Find Harben Ashensmith and he'll provide you with some background information about the undead infestation. He'll give you some leads, including some strange rumors about the Sword Coast Boys, a local gang or considering their name, boy band , and about a mysterious cult working in the area. Speak to Drake and he'll tell you about some local citizens who may need your help--Jemanie and Krestal.
Before you start digging into the undead problem, finish a few of the local secondary quests. First, stop by the Temple of Helm and speak with Bertrand. He'll tell you about his missing brother, Marcus. Sadly, you won't be able to bring him good news. You'll find Marcus' body to the north, just in front of the gates to the Great Graveyard. Return Marcus' journal and penhold staff to Bertrand when you give him the tragic news, otherwise there's a good chance he won't believe, or reward, you.
Before you enter the wagon repair shop, speak with Aldo and Mattily near the broken wagon in the center of Beggar's Nest. You'll want to clear a path through the undead between them and Thomas Wheelwright's shop. Enter the shop and speak with Hector. He'll follow you back to Aldo, and they'll escape to safety.
And if you're curious as to why there aren't any wagon parts in a wagon repair shop, it's because the joint is a front for Tomi's friend Belman. Check the bookshelf in the back and you'll find the forged official document needed for Tomi's henchman quest. Zombies have invaded this bakery, possibly because they misheard someone talking about the delicious brain muffins. Kill them and search Siril's body for the leaven bread recipe. Give this to Boddyknock once he's told you his story to complete his henchman quest.
In the northwest corner you'll find a locked building marked with a sundial. Inside, you'll find the kindling wood in the woodpile. One thing is certain: The undead are originating from the graveyard to the north. Unfortunately, the gates are locked. But there is a way in. In fact, there are two ways in. One will take you through the warehouse, following the Sword Coast Boys quest. The other will take you through the Snake Cult Estate, searching for Jemanie's lost brother.
Both will lead you directly to the undead base of operations. Getting to the graveyard isn't easy. There are two routes, with the Snake Cult Estate being the easier and quicker of the two.
You may want to explore both routes, though, because you'll get some good loot and experience points. And if you want to finish the Missing Guard quest to find Walters, you'll need to explore the warehouse.
The Missing Brother quest, given to you by Jemanie, can be completed through either route. Your first stop should be Jemanie's house, located in the central western part of Beggar's Nest.
Jemanie is concerned about his brother, Torin, who has fallen in with a strange cult headquartered in a house to the north. One interesting bit of information: The undead completely avoid the house in question.
Jemanie will give you the estate wardstone to get through the force field blocking the door. You'll face a few cultists as you enter this house and a few more in the summoning chamber. Don't worry if they finish the ritual--their summoned creature is just a 1st-level imp. In the next room is the Snake Cult leader, a level-6 cleric. After the leader is dead, go down the stairs into the crypt. Go upstairs to talk to Krestal. He will tell you about his former gang, the chart-topping Sword Coast Boys, and how the leader, Drawl, made a strange deal that turned many of the gang into the undead.
He'll also mention Walters, the missing guard and apparently a former Sword Coast Boy, and tell you that Drawl and his undead are in the warehouse.
The first level of the warehouse shouldn't be much of a problem--just three rooms of old-fashioned zombie killing. It's the lower level that's a bit of a challenge. If you don't have Linu with you or have some turning ability of your own, you'll wish you did. There are so many zombies in this warehouse you'll think they're being exported.
Make your way through the long hallway until you reach Drawl's room. You'll overhear a brief conversation between Drawl and Walters, and Drawl will mention someone named Gulnan. Enter the room and be ready for a fairly challenging fight with the 8th-level Drawl. After you kill Drawl, talk to Walters. He'll head back to the main gate, and you can venture down into the crypt. Both passageways to the central chamber have a fair number of monsters--beetles and cultists occupy the west side, zombies and shadows the east side.
The central chamber is home to a powerful dire spider, and its venom can be a problem. You may want to pay Aribeth a quick visit if you get infected. Once the spider is gone, head out of the crypt and into the graveyard. What's so great about a bunch of zombies? Regardless of whether or not you are disappointed by the reported greatness here, there are a few areas of interest in the graveyard.
