repelled the assaulters, five more Iron Legionnaires enter the fortress,
followed close by The Ironlord [LE, F20] itself.
If you wish, you can stay and fight the Legionnaires. Just bear in mind The Ironlord cannot be
hurt by your weapons. Soon, all your remaining allies (and perhaps your henchmen too) will
fall under its mighty blows.
When Guard Captain Marshald screams you should fall back to the castle, it is time for a hasty
retreat. Once again, turn on your heels and run for your life.
The Ironlord will follow soon, leaving a trail of blood and dead bodies on its wake.
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Once inside the Fort, speak with King Seamus Roebec [LG, F16]. Worn from the trials of the
past year, King Seamus nonetheless stands ready to face the end, whatever may happen.
Unfortunately, there is no sign of Terinus, but the King is confident he is doing the best he can
for there is no more loyal person in the entire Kingdom.
Then, everyone goes silent. There is little else to say. If your heroine is in love with Robert,
your man will put his arm around you, pulling you close. Robert doesnt care how it will end.
He found you, and that made it all worthwhile.
If Robert is in your party but he is not your man, he pulls out a last cigar, then he pockets it
back he should quit smoking, you know. Those things can kill ya!
Suddenly the south gate explodes, announcing the arrival of The Ironlord [LE, F20]. The
monstrous being strides toward you confidently, weapon sheathed.
In its archaic language, the mighty construct orders to stay thy righteous wrath for it is here
to parlay. Thats good! Let it talk for a while... a long while, hopefully.
The Ironlord claims the Kings armies lie in ruins. All the efforts to arrest his rise have been for
naught. There is no need for further bloodshed. Seamus must cast aside his crown and allow
the Ironlord to resume his rightful place, as sovereign of his land. Calling Seamus the
grandson of the Usurper, the Ironlord claims it is, and always has been, the first ruler of
Aielund... for IT IS King Alaric Roebec!!!
Blimey!
There is no time for further explanations, for Terinus [LN, W25] makes a very timely
appearance in the hall and immediately hands you the Sceptre of the Ages, saying you must
use the rod on the Ironlord. Thats your only hope.
Confronted with treachery, the Ironlord attacks. Be quick! Open your inventory and use the
Sceptres unique power on the Ironlord. This way you will make the construct vulnerable to
your weapons.
Together with your henchmen, Guard Captain Derek Marshald [LG, F12], and a Knight of
the Realm [LG, F14], you should not have trouble to bring down the villain. The King and
Terinus will stay out of the fray, however, stunned by a spell the Ironlord casts when violence
erupts.
When it suffers the final blow, the Ironlord crashes on the floor, its metal shell parting to reveal
an aged human being hidden within. The thin man - Alaric Roebec [LE, Commoner 7]? - has
just the time to mutter he will not yield before he falls dead.
Is that really the first King of Aielund, lying there?
Who knows? But, then, do you really care?
Oblivious of his recent good intentions, Robert pulls out a cigar and lights it from a small fire
on the Ironlords metal body. Ah, thats the stuff!
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Terinus, however, thinks he can explain this. History tells that Alaric went on a final expedition
near the end of his reign. He had been told that miners had found a strange place in the
middle of the desert, with many treasures inside. He never returned from there, however. Fifty
years later, the Ironlord first appeared, attempting to make its way to Fairloch. The hooded
wizard surmises that it was in fact Alaric, trying to return home.
So many questions are still unanswered, though, so Terinus will examine the Ironlord for
further clues.
King Seamus says if this was truly King Alaric the First, then you have won no victory today.
Rather, you should mourn the passing of a great man, even if he was mad. The King has some
fresh ideas, indeed.
Anyway, the King cannot forget what you did to save his throne. It is through your brave deeds
and boundless courage that they were able to face down this, the gravest threat the nation has
ever known. Without you, it is likely they would have perished, or become slaves to Alaric's
will.
So, what do you do now?
The civic-minded Criosa thinks you should get back to the task of running the country, healing
the people's wounds, and creating prosperity for everyone. Oh, and maybe she should mention
to her father, that you are thinking about getting married... You are? Oh yes, you are all of her
now! Before the wedding, however, there are a few other things you and Criosa have to do,
uh?
Spartan claims his part in this endeavour is complete. He will be returning to his mountain
home soon, along with his newly acquired riches. It was his pleasure to serve. If you have
need of his unique services in the future, call upon him and Spartan will come.
Now that the Kingdom is safe once more, Nellise thinks she is going to take a vacation.
Perhaps travel around a bit. There are many places in the Kingdom itself she has not seen. She
plans on touring around, most likely helping the people rebuild after all this chaos. For her
exemplary actions and conduct in this war, Seamus says he intends to bestow upon Nellise the
title of Knight Templar to the crown. This title has not been held for one hundred years, since
the church scandal that rocked the kingdom at the time. She has earned it... after her
vacation, of course!
Robert is going to drink himself stupid and you are all welcome to join him if you like. In
addition, if you are his woman, you should find some other things to do... Who knew being a
good guy could pay so well... puff...?
As for your reward, Seamus believes he can offer you a Barony within the Kingdom, a very
small price to pay for their lives.
Now, it is time to go back to work. Your day is not yet over, and there is much to do.
When the conversation ends, the screen fades to black before a cutscene movies begins.
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The cutscene movie that ends Act Three takes place in Lord Whitfords chambers, where King
Seamus and Terinus are looking at the Ironlords metal shell.
The King doesnt much approve of Terinus fooling around with that thing. The wizard, however,
assures the monarch it is quite safe. Without Alaric to control it, there is no threat. Terinus has
concluded that the Ironlords shell is quite simply an advanced suit of armour, nothing more.
An armour that is truly suitable for a King. Perhaps that is why Alaric took possession of it.
Seamus could wear it himself with no ill effect.
Seamus is tempted by the experience and Terinus spurs his King to wear the armour, just for
the sake of it.
Come on, it is safe!
When Seamus has donned the armour, he claims he is feeling very strange... but also very
good. He doesnt feel tired anymore, too. Now he feels... strong. Just imagine what someone
of good intentions could do with such a power!
Terinus thinks just the same, and he has even some... ideas.
Shudder!
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> When you arrive in Trinity [3.72], enter the tower of the wizard Sahir [3.77].
> When you show him the rod piece you carry in your backpack, Sahir tells you about an
ancient fortress located to the southeast of Trinity. It may be somewhat connected to the piece
of the rod.
> Brave the sandstorm and search the area until you discover a tower partially buried by the
sand.
By going through a broken window, you can enter the fortress Sahir told you about.
> Smash the boulder that stands before a portcullis to the southwest of the room, enter the
passage beyond, and go past a trapped door to enter a room guarded by a elder radiance
elemental.
> Kill the elemental, then search the corpse of the warrior-priest lying on the floor.
Grab his spectral talisman and return to the previous hall.
> Use the talismans unique power on the wall of light to dispel it.
> On the lowest level of the fortress, there is a sort of temple where the local cultists
worshipped some draconic creature. Unfortunately, the wyrm is still here.
> Slay the spectral dragon, and then search its hoard.
Within a trapped chest, there is the base of the Sceptre of the Ages. Take the relic and
leave the fortress.
> When you return in Trinity, pay another visit to Sahir and show him what you have found in
the fortress.
Dales Last Stand
> When the humanoids hordes attacked Bracksworth, Dale barricaded himself within his
home, somehow creating a magical barrier that still protects his abode from the rampaging
monsters.
You can get this information by speaking with Mayor Olaf Waynolds at the local barracks
[3.38] or simply by walking near Dales house [3.37].
> If you want to rescue the old sage, destroy the barrier the same way you would bash a
door, then step inside the house [3.39].
* If the unfortunate sage is zapped to death by the wrathful elemental, you can learn what
happened here by reading Dales diary, the book that rests on the floor not far from the
sages corpse.
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Damsel in Distress
> When you are in Culdeny [3.24], pay a visit to the local barracks [3.33].
> Talk to Dante Colt, the same uncouth ranger who may have accompanied you during Act
One.
Dante explains his old flame, Mona, has gone missing in the Calespur ranges. If you happen to
travel through that area, you should keep an eye out for her.
> When you are in the Calespur Ranges [3.35], kill all the black dragons that infest the
forest.
> When you return to Culdeny if she has managed to escape the forest unscathed - you will
find Mona at the local barracks, tired but safe.
Whatever fate befalls to Mona, though, when you return to the Culdeny Barracks dont forget
to talk with Dante.
Dragonslayer
> When you cross the mountain pass that links the Valley of Silence and the stretch of the
road to the east of Culdeny [3.22], you are confronted by Azurefang - the great blue dragon
who was responsible for much of the destruction at Culdeny.
If you want to make the road between Fairloch and Culdeny safe again to travel, you must find
a way to remove the wyrm.
> Sure enough, you can kill the dragon. However, you get a still better reward by persuading
the wyrm to leave - or by paying her to go away.
If you want to persuade Azurefang to leave without risking bankrupt, you must come here with
Robert Black on your side.
Enlightenment
> In the top portion of the southern foothills located to the east of Bracksworth [3.40], not
too far from the path leading to the Cairnwood forest, you encounter a very tattooed monk by
the name of Zachariah.
> If you are a monk yourself, you can beg Zach until he agrees to teach you how to achieve
enlightenment.
The monk hands you an empty flask, and then explains what you need to do.
> Take Zachariahs Flask, and then travel east to the Cairnwood Forest [3.42].
Head up north towards the mountain [3.43]. At the mountain summit, there is a pure lake of
mountain water [3.44].
> Fill the flask with the clear water of the lake. To do so, you must left click on the edge of the
jetty that pushes into the lake.
> Return to the foothills and hand the bottle to the wise monk to be properly enlightened.
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> When you are in Culdeny [3.24], enter the local barracks [3.33].
> Speak with Dante Colt, the same ranger who may have accompanied you during Act One.
Dante says a flight of black dragons is infesting the Calespur Ranges. You should destroy them,
and then bring back the horn of the older wyrm as proof of your doings.
Talk with Garrison Commander Ariel Smith who is standing next to Dante and ask her the
permission to leave town through the south gate. The officer gives you a paper tagged as
Ariels permission slip.
> Leave the barracks and show the permission to the gate guard keeping watch upon the
South Gate.
Leave Culdeny that way.
> Follow the road to the south [3.34]. At halfway, turn west.
Follow the new path to enter the Calespur Ranges [3.35].
> Kill all the black dragons that wander through the forest.
> Enter the Calespur caverns [3.36] to slay all the wyrms that have nestled there.
> When you leave the caverns, an ancient black dragon attacks you.
Kill the wyrm and search its corpse to grab the ancient black dragons horn.
> Return to Culdeny, enter the barracks, and give the horn to Dante.
In Harms Way
> When you descend to the top level of Stoneguard [3.19], the dwarven captain who
guards the city inner gate informs you that a number of civilians have gone missing during the
hectic flight.
