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The Aielund Saga - Official Guide

The Aielund Saga


by Savant

Official Guide
by Gibbi

THE AIELUND SAGA - WALKTHROUGH


TABLE OF CONTENTS

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

I/2 Escaping Death...........................................42


1.15 ETHEREAL PLANE...............................................42

I/3 A Commission for the Mayor.........................43


1.16 HIGHWAY; SOUTH OF BRACKSWORTH..................43
1.17 THE HIGHMARCH FOOTHILLS...............................45
1.18 HIGHMARCH GATE..............................................47

I/4 A Visit to Culdeny........................................48


1.19 HIGHWAY; NORTH OF BRACKSWORTH..................48
1.20 CULDENY...........................................................50
1.21 BREWERY...........................................................54
1.22 BOWYER & FLETCHER.........................................54
1.23 MASTER CHAPLAINS SMITHY..............................55
1.24 THE HOUSE OF EXOTICS......................................56
1.25 THE SEASPRAY INN.............................................57
1.26 MAYORS OFFICES..............................................59
1.27 DOCKMASTERS HOUSE......................................60
1.28 ABOARD THE MIDNIGHT RUNNER........................61
1.29 ABOARD THE RAVEN...........................................62
1.30 WAREHOUSE (I)..................................................63
1.31 WAREHOUSE (II).................................................63
1.32 CRYPT & CRYPT TUNNELS...................................64
1.33 REGIONAL BARRACKS.........................................66
1.34 NORTH SHORE TRADING COMPANY......................68
1.35 PRIVATE HOUSE (I).............................................70
1.36 PRIVATE HOUSE (II)............................................70

I/5 The Calespurs.............................................71


1.37 THE CALESPUR RANGES......................................71
1.38 THE LODGE........................................................73
1.39 CABIN................................................................75
1.40 THE CALESPUR CAVERNS....................................76
1.41 ABANDONED MINE..............................................81

1.42 THE CALESPUR MOUNTAINS................................86

I/6 The Barbarian Lands....................................87


1.43 THE SOUTHERN FOOTHILLS.................................87
1.44 THE TOMB OF THE EXILED KNIGHT......................88
1.45 THE HIGH PLAINS...............................................91
1.46 BARBARIAN CAVES.............................................92

I/7 A Princess to Rescue...................................96


1.47 RETURN TO BRACKSWORTH................................96
1.48 TUNNEL.............................................................99
1.49 THE CENTRAL PLAINS.......................................100
1.50 MERCENARY HIDEOUT.......................................101
1.51 MOUNTAIN PASS...............................................105
1.52 THE EAST ROAD................................................106
1.53 RETURN TO CULDENY........................................108

Act One Quest Summary...................................110


Act One Picture Gallery.....................................118

Act Two Defender of the Crown.........121


II/1 A Journey Across the Sea..........................122
2.01 THE REDOUBTABLE; BELOW DECK (I).................122
2.02 ABOARD THE REDOUBTABLE..............................126
2.03 THE REDOUBTABLE UNDER ATTACK...................127
2.04 ABOARD THE PIRATE SHIP.................................129
2.05 THE REDOUBTABLE; BELOW DECK (II)................131

II/2 Escorting the Princess..............................132


2.06 FROM THE DOCKS TO THE CASTLE.....................132

II/3 Defender of the Crown..............................135


2.07 FAIRLOCH CASTLE.............................................135
2.08 DOCKLANDS DISTRICT......................................140
2.09 THE SINGING SIREN TAVERN..............................142
2.10 THE DOCKLANDS INN........................................144
2.11 DOCKLANDS GUARDHOUSE...............................145
2.12 NAVY STORAGE BUILDING.................................149
2.13 DOCKLANDS WAREHOUSE.................................149
2.14 DOCKLANDS WAREHOUSE.................................150
2.15 DOCKLAND SEWERS.........................................151
2.16 MARKET DISTRICT............................................152
2.17 MACABIE & SON FLETCHERS.............................155
2.18 FAIRLOCH TANNER............................................157
2.19 RISING SUN EXOTIC SUPPLIES...........................158
2.20 FAIRLOCH ARMS & ARMOURS............................159
2.21 FAIRLOCH HOUSE OF FASHIONS.........................160
2.22 THE FINAL CURTAIN PLAYHOUSE........................162
2.23 THE FAIR MAIDEN INN.......................................164
2.24 CATHEDRAL......................................................166
2.25 CATHEDRAL CATACOMBS...................................168
2.26 THE HALLS OF KNOWLEDGE..............................170
2.27 ETHEREAL PLANE..............................................174
2.28 STUDENT QUARTERS.........................................176
2.29 MARKET DISTRICT SEWERS...............................179
2.30 SENATE DISTRICT.............................................184
2.31 SENATE DISTRICT HOUSE..................................186
2.32 SENATE DISTRICT HOUSE..................................186
2.33 SENATE DISTRICT HOUSE..................................187
2.34 THE ROYAL ARMS DRINKING HOUSE...................187
2.35 BATH HOUSE....................................................188
2.36 ADMIRALTY BUILDING.......................................189

2.37 THE GREAT LIBRARY.........................................191


2.38 FAIRLOCH ART GALLERY....................................194
2.39 ASSASSINS GUILD............................................195
2.40 SENATE DISTRICT SEWERS................................200
2.41 BARTLETT ESTATE.............................................202
2.42 AUGUSTUS JOHNSONS ESTATE..........................204
2.43 SENATE BUILDING.............................................206
2.44 RESIDENTIAL DISTRICT.....................................209
2.45 THE TRADEWAY TAVERN....................................212
2.46 RESIDENTIAL DISTRICT HOUSE..........................213
2.47 RESIDENTIAL DISTRICT HOUSE..........................213
2.48 RESIDENTIAL DISTRICT HOUSE..........................214
2.49 RESIDENTIAL DISTRICT HOUSE..........................214
2.50 RESIDENTIAL DISTRICT SEWERS........................215

II/4 A Trip to Amalis........................................217


2.51 SOUTH OF FAIRLOCH.........................................217
2.52 SOUTH OF FAIRLOCH; HOUSE............................217
2.53 AMALIS HIGHWAY (I).........................................218
2.54 KINGSWOOD....................................................219
2.55 KINGSWOOD; WEST PORTION............................221
2.56 AMALIS HIGHWAY (II)........................................223
2.57 AMALIS HIGHWAY (II); DEEP FOREST..................224
2.58 AMALIS............................................................225
2.59 AMALIS ARMOURY............................................227
2.60 THE BUCCANEER INN........................................228
2.61 AMALIS CHURCH...............................................229
2.62 CITY HALL........................................................230
2.63 TOWER SITE.....................................................232
2.64 ALAN RICHS HOUSE.........................................234
2.65 THE ELDAR RUINS.............................................236

II/5 The Search for the Sceptre; Feybourne......239


2.66 FEYBOURNE SWAMP (I).....................................239
2.67 FEYBOURNE SWAMP (II)....................................240
2.68 THE LOST CITY OF FEYBOURNE..........................242
2.69 THE LOST CITY OF FEYBOURNE; BORDER ETHEREAL
.................................................................................244
2.70 THE LOST CITY OF FEYBOURNE; SURFACE..........246

II/6 The Search for the Sceptre; Stoneguard. . . .248


2.71 STONEGUARD VILLAGE......................................248
2.72 MINERS REST INN............................................250
2.73 STONEGUARD MOUNTAINS................................251
2.74 DEEP INTO THE STONEGUARD MOUNTAINS........252
2.75 FROST GIANT CITY............................................254
2.76 FROST GIANT LAIR............................................255
2.77 STONEGUARD...................................................256
2.78 STONEGUARD MINES........................................262
2.79 THE VALLEY OF SILENCE...................................267
2.80 THE VALLEY OF SILENCE; MONASTERY...............268
2.81 THE VALLEY OF SILENCE; CAVE SYSTEM.............270

II/7 The Search for the Sceptre; the Isle of the


Dead................................................................272
2.82 A SAILOR FOR HIRE...........................................272
2.83 THE ISLE OF THE DEAD.....................................273
2.84 ISLE OF THE DEAD; CAVE..................................274
2.85 ISLE OF THE DEAD; CRYPT.................................275

II/8 The Conspiracy.........................................282


2.86 RETURN TO FAIRLOCH.......................................282
2.87 CASTLE SEWERS...............................................283

2.88 FAIRLOCH CASTLE; DUNGEONS..........................284


2.89 FAIRLOCH CASTLE; LOWER LEVEL......................286
2.90 FAIRLOCH CASTLE; MAIN FLOOR........................287
2.91 THE NEXT DAY..................................................291

Act Two Quest Summary...................................292


Act Two Picture Gallery.....................................306

Act Three Return of the Ironlord.......309


III/1 Preparations for Another Journey.............310
3.01 INTERLUDE.......................................................310
3.02 ON THE ETHEREAL PLANE.................................312
3.03 FAIRLOCH CASTLE.............................................313
3.04 FAIRLOCH; MARKET DISTRICT............................318
3.05 MARKET DISTRICT GUARDHOUSE.......................320
3.06 THE FAIR MAIDEN INN.......................................322
3.07 THE HALLS OF KNOWLEDGE..............................323
3.08 FAIRLOCH CATHEDRAL......................................325
3.09 MACABIE & SON FLETCHERS.............................326
3.10 TANNER...........................................................327
3.11 RISING SUN EXOTIC SUPPLIES...........................327
3.12 FAIRLOCH ARMS & ARMOUR..............................328
3.13 FAIRLOCH HOUSE OF FASHIONS.........................329
3.14 FAIRLOCH; RESIDENTIAL DISTRICT.....................330
3.15 THE TRADEWAY TAVERN....................................331

III/2 Looking for Allies; Dwarves......................332


3.16 SOUTH OF FAIRLOCH.........................................332
3.17 STONEGUARD VILLAGE......................................333
3.18 MINERS REST INN............................................334

3.19 STONEGUARD...................................................336

III/3 Towards Culdeny.....................................341


3.20 THE VALLEY OF SILENCE...................................341
3.21 MONASTERY.....................................................343
3.22 MOUNTAIN PASS...............................................344
3.23 THE EAST ROAD................................................346

III/4 The New Culdeny.....................................348


3.24 CULDENY.........................................................348
3.25 CULDENY CHURCH............................................352
3.26 CULDENY AQUEDUCTS......................................353
3.27 THE SEASPRAY INN...........................................354
3.28 BOWYER & FLETCHER.......................................355
3.29 MASTER CHAPLAINS SMITHY............................356
3.30 HOUSE OF EXOTICS..........................................357
3.31 THE NORTH SHORE TRADING COMPANY.............358
3.32 LORD MATHESONS OFFICE...............................360
3.33 CULDENY BARRACKS........................................361

III/5 On the Road to Bracksworth.....................363


3.34 HIGHWAY; NORTH OF BRACKSWORTH................363
3.35 CALESPUR RANGES...........................................365
3.36 CALESPUR CAVERNS.........................................367
3.37 BRACKSWORTH................................................368
3.38 BRACKSWORTH BARRACKS...............................370
3.39 DALES HOUSE.................................................371

III/6 Looking for Allies; Elves and Barbarians....372


3.40 SOUTHERN FOOTHILLS.....................................372
3.41 TOMB OF THE EXILED KNIGHT...........................375
3.42 THE CAIRNWOOD FOREST.................................377
3.43 THE CAIRNWOOD FOREST; SOUTHERN SLOPE.....380

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3.44 CAIRNWOOD LAKE............................................381


3.45 ACADIA............................................................382
3.46 ACADIA TEMPLE................................................384
3.47 ACADIA SMITHY................................................384
3.48 TRUESTRIKE BOWYER AND TANNER...................385
3.49 TOWER OF HIGH SORCERY................................386
3.50 RULING CHAMBERS...........................................387
3.51 THE SECRET CHAMBERS....................................389
3.52 THE FORGOTTEN CITY.......................................390
3.53 THE FORGOTTEN CITY; THE TOWER....................391
3.54 THE HIGH PLAINS.............................................395
3.55 HIGHMARCH MOUNTAINS..................................397
3.56 HIGHMARCH MOUNTAINS; DRAGON CAVE...........398

III/7 Highmarch, at Last!.................................400


3.57 HIGHWAY; SOUTH OF BRACKSWORTH................400
3.58 HIGHMARCH FOOTHILLS...................................402
3.59 HIGHMARCH; NORTH SECTION...........................404
3.60 THE LAZY LION INN...........................................406
3.61 MAIN BARRACKS..............................................409
3.62 FORT HIGHMARCH............................................410
3.63 SAFFRONS HOUSE...........................................414
3.64 CATACOMBS.....................................................415
3.65 ABODE OF THE DAMNED...................................416
3.66 HIGHMARCH; SOUTH SECTION...........................421
3.67 HIGHMARCH CHURCH........................................422
3.68 HIGHMARCH TOWER.........................................423

III/8 The Sceptre of the Ages...........................424


3.69 SOUTH OF FORT HIGHMARCH............................424
3.70 SOUTHERN CLIFFACE........................................426
3.71 NORTH OF TRINITY...........................................427

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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

III/9 The Ironlord............................................458


3.86 A ROD TO ASSEMBLE & A BATTLE TO FIGHT.......458
3.87 THE DAY OF RECKONING...................................463

Act Three Quest Summary.................................467


Act Three Picture Gallery..................................480

Act Four The Fall of Aielund..............483


IV/1 Whose Side Are You On?..........................484
4.01 INTERLUDE.......................................................484
4.02 TO DREAM, PERCHANCE TO SLEEP.....................485
4.03 FORT HIGHMARCH............................................486
4.04 HIGHMARCH; SOUTH SECTION...........................489
4.05 CHURCH...........................................................490
4.06 TOWER.............................................................490

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4.07 HIGHMARCH; NORTH SECTION...........................491


4.08 THE LAZY LION INN...........................................492
4.09 FAIRLOCH; LORDS DISTRICT.............................493
4.10 THE HOUSE OF LORDS......................................495
4.11 THE BETRAYAL..................................................497
4.12 HOCARUM DESERT; CHASM...............................498
4.13 HOCARUM DESERT; HIGHWAY............................501
4.14 HOCARUM DESERT; TUSONITE OUTPOST............502
4.15 HOCARUM DESERT; RUINS.................................503
4.16 HOCARUM DESERT; RUINED TEMPLE..................505
4.17 HOCARUM DESERT; ANCIENT CAVE....................507
4.18 HOCARUM DESERT; OASIS.................................509
4.19 HOCARUM DESERT; THE DIRE CROSSING............510
4.20 THE BATTLE OF HOCARUM PLAINS.....................511
4.21 MYRFELL; ROYAL PALACE..................................513
4.22 MYRFELL; GOVERNMENT DISTRICT....................516
4.23 MYRFELL; CHURCH...........................................518
4.24 MYRFELL; MAGE TOWER...................................519
4.25 MYRFELL; SEWERS...........................................521
4.26 MYRFELL; PASCAL ROUSSEAUS ESTATE.............522
4.27 MYRFELL; COMMERCE DISTRICT........................523
4.28 MYRFELL; SMITHY............................................524
4.29 THE BUSINESS CLUB.........................................525
4.30 MYRFELL; THE LONG SHOT, BOWYER & FLETCHER
.................................................................................527
4.31 THE EASTERN FRONT........................................528

Act Four Quest Summary..................................531


Act Four Picture Gallery....................................534

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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

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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.

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05 - Classes and Skills


Characters of any class can successfully complete the Aielund Saga. The warrior-types will find
the adventure a lot easier than bards or arcane spellcasters, though. This is especially true
when you are still a low-level character.
Act One does not features any class-related subquest. Rangers are given a chance to benefit
from their tracking ability.
Act Two includes one sidequest reserved to bards of level 2 or more and another restricted to
rogues. There is also a sidequest restricted to paladins or clerics (unless they are chaotic or
evil), but anyone can obtain it by having a paladin as a henchman (you need to be lawful good
or lawful neutral for Sir William to join your party, though).
Act Three includes one sidequest reserved to monks of level 1 or more and another sidequest
restricted to those characters who have allocated at least 6 (or 7) points in the Animal
Empathy skill.
Your character can benefit from having a high score in skills like Bluff, Hide, Lore, Move
Silently, Persuade, Search, and Spot. In addition, some roguish skills like Open Locks, Disable
Trap, and Use Magical Device may turn VERY useful.
By the way, rogues will be happy to learn that a small experience reward is given for every
trap your character manages to disarm. In Act One, Three and Four, the experience you get is
an amount equal to the trap DC. In Act Two, you get an experience reward equal to twice the
trap DC.
If you like the crafting skills, the adventure provides enough tradeskill materials to satisfy all of
your hand-working urges.
After I have played the game four times (as a chaotic good human rogue/ranger, a neutral evil
elven rogue/sorceress, a lawful good dwarven monk, and a lawful good human paladin), I
repute a rogue/ranger combo should be the best choice for your character. You are free to
think otherwise, of course.
06 Race
Adventurers of all races are welcomed in the Kingdom of Aielund. Choose what race you like
most.
In Act One dwarves are given a few additional information when underground and a couple
of special items.
Act Two includes a sidequest restricted to halflings and gnomes. However, whoever is able to
turn into a pixie can successfully complete it.
By the way, Act Four introduces an interesting subrace system. Now, the gamers can choose
their character to be a member of several new races or subraces.
To assist you in such a choice, here is a summary of the new races abilities and restrictions.
Human - Aasimar:

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.

Human - Air Genasi:

Favored Class: Fighter. Abilities: Dex +2, Int +2, Cha -2, Wis -2. Darkvision.

Human - Earth Genasi:

Favored Class: Fighter. Abilities: Con +2, Str +2, Cha -2, Wis -2. Darkvision.

Human - Fire Genasi:

Favored Class: Fighter. Abilities: Int +2, Wis -2. Darkvision.

Human - Water Genasi:

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:

Favored Class: Sorcerer. Abilities: Int -2.

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:

Favored Class: Barbarian. Darkvision. Skill Bonus: Search +2.

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.

19

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

The Kingdom of Aielund

22

Act One Nature Abhors a Vacuum

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

I/1 A Rainy Village


1.01 THE BRACKSWORTH ARMS INN

Luxury Suite

First Floor

Common Room

01. THE BEGINNING


When the adventure starts, you are standing in a well-furnished inn room.
Throw a look at your journal to get a few backgrounds regarding your recent whereabouts:
Perhaps it was a mistake to travel through the Kingdom of Aielund in the middle of winter. It
has not stopped raining in a month, and the roads are a quagmire. Tiring of trudging through
the weather, I stopped at a quaint little town called Bracksworth to wait out the storms. It has
been a week now, and on top of the weather all the gates out have been closed. I am getting a
little sick of waiting around like this, so I think maybe it is time to do something about it. The
innkeeper here probably knows the layout of the town and who to talk to, so I should speak to
him when I'm ready to move.
Before leaving the room, however, you should open the two containers about here to pocket a
few coins, or - if you feel you are not stylish enough - to replace your current attire with a
more fashionable one.
The chest at the foot of the bed holds 200 gp, a simple robe, and a flower gown - one that
any lady of good breeding would feel at home wearing.
Inside the armoire that stands on the north wall there are a wizards robe, a soldiers
tunic, and an exotic bamboo kimono.
This room is the appointed place in Bracksworth for you to rest. If youre worrying you cannot
afford such a grand accommodation, you will feel relieved when the local innkeeper informs
youve paid for a whole weeks lodging in advance, so, this cosy room is available whenever
you need it. In fact, here you can rest at will.
Whether you feel tired, you are bleeding, or you have spells to memorize, just come here, and
click on the ornate pillow that lies on a corner of the larger bed. When you click on the
cushion of reasonable comfort, a dialog window opens and you are asked if you wish to
rest and advance time by 8 hours. If you say yes, an incantation very much alike a Time Stop
spell takes place to move the clock forward. By spending just a moment of your precious time,
you can enjoy all the benefits of a full night of sleep. Nice!

24

02. TO YOUR ROOM


Whenever you need to rest or if your inventory is full and you wish to store a few things in a
safe place - go past this door to enter your luxury suite.
03. LOCKED ROOM
The door of this room is locked [DC18]. Unlocking the door by resorting to the Open Lock skill
does not change your alignment, even if you are lawful. If you bash the door down, however,
your alignment shifts one point towards Chaos. This is true for any locked door you can find
during the adventure (as long as you are in a friendly area, of course). Dont forget it!
Inside the room, you can search an armoire to find random treasure of low value.
04. EMPTY ROOMS
Dont bother to search these rooms for there is nothing to find within. All the doors are locked
[DC18 or 28] so, if you want to test your Open Lock skill, here is a good training ground.
05. STAIRS DOWN
Go downstairs to reach the inns ground floor.
06. STAIRS UP
Go up these stairs if you need to return to the first floor of the inn.
Four tavern patrons [N, Commoner 1] and a couple of adventurer-like fellows are hanging
around the common room, enjoying the warmth of a blazing fire - and the excellent booze of
the house.
Sitting next to the large fireplace there are an old man [N, Commoner 1] and an old woman
[N, Commoner 1]. If you talk to the man, you may be surprised to see the grizzled retiree as
he jumps on to offer you his seat so you can dry yourself at the fire. The inhabitants of this
backwater community are really a nice bunch of people, and no mistake.
07. MAKING NEW FRIENDS
Both the bearded and smelly guy and the handsome girl who stand near the fireplace are
your appointed companions for the first act of the saga. So, lets go making their acquaintance.
Unshaven and apparently unwashed, Dante Colt [CG, Ra1] seems to care little for social
conventions but looks tough and ready for anything. A Royal Ranger with the local regiment,
Dante is on a personal leave of absence.
As the conversation goes on, you should realize Dante has a real attitude problem. If you tell
him so, you discover he has been kicked out the Rangers after he made three of his
commanders teeth fly out of the officers mouth. By following this dialog thread, you get an
option to enlist Dante - but when you propose him to join your side, you will offer him 100 gold
pieces as a pay.
If you tell Dante you like his attitude, however, when you ask him how much gold he wants to
stand on your side, the former Ranger claims he is not a mercenary. He works for the King and
he values duty and honour more than gold. As long as he is satisfied...
Anyway, once Dante has been recruited you can talk with him to learn more about his recent
past. According to his words, it was a woman who caused the conflict of interest with his
commander officer. If Nellise is already in your party, when you ask Dante about his troubles
the cleric and the ranger will treat you with a funny duet, even going so far to comment on
their respective smells...
Dantes starting equipment includes a Camouflage Armour [Designed specifically for the
Royal Rangers, this armour allows them to blend in with the forest with greater ease. The
armour grants the wearer a +1 AC bonus and a +1 bonus on the Hide skill], a pair of hard
leather boots [Tough leather boots with a strong grip, these shoes help the wearer stay on
their feet during a fight. The boots grant the wearer a +1 bonus on the Discipline skill],
Dantes Amulet [This necklace grants Dante a +2 AC bonus], a greatsword, a longbow,
four sheaves of arrows, and four Potions of Cure Moderate Wounds.
A woman of incredible beauty, Nellise Sanneman [LG, C1] is obviously only partly human. A
cleric in service of God, Nellise was not chosen by the King to join the military expedition to
the west, so she came here to make herself useful in some fashion. Unfortunately, this place is
quite peaceful and even boring. Nellise is currently planning to return to her church at Culdeny
for reassignment, but if you happen to need a good healer she will be happy to change her
mind to follow you, instead.

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].

28

08. LUXURY HOUSE


The door of this non-descript house is locked [DC22]. If you are in a robbing mood, feel free
to break inside the mansion.
[Ref. Area 1.09].
09. COMMON HOUSE
When you try to open the door of this house, you get a message telling you it has been
jammed fast. The first time I played the module, I was able to go inside this building. Just
dont ask me how, though. Since then, this cottage has been off-limits for my heroes.
[Ref. Area 1.10].
10. DRUID GROVE
A hooded man is standing near a large oak tree, next to what appears to be some kind of
magical portal. Also, a large jaguar by the name of Sebastian [N, Animal 7] the druids
faithful companion - is wandering about the grove. Do not worry. According to his master, the
pet looks dangerous but it is just a cute little kitty cat.
When you talk to the druid, he smiles cheerfully back at you from beneath his hood before to
comment about the nice weather they are having lately! Sticking to his beliefs, Hasrinaxx [N,
D9] is persuaded that Nature is merely resetting the balance after a long drought.
If you care to ask, Hasrinaxx explains he came to this grove after the King prohibited the
druids to live in the forest. You see, the Kings servants cut down trees for lumber and hunt the
animals while the druids try to prevent that. Hasrinaxx thinks it is better for the druids to stay
away from the woods. Some other druids do not share his opinion, though, and they might
take extreme actions to ensure the safety of the forest. If you plan to head deep into the
Calespur Ranges, you should watch out for them.
If you are curious about the glowing white spiral that you see on the grassy ground, Hasrinaxx
must admit he does not know what it does. It appeared there a few weeks ago but nothing has
happened since. One of his associates believes it is a doorway from another dimension, but if
so, its a one-way door.
If you need his help, Hasrinaxx can heal both you and your henchmen for free. In addition, he
manages a little store including herbs he collects, a few potions, and some items mostly
intended for druids and servants of nature. Hasrinaxxs store has an unlimited supply of gold
and a maximum buying price of 5,000 gold pieces. If you have some items you need to
identify, the druid can provide such a service for the standard fee of 100 golds apiece.
Hasrinaxxs wares include several common light armours (hide, leather, padded, and
studded leather armours), small shields, large wooden shields, a Belt of Vines
[Crafted from the living vines of the methusala plant and infused with the power of nature, this
belt connects the druid to nature in a more personal way. The belt sheds a low green light and
grants the druid a bonus spell slot of levels 1 to 3. The wearer of the belt suffers a 5% damage
vulnerability to fire. Base price: 4841 gp], mundane weapons and ammunition mainly intended
for druids (daggers, quarterstaffs, scythes, sickles, spears, slings, bullets), a sling +1,
a sickle +1, a scythe +1, a Guardian Staff [Once used by an ancient society of priests who
defended their forest against intruders, this metal-shod staff has survived the centuries since.
It remains as one of the few relics from their order. Its magic has not diminished over time.
Usable only by druids and rangers, this quarterstaff +1 grants the wielder the power to cast
the Aid and Entangle spells once per day. Base price: 8370 gp], a Gnarled Staff of Healing
[Created for novice druids to aid them in times of trouble, staves like this are useful for just
about everyone who claims adventuring as their profession. This quarterstaff +1 sheds a dim
green light and grants the wielder the power to cast the Cure Light Wounds spell up to five
times per day. Base price: 2298 gp], curative potions (Antidotes, Cure Light Wounds, Cure
Moderate Wounds, Lesser Restoration), Potions of Bless, Potions of Barkskin, scrolls
of Raise Dead, healers kits +1, and a few herbs. Those herbs include garlic, belladonna,
golden seal [A rare and expensive herb, golden seal fortifies the body against ailments, and
clears the mind. The eater gains the benefits of a Resistance spell. Base price: 200 gp],
ginseng [Commonly used in foreign lands to keep oneself vital and energetic, ginseng is much
rarer in Aielund, but just as highly prized for its revitalising qualities. The eater gains the
benefits of a Virtue spell. Base price: 50 gp], and St. Johns wort [Used as a powerful healing
agent, this herb has astringent properties that speed recovery of wounds. The eater gains the
benefits of a Cure Minor Wounds spell. Base price: 24 gp].

29

11. BRACKSWORTH SMITHY


This is the villages smithy. The front door leads to Hadushs shop whereas the locked door
[DC22] on the southeast side of the building leads to the smiths living quarters.
[Ref. Area 1.11].
12. LAURAS LINEN AND LEATHER
Enter this building if you want to buy some generic equipment, if you need a new dress, or if
you are interested in bows and arrows.
[Ref. Area 1.12].
13. DALES HOUSE
This is the humble residence of the local sage. Do not miss the occasion to make his
acquaintance.
[Ref. Area 1.13].
14. TO THE PADDOCKS
Leaving Bracksworth by going through one of these wooden gates you will reach the paddocks
owned by Amal Smith - the farmer you can meet at location 06.
[Ref. Area 1.14].
15. SOUTH GATE
The South Gate guard [LG, F3] who stands here informs the Mayor has prohibited anyone
from leaving Bracksworth until he knows more about why the town has been cut off from
Highmarch.
If the Mayor asked you to investigate the matter, show the guard the pass you got from Olaf
and the dutiful soldier will open the gate for you.
Leaving Bracksworth from here you will take the southern tract of the Highway, which goes all
the way to Fort Highmarch.
[Ref. Area 1.16].
16. NORTH GATE
When you approach this gate, the North Gate guard [LG, F3] informs there are bandits out
on the northern highway. The soldier will not open this gate until you show him a pass signed
by the Mayor. Olaf will give you such a pass only when you have delivered the requisition forms
to Fort Highmarch.
By the way, if you blackmail the Mayor after youve dealt with Merin, you can get a key to open
this gate even before you travel to Highmarch. I strongly recommend you to hit the north road
only after you have explored the southern tract of the highway, though. Do otherwise and you
may meet a premature death.
17. ROAD TO CULDENY
A sign welcoming the traveller in Bracksworth has been placed before this bridge. Go across
the bridge to take the road for Culdeny.
[Ref. Area 1.19].
18. EAST GATE
Going through this gate you can march off towards the Southern Foothills. Scoured by warring
and bloodthirsty barbarians, the foothills are a dangerous place. The East Gate guard [LG,
F3] who watches the gate wont let you leave from here until you have the written permission
from his commander.
When you manage to obtain the necessary pass from Commander Tara, you will be able to
travel to the barbarian lands. However, you will not get such a document until you have visited
the town of Culdeny, and then explored the Calespur Ranges.
[Ref. Area 1.43].

30

1.03 MAYORAL OFFICE

01. FRONT DOOR


When you step inside this richly furnished place, you see a pretty young woman standing
behind a desk and feverishly sorting through a pile of paperwork.
The Mayors secretary [N, Commoner 2] is very busy with her work. If you need to speak
with her boss, she merely informs he is just inside the room.
The desk can be searched to find random treasure of low value. You can pick it up, for the
secretary does not seem to take notice.
02. THE MAYOR OF BRACKSWORTH
The weathered features of Mayor Olaf Waynolds [N, Commoner 1] show his advancing years.
Being the local high up, the Mayor is quite the affluent man. If your thieving skill is high
enough, you can repeatedly pickpocket him [DC20] to get small sums of money (ranging from
20 to 40 golds). If you have both patience and greed, you can keep doing so until you have
stolen 500gp from his purse.
If you ask the Mayor the permission to leave the town and travel north towards Culdeny, Olaf
says he cannot allow you to do so until Bracksworth is threatened by all sides. He does not
want to endanger your life needlessly! If the rumours of bandits along the north road should
prove true, he would be sending you to your death (mind me, hes not exaggerating). Besides
that, the town needs to re-establish contact with Fort Highmarch in case things turn ugly up
north. Therefore, first Olaf contacts Highmarch THEN you can play hero and march off north.
If you want the Mayor to change his mind, you have to prove yourself a worthy candidate by
helping him with a rather delicate problem. An associate of him, a halfling lass by the name of
Merin, is seeking to discredit his honourable name and oust him from his office. The halfling
wants one thousand golds to keep her silence! Olaf claims he tried reasoning with her, but
Merin simply wont co-operate. Perhaps, you could persuade her to see reason...
If you tell the Mayor that his proposal sounds very underhanded, your alignment shifts towards
Law; if you are lawful, you get a reward of 20 xp. If you tell him that you have no problems to
do what he asks if the price is right, your alignment does not change. If you say Strong-arm
is your middle name, your alignment shifts towards Chaos; if you are chaotic, you get a reward
of 50 xp. If you say that you can be quite good at persuading people, your alignment shifts
towards Evil; if you are evil, you get a reward of 50 xp.
Whatever you say, the Mayor is persuaded violence will be unnecessary. All you need to do is
recover some documents in Merins possession that she should not have.
When you have agreed to his proposal, the Mayor informs Merin lives next to the blacksmiths,
in a small house facing west.
If you want to explore the lands that surround the farming town, you have no choice but help
Olaf. Go recover the documents then return here and talk with the Mayor.
If you hand him the papers without raising any objection, your alignment shifts towards Law; if
you are lawful, you get 20 xp. If you tell Olaf you have looked at the papers and you dont like
his involvement in such shady dealings, the Mayor explains there is a man up in Culdeny who
came to him with a great offer to make lots of money with a very little risk. No one has been
hurt it has been a victimless crime! The guy, who comes by the name of Ronald Bartlett, is a
legitimate businessperson and a powerful and influential man. You shouldnt mess with him. If
you reply that you can let the matter slide for now but you have a good memory, your
alignment shifts towards Good; if you are good, you get 50 xp.

31
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.

32

1.04 MERINS HOUSE

Ground Floor

First Floor

01. ENTRY DOOR


Leave the house by this door to return outside.
[Ref. Area 1.02].
02. BROKEN DREAMS
When you enter this place, Merin Teas [N, Ro2/W1] - a beautiful halfling with a glint of steel
in her eyes approaches you to demand why you are breaking into her abode.
Explain Merin that you are working for Olaf then question the petite lass about her motives.
Merin says she is blackmailing the Mayor for she needs the money to relocate back to Fairloch,
where there is some culture! Then, she asks why on earth she would hand you over the
document you are looking for.
If you claim that she must give up the papers because youre asking her to, your alignment
shifts towards Good; if you are good you get 50 xp. If you press her on, Merin says she
doesnt want any troubles. If you want the documents, they are in the drawers behind her. Just
take them and get out.
If you prefer to try a medium Persuade check, claiming you will make things in town very
difficult for her if she does not complain with your request, your alignment shifts towards Evil;
if you are evil, you get a reward of 50 xp. If the check succeeds, Merin says you can grab the
documents from the chest of drawers behind her. If the check fails, however, the halfling says
you need to pay her 1,000 gold pieces to get the papers. If you refuse to pay and you dont
leave her home at once, the halfling turns hostile and you will be forced to take her life if you
don't want your adventuring career to end so prematurely.
If you try a Strength check and threaten to snap the halfling in two like the twig she is, your
alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If the check succeeds, (you
need to have 13 points of Strength or more) you are told to get the documents by yourself. If
the check fails, however, a fight is unavoidable.
The documents you are looking for have been stored inside the locked chest of drawers
[DC22] that stands on the west wall.
If you manage to persuade Merin in giving up the papers, walk towards the chest of drawers to
grab the documents. When you touch the piece of furniture, however, Merin will suddenly
attack you. Besides the diminutive backstabber, you have to deal with another halfling [N,
Ro2] Merins sister, I guess - who appears in the back of the room (actually, she was there
already, hidden in shadow through stealth).
When the fight ends, search Merins corpse to find a strapless gown and a masterwork
dagger [An elegantly crafted weapon, its finely wrought metal is well balanced and extremely
sharp. The dagger has an attack bonus +1]. Merins sister leaves behind a short sword, a
sling, and a few bullets.
When the halfling siblings are dead, open the chest of drawers to get 164 gp and Olafs
documents.
The document bears the sign of the Mayor of Bracksworth and details his secret trading
activities in conjunction with the North Shore Trading Company in Culdeny. Even if you are no
expert on trading commodities, you realize Olaf is involved with inflating prices and possibly
blackmail in order to increase profits.

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.

34

1.05 FARMER JOHNSONS BARN

01. RATS VS. CHICKENS


Leave the barn through this door to return outside.
[Ref. Area 1.02].
When you enter the barn, you see several famished rodents as they try to slaughter a dozen
squawking chickens [N, Animal 1].
Try to rescue the frightened fowls by killing all the rats [N, Animal 1] you see. Soon, a vicious
dire rat [N, Animal 1] comes up from the back of the barn. The dire rat is the beastie Farmer
Johnsons spoke about. Dont forget you need to take the rats tail as an evidence of your
victory. If you dont show him the disgusting appendix, the farmer wont give you any reward.
Before you can search the dire rats corpse, however, you have to deal with another pack of
common rats [N, Animal 1] coming from the far side of the building.
02. BACKDOOR
If you want to pay a visit to the farmers house, leave the barn through this door.
[Ref. Area 1.02].

1.06 FARMHOUSE

Ground Floor

First Floor

01. ENTRY DOOR


Leave the house by this door to return to the backyard.
[Ref. Area 1.02].
A commoner [N, Commoner 1] the farmers daughter, I guess is warming herself near a
fireplace. When you talk with her, the kind young lady invites you to dry yourself by the fire. If
you want to follow her advice, just sit on the chair next to the girl and enjoy the warmth.
02. STAIRS UP
Open this door and go up the stairs to reach the upper floor of the house.
03. STAIRS DOWN
Go down these stairs to return to the ground floor.
04. BEDROOM
The chest in this room is both trapped and locked [DC25/25; Minor Spike. DC26]. It holds 27
gp, a torch, a pair of hard leather boots and a dark cloak [Not only is this cloak darkcoloured, it also breaks up the distinctive shape of your body, making you a little harder to
spot. The cloak grants the wearer a +1 bonus on the Hide skill].

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.

1.07 FARMER SMITHS BARN

01. MAIN DOOR


This is the main door of the barn. When you enter this place, you do not notice anything
amiss. Besides an ox [N, Animal 1] and three cows [N, Animal 1], the barn looks empty.
[Ref. Area 1.02].
02. FROM THE SEA TO THE BARN
A man tagged as shady vagabond is hiding here, and he has the look of someone on the run.
When he notices you arrival, you have the option to attack the guy outright. Doing so,
however, you trigger an alignment shift towards Evil; if you are evil, you get 50 xp.
If you kill him, the vagrant leaves nothing behind but some vagabond rags and a club.
If you choose to question the vagabond, he introduces himself as Sam [CN, F2] and claims he
was just resting here to get out of the rain. He jumped his ship in Culdeny harbour cause of a
small disagreement with the captain and hes better off elsewhere for now.
If you tell Sam that you will inform the farmer about his presence, and then you chase him
away, your alignment shifts towards Law; if you are lawful, you get 20 xp. If you chase Sam
away without any explanation, your alignment shifts towards Chaos; if you are chaotic, you get
50 xp. If you promise Sam you will tell the farmer he was hearing things, your alignment
shifts towards Good. If you are good, you get 50 xp.
If you choose the last option, the next time you speak with the vagabond he says its time for
him to head off and he leaves the barn forever by going (mysteriously) through the barred
door to the east of the building. Before to let this happen, however, be sure you already got
your reward from Farmer Smith or you will get nothing unless you dupe him, that is.
03. BACKDOOR
This door is jammed fast. You cannot open it.

36

1.08 BRACKSWORTH BARRACKS

Ground Floor

First Floor

01. BARRACKS DOORS


Both these doors lead back outside.
[Ref. Area 1.02].
02. COMMANDER TARA
The armoured young lady who stands near a desk is the leader of the military in Bracksworth.
Just a few weeks ago, Tara Redfurn [LG, F5] was a young officer fresh out of training. Now
she is in charge of protecting an entire town. The commander who held this post was called off
to fight in the war with the King, and Tara was the most qualified person remaining here for
the job. At first, she found the task a little overwhelming, but ever since the Mayor locked the
gates, things have been much easier.
The four weapon racks along the west wall of the room are empty. The locked desk [DC22],
however, holds random treasure of low value.
If you ask Tara the permission to leave Bracksworth through the east gate, she says her scouts
have reported a vast barbarian army building up to the southeast and their patrols extend to
only an hours walk east of here. Someone is beating the war drums and Bracksworth is the
most likely target. Tara cannot do much but stay on the defensive. If you are a warrior-like
character, you can claim she cannot win a war from a defensive posture. Tara replies you may
be right, but until she has devised a suitable plan the only way they are going to beat the
barbarians is if they never actually attack the town.
When the Mayor tells you to come here and speak with Tara about the barbarians, the
commander explains Armin Wise - the leader of the local Rangers - sent in a man to
investigate all he could from the barbarian lands. The agent, a good ranger by the name of
Tommy Smith, discovered the barbarians leadership has changed a few months ago. The new
chief, a brutal half-orc by the name of Erag, whipped the tribe into a blood frenzy and they
have been preparing for war for weeks.
If you want to help, you could go investigate the area by yourself. If you find a way to kill Erag,
grab his head and bring it here as a proof of your deed.
If you say you will do your best, your alignment shifts towards Good; if you are good, you get
a reward of 50 xp. If you ask for a reward, Tara promises 1,000 gold pieces for Erags head. If
you say there is nothing like a good old assassination to fix a problem, your alignment shifts
towards Evil; if you are evil, you get a reward of 50 xp.
Before to say you goodbye, Tara gives you the East Gate pass to go through the eastern
gate. Also, she says you should keep an eye out for Tommy Smith as you explore the barbarian
lands. The ranger might still be there and he can probably give you more up-to-date
information. When you are back, Tara will meet you at the East Gate.
03. BARRACKS
If you dont mind to be called a thief, you can empty the six locked chests [DC25] found in
this room. They hold random class-oriented treasure of low value.
04. STAIRS UP
Before you can go upstairs, you have to open this locked door [DC30].

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.

1.09 LUXURY HOUSE

Ground Floor

First Floor

01. ENTRY DOOR


The ground floor of this mansion features only a desk standing along the east wall. It holds
random treasure of low value.
[Ref. Area 1.02].
02. STAIRS UP
To climb upstairs you must go through this locked door [DC26].
03. STAIRS DOWN
These stairs lead back to the houses ground floor.
04. BEDROOM
The chest in this room is both trapped and locked [DC18/15; Minor Spike. DC24]. It holds
random class-oriented treasure of high value.
05. BEDROOM
The chest standing along the west wall is trapped and locked [DC28/28; Strong Electrical.
DC30]. Be very careful: if you fail to disarm the trap, you could be killed on spot.
Inside the chest there are 168 gp, a silver ring, two gold rings, a gold necklace, a
glittering necklace, and two artworks. These portraits are reasonably well painted, and
would be worth a fair amount of gold. Unfortunately, you wont be able to sell them until you
find a merchant who does not object to buy stolen goods. And boy, they are heavy!

1.10 COMMON HOUSE


01. ENTRY DOOR
The map of this area is missing. As I have already told in section 1.02, I managed to enter this
building only the first time I played the game. Since then, I never found a way to open the
houses door.
Along the west wall of this small abode there is a chest. Both trapped and locked [DC23/24;
Minor Negative. DC25], it holds a pair of Gloves of Animal Handling.
[Ref. Area 1.02].

38

1.11 SMITHY

01. HADUSHS WORKSHOP


When you enter the smithy, you see a young half-orc hammering an anvil. Although he is not a
very bright guy, Hadush Grolgen [NG, Bb7] can easily crush a man with his bare hands.
Good news are, Hadush is a very good-natured fellow, and if you are a female even a
gallant one... albeit in his own way.
If you call Hadush an idiot, and then you keep mocking him for his speech, your alignment
shifts towards Evil; if you are evil, you get 50 xp. Being rude with the blacksmith, however,
will cause you to get no experience reward in case you take him the iron he needs.
After introductions have been made, you can throw a look at Hadushs stock.
The half-orc store has a limited money supply of 10,000 golds and a maximum buying price of
5,000 gold pieces.
The war has not been a boon for Hadush. Albeit soldiers use to come here and ask him for
weapons and armours, they refuse to pay him, claiming the stuff is for the King. They have
taken him nearly all he got and currently his wares include only a breastplate, a banded
mail, a scale mail, a small metal shield, a large wooden shield, plus several common
weapons and ammunition (a battleaxe, bolts, bullets, daggers, darts, a handaxe, a
heavy crossbow, a light hammer, light crossbows, a longsword, a mace, a
morningstar, a rapier, a scimitar, a short sword, slings, a throwing axe, and a
warhammer).
After you have looked at his merchandise, start another conversation and you will get an
option to tell Hadush his stock seems a bit low. The smith explains he was expecting a
shipment of iron from Highmarch but it never came. If you offer Hadush to go and get the iron
for him, the half-orc says he will be very grateful. The iron he needs was on a wagon headed
from the southern fortress-town.
If you say you can help him for a price, Hadush offers you 100 gold pieces. With a successful
medium Persuade check, you can double such a sum.
When you return here with the iron lode, you get 250 xp. If you asked for cash before,
Hadush pays you the money he promised (100 or 200 gp). If you did take the job for nothing,
however and if you do not ask for money when you come here with the iron , your
alignment shifts towards Good; if you are good, you get 50 xp as well. To compensate your
modesty, the grateful half-orc presents you with a little, nice gift: an Amulet of Natural
Armor +1. In addition, you are given a reward of 300 xp.
If you return to shop here after you have brought him the iron lode, you will notice Hadush has
been very busy forging new weapons and armours. His merchandise now includes several new
items (plus more pieces of his old stuff): chain shirts, chainmails, splint mails, halfplates, arrows, bastard swords, clubs, greataxes, greatswords, halberds, heavy
flails, heavy maces, heavy picks, light flails, light picks, longbows, mauls,
quarterstaffs, scythes, shortbows, and spears). Now, Hadush sells also several helmets
granting the wearer different bonuses: casque & coifs [Discipline +2], circlet helms [AC vs.
Bludgeoning +1], flanged helms [ST vs. Sonic +1], gladiator helms [AC vs. Slashing +1],
horned helms [Discipline +2], plumed helms [ST vs. Fear +1], pot helmets [Discipline
+1], spike helmets [Discipline +1], and winged helmets [Discipline +1].
02. HADUSHS HOME
There is nothing here but a chest holding random class-oriented treasure of low value.
[Ref. Area 1.02].

39

1.12 LAURAS LINEN AND LEATHER

01. ENTRY DOOR


Leave the house by going through this door to return outside.
[Ref. Area 1.02].
02. A HAPPY HUSBAND...
A former Ranger, David Patteel [N, F1] is now a retiree. He still hunts game every now and
then, and he makes a good living tanning hides and crafting leather armours. Despite his
rugged appearance, Davids eyes soften whenever he glances at his beautiful and young wife.
As he uses to say, love knows no limits.
If you are interested to his wares, David has some bows and some deadly arrows in stock.
The leathersmiths store has a limited money supply of 5,000 golds and a maximum buying
price of 5,000 gold pieces.
His wares include leather armours of various colours, padded armours, studded leather
armours, a leather armour +1, a Camouflage Armour, dark cloaks, hard leather
boots, suede boots [These soft suede boots enable the wearer to move a little more quietly,
granting a +1 bonus on the Move Silently skill. Base price: 17 gp], leather skirts, arrows,
Bodkin Arrows [Vicious, serrated metal-tipped arrows that tear through flesh with greater
ease, these projectiles cause their victims 1 additional point of piercing damage. Base price: 56
gp], longbows, shortbows, whips, healers kits (+1 and +3), trap kits (minor spike,
minor tangle, average spike, strong spike), leather armour torsos (if you like to craft leather
goods by yourself) and leather dyes.
03. ...AND A PRETTY WIFE
A very fine seamstress and a very beautiful lady, Laura Patteel [N, Commoner 1] sells a large
selection of fashionable clothing for all occasions, plus a few items of great value that his
father collected over the years.
Lauras shop has a 10,000 gold pieces limited money supply and a maximum buying price of
5,000 golds.
Besides many mundane outfits, Lauras wares include a set of Mages Robes of Battle
[Designed for use by the Circle of the Arcane in Fairloch, these robes are useful for
journeyman wizards seeking to travel abroad and engage in combat. They provide resistance
to enemy magic, and a defensive shield against archers. Usable only by wizards and sorcerers,
the robes grant the wearer a +1 AC bonus vs. piercing damage, a +2 bonus on the
Concentration and Spellcraft skills, spell resistance 10, and the power to cast the Shield spell
once per day. Base price: 3557 gp], Robes of the Transcendent Path +1 [The monks of the
Order of the Transcendent Path in the Eastern mountains of Aielund wear these robes as a
symbol of rank within their monastery. The robes also bring the monk's mind to focus more on
the present, allowing them greater control over their bodies and the situation around them.
Usable only by monks, the robes grant the wearer a +1 AC bonus. Base price: 657 gp], Robes
of the Transcendent Path +3 [These robes grant the wearer a +3 AC bonus, a +1 bonus on
the Listen and Spot skills, plus the power to cast the Ghostly Visage spell once per day. Base
price: 10,823 gp], a Performers Cape [This cape is a flashy looking garment for use by
bards who enjoy performing more magic in their acts. Of course, it does not hurt to have one
of these while travelling in the wilds either. The cape grants the bard the Lingering Song bonus
feat, a +1 bonus on the Perform skill, and a bonus spell slot of level 1 and 2. Base price: 3592

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.

41

1.13 DALES HOUSE

01. ENTRY DOOR


Leave the house by this door to return outside.
[Ref. Area 1.02].
02. THE SAGE OF BRACKSWORTH
When you enter this small house, you see an elderly gentleman engrossed in reading from a
large book. The old chap wont notice your presence until you talk with him then he introduces
himself as Dale Amraphen [N, Commoner 1]. Dale is not properly a sage, but he has read a
lot of books. Currently he is studying a mystery that you might find interesting. To the east of
the town there is a tomb in a graveyard, inside of which are the remains of the Exiled Knight.
The Knight defied the King and was exiled for this crime. A celebrated hero, when the Knight
died his equipment was buried with him. Rumour is the Knights spirit still resides in the tomb,
waiting for a worthy soul to come and claim his worldly possessions.
By the way, if you return here after you have successfully explored the tomb of Sir Augustus,
Dale says the most incredible thing happened. He was reading his tome about the Knight when
he noticed the last passage had changed. According to the text, the Knight is now free from his
eternal vigilance. Explain Dale what happened in the tomb and he will add your name onto the
end of the tome as the hero who performed this valiant deed. Such an outcome is worth a
reward of 100 xp.
If you ask Dale if he happens to have anything to sell, the old savant says he could be
persuaded to part with some items from his collections. Dales shop has a limited money
supply of 15,000 golds and a maximum buying price of 5,000 gold pieces. Being a learned
man, Dale can identify the items you bring him to examine (for 100 golds apiece).
Dales wares include an Elven Chainmail, a large collection of exotic weapons (far too many
to list them down), a Wizards Sidearm crossbow [Popular with spellcasters, this accurate
and powerfully enchanted crossbow is indispensable for wizards and sorcerers who seek to
enter combat. This light crossbow has an attack bonus +1, and grants the wielder the power to
cast the Magic Missile spell at will. Base price: 11,004 gp], many arcane scrolls (of levels 1 to
4), a Necklace of Missiles, a Ring of Crimson, a Ring of Scholars, a Ring of Clear
Thought +1, a Ring of Fortitude +2, a Minor Ring of Regeneration, a Ring of
Shielding, a Wand of Fireballs, a Wand of Lightning, Crystals of Light [The famed light
crystals of the dwarven mines are becoming more and more rare since the mine's closure, but
are still extremely useful items, even if they only have enough power for one use. Base price:
51 gp], Crystals of Intense Cold [This crystal is mined in the eastern mountains, and is
rarely seen this far west. A remarkable gem, it seems to store cold within itself and is released
in an icy blast alike a Ray of Frost when broken. Base price: 13 gp], acid bombs, alchemists
fire, caltrops, choking powder, three Glyphs of Energy [to cast the Magic Missile spell.
Base price: 133 gp], three Glyphs of Protection [to cast the Mage Armour spell. Base price:
200 gp], five Glyphs of Stunning [to cast the Daze spell. Base price: 50 gp], and five
Glyphs of Terror [to cast the Scare spell. Base price: 200 gp].
03. TOME
This oversized book describes an ancient tomb in the hills to the east of town, the same burial
site you may learn about from Dale. If you click on the tome before Dale tells you about the
tomb, a new entry appears in your journal to inform you about this place.
The house also features a telescope. This is where Dale spends time stargazing. Too bad, the
constant rain is blocking any chance of seeing the stars.

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.

43

I/2 Escaping Death


1.15 ETHEREAL PLANE

01. RESPAWNING POINT


This is the place you appear if you happen to die and then choose to respawn.
02. A SOUL-CATCHING WYRM
An ancient gold dragon [LG, Dragon 35] stands here and observes you curiously.
Talk to the dragon to learn this is a small pocket of reality lying between your world and the
Outer Planes. It is the dragons task to catch you in case you drift past here. The dragon
believes you may have a purpose on your world so he will send you back to your realm and will
allow you to continue your journey. He only asks you to try not to die too often. Catching you it
was not a joke and the golden wyrm is afraid he didnt quite get all of you a small part of you
was quite determined to reach the Outer Planes, and he could not convince it to remain here.
The dragons words clarify why you have suffered an experience loss. Still, I wonder how to
account for the loss of money.
When the conversation ends, you are immediately teleported back to your mortal body.
If you return here again the same way you did the first time - you can ask the dragon about
the glowing spiral you stand upon when you arrive on this pocket plane. The dragon explains
the spiral is a gateway he opened to your plane, just near the small druid grove in the town of
Bracksworth. If you wish, he can send you to Bracksworth instead to return you to your place
of departure.
03. LOCKED GATE
This gate is locked and cannot be opened. You may wonder what lies beyond but with no avail.
Be patient, for your curiosity will not be satisfied until Act Two.

44

I/3 A Commission for the Mayor


1.16 HIGHWAY; SOUTH OF BRACKSWORTH

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.

45

03. MORE KOBOLDS


When you reach this plateau, you have to take care of a group of foes numbering 1-4 kobolds
and kobold footpads. Well, at least from now on you can walk without wetting your shoes.
04. YET MORE KOBOLDS
A lone kobold patrols this area. When you engage him in a fight, however, 2-6 more kobolds
appear around you, ready to claim your life.
05. THE WRECKED CARAVAN
A kobold shaman [LE, Humanoid 1/S1] stands near the charred remains of a merchants
caravan, and he is determined to stop you from advancing further on.
When you have butchered the hoodwinked spellcaster, search the wreckage. Besides the
arrow-filled corpse of an unfortunate merchant and a very dead ox, here are two chests and
one crate for you to loot.
One chest holds a sheaf of arrows and a Raise Dead scroll. The other coffer holds 182 gp.
Inside the crate you will find random treasure of low value, a pair of Gloves of the Tiger +1
[Infused with the spirit of the tiger, these gloves almost seem to have claws of their own, as
anyone on the receiving end of a Tiger Punch will testify to. Usable only by monks, the gloves
grants an attack bonus +1 and cause the victim 1 additional point of slashing damage] and a
heavy iron lode. This huge chunk of iron was bound for the Bracksworth smithy. Bringing the
iron to Hadush is worth a reward, so do not miss it.
06. TO THE HIGHMARCH FOOTHILLS
Go south from here to continue your trip to Fort Highmarch.
[Ref. Area 1.17].

46

1.17 THE HIGHMARCH FOOTHILLS

Foothills

Cave

01. ROAD TO BRACKSWORTH


Going back north from here, you can return to the previous stretch of the Highway.
[Ref. Area 1.16].
The road ahead of you snakes its way through low hills cloaked in snow and leads to the
fortress-town of Highmarch.
Not far from this location there are some marauding kobolds scouting the area. When they
notice your presence, they yell more treasure is coming. Then, they attack. This party includes
2-8 kobolds [LE, Humanoid 1] and kobold footpads [LE, Humanoid 1/Ro1].
The kobolds you kill in this area may drop the same items than those youve met before.
02. GUARDED BRIDGE
A kobold healer [LE, Humanoid 1/C1] and a kobold thug [LE, Humanoid 1/Bb1] are
guarding this bridge.
03. CAVE ENTRANCE
Go through this passage to enter a small cave.
04. CAVE
The black bear [N, Animal 3] that inhabits this cave will try to add your body to its already
stacked larder. If you are wounded, this cave is a safe and warm - place to rest.
The three kobold corpses scattered at the centre of the cave have nothing to loot but short
swords and leather armours. Searching the human corpse laying to the southeast of the
cave, however, you will find random treasure of low value, 87 gp and a Wand of Magic
Missiles.
05. KOBOLDS
Here is one lonely kobold. When you approach him, he is joined by a party of 1-5 kobolds
and kobold footpads. Another kobold is wandering further ahead, near a small bridge.
06. A THUG ON A BRIDGE
A kobold thug stands upon this bridge, preventing the passage across at least for the
moment... The bold humanoid claims this is THEIR land now. Trespassers will die.

47

07. KOBOLD ENCAMPMENT


When you approach this campsite, a kobold shaman [LE, Humanoid 1/S1], a kobold
footpad, and a kobold thug attacks you with a vengeance.
Enjoy the slaughter, and then search the camp. There are four loot bags for you to empty.
Three bags hold random treasure of low value. The bigger one holds random treasure of
medium value and two healers kits +1.
08. TO HIGHMARCH
Leave the area from here to reach the gates of Fort Highmarch.
[Ref. Area 1.18].

48

1.18 HIGHMARCH GATE

01. OUTER GATE


The southern highway ends before the outer gates of Fort Highmarch, the most important
fortress on the frontier. Going back south, you can return to the road leading to Bracksworth.
[Ref. Area 1.16].
A Highmarch guard [LN, F3] and a Highmarch gate guard [LN, F4] stand watch here. The
gate guard is curious to know your business here.
If you say you have some important information for the Captain of the Guard, the militia asks
to see them. If you pass a hard Persuade check, you convince the soldier the documents are
for the captains eyes only. If you fail the check, though, the zealous guard will open the gate
only after you have showed him the papers you got from the Mayor of Bracksworth.
02. CAPTAIN MARSHALD
The bearded man you see beyond the gate is Guard Captain Derek Marshald [LG, F6]. Four
archers [N, F3] and four town guards [LG, F3] protect the blue-cloaked officer.
When you hand the Captain the requisition forms you are carrying, you get a reward of 200
gp and 250 xp. After he has paid you, Captain Marshald asks you to deliver some military
documents to the Mayor of Bracksworth. To compensate your troubles, the Captain will
ensure Olaf will pay you 100 gold pieces when you bring him the papers. Sure, thats half the
sum you had got to come here, but the road now is safe, so you can consider your job half
done already.
If you ask the Captain to let you pass through the inner gate of the fortress, the officer says he
cannot risk opening the gates for anyone.
If you reply this is not a problem, your alignment shifts towards Law; if you are lawful, you get
20 xp. If you say you are no threat to the city - and that you didnt want to go into that stupid
place anyway - your alignment shifts towards Chaos; if you are chaotic you get a reward of 50
xp.
By choosing the chaotic answer, you learn the Princess of Aielund - the sole heir to the throne is currently a guest of the fortress.
When the conversation ends, you can say farewell to the captain, or you can head straight
back to Bracksworth. If you want to return to Bracksworth the long way, or if you want to
throw a look around, choose the first option. By choosing the second option, you will be
immediately transported to Bracksworth. Thats too convenient, isnt it?

49

I/4 A Visit to Culdeny


1.19 HIGHWAY; NORTH OF BRACKSWORTH

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].

51

1.20 CULDENY

01. SOUTH GATE


When you arrive here, open the gate ahead of you to enter the town.
As you stroll about this lively place, you may meet several commoners [N, Commoner 1],
boys [N, Commoner 1], and girls [N, Commoner 1]. At the docks, you may exchange a few
words with five gruff sailors [N, F1].
Eight town guards [LG, F3] and seven archers [N, F3] patrol the streets and guard the town
gates, trying to ensure the safety of the local citizens.
02. NEED A LIFT?
A well-dressed halfling stands near a full wagon pulled by a pack ox by the name of Agnus [N,
Animal 1]. Mind its back... it seems to like fertilising the lawn!
When you address him (but only if you have the head of the bandit leader dangling from your
belt), Roim Feibert [N, Ro1] thanks you profusely for clearing the highway from the bandits.
If you reply he is welcomed, your alignment shifts towards Good; if you are good, you get 50
xp. If you say thats nice, you dont experience any alignment change. If you say you did it for
yourself, your alignment shifts towards Evil; if you are evil, you get 50 xp.
Anyway, Roim has many things to deliver to Bracksworth. If you want a ride, he is glad to
provide it... for a 10 golds fare. Such is the little merchants gratitude!
If you agree to pay, you are immediately taken to Bracksworth. Roim will unpack his wagon
near the north gate, then, he will stay there until you need another passage. When you want
to return to Culdeny, pay your ticket and jump on the wagon.
Until you pay the fare, Roim is at your beck and call, ready to take you back and forth from the
two towns.
03. CULDENY BREWERY
Enter this building to fetch the batch of ale for the Bracksworths innkeeper.
[Ref. Area 1.21].
04. BOWYER & FLETCHER
Pay a visit to this charming shop if you like to fight your enemies from a distance.
[Ref. Area 1.22].

52

05. MASTER CHAPLAINS SMITHY


This is the place to visit if you need to equip yourself and your henchmen with new weapons
and armour.
[Ref. Area 1.23].
06. HOUSE OF EXOTICS
Here is a really interesting shop. Do not miss it!
[Ref. Area 1.24].
07. THE SEASPRAY INN
If you need an accommodation for the night, or if your throat is dry, this is the place to visit. In
addition, here you can get a new quest - and even grab a few loot, if you dont mind to be
called a thief.
[Ref. Area 1.25].
08. MAYORS OFFICES
Enter this building to make the acquaintance of the Mayor of Culdeny - and to obtain a new
quest.
[Ref. Area 1.26].
09. KIPPER BOB AND THE MISSING DOCKMASTER
Kipper Bob [N, F4], the fisherman standing here, has a problem to solve. To be sure you are
suitable for the job, he asks if you are one of them folks that travel around looking for trouble.
If you say hes damn right, your alignment shifts towards Chaos; if you are chaotic, you get 50
xp. If you declare that your duty is to restore order, your alignment shifts towards Law; if you
are lawful, you get 20 xp. If you are humble and say that you are just trying to help people
out, your alignment shift towards Good; if you are good, you get 50xp. Finally, if you say you
are just looking for treasure, your alignment does not change.
Anyway, Kipper Bob and some colleagues of him have been looking for old Dockmaster
Thompson for a whole day. The Dockmaster usually can be found around the docks or passed
out drunk at the tavern. He is at neither of those places, though. If you could spare a few time
to look for the missing officer, Bob and his mates would be very grateful for the assistance.
If you agree to investigate the matter, you are given the Dockmasters house key. A friend
of Kipper Bob already went over here and found no sign of the Dockmaster. You might throw
another look at the place, though, and see if something turns up.
When you have searched the Dockmasters house and you have discovered the bloodstain on
the floor, return here and inform Kipper Bob. According to the sailor, some smugglers might
have kidnapped the Dockmaster. An honest fisherman, Kipper Bob rarely runs afoul of such
types. He knows someone who would know, however: the halfling Luther. Luther can be found
aboard The Midnight Runner, a ship docked over to the northeast.
Once Luther has told you about the smuggler by the name of Black Pete, return here and tell
Kipper Bob what you have learned. The fisherman points you to Black Petes ship, The Raven.
It is currently docked at the pier, on the western side.
When you have dealt with the smuggler, return here and tell Bob what you have discovered. Be
warned that if you killed Black Pete before he confessed his crime, you wont be able to
continue the quest and you wont get any reward.
If you have discovered Black Pete had the Dockmaster killed for interfering with his business,
when you inform Kipper Bob about the murder you get 300 xp.
Also, if you tell Bob that you are glad to be of service, your alignment shifts towards Good; if
you are good, you get 50 xp. If you say that an eye for an eye is the best justice you will get
in life, your alignment shifts towards Law; if you are lawful, you get 20 xp. If you say that
Black Pete had some good stuff and you were happy to pry it from his cold dead fingers, your
alignment shifts towards Evil; if you are evil, you get 50 xp.
Later on, if you manage to find the Dockmasters dead body, bring the corpse to Kipper Bob.
The fisherman will take care of the cadaver and you will get a final reward of 100 xp.