Those doing the Search for Never's Tomb quest will want to open the chest near the tomb to the west. There you'll find a riddle: "A wall at arm's length. Inside the tomb, open the sarcophagus to find the Ancient Chronicles of Halueth Never. Return the book to Oleff or Gilles for your reward. Follow the passage to the east, and unlock the door in the far chamber.
There you'll find the corpse of Torin, Jemanie's lost brother, who has passed to the other side. Search the body for an ancient key and Torin's ring. You can find this same key in the room in the northwest corner. Here, you'll also find Gulnan's journal in a cabinet.
If you haven't guessed by now, Gulnan is the Yuan-Ti necromancer needed for the main quest. Before you face her, you may want to check the small prison at the west of the warren, where you talk with the Snake Cult leader, Jared. He won't tell you much, and you can let him go or just let him sit there. Shattering the undead generator. Now, it's into the main chamber. Gulnan is a level cleric who will cast some pretty serious direct-damage spells. You can halt the tides of undead guarding her by destroying the pedestal in the western section of the chamber as alluded to in her journal.
When Gulnan is dead, take the Yuan-Ti heart as well as some good items from her corpse. Return to Jemanie to deliver Torin's ring and its accompanying bad news you'll get to keep the ring, which is worth a bit of gold. Then visit Harben to get your reward for stopping the undead. You may be ambushed by assassins near the Shining Serpent. Finally, teleport to the Hall of Justice and deliver the heart to Aribeth. After you've returned all four of the necessary ingredients--the devourer brain, the cockatrice feather, the lock of dryad hair, and the Yuan-Ti's heart--to Aribeth, the priests of Tyr will be ready to create the plague cure.
You'll have an opportunity to finish up any last-minute duties, so buy anything you need and finish up any unfinished quests. When you're ready, proceed to the Ritual Chamber. Be sure to take a henchman with you, because you won't have another chance to hire one until Chapter Two there are plenty of undead in your immediate future, so Linu is a good choice for nonclerics.
Creating the plague cure. Talk to Aribeth, Fenthick, Desther, and Nasher, and then the ceremony begins--and then ends unexpectedly. Bet you didn't see that coming, huh? Desther seemed so nice! Take out his minions, then follow him into the portal. Bregan, a local farmer, will tell you that Desther has just headed north to Helm's Hold. There are two ways into the hold: through the front gates and through a cave to the west. As you approach the gate to the north, you will encounter a strange visage.
She will impart some cryptic information about Desther and his plans. If you choose the cave route, you will face a small group of undead and enter Helm's Hold through the prison. In the courtyard, you will face two groups of undead.
Search the body just to the east of the main gate--you'll find an etched gem. Take the gem to the guardian chamber and place it in the altar.
Several suits of guardian armor will appear and begin fighting the undead throughout the hold. You don't need to go down to the dungeon, but there are experience points and loot, as well as some information, to be had. You can choose to banish Chaohinon or set him free. In the summoning chamber, you'll find a trapped demon. Do as he says and grab the Black Grimoire from the southern library.
Talk to him once you have the book, and you can either free him or banish him. This book will enable you to summon the Guardian of Helm. Both Chaohinon and the guardian will give you a reward for helping them.
Chaohinon will give you insight, power, a weapon, or an item. The guardian spirit will give you the same options. If you entered Helm's Hold through the cave, you will start at this level. Near the stairs to the ground floor, you'll find Johnny, the son of a murdered Helmite who sells basic goods.
In addition to numerous undead denizens zombies, zombie warriors, and a zombie lord , you'll find two prisoners here. Dumal is a former Helmite who can give you some information about Desther's infiltration. Yari is a follower of Desther's who got himself locked in. You can smash the lock and make that a permanent situation if you choose. In one of the northeastern cells, you'll find a locked chest rigged with a deadly fire trap.