> Hidden about the lowest level of the town (called The Undercity) there are four dwarven
commoners and one dwarven noble for you to rescue.
Find the dwarves and send them upstairs.
* The quest will be properly completed only if you manage to save all the five dwarves. If one
or more dwarves meet their death before you can talk with them, you wont get the quests
final reward.
Marked for Death
> On your way to Trinity [3.69], you are ambushed by a few halflings. The halflings belong to
a mercenary group known as the Sand Knives.
> When you follow the road just to the north of Trinity [3.71], the halfling mercs ambush you
again.
When you bring him near death, the leader of the halflings, Thorian Lightfoot, is quick to
surrender.
> Talk with Thorian and try to persuade him to reveal the name of the person who hired him.
Thorian says your question will find an answer in Trinity, if you pay a visit to the Tusonite
ambassade.
* If you kill Thorian before he ceases the hostilities, or if you decide to finish him after your
little chat, search his corpse to find an incriminating document. Thorians contract was
signed by a woman going by the name of Anglique.
> When you arrive in Trinity [3.72], enter the tent of the Tusonite ambassador [3.73].
> Go speak with Anglique Villeancourt, Marchioness of Tusone. When you tell the
noblewoman about Thorian and his mercs, she denies any accusation. She even gives you a
key (Angliques key) to open her chest and search for evidences.
470
> Within the noblewomans chest, there is a contract signed by the Marchioness. This should
be enough to prove her guilt.
> When you show her the contract, Anglique swears she is innocent. Then, she points you to
a shady wanderer she saw entering the local inn a few days before. Perhaps he is a member of
the disbanded cult who worshipped the Ironlord and maybe he is involved in the plot to
assassinate you.
> Leave the tent, and enter the Travellers Rest inn [3.75].
> Talk with the cloaked man who is leaning against the bar. Drake immediately admits he
was the one who paid Thorian for the job. Then, he tries to finish it by himself.
* When Drake is dead, you may want to inform Anglique about what you have discovered.
This is a polite but unnecessary act, however, and you will get no reward for doing so.
On the Waterfront
> When you are Culdeny, you can learn about a dispute raging between the local dockers and
the North Shore Trading Company by speaking either with Dockmaster Killian McKye at the
city docks [3.24], or with Evelyn Bartlett at the companys offices [3.31].
When you have been told about the strike the workers are planning to declare to get a pay
rise, you must decide whose side you want to be on.
* If you think the workers are wrong and you want prevent the strike, you must persuade
Dockmaster Killian to settle for mediation by the local Lord or by the High Court at Fairloch.
* Whatever the outcome of your attempt, when you have spoken with Killian you must return
to the companys offices and inform Evelyn.
> If you side with the dockers, you have to persuade Evelyn and her associates that the
workers are right. Such an attempt is doomed to fail, though.
> Return to the docks and tell Killian the businesslady is too stubborn to be reasoned with.
If you dont want to give up, you come up with a little, nasty scheme to financially ruin the
trading coaster.
The Dockmaster declares the Ocean Voyagers shipment is contaminated by exotic bugs. What
bugs, you have to choose.
> Talk with Count Talbot Matheson, and try to persuade him the vermin are a real threat to
the town.
* If you fail to persuade the Count, you can do nothing but return to the docks and tell Killian
of your failure.
> If you manage to dupe Lord Talbot and he believes your words, return to the North Shores
headquarters and inform Evelyn Bartlett and her associates that the citys harbour has been
closed until further notice. That means bankrupt for them!
To save Evelyns day, offer the lady to buy her share of the company off. Once you are the
new majority shareholder of the company inform Evelyn of your scam.
* If you cannot afford to buy off the company yourself, Mr. Samuel Johnstone buys off the
shares of both Evelyn Bartlett and Baxter Faircross. Then, once you have assured the import
ban will be removed soon, he agrees to raise the dockers wages.
> Return to the docks and give Killian the good news.
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Sebastian
> In the eastern portion of the Cairnwood forest [3.42], you meet the druid Hasrinaxx.
If you have allocated at least 6 points in the Animal Empathy skill, the druid asks you to locate
his animal companion and return it to him.
> Hasrinaxxs pet, the jaguar Sebastian, can be found deeper into the forest [3.43], where
he is busy fighting off some goblin worg-riders.
* If the goblins kill the jaguar, you can do nothing but return to Hasrinaxx and give him the
bad news.
> If you manage to save Sebastians life, resort to your animal empathy to communicate with
the jaguar.
When it understands you are worthy of its trust, Sebastian joins your party.
> Lead the jaguar to the area exit and leave the forest. Sebastian leaves your company to
rejoin his master.
> When the animal and the druid have been reunited, speak with Hasrinaxx.
Shadow of the Ancients
> When you arrive in Trinity [3.72], enter the tower of the wizard Sahir [3.77].
> Show to Sahir the artefact that you have found in the Abode of the Damned.
The sage says that a friend of him discovered an ancient artefact similar to the piece of your
rod. This relic, something large and quite unmovable, should be hidden somewhere to the west
of Trinity.
> Leave the tower, and then leave the desert village by west gate.
> Follow the desert trail [3.78] until you arrive near a big chasm [3.79].
To the south of a broken bridge, you can spot a flight of steps leading into a cave.
> Within the ancient cave [3.81], there is the device Sahir had mentioned.
> Cast a Lightning Bolt spell upon the strange metal orb to re-activate it.
If you cannot cast that spell, use the headpiece of the Sceptre of the Ages.
> Once the globe is empowered, walk to the metal panel that stands next to a stone
platform.
Push the glowing buttons set on the panel, until you open a glowing portal.
> Step into the portal to reach a very ancient complex, the Halls of the Ancients [3.82].
> On the first level of the complex, there is another strange metal orb like the one you have
found within the cave.
Again, cast a Lightning Bolt spell on the orb to re-activate it.
> Walk to the control panel that stands at the centre of the hall.
Push the buttons on the panel to activate the near power generators.
> Once the generators are working, leave the room and go open the locked door to the east
side of the entry hall.
To do so, just click on the near control panel.
> Follow the passage behind the door to reach a teleporting chamber.
Operate the teleporters control panel. When the runes on the floor light up, step onto them
to reach the second level of the ruined complex.
> Go through the second level of the complex until you find a flight of stairs leading to the
bottom level.
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> Within the room to the south of a large hall, there is an Iron Legionnaire, a golem of
remarkable power.
When you bring it down, the construct leaves behind its torso. The sealed metal chest seems
to have something rattling around inside of it. Take the golem parts.
> Operate the control panel of the teleporter to the east of the central hall to return to the
first level of the complex.
> Leave the ruins by stepping into the portal in the entrance hall.
> Return to Trinity, and enter to Sahirs tower.
Show the relic to the sage.
Tall Tales and Anecdotes
> When you are in Highmarch [3.59], enter the Lazy Lion inn [3.60].
> Near the bar there are three guys spending their time by drinking booze and telling tall
tales.
If you think you can do better than them, wait for the current story to end, then speak with
Tom Mitchell.
> Tell you can narrate them a tale the likes of which they have never heard.
> Spin your story, and try to impress your listeners.
Test of the Elves
> If you travel to Acadia [3.45], when you arrive in the elven city a guy by the name of Leif
Aloufin comes up to invite you to speak with the local rulers. They can be found in the Ruling
Chambers, an ornate palace to the northwest of the town.
> If you agree to go through the test, enter the Secret Chambers of the palace [3.51].
> Talk with Leif Aloufin to get a few instructions, and then step into the portal that an elven
wizard has just created upon a nearby platform.
> By stepping into the portal, you arrive to a subterranean area [3.52].
Looking at the ruins scattered about, you can realize this is not a mere cavern beneath Acadia
but an ancient city that once belonged to the Eldar.
Moreover, the ruins are infested by devils.
> Exploring the Forgotten City, you should notice a crumbling tower guarded by a couple of
cornugons.
Go inside the tower [3.53].
> On the towers second level, there is a library by two mithril shield golems.
Upon an Eldar bookcase there is an ancient elf journal. If you manage to translate the
text, it confirms your suspicions about who inhabited this place in the far past.
> On the third floor of the tower, inside a room guarded by a devil and many erinyes, there is
the portal King Lomir told you about.
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> When you have dealt with the fiends, seal the portal by destroying the five summoning
crystals that surround it.
> When the portal to hell is sealed, another portal appears. Enter the new portal to return to
Acadia.
> When you are back in the Secret Chambers, Leif Aloufin approaches you, directing you to
the Ruling Chambers.
> Return to the Ruling Chambers and speak with the elven monarch.
The Barons Lost Love
* If you look at your journal, you can notice this quest comes under the title of The Counts
Lost Love. Being Lord Alastair a Baron, I surmise that was just an inadvertence that Savant
forgot to correct.
> When you are in Highmarch [3.59], enter Fort Highmarch [3.62] to meet the local lord.
As ususal, the Black Baron can be found in his private chambers, where he spends his time
gazing at the portrait of his recently departed wife, the fair Saffron.
When you speak with him, Baron Alastair Whitford makes clear nothing can console him
from the loss he suffered - and nothing else interest him anymore, not even the Ironlord.
> When the Baron asks you to let him alone, leave the Fort and go to the local barracks.
* If you visit the barracks before to speak with the Baron, the quest starts when you speak
with Captain Marshald.
After he has filled you with the recent events, however, the Captain prompts you to go and
speak with the mourning Baron.
> Once inside the barracks [3.61], speak with Guard Captain Derek Marshald.
The Captain says he will give you a tour of the fortifications, so you can realize their poor
condition. Then, he leaves the barracks.
> Follow the captain outside [3.59] and look at the wall cracks he points you at.
All of a sudden, the Captain stops talking for he notices a pale woman who looks very much
alike the dead Baroness.
> Once inside the house [3.63], the lady reveals she IS Saffron Whitford, only she is now
a... vampire.
The lady has no explanations to give but she can point you to a hidden door she discovered
within this house. The secret passage leads to a locked door, which she was unable to open.
> Search for the secret door, go through it, and then unlock or smash the door at the far
end of the corridor.
> Vampires inhabit the Abode of the Damned, but they are quite the civilized folks, and they
do not seem to be evil at least, not so much.
If you speak with the vampires, you should realize they are currently broken in two factions,
each faction under control of a leader. Those leader can answer all of your questions. Just go
speak with them.
> The undead who inhabit the east side of the abode are led by a vampire lord going by the
name of Carthach.
Carthach is persuaded the vampires need to ally with the livings in this hour of need, so he
turned Saffron into a vampire to use the woman as a link between the undead and the Baron.
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If you want to side with him, Carthach explains you have to deal with his rival Arminus - and
with the vampires who are loyal to him, of course so to recover a ring the vampire cleric had
stolen. Carthach planned to give the ring to Saffron, so she could hide her true self from the
livings.
> If you think Carthach could be a valuable ally, go and slay Arminus and his followers.