53

10. DOCKMASTERS HOUSE


Once you have talked with Kipper Bob and you have promised him to investigate about
Dockmaster Thompsons disappearance, you will be given a key to enter this house. Until then,
the door of this building cannot be opened.
[Ref. Area 1.27].
11. THE MIDNIGHT RUNNER
On the deck of this ship there are four crates that you can search to get random treasure of
low, medium, and high value.
To visit the ships underdeck, just open the foreward hatch and go through it.
[Ref. Area 1.28].
12. THE RAVEN
Going through the foreward hatch on the upper deck of the ship you can go inside and meet
the vessels shady owner.
[Ref. Area 1.29].
13. WAREHOUSE
The door of this building is locked. To unlock the door you need a key that you may grab from
the corpse of Black Pete, the smuggler staying aboard the Raven.
[Ref. Area 1.30].
In front of the warehouse there are four crates. One crate is both trapped and locked
[DC0/15; Minor Spike. DC20] and holds random class-oriented treasure of low value, plus four
paintings tagged as artworks. The other crates are locked [DC18]; inside you will find
random class-oriented treasure of low value, four dark cloaks, six pairs of hard leather
boots and smelly fish.
All the items above can be easily recognized as stolen (exception made for the fish, of course),
so you will not find any reputable merchant willing to accept them. The halfling Luther,
however, will be glad to buy them at his own price.
Mind that if you disturb these crates while you are in plain sight, you will attract the unwanted
attention of a little boy who is playing nearby. The nosy brat will immediately cry out for the
guards and you should be wary to do not be caught red-handed when a soldier arrives to
investigate. If you wish to steal undisturbed, just resort to your stealth.
14. WAREHOUSE
The five barrels in front of this building hold random treasure of low value. Just like the crates
at the previous location, if you search the barrels a meddling girl may notice you and call for
the guard.
To unlock the warehouses door you need the same key required to enter the previous
warehouse. This key can be found searching the corpse of Black Pete, the captain of the
Raven.
[Ref. Area 1.31].
15. CHURCH
Enter this roofless temple and walk towards the altar to meet a young priest [N, C1] and one
beautiful but tired-looking priestess.
Celeste Patterson [LG, C9] is the head of the local church. She can heal both you and your
henchmen for free, and she can sell you her wares.
The temple store has a limited money supply of 10,000 golds and a maximum buying price of
5,000 gold pieces. Albeit she is a priestess of level nine, Celeste has not enough lore to identify
your items.
Celestes stock includes many potions (Aid, Bless, Clarity, Cure Light Wounds, Cure
Moderate Wounds, Cure Serious Wounds, Endurance, Lesser Restoration, Owls
Wisdom), two Potions of Cure Critical Wounds, a few scrolls (Dispel Magic, Raise Dead,
Restoration, Remove Blindness/Deafness), an Amulet of Will +1, a Periapt of Wisdom
+1, a Scarab of Protection +1, healers kits (+1 to +6) and holy water.
If you question the priestess about her tired look, Celeste explains she was in the crypts a few
nights ago when she heard some sort of digging sounds. She has spent a few hours every
night since then in there, listening for the same noises. If you say you would like to investigate
the mysterious sounds, Celeste gives you the Culdeny crypt key - but she wants to know
why in the hell you want to do that.

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].

55

1.21 BREWERY

01. ENTRY DOORS


Go through one of these doors to return outside.
[Ref. Area 1.20].
02. FETCHING SOME ALE
A dwarven master brewer [LG, Commoner 5] and a guy by the name of Chelland Welter
[N, Commoner 1] are working here, amongst casks and vats full of beer.
If you promised the Bracksworths innkeeper to fetch him a new supply of ale, just ask
Chelland about it and you will get a quite heavy bucket tagged as ale keg.

1.22 BOWYER & FLETCHER

01. ENTRY DOOR


To return to the streets outside, leave the building by this door.
[Ref. Area 1.20].
02. VALDURS SHOP
Valdur Ellyan [CG, F5] is an elf who has made a name for himself by creating bows and
arrows. His abode is full of greenery and fancy decorations. They serve to remind Valdur about
his homelands pristine beauty.
Valdur cannot identify items. His store has a monetary supply of 10,000 golds and a maximum
buying price of 5,000 gold pieces.
The elfs stock includes several common ranged weapons I will not list down, a Crossbow of
Smiting [Popular among clerics, this weapon was designed to track down evil monsters
throughout the land. The crossbow grants an attack bonus +1/+3 vs. evil creatures. Base
price: 5,254 gp], a masterwork composite longbow, a Stoutheart Bow [Designed by the
defenders of a halfling village to aid against frequent attacks from nearby hill giants, this
shortbow provides the little folk with a powerful weapon against their foes. The bow is a
mighty weapon +2 granting an attack bonus +1 and a bonus +2 on saving throws vs. fear.
Base price: 5,738 gp], Bodkin Arrows, Arrows of Impact, Acid Bolts, several trap kits,
and - if you like to craft your own ranged weapons - tradeskill materials.
Keep in mind that Valdur just like any other official merchant in town will refuse to trade
with you if you make an enemy of Ronald Bartlett. The elf will be sorry, but he cannot remain
in town without the powerful tradesmans consent. Therefore, he wont serve you any longer
until you are in a disagreement with the influential man.

56

1.23 MASTER CHAPLAINS SMITHY

01. SHOPPING FOR WEAPONS


Here is a grizzled old man who looks as though he has spent most of his life working the forge.
The aged craftsman is teaching the trade to a sweaty young guy whos hammering an anvil like
mad, in the hope to attain someday the same skill of his master.
Let the apprentice smith [N, Commoner 2] continue his work, and talk to Master Alan
Chaplain [N, Commoner 8], instead.
Alan is glad to show you his wares. He is currently at short of plate armours, however; the
kings army took all of them weeks ago, and he has not had the time of resources to rebuild
any yet.
Alans store has a monetary supply of 15,000 gold pieces and a maximum buying price of
5,000 golds.
Besides several common armour, shields, weapons, and a nice choice of helmets, here you can
buy a masterwork full plate [This suit of armour was crafted by Alan Chaplain himself.
Originally intended for a knight of the realm, it had been sitting around for weeks before being
offered for sale when the knight did not come to claim it. The armour grants a +1 AC bonus vs.
bludgeoning damage. Base price: 1,802 gp], a masterwork tower shield [This shield grants
a +1 AC bonus vs. slashing damage. Base price: 402 gp], a masterwork visored helm [This
helm grants a +1 AC bonus. Base price: 659 gp], a half-plate +1, a scale mail +1, a
Magehunter Breastplate [For the warrior who fights against spellcasters on a regular basis,
this breastplate can be extremely useful. Enchanted to repel the spells cast at the wearer, it
can provide the winning edge in such a battle. The armour, which sheds a dim purple light,
grants the wearer a +1 AC bonus and spell resistance 10. Base price: 3,426 gp], a
masterwork longsword, a masterwork short sword, a bastard sword +1, a
morningstar +1, a heavy mace +1 and a Warhammer of Impact [This warhammer +1
causes its victims one additional point of bludgeoning damage and 2d6 massive critical
damage. Base price: 8,530 gp]. Finally, here you can buy a lot of tradeskill materials and
metal dyes.
Bear in mind that if you happen to make Ronald Bartlett an enemy of yours, Alan will refuse to
trade with you again. The ban will be lifted only when you return in Culdeny after Ronald has
been exposed.
Mr. Chaplains mastership of the forge may turn useful if you need an armour or helmet to be
cleaned or repaired. For a fee of 20 and 50 gold pieces, Alan can clean both the Helm of the
Bull and the dwarven full plate that once belonged to Dorum MacTavish. You can find such
items as you explore the bottom level of the Calespur Caverns.
In addition, the craftsman can repair the rusted full plate you may find on an animated statue
located on the upper level of the abandoned dwarven mine under the Calespur Mountains.
Such an effort, however, is worth a not-negotiable price of 2,000 golds. If you pay that sum,
you will get a shining Armour of Resistance. This suit of armour grants the same benefits of
the rusted version (spell resistance 10 and slashing resistance 5/-), however, the wearer wont
suffer any armor class penalty.

57

1.24 THE HOUSE OF EXOTICS

01. RUBOS SHOP


This quaint shop is owned by a gnome named Rubo Essen [NG, Commoner 1], a very shrewd
merchant.
If you ask Rubo about the glowing machine tagged as unknown device that stands along
the east wall of the shop, the gnome claims the odd contraption is the cornerstone of his
business. To know why, you need to pass a hard Persuade check or you need to be a gnome
yourself. It seems the machine... brings in the customers! How? Well, it makes pretty little
lights and a pleasant sound, and all the tall-folks come by with looks of awe on their faces as
they loosen their purse strings.
Rubos store has a monetary supply of 10,000 gold pieces and a maximum buying price of
5,000 golds. The gnome can identify your items for the standard price of 100 golds apiece.
Rubos wares include a lot of interesting things too many to be enumerated or detailed here.
I will confine myself to list the gnomes most interesting pieces.
If youre a monk or a rogue with a good score in the Use Any Device skill you will love
Rubos assortment of robes, boots and gauntlets: Robes of the Transcendent Path +1 and
+2, Robes of the Spirit Warrior +1, Boots of the Gentle Breeze +1, Gloves of the Bear
+1 and +2, Gloves of the Dragon +1 and +2, Gloves of the Eagle +1 and +2, Gloves of
the Tiger +1 and +2.
If you have the Exotic Weapons feat, do not miss to look at Rubos huge array of oriental
weapons. Besides the mundane types, his stock includes a kama+1, a kukri +1, shurikens
+2, poison-tipped shurikens, a whip +1, a yari+1, a pu dao +1, a nagamaki +1, a
hanbo +1, a tetsubo +1, a Sai of Defence, a daikyu bow +2, a nodachi +1, a jian +1, a
ninja-to +1, a baat jam do +1, a falchion +1, and a tanto +1.
Amongst Rubos miscellaneous stuff you may notice three useful Potions of Speed, Potions
of Invisibility, many arcane scrolls, a Rod of Frost, a Rod of Wonder, a Wand of Trap
Detection, a Bag of Displacement, a Lute of Slumber, a Chime of Opening and a few
Light Gems.
Finally, the gnome sells tradeskill materials to craft potions and wands.
Just like the other merchants in Culdeny, Rubo wont trade with you anymore if you go to
Ronald Bartletts bad side. Of course, the ban will fall off when Mr. Bartlett is no more in the
position to do anything.

58

1.25 THE SEASPRAY INN

Common Room

First Floor

Master Suite

01. INN ENTRANCE


Leave the inn through this door if you want to return outside.
[Ref. Area 1.20].
02. COMMON ROOM
Within the Seasprays common room there are a few commoners [N, Commoner 1], seven
sailors [N, F1], and a couple of prostitutes [N, Commoner 1]. Unfortunately, the pretty
courtesans are very busy and have no time for another customer.
Behind the counter, there is the local innkeeper [N, Commoner 1]. If you need a room, just
pay the guy 5 gold coins and you will be given the master suites key.
When he hands you the key, the innkeeper reminds you will pay for any damage you might
cause. If you assure you will be careful, your alignment shifts towards Law; if you are lawful,
you get 20 xp. If you rebuke the innkeeper for he must not tell you how to party, your
alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you simply say thank
you, you do not experience any alignment shift.
If you are thirsty, the innkeeper can sell you ale, rum, spirits, or wine.
The innkeepers shop has a limited money supply of 1,000 gold pieces and a maximum buying
price of 1,000 golds.
If you are a skilful bard, you can get a room and drinks for free by faking a pirates raucous
voice and by speaking in the strictest seamens slang. You have to pass a Persuade check to
convince the innkeeper you are really a weathered seaman and not some flat-footed
landlubber, however. If you fail the check, the innkeeper will be outraged. He will send you
away and you wont be able to get a room anymore in his fine establishment.
03. A VISITOR FROM STONEGUARD
Clavis MacTavish [LG, F4], the red-bearded dwarf standing here, is curious to know what
brings you to this rustic setting.
If you say you are just lending a hand where it is needed, your alignment shifts towards Good;
if you are good you get 50 xp. If you say you are seeing the sights... then stealing the sights,
your alignment shifts towards Chaos; if you are chaotic, you get 50xp. If you say you are just
looking around, nothing happens.
Whatever you say, Clavis has a bit of job for you. The dwarf, a trader in iron and stone, hails
down from the eastern village of Stoneguard. About a month ago, his brother Dorum came
here with him to look for their clans ancestral homeland. Dorum travelled towards the
Calespur Mountains and his bro has not heard anything from him ever since. If you find Dorum
or any evidence of his passing, Clavis will make the information worth your time.
Once you have agreed to look for Dorum, you can ask Clavis about his wares. The dwarf sold
most of his stock to the Kings army but he has a couple of items left.
Claviss shop has a monetary supply of 10,000 golds and a maximum buying price of 5,000
gold pieces.

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

1.26 MAYORS OFFICES

Offices

Living Quarters

01. ENTRY DOOR


Leave the building from this door to return to the street outside.
[Ref. Area 1.20].
02. HUMANS OR ANIMALS?
The first time you enter this place you witness a fierce argument between Mayor Ashan Bora
[N, Commoner 4] and a man who bears the uniform of the Royal Rangers.
When he has cooled down a bit, Donan Marshall [NG, Ra4] - a former comrade of Dante Colt
explains only a handful of rangers have been left to protect the Kings hunting reserve from
poachers. There are dozens of game hunters wreaking havoc in the forest, and the Mayor
refuses to send any of his forces down to help the rangers.
If you try to explain to Donan that the Mayor probably thinks protecting people is more
important than protecting wild animals, your alignment shifts towards Good; if you are good
you get 50 xp. If you say you might deal with such a foppish moron yourself, your alignment
shifts towards Evil; if you are evil you get 50 xp. If you simply ask Donan if he need some
extra hands, you dont suffer any alignment shift.
If you are willing to help the rangers, Donan says you must head south down the highway,
then you have to turn west about halfway to Bracksworth. There are a few cliffs west of the
road. If you follow them, you will end up near the Lodge. Once there you can speak with Armin
Wise, the regional commander of the Royal Rangers.
When Donan has gone, turn your attention to the moro... err, the Mayor. If you do not have a
specific reason to come here, you can only ask the portly man about the war. This way you will
learn the Kingdom of Aielund has started a conflict for the first time in its history. The Mayor
cannot really guess why the King has attacked another country, though.
If you come here to find admission to the Gentlemans Club, explain to the Mayor you need to
speak with Ronald Bartlett. If you pass a medium Persuade check, you will convince Ashan to
lend you the Gentlemens Club key.
You can obtain the same key if you pass a Bluff check and accuse Ashan to be a secret partner
in shady dealings perpetuated by the North Shore Trading Company, along with the Mayor of
Bracksworth. If you try such a bluff and Nellise is in your party, you will be even able to make
the Mayor confess he actually IS involved in those crimes - and that it was Ronald Bartlett to
push him that way.
After youve visited the Club, you may want to return the key to the Mayor. You dont need to
do that, though.
03. STAIRS UP
Behind this locked door [DC25] there are stairs leading to the Mayors private quarters.
04. STAIRS DOWN
Go down these stairs to return to the Mayors offices.
05. BEDROOM
This room is empty.
06. BEDROOM
Here are an armoire holding random treasure of low value and a trapped and locked chest
[DC22/25; Average Spike. DC28] holding 124 gp, a glittering necklace, a gold necklace,
and a Scarab of Protection +1.

61

1.27 DOCKMASTERS HOUSE

01. ENTRY DOOR


Leave the house through this door to return outside.
[Ref. Area 1.20].
This place smells rather pungent, as if the occupant enjoys collecting dead fish.
Scattered about the room there are several containers for you to search: a cabinet, a chest
of drawers, a desk and nine crates. They hold random treasure of low, medium, and high
value.
02. A BLOODSTAIN
Here are some book piles holding a few lorebooks. Beneath the books, you may notice a
bloodstain. Click on the bloodstain to examine it. It looks as though someone has tried to
cover up the stain, but didnt do a very good job. The blood looks more than a day old.
Once you have examined the bloodstain your journal should have been updated. If so, leave
the house and go inform Kipper Bob about your discovery.

62

1.28 ABOARD THE MIDNIGHT RUNNER

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].

63

1.29 ABOARD THE RAVEN

01. THE GRIM SMUGGLER


Black Pete [CN, F5/Ro1], the captain of the Raven, is found here together with a couple of
smugglers [N, F3/Ro1]. This shady-looking man has a dangerous glint in his eye, which
should make you wary of him.
Until Luther has told you about his involvement in the Dockmasters disappearance, Black Pete
has nothing to tell you. Just leave him alone and be sure you dont start a fight, else the
Dockmasters quest shall never be completed.
Once you have learned about the smuggler from the halfling fence, come here and question
Black Pete about the Dockmasters sudden disappearance. The smuggler grins you need some
sort of evidence to back your accusation up.
If you reply he shall be brought to justice one way or another, your alignment shifts towards
Law; if you are lawful, you get 20 xp. If you say that you dont need evidence and that you
will chop him in two if he does not confess, your alignment shifts towards Chaos; if you are
chaotic, you get 50 xp. If you declare that you will get a confession out of him... eventually,
your alignment shifts towards Evil; if you are evil, you get 50 xp.
By choosing the lawful answer, you can make Black Pete confess the Dockmaster impounded
all his cargo when he refused to pay him 500 golds to have it smuggled into town. Black Pete
retaliated by having the officer murdered and cramming his corpse into a crate. At the end of
the conversation, you can choose to leave the ship and go searching for the Dockmasters
corpse, or to attack the smugglers.
If you choose either the chaotic or the evil answer, Black Pete confesses he murdered the
Dockmaster, then, he tries to reserve you the same treatment.
If violence erupts, once Black Pete and his flunkeys lay dead at your feet, search the
smugglers body to find a leather armour, a scimitar +1, a Sash of Shimmering and the
warehouse key.
This key belonged to the Dockmaster who used it to secure the goods kept inside the two
warehouses on the shore. Before to go and search for the Dockmasters body within the
warehouses, however, you should inform Kipper Bob about Black Petes demise.
02. LADDER
When you are ready to go, click on the ladder along the east wall to return to the ships outer
deck.
[Ref. Area 1.20].

64

1.30 WAREHOUSE (I)

01. RATS AND LOOT


When you enter this warehouse, four hungry rats [N, Animal 1] rush forward to attack you.
Once the vermin have been disposed of, you can search two barrels and two crates to get
random treasure of low value.
[Ref. Area 1.20].

1.31 WAREHOUSE (II)

01. ENTRY DOOR


Leave the warehouse by this door to return outside.
Scattered about the place there are nine crates. You can search them to find random treasure
of low, medium, and high value - plus dried fish.
[Ref. Area 1.20].
02. THE DOCKMASTERS CORPSE
If you look at the floor here, you can spot a suspicious bloodstain beneath a crate.
Within the crate you will find random treasure of low value and a corpse. This dead body is
wearing rum-soaked clothing, and seems a blow to the head killed him. By the nature of the
man's clothing, he appears to have been the Dockmaster. At last!
Take the corpse and bring it to Kipper Bob to end the missing Dockmasters quest and to get
your final reward.

65

1.32 CRYPT & CRYPT TUNNELS


Culdeny Crypt

01. ENTRY DOOR


Go back from here when you want to leave the crypt.
If you wish to investigate the strange noises heard by priestess Celeste, be sure to come here
after sunset. If you enter the crypt before the sun goes down, you will have to wait for the
night to fall.
[Ref. Area 1.20].
02. COFFINS
This crypt appears to be well maintained, although dust still accumulates on the coffins and
floor.
The twelve coffins found along this hallway hold nothing but cadavers - something that one
would expect to find in a sarcophagus...
03. SARCOPHAGI
This chamber features four sarcophagi, which you can search to get random treasure of low
value, a gold ring, and a ruby. Each time you loot a coffin, however, your alignment shifts
one point towards Chaos.
In addition, the items you find within the sarcophagi will be recognized as stolen goods if you
try to sell them off. Most traders will refuse to buy them, Luther - the halfling fence found
aboard the Midnight Runner being the sole exception.
04. MAKING A STATUE HAPPY
A magnificently carved statue stands within this alcove, bathed by an eerie light. The statue is
very dusty, but you can see a line around the neck where the dust is missing.
If you happen to recover a gem-studded necklace while you explore the tunnels dug below the
crypt, return here and open the statues inventory. Place the necklace inside the inventory to
earn a reward of 200 xp.
If you dont like the statue, you can destroy it. Doing so, however, you will cause your
alignment to shift towards Evil.
05. SECRET PASSAGE
The digging sounds you can hear echoing throughout the crypt at night grow louder and louder
when you walk about here. If your Search skill is high enough, a hidden trapdoor will appear
on the floor.
Open the trapdoor and go down the passage to enter the crypt tunnels.

66

Crypt Tunnels

01. TUNNELS ENTRY


Here is a ladder you can use to return to the crypt above.
When you enter these excavated galleries you will be immediately attacked by a group of six
goblin sappers [NE, Humanoid 1] and a couple of goblin elites [NE, Humanoid 1/Ro4]. The
sappers leave behind the heavy picks they used to dig these tunnels.
While you explore the area but only if you are a dwarf -, you will realize the goblins were
trying to dig their way right into town.
Everyone can notice the stonework is not too stable. Rumbling tremors shake the tunnels, and
chunks of rock keep falling from the ceiling as you walk through the unstable passages.
02. GOBLINS
Seven goblins [NE, Humanoid 1] and a goblin elite have rallied within this artificial cave.
Make sure to slaughter them all.
03. FLEEING GOBLINS
When you walk along this portion of the tunnel, you spot a group of scared goblins ahead of
you. Before fleeing down the passage ahead, they scream they dont wanna die. Can you
blame them for that?
A few moments later, a big tremor shakes the ground and you hear a desperate squawking.
Apparently, the poor goblins call for life has gone unheard.
04. BLOCKED PASSAGE
When you arrive here, you notice the exit to the tunnel has collapsed, probably due to poor
workmanship. The corpses of five goblins lay befo... err... beneath a pile of blocking rocks.
Search the corpse of the goblin leader to find a short sword +1, a gem-studded
necklace, and a sheet of paper tagged as goblins orders.
The necklace is very ornamental, and seems to have a lot of dust on it. If you put the necklace
inside the inventory of the statue in the crypt above, you will be entitled to a nice experience
reward.
The letter reads, Urak, find a way into Culdeny. I don't care how you do it, but we must have
inside access by the end of the month. Signed, RB. This document proves there are plans to
invade Culdeny. You should bring it immediately to the attention of priestess Celeste Patterson.

67

1.33 REGIONAL BARRACKS

Ground Floor

First Floor

01. ENTRY DOORS


Leave the barracks by one of these doors to return outside.
[Ref. Area 1.20].
02. BARRACKS
The six locked chests [DC25] resting at the foot of the bunk beds lined up along this room
hold random class-oriented treasure of low value. If you dont mind the piercing - albeit very
short sighted - gaze of Commander Smith, you are free to loot them.
03. COMMANDER ARIEL
When you explain to priestess Patterson what was causing the noises she heard at night from
below the crypt, Celeste sends you here, so you can show the letter you have found on the
goblin leaders corpse to the commander of the guard. Leader of Culdeny's military forces,
Ariel Smith [LG, F4] is widely regarded as a forceful and effective commander.
When she looks at the note, Ariel says the only forces in the region she can think of being able
to invade Culdeny are the Steel Tigers, a mercenary company. Of course, they would try such
a daring move only if well paid. The commander wonders if RB could be Ronald Bartlett, a
local nobleman with a lot of financial backing and the co-owner of the North Shore Trading
Company.
If you want to question Mr. Bartlett, Ariel says you may find him at the Gentlemans Club, a
very exclusive place for the movers and shakers in the area. The club is located just above the
North Shore Trading Company; however, only ten people in town are rich and powerful enough
to qualify for entry. The commander warns you to do not try anything rash those people can
make things very difficult for you in town.
If you are not used to work for free, you can try a Persuade check to be paid 500 golds once
you have completed your investigation. Although you can ask for 600 gold pieces as well, 500
coins are everything you can get from Ariel.
If you storm the Gentlemans Club by bashing down its door - and if you fail to soothe the
angry Ronald Bartlett afterwards -, stay assured you will not listen songs of praise when you
return here to make your report. Ariel will be very upset, instead. Now Mr. Bartlett is gone to
ground and probably he wont resurface anytime soon. There is something you can do for Ariel,
though... getting out of her sight. NOW!
If you manage to get the key from the Mayor, and you enter the Club in a more urbane way,
you will be able to speak with both Ronald Bartlett and his right-hand man.
When you return here, you can suggest to the Commander RB can be the short for Robert
Black, the leader of the Steel Tigers mercenary company. At last, things start to make sense.
Ariel says all she can do with the limited resources at her disposal is to issue arrest warrants in
the name of both Ronald Bartlett and Robert Black, and tell the guards to keep an eye out for
them. If they are seen, they will be arrested.
As for you, you should stay vigilant. If you ever come across the operative base of the
mercenaries, you should try to stop them as much as you can. Just bear in mind that there is
over one hundred of them - a frontal assault could be a rather painful experience.

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.

69

1.34 NORTH SHORE TRADING COMPANY

Offices

Gentlemans Club

01. ENTRY DOOR


This sumptuous office is empty, exception made for an elven secretary [CG, Commoner 2]
who politely explains the company is a transport concern, offering fast, reliable transportation
of goods and passenger along the northern coast of Aielund for rates that cannot be beaten.
If you are looking for Ronald Bartlett, the secretary says her boss is currently upstairs, in the
Gentlemans Club, with a very important client. Unfortunately, the club has a very strict policy
concerning who is allowed in and you just dont fit. You could acquire a sponsor to the club,
though. The secretary wont go so far to tell you a name, but she reminds you all the rich and
powerful men in Culdeny hold membership with the club... Perhaps, you could pay a visit to
the Mayor, uh?
Once you have managed to have a chat with both Mr. Bartlett and Mr. Black, and once both
men have left the club, you should return downstairs and ask the secretary about the fugitives.
The loquacious lady says Mr. Black has been a common sight by late here. Apparently, Mr.
Bartlett hired him for an important job for he pays the mercenary captain big sums of money.
02. STAIRS UP
The door before the stairs leading to the Gentlemans Club is locked.
If you want to visit the Club, you have two choices: you can find a key to open the door, or you
can bash it down.
Mind that if you break into the club, Mr. Bartlett will go angry, and chances are high you will
not be able to complete your investigation.
03. STAIRS DOWN
Go down these stairs to return to the ground floor of the building.
04. THE GENTLEMANS CLUB
The air in this chamber is thick with cigar and pipe smoke. Seven noblemen [N, Commoner 5]
are mingling about the room, drinking, discussing business, or playing chess.
If your heart pulses stronger as your greedy eyes gaze at the wealthy fops crowding the small
chamber, please, be informed that only the white-moustached fellow standing at the centre of
the room has something you can steal: 8gp (sic).
A few lorebooks - and perhaps a scroll, if you are very lucky - rest on the bookshelf in the
southeast corner of the room.
Whatever tactics you have chosen to enter the Club, when you arrive here you should be
immediately approached by Ronald Bartlett [LE, S5].
If Ronald does not seem to notice your presence, approach him yourself and start a
conversation.
I suggest you to save the game before doing so, though. Sometimes a bug or kind of cause
the businessman (or his associate) to hang on here instead than leaving the Club when the
conversation ends.
Anyway, if you have entered the club by smashing the entry door - and without an invitation -,
Mr. Bartlett will be very outraged. Although advancing in years, the old man is still surrounded
by an aura of power. He orders you to leave at once then he swears he will make you regret
such a violation of this holy sanctum for billionaires.

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.

71

1.35 PRIVATE HOUSE (I)

Ground Floor

First Floor

01. ENTRY DOOR


The room you enter by going through this door features a locked cabinet [DC28] on the south
wall. Inside there are a bulky artwork and a healers kit +1.
[Ref. Area 1.20].
02. STAIRS UP
The door before these stairs is locked [DC22].
03. STAIRS DOWN
Go down the stairs to return to the houses ground floor.
04. BEDROOM
The chest of drawers in this room holds random treasure of minor value.
05. BEDROOM
Here are two containers for you to search. The cabinet holds two expensive clothing and
two artworks. The trapped and locked chest [DC26/26; Strong Frost. DC29] holds a copper
necklace and a phenalope.

1.36 PRIVATE HOUSE (II)

Ground Floor

First Floor

01. ENTRY DOOR


Leave this place through this door to return outside.
[Ref. Area 1.20].
The moustached commoner [N, Commoner 1] who live here will order you - in a young
womans voice... - to leave his abode at once.
Ignore the eunuch and search the locked cabinet [DC28] along the south wall to get an
artwork and a healers kit +1.
02. STAIRS UP
The door before these stairs is locked [DC22].
03. STAIRS DOWN
Go down these stairs to return to the buildings ground floor.
04. BEDROOM
Here is a chest of drawers holding random treasure of low value.
05. BEDROOM
The cabinet in this room holds two expensive clothing and a couple of artworks. The near
chest is both trapped and locked [DC26/26; Strong Frost. DC29]. It holds a copper necklace
and a phenalope.

72

I/5 The Calespurs


1.37 THE CALESPUR RANGES

01. TO THE BRACKSWORTH HIGHWAY


Leaving the area from here you will take the Highway linking Bracksworth and Culdeny.
[Ref. Area 1.19].
02. TO CULDENY
Go north from here to reach the south gate of Culdeny.
[Ref. Area 1.20].
03. THE LODGE
A man donning the uniform of the Royal Rangers stands in front of this building.
If you come here after you have met his brother Donan in Culdeny, and if you have agreed to
help the Rangers in chasing the poachers away, Will Marshall [NG, Ra4] informs Commander
Wise wants to see you. The officer can be found inside the Lodge ahead.
If you have not met Donan yet, Will explains the Kings wood is quite dangerous at the
moment. The Rangers are few and they dont have the manpower to keep the place safe. If
you want to know more, Will points you to Commander Wise.
Four more rangers [NG, Ra4] patrol the woods around the Lodge. If Dante Colt is in your
party, the first ranger you talk to will engage your henchman in a not-so-friendly chat. As
Dante himself admits, he is not very popular round here at the moment. Apparently, your hotblooded companion has really managed to annoy his fellows.
[Ref. Area 1.38].
04. HUNTERS & RANGERS
Once you have talked to Commander Wise at the Lodge you have to deal with the poachers
who infest the Kings hunting reserve.
It seems the villains have been very busy bringing down badgers [N, Animal 1] and deer [N,
Animal 1]. Scattered amongst the trees, especially in the central and western portion of the
woods, you can see many animal corpses. When you spot the remains of a stag killed by the
hunters, search the corpse to get an animal pelt. Later on, you can bring these pelts to
Commander Wise for a small experience reward (50 xp for each pelt).

73
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].

74

1.38 THE LODGE

Ground Floor

First Floor

01. ENTRY DOOR


Leave the Lodge from this door to return to the woods.
Two rangers [NG, Ra4] guard this place.
[Ref. Area 1.37].
02. STOP POACHING!
A burly and rugged man, Armin Wise [LG, Ra10] has an air of experience and toughness
about him.
If Dante is in your party, when you arrive here the officer and the former ranger will have a
little chat. Armin is still angry with your henchman, but you cannot blame him. He has just had
a cleric regenerating his lost teeth...
If you have talked with Donan in Culdeny, you should already know about the game poachers
killing the kings deer - and anyone else who gets in their way. If you have not met the Ranger
yet, Armin will explain the situation.
In the latter case, during the conversation you get an option to prove yourself a sarcastic
character. Such an attitude will shift your alignment towards Chaos; if you are chaotic, you will
get 50 xp.
If you are interested to hunt down the hunters, Armin says most of them can be found to the
south and to the southwest. There are a dozen of them, all armed with longbows and they
can shoot a squirrel out of a tree at two hundred paces. Their leader is a man by the name of
Tomar Fairchild; a nobleman from Fairloch, he gets his kicks hunting down wild game. Tomar is
a dangerous man but, in addition to a complete lacks of morals, he is also quite selfish and
would likely try to avoid a fight. Armin would be very relieved if Tomar would die. The Rangers
lack the resources to put such a wealthy man on trial and Armin would like to send an example
to the others that they cannot get away with this illegal activity. If you bring him the personal
seal of Tomar, Armin will show you his gratitude. Oh, and if you come across any illegal pelts,
the officer would appreciate if you could return them to him.
If you ask for a monetary reward, Armin is willing to pay you 300 golds. If you think thats not
enough, you can try a hard Persuade check to raise the prize to 500 gold pieces. If you fail the
check, you can still try a medium Persuade check to get 400 golds.
When you return here with Tomars house symbol, Armin will not find the guts to ask if you
have actually killed the nobleman.
If you didnt ask for money before, you get a few conversation options.
If you say that you are always pleased to be in service to the Crown, your alignment shifts
towards Law; if you are lawful, you get 20 xp. If you confess that you could not stand by and
let the animals to be slaughtered, your alignment shifts towards Good; if you are good, you get
50 xp. If you think that the cash you have just pocketed is a fair compensation for a days
slaughter, your alignment shifts towards Chaos; if you are chaotic you get 50 xp (following this
thread, you will get a dialog option to claim you are the one who choose your own targets.
Such a threatening statement shifts your alignment towards Evil; if you are evil, you get 50
xp). If you tell to the ranger he has a weak stomach for murder, your alignment shifts towards
Evil; if you are evil, you get 50 xp.
If you asked for money before, when you return here Armin will simply pay you the money he
agreed to give you (300, 400, or 500 gp).

75
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.

76

1.39 CABIN

01. THE NOBLE HUNTER


When you enter this cabin, Tomar Fairchild [LE, F6] comes up to confront you. Haughty and
proud, this weathered noble carries his weapons with confidence.
If you happen to come here before you have visited the Lodge, the nobleman asks you to leave
at once. If you refuse to obey, the hunter turns hostile, forcing you to fight him to death.
If you come here under Armins orders, Tomar asks what it will take to make you forget you
ever saw him.
If you reply your death, Tomar attacks, determined to sell his life dearly.
If you tell Tomar to hand you his house symbol and get out of here, your alignment shifts
towards Good; if you are good, you get 50 xp. Before leaving, the nobleman will give you his
house symbol and all his money 500 gp. Also, your magnanimity is worth an experience
reward of 200 xp.
If you try a medium Persuade check to extort the nobleman 1,000 golds, your alignment shifts
towards Evil; if you are evil, you get 50 xp. If the check succeeds, you get 500 gp (that is all
the money he has) and Tomars house symbol. Also, you get 250 xp. If the check fails,
however, Tomar will resume the fight.
If you resort to violence, searching Tomars corpse you will find a studded leather armour
+2, a longsword +1, a short sword +1, a Brawlers Belt, and the noblemans house
symbol - a golden bracelet engraved with the Fairchilds family crest.
Once you have dealt with Tomar, you can loot the locked chest [DC22] that stands along the
back wall of the cabin. Inside the chest there are 122 gp, two animal pelts, arrows,
Piercing Arrows, and a fine composite longbow [One of the finest examples of its type,
this longbow has an incredible draw of over 50 lbs. and can deliver an arrow with enough force
to punch through plate armour. The bow is a +5 mighty weapon. It can cause 3 points of
massive critical damage].
[Ref. Area 1.37].

77

1.40 THE CALESPUR CAVERNS


Level 1

01. TO THE SURFACE


Follow this passage to return to the cave entrance in the Calespur Ranges area.
The rocky walls of this cavern are slick with moisture from weeks of endless rain.
[Ref. Area 1.37].
02. WOLF DEN
A pack of wolves inhabits the cave to the north of this location. When you arrive here, the
hungry animals will come here to devour you. The pack numbers five wolves [N, Animal 2],
led by a fierce alpha wolf [N, Animal 4].
03. BAT CAVE
A swarm of eight bats [N, Animal 1] infests this cave. Despite the flying rodents are outlined
in red, they will not attack you but will merely try to fly out of your weapons reach.
04. STAIRS DOWN
Go down this sloped passage to descend to the lower level of the caverns.

78

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.

79

08. A GNOME ON THE RUN


A diminutive fellow with an air of desperation about him - and simply tagged as wandering
gnome [CN, W7] - has camped here, and he is definitely not in the mood for a visit...
When your presence is detected, the gnome casts a Stoneskin on himself, summons a large
dire wolf, then starts to target you with his harmful spells (Firebrand, Melfs Magic Arrow,
Magic Missile, and so on).
When you have brought him down, search the gnomes corpse to get your reward: a set of
Mage Robes of Battle [Designed for use by the Circle of the Arcane in Fairloch, these robes
are useful for journeyman wizards seeking to travel abroad and engage in combat. The wearer
of the robes is granted a +1 AC bonus, a +1 bonus on the Concentration and Spellcraft skills,
plus the power to cast the Sanctuary spell once per day], a pair of Bracers of Armor +2, a
Journeyman Staff [When a journeyman wizard seeks to travel abroad, a staff is sometimes
given to them to aid their journey. However, they are highly sought-after items, and this often
brings unwanted attention to the young wizard. The staff sheds a dim blue light and grants the
wielder a bonus spell slot of level 1, plus the power to cast the Lightning Bolt (3 charges/use)
and the Magic Missile (1 charge/use) spells], a Potion of Antidote, a Potion of Cure
Moderate Wounds, a Potion of Lesser Restoration and a notebook tagged as gnomes
journal.
Browsing the journal, you gather that the gnome stole a magical staff and took off from the
academy in Fairloch a few weeks ago. He was expecting someone to come seeking justice for
his crime, but was starting to get bored with life on the run just before you showed up.
09. SPIDERS
Here you will be attacked by a giant spider [N, Vermin 4] and by a group of randomly chosen
arachnids, possibly including dire spiders [N, Vermin 10], ettercaps [CN, Aberration 5],
giant spiders, phase spiders [N, Vermin 5], sword spiders [N, Vermin 5] and/or wraith
spiders [CE, Vermin 3].
10. MORE SPIDERS
Along this tunnel, a group of spiders including the same vermin listed at the location above
will attack you.
11. YET MORE SPIDERS
One phase spider and four giant spiders inhabit this cave.
12. UMBER DEATH
Here you may encounter a ravenous umber hulk.
13. A PALE SPIDER
Along this tunnel, you will be harassed by a lonely wraith spider.
14. STAIRS DOWN
Go through this passage to reach the bottom level of the cave-complex.

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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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1.41 ABANDONED MINE


Level 3

01. TO THE CALESPUR CAVERNS


This walkthrough assumes you enter this area from the cave-complex located beneath the
Calespur Ranges. If you enter the mines from the cave entrance found in the Calespur
Mountains area, instead, you will start exploring this area from level one.
Take this passage to return to the bottom level of the Calespur Caverns.
The area you have entered was once a dwarven mine. The dwarves abandoned the mine when
the clan struck a large water reserve.
[Ref. Area 1.40].
02. UNDEAD ON THE PROWL
A powerful zombie lord [CE, Undead 9] and three zombie warriors [NE, Undead 2/F3] are
waiting here for intruders to relieve them from their eternal boredom. When you engage the
walking dead in a melee, a skeleton chieftain [NE, Undead 1/F6] is spawned from a heap of
bones lying on the ground. In addition, 2-7 common zombies [N, Undead 1] and/or zombie
warriors may appear about the cavern. Lets go party!
If you lack the power to turn undead, this encounter may turn to be quite hard. Having Nellise
on your side will make it a breeze, though.
03. STAIRS UP
Go up these stairs to reach the second level of the mines.

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Level 2

01. STAIRS DOWN


Go down these stairs to return to the bottom level of the mines.
A wraith spider [CE, Vermin 3] wanders along the tunnel ahead.
02. VERMIN
When you enter this cave, a group of 2-7 arachnids will attack you. These monsters may
include dire spiders [N, Vermin 10], ettercaps [CN, Aberration 5], giant spiders [N, Vermin
4], phase spiders [N, Vermin 5], sword spiders [N, Vermin 5], and/or wraith spiders.
03. SPIDERS FROM ABOVE
More spiders will climb down the ceiling when you walk along this tunnel. This group numbers
2-4 spiders and may include dire spiders, giant spiders, sword spiders and/or wraith
spiders.
04. WEBS AND TREASURE
At the far end of the chamber there are a cabinet and two chests.
When you walk towards the containers, you will trigger an undetectable web trap. A few
moments later, 2-5 spiders appear nearby to make you their next meal. These vermin may
include the same creatures you can encounter at location 03.
When all the spiders have been killed it is time for looting.
The cabinet holds a healers kit +1, two healers kits +3, two healers kits +6, a
healers kit +10, two Potions of Lesser Restoration, and five scrolls (Lesser Dispel,
Lesser Restoration, Neutralize Poison x2, and Resurrection).
The chest next to the cabinet is both trapped and locked [DC21/26; Strong Sonic. DC28]. It
holds arrows +2, Bolts of Frostbite, bullets +2, and an Archers Belt.
The smaller chest is both trapped and locked [DC23/26; Strong Sonic. DC26]. It holds a
leather armour +2.
05. UNDEAD CAVE
Undead creatures infest this cave. Together with a tyrantfog zombie [CE, Undead 4], here
you will face 3-6 zombies [N, Undead 1], ghasts [CE, Undead 4], ghouls [CE, Undead 2]
and/or zombie warriors [NE, Undead 2/F3].
At the far end of the cave there are two heaps of treasure. Search them to get random
treasure of medium and high value.

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06. WEB TRAP


A wraith spider wanders along this tunnel.
Another web trap has been placed in the upper portion of the gallery. When you trigger it, 2-4
spiders appear to attack you. They may include the same vermin you can encounter at
location 02.
07. GIANT SPIDER
A giant spider inhabits this web-covered cave.
08. SPIDER NEST
Within this cavern there are seven large cocoons. Four cocoons can be searched. When a
cocoon is disturbed, however, it bursts off, releasing four hungry giant spiderlings [N, Vermin
2].
Inside the cocoons you will find 200 gp, an empty wine bottle, a light pick +1, a
mercurial longsword +1 and a set of thieves tools +6.
Searching the pile of stones to the northeast of the cave, you will find a quartz crystal and
a light hammer +1.
09. STAIRS UP
Go up these stairs to reach the upper level of the mines.

85

Level 1

Mines

Bugbear Huts

Treasury

01. STAIRS DOWN


Go down these stairs to descend to the second level of the mines.
In addition to the creatures listed below, as you explore this level of the mines you may
encounter a wandering patrol numbering 2-7 bugbears [CE, Humanoid 3]. Also, the tunnels of
this level are guarded by four bugbears that are constantly on the move.
02. ARMOURY
The bugbears converted this cave in a sort of armoury and training hall. Four bugbears are
currently training here with their crossbows, and you will provide them a pleasant diversion at least for a time...
04. THE BUGBEAR CHIEFTAIN
The bugbear chieftain [CE, Humanoid 4/Bb4] dwells within this cave, together with 4-8 (or
more) bugbears. Be ready for a large battle. If you want to survive the encounter, I suggest
you to do not charge the bugbear boss headlong. The other bugbears have drawn up in the
back of the cave, ready to pierce you to death with their bolts. If you engage the chieftain in a
melee at the centre of the cavern, you will become a target almost too easy for the
crossbowmen.
When you have slaughtered all the humanoids, search the chieftains corpse to find a katana
+1 and a Shield of Light [This small shield sheds a normal yellow light and grants the wielder
a +2 AC bonus].
Before to leave the cavern, do not miss to visit the two huts on the back of the cavern.
04. CHIEFTAINS HUT
The chest you find in this hut is both trapped and locked [DC23/25; Average Spike. DC25]. It
holds 358 gp and twelve gems of low and medium value.
05. HUT
Here are three loot bags holding random treasure of low, medium, and high value.
06. WAGON
When you have killed the bugbear that guards this cave, search the wagon to find nine
lumps of iron ore and four gems (an aventurine, a fire agate, a phenalope, and a
sapphire).
07. BUGBEARS
Four bugbears are digging and toiling here. One of them drops a heavy pick +1.

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08. LOCKED DOOR


A sign stands next to this locked door [DC28]. It reads, No-one enter - bad thing inside.
09. TREASURY
Dust covers the floor in this room, aside from some recent bugbear footprints. Lying on the
ground, together with a few heaps of bones, there are the corpses of three bugbears and two
humans. Upon the human bodies there is random treasure of low and medium value.
Besides the corpses, here are four chests, a broken statue, a still-standing statue with an arm
missing, and a heap of golem parts. If you are a dwarf, you can remember there used to be
automatons guarding this room... and they may still be here.
The chest along the north wall is both trapped and locked [DC30/30; Strong Negative. DC30].
When you look inside you may be disappointed to find its empty.
The chest along the east wall is trapped and locked [DC23/23; Average Spike. DC25]. It holds
random class-oriented treasure of low value.
Both the chests standing along the south wall are trapped and locked [DC30/30; Average Gas.
DC28] [DC25/25; Minor Spike. DC25]. They hold 842 gp and a Defender Rapier +2
[Although a weakly enchanted copy of a greater weapon, this rapier is nonetheless prized by
fencers throughout Aielund for its superb balance. This weapon +1 grants the wielder a +1 AC
bonus].
When you disturb one of the chests along the south wall, the near statue comes alive and
attacks. If you manage to shatter the animated statue [N, Construct 10] you get a couple of
interesting items: a rusted full plate [Once enchanted as a living suit of armour to protect
vital areas, this suit of armour has eroded over the years, and retains only a shadow of the
power that once imbued it. Destroying the monster didn't exactly help its condition either. An
expert smith might be able to repair it. The armour grants a 5/- resistance to slashing damage
and spell resistance 10. Cause his poor conditions however, the wearer suffers a 2 AC
penalty], and a magical battleaxe called Haze [An ancient dwarven weapon once thought
lost, has now been found. Quite what an animated statue was doing with it is beyond your
understanding. This axe is renowned for its ability to dull an opponent's combat ability. On hit,
this weapon +1 can daze the victim for 5 rounds (5% chance; DC14)].
Master Alain Chaplain in Culdeny can repair the rusted armour, but you have to pay him 2,000
gold pieces for the restoration job.
10. BUGBEARS
A lone bugbear inhabits this cave. However, here you may also encounter a group of 1-3
tough bugbear heroes [CE, Humanoid 3/Bb3].
11. BUGBEARS
The bugbear that stays in this cave is enjoying his meal and he will be quite angered by the
unwanted interruption of such a pleasant moment. When you engage him in a fight, he will be
joined by 2-4 other bugbears equipped with crossbows.
12. SLEEPING BUGBEARS
Five bugbears are snoring within this cave. If you resort to stealth, you can butcher all of
them in their sleep. When you have slain the filthy monsters, search the locked chest [DC18]
near the north wall to get random class-oriented treasure of low value.
13. SHRINE
When you enter this chamber, you feel an oppressive presence. Something doesn't want you in
here. If you are a paladin, you detect a strong aura of evil emanating from the altar ahead and
you realize that moving closer could prove harmful.
Indeed, a dangerous trap [DC22/25; Average Negative] covers the floor all around the altar.
The shrine is attended by a bugbear and a bugbear shaman [NE, Humanoid 3/S3]. When a
battle begins, 4-8 more bugbears will appear to defend this (un)holy place.
When the bugbears are dead, you should destroy the altar [15 hp, hardness 5] to banish the
evil it stores and to cleanse the cave. Doing so will trigger a nice effect alike a Wail of the
Banshee spell and will shift your alignment towards Good; if you are good you will be given a
reward of 100 xp.
14. MINE EXIT
Leave the mines from here to reach or to return to the Calespur Mountains area.
[Ref. Area 1.42].

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1.42 THE CALESPUR MOUNTAINS

01. MINE ENTRANCE


This is the entrance of the abandoned dwarven mine that you should have just left - if you are
following the walkthrough in an orderly way, that is.
[Ref. Area 1.41].
02. GRAZING DEER
Along with three common deer [N, Animal 1], here you may spot a rare white stag [N,
Animal 1].
03. OGRES
About here there are three ogres [CE, Giant 4]. One of these monsters is always on the move,
patrolling the path leading from here to the mines entrance.
04. THE BERSERKER
A big and nasty ogre berserker [CE, Giant 4/Bb4] has camped here. When hes dead, you
can search a loot bag to find random treasure of medium value.
05. TO THE CALESPUR RANGES
Leave the area from here to return to the Calespur Ranges.
[Ref. Area 1.37].
If you have already explored the Calespur Caverns you should return to Culdeny to end Claviss
quest and, perhaps, to bring a few items to the attention of Master Chaplain.
When you are done, return to Bracksworth and go speak with the Mayor, for it is finally time to
travel east.

88

I/6 The Barbarian Lands


1.43 THE SOUTHERN FOOTHILLS

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].

89

1.44 THE TOMB OF THE EXILED KNIGHT

01. CRYPT ENTRANCE


The air in this crypt is stale, and dusty cobwebs line the ceiling. If you dont like this place,
turn on your heels and return outside.
[Ref. Area 1.43].
02. THE EXILED KNIGHT
Although its shadowy features are hard to see, you can see the faint image of a human male at
the centre of this room. This is the spirit of Sir Augustus Charleston [NG, Undead 12], who
stays here to see that his equipment is passed along to a worthy recipient.
To prove your worth, you must undergo three tests one each of Strength, Valour, and
Honour. Each test has a risk factor - of course - but if you are strong, brave, and honourable,
you will survive.
The first test is the Trial of Strength. You must simply defeat the beast at the end of the hall
then bring the spirit one of its horns. If you wish to test yourself, the spirit will remove the
door ahead, allowing you to proceed. Also, you are given a satchel of coloured power tagged
as test symbol. It merely acts as a proof of your commitment to the test.
When you return to the spirit with the horn he asked for, Sir Charleston will be pleased. Your
next challenge will be one of fear. The challenge will increase as you progress down the second
hallway. At the end of the corridor there is a creature of great evil. It was the knights nemesis
in life, and Augustus would see it vanquished before his final passing beyond this world. Before
you go, the spirit gives you another test symbol.
If you pass the test, when you return here Sir Charleston will be impressed by your success.
He explains the fiend was but an illusion to help you fight the demon within yourself. You have
proven your courage. Now, he will test your character.
If you reply this will be a refreshing change from the slaughter, your alignment shifts towards
Good; if you are good, you get 50 xp. If you say, Oh no, your alignment shifts towards Evil; if
you are evil, you get 50 xp. If you say, Uh oh, nothing happens.
Anyway, Sir Charleston says you cannot die during this test, but if you fail, he shall not pass
his legacy to you. Also, he remarks no one has ever passed this test. Ever.
Your goal is simple enough: go to the end of the hall and retrieve a flower given to the knight
by his ladylove many years ago. You may not leave the challenge before obtaining the flower,
or you fail the test. When you are ready to go, you are given a last test symbol. Then, the
spirit teleports you into the test area so your trial can begin. Your henchmen wont follow you,
but they will stay here waiting for your return.
If you come back with the flower he asked for, the spirit is displeased, for you have ignored the
wounded man. If you justify yourself by saying that if you helped that man you could not have
completed the test, your alignment shifts towards Law; if you are lawful you get 50 xp. The

90
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.

91
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.

92

1.45 THE HIGH PLAINS

01. TO THE SOUTHERN FOOTHILLS


Going north from one of these passages, you can return to the southern foothills.
[Ref. Area 1.43].
This area is extremely cold. The freezing wind cuts through you like a knife and it is difficult to
see through the driving snow. Indeed, any few rounds you stay here you will suffer 1d4 points
of cold damage. Brrr...
Besides a herd of deer [N, Animal 1], theres nothing about here. Make your weapons ready
and head south.
02. CAMP GATE
The big gate ahead of you leads to the barbarian camp. The gate is guarded by a barbarian
axe-thrower [N, Bb3], a barbarian berserker [CN, Bb6], and three barbarian scouts [N,
Bb4].
Before the wooden gate, you may notice several tracks on the fresh snow. If you are a ranger,
you may spot quite a few tracks leading to the west as well.
Storming the encampment from the main gate might be a suicidal tactics. You should do better
to avoid a frontal assault and look for another way in.
03. SAFE ROUTE
If you are wise and choose to do not storm the encampment, you can enter it from the back by
going up the sloped rise to the west of the main gate.
When you walk about here you will be attacked by a couple of winter wolves [CN, Magical
Beast 6] and perhaps by a barbarian shaman [N, D6].
04. BARBARIAN ENCAMPMENT
Even if you enter the camp from the rear, you will be forced to fight a very large and
challenging battle. The camp defenders include three barbarian axe-throwers, five
barbarian berserkers, a barbarian scout, eleven barbarian warriors [N, Bb3] and two
barbarian shamans. Be VERY cautious and take care to plan your tactics in advance.
Charging the barbarians headlong could be your very last - and VERY foolish - action.
If you want to avoid the battle altogether, resort to invisibility or stealth, and head right for the
cave entrance at the next location.
05. CAVE ENTRANCE
Go through this cave mouth to enter the barbarian caves.
[Ref. Area 1.46].
06. CAVE EXIT
Once you have explored the barbarian caves, you should discover a passage conveniently
leading here. The caves cannot be entered this way, though.

93

1.46 BARBARIAN CAVES


Upper Level

01. CAVE ENTRANCE


Leave the caves from here to return to the High Plains.
This place reeks of danger - and unwashed bodies but, at least, you are out of that bitter,
chilling wind blowing outside.
[Ref. Area 1.45].
02. TRAPPED PASSAGE
If you choose to follow this passage, watch your steps!
Eight traps [DC23/25; Average Spike] [DC22/25; Minor Spike] [DC28/31; Average Gas]
[DC22/32; Strong Electrical] [DC10/22; Minor Spike] [DC20/22; Minor Spike] [DC24/26; Minor
Electrical] [DC28/31; Minor Gas] have been placed along the floor of this tunnel.
If you have not enough skill to disable these traps, turn on your heels and take the tunnel
going south from the entrance point, instead.
03. GUARDS
A barbarian berserker [CN, Bb5] and a barbarian warrior [N, Bb3] guard this cavern.
When you arrive here, the two barbarians run towards the portcullis to the south and try to
bash it down, quite oblivious to your presence. When you attack them, however, they turn on
their heels to defend themselves.
The berserker drops a Maul of Crushing [This is a huge maul +1 causing 2 additional points
of bludgeoning damage].
04. SMITHY
Two barbarian blacksmiths [N, Bb3] are working to a couple of live forges within this
cavern. The smiths are under the protection of a barbarian axe-thrower [N, Bb3] and three
barbarian warriors.
Three crates along the west wall hold random treasure of low value. The large weapon rack
on the northeast holds nothing but common halberds and spears.
05. BARBARIAN GUARDS
A barbarian axe-thrower and three barbarian warriors guard this cave.

94

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.

95

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].

97

I/7 A Princess to Rescue


1.47 RETURN TO BRACKSWORTH
01. BRACKSWORTH UNDER ATTACK

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!

98
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.

99

03. AFTER THE KIDNAP

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].

100

1.48 TUNNEL

01. SECRET PASSAGE


Going down the hidden trapdoor that you have discovered on the back of the Bracksworth
Arms inn, you arrive in this dugout and partially flooded cave.
If you change your mind and find this place too dank and unpleasant, climb up the ladder that
you see on the bottom wall of the cave to return to the surface.
[Ref. Area 1.47].
02. TRACKS
Judging by the amount of water flooding the passage and raining down the ceiling, the tunnel
that you are following seems to have been dug directly under the Stormflow River. A dwarf can
notice the passage was hastily excavated - the workmanship is terrible!
Several tracks have been left on the muddy soil. A ranger can read the gouges to realize
someone was dragged along unwillingly. Guess who?
03. AN UNDERGROUND BATTLE
A few mercenaries are waiting for you at the end of the tunnel. I suggest you to do not charge
them, though, because a trap [DC18/26; Strong Tangle] has been placed just at the entrance
of the cave.
The enemies you must overcome include a mercenary archer [N, F5], three mercenaries
[N, F5], and a couple of mercenary spies [N, Ro6].
Operating in stealth, the spies provide intelligence for the Steel Tigers command structure and
perform daring missions in darkness. Take care, for these rogues have the nasty habit to
appear suddenly behind your back and sneak-attack you.
By the way, your arrival makes at least one merc happy, for he wins a 20 gold bet with a
comrade. Unfortunately, he wont be able to collect his winnings...
If you search the corpses of your dead foes, you can collect pretty standard equipment: a
Gladiator Helm, two Steel Tigers chainmails, a few bolts, a greatsword, and unless the
owners have gulped them during the fight a couple of Potions of Cure Light Wounds.
When you are done, climb the ladder in the northeast corner of the cave to return to the
surface.
[Ref. Area 1.49].

101

1.49 THE CENTRAL PLAINS

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].

102

1.50 MERCENARY HIDEOUT


Level 1

01. CAVE EXIT


Leave the area from here if you ever need to return to the Central Plains.
[Ref. Area 1.49].
The place you enter looks like a natural cave complex. The smell of goblins and death
permeates the air. If you are a dwarf, you notice this cave looks to be natural but it was
enlarged for human inhabitants. There are no enemies in sight, and such a fact should suffice
to make you wary.
Halfway along the tunnel ahead of you there is a trap [DC28/22; Strong Spike]. Be careful to
do not trigger it.
02. TRAPPED PASSAGE
Along this tunnel there are two traps [DC26/26; Strong Sonic] [DC15/26; Average Fire],
which you should disarm or avoid altogether.
03. BEWARE THE BOLTS!
Three traps [DC14 or 20/26] have set along this passage. If you trigger a trap, youre
targeted by a flaming arrow shot by the ballista placed at the far end of the tunnel.
04. MERCS
Before to enter this cave, prepare yourself for a hard fight. Here are 6-12 mercenaries [N,
F5], mercenary archers [N, F4], and/or mercenary spies [N, Ro6].
If you enter the cave undetected, you may have the time to see a mercenary captain having a
heated argument with a white-bearded man dressed in the blue robes of the Lords of Fairloch.
When they notice your presence, the mercs immediately rush forward to take your life. Both
the mysterious man (Ronald Bartlett, in case you have not recognized him yet) and the
captain, instead, flee away by going through the west tunnel. Before to leave the cavern,
however, they find the time to remind their troops they must make you a deader.
05. EMPTY ROOM
Going through a locked metal door [DC28], you enter a well-furnished but otherwise empty
room. The wise Nellise remarks that Princess Criosa is not here. There must be a special
holding area somewhere in the complex. Oh, really?
In the upper portion of the chamber there are two chests. The bigger coffer is both trapped
and locked [DC28/30; Deadly Gas. DC30]. Despite such wards, however, the chest holds only

103
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.

104

13. TRAPPED TUNNEL


Along this tunnel there are six traps [DC22/22; Average Negative] [DC22/25; Deadly Spike]
[DC22/25; Strong Frost] [DC22/22; Average Frost]x2 [DC22/22; Average Spike]. Forewarned
is forearmed.
To make things worse, four mercenary archers are standing at the end of the passage, ready
to rain a volley of arrows upon your party if they detect your presence. Stealth or invisibility
may save your day, here.
14. A CAPTAIN AND HIS TROOPS
More Steel Tigers have been deployed here. This time you have to face one mercenary, one
mercenary spy, one mercenary spellcaster, and the tough mercenary captain [LN, F11]
who fled the bigger cavern.
The witch drops a Mage Hood of Silence [While worn, this hood muffles sound and aids the
concentration of the spellcaster. It also grants a small resistance to spells cast at the wearer.
Unfortunately, a side effect of the sound baffling is a reduced capacity to hear. The hood grants
the wearer a +2 bonus on saving throw vs. sonic attacks, a +6 bonus on the Concentration
skill, and spell resistance 14. The wearer suffers a -2 penalty on the Listen skill].
The captain leaves behind a half-plate +2, a bastard sword +1, a short sword +1, an
Amulet of Natural Armor +2, and a Helm of Mind Shielding [Imbued with mind-shielding
magic, this helm is highly sort after by any warrior seeking to fight magic-wielding foes. The
helms grants the wearer the Slippery Mind bonus feat, a +3 bonus on saving throws against
mind affecting magic, and a +1 bonus on the Discipline skill. The wearer suffers a -1 penalty
on the Concentration, Listen, and Spot skills].
15. STAIRS DOWN
Go through this passage to reach the lower level of the hideout.

105

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.

106

05. ANOTHER GIANT


A mountain giant is wandering about here. Beware his blows!
Searching the four corpses laying all around the base of the central ramp you will get random
treasure of low, medium, and high value.
06. SPIDERS
When you enter this cave, 1-5 dire spiders appear nearby.
07. SUNLIGHT, AT LAST!
A shaft of warm sunlight penetrates the darkness of the cave. At last, you have found a
passage to the surface.
[Ref. Area 1.51].

1.51 MOUNTAIN PASS

01. CAVE ENTRANCE


This is the entrance of the cave-complex that you have just left.
Once outside the caverns, Princess Criosa says you need to get to Culdeny as quick as you
can. Time is short. Too short.
[Ref. Area 1.50].
02. TO THE EAST ROAD
Go west from here to reach the road linking Fairloch and Culdeny.
[Ref. Area 1.52].

107

1.52 THE EAST ROAD

01. TO THE MOUNTAIN PASS


When you enter this area, you notice something bad has happened. Scattered about there are
many mangled corpses and wrecked war machines partially buried in the snow the
unmistakeable signs of a recent battle.
You should have no real reason to do so, however, if you want to return to the mountain pass,
leave this area by taking the path you have followed to come here.
[Ref. Area 1.51].
02. ALLIES
A squad leader [LG, F5] is standing here, together with two town guards [LG, F3] and one
archer [N, F3].
The loyal officer is happy to see Princess Criosa is safe and well. Now, you must get her out of
this dangerous area as soon as you can.
As a side note, you may happen to come here with Criosa only to find the officer seems
oblivious of her presence. If so, dont worry. The Princess is simply too far for the officer to see
her or she is using stealth. Let Criosa come near or cancel the stealth mode. Now, the
squad leader should not miss her anymore.
Anyway, the officer would gladly send you through to Fairloch along this road, but a nasty
dragon has taken up residence there, and it is very adamant about not letting anyone through.
It even swooped down here and took out most of his platoon as well. Then, it flew west and
attacked Culdeny as the Steel Tigers were starting to attack the city. Perhaps, it decided to
help. The dragon just made a few passes, though, before heading back to the mountain pass.
Sort of looks like they are working together.
To avoid the dragon, you can do nothing but follow the road until you reach the eastern gate of
Culdeny. Unfortunately, an entire mercenary company stands your way.
If you need help, both the officer and his troops will escort you along the way, ready to fight on
your side if needs arise.
If you want to scout the area before to engage the mercenaries in a fight, inform the squad
leader about your decision. The officer says they will hold position unless they see something
coming their way.
When you are ready to go and fight, return here and tell the officer to follow.
03. FIRST MATCH
Here you will face two mercenary archers [N, F5], two mercenary elites [N, F8], and a
mercenary spy [N, Ro6].
When you have dealt with the Steel Tigers, walk toward the rocky ledge ahead of you. A
ballista has been placed there. If you wish, you can operate the war engine to rain flaming
projectiles upon the enemies standing on the plain below.

108

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].

109

1.53 RETURN TO CULDENY

01. EAST GATE


When you enter Culdeny, you find Ariel Smith [LG, F6] waiting for you near the East Gate.
The Garrison Commander looks shaken and angry, but she is maintaining her composure in
this time of crisis.
The officer is very relieved by your arrival. Since you took pressure off their eastern flank, the
situation has improved a lot. It is too late to save most of the town, but at least they will be
alive to rebuild it!
If you ask about the invaders, Ariel says there is another platoon of mercenaries to the
southwest and they got a siege engine, however, you dont have to worry for the town
defenders have put the villains on the defensive.
When Commander Ariel notices that Criosa is on your side, she asks the Princess how does she
feels. Criosa reassures the officer she feels better than she looks thanks to you, of course.
If you say you are glad to be of service, your alignment shifts towards Good; if you are good,
you get 50 xp. If you say the money makes it all worthwhile, your alignment doesnt change.
If you say the Steel Tigers should have known better than to stand against you, your
alignment shifts towards Evil; if you are evil, you get 50xp.
Anyway, to compensate your efforts for rescuing her, the Princess promises you a monetary
reward of 1,000 gold pieces. In addition, you have earned the thanks of all Aielund, and the
eternal gratitude of the Crown.
The connection you have discovered between Ronald Bartlett and the mysterious Number One
needs to be further investigated, though. It seems someone in authority in Fairloch had a hand
in these events. Perhaps one of the Lords themselves hired the Steel Tigers to kidnap the
Princess. You may guess someone is making a grab for power while the King is away. The best
way to ensure the throne does not fall to Criosa upon Seamuss death was to remove the
Princess from the picture.
Commander Ariel insists that you get the Princess aboard a ship heading for Fairloch at once.
Most of the ships were destroyed when the dragon attacked, but the smoke alerted a nearby
naval vessel, the Redoubtable, and they came to assist. Ariel thinks that more than anything
else turned the dragon away. The captain of the frigate will be honoured to take the Princess to
Fairloch. The Redoubtable is docked to the northwest.
Before the conversation ends, you are given the 1,000 gp Criosa promised, plus 500 gp for
defeating Robert Black and the Steel Tigers. In addition, you get an experience reward of
1,500 xp.

