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The Rescue of Paida

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Valden, who's the town's Wheel & Wainright, should be in his house at #20 during the
day. Speak with him there and he'll tell you about his wife's caravan who was rumored
to be ambushed. He tasks you, should you accept, with the rescuing of his wife, Paida.
This is the one town quest that should easily take you the longest to complete, as his
wife is at Dungeon Level 4 (#5)
of the Temple of Elemental Evil. See the link for details.

When she's rescued, reunite her with Valden to receive the very helpful low-hundreds
xp.

Nulb Guide & Map


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Welcome to Nulb.

Nulb is a small swampy pirate villa with creaky wooden walkways over stagnant murky
green water. The background ambience is filled with the din of giant frogs. It never
feels quite "day" here, but always on the verge of night.

The village of Nulb is a stopping point on your way to the Temple of Elemental Evil. You
won't learn much about the Temple until talking with some of its citizens (if you can call
them that), some of which will point it out on your map, therefore enabling entrance.
You'll find a couple at the Waterside Hostel, and perhaps the Smithy might have
something to say about it. There are a small number of quests here, mostly minor,
though some of them can be both fun and challenging.

Once you learn of the Temple's location, you're not required to stay, but if your level is
still low (4 or 5), it's advisable to do the quests here if only for experience.

Regards,

Nulb Traveler's Bureau

The Waterside Hostel


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While The Waterside Hostel does not house any officially marked quests, there are a
few quest-like things that happen within. When you first enter, Dala the waitress at #2
will almost always attempt to pickpocket your party. When she runs up to you, the
character she attempts to pickpocket will make a Spot check. If they successfully see
her, you'll say "Stop!" and conversation will ensue with a possible culmination in a fight
between you and everyone else (sans Alira). The only way to prevent this fight is to say
"I'm sorry" or if your character happens to use Intimidate or Diplomacy. Don't worry
though, you'll always have the chance to pick a fight after you're through via initiating
combat... and coming in again will give you another chance through dialogue as well.
1) EXIT:
to Nulb #3

2) Dala, Serving Wench:


She'll attempt to pickpocket you nearly every time you enter the establishment. When
you make a successful Spot check, you'll have the chance to apologize or start a fight.
See above.

3) Pearl, Serving Wench:


If you flirt with Pearl with a male character, there's a chance she'll tell you that Alira at
#4 has been having an affair with Wat. If you go talk to Alira about it, she'll confess.
Now you can go back to Pearl and tell her about Wat or keep quiet.

4) Alira, Shnookie Expert:


Any attempt to talk to her will fail until you've spoken with Pearl about a possible affair
Alira has been having with Wat, to which she'll confess. If you're looking for the Temple
of Elemental Evil and haven't yet placed it on your map, use Sleight of Hand to
pickpocket a Temple Map.

5) Rentsch of Earth:
Along with his locked chest at #7, use a character with Gather Information and
Diplomacy to receive a temple quest from him. If you first ask him about the Battle of
Emridy Meadows, then follow it up with the diplomatic: "I always thought the Temple
fought valiantly." Your next line should be "I'd have loved to have fought next to them."
He'll then point you to the ruined tower guard at Tower Ruin Entrance (#2) who you
can then tell Rentsch sent you.

You can also pickpocket the key to the chest at #7 from him.

6) Wat of Fire:
Wat, the Hostel's barkeep, won't say much to you unless you've picked a character with
high Bluff skill to talk to him. When you talk about the Moathouse, use Bluff to tell him
that the St. Cuthbert people are always telling everyone what to do. Since you're then
of like mind, he'll ask if you want to do something for him. Accept and he'll tell you
about the ruined tower guard at Tower Ruin Entrance (#2) who you can then tell Wat
sent you. If you've already had something similar happen with Rentsch, this will be
another option for the guard... who will take you to different places depending on which
you choose. See the links for details.

7) Rentsch's Locked Chest:


Here's a locked chest with a pile of coin inside. You can pickpocket the key from
Rentsch at #5.

Triple-Cross
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This quest is only an option once you've already received both temple mini-quests from
Rentsch and Wat. Afterward, you can attempt to bluff your way through this quest.
Here's the complete process.