After the battle, search the corpse of Arminus to get the Ring of Midnights Veil.
* The vampires who inhabit the west side of the abode obey the will of Arminus, a powerful
vampire cleric.
Arminus believes the vampires must stay hidden.
If you agree with his point of view, you should kill his rival, and then you should persuade
Saffron to come here and join the vampires for the rest of her unlife.
* If you dont like vampires and you dont want to side with any faction, you are free to slay
both Carthach and Arminus.
If you do so, use the adamantium keys that you find on their corpses to enter a small room
to the south of the complex. Within the room, there is an adamantium safe.
Inside the safe, there is the same sceptre head that you can obtain from Carthach or Arminus
if you take their side.
> When you have the piece of the rod, leave the Abode of the Damned and return to Saffrons
house.
* If you want Saffron to join the vampires and forget her past life, she agrees to join Arminus.
Before leaving for the Abode of the Damned, she gives you a gift (Saffrons brooch) that you
should deliver to her husband.
* If you think that Saffron is nothing but an undead abomination, you can kill the poor lady
and take the same brooch from her corpse.
> Once you and Saffron are in the Barons chambers, talk with Alastair and re-introduce him
to his beloved wife.
Now, you have to persuade Alastair that he must accept his wife is a vampire, and that he
should do his best to love her the same way he did when she was alive.
If you manage to do so, you are in for a nice reward from the grateful Baron.
Also, you get a document tagged as Highmarch permission slip.
When you want to leave the fortress-town, show the pass to the Knight of the Realm who is
guarding the South Gate [3.66] and you will be allowed to leave Highmarch that way,
475
* If you believe that their relationship could be quite the troublesome one, you can convince
Alastair to resign from his position as Lord of Fort Highmarch (to your favour) and go live with
Saffron in the underworld below... as a vampire.
Keep in mind that you wont get any reward by persuading the Baron to embrace undeath.
If you choose this outcome, you are only given the pass to leave town, and Alastairs
resignation letter.
* If you return to the Fort without Saffron but with her brooch in your backpack, hand the
jewel to the Baron.
The shock is enough to draw him out of his current apathy. Somewhat consoled, Alastair gives
you a nice reward and the permission to leave the town through the south gate.
The Cleansing
> When you are in the foothills located to the south and east of Bracksworth [3.40], stop at
the graveyard to enter the Tomb of the Exiled Knight [3.41].
> When you enter the crypt, an angel who is guarding the place appears to bar your way.
If the angel feels your presence is not offending the blessed spirit of Sir Charleston, it informs
you about some fiends that invaded this holy place.
Unfortunately, the angel cannot take direct action against the tanarri, so it asks you to kill the
two demon lords who infest the crypt.
* If you are an evil-aligned character, the angel commands you must leave the tomb at once.
If you refuse, the celestial being attacks.
Once the angel has been sent back to the Upper Planes you are free to explore the tomb after you have dealt with two more celestials and kill all the fiends you find within. Doing so,
however, wont earn you any reward but the usual experience that you can collect by slaying
the monsters.
> Explore the tomb and kill any fiend you see. Besides several vrocks and a few hell-hounds,
here are a balor lord and a greater balor lord.
> When you have destroyed both the greater fiends, return to the tombs entry room to
inform the angel that at last - Sir Charlestons soul can rest in peace.
The Fall of Bracksworth
> The monster-infested road to the south of Culdeny [3.34] will take you to Bracksworth
[3.37].
When you enter the town, you discover the village has been overrun by the humanoids fleeing
their homes to the south.
> Take a stroll through the village, killing all the humanoids roaming about it.
> A few people have survived the onslaught, finding shelter within the local barracks. When
you are near to the building, you see a group of goblins as they try to burst inside.
Kill the goblins, and then knock at the barracks door. When you make clear you are not a
goblin, the door opens.
> When you enter the barracks [3.38], a militia sergeant comes up to fill you with the
recent events.
> When the conversation ends, talk with Mayor Olaf Waynolds and tell him the survivors
should prepare to evacuate the town and travel to Culdeny under the protection of the few
remaining guards.
> Leave the barracks and wait for the townsfolk to come out.
> Escort the group to the north gate.
Bear in mind the life of the escapees will be at serious risk if you did not clear their route to
the gate from monsters. If Olaf dies, your reward is forfeited.
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> When you are in Trinity [3.72], enter the tent of the Aielund ambassador [3.76].
> Talk with Sir Nigel Reed to learn the poor guy is quite desperate. The King did not tell him
a word about the reasons behind the war and now both his career and his reputation are in
tatters.
When he learns about the Ironlord, Sir Nigel realizes he has still a chance to redeem himself.
Aielund should sign a peace treaty with Tusone before the Ironlord is stopped, or the Tusonites
could invade the country when it is weakest.
The diplomat needs your help, though, for you should persuade the ambassador of Tusone to
meet him in the local palace for negotiations.
> If you want to help Sir Nigel, leave his tent and go to the Tusone headquarters [3.73].
> Talk to Marquis Angevin Villeancourt and try to convince him to meet his colleague.
> Whatever the outcome of your attempt, return to Sir Nigels quarters and inform the
ambassador about the result of your diplomatic mission.
The Gathering
> When you are ready to leave the Fairlochs Royal Palace [3.03], Princess Criosa Roebec
says you should secure a few allies on your way to Highmarch.
> Besides the dwarves of Stoneguard, the elves of Acadia, and the barbarians camped to the
east of Bracksworth, during your travels you have a chance to acquire a few more allies,
namely the druid Hasrinaxx [3.42], the vampire Carthach [3.65], and the blue dragon
Azurefang [3.80].
> This quest is considered completed when you return to Fort Highmarch from Trinity after
your first meeting with the Ironlord [3.86].
The allies you have managed to secure - with the sole exception of Azurefang have gathered
in the southern section of the fortress-town, and they are ready to defend Fort Highmarch with
their own lives.
The Gathering: Barbarians
> While you travel across the High Plains [3.54], a frozen waste located to the east of
Bracksworth, you discover a barbarian encampment.
> When you open the camp gate, a barbarian warrior comes up to ask why you are here.
When you say you are the hero who freed his people from Erags brutal rule, the guard leads
you to the chieftains yurt. Enter the tent.
> Speak with Chief Morik Fair-Eagle to learn the barbarians have been forced to flee their
homes after several powerful white dragons have moved into their territory.
Morik says he would be glad to send his warriors to defend Fort Highmarch but he cannot do
that until their homelands are threatened. If you want the barbarians help, you have to hunt
down and slay the dragons nestled in the nearby mountains, collecting their horns as you go.
> Leave the High Plains by following the snowy trail to the southeast.
> As you travel across the Highmarch Mountains [3.55], you are attacked by an old white
dragon (twice) and by two adult white dragons.
The old dragon flies away whenever it is close to death. The other wyrms stay and fight to the
death, though.
When you have killed them, dont forget to search the corpses of the wyrms to get two white
dragons horns.
> Enter the cave located atop a mountain to the east of the area [3.56].
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> Slay both the old wyrm who escaped before, and a bigger ancient white dragon.
After the fight, search the draconic corpses to grab an old white dragons horn and an
ancient white dragons horn.
> If you have already collected four horns, you can return to the barbarian camp and inform
Morik the dragons have been destroyed.
* Before to leave the dragons lair, you can restore to life Valennia Fair-Eagle, daughter of
Chief Morik.
Valennia came here to fight the wyrms all by herself but she did not survive the experience.
Now her naked corpse lies on the cold floor of the cave, just near to the dragons hoard. If you
raise her up, the grateful Valennia lets you keep her equipment.
* When you return to the barbarian encampment, you find the strong-headed lady-warrior on
her fathers side. As a further reward, Valennia says she will travel to Fort Highmarch herself to
fight the Ironlord along with the warriors sent by her daddy.
* You can collect a few more experience points if you return to Morik the Armour of the
Warlord that you got from Valennia when you raised her from death - or that you took from
her dead body.
The Gathering: Dwarves
> When you arrive at the village of Stoneguard [3.17], you see the inhabitants of the
subterranean city as they flee their homes to find shelter outside.
A dwarven captain soon comes up to say you should hurry up and talk with the clans thane.
He is currently found at the Miners Rest inn [3.18].
> Enter the Miners Rest and talk to King Sulinus MacTavish.
The dwarven leader explains many duergar have invaded Stoneguard and they seem to be in
league with a powerful dragon. If you can kill the wyrm, King Sulinus will pledge his soldiers to
aid in the defence of Fort Highmarch.
> Leave the inn and enter the city of Stoneguard [3.19].
> The wyrm Sulinus spoke about is a mature adult shadow dragon. It can be found in the
mine operations room, on the lower level of Stoneguard (the Undercity).
Kill the monster and search its corpse to take the dragons head.
> Return to the surface, go inside the Miners Rest inn, and present the head to King Sulinus.
The Gathering: Elves
> When you visit the Cairnwood forest [3.42], you find the druid Hasrinaxx resting near a
big oak.
When you have completed the quest to rescue his animal companion (see the quest entitled
Sebastian), or immediately if you lack the requisites to accomplish that task, the druid
explains there is a hidden city of elves living nearby. The elves want to speak with you - and
you could take advantage of the opportunity to ask their help in the coming battle.
Then, Hasrinaxx opens a magical portal to the elven city.
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The Relic
> When you have completed the quest by the title The Barons Lost Love and you are ready
to leave the private chambers of Baron Alastair Whitford [3.62], a black-hooded wizard
appears before you.
This guy is the none less than Archmage Terinus, the closer advisor of King Seamus.
When you show him the sceptre-head that you have been given (or that you have found) in
the Abode of the Damned, the faceless wizard says you should bring the relic to a friend of him
who lives in the southern village of Trinity. Sahir is a very knowledgeable sage and he can
provide you the answers you seek.
> To leave the fortress-town by the south gate, show the Highmarch permission slip to the
Knight of the Realm who is guarding the gate [3.66].
Once outside town, travel all the way south to Trinity.
> When you arrive in Trinity [3.72], enter Sahirs tower [3.77].
> Speak with the sage Sahir to learn there should be other pieces of this relic to be found in
the desert. If you find them, you could use the sceptre to make the Ironlord vulnerable to your
attacks.
* The search for the two remaining parts of the rod is covered under the quests entitled Cult
of the Dragon and Shadow of the Ancients.
> When you have collected both the base of the Sceptre of the Ages and the centre of
the Sceptre of the Ages, return to Trinity and show the artefacts to Sahir.
The sage says you must return to Fort Highmarch. Perhaps Terinus can devise a way to
assemble the rod.
> When you step out the sages tower and prepare to leave Trinity, you find The Ironlord
itself waiting for you not far from the north gate [3.86].
After a little chat, the Ironlord turns hostile.
> The Ironlord cannot be harmed by your attacks, so you can do nothing but flee the town
through the north gate.