110

02. PARTING WAYS


The combined attack of the dragon and the mercs has turned Culdeny into a ruin. The city has
been all but destroyed, and many buildings are still burning up. If you take a stroll around the
devastated place, you may spot many dead bodies - including the corpses of Mayor Ashan Bora
and Luther. The citizens who survived the onslaught are desperate for the loss they have
suffered, but at least they are still breathing.
If you have items you want to sell, the only buildings you can enter in town are the House of
Exotics and Master Chaplains Smithy. Also, priestess Celeste can provide you healing and
priestly services if you go visit her at the Church now turned into a makeshift hospital for the
wounded and the homeless.
As you escort the Princess towards the ship, Nellise looks sadly at her destroyed hometown.
Your next statement is a consequence of your current alignment.
If you are evil, you point to a big pile of bodies commenting this is a kill or be killed kind of
word. Such a callous attitude is worth 50 xp and shifts your alignment further towards Evil.
If you are neutral, you say thats the thing about war. People die. This is also the cycle of life:
some die, while others go on. It is the way of things. Such a statement does not change your
alignment and doesnt earn you any reward.
If you are good, you try to comfort Nellise by saying the people who have survived are strong
and they will manage to rebuild Culdeny. Pleased by such an answer, Nellise claims you are a
truly special person. This outcome is worth 50 xp, and shifts your alignment further towards
Good.
Anyway, Nellise has made her mind and nothing can change it. She feels it is her duty to stay
here to tend to the wounded and prevent more deaths. Perhaps your paths will cross again in
the future.
Just like Nellise, Dante Colt wants to stay here, and he lets you know that while you walk
towards the docks. Again, the dialogue that follows is a consequence of your current
alignment.
If you are evil, Dante says he is not very big on sailing and now that he has gotten to know
you, he doesnt think he likes what he sees. Next time, you might even end up being on the
opposite sides. If he ever hears that you have hurt the Princess, he will not hesitate to hunt
you down and kill you. This bitter ending earns you 50 xp and makes you further evil.
If you are neutral, Dante says he is not crazy about sea travel, and frankly he is getting a little
tired of your on the fence attitude. He followed you because the situation demanded it, but
now he is off to rejoin the Rangers. This outcome does not change your alignment and you
dont get any experience reward.
If you are good, Dante says he just does not get along with ships. Besides, he thinks he might
just have earned his way back into the Rangers thanks to you. Dante is not much for
goodbyes, so he will keep this brief; if you are back through this way in the future, look him
up. This friendly outcome is worth a reward of 50 xp and an alignment shift towards Good.
03. BOARDING THE REDOUBTABLE
Two navy officers are waiting for you at the docks: Lieutenant Masterson [N, F6] and
Captain Vale [NG, F8].
When you arrive here, Princess Criosa thanks you again for saving her. Now, she has to climb
on board and change into some decent clothing. She will talk you later.
Once Criosa is gone, speak with Captain Vale. The officer informs his frigate is ready to depart
at any times. You should finish any business you might have here before you leave, for there
will be no return.
Before to climb aboard the ship and part way with your henchmen, dont forget to take back
any items they might be carrying.
When you tell the Captain you are ready to hoist anchor, he welcomes you aboard the
Redoubtable. Lieutenant Masterson will assign you a cabin and see that you are comfortable
while you are their guest. Soon, the frigate will sail towards Fairloch.
The first act of the Aielund saga ends here. The adventure will continue in Act Two, Defender
of the Crown.

111

Act One Quest Summary


A Cunning Predator

> 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.

> Kill the cunning wolf to complete the quest.


A Discreet Assignment

> 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.

> Return the papers to the Mayor.


A Foul Beastie Indeed

> 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.

> Enter the farmers barn [1.05].


> Kill all the rats you see around. When you have exterminated the rodents, grab the rats
tail from the dire rats corpse.

> Bring the tail to the farmer.


An Unwelcome Guest

> 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.

> Enter the Calespur Caverns [1.40].


> On the bottom level of the cave-system, there is the lair of a young black dragon. Kill the
dragon and loot its hoard.

112

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.

> Speak with Tomar Fairchild and choose his fate.


> Whatever your choice, do not leave the area without Tomars house symbol.
> Return to the Lodge and and the house symbol to Commander Wise.
* A few more experience points can be earned by bringing to Commander Wise the animal
pelts that you can collect from the corpses of the deer killed by the poachers or from a
couple of chests. The first coffer is found outside, amidst some ruins. The second chest is
found within the cabin.
Kith and Kin

> When in Culdeny [1.20], enter the Seaspray Inn [1.25].


> Talk with Clavis MacTavish, the red-bearded dwarf standing in the common room. Promise
the dwarf that you will look for his missing brother, Dorum.
When you leave Culdeny, enter the Calespur Caverns [1.40]. The caverns can be reached by
going through a passage in the Calespur Ranges [1.37], or by going through the abandoned
mine [1.41] that you can enter from the Calespur Mountains [1.42].
On the third level of the caverns, there is a corpse of a dead dwarven warrior lying not far from
a dragon nest. The corpse belongs to Claviss brother. Search the cadaver. Take Dorums
journal, together with his weapons and armour.

> Return to Culdeny, enter the Seaspray Inn, and show the unfortunate dwarfs diary to
Clavis.

113

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.

> Go to the Culdeny Barracks [1.33].


> Show the note tagged as goblins orders to Commander Ariel Smith.
According to the officer, you should investigate a wealthy businessman by the name of Ronald
Bartlett, whose initials are the same as the person who signed the note.

> 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.

114

Strange Noises Down Below

> When you are in Culdeny [1.20], go to the local church.


> Talk with priestess Celeste Patterson and ask her why she looks so tired.
When you learn about the strange noises she hears at night in he crypt behind the church, tell
the priestess you would like to investigate the matter.
The priestess gives you the Culdeny crypt key, so you can enter the crypt.

> 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.

> Follow the road as it goes towards Culdeny [1.19].


Kill all the bandits you meet along the way, including their leader. The bandit captain is found
near a campsite to the east of the road.
When the captain is dead, grab the bandit leaders head.

> Bring the head to the Mayor of Bracksworth.


The Barbarian Threat

> 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.

115

> 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.

> Leave the caverns and return to Bracksworth.


When you arrive to the farming town, Commander Tara is waiting for you at the East Gate
[1.47].
Give Erags head to the officer, and if you have them show her the battle plans that you
have found in the half-orcs lair.
The Blacksmiths Iron

> 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.

116

The Dockmaster Mystery

> 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.

> Go and search the Dockmasters house [1.27].


Beneath a pile of books there is a suspicious bloodstain. Click on the stain and make sure
your journal is updated.

> 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].

> Search the warehouse.


The Dockmasters corpse has been crammed inside a crate. Take it up.

> 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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> Enter the hideout [1.50] and explore it.


> On the first level of the hideout, past a locked door, there is a room with a desk holding an
important note you should take.

> 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.

> A few soldiers are patrolling the nearby area.


Talk with the squad leader and be sure he recognizes Princess Criosa.
The officer explains you cannot travel to Fairloch. A huge blue dragon has taken residence
along the road, after he participated in the attack to Culdeny.
The sole route you can take is the one leading to Culdeny. The road ahead crawls with
mercenaries, though. The squad leader says he will order his troops to escort you along the
road.

> 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.

> Escort Princess Criosa to the docks.


Two naval officers are waiting for you on the jettison.
Talk with Captain Horatio Vale to end Act One.
The Road to Highmarch

> 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.

> Leave the offices.


When you are ready to go, show the pass to the South Gate guard [1.02], and you will be
allowed to leave the town through that gate.

> 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.

> Beyond the gate, there is an officer waiting for you.


Give the requisition forms to Guard Captain Derek Marshald. When you do so, the officer
assign you another quest. This is detailed under the title New Orders from Bracksworth.

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The Tomb of the Exiled Knight

> 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.

> Enter the crypt [1.44].


A ghost is waiting not far from the entrance. This is the spirit of Sir Augustus Charleston,
a.k.a. the Exiled Knight.
Talk with the spirit to learn about the test he set up to find out someone who is worthy of his
worldly possessions.

> 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.

> Enter the barn [1.07].


> A vagabond by the name of Sam found shelter within the barn after he deserted from the
Royal Navy. You can choose to send him away, to kill him, or to cover his presence.

> Whatever your choice, when you have dealt with the vagabond return outside and talk with
farmer Smith.

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Act One Picture Gallery

120

Act Two Defender of the Crown

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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II/1 A Journey Across the Sea


2.01 THE REDOUBTABLE; BELOW DECK (I)

01. YOUR CABIN


When the second act of the Aielund saga begins, you are resting in a cosy cabin aboard the
Redoubtable, one of the finest ships in His Majestys navy. The royal frigate is sailing towards
Fairloch to put its fair and precious passenger out of harms way. No, I am sorry, but you are
not the one I am referring to.
If you have not played Nature Abhors a Vacuum, you should immediately quit the game and
play the adventure the proper way - that is, by starting from the beginning.
If you do not want to follow my advice, look at your journal to make out why you are here. The
most absent-minded gamers too might find useful to refresh their weak memory by reading
the following journal entry:
What initially started as doing a few odd jobs for the Mayor of Bracksworth somehow escalated
into a series of missions that saw the entire region saved from barbarian and mercenary
raiders. During the process, I managed to save Princess Criosa Roebec from being kidnapped
by said mercenaries. Apparently, she was heading to Culdeny from Fort Highmarch in the
south, but when she stopped at Bracksworth, thats when they grabbed her.
Then I stopped a large force of mercenaries attacking Culdeny, but I'm still not clear why they
were doing so. Two clues have presented themselves: Local businessman Ronald Bartlett was
involved with the Steel Tigers, possibly to raid the town for anything valuable afterward. Also,
Bartlett was wearing the outfit of a Lord of Fairloch, a garment worn by members of the
Senate. What he was doing wearing one is very curious, as they are difficult to obtain, and
Bartlett was NOT a Senator. In any case, the Princess was suitably impressed with my efforts,
and rewarded me well. She has promised more if I came to Fairloch with her to uncover the

123
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.

124

04. MESS HALL


The ships cook [N, F2] is the man in charge of preparing the crew's meals, and he complains
everyone always manage to guess his job!
As usual, tonights feast include mutton stew, but the cook plans to head straight for the fruit
market as soon as they get to Fairloch.
At both the ends of the mess hall, there is a chest of drawers that you can search to find
random treasure of low value.
05. SLEEPING SAILORS
There is nothing here but two snoring sailors [N, F6] laying on their bedrolls. These guys are
sound asleep and you just have no reason to wake them up.
06. TO THE LOWER DECK
Go down the stairs behind this door to reach the ships bottom level.
If you want to grab a few loot - and make the acquaintance of the ships mascot - you should
explore the lower deck before to inform the captain about the unknown ship that seems to be
on the frigates tail.
07. TO THE UPPER DECK
Go up from here to return to the deck above.
08. STORAGE CABIN
The eight barrels that you can search within this cabin hold fish, more fish, and still more
fish. Random treasure of low value can be found inside two crates.
09. STORAGE CABIN
To open the locked door of this cabin you need the key that you can steal from the
quartermasters pocket. If you dont have that key, you can bash down the door. Just keep in
mind I wont repeat it again that each time you smash a locked door in an honest setting
your alignment shifts one point towards Chaos.
Inside the cabin there are eight crates holding random treasure of low, medium, and high
value.
10. STORAGE CABIN
Just like the previous one, the door of this cabin can be unlocked only with the
quartermasters key. Again, brute force is an alternative way to enter the cabin if you dont
mind to become more chaotic.
The nine searchable crates about here hold random treasure of minor, medium, and high
value.
11. DO NOT DISTURB!
The sailor who lies on the floor of this cabin is having sweet dreams. Let him sleep, please.
12. THE RAT-HUNTER
Together with a sleeping sailor, here are a white-bearded seaman and... a big rat.
Grimy Joe [N, F6] introduces the rodent as Bob the Rat [N, Animal 1]. According to the
grizzled sailor, the ships mascot is the finer rat-hunter you will not find on the seven seas! A
rat-catching rat is an oddity, indeed, but you can find Grimy Joe is still more disconcerting, for
he claims the cunning hunter is actually a... cat! Mmmh... I bet the old sea dog is just trying to
pull your landlubbing leg.
13. EMPTY CABIN
This cabin is empty. Period.
14. TO THE CAPTAINS OFFICE
Go through this door to reach the cabin of Captain Vale.
15. TO THE UPPER DECK
Go through this door to return to the ships upper deck.

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16. CAPTAINS OFFICE


Tall and proud, the valiant Captain Horatio Vale [NG, F7] commands the respect of his crew.
After the usual greetings, the captain informs Fairloch lies a scant two days travel away, if the
winds hold true. Then, he asks how the Princess is holding up.
If you cannot help yourself and say Criosa is holding quite well considering her outfit has very
little support, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you
say the Princess is holding up admirably, your alignment does not change.
Before to leave the cabin, you should question the captain about the war and the ships
whereabouts.
If you are curious to know what the frigate was doing so close to Culdeny, the captain explains
they were returning home from the west and needed to stop for emergency repairs. The
lookout spotted the plume of smoke arising, so they laid on extra sail to get there faster. They
spotted the dragon as it flew around setting the town ablaze with great bolts of lightning.
Although vulnerable to the dragons breath, the ship headed in. The dragon, however, flew
away before they could come close enough. The captain is sure the blue wyrm withdrew on
purpose. A mere ship is not enough to scare such a powerful creature.
If you ask about the war, the captain says thats a damned unpleasant business. For the first
time in the history of the Kingdom, the Aielunders have been the aggressors in a conflict. The
captain ignores what caused the war. His orders were very specific: the Redoubtable and
several other frigates were to gather as many troops and supplies as they could carry, and
bring them post-haste to the port of city of Myrfell in Tusone - a neighbouring country west of
the borders of Aielund. No reason was given for the war. If you wish to know more, once in
Fairloch you should talk with Rear Admiral Chesterton. If Princess Criosa gives him permission,
he might tell you more than he told the captain.
If you ask the Captain if his ship has seen action by late, Horatio says they fought a battle
against Tusones navy. Although outnumbered, the vessels of Aielund were greatly superior and
they did not lose one engagement. The Redoubtable, however, sustained a fair amount of
damage, which is why they were forced to return to Fairloch early.
When the conversation is near the end, the captain says you are free to explore the ship. Also,
Lieutenant Masterson, his executive officer, would like to speak with you. You can find him on
the frigates bridge.
If you care to search it, the desk next to the captain holds random treasure of low value.
Horatio will not object to have his things stolen, so feel free to take whatever you like.
When you talked with Lieutenant Masterson, the officer asks you to inform the captain about
the ship tailing the Redoubtable. If you are not above such an errand, come back here and tell
Captain Vale about the supposed pirate vessel. This simple commission is worth a reward of
100 xp.
The captain is confident the ship wont mean any troubles for the Redoubtable. Lieutenant
Masterson is a capable man and you need not to worry about the pirates catching the frigate
before you reach Fairloch. Even if they would, a pirate ship would not dare attack a naval
frigate directly. If you have already had a good look around the ship, you might as well return
to your cabin and relax a bit.
When the conversation ends, you are teleported to your room and forced to rest. Later on, the
screams of the sailors will wake you up: the Redoubtable is under attack!
[Ref. Area 2.03].
17. TO THE BRIDGE
Go through this door to reach the ships outer bridge.
[Ref. Area 2.02].

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2.02 ABOARD THE REDOUBTABLE

01. TO THE INNER DECKS


Go through this door to return to the ships inner decks.
Besides the four people listed below, six sailors [N, F6] are working on the bridge. One of
them will notice you are looking a bit green. If your Constitution is 13 or more, you can dismiss
such comment and claim your complexion is as red-cheeked and hearty as ever. If your
Constitution is less than 13, however, you wont be able to retain your stomach and you will
end vomiting right on the sailors blouse! Hey, if you gotta throw up, the rail is over there...
over THERE!
02. THE LIEUTENANT & THE BOSUN
Executive officer of the Redoubtable, Lieutenant Masterson [N, F6] is a bright young man
with an easygoing manner that the crew appreciates. He loves is job so much that his eyes
become misty as he describes the breathtaking beauty of the high seas. A sailor informing the
bilge is clogged up again will brusquely break the officer's romantic daydreaming. Someone is
going to have to go in there... Just dont look at me!
Your conversation with the lieutenant is suddenly interrupted by a loud voice calling down from
the crows nest. There is a ship in sight, far on the horizon, and it seems to follow the
Redoubtable. Lieutenant Masterson would wager it is a pirate vessel, but he is confident the
frigate will be able to outrun it. He wouldnt worry about it, not at all. However, you should
take this information to Captain Vale.
Not far from the lieutenant, there is a sure-footed half-elven sailor who carries himself with
quiet confidence. Ronan Aethur [N, Ro7/Ra1] has not been at sea for too long and he is
temporarily acting as the ships bosun.
03. EXPLORING THE BRIDGE
The Redoubtables Master of Arms [N, F6] is standing near one of the frigates four ballistae,
and he can show you how these war engines work. First, you need to crank back the wheel
until it locks in place, putting the string in the firing position. Then, you have to place a bolt
into the slot and keep your body clear of the string. The bolts have a hollowed-out tip full of
alchemists fire, a flammable mixture that makes them very effective against a wooden ship.
The life of a Master of Arms is not the easy one, though. Usually, ballistae are the first target
of an enemy ship, and trying to load the device while under fire takes a lot of concentration.
When the conversation ends, you hope you never have to use that information. Unfortunately,
such a hope will be short-lived.
Further forward along the bridge, you may notice a sailor standing next to a dangling rope.
Nathan Cross [N, F6] explains the rope is thats left over from the last battle. The sailors
usually have a few ropes set up to allow them to board other vessels. He was supposed to coil
the rope up, but he has been too busy fixing the rest of the ship.
Once you have made the acquaintance of the people listed above, there is nothing else for you
to do here unless you wish to amuse yourself by ringing the ships bell or turning the ships
wheel. When you have had enough fun, return under deck and warn the captain about the
pirate vessel on the frigates tail.

127

2.03 THE REDOUBTABLE UNDER ATTACK

00. A RUDE AWAKENING


Once you have explored the frigate, and after you have informed Captain Vale about the pirate
vessel tailing the Redoubtable, you are sent to rest in your cabin.
A few hours later, you are startled awake by the sudden sounds of violence on the deck above.
When you leave the cabin, you see Grimy Joe [N, F6] and two sailors [N, F6] running along
the deck. They shout you must grab your weapons and get on the bridge before it's too late:
the ship is under attack!
Do as they say: draw your weapons and run to the bridge. If you care for the Princess, do not
worry despite the commotion, Criosa is fast asleep in her bunk bed.
01. PIRATES!
When you arrive on the bridge, a battle is raging already. Captain Horatio Vale [NG, F11] is
frantically yelling orders as Lieutenant Masterson [LG, F6], Grimy Joe, two sailors,
Nathan Cross [N, F6], Ronan Aethur [N, Ro7/Ra1], and the Master at Arms [N, F6] are
busy fighting the aggressors.
A few enemies - 2-5 pirates [CE, F7] - have managed to board the frigate, and they are
engaging the defenders in a vicious melee. Do not let the puffy shirts of the pirates to fool you;
these men are dangerous killers, the scourge of the high seas!
On the deck of the pirates ship, there are 2-6 pirates [CE, F6] equipped with bows. Until you
bring them down, they will keep raining death upon you. The scumbags are backed by a
dangerous pirate mage [CN, S6]. Try to locate and bring him down the fastest you can so to
stop him from casting harmful spells your way.
To wreak havoc on the enemy ships deck you can resort to your ranged weapons or spells, or
you can employ the frigates ballistae. If you board the pirates ship by using the rope on the
forecastle, you can resort to your melee weapons - or to your bare hands, if you are a monk.
If you decide to use the two ballistae pointed against the pirate vessel, bear in mind that you
will expose yourself to the pirates own siege engines. The three ballistae on the enemy
vessel are attended by 2-4 pirates, and they keep shooting deadly exploding bolts on the
frigate's deck. Take care of those pirates quickly or be sure fire cannot harm you much. The
enemy ballistae can be destroyed as well. Each ballista has 25 hit points [hardness 5, fortitude
save 16].
Both the Captain and Ronan have been granted a sort of life insurance, so they will survive the
battle whatever its outcome. The other members of the crew - Lieutenant Masterson included are not so lucky, though, and they may die during the fight.
If Lieutenant Masterson dies, you can search his corpse to get a scimitar +1.
The slain pirates leave behind pretty standard equipment: pirates outfits, scimitars,
daggers, shortbows, arrows, and if they dont gulp them down as they fight Potions of
Cure Critical Wounds.

128
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.

129

2.04 ABOARD THE PIRATE SHIP

01. TO THE BRIDGE


Leave the ship from here to return to the outer bridge.
[Ref. Area 2.03].
02. CAPTAINS CABIN
When you enter his cabin, the pirate captain [CE, F10] is busy with some papers and
mistakes you for one of his men. He even asks your help to burn some evidence.
When he realizes you are not a pirate, however, he is quick to draw forth his cutlass and
attack.
Kill the captain, then search his corpse to find a dagger and a Pirates Cutlass [There's
nothing in particular about this blade that marks it as benefiting pirates above anyone else who
would use it. But if the person threatening you with it says so, who's going to argue? This
weapon +2 can cause its targets 2d6 points of massive critical damage].
The chest along the north wall of the cabin holds random class-oriented treasure of low value
and a letter tagged as pirates orders. The note is partially burned, but you can make out
some of it, ...Keep an eye on Culdeny. If they try to move her, make sure they don't get to
Fairloch...
Of course, you should bring this letter to the attention of Captain Vale.
The bigger chest along the west wall holds random class-oriented treasure of low value.
03. TO THE UPPER DECK
Go through this door to reach the ships upper deck.
04. TO THE CAPTAINS OFFICE
Go through this door if you want to return to the ships outer bridge.
The first time you come here, a lone pirate [CE, F7] comes up to greet you the proper way.
When you return here from the lower deck, the flames have spread a lot. A wall of fire is
barring your way to this door, and you have to make a run for it! By going through the flames,
you will suffer a few points of fire damage, but you should be able to survive the experience.
05. ARMOURY
The two weapon racks within this cabin hold many common weapons and ammo. The racks
are locked. Oddly enough, they can be opened only with the key that you may stole from the
Redoubtables Quartermaster.
06. MESS HALL
Random treasure of low value can be found within the chests of drawers you see at both
ends of this cabin.

130

07. TO THE LOWER DECK


Go through this door to reach the bottom level of the ship.
08. TO THE UPPER DECK
Go through this door to return to the deck above.
09. STORAGE AREA
The eight barrels in this cabin hold fish and random treasure of low value. Other random
treasure of minor value can be found inside a near crate.
10. STORAGE AREA
Here are nine barrels holding random treasure of low value and, unsurprisingly enough, a lot
of rum.
11. TREASURY
Within this cabin there are two heaps of treasure that you can search to find random stuff of
medium and high value. A loot bag near the door holds random class-oriented treasure of low
value.
12. STORAGE AREA
Come here to loot nine crates. They hold random treasure of low, medium, and high value,
plus a halberd +2.
13. MAGAZINE
The sign outside this room warns you should keep flames away from here.
Behind this locked door [DC18] there are five wooden kegs full of alchemists fire, a very
flammable mixture. Each barrel has a small wick similar to a candle coming out of its top. Be
extra careful with these kegs. If a barrel is damaged, there is a chance it blows up.
If you wish, you can pick up the alchemists fire, or you can ignite the wicks to sink down the
pirate vessel. If you choose the latter option, flee the cabin as fast as you can before the kegs
detonate.

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2.05 THE REDOUBTABLE; BELOW DECK (II)

01. YOUR CABIN


After you have informed Captain Vale about the letter that you can retrieve from the pirate
captains chest, you are sent to your cabin.
The rest of the voyage goes by uneventfully. When you wake up, the Redoubtable has finally
made its way to Fairloch.
02. CRIOSAS CABIN
The cabin is empty. If you care to know, the Princess is waiting for you on the frigates bridge.
The armoire within the cabin still holds Criosas tattered rags, plus random treasure of low
value. Strangely enough, a few containers about the ship have been refilled with brand-new
stuff.
03. MESS HALL
Here you can search two chests of drawers to get random treasure of low value.
04. RONANS CABIN
The chest within this cabin is locked and cannot be opened without the proper key. You can
bash it down, of course, but you should not. The coffer belongs to Ronan Aethur and the rogue
himself will give you the key to open it in case he becomes your henchman.
The chest holds Ronans equipment: a leather armour +3, an Amulet of Natural Armor
+2, a short sword +2, a short sword +1, a shortbow +2, two sheaves of arrows, and
three Potions of Cure Serious Wounds.
05. TO THE LOWER DECK
The lower deck has been sealed while repairs take place.
06. QUARTERMASTERS OFFICE
The office is closed for restocking. If you have skipped the store before, you have missed your
chance for trading.
07. TO THE CAPTAINS CABIN
Leave the deck by this door to reach the captains cabin and the door to the frigates bridge.
08. TO THE UPPER DECK
Go through this door to return to the upper deck.
09. CAPTAINS CABIN
Just like Princess Criosa, Captain Vale is waiting for you on the outer bridge.
The chest within his cabin holds random class-oriented treasure of low value. Random
treasure of low value can be found within the desk.
10. TO THE BRIDGE
Go through this door to reach the Redoubtables bridge.
[Ref. Area 2.06].

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II/2 Escorting the Princess


2.06 FROM THE DOCKS TO THE CASTLE

Docklands District

Market District

01. LEAVING THE FRIGATE


When you reach the ships outer deck, you see Princess Criosa Roebec [NG, Ro10] together
with Captain Horatio Vale [NG, F10] and the ships bosun, Ronan Aethur [N, Ro]. Everyone
is looking forward to your arrival, so, what are you waiting for? Join the trio and speak to your
friends, Captain Vale being your first interlocutor.
After a few pleasantries, the Captain explains you must take Princess Criosa to the castle
before you do anything else. Under no circumstances, you are to let her convince you
otherwise. As you are new to the capital city, the Captain will provide you a guide. In fact,
Ronan - a.k.a. Nighthawk - will accompany you. The bosun does not seem too happy about
that, but when he hears his Captain calling him by his old nickname, he turns pale. Ronan
explains he joined the Navy to get away from his former life and he is not exactly eager to face
his demons. The Captain replies his unique talents are rare and pretty useful. If the rogue cooperates, Horatio will see to it that he is fully pardoned for his chequered past. The Princess
too, promises Ronan that his slate will be cleared.
If you tell Ronan that duty calls, your alignment shifts towards Law; if you are lawful, you get
50 xp. If you tell Ronan that you would like him to come with you, your alignment does not
change. If you say he doesnt let anyone blackmail him and he must do what he wants, your
alignment shifts towards Chaos; if you are chaotic, you get 50 xp.
Whatever you say, Ronan needs a moment to make his mind.
When the matter has been settled, the Captain excuses himself for he must see to the repairs
of his vessel.
When the Captain has left, approach Ronan and start another conversation. Although softly
spoken, the half-elven rogue seems to have a keen mind, and reflexes to match. He explains
he spent most of his life in the alleyways of Fairloch, yet never ventured out onto the open sea.
Now, he has come to love the sea. It clears his head and makes him see things differently. He
finds ironic he is now forced to head back into the underworld.
If you tell no one is forcing him, Ronan smiles... he can read between the lines. If he disobeys,
Captain Vale is going to inform the authorities. Besides, you would be lost in this city without a
guide.
If you reply that sounds a challenge and you are going to solve this thing by yourself, Ronan
will stay here. If you say he would be an invaluable aid, though, he joins you as your
henchman.
Ronans starting equipment currently includes only a sailors outfit, a pair of Boots of Agility
[They grant the wearer a +2 Dexterity bonus and a +5 bonus on the Tumble skill] and
Ronans Bracers [These bracers grant Ronan 5/- bludgeoning damage resistance, and 10/piercing and slashing resistance].

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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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II/3 Defender of the Crown


2.07 FAIRLOCH CASTLE

01. FRONT GATE


Leave the castle through this gate to return to the Market Districts streets.
[Ref. Area 2.16].
02. WAITING ROOM
Three knights [LG, F12] guard this hall. Vigilant and loyal, the King's knights keep the peace
throughout the land - and within this place too. Do not try anything strange, else you will be in
for a thrashing.
03. LOCKED DOORS
Both these doors are locked, so, do not waste your time by trying to open them.
04. THE CASTELLAN
A regal man stands at the door to the Kings court. The first time you come here with Criosa on
your tail, Sir Malcolm [LN, Commoner 9] who is tagged simply as The Castellan - rejoices
for the Princess has returned home. Then he opens the door behind him and politely invites
you to go in and meet the Duke. How gracious!
After you have spoken with Duke Charles, you can stop here to question Sir Malcolm about his
functions. The castellan explains it is a duty of him to look after the Kings court. While the
King is away, he is also assisting the Duke in the day-to-day functioning of the government.
If you return to Fairloch Castle after you have spent some time exploring the city and if you
care for Criosa - you can ask the Castellan how the Princess is faring. The functionary explains
Criosa is under lock and key, surrounded by guards. She is handling the situation remarkably
well, though. I would never have guessed.
Later on, once you have completed the Defender of the Crown quest, and once you have
learned about the Sceptre of Transcendence, you can congratulate Sir Malcolm. He did well to
read that book on artefacts! The modest functionary recalls the King discussing some of the
artefacts in the book with the Archmage Terinus. The wizard dismissed the sceptre a little too
quickly, though. Unfortunately, you wont be able to learn more about the rod until you are in
Fairloch. Terinus is away with the King and there are no other mages having his knowledge of
ancient relics and artefacts.
05. TO THE WAITING ROOM
A stern knight guards this gate. Leaving the throne room by this door you return to the entry
hall.
As a sign of courtesy, each time you enter this chamber your weapons will be redrawn.

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06. THRONE ROOM


The first time you enter this grand hall you see two men standing near the Kings seat.
Besides them, four courtiers [N, Commoner 3] hang about the chamber. These blue-robed
fellows are just a few of the many nobles who lend assistance to the suzerain in running the
Kingdom.
The kindly old man in a blue outfit is Duke Charles Montague [LN, Commoner 10], one of the
most powerful politicians in the city. The Duke is also Criosas uncle, so he is understandably
happy to ascertain his dear niece is safe and well.
The moustached guy who stands next to the Sir Charles will be introduced to you later.
Etiquette demands that you speak to the Duke first.
When you inform him about the attempted assassination and show up the note you have found
on the assassins dead body, the Duke is outraged. As the conversation goes on, the man
standing near the Duke comes up to express his thoughts about the matter. The Duke
introduces the grizzled knight as his aide de camp, Sir Godfrey Davis [LG, P13]. One of the
greatest knights of renown in Aielund, Sir Godfrey is a trusted advisor to the King and a loyal
servant, holding much sway in the court. He is also an old friend of Sir William Bryce-Clifton
and the two veteran knights will indulge in a lot of pleasantries if you ever come here with the
old paladin on your side.
When the Duke suggests her niece that she should go freshen up while you talk, Criosa will be
happy to comply. The Princess really does not need to hear anymore about people trying to kill
her. At last, she is at home, and here she feels safe.
When Criosa leaves the hall, you get a reward of 300 xp.
As he looks at her niece as she struts out the room, Uncle Charlie says Criosa is a brave
young lady. He shall protect her niece the best he can while her father is away. If you want to
do the same, you should track down the assassins and stop them once and for all. According to
the Duke, you are perfect for the job. The Kingdoms best spies have gone with the King and
the local guards are easily recognisable. As Sir Godfrey says, your fresh face gives you an
edge.
If you agree to take the job, the Duke swears you will have all the resources they can muster
at your disposal. In addition, he offers you the princely sum of 10,000 gold pieces for
successful completion of the mission.
If you say for that much money you would sell your own mother, the deal is made. If you
comment thats a huge amount of money, however, the conversation goes on. The Dukes reply
depends from your alignment.
If you are evil, the nobleman says he knows you are a hard adventurer and he thinks thats
just what you need to sort this out.
If you are not evil, the Duke says with the heir to the thrones life at stake, he will spend any
amount necessary to keep her safe. If you say you could not refuse such a duty even without
the reward, your alignment shifts towards Law; if you are lawful, you get 50 xp. If you simply
say the price is right, your alignment does not change.
Whatever you say, when the Duke has made sure you will cooperate, he leave you in Sir
Godfreys capable hands, and then goes away. God be with you.
When you ask Sir Godfrey how you can find the assassins guild if no one knows where it is,
the paladin says in Fairloch there is a thieving guild. The City Watch does their best to keep the
rogues under control, but crime is always a problem. Thieves are everywhere and if anyone
knows how to find the assassins guild, it would be them. Captain Deckard, the commander of
the City Watch, may tell you where to start looking. You can find him in the guardhouse in the
Docklands District.
If Ronan is in your party, he explains he was on good terms with the last guildmaster. Perhaps,
he could convince the thieves to help you. Last time he checked, their guildhouse was located
in the sewers under the market. There is an old chamber down there, big enough to house a
hundred people. The entrance is secret, though, so you will have to search carefully for it.
Even if you learn the guildhouses location from Ronan, Sir Davis suggests you still should
speak with Captain Deckard. The officer has worked on the streets of the city for many years,
and if anyone can help you, he is your man. Even if you are a very chaotic character, do not
dismiss such advice.

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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

138
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.

139
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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2.08 DOCKLANDS DISTRICT

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.

141
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].

142

2.09 THE SINGING SIREN TAVERN

01. EXIT DOORS


Leave the tavern by one of these doors to return outside.
[Ref. Area 2.08].
02. COMMON ROOM
Six sailors [N, F6] and three commoners [N, Commoner 2] are drinking and chatting about
here. The commoners have small sums of money or copper rings for you to pickpocket.
Behind the counter, there is the local innkeeper [N, Commoner 3], a seller of fine wines and
ales.
By talking with the innkeeper you can buy one bottle (or five if you are very thirsty) of ale (1
gp), beer (2 gp), rum (1 gp), cheap wine (3 gp), or quality wine (5 gp).
03. VALENNIA
Tall and well muscled, this beautiful lady warrior looks extremely confident and certain of her,
but looks down on those around her with a sneer. Two sailors lay unconscious on the floor at
her feet, likely having beaten down to a pulp after they tried to pick the touchy amazon up.
Valennia Far-Eagle [CN, F], slayer of the Great White Bear and avenger of Thardonis the
Mighty, claims she is stronger by far than the pathetic dregs of men around her, and she finds
the ways of these civilised folk strange indeed. By the way, they attempted to seduce her but of course - they failed. Valennia has become bored with trying to understand those idiots, so
she is willing to accompany you if you need a strong sword to stand by your side. The amazon
will work for you for the sum of one thousand gold pieces. Hand her the cash and she will
gladly join your cause, for glory and honour.
If Sir William is already in your party when you talk with Valennia, he will protest she hardly
qualifies as a lady and she is nothing but a savage. Offended by the paladins words, Valennia
will ask you a chance to prove her worth to the prejudiced old man.
When hired, the barbarians equipment includes Valennias Armour [It grants the she-warrior
a +3 AC bonus and 5/- bludgeoning, piercing and slashing damage resistance], a greatsword
+2, a throwing axe +1, an Amulet of Natural Armor +2, a Cloak of Protection +2, and
three Potions of Cure Critical Wounds.
Words are not Valennias strong point but if you feel the need to speak, your new henchman
wont remain silent.
If you think it must have been hard growing up in the frozen wastes of the south, Valennia
replies a soft city-dweller could say so. Her people are rugged and cunning. For many
generations they have tamed the wilderness and survived.
If you say you have recently fought many of their people as they prepared to attack the
civilized lands, Valennia claims she refused to become involved, for their rightful chief (and her
father) Morik Far-Eagle had been deposed against all the traditions they follow. He was not

143
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!

144

2.10 THE DOCKLANDS INN

Main Floor

First Floor

01. EXIT DOORS


These two doors lead to the streets outside.
[Ref. Area 2.08].
02. COMMON ROOM
Within the inns common room there are four commoners [N, Commoner 2] and the local
innkeeper [N, Commoner 3]. As usual, the commoners can be pickpocketed for a few golds
and cheap jewellery.
If you need a room to rest in you have to pay the innkeeper 10 golds to get the inn room
key.
03. STAIRS UP
The door before the stairs up can be opened only with the key that you can get by the
innkeeper when you pay for your stay. The key will be removed from your inventory when you
use it, so, Im sorry, you will have to pay again next time you want to spend a night at the inn.
04. STAIRS DOWN
Go down these stairs to return to the inns ground floor.
05. THE COMFORTABLE PILLOW
Even if the innkeeper says that you can choose the room you like to spend the night in, this is
the one you should come in.
Indeed, here is the cushion of reasonable comfort you should have grown to appreciate
during the first act of the saga.
Click on the pillow and you will be asked if you want to advance the time of 8 hours. Say yes
and in just a mere moment you will be as fresh as a daisy, your wounds healed, and your
spells memorized. Need to find one myself...

145

2.11 DOCKLANDS GUARDHOUSE

Main Floor

First Floor

Jail

01. EXIT DOORS


To return outside you can leave the Guardhouse by going through one of these doors.
Three City Watchmen [LN, F6] guard the hall you enter. If you are looking for their
commander, the polite militias point you to the stairs leading up.
The desk along the north wall can be searched. It holds random treasure of low value.
The two side-rooms serve as a barracks and an armoury.
[Ref. Area 2.08].
02. STAIRS UP
Go up these stairs to reach the Commanders office.
03. STAIRS DOWN
Go through this portcullis if you want to visit the guardhouses jail.
04. STAIRS DOWN
These stairs lead back to the guardhouses main floor.
05. COMMANDERS OFFICE
Guard Captain James Deckard [N, F11] holds office within this small, circular room. When
you look at him, the captain returns your examining gaze with a level stare. This no-nonsense
man has seen many years on the streets of Fairloch.
The first time you come here, you should ask the Captain how you could make contact with the
thieving guild. If Ronan is in your party, during this conversation you have a chance to
introduce your pal to the Captain, calling him an expert working for the King...
Anyway, Captain Deckard suggests you should search the citys sewer system, a place the local
thieves know like the back of their hands. Catch them may be difficult, though. The captain
has worked the streets for half his life and he has busted only two of their safe houses in that
time. Figure that! I wonder how he actually managed to get his rank...
When you say the thieves you are looking for are nothing but a way to discover where the
assassins guild is located, the Captain sneers if you are some kind of super sleuth or else. If
you reply you are bound to protect the Princess and you will just do what you have to, your
alignment shifts towards Law; if you are lawful you get 50 xp. If you say no one is going to kill
the Princess while you are around, your alignment shifts towards Chaos; if you are chaotic, you
get 50 xp. If you say the princess attackers tried to kill you as well and you took it kind of
personal, your alignment doesnt change.
When you inform the Captain that the assassins you are looking for have put a bounty on
Criosas blond head, his smile vanishes in an instant. Worried by the dire news, the officer
thinks about the matter then he concludes not many people in the Kingdom can afford to pay
the assassins guild the huge sum they must have asked for such a job. Aside from the royal
family, the Captain (or Sir William for him, if the paladin is on your side) can think of four
names: the Duke, Lord Johnson, Lady Chelsea, and Thomas Bartlett father of Ronald, the
vile guy you did met in Culdeny during the First Act of the saga.

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.

149

2.12 NAVY STORAGE BUILDING

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].

2.13 DOCKLANDS WAREHOUSE

01. EMPTY WAREHOUSE


This place is empty. Period.
[Ref. Area 2.08].

150

2.14 DOCKLANDS WAREHOUSE

01. JUSTINS GANG


The racketeers Kipper Bob may have asked you to deal with use this place as their base of
operation.
When you enter this place, you see five grim thugs [CN, F5/Ro1] and the gang leader - a redhaired, rugged guy by the name of Justin [CN, F9/Ro1].
After introductions have been made, tell Justin he must find some more reputable business to
pursue, else...
To make your statement clear enough, you can try a medium Intimidate check by telling Justin
else you will cut him into little pieces. Otherwise, you can try a Persuade check by claiming
else you will make things in town very difficult for his gang.
If the Intimidate check succeeds, Justin says he was just thinking about looking into another
line of work. Then, he leaves this place forever, together with his fellows. If the check fails,
however, the thugs immediately attack.
If you choose to try the Persuade check, your alignment shifts towards Law; if you are lawful,
you get 50 xp.
There is no way to convince Justin to quit his job through persuasion, however, and the villain
will merely laugh at your wise counsel. Then, true to his chaotic bend, Justin will react to your
advice in a completely random way. He can decide to settle the matter like gentlemen and
order his boys to smash your face, or he can decide to let you go warning youd best keep
quiet about this chat else, THEY might make YOUR life difficult.
If you manage to leave the warehouse without starting a fight, you can go to the districts
guardhouse and inform Captain Deckard about the racketeers.
If you dont want to help Captain Deckard further, the next time you enter the warehouse it will
be empty. The authorities has come and they took Justin and his cronies into custody.
If you agree to help the Captain, the next time you enter the warehouse you will be followed in
by three City Watchmen [LN, F6]. Justin wont give it up, though. Scared by the thought of
being dragged in jail, he reacts by drawing his weapon and ordering his lads to attack. A fight
ensues.
The dead thugs leave behind studded leather armours and short swords. Justin would
drop a studded leather armour, a longsword +1, a Potion of Bless and a Potion of Cure
Critical Wounds. I say he would for I was never able to search his corpse.
Whatever the outcome, once the racketeers have been dealt with dont forget to return to
Kipper Bob to inform no one will come up again to extort him his hard-earned money.
[Ref. Area 2.08].

151

2.15 DOCKLAND SEWERS

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

2.16 MARKET DISTRICT

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.

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07. FAIRLOCH ARMS & ARMOURS


This is the right place to come if you need weapons or a brand-new suit of armour.
[Ref. Area 2.20].
08. FAIRLOCH HOUSE OF FASHIONS
The House of Fashions sells the finest and most expensive - clothes in town. In addition, here
you can buy magical cloaks, boots, belts, and outfits tailor-made for the experienced
adventurer or for the fashionable bard.
[Ref. Area 2.21].
09. DISTRICT GUARDHOUSE
The door of this building is locked. If you need to speak with the garrison commander, you will
find him at the guardhouse in the Docklands District.
10. THE FINAL CURTAIN PLAYHOUSE
This is Fairlochs main (and sole) theatre. If you are a bard, here you will be given a chance to
prove yourself worthy of your trade. Adventurers of other classes can enter the playhouse if
they need to relax a bit.
[Ref. Area 2.22].
11. THE FAIR MAIDEN INN
This is the place to come if you need a room to spend the night - or if you fancy the company
of a narrow-minded paladin.
[Ref. Area 2.23].
12. THE UNIVERSITY
By going through this gate you can enter a small enclosure. Here are the citys main temple
and the University grounds. If you care to know, the University of Fairloch is a renowned place
of wisdom, knowledge, and power. Nothing to do with the one I took my degree at...
13. CATHEDRAL
Two young priests [N, C5] stand before this temple, but they have nothing interesting to say.
If you need healing and supplies, or if you simply want to pray for the people in the war, go
right inside the Cathedral.
I guess the building next to the cathedral is important, for its door has been barred and
magically warded. We will never know, though, for there is no way to open it.
[Ref. Area 2.24].
14. HALLS OF KNOWLEDGE
You shouldnt miss to visit this place, if only to peruse the local stores inventory. Here you can
also have your weapon of choice upgraded (for a price, of course), acquire a couple of quests,
and buy a VERY useful item.
A nobleman [N, Commoner 6] and a noblewoman [N, Commoner 4] are chatting before the
tower. Noblefolk such as them usually operate the major businesses in Fairloch. Of course,
some of them do not really do anything and they have quite an attitude too. By the way, the
moustached gentleman has 125 gold pieces in his purse...
[Ref. Area 2.26].
15. STUDENT QUARTERS
The young folks who dream to graduate at the University of Magic are lodged within this
building.
A couple of students of magic [N, W2] are chatting before this place. A few students have a
strong feeling they are going to flunk out this year, in fear that if the war is still going by the
time they graduate they will be sent out to the front lines.
[Ref. Area 2.28].
16. SEWERS ENTRANCES
Beyond both these grates there are slippery steps leading down to the sewers lying
underneath the district.
[Ref. Area 2.29].

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17. CASTLE GATE


It is the duty of two sleepless knights [LG, F12] to watch the main gate of Fairloch Castle.
[Ref. Area 2.07].
18. DISTRICT GATE
A pair of City Watchmen guards this gate. Go through the gate to enter the Senate District,
home of the affluent and of the powerful.
[Ref. Area 2.30].
19. DISTRICT GATE
This gate is guarded by two City Watchmen. It gives access to the Residential District.
[Ref. Area 2.44].

155

2.17 MACABIE & SON FLETCHERS

01. THE MACABIES


Ray Macabie [N, F3] is the foremost bowyer and fletcher in the city, though his services are
not often called upon by the local military, except to repair ballistae.
When you talk to the bowyer, he complains he doesnt get many customers nowadays cause
most people who would use his creations are off fighting the war.
If you say that makes sense, Ray will nod his head. If you remark you didnt ask for his life
story, though, your alignment shifts towards Evil; if you are evil, you get 50 xp. Im not sure
about it, but chance is high the merchants reaction will be unfavourable afterwards.
Rays store has an unlimited supply of money and a maximum buying price of 10,000 gold
pieces.
The bowyers stock includes a pair of Bracers of Archery [These bracers grant the wearer the
Weapon Focus (longbow & shortbow) and the Weapon Specialization (longbow & shortbow)
bonus feats. Base price: 20,251 gp], slings, slings +1, a sling +2, a Sling of Deadly
Accuracy [Slings of this design are rare, but are thought to originate in the halfling
homelands far to the south. This weapon can be deadly in the hands of an experienced slinger.
The sling is a +2 mighty weapon granting a +4 attack bonus, and possibly causing 2d6
massive critical damage. Base price: 18,78 gp], heavy crossbows, heavy crossbows +1,
light crossbows, light crossbows +1, a Crossbow of Impact [Able to drive home an
accurate shot with incredible force, this heavy weapon offers real long-range damage
capability. It grants a +2 attack bonus, and causes bludgeoning extra-ranged damage and
1d10 massive critical damage. Base price: 8,200 gp], a Crossbow of Speed [This easy-touse crossbow allows for much faster reloading thanks to its revolutionary design. It is also a
well-balanced and accurate weapon. It grants the user a +3 attack bonus and the Rapid Reload
bonus feat], a Heartseeker Bow, composite longbows, composite longbows +1,
composite longbows +2, longbows, longbows +1, longbows +2, fine composite
longbows, master composite longbows, and one exceptional fine composite longbow
[One of the finest examples of its type, this longbow has an incredible draw of over 50 lbs. It
can deliver an arrow with enough force to punch through plate armour. This mighty weapon +5
bears a +2 attack bonus and can cause 2d6 massive critical damage. Base price: 15,970 gp].
Besides the weapons, Ray sells all manner of tradeskill materials to craft your own bows.
The young Jason Macabie [N, Commoner 1] is training to replace his father when he retires
in a few years. For now, he sells all kind of ammunition.
Jasons store has an unlimited supply of money and a maximum buying price of 7,500 gold
pieces.
His stock includes bullets, Bullets of Smiting, bolts, Bolts of Piercing, arrows, arrows
+2, arrows +3, Arrows of Deafening [Arrows that strike with thunderous force, they can
disorient an enemy in no time at all. They cause the victim 1d6 additional sonic damage and
on hit can deafen their victims for 5 rounds (DC14). Base price: 8,326 gp], Arrows of
Dispelling [Another powerful weapon to use when fighting spellcasters at long range, these
arrows can gradually strip away a foes defensive magicks and leave him vulnerable to attack.

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

2.18 FAIRLOCH TANNER

01. HASHANS LEATHER GOODS


Hashan Cain [N, F5] is a large, robust man with arms like tree trunks and a stomach to
match. Hashan sells leather goods - but if you are really after good quality items, he advises
you to visit Adelay, down in the Kingswood.
Hashans store has an unlimited supply of money and a maximum buying price of 10,000 gold
pieces.
His merchandises include leather armours of many hues, leather armours +1, leather
armours +2, studded leather armours, studded leather armours +2, a padded
armour, camouflage armours, a heavy camouflage armour [Used by the elite members
of the Royal Rangers, this studded leather armour provides better protection than the lighter
version with little cost to mobility. The armour grants the wearer a +3 AC bonus and a +4
bonus on the Hide skill. Base price: 9,563 gp]. Hadush has several trap kits for sale, and a
nice collection of whips: whips, whips +1, whips +2, a Whip of Accuracy [This whip +1
grants the wielder a +4 attack bonus and the Disarm bonus feat. Base price: 16,360 gp], and
a Deadly Whip [This whip +2 grants the wielder the Disarm bonus feat and causes Wounding
on hit (DC14). Base price: 30,578 gp].
Besides the items listed above, here you can find leather dyes of many colours and
tradeskill materials to craft leather goods.
The tradeskill materials can be assembled in the crafting tanners pool near the counter.
[Ref. Area 2.16].

158

2.19 RISING SUN EXOTIC SUPPLIES

01. CYNAS SHOP


This shop looks exotic as much as the merchandise it offers to the customer.
Cyna Galein [CG, M5], a half-elven lady who moves with grace and dignity, is the owner of
this beautiful place. Cyna likes to wear a simple dress and she keeps her head clean-shaven.
She is the only person offering exotic goods in the city, but there is a monastery in the
mountains that also sells such items. In fact, she buys all his stock from there.
The store has an unlimited supply of money and a maximum buying price of 10,000 gold
pieces. Cyna can also identify your items, for a price of 130 golds apiece.
Cynas stock includes three elegant kimonos and many items intended for monks: Robes of
the Transcendent Path (+1 to +3), Gloves of the Bear (+1 to +3), Gloves of the Dragon
(+1 to +3), Gloves of the Eagle (+1 to +3), Gloves of the Tiger (+1 to +3), Boots of the
Gentle Breeze +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 monks, they grant the wearer a +1 AC bonus. Base price: 755 gp],
Boots of the Swift Wind +2 [As the boots above, except they grant a +2 AC bonus. Base
price: 3,363 gp], and Boots of the Howling Gale +3 [As the boots above, except they grant
a +3 AC bonus and a +1 bonus on the Reflex saving throws. Base price: 11,740 gp].
In addition to the items listed above, Cyna has a large array of exotic weapons for sale. These
interesting weapons are far too much to be listed here, so, I will limit myself to the magical
ones: baat jam do +1, a baat jam do +2, chakram +2, a chan +2, a daikyu +3, a
Deadly Nunchaku [A keen weapon +2. Base price: 19,347 gp], double scimitars +1, a
double scimitar +2, a hanbo +2, kama +1, katana +1, a katana +2, kukri +1, a kwan
dao +2, a naginata +2, ninja-to +1, a ninja-to +2, nodachi +1, nodachi +2, a pu dao
+2, a sai +2, a sai named Kinsha [The origins of this weapon are unknown, but its effects
are quite obvious to all who feel its sting. This weapon +2 grants the wielder the Disarm bonus
feat (Whip) and on hit can cause Sleep for 3 rounds (25% chance, DC14). Base price: 35,169
gp], shurikens +1, shurikens +2, shurikens +3, sickles +1, a tetsubo+2, a sharp
wakizashi, wakizashi +1, a wakizashi +2, and a yari +2.
In my modest opinion, the best piece of the whole collection is a blade similar to a wakizashi
and going by the name of Kyuuketsuki [An infamous weapon throughout the orient, this
weapon's name translates, literally, as 'Bloodsucker'. Banished decades ago from is homeland,
this weapon has found its way to Aielund and is looking for a new master to wield it. This blade
+3 grants the wielder vampiric regeneration +2. Base price: 34,113 gp]. I equipped my
rogue/ranger with this trinket as his off-hand weapon, and it did a difference. Later on, I went
to the Halls of Knowledge and I paid Desmond a fortune to make the weapon keen and to add
1d6 acid damage to its properties. This way I got a formidable blade, which I was still using
near the end of Act Three.
[Ref. Area 2.16].

159

2.20 FAIRLOCH ARMS & ARMOURS

01. THOMAS SHOP


Surrounded by heavy armour and weaponry, Thomas Ashby [N, F4] bears a confident smile
on his face.
Mr. Ashbys store has an unlimited supply of money and a maximum buying price of 10,000
gold pieces. Thomas can identify your items, charging you 150 golds apiece.
Besides a large array of common armour, shields, and weapons, Thomas sells several magical
items: breastplates +1, a breastplate +1, a Witchhunters Breastplate [A heavily
enchanted breastplate sometimes used by bounty hunters seeking out rogue wizards or other
nefarious spellcasters. The armour sheds a dim purple light and grants the wearer a +3 AC
bonus and spell resistance 14. Base price: 24,528 gp], chainmails +1, a chainmail +2,
scale mails +1, a scale mail +2, banded mails +1, a banded mail +2, full plates +1, a
full plate +2, half plates +1, a half plate +2, a half plate +3, tower shields +1, a
tower shield +2, a Shield of Resilience [This tower shield grants the wielder a +2 AC
bonus and 10/- cold, electrical and fire damage resistance. Base price: 18,247 gp], a pair of
Bracers of Swordsmanship [These bracers grant the wearer the Ambidexterity and
Expertise bonus feats, plus a +8 bonus on the Discipline skill. Base price: 11,972], many
helmets (Circlet Helms, Flanged Helms, Gladiator Helms, Horned Helms, Plumed
Helms, pot helmets, spike helmets, Visored Helms and winged helmets), bastard
swords +1, a bastard sword +2, a battleaxe +1, a battleaxe +2, a club +1, a club +2,
daggers +1, a dagger +2, a dire mace +1, a double axe +1, a double scimitar +1, a
double scimitar +2, a falchion +1, a falchion +2, a greataxe +1, a greataxe+2, a
greatsword +1, a greatsword +2, a halberd +1, a halberd +2, a handaxe +1, a
handaxe +2, a heavy flail +1, a heavy flail +2, a heavy mace +1, a heavy mace +2, a
light flail +1, a light flail +2, a light hammer +1, a light hammer +2, a longsword +1,
a longsword +2, a mace +1, a mace +2, a maul +1, a maul +2, a morningstar +1, a
morningstar +2, a quarterstaff +1, a rapier +2, a scythe +1, a scythe +2, a short
sword +1, a short sword +2, a spear +1, a spear +2, throwing axes +1, throwing
axes +2, a warhammer +1 and a warhammer +2.
Here you can also buy metal dyes and tradeskill materials to craft weapons and suits of
armour by yourself.
[Ref. Area 2.16].

160

2.21 FAIRLOCH HOUSE OF FASHIONS

01. ANITAS BOUTIQUE


This elegant shop is intended for wealthy people who care for their look.
Besides the shop-owner, here are two noblewomen [N, Commoner 4], several clothing
displays, and six empty armoires.
The prudish adventurers can try their new clothes on inside one of the two changing rooms to
the west of the main room. Mind the hidden web-cams, though!
When you enter the shop, an elegant lady eyes you up and down, apparently with some
disdain for your sense of fashion. Anita Aerman [N, Commoner 3] is persuaded you have
come to the wrong place: the baths are to the north, through the gates...
When you make clear you are here to look at her stock, Anita says you certainly could use
some new clothes! She does not normally serve people such as yourself adventurers and
such always traipsing around the countryside with little of no concern for the condition of their
apparel - but she has a selection of clothing that you might find interesting.
Anitas boutique has an unlimited supply of money and a maximum buying price of 10,000 gold
pieces.
Aside a very large array of stylish and expensive clothes, here you can buy a Fencers 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 garment grants a +1 AC bonus vs.
piercing damage, and a +1 bonus on the Parry skill. Base price: 361 gp], a Swashbucklers
Outfit [As above. The outfit grants the wearer a +2 AC bonus, piercing resistance 5/-, and a
+5 bonus on the Parry skill. Base price: 11,606 gp], a Swordmasters Outfit [As above. This
outfit grants the wearer a +2 AC bonus, 10/- piercing resistance, and a +8 bonus on the Parry
skill. Base price: 32,618 gp
], a pair of Bardic Slippers, a pair of Bardic Slippers of Agility [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 bard a +2 Dexterity bonus, a +2 AC bonus, and a +1 bonus on the
Perform skill. Base price: 19,682 gp], a pair of Boots of Agility, a pair of Boots of
Momentum [These boots grant the wearer a +1 AC bonus and freedom of movement. Base
price: 25,450 gp], Boots of Silent Walking [These boots grant the wearer a +10 bonus on
the Move Silently skill. Base price: 1,584 gp], Boots of Travelling, hard leather boots,
suede boots, Cloaks of Fortification +1, a Cloak of Fortification +2, Cloaks of
Protection +1, a Cloak of Protection +2, Dark Cloaks, Nymph Cloaks +1, a Nymph
Cloak +2, a Performers Cape [A flashy-looking garment for use by bards who enjoy
performing more magic in their acts. Of course, it doesn't hurt to have one of these while
travelling in the wilds either. The cloak grants the bard the Lingering Song bonus feat, a +1
bonus on the Perform skill, and a bonus spell of level 1 and 2. Base price: 3,951 gp], a
Shadowveil [Woven from the very essence of shadow, this cloak provides excellent protection
and enhanced stealth abilities for those who walk in the night. The cloak grants the wearer a

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].

162

2.22 THE FINAL CURTAIN PLAYHOUSE

01. A POOR ACTOR


When you enter the Fairlochs theatre, you see a company of actors as they rehearse a play.
On the stage, besides three bored extras [N, Bd4] (actors striving to make it onto the stage),
there are the companys stars: the blond elven lady Isande Ellyan [CG, Bd10] and the
awkward Wesley... Wesley Bartlett [N, Bd8] to be more accurate. A young man of dubious
acting talent, Wesley nevertheless finds plenty of work due to his family's stature.
Renown throughout the kingdom as an actress with flair and great wit, Isande is in great
demand for performances wherever she goes. Quite how she ended up performing with a fop
like Wesley is beyond understanding.
Standing before the stage is the gnome Radoc Yenther [NG, Bd4], a playwright with greater
aspirations for his work. It is a pity that he was forced to allow Wesley into his play.
If you have time to spare, or if you are a bard, I suggest you to sit down and enjoy the show.
If you are a veteran adventurer, Wesleys pathetic performance could remind you of another
actor you may have met several years ago in the Amnish city of Athkatla...
Anyway, I cannot really blame poor Wesley when he remarks someone fighting in a war
wouldnt ALWAYS be thinking to his wife at home...
When Radoc is on the verge of a nervous breakdown, he calls for a pause. Thats your chance
to talk with the diminutive playwright and offer him assistance.
If you have not attained at least two levels as a bard, Radoc says he needs professional help.
All you can do is come and see the play later in the month; it should be ready for a
magnificent debut!
If you are a bard of level 2 or more, however, the gnome says Wesley could use some advice.
Just be subtle, though: he considers himself a great actor and he might be insulted by your
help.
Never mind. It is time to go up the stage and learn Wesley a lesson or two. At first, the cocky
actor mistakes you for a fan and says he will sign autographs later. When he realizes you are
here to give him a few advices on acting, Wesley is outraged. Nevertheless, he will politely
listen at your pointers.
Unfortunately, Wesley is not a smart guy. When you show him how a bold hero would stand, all
he can do is... thrust his crotch forward! If you tell him he should speak firmly, he just shouts.
If you show him how he should hold a sword, he rebukes you saying his daddy hired the finest
swordmaster in the city to teach him.
When your patience is gone, choose the just one thing conversation option. Your next pointer
will offend Wesley so much he will challenge you to a duel with no lackeys or henchmen
involved.
If you agree to Wesleys terms, your alignment shifts towards Good; if you are good, you get
50 xp. If you say if he wants to take you on he must deal with your henchmen too, your
alignment shifts towards Chaos; if you are chaotic, you get 50 xp.

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].

164

2.23 THE FAIR MAIDEN INN

Common Room

First Floor

01. ENTRY DOOR


Leave the inn by this door to return outside.
In the common room, there are ten commoners [N, Commoner 2]. A few of them can be
pickpocketed, but the profits will be pretty meagre.
Behind the counter there are a bartender [N, Commoner 3] and the innkeeper [N,
Commoner 3]. The bartender can sell you ale, beer, rum, cheap wine, or quality wine. If
you want a room to rest in, pay 10 golds to the innkeeper and you will get the inn room key.
[Ref. Area 2.16].
02. SIR WILLIAM
Here is an armoured man wearing a blue coat-of-arms. Sir William Bryce-Clifton [LG, P] is a
noble but very prejudiced paladin. Although well into his sixth decade of life, he stands proud
and tall in the colours of the Knighthood.
If you are evil, you should avoid Sir William altogether. If you approach the paladin, he will
immediately smell your wickedness and will ask you to leave at once before he reports you to
the guard.
If you are not an evil character, Sir William will talk to you, if only to express his displeasure
for the King has no use for him anymore. If you ask him to join your party, Sir William will
evaluate your alignment.
If you are a lawful good or a lawful neutral character, the paladin will agree to stand by your
side to help the Royal Family and protect the Princess.
By the way, if Valennia is already in your party, the new addition wont make your chaotic
warrior properly happy.
If your alignment doesnt satisfy him, however, the old knight says he might consider joining
you later - if you become a little more civic-conscious. At the moment, associating with you
might put him in an awkward position.
Once you have enlisted Sir William to your cause, you can ask your stalwart companion about
his life serving the King. You wont get anything useful from this, though.
Sir William starting equipment includes a full plate +2, a longsword +2, a Knighthood
tower shield [Bearing the colours and standard of Aielund, this heraldic shield is a potent
defensive device that also signifies the user's allegiance with the Crown. All knights of the
realm carry this shield into combat. The shield grants a +2 AC bonus], a Cloak of Protection
+2, and three Potions of Cure Critical Wounds.
03. STAIRS DOWN
Going through this door you should reach the inns cellar; at least this is my guess. The door is
jammed fast, though, and there is no way to open it.

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.

166

2.24 CATHEDRAL

01. ENTRY DOORS


Leave the temple by going through one of these doors.
[Ref. Area 2.16].
02. THE CATHEDRAL
Three cathedral guardians [LG, C10] keep order and peace inside this holy place. Protectors
of the priests within these walls, these clerics owe their allegiance only to the Bishop, and are
a formidable force.
Four priests [N, C5] are hanging about the temple. If you need healing, they point you to the
Bishop - the man who stands near the lectern at the front of the cathedral. If you ask for
healing supplies, however, any priest can show you the cathedrals wares.
The temple store has an unlimited supply of money and a maximum buying price of 10,000
gold pieces.
Here you can buy a Celestial Breastplate [This breastplate and the other pieces of this suit
were forged of the rare metal mithril, and the fabrics used elsewhere are the finest silks and
leathers that can be found. It is thought angels used devices such as this long ago, for they
still have a link to the Upper Planes. Usable only by good characters, this armour grants a +3
AC bonus and the power to cast the Lesser Planar Binding spell once per day. Base price:
27,744 gp], a Peacemaker staff [Once used in riot situations to calm the population, these
rare staves fell into disuse when the ruling body decided that a hard-line approach was more
appropriate when dealing with troublemakers. On hit, this quarterstaff +2 can cause the victim
to fall asleep for 4 rounds (10% chance; DC14). Base price: 30,422 gp], a Blessed Mace of
Disruption [Usable only by neutral or good characters, this mace +2 causes the undead 1d12
points of additional divine damage. Base price: 18,310 gp], Potions of Aid, Potions of
Antidote, Potions of Barkskin, Potions of Bless, Potions of Clarity, Potions of Cure
Wounds (all types), Potions of Endurance, two precious Potions of Heal, Potions of
Protection from Evil [A handy little potion that blesses the person who drinks it, and fortifies
the mind against attack from evil. Base price: 40 gp], a few scrolls (Dispel Magic, Divine
Favour, Raise Dead, Restoration, Resurrection, Shield of Faith, Stone to Flesh), an
Amulet of Magic Resistance [This amulet grants the wearer spell resistance 18. Base price:
30,251 gp], Amulets of Natural Armor +2, an Amulet of Health, a Lesser Amulet of
Health, a Lesser Ring of Regeneration [A less-powerful version of a very useful item, this
ring is still an essential addition for the serious adventurer. Its power is such that it will prevent
the wearer from bleeding to death. The ring grants the wearer regeneration +2. Base price:
18,050 gp], a Rod of Illumination [A powerfully enchanted rod, it is capable of bringing the
light of day to even the darkest night. Usable only by clerics, druids or paladins, the rod grants
the power to cast the Light (no charges), Searing Light (3 charges/use) and Sunbeam (5
charges/use) spells. Base price: 39,010 gp], healers kits (+1 to +10), and holy water.