Using a character with ranks in Bluff, Gather Information and Diplomacy, first speak to
either Rentsch or Wat at #5 or #6 respectively. If you're talking with Rentsch, use a
character with Gather Info and Diplomacy. Ask him first about the Battle of Emridy
Meadows, and then be diplomatic with: "I always thought the Temple fought valiantly."
Following that, you should tell him, "I'd have loved to have fought next to them." He'll
then direct you to the ruined tower guard at Tower Ruin Entrance (#2) who you can
then tell Rentsch sent you.

Next, talk to Wat (or vice versa). With Wat, you'll want to use a character with ranks in
the Bluff skill. Talk about the Moathouse first, and then use Bluff to tell him that the St.
Cuthbert people are always telling everyone what to do. With that connection between
you, Wat'll open up and tell you about the ruined tower guard at Tower Ruin Entrance
(#2), who you can then tell Wat sent you.

Unless you've received both of these mini-quests, you won't receive the Triple-Cross
option. Using the party member with Bluff, talk to Wat. Tell him you have bad news
about Rentsch, and that the's been reporting to the council in Hommlet. Now speak
with Rentsch using the same party member. Again, tell Rentsch that you have bad
news about Wat, and that he's a secret agent of Furyondy. Finally, go back to Wat and
tell him you think Rentsch knows about him working for the Temple. That will complete
the quest, but you can once again go back to Rentsch and tell him about Wat, and both
the men will say they're working on it.

1) EXIT:
to Nulb #3

5) Rentsch:
he's working for the Earth Temple.

6) Wat:
he's working for the Fire Temple.

Mona's Crystal Ball


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At location #4 you'll find an older gypsy named Mona with an indebted Serena behind
her. Choose a character with a fair Diplomacy skill and talk to Mona, who will mention
that her Crystal Ball has been stolen, and that the perpetrator is a man by the name of
Mickey (at #2). If you've already done the Grud's Fish Story quest, you won't need
diplomacy, as you'll have somewhat a reputation. When you accept this quest, head
over to Mickey using a character with the Intimidate skill. Mickey will admit to the theft,
but ask that you pay him 500gp in return for the Crystal. Using Intimidate, you can
threaten Mickey and he'll simply give it to you for free, which you can then take to
Mona for your xp reward. Alternatively, you may also have the option to knock Mickey
unconscious and grab the "orb" without a character using Intimidate. Consequently, this
opens the way for the completion of another quest, Tooth of Pain.

Gypsy Road
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At location #4 behind Mona is Serena the rogue, eternally indebted to Mona until she
finds a way to pay her back for her generosity. She wants to be free from this debt, so
should you decide to help her, all you'll need to do is talk to Mona. Pay her the 500gp
she requires for the freedom of Serena, and then you can let Serena know she's free. At
this point, this rogue level 3 will join your party if you ask.

Bribery
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Initiating this quest requires that you talk to Sammy, Otis' apprentice at #6 and ask
him about the secret stash of the smithy, which is in the anvil container next to Otis at
#7. Sammy'll ask for 500gp in exchange for that information, but you can use Bluff to
get him down to 100. Inside the small cache you'll find a few gems, a magical
longsword +2 and magic chainmail. If you take just the gems (or simply nothing), Otis
will stop you afterward and ask either where you got them or mention that his stash
was disturbed. This will begin a conversation about how he's been hired to detect evil in
the area. Afterward, you may find that Otis will not say anything if you go back and
take the other items. However, if you first take the weapon and/or chainmail Otis will
be become angry and likely attack your party. He's a good source of masterwork items
and a good fighter, so weigh these options when considering what to take. There will be
many a magic chainmail you'll find and better weapons than the +2 longsword.

When you've made your choice, head back to Sammy and tell him that you found Otis'
Stash. He'll say he doesn't want to know what you plan to do... so end the conversation
instead of choosing the "I plan to..." option, and the quest will be completed.

Preston Wetz's Tooth of Pain


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On your way over to the east side of the map, talk to Preston Wetz at #8. He'll tell you
about his aching tooth, and how he'd get it fixed, except Mona still owes him money,
and she can't afford to pay him because her Crystal Ball went missing. Hopefully,
you've cleared that up in the Mona's Crystal Ball quest. If not, you'll need to in order to
complete this quest. When that's done, you can tell Preston that Mona's ball has been
recovered, and the quest will be completed. Now you can talk to him about a Home for
Sale

Home for Sale


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Initially, Otis' the smithy at #7 can lead you on this hunt by asking him about an Inn in
Nulb. He'll tell you that Preston has a house for sale.