> To the north of Trinity, you find a group of constructs battling against some soldiers. King
Seamus Roebec himself leads the humans. Join the fray.
> When you have destroyed the golems, speak with the King and inform him about the
sceptre you want to re-assemble.
When the conversation ends King Seamus asks you to meet him in Fort Highmarch, then he
leaves the area.
> To the south of Fort Highmarch, you find a group of soldiers ready to fight the Iron
Legionnaires. If you want to assist them, feel free to do so. Just talk with captain Gerard
Lane, and then wait for the golems to arrive.
Unfortunately, there is an endless supply of constructs. Eventually, you will be forced to flee
the area and find shelter within the walls of Highmarch.
> When you go through the forts inner gate, Guard Captain Derek Marshald approaches
you. The officer points you to the Fort, where you can meet both the King and Terinus.
> Enter Fort Highmarch and speak to King Seamus. During that conversation, Terinus will
throw a look at the pieces of the sceptre. According to the mage, the rod can be assembled by
using an arcane device - like the one you have seen in the House of Exotics at Culdeny. Terinus
will immediately teleport there. In the meanwhile, you have to prevent the Ironlord from
taking the fortress.
> When Terinus is gone, leave the Fort through the south door, and prepare for the impending
battle [3.87].
Soon, the golems manage to breach the south gate and to swarm inside the fortress.
Fight the constructs until the Ironlord arrives, then it is time to flee again.
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> Guard Captain Marshald gives the signal for the retreat when he screams you must fall back
to the castle.
> The Ironlord is still speaking when Terinus returns. The wizard hands you the fully
functioning Sceptre of the Ages. The Ironlord, of course, attacks.
> Use the Sceptres unique power upon the Ironlord to make it vulnerable to your weapons
and spells. Then, you can finish the dread creature.
> When the Ironlord is defeated, talk to King Seamus to end Act Three.
The Road to Highmarch... Again
> Along the stretch of the High Road between Bracksworth and Highmarch [3.57], you run
into a group of Royal Rangers led by Commander Armin Wise.
> Speak with the officerto learn giants and ogres are holding the road to the south. A small
party of adventurers - like yours - could be able to break through their lines.
> Continue travelling south, killing all the monsters you find along the way.
> To the north of Highmarch [3.58], there is the encampment of the giants.
The monsters are led by a half-ogre warlord by the name of King Kraald.
> Kill the warlord and all his subjects to make the road safe for the Kings armies to traverse.
* If you like, you can return to inform Armin Wise of your victory. You dont need to do so,
however.
The Story so Far...
* As usual, this is not a quest but simply a resume of your previous accomplishments.
The Waterworks... of Death!
> In Culdeny [3.24], just behind the local church, there is a dwarven mason who seems to
be in trouble.
Ragnar MacDougal is responsible for the citys new aqueduct infrastructure. Unfortunately,
no work can be done because something dangerous is lurking around the sewers.
> If you want to investigate the matter, open the near trapdoor and climb down the
aqueducts [3.26].
> Within the sewers, there are two elder water elementals.
Kill both the elementals, then climb up the ladder you have used to come here to return to the
surface.
> Inform Ragnar the sewers are now safe for the workers to go back inside.
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Act Four
The Fall of
Aielund
It has been two years since the Battle of Fort Highmarch, and in that time
fears about the King's newfound power have slowly come to fruition.
Aielund is at constant war with its neighbors, but with all sides weary and
spent, the war is at a stalemate with no end to the suffering in sight. And
with King Seamus slowly losing his grip on reality, something must be done.
A rebellious faction is growing in the land, led by the King's own daughter,
Criosa. Somehow, you and the others must find a way of removing the King
from the throne before his power-hungry madness leads to the destruction
of the entire Kingdom.
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Finally, you can simply tell the Lady that YOU are going to take possession of her land. Then,
YOU will kick Johns family off. That should teach those people to get along! Hearing such a
statement, Lady Deirdre screams she will take your decision to the House of the Lords. But
then, the old bastards wont have the guts to overrule it... You saved this country, not them.
The King owes you, so, unless she wishes all her possessions confiscated as well...
And what about Johns complaints? Well, he should shut up and go, lest his loved ones will find
themselves without a father!
Proving to be such an enlightened ruler is worth an alignment shift towards Evil; if you are evil,
you get 800 xp.
Whatever your decision, you are entitled to a reward of 1,500 xp.
04. READING ROOM
Searching the bookshelf and the bookcase within this small room, you can find lorebooks
about the Kingdom of Aielund, and perhaps a random scroll.
05. ARMOURY
Alison Lindsey [N, Ra6] still manages the local armoury. The woman is more than willing to
show you her goodies, but she warns you still have to pay for them. Considering you are the
one in charge around here, technically you are buying and selling from yourself. Just consider
any purchases you make an investment in future equipment purchases for the keep.
Alisons stock is still split into four separate sections, so you have to ask her what you want to
look at: heavy armour, light armour, ranged weaponry, or melee weaponry.
Each section makes up a separate store with an unlimited monetary supply and a maximum
buying price of 15,000 gold pieces. For 120 golds apiece, Alison can identify your items.
Alisons stock has not changed from your first visit to the armoury. If you are curious to know
what she sells, please refer to section 3.62 (location 04).
06. SOUTH GATE
Leave the fortress by this door to visit the southern portion of the fortress-town.
[Ref. Area 4.04].
07. NORTH GATE
Leaving the castle by this door you can reach the upper portion of Fort Highmarch.
[Ref. Area 4.07].
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4.05 CHURCH
4.06 TOWER
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Ground Floor
First Floor
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If you are a bastard yourself, tell the cop he did a nice job. This way, your alignment shifts
towards Chaos; if you are chaotic, you get 800 xp.
Then, when he grins you are all right, you can try an easy Intimidate check to remind the
officer that he must call you a Lord (or a Lady) and not a sir. If the check succeeds, you are
given 500 xp.
Too bad Savant did not include an option for you to grab the cops truncheon and to use it the
right way - to give the officer the beating he deserves. My chaotic good rogue/ranger was
stripped of his title of Rebel when he stepped in to defend the commoner, but then, what else
could he do?
03. THE HOUSE OF LORDS
Two Knights of the Realm and two militia archers [LG, F9] are guarding the former Senate
Hall.
Even if they are loyal to the crown, the archers cannot help asking how long can the Kingdom
stay at war. It has been over two years now...
[Ref. Area 4.10].
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Ground Floor
First Floor
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If you enjoin him to sit down, shut up and listen to you before you jam the pommel of your
sword up his sorry behind, your alignment shifts towards Evil; if you are evil, you get 800 xp.
Anyway, Lord Havelock tells Lord Covington they should listen at you for, you never know, you
might actually have something interesting to say. How gracious of him!
When you claim you are here to plead for the Lords help on a matter that is threatening the
nation with utter destruction if not dealt with promptly, a hushed silence falls over the
assembly.
After a long tirade, you beseech the Lords they must remove King Seamus from the throne, for
the good of Aielund - unless until you find a way to cure him of the malady which has taken his
mind.
Lord Kent says yours are, indeed, words of treason as far as the law stands. However, he will
not dismiss them so readily. He believes the Lords need to have an emergency session to
discuss the proposal you have brought before them. Lord Nelson replies you should be
immediately executed, instead. After a brief debate, the Lords agree an emergency council on
the matter is badly needed. Lord Covington suggests they break for recess and reconvene in
two hours time. They will summon you as soon as they have reached their decision. In the
meantime, you should feel free to take the weight off your feet. The Royal Arms is a nice place
to visit, even in these troubled times.
When the conversation ends, a cutscene movie starts. Do not miss it, because it could be the
last thing you see...
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Finally, if you are in love with Criosa, you can give her a couple kisses to remind the Princess of
your never-ending love.
Criosas starting equipment includes Criosas outfit [This female-restricted garment grants
the wearer a +2 AC bonus], a dagger, and four healers kits +3.
When you are done with Criosa, turn your attentions to Nellise.
The beautiful cleric-paladin is very upset. It has been a hard week for her. So many things
went wrong; she cannot even begin to tell you. But mostly, it was the idea that the King is no
longer sane. She is sworn to uphold his laws! Yet she had to break them in order to truly help
the kingdom. The sooner you remove the King from power the better it will be for all of you.
If you take her up, you can ask Nel how she fared over the past year.
After the battle of Highmarch, she went with the King back to Fairloch as his Knight Templar. It
was a great honour, but within the month, she had learned Terinus had brought back the
Ironlord as well. He claimed it was for further study, but she soon learned the King was
wearing it! Nellise confronted Terinus about the matter, but the wizard dismissed her by saying
there was nothing to be concerned about. He also asked her to keep quiet about it, because
people would not understand what he was trying to do. Nellise made it her mission to learn as
much as she could about their plans without the King or Terinus knowing about it. She has
been a spy, and now she is a traitor.
If you ask what it was like living in Fairloch with the King, Nellise says at first there was great
rejoicing. The victory was fresh and the shadow had been lifted from the land. Even though
they were still technically at war with Tusone, they were happy to be through the worst of the
war. At least, so they thought.
Seamus did not make peace with Tusone a priority; indeed, he seemed to relish the idea of a
continuing conflict. Both sides were exhausted so there was not a lot of actual fighting.
Nevertheless, there was no trade of diplomatic relations either. Six months later, he started to
issue changes to the law, eroding the Senate's powers so that he could manipulate the
economy to his advantage, the aim being - of course - to ensure funding for the continuing
war. Flush with success, no one moved to stop him. The people were kept in the dark about
changes until it was too late to do anything about it. According to Nellise, this entire situation
has been engineered from the start.
Nellise may have enough supplies to keep her fed for a week, but her equipment is pretty
scarce: a Priests Robe [This garment grants the wearer a +2 AC bonus against evil
creatures], a mace, and four healers kits +6.
If you are such an ungrateful moron, you are free to leave both the priestess and the Princess
all alone amidst the desert. Nel says they have enough supplies to last a while.
Just keep in mind that without your precious items, your chances to survive the perils ahead
are GREATLY diminished.
Warriors and rogues should definitely take both Criosa and Nellise on if they care for their
lives. These gals are adequate warriors, and they can cast powerful and VERY useful spells (i.e.
Mass Heal).
Clerics, wizards, and sorcerers may have a chance to survive even without Nel OR the Princess
on their side, but they have to use their spells VERY wisely. If they plan to travel alone, they
are doomed to death.
If you are a monk, however, you can dismiss any help and still fare well. Sure enough, the mad
King took away your worldly possessions but you have been left with your own (hard) skin,
(swift) feet, and (mighty) fists. What else do you need? Still - unless you are a straight
female, or your monastic order requires celibacy - you should find the prospect to wander
through the wide and empty desert along with two sexy chicks to be a very appealing one.
A last note about your henchwomen: if you attain the 25th level of experience during the first
part of Act Four, when you try to level up your comrades you may notice you cannot do that.