167

03. THE BISHOP


The head of the church in Fairloch, and second in overall authority, Bishop Anthony Brown
[LG, C16] is a devout follower and a stalwart member of the community.
The Bishop can sell you the same items that you can buy from the lesser priests. In addition,
he can heal your wounds - but he requires a donation of 250 golds for doing so.
If you are a paladin or a cleric, the Bishop has a mission for you. Clerics have to be warned
they wont get this quest if they are chaotic or evil, though.
Actually, you can obtain this quest even if you are not a paladin or a cleric. Your alignment,
however, must be Lawful Neutral or Lawful Good for you need to have Sir William in your party
for the Bishop to trust you.
Keep in mind you can obtain the quest ONLY the first time you speak with the Bishop. Once
you have met the churchman, there is no way to get it not even if you become a paladin or if
you return here with Sir William on your side.
If the Bishop does not trust you and you have enough skill to do that - you can get your
revenge by emptying Anthonys purse.
If the Bishop decides you are worthy of his trust, he explains one of the local priests charged
with maintaining the catacombs beneath the cathedral seems to have gone mad. He has
locked himself down there and raised undead minions to protect him. If word were to leak out
that evil has struck the church establishment once more, the Bishop fears for the
consequences to his faith. You should go down there and stop the priest before he is
discovered.
If you agree to stop the mad cleric, the Bishop gives you the key to catacombs. The key
opens the door in the northwest corner of the church. If you care to ask, the Bishop says the
catacombs are a place where they bury priests form times past. They are also the resting place
of Sir Marcus Fairchild, a knight of great renown and purity. His blessed sword and shield
remain interned here, and the Bishop would not see them used for evil.
When you return here after you have dealt with the mad priest, the Bishop bestows upon you
the sword and shield of Sir Marcus Fairchild, that you might continue the fight against evil in
the land. Also, you will get a reward of 1,200 xp.
If you have spared the Cardinals life, the Bishop says Eric will be punished but also cured of
his madness, so that he can see what he has wrought. If Eric is dead... amen.
The two items you are given can be a real boon.
Imbued with the powers of heaven, the mighty blade called Lightbringer is a scourge
against the forces of evil. Legend says the first King of Aielunds champion, a knight of valour
and purity, wielded it. Usable only by a paladin, this longsword +3 sheds a bright white light
and causes 1d6 points of additional divine damage to evil-aligned victims.
Once used by the great knight Sir Marcus Fairchild, the Lesser Shield of Invulnerability
shows his preference for melee combat as it provides superb protection against weapons of
lesser enchantment. This tower shield +2 grants the wielder damage reduction +2 soak 5.
04. BISHOPS ROOM
This room features nothing but a desk holding random treasure of low value.
05. TO THE CATACOMBS
To open this door you need a key that you may get from Bishop Anthony if he entrusts you to
deal with the mad priest whos hiding down there.
06. STAIRS DOWN
Go through this door to enter the catacombs.
[Ref. Area 2.25].

168

2.25 CATHEDRAL CATACOMBS

01. TO THE CATHEDRAL


If you need to return to the Cathedral, you can go through this door.
[Ref. Area 2.24].
02. UNDEAD
If you bring Maggie down here, the priestess will smell death... unnatural death.
Indeed, here you will be attacked by five mummies [LE, Undead 6] and two mummy priests
[LE, Undead 6/C6]. Take care of the priests first, or they will keep healing the mummies that
you manage to hurt.
Just like Ronan, you may wonder if the priests buried here had any nice stuff. Im sure you will
be disappointed to discover all the coffins about here are empty.
03. MORE UNDEAD
When you come near the corridors bend, three mummies and a mummy priest try to
prevent you from advancing further. Dismiss the re-animated and bandaged chaps from such a
foolish idea then continue your way on.
04. A WRAPPED LORD
Here you will face a mummy priest and a powerful mummy lord [CE, Undead6/C6]. The
mummified lord summons forth a skeleton chieftain [NE, Undead 1/F6], and then protects
himself by casting a Stoneskin spell.
05. TO THE TOMB OF SIR MARCUS
Go through this door to enter the tomb of Sir Marcus.
06. THE MAD PRIEST
When you enter this burial chamber you are immediately confronted by Sir Marcus Fairchild
[CE, Outsider 8] himself, by now a grim doom knight enslaved to the priest who reanimated
his mortal remains.
The only way to release the ancient knight from this unholy curse is to slay him, so, dont
hesitate to hit the abomination the hardest you can.
Standing in a hollow behind Sir Marcus, there is the desecrator of the catacombs, Cardinal Eric
Notting [CE, C11]. Although unbalanced, this man shows enough sanity to pose a threat to
you, and the church.
When you have slain Sir Marcus, engage the cardinal in a melee, so he stops casting harmful
spells upon you and your allies. When you bring him to the near-death status, Eric begs you to
spare his life. If you let him alive, the deranged Cardinal confesses he feels pretty sad, for his
glorious work shall be undone. It seems Eric had a vision of a new lord who shall rise soon.

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

2.26 THE HALLS OF KNOWLEDGE

Main Floor

First Floor

01. ENTRY DOOR


Leave the Halls by this door to return outside.
[Ref. Area 2.16].
02. MAIN HALL
A construct looking like a helmed horror floats at the centre of this chamber. The purpose of
the Guardian of the Hall [N, Construct 13] is to serve the wizards and answer the questions
of the visitors.
If you want to purchase magical equipment, you will find a well-stocked shop in the northeast
quarter of the hall. If you are looking for the Archmage of the tower, you should check the
small study room to the southeast. If you are here to have your weaponry enchanted, you
must go upstairs and talk with the wizard Desmond.
In the southern portion of the hall, there are three students of magic [N, W2] chatting and
prancing around. The first time you speak with the students, you can ask if they know anything
about the damage to the pavement out the front of the University. According to the magelings,
a teacher by the name of Desmond has something to do with it. Recently, the mage was trying
out some new battle spells for the King. Chances are one of those spells could have gone
wrong.
If you ask where you can find Desmond, the greedy students ask for money. For such
information you can offer them 10, 25, or 50 golds. The latter sum will grant you are given the
information you need, whereas 10 golds wont suffice to loosen the students tongue. If you
offer 25 golds you can try a hard Persuade check to make the students talk.
If you dont want to pay anything, an easy Intimidate check will prompt the students to say
Desmond is probably in the lab on the first floor of the tower. However, you can obtain the
same information for free if you ask the Guardian of the Hall about a place to enchant your
weapons.
03. GIFT SHOP
A red arrow painted on the floor before this room points straight to Harold Webber [N, W6],
the kindly gentleman in charge of the Halls of Knowledges magic store.
If you tell Harold that you are looking for work, the wizard happens to have a job for you. The
mages are getting a little tight for space around here, and he really needs some items shipped
down to the tower in Amalis for storage. If you want to deliver these magical goods, when in
Amalis you should look for a powerful mage by the name of Auberon. For such a simple job,
Harold is willing to pay 300 gold pieces.
The package you are given if you take the job is quite heavy (15 lbs. of weight increase) and
contains various items of dubious value.

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.

172

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.

173
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.

174

2.27 ETHEREAL PLANE

01. BETWEEN LIFE AND DEATH


Usually, there is only one way to come here: you must die and then you must choose to
respawn.
When you have dealt with Senator Johnson and you have informed the Duke about the events
at the Senate, however, you will be told about the Ironlord and about the gold dragon that
fought the construct. If you ask the Duke to tell you more about that dragon, he suggests you
to talk with Desmond, a wizard you can find at the Halls of Knowledge.
When you ask him about the dragon, Desmond [LN, W14] opens a dimensional portal to the
Ethereal Plane and comes here along you, so you can speak with the dragon.
By the way, coming here with Desmond you will learn the wyrm goes by the name of Salinder
[LG, Dragon 35].
As a side note, if you look at your journal you may notice the dragon is called Sathanas.
Obviously, the dragons name was changed from the earlier versions of the module. I guess the
original name was just too devilish for a noble gold wyrm to bear it.
02. THE DYING DRAGON
Salinder is old, VERY old, and spends most of his time sleeping. When you awake him, the
ancient, wrinkled wyrm sags with exhaustion, and observes you through one half-opened eye.
If you die and respawn before Desmond brings you here, the gold dragon warns hes
weakening fast and it will be difficult for him to catch you again. There is much more for the
dragon to tell you, but not now. You must seek out a wizard named Desmond. Through him,
the wyrm will be able to tell you everything. Now you must really go, lest you are trapped here
forever...
When you come here with Desmond, Salinder explains he is standing here, on the border
between the world of the living and the world of the dead, to perform his last duty: keep the
Ironlord at bay, behind those doors you see to the north.
The Ironlord is a construct of god-like proportions, ancient and powerful, older than even
Salinder. A living god once used it to walk around in your world. Although the Ironlord is
merely a vehicle, the spirit that currently occupies it is heartless and cold.
Once, nearly a century ago, the Ironlord ravaged the Kingdom of Aielund. Salinder managed to
imprison the construct in the realm of the dead, for it couldnt be destroyed. Once the dragon
dies, however, nothing will stop the Ironlord from returning to the world of the living.
If you politely ask Salinder how much time he has left, your alignment shifts towards Good; if
you are good you get 50 xp. If you simply ask how long until he dies, your alignment does not
change. If you rudely ask the dragon when he will kick the bucket, your alignment shifts
towards Evil; if you are evil, you get 50 xp.

175
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.

176

2.28 STUDENT QUARTERS


Common Room

01. ENTRY DOOR


Leave the building by this door to return to the University grounds.
[Ref. Area 2.16].
02. STUDENTS
Four students of magic [N, W2] have gathered here. Two of them are anonymous, whereas
the others have a proper name.
If you come here before to visit the Halls of Knowledge, the first student you approach to
inquire about the recent explosion in the Market District points you to Desmond, the wizard
who you can find on the first floor of the Halls.
Once you have talked with Desmond about that matter, you should know both Maxwell Brady
and Patricia Sothby have access to the wizards lab.
If questioned about the explosion, the two students claim they have spent all that morning
with their friends here. Perhaps you should question Alan Leonson too... they remember he did
seem a little unsettled the last time they saw him. It is no secret around the campus Alan has
a bit of a gambling addition. Probably, he owes someone a lot of money. Alans room is on the
first floor of the building.
03. STAIRS UP
Go up these stairs to reach the first floor of the tower.

177

Upper Floors

1st Floor

2nd Floor

3rd Floor

4th Floor

01. STAIRS DOWN


Go down these stairs to return to the towers ground floor.
02. ALAN LEONSON
Until Desmond tells you the names of the three students who have access to his laboratory,
this corridor will be empty.
If you are looking for the three students, however, Alan Leonson [N, S8] will be standing
here.
If your Intelligence is 13 or more, when you ask Alan about the explosion, you can notice the
guy is sweating, and its not exactly hot in there.
If you are not smart enough, you can tell Alan a few of his fellow students have pointed the
finger at him. Of course, to have such an option you must have been told about Alans
gambling habits by Maxwell and Patricia the two students you can find in the facultys
common room.
Pressed on, Alan does not find anything better but run like hell towards the stairs leading to
the upper floor. The scoundrel has given himself away. Now, you have only to catch him.
03. STUDENTS ROOM
This room features an armoire and two desks holding random treasure of low value, a chest
holding random class-oriented treasure of high value, and another chest holding random
class-oriented treasure of low value.
04. STAIRS UP
Go up these steps to reach the second floor of the tower.
05. STAIRS DOWN
Go down these stairs to return to the Facultys first floor.
06. ALANS FIERY PAL
If you are pursuing Alan, when you arrive at the corridors bend you can spot the bad
youngster as he runs away. For your entertainment, he leaves behind a blazing friend of him, a
summoned fire elemental [N, Elemental 12]. Hot enough for ya?
07. STUDENTS ROOM
Inside the small circular room to the south there are an armoire and two desks holding
random treasure of low value, a chest holding random class-oriented treasure of high value,
and another chest holding random class-oriented treasure of low value.
08. STAIRS UP
Go up from here to reach the towers third floor.
09. STAIRS DOWN
Go down these stairs to return to the Facultys second floor.
10. STUDENTS ROOM
Within this room, there are an armoire and two desks holding random treasure of low value,
a chest holding random class-oriented treasure of high value, and another chest holding
random class-oriented treasure of low value.
11. STAIRS UP
Go up these stairs to reach the fourth floor of the Student Quarters.

178

12. STAIRS DOWN


Go down these stairs to return to the towers third floor.
13. ALANS FUZZY PET
It seems Alan likes to play tag. When you arrive here, the villain is ready to run further up the
tower. Before to disappear behind the corridors bend, however, he finds the time to taunt you,
Let's see how much you can 'bear'! Ha!
Indeed, a big summoned dire bear [N, Animal 12] is barring your way.
14. STUDENTS ROOM
Inside this small, circular room there are an armoire and two desks holding random treasure
of low value, a chest holding random class-oriented treasure of high value, and another chest
holding random class-oriented treasure of low value.
15. STAIRS UP
Go up these stairs to reach the towers pinnacle.
Pinnacle

01. STAIRS DOWN


Go down these stairs to return to the fourth floor of the tower.
02. CAUGHT!
At last, Alan Leonson [N, S8] has no more places to run to. He wont go down without a fight,
though.
At first, the sorcerer casts a Stoneskin spell upon himself, then if you give him enough time
he summons forth his enhanced familiar (sometimes a bat, sometimes a panther. I guess the
critter is randomly chosen).
When Alan is dead, search his remains to find a Wand of Lightning and a note.
The note is unsigned and quite short, Alan, arrange for an explosion tomorrow morning in
front of the University. Something big. DO this right and I might forget about how much money
you owe.
Bring the note to the attention of Archmage Zachariah to get a reward.
As usual, this room features an armoire and two desks holding random treasure of low value,
a chest holding random class-oriented treasure of high value, and another chest holding
random class-oriented treasure of low value.

179

2.29 MARKET DISTRICT SEWERS

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.

180

06. JELLY CUBE


A greater gelatinous cube [N, Ooze 7] is lurking within this alcove. Beware.
07. SPIDERS
A web trap [DC10/22] has been placed about here. When you trigger the trap, 2-4 dire
spiders [N, Vermin 10] and/or sword spiders [N, Vermin 5] climb down the ceiling to make
you their next meal.
08. BEETLES
Here you will encounter 2-5 beetles. These vermin may include bombardier beetles [N,
Vermin 2], fire beetles [N, Vermin 1], spitting fire beetles [N, Vermin 1], stag beetles [N,
Vermin 7], and/or stink beetles [N, Vermin 3].
09. A GREEN CUBE
Here is another greater gelatinous cube.
10. SPIDERS
About here, you will be attacked by a group of 2-4 creatures, including dire spiders,
ettercaps [CN, Aberration 5], giant spiders [N, Vermin 4], phase spiders [N, Vermin 5],
sword spiders, and/or wraith spiders [CE, Vermin 3].
11. SPIDER NEST
Here are five cocoons. Three cocoons can be searched to get random class-oriented treasure
of low value, 53 gp and a pair of Boots of Reflexes +1.
12. ASSASSIN
As you walk along this passage, an assassin elite [LE, Ro5/Assassin 5] may come up the
shadows to strike at you.
The slain assassin should leave behind a short sword +1, a pair of hard leather boots, and
a Potion of Cure Serious Wounds.
Actually, I learned about this encounter by looking at the toolset, for I never triggered it. I
suppose the encounter occurs only if you go through the sewers before you escort Princess
Criosa to the castle, perhaps replacing the ambushing assassins you may meet in the
alleyways near the Fair Maiden inn.
13. A SEWER-SWEEPER
A greater gelatinous cube lurks about here.
14. ASSASSIN
When you enter this passage, an assassin elite hiding in shadows may ambush you. Upon the
assassins corpse you should find a short sword +1, a pair of hard leather boots and a
Potion of Cure Serious Wounds.
I never found this guy, though. Why? My assumptions are the same I wrote down above, at
location 12.
15. SECRET DOOR
Along this corridor there are several tracks.
If Ronan is in your party, when you walk along this passage the rogue says the entrance to the
thieving guild shouldnt be very far from this place.
Be careful as you explore the passage, though, for a greater gelatinous cube is lurking in
the small alcove to the north.
Eventually, you shall discover a secret door on the south wall of the conduit. Go through this
door to enter the thieving guild.
16. THE THIEVES GUILD
The first time you enter this place you are given a reward of 750 xp.
Standing next to the door there is a veteran guild thief [N, Ro8]. This chap is quick to
remark you shouldnt be here. Tell him you need to talk to his boss and the experienced thief
will point you to a makeshift throne atop a raised platform. Peridoc is up on his seat - but you
should watch your steps: if you have come to make trouble, you are in for a fight.
About this big chamber there are five guild thieves [N, Ro5]. They will keep a suspicious eye
on you as you explore the guild.
A few other wretched and ragged people call this place home: an old man [N, Commoner 1],
an old woman [N, Commoner 1], a couple of sewer dwellers [N, Commoner 1] and a pitiful
sickly man [N, Commoner 1].

181

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.

182

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

183
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.

184

2.30 SENATE DISTRICT

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].

185

05. THE ROYAL ARMS DRINKING HOUSE


This is a plush drinking hole for the thirsty residents of the district.
[Ref. Area 2.34].
06. BATH HOUSE
If you feel dirty - or if both ladies and gentlemen shun you for your terrific smell - this is the
place you need to visit so you can scrub your back and make yourself sparkly clean.
[Ref. Area 2.35].
07. ADMIRALTY BUILDING
Enter this governmental building if you want to speak with Rear-Admiral Chesterton.
[Ref. Area 2.36].
08. GREAT LIBRARY
The Fairloch Library is open non-stop. Pay it a visit if you wish to learn about the history of the
Kingdom or to obtain a very interesting quest.
[Ref. Area 2.37].
09. FAIRLOCH ART GALLERY
Besides a lot of beautiful paintings to behold, this place features a secret passage to the
assassins guild.
You can learn about the hidden door leading to the guild by talking with Peridoc, the halfling in
charge of the local thieving guild.
[Ref. Area 2.38].
10. BARTLETT ESTATE
Once you have wiped out the assassins guild, your investigation will require you to search the
abode of Thomas Bartlett. Until then, this home wont even be pinpointed on your area map.
If you have informed Captain Deckard about your suspicions against Mr. Bartlett - and if you
have managed to persuade the officer about Bartletts involvement in the plot to kill Princess
Criosa - when you come here to search the mansion you find three guys waiting for you. Acting
undercover, these fellows are simply tagged as rugged-looking noble [N, F6],
inconspicuous noble [LG, F6], and unassuming commoner [N, F6].
When you enter the house, the cops in disguise follow you in. Their presence grants your
actions are meeting the approval of the authorities.
The door of the mansion is locked [DC30] and you have to pick its lock or bash it down to go
inside.
[Ref. Area 2.41].
11. AUGUSTUS JOHNSONS ESTATE
The large gate of this estate is magically warded. The only way to open it is by using the
proper key.
You can get the key from Sir Godfrey once you have found solid evidence about the
involvement of Senator Johnson in the conspiracy against the crown.
[Ref. Area 2.42].
12. SENATE BUILDING
A City Watchman stands guard near the Senates doors. He informs the Senate is currently in
a closed session and it is off limits to outsiders.
Once you have found proof of Senator Johnsons misbehaviour, Sir Godfrey will ask you to
come here, and he will give you a key to open this door. If you do not like this route, however,
you can enter the stately building by going through a secret passage you can discover in the
districts sewers.
[Ref. Area 2.43].
13. SEWERS ENTRANCE
The steps beyond these grates lead down to the sewers lying underneath the district.
[Ref. Area 2.40].

186

2.31 SENATE DISTRICT HOUSE

Ground Floor

First Floor

01. ENTRY DOOR


A lone commoner [N, Commoner 2] is found within this room.
Being careful to dont be caught red-handed, you can pickpocket him to get 12gp, or you can
grab the random treasure held inside the chest standing along the south wall.
[Ref. Area 2.30].
02. STAIRS UP
Go through this door and up the stairs to reach the houses upper floor.
03. STAIRS DOWN
Go down these steps to return downstairs.
04. BEDROOM
Hanging on the east wall of this room there is the expensive painting Sparky may have
asked you to steal.

2.32 SENATE DISTRICT HOUSE

Ground Floor

First Floor

01. ENTRY DOOR


A commoner [N, Commoner 2] is currently at home and she wont be happy if she catch you
looting the random treasure stored into the chest in the southwest corner of the room. The
greedy rogue can pickpocket this lady to get 12 gp.
[Ref. Area 2.30].
02. STAIRS UP
Open this door and go up the stairs to reach the first floor.
03. STAIRS DOWN
Go down these stairs to return to the houses ground floor.
There is a girl [N, Commoner 1] here, and she will call to theft if she catches you stealing. The
nosy brat has 12 gp in her pockets.
04. BEDROOM
Here is a locked chest [DC25] holding random treasure.
Keep in mind the only merchant in town who will buy your stolen goods is Sparky, at the
thieving guild.

187

2.33 SENATE DISTRICT HOUSE

Ground Floor

First Floor

01. ENTRY DOOR


Here is a commoner [N, Commoner 2] in a nice purple dress. Her purse holds 12 gp.
In the northwest corner of the room there is a chest holding random treasure. If you covet it,
resort to stealth or invisibility to avoid attracting the ladys attentions.
[Ref. Area 2.30].
02. STAIRS UP
Open this door and go up the stairs to reach the first floor of the house.
03. STAIRS DOWN
These stairs lead to the ground floor.
04. BEDROOM
The chest along the west wall of this room holds random treasure of high value, four gems (a
fire opal, a malachite, a phenalope and a sapphire), and a flawless diamond.
The diamond is the gem Sparky may ask you to steal after you bring her the expensive
painting she craved. Of course, you need to be a rogue to get those jobs.

2.34 THE ROYAL ARMS DRINKING HOUSE

01. ENTRY DOORS


Leave this lavish tavern by going through one of these doors.
[Ref. Area 2.30].
02. COMMON ROOM
Six noblemen [N, Commoner 6] and three noblewomen [N, Commoner 4] are enjoying their
stay in this elegant establishment. They have nothing interest to say, but if you have the Pick
Pocket skill you may be happy to know each nobleman has 125 gp in his purse.
Despite his tag, the innkeeper cannot provide accommodation for the night. He acts as a
bartender instead, selling ale, beer, rum, cheap wine and quality wine.

188

2.35 BATH HOUSE

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.

189

2.36 ADMIRALTY BUILDING

01. ENTRY DOORS


Leave this building by going through one of these doors to return to the streets outside.
[Ref. Area 2.30].
02. THE ADMIRALTY
Two knights [LG, F12] guard this place, while three naval officers [LG, F6] are busy
discussing war plans. These officers have rarely a chance to serve at sea; instead, they help
the flagstaff ensure the smooth running of military.
Along the west wall of the chamber there is a chest of drawers that you can search to get
random treasure of low value.
At the dead centre of the hall stands a tall, bearded man. Although rather stale and stuffy, the
seasoned Admiral Frazer Chesterton [NG, F10] makes an excellent coordinator of all things
to do with the navy.
The Admiral can answer many of your questions about the war effort.
If you ask why the country has gone on the offensive, the Admiral says apparently, there is
some sort of threat from within the country of Tusone, but not a part of their society. Tusone is
a small country to the west of the Aielunds borders. The Aielunders have tried diplomatically
to send their forces into this place directly, but they have been rebuffed at every attempt. The
King felt the threat great enough to justify war. What exactly is the threat, the Admiral has not
been told.
If you ask what function has the navy in the war, the Admiral explains it is mainly the
transportation of additional troops and supplies to the war zone. After they have done that,
they provide offshore fire support and conduct diversionary tactics when they are forced to
engage the enemy fleet. The navy numbers 12 frigates and 23 corvettes. Thats a total of 35
war vessels, six more than Tusone. This is good, for the Tusonite army is substantially better
than theirs is, even if they do control the seas. The longer the King spends over there, the
weaker the royal forces become.
If you ask how the war is faring, the Admiral says the last he heard, King Seamus has done
quite well circumventing the Tusonite forces arrayed against him. It is not his aim to conquer
the land, merely to gain access to a certain part of it. As for the naval forces, the navy has lost
only two ships since the beginning of the conflict, with a total of five losses for the enemy. So
far, things are going well.
If you mention the Redoubtable had an encounter with some pirates, the Admiral says it is
uncommon but not unheard for pirates to arm themselves with explosive ballista bolts. Usually
they obtain their supplies from Tusone.
By following this conversation thread, you can tell the Admiral you would like to obtain some
alchemists fire. This way you can learn it is stored in a building in the Docklands District.

190
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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2.37 THE GREAT LIBRARY

Ground Floor

First Floor

01. ENTRY DOOR


Leave the library by this door to return to the streets outside.
[Ref. Area 2.30].
02. A SCARED LIBRARIAN
After a few moments you are wandering about this hall, the librarian - a bespectacled man by
the name of Sir Douglas Kelten [N, Commoner 4] - should approach you. This person
appears to be extremely nervous about something.
If Sir Douglas does not seem to notice your arrival, approach him yourself and start a
conversation. In fact, you should speak with the librarian before to go upstairs.
When a conversation begins, Sir Douglas says he is sorry, but the sign outside is wrong. The
library is temporarily closed for restyling and you really have to leave.
If you notice he seems a bit tense, Sir Douglas laughs... in a very tense way. If you push him
on the matter, the librarian keeps denying there are troubles here, but his eyes keep motioning
to the stairs on the back of the hall as he repeatedly winks at you. It should be enough to
make you curious.
Once you have visited the librarys upper floor, and after you have dealt with the nefarious
guest, return downstairs and tell Sir Douglas he can finally relax.
Hearing such good news, the librarian will be very relieved. In a fit of largesse, he even claims
you are free to make use of the library at any time! You should be grateful of such an honour,
unless like Valennia you are still wondering what those strange papery things all around
here ARE...
If you care to search the seven bookcases standing along the walls of the hall, you can find
several lorebooks detailing the history of the Kingdom of Aielund.
To read a book, just pick it up and use its special power by calling forth the items radial menu.
If you want to know the content of these books, check the first section of the Aielund Saga
Reference Guide.
The historical tomes you can find on this level of the library include: A Brief History of the
Kingdom of Aielund, Pt. 1, A Brief History of the Kingdom of Aielund, Pt. 2, A Brief
History of the Kingdom of Aielund, Pt. 3, The Battle of Fort Highmarch and The First
King of Aielund.
03. STAIRS UP
Go up these stairs to reach the upper floor of the library.

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04. STAIRS DOWN


Go down these stairs to return to the librarys ground floor.
The ten bookcases that you can search about here hold the same tomes you may find on the
lower floor, and another lorebook entitled The Fall of Feybourne.
05. A STRANDED FIEND
If Sir William is in your party, when you enter the hall the old paladin claims he senses evil.
Something dark awaits you in here.
Indeed, a devil [LE, Outsider 18] is standing within this small room, along with three
frightened hostages [LG and N/Commoner 2].
After a few pleasantries, the devil explains one of those people was going through a selection
of books and happened to stumble across a tome of summoning. Funny thing is she was
actually able to read the incantation, even though she appears to have no idea what it meant.
The devil feels this place is far too cold for his likings but maybe he could do indulge in some
tourism. Seeing the sights, maiming the innocents... the usual things you do to have some fun.
Your next statement will influence the outcome of this quest.
If you want to follow the good way, tell the devil he wont do that. Your alignment shifts
towards Good; if you are good, you get 50 xp.
If you care for treasure, you should choose the evil way, instead, by judging the fiends idea
quite the interesting one. Your alignment shifts towards Evil; if you are evil, you get 50 xp.
Truth is the devil is stuck on this plane. If you bring him a book that he needs, though, he
might think about leaving. If you dont, he will kill the hostages. Wouldnt want that on your
conscience, would you?
If you are following the good way, you are given two dialog options both leading to an
alignment shift... and perhaps to a fight.
If you tell the devil you will bring him the book if he doesnt hurt the hostages, your alignment
shifts towards Good; if you are good, you get 50 xp. If you ask the fiend what a conscience is,
your alignment shifts towards Evil; if you are evil, you get 50 xp.
The latter option causes the devil to turn hostile, forcing both of you to settle this matter like
the hellspawns you are.
If you choose to fight, keep in mind the devil is an extremely powerful opponent (174 hit
points, armor class 23, 18 points of Strength). In addition, all the hostages will die on the spot,
their life force drained out by the fiends magic.
If you manage to survive the battle with the devil, he leaves behind his weapon, a Devils
Trident [This is a trident +2 causing 3 additional points of fire damage and dazing the victims
on hit (5% chance; DC14)].
If you agree to help the devil, he says the Tome of Power he needs should be found around
these shelves.
When you bring him the Tome of Power, the devil releases one hostage (the old man... old
people need their rest, after all). This deed is worth a reward of 200 xp. Then, the horned
chap says he needs an Elixir of Binding, a potion that would restore his depleted energies. If
you dont know where you can find such an elixir, the devil suggests a local mage may have
one. Indeed, you can buy the concoction from Harold, the wizard who manages the gift shop at
the Halls of Knowledge.
If you are following the evil way, the devil says he may give you a very powerful item if you
fetch the potion for him.
If you are following the good way, the fiend says he may contemplate releasing his remaining
guests.
If you do not want to fetch him the potion, you can attack the devil (causing the remaining
hostages to die), or you can simply go away and give up the quest. If you agree to help the
fiend, when you return here with the potion, the devil - being an honest guy - releases the two
hostages.
If you are following the evil way, you can ask for a tangible reward as well. The devil likes
your style you remind him of him a thousand years younger (sigh) so he will give you a nice
gift. The gift you are given is a consequence of your class.
If you are a warrior-type adventurer, you get a Morningstar of Pain [Originating from the
Lower Planes, this weapon continues to damage the target even if not in battle. Usable only by
neutral or evil characters, this morningstar +2 causes wounding on hit (DC14)].

193
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.

194

2.38 FAIRLOCH ART GALLERY

01. ENTRY DOORS


To return to the streets outside you can leave the gallery by going through one of these doors.
[Ref. Area 2.30].
02. CLASSROOM
This is the place where students are taught to paint. When I can only guess, for no one is ever
found here.
03. GALLERY
A nobleman [N, Commoner 6] and a noblewoman [N, Commoner 4] are here to behold the
beautiful paintings hanging on the walls. If your callous heart is insensitive to art, you may be
moved to know the nobleman has 125 gp in his purse for you to steal.
An elegant half-elven lady by the name of Julie Smith [N, Commoner 2] is the curator of this
small but fine collection. A woman of few words, she will simply welcome you to her gallery.
04. SECRET DOOR
If you have been told by guildmaster Peridoc about the hidden passage leading to the
assassins guild, when you walk here, you wont have troubles to discover a secret door
behind a bookshelf.
Go through this door to enter the assassins guildhouse.
[Ref. Area 2.39].

195

2.39 ASSASSINS GUILD


Level 1

01. TO THE ART GALLERY


Leaving the guildhouse from here you can return to the Art Gallery in the Senate District.
When you enter this place, you get a reward of 1,000 xp.
The guildhouse seems deserted. Where on earth are the cowards?
[Ref. Area 2.38].
02. LOCKED DOOR
This blue-glowing door has been heavily enchanted. It seems unlikely you could get through
it.
03. A TRAP AND A MISSING DOOR
A trap [DC15/25; Strong Spike] has been placed on the floor just below this archway.
04. A SPIKY BEAST
When you enter this corridor, a portcullis comes up the floor to close the archway behind you.
Also, you are immediately hit by a volley of spikes thrown by the roaring manticore [LE,
Magical Beast] that lurks at the first bend of the hallway.
05. TRAPPED CORRIDOR
Watch your steps here!
Along this corridor there are fourteen (14!) traps for you to disarm [DC18/26; Acid Level 8],
[DC19/31; Average Fire]x3 [DC18/31; Strong Fire]x8 [DC20/25; Strong Spike]x2.
If you lack the skill to disable traps, having Ronan in your party will turn to be a real boon.
Once you have managed to go past the door halfway along the corridor, your tired but happy
buddy claims that was fun and wonders what else the villains got in store for you...
06. JELLIES
Here are 2-4 mustard jellies [N, Ooze 7], amorphous creatures that live only to eat.
Resistant to cold and heat, these oozes can spew greenish blobs of corrosive acid.

196

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.

198

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.

199
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].

200

2.40 SENATE DISTRICT SEWERS

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.

201

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].

202

2.41 BARTLETT ESTATE

Ground Floor

First Floor

01. ENTRY DOOR


When you enter this house, a pretty maid [N, Commoner 3] wearing a nice outfit comes up to
know your business here.
If you have no reasons to enter this home, the maid says you shouldnt be here and you must
go before someone else finds you.
If you have already wiped out the assassins guild, and then discussed those events with
Captain Deckard, you should come here to search incriminating evidence against Thomas
Bartlett.
If you didnt persuade the Captain to authorize an official investigation, just ignore the maid
and start searching the house.
If you come here the lawful way, tell the girl your reasons to come here. The maid replies
Mister Bartlett is going to be most upset.
If you say this will be over shortly and that if Bartlett gives her any problems you will sort
everything out, your alignment shifts towards Good; if you are good, you get 50 xp. If you
reply no one is above the law and ask the poor maid if she is on his schemes too - your
alignment shifts towards Evil; if you are evil, you get 50 xp.
If you enter the mansion by the authority of the King, the three undercover cops who were
waiting for you outside follow you in. The rugged-looking noble [N, F6], the
inconspicuous noble [LG, F6], and the unassuming commoner [N, F6] will take position
about the house, ready to intervene if need arises.
You can start your search by looking inside the cabinet and the chest of drawers within this
room. The cabinet holds random treasure of low value. The chest of drawers holds random
treasure of low value, a pair of hard leather boots, and a pair of suede boots.
There is also a desk here, but it holds only a vial of ink, sheets of paper, and a quill pen.
Finally, you can take away the painting hanging on the south wall. This artwork is reasonably
well painted, and would be worth a fair amount of gold.
[Ref. Area 2.30].
02. SEARCHING FOR EVIDENCE
The bookshelf in the southeast corner of this room holds random lorebooks and perhaps a
scroll.
The desk on the southwest holds random treasure of low value and writing implements (ink,
paper, and a quill pen).
Inside the chest of drawers to the northwest you will find random treasure of low value,
garlic, and a chunk of meat.
03. STAIRS UP
Go up these stairs to reach the first floor of the mansion.

203

04. STAIRS DOWN


These stairs take you back to the ground floor.
Along the south wall there is a trapped [DC22/30; Strong Gas] and empty - chest.
05. STOREROOM
Here is a chest holding random class-oriented treasure of low value.
06. BEDROOM
This room features an armoire holding random treasure of low value and three expensive
clothing.
07. BEDROOM
Inside this room there are an armoire, a chest of drawers and if you are here for a reason
a desk.
Both the armoire and the chest of drawers hold random treasure of low value.
The desk holds a sealed letter. This is the evidence you are looking for. The letter reads, My
dear associate, I regret your recent loss. Your father was a man of conviction in a difficult time.
It is, however, troubling that Commander Black was unable to secure the Princess for us. I
would have preferred to have her out of the way rather than have her killed but desperate
times call for desperate measures. I have contacted the Assassin's Guild and the Shadow
Warriors clan. They will see to it that she is out of the picture. If I cannot persuade to have the
Senate come around to our way of thinking, then they must be eliminated as well. Make the
necessary arrangements. Signed, Number One.
08. GET OFF MY HOME!
Once you have found the sealed letter, when you return downstairs you find Thomas Bartlett
[N, F9] waiting for you and he seems quite flustered. Brandishing a sharp knife, the irate guy
runs towards you asking why on earth you are turning his house upside-down.
If you accuse the businessman to be in on the assassination attempt of the Princess and say
he is not going to get away with it, Thomas turns hostile and you will be forced to kill him or
to be killed.
If you have entered the house the lawful way, you can say you are conducting an official
investigation. Before the Law, Thomas can do nothing but threaten you have not heard the end
of this.
If you come here the unlawful way, you can avoid a fight by saying you thought this place was
on the tourist schedule... Outraged, Thomas yells something bad before to kick you out of his
home.
If you kill Thomas, on his corpse you will find a Swashbucklers Outfit, a pair of Boots of
Agility, a Potion of Cure Critical Wounds, an Immense Dagger [Made from an extremely
heavy metal that cannot be identified, this weapon is far more deadly than it first appears. This
dagger +2 causes 1d4 additional bludgeoning damage and 5 points of massive critical
damage], and a letter.
The letter found on Thomas Bartlett reads, My dear Augustus, though my father was
always glad to be in business with you, I must confess I lack his talent and ambition for
running his shipping concerns. I am indeed, flattered by your offer, but must decline as I have
commitments outside of my families business. I am sure you are capable of concluding my
father's affairs without my aid. Sincerely, Thomas. Oh my, it seems you have just killed an
innocent... But then, he was a Bartlett, wasnt him?
Whatever the outcome of your raid, once outside the house you should immediately go to the
Docklands guardhouse and inform Captain Deckard about what youve discovered or about
what youve done...

204

2.42 AUGUSTUS JOHNSONS ESTATE

Ground Floor

First Floor

Basement

01. ENTRY DOOR


Leave the mansion through this door to return outside.
[Ref. Area 2.30].
02. THE LOYAL BUTLER
When you enter this sumptuous mansion, a haughty butler [N, F19] bars your way, stating
you shouldnt be inside.
If Valennia is on your side, she notices the man is no servant. He stands like a warrior and you
shouldnt trust him.
Mrs. Fair-Eagle is right enough. When you try to explain you are on an official investigation,
the butler draws out his shining blades and charges your party, willing and ready to give up
his life to protect his masters secrets.
This guy is tough, but the stuff you can grab from his corpse will repay the effort to bring him
down.
The warrior leaves behind a butlers attire [Most butlers don't attire themselves in light
armour, but this one was obviously operating as a professional bodyguard as well. The outfit
grants the wearer a +2 AC bonus], a Ring of Protection +3, a bastard sword named
Warspite [Created by Tharius the Great, a brilliant tactician and renown warrior, his sword
has fought in every major war for the past hundred years. Recently it has been a display item
in Augustus Johnson's mansion, gathering dust. This bastard sword +2 causes its victims 1d4
additional sonic damage, and grants the wielder the power to cast the True Strike spell up to
five times per day], and a Stormblade [This short sword +2 sheds a dim blue light, causes its
victims 1d6 additional electrical damage, and grants the wielder the power to cast the
Lightning Bolt spell (by spending 5 charges)].
When you have dealt with the butler, you can search the hall at your leisure.
Upon two bookshelves you will find lorebooks and maybe a scroll or two. Random treasure
of low value can be found inside two cabinets and a chest of drawers.
03. STAIRS UP
Go up these stairs to reach the first floor of the mansion.
04. STAIRS DOWN
The stairs behind this door lead to the mansions basement.
05. STAIRS DOWN
Go down these stairs to return to the ground floor.
If you like collecting artworks, you can steal the two paintings hanging on the walls of this
room.
06. BEDROOM
The armoire in this room holds random treasure of low value.
07. BEDROOM
Besides another artwork, which you can add to your collection by taking the painting hanging
on the south wall, here is an armoire holding random treasure of low value.

205

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].

206

2.43 SENATE BUILDING

Ground Floor

First Floor

01. ENTRY DOOR


Leave this place through this door if you want to return to the Senate District.
[Ref. Area 2.30].
02. ENTRANCE HALL
Four councillors [N, Commoner 5] hang about this chamber and they seem surprised to see
more unauthorized guests come in...
If you care to search, the chests of drawers and the desks found in the side-rooms hold
random treasure of low value and writing implements.
03. STAIRS DOWN
Going through this door you can enter the secret passage leading to the sewers.
[Ref. Area 2.40].
04. STAIRS UP
Go up these stairs to reach the Senate Hall.
05. STAIRS DOWN
Go down these stairs to return to the Entrance Hall.
If you have time to spare, you can search the desks in the side-rooms for random treasure of
low value, or you can exchange a few words with the four councillors about here.
06. DOOR TO THE SENATE CHAMBER
The City Watchman [LN, F6] guarding this door informs the senate is in a closed session to
debate the war effort. Of course, you cannot go in.
If you exhibit the documents you have found searching Senator Johnsons estate, however, the
guard immediately unlocks the door before going away to summon reinforcements.
If you dont have the documents or you dont want to show them up you can try a medium
Persuade check to convince the guard about your good faith.
If the check fails, you can do nothing but ignore the guard and bash down the door [15 hit
points, hardness 5]. If you smash the door, do not expect the watchman to promise you any
backup. Not that you can count on it, though.
07. SENATE CHAMBER
When you enter the Hall, the debate is ending.
Sitting at a long table there are eight senators [LG, Commoner 6] donning blue robes. The
man at the head of the table is the House Speaker [N, Commoner 6]. When you enter the
hall, he immediately approaches you, claiming you are NOT permitted in here during a closed
session.
Before you can explain the reason of your visit, the speaker orders you to shut up. After nearly
three days of debate, the senators are finally nearing an end. Whatever you have to say can

207
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

208
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].

209

2.44 RESIDENTIAL DISTRICT

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.

210
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].

211

11. SEWERS ENTRANCES


If you want to enter the sewers underneath this district, you can go through one of these
grates.
[Ref. Area 2.50].
12. SOUTHERN GATE
Two City Watchmen guard the Southern Gate. Go through the gate to leave the town and
travel towards Amalis.
[Ref. Area 2.51].

212

2.45 THE TRADEWAY TAVERN

01. ENTRY DOOR


Leave the tavern by this door to return outside.
[Ref. Area 2.44].
02. COMMON ROOM
Seven commoners [LG or N, Commoner 2] are drinking and chatting here. As usual, the male
commoners have copper rings or a few coins that you can steal from their pockets.
The innkeeper [N, Commoner 3] standing behind the counter can sell you ale, beer, rum,
cheap wine, or quality wine.
03. MAGGIE
Dressed in earthy colours, Maggie Fairweather [NG, C] seems out of place in this urban
setting.
This attractive halfling is a priest of nature (she calls her deity Gaea) hailing from the southern
forest. She has come here in search of some aid for her quest. Margaret wants to bring an end
to the organisation of Shadow Druids that now claims the ruins of Feybourne, far to the south
of here, as their home. She must stop them altogether before they launch an all-out attack on
the city of Amalis.
If you want to join forces, Maggie shall aid you in your own quest, whatever that may be, so
long as you eventually stop the Shadow Druids.
If you add Maggie to your party, you can ask her more about her fight with the druids. The
halfling explains her organisation is quite political. There are moderate types who believe as
she does that nature and civilized races must be able to dwell together. However, there is a
fringe group that split off from the mainstream druidic circle about a hundred years ago, who
believes that the spread of the various races would spell ultimate doom for the environment.
Their answer is to declare war on everyone who didnt think like them.
If you are curious to know why she is fighting solo, Maggie explains her friends are spread
pretty thin. There is Hasrinaxx in Bracksworth, and a few others to the south, but aside from
that, there is just her. If you are not persuaded by her answer, Maggie says she will tell you
more after shes gotten to know you a little better.
When you have attained level 11, you can repeat your question. This time Maggie confesses
more and more of the moderate faction have been defecting to the Shadow Druids. In fact,
nearly all of the local druids and clerics of nature around here have joined them! She is the
only one that has not! It has been hard to fight them; especially since part of her thinks that
maybe they are right.
When she joins your party, the clerics equipment includes Maggies Armour [This leather
armour grants Maggie a +3 AC bonus and the Improved Evasion bonus feat. It also sheds a
dim green light], a mace +2, a small shield +2, a light crossbow +2, a sheaf of bolts +2,
an Amulet of Natural Armor +2, a Ring of Protection +2, and three Potions of Cure
Critical Wounds.

213

2.46 RESIDENTIAL DISTRICT HOUSE

Ground Floor

First Floor

01. ENTRY DOOR


Leave the house by this door to return outside.
[Ref. Area 2.44].
02. STAIRS UP
Go up the stairs to reach the first floor.
03. STAIRS DOWN
Go down these stairs to return to the ground floor. The hopeful thief will be disappointed to
know there is nothing here to steal.

2.47 RESIDENTIAL DISTRICT HOUSE


01. ENTRY DOOR
Leave the house from here to return outside.
As you can notice, the area map of this house is missing. Indeed, for some annoying bug, I
was never able to enter this home.
[Ref. Area 2.44].
02. STAIRS UP
Go up the stairs to reach the first floor.
03. STAIRS DOWN
Go down these stairs to return to the ground floor.
04. BEDROOM
Here is a locked chest [DC25] holding random treasure. If you open the chest, be wary to the
two commoners [N, Commoner 2]. If they catch you red-handed, the kids will call for the
guard. Then, when you return downstairs, you will find a City Watchman waiting for you.

214

2.48 RESIDENTIAL DISTRICT HOUSE

01. ENTRY DOOR


This single-floor house features a commoner [N, Commoner 2] and a locked chest [DC25].
The red-haired lady has 12 gp in her purse. The chest holds random treasure and a teddy
bear.
[Ref. Area 2.44].

2.49 RESIDENTIAL DISTRICT HOUSE

Ground Floor

First Floor

01. ENTRY DOOR


Leave the house from here to return outside.
[Ref. Area 2.44].
02. STAIRS UP
Go up the stairs to reach the first floor.
03. STAIRS DOWN
Go down these stairs to return to the ground floor.
Two very young commoners [N, Commoner 2] are running around the house. If the nosy kids
see you stealing their parents stuff they immediately call for the guards. Somehow, the cops
will hear their pleas and will be quick to come to throw you in jail.
04. BEDROOM
The locked chest [DC25] in this room holds random treasure.

215

2.50 RESIDENTIAL DISTRICT SEWERS

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].

217

II/4 A Trip to Amalis


2.51 SOUTH OF FAIRLOCH

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].

2.52 SOUTH OF FAIRLOCH; HOUSE

01. EMPTY HOUSE


This place appears to be abandoned. However, you can rest here for a while if you need to heal
your wounds or memorize your spells.
[Ref. Area 2.51].

218

2.53 AMALIS HIGHWAY (I)

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].

219

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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2.55 KINGSWOOD; WEST PORTION

01. TO THE KINGSWOOD


Going east from here, you can return to the main portion of the Kingswood.
[Ref. Area 2.54].
02. WATCH YOUR STEPS!
Caution a LOT of it - is mandatory when you explore this section of the forest.
Veerak, the infamous hunter who scour the woods, has turned this place into a hell of traps. If
you lack the skill to disarm traps and if you dont have Ronan in your party - you may soon
regret your decision to come here.
If you have a good score in the Disable Trap skill, however, you will find this place to be a real
boon. Indeed, here is a great opportunity to collect a nice amount of experience.
Scattered all about the area there are 20 traps. Fifteen traps are pretty standard [DC20/25;
Deadly Spike]x6 [DC20/22; Deadly Spike] [DC18/31; Strong Fire] [DC19/25; Strong Spike]x6
[DC22/32; Strong Tangle]. Five more traps [DC18/31] will cause wicked bolts to be shot at you
from a concealed crossbow not far from Veeraks campsite. Watch out!
03. CAMPSITE
The carcasses of a couple deer and a grizzly bear lay on the ground at this campsite, guarded
by a mean-looking hunting dog [N, Animal 12].
When you start a fight with the fierce dog, the animals master comes out from the shadow, an
animal companion on his side (a hawk, a wolf or a dire boar), and start raining deadly
arrows on your party by a vantage point.
A legendary hunter of beasts, Veerak Brun [CN, Bb6/Ra6] has expanded his target list to
include the most dangerous animal of all - man. If you dont want your head to be turned into
a nice trophy, I suggest you to move quickly towards the half-orc and engage him in a melee
before he can pierce you to death with his well-aimed missiles.
When Veerak is near to die, he yells you are not finished here. Then, he vanishes in the thin
air. When the hunter is gone and you have slain the ravenous dog, take your time to search
the chest near the campfire. It holds random class-oriented treasure of high value, an animal
pelt, a hunk of meat, two healers kits +10, a deadly electrical trap kit, an average
spike trap kit, and a Potion of Invisibility.
You will meet Veerak again when you walk near the area exit. Again, an animal companion will
be on his side, ready to fight for his master. This time, however, the half-orc hunter will not
flee the field and will fight to the death.
When you have slain the hunter, search his corpse to find an armour called Hide of the
Grizzly [Legend tells of a great grizzly bear that had gone mad, terrorizing the inhabitants of
a small country hamlet. It was not defeated until Killian, a renowned woodsman and thought to
be the strongest man alive came to battle the creature. They fought for 3 days and 3 nights,

222
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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2.56 AMALIS HIGHWAY (II)

01. TO THE KINGSWOOD


Follow the road as it goes north to return to the Kingswood.
[Ref. Area 2.54].
02. ORCS
Here are 2-6 marauding orcs [LE, F10] for you to tear apart. Enjoy.
03. MORE ORCS
More enemies are found near here. This band numbers 1-5 orcs, including one orc archer
[LE, Humanoid 8].
04. BRIDGE
An ugly orc shaman [LE, Humanoid 1/C5] stands upon this bridge, barring your way on.
05. HIDDEN PATH
Once you have crossed the bridge, follow the river as it runs west. This way you will discover a
path leading deep into the forest. Unfortunately, two big ogre berserkers [CE, Giant 4/Bb4]
guard the passage, and they are determined to dont let you proceed further on.
[Ref. Area 2.57].
06. TO AMALIS
Follow the road to the south to reach the town of Amalis.
[Ref. Area 2.58].

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2.57 AMALIS HIGHWAY (II); DEEP FOREST

01. TO THE AMALIS HIGHWAY


Leave the area from here to return to the Amalis highway.
[Ref. Area 2.56].
02. ORCS
Two orc archers [LE, Humanoid 8] stand atop this raised platform. When you enter the area,
they immediately target you with their arrows. In the meanwhile, more enemies come from
the south, this group numbering 2-8 orcs [LE, F10] and orc shamans [LE, Humanoid 1/C5].
Chances are high, the orcs you encounter here are all shamans. Each shaman immediately
summons forth a skeleton warrior [NE, Undead 6], so this battle can turn quite the messy
one.
03. ORC CAMP
This encampment is inhabited by 3-7 orcs, including one orc archer and one orc shaman. A
tough orc captain [LE, F14] leads the raiders and he shouts the orcs WILL take back their
land!
When you have forcibly dismissed such an insane idea from the orcs small minds, search the
captains corpse to find a Greatsword of Sharpness [Big and sharp is a very dangerous
combination, as this rare greatsword shows. This sword is a keen weapon +2]. Pick up the orc
leaders head, and then bring it to the Watch Commander in Amalis as a proof of your deeds.
Dont miss it!
04. THE SPOILS OF WAR
The seven crates you find here hold the loot plundered by the orcs. It includes random
treasure of low and medium value.

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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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03. AMALIS ARMOURY


A blacksmith [N, F3] is working hard at the forge under this shed, creating metal goods that
the city requires. If you are after some equipment, he suggests you to go on inside the shop.
[Ref. Area 2.59].
04. THE BUCCANEER INN
If you need a place to spend the night, pay a visit to the Buccaneer Inn.
[Ref. Area 2.60].
05. CHURCH
Healing services and supplies can be found from the priests managing the local church.
By the way, the hinges of the churchs odd-looking door need to be oiled. The feeling I had
when I entered the church was as if I was stepping into an evil dungeon.
[Ref. Area 2.61].
06. CITY HALL
The Watch Commander is currently operating from the City Hall. Come here to bring him the
orc leaders head. Then, you should talk with Lord Sothby to learn a few interesting things
about the town and its surroundings.
[Ref. Area 2.62].
07. CITY BARRACKS
This building cannot be entered. If you need to speak with the garrison commander, Captain
Reyne can be currently found at the City Hall.
08. TOWER OF SORCERY
Rubble and debris mark the place of what was meant to be the local tower of sorcery.
If you have a package of magical goods to deliver, or if you want to buy magical supplies (or
sell stolen goods) pay this place a visit.
[Ref. Area 2.63].
09. ALAN RICHS HOUSE
Both the doors leading inside this house are locked. You cannot open them without the proper
key.
Lord Sothby itself will give you that key if you agree to investigate the sudden disappearance
of his friend Alan. However, you will be assigned such a job only once you have dealt with the
Shadow Druids operating in Feybourne.
[Ref. Area 2.64].
10. SOUTH GATE
Two City Watchmen guard the southern gate of Amalis.
Leave the town from here to reach the Feybourne swamp.
[Ref. Area 2.66].

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2.59 AMALIS ARMOURY

01. TOBINS SHOP


A dwarven merchant set up in a small town like Amalis usually means he has armour or
weaponry to sell, as the Stoneguard clans rarely bother selling their other goods to humans.
Indeed, Tobin Brullentairn [LG, Commoner 6] has a fine selection of equipment, straight
from the forges and enchanters of Stoneguard.
Tobins shop has an unlimited money supply and a maximum buying price of 7,500 golds.
The dwarfs stock includes banded mails, banded mails +1, a banded mail +2,
breastplates, breastplates +1, a breastplate +2, chainmails, chainmails +1, a
chainmail +2, half plates, a half plate +3, full plates, enamelled full plates, scale
mails, a scale mail +1, a scale mail +2, many helmets (casque & coif, circlet helmet,
enamelled visored helm, flanged helm, gladiator helm, horned helm, plumed helm,
pot helmet, spike helmet, visored helm, winged helmet), small metal shields, large
metal shields, tower shields, tower shields +1, tower shields +2, a tower shield +3, a
Blazing Shield of Light [This small shield +3 sheds a bright yellow light and grants the
wielder the power to cast the Searing Light spell up to 5 times per day. Base price: 26,512
gp], all kind of non-exotic weapons and ammo (including both the non-magical and magical
versions, the latter bearing a +1 or a +2 enchantment), a katana +3, arrows +3, bolts +3,
and bullets +3.
If you have the right materials, you can craft your own weapons and armour by using the
crafting forge in the northeast corner of the shop.
[Ref. Area 2.58].

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2.60 THE BUCCANEER INN

Common Room

First Floor

01. ENTRY DOOR


Leave the inn by this door to return outside.
[Ref. Area 2.58].
02. COMMON ROOM
Three sailors [N, F6] and three commoners [N, Commoner 2] are drinking and chatting
about this room.
If you are thirsty, both the bearded bartender [N, Commoner 3] who stands behind the
counter and the busy waitress who is refilling the tankards of the patrons can sell you ale,
beer, rum, cheap wine, and quality wine.
If you want to spend the night here, pay 10 golds to the innkeeper [N, Commoner 3] to get
the inn room key.
03. STAIRS UP
Once you have got the key from the innkeeper, open this door and head upstairs.
04. STAIRS DOWN
Go down these stairs to return to the inns ground floor.
05. COSY PILLOW
The cushion of reasonable comfort you should be already addicted to is found within this
room. Click on the pillow to rest and advance the time of 8 hours.

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2.61 AMALIS CHURCH

01. ENTRY DOOR


This is the temples main door.
Three vigilant Cathedral guardians [LG, C10] guard the church. If you are evil, be warned
they are watching you close, you vile creature. Misstep and they will send you to God...
[Ref. Area 2.58].
02. LOCKED DOORS
These stone doors lead off to the acolyte's quarters, which are off limits to parishioners.
03. HEALING AND SHOPPING
If you are after temple supplies, both the priests [N, C5] found here can show you the stuff
they have for sale. If you need healing, however, you must ask to the priestess [LG, C16]
who stands near the lectern at the front of the cathedral. Just keep in mind you have to
donate 250 gold pieces to the church to have your mind, body, and soul cleansed by God.
The temple store has an unlimited money supply and a maximum buying price of 7,500 gold
pieces. Despite her experience level, the local priestess cannot identify your items.
Here you can sell a lot of potions (Aid, Antidote, Bless, Clarity, Cure Critical Wounds,
Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Endurance,
Protection from Evil), two Potions of Heal, a few scrolls (Dispel Magic, Divine Favour,
Raise Dead, Restoration, Resurrection, Shield of Faith, Stone to Flesh), Amulets of
Natural Armor +3, a Greater Amulet of Health, a Crystal Staff [This blessed staff
conveys many curative powers upon the wielder. Only two of these staves are known to remain
out of nearly twenty that were initially brought to this world by an Archangel several decades
ago. Usable only by good clerics, this staff sheds a dim yellow light and grants the wielder the
power to cast the following spells: Cure Light Wounds (unlimited uses), Heal (5 charges),
Neutralize Poison (3 charges), and Remove Disease (3 charges). Base price: 32,938 gp], a
Rod of Resurrection, a Wand of the Heavens, healers kits (+1 to +10), and holy water.

230

2.62 CITY HALL

01. ENTRY DOOR


Leave the City Hall from here to return outside.
[Ref. Area 2.58].
02. MAIN HALL
The two councillors [N, Commoner 5] found here apologize for the place looking a mess but
they are still unpacking. The councillors are not set up quite yet, but Lord Sothby will hear
anything you have to say. He is quite in a mood, though, so watch out!
03. CAPTAIN REYNE
Guard Captain Reyne [LG, F12], a no-nonsense grizzled soldier, will be very relieved when you
show him the head of the orc leader. He will immediately send word to the teamsters that the
way between the cities is safe once more and will reward your sterling efforts with 750 gp. In
addition, you get an experience reward of 750 xp.
Before to say you goodbye, the officer suggests you should go and see Lord Sothby, just down
the hall. He may have some other work for you, if you are interested.
04. STORAGE ROOM
The chests of drawers within this room cannot be searched. Upon a bookshelf you can find a
few lorebooks. More lorebooks can be found in the bookshelf found in Lord Sothbys room,
at the next location.
05. LORD SOTHBY
The current ruler of Amalis, Lord Richard Sothby [N, F3] wears a look of harried frustration
on his face like a second skin. Lord Sothby moved into this building only two weeks ago and,
together with his stuff, has been so busy they have hardly had a chance to organise the place.
To make matters worse, there is a pillar right outside his office door! Whoever designed this
place obviously didn't have to live here.
If you say you are sorry to hear he is having such difficulties, your alignment shifts towards
Good; if you are good, you get 50 xp. If you say thats a hell of a thing, your alignment does
not change. If you say you didnt ask for his life story, your alignment shifts towards Chaos; if
you are chaotic, you get 50 xp.
If you are looking for a job, the Lord explains a group of druids has their sights set on Amalis,
with the intention of turning it back into forest. Shortly after the army left, they start hearing
word that the druids are stirring. The Day of Prophecy or some such is coming.
If you say these are troubled times, your alignment shifts towards Law; if you are lawful you
get 50 xp. If you say that just goes to show you cannot trust anyone, your alignment shifts
towards Evil; if you are evil, you get 50 xp.
Lord Sothby would be relieved if he could convince the remaining garrison in Fairloch of the
impending trouble that is brewing, but they steadfastly refused to release troops from their
city duties.

231
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.

232

2.63 TOWER SITE

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

233
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].

234

2.64 ALAN RICHS HOUSE

01. ENTRY DOORS


Both these doors lead outside.
As I have already noticed in the Amalis area section, you can enter this house only when Lord
Sothby gives you the key. To get such a key you must have already put an end to the Shadow
Druids threat, though.
[Ref. Area 2.58].
02. GROUND FLOOR
There are no signs of a struggle about here. If Alain was kidnapped, he was taken away
quietly.
If you are looking for loot as well as Alan Rich, you can search the chest of drawers and the
cabinet in the upper hall to get random treasure of low value. Here is also a painting on an
easel. The painting depicts a small yellow bird in a cage and it is quite well painted.
03. STAIRS UP
Go up the stairs to reach the first floor of the house.
Sometimes your henchmen wont follow you upstairs. Do not worry though. When you will
leave the house for your next destination, they will be brought there along with you.
04. STAIRS DOWN
Go down from here to return to the houses ground floor.
05. BEDROOM
Random treasure of low value can be found here by searching an armoire and a chest of
drawers.
The two chests along the north wall hold random class-oriented treasure of low and high
value.
06. STUDY
The same tomes detailing the history of the kingdom you may have discovered at the Great
Library in Fairloch can also be found upon the bookshelves around this room, along with
common lorebooks.
Random treasure of low value is held within the desk to the northeast.
The rooms main attraction is the open tome you see in the southwest portion of the room.
The tome is opened on a page that contains an incantation. On the floor just before the desk,
you can also notice a scorch mark. Click on the book and you will be given a few choices.
If you try a medium Spellcraft check and the roll succeeds, you recognize the incantation
appears to be a teleportation spell, though unlike anything you have ever seen. The target

235
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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2.65 THE ELDAR RUINS

01. LANDING POINT


If you read the incantation written on the ancient tome you can find in the study of Alan Rich,
you are teleported in this dark underground structure. This place is a mess - wherever you
have ended up has not been occupied in a long time.
At least, though, you have found out what happened to Mr. Rich: he was transported into this
place when he read the tome's incantation. All you have to do now is locate him - if he' still
alive - and bring him back home... somehow.
02. CONSTRUCTS
Here are some hostile constructs. The group numbers 2-4 battle horrors [N, Construct 13],
helmed horrors [N, Construct 13], clay golems [N, Construct 11], and/or stone golems [N,
Construct 14].
If the constructs include one or more clay golems, I hope you or someone else in your party
have a blunt weapon to equip yourself with. The first time I ran the game, my blade-loving
rogue/ranger came here with Ronan and Valennia and met two clay golems. Soon, they found
themselves in dire straits. Luckily, my resourceful hero had recently bought a Wand of Ice
Storm and used it to crush down the constructs and Ronan too...
03. WARDED DOOR
Magical energy crackles across this doorway. The barrier of energy has no handle, no lock,
and no apparent mechanism. Step away.
04. MORE CONSTRUCTS AND A LEVER
Apparently, the inhabitants of this place used this chamber to assemble golems. The room is
still guarded by 2-4 clay golems and/or helmed horrors. Oh, there is also a rusted iron
golem [N, Construct 13]. Even enchanted iron will rust eventually, as this decrepit example
proves.
The destroyed iron golem leaves behind a falchion called Slasher. This keen weapon +2 can
inflict its victims 2d4 massive critical damage.
When the room is safe, you can search a book pile for some lorebooks and two piles of
stones for cheap quartz crystals. The large hole at the far end of the room descends out of
sight. Better to stay far from it.
Before to leave this place, dont forget to pull the floor lever located in the upper portion of
the chamber, near the searchable pile of books. When you pull the lever, the field of energy
that blocks the door at the previous location disappears, allowing you passage in the room
beyond.

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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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07. TELEPORTATION CHAMBER


When you have dispelled the magical field that blocks the way in, you can enter this chamber.
Thick clouds of dust rise at your passing. This room has remained undisturbed, even by the
golems.
Upon the desk standing along the north wall there is an open tome. Although similar to the
other tome in Alain's house, this book seems to be in some sort of code. It would take some
sort of expert to decipher it.
If you come here with Alan Rich, he will manage to translate the spell himself. When he does, a
swirling dimensional portal appears atop the platform at the centre of the room. Step into the
portal to return at Alans home.
If Alan is dead, however, if you want to return to Amalis you have no choice but try to decipher
the tome yourself. Even the Stone of Recall will not help you leaving this place.
To translate the recall spell you must pass a hard Spellcraft check. Even if your score in such a
skill is very low, do not worry - just keep in mind that a roll of 20 is always a success. Also, the
enchanted ring you should have found on Alans corpse will grant you a nice bonus on that
skill. So, keep trying. With persistence, patience and luck you will finally manage to open the
portal and return to Alans house.
As a side note, be sure you do not leave any dead companions behind when you leave this
place for you wont have a chance to return here and resurrect them later.
[Ref. Area 2.64].

239

II/5 The Search for the Sceptre; Feybourne


2.66 FEYBOURNE SWAMP (I)

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].

240

2.67 FEYBOURNE SWAMP (II)

Feybourne Swamp

Treestump Shack

01. AREA EXIT


Go north from here to return to the previous portion of the swamp.
[Ref. Area 2.66].
02. A DRUID GUARDIAN
A Shadow Druid [NE, D7] is guarding the area, his eyes glittering with the inner fire of a
fanatic.
When you arrive here, the druid comes up to know the reason of your visit. When you tell him
you have come to speak with his leader concerning matters most important, he points to a
hollowed out treestump to the south and east of here. The elder druid who dwells in the shack
will be very interested to know what matters you are speaking about. Oh, and do not abuse
the hospitality you are given, for the druids are quick to anger - one false move and you are
dead.
If Maggie is in your party, the druid says the halfling seems familiar to him. If you pass a
Persuade check, you can dupe the druid to believe she is just a friend of you from the other
side of the Kingdom.
If you fail the check, though or if you just tell the druid Maggie is their sworn enemy the
feral guy charges at you and all the druids in the area turn immediately hostile.
03. TREESTUMP SHACK
A Shadow Druid beastmaster [NE, D4/Bb5] is guarding this hollowed out tree. This is the
abode of the druids elder.
Either you come here in peace or pushing your way through the druids with weapons and
spells, a visit to the elder is mandatory if you plan to explore the ruins of Feybourne.
04. THE ELDER DRUID
When you enter the shack unless youve already started a fight outside - the Shadow Druid
elder [NE, D14] comes up to claim you have no reason to come here. The forest is under the
protection of the druids, and they dont need anyone elses help.
If you ask to see the sects leader, the elder yells NOBODY sees the boss. It is forbidden,
period.
If you claim you are here under the authority of the King, the elder does not care. Like
Feybourne before, Amalis is doomed and it shall be returned to the forest. Nature herself

241
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].