While not a quest that shows up in your Log Book, after completing both the Mona's
Crystal Ball and Tooth of Pain quests, you can talk to Preston at #8 and ask him about
this house for sale. It will cost you initially 800gp, but if you use Diplomacy you can
barter him down to 500gp. Your new house is at #9 and comes furnished with two
chests and a fireplace, and a decent place to rest occasionally.

A Pirate's Life for Me


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Bertram at #10 on the Nulb map is a pirate slave to Tolub. Using a male character
(that's correct), you can attempt to flirt with Bertram and he'll mention this servitude to
Tolub, beginning the quest for Bertram's freedom. You won't have to actually marry
Bertram when it's over, but he'll join your party if you want. Here's how.

Go over to the Boatmen's Tavern at #12 on the Nulb map when you're ready and talk
to Tolub there at #3 who will challenge you to a fist fight. It's best if you use your best
brawler without a weapon. That would be a monk if you have one, otherwise use your
other toughest melee character. They'll have to be a fairly high level (5+ with good
Constitution) if you don't want to keep reloading or you're not using a monk, as Tolub
will hit for quite a few points of non-lethal
damage when he connects. When you've finally
defeated him, he'll offer either 100 "doubloons"
or gp, or you can ask for Bertram's freedom. You
can now go back to Bertram and choose the
ending to this quest that best suits you. He'll
even join your party if you want him to.

As a result of you fighting and beating Tolub,


you'll have also completed the Eye of the
Tiger quest, next. A word of warning, though. If
you've already completed the Assassination quest, Bertram and the other pirates will be
hostile to you, so you won't be able to finish up this one unless you use a hidden
character and initiate conversation before he sees you.

1) EXIT:
to Nulb #12

3) Tolub, Pirate:
This is the man you'll need to fight to win Bertram's freedom.

Eye of the Tiger

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Inside the Boatmens' Tavern at #12 on the Nulb


map you'll find Tolub at #3, if you haven't yet
already during the previous quest, A Pirate's Life.

He'll challenge you to a fist fight, initiating this


quest. If you have a monk, use him or her rather
than your fighter, as they're not going to suffer
without a weapon. If you've no monk, then use
the character with the most hit points in your
party and hopefully a good AC. You'll also want to be at least level 4 or 5 with your
fighter, possibly lower with a monk due to Tolub's toughness. When he's finished, he'll
either pay you 100gp or you'll have the option to release Bertram from the quest
mentioned above, "A Pirate's Life."

You won't be able to complete this quest if you've finished the Assassination quest, as


Tolub will join in the fight and you'll be forced to kill him.

1) EXIT:
to Nulb #12

3) Tolub, Pirate:
This is the man you'll need to fight.

Grud's Fish Story

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On the dock by the boat at #11 you'll find a pirate named Grud Squinteye. Talk to him
about the fish he's been looking to catch at Imeryds Run, and he'll mark it on your map
and explain why he's reluctant to go - mainly because he's afraid of the creatures. If
you can bring him back the body of a giant gar, you'll have his gratitude and some xp.
Imeryds Run is not a cakewalk. In fact, I tried it at level 4 and was obliterated my first
attempt, especially by the Behemoth King Frog there who kept swallowing my
characters when he got initiative first. I'm sure it can be done with proper use of
strategy and spells, but if you want an easier time of it go there at minimum level 5. By
level 6 it should be only a moderate challenge. See the Imeryds Run map for details
when you're ready.

After it's over, if you've by chance angered the pirates by completing


the Assassination quest at the Boatmens' Tavern, you won't be able to talk to Grud, as
he'll attack. The way around this (at least pre-patch) is to have a hidden character
sneak up to Grud and initiate conversation. That way you can complete the quest. After
dialogue, he'll attack you however.

Imeryds Run

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Imeryds Run will show up on your World Map after you speak with Grud Squinteye for
the Grud's Fish Story quest at Nulb #11.

Depending on when you choose to tackle this quest, it will be one of the more
challenging encounters in the game and that's saying a lot, as there are many. You can
possibly clear this area as low as party level 4, but my party at that level got swallowed
in a big way the first time they attempted it. It's probably best to wait until level 5 or 6
before trying it, as there are several tough encounters here, beginning with the one you
are forced into as soon as you enter the map at #1.