Perhaps Savant was persuaded no one could reach such a high level (by the way, all my four
characters did that my monk and my paladin ended the module at level 26), for the
henchmens blueprints are missing. I assume this mistake will be rectified in the next versions
of the module but if you are playing version 1.0, well, you have been warned.
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01. EXIT
If you enter the temple from the western door, you start your exploration from this location.
The temple is dark and foreboding. If you do not like it, turn on your heels and return outside.
On your left, you can notice a torch mount on the wall. Search it to grab a useful torch.
[Ref. Area 4.15].
02. LIBRARY
This place has been abandoned a long time ago. As Criosa says, let's take whatever is useful!
This room features a chest of drawers holding random treasure of low value, two healers
kits +3, one healers kit +6, and two empty water bottles.
Someone dropped a rusted chainmail on the floor, not far from the piece of furniture. The
armour is in poor condition. Better this that nothing at all, though.
Upon a bookshelf standing along the east wall there are four VERY useful scrolls (Greater
Restoration, Heal, Raise Dead, and Resurrection), a Potion of Lore, and an Ancient
Tome.
To read the crumbling book, call forth its radial menu and use its unique power.
If you pass a medium Lore check, you figure out enough of the test to understand it. This
place was once a temple to a desert-dwelling people who worshipped Maecal, their god of
death. They chose this location for its close proximity to an oasis to the south, and a place
they called The dire crossing to the west, where they sent people to be tested by her god.
Learning such information is worth a reward of 500 xp.
03. DO NOT TOUCH THE ROPE
In the southwest corner of this room, there is an ugly statue with a skull-like head. The statue
depicts the fearsome armour and weapons once used by the ancient defenders of this complex,
long since dead.
Near the statue, there is a rope bundle. If you touch the rope, or if you disturb the ancient
construct, the statue [N, Construct 20] comes alive and attacks.
The statue has 24 points of Strength and 346 hit points. Be very careful.
If you manage to survive the encounter, search the constructs remains to grab a greataxe
and the scary but nice Helm of Maecal [This helm is symbolic of the visage of the God of
Death worshipped by the long-extinct peoples of this region. The helm grants the wearer a +4
AC bonus, immunity to fear, and the power to cast the Power Word: Stun spell once per day.
The wearer, however, suffers a -4 Charisma penalty].
Before to leave the room, do not forget to take the rope. It can turn useful to climb down into
the big hole to the southeast of the temple.
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04. SPIDERS
The first time you walk along this corridor, it will be empty.
When you return here after you have visited the tomb at location 06, however, you will find 1-5
blade spiders [N, Vermin 15] ready to make you their next meal.
05. SKELETONS
The broken table along the south wall of this room can be turned into a crude tower shield.
When you approach the table, however, four skeleton guardians [CE, Undead 16] are
spawned forth from the heaps of skeleton bones scattered on the floor of the room.
Enchanted with negative energy, these undead beings can deliver mighty blows to their
victims.
06. TOMB
The door giving access to this ancient burial chamber is locked [DC40].
Inside the room, there are eleven sarcophagi. The coffins lined up along the upper and
bottom side of the chamber hold bones and random treasure of low value.
The sarcophagus before the altar holds a few items: a rusted full plate [Once a fine suit of
armour, it has been reduced to a rusty pile of metal. It is still wearable, but its protection is
dubious at best], a chain helm [This helm is in better condition than the rest of the armour
you found with it, though it is clearly just as old. The helm grants the wearer a +1 AC bonus
and a +1 bonus on the Discipline skill], a broken longsword [This weapon has a -1 attack
modifier and causes -1 damage], an empty water bottle, and an Amulet of Greater Magic
Resistance [This amulet possess superb anti-magic qualities. Inscribed on the back of the
amulet is a small symbol, shaped like a crescent moon with a dagger above it. The amulet
sheds a low blue light and grants the wearer spell resistance 22].
When you open the coffin, however, a powerful revenant [N, F25] appears to protest. When
you slay him, the ugly undead wheezes he shall rise again.
The revenants threat is not an empty one. If you steal his amulet, when you leave the temple,
the vengeful being appears to claim it back and you have to slay him again. Afterwards,
whenever you enter an area of the Hocarum Desert adjoining the ruined village, the revenant
will come up again to reclaim his trinket.
If you want to free yourself from such an annoying curse, you can do nothing but drop the
amulet on the ground. If you are a very considerate adventurer, you can return to the temple
and put the amulet back into the revenants coffin. You wont get any reward for such a
kindness, though.
If your Search skill is high enough, in the northwestern corner of the tomb you may discover a
hidden door. Go through the door to enter a secret room.
07. TREASURE!
The room you enter by going through the secret door features a lot of canopic jars, perhaps
used for long-forgotten rituals.
Ahead of you, you can see a few heaps of glittering gold. Dont rush forward, though, for two
traps [DC40/40; Deadly Spike] have been placed on the ground just beyond the door. The
arrow-filled corpse laying on the floor a few steps ahead should give you some ideas about
what happens if you trigger the traps.
When you have dealt with the trap, you are free to grab the loot scattered on the ground.
Each of the two piles of gold coins earns you a random sum of 700-100 gold pieces. Besides
the money, on the floor there are a gladius +3, an empty water bottle, and two scrolls of
Raise Dead.
08. EXIT
Go through this door to return outside.
If you enter the temple from the eastern door, your exploration will start from here.
Conveniently enough, on the wall there is a torch mount, which you can search to get a
torch.
[Ref. Area 4.15].
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The ancient journal is written in a different but equally strange language. To translate it, you
need to pass a hard Lore check.
The diary reads, Third Turning of the Fifth Cycle - High Chief Ixyl has ordered me to lead a
unit of our finest into Blood Gulch Canyon to cleanse the filthy Tehruners from the face of this
world. It seems they caught a small contingent of ours by treacherous stealth two cycles ago.
Third Turning of the Sixth Cycle - My glorious command has resulted in a complete rout of the
hated Tehruners from Blood Gulch Canyon. I await reinforcements and have ordered our troops
to dig in and wait.
Third Turning of the Tenth Cycle - Reinforcements arrived not two Chrones ago, and with it
comes word that our enemy is preparing to mount a massive counter-offensive. Sub Chief Rilik
has ordered fortifications to be constructed in anticipation of it.
Third Turning of the Fourteenth Cycle - The attack by the Tehruners was brutally devastating.
Our fortifications were destroyed within micro-cycles and most of our forces lay dead or dying
shortly thereafter. To my disgrace, I ran into the desert.
Third Turning of the Eighteenth Cycle - I fell into a hole in one of our old outposts which has
since been covered by the desert. The fall knocked me senseless for the better part of a cycle.
On waking I have discovered a most pleasant surprise... food!
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Whatever you say, the King thinks perhaps you could work together. However, their logistical
resources are vastly limited, as they have been hit hard by the treacherous Aielunders over the
last two years.
When you tell the King that you have an idea to turn the tide of the war, Osrics eyes light up.
Your idea? Procure the Sceptre of the Ages from the grasp of Terinus and use it to disable King
Seamus' armour, without which all the armies in all the lands would be useless against. To do
so, you suggest Osric that he allows you to lead a small strike force of elite warriors by ship
into Fairloch's harbour, and then take the Castle through a secret passage that you know of.
However, to achieve this, you will require that a large attack be staged against the city to
divert attention away from your operation.
The King sighs they do not actually have a large army to stage a diversion. However, his aide
believes your plan has merit, so he shall consider its possibilities. Now you must leave him, for
he must speak to his advisors.
In the meanwhile, you can rest upstairs or take a tour of the city and see to your equipment.
While you avail yourself of the local shops, you should look upon the destruction wrought by
the Aielund King during his invasion of Myrfell. Adieu.
When the conversation ends, the King and the Master-of-Arms leave the room. Commander
Adrouine asks you to follow him, so he can show you to your accommodations.
Go upstairs and rest. When you return downstairs, Osric may be already in the throne room.
Ignore him, however, and leave the palace.
When you have thoroughly explored the town, return here and speak with the King.
After talking with his military advisors, Osric believes that it is in your best interests to work
together. The idea for a diversionary attack against the capital does appear to be your best
chance of directly dethroning King Seamus.
The Master-at-Arms explains that after so much fighting over the past two years, the Tusonite
forces cannot mount the offensive this plan requires. However, they have recently acquired the
financial means to hire mercenaries to fulfil this role. Unlike Aielund, they have no problem
with having paid outsiders doing the fighting for them. This will give them the numerical
advantage necessary for the plan to work.
If you comment mercenary can hardly be trusted, your alignment shifts towards Law; if you
are lawful, you get 800 xp.
Anyway, Trinity, as a neutral town with borders on three nations, is a common gathering point
for all manner of mercenaries, especially in recent times. You should head there with a
representative of Tusone to hire as many as you can. Do not take this personally, but the King
does not know you well enough to entrust you with half a million gold marks (!!!). Therefore,
they must send someone along with you who they can trust...
Nellise is curious to know how the King managed to collect such a sum. Osric replies that is a
private matter. Suffice to say, war brings with it certain... opportunities.
Nels last words sound like a threat: Very well. In the interests of ending this war, I will. But
mark my words, ill gotten wealth has its own price. I hope you know what you are doing,
Majesty.
The man you are to escort to Trinity is currently engaged on the front lines, to the east of here.
You will have to meet up with him near the Aielund border in the marshlands. It is part of his
contract with him that his name not be revealed to anyone. He was very specific about this.
You should go inform General Duquesne of your mission. The officer will show you to the
'trusted vassal. In addition, the General could use some extra reinforcements. It is most likely
you will have to fight your way to the General's camp, so they shall send a few soldiers to
escort you.
If you say this is a sad day but it is also the time to put an end to Seamus evil, your alignment
shifts towards Good; if you are good, you get 800 xp.
If you say you look forward to raising this new army and crushing King Seamus once and for
all, your alignment shifts towards Evil; if you are evil, you get 800 xp.
If you are glad that you were able to come to a mutually beneficial arrangement and together
you will end this war once and for all, your alignment does not change.
If Criosa is in your party, before to let you go Osric admits he is still in love with her.
If you tell to Osric that Criosa has made herself clear, and he must let her go, your alignment
shifts towards Law; if you are lawful, you get 800 xp.
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If you say Criosa is not going to change her mind and he should get used to it and take it like a
man, your alignment does not change.
If you threaten Osric that, King or not, if he doesn't get his eyes off Criosa you will rip them
out of his head, your alignment shifts towards Chaos; if you are chaotic, you get 800 xp.
By the way, after this conversation you can have a chat with Criosa about the King. According
to the Princess, Osric tends to get obsessed about things. Especially women. Luckily for her,
Criosa has a gallant knight to protect her. Smack.
When the conversation with the King ends, you get 1,000 xp. Then, you are immediately
teleported to the next area, the Eastern Front.
[Ref. Area 4.31].