242

2.68 THE LOST CITY OF FEYBOURNE

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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06. HIDDEN DOOR


If your search skill is high enough, you can discover a secret door at the far end of this small
alcove.
07. SECRET ROOM
Two mustard jellies [N, Ooze 7] inhabit this place.
When the room is safe, you can search two heaps of treasure for random stuff of low and
medium value. The best prize, however, is the short sword laying on the floor. Although its
origins are unknown, this weapon, which goes by the name of Sidearm, is famous for its
defensive powers. Its last owner was a ranger of great renown who mysteriously disappeared
17 years ago. This short sword +1 grants the wielder a +3 AC bonus and can cause its victims
1d6 massive critical damage.
08. BURIAL CHAMBER
A greater air elemental [N, Elemental 21] guards this chamber. The elemental claims its
master is sleeping and you shall not disturb him.
When the elemental has been dealt with, throw a look around the room.
The blue-glowing tombstone to the southeast of the chamber bears an inscription that reads,
Here lays the great Archmage Cuthbeort, defender of Feybourne, guardian of the halls. His
body may lie here but his spirit lives on.
Within the near sarcophagus there is a cadaver and a ruby-like stone tagged as Earth
Gem. This is one of the two gems you need to repair the broken Ring of the Guardian.
When you open the sarcophagus, a shaft of ethereal light descends from the sky, just at the
centre of the white spiral you can see on the floor along the west wall. The reddish light is a
sort of dimensional portal. Step into the shaft of light to be transported to the next area. You
cannot avoid this trip; you must go there if you want to retrieve the second gemstone, which
you need to empower the Ring of the Guardian.
[Ref. Area 2.69].
09. THE GUARDIAN
A glowing ball of light is hovering protectively at the end of this hallway, emitting an ominous
humming sound. Static electricity around the sphere causes your hair to stand on end.
The glowing ball is none less than The Guardian [N, Aberration 9], the magical construct
created to protect the Inner Court of the Lord of Feybourne. Even if the Lord is now gone and
forgotten, the guardian is still active and it will not let you pass unless you disable it.
If you walk too close to the shiny globe, you are zapped by a strong discharge of magical
energy and an immensely powerful force pushes you backwards.
To dismiss the magical construct you must equip the fully functional Ring of the Guardian, and
then you must use the rings unique power upon the glowing ball.
By now, you should have found both the broken ring and the gem attuned with the earth. The
gem attuned with the archmages spirit, however, cannot be found here. To retrieve it, you
must step into the shaft of ethereal light that appears when you open the archmages
sarcophagus.
When you have repaired the ring, return here and disable the Guardian. For such an
accomplishment you get a reward of 1,000 xp.
10. EXIT
Once you have managed to go past the Guardian, go through the passage at the end of the
hallway, and prepare to meet the leader of the Shadow Druids.
[Ref. Area 2.70].

244

2.69 THE LOST CITY OF FEYBOURNE; BORDER ETHEREAL

01. ANOTHER PLANE


When you step into the shaft of light that appears when you open the sarcophagus holding the
mortal remains of the Archmage Cuthbeort, nothing seems to happen. Then, you notice your
surroundings...
This place is strange, indeed. It is like the ruins of Feybourne, but not. Everything about here
glows of an eerie light - even your companions and yourself.
Actually, you are in the Border Ethereal, the portion of the Ethereal Plane laying closer to the
Prime Material. As you can soon realize, everything about here is immaterial, so you cannot
interact with the objects scattered about the area (a few doors being the only exceptions).
To return to your Plane just step into the shaft of natural light you are coming from.
[Ref. Area 2.68].
02. ETHEREAL MONSTERS
A few (2-5) ethereal renders [N, Beast 14] are wandering along this hallway. One of the
many unpleasant creatures that roam the Border Ethereal, the render exists on a diet of
smaller organisms that swim the ethereal sea.
Usually, these monsters appear to confront you at this location when you return here from the
halls on the east of the ruins.
03. ETHEREAL VERMIN
Within this room there are 2-6 phase spiders [N, Vermin 11]. The phase spider is one of the
few creatures of the Prime Material gifted with a plane-shifting ability; this is why the vermin
are here.
04. MORE PHASERS
More phase spiders lurk within this room. Again, this group numbers 2-6 vermin.
05. IMPASSABLE DOORS
The passage beyond these two doors leads deeper into the Ethereal Plane, a place you are
unable to travel to.

245

06. A FEW MONSTERS AND A CORPSE


In the upper portion of this hall you have to face 2-5 ethereal renders and 2-6 phase
spiders.
If you walk near the ruined tower, you may notice an adventurers corpse lying on the floor.
If you take the adventurers armour, the corpse disappears but you get a pretty powerful item.
The wearer of the Armour of Etherealness has the ability to partially cross into the Ethereal
Plane, offering greater protection during combat. This fine suit of full plate +3 grants the
wearer the ability to cast the Ethereal Visage spell (4 charges per use).
07. CUTHBEORT
When you walk near here, you spot a robed man as he battles against 2-5 slaadi, the foul
creatures including blue slaadi [NE, Outsider 8], gray slaadi [NE, Outsider 11], and/or
green slaadi [NE, Outsider 9].
The staff-wielding guy is none less than Archmage Cuthbeort [N, W18] himself. Even if his
body is dead, the spirit of the ancient mage continues to exist on the Border Ethereal.
When youve disposed of the slaadi, start a conversation with the wizard. Cuthbeort explains
that around eighty years ago Feybourne was attracting scores of druids. They were eager to
see the forest city pulled down and nature flourish once more. The city dwellers did not think
them much of a threat, until a massive earthquake shook the land and the druids poured into
city. Cuthbeort did what I could to hold them off, but his powers were not enough. He was one
of the first to fall. With his last strength, the archmage cast a spell to take him away from
danger, here, into the Border Ethereal so that he might heal and return to the battle. But, alas,
his body gave out on him before the incantation was complete. It was enough, however, to
bring his spirit and avoid actual death. He has been here ever since.
Cuthbert says he is more than pleased to aid you defeating the Shadow Druids. Therefore, he
gives you the Soul Gem. You need this gemstone to repair the broken Ring of the Guardian,
and then to dismiss the construct that protects the entrance to the next portion of the ruins.
Together with the gem, you get a reward of 750 xp.
Once you have the gem say goodbye to Cuthbeort unless you have a spare body you can
loan him then go back to the portal room and return to the Prime Material plane.

246

2.70 THE LOST CITY OF FEYBOURNE; SURFACE

01. TO THE RUINS


Go back from here to return to the underground ruins of Feybourne.
[Ref. Area 2.68].
As you walk east, you can notice many heaps of bones scattered through the vegetation. If
Maggie is in your party, the halfling cleric will find quite strange to see all this growth of plant
life, and yet no animals. Something is wrong here.
Also, Valennia hears something large moving around, Sir William suggests you to be wary, and
Ronan has a bad feeling...
In short, prepare yourself for the worse.
02. DEATHMIST
The leader of the Shadow Druids is not a druid, but a dragon a green dragon by the name of
Deathmist [NE, Dragon 20].
When you move close, the dragon taunts you to come and speak with him, if you have the
courage.
If you are curious to know how a dragon has managed to become the leader of a group of
druids, Deathmist explains eighty-three years ago the druids summoned him here to conquer
this city in their name. The dragon wanted to reclaim the land of his birth. Also, he was
hungry, and the city was full of delicious little humans. Together, the dragon and the druids
drove man from the streets and allowed nature to return to its rightful place. Deathmist stands
here now as the guardian of this place, building his power over the years as his kind does.
If you ask about the Sceptre of Transcendence, the dragon says he has heard of the Ironlord
but he does not have the sceptre of which you speak.
When the conversation comes to an end, it is time for a fight. It has been many years since
Deathmists last battle and he has been looking forward to this for a long time...
Deathmist has 26 points of Strength, armor class 28, and 300 hit points. His acidic breath is
deadly and he can cast spells like Melfs Acid Arrow and Earthquake. Also, be sure you can
overcome the dragons powerful aura of fear, else your adventure ends here.
If you manage to slay the beast, dont forget to take the dragon head. Lord Sothby will be
pleased to see this on his table.
After Deathmists demise, you can talk with Maggie to know her feelings after she has defeated
her sworn enemy. Of course, she is feeling good.
Deathmists hoard lies just behind the dragons corpse. It includes 19,128 gp, three gems (an
amethyst, a diamond and a sapphire), a Ring of Fire Resistance [This ring grants the
wearer 30/- fire resistance and a 5% immunity bonus to fire], a Sorcerers Hauberk [Far too
lightweight to be effective armour, this chain shirt is nonetheless imbued with powerful magic
to enhance the aura of any sorcerer who wears it. The entire ensemble is extremely showy and

247
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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II/6 The Search for the Sceptre; Stoneguard


2.71 STONEGUARD VILLAGE

01. TO THE FAIRLOCH HIGHWAY


Leave the area from here to return to the farmlands south of Fairloch.
A sign near the road welcomes you to Stoneguard Village, a sparsely populated hamlet
boasting five (5) inhabitants.
[Ref. Area 2.51].
02. MINERS REST INN
A dwarven warrior [LG, F6] stands near the front door of this building.
If you need to rest, enter the inn and pay for a room.
[Ref. Area 2.72].
03. DWARVES VS. GIANTS
When you walk near the south tract of the road, you spot a group of dwarves fighting against
1-8 frost giants [CE, Giant 14].
The dwarven forces include two dwarven warriors, a dwarven battle cleric [LG, C8], and a
dwarven captain [LG, F11]. Stalwart defenders of Stoneguard, the dwarves are disciplined
and regimented, making them a very effective fighting force.
Help the dwarves to slay the giants, and then talk to their captain if he is still alive, that is.
The red-bearded officer explains the frost giants have always been a problem, but with the
help of Aielunds military, the dwarves kept them at bay. Now that the army is gone, the
dwarves are pretty much on their own.
The dwarves are fully defensive around here at the moment, but what really needs to be done
is to take out the king of the giants. Without him, the rest will become disorganised and the
dwarves will stand a chance of defeating the giants. If you have courage in spades, just head
south into the mountains, and you will come across their main base soon enough. The path is
long and treacherous, but the captain thinks you have the skill to make it in one piece. If... err,
when you return, the King of the dwarves would be most honoured by a visit from you.
If you wish to speak with the dwarven King first, you can find him on the lower level of the
underground city. The captain, however, says the thane will probably ask you to help in this
matter anyway, so you can save yourself some shoe leather by just heading right into the
mountains.
Before to move on, you can search the remains of the dwarven warriors killed by the giants.
They drop dwarven full plates and large metal shields.

249
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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2.72 MINERS REST INN

Common Room

First Floor

Inn Room

01. EXIT DOORS


Leave the inn by going through one of these doors.
[Ref. Area 2.71].
02. COMMON ROOM
In the inns common room there are two human commoners [N, Commoner 2], two dwarven
commoners [LG, Commoner 5], and the local innkeeper [LG, Commoner 3].
The considerate dwarven lady opened this inn so close to Stoneguard figuring many visitors
wouldnt like staying in the city itself. Some surfacers just dont like having tons of rock above
their heads.
If you want to spend the night here, pay the stocky lady 10 golds and you will be given the inn
room key.
03. STAIRS UP
When you pay for a room, you get a key to open this door and go upstairs.
04. STAIRS DOWN
Go down these stairs to return to the inns ground floor.
05. CUSHION OF COMFORT
The cushion of reasonable comfort, which allows you to advance the time of 8 hours while
resting, is found within this room.
06. TO A LARGER ROOM
Go through this door to enter an empty room.
07. INN ROOM
This room is empty. Also, there are no comfy pillows about here.

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2.73 STONEGUARD MOUNTAINS

01. TO STONEGUARD VILLAGE


Go north from here to return to the village of Stoneguard.
[Ref. Area 2.71].
02. DWARVES AT WAR
The corpses of dead dwarves and giants litter the snowy plain ahead of you. A few dwarves are
still alive but not for long, unless you lend them a hand.
Indeed, a dwarven archer [LG, F6], two dwarven warriors [LG, F6], and a dwarven
battle cleric [LG, C8] are kept busy by five frost giants [CE, Giant 14].
The dwarves are led by a battlemaster going by the name of Thaddeus MacTavish [CG,
F10/Bb1].
The scarred officer informs the King of the giants can be found down to the south, in the
giants city. If you manage to kill him, dont forget to bring back his head as a proof.
Thaddeus has been ordered to hold this position, but if you need some healing, their cleric can
help you out.
As a side note, the dwarven archer is big-boned, not fat! Moreover, she can shoot a halfling at
50 paces, so do not get on her bad side...
03. AREA EXIT
Go south from here to proceed further deeper into the mountains.
[Ref. Area 2.74].

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2.74 DEEP INTO THE STONEGUARD MOUNTAINS

Stoneguard Mountains

Hidden Cave

01. AREA EXIT


Leave this portion of the Stoneguard Mountains through this passage to return to the previous
area.
[Ref. Area 2.73].
Besides the creatures listed below, the local wildlife includes many deer [N, Animal 1] and
white stags [N, Animal 1].
The scenery around is magnificent, however, the terrain can be quite treacherous. About the
area there are eight different places where your passage is enough to cause a rockslide. In
such an occurrence, your character may suffer 2d6 damage (half if you pass a reflex saving
throw). If you are a dwarf, your stonecunning sense will warn you of the impending danger and
you wont sustain any subsequent damage.
If you have delivered a package of magical goods to the Tower of Sorcery in Amalis, Auberon
should have given you a treasure map as a reward. According to the map, somewhere in this
area there is a hidden cave full of treasure. Keep your eyes open.
02. BEARS
When you go up this rise, 2-5 mountain bears [N, Animal 13] attack you. These furry critters
can pack a punch. Beware.
03. BEARS
More mountain bears wander near this place. Again, the group numbers 2-5 animals.
04. WOLVES
A pack of four winter wolves [CN, Magical Beast 6] roams about here.
05. HIDDEN CAVE
If you have Auberons treasure map in your inventory, here you will find the hidden cave the
map tells about. The entrance is just behind a big boulder. Such a discovery is worth a reward
of 500 xp.
If you dont have the map do not bother to search the area, for the cave cannot be found
otherwise.

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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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2.75 FROST GIANT CITY

01. TO THE STONEGUARD MOUNTAINS


Go through the passage to the north to return to the deeper portion of the Stoneguard
Mountains.
[Ref. Area 2.74].
02. BOULDER-THROWERS!
The city of the giants has been built into a long-dormant volcano. To reach the kings lair you
have to follow a fixed path teeming with giants.
The big bad boys and girls as well will try to prevent you to advance further in their
territory and - until you are close enough to be at their hammers reach - they will keep pelting
you with HUGE boulders. If you are not careful, they can quickly smash you to pieces. Literally.
Besides a couple of female frost giants [CE, Giant 14] waiting for you where the path turns
west, along the way you will meet four groups of frost giants, each group numbering 2-5
pale-skinned enemies.
03. THE WARMASTER
A frost giant warmaster [CE, Giant 15] has rallied his forces at the bottom of the spentvolcano and he is determined to obliterate you. Along with the tougher brute, here are 6-9
frost giants.
Such a view will make Valennia happy - at last, here is a REAL battle!
After the slaughter, search the warmasters corpse to grab his weapon - a dire mace +2.
04. TO THE GIANTS LAIR
The king of the giants dwells within the icy caves you can enter by going through this passage.
Of course, before you can go inside you have to persuade the frost giant who guards the
entrance to let you in - the hard way.
[Ref. Area 2.76].

255

2.76 FROST GIANT LAIR

01. CAVE ENTRANCE


Leave these caves from here to return to the giants city.
[Ref. Area 2.75].
02. THE KINGS (ICY) COURT
The frost giant king [CE, Giant 18] rules his clan from this frozen cave. Together with the
king, here are the powerful frost giant shaman [CE, Giant 6/C8/D1] and 1-4 frost giants
[CE, Giant 14].
Vanquishing such big fellas will send Maggie on heaven nine here goes another victory for
the small over the large! Yay!!!
When all the giants lay dead on the ground, search the shamans corpse to find a magical staff
called Winter Chill [This totemic staff was cold-forged in the depths of the coldest winter by
the frost giant shamans who dwell in the Stoneguard mountains. Usable only by sorcerers or
druids, this quarterstaff +1 causes 1d4 additional cold damage and grants the wielder the
power to cast the Cone of Cold (5 charges/use) and the Ice Storm (5 charges/use) spells].
The king leaves behind a magical greatsword by the name of Coldfire [Forged by frost
giants, this weapon radiates an aura of chilling cold, yet it burns like fire when touched. The
mystery of this enchantment continues to confuse Aielund wizards to this day. This greatsword
+3 causes 1d6 additional cold damage and sheds a dim blue light]. If Valennia is in your party,
equip the barbarian warrior with this sword to turn her into a killing engine. Err... a more
effective killing engine.
Be sure to take the giant kings head as well as the sword. Such a gruesome trophy should
be brought as a gift to King Sulinus, down in the halls of Stoneguard.
Along the south wall of the cave there is a chest for you to loot. The coffer holds random
treasure of low value, 15,300 gp, a pair of Boots of Hardiness +2 and a Luckbow [This
non-descript shortbow is a mighty weapon +2 with an attack bonus +3. It grants the wielder a
+2 bonus on all saving throws].
03. BACK EXIT
Far along this tunnel, light can be seen coming from above.
Leaving the caves through this passage you can return to the deeper portion of the Stoneguard
Mountains. From there, a convenient area exit can bring you back to the portion of the
mountains near Stoneguard.
[Ref. Area 2.74].

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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]

258
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.

259

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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06. ROYAL GATE


Two dwarven warriors guard this gate.
The first time you come here the guards will inquire for your reasons to come here.
If you are bringing the head of the frost giant king, you can head straight in.
If you dont have such a trophy, you can tell you are an official envoy from Fairloch seeking
audience with the King to discuss matters of state. However, you must show the guards some
evidence to the fact. They wont be persuaded to open the gate to the Kings court until you
show them the letter of marque you got from Duke Montague when you returned Criosa at
Fairloch Castle.
07. THRONE ROOM
Thane of this dwarven clan, King Sulinus MacTavish [LG, F16] led his people east from the
cursed mines beneath the Calespur Mountains, and has overseen the construction of this new
city.
Along with the King, here are a dwarven captain, two dwarven warriors, and four
dwarven nobles.
The walkthrough assumes you come here after you have slaughtered the frost giants who
inhabited the Stoneguard Mountains and you are carrying their kings head in your backpack.
If you come here before you have dealt with the giants, King Sulinus will fill you in with all the
details about that matter, and then will ask if you are interested to help the clan by wiping the
giants away.
By the way, if you get this quest from the King you have a chance to gain a few experience
points by speaking according to your alignment.
If you say you shall leave at once to slay the foul creature, your alignment shifts toward Good;
if you are good, you get 50 xp. If you say the King will have that head on his doorstep within
two days, your alignment shift towards Evil; if you are evil, you get 50 xp. If you simply take
the job, your alignment does not change.
Anyway, the wise King knows your name already for his spies inform him of everyone who
enters this place. When he introduces himself, you can warn him you dont go in for all that
Sir this and Sir that. Such a statement shifts your alignment towards Chaos; if you are
chaotic, you get 50 xp. If you say you are honoured to meet such a great King, your
alignment does not change and Sulinus himself will tell you they dont stand on such
formalities around here. Therefore, you can keep your great king to yourself!
The gift you bring to the King (the head of the frost giants ruler) will make Sulinus very happy
and he will reward your efforts with 1,500 gp. In addition, you will get 1,000 xp.
When you tell the King about the Sceptre of Transcendence, Sulinus says he does not know of
anything like that personally. He could consult with his sages, however, and see if they can find
out something. It will not be easy, though, so he would ask for something in return.
If you believe that is fair, your alignment shifts towards Law; if you are lawful, you get 50 xp.
If you remark that, hey, you are only trying to save the world, your alignment shifts towards
Chaos; if you are chaotic, you get 50 xp. If you wonder if the king is asking for money, your
alignment does not change.
Sulinus does not need gold, of course, but an experienced adventurer who may solve a
problem he has. The dwarves mining operation has been losing people without a trace
recently. The King wants you to find out why. Oh, his people have already investigated the
matter, but the investigators have disappeared as well...
Anyway, if you can discover what is going on down there, the King shall give you an additional
reward as well as the artefact information that you seek.
If you promise that you will do your best to solve this mystery, your alignment shifts towards
Good; if you are good, you get 50 xp. If you warn the King he would better have something
for you when you return, your alignment shifts towards Evil; if you are evil, you get 50 xp. If
you say you will take care of his little problem and you look forward to seeing what HE finds,
your alignment does not change.
Before to leave the throne room and travel to the mines, I suggest you to set up a recall point
within the hall if you have a Stone of Recall, that is.
When you have explored the dwarven mines and you have turned them into a safe place to
work in, return here, and explain the King that the mysterious disappearances of his people
were caused by an incoming duergar force coming from below. The duergar were also

261
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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2.78 STONEGUARD MINES


Level 1

01. MINE EXIT


Leave the mines by these stairs to return to the dwarves Undercity.
[Ref. Area 2.77].
Covered in dirt and mud, the ten miners [LG, F4] who are digging within these tunnels have a
quota to meet. If you want information, talk with their Foreman.
02. THE FOREMAN
Master of this mining operation, the Foreman [LG, F8] is responsible for the lives of all the
workers here.
Once you have been hired from the King to investigate the mysterious disappearances in the
mines, the Foreman gives you the mine gate key to open the door barring the way to the
lower levels of the mines.
By the way, if you answer in kind to the foremans rather rude greeting, your alignment shifts
towards Chaos; if you are chaotic, you get 50xp.
As a side note, the Foreman is wielding an unusual weapon, a heavy pick +3 called
Grunwalds Point. Grunwald was a half-orc miner, leader of the Shiaz rebellion. Legend has it
that in his digging, Grunwald's crew once unearthed a demon from its millennia of
imprisonment, and was forced to fight for their very lives. This is the fabled pick which he
wielded that day and which bathed in its ichors.
03. SMALL FOLK WANTED
A friend of Legnar Ironmonger [LG, F4], a halfling chap named Riagrin, went through the
small crack on the back of this passage a few hours ago in search of precious metals n such.
Legnar has not seen him since.
If you are a halfling or a gnome or if you can cast a spell to polymorph into a pixie you
could squeeze your way through the tiny opening and look after him.
If you can enter the small passage, when you return here and inform Legnar about what you
have discovered you get 500 xp. In addition, Legnar says you can keep any items his pal had
on him for yourself. He is sure Riagrin wouldnt mind!

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04. THE UNLUCKY HALFLING


The corpse of a halfling lies on the floor near the tunnels end. It seems poor Riagrin Rainkin
has met his death at the hands the claws - of some foul beast.
The creatures that killed the halfling are waiting just behind the tunnels bend.
When the three giant ant hive guards [N, Vermin 7] have been dealt with, you can search
the halflings corpse to find a black leather armour and a Longtooth Dagger [Designed to
help the little folk against larger foes, this special weapon grows to twice its normal length
when used, yet is still as light and easy to use as a regular dagger. Usable only by halflings,
gnomes or fey, this dagger +2 causes its victims 1d8 additional piercing damage].
Not far from the corpse, there is also a heap of treasure earning random stuff of low value.
05. LOCKED GATE
A dwarven warrior [LG, F12] is guarding this door. The gate is sealed off. If you wanna go
through, talk to the Foreman.
06. STAIRS DOWN
Go down these stairs to reach the second level of the mines.

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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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03. GREY DWARVES


Here are 2-5 dwarves, possibly including duergar clerics, duergar rogues, duergar
warriors, and duergar berserkers.
04. GREY SAPPERS
Along with a few wagons you cannot search, here are three duergar sappers.

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2.79 THE VALLEY OF SILENCE

01. TO THE VILLAGE


Follow the road to the east to return to the village of Stoneguard.
Only deer [N, Animal 1] and white stags [N, Animal 1] inhabit this area.
[Ref. Area 2.71].
02. BARRED BRIDGE
A big gate blocks your way across this bridge. A nearby sign explains why: Due to the
hazardous conditions ahead (huge dragon), the gate has been sealed by the Order of the
Transcendent Path. Have a nice day.
03. MONASTERY
A rhythmic chanting coming from this temple-like building breaks the silence this valley gets its
name from. Beside to have a fine voice, the monks who inhabit this monastery craft interesting
items you should throw a look at.
[Ref. Area 2.80].
04. CAVE ENTRANCES
Both these passages lead to the cave system underneath the valley. Before to enter the caves,
you should have already paid a visit to the monastery, though.
[Ref. Area 2.81].

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2.80 THE VALLEY OF SILENCE; MONASTERY

01. THE TRANSCENDENT ORDER


Six acolyte monks [N, M3] are kneeling before the temples altar, chanting their hymns and
litanies. Dedicated to developing their mind, body, and spirit, these monks come to this remote
region to remove themselves from outside distractions such as you...
Grandmaster Drago Greenfare [LG, M16] and his brethren set up this monastery thirty years
ago so that they might have a place to explore their existence in peace, without interference.
When you introduce yourself, you notice the halfling monk is looking at you in a strange way.
Drago claims he senses you are an accomplished adventurer, well on the path of
enlightenment, so, if you are interested, he could offer you a job.
Aside from the magnificent scenery and isolation, this area has something else about it the
monks found appealing. In the caves beneath this monastery lies a cavern that exudes lifeenergy. Why, they have not found out, but it is a powerful source of magical healing that they
use to create the potions they sell to keep themselves well fed. Recently, they lost one of their
brothers in the caves. Two monks went down there in search of him, but they haven't returned
either. Something terrible must have happened. Thats where you come into this.
The cavern is quite possibly attractive to creatures that would use its power for some dire
purpose. Stop whatever is down there, and Drago shall reward you handsomely. In the cavern
is a magnificent tree. Bring back one of its leaves and the halfling shall prepare the most
powerful healing potions that they can for you.
Before you go, Drago gives you an orb that may help you fight whatever has come to their
lands, and the key to the Cavern of Life to get into the cavern itself. The monks bought a
heavy gate from the dwarves a while ago, and it is very, very sturdy. Drago doubts anything
could get past it without the proper key.
The multihued globe you are given is an Orb of Anti-Magic. Orbs of this type were ordered by
the King to aid his troops battling against rogue spellcasters. Knight-Captains usually carry one
of these in case they encounter something that swords alone cannot destroy. By spending five
charges, the orbs possessor can use the globe to cast a Dispel Magic spell.
When you have discovered what happened in the caves, return here and inform Drago. As a
reward, you are given two Potions of Heal and 1,000 xp.
Even if you do not have the time to investigate about the missing monks, Drago will be happy
to relieve you of your worldly wealth.
The monasterys store has an unlimited money supply and a maximum buying price of 7,500
gold pieces. Drago can identify your items but it will cost you 150 golds apiece.
The temples wares are mostly intended for monks or for the lover of exotic weaponry. Here
you can buy Robes of the Transcendent Path (+1 to +4), a Warrior Monk Outfit [This set
of garments is clearly designed with movement in mind, as it is made to restrict the wearer's
motions as little as possible. These robes grant the wearer a +3 AC bonus and freedom of
movement. Base price: 43,693 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, Gloves of the
Bear (+1 to +4), Gloves of the Dragon (+1 to +4), Gloves of the Eagle (+1 to +4),

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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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2.81 THE VALLEY OF SILENCE; CAVE SYSTEM

01. CAVE EXITS


Both these passage will lead you outside the cave-complex. Besides the creatures listed below,
within these caverns there are only harmless bats [N, Animal 1].
[Ref. Area 2.79].
02. SLAADI
The caverns have been invaded by slaadi, chaotic frog-like creatures hailing from Limbo.
Here you will meet 2-4 slaadi, including red slaadi [NE, Outsider 7], blue slaadi [NE,
Outsider 8], green slaadi [NE, Outsider 9], gray slaadi [NE, Outsider 10], and if youre
unlucky one death slaad [CN, Outsider 15].
Keep in mind all slaadi have the power to call forth lesser slaadi to aid them in battle. That
means your PC screen can quickly fill up with monsters, causing the game to slow down or
even to crash.
My advice is, you should concentrate your attacks on the summoning monsters, ignoring the
summoned ones. They disappear when their summoners are slain.
03. SLAADI
Here are 2-4 slaadi, including blue slaadi, green slaadi, gray slaadi, and/or one death
slaad.
04. SLAADI
Here you will face 2-4 slaadi (red, blue, green, gray, death).
05. SLAADI
Along this tunnel there are 2-4 slaadi (blue, green, gray, death).
06. SLAADI
Three grey slaadi and/or green slaadi are found within this cavern.
The gray slaad standing near the gate to the northeast drops a Planar Orb when you kill it.
Able to transcend the borders between planes of existence, the Planar Orb is often used by
dimension-travelling species to see the sights or possibly plunder other realms. The orbs
possessor can use the globe to cast a Dispel Magic spell or a Planar Ally spell. Using a power
will destroy the orb, though.
Within this cave there is a dimensional portal enclosed by a red runic circle. This is the
opening that the frog-like monsters are using to enter your plane. Until you find a way to close
it, every few rounds a green or grey slaad will come up the portal to fight you.

271
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.

272

II/7 The Search for the Sceptre; the Isle of the Dead
2.82 A SAILOR FOR HIRE

01. FAIRLOCH CASTLE


Once you have ascertained that the Sceptre of Transcendence is not to be found in
Stoneguard, and that the dwarven savants have never heard of such an artefact, you must
return to Fairloch and inform Duke Charles Montague about the very poor results of your
mission.
The walkthrough assumes you have already searched for the sceptre in Feybourne. If you have
not visited yet the ruined town and put an end to the Shadow Druids menace, keep in mind
you must do that before the following conversation takes place.
Despite the recent fiascos, your hero does not want to give up and still bears hopes he can
retrieve the Sceptre. After all, there is still one place to be searched the Isle of the Dead...
When you ask the Duke to arrange for a ship to take you there, Sir Charles says that is easier
said than done. Sailors are a superstitious lot by nature, and the isle fills them with dread.
They do not knowingly go near it, and the Duke would be hard pressed to convince the
Admiralty it is worth the risk.
Thats bad, but your resourceful hero soon realizes he actually knows someone who might be
able to help. He goes by the name of Kipper Bob...
If Ronan is on your side, he is curious to know if you really plan to drag his poor friend into
such a danger. Then, he asks the Duke why you cannot sail off with the Redoubtable, instead.
Duke Charles explains the frigate is still undergoing repairs. Moreover, they have yet to replace
all the crewmembers that were lost in battle. He is afraid this 'Tuna Bob' (sigh) will have to do.
02. BORROWING A RIDE
Once you have left the castle, go to the Docklands District, and walk to the docks. The Saltfish
is still moored at its place and Kipper Bob is on the deck, enjoying the view.
The following conversation will take place only if you have already helped Bob by removing the
greedy thugs who operate a protection racket in the district (see area 2.08).
When you tell Bob where you wish to go, the incredulous sailor asks if you are kidding him. He
is not some mighty hero out to save the world, you know. He has a business to run, and he
would find that really hard to do if he was dead. When you assure Bob he does not have to go
ashore with you but simply sail you there, the sailor says he needs some financial restitution to
take such a HUGE risk. The matter will be settled with a payment of 500 gold pieces.
Now, if you have got your heart set on this, hand it over and climb aboard. Bob just hopes you
both live to regret it!
Soon, the Saltfish heads out to sea and sails northwest to the Isle of the Dead.
[Ref. Area 2.83].

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2.83 THE ISLE OF THE DEAD

01. THE SALTFISH


Once arrived to the dread island, the Saltfish casts anchor at this mooring place. The place is
desolate, indeed. As Bob says, a cemetery has more life than this.
Kipper Bob [N, F4] will wait for you here, along with his first mate. They will keep the boat
ready to leave at a moments notice. The old sailor [N, F6] has nothing to tell, but he really
hopes you know what you are doing.
Before to go ashore, you can search the five barrels standing on the ship's deck. They hold
fish and random treasure of low value.
02. WALKING DEAD
According to Valennia, this is the place where dragons come to die. Maybe the legends are
true, for the frozen landscape is littered by heaps of very large bones and skulls betraying a
draconic origin.
The utter desolation of this place is broken by the islands inhabitants twenty-one zombie
pirates [CE, Undead 5/Ro3]. They will provide you some entertainment. Sporting peg legs,
bandannas and large pirate hats, the zombies are quite a funny view. Do not underestimate
them, though. Unless you can turn undead or you have Maggie as a companion, the walking
dead can prove to be dangerous enough. Just be sure they do not surround you.
03. CAVE ENTRANCE
Two skeletal ogres [CE, Giant 10] guard the entrance to this cave. In life, ogres are ugly,
greedy creatures who live by raiding and scavenging. As a skeletal undead, they are just as
dangerous.
[Ref. Area 2.84].

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2.84 ISLE OF THE DEAD; CAVE

01. CAVE EXIT


Leave the cave from here to return outside.
[Ref. Area 2.83].
02. STAIRS DOWN
Going through this passage you can enter the top level of an underground crypt (location 07).
The tunnel leading here, however, is guarded by 2-8 undead. These creatures may include
raging dead [CE, Undead 10], skeleton chieftains [NE, Undead 1/F6], one skeleton mage
[N, Undead 1/W3] and/or one skeleton priest [NE, Undead 1/C3].
The raging dead are the animated bones of terrible warriors long dead. Though their souls
have departed, their rage still lives on.
If you want, you can enter the crypt underneath the cave by going down these stairs. I
suggest you to enter the place by going down the stairs to the south, however.
[Ref. Area 2.85].
03. STAIRS DOWN
Before to reach this passage you have to destroy 2-8 undead. They are mostly raging dead
but may also include one skeleton chieftain, one skeleton mage, and/or one skeleton
priest.
The passage at the end of the tunnel leads at the same underground crypt you can enter by
going through the passage at the location above (location 01).
This walkthrough assumes you enter the crypt through this passage.
[Ref. Area 2.85].

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2.85 ISLE OF THE DEAD; CRYPT


Level 1

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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05. LORDS TOMB


Again, when you enter this room, the door slams shut behind you. Once again, there is no door
on this side of the wall.
A single sarcophagus rests at the centre of the chamber. The coffin is empty and no undead
appear if you disturb it. I guess the occupant was one of the mummy lords you have fought in
the previous chamber.
A few moments after you are here, however, the door in the southwest corner of the rooms
slams open and several incorporeal undead come in to attack your party. These beings include
2-8 spectres [LE, Undead 7] and/or wraiths [CE, Undead 5].
A few goodies can be collected by searching the containers around the room.
Upon the two bookshelves along the north wall you will find only random lorebooks, and
perhaps a scroll. The near chest is both trapped and locked [DC30/35; Strong Frost. DC38]
and holds random class-oriented treasure of low value.
Random treasure of low value can be found in the chest of drawers standing along the east
wall. Be careful, though, for a nasty trap [DC18/26; Deadly Negative] has been set on the
floor just before that wall.
Finally, the heap of treasure in the southeast corner of the room earns random stuff of
medium value.
06. STAIRS UP
These stairs lead to the cave above the crypt (at location 02).
[Ref. Area 2.84].
07. WARRIORS TOMB
Here are three sarcophagi. Two coffins hold random treasure of low value. The central coffin
holds a Morningstar of Flame [This morningstar +3 sheds a dim orange light and causes 1d8
additional fire damage] but an angry warlord mummy comes up to protest when you take its
weapon.
08. WARRIORS TOMB
This tomb features five sarcophagi.
Four coffins hold random treasure of low value. The central sarcophagus holds a fairly powerful
weapon, a heavy flail called Deathgrip [How this weapon came to be used in the heart of
Fairloch is anyone's guess, but there is no doubting its effectiveness in the right hands.
Weapons of this type are usually of fiendish origin, however. Usable only by evil characters,
this heavy flail +2/+4 vs. Good grants the wielder vampiric regeneration +1]. When you take
the weapon, the former owner - a warlord mummy rises up to reclaim it.
09. STAIRS DOWN
Go down these stairs to reach the second level of the crypt.

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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-

278
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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Edge of the Abyss

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].

281
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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II/8 The Conspiracy


2.86 RETURN TO FAIRLOCH

Docklands District

Market Sewers

01. BAD NEWS AND GOOD NEWS


When you disembark the Saltfish and head towards the city, you notice Sparky [CG, Ro7]
standing still at the beginning of the jetty. The little girl seems to be carrying a dagger.
Whatever would her parents think!
It seems during your absence something big has happened. Just for start, the coppers have
taken away everyone in the thieving guild. Sparky was lucky to get out of there without being
seen. But there is more.
The cops took everyone into the castle, and then locked the gates. No one is allowed in or out
anymore, and most of the guards dont even know whats going on.
You are lucky, however, because Sparky knows a way to the castle. On the southeast side of
the market sewers, there is a pool of water. If you swim in it, you will see a tunnel that leads
into the castle sewer system.
If you want to try the passage, Sparky will race you. Hehee, last one there is a rotten egg!
02. TIME FOR A BATH
When Sparky is gone, enter the sewers. If you are in a hurry, you can enter the docklands
sewers and then travel to the market sewers by going through those conduits.
If you want to indulge in trade, if you need to rest, or if you dont believe Sparky, you can
enter the Market District and do your business.
If you walk to the Castle gates you find two knights [LG, F12] and two city watchmen [LG,
F6] standing out the door. The soldiers ignore why they have been locked out and say they will
try to bash down the door with a battering ram. That will take time, though.
After all, Sparky was telling the truth. The halfling in urchins clothes seems to be someone you
can trust. Enter the market sewers and go looking for her.
Sparky is already waiting for you at this location, you rotten egg. All you must do now is jump
in the putrid pool and swim under the wall until you reach the other side. Sparky will go hide
real good, so no one will find her.
Jumping into the pool will bring you to the next area, the castle sewers.
[Ref. Area 2.87].

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2.87 CASTLE SEWERS

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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2.88 FAIRLOCH CASTLE; DUNGEONS

01. TO THE SEWERS


Go downstairs to return to the castle sewers.
[Ref. Area 2.87].
02. FAKE WATCHMEN
Within this room there are three city watchmen but - hey, Valennia is right - they are a lot
more aggressive than usual!
When the city watchman impostors [LE, F14] charge at you with a fury, even Ronan admits
these guys are not the real guards. Apparently, someone has taken over the castle and has
replaced the former defenders.
When dead, the fake guards leave behind city guards armours and city guards shields.
03. FREEDOM FOR ALL!
Within this cell there are three inmates [N, F4]. Sentenced to a term in prison for some crime,
people like this are usually hardened criminals.
The convicts beg you to dont leave them in here for the guards arent guards anymore but
assassins or sumthin.
If you want to free the prisoners, open the locked portcullis [DC25] and let go the guys.
Freeing the inmates will shift your alignment towards Chaos (of 4 points); if you are chaotic,
you get 50 xp.
04. MORE IMPOSTORS
A group of city watchman impostors numbering 2-4 fake guards has gathered here.
05. EVIL MONK
A pretty powerful Shadow Monk [LE, M6/C9] guards this room.
06. BODY STORAGE
The naked corpses of the true defenders of Fairloch Castle have been thrown within these cells.
Buzzing flies fill these cells and the stench I guess - is nauseating. Do not linger here.
07. ENEMIES
Here are three Shadow Warriors [LE, F1/M5] and 2-6 city watchmen impostors. Of
course, they are determined to prevent you from advancing further on.
On the floor, there are the corpses of two (true) knights. Search them to find a couple
Potions of Cure Critical Wounds.

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08. SHADOW WARRIOR


A single Shadow Warrior guards this room.
The dead knight on the floor has a Potion of Cure Critical Wounds for you to take.
09. PRISONERS
Three castle workers [N, Commoner 3] and four pretty maids [N, Commoner 3] have been
locked up within these cells. Open the locked portcullis [DC25] if you wish them to be free
again.
In the upper cell there is also a buxomly maid by the name of Catherine Makepeace [N,
Commoner 3]. The girl explains the strange hooded men wearing the guard's armour around
the place have pretty much taken over the castle. You may not believe this, but someone
working here let them in. The maid did not see much before they were caught spying on them,
but it looked like the Duke was ordering them around!
If you say the scoundrel will pay, your alignment shifts towards Law; if you are lawful, you get
50 xp. If you say the Duke owes you money and you gotta go settle the matter, your
alignment does not change. If you say the Duke just made your list and you will go cross him
out, your alignment shifts towards Evil; if you are evil, you get 50 xp.
10. STAIRS UP
Go up these stairs to enter the lower level of the castle.
[Ref. Area 2.89].

286

2.89 FAIRLOCH CASTLE; LOWER LEVEL

01. STAIRS DOWN


Go down these stairs to return to the castles dungeons.
[Ref. Area 2.88].
Two Shadow Monks [LE, M6/C9] guard the corridor ahead.
02. SERVANTS ROOMS
Within these rooms you can search four armoires and a chest of drawers to get random
treasure of low value.
03. GUEST ROOMS
These two rooms have nothing interesting to find. The eastern room features an armoire
holding random treasure of low value.
04. DINING HALL
A Shadow Monk and 4-7 impostor knights [LE, F16] are guarding this room. Prepare
yourself for a pretty hard battle, then storm the hall.
05. ARMOURY
The armoury door is locked [DC28].
The Kings armoury has been stripped of NEARLY everything of value, probably for the war
effort. Indeed, the weapon racks all around the room hold standard weaponry.
Within an armoire, however, there are a chainmail, a scale mail, and a very precious suit of
armour. The heaviest armour available two hundred years ago, the Roebec Family Armour is
in impeccable condition, and an heirloom of the royal family. It is said that King Alaric wore this
armour during his later years as ruler of Fairloch, where it protected him from foreign
assassination attempts on three separate occasions. The armour grants the wearer a +3 AC
bonus and immunity to sneak attacks.
06. KITCHENS
Instead than cooks and chefs, here you will find a Shadow Monk and 2-5 impostor knights.
07. STAIRS UP
Go up these stairs to reach the castles ground floor.
[Ref. Area 2.90].

287

2.90 FAIRLOCH CASTLE; MAIN FLOOR

01. STAIRS DOWN


Go down these stairs if you feel you have missed something in the lower levels of the castle.
[Ref. Area 2.89].
02. WAITING ROOM
The door that gives access to the entry hall of the castle is locked [DC18].
Appropriately enough, someone is waiting within this hall... waiting for you. The enemies you
must deal with include one Shadow Monk [LE, M6/C9] and three impostor knights [LE,
F16].
The big door leading to the throne room has been barred, so you must find an alternative
route to find the Duke.
03. CONFERENCE ROOM
The door leading from the waiting hall to this chamber is locked [DC18].
One Shadow Monk and three impostor knights guard this place.
When you walk to the door in the northeast corner of the hall, Maggie has a feeling you are in
for a tough fight up ahead. The pretty halfling has wisdom to sell, so, do not discard her
advice!
04. NUMBER ONE REVEALED
When you enter the throne room, Duke Charles Montague runs to you, thanking God you
have returned the vile blasphemer!
Point the finger at the Duke and accuse him to have been working against the King right from
the beginning, then tell Uncle Charlie you know hes planning to kill his darling niece and take
over the city. Sir William, if present, will add to it.
The Duke replies he is outraged by such nonsense.
If you have found Sir Godfreys journal, throw the diary on the Dukes face as an evidence of
his misdeeds. Sir Godfrey had foresighted is dead for Sir Charles was the one who sent the
paladin to his death, the old bastard!
When the Duke professes his innocence, just laugh at him. Such a guile he has! Who could
have suspected he was such an evil mastermind. Even now, he still tries to confuse you. Well,
this time it wont work.
Just look at him - the castle is teeming with armed impostors and he has not a scratch. Only
God knows if poor Criosa is still alive or if she has died to the hand of the man she trusted
most.
Not to mention the chimerical Sceptre you have been running to the four corners of the
Kingdom to find...

288
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

289
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.

290
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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2.91 THE NEXT DAY...

01. CALL ME A LORD, PLEASE


After the bloodshed, it is finally time to celebrate.
To compensate your heroic deeds, Princess Criosa Roebec orders a solemn ceremony to be
held in the castles throne room, at the presence of all courtiers. Duke Charles wont be there,
though, and I wonder why.
But then, who cares?
Escorted by two wings of deferent armour-clad knights, the hero of Aielund is slowly walking
towards the seat of power, followed close by his stalwart companions. Then, he kneels before
Criosa, the sole rightful heir to the throne.
The Princess declares you have come here to be recognised for your stellar service to the
Kingdom of Aielund in its time of need. Faced with a conspiracy against the crown from
unknown persons, you and your henchmen sought out the traitors and brought them to
justice. Therefore, it is with unanimous consent of the royal court, and Criosas heartfelt
appreciation, that she bestows upon you the honour of knighting.
For unequalled bravery, and loyalty to the crown, you are made a Knight (or a Dame) of the
Order of Aielund. Now stand up, and be recognised!
Hurrah!
Note: If the game hangs on after the final cutscene and Act Three doesnt start at all, do not
despair. To solve the problem look at the bugs entry in the notes Ive written down at the
beginning of the walkthrough.

292

Act Two Quest Summary


A Delivery for the Amalis Tower

> 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.

293

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.

> To the east of the district there is a warehouse. Enter it [2.14].


> The gang you are looking for runs its operations from within this warehouse.
Talk with the leader of the thugs, who goes by the name of Justin.
When you ask him to stop his shady business, Justin may simply laugh at you, or he may order
his fellows to attack. This is a fully random decision of him.
In the first happenstance, you can choose to attack the racketeers yourself, or you can try to
persuade them to leave the town, or you can leave the warehouse and go enlist the aid of the
local police.

* 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.

294

Dancing for the Devil

> 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.

> Return to the Great Library.


When you give the elixir to the devil, he lets go the hostages.

* 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.

295

* 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.

> Storm the assassins hideout [2.39].


Eventually, you will confront the guildmaster, Holister Swiftblade Wilson.
When he is close to die, Holister asks for surrender.
Question him about his masters. The hired killer swears he does not know their identities, but
he guesses a wealthy businessman by the name of Thomas Bartlett may be involved in the
conspiracy. To prove his words, Holister gives you some notes tagged as assassins papers
on the conspirators.
When the conversation ends, you can choose to kill Holister or let him go.

* 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.

296
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.

297

Evil Underfoot

> When you are in the Fairlochs Market District [2.16], walk to the University Grounds and
enter the Cathedral [2.24].

> Talk to Bishop Anthony Brown.


If you have at least one level as a paladin, or if you have at least one level as a cleric and your
alignment is Lawful Good or Lawful Neutral, or if Sir William Bryce-Clifton is in your party, the
first time you address to the Bishop, he asks you to stop a Cardinal who has gone crazy.
To track down the Cardinal, the Bishop gives you the key to the catacombs.

> 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.

298

* 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.

> Go upstairs and talk with Alan Leonson.


During the conversation, you should be able to make him confess his involvement in the crime.
Once you have unmasked him, however, Alan runs upstairs.

> 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.

> Enter the treestump shack to the east of the encampment.


> Speak with the Shadow Druid elder and ask him about the sects leader. A fight will be
unavoidable.
When both the elder and the Shadow Druid Beastmaster who comes to help him are dead,
search the elders corpse to find the druids key and a ring tagged as broken Ring of the
Guardian. Take them both.

> Leave the shack.


If you didnt do that before, kill all the druids in the area.
When you have disposed of the druids, use the key you have collected from the elders corpse
to open the big wooden gate to the south of the camp. Go through the gate to enter the
underground ruins of Feybourne [2.68].

> To the northeast of the ruins there is a semi-collapsed tower.

299
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.

> Leave the tower and explore the ruins.


To the west, there is a chamber with a sarcophagus.
Kill the greater air elemental guarding the room, and then search the coffin. It holds the mortal
remains of Archmage Cuthbeort and a gemstone tagged as Earth Gem. Take the gem.

> 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].

> Explore the ethereal ruins.


Within the east wall, a wizard is battling against a few slaadi.
Help the mage to slay the monsters, then speak to the still living spirit of Archmage
Cuthbeort. When you explain why you are here, he gives you the Soul Gem.

> Return to your plane by entering the shaft of natural light found in Cuthberts burial
chamber.

> Re-enter the semi-collapsed tower.


Put the broken Ring of the Guardian inside the automated gemsetter (the machine you see
in a corner of the room), together with the Earth Gem and the Soul Gem. This way, the ring
will be repaired.
Take the Ring of the Guardian and leave the tower.

> Walk towards the southern exit of the ruins.


Equip the Ring of the Guardian and use its unique power upon the Guardian, the glowing ball
of light that bars the way to the exit. This way, you will disable the creature.

> Leave the underground ruins to return to the surface [2.70].


> Standing atop a temple-like building, there is a green dragon by the name of Deathmist.
The wyrm is the creature that leads the Shadow Druids.
Speak with the wyrm until he attcks. When Deathmist is dead, grab the dragons head.

> 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.

300

> 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.

> Follow the path to reach the orc encampment [2.57].


The orcs obey the orders of an orc captain. Kill everyone, and then take the orc leaders
head.

> 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.

> Show the letter to Captain Vale.

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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.

> Searched both the houses [2.48] & [2.49].


> Return to Bobby and tell him he is a liar. This time, Bobby spill his guts: Samuel is hiding in
the districts sewers.

> 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.

> Return to Sarah.


If you want the girl happy return her the sweets. If you want to teach her a lesson about how
cruel and unfair life can be, however, eat her candies just in front of her.
The Admiralty

> 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.

302

The Disappearance of Alain Rich

> 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].

> Enter the house [2.64] and go upstairs.


> Inside a sort of laboratory, there is a tome bearing some kind of incantation.
If you read the spell, you are brought to some underground ruins [2.65].

> Explore the ruins, killing any golem you meet.


In a room to the east there is a floor lever. Pull the lever to dispel the magical ward that
protects a nearby door.

> 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.

> Enter the portal to reach the Ethereal Plane [2.27].

303

> 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.

> Talk with Desmond to complete the quest.


The Sceptre of Transcendence

> 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.

> When the lich is destroyed, search its sanctum.

304
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.

> Go through the near locked door to enter Criosas room.


Princess Criosa Roebec is busy duelling with the Castellan. Kill Sir Malcolm, then talk to the
Princess to end Act Two.
The Story So Far

* 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.

> Enter the caves beneath the Valley [2.81].


> Kill all the slaadi infesting the caverns.
In the southeastern portion of the caves, there is a dimensional portal guarded by several
slaadi.
Kill the chaotic monsters, and then seal the portal by cast a Dispel Magic upon it.
If you cannot cast the spell, use a magical item.

> 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.

305

War and Other Catastrophes

> 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].

> Cross the Stoneguard Mountains [2.73] & [2.74].


> Eenter the frost giant city [2.75] and kill all the giants defending it.
> Enter the frost giant lair [2.76].
Kill the frost giant king and grab the giant kings head.

> 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.

> Talk with King Sulinus MacTavish.


If you do not have the head of the frost giants leader, Sulinus asks you to go and kill the
giants.
If you have the head, you can ask the King about the Sceptre of Transcendence.
Sulinus promises he will give you answer if you investigate the disappearances happened by
late in the dwarven mines.

> 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.

> Leave the mines, and return to the throne room.


Speak with King Sulinus, and show him the diary and the head of the duergar leader.

306

Act Two Picture Gallery

307

308

Act Three Return of the Ironlord

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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III/1 Preparations for Another Journey


3.01 INTERLUDE

01. GREETINGS BY SAVANT


At the very beginning of Act Three, you find yourself in a small wooded area.
If you need to refresh your memory about the past happenings, open your journal, and look at
the entry entitled, The Story so Far...
Two months ago I was an adventurer exploring the Kingdom. While stuck in the sodden
township of Bracskworth, I was swept up in events that were threatening to destabilise the
entire region, as well as making me quite dead. Bracksworth was attacked by a mercenary
army and Princess Criosa Roebec, the only member of the royal family still in the Kingdom,
was kidnapped. I managed to rescue her and cripple the merc army, but not before most of
Culdeny (a nearby port) was destroyed.
Eternally grateful for my role in her rescue, the Princess asked me to accompany her to the
capital city of Fairloch, to act as her bodyguard while also tracking down who had wanted her
out of the way. There were multiple assassination attempts, which lead back to a renegade
senator of exceptional influence, who was trying to take over the city 'for the good of the
Kingdom'. I thwarted his attempt to slaughter the Senate, and discovered that he was working
for someone else, someone who had organised the kidnapping of Criosa and the attack on the
Senate. But the trail ended there, leaving all of us to ponder who could have done it.
At the same time, I learned of a new threat called the Ironlord, an ancient and evil construct
that had attacked the Kingdom nearly a century ago. This, in fact, was the reason King
Seamus Roebec had lead his army to the west, in an attempt to halt its return. I learned of a
powerful weapon that could assist him in this task, should he end up fighting it, and so I
embarked on a quest to find the 'Sceptre of Transcendence'. Such a pretty name, and so very
fake. After fighting a dragon, a horde of fanatical druids, evil dwarves, and frost giants, and
then travelling to the roof of the world to fight an ancient lich to find this blasted sceptre, it
turns out that it was a ruse to lead me out of the city, and probably to get me killed.

311
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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3.02 ON THE ETHEREAL PLANE

01. DEATH OF A WYRM


The cutscene movie takes place on the chunk of Ethereal Plane where Salinder, the great gold
wyrm, is spending his last few days guarding the Ironlords prison. What fun!
When the movie starts, someone is entering the dragons realm through teleportation. The
ethereal guy is none less than King Seamus Roebec.
Unfortunately, the King of Aielund has come too late to prevent the wyrms passing, if ever he
could be able of such a thing.
Salinder sadly claims his energy is spent and he can do no more to keep the Ironlord in
check. At last, the burden has fallen upon the King.
All of a sudden, the big gate behind the dragon is destroyed by a huge blast and the dreaded
Ironlord, finally free to leave its prison, walks up brandishing a huge, shining blade.
The Ironlord who looks like a big, metal-clad minotaur - grins that the dragons time is over,
then it makes arcane gestures, and a beam of negative energy hits the wyrm.
While Salinder meets his ultimate fate, the Ironlord laughs the Kings time will come as well.
Seamus is quick and wise to make his way back to the Prime Material. When he leaves this
plane, the cutscene ends.
Thats a good start!

313

3.03 FAIRLOCH CASTLE

01. YOUR ROOM


After you were made a Knight (or a Dame) of the Kingdom you have been assigned this room
in the royal palace.
Before you are given full control of your character, a level check is made to verify if you are
experienced enough to face the challenges ahead.
If you are playing the module with a new-created character or with an imported character of
level 15 or less, you have the opportunity to raise your heros experience level to 16.
If you are playing with a character coming straight from Act Two, a few plot- or quest-related
items will be taken away from your inventory.
If you wish to muse upon your next moves, feel free to sit and relax on the near rocking chair.
When you feel you are ready to move on stand up, open the door, and leave the room.
02. AN ELOQUENT COURTIER
Once outside your room you bump into a natty guy who dons the blue robes of the local
courtiers. This is a most fortuitous meeting, for Nigel Rothschild [N, Commoner 3] was just
coming to fetch you. Her Highness Criosa Roebec is currently in the War Room, just to the
south of the Throne Room. Would you be so kind to grace her with your presence?
03. CRIOSAS ROOM
By going through a locked door [DC18], you can enter the Princesss bedroom.
Criosa is not here, and you can profit of her absence to steal random treasure of low value
from a chest and an armoire - or to refresh your knowledge of the kingdoms history by
throwing a look at the lorebooks found on a bookshelf.
04. EMPTY ROOMS
The doors of these two rooms are locked [DC18]. There is nothing to loot here, though.
05. LOCKED DOOR
This door is locked and cannot be opened. Move back.

314

06. KING SEAMUS ROOM


To enter the kings room you must possess enough skill to pick the locked door [DC40] - or
enough brazenness to bash it down.
Inside the monarchs chamber there are an armoire and a chest of drawers holding random
treasure of low value. Apparently, Seamus did not trust his servants and Knights and he
took away everything of value. A most wise decision, mind me.
07. THRONE ROOM
Four courtiers [N, Commoner 3] hang around this chamber. Their safety is ensured by the
Knight of the Realm [LG, F12] who guards the halls main door.
Also, Sir Rotschild returns here after he has carried out his task - and he finds absolutely
smashing the mere fact you have made your way until here. This is the stuff heroes are made
of!
08. WAR ROOM
The fair Princess Criosa Roebec [NG, Ro14] is waiting for you inside this chamber. Growing
from her recent experiences, Criosa stands ready to meet the new challenges facing the
Kingdom.
Together with the princess, here are Duke Charles Montague [LG, Commoner 10] - now fully
recovered from the heartattack he suffered during Sir Malcolms coup - Sir William BryceClifton [LG, P16] - who has been recently promoted to General to replace his departed friend,
Sir Godfrey Davis - and an elven lady by the name of Nawen Elinfalen [LN, W9]. Standing in
for Terinus (the King's court wizard) Nawen used to teach at the University, though lately she
has been serving a more important function; she relays information back and forth to the front
lines by her magic.
A Knight of the Realm stands watch near the door to ensure no harm is done to the high-ups
who have gathered within the hall.
When you talk to Criosa, the Princess explains you have been summoned here because she
wanted you brought up to speed on the latest information concerning the Ironlord.
As you know, nearly all of the Kingdoms military has been committed to the war against
Tusone in an effort to circumvent the Ironlord's return. Last night, Nawen - the wizard trained
in relaying messages between here and the front lines - received a communiqu. King Seamus
has arrived at the Temple of Eternal Resurrection, thought to be the place the Ironlord will
return from. By destroying the temple, the King hopes to prevent this from happening. This
has been the focus of the war effort since the very beginning. Your friends are currently
waiting to hear word from Seamus himself to learn if he has been successful or not.
When you ask how they know that the Ironlord will reappear at that temple, Nawen comes up
to answer your question. There is a prophecy stating that 'the Lord of Iron will return through
the gate of Eternity, and you will know this when the rain falls on the plains of the new country
for fifty days and nights'. The endless rain around Bracksworth was a sign that could not be
ignored, indeed.
The Temple of Eternal Resurrection is thought to be connected to the realm of the dead, the
place where the Ironlord is imprisoned. As the great gold dragon Salinder weakens, it allows
the Ironlord to push through into this world. Nawen thinks that is what causes the disruption in
the weather. Why it is centred on Bracksworth and not on the temple itself is quite puzzling to
her, however.
By the way, if you are smart you may have an Insight option to wonder if that might have
something to do with the portal linking Bracksworth with the dragons ethereal realm. When
she heard about the portal, Nawen claims the energies from that planar bridge may have
disrupted the weather. Fascinating, isnt it? Perhaps, but I wouldnt speak in those terms to the
local farmers...
Anyway, Nawen senses Terinus is currently doing something complex. A few moments later,
indeed, the translucent image of King Seamus Roebec appears in the room.
The King explains Terinus is projecting his image to you. The spell will not last long, though, so
he had better get on with this. Unfortunately, his quest to seal off the Ironlord from re-entering
this world has failed.
The information Seamus is here to convey is extremely sensitive, so he wants to be sure he
can trust you all and... who may you be?

315
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!

316

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...

317
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].

318

3.04 FAIRLOCH; MARKET DISTRICT

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.

319

02. DISTRICT GUARDHOUSE


Captain Deckard has moved his quarters from the Docks to this guardhouse.
This place should be the first you visit once you have left the castle, if only to learn the identity
of the city jails new guest.
[Ref. Area 3.05].
03. THE FAIR MAIDEN INN
If you need a room to spend the night, you will find it at this cosy inn.
Resting before to leave the town may be a good idea, if only to have Criosa memorize her
spells.
[Ref. Area 3.06].
04. THE HALLS OF KNOWLEDGE
If you are looking for magical supplies, go shopping to the Halls gift store. Also, dont forget to
pay Williand Nottias a visit, for the local wizards have been working hard to make your life
easier than ever.
[Ref. Area 3.07].
05. FAIRLOCH CATHEDRAL
Healing potions and other supplies can be bought at the citys main temple.
[Ref. Area 3.08].
06. MACABIE & SON FLETCHERS
This is the place to buy a new bow or to replenish your quiver.
[Ref. Area 3.09].
07. TANNER
The local tanner offers his customers a small selection of leather goods.
[Ref. Area 3.10].
08. RISING SUN EXOTIC SUPPLIES
If you are a monk or if you have a passion for exotic weaponry, dont miss to pay this shop a
visit.
[Ref. Area 3.11].
09. FAIRLOCH ARMS & ARMOUR
The bearded blacksmith [N, F3] toiling under the shed on the back of this building is happier
than before. Indeed, spring is a far better time than winter for outdoor forging.
Anyway, the smith says they have had a lot of good equipment come in the past couple of
weeks, so, you might like to check it out.
[Ref. Area 3.12].
10. FAIRLOCH HOUSE OF FASHIONS
Before leaving town, I wouldnt pass the chance to pay the local boutique a visit. I am sure
Anita shall be very happy to show her latest creations to someone of your rank.
[Ref. Area 3.13].
11. DISTRICT GATE
When both you and your henchmen have been properly equipped, go through this gate to
enter the Residential District.
[Ref. Area 3.14].

320

3.05 MARKET DISTRICT GUARDHOUSE

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

321
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.

322

3.06 THE FAIR MAIDEN INN

Common Room

First Floor

01. ENTRY DOOR


Leave the inn by this door to return outside.
[Ref. Area 2.04].
02. COMMON ROOM
Ten commoners [N, Commoner 2] are drinking and chatting about this room.
A moustached bartender [N, Commoner 3] and the local innkeeper [N, Commoner 3] stand
behind the counter. The bartender can sell you ale, beer, rum, poor wine, and quality
wine. If you want a room to rest in, just pay the innkeeper 10 golds and you will get the inn
room key to go upstairs.
The door in the northwest corner of the room is locked and cannot be opened.
03. STAIRS UP
Once you have paid for a room, you can unlock this door with the key you got from the
innkeeper.
04. STAIRS DOWN
Go down the stairs to return to the inns common room.
It is a pity, but the cushion of reasonable comfort you may have become addicted to is
nowhere to be found. If you want to rest, you can choose the room you like most, but you
wont be able to advance the time by eight hours as you were used to.

323

3.07 THE HALLS OF KNOWLEDGE

Main Floor

First Floor

01. ENTRY DOOR


Leaving the Halls through this door you can return to the University grounds.
[Ref. Area 2.04].
02. ENTRY HALL
The Guardian of the Hall [N, Construct 13] that floats at the centre of this chamber is always
willing to point the visitors of the Halls to the places attractions, like Harolds gift shop or
Desmonds lab.
Here are also three students of magic [N, W2], but they have no much to tell.
03. GIFT SHOP
Your reputation is preceding you and Harold Webber [N, W6] already knows you are
embarking on a journey Nawen tends to keep him informed of the general goings-on around
the court.
Perhaps the wizard can lend you some aid by providing you with a few useful magical items
for a price, of course.
Harolds 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 fee of 100 golds apiece.
The shops merchandise include Mages Robes of Battle, a Black/Grey/White Wizards
Robe, Bracers of Armor (+1, +2, +3, +4), a Cloak of Displacement, a Hood of Clarity, a
nice collection of darts (common, +1, +2, +3, +4, of Accuracy, Acid Darts and Sonic
Darts), a Wizards Sidearm crossbow, a Battlemage Staff, a few potions (of Bulls
Strength, of Cats Grace, of Invisibility x3, of Lore, of Speed x3), a lot of scrolls, an
Amulet of Will +3, a Necklace of Missiles, a Scarab of Protection +3, a Lesser Ring of
Wizardry, a Ring of Wizardry, a Ring of Fire Resistance, a Ring of Insight, a Ring of
Scholars, Rings of Clear Thought (+2, +3), Rings of Protection (+1, +2, +3, +4), Rings
of Resistance (+1, +2, +3), Rings of Fortitude (+1 to +5), Journeymans Staves, a
Staff 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 staffs wielder is given the power
to cast the Fireball (2 charges/use), the Globe of Invulnerability (5 charges/use) and the
Isaac's Lesser Missile Storm (3 charges/use) spells. Base price: 41,758 gp], a few wands (of
Sleep, of Stinking Cloud, of Missiles, of Negative Energy, of Paralyzation, of Trap
Detection), grenade-like missiles, a Chime of Opening, Dust of Appearance, Dust of
Disappearance, a Janthras Harp, Light Gems, several Lesser Ioun Stones, and
tradeskill materials to craft your own potions and wands.
04. CLASSROOM
Besides two students of magic discussing their courses, this room is empty.