You'll first be fighting at #2 one Giant Frog and one Behemoth King Frog that's further
back in the bush and likes to surprise you. This is the frog you should be looking out
for. Not only will it successfully grapple your characters most of the time if it gets close,
but the next turn it will swallow them. It's best if you cast some sort of entangle spell
on the Behemoth Frog and take it out from a distance, or else have powerful spells and
melee attacks. After it's over, be sure to loot the Behemoth. You'll find a lot of
incredibly useful magic items at this level.

Next, at area #3 (optional due to the distance away from the quest "giant gar" you're
probably looking for), you'll have a big encounter with many lizardmen and a
surprisingly tough Sea Hag that likes to dish out disease and does a lot of melee
damage when she's close.

Finally, at #4 there's the giant gar, the quest "fish" from Grud Squinteye. It can hit for
a lot of damage so beware. An entangle-type spell like web or entangle itself will work
well here if it fails its save. When it's defeated you can loot it to pick up its body and
take it back to Grud at Nulb #11 for a reward. See the quest for details.

Congratulations on making it past one of the tougher areas of the game, and racking up
a significant amount of xp to boot.

1) You Enter Here:


This is the location your party lands when you select Imeryds Run from the World Map.

2) Giant & Behemoth King Frogs:


Your first encounter, and a challenging one to keep the Behemoth Frog from swallowing
your party members. Don't forget to loot the King Frog.

3) Sea Hag & Lizardmen:


Several lizardmen guard a trollish Sea Hag, who hits for mighty damage and disease as
well. Beware.

4) Giant Gar, Quest Item:


This eel-like fish hits for a lot of damage and will be fairly tough to bring down. When
it's over, loot the body and take it to Grud Squinteye at Nulb #11 to complete his
quest, "Grud's Fish Story."

A Pirate's Life for Me


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One warning. Pre-patch, this is a fairly bugged quest in that once you accept it, you
cannot turn it down and still end it properly without killing everyone in the Boatmens'
Tavern, including the one you were originally sent to assassinate. However, if you've
got a character with a fair Diplomacy skill, you can complete the quest by killing Lodriss
in private after it's accepted.

The reason that this quest is last is because it sets off all the pirates in Nulb against you
should you attack Lodriss in the bar, effectively eliminating two quests if you haven't
yet done them, "A Pirate's Life" and "Grud's Fish Story." That is, unless you use the
alternative method of sneaking up to those characters and initiating dialogue before
they see you.

The players involved are Lodriss (who's selling


some decent items) at #2 and Skole at #5 (also
with a few decent items for sale). Talk to Skole
using a character with the Intimidate skill, and
tell him you're looking for danger. He'll then ask
you if you're interested in killing Lodriss, and give
you a gem if you accept, and possibly a Shield +2
(both of which you can pickpocket). Next, if you
use a character with the Diplomacy skill, you can
convince her to go out for a walk, and after a brief fade out/in, she'll not be there and
the quest will be complete. Alternatively, you can tell Lodriss of Skole's deception, and
she'll ask you to prove it. If you immediately choose the "what's it worth to you" option,
you can eventually get 100gp from her, and show her the gem Skole gave you as proof.
Alternatively, she may ask to keep the gem. If you refuse, you'll get into a fight with
the whole bar excluding Skole and his tough goon nearby at #4.

When you've settled with Lodriss, unless you've killed her the quest will not be
completed (pre-patch). Go over to Skole and tell him either of your double-cross or of
your killing of Lodriss (which he should have seen being there himself). If you double-
cross Skole and tell him about it afterward, you'll have the whole Tavern after you,
which can be both profitable and rewarding experience wise. That will definitely
complete the quest, but be warned that if you kill the pirates in the Tavern, you'll earn
a bad reputation in town and the other pirates including Grud at #11 and Bertram at
#10 will attack you on sight.

1) EXIT:
to Nulb #12

2) Lodriss, Owner & Merchant:


Along with being your mark, she has some valuable items for sale.

4) Skole's Goon:
If you get in a fight during this quest and he's involved, focus on taking him down first.
He can hit hard (though tends to miss) and had more hit points than the others here.

5) Skole, Schemer:
Begin this quest by talking to Skole and tell him you're seeking danger using a
character with the Intimidate skill.

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