03. LOCKED DOORS
These doors are locked and you cannot open them. Beyond the doors there are I guess the
private chambers of King Osric.
04. STAIRS UP
Go up these stairs to reach your room.
As you can notice by looking at the area map, the first floor is actually a part of the ground
floor. When you go upstairs, your henchmen may stay back. If you want them to follow you,
you have to save the game and reload it.
05. UPPER SUITE
On the bed of this room there is the cushion of reasonable comfort, which allows you to
rest and advance the time of 8 hours. Feel free to use it at your leisure.
Upon a bookshelf, there is a tome by the title, A Brief History of the Kingdom of Tusone.
The books content is included in the first section of the Aielund Reference Guide.
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Notes:
The war left his mark on Myrfell. Many buildings or structures are collapsed and the signs of
devastation are everywhere to be seen. This district fared better than the others did, though.
Besides a patrolling Tusonite chevalier [LG, F14], just to the south of the royal palace there
are two commoners [LG & N, Commoner 2], a nobleman [N, Commoner 6] and a
noblewoman [N, Commoner 4].
The commoners complain they have lost everything dear to them these past few years. Now,
they live only for revenge. As much as they despise their King, they will defend him to the
death against the foul Aielunders.
The noblefolk curse the damned war that is bleeding their country. Supplies are slowly
diminishing and they are glad they have large stores of food prepared, before the rioting
starts.
If you have the Pick Pocket skill, you can try to steal from the male commoner (he has 12
golds in his purse) and from the nobleman (he has 125 golds).
01. ROYAL PALACE
A Tusonite chevalier guards the gate of the royal palace at all times.
[Ref. Area 4.21].
02. TO THE NAVAL YARD
This gate is locked. If you try to open it, the Tusonite footsoldier [NG, F9] who guards the
gate says something in his native language. Apparently, he does not speak Aielish. However, it
should be obvious you cannot go that way.
03. CHURCH
The cleric-monks of Tusone can heal your wounds or sell you useful albeit expensive
supplies.
[Ref. Area 4.23].
04. MAGE TOWER
Magical supplies and an interesting quest can be acquired within this building.
[Ref. Area 4.24].
05. SEWERS ENTRANCE
The portcullis giving access to sewers of Myrfell is frozen shut. Thats odd, indeed.
If you want to know why, I suggest you to pay a visit to the local mage tower.
[Ref. Area 4.25].
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06. PASCAL ROUSSEAUS ESTATE
You have no reason to come here, unless you agree to work for an unsavoury rogue that you
can meet at the Business Club in the Commerce District.
To enter the mansion, however, you must open the locked door [DC45]. On the back of the
mansion, there is another door, but it is locked [DC45] as well as the other.
[Ref. Area 4.26].
07. TO THE COMMERCE DISTRICT
The gate to the Commerce District is guarded round the clock by a Tusonite footsoldier.
[Ref. Area 4.27].
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01. EXIT
Leave the church by this door to return outside.
[Ref. Area 4.22].
01. THE TEMPLE SHOP
The cleric-monks of Tusone are an order dedicated to healing and seeking enlightenment
through helping others. Therefore, the two cowled clerics [LG, C10/M6] who stand inside this
simple church will heal both you and your comrades free of charge.
Too bad their supplies are not so cheap.
The temple store has an unlimited supply of money and a maximum buying price of 20,000
gold pieces.
Here you can buy Clerics Robes [A simple protective garment worn by the cleric-monks of
Tusone. The robes grant the wearer a +5 AC bonus and the power to cast the Regenerate spell
once per day. Base price: 60,404 gp], Clerics Hoods [Favoured by the clerical order of
Tusone, this hood provides the priests with greater insight, to aid them in their duties around
the city. The hood grants the wearer a +4 Wisdom bonus and a +10 bonus on the
Concentration skill. The wearer suffers a -2 penalty on the Discipline skill. Base price: 36,003
gp], Boots of the Gentle Breeze +1, Boots of the Swift Wind +2, Boots of the Howling
Gale +3, Boots of the Rising Storm +4, Boots of the Hurricane +5, Gloves of
Thundering Force (+1 to +5), many potions (Aid, Antidote, Bless, Bulls Strength, Cats
Grace, Clarity, Cure Wounds, Endurance, Heal, Lesser Restoration, Owls Wisdom),
clerical scrolls (Lesser Dispel, Lesser Restoration, Raise Dead, Restoration,
Resurrection), an Amulet of Health, Amulets of Natural Armor (+1 to +5), a Greater
Amulet of Health, a Lesser Amulet of Health, Periapts of Wisdom (+1 to +4), a Minor
Ring of Regeneration, a Lesser Ring of Regeneration, a Ring of Regeneration, healers
kits (+1 to +10), and holy water.
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01. EXIT
Leave the tower by this door to return outside.
[Ref. Area 4.22].
02. A COOL SHOP
This place is quite the usual one, exception made for the cool air and for the creature that run
merrily about the room: a small ice elemental [N, Elemental 8].
Archmage Michel Dupont [LN, W20], master of the tower and the ranking wizard in the
region, explains the elemental is evidence of his lateral thinking and intelligence! Instead of
putting up with the terrible heat of the summer, he merely summons an ice elemental once a
day to provide his tower with a pleasantly cool environment.
Clever, uh? Perhaps TOO clever.
As you may have noticed, it is exceedingly hot outside at this time of year. When Michel came
up with the idea for the elemental-conditioning system, the King was very impressed and
asked the mage to make one for his palace. A small elemental like the one you see would not
have been nearly enough for the Palace. Therefore, Michel attempted to make a much larger
creature. He succeeded... beyond his wildest dreams. Such a creation! The coldest elemental
he has ever made. He named it Frostillicus, for truly it was the king of all elementals!
Frostillicus was beyond his power to control. It broke out of the tower and rampaged around
the city before fleeing into the sewers. With everything going on, Michel had not the time or
the resources to confront it. But perhaps, if you were to help...
If you agree to destroy the elemental, Michel explains you must go to the sewers and track
Frostillicus down, then use whatever means at your disposal to banish it. To open the gate of
the sewers, he gives you the sewers key. The gate has been locked to prevent anyone
entering there by accident and meeting a horrible death.
If you manage to destroy Frostillicus, Michel calls you the hero of the day. You have his
profound thanks - and you shall not go unrewarded. The wizard has a number of magical items
here from his personal collection. You may choose one.
The item you may choose from are an ancient but powerful suit of banded armour (coming in
the male or female version), a mighty magic staff, or a set of bracers that bestow archery
prowess upon the wearer, turning them into an archer of legendary proportions!
The Antique Armour has an outdated design, and must be nearly two hundred years old.
Nevertheless, it possesses powerful protective enchantments designed to augment the warrior
with greater resilience, as armour should. The armour grants the wearer a +5 AC bonus,
damage reduction +3 soak 10, and immunity to knockdown.
The Staff of the ArchMagi is the pinnacle of the artificer's craft, and each one represents the
culmination of decades of study by a master spellcaster. With the secrets of their creation all
but lost, more such staffs are found in the horde of ancient dragons than the hands of living
wizards. This quarterstaff +1 makes its wielder hasted, and grants them the power to cast the
following spells: Chain Lightning (2 charges), Dispel Magic (1 charge), Greater Spell Mantle (3
charges), and Ice Storm (2 charges).
Imbued with powerful enchantments, the Epic Bracers of Archery offer the greatest archery
enhancing abilities that can be created. The effect upon an untrained person is astonishing,
turning them into a deadly archer of legend, able to project immense power at long range.
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The bracers grant the wearer the Epic Weapon Focus (longbow, shortbow) and the Epic
Weapon Specialization (longbow, shortbow) bonus feats.
When you get your item, you can tell Michel you are glad to have been able to help. His city
has been through a lot in recent times, and the last thing the people needed was a rampaging
monster. Such a statement shifts your alignment towards Good; if you are good, you get 800
xp.
As a final reward, you are given 3,000 xp.
The magic store has an unlimited money supply and a maximum buying price of 20,000 gold
pieces. Michel can identify your items for 100 golds apiece.
The shops inventory includes Black/Grey/White Wizards Robes, Boots of Travelling, a
pair of Boots of Momentum, a pair of Boots of Astounding Grip, a pair of Bardic Slippers
of Agility, a Performers Cloak, Cloaks of Fortification (+1 to +3), Cloaks of Protection
(+1 to +5), Bracers of Armor (+1 to +5), Bracers of Dexterity (+1 to +4), a Necklace of
Fireballs, a Ring of Clear Thought +2, a Ring of Clear Thought +4, a Ring of Fortitude
+4, Rings of Protection (+1 to +5), Rings of Resistance (+1 to +3), four Bags of
Holding, a Chime of Opening, a Lens of Detection, and a Greater Horn of Blasting [This
mighty horn can be used to create a massive clap of thunder. By spending one charge, the
user can cast the Great Thunderclap spell. Base price: 40,000 gp].
521
01. EXIT
Go up these stairs to return to the surface.
[Ref. Area 4.22].
The sewers are bitterly cold, a sharp contrast from the sweltering streets above. Despite the
smell and the frozen rats , Criosa finds this place is oddly refreshing!
Nellise remarks Frostillicus must be mighty indeed to have frozen this entire sewer system.
Once again, old wise Nel is right. That thing really packs a punch.
02. FROSTILLICUS
Frostillicus [N, Elemental 20] is wandering aimlessly about the chilly conduits. I guess it is
bored to death, so, you will provide him a pleasant diversion.
Do not underestimate this guy. The mightiest ice elemental ever conjured, this behemoth is a
danger to every living thing in the city!
The icy monster has 30 points of Strength, armor class 25 and 450 hit points. It is surrounded
by an Aura of Cold, can cast the Cone of Cold spell (at level15), and can shoot cold bolts and
cones of frost.
Moreover, when the frigid being is slain, it merely splits into two smaller replicas of itself [N,
Elemental 17]. When a replica is slain, it splits again into two even smaller creatures [N,
Elemental 14]. Brrr!
522
01. EXIT
Leave the mansion by one of these doors to return outside.
[Ref. Area 4.22].
02. THE LADIES COLLECTOR
When you burst into his lavishly furnished abode, Pascal Rousseau [NE, F13/Weaponmaster
7] is quick to bar your way and to demand to know why you are here.
One of the most important lords in Myrfell, Pascal is also considered one of the finest fencers in
Tusone. This does not quite overshadow rumours of his connections to organised crime in the
city, however.
If you broke into his house without a reason, Pascal will attack unless you pass a hard Bluff
check to persuade him you are part of a new elite top-secret police force looking to prevent
crimes before they happen... (Sic). If the check succeeds, you get 500 xp.
If you come here on behalf of Rene, Pascal yells the pig cannot have his ladies. If you do not
leave at once, be ready for a difficult fight.