324

05. TELEPORTATION ROOM


Williand Nottias [N, W5], the mage in charge of the teleportations lab, is always willing to
sell his Stones of Recall. However, the wizards had a breakthrough in recall spells last week,
and now he is pleased to announce that the Stone of Recall has been greatly enhanced.
Instead of lugging around a lot of stones, you now need just one. It is no longer consumed by
the spell, except for the gemstone at the centre of the stone itself. That is the only part you
need to replace, and it is cheaper and lighter than carrying a number of whole stones around.
One Recall Gem will cost you 240 golds or so whereas a Stone of Recall costs 600 golds or
more.
Thats not all, though! Thanks to recent experiments, the wizards have been able to adjust the
stones so that you can now teleport back to your previous point of origin. Simply stand over
the recall symbol on the ground! Of course, you need a stone and a recall gem to make it
work, just like using the stone normally.
Therefore, you should sell Williand all the stones you are carrying from the past few months,
and purchase the newer version and some recall gems. They are cheaper now, and Williand
will give you a fair price on the old stones (400 golds or so).
06. ARCHMAGES OFFICE
Archmage Zachariah Smith is not here. His study is empty.
07. STAIRS UP
Go upstairs to say hallo to Desmond and perhaps to have your weapons enchanted.
08. STAIRS DOWN
Go down the stairs to return to the Halls main floor.
09. STAIRS UP
The door before the stairs leading further up the tower is still locked.
10. DESMONDS LAB
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.
When you approach the busy wizard you can excuse yourself for you didnt meant to interrupt
his work. This way the conversation comes to an immediate end, but your alignment shifts
towards Good; if you are good, you get 100 xp.
If you have a chat with Desmond and then you start another conversation, you have an option
to confess you are here just to annoy him. Desmond will comment nobility has not dulled your
keen wit, and your alignment will shift towards Chaos; if you are chaotic, you get 50 xp. If you
say you are sorry to bother him, your alignment shifts towards Good; if you are good, you get
100 xp.
Anyway, Desmond is still enchanting weaponry for a price. He has even managed to improve
the spells a little here and there, though he daresay hes still far from expert at this sort of
thing.
Desmond warns you, though: once an item has been empowered to do extra damage, it
cannot be empower further. He has heard that you are heading for Fort Highmarch, so, there is
every chance you will bump into the Archmage Terinus, who is much better at this than
Desmond is. Refraining from enhancing a weapon now, Terinus might be able to do a better job
of it later.
Desmond can upgrade any melee or ranged weapon you are currently holding in your right
hand.
Adding +1d10 acid, cold, electrical, or fire damage costs 60,000 golds. Making your weapon
keen costs 30,000 gold pieces. Making the weapon capable to give you resistance against
magic (+18SR) costs 75,000 golds. To make the weapon regenerate your health at the rate of
one hit point per round you must pay 40,000 golds.
To add your ranged weapon the Mighty +3 property you have to cough up 15,000 gold pieces.
Adding Mighty +6 costs 50,000 golds. Finally, adding unlimited ammunition +3 will cost you
75,000 golds.

325

3.08 FAIRLOCH CATHEDRAL

01. ENTRY DOORS


Leave the temple by one of these doors to return outside.
[Ref. Area 2.04].
02. TEMPLE SERVICES
Besides three vigilant Cathedral Guardians [LG, C10], inside this holy place you will find four
zealous priests [N, C5] and Bishop Anthony Brown [LG, C16].
Both the priests and the Bishop can sell you healing supplies, but only the head of the local
church has the power to heal your wounds a service you will get free of charge, as a token of
the Churchs appreciation for your recent efforts.
In addition, if you shop from the Bishop, you can buy his goods at a 10% lower rate.
The church store has an unlimited gold supply and a maximum buying price of 10,000 golds.
Here you can buy a Celestial Breastplate, a Blessed Mace of Disruption, Potions of Aid,
Potions of Antidote, Potions of Barkskin, Potions of Bless, Potions of Clarity, Potions
of Cure Wounds (any types), Potions of Endurance, two Potions of Heal, a few scrolls
(Dispel Magic, Divine Favour, Raise Dead, Restoration, Resurrection, Shield of Faith,
Stone to Flesh), an Amulet of Magic Resistance, an Amulet of Natural Armor +4, an
Amulet of Health, a Lesser Amulet of Health, a Greater Amulet of Health, Amulets of
Will (+1 to +5), Periapts of Wisdom (+1 to +4), Scarabs of Protection (+1 to +4), a Rod
of Illumination, healers kits (+1 to +10), and holy water.
03. BISHOPS OFFICE
There is nothing here but a desk holding random treasure of low value.

326

3.09 MACABIE & SON FLETCHERS

01. BOWS & ARROWS


Ray Macabie [N, F3] is proud to have someone of your rank in his humble shop, and he
prompts his son to stand up straight in the presence of nobility. He is also pleased to announce
that he recently received a shipment of fine new bows from Kingswood.
The master bowyers store has an unlimited supply of money and a maximum buying price of
10,000 gold pieces.
Rays stock includes a pair of Bracers of Archery, slings, slings +1, a sling +2, a Sling of
Deadly Accuracy, heavy crossbows, heavy crossbows +1, light crossbows, light
crossbows +1, a Crossbow of Impact, a Heartseeker Bow, composite longbows,
composite longbows +1, composite longbows +2, composite longbows +3, a
composite longbow +4, longbows, longbows +1, longbows +2, longbows +3, a
longbow +4, a fine composite longbow, a masterwork composite longbows,
shortbows, shortbows +3, a shortbow +4, composite shortbows, composite
shortbows +1, composite shortbows +3, and a composite shortbow +4.
Besides the weapons above, Ray sells all manners of tradeskill materials to craft your own
bows and projectiles.
Jason Macabie [N, Commoner 1] offers his customers a nice selection of ammunition.
His store has an unlimited supply of money and a maximum buying price of 10,000 gold
pieces.
The fletchers stock includes bullets, Bullets of Smiting, bolts, Bolts of Piercing, arrows,
arrows +2, arrows +3, Arrows of Deafening, Arrows of Dispelling, Arrows of Impact,
Arrows of Intense Cold, Arrows of Silence, Bodkin Arrows, Fire Arrows, and Piercing
Arrows.
The two crafting fletchers tables within the shop can be used to create your own weapons
and missiles once you have gathered the needed materials.

327

3.10 TANNER

01. LEATHER GOODS


Hashan Cain [N, F5] will be very happy to show his merchandise to his favourite customer.
The leathersmiths store has an unlimited supply of money and a maximum buying price of
10,000 gold pieces.
His merchandise include leather armours of many hues, leather armours +1, leather
armours +2, leather armours +3, leather armours +4, studded leather armours,
studded leather armours +2, studded leather armours +3, studded leather armours
+4, a padded armour, camouflage armours, a heavy camouflage armour, several trap
kits, a nice collection of whips (whips, whips +1, whips +2, a Whip of Accuracy and a
Deadly Whip), plus leather dyes of any colours, and tradeskill materials.
The tradeskill materials can be assembled in the crafting tanners pool near the shops
counter.

3.11 RISING SUN EXOTIC SUPPLIES

01. A TASTE OF EXOTIC


The half-elf who owns this place and who goes by the name of Cyna Galein [CG, M5] is
honoured to serve you.
Her store has an unlimited supply of money and a maximum buying price of 10,000 gold
pieces. Cyna can identify your items for a price of 130 golds apiece.
The lady monks stock includes three elegant kimonos and many items intended for monks:
Robes of the Transcendent Path (+1 to +4), Gloves of the Bear (+1 to +4), Gloves of
the Dragon (+1 to +4), Gloves of the Eagle (+1 to +4), Gloves of the Tiger (+1 to +4),
Boots of the Gentle Breeze, Boots of the Swift Wind +2, Boots of the Howling Gale
+3, and Boots of the Rising Storm +4.
Cyna also offers a large array of exotic weapons, far too much to be listed here. I will limit
myself to the magical ones: baat jam do +1, a baat jam do +2, chakram +2, a chan +2,
a daikyu +3, a Deadly Nunchaku, double scimitars +1, a double scimitar +2, a hanbo
+2, kama +1, katana +1, a katana +2, kukri +1, a kwan dao +2, a naginata +2,
ninja-to +1, a ninja-to +2, nodachi +1, nodachi +2, a pu dao +2, a sai +2, a sai named
Kinsha [The origins of this weapon are unknown, but its effects are quite obvious to all whole
feel its sting. This weapon +2 grants the wielder the Disarm bonus feat and on hit can cause
Sleep for 3 rounds (25% chance, DC14). Base price: 35,169 gp], shurikens +1, shurikens
+2, shurikens +3, sickles +1, a tetsubo+2, a sharp wakizashi, wakizashi +1, a
wakizashi +2, a yari +2, and a powerful blade called Kyuuketsuki.

328

3.12 FAIRLOCH ARMS & ARMOUR

01. SHOPPING FOR WAR


Thomas Ashby [N, F4] has made a few new acquisitions by late. Nothing truly special, but his
armoury is far more complete than it has been for a few months. He is sure you will find
something to catch your eye.
The store has an unlimited supply of money and a maximum buying price of 10,000 gold
pieces. Thomas can identify your items for a fee of 150 golds apiece.
Besides the non-magical items, Thomas sells many pieces of enchanted equipment:
breastplates +1, a breastplate +1, a breastplate +2, breastplates +3, breastplates
+4, chainmails +1, a chainmail +2, chainmails +3, chainmails +4, scale mails +1, a
scale mail +2, scale mails +3, mithril scale mails, banded mails +1, a banded mail
+2, banded mails +3, a banded mail +4, full plates +1, full plates +3, half plates +1,
a half plate +2, a half plate +3, tower shields +1, a tower shield +2, tower shields
+3, a tower shield +4, large metal shields +2, large metal shields +3, large metal
shields +4, a pair of Bracers of Swordsmanship, a pair of Gauntlets of Ogre Power, and
a lot of helmets.
Thomas weaponry includes all types of standard melee weapons, from the mundane pieces to
the ones bearing a +3 enchantment. The only unique weapon is a short sword called Sword of
Many Blades [This finely crafted short sword, though magnificent enough to look at, holds the
power to duplicate itself many times over, effectively creating a wall of swords able to cut down
enemies with ease. This short sword +4 grants the wielder the power to cast the Blade Barrier
spell once per day. Base price: 89,840 gp].
Finally, here you can buy metal dyes and tradeskill materials to craft weapons and armour
by yourself.

329

3.13 FAIRLOCH HOUSE OF FASHIONS

01. ANITAS ATELIER


Anita Aerman [N, Commoner 3] whos donning a new, multicoloured dress - is currently
showing her gowns and outfits to a couple of noblewomen [N, Commoner 4] but she will put
them aside when you enter her shop.
Hey, stop sniffing at your underarms the classy lady is not coming up to show you the way to
the baths but she wants to say HOW regal you look! You have come a long way since your
arrival at Fairloch and she is VERY proud of you.
Indeed, Anita believes it is her task to ensure that all nobility comport themselves in a manner
befitting their station. This is not to be taken lightly - they have standards to uphold, you
know!
The boutique has an unlimited supply of money and a maximum buying price of 10,000 gold
pieces.
Besides a large array of elegant and expensive clothes, here you can buy a Fencers Outfit, a
Swashbucklers Outfit, a Swordmasters Outfit, a Sorcerers Outfit [This elaborate outfit
was designed in part by Anita Aerman at the Fairloch House of Fashions. Apparently unsatisfied
with the calibre of adventuring equipment for the man (or the lady) of quality, Anita worked
with people at the University to produce this practical yet stylish apparel. The garment grants
the wearer a +4 Charisma bonus, a +4 bonus on the Concentration skill, a bonus spell slot of
level 4 and 5, and the power to cast the Sequencer spell (2 spells) once per day. Base price:
84,132 gp], a Bardic Leather +4, a pair of Bardic Slippers, a pair of Bardic Slippers of
Agility, a pair of Boots of Agility, a pair of Boots of Momentum, Boots of Silent Walking,
Boots of Travelling, hard leather boots, suede boots, a pair of Dragon Slippers, a pair
of Greater Boots of Agility, a pair of Boots of Astounding Grip, Cloaks of Fortification
+1, a Cloak of Fortification +2, Cloaks of Protection +1, a Cloak of Protection +2,
Cloaks of Protection +3, a Cloak of Protection +4, Dark Cloaks, Nymph Cloaks +1, a
Nymph Cloak +2, Nymph Cloaks +3, a Nymph Cloak +4, a Performers Cape, a Cloak
of Resistance [This cloak has been enchanted with power protective magicks, allowing it to
absorb tremendous amounts of elemental damage. The wearer is granted a 25/- damage
resistance to cold, electricity, and fire. Base price: 50,119 gp], a pair of Bardic Gloves of
Swordplay, 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 Greater 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. This particular belt has been greatly enhanced by a wizard.
Usable only by a bard, the belt grants damage reduction +4 soak 10 and a +4 bonus on the
Perform skill. Base price: 46,190 gp], a Lesser Belt of Guiding Light, and a Greater Belt of
Guiding Light.
Here you can also buy cloth dyes and tradeskill materials.
02. LOOMS
If you want to impress Anita with your skill at tailoring, here are two crafting looms you can
use to create your clothes by yourself.

330

3.14 FAIRLOCH; RESIDENTIAL DISTRICT

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].

3.15 THE TRADEWAY TAVERN

01. ENTRY DOOR


Leave the tavern through this door to return outside.
[Ref. Area 3.14].
02. COMMON ROOM
Within the tavern, there are seven commoners [N, Commoner 2] and the local innkeeper [N,
Commoner 3].
The patrons purses can be emptied if you have the right skill. Afterwards, you can spend the
few coins you have illicitly gained by buying ale, beer, rum, poor wine, or quality wine
from the bald-headed owner of this place.

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III/2 Looking for Allies; Dwarves


3.16 SOUTH OF FAIRLOCH

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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3.17 STONEGUARD VILLAGE

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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3.18 MINERS REST INN

Common Room

First Floor

01. ENTRY DOORS


Both these doors lead outside the Miners Rest.
A dwarven warrior [LG, F9] keep watch over the inns main door and it seems he has been
ordered to keep his mouth shut.
[Ref. Area 3.17].
02. COMMON ROOM
King Sulinus MacTavish [LG, F16] is staying within the inns common room, together with a
loyal dwarven captain [LG, F11], four depressed dwarven refugees [LG, Commoner 5] and
a couple of dwarven commoners [LG, F5].
Talk to the King to learn whats happening in his underground realm.
Do you remember those nasty duergar you fought recently? Well, apparently they were a sort
of scouting force, aimed to find out the dwarves weak points and harass their operations. Now
more grey dwarves have come - and in much greater numbers. However, there is something
else at work down there... something sinister - and Sulinus thinks he knows what it is. It isn't
widely circulated, but the King is almost certain that a dragon is leading the enemy force.
Sulinus does not want such news to be spread around, though. Only a small number of soldiers
know about it and the King wants to keep it this way.
By the way, the dwarves possess a number of powerful magical weapons one of which is quite
suited to fighting a wyrm. Sulinus gave this dragonslayer blade to the clans foremost warrior,
and sent him with a small contingent to slay the beast. That was fifteen hours ago, so Sulinus
doubts they were successful.
Hearing about the blade, you wonder if such a sword could turn useful to fight the dragon
blocking the Culdeny Highway. King Sulinus does not know for certain, but says you can keep
the sword and see by yourself. All you have to do is find the blade and test its powers by
slaying the dragon who is threatening to take over Stoneguard.
According to the King, the dragon was heading towards the royal chambers the last time he
heard of it. There is a good chance the sword could be found around that area. Return here
with the dragons head on a plate and the enchanted blade will be yours!
If you lack the skill to wield a bastard sword, dont look at Criosa. Robert, however, can use
any weapon youd like... and he is pretty good at that.
When you agree to go and clear out the invaded town, the King explains a contingent of his
warriors are currently guarding the main gate into the city. They will help you get in there, but
the lower level itself is lost to the duergar scum. Be careful for you won't have any
reinforcements when you are down there.

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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].

337
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

339
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.

340
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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III/3 Towards Culdeny


3.20 THE VALLEY OF SILENCE

01. TO STONEGUARD VILLAGE


Going east from here, you can return to the dwarven village.
[Ref. Area 3.17].
02. THE SEASON OF LOVE
Even in springtime, the Valley of Silence is shrouded with snow. Untouched by the war, this
land presents breathtaking views to the sensitive onlooker. Even the most callous traveller may
find himself sighing and daydreaming. Also, the warm sun seems to be melting something...
and Im not speaking of the snow.
In fact, providing you are a male character and Criosa is in your party, as you walk along the
road the Princess will claim she feels excited. You know, being on the open road together,
facing danger and such... Doesnt this thrill you? Just think to the danger, the challenge, the
romance... Criosa has read many novels about that sort of thing. Young, beautiful people who
thrust together due to circumstances and find love in a world gone mad. Sigh!
If Criosa really catches your eye or if your scheming mind already thinks of yourself as the
next King of Aielund after some unfortunate accident made you a widower... dont reject the
princesss advances and ask the dreamy girl if there is a chance of some sort of romantic
encounter in your future. Criosa giggles she would keep her eyes peeled if she were you. You
never know when something might happen...
The female and kinky - adventuress who may have grown fond of Robert Black will be
disappointed to notice her brooding hero seems pretty oblivious of the surrounding beauty.
Time will come, though...
By the way, I believe being a male is the sole qualification to win the princesss heart.
Charisma and race should not be an issue. Mmhh... I just cannot picture the lovely Criosa
strolling through the halls of Castle Fairloch tenderly holding hands with a dumb, bulky half-orc
barbarian - or spending her nights in bed with a diminutive and bespectacled gnome. But then,
never heard of Bertrand The Companion Jansens special talents...?!!

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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

01. THE TRANSCENDENT MONKS


Grandmaster Drago Greenfare [LG, M20] is still busy directing the hypnotic chant of his six
monk acolytes [LG, M6] and hes still bald, too!
The thin halfling, now donning an elegant black robe, is very pleased by your visit... especially
if Robert is in your party. In fact, the former mercenary captain spent some time here to
recover after his resurrection.
Assuming both Mr. Black and Criosa are on your side, the conversation that follows will cause
Robert to spill the truth about his motives to follow you. Apparently, the big tough mercenary
has a big soft heart for he blurts out he felt bad that he had attacked Culdeny for profit and he
wanted to make amends. Thats all and don look at him like that!
Anyway, when you ask Drago about the closed bridge, the monk explains the dragon that has
made its home in the mountains to the west remains a constant threat and he doesnt wish for
people to travel there until the wyrm has left. Tell the halfling you are planning to confront the
dragon and you will be immediately given the monks key to unlock the bridge gate.
Once you have got the key, it should be time for shopping.
Dragos store has an unlimited money supply and a maximum buying price of 12,500 gold
pieces. The Grandmaster can identify your items for 150 golds apiece.
Here you can buy Robes of the Transcendent Path (+1 to +5), 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 [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, these boots grant the wearer a
+5 AC bonus and a +2 Dexterity bonus. Base price: 46,377 gp], Gloves of the Bear (+1 to
+5), Gloves of the Dragon (+1 to +5), Gloves of the Eagle (+1 to +5), Gloves of the
Tiger (+1 to +5), Gloves of Thundering Force (+1 to +5), a Monks Hood of Insight
[Created to pierce illusions and reveal all to the mind of the disciple, this hood is meticulously
crafted by the monks of the Transcendent Path. The hood grants the monk True Sight and
immunity to fear. Base price: 50,412 gp], a nice collection of shurikens (shurikens +1,
shurikens +2, shurikens +3, Death Stars, Firestars, Poison-tipped Shurikens, Grains
of Sand, Many Talons), a lot of 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, Heal x3, Invisibility, Lesser
Restoration, Lore, Owls Wisdom, Speed), a Rod of Anti-magic [Rods of this type were
ordered by the King to aid in battle against rogue spellcasters. Knight-Captains usually carry
one of these in case they encounter something that swords alone cannot destroy. By spending
5 charges, the rods user can cast a Dispel Magic spell. Base price: 10,126 gp], healers kits
+3, alchemists fire, acid flasks, acid bombs, choking powder, fire bombs, and
tanglefoot bags.

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3.22 MOUNTAIN PASS

01. TO THE VALLEY OF SILENCE


Go east from here if you feel a need to return to the Valley of Silence.
[Ref. Area 3.20].
02. AZUREFANG
Azurefang [LE, Dragon 29], the blue dragon who destroyed most of Culdeny and who has
been terrorizing this region for months, is quietly sitting along the road. And she is bored to
tears!
When dealing with Azurefang you are given a few options to avoid a fight and you should
consider them all before to challenge such a powerful creature.
If Robert Black is in your party, let your fighter talk with the wyrm. After all, Robert is the
reason Azurefang is sooo bored. When he hired the dragon, Robert promised Azurefang there
would be lots of carnage, but aside for a little foray into Culdeny a while back her job has been
utterly carnage-free. Outrageous, isnt it?
When Robert tells the dragon her task is complete, Azurefang rejoices. Indeed, she was
seriously thinking about flying away and leaving her obligation unfulfilled. That would have
upset her greatly, for she always keeps her word you know that, right?
Err... do you know?
If you have that skill, you can try a medium Bluff check to dupe the dragon to believe you have
heard a lot about her legendary honour. If you pass the check, the dragon departs for the
desert, having had her fill of cold weather for quite a long time. She even tell you to stop her
home someday so you can have lunch together. She can offer you an 80% guarantee that you
wont be on the menu...
This outcome is worth a reward of 2,500 xp.
If the Bluff check fails, you can still try a medium Persuade check to save your day. If this
check fails as well as the first, though, Azurefang wont be impressed by your flattery and she
will decide to eat you.
To avoid a difficult fight you have a last chance - buying the dragon off.
If you offer Azurefang 50,000 golds to leave, well... be ready for a fight, you stingy skinflint. If
you offer the dragon 100,000 golds, she will agree to leave if you pass a hard Persuade check.
If you offer 150,000 golds, you need to pass a medium Persuade check.
Again, if you convince the dragon to leave you get 2,500 xp.
It goes without saying that Azurefang will immediately attack if you tell her she is nothing but
a murdering beast that caused the death of many innocent people or if you are so dumb to
overtly ask Robert why he keeps jabbing you in the ribs... Hey, he could have winked at me,
instead (heh...).
If Robert is not in your party, you must deal with Azurefang all by yourself.
If you are wielding Arc Draconis (the sword you may retrieve from Stoneguard) and brandish
the blade before the dragons nose matador-style, a fight will be unavoidable.

345
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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3.23 THE EAST ROAD

01. TO THE MOUNTAIN PASS


Go east from here to return to the mountain pass you are coming from.
[Ref. Area 3.22].
02. SPARTAN
The observant player who is not used to the CEP hakpack will notice some unusual fauna
inhabits the area, namely a ferret [N, Animal 1], a skunk [N, Animal 1], and a wolverine [N,
Animal 3].
Still more unusual is the creature that comes down the sky as you walk along the road... and
he may even want to join your party!
The juvenile bronze dragon that lands before you has been watching your confrontation with
Azurefang and was very impressed, for few mortals could have matched wits with her and lived
to tell about it. The dragon and Azurefang call each other enemies, though he daresay she
would be more than a match for him. He has been monitoring her movements for the past
month, warning away any who would try to attack her.
Now his duty is over and... are you by chance heading south? The dragon has sensed the
arrival of a powerful being (the Ironlord) on this world, and its intentions are not benign. He
surmised that one such as you might be heading down there to confront such a foe.
If you are evil, the dragon wonders if you seek to oppose this being, or to join forces with it.
For your sake, he hopes you decide against standing with this monster, for it counts no one as
an ally, and would most likely destroy you eventually. If you seek to fight the Ironlord, though,
the dragon will not stop you. Eventually you will come to blows. Whichever of you will perish,
the young wyrms cause will be served. When the conversation ends, the dragon flies away,
and he will never come back. Bye.
If you are a good- or neutral-aligned character, however, the bronze dragon says he is seeking
powerful allies to aid him in the fight against the Ironlord. Would you consider joining forces
with him? If you agree... well, he just hopes you can afford his services for he will charge you
10,000 golds as compensation.
If your purse is empty, or if you are not interested to travel with a dragon on your tail, the
young wyrm will stay here, just in case you should change your mind.
If you let the dragon join the party, well, needless to say you have just acquired a VERY
unusual henchman. Oh, and you can call him Spartan [LG, Dragon 18].
Dragons amass experience with age, so Spartan will never gain new levels. Also, you cannot
equip him with weapons or armour. His stats and abilities, however, are powerful enough to
compensate such disadvantages. Indeed, Spartan is exceptionally talented for his age. He has
24 points of Strength, armor class 25 and 236 hit points. He can use two different breath
weapons (a poisonous gas cloud and a bolt of lightning) and can even cast a few spells
(Confusion, Isaacs Greater Missile Storm, Magic Missile, and Slow). He can cast Magic Missile
thrice per day whereas the other spells can be cast once per day.
In addition, you can boost Spartans power by equipping him with all manners of magical
trinkets necklaces, rings, boots, cloaks, and so on.
Spartans sheer size can be a problem sometimes, so, whenever you enter a building too small
for his natural form, he turns into a wolf. All bronze dragons are able to polymorph when
necessary just do not ask him for a proof. Spartan is not an entertainer, here to perform to

347
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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III/4 The New Culdeny


3.24 CULDENY

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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03. AQUEDUCT ACCESS


Ragnar MacDougal [LG, F5] has been appointed to be the head of the aqueduct construction.
Truly a dwarf's dwarf, Ragnar boasts a thick, robust accent even dwarves have trouble
following. Well, what ye fer from him?
According to Robert, talking with such an illiterate moron is nothing but a waste of time. If
you insist to be cosmopolitan, though, you have a chance to embark in a little sidequest, just
to keep you trained.
Three workers have been recently killed by something down the aqueduct, something powerful
and bloody angry. If you are moved by the news, and if you believe no monster can be let free
to run around loose in the sewers, tell Ragnar you are willing to go down and investigate the
matter... if he comes up with enough gold. The dwarf says he could pay you one thousand
golds to fix his problems.
Criosa will be a little upset by your proposition - its SO dirty down there! but you can keep
her quiet by explaining the squeamish princess the brand-new sewer its probably still shiny
and clean. Also, the trip should only take a few minutes.
When you are ready for the trip, open the trapdoor near the dwarf and pop down the
aqueduct.
When you return to Ragnar after you have fixed the problem, the happy dwarf cannot thank
you enough for clearing out his pipes. Perhaps you wish you could help Ragnar with his diction
and annunciation, but you have to realize that is a battle that was lost a long time ago.
Therefore, you must settle for a reward of 1,000 xp and 1,000 gp.
By the way, if you have Robert as a comrade, when you pocket your prize he exclaims he got
it, at last - fleecing the locals for profit! Yes, that makes sense.
If you try to explain you didnt that for money but just for helping people, your alignment
shifts towards Good; if you are good, you get 100 xp. If you ignore Roberts remark, your
alignment does not change. If you grin he is getting it at last, your alignment shifts towards
Chaos; if you are chaotic, you get 50 xp.
[Ref. Area 3.26].
04. THE SEASPRAY INN
At the Seaspray Inn you can find a soft bed to rest and a few goodies to loot.
[Ref. Area 3.27].
05. BOWYER & FLETCHER
If you need to restock your quiver or if you are after a good bow or a deadly crossbow, this is
the place you have to visit.
[Ref. Area 3.28].
06. BILL
Bill Cooper [N, Commoner 1] is a teamster (not a mathematician) and he makes his livings
by carrying both wares and travellers back and forth from Culdeny to Fairloch with his oxpulled wagon.
Once he is certain the road to the capital is safe and no dragon will endanger his precious life,
the driver wont object to give you a ride to Fairloch. His fee? Well, there is a cold weather fee
of ten gold on top of the usual twenty-five, so thats... um... fifty gold pieces. Take it or leave
it!
If you need a ride to Fort Highmarch, however, Bill explains Mille Smith handles that route. He
aint seen his colleague in a week or so, though. Probably she is down at Highmarch or
something.
07. MASTER CHAPLAINS SMITHY
A young apprentice smith [N, Commoner 2] is toiling at the forge outside this shop. A
convenient location, indeed - it gets him lots of fresh air, and the ladies can see him with his
shirt off!
If you want to buy some equipment, Chappy is waiting inside the smithy.
[Ref. Area 3.29].
08. HOUSE OF EXOTICS
Miscellaneous supplies and interesting trinkets can be found at the House of Exotics. Moreover,
the shop features quite an interesting device...
[Ref. Area 3.30].

350
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.

351
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].

352

3.25 CULDENY CHURCH

01. ENTRY DOOR


A vigilant Cathedral Guardian [LG, C12] keeps watch on the main door of the church.
[Ref. Area 3.24].
02. CELESTES SHOP
The lovely priestess Celeste Patterson [LG, C9] is the head of the local church and she is
willing to heal both you and your companions for free. Thank God.
The temples store has an unlimited supply of money and a maximum buying price of 15,000
golds.
Celeste sells potions (Aid, Antidote, Bless, Bulls Strength, Cats Grace, Clarity, Cure
Wounds, Endurance, Heal x2, Lesser Restoration, Owls Wisdom), scrolls (Lesser
Dispel, Lesser Restoration, Raise Dead, Restoration, Resurrection), healers kits (+1
to +10), and holy water.
03. NELLISE
Standing next to Celeste there is the very beautiful cleric who may have accompanied you
during Act One, Nellise Sanneman [LG, P/C]. Oh, and she has been knighted too, so you
should call her a Lady. Actually, Nellise is the first cleric to be knighted for one hundred years.
Well, what can you say? Welcome to the club!
Nellise had a difficult time last month. A lot of good people died here and she had to witness it.
But most of the citizens survived, and with the town rebuilt things are looking up for Culdeny.
Most of her work here is done by now, so, if you need a cleric or a paladin - she could join
your side and assist you in your mission. Nellise will agree to follow you even if you are evil
despite she has taken the path of paladinhood! And she wont fall.
If Robert is in your party, he will strongly claim you do NOT need a cleric for they are nothing
but a bunch of self-righteous, bigoted, narrow-minded fools. He will change abruptly topic of
conversation, though, when Nellise asks him if they have met before...
Once Nellise is on board, you can talk with her to know what else she has been up to these
past few months, or to learn how the clerical hierarchy reacted to her recent knighting.
Nellises starting equipment includes a Knights full plate, a City Guard shield +2, a Ring
of Protection +3, a longsword +3, a Crossbow of Speed, and two sheaves of bolts +4.

353

3.26 CULDENY AQUEDUCTS

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.

354

3.27 THE SEASPRAY INN

Common Room

First Floor

Master Suite

01. ENTRY DOORS


Leave the inn by one of these doors to return outside.
[Ref. Area 3.24].
02. COMMON ROOM
The current patronage of the inn includes a female commoner [N, Commoner 1], a
curvaceous and kinda busy - prostitute [N, Commoner 1] and five randy, VERY randy
sailors [N, F1] on their leave.
If you are a lady, the sailors wont be able to resist your charms and will treat you with a few
of their best jokes.
The local innkeeper [N, Commoner 1] is standing behind the counter. If you ask for a room,
he says he gets only one left, the master suite. It costs 5 gold for the night - and no
complaining! Throw five coins on the counter to get the master suite key.
Before you depart for your room, the innkeeper reminds you have to pay for any damage
yourself.
If you reassure him you will be careful, your alignment shifts two points towards Law; if you
are lawful, you get 20 xp. If you just thank the guy for the advice, your alignment does not
change. If you tell the innkeeper he cannot teach you how to party, your alignment shifts one
point towards Chaos; if you are chaotic, you get 50 xp.
If you ask for something to drink, you will access the inns store. The innkeeper has only
drinkables for sale (ale, spirits, wine, and rum) but, if you wish, you can sell him your own
items. Just keep in mind the shop has a limited gold supply of 1,000 golds and a maximum
buying price of 1,000 gold pieces.
03. KITCHEN
Unsurprisingly enough, here are the inns chef [N, Commoner 3] and a busy waitress [N,
Commoner 1].
04. STAIRS UP
Go up the stairs to reach the first floor of the inn.
05. STAIRS DOWN
Go down the stairs to return to the inns common room.
06. LOCKED ROOMS
The doors of these rooms are locked [DC18, 22 or 25].
By searching the bedrooms, you can collect random treasure of low value. The goodies are
stored inside one locked cabinet [DC18] and seven chests-of-drawers.

355

07. TRAPPED ROOM


The door of this room is both trapped and locked [DC20/20; Minor Electrical; DC22].
Within the room there is a locked chest [DC28] holding 351gp. Oh, and dont worry this
time no masked monk will pop out the shadows to stab your back.
08. TO THE MASTER SUITE
With the key that you can get from the innkeeper, you can enter the next room and enjoy your
deserved rest.
09. MASTER SUITE
I am not going to spend more words about the wonderful cushion of reasonable comfort.
The pillow is here, period.

3.28 BOWYER & FLETCHER

01. A CONSIDERATE BOWYER


This building looks like it didnt quite get through the destruction of Culdeny unscathed.
Valdur Ellyan [CG, F5], the elf who calls this place his home, explains the fires were not
completely stopped before they reached his abode. Still, it could have been worse. Most people
weren't so lucky. Valdur still had a roof over his head, so this house was a low priority when
the rebuilding began. He didn't want to make a fuss over it either, seeing as how he came
through relatively intact.
If you want to peruse his inventory, Valdur is pleased to show you how he has been busy in the
past month.
The store has an unlimited gold supply and a maximum buying price of 15,000 gold pieces.
Besides several trap kits and tradeskill materials, here you can buy both mundane and
enchanted ranged weapons and ammunition.
The magical goodies include heavy crossbows (+1 to +4), light crossbows (+1 to +4), a
Crossbow of Speed, a Mighty Crossbow of Speed [One of the most powerful crossbows
available, this mighty weapon can unleash a ferocious barrage of bolts in rapid succession with
little training. This heavy crossbow +5 is a mighty weapon +4 which causes its victims 1d10
massive critical damage and which grants the wielder the Rapid Reload bonus feat. Base price:
60,124 gp], longbows (+1 to +4), composite longbows (+1 to +4), masterwork
composite longbows, shortbows (+1 to +4), composite shortbows (+1 to +4), arrows
(+1 to +3), Arrows of Impact, five Arrows of Petrification, Fire Arrows, Ice Arrows,
Lightning Arrows, bolts (+1 to +3), Acid Bolts, Bolts of Fire, and Bolts of Lightning.

356

3.29 MASTER CHAPLAINS SMITHY

01. ALANS WORKSHOP


Master Alan Chaplain [N, Commoner 8] has managed to stay in business in these hard times.
There has been a constant call for high quality equipment around here lately, so you might say
his retirement years are going to be very comfortable!
If you would like to contribute, just take a look around.
The weapon store has an unlimited supply of gold and a maximum buying price of 15,000 gold
pieces.
Alan sells any kind of melee non-exotic weapons ranging from the mundane to the ones
bearing a +3 enchantment, all types of armour again, ranging from the normal suits to the
ones bearing a +3 enchantment, shields of all sizes (from the common ones to those bearing
a +4 enchantment), several helmets, metal dyes of any hue and tradeskill materials for
both the weapon- and the armour-crafter.
Alains stock includes a few unique pieces as well: a banded mail +4, a female light plate
+3 [Usually worn by women (for obvious reasons), this suit of light plate is much easier to
move around in, and it is even less restrictive for mages who wish to cast spells. The armour
grants the wearer a +3 AC bonus and a 35% reduction of their arcane spell failure. Base price:
70,928 gp], a Shield of Endurance [This large shield +5 grants the wielder a +4 Constitution
bonus. Base price: 84,874 gp], and a Dagger of the Planes [This non-descript dagger +2
becomes a weapon +5 if employed against creatures from the Outer Planes. It sheds a dim
yellow light and causes its victims to suffer 1d8 additional magic damage. Base price: 74,180
gp].

357

3.30 HOUSE OF EXOTICS

01. A GNOMES TRADING SECRET


Rubo Essen [NG, Commoner 1] has survived the attack on Culdeny and still manages his
shop. Also, he still owns that glowing, buzzing device which helps so much in bringing in the
customers.
Now that you have visited Desmonds lab at the Halls of Knowledge and after you have
explored the ruins of the Eldar elves you can inform Rubo his odd machine is actually some
sort of arcane power generator.
Once he has been reassured the contraption cannot endanger his life, the gnome asks you to
keep the information between him and yourself. No need to go around babbling about this to
whoever may be walking past, uh?
If you ask Rubo what it is worth to keep this secret, the short fellow will suspect you are going
to blackmail him.
If you say you are just curious, Rubo explains he fears the University might like to acquire
another one of these devices. Indeed, that may have been where it came from originally. They
might want it back, and he would be unable to stop them.
If you say yes, you are actually blackmailing him, the diminutive gnome will call you a
scoundrel but will agree to pay 100 gp to keep your mouth shut.
If you are so greedy, you can try a medium Persuade check to extort him 500 gp. If you fail
the check, however, the outraged gnome throws you out of his store and bans you from his
shop for the days to come.
Rubos store has an unlimited supply of money and a maximum buying price of 15,000 gold
pieces. The gnome is the only trader in town with enough lore to identify your items. He
provides such a service for the standard fee of 100 golds per piece.
Here you can buy whips, whips +1, whips +2, whips +3, a whip called Lasher [On hit,
this whip +4 can hold its victim for 3 rounds (25% chance; DC18). Base price: 125,138 gp], a
few potions (Barkskin, Cats Grace, Eagles Splendour, Foxs Cunning, Invisibility,
Lore, Speed x3), a Ring of Regeneration [A powerfully enchanted item, this ring is an
essential addition for the serious adventurer. Its power is such that it will prevent the wearer
from bleeding to death. The ring grants the wearer regeneration +3. Base price: 42,051 gp], a
Wand of Arcane Disjunction, a Wand of Fire, a Wand of Lightning, a Rod of Thunder
and Lightning, a Rod of Wonder, a Chime of Opening, a Gem of Brightness, a Harp of
Nightmares [The discordant notes that issue forth from this vile instrument can inflict the
worst horrors upon the listener. Only the most twisted of bards would conceive of playing this
harp, even to one's own enemies. Only usable by evil bards, the harp grants the user the
power to cast the Weird spell. Each use consumes five charges. Base price: 51,637 gp], an
Instrument of the Winds, two Bags of Holding, Light Gems, grenade-like missiles, and
tradeskill materials to craft magical potions and/or wands.

358

3.31 THE NORTH SHORE TRADING COMPANY

01. ENTRY DOORS


Both these doors lead to the streets outside.
[Ref. Area 3.24].
02. WAREHOUSE
Albeit this room has been filled with boxes and crates, there is nothing for you to loot. What a
pity!
03. OFFICE
Together with a dreadfully busy elven secretary [CG, Commoner 2], here are the new head of
the North Shore Trading company and her two most prominent associates. Baxter Faircross
[N, Commoner 6] is one of the major partners in the mercantile enterprise; rumour is he
controls most of the shipping in this part of the world. Samuel Johnstone [N, Commoner 6]
is considered a shrewd financial dealer.
The companys majority shareholder belongs to a dubious lineage and just her surname should
suffice for you to be wary of her. Evelyn Bartlett [N, Commoner 5] took over the running of
her late husband's company after Ronald was tragically brutally stepped on by a giant. Dont
forget to give the lady your condolences...
Under Evelyns guidance, the Company businesses have bloomed. With the rebuilding of
Culdeny a top priority, they used every resource at their disposal to aid in the reconstruction.
Every ship was contracted to bring in workers and building supplies as fast as possible.
Naturally, with their company the sole importer of construction material and labour, they were
able to fetch a higher than normal price for our goods. Much higher...
Normally this much construction would be spread out over a longer period of time. But because
people wanted the goods as fast as they could get them, they were able to charge special
express delivery fees. Of course, no one can complain because they are actually providing a
unique and rapid service.
The scheme has worked brilliantly, except for one small problem. The Longshoreman's guild
has been demanding outrageous pay increases that would totally destroy their profit margin
(sob). Fortunately, because of the urgency of bringing in supplies, the workers have not been
able to strike on them. However, there are rumours that they might be about to do so, the
villains!
If you have already spoken with Dockmaster McKye at the city docks, you can (you should) tell
the lady her company is forcing unreasonable working hours for less pay than they were
receiving before the untimely death of her husband.
Evelyn replies Killian is nothing but a troublemaker. The town was virtually destroyed and here
he is asking for more money, and threatening to strike if he doesn't obtain what he wants.
Scandalous! Mr. Baxter admits the workers pay is tight, indeed, but times are hard for
everyone. All the money the company is amassing is going towards rebuilding infrastructure,
purchasing, and repairing ships and such. And just the sheer amount of material that is being
brought in... well, of course, they are going to make a lot of money. What's wrong with that?

359
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?

360
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.

3.32 LORD MATHESONS OFFICE

01. ENTRY DOOR


Leave the building through this door to return outside.
[Ref. Area 3.24].
02. LORD TALBOT
Count Talbot Matheson [LN, F6] took over the rulership of the town after the unfortunate
death of Mayor Ashan Bora during the battle of Culdeny. He has helped to build it into the
small city it is now shaping to become.
The Count is damned pleased to meet the hero of Culdeny and is pretty flattered when you
praise him for having managed to transform Culdeny from a burned-out collection of buildings
into something resembling a city.
Anyway, enough of this chitchats. Lets come to business.
If you come here to get the permission to leave Culdeny via the South Gate, Lord Talbot says
he wont stand in your way. However, you must go and speak with Commander Ariel to get
further assistance.
If you are scheming to bring down Evelyn Bartlett and his associates, inform the Count the
entire shipment of the Ocean Voyager has been infested with pests.
The type of insect you have chosen when plotting with Dockmaster Killian will influence the
Lords reaction.
If you chose the Athasian swamp leech, the Arborean death weevil, or the Tusonian giant
miniature termite, you need to pass a Persuade check to make the Lord believe your words. If
you chose the highly flatulent dung beetle, however, you wont have a chance to pass the
check.
If the check fails, you can still persuade the Lord by passing an easy Intimidate check. Again,
you wont be allowed a check if you have chosen the flatulent beetles.
If you persuade the Count, you get a reward of 500 xp. Then, tell Lord Talbot the North Shore
Trading Company is most directly to blame. The Count will sign an order preventing further
import of goods until the crisis has been resolved.
Now you should pay a visit to the Companys offices and gloat over your victory.
03. STAIRS UP
The door before these stairs can be opened, but you wont be able to go upstairs.

361

3.33 CULDENY BARRACKS

01. ENTRY DOORS


By going through one of these doors, you can return to the streets of Culdeny.
[Ref. Area 3.24].
02. OLD FRIENDS
Ariel Smith [LG, F12], commander of the forces around Culdeny, has consolidated her
position by thoughtful and decisive leadership.
When you tell the lady commander you have defeated the blue dragon, Ariel is impressed. So
impressed that she believes you are going to have no problem solving their latest threat, the
bloody bitch!
About a week ago, a merchant was attacked on the road south of here. Ariel sent in some
scouts to investigate the area and discovered a horde of various humanoid races migrating to
the northeast. The Commander doesn't know precisely what made them want to leave their
homes, though. She thinks something big (the Kings army) must have moved in somewhere
southwest of Highmarch.
If you want to travel south, you will have to cut your way through all those creatures. Ariel is
not saying it is impossible, but she is not going to risk any of the city's defenders in such an
action. Also, she points out they have been out of touch with Bracksworth for a week now, and
the hamlet is right in the path of the humanoids.
If you are curious about the creatures you are going to meet, Ariels scouts have reported
sighting giants, hobgoblins, bugbears, and regular-sized goblins riding worgs. The good news
is they all seem to be fighting with each other, so you might be able to use that to your
advantage.
To leave the town via the South Gate you get Ariels permission slip, a note bearing the
Commanders seal. Hand the papers to the gate guard, and he will open the gate for you.
Standing before Ariel there is your old, unwashed pal from Act One, Dante Cold [N, Ra15] and
- oh my he has been promoted to Commander of the Royal Rangers in western Aielund!
Dante looks like he is under a lot of pressure and you can wander what idiot put him in
charge!!!
Even if he has been promoted to officer, Dante is still the hot-blooded guy he used to. If Robert
Black is in your party, you will be forced to work hard to stop the ranger from giving the merc
the same treatment he once reserved to his own commander.
Anyway, Dante has only five rangers left up here, the rest having headed down to Highmarch
with Armin Wise. So, he has got a bit of a situation. Aside from all the humanoids swarming
the highway, it seems that a flight of black dragons is looking to make its home in the Calespur
Ranges. His scouts have spotted at least six dragons of reasonable size, and one really big
one. Moreover, they have spotted a large number of smaller dragons too.
If you think you are strong enough, Dante wont stop you from going there and slaying the
wyrms. All he needs to see is a horn from the biggest dragon as a proof of its death.
Oh, and while you are busy fighting the dragons you could keep an eye out for one missing
ranger. Guess who? Mona of course insisted to be assigned the toughest mission to prove
that Dante had gotten over her. Weird logic, but Dante did it anyway. She asked for it and he is
not a mind reader, so...
Now, despite his macho exterior, Dante is blubbering like a little girl.

362
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.

363

III/5 On the Road to Bracksworth


3.34 HIGHWAY; NORTH OF BRACKSWORTH

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?

364
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].

365

3.35 CALESPUR RANGES

Calespur Ranges

The Lodge

Cabin

01. TO THE HIGHWAY


Go east from here to return to the road between Culdeny and Bracksworth.
[Ref. Area 3.34].
02. LODGE
The Rangers who kept watch upon the wood had their headquarters within this building. Now
they have left, but this place is still safe to rest in.
03. LODGE INTERIOR
The lodge is empty. The bloody rangers took away everything of value. Here you can sleep or
read your spellbooks undisturbed, though. If you have just been through a few encounters
with the humanoids scouring the highway to the east, you should not miss the opportunity;
still more action waits in the near woods.
04. DRAGONS!
The forest is teeming with black dragons. Apparently, the specimen you killed in the caves
beneath this area were not alone.
Scattered amongst the trees, there are ten young adult black dragons [CE, Dragon 15], and
five dangerous adult black dragons [CE, Dragon 19]. Beware!!!
Having some protection from acid will help a lot here. Also, a lot of caution should be
mandatory when you engage the older dragons in close combat for they can easily knock you
down to the ground and overwhelm you. Being flat-footed right in the middle of a group of
three or four angry wyrms is something you should avoid - definitely.
You should take care to protect your henchmen as well as yourself, for the dragons can use
their leathery wings to fly about the area. They like to manoeuvre so to land just behind your
shoulders, or near the comrades who you wished to keep away from the frontline.
Oh, and dont get upset if Robert asks for a pay rise... he really deserves it!
Before your arrival, the dragons only amusement was some deer hunting. In fact, as you
explore the woods, you can notice no deer have managed to save their skin. If you wish, you
can collect the animal pelts from the corpses scattered about the area but that shall be cold
comfort after the awful sweat you did to save the critters from the poachers arrows.

366

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].

367

3.36 CALESPUR CAVERNS

01. CAVE EXIT


Leave the caverns through this passage to return outside. The air is stale here, and the whole
place smells like someone set fire to rotten eggs. Smashing.
[Ref. Area 3.35].
02. THE DRAGONS HOARD
There is great evil in this cave... but you probably knew that already.
When you walk inside, one adult black dragon [CE, Dragon 19] and five very young black
dragons [CE, Dragon 6] immediately charge at you, or rather they jump UPON you, for these
monsters have wings - and they can use them!
When the wyrms have been dealt with, you can grab the treasure scattered in the southwest
corner of the cave.
Besides six piles of gold coins, each earning a random sum of money ranging from 100 to
1,000 gold pieces, lying on the floor of the cavern there are a sheaf of arrows +5, a sheaf of
Arrows of Intense Cold, and a longbow called Fiendslayer [Created by the Eldar to battle
the forces of Hell, this powerful longbow can pierce even the thickest armoured skin. Its
accuracy and balance are complemented by an aura of divine protection that can shield the
wielder from some of the more unpleasant effects from being in the presence of hellspawn.
This longbow +5 is a mighty weapon +5 granting the wielder the power to cast the Protection
from Evil spell up to five times per day. When the bow is employed against outerplanar
creatures, its attack bonus becomes +10].
03. DRAGONETS
More immature dragons inhabit this cave, namely 2-7 very young black dragons and one
young adult black dragon [CE, Dragon 15].
04. MORE BLACKIES
Here you will be put against 3-8 very young black dragons and one young adult black
dragon.
05. THE OLDER WYRM, AT LAST [Not Mapped]
The old wyrm you are looking for is found not even within these caverns. The passage to the
lower caves has been blocked with rocks and boulders, so it cannot be there either.
Dont worry, though. When you leave the caves to return outside, the ancient black dragon
[CE, Dragon 31] you are after comes right to you, even if it is not in the mood for a chat!
I hope you are not caught unprepared, for this beast is VERY dangerous. The wyrm has 32
points of Strength, armor class 35 and 436 hit points. Besides its fear aura and its acidic
breath weapon, the dragon can cast spells like Darkness, Fireball, and Lightning Bolt. The black
lizards most frightening power, however, is its ability to knock you down. BEWARE!
If you manage to survive the encounter, dont forget to grab one of the beasts horns. Bring
the ancient black dragons horn to Dante at the Culdeny barracks to get your reward.

368

3.37 BRACKSWORTH

01. NORTH GATE


Leave the village through this gate to take the highway leading to Culdeny.
[Ref. Area 3.34].
When you arrive here, you will immediately notice if Culdeny has been rebuilt, Bracksworth has
just been razed. Most of the villages buildings are on fire, the mangled corpses of humans,
animals and hobgoblins are scattered everywhere, and happy vultures fly high in the sky,
projecting their gloomy shadows on the ground beneath. Finally freed from water, the hamlets
streets are now clogged with blood.
The dead humanoids have left nothing behind, whereas the corpses of the slain militias can
be searched to find guard armours and sometimes Potions of Cure Critical Wounds.
02. GOBLINS
A few goblins are having some innocent fun by butchering a stray dog [N, Animal 2] not far
from the Mayors house. The yellow-skinned scoundrels include 2-6 goblin marauders [CN,
Humanoid 3/Bb8] and goblin cavalry [NE, Ro6/Magical Beast 6]. Gagji gagju magdiaaa!
03. HOBGOBLINS
The first time you walk near the smithy, you can notice the dead body of Hadush lying before
his workshop. The villages smith has fallen defending his hometown, and judging by the many
dead hobgoblins surrounding the half-orcs corpse he sold his life dearly. Searching Hadushs
corpse wont get you anything but a mundane breastplate.
If you return here after youve helped the people who survived the onslaught to evacuate the
village, you bump into a party of hobgoblins numbering 2-6 hobgoblin elites [LE, Bb11] led
by a dangerous hobgoblin shaman [LE, Humanoid 3/S10].
04. GIANTS
When you walk towards this portion of the village 2-6 ugly hill giant marauders [CE, Giant
14] will try to smash you.
05. BUGBEARS
A few bugbears are wandering about here. The group includes 2-6 bugbear marauders [CE,
Humanoid 4/Bb3] and bugbear shamans [NE, Humanoid 3/S7], and perhaps a bugbear
hero [CE, Humanoid 3/Bb9]. Go for the slaughter!

369

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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3.38 BRACKSWORTH BARRACKS

01. THE SURVIVORS


When you enter the barracks, a militia sergeant [LG, F9] comes up to make sure you are not
some humanoid in disguise. Once he has ascertained you are really what you claim to be, he
welcomes you to the party.
These people have been stuck in here for a few days now and they are quite desperate. The
Mayor has pretty much kept them together, although technically the sarge is running the
military. All three of them. The rest died defending the town.
The officer thinks you should speak with Olaf and see if you can get these people out of here in
one piece.
Besides the sergeant and his army - a militia archer [LG, F9] and a militia [LG, F9] only
five villagers escaped the massacre: two unnamed commoners [N or LG, Commoner 2],
David Patteel [N, F6] and his sobbing but still beautiful wife Laura [NG, Commoner 5], and
Olaf Waynolds [N, Commoner 2], the Mayor of Bracksworth all that is left of it, that is.
Inform Olaf you have cleared most of the creatures that invaded the village, and then tell
these people they can pack their things together and prepare to leave. The road to Culdeny is
now safe (at least, it should be...), so they can head that way. This simple statement is worth
500 xp.
If you ask about other survivors, Olaf says both Hasrinaxx and Dale may be still alive.
When the fighting started, the entire town turned out to fend off the horde. Hasrinaxx came as
well, calling down bolts of lightning upon the foul creatures. They lost track of the druid when
the walls were breached, but Olaf doesn't think he died. The horde came from the west, so he
must have gone east.
Dale, the doddering old fool, had some magical relic that he had discovered recently and the
Mayor wanted to go and fetch it. Instead, Dale locked himself into his house and brought down
an energy barrier to block it! The coward probably cost them the town.
When everyone is ready to go, leave the barracks. A few moments later, the survivors come
out the building, lining up in a formation. Escort the escapees towards the north gate. If you
have already killed all the monsters about here, everyone shall be able to make their way to
the gate. When the Mayor goes across the small bridge before the gate, you get a reward of
1,000 xp.
As a side note, if you find the time and feel no shame, while you are in the barracks you can
empty the six locked chests [DC25] standing before the bunk beds. The coffers hold random,
class-oriented treasure of low value.
Being a bashful chap with a quirk for theft, my favourite hero first escorted the refugees to
safety THEN he returned here and looted everything. How decent of him, uh?

371

3.39 DALES HOUSE

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].

372

III/6 Looking for Allies; Elves and Barbarians


3.40 SOUTHERN FOOTHILLS

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.

373
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.

374

04. TO THE CAIRNWOOD FOREST


If you are looking for Hasrinaxx or if you are seeking enlightenment go through this
passage to reach the Cairnwood Forest.
By the way, if you are looking for allies to unleash against the Ironlord or if you are currently
in a romance with Criosa or Mr. Blake - I suggest you to do not skip this area.
[Ref. Area 3.42].
05. TO THE HIGH PLAINS
If you wish to enlist the barbarians to your cause, pay a visit to their encampment.
[Ref. Area 3.54].

375

3.41 TOMB OF THE EXILED KNIGHT

01. TOMB EXIT


Leave the tomb from here to return to the graveyard outside.
[Ref. Area 3.40].
02. A GUARDIAN ANGEL
A beautiful angel [LG, C1/P13] has been sent here to protect the memory of Sir Augustus
Charleston from being twisted by the forces of evil that have invaded the tomb. Apparently, Sir
Augustus had used a great balor lord in his trials, twisted to his will by powerful divine magic.
But once the Knight departed, the balor was not fully banished from this plane. Free from his
influence, the demon has secured a foothold on this tomb and has begun summoning an army.
The angel cannot fight the fiends itself. It is not fully present on this plane, as you can see and
its influence here is limited. It needs someone brave and daring - like you - to take the fight to
them. To ensure that no more demons come through, you must kill the two demon lords. The
original one summoned another first to help build the army here. Destroy both and their power
will be broken.
If you are a being of material concerns, the angel says it shall reward your action with an
appropriate magical item, if a reward is indeed what you seek.
Of course, the conversation will be different if you are evil. The angel wont let a vile creature
like you to defile this holy place. Your mere presence here is an affront to the good and decent
man that lies within. You must leave or you will perish. The choice is yours.
If you are already gloating at the thought of eviscerating the angelic creature but Nellise is in
your party, the lady paladin will claim she wont consent you to fight an angel. Nellise has
overlooked your less attractive qualities because she believed you were working in the best
interests of the Kingdom but she cannot look the other way on this. You should immediately
leave this place.
If you agree to leave, your alignment shifts 1 point towards Good.
If you dont want to miss the chance to give a painful death to a creature of the heavens, your
alignment shifts 1 point toward Evil, and you get 100 xp. Nellise will leave your party, though,
and she will stay here to defend this place.
If you kill the angel, you can search his remains to get its sword, a weapon you wont be able
to use. You can get the same sword if you are a paladin and if you complete the angels quest.
So, the blade is detailed a few lines below.
Oh, and when you walk near the door to the north, two more angels [LG, C1/P16] will appear
to bar your way and claim your twisted soul.

376
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.

377

3.42 THE CAIRNWOOD FOREST

01. TO THE SOUTHERN FOOTHILLS


Going west from here, you can return to the hilly area just south of Bracksworth.
[Ref. Area 3.40].
02. TIME FOR LOVE
The shredded corpses of a few hobgoblins lying amidst the flowers (SNEEZE! I hate flowers!)
should not be enough to disturb the enchanting look of these beautiful woods. Multicoloured
butterflies swarm amongst the trees, while deer [N, Animal 1] and badgers [N, Animal 1]
wander about. Even an old grizzly bear [N, Animal 10] will merely look at you before to go
back to its business.
Spartan senses you may relax here, for this is a protected realm.
A dreamy princess cannot stay indifferent before such a lovely view and - if you are in her
royal graces - Criosa wonders if... if you would consider giving her a kiss. Would you?
SMACK!
By the way, if Robert is nearby, he will suddenly discover he has grown a passion for botanic.
Aint that tree bark something?
When all its over, its already time to return to your business - but not before Criosa embraces
you again for another kiss, the covetous lass.
If Criosas behaviour was to be expected, the adventuress with a fancy for the rugged-looking
merc shall be surprised to find Roberts too finds this setting to be... pretty. What? Oh yeah,
magnificent. Yes, that is just the word he was looking for.
Despite no monsters are around, Robert seems more nervous than before he goes to battle.
Why? You see, he was kind of wondering if this would be a good place to kiss you.
Before to make him happy, force Robert to enumerate your many virtues. When your ego is
satisfied, shut him up by sealing his lips with yours. Surprised at first, Robert will embrace you
in his powerful arms and will return the kiss twice over.
Savant should be severely flogged for the words he puts in your heroines mouth when she can
breathe again, See? That wasnt so HARD, was it? Poor Mr. Black! He will have to do better
next time...
Ahem, was really no pun intended?

378

03. HASRINAXX AND THE MAGICAL OAK


A hooded man is peacefully sleeping under the wide canopy of a magnificent oak tree that has
undoubtedly had its roots in this soil for centuries. Well, the druid seems a lot more
comfortable than you thought he would be.
When you wake him up, Hasrinaxx [N, D14] explains he is simply resting after fighting off a
horde of monsters.
By the way, the druid calls Spartan a friend, so your upright dragon actually LIED to you when
he said humans had not given him a name yet. Thats DEMEANING, isnt it?
Anyway, if you are a druid or a ranger or if you have allocated six or more points in the
Animal Empathy skill, Hasrinaxx says he sent his faithful companion Sebastian to the north, as
there were too many foes for him to take on by himself. The druid has not seen his jaguar for
over a day. Though he does not doubt its natural abilities, he fears the monsters may have got
the better of it. So, he wonders, could you head north and track his pet down? Hasrinaxx
would go himself but his strength has not yet returned, and Sebastian will only trust a ranger
or druid.
If you agree to help, Hasrinaxx says he will present you with a very special gift when you bring
his pet back. In addition, he gives you a ring you may find useful.
When worn, the Ring of Animal Empathy greatly improves your natural affinity with animals,
granting you a +12 bonus on the Animal Empathy skill.
If you manage to return the druid his fluffy kitty, after it tore the lungs out of half a dozen
goblins and giants and ate their intestines, Hasrinaxx lets you choose from two gifts. One is a
suit of ranger's leather armour that he has 'enhanced', giving the wearer more speed and
stealth capabilities. The other is a breastplate fashioned from wood and enchanted to be as
strong as iron (this is important for druids as metal armour inhibits spellcasting and this
breastplate does not).
The Enhanced Camouflage Armour is a one-of-a-kind creation, enhanced well beyond its
original capabilities by Hasrinaxx. It allows a ranger to move faster, quieter, and with greater
protection than a regular suit of camouflage armour. The armour grants the wearer a +3 AC
bonus, and a +8 bonus on the Hide and Move Silently skills. Also, the ranger is hasted and he
gets a bonus spell for each spell level from 1st to 4th.
Meticulously fashioned from ancient oak then magically transformed into iron, the Ironwood
Breastplate is the best protection a druid can get. The secret to its creation is closely guarded
by the most powerful of druids, and is extremely rare. A druid can cast spells normally while
wearing this armour. This living armour grants the wearer a +3 AC bonus, haste, and
regeneration +2. The armour sheds a low green light.
Whatever your choice, when the druid and the jaguar are re-united you get 1,250 xp.
When the quest above has ended or if you lack the requisites for getting it Hasrinaxx asks
if you have heard about the ancient elven race known as the Eldar. They were a very powerful
race, capable of feats of magic rivalling the Gods of old. Well, Hasrinaxx can direct you to an
ancient bastion of their power. This is not an abandoned dungeon or cave, mind him - it is
occupied, and it is the occupants of this place that he has spoken with from time to time. They
are interested in meeting you!
Thats true. There are elves who know of the Ironlords imminent return, and they wish to talk
to you about the matter. But... how do they know of you?
Hasrinaxx has a small confession to make.
Salinder, the great gold wyrm, contacted the druid six months ago, and told him to move to
Bracksworth, to keep an eye on things for him. He didn't say what things exactly, so Hasrinaxx
ingratiated himself with everyone living in town, just to make sure he was not missing
something.
Salinder created a kind of portal to your world so that he could communicate with him on a
regular basis, amongst other things. Thats why that portal was in the Bracksworths grove
and... that means Hasrinaxx was the responsible for the lousy weather!!!
Of course, the druid felt a bit ashamed to upset the natural balance like that, but Salinder said
it was important.
Hasrinaxx learned about the Ironlord from his elven friends. They know that you have become
the dragons champion, and that is why they are willing to speak with you.

379
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].

380

3.43 THE CAIRNWOOD FOREST; SOUTHERN SLOPE

01. TO THE SOUTHERN FOREST


Going south of here you can return to the previous portion of the forest.
[Ref. Area 3.42].
02. GIANTS
About here, 2-4 playful club-wielding and rock-throwing hill giant marauders [CE, Giant 14]
will drag you in their games.
03. GOBLINS
A group of 2-6 hobgoblin elites [LE, Bb11] led by hobgoblin shaman [LE, Humanoid 3/S10]
can be spotted near this place. Kill all the ugly humanoids before to continue your way up the
side of this wooded mountain.
The scenery is magnificent. Enjoy the view.
04. GOBLINS... AND MAYBE A CAT
A party of 3-6 goblin cavalry [NE, Ro6/Magical Beast 6] is roaming about this portion of the
forest.
If you are looking for Sebastian, the goblins will be very busy trying to bring the nasty jaguar
down. Seb seems to have been fighting off monsters for some time and it may need a helping
cla... err, hand. Dont linger too much but charge the goblins and their worgs, slaughtering
them all before they can kill Hasrinaxxs faithful companion.
If you manage to save the jaguars life, go up the rise and use your Animal Empathy skill upon
Sebastian [N, Animal 19]. To do so, call forth your characters radial menu, select the
empathic ability, then left-click on the jaguar. If your skill is high enough, Sebastian should join
your party. If the kitten does not react to your attempt to communicate, just wear the ring
you have been given by Hasrinaxx and try again.
Once the jaguar is on your tail, go all the way back until you reach the passage for the
southern woods. When you leave the area you will notice Sebastian has left your company. The
same happens if you leave the forest through the northern passage.
Dont worry, though. Walk towards the big oak tree and you will notice the purring jaguar is
already purring on his masters side.
05. TO THE SUMMIT
A green mist exhales from this dark passage. The steep trail leads up to the Cairnwood Lake, a
very picturesque place. Even if you have no particular reason to go there, I suggest you to
throw it a look.
[Ref. Area 3.44].

381

3.44 CAIRNWOOD LAKE

01. TO THE SOUTHERN SLOPE


Going through this passage, you can return to the previous portion of the Cairnwood forest.
This small place, not too far from Spartans birthplace, is one of the most beautiful areas I
have seen by playing NWN and many of its modules. As a proof of my assertion, even Robert
could not stay silent before such a show. Hell of a view, ain't it?
[Ref. Area 3.43].
02. A POND MOST PRISTINE... UNTIL NOW
A stone jetty pushes out into the pure, glistening waters of a clear mountain pond. Walk there
and click on the jettys rim to get a few choices regarding what you can do at the Cairnwood
Lake.
If you taste the lakes waters, you find them very refreshing. The pure liquid makes you feel
cleansed and healthy. The effect of such a drink is alike a Greater Restoration spell.
If you find no better thing to do, you can drop your drawers and... urinate in the lake. This way
you will pollute the pristine lake with your foul bodily excretions.
Unfortunately, Savant didnt tell much about your hero dietary habits in these few last months.
They must have been very unhealthy, though, for if you drink the lakes water after you add
your own contribution you find it has a curious taste - kind of acrid, bitter and somewhat
familiar... As a first consequence of your defiling act, your alignment shifts two points towards
Evil.
Finally, if you are a monk seeking your path to light, you can fill Zachs flask with the lakes
water. Oh, and if you have emptied your bladder in the pond, dont forget to disperse the
waters for a time before taking a sample. Your master could take offence. With Zachariahs
full flask in your backpack, you can return to the Southern Foothills and let the wise man
show you the way.
03. NO PISSING, PLEASE
If youve relieved yourself in the clear waters of the lake, when you climb down from the top of
the mountain you find an angry nymph [N, Fey 16] waiting for you, together with a couple of
pets - an ancient dire bear [N, Animal 12] and a dire tiger [N, Animal 16].
The fanatic spirit claims you have desecrated this place, an impiety you have to pay with no
less than your own life!
Frankly, I think she is exaggerating. After all, you were only answering the call of nature...
Bah!

382

3.45 ACADIA

01. WELCOME TO THE HIDDEN CITY


By going through the magical conduit opened by Hasrinaxx you arrive next to an oak tree
very much alike the one you have used to come here.
When you want to return to the Cairnwood forest, just click on the glowing tree, and then step
into the oaken gateway.
[Ref. Area 3.42].
A few moments after your arrival, an elf by the name of Leif Aloufin [CG, Commoner 2]
should come up to greet you.
If this thin fellow does not approach you by his own will, look for him, and start a conversation
by yourself. Keep in mind you have to talk with Leif before to enter the towns Ruling
Chambers or your mission to enlist the elves to your cause will not progress any further.
By the way, Leif is another guy who can call Spartan a friend. It seems your scaly chum is well
versed in the secret places of the world.
If you are curious to know, Leif explains why this place is not marked on any map. This region
was never searched thoroughly for it was thought to be too inhospitable to settle in. Also, the
elves have taken the precaution of keeping a low profile over the centuries, both for their
protection and for that of Aielund. Their reasoning shall become clear to you in time. For now,
feel free to look around the city. When you are ready, just enter the Royal Chambers to meet
the King. You will find the monarchs palace in the northwestern part of Acadia.
If you have questions about the town, Leif - an annoying little twig of a man, to speak with
Roberts words - will indulge your curiosity.
Acadia has been here for nearly five hundred years by now. It lies in the middle of a very
dense forest, and only those whom the elves wish to enter can do so. Otherwise, they have
remained aloof from the world for the entire time.
If you bear suspicions the elves are related to the Eldar, Leif says all elves are, so the answer
to your question is yes. Just be content with this.

383

02. THE ELVEN CITY


This wondrous place is really fascinating. Everything about here oozes magic, and the eccentric
elven architecture seems to be intended to amaze the foreign onlooker. Deer [N, Animal 1]
and white stags [N, Animal 1] frolic undisturbed on the outskirts of the town, living in
complete harmony with the elves. All that glitters is no gold, however, and Nellise senses
something vaguely dark is hiding behind all this eerie beauty.
Despite the outlandish look, everyday life in Acadia doesnt differ too much from the goings on
of the human settlements. Elven commoners [CG, Commoner 6] stroll along the paved
streets, stern elven defenders [CG, Ra11/W5] patrol the town to keep order, and
shopkeepers with pointed ears sell their merchandise.
By the way, the elven warriors are highly trained, and proficient in magic as well as the combat
arts. Be careful to do not go in their bad book!
What the town really lacks is the hustle and bustle of a human city. As they live for many
centuries, elves can take it easy.
Before going to pay homage to the local ruler, you should take your time to indulge in some
shopping. The citys stores offer a unique opportunity to upgrade and increase your equipment
with new, powerful items and incantations. Too bad, they dont come cheap.
03. TEMPLE
This beautiful building is Acadias main (and sole) temple.
[Ref. Area 3.46].
04. ACADIA SMITHY
Finely crafted armours and deadly weapons like you have never seen before can be bought
from the local weaponsmith.
[Ref. Area 3.47].
05. TRUESTRIKE BOWYER AND TANNER
Archery is something the elves excel at, outstripping any other race. Therefore, a visit to this
shop should be mandatory.
[Ref. Area 3.48].
06. TOWER OF HIGH SORCERY
Unquestionably, elves have a knack for magic. The enchanted trinkets you may purchase in
this place are solid proof of it.
[Ref. Area 3.49].
07. LOCKED GATE
Two elven defenders guard this large crystal gate at all times. They say none may pass
through this gate. Step away, please.
08. RULING CHAMBERS
When your tour of the town has ended, make yourself presentable and enter this magnificent
palace to meet the elven sovereign and his beautiful spouse.
[Ref. Area 3.50].

384

3.46 ACADIA TEMPLE

01. THE TEMPLE SHOP


A charming elven priestess [CG, C10] is the sole being you find within this holy place. Thats
enough, though, for she can heal your party and show you the temples goodies.
If you ask to have your wounds mended, the priestess charges you nothing for her aid. The
King himself requested that as a measure of his respect for you.
Of course, if you happen to fall from the Kings graces the priestess will refuse to lend you her
assistance anymore.
The temples store has an unlimited supply of gold and a maximum buying price of 15,000 gold
pieces.
Here you can buy potions (Aid, Antidote, Bless, Bulls Strength, Cats Grace, Clarity,
Cure Wounds, Endurance, Heal x3, Lesser Restoration, Owls Wisdom), clerical scrolls
(Lesser Dispel, Lesser Restoration, Raise Dead, Restoration, Resurrection), Amulets
of Natural Armor (+1 to +4), Amulets of Health, Amulets of Vitality (+2 or +4),
Amulets of Will (+1 to +5), Periapts of Wisdom (+1 to +4), Scarabs of Protection (+1
to +4), healers kits, and holy water.

3.47 ACADIA SMITHY

01. GLENDURS ARTWORKS


Siege engines and large weapon racks fill this workshop. An elven smith [N, Commoner 2] is
working tirelessly at the forge to craft some of the finest weapons youll see in modern times!
If you wish to check out by yourself, talk to the master smith. Glendur Gelitana [CG, F6] will
let you free to browse his stock of arms and armour.
The armoury has an unlimited supply of gold and a maximum buying price of 15,000 gold
pieces. For 100 golds apiece, Glendur can identify your items.
Besides mundane armour, shields and weapons, here you can purchase quite a few magical
items: banded mails (+1 to +4), full plates (+1 to +4), half-plates (+1 to +4),
breastplates (+1 to +4), chainmails (+1 to +4), an Elven Chainmail +5, scale mails (+1
to +3), a scale mail +5, a mithril scale mail, bucklers (+1 to +4), large metal shields
(+1 to +3), a mithril buckler, tower shields (+1 to +4), and all kinds of non-exotic melee
weapons ranging from the ones bearing a +1 enchantment to those with a +4 enchantment.
The only unique weapon for sale is a shiny Elfblade [A finely crafted blade, this longsword is
commonly used by elf nobility and their officers during battle. Usable only by elves or halfelves, this longsword +4 sheds a dim orange light. On hit, it can stun its victims for 3 rounds
(25%. DC20). Base price: 87,148 gp].

385

3.48 TRUESTRIKE BOWYER AND TANNER

01. MRS. AMASHEDINES BOWS & AMMO


The owner of this place is an elven lass going by the name of Delade Amashedine [CG,
Commoner 6].
Her shop has an unlimited supply of gold and a maximum buying price of 15,000 gold pieces.
The magical items she sells include a pair of Bracers of Archery, a pair of Acadian Bracers
of Archery [Used by only a few revered warriors in their history, this represents the finest of
magical devices the Acadian elves have ever made. A quote from an archer who aided in the
creation of this device once said, Hitting your target is good. Seeing your target is better.
Usable only by rangers or arcane archers, these bracers grant the wearer True Sight and both
the Weapon Focus and Weapon Specialization bonus feats (longbow and shortbow). Up to five
times per day, the wearer of the bracers can cast a True Strike spell. Base price: 114,536 gp],
arrows (+1 to +4), Fire Arrows, Ice Arrows, Lightning Arrows, Mild Poison Arrows,
Piercing Arrows, bolts (+1 to +4), Bolts of Fire, Bolts of Lightning, Bolts of Piercing,
Teleportation Bolts, bullets (+1 to +4), Bullets of Screaming, Fire Bullets, Ice Bullets,
Lightning Bullets, heavy crossbows (+1 to +5), light crossbows (+1 to +5), slings (+1
to +5), a Sling of Force, longbows (+1 to +5), composite longbows (+1 to +5),
shortbows (+1 to +5), and composite shortbows (+1 to +5).

386

3.49 TOWER OF HIGH SORCERY

01. A TASTE OF ELVEN MAGIC


The two blue-robed elven mages [CG, W10 and W15] working within the walls of this tower
do not much approve of you coming here. The conceited mages believe you are nothing but a
distraction. Although their leaders may think they need you, they do not think that way. Their
power is more than sufficient to survive whatever is coming...
Luckily for you, Celebrith [CG, W18] - the lady in charge of the towers shop seems to do
not share her colleagues opinion and she will let you browse her stock without raising any
fuss.
Celebrith can also enchant your weaponry. Just bear in mind that she is VERY good at this, and
her prices reflect the quality of her work.
Just like Desmond, Celebrith can upgrade any melee or ranged weapon you hold in your right
hand. Of course, a weapon that already bears powerful enchantment cannot be further
empowered.
Adding to your weapon 2d6 acid, cold, electrical, fire, or sonic damage costs 75,000 golds.
Making your weapon keen costs 50,000 golds. Making the weapon able to grant you spell
resistance 20 costs 90,000 golds. Making your weapon regenerate 2 hit points per round costs
60,000 gold pieces.
Adding to your ranged weapon the Mighty +4 property costs 40,000 golds. Adding Mighty +8
costs 80,000 gold pieces. Adding unlimited ammunition +5 costs 100,000 golds.
The Acadian magic store has an unlimited gold supply and a maximum buying price of 15,000
gold pieces. Celebrith can identify your items, of course, for the standard fee of 100 golds
apiece.
The shops inventory includes Bracers of Armor (+3 to +5), Cloaks of Fortification (+1 to
+4), Cloaks of Protection (+1 to +4), Nymph Cloaks (+1 to +4), a fine Cape of Winter,
Elven Sorcerers Robes [The robe of choice used by elven magic-wielders in Arcadia, this
powerful robe compliments the spellcaster in many useful ways. The wearer is granted a +10
bonus on the Concentration skill and made immune to level/ability drain and to spells by level
2 or lower. Also, the wearer can cast the Sequencer spell once per day (2 spells). Base price:
87,693 gp], an impressive collection of arcane scrolls (from level 3 to level 9), Wands of
Arcane Disjunction, Wands of Fire, Wands of Lightning, Wands of Paralyzation,
Staves of Power, a Staff of the Magi, a Staff of Command, Rings of Clear Thought (+1
to +4), Rings of Insight, Rings of Magic Defences, Rings of Protection (+1 to +4),
Rings of Resistance (+1 to +3), Rings of Scholars, Enchanted Rings of Scholars,
Lesser Rings of Wizardry, Rings of Wizardry, a Greater 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 rings grant the wizard a bonus spell of level 4, 5, and 6. Base price: 25,313 gp], a
Necklace of Fireballs, a Luckstone amulet, Lesser Amulets of the Master, an Amulet of
Power, three Bags of Holding, a Censer of Controlling Air Elementals, Dust of
Appearance, Dust of Disappearance, and a Gem of Seeing.

387

3.50 RULING CHAMBERS

01. TESTED BY THE ELVES


A couple of elven defenders [CG, Ra11/W5] and two elven mages [CG, W10] guard this
sumptuous palace.
In the top portion of the hall, sitting on their high-backed thrones, there are the king and the
queen of the Acadian elves. Leif Aloufin [CG, Commoner 12] is standing next to the royalty,
and will invite you to speak with the king.
If you gallantly address to Queen Ameniel Alodel [CG, C14] first, the elven co-ruler - one of
the most beautiful women you have ever seen - explains custom dictates she cannot speak to
you directly. Speak to the king, please.
King Lomir Alodel [CG, W10/F8] has lived for many centuries, most of them as leader of his
people. Perhaps all the time he has spent ruling Acadia turned him into the aloof man he looks
to be these days. Of course, Lomir will be more easygoing if you are an elf yourself.
The King explains the local wizards recently detected a disturbance in the natural fabric of this
plane of existence. The last time this happened, the Ironlord was banished to another
dimension. Naturally, they assumed it had returned. When you inform Lomir the King of
Aielund is currently leading an army in the Hocarum desert in the hope of stopping it, the elven
monarch says that is a worthy but futile attempt. Such a plan is doomed to failure for sure: the
Ironlord cannot be destroyed. Even an ancient gold dragon could only send it away for a time.
Anyway, the reason they asked you here was to bring them updated information so that they
might determine their role in events this time around.
If you ask the elves support to fight the Ironlord, Lomir says you have almost no chance of
defeating it, thus, to send their valuable warriors to fight against the monstrous construct is a
foolish course of action. Besides that, the elves are quite safe here in their city. It is cut off
from access to the outside world, and nothing can enter without their express permission.
If you accuse the King he is a selfish person and a very presumptuous one as well, Lomir asks
if you believe YOU have the power to stop the Ironlord. When you answer you cannot tell for
sure but certainly you will try to do that, both the king and his wife seem to be impressed by
your confidence. The crowned elves whisper quietly to each other for a few moments. When
the king returns his attention to you, he has taken a more reasonable attitude. Lomir
apologises for what must seem to you to be a rather callous attitude and says you must
understand they have a greater purpose here, and cannot throw their lives away on suicide
missions. However, if you were to prove to them your strength, they may consider sending a
small contingent to aid you.
Mind that, though. The test they want you to undergo is an extremely challenging one and you
shouldnt take it lightly. If you choose to accept the test, you may not survive. If you do,
however, they would consider you powerful enough to face off against the Ironlord... and
worthy of their aid.
Gosh. I would never have thought elves were so good at blackmailing...!

388
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].

389

3.51 THE SECRET CHAMBERS

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].

390

3.52 THE FORGOTTEN CITY

01. STARTING POINT


The portal you can enter in the Acadian Secret Chambers brings you to this dark subterranean
setting.
For an empty cavern, this place sure has a lot of fine architecture! Indeed, the whole area is
full of ruined structures. The semi-collapsed and flame-gutted buildings bear the unequivocal
mark of elven craftsmanship.
You do not have to be a genius to realize you are not staring at a mere cave beneath Acadia,
but rather at an abandoned, ancient city somewhere in the world. It seems you have been
duped and it is too late to protest. Robert was right - the bloody elves were not to be
trusted!
You have no time to cry over split milk, though. Both Spartan and Nellise sense evil creatures
are crawling about. Draw your weapons and stay ready for a fight.
02. SWORDS & ASH
Two huge ash elementals [N, Elemental 16] are wandering about here, together with a group
of 2-8 erinyes [LE, Outsider 10].
The sexy she-devils are not so much of a threat, however, they can resort to their wings to fly
out of your reach and reappear just behind your back, ready to hit.
03. SHE-DEVILS
A small party of 2-5 erinyes is patrolling these narrow streets.
04. TOWER
This tower is guarded by 2-5 cornugons [LE, Outsider 14]. When you have dealt with the
baatezu, open the towers gate and go inside.
[Ref. Area 3.53].

391

3.53 THE FORGOTTEN CITY; THE TOWER


Level 1

01. TOWER ENTRANCE


Leave the tower from here to return to the ruins outside.
[Ref. Area 3.52].
This building was once the home of ancient and powerful magicks. Spartan can feel the power
in the stones themselves.
02. GELUGONS
This large hall is guarded by 2-4 gelugons [LE, Outsider 12], pink-skinned devils hailing from
the freezing wastes of Cania. Send them back home the painful way.
03. AN ENCHANTED BLADE
In the northwest corner of this room there is a chest holding random class-oriented treasure
of high value and a Sunblade [Usable only by good or neutral characters, this bastard sword
+3 sheds a bright yellow light. It causes to the undead creatures 2d6 additional divine
damage. The sword wielder is granted the power to cast a Sunbeam spell once per day].
04. STAIRS UP
Climb up these stairs to reach the second level of the tower.

392

Level 2

01. STAIRS DOWN


Go down these stairs to return to the towers lowest level.
02. FIENDS
A greater cornugon [LE, Outsider 15] lurks within this hall, together with 2-4 common
cornugons [LE, Outsider 14].
03. LIBRARY
Two huge mithril shield guardians [N, Construct 18] still protect this room from
unauthorized visitors and you have no better credentials than the fiends do, so...
When you have slain the shiny constructs, take your time to search the room.
Within two black dressers you will find an elegant silk robe [These magnificent robes are
woven from the finest silk. Such garments must have been used in times past by the Eldar,
perhaps as eveningwear. The robes grant the wearer a +1 Charisma bonus], a set of Robes of
Light [Creating garments aligned to a certain universal vibration helps to focus their power. A
robe like this is designed to enhance a good wizard's power, and provide a heightened level of
defence. Wearable only by good-aligned sorcerers or wizards, these robes grant the wearer a
+5 AC bonus, a +6 bonus on the Concentration skill, a +2 bonus on the Spellcraft skill, and a
+1 bonus an all saving throw. The wearer is also made immune to fear and paralysis], and a
Faithblade [Created for the halfling knight Arias Tobin, this small weapon was once used to
hunt the foulest creatures of evil in the land. While not a true holy avenger, its divine power is
very strong indeed, able to blast summoned demons back to their home plane of existence.
Usable only by neutral or good character, this dagger +4 sheds a dim white light and causes
evil victims to suffer 1d6 additional divine damage. The wielder is given the power to cast a
Word of Faith spell once per day].
The chest that rests between the dresser is both locked and trapped [DC30/30; Deadly
Electrical. DC30]. It holds random treasure of low value, 4,101 gp, a pale blue lesser ioun
stone, five gems (an amethyst, a diamond, an emerald, a ruby, and a sapphire), and an
Amulet of Natural Armor +5.
Upon the two Eldar bookcases you will find several powerful scrolls (Cloudkill, Delayed
Blast Fireball, Greater Planar Binding, Isaacs Greater Missile Storm, Legend Lore,
Mass Haste), and an ancient elf journal.
The book is in poor condition, but the writing appears to be an ancient form of elven. If you
wish to read the journal, you have to activate its unique power by calling forth the items radial
menu. Then unless you are an elf or you have Spartan as a companion - you must pass a
hard Lore check to understand the writings.
The book is written in an ancient form of elven, and you are able to discern that the Eldar
wrote it. It goes into detail about the daily lives of the wizards of this tower, but does not
mention how the fall of this small city happened.
04. BEDROOM
Apparently, the baatezu looted this room for the chest resting along the north wall is already
open and empty.
05. STAIRS UP
Prepare yourself for a fight before to go up the stairs leading to the third level of the tower.

393

Level 3

01. STAIRS DOWN


Climb down the stairs to return to the towers second level.
02. PIT FIENDS
The hall you enter is guarded by 2-4 vile pit fiends [LE, Outsider 18].
When a fight erupts, summoned wights appear near the devils. Then, the pit fiends start
throwing spells at you. Until they keep doing so, they are pretty harmless - if you can resist
their magic, that is. Try to bring them down before they deplete their incantations, though, or
you will learn to yours cost how hard a baatezu captain can hit.
03. TREASURE
This room features a chest holding random treasure of high value and a Wand of the
Heavens.
04. KNOWLEDGE MAY KILL
The door leading within this chamber is both trapped and locked [DC28/28; Deadly Holy.
DC28].
As soon as you enter the room, 2-5 animated tomes [N, Construct 10] attack you. Besides
the flying books, there is nothing of interest here.
05. SUMMONING CHAMBER
The portal bringing in the creatures from hell is found within this room, atop a raised platform
bathed in a purplish light.
Before you can take care of the portal, however, you have to deal with 2-5 erinyes [LE,
Outsider 10] and with the powerful devil [LE, Outsider 16] that seems to be in charge of the
infernal forces.
The devil radiates a powerful fear aura. If you have troubles to overcome it, in the southwest
corner of the room there is a Lesser Belt of Guiding Light someone has fortuitously dropped
on the floor.
By the way, the horned fiend is very alike that devil you may have tricked at the Fairloch Great
Library in Act Two. I hope they are not relatives, else... Bartletts from Hell?
When the infernal being is no more a threat, search his corpse to get the Devils Trident.
With no more fiends infesting the tower, you can devoid yourself to seal the doorway to Hell. To
do so, you must destroy the five summoning crystals that rest all around the platform
even if they look so nice.
Each crystal has 40 hit points [hardness 10, fortitude save 16]. Each time a crystal shatters, it
causes a fiery explosion. In addition, an angry gelugon [LE, Outsider 12] appears amidst the
platform. Fire and ice, so to say.

394
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].

395

3.54 THE HIGH PLAINS

The High Plains

Chief Moriks Yurt

01. TO THE SOUTHERN FOOTHILLS


Each of these passages takes the traveller back to the foothills south of Bracksworth.
[Ref. Area 3.40].
Snow still cloaks these plains, however, the freezing cold you have experienced during your
first visit to the barbarian lands has subsided, and you wont suffer any frostbite damage as
you move around the area.
02. CAMP GATE
Only harmless deer [N, Animal 1] inhabit the snowy fields ahead of you. Cross the plain to
reach the gate giving access to the barbarian encampment.
When you open the gate, a barbarian warrior [N, Bb9] comes up to inquire by what right
you have entered their lands. When the warrior realizes you are the great hero who freed
Morik from Erags clutches, he is quick to say his people are in your debt. Follow him, for you
must see the Chief. Later on, the barbarians will celebrate your arrival with hearty mead and
feasting!
At last! Thats the way to speak. Stupid elves!
If you have Spartan on your side, the frightened warrior claims the dragon must die - and you
will have to work hard to make the barbarian change his mind and let your scaly chum inside.
03. BARBARIAN ENCAMPMENT
If you take a stroll about the camp, you may exchange a few words with a couple of
barbarian axe-throwers [N, Bb8], two barbarian berserkers [CN, Bb11], four barbarian
scouts [N, Bb6/Ro3], two barbarian shamans [N, D8], and three barbarian warriors.
These tattooed folks are quite depressed. Even since Erag became chief, things have gone
badly for them. It is karma, they suppose. However, even if they have suffered much in recent
times, the barbarians refuse to give up.
Nellise truly admires these people.
Me too.
04. MORIKS YURT
Morik Fair-Eagle, the current chief of the barbarian tribe, can be found within this tent.

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05. A CHIEFTAINS JOYS AND SORROWS


Spending his time within this warm fur-lined tent, protected by two big barbarian warriors,
and enjoying both the advices coming from a wise barbarian shaman AND the carnal
pleasures provided by the two good-looking concubines [N, BB6/Ro3] crouched on his sides
(women of surpassing average beauty, mind that), Chief Morik Fair-Eagle [CG, Bb18] seems
to fare well. Oh, and this is only a temporary arrangement... you should see his palace, just
south of here.
Alas, despite the appearances, Morik is in trouble.
When you tell Morik about the reason of your visit (enlist his warrior to defend Fort Highmarch
from the Ironlord), he says his people feel remorseful about almost joining in the attack on
Bracksworth and he sure sympathises with your plight. Therefore, it pains him to say he must
refuse your request. The barbarians are already fighting a powerful enemy, one that has taken
the lives of many of his warriors.
For many years, a small family of white dragons has lived in the mountains east of here. They
never bothered with the barbarians much, and they ignored them. By late, however, the wyrms
have grown restless, and have begun ruthlessly attacking their villages. The dragons have
proven deceptive and cowardly, fighting from the air and fleeing when the battle turns against
them. Moriks own daughter - Valennia - came up with the idea of facing them in their own lair,
forcing them to fight, but Morik forbade it - they are too strong to defeat like that. Strongheaded as usual, Valennia did not listen to her father. She retrieved the armour of their tribal
hero, Reikthor, and went to face the dragons. She did not return.
Now, you should understand Morik. While these dragons threaten his lands, he cannot abandon
them, even if it is to fight a greater evil. Got the hint?
If YOU find Valennia and if YOU deal with the draconic menace, Morik himself will lead his
warriors to help defend Fort Highmarch.
As a proof of your doings, you must return with a horn from each of the dragons heads. Bear
in mind you need to bring back four horns, or the quest wont be properly completed.
When you return here with the four horns in your backpack, Morik claims you are truly the
greatest of heroes. You have brought his people back from the brink of defeat, and they are in
your debt. As promised, he shall lead his warriors to aid yours at Fort Highmarch.
By the way, if you tell Morik that you are glad to see he keeps his words for those who dont
tend to regret it later, your alignment shifts towards Evil; if you are evil, you get 100 xp.
If you managed to raise Valennia Fair-Eagle from death, the fierce lady warrior will be here
as well. By all means, do not tell Valennia she should learn not to be so impulsive, for that is
an insult to her honour! Because you saved her life, however, she will be generous and wont
kill you...
Such an outcome is worth a nice reward of 3,500 xp and Valennia herself shall stand with
you against the foul demon creature thing. It takes more than death to kill her!
Before you go, you may want to return the armour Valennia had you carry to Chief Morik. Such
a generous act earns you 1,000 xp.
If you found no way to raise Valennia, you have to tell Morik his daughter has died. If you dont
find the heart to tell him such dire news, you can lie and tell Morik you have not seen a trace
of Valennia.
If he is informed about his daughters death, Moriks stony features will crack a little, but he
will maintain his resolve and wont shed a tear. He will simply say she died bravely, and though
she will be missed. The barbarians will celebrate her courage.
If you managed to find the armour she wore during her last stand, Morik will let you keep it, as
a token of his gratitude.
06. TO THE HIGHMARCH MOUNTAINS
A barbarian berserker, a barbarian scout, and a barbarian warrior are keeping watch
near the trail leading further into the mountains. Near the warriors there are two ballistae
ready to shoot against any dragon they see.
[Ref. Area 3.55].

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3.55 HIGHMARCH MOUNTAINS

01. TO THE HIGH PLAINS


Follow the snowy trail leading west to return to the barbarian encampment.
The weather here is bad, and you are forced to journey along through a heavy snowstorm.
[Ref. Area 3.54].
02. THE CHALLENGE
When you walk towards the icy hill ahead of you, an old white dragon [CE, Dragon 24]
comes down the sky to bar your way. The impressive creature is here to fight, but when you
bring it to the near-death status it flies away.
If Spartan is in your party, he explains you have been challenged! The next battle will not be
so easy...
03. THE WYRM IS BACK
Your tiring trek through this icy maze will eventually lead atop this plateau. Once your party is
on open ground, the wyrm you have met before comes back for a rematch. By now, it is fully
healed, and it is not alone...
As soon as the battle starts, two adult white dragons [CE, Dragon 20] land behind you,
ready to join the fray.
Fighting three dragons at once its not a joke, so act wisely and quickly as well.
When the older wyrm senses its end is close, it spreads his wings and takes flight. His younger
pals, however, stay and fight to the death.
If you survive the encounter, search the corpses of the dead wyrms to get two white
dragons horns.
04. CAVE ENTRANCE
If you are fast enough, when you walk near this cave mouth you may spot the old dragon
going inside. At last, it wont be able to escape you anymore. Enter the cavern and stay ready
for the final match.
[Ref. Area 3.56].

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3.56 HIGHMARCH MOUNTAINS; DRAGON CAVE

01. CAVE EXIT


Leave the cave from this passage to return outside.
[Ref. Area 3.55].
02. THE FINAL MATCH?
Once it has been cornered within this chilly cave, the old white dragon [CE, Dragon 24] will
wait for you here, determined to defend its frozen lair until death. Again, the wyrm has
recovered from the previous encounter and its wounds have been healed fully.
When you have proven the wyrm it is no match for someone like yourself, crouch down its
dead cold body to get the old white dragons horn.
All well thats all well, aint it?
03. THE FINAL MATCH!
...Apparently not, for as you walk towards the far end of the cave you are confronted by a
huge ancient white dragon [CE, Dragon 30]. Be very careful, or it shall prove YOU are no
match for such a powerful wyrm.
This overgrown lizard has 36 points of Strength, AC 37 and 465 hit points. It knows no spells,
but its freezing breath is deadly. Also, it is very good at knocking down its enemies...
When the dragon senses its death is approaching, it ceases hostilities and asks for a truce.
The wyrm feels very ashamed to have been bested by a few mortals especially if a puny
bronze dragon took part to the fight. Now, you must choose its fate.
If you wish to put an end to its reign of terror (as Spartan says), feel free to finish the frostloving dragon.
If you manage to slay the scaly beast, dont forget to grab the ancient dragons horn from
its corpse.
If you feel generous or if you are afraid YOU will be the one to be finished once the fight
resumes demand the wyrm to leave this place and never return.
Of course, do not miss to tell the beast you need one of its horns as proof of its defeat. The
wyrm will glare malevolently at you, but it will cut a horn off for you. Put the ancient
dragons horn in your backpack and you will get 1,500 xp. If your current level is high (19 or
more, I believe) and/or if you are leading a three-people party, thats more than what you may
get by killing the wyrm.
Before you let the dragon flee away and before you force it to cut off one of its horns - you
can ask the beast why it did suddenly start attacking the humans. The white wyrm claims it
cannot tell you, for it values its life far too greatly.

399
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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III/7 Highmarch, at Last!


3.57 HIGHWAY; SOUTH OF BRACKSWORTH

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...

401
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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3.58 HIGHMARCH FOOTHILLS

Highmarch Foothills

Cave

01. TOWARDS BRACKSWORTH


Go north from here to return to the previous tract of the highway.
[Ref. Area 3.57].
02. AMBUSH
The whole area is teeming with giants and ogres. Commander Wise was right; these monsters
seem to be quite organized and you should devise some smart tactics to deal with them, else
your adventure may end on these snowy hills.
A first skirmish will take place not far from this bridge, when you will be ambushed by 2-5
ogre warriors [CE, Giant 2/Bb13] and maybe an ogre high mage [LE, W12].
03. CAVE ENTRANCE
Go through this passage to enter a small cave.
04. CAVE INTERIOR
An ancient dire bear [N, Animal 12] calls this cave its home. Once the guiltless animal has
been butchered, this place is safe and warm enough to rest in.
05. WATCH YOUR HEAD!
A group of giants stands watch upon this knoll. When you walk beneath them, the 2-4 hill
giant marauders [CE, W14] will vie in hitting you with rocks. The rockfall will force you to
pass a Reflex saving throw to avoid 2d6 bludgeoning damage.
More rockfalls will be provoked by the giants found at location 07 when you transit under the
hill they have set their camp upon.
06. OGRES
If you want to cross this small bridge, you have to deal with 2-5 ogre warriors backed up by
a spellcasting ogre high mage.
07. GIANTS CAMP
After they have been forced to flee their homes to the south, ogres and giants have set a camp
atop this hill.
The camps defenders include 2-4 hill giant marauders and 2-5 ogre warriors supported by
an ogre high mage. All the monsters obey the will of their King, a powerful half-ogre who
goes by the name of Kraald [CN, Bb20].

403
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].

404

3.59 HIGHMARCH; NORTH SECTION

01. OUTER GATE


Going back from here, you can return to the Highmarch Foothills.
[Ref. Area 3.58].
A militia [LG, F9] is standing guard before the gate and he wants to see your papers to let
you in. Enjoin the soldier to grant you entry least you will have him working the fortresss
latrines. At such words, the chap will be very quick to fling the gate open.
If you are intentioned to bring Spartan inside, the militia says you cant for this is a fort and
not a bloomin dragonhouse. Outraged, your scaly buddy will merely look straight at the guard
roaring loudly. That will be more than enough to spur the terrified guard to let him in.
Welcome to the front line!
02. INNER GATE
A militia sergeant [LG, F11] and two militias stand before the inner gate. The bearded
officer can provide you a few directions. If you are interested in stores and facilities, you can
find a well-stocked armoury inside the fort itself. On the south side of the fort, there are a
church and a wizard tower.
If you need to speak with Lord Alastair Whitford, he is currently inside the fort.
03. A LIVEABLE FORTRESS
When you go through the inner gate, Robert mutters he hopes you are not relying on this
fortress too much for the walls are in poor condition. In his professional opinion, this fort is
unable to withstand an assault. Look at those walls: it is a disgrace!
The six pickpocketable - and taxed to the hilt - commoners [N, Commoner 2] who stroll
through the narrow streets of the fortress town seem to think different from Mr. Black, though.
Highmarch has not fallen to an enemy yet, and they would wager they will hold off this
Ironlord thing yet!
Two militias patrol the area, while four archers [LG, F9] stand watch on the terraced walls,
which you can reach by going up the ramps to the north of the fortress.
In the small plaza before the proper fortress, you can spot a woman standing near an oxpulled wagon. One of the merchants that typically ply the Bracksworth Highway in search of
increased profit margins, Millie Smith [N, Commoner 1] took over her run from the previous
merchant, a gnome who was in the wrong place at the wrong time.
For 50 golds, Millie can give you a lift to Culdeny. Then, for the same fee, she can carry you
back here.
As a side note, you may notice the Stone of Recall does not work here. Indeed, there is no
place in Highmarch where you can create a recall point.

405

04. THE LAZY LION INN


If you are looking for a room to rest in or for some quality time this interesting
establishment can fulfil all your needs. By all accounts, the Lion is the finest place in all the
land to drink a fine brew and relax amidst pleasant company!
[Ref. Area 3.60].
05. MAIN BARRACKS
The garrison commander has his headquarters within this building.
[Ref. Area 3.61].
06. FORT HIGHMARCHS NORTH GATE
A militia stands watch next the door to Fort Highmarch. Go inside to meet the local lord.
[Ref. Area 3.62].
07. SAFFRONS HOUSE
Once you have spoken with Lord Alastair and you have learned everything about his sorrows,
you must return to the main barracks to speak with Captain Derek Marshald [LG, F12] about
the forts defences. The officer asks you to follow him outside, so you can inspect the inner
walls rather poor condition by yourself.
Once outside the barracks, the captain gives you a quick tour of the near fortifications. Fort
Highmarch is over a hundred years old and it is showing its age. Even the inner wall, which has
never taken a hit, is showing large cracks. Normally they would do a massive reconstruction
job on the worst of them, but the Captain hasn't had any orders to do so. This is not good at
all... in a week or so a demigod is going to smash through this place like tinderwood!
While you are staring at the walls just to the west of this building, something diverts the
Captains attention and he stops in mid sentence, looking towards the house. A very pale and
hooded lady is standing on the doorstep, an awning shielding her from direct sunlight. Captain
Marshald is very puzzled, for the woman is the spitting image of Lady Saffron, the barons
dead wife!
Thats something it needs to be investigated, isnt it? Tell the Captain you shall continue the
tour another time and ask him to send every spare soldier and cleric he can in after you in
case you are not back soon.
When the Captain returns to the barracks, walk towards the house and approach the
familiar-looking lady to discover if she is really an undead monster or something. The
sentence is quoted for those are the exact words you address to the woman making a great
display of subtlety.
The lady seems at a loss. Her name is Saffron, indeed, as for what she is... she does not know.
Having Saffron no intention of hurting anyone, you can follow her inside so you can talk for a
bit.
[Ref. Area 3.63].
08. TO THE SOUTH SECTION
Go south from here to continue your exploration of Highmarch.
[Ref. Area 3.66].

406

3.60 THE LAZY LION INN

Common Room

First Floor

01. ENTRY DOOR


Leave the inn by this door to return outside.
[Ref. Area 3.59].
02. COMMON ROOM
A merry music greets you when you enter this cheerful place.
In the upper part of the room, five light-hearted commoners [N, F1] are chatting and
enjoying the booze next to a busy pianist.
At the other end of the room, the local innkeeper [N, Commoner 1] is standing behind the
bar. If you wish to spend a night at the Lion, pay the man 5 golds to get the Lazy Lion inns
room key.
If you feel thirsty, the innkeeper can provide you ale, rum, spirits, and wine. You can sell
your own goodies to this guy, but his store has a limited monetary supply of 1,000 golds and
a maximum buying price of 1,000 gold pieces.
03. THE FINE ART OF STORYTELLING... AND THE NOBLE ART OF DRINKING
When you walk towards the bar, you can overhear a guy as he tries to impress his drinking
pals with a fine tale of the horrors of the sea.
The fateful trip he is telling about started from a tropic port, aboard a tiny ship. The mate
was a mighty sailing man, the skipper brave and sure. Along with five passengers, they set sail
that day for a three-day tour (sic!). When the weather started getting rough, the tiny ship was
tossed. If not for the courage of the fearless crew, the ship would have been lost! By dint of
courage and good luck, they all returned to port safely. Well, thats all.
The listeners, of course, wont be much impressed.
Alternatively, you can overhear the bearded guy (Dennis) as he narrates his buddy a VERY well
spun tale of courage beyond compare, great deeds, and really big swords. Such is the tale of
Reikthor, the most revered barbarian hero.
Reikthor was tall, a good seven feet high if he was a foot. His eyes were cold, hard. His beard?
Red, like the fires of hell.
Anyway, the finest of the King's knights was lying dead at the feet of the Ironlord, its giant
sword blazing in the frigid air. The king knew that death was certain, for nothing stood between
the foul Ironlord and total domination of the kingdom. Then, Reikthor came, his armour
gleaming in the dull light, and his equally large sword dripping red with a thousand kills. 'I will
stop ye, my worthy foe, even if me lifeblood be spilled upon this soil in the attempt' Reikthor
roared, challenging the Ironlord to fight him to the death. Well sir, Reikthor and the Ironlord
clashed like the titans they were, sparks flying off their mighty weapons. Reikthor stood
against that inviolable foe for many hours, locked in a struggle that to this day has never been
equalled. But even one as mighty as Reikthor could not stop the Ironlord. He was struck down
with a mighty blow that would have felled an ox. Aye, the very earth shook when he hit the

407
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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3.61 MAIN BARRACKS

01. BARRACKS EXITS


Both these doors lead outside the barracks.
[Ref. Area 3.59].
02. CAPTAIN MARSHALD
Guard Captain Derek Marshald [LG, F12], the man in charge of the military forces guarding
Fort Highmarch, is an experienced officer familiar with the Fort's defences and capabilities.
If you still remember your first visit to Highmarch, you can notice the captain is somewhat
different. He got a haircut, indeed. His wife was tired of kissing the old soup-strainer so he
shaved for the first time in ten years.
Anyway, the good captain seems to be completely unaware this place is about to come under
attack. Lord Alastair did not tell him anything about that!
If you have not spoken with the Baron yet, Captain Marshald explains his concerns for his dead
wife are interfering with his duties. The Baroness, a lovely woman always kind to people, had
been ill for some time and her health finally gave out on her a few weeks ago. From the day
she passed away, the broken Lord has neglected his duty. Marshald barely managed to get the
Baron to let him inspect the fortifications, the damn fool. If you want to spur the Lord to
action, just go and speak with him.
Once you have talked with Lord Alastair, return here and tell the Captain the Baron gave you
leave to inspect the fortifications. Marshald sighs this place is in need of a bit of repair. Follow
him and he will show you what he means.
When the Captain leaves the barracks, follow him outside. The events taking place afterwards
are detailed in the section about North Highmarch [Ref. area 3.59], at location 08.

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3.62 FORT HIGHMARCH

01. NORTH EXIT


Leave the fort by this door to return to the northern section of Highmarch.
[Ref. Area 3.59].
02. MAIN HALL
Three Knights of the Realm [LG, F12] are guarding this sumptuous chamber.
03. SOUTH EXIT
If you leave the fort through this door, you can reach the southern section of Highmarch.
[Ref. Area 3.66].
04. ARMOURY
A dwarven blacksmith [N, Commoner 2] is working around the clock to stock up the
fortresss arsenal and to create powerful weapons to be used in the war against the Ironlord. If
you want to make a purchase, talk to Alison. She is the front man. Err... woman.
Charged with organising and distributing equipment throughout Highmarch, Alison Lindsey
[N, Ra6] has the most comprehensive collection of weaponry in the Kingdom.
For your greater convenience, Alisons stock has been split into four separate sections, so you
have to ask her what you want to look at: heavy armours, light armours, 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.
Writing down a full list of the items Alison has for sale would take a lot of time, so, I will limit
myself to mention the best stuff you can buy.
Just keep in mind that here you can purchase all types of armour, shields, ammunition, ranged
weapons, and non-exotic melee weapons, each type ranging from the non-magical specimen to
the ones bearing a +4 enchantment.
Alisons most interesting items include a Breastplate of Velocity [Although quite rare,
breastplates of this type are most usually put to use by scouts in the Military, ferrying
messages back and forth on the battlefield. This breastplate +2 makes its wearer hasted and
immune to paralysis. Base price: 69,206 gp], a mithril buckler [This metal buckler is small
enough not to hamper the holder using it - in fact, it seems to increase the wielder's ability to
dodge attacks. The shield bears no specific maker's mark and grants the wielder a +4 AC
bonus. Base price: 14,525 gp], Fencers Outfits, Swashbucklers Outfits, Swordmasters
Outfits, a Blademaster 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

411
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.

412
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!

413
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.

414

3.63 SAFFRONS HOUSE

01. ENTRY DOOR


Leave the house through this door to return outside.
[Ref. Area 3.59].
02. ALIVE... IN A FASHION
Saffron Whitford [LE, Undead 12], the lovely consort of Baron Alastair, appears to be very
much alive, but in poor condition. She seems weak and pale, and stays away from the
windows.
Obviously, the lady is no longer amongst the living. The creature you are staring at is none but
a vampire.
Saffron is not sure what happened to her. The last thing she remembers before waking up in
this house was the healer who came to help her. She had never seen him before but he was
not a cleric. Clerics could do little for her. They have been attempting to cure her ailments for
many years, but she was told that they could only remove an illness, not improve her health
overall. Eventually, this cold, hostile place took its toll on her. The memory of that night is a
blur and Saffron doesnt really have much more information than that.
The only other thing of interest is that there is a secret door in the bedroom. Saffron has been
through there, and there is another door behind it. It is locked, however, and she has been
unable to open it.
Saffron does not feel hungry at the moment, so she shouldnt start going around and killing
people. You could investigate the secret door and let the she-vampire to stay here until you
return.
When you are back from the Abode of the Damned, inform Saffron about what you have
discovered and what you have done.
If you sided with Carthach, tell Saffron about how she was brought back to be a liaison
between Carthachs people and the Baron. Now she should come along and see her husband.
Before to leave the house, give Saffron the ring that will allow her to walk in the daylight just
like any human would.
If you followed a different path and you sided with Arminus, tell Saffron about the strange
power that prevents the vampires living below from becoming truly evil. Then, you have to tell
Saffron what she must do.
If you think her only real option is to go to the Abode of the Damned and live her days out with
Arminus and his vampires, Saffron will agree with you. Before to bid you farewell and travel to
her new home, Saffron gives you a brooch. Alastair gave it to her once, and she assumes he
buried it with her. You should give Saffrons brooch back to him, that he might have
something to remember her by...
Such a sad outcome will make Criosa shed some tears but Saffron herself will comfort the
princess. The former Baroness is sure she will be okay. She will work from below to protect
Highmarch from harm and she may even be able to sneak away and visit her hubby
sometimes.

415
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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3.65 ABODE OF THE DAMNED

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].

417

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.

418
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.

419
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.

420
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.

421

3.66 HIGHMARCH; SOUTH SECTION

01. TO THE NORTH SECTION


Going north through these passages you can return to the northern section of Highmarch.
This area is pretty empty. There are no commoners about here and only a militia archer [LG,
F9] is standing guard in the plaza just south of the fort.
[Ref. Area 3.59].
02. FORT HIGHMARCHS SOUTH GATE
A watchful Knight of the Realm [LG, F14] guards the bottom entrance to Fort Highmarch.
[Ref. Area 3.63].
03. CHURCH
If you need to be healed, or if you wish to purchase potions and other clerical stuff, pay a visit
to the local church.
[Ref. Area 3.67].
04. TOWER
Enchanted supplies and arcane scrolls can be bought at the local magical store.
If you have managed to enlist the Acadian elves to your cause, within the tower you will also
find someone with the power to upgrade your weapons.
[Ref. Area 3.68].
05. INNER GATE
Next to this gate there are stairs leading up to the terraced walls where two rangers [NG, R9]
are scanning the horizon.
Beyond the gate there is an enclosed space guarded by two militias.
06. OUTER GATE
The Knight of the Realm who is guarding the south gates wont let you leave Highmarch this
way until you show him a written permission penned by Baron Whitford. In fact, the Baron
ordered the gates closed due to the increased activity in the south.
Once you have Lord Alastairs permission, let the Knight open the gate. Then, go through the
passage to take the road to Trinity.
[Ref. Area 3.69].

422

3.67 HIGHMARCH CHURCH

01. BISHOP THOMAS


The leader of the clergy at Fort Highmarch, Bishop Thomas Miller [LN, C12] is well trained in
both martial and priestly skills.
Being his duty to aid those in need, the high-ranking clergyman will heal your wounds free of
charge.
The temple store has an unlimited supply of money and a maximum buying price of 15,000
gold pieces.
The goodies you can buy here include a Divine Half-plate [This suit was forged of the rare
metal mithril, and the fabrics used elsewhere are the finest silks and leathers that can be
found. It is thought Archangels used devices such as this long ago, for they still have a link to
the celestial planes. Usable only by good-aligned creatures, the armour grants the wearer a +5
AC bonus and makes them immune to level and ability drains. Once per day, the wearer can
cast a Greater Planar Binding spell. Base price: 90,720 gp], a Divine Mace of Disruption, a
Heavy Mace of Order [Usable only by Lawful creatures, this heavy mace +4 sheds a low
white light. It causes to chaotic victims 2d10 additional sonic damage. Base price: 93,172 gp],
a few potions (Aid, Antidote, Barkskin, Bless, Clarity, Cure Wounds, Endurance, Heal
x4), clerical scrolls (Dispel Magic, Divine Favour, Raise Dead, Restoration,
Resurrection, Shield of Faith, Stone to Flesh), Amulets of Natural Armor (+1 to +4),
Lesser Amulets of Health, Amulets of Health, Greater Amulets of Health, Periapts of
Wisdom (+1 to +5), Scarabs of Protection (+1 to +5), a Talisman of Pure Good, a
Necklace of Prayer Beads, healers kits (+1 to +10), and holy water.

423

3.68 HIGHMARCH TOWER

01. SHOPPING FOR MAGIC


On charge of maintaining the fort's supply of magical equipment, Henry Nelson [NG, W12]
operates the tower in this small fortress-city.
Henry sells only the finest magical equipment in the Kingdom. Ask, and ye shall receive!
His store has an unlimited money supply and a maximum buy price of 15,000 gold pieces.
Henry can identify your items for the standard fee of 100 golds apiece.
The shops inventory includes Bracers of Armor +4, Bracers of Dexterity (+2 to +4),
Greater Gloves of Concentration, Cloaks of Fortification (+1 to +4), Cloaks of
Protection (+1 to +4), Nymph Cloaks (+1 to +4), a Robe of the Archmagi, Boots of
Hardiness +3, Boots of Striding +4, a Belt of Agility +4, Archers Belts, Brawlers
Belts, Swordsmans Belts, Wizards Sidearm crossbows, an Enchanted Arbalest
[Fashioned by the finest bowyers and engineers under the King's command, then enchanted
with powerful war magic, these crossbows are the backbone of the defence force at Fort
Highmarch. Specially commissioned for the coming battle against the Ironlord, they are very
accurate weapons as well as possessing short bursts of tremendous firepower. Usable only by
bards, sorcerers, or wizards, this arbalest +5 grants the wielder the Weapon Specialization
(heavy crossbow) bonus feat, and the power to cast the Isaac's Greater Missile Storm spell at
the cost of 5 charges. Base price: 72,030 gp], an impressive collection of arcane scrolls
(from level 1 to level 9), Rods of Arcane Disjunction, Wands of Fire, Wands of
Lightning, Wands of Paralyzation, a Greater Staff of Command, Rings of Clear
Thought (+1 to +4), Rings of Insight, Empowered Rings of Magic Defences, Rings of
Protection (+1 to +4), Rings of Resistance (+1 to +3), Rings of Scholars, Enchanted
Rings of Scholars, Lesser Rings of Wizardry, Rings of Wizardry, a Greater Ring of
Wizardry, a Necklace of Fireballs, a Luckstone amulet, two Bags of Holding, Dust of
Appearance, and Dust of Disappearance.
Finally, here you can buy Stones of Recall and Recall Gems.
If you ask Henry if he has the power to enhance magical weapons like Desmond can, he is
sorry but that is not his specialty. However - if you have entered into an alliance with the elves
of Acadia Henry says there is strange and scary elf woman who is more than capable of
enhancing your weapons.
Indeed, as a part of your alliance, Celebrith [CG, W20] has left the Tower of High Sorcery in
Acadia to come here and offer his services to the warriors of this fort. Of course, you are aware
that her work isnt free, right?
Celebrith can upgrade any melee or ranged weapon you hold in your right hand. Of course, a
weapon that already bears powerful enchantment cannot be further empowered.
Adding your weapon +2d6 acid, cold, electrical, fire, or sonic damage costs 75,000 golds.
Making your weapon keen costs 50,000 golds. Making the weapon capable to grant you spell
resistance 20 costs 90,000 golds. Making your weapon regenerate 2 hit points per round costs
60,000 gold pieces.
Adding your ranged weapon the Mighty +4 property costs 40,000 golds. Adding Mighty +8
costs 80,000 gold pieces. Adding unlimited ammunition +5 costs 100,000 golds.

424

III/8 The Sceptre of the Ages


3.69 SOUTH OF FORT HIGHMARCH

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.

425
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].

426

3.70 SOUTHERN CLIFFACE

01. TOWARDS HIGHMARCH


When you emerge from the tunnel you have entered in the previous area, all you can see is
the endless sky.
Lower your eyes to realize you are standing atop a very steep and very narrow natural
staircase, which has been dug on the side of a high, rocky cliff. If you feel dizzy, dont look
down!
Climb down the rocky stair until you reach the ground below.
The first thing you should notice is the abrupt change of landscape. A fine, golden sand, has
replaced the snow covering the ground.
02. TRAPS
Once you are at the bottom of the stairs, you have to cross the small length of sandy ground
ahead of you to reach another ramp descending further down the mountain.
Be VERY careful, though, for two dangerous traps have been placed on the ground to
discourage you from proceeding further.
The first trap [DC14/26] causes a Fireball to be launched in your direction from the northwest.
The second trap [DC20/33] causes a Blade Barrier to spring forth from the ground to impale
you.
03. MORE STAIRS
Climb down these steep stairs to reach the foot of the cliff.
[Ref. Area 3.71].

427

3.71 NORTH OF TRINITY

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?

428
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].

429

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].

430

04. HONEST HAKIMS


A wooden sign informs the moustached guy in purple who stands next to the near tent,
hawking his wares to passers-by with a strident voice, is the humble and honest Hakim [N,
F8], a most reputable trader.
Hakim buys and sells rare and unique items, as well as things that are more mundane. A
merchant of all kinds is he. A peddler of fine exotic wares from all across the Hocarum desert.
Perhaps he can interest such a notable visitor and your Lord Dragon - in a look at his wares,
uh? You shall not be disappointed.
Hakims words are very true. Indeed, this is by a long way the best shop you have ever found.
Just for start, the store has a maximum buy price of 20,000 gold pieces. Of course, being the
soul of discretion, Hakim wont ask where your goodies come from and will buy all the stolen
items you have. If you have something to identify, Hakim will do the work for 150 golds
apiece.
One of the best features of the store is its unlimited supply of Potions of Heal.
Besides those precious elixirs, here you can buy all the potions you can wish for (Aid,
Antidote, Barkskin, Bless, Bulls Strength, Cats Grace, Clarity, Cure Wounds, Death
Armor, Eagles Splendour, Endurance, Foxs Cunning, Invisibility, Ironguts, Lesser
Restoration, Lore, Owls Wisdom, Speed), a few clerical scrolls (Dispel Magic, Lesser
Restoration, Raise Dead, Restoration, Resurrection), and ammunition (arrows +3,
Arrows of Intense Cold, Piercing Arrows, bolts +3, Bolts of Piercing, bullets +3, Fire
Bullets).
Besides the pretty common items listed above, Hakim offers to the true connoisseur a few
unique weapons and a powerful horn.
Thought to have once been wielded by a djinn noble, the deadly blade known as Desert
Storm has an aura of stinging sand circling it during battle, blinding one's opponent. On hit,
this powerful scimitar +4 can cause Blindness for 3 rounds (25% chance. DC16). Base price:
83,241 gp.
Created in the Mystic West, the deadly kukri called Black Lotus gradually saps its victim's
strength. The weapon is also capable of inflicting instant death on the target, unleashing an
assault on the victim's mind. This kukri +4 can poison the victims it hits (DC16) sapping them
1d2 points of Strength. Only neutral- or evil-aligned characters can wield this blade, though.
Base price: 104,759 gp.
Once belonging to an orc chieftain, the vicious double-axe that goes by the gory name of
Meat Grinder hits with so much force as to rip the armour right off the target. Quite how the
orc chieftain was forced to part with this weapon remains a mystery. This double-axe +4 sheds
a dim red light. On hit, the axe can ruin the victims armour just as a bebilith does. Base price:
69,055 gp.
Employed by the infamous Shadow Warriors of Aielund, the Stars of Certain Death are
deadly throwing weapons, capable of killing a target in a single hit. Usable only by evil
characters, these shurikens +5 have been infused with the Vorpal property (DC16). Base price:
33,826 gp x20.
The otherwise nondescript Warmonger is a greataxe +3 that sheds a dim orange light. It
causes its victims 2d6 additional fire damage and grants the wielder the power to cast the War
Cry spell once per day. Base price: 102,025 gp.
It is said that one who blows the Horn of Valhalla can summon a horde of valkyries to their
side. Such things are thought to be legend only, little more than stories brave warriors tell
around campfires at night. Nevertheless, this appears to the very horn of legend. Handle with
care! The horn comes with three charges. Each time the horn is blown, a powerful valkyrie
[CN, Bb20] is summoned forth to fight to the users side. This mighty avatar exists only to do
battle spare her your paltry words, please. After a few time (1 turn or more, Im not sure)
the lady warrior departs to return to her home plane. Base price: 36,044 gp.
05. TRINITY PALACE
Carved right into a rocky cliff, this palace is the abode of Pasha Shakir, the local ruler. A desert
warrior watches upon the entrance at all times.
[Ref. Area 3.74].

431

06. TRAVELLERS REST INN


A small sample of the fabulous Arabian nights can be tasted by renting the inns master suite.
[Ref. Area 3.75].
07. SIR NIGELS TENT
This pavilion acts as the operative base for the head of the Aielunder diplomacy.
[Ref. Area 3.76].
08. SAHIRS TOWER
Sahir, the wizard Terinus has pointed you at, lives within this small tower, which is surmounted
by a nice glowing sphere.
[Ref. Area 3.77].
09. WEST GATE
Two desert warriors keep watch upon the west gate of the village. A trail from here crosses
the Hocarum desert and goes all the way to Tusone.
[Ref. Area 3.78].
10. SOUTH GATE
Leaving Trinity through this gate you can travel southeast, towards Socahreb. Two desert
warriors guard this passage around the clock.
[Ref. Area 3.83].

432

3.73 VILLEANCOURTS TENT

01. THE MARCHIONESS


When you enter the tent, you see a man sitting at a desk. Unless you have already spoken
with Sir Nigel at the diplomats headquarters, ignore the guy and walk to the back of the tent
to talk with his wife, the woman in red who stands next to a bookcase.
The Marchioness of Tusone, Anglique Villeancourt [N, Commoner 6] is a beautiful woman
of great wit and sagacity. Anglique would bid you welcome to this small slice of Tusone, but
she does not believe her husband would agree with her.
When you tell her about Thorian, the appalled Marchioness swears she had not heard of you
before. If so, she wont object if you search her belongings, will she? Under normal
circumstances, Anglique would refuse such an outrageous request, but she has nothing to
hide so, do as you please. To assist you, the Marchioness will even hand you the key to open
her chest.
If you bear suspicions on the Marchionesss husband, you can start your search by the desk he
is sitting at. The desk, however, holds only random treasure of low value. Near the couples
bed, behind a decency screen, there are an armoire and a chest.
Inside the armoire there are only two expensive gowns and a floral skirt. Within the
locked chest, which you can open only with Angeliques key (just in case you search the tent
before to speak with the Marchioness), you will find an incriminating contract.
This short document details a binding agreement for the mercenary group 'The Sand Knives' to
eliminate a noble of Aielund. Your name is mentioned as one of the possible targets. This is
damning evidence against the Marchioness.
When you throw the contract on her pretty face, Anglique is dumbfounded. She cannot
explain why the contract was there or who had put it in her chest. Perhaps whoever did this
was counting on that to make your respective countries fight each other to the death. To prove
she did not write the contract, Anglique show you her journal, so you can compare the
handwritings.
When you say someone may want you dead for what youre doing and not because you are an
Aielunder, the Marchioness recalls she heard of a cult that were waiting for the return of the
Ironlord. The cult - if you remember what the King said when he appeared at Fairloch Castle was wiped out by Seamuss army, but a few member may remain to seek danger.
Angliques memory goes better and better with time. Now that you mention it, she recalls
seeing a grimy wanderer arrive from the west a few days ago. The dark looking man took
lodge at the inn and he might still be there. If he is a cultist, be on your guard, for they are
fanatics and completely ruthless.
After you have met the wanderer and once you have put him out of his misery, you should be
courteous and return here to inform the Marchioness about what you have discovered.
The beautiful lady cannot do nothing but hope your countries can work together to find peace
in the future.

433

02. THE MARQUIS


Angliques husband, Marquis Angevin Villeancourt [N, F8] is an ambassador from the
country of Tusone and carries immense power in Trinity due to his Tusone's claim upon the
land. As a result, Angevin is rather smug most of the time.
Whatever you tell the Marquis, until you agree to help Sir Nigel all attempts for conversation
will fail. After a few words are exchanged, the insufferable snob loses his temper and asks you
to leave his tent.
If you come here to propose Angevin a meeting with Sir Nigel at the Pashas palace, the
Marquis claims he wont listen at such a lying pig. You cannot blame him. After all, it was his
country to be invaded.
When you tell the Marquis about the Ironlord, he seems to relent. Still, he does not trust you
completely. To persuade Angevin to meet Sir Nigel you must resort to your honeyed tongue.
If you have not the makings of a fine diplomat, you can try a medium Intimidate check and
threaten the Marquis you will break his legs if he does not turn up to that meeting. If the check
fails, the negotiations have fallen through.
If you pass a hard Persuade check, you can convince the Marquis to attend the meeting simply
swearing on your life and your honour that your words are true. If the check fails, you are
given a last change to resume talks. To convince the Marquis you can use diplomacy or wit.
The first path requires a successful hard Persuade check. Otherwise, you must roll a medium
Bluff check to make Angevin believe the Pasha has decreed that if he does not re-enter
negotiations, he is to be expelled from Trinity and replaced with a diplomat who will actually
talk to people.
Whatever means you use to persuade the Marquis, if you succeed you have to return to Sir
Nigels tent and inform the ambassador that Angevin will meet him in the palace at his
convenience.

434

3.74 TRINITY PALACE

01. PALACE EXIT


Leave the palace from here to return outside. Four desert warriors [N, Ra11] guard this
place around the clock.
[Ref. Area 3.72].
02. THE PASHA
The leader of the small village of Trinity, Pasha Shakir [N, Ra11] is usually in the precarious
position of trading off between the demands of the three nearby nations, all of whom would
like greater control over the caravans that pass through this small oasis. The Pashas title is an
unofficial one. Back when Trinity was inside the borders of Athkalatra, a Pasha appointed by
the Emir of that nation governed the town. After the war of 832, Trinity became independent
and remains so to this day. The title of Pasha was handed down to the next generation, and
then the next, which is how Shakir came to be leader of this small community. However, he
does not stand on formality, except when conducting negotiations between other countries, as
he is often called on to do.
By the way, the local ruler can be found within this hall only before you have arranged a
meeting between the representatives of Tusone and Aielund. When the meeting begins, the
Pasha will go to attend it. During his absence, his loyal Vizier will perform his functions.
If you ask Shakir about Trinity, he says there has always been a town here, for this oasis is
vital to trade in the region. Tusone founded Trinity about two hundred and twenty years ago,
after organised bandit raids against caravans in the area required a more permanent defence
force. But Athkalatra did not like Tusone having such control over the trade routes, with an
armed force here exacting tolls for using the oasis. Eventually they came into conflict in a
series of wars that lasted over a century. Tusone, for their greater military might, were not
used to fighting in the desert, whereas the Athkalatra warriors were experts, despite inferior
equipment and numbers. The 'wars' were little more than skirmishes to try to prevent the
other side gaining a foothold on the oasis. Eventually, Tusone became embroiled in a war on its
western borders, and was forced to cede control of Trinity to Athkalatra. By this time, Aielund
had started to become a power in the region equal to the other two kingdoms, and it too
wanted a say in matters of trade. No more wars were fought on this soil, for Aielunders were
excellent negotiators and were able to bargain for their goal of an independent Trinity.
Therefore, here they are, a vital cog in the gears of regional diplomacy, yet for the first time in
decades, they are unable to bring about a peace settlement in this foolish conflict.
The Pasha finds the situation between Aielund and Tusone to be most regrettable but not
unforeseeable. Ever since the founding of Aielund, they have been at odds with the
neighbouring kingdoms. King Seamus was very heavy-handed in his dealings with Tusone, and
they took exception to his methods. Shakir can only assume something important was driving
your King to act so rashly.
Aielund's army was twice the size of Tusone's, but Shakir has heard from reliable sources that
Seamus was not fighting to win, but rather to reach a certain temple in the southern regions.
When the Tusone forces withdrew, Seamus did not pursue them. Thus, the war is still
technically going, but neither side is engaging. It is a dreadful mess.

435
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.

436

3.75 TRAVELLERS REST INN

Common Room

First Floor

01. ENTRY DOOR


Leave the inn by this door to return outside.
[Ref. Area 3.72].
02. COMMON ROOM
Together with four commoners [N, Commoner 5], here are a shady-looking man and the local
innkeeper.
For someone who owns a run-down place like this, the Najjar [N, Ro5], the local innkeeper,
sure does have a lot of gold teeth... This bald guy can sell you ale, spirits, and wine. If you
plan to sell him your own items, mind that his store has a limited money supply of 1,000
golds and a maximum buy price of 1,000 gold pieces. If you ask for a room, pay him 20 golds
to get the Travellers Inn room key.
The man who is leaning against the counter is not in a mood for a chat. If your sight and
smell is good, you may notice his attire is covered in sand and other assorted grime from a
long time spent in the desert. Without bathing, ever.
Once you have searched the tent of the Marchioness of Tusone and she has informed you
about the suspicious guy she saw entering the inn, you can come here and show him the
contract you found in Angliques quarters. Being the not-so-bright guy, the man immediately
cries out Thorian has failed him. He does not care to expose himself. Eventually, the Ironlord
will crush the life from your bones. To spare his master the trouble of doing that itself,
however, Drake [NE, Ro16/Ra4] is quick to draw his blades, determined to take your life.
Show the cultist he is no better than Thorian at the job, and finish him off. On his corpse you
will find a Cloak of Fortification +4, a dagger +4, and a magical rapier called Jovial Evil
[A wicked blade, this rapier has a curious enchantment that can cause the being struck by it to
burst into uncontrollable laughter. This, of course, is quite distracting, and allows the weapon
to draw off their life force even while they laugh. Usable only by neutral or evil character, this
rapier +3 sheds a low red light and grants the wielder vampiric regeneration +3. The creatures
hit by the rapier suffer the full effect of a Tasha's Hideous Laughter spell].
As a side note, when you fight Drake be sure you dont use area-spells or the like, or you may
accidentally hurt a commoner causing all the patrons to turn hostiles and your alignment to
shift abruptly towards Evil. If Spartan or Nellise are in your party, you should put them in the
peaceful follow mode or you should order them to stand their ground while you deal with the
cultist.
03. STAIRS UP
Once you have the key from the innkeeper you can open this door and go upstairs to rest.
04. A ROOM WITH A VIEW
This battered but charming suite could make you feel like dropping everything and take a long
vacation especially if you are in love with Criosa (or Robert). Just look at those silky beds!
Moreover, a door on the back of the room leads to the inns roof: a perfect place to sunbathe
and enjoy the view while sipping a cool drink.
If you are in a hurry, though, the Cushion of Reasonable Comfort can make you fresher in
just a few seconds.

437

3.76 SIR NIGELS TENT

01. A DIPLOMAT WITH AN ADDICTION


Sir Nigel Reed [LG, F11], the ambassador of Aielund, is currently snoring loud on the bare
floor of the tent, a few empty bottles scattered around him.
When you manage to wake him up, Sir Nigel slowly regains his feet, staring at you with bleary
eyes. If Criosa is in your party, this fine example of a gentleman is quick to remind Her
Highness he is her loyal servant *hic*.
When you remark that you find inappropriate for an ambassador in service to the King to be so
drunk at this time, Nigels bloodshot eyes bulge out of his head. He claims the King is nothing
but a rapscallion! Damn his eyes! Damn his britches!
Heedless of Criosas remonstrance, the diplomat screams Seamus is a highwayman, holding
the principles of civilisation at arrow point! The King DELIBERATELY sabotaged his diplomatic
efforts with Tusone! Left Nigel out to dry, he did! Ruined his life, he did...
Sir Nigel can only think he wanted to go to war. Imagine that! Two hundred years of history
and this is the first time they went on the offensive. Did Seamus tell Nigel of his plans? No! He
left him in the dark, he fed him misinformation, he used him up like... like a bottle of vintage
champagne used to water the cattle. Sniff.
I believe the poor ambassador really deserves an explanation. To comfort him a little, tell the
ambassador about the Ironlord, and about the Kings quest to prevent its return to the world.
Such an explanation wont make Sir Nigel happier. The king used him as part of a ploy, as a
sacrificial lamb. The finest and most respected diplomat in the Kingdom was treated like a
puppet! By now, Sir Nigels reputation lies in ruins, his wife of twenty-two years has left him,
and he thinks he may have a drinking problem.
If you are touched by Sir Nigels misfortune, you can come up with a way to restore his career.
If the Kings army manages to defeat the Ironlord, Aielund may well be in no shape to repel a
Tusone invasion. Therefore, Aielund should make peace with the Tusonites before they turn on
them at their weakest moment. Being the relations between the two countries so tense, only
the finest diplomat in the land may be able to negotiate such a truce...
Sir Nigel will agree with your plan, a glimmer of hope rekindling in his eyes. Once his head is
clear, he swears he will formulate a strategy. In the meanwhile, he needs your help, for only
you can persuade the Tusonite ambassador to join him in the Pashas palace for the peace
talks.
If your mission succeeds, return here and tell Sir Nigel the good news. The happy ambassador
leaves the tent immediately to start the negotiations and he does not want you to come
along, even if he is grateful you gave him a second chance.
Your diplomatic efforts are deemed worthy a reward of 1,000 xp.
If you fail in persuade Angevin to meet Sir Nigel, the diplomat says you gave it a jolly good
shot and he cannot ask for more than that. He was thinking about retiring anyway. It will be
good to go home at last and away from this endless heat...
Farewell, old sport!