Besides Pascal, you have to deal with two Rousseau house guards [N, F16]
Searching Pascals corpse you can get a Blademasters Outfit, a Tactical Rapier, a Belt of
Agility +4, and a Cloak of Protection +5. Each guard drops a falchion +2.
The first painting you have to steal hangs on the west wall and it is tagged as Angelique.
Odd thing is: the sensual lady it depicts becomes a famous Madonna when you pick it up.
Besides the painting, here are only some bookshelves for you to search. Upon a shelf, there
is a copy of The History of Tusone.
03. STAIRS UP
The door before the stairs is locked [DC42].
04. STAIRS DOWN
Go down these stairs to return to the mansions ground floor.
05. TRAPPED DOOR
This door is both trapped and locked [DC30/45; Deadly Gas. DC42].
06. BEDROOM
When you step inside this room, you are attacked by... a chest. Tagged as The Luggage [N,
Construct 20], this bizarre construct has 26 points of Strength and 359 hit points.
Hanging on the side walls of the room there are the other two portraits you are after:
Susanne and Victoria. Just like the painting that you have found downstairs, when you pick
them up... well, look by yourself.
Besides the paintings, here you can search a few pieces of furniture. An armoire, a cabinet,
and a chest of drawers hold random treasure of low value, an expensive clothing (for
blokes), an expensive dress (for ladies), a pink lesser ioun stone, an emerald, and a
topaz.
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524
01. EXIT
Leave the smithy by this door to return outside.
[Ref. Area 4.27].
02. GASTONS DEBT
Gaston Case [N, Bb1], the rugged man who owns this shop, is sitting amongst piles of
equipment, smoking a thin cigar as he cleans and repairs equipment that lies scattered around
the workshop.
As you approach, he addresses you without turning from his work. So, the great traitor comes
to visit Gaston, hmm? Looking to get some quality equipment?
Well, you can forget about it. The army, they have it all. Gaston has here that which they could
not themselves fix, and nothing more. They have turned him from an artist into a repairman.
If you tell Gaston you will take what you can get, you can access his store. It has an unlimited
money supply and a maximum buying price of 20,000 gold pieces.
The stock does not include magical items. Besides several mundane melee weapons and a lot
of leather dyes and metal dyes, here you can purchase tarnished chain coats, tarnished
full plates, tarnished scale mails, padded armours, leather armours, studded leather
armours, wooden tower shields, large wooden shields, wooden bucklers, and
tarnished chain helms.
If you tell Gaston you are in need of a quality weapon but you are also short on cash, the
smith confides in you something that must not be spread around. When the new King ordered
him to make more weapons and armour by any means necessary, Gaston was in trouble, for
his supplies of metals and such were very low. He had to resort to... illegal means in order to
keep the soldiers equipped. There is a man to whom he is in considerable debt. A wretch of a
man. He has contacts in the desert that 'acquire' for him anything he needs, and it is him that
Gaston owes his meagre supply of metals to. He is now calling in his favours, and asking for
something that Gaston cannot give. If you can persuade this man to clear his debt, Gaston will
create for you a magnificent weapon!
If you take the job, Gaston informs the man is known as Rene. He and his thugs have a
business just to the west of the shop. You will need a secret password to enter. When you
knock on the door, say 'Liberty' and you will be permitted to enter.
If you manage to persuade Rene to clear the smiths debt or if you kill the rogue when you
return here, Gaston claims he shall repay you in kind. You shall have his finest weapon! What
type do you prefer?
The weapons you can choose from are: a battleaxe, a double-axe, a dwarven waraxe, a
greataxe, a dagger, a bastard sword, a greatsword, a longsword, a short sword, a katana, a
rapier, a scimitar, a two-bladed sword, a mace, a warhammer, and a halberd.
Whatever your choice, Gastons weapon is a keen weapon +5 with the power to cause its
victim 2d6 massive critical damage. On hit, the weapon can slow its victims for a few rounds
(percentage chance and DC are variables).
Together with the weapon, you get a reward of 1,000 xp.
525
01. EXIT
Leave the club by this door to return outside.
[Ref. Area 4.27].
02. COMMON ROOM
This walkthrough assumes you are coming in the right way, that is by telling the doorman the
password he asks for. If you break into the club, you will find all the bouncers (and the guys in
the private room as well) willing and ready to take your life.
If you come here the peaceful way, you will find two commoners [LG & N, Commoner 2], a
nobleman [N, Commoner 6], and a noblewoman [N, Commoner 4] busy in chatting,
drinking and listening at a guy whos playing a black grand piano.
As usual, the male commoner and the nobleman can be pickpocketed.
Two ugly bouncers [N, Bb15], brutish half-orcs almost bursting out of their finely tailored
suits, will keep an eye on you. This is a reputable es-tab-lish-ment. That means you watch
yourself or they thump you.
Behind the counter stands another burly half-orc. If you ask him about the owner of this place,
the local bartender [N, Bb12] a half-orc ugly as sin - informs Rene is in the back room.
The bartender can also sell you ale, beer, fine elven wine, rum, spirits, and wine.
03. BACK ROOM
Another hideous bouncer guards this room. Here, you can meet the owner of the club - and
his dubious friends.
Meram Ryskill [N, W19] is a halfling woman with a hard look to her eyes, like one who is
accustomed to getting her way by any means necessary.
A dangerous looking man, Nathell [N, F18] appears to be carrying at least one concealed
weapon on him. He scowls at you, apparently not liking the attention. Get lost!
The leader of this crime syndicate is the half-elf Rene [CG, Ro21], a fellow who has a
reputation for fairness, except when he is crossed. Currently, the refined man is talking to his
associates about fine wines. The 851 cabernet is far superior, do you know?
When you inform him you are here on behalf of Gaston, Rene says the smith owes him a great
deal, indeed the entire kingdom does. This is not something he is prepared to simply forget.
He will be paid. When Nellise asks him if he is totally bereft of compassion, Rene simply replies
why, yes, he is!
It occurs to Rene however, that he has a task or two for someone of your particular talents.
Not far from here, there is a house in which resides a gentleman of means. He goes by the
name of Pascal Rousseau. Like dear Gaston, this man owes Rene a great deal. The rogue
would like you to go to him and take that which he is owed. Pascal is in possession of three
paintings of considerable worth. Bring them to Rene and he will cancel Gastons great debt.
If you say you are not sure you want to break into some innocent man's estate and steal his
possessions, your alignment shifts towards Law; if you are lawful, you get 800 xp.
If you simply ask where Pascals house is, your alignment does not change.
If you grin that Pascal is just another walking corpse to deal with, your alignment shifts
towards Evil; if you are evil, you get 800 xp.
526
If you care to know, Rene claims Pascal is anything but innocent. For starters, he used to do
business with him, and that alone makes him an enemy of the state. Were it not for his
political connections, he would have been arrested a long time ago.
If you break into Pascals house but then you leave it to avoid a fight, you can return here
empty hands and inform Rene that Pascal did not wish to part with the paintings.
The rogue respects your desire to keep things civil, but there is a time and a place for such
things and this is not it.
If you insist you will not resort to murder, your alignment shifts towards Good; if you are good,
you get 800 xp. Unfortunately, though, this negates your deal. No job, no relief for Gaston.
If you return here with the three paintings, Rene rejoices. Thats magnifique! Truly they are
great beyond compare, the lines, the subtle colouring, it all comes together to depict beauty
beyond compare. Now, as to Gaston's debt, Rene believes the value of these works is slightly
more than the value of the services he performed for the smith. The debt is repaid and you
get a reward of 5,000 xp.
If you want some change, you can try a medium Persuade check. If the check succeeds, Rene
coughs up 1,000 gp.
Now, you need to leave this place before anyone notices you talking like old friends. It would
be most unfortunate were Rene to be seen associating with a thief such as yourself...
By the way, do not return here, or Rene shall be forced to kill you. Goodbye.
Well, your quest is completed and you should really leave, unless...
Mind that, Rene and his pals are quite the unsavoury fellows. Moreover, they seem to be
experienced characters, therefore they should possess nice trinkets. And you are so poor... To
make things short, if you dont mind a VERY challenging fight, when the conversation ends you
can prepare yourself and then attack Rene and his friends without a warning.
I did so even with my paladin (shame on him!), and he did not suffer any alignment shift.
If violence erupts, Meram is quick to cast a Time Stop spell and to summon forth a death
slaad [CN, Outsider 15]. When the spell fades and the real fight begins, the bouncer guarding
the room joins the dangerous trio. A few moments later, the bartender comes here as well,
along with the two bouncers keeping watch on the common room. These flunkeys are
determined to fight for their boss until dead. Do not disappoint them.
Upon Renes body together with the paintings you have just brought him - you will find an
Armour of the Night, two daggers +4, an Amulet of Natural Armor +4, and (perhaps)
two Potions of Cure Critical Wounds. Nathell leaves behind a respectable citizens attire
[This rather expensive suit was designed with combat in mind - it is heavily enchanted with
protective spells. The garment grants the wearer spell resistance 20 and damage reduction +4
soak 5] and a Sword of Many Blades. Meram drops a pair of Bracers of Armor +5. Each
bouncer leaves behind two daggers +2. Finally, the bartender drops a club +4.
After the slaughter, you have a chance to leave the club in style. When you return to the
common room, you should notice the merry music has stopped. The pianist is gone and the
terrified customers do not dare to move a muscle. As they stare at you in fear, walk slowly to
the piano and click on the keyboard, causing a heart-rending note to break the deathlike
silence. Then, you may leave.
527
01. EXIT
Leave the shop by this door to return outside.
[Ref. Area 4.27].
02. KNEE-TING? WHAT IS IT?
A quite illiterate guy by the name of Harbin [N, F7] operates the small archery store that
supplies the city with ranged weaponry.
The shop has an unlimited money supply and a maximum buying price of 20,000 gold pieces.
Here you can purchase mundane ranged weapons and ammo, longbows +1, longbows +2,
longbows +3, composite longbows +1, composite longbows +2, composite longbows
+3, a masterwork composite longbow, shortbows +1, shortbows +2, shortbows +3,
a composite shortbow +1, composite shortbows +2, composite shortbows +3, an
Arbalest of Impact [Able to drive home an accurate shot with incredible force, this heavy
weapon offers real long-range damage capability. This mighty weapon +2 has a +2 attack
bonus. It causes bludgeoning extra ranged damage and may inflict its victim 1d10 massive
critical damage. Base price: 13,721 gp], Bodkin Arrows, Piercing Arrows, bolts +1, Bolts
of Fire, Fire Bullets, and many trap kits.
528
529
Inside the two crates you will find random treasure of low value, three Potions of Heal, six
healers kits +10, and a few trap kits (deadly fire, strong frost, strong spike x2, strong
tangle).
The chest is both trapped and locked [DC35/40; Deadly Negative. DC45]; it holds two scrolls
of Resurrection, a scroll of Bigbys Crushing Hand, a scroll of Greater Stoneskin, and a
set of Robes of the Archmagi.
When you have grabbed everything, go talk with your mysterious ally who is quietly lighting
up a cigar...
04. HERE HE IS!
Robert Black [N, F22]! How the hell did he come here?
Thats a long story... but if you shared your bed with him, he should be quick to find a sound
explanation!
Robert is looking fit and healthy, clearly being in his element here, on the front lines. Also, it is
obvious he is working with the Tusonites against Aielund. Why? Ever since they found a cache
of treasure, the Tusonites have been spending like crazy, trying to buy their victory. It might
just swing the tide too, if they can hire enough mercenaries in time.
Anyway, Robert was on a patrol with a few of their lads when they heard the sounds of
fighting. An impeccable timing, isnt it?
If you care to know, you have stumbled into the camp of a platoon of soldiers under the
command of a powerful Aielund wizard named Auberon. He was forced out of Fairloch for his
questionable ethics and his experiments, yet his knowledge was such that the University did
not want him gone altogether, so they packed him off to Amalis.
Apparently, Auberons knowledge does not extend to military matters. This guy has been
holding this border pretty much single-handed for the past year. His men have slowly been
killed off, so he has only got three platoons on the border now. He has decided to split up his
forces to cover more ground. If one group spots Tusonite troop movement, he teleports in and
takes care of them himself. His soldier's morale is low, as they are little more than bait, and
you just finished off half of one platoon. The other half is coming back here now, with Auberon
at the lead.
You will talk more later on. Now, you would best rest up a bit and get ready for the mighty
wizard. He will be here very soon.
05. AUBERON
When the conversation with Robert ends, you should rest and then prepare yourself for
another tough fight. Within a minute or so, the enemy forces will come up from the east.
Led by the powerful Auberon [LE, W21], the platoon numbers two Aielund archers [LG,
F11], two Aielund knights, and an Aielund war cleric. The cleric immediately summons
forth a fierce warrior lord. In addition to the mage and the soldiers, you have to face
Ignatius [CE, Dragon 20], Auberons faithful familiar.
Auberon can cast devastating spells. I suggest you to target your attacks upon the wizard (and
Ignatius) first, and to deal with the soldiers later. When he feels he is close to death, Auberon
teleports away. His troops (and his wyrmling familiar) are not so lucky, though.
However, reinforcements soon arrive to relieve the pressure on their comrades. Before the
battle ends, you have to deal with other four Aielund archers, four Aielund knights, and
at last three tough Aielund knight-commanders [LG, F19].
When all the Aielunders are dead, Robert who seems to have been granted a sort of
temporary immortality walks towards the campsite. Before to follow him, you should take a
break, and search the corpses that litter the ground.
Your findings can include a Knighthood full plate, several Knighthood tower shields +3, a
longsword +4, longswords +3, a mace, sheaves of bolts +5, Potions of Cure Critical
Wounds, and Potions of Heal.
When you have picked up everything you can take, go speak with Mr. Black.
Robert is feeling very good. That was great fun, wasnt it?
If you think the mere fact he is fighting former allies is bothering him, Robert dismisses such a
silly idea. As a mercenary, he is used to working for opposing sides in a war. Highest bidder
and all that. He can understand that you might be feeling a bit upset about this whole thing,
but you have got to put that aside if you want to survive.
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When he learns about your plan to bring down King Seamus, Robert thinks it is your only
choice unless you were a trusted Lady (or Lord) of the Kingdom, of course. When you reply
you tried that already... and they killed you, Roberts smile vanishes immediately.
If you were in a romance with him, Robert confesses he never stopped loving you. He just
didn't want to live out his days in that castle, filing reports, and being a Lord. Of course, if he
had, maybe you wouldn't have been killed...
If you accept his apologies, Robert embraces you. Some kissing will follow. Then, when you tell
Robert you lost that rose he gave you when they took the rest of your possessions, he will look
at the ground, then he will bend to pick up a new flower for you. Hey, they come cheap...
Perhaps Roberts flower it is not as nice as the first one he gave you, but he thinks this one
means more. It is a little older, and a little wiser. Just like him.
When the conversation comes to an end, Robert says you must get back to the Tusonite camp
and report to General Duquesne. He will be pleased to hear you managed to defeat nearly an
entire platoon of enemy forces.
Your sweeping victory is worth a reward of 10,000 xp.
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> When the game starts, leave your room at Fort Highmarch [4.03] and enter your office.
Speak with Princess Criosa Roebec. She explains about her fathers madness and claims you
have to work to have him deposed. To this end, you have to travel to Fairloch and go to the
House of Lords to persuade the council to remove King Seamus from power.
> Leave the fort by the north door to reach the upper portion of Fort Highmarch [4.07].
> A coach is waiting in the plaza. Talk with the coach driver to be transported to Fairloch.
> When you arrive in the capital city [4.09], a militia captain informs you about the dire
situation.
> Walk to the House of Lords, enter the building [4.10], and go upstairs. Enter the Council
Hall.
> Speak with Lord Covington, the House Speaker. The Lords want to debate the issue you
have brought to their attention. In the meanwhile, you are told to go to the Royal Arms
drinking house and relax a bit.
Exiled
* Your plan to depose the King fails and you are... executed. Luckily, Criosa contacts Nellise
Sanneman, and together they manage to smuggle your body out of Fairloch. When you are
beyond the reach and knowledge of your new enemies, Nellise returns you to life. When you
regain consciousness, you are in the Hocarum Desert [4.12], not far from the Tusone border.
> Talk with Princess Criosa Roebec. According to the Princess, you must reach Tusone
somehow and enlist the aid of their King in stopping King Seamus before it is too late.
> When you reach an outpost on the Tusonite border [4.14], talk with the Tusonite
commander behind the gate. He wont believe your story, however, so you may have to travel
further west in order to find access to Tusone.
> While you explore the desert, take care to pick up all the empty water bottles that you
happen to find. There are six bottles for you to find [4.13, 4.15, 4.16]. If both Nellise and
Criosa are in your party, bear in mind that you need at least three flasks of water to survive
the desert crossing.
> Deep into the desert, you stumble into an oasis [4.18] inhabited by a giant crab and
several smaller crabs.
> Kill the crustaceans, and then click into one of the small areas tagged as pond of water
to fill the empty flasks you are carrying. When you have the full water bottles, take care to
give one to Nellise and one to Criosa and be sure you have one for yourself as well.
> Enter the Dire Crossing area [4.19] and travel west, until you reach the Hocarum Plains
[4.20].
> In the plains, you stumble into a beleaguered group of Tusone soldiers struggling to hold
the southern flank of their country against a far greater force of Aielund troops. This is the
chance you have been looking for.
> Speak with Commander Adrouine and offer him your help. If you can save their lives and
win the battle for them, you will have gained the commanders trust and you will be allowed
into Tusone.
> Fight the Aielunder troops until no more enemies come up to fight. After the battle, speak
with Commander Adrouine. He will immediately escort you to Myrfell, capital city of Tusone.
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Frostillicus!
> When you are in Myrfell, in the Government District [4.22], enter the local mage tower
[4.24].
> Talk with Archmage Michel Dupont until you learn about a huge ice elemental he
summoned. The elemental escaped the wizards control and went into a rampage. Now
Frostillicus has retreated to the local sewers.
If you agree to destroy it, Michel gives you the sewers key.
> Leave the mage tower and enter the sewers [4.25].
> When you find Frostillicus (or when he finds you), fight it until you have destroyed it .
> Return to the mage tower and inform Michel of your triumph.
Left for Dead
> As you walk along the desert highway leading to Tusone [4.14], you should notice an old
man with a broken leg.
> If you have a full water bottle to spare, return to Najjar, and hand it to him or taunt him
until he dies.
The Blacksmiths Debt
> When you are in Myrfell, in the Commerce District [4.27], enter the local smithy [4.28].
> Talk to Gaston Case and ask him for a weapon of quality. The smith says you will get it if
you help him to solve a delicate problem. Gaston wants you to persuade a shady character by
the name of Rene to cancel a debt he made. If you take the job, Gaston reveals the password
to enter Renes lair is Liberty.
> Leave the smithy and walk west until you see three girls playing before a building. Knock on
the door and tell the doorman the password he asks for.
> Enter the Business Club [4.29] and walk to the back room.
> Speak with Rene. The rogue claims he will cancel Gastons debt if you bring him three
paintings currently in possessions of a shady man by the name of Pascal Rousseau.
> Leave the club and enter the Government District [4.22]. The abode of Pascal is found just
to the south of the Royal Palace. Unlock the door (or bash it down) and go inside [4.26].
> When Pascal Rousseau confronts you, ask him for the portraits. If you want to get the
paintings, you must fight and kill both Pascal and the two Rousseaus house guards.
> When the house is safe for you to explore, search it until you collect the three paintings you
are looking after (they are tagged as Angelique, Susanne, and Victoria).
> Return to the Business Club, and give the paintings to Rene.
* Alternatively, if you dont want to kill Pascal, you can choose to kill Rene, instead. Or you
can do BOTH things: first, you collect and deliver the paintings, and then you attack Rene.
Be warned that if you choose to kill the rogue you have to deal with two powerful friends of
him (Nathell and Meram Ryskill), three bouncers, and the local bartender.
> Leave the club, go to the smithy, and tell Gaston that his debt has been cancelled or
inform him Rene is dead.
533
> When you awake in your room at Fort Highmarch [4.03], your butler Emmet Smith
informs you that there are two people in the hallway waiting to speak with you about a local
land dispute.
> In the forts main hall, you find the people Emmet told you about: Lady Deirdre Marshall
and Mr. John Wainwright.
> Address to Lady Deirdre, listen to her words, and then make a decision.
The King and I
> When you arrive at the Myrfells Royal Palace [4.21], speak with King Osric Davignon of
Tusone and tell him about your plan to depose King Seamus and put an end to the war. The
King says he need some time to evaluate your proposal.
> When he is back in the Throne Room, speak again to Osric. The King agrees to assist you in
your quest. To assault Fairloch, he requires mercenary troops to boost his meagre forces. The
best place to find mercenaries is at Trinity, but you will have to travel to the Aielund border,
due east of Tusone to meet up with a 'trusted vassal' who will assist in the negotiations and
carry the wealth required to hire several mercenary companies. The front lines are dangerous,
so you will have several soldiers to accompany you. When the conversation ends, you are
teleported to the border between Aielund and Tusone [4.31].
> Pick up the Tusonite troops waiting for you, then march east and fight the Aielund forces
who have camped nearby. During the battle, an armoured man joins your side.
> When the battle ends, speak with your newfound ally to discover that the Kings trusted
vassal is none other than Robert Black!
> You have only a few minutes to chat with Robert, for more Aielunder troops are coming, led
by Archmage Auberon.
> After the battle, with Auberon defeated (even if he escapes death), speak again with
Robert.
The Story so Far...
* As usual, this is not a quest but simply a resume of what has happened in the last two
years.
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