438

3.77 SAHIRS TOWER

01. A THREE-PIECES ROD


A sage and wizard of Trinity, Sahir [N, W12] has spent a lifetime researching ancient relics and
artefacts. So, it is well you have sought him out, for you wont find anyone more
knowledgeable on those matters than him.
When you show him the sceptre head, Sahir places gold-rimmed spectacles on his nose and
examines the artefact. Immediately, he recognizes the relics inscription as written in the
language of the Ancients. He has seen that before, in a text on artefacts. Most Ancient
Artefacts from Olde Tymes it was entitled. Have you read it...?
To be truthful, Sahir has never seen anything like the relic before, aside from the writings. One
of the words is familiar though... Deactivate would be the nearest translation. Curious, yes?
Sahir is sorry but he cannot tell anything else about the relic. However, he may have
something else for you.
A few years ago, an explorer friend of him came across a strange set of objects in a cave to
the west of here. He could not tell what these items were for, and eventually gave up trying to
find out. Those items were completely different from your relic. The explorer could not move
them either, for they seemed to be part of the very rock upon which they rested. As far as
Sahir remembers, they remain there.
There is also another place you could look into, namely the ruins of an ancient fortress in the
desert lying to the southeast of Trinity. Humans built the fortress, but there is a legend that
tells of a cult of fanatics worshipping the great winged beasts known as dragons. They
summoned up unholy energies with the aid of a relic they had discovered. This was many
years ago, however. The place is all but abandoned now. Unfortunately, you cannot go there,
for a great sandstorm has arisen in the desert, the likes of which has not been seen for nearly
a century. Only a hero or a fool or a heroic fool like you - would try to brave the storm now.
It is likely to have buried the fortress under a mountain of sand, also.
If you manage to find any relics during your explorations, bring them here and Sahir will learn
what he can about them.
When you return here with the second piece of the rod (either the middle or the base section),
Sahir says you are dealing with something older than civilisation itself, so he cannot draw any
conclusions yet. His advice is to find the third piece.
Once you have found the third piece of the sceptre, Sahir suggests you should take the three
pieces to Terinus, for he knows more about the mechanics of such construction than him.
Perhaps the wizard could find a way to put the pieces together.
At the end of the conversation, you are given a reward of 2,500 xp.
Say goodbye to Sahir and leave his tower. The events that follow are detailed further on,
starting from Section III/9.
[Ref. Area 3.86].

439

3.78 HOCARUM DESERT; WEST OF TRINITY

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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3.79 HOCARUM DESERT; CHASM

01. TUNNEL ENTRANCE


Go through this passage to return to the stretch of desert laying just to the west of Trinity.
[Ref. Area 3.78].
As you explore this small area, four aggressive but pretty harmless scorpions [N, Vermin 1]
will harass you. If Criosa is on your tail, she cannot suppress a cry of disgust. The Princess
hates bugs!
02. COLLAPSED BRIDGE
This is the far west you can go, for the bridge that spawns the chasm is collapsed. According to
Robert, it happens every year or two. Not enough maintenance, you see.
03. CAVE ENTRANCE
A medium desert viper [N, Animal 2] is slithering its way through the golden dunes before
this cave mouth. Kill the snake and go through the passage to enter a large cave.
If Spartan is in your party, he will inform you are just entering the abode of Azurefang!
[Ref. Area 3.80].
04. CAVE ENTRANCE
A flight of steep natural steps leads down to this cave mouth. The stairs are very easy to miss,
especially if you come here at night. Keep your eyes open.
[Ref. Area 3.81].

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3.80 HOCARUM DESERT; DRAGONS LAIR

01. CAVE EXIT


Leave the cave from here to return outside.
[Ref. Area 3.79].
02. AZUREFANG, PERHAPS
If you have spared the wyrms life when you met her on your way to Culdeny, Azurefang [LE,
Dragon 30] promised she would return to her lair in the desert. The lawful lizard has been true
to her words and... here she is!
If Spartan is in your party, the wyrm will be outraged for you have allied with an enemy of her.
Now, she will make an example of you. Prepare to be destroyed!
Even if you dont share the bronze dragons company, the blue she-dragon will prove she is not
the most amiable host in the world and she will attack you on sight. How you dare to disturb
her at home, you puny mortal?
Azurefang cares for her life above all, however, and when she senses her death is coming close
considering you dont seem to be here to steal her treasures - she is quick to stop the
hostilities and make the best of bad things. If Spartan is in your party, though, she will fight to
her death.
To prove she is not mad at you, Azurefang points you to the ancient dungeon you are seeking.
Its entrance it is near the edge of the cliff, not far from the entrance to her cave. There are no
dangers there, aside some tiny little beasts.
If you want to spare the wyrms life, and if you are still looking for allies, before to leave her
cave you can offer the dragon a deal. Tell Azurefang that a great battle is soon to be fought in
the mountains northeast of here. You have been seeking allies to aid in that fight, and you
would be a fool to not ask such a noble creatures assistance.
Very well, if you can spare... 300,000 gold pieces (!!!), Azurefang will be glad to join your
cause.
If you can afford to pay such an outrageous sum, tell Azurefang she must travel just to the
south of Highmarch. The wyrm says she wont be dying for your cause, but she will try to delay
the enemy army. Then, she will fly away.
Mind that if you try to hire Azurefang and then you refuse to pay the sum she asks for her
services (or if you simply lack the money she wants), you will made the wyrm upset, VERY
upset. Perhaps a snack will make here feel better... and YOU are exactly what she needs to
eat! Roarrrr!
If you are not interested to an alliance with the blue dragon, but you take pity of Azurefang
and spare her life, when the conversation ends she leaves the cave, claiming you will not meet
again.
Either you keep Azurefang alive or make her a deader, once the mistress of the house is gone
you are free to take the treasure in the northeast corner of the cave. It includes only a pile of
gold coins and the two enchanted items detailed below.

442
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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3.81 HOCARUM DESERT; ANCIENT CAVE

01. CAVE EXIT


This passage leads to the chasm outside the cave.
[Ref. Area 3.79].
When you enter this place two medium desert vipers [N, Animal 2] attack you.
02. SPIDERS
When you walk through this passage, 2-4 hungry dire spiders [N, Vermin 10] drop down the
ceiling to attack.
Chances are the noise of the battle may attract a nosy and really horrid - giant black
scorpion [N, Vermin 15] from the next cave. The overgrown bug will draw a scream of horror
out of Criosas mouth: LOOK AT THE SIZE OF THOSE THINGS!
...and mind their stabbing tails, too!
03. ODD DEVICES
The unmovable artefact Sahirs friend discovered is right within this cave. Before you can
examine the relic, however, you have to deal with a giant black scorpion.
When the bug is dead, throw a look at the strange place you have entered.
Next to a low stone platform, there is a flat metal panel of unfamiliar design. The panel is
dark, and unadorned.
In the northeast corner of the cave there is the artefact you have been told about: a strange
metal orb etched with runes. Pushing or kicking the sphere wont bring you anywhere, so Im
afraid, you have to resort to your brain.
If you pass a hard Lore check (or if Spartan is in your party), you can discern the globe is
apparently some sort of energy conduit. It appears to be out of power, however. Some of the
runes indicate that a powerful electrical discharge, perhaps from a bolt of lightning, should be
able to recharge it.
If you fall the check, you simply notice one of the runes is similar to a stylised lightning bolt. It
seems to be pointing at a small picture of the orb itself. That's about all you can fathom,
however.
To re-activate the orb, you need to cast an electrical-based spell upon the dormant sphere. The
spells that will do the work include Ball Lightning, Call Lightning, Chain Lightning, Lightning
Bolt, and Scintillating Sphere.
If you cannot cast any of those spells and you cannot resort to scrolls or devices either, dont
take it out on Savant but try to be smart, instead! Even the dumbest half-orc barbarian should
rack his brain until he realizes he actually owns an item that can be used to cast a Lightning
Bolt spell. Just look at your inventory. Yes, thats right; the head of the sceptre is just the
object you need.
When the proper spell is cast upon the sphere, the orb starts emitting an aura of energy. In
addition, you get a reward of 1,000 xp.
Once the sphere has been re-activated, the control panel will work back as well, his flat surface
showing glowing runes similar to those on the metal sphere. Each rune has been etched upon
a button and there are four different runes. Unfortunately, the runes seem to defy translation.
It is likely they are rarely used in this language.

444
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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3.82 HALLS OF THE ANCIENTS


Level 1

01. PORTAL CHAMBER


The portal that you have first created and then entered in the ancient cave to the west of
Trinity, leads to this eerie, odd-looking dungeon. Spartan claims this was once a place of great
power. You must be cautious, though, for he senses something... wrong here.
To return to the cave above, just step into the portal.
By the way, the first time you enter the portal to come here you get a reward of 1,000 xp.
[Ref. Area 3.81].
This chamber is empty at least for now but the huge cobwebs covering the ancient walls
and hanging from the ceiling should make you aware of the dangers that may lurk about.
If you are planning to use it, be informed the Stone of Recall does not work within the Halls.
02. LIBRARY
This library is in very poor conditions. Most of its furniture decayed with time, or was broken by
spiders or other horrid creatures. Nellise regrets the loss of so much ancient knowledge. What
might you have learned from this?
You will never know, however, upon a still intact bookcase, you will find four useful scrolls
(Greater Spell Mantle, Isaacs Greater Missile Storm, Premonition, and Summon
Creature VIII).
03. CONTROL ROOM
When you enter this room, you see 2-4 translucent electric spiders [N, Vermin 16] as they
crawl towards you. Zapping you back with a lightning bolt whenever you hit them, the electric
spiders may prove to be more than mere nuisances. Beware!
When you have destroyed the azure vermin, take your time to explore this dark hall.
In the northern portion of the chamber, there is a heap of bones that you can search to find
an Armour of the Warrior-Poet [This powerful suit of armour was once worn by a
companion of the first King of Aielund. Although his name is lost in the depths of history, the
power of this armour remains intact even to this day. Usable only by bards, the armour grants
the wearer a +3 AC bonus, a bonus spell of level 6, a -10% chance of arcane spell failure, and
a +6 bonus on the Perform skill. Also, the wearer is hasted].
If Criosa was scared by the scorpions you fought in the ancient cave, she may risk a heart
attack at the sight of the 1-2 ravenous monstrous spiders [CE, Vermin 20] that climb down
the ceiling when you walk near to the bones. How disgusting!

446
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...

448
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.

449

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

450
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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3.83 HOCARUM DESERT; SOUTHEAST OF TRINITY

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].

452

3.84 HOCARUM DESERT; SANDSTORM

01. TOWARDS TRINITY


Go west from here to return to the stretch of desert just to the southeast of Trinity.
[Ref. Area 3.83].
The unnatural sandstorm you are caught amidst might prove to be deadly, especially if you
dont protect yourself (and your henchmen too) against its fury. Even then, you should move
quickly to avoid your protections to wear off.
Each round (or each other round, I am not sure) you stay in the area, the stinging sand inflicts
2d6 piercing damage. In addition, you risk to be blinded by the fury of the elements.
As a partial comfort, you are allowed to rest in the area assuming no elementals are around.
However, given the 5 hours rule, you will be able to do that only once.
If you find this is a hell of a place, do not complain and take example from Robert: THIS is
fun. I'm SO glad I came back from the dead for this.
Yes, your buddy definitely knows how to take things easy.
02. ELEMENTALS
The sandstorm is fuelled by raging air elementals, which someone has summoned forth.
There are five elder air elementals [N, Elemental 16] in the area. I wont mark their
locations for it is probable they will find you before you can spot them.
03. RUINED TOWER
As you go further east into the desert, you may notice stone walls and other buildings
emerging from the sand. The fortress Sahir told you about has been almost completely buried
beneath the dunes. The tower you see at this location, however, has a broken window you
could go through. Do not linger outside, because both you and your comrades will not be able
to withstand the storm for too long. Step into the window and...
Shelter, at last!
[Ref. Area 3.85].

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3.85 DESERT FORTRESS


Entrance

01. TOWER EXIT


Going up these stairs you can return to the desert outside... and to the sandstorm.
Now, I ask you the same question Nellise puts to you when you arrive here:
Hope you have setup the Stone of Recall so you don't have to go back through that, did you?
[Ref. Area 3.84].
02. TO THE CHASM
Go through this passage to climb down a deep chasm.
Chasm

01. TO THE TOWER


Go up this passage to return to the tower.
02. TO THE FORTRESS
When you have crossed the chasm (do not look below!), go down this passage to enter the
fortress.

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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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05. THE WALL OF LIGHT


A wall of brilliant light is preventing anything from passing through the passage going north. If
you touch the barrier, a magical force pushes you back, knocking you down and causing a few
points of divine damage.
There is no way to dispel the wall of light through normal spells, so you must move back and
continue your exploration of the ruined fortress.
06. BLOCKED PASSAGE
Going through the portcullis in the southeast portion of the hall you could take a corridor going
north. Unfortunately, a big boulder stands before the portcullis. Draw your weapons or
prepare your spells and shatter the rock to pieces. The boulder has 150 hit points [hardness
10. Fortitude save 16].
07. A RADIANT BEING
The door you must open to enter this room is both trapped and locked [DC25/40; Deadly
Holy. DC40].
When you go through the door, you enter some kind of living quarters. Immediately, a shining
creature emitting a blinding light comes up to incinerate you.
Take care of the elder radiance elemental [N, Elemental 20], then take your time to explore
the room.
Random treasure of low value can be collected by emptying six chests of drawers.
The big chest in the upper part of the chamber holds a very nice-looking two-bladed sword
going by the equally nice name of Anarchy [A vicious weapon, this sword was created by the
slaadi to champion the cause of Chaos. Usable only by chaotic beings, this two-bladed sword
+4 sheds a dim blue light and cause its victims 2d8 additional electrical damage. On hit, the
sword can cause Confusion for 3 rounds (25% chance. DC18)].
At the centre of the hall next to a pile of gold coins earning from 700 to 1,000 golds, there
is the corpse of a warrior-priest. Search the clerics remains to find a heavy crossbow +4,
a sheaf of bolts +5, a book, and a sun-shaped talisman.
Much of the priests journal has been destroyed, but from skimming though the pages, you
are able to learn that this place was once a temple of a cult worshipping an evil dragon. The
priest attempted to sneak in and destroy the temple with a small force of followers, but the
cultists ambushed them. They fought long and hard, and the cultists were destroyed. The
remaining crusaders were too weak to survive against the dragon, though. Before he died, the
priest summoned an elemental of pure light to seal the dragon in its lair.
Undoubtedly magical, the Spectral Talisman is most likely linked with the wall of light
blocking the passage. Its use should be obvious. Apparently, all you must do is return to the
previous hall, walk to the wall of light, and use the talismans special power on the shiny
barrier.
Trick is, you must use the talisman on the VERY centre of the wall a pretty small area, mind
me. The first time I ran the module I didnt realize that and I spent quite a time tinkering with
the talisman and cursing the module-authors innocent name. Savant forgives me.
08. STAIRS DOWN
Once you have managed to dispel the light wall, open the three gates barring your way and go
down these stairs to reach the next level of the fortress. Be sure you are ready for a
challenging fight before to go downstairs, though.

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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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III/9 The Ironlord


3.86 A ROD TO ASSEMBLE & A BATTLE TO FIGHT
01. OH MY, ITS HERE!

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.

460
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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04. THE GATHERING

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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05. BEFORE THE FINAL BATTLE

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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3.87 THE DAY OF RECKONING


01. THE BATTLE OF FORT HIGHMARCH

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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02. THE FALL OF A KING

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!

465
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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03. LATER THAT NIGHT...

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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Act Three Quest Summary


Cult of the Dragon

> 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.

> Leave Trinity by the South Gate.


Follow the desert trail that runs south and east of the village [3.83], until you reach a stretch
of the desert where a great sandstorm is raging through [3.84].

> 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.

> Explore the fortress [3.85].


On the first level of the ruins, there is a wall of light you cannot pass.

> 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].

> Dale Amraphen is being threatened by a powerful elder lightning elemental.


Kill the elememtal, and then talk with Dale to learn he summoned the crackling being to
protect the village. Unfortunately, he was not able to control it.

* 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.

> Enter the cabin to the southwest of the area.


> Within the cabin, you find Mona Terei. Inform the elven ranger she can leave her hideout
and return to Culdeny.
Keep in mind that Monas life will be at serious risk if you have not exterminated all the wyrms
wandering through the woods.

> 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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Here There Be Dragons

> 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.

> Go to the estate of the local lord [3.32].


* On your way to the Counts mansion, you may want to stop at the North Shores offices to
inform the companys shareholders their profits are at serious risk.

> 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.

471

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.

472

> 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.

> In the chamber to the southeast, there is an arcane foundry.


Put the golem parts inside the forge to melt them down. This way you get the centre of the
Sceptre of the Ages.

> 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.

> Enter the Ruling Chambers [3.50].


> Speak with King Lomir Alodel.
When you ask the kings support to defend Fort Highmarch, the elven suzerain says his people
will help the humans if you prove your valour and courage by undergoing a test. The test
involves journeying through a cavern where you will face powerful creatures. Somewhere in
the cavern, there is a portal, which you must destroy in order to close off the area from the
monsters. Then, another portal shall open on that spot, allowing you to return to Acadia.

> 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.

473

> 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.

> Dismiss the Captain and approach the familiar-looking woman.


When you ask her if she is an undead or something, the bewildered lady invites you inside the
house she is standing in front of, so you can speak privately and stay away from sunlight.

> 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.

> Behind the door, there is steep flight of stairs.


Go down the stairs to enter some catacombs located beneath the fortress [3.64].

> To the southwest of the stairs, there is a large iron gate.


Open the gate to enter an ancient building, the Abode of the Damned [3.65].

> 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.

474
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.

> Return to Carthach and present him the ring.


The vampire lord says you must go and give it to Saffron.
In addition, you get Carthachs book a document penned by the vampire to explain Lord
Alastair everything about the vampires.
Last but not least, you are given the headpiece of a rod. Carthach cannot tell you much about
the head of the Sceptre of the Ages, but he believes that ancient relic may turn useful to
stop the Ironlord.
As a final note, if you side with him, Carthach will join you in the final battle against the Iron
Legion.

* 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 want to side with Arminus, you have to slay Carthach.


When you have destroyed him, search his corpse to get Carthachs amulet.
Return to Arminus and show him the amulet.
As a reward, your employer gives you the same piece of the rod that you may get from
Carthach.

* 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.

> Speak with the Baroness and choose her fate.


If you think Saffron should reunite with her husband, persuade the lady to pay a visit to her
mourning hubby. When Saffron leaves the house, follow her outside and then inside Fort
Highmarch.
By the way, you can choose to lead Saffron to the Fort even if you sided with Arminus. Without
the ring of Midnights Veil, however, Saffron wont be able to leave the house until sunset.

* 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.

476

The Fine Art of Diplomacy

> 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].

477

> 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.

> Click on the glowing oak tree to reach Acadia [3.45].


* The events taking place in Acadia are detailed under the quest entitled Test of the Elves.
> To leave the elven city, just click on the glowing oak tree to the southwest.
> When you are back in the Cairnwood Forest, speak with Hasrinaxx and inform him about
what transpired in Acadia.

478

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.

479

> Guard Captain Marshald gives the signal for the retreat when he screams you must fall back
to the castle.

> Once inside the fort, speak with King Seamus.


A few minutes later, the Ironlord joins the party and a conversation starts.

> 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.

480

Act Three Picture Gallery

481

482

483

Act Four The Fall of Aielund

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.

484

IV/1 Whose Side Are You On?


4.01 INTERLUDE

01. A MOST KIND AVATAR


Act Four begins as Act Three did. The avatar of the modules author is waiting for you across a
bubbling stream, bearing a blazing torch in his hand.
If you are importing a character from Act Three, a few plot-relevant items (i.e. the Sceptre of
the Ages or the Letter of Marque) will be removed from your inventory.
If you are using a freshly created character, or if you are bringing in an adventurer coming
from some far-out place, a level check is done to ensure your level is high enough. If you want
to play the module with a new character, you should start from level 23.
If you are curious to know what has happened in the last two years, open your journal and
look at the entry tagged as, The Story so Far.
It reads, For nearly two years I have been in command of Fort Highmarch, ever since our
victory against the Ironlord. A few days later, we were stunned to learn that King Seamus had
decided to follow in the footsteps of his ancestor Alaric - he is keeping the Armour of the
Ironlord for himself. The King's wizard, Terinus the Black, seems to think that the suit itself is
harmless to the wearer, and that Alaric had simply gone mad for other reasons. I had my
doubts, but so far, Seamus has not gone on a brutal rampage.
However, the Kingdom remains at war with Tusone, and has since offended Athkalatra over a
territorial dispute. What could have been diffused with diplomacy has instead escalated into a
war without end. While many in the kingdom believe that this situation was inevitable, I
believe that King Seamus is beginning to lose his grip on reality. Whether it is the power of the
armour making him careless, or some sinister side effect of the artefact itself, something is
wrong. On top of everything else, I had another dream last night...
Perhaps it is the after-effects of my close encounters with the Ironlord, but I am tormented by
nightmares of its rampage through the fortress. The dreams started a few months ago, and
usually have the same theme - destruction and death. It is possible the constant state of
warfare so close to the fort is having an effect on me, but I doubt it. Something else must be
at work here. Until I know more, I am keeping the details of my dreams to myself.
Criosa has been keeping a close eye on her father, and has come here today to secretly report
her findings to me. If things are as bad as I suspect, we may have to take action this very day.
When you are ready to start, walk on and greet Savant [LG, F30]. He warns a cutscene is
coming. If you are playing in the multiplayer mode, gather all the people in your party before
the PC screen. Then, enjoy your dream.

485

4.02 TO DREAM, PERCHANCE TO SLEEP...

01. SWEET DREAMS ARE MADE OF THIS


You should not overeat yourself at dinner. Really. A stomach too full may cause bad dreams,
and the one you experience tonight is not good at all.
Highmarch has been turned into a smouldering ruin and mangled bodies litter the paved
ground.
Suddenly, the gate of the fortress blows up and the Ironlord comes out brandishing its glowing
sword (a greatsword called quite improperly - Blacklight).
The dread construct yells all shall fall in glorious death, then it strike a mighty blow at you.
Ouch.

486

4.03 FORT HIGHMARCH

01. YOUR ROOM


You awake with a start, shaking, and covered with sweat. You have had nightmares about the
Ironlord before, but nothing as bad as this. Before you can clear your mind fully, your loyal
butler, Emmett Smith [N, Commoner 8], enters the room to check if you are all right. You
see, he was afraid your screams were going to disturb your guests...
It seems Princess Criosa is here to see you about something. Nothing too urgent from what
your butler could gather, but you should not keep her waiting too long. Still, it might be
prudent to take a moment to compose yourself. Emmet placed fresh clothing in the armoire
should you require it. Oh, and there is a Mister Wainwright and a Lady Deirdre here too. They
have appointments to speak with you on more local matters.
Before to leave the room, you may want to follow your butlers advice and change the royal
robe that you are donning.
Inside the armoire on the north wall, there are a finely woven expensive dress (a garment
worn by the wealthy elite of Aielund. It projects an image of grace, poise, and makes even the
least attractive person seem more pleasing to the eye) and a Lords Attire (Commonly worn
by the ruling body of Fairloch, these clothes are of such fine quality that they could make
anyone seem graceful and cultured. They hearken back to a time when Lords governed instead
of Senators, as is now the case, but they continue to wear these for reasons of tradition).
If you won Criosa or Roberts heart during Act Three, looking at your inventory you can notice
you still carry Criosas diamond ring.
If you started a romance with Mr. Black, instead, within your backpack you will find Roberts
rose. Perhaps it is a bit wilted, yet, there it is.
Together with the rose, however, there is a note tagged as Roberts letter. This note was left
to you from Robert nearly a year ago. You awoke one morning to find it on the table. That
letter, together with the rose he picked up for you in a fit of bravery, is all you have to
remember him by.
The note reads, My dear, I have decided to leave you. I doubt this was will come as much of a
surprise, for you above all others have known of my increasing discomfort for this new life in
Highmarch. I never wanted to be a bureaucrat, and here I find myself helping you run a large
town. It's not for me. I still cherish the time we had together, and one day perhaps we will
meet again, but I must choose my own path. I shall love you, always. Robert.
Seduced and deserted! Oh my, the rascal is going to pay for this... Being a very powerful and
VERY evil sorceress, my beguiled heroine had only one doubt left: what kind of puny,
repulsing insect would she have turned him into?

487

02. YOUR OFFICE


When you have made yourself presentable, leave the bedroom and step into this room. As you
can notice, you are entering the former chambers of Lord Alastair Whitford. There is no trace
of the Baron (or Saffron), though. What has become of them, I cannot tell.
Princess Criosa Roebec [NG] is waiting for you near the fireplace, together with Sir Nigel
Rotschild [N, Commoner 3].
Sir Nigel is a loyal aide of the future queen of Aielund. Sure enough, he is dreadfully boring,
but Criosa supposes we all have to make sacrifices...
Sir William is not here, instead. The paladin is somewhat indisposed, and sends his apologies
for not being able to meet with you. According to Criosa, he never stops complaining lately
about all the paper shuffling the new Castellan is palming off on him.
If you are in love with the fair Princess, you may be disappointed by her rather lukewarm
reception. You cannot blame her too much, though. Calling your future wife Highness... Come
on!
Anyway, Criosa is afraid but she has quite troubling news to convey you. Her daddy, the King,
is getting worse every day. It is almost as if he is trying to destroy the Kingdom. In the last
month alone, taxes have risen twice and they have been involved with more and more border
clashes with Tusone, the dwarves, and their former barbarian allies to the south. Criosa was
hoping that after her last conference with him, things would improve, but she was wrong. With
martial law in place and a curfew to boot, it seems that it is all people can do to not spit at her
when she walks past them in the streets.
The resourceful Princess, however, is clear-headed regarding the path that lay ahead of her...
and you as well. You must travel to Fairloch, speak to the newly formed Council of Lords, and
ask for their help in removing her father from the throne. In fact, the Senate is no more. About
three weeks ago, Seamus dissolved the ruling body and took absolute control of the
government. This is why poor old Sir William could not be with you now.
Now Criosa has to go. Her father will be suspicious if she is gone for too long. Shedding a tear,
the Princess claims that knowing you are always here for her has given her strength these past
months. Keep doing so.
03. MAIN HALL
Three Knights of the Realm [LG, F12] are guarding this large chamber.
In the southwest corner of the hall there is an old lady sitting on a bench. An unremarkable
bearded man is standing near the woman. John Wainwright [N, F1] and Lady Deirdre
Marshall [N, Commoner 5] are currently in a hash dispute, and they have come here to seek
your advice and to submit to your judgement.
A noblewoman of some regard in Highmarch, Lady Deirdre has obtained her wealth through
land ownership. She is also a frightful prude; though that is not something you would want to
bring up in conversation.
John owns a farm just to the north of the fort, and the old windbag is claiming that it is her
heritage land or some such. She just moved on there last week without hardly a by your leave.
The thieving school marm explains after the death of her Great Uncle, two weeks ago, his
ancestral titles fall to her, including the land currently occupied by Mister Wainwright. Even if
Johns family has worked on that land for three generations, the deed shows it to be the legal
property of the Marshall family.
You are the local Lord; therefore, it is your duty to settle the dispute. If you feel you are an
adventurer and not a diplomat, or if you believe such a trifle matter is beneath you, however,
you are free to tell the Lady and the man they have to figure a solution for themselves, for you
have something much more important to do. Just bear in mind that if you wash your hands of
the matter, you wont earn any experience reward.
If you think that the land belongs to the Lady, and there is no evidence to the contrary, you
can have Johns family removed from her land. This decision shifts your alignment towards
Law; if you are lawful, you get 800 xp.
If you are lenient, you can give John a month to remove his family. This way, your alignment
shifts towards Good; if you are good, you get 800 xp.
If you feel ashamed to kick a family out of their home of thirty years, just tell Lady Deirdre
that you dismiss her legal claim. She will surely manage to survive with a less little land. Of
course, such a choice shifts your alignment towards Chaos; if you are chaotic, you get 800 xp.

488
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].

489

4.04 HIGHMARCH; SOUTH SECTION

01. FORT HIGHMARCH GATE


A Knight of the Realm [LG, F14] keeps watch upon the bottom entrance of Fort Highmarch.
[Ref. Area 4.03].
There are no commoners about the southern portion of the fortress-town, but only three
militias [LG, F9] patrolling the empty streets or the terraced walls.
02. SOUTH GATE
The militia guarding the South Gate informs the door has been sealed, per your orders. Uh?
Err... oh, yes.
03. CHURCH
The local priest, of course, can tend your wounds and sell you healing supplies. In addition, the
bishop can provide you his wise advice about the nightmares you are having by late.
[Ref. Area 4.05].
04. TOWER
If you want to restock with magical supplies, this is the place you have to visit.
[Ref. Area 4.06].
05. TO THE NORTH SECTION
Keep going north from here to enter the upper portion of the fortress-town.
[Ref. Area 4.07].

490

4.05 CHURCH

01. BISHOP THOMAS


When you pay him a visit, Bishop Thomas Miller [LN, C12] asks if you slept well last night. If
you feel in the mood for some counselling, tell the priest about your bad dreams.
Thomas says this happens to all of us from time to time. It is usually a reaction to stress. It
was a difficult transition for you to go from a hero and an adventurer to what amounts to a
bureaucrat, running an entire castle. Thats not so much of an advice, isnt it?
Anyway, Thomas can heal you free of charge and can sell you the temples wares.
His store has an unlimited supply of money and a maximum buying price of 15,000 gold
pieces.
The items that you can buy here are the same you found in Act Three: a Divine Half-plate, a
Divine Mace of Disruption, a Heavy Mace of Order, a few potions (Aid, Antidote,
Barkskin, Bless, Clarity, Cure Wounds, Endurance, Heal x4), clerical scrolls (Dispel
Magic, Divine Favour, Raise Dead, Restoration, Resurrection, Shield of Faith, Stone to
Flesh), Amulets of Natural Armor (+1 to +4), Lesser Amulets of Health, Amulets of
Health, Greater Amulets of Health, Periapts of Wisdom (+1 to +5), Scarabs of
Protection (+1 to +5), a Talisman of Pure Good, a Necklace of Prayer Beads, healers
kits (+1 to +10), and holy water.

4.06 TOWER

01. THE MAGIC SHOP


Henry Nelson [NG, W12] is still the man on charge of maintaining the fort's supply of magical
equipment.
His store has an unlimited money supply and a maximum buy price of 15,000 gold pieces.
Henry can identify your items for the standard fee of 100 golds apiece.
The shops inventory is the same as two years ago. The items you can buy here include
Bracers of Armor +4, Bracers of Dexterity (+2 to +4), Greater Gloves of
Concentration, Cloaks of Fortification (+1 to +4), Cloaks of Protection (+1 to +4),
Nymph Cloaks (+1 to +4), a Robe of the Archmagi, Boots of Hardiness +3, Boots of
Striding +4, a Belt of Agility +4, Archers Belts, Brawlers Belts, Swordsmans Belts,
Wizards Sidearm crossbows, an Enchanted Arbalest, an impressive collection of arcane
scrolls (from level 1 to level 9), Rods of Arcane Disjunction, Wands of Fire, Wands of
Lightning, Wands of Paralyzation, a Greater Staff of Command, Rings of Clear
Thought (+1 to +4), Rings of Insight, Empowered Rings of Magic Defences, Rings of
Protection (+1 to +4), Rings of Resistance (+1 to +3), Rings of Scholars, Enchanted
Rings of Scholars, Lesser Rings of Wizardry, Rings of Wizardry, a Greater Ring of
Wizardry, a Necklace of Fireballs, a Luckstone amulet, two Bags of Holding, Dust of
Appearance, and Dust of Disappearance. Finally, here you can buy Stones of Recall and
Recall Gems.

491

4.07 HIGHMARCH; NORTH SECTION

01. FORT HIGHMARCH GATE


This is the upper entrance to Fort Highmarch.
[Ref. Area 4.03].
Five militias [LG, F9] guard this portion of the town. If you find the time to speak with the six
commoners [LG or N, Commoner 2] strolling about the area you will find they are quite the
depressed lot. These poor folks made it through that Ironlord business only to have their King
turn into a monster! Why they are still at war? They cannot understand it... and food is getting
scarce.
02. TO THE SOUTH SECTION
Going south from here you can reach the bottom portion of the town.
[Ref. Area 4.04].
03. THE LAZY LION INN
If you are after a drink - or a bed just remember you are always welcome at the Lion.
[Ref. Area 4.05].
04. NORTH GATE
A militia sergeant [LG, F11] guards this gate. If you are heading to Fairloch, he says you
would be better off taking the royal carriage.
05. ROYAL CARRIAGE
A grand coach is waiting here for its appointed passenger. But... where are the horses?
The polite coach driver [N, Ro16] explains he took the liberty of stabling the mounts. When
you are ready to go, he shall fetch them. If you insist you are quite an admirer of fine breeds
and you would like to inspect them, the man is sorry but you should wait until you reach
Fairloch. The light here is so poor... In this light, the horses would look dreadful and he cannot
permit you to see them under such adverse conditions!
When you tell the driver you are ready to travel to Fairloch, the screen fades to black and you
hear a neigh. Here are the horses! Whinny!
[Ref. Area 4.09].

492

4.08 THE LAZY LION INN

Ground Floor

First Floor

01. ENTRY DOOR


Leave the inn by this door to return outside.
[Ref. Area 4.07].
02. COMMON ROOM
Despite the ongoing war, the patrons of the Lion still feel like having a good time. The pianist is
still busy playing his catchy tune for the five commoners [LG or N, Commoner 2] who have
gathered near him, and the local innkeeper [NG, Commoner 1] can provide you with ale,
rum, spirits, or wine.
You can sell your own goodies to the innkeeper, but his store has a limited monetary supply of
1,000 golds and a maximum buying price of 1,000 gold pieces.
If you wish to spend a night at the Lion, pay the innkeeper 5 golds to get the Lazy Lion inns
room key.
Standing near the counter, there is Dennis Watson [N, F1], one of the three jolly fellows you
may have treated with your storytelling skills. Allan and Tom are not here anymore, though. I
guess Tom is off to make progress in his trade. Poor Mr. Miller, however... What his missus did
to him?
03. STAIRS UP
Go up these stairs to reach the first floor of the inn. To open the door, you need the key you
can get from the innkeeper.
04. STAIRS DOWN
Going down these stairs, you can return to the inns ground floor.
05. CUSHION OF COMFORT
This room features the cushion of reasonable comfort you can use to advance the time of
8 hours while you rest.
06. LOCKED ROOMS
The doors of these four rooms are locked [DC18]. If you wish to indulge in some looting,
random treasure of low value can be collected from the five chests of drawers inside these
chambers.

493

4.09 FAIRLOCH; LORDS DISTRICT

01. ARRIVAL IN FAIRLOCH


When you get off the coach, you are in the former Senate District of Fairloch. After the late
political upheavals and the disbanding of the Senate, the name of the ward has been changed
in Lords District.
The coach driver [N, Ro16] explains he cannot stop any closer to the House of Lords (the
former Senate Hall). The crowd scared the horses to the point that he could not keep them
under control. Yes, but... where are they? Well, the driver had to get them away from the
crowd so he had them removed and taken to the stables before you disembarked from the
coach. Isnt that convenient?
Not far from the coach there are a Knight of the Realm [LG, F16] and a militia captain [LG,
F11]. The Captain is sorry to be the bearer of bad news, but it seems the locals have caught
wind of your arrival. To them, you are just another noble. Ever since the King dissolved the
Senate, the commoners have been in an uproar. You should be able to get to the House of
Lords without too much trouble, for the local guards will keep the people back.
If you tell the Captain he must do whatever it takes to keep order, even if it means getting
bloody, your alignment shifts towards Law; if you are lawful, you get 800 xp.
02. THE DEMONSTRATION
As you walk towards the former Senate building, you can realize the fifteen City Watchmen
[LN, F11] lined up at both sides of the avenue have their hands full to keep at bay many
commoners, angry commoners and irate commoners [LG or N, Commoner 2]
In my opinion, these people are quite right. While they are starving to death, the noblefolk
keeps walking on their backs. As usual, they are the ones who pay the biggest price for a
senseless war.
Halfway along your way, you see a couple of City Watchmen as they thrash a demonstrator
thoroughly.
Such a sight should not let you impassive. Approach the bloody coppers and scold them, as
they deserve.
If you ask the cop how he dares to behave in such a manner while in uniform, he replies the
man threw him a rock. Remind the dumb-head he has a shield, and then threaten to bring him
up under disciplinary charges. For such an intervention, your alignment shifts towards Law; if
you are lawful, you get 800 xp.
Before to leave, the copper mutters something under his breath. If you pass a medium Bluff
check, you can scare the officer by threatening to send him to the court martial. This is worth
a reward of 500 xp.
If you tell the cop you understand things are tense but he has to stay cool nonetheless, your
alignment does not change. Then, you can try a medium Persuade check to convince the guard
to show restraint. If you pass the check, you get 500 xp.

494
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].

495

4.10 THE HOUSE OF LORDS

Ground Floor

First Floor

01. ENTRY ROOM


Leaving by this door, you can return to the Lords District.
[Ref. Area 4.09].
Within the hall there are four councillors [N, Commoner 5] complaining about the terrible
fracas outside. Not like the old days, you could count on mobs of people to conduct themselves
in a more dignified fashion!
Anyway, they hope you can talk sense to the Lords. They are quite stubborn lately.
02. SIDE ROOMS
If you care to search the desks and the chests of drawers inside these small rooms, you can
collect random treasure of low value and writing implements (vials of ink, quill pens, and
sheets of paper).
03. TO THE SEWERS
This passage led to the sewers underneath the district. The door has been barred, though.
04. STAIRS UP
Go up these stairs to reach the first floor of the building.
05. STAIRS DOWN
These stairs lead you back to the ground floor.
Four councillors are hanging about the foyer and the side-rooms. Two City Watchmen [LN,
F6] stand watch on the door giving access to the council hall.
06. SIDE ROOMS
Just like in the rooms downstairs, inside these small chambers there are chests of drawers
and desks holding random treasure of low value and writing implements.
07. COUNCIL HALL
When you enter the hall, the debate is raging on. Replacing the Senate as the de facto rulers
of Aielund, the Lords have been invested with extensive powers, far more than a balanced
government would allow.
Twelve Lords of Aielund [LN, F6] are sitting all around a long table littered with papers. Four
more Lords are standing at the near end of the table, together with the House Speaker.
If you address Lord Havelock [LN, F6], Lord Kent [LN, F6] or Lord Nelson [LN, F6], they
say you must speak with the House Speaker, instead.
Lord Covington [LN, F6] claims you do not have the right to waltz here while they are in
session.
If you tell him if he truly loves Aielund he should hear what you have to say, your alignment
shifts towards Good; if you are good, you get 800 xp.
If you tell the pompous Lord that his tone insults you, and furthermore the Captain of the
Guards is the one who let you in, your alignment does not change.

496
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...

497

4.11 THE BETRAYAL

01. FAREWELL FOREVER?


The first scene of the movie shows Lord Covington paying a visit to King Seamus Roebec,
so he can report the monarch some disturbing news.
In the meanwhile, you are drinking away your cares at the Royal Arms. Suddenly, many guards
burst into the plush tavern. Before you can react, a City Watchman who was drinking at the
near table strikes you on the head. While you pass out you see Terinus coming in to declare
you are under arrest.
The following events follow one upon the other in a blur. It is like a bad dream. A dream so bad
you have never experienced before.
At first you are brought before King Seamus (and Duke Charles as well), and then found guilty
of high treason. The punishment for such a crime is death. At down, you will be executed.
Before the guards take you away, Princess Criosa Roebec bursts into the throne room and
beseeches her father to spare your life. Seamus, who is obviously beyond any reason, does not
yield to his daughters pleas. On the contrary, he claims if she is accessory to your claim, she is
going to pay as well as you.
Thrown into a jail, you have just the time to see Criosa approaching your cell. The Princess
swears she will get you out of here. Yes, but... how?
The next thing you see is a squad of crossbowmen lined up and ready to pierce you to death.
You have no time to make your last wish for sharp bolts are fired in your direction.
The last thing you see in life is the masked face of Terinus the Black as he comes to witness
your agony.
Thats a pity, isnt it?

498

4.12 HOCARUM DESERT; CHASM

01. IS THIS HEAVEN OR HELL?


When you re-open your eyes, you feel very hot and your head seems close to explode. You are
lying on a bed of burning sand and the heat is stifling. Looking up, however, you see two
lovely, smiling faces and a nice cleavage too.
A sharp pain in your right thigh distracts you from the show. When you look at your leg, you
notice part of a crossbow bolt sticking out of it. What the hell is going on?
While Nellise Sanneman [LG, C/P] takes care of your leg, Princess Criosa Roebec [NG,
Ro/W] explains why you are alive.
Before your execution, Criosa sent a message to Nellise, asking her to smuggle your corpse
out of the city. Getting you out of the city was easy. Criosa, on the other hand, didn't have
such an easy time. Her father decided she too was a risk to his Kingdom and had her arrested.
Later on, she was brought in chains before him and daddy declared her stripped of her family
name, rank and title. She was then cast out into the desert with the clothes on her back, a
dagger, and an entire gold piece. Conveniently enough, she was exiled about the same time
that Nellise recovered your body, so it was not long before she stole away on her wagon, under
some blankets.
If Criosa is poor, you are not in better conditions. If you look at your inventory, you can
discover your pockets have been emptied and all of your precious equipment is gone. The sole
things you own are the death shroud and the shadowed hood that you are wearing.
If you are in love with Criosa, however, the Princess managed to save the ring she gave you
years ago (Criosas diamond ring). Criosa thought you might want it back, so she took it
while no one was watching.
The question now, of course, is where do you go from here?
Your options are somewhat limited. Perhaps you should travel to Tusone and see what
transpires. King Osric could help you to remove Seamus from the throne...
When Criosa has joined your party (after what she has done for you, you cannot refuse her
such a pleasure, can you?), you can invite her to tell you more of what happened while you
were dead.
After she left you in the cell, Criosa approached her uncle and asked him to pardon you for
your service in years past. However, the Duke was afraid of the King. He could not help her
the damn coward! Then, her own father banished Criosa from the Kingdom. Well, at least, he
did not kill her. What a family!
Also, you can ask Criosa about King Osric. The ruler of Tusone is a young man, only twentytwo years old. Very young to be a King, but with the death of his father there was little choice.
He is very intelligent, and seems to enjoy manipulating people. You will have to be careful
dealing with him.

499
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.

500

02. COLLAPSED BRIDGE


Once again, the rocky bridge spawning the chasm ahead of you is collapsed. Criosa destroyed
it, so to prevent anyone pursuing you. Without the bridge, any pursuit should be thwarted for a
good long while. In addition, there is no turning back now.
03. TO THE HIGHWAY
Following the desert trail going west you can march towards Tusone.
Before you can leave the area, however, you have to deal with two small scorpions [N, Vermin
1].
[Ref. Area 4.13].
04. DEEPER INTO THE DESERT
If you leave the area by going southwest, you can reach a portion of the desert littered with
ruins.
[Ref. Area 4.15].

501

4.13 HOCARUM DESERT; HIGHWAY

01. TO THE CHASM


Go east from here to return to the small encampment where you have been returned to life.
[Ref. Area 4.12].
02. A CORPSE
Three large ravens [N, Animal 1] (vultures?) are feeding upon the poor remains of some
unlucky traveller.
Chase the birds away, and then search the arrow-filled corpse. The items you find are quite
the poor ones, however, they may be crucial for you to survive.
They include a tattered leather armour [The remains of a once decent suit of leathers, this
armour is still serviceable, despite its appearance], a tarnished gladius [A sturdy short
blade, this weapon has survived the rigors of the desert for many months without care or
service. The rust evident on the blade is superficial], a composite shortbow +2, a sheaf of
arrows, and an empty water bottle.
03. GIMME SOME WATER...
Not far from the corpse, sitting under a boulder shedding him from the relentless sun, there is
an old man. His eyes are glazed, and he looks like he has been exposed to too much sun.
Najjar [N, Commoner 5] was travelling along the road together with his friend Jefferies when,
two days ago, they were attacked by archers. Najjar took a hit in the leg. His pal was not so
lucky, but Najjar will soon join him, for his water supply ran out.
Najjar hails from Trinity, so he does not have much knowledge of this place. If you can get him
some water, he would be grateful. He is not going anywhere, you know...
If you manage to find some water, when you return here, you have two choices.
The sadistic adventure will love to guzzle the refreshing water just in front of the old man. The
tantalizing sight will be enough to kill poor Najjar on spot. Such a cruelty shifts your alignment
towards Evil; if you are evil, you get 800 xp.
Searching the corpse of Najjar, you will find a Ring of Protection +4.
If you hand him a flask of water, Najjar says such charity is rare these days; therefore, he will
give you a token of his appreciation.
If you tell him he must hang on to everything he has to survive the desert, your alignment
shifts five points towards Good; if you are good, you get 1,000 xp.
If you accept his gift, you get a Ring of Protection +4.
Whatever your choice, saving the old mans life is worth a reward of 1,500 xp.
04. TO THE TUSONE BORDER
Keep going west to reach an outpost on the western border of Tusone.
[Ref. Area 4.14].
05. INTO THE DESERT
Going south from here you can reach a ruin-filled portion of the desert.
[Ref. Area 4.15].

502

4.14 HOCARUM DESERT; TUSONITE OUTPOST

01. TO THE HIGHWAY


Go east from here to return to the desert trail linking Aielund with Tusone.
[Ref. Area 4.13].
02. OUTPOST
When you walk near this small outpost, Nellise warns you should be careful here. One false
move and the border guards will likely attack you.
A Tusonite commander [LG, F19] and a couple of Tusonite chevaliers [LG, F14] guard the
outpost. The knights of Tusone are known for their valour and strict codes of conduct, as well
as their fearlessness in battle.
The gate of the outpost is closed. When you approach it, the guards order you to identify
yourself or else.
Set the camera so you are able to move your cursor upon the commander, and then talk to
him.
When the officer asks who you are, you can tell him you are a simple desert wanderer or you
can tell you come from Aielund seeking political asylum.
Whatever you say, you cannot persuade the commander to let you in. Do not attempt to gain
entry, or they shall have no choice but to kill you.
There is really nothing you can do here. You must find another way to enter Tusone.
Or you can choose you liked the experience and want to die again. If so, just unlock the gate
[DC50] or bash it down [100 hit points, hardness 10, fortitude save 16].
When they realize the outpost is under attack, the commander calls for reinforcements and
four more Tusonite chevaliers appear to slash you to ribbons.
03. TO THE RUINS
Go southeast from here to reach a portion of the desert littered with crumbling ruins.
[Ref. Area 4.15].

503

4.15 HOCARUM DESERT; RUINS

01. TO THE OUTPOST


Go northwest from here to reach the outpost on the Aielund/Tusone border.
[Ref. Area 4.14].
02. TO THE HIGHWAY
Go north from here to return to the desert trail linking Tusone with Trinity.
[Ref. Area 4.13].
03. TO THE CHASM
Going northeast from here, you can return to the portion of the desert where you have been
raised from death.
[Ref. Area 4.12].
04. RUINS
This place looks like it used to be a small village. Perhaps, about here there might be some
items for you to scavenge. Be very careful in doing so, though, for five huge desert vipers
[N, Animal 18] inhabit the area and they can turn to be deadly.
05. BOW & ARROWS
Upon this platform, there is a heap of bones. Search it to get a shortbow and a sheaf of
arrows.
06. A SHIELD
Here is a large shield.
07. A CHEST
Here is a chest holding a cudgel, a light crossbow, two sheaves of bolts, and an empty
water bottle.
08. A RACK
Search the spear rack within this ruined building to find a spear and a quarterstaff.
09. TEMPLE
This appears to be an ancient temple to a forgotten god.
[Ref. Area 4.16].

504

10. A LARGE HOLE


A big hole has been freshly dug into the sand. It is wide enough for a humanoid to fit through.
If you peer into the hole, you realize it is very deep, and very dark.
If you are a dwarf, you cannot see much else, but your instincts tell you the hole was not dug,
but rather the ground underneath appears to have collapsed.
Jumping down the hole, you will surely fall to your death - unless... you have wings. If you are
a red dragon disciple, indeed, you can turn into a dragon, spread your wings, and glide down
into the hole. Your companions, of course, will be left behind.
If you cannot perform such a feat, you must find another way if climbing down into the hole. If
you manage to find a length of rope, you can secure it to a nearby rock and then climb down
into the hole in safety.
[Ref. Area 4.17].
11. DEEPER INTO THE DESERT
Go south from here to venture further on into the Hocarum desert.
[Ref. Area 4.18].
12. TO THE DIRE CROSSING
Going west from here you will reach a very hot portion of the desert. Keep in mind that without
a supply of fresh water you will not be able to survive the journey.
[Ref. Area 4.19].

505

4.16 HOCARUM DESERT; RUINED TEMPLE

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.

506
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].

507

4.17 HOCARUM DESERT; ANCIENT CAVE

01. ENTRY CHAMBER


If you climb down into the big hole to the southwest of the ruined temple, you reach this
chamber. The mere fact of coming here is worth a reward of 1,500 xp.
Unless you came here by turning yourself into a dragon, to return outside you can use the
rope dangling behind you.
The chamber you have entered features a big statue depicting a dragon and a draconic
symbol inscribed on the floor. A red dragon disciple touching the symbol will be immediately
returned to the surface.
[Ref. Area 4.15].
02. ANTS
When you enter this room, you are attacked by 1-5 giant ant soldiers [N, Vermin 15] led by
a very powerful giant ant hive queen [N, Vermin 20].
Searching the two heaps of bones lying on the floor of the chamber, you will find a couple of
books and a Belt of Fire Giant Strength.
To read the books, as usual, you must activate their unique power from their radial menu.
The crumbling journal is penned in a strange language and you need to pass a medium Lore
check to understand it.
It reads, 20th of Tulips - Captain Drake has received orders that we are to engage the enemy
at Blood Gulch Canyon. Our company leaves tomorrow morning. Corporal Fedor has made a
bet with me that we will be home for dinner. I am not so sure.
22nd of Tulips - We engaged the enemy at Blood Gulch Canyon and the battle lasted for over a
day. Corporal Fedor is dead, guess he won't be making good on his bet. Our losses were heavy,
but the day is ours. Unfortunately, we lost our transportation in the fight, so we are awaiting
word from command regarding new transport arrangements.
25th of Tulips - No word from command yet, and we have been beset by fresh enemy forces.
Most of our unit is dead or injured. Where the hell are those transports?
26th of Tulips - Captain Drake died yesterday and our unit was routed. I have escaped into the
nearby desert but have little in the way of supplies. I fear that if I don't find shelter soon, food
and water won't be a problem any more.
28th of Tulips - I fell into a hole in some abandoned outpost in the middle of the desert. Broke
my leg and knocked myself unconscious for the better part of a day. Can't see any way out,
hope someone else stumbles across these ruins or I won't last more than a week, as my food
and water are nearly exhausted.
3rd of Roses - I don't believe it, one of our hated foe has also just fallen through the same hole
as I did. Poor bastard is still unconscious. I lost my weapon in the battle and I don't have the
strength to go over there and strangle him with my bare hands. I guess now it's going to be a
case of survival of the fittest. If he wakes up, then food won't be a problem for him for a
while...
If you read the journal until the end, you get a reward of 500 xp.

508
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!

509

4.18 HOCARUM DESERT; OASIS

01. TO THE RUINS


Go north from here to return to the ruined village.
[Ref. Area 4.15].
02. THE OASIS
An inviting oasis stands at the very centre of the area. For one time, Criosa proves herself
wiser than Nellise. Indeed, the Princess realizes if this is the only water around, there will most
likely be other creatures here too. Let's be careful.
Prepare yourself for a very tough fight, and then walk towards the oasis.
When you are near the pool of clear water, you are attacked by a monstrous giant crab [N,
Animal 22] and by six smaller crabs [N, Animal 8].
The flesh of these crustaceans may be delicious, but who is going to eat whom?
The huge crab boasts 30 points of Strength, armor class 35, and 388 hit points. Need I say
more?
If you survive the encounter, left-click on one of the seven points tagged as pond of water,
which are located all around the small lake.
Sip the water to discover that it is quite safe, even if the taste leaves something to be desired.
Then, fill all the empty water flasks you are carrying with the ponds water. The full water
bottles are crucial to survive the journey across the desert that you have to set out. Keep in
mind that you need at least one flask for each member of your party; else, you wont be able
to reach Tusone alive.
03. TO THE DIRE CROSSING
Once you have a fresh supply of water, you can undergo the deserts crossing. Before to travel
in this direction, however, you may want to take a little side-trip and walk back to the desert
highway, so you can bring some water to the thirsty Najjar.
[Ref. Area 4.19].

510

4.19 HOCARUM DESERT; THE DIRE CROSSING

01. TO THE RUINS


Go east from here to return to the ruined village.
A few steps ahead of you, a gruesome sign of Dantesque memory greets the traveller,
Abandon all hope, ye who pass here.
[Ref. Area 4.15].
02. TO THE OASIS
Going southeast from here you can reach an oasis deep into the Hocarum desert.
[Ref. Area 4.18].
03. THE CROSSING
Devoid of any life form, this area features only a gigantic and ominous stone skull. This place is
also exceptionally hot: you will perish for sure if you venture further on without water. The
same fate will befall to Nel and Criosa, unless you put a full flask of water within their
inventory.
Moreover, each round you spend in the area, you (and your henchmen too) suffer 1d8 points of
fire damage.
When you arrive at the far end of the area, you are given a reward of 3,500 xp.
04. TO THE HOCARUM PLAINS
Leave the area by going west from here, and you will reach the Hocarum plains.
[Ref. Area 4.20].

511

4.20 THE BATTLE OF HOCARUM PLAINS

01. TO THE DIRE CROSSING


Going back from here, you can return to the Dire Crossing area.
[Ref. Area 4.19].
02. TUSONE MILITARY CAMP
A group of soldiers has camped here.
When you approach the encampment, a Tusonite footsoldier [NG, F9] comes up to inquire
who you are. When he realizes you are a civilian (a rude one, perhaps, but a civilian
nonetheless), the soldier explains his homeland is beset on all sides by the forces of Aielund.
You should flee this area before the bloodshed begins. If you want to stay, you should go and
talk with his commander.
Before speaking to the commander, I suggest you to rest (if you can do that, of course).
When you are ready, talk with Commander Adrouine [LG, F19] and offer him your help to
fight the Aielund forces if he escorts you to see his King afterwards.
When the Commander asks why you want to see King Osric, you can tell him it is a personal
and important matter, or you can rudely reply this is none of his business. If you choose the
impolite answer, your alignment shifts towards Chaos; if you are chaotic, you get 800 xp.
Anyway, if you can help them win this fight, the Commander will not only take you to the King,
he will nominate you for sainthood. He would also offer you the hand of his daughter (or son)
in marriage, but you seem like a gentleman (or a lady of quality) and he wouldn't want you to
suffer needlessly.
When the conversation is near an end, a footman comes to inform the officer the enemy is
approaching for another attack.
You have about a minute to get ready. Tell Criosa and Nellise to cast all the buffing spells they
have, and then took all the precautions you can.
Also, you can search the two crates behind the commander to get a few trap kits (average
negative, average tangle, strong fire, strong spike x2), thirty healers kits +6, five healers
kits +10, and two scrolls of Raise Dead.
Soon, the enemy appears far to the southwest. Time for a fight.

512

03. THE BATTLE


Besides the Commander, the forces of Tusone include six Tusonite footsoldiers, two
Tusonite clerics [LG, C10/M6], and two Tusonite chevaliers [LG, F16].
The Aielunders you have to face are quite a few and they are VERY dangerous. Even if you
are a combative warrior, restrain yourself and stay back, letting the Tusonite soldiers clash with
the enemy frontline.
When the battle rages on, try to target the enemy spellcasters. When they are dead, join the
fray and hope for the best.
The Aielunders come forth in waves.
At first, you have to deal with three Aielund archers [LG, F11], three Aielund halberdiers
[NG, F12], and three Aielund knights [LG, F15]. These forces are backed by a couple of
Aielund war clerics [LG, C15] and by a dangerous Aielund war wizard [N, W16]. At first,
the mage is unseen but you can realize he is here by the summoned death slaad [CN,
Outsider 15] that appears on the battlefield, together with a random familiar.
When a halberdier, an archer, or a knight is slain, another appears to replace the fallen
comrade. This happens thrice, so you have to face twenty-seven soldiers in all plus the
spellcasters.
When the last enemy falls dead on the blood-soaked sand, you have to take care of a couple of
Aielund Knight-Commanders [LG, F19].
Slay the commanders and you will hear the triumphant shouts of the (few) remaining
Tusonites. Victory!
Before to address Commander Adroine, do not miss the chance to search the loot a few
enemies have left on the ground.
At best, your findings can include a few bolts +1, a couple Potions of Cure Serious
Wounds, six sheaves of bolts +5, a Grey Wizards Robe, two longswords +3, and a
longsword +4.
When you speak with the Commander, he thanks you for their deliverance. If you reply that
you had little choice but to do so, your alignment shifts towards Good; if you are good, you get
800 xp.
Then, Mr. Adrouine asks for your name. When he learns who you are, the Commander assures
he shall escort you to see the King immediately.
While you are teleported to the Royal Palace in Myrfell, you get a NICE reward of 5,000 xp.
[Ref. Area 4.21].

513

4.21 MYRFELL; ROYAL PALACE

01. PALACE GATE


Three Tusonite chevaliers [LG, F18] guard the palace. If you try to speak with them, they
will simply ignore you to focus on their duty, instead.
When you want to leave the palace, just open the door and step outside.
[Ref. Area 4.22].
02. THRONE ROOM
When you arrive here after the battle of Hocarum Plains, Commander Adrouine [LG, F19],
invites you to speak with the king.
Recently crowned King of Tusone after the death of his father, the young King Osric Davignon
[N, F16] is still learning the intricacies of court politics. Perhaps this explains the man standing
behind him. The Master-at-Arms [LN, F19] is, indeed, the Kings most trusted advisor.
Osric will be quite surprised by your visit, even more if you come here with Princess Criosa
the young woman he thought he was going to marry. Criosa, however, reminds him that was a
long time ago. The circumstances have changed.
If you happen to be in love with Criosa, you have a chance to make that clear.
If you say you trust this will not be a problem for him, your alignment shifts towards Law; if
you are lawful, you get 800 xp.
If you say it just kind of happened and neither of you planned for this, your alignment does not
change.
If you enjoin the King to take his eyes of your girl, your alignment shifts towards Chaos; if you
are chaotic, you get 800 xp.
Anyway, lets talk about business.
If you explain Osric that you are standing before him as one who has nowhere else to turn, for
you have been accused and executed for high treason by the very people you saved from the
Ironlord, and that now you ask only that he gives you the opportunity to remove King Seamus
from the throne of Aielund, your alignment shifts towards Law; if you are lawful, you get 800
xp.
If you say Seamus has gone stark raving mad, and you wish to see him deposed so you offer
him your services, in the hope that the enemy of your enemy will be your friend, your
alignment does not change.
If you say Seamus had you executed for high treason, and your hatred of him runs so deeply
that you are glad to fall in with your former adversaries to see him dead at your feet, your
alignment shifts towards Evil; if you are evil, you get 800 xp.

514
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.

515
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.

516

4.22 MYRFELL; GOVERNMENT DISTRICT

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].

517
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].

518

4.23 MYRFELL; CHURCH

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.

519

4.24 MYRFELL; MAGE TOWER

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.

520
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

4.25 MYRFELL; SEWERS

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

4.26 MYRFELL; PASCAL ROUSSEAUS ESTATE

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.

523

4.27 MYRFELL; COMMERCE DISTRICT

01. TO THE GOVERNMENT DISTRICT


A Tusonite footsoldier [NG, F9] guards this gate. Go through the passage if you want to
return to the Government District.
[Ref. Area 4.22].
This portion of the town bears clearly the telltale signs of the war. Many buildings burned down
and now are nothing but blackened, crumbling shells.
Two Tusonite chevaliers [LG, F14] patrol the main street. Besides the soldiers, about this
area there are six commoners [LG or N, Commoner 2], a nobleman [N, Commoner 6], and a
noblewoman [N, Commoner 4].
The nobleman has 125 golds in his purse. Each male commoner has 12 golds.
02. MYRFELL SMITHY
This is the local smithy. Do not miss it!
[Ref. Area 4.28].
03. THE BUSINESS CLUB
Three little girls [N, Commoner 1] are playing with two dalmatian puppies [N, Animal 1] in
front of this unremarkable house.
If you try to open the locked door [DC40], a small shutter opens and a pair of red-rimmed
eyes appears, squinting at you. If you do not have a reason to get inside, the voice simply tells
you to bugger off. If you dont follow the wise advice, and if you manage to unlock or bash
down the door, when you go inside you are in for a fight.
If you have agreed to help the smith Gaston, tell the door attendant you want to speak with
his boss. To gain entrance, you are asked for a password. Tell the man the word is Liberty and
he will open the door to let you in.
[Ref. Area 4.29].
04. THE LONG SHOT
If you are looking for ranged weapons and ammunition, pay this shop a visit.
[Ref. Area 4.30].
05. CITY GATES
The two Tusonite footsoldiers standing guard before this gate inform you are not permitted
to leave the city at this time.

524

4.28 MYRFELL; SMITHY

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

4.29 THE BUSINESS CLUB

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

4.30 MYRFELL; THE LONG SHOT, BOWYER & FLETCHER

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.

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4.31 THE EASTERN FRONT

01. YOUR ARMY


When the second conversation with King Osric ends, you are immediately transported here.
You are not far from the Aielund border, but... where is the army Osric spoke of?
Well, it is just before you. Apparently, two Tusonite footsoldiers [N, F12] and two Tusonite
clerics [LG, C10/M6] are all the troops the King has managed to muster. Oh, well.
Anyway, these soldiers are ready to serve you, by the command of their King (and their God).
If you need their swords and spells, they will join your side as henchmen, adding their number
to your current party.
The soldiers can be instructed and ordered like your standard henchmen, but you cannot
access their inventory.
02. TRAPPED BRIDGE
A trap [DC30/35; Average Tangle] has been placed just before this bridge. Four more traps
[DC 30/35; Strong Tangle]x3 [DC25/35; Average Electrical] have been set up just across the
bridge. Be careful and be ready for a challenging battle.
03. ENEMY CAMPSITE
When you walk towards this campsite a contingent of Aielund soldiers attacks you.
The enemies you have to face include three Aielund halberdiers [NG, F11 to F15], seven
Aielund skirmishers [NG, Ra15 or 16], two Aielund war clerics [LG, C15], and an Aielund
war wizard [N, W16]. To make things more interesting, the wizard summons his familiar and
a doom knight, then he turns invisible so he can enjoy the show in safety - at least for a
time.
If you think the enemies listed above are not enough of a match for you, be warned that more
troops will soon arrive to help their comrades. They number six more Aielund halberdiers
and five Aielund knights [LG, F15].
Luckily, while the battle is raging on, a cloaked man clad in a black armour comes up from the
northeast to join your forces, together with three Tusonite footsoldiers. A black helm hides
the warriors face, but looking at the skilful way he wields his bastard sword you may find his
figure oddly familiar...
When the battle ends, take your time to search the corpses lying on the grassy ground. Your
loot can include an enhanced camouflage armour, two daggers +2, two longswords +2,
two maces, a composite longbow +1, a composite longbow +5, a Wizards Sidearm
crossbow, two sheaves of arrows +3, two sheaves of arrows +5, a sheaf of bolts +5, a
Grey Wizards Robe, a Ring of Protection +3, and two pairs of Boots of Travelling.
Before to address the warrior, you can search a couple of crates and a chest, which can be
found at the campsite. Also, in the upper portion of the area, there is one corpse that you can
search to get random treasure of medium value.

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.

530
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.

531

Act Four Quest Summary


Confronting the Council

> 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.

532

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.

> Talk to Najjar to discover he is dying of thirst. He wants some water.


> During your explorations of the desert, you will discover a pool of water [4.18]. For more
details, see the quest by the title, Exiled.

> 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

The Daily Grind

> 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.

534

Act Four Picture Gallery

535

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