Both the trap and the lock have a high DC 34 so don't attempt to open the chest unless you have high rogue skills. When you've finished looting the main and prison floors, begin the ascent to the top. On your way, stop and speak with Fenthick. There's not much you can do to help or hinder him. He understands what he's done and that he will be punished for it. Just let him weep--some sort of justice will be served soon enough.
When Desther surrenders, take him to Neverwinter. Once you reach the top floor, you'll be sealed in. There are two rooms with loot and undead. Kill them if you want the experience points--they'll disappear after you've dealt with Desther. Rest up, drink your potions, and cast your preparation spells--the next fight won't be easy. A small army of undead guards Desther.
Desther himself may seem invincible, but he isn't. That's not to say he isn't tough--he's only a 10th-level cleric, but he has 1, hit points. More importantly, though, he has supernatural assistance. The ritual creatures in the chamber are strengthening him, so kill them first. They have only 1 hit point each, so it shouldn't be too tough. Once the ritual creatures are dead, get to work on Desther. He'll surrender once you get him down below hit points. Once he surrenders, loot everything in the vicinity, then take him back to Neverwinter.
Your base of operations for Chapter Two is the large city of Port Llast. It's filled with shady characters, confusing motives, and dozens of secondary quests. Adding to your troubles: While you're hunting for the cult, the cult is hunting for you. But as you learned in Chapter One, Desther was just a hired hand. It's time to start looking for the boss.
You'll begin Chapter Two in Kendrack's Barracks. Talk to the young lady who greets you, then head out into the main room. All your friends from Chapter One are here: all five henchmen, Aribeth, and a new member of your growing team, Aarin Gend.
Speak to Aribeth and Aarin to get your general battle plan for this chapter. You'll need to find two pieces of corroborating evidence that lead to the cult's location in the area. You'll also want to speak with Kendrack himself. He'll offer to send you on the Bounty Hunt quest, during which you'll need to track down five escaped convicts and return their ears for a reward.
Here are their locations: Wyvern is camped out in the Neverwinter Woods, Zor is north at the Green Griffon Inn, Delilah can be found at the archaeologists' camp to the east, Stirge is in the farmlands outside of Charwood, and Yesgar is hiding out in the Port Llast mines.
Before you leave, you'll want to talk to your henchmen and choose one to take along with you. As before, each henchman has a quest. Solve the quest, and they'll replace your previous reward with an upgraded item. Here's what each henchman is looking for and where to find it.
You'll find the Star of Calimshan in the summoning room of Wanev's Tower. Boddyknock wants a prism blossom seed, which is located on the first level of the Creator Race Ruins. Grimgnaw seeks yet another morbid item--this time he wants a mummified corpse hand. You'll find one in the Tomb of the Arcane Brotherhood. A lock of nymph's hair can be found in the Nymph's House, deep in the Neverwinter Woods. In this chapter, Aribeth also has a tale to tell.
When it's finished, she will give you a ring. This ring will be helpful but not necessary much, much later in the game. Women can speak to Aarin and start a romantic thread with him. He will give you an amulet that can cast Light an unlimited number of times a day. Farmer Gerrol's son will approach you as you leave the barracks, and you'll be given the Gerrol's Wife quest.
You'll be heading to the North Road soon enough to help his father. This Inn is a hub of activity. You can pick up a few secondary quests here, and there are several people to talk to about your primary quest. A few of the quests that originate here later in the chapter can also be triggered at the Green Griffon Inn. It will just depend on which inn you visit at the appropriate time.
There are several people you should talk to on your first visit to the inn. First, chat with Alhelor and Anders about the Black Wolf. Next, speak with Elaith, who will give you the Serpent's Gems quest.
He'll give you the key to Wanev's Cottage to start your search. Several patrons will approach you. A halfling named Solomon will give you a ring, insisting that you take it as a reward for saving his family from the plague. Another persistent stranger either Jaheel or Tarran will request your aid in finding a lost brother, starting the Poor Neva quest. You may also want to talk to Darktongue Breakbone, who claims to have been injured while searching for the cult himself.
Darktongue will be very interested to learn if you find out where the cult is hiding. Very, very interested indeed. There are several patrons to speak with in the Alliance Arms Inn.
The local Temple of Tyr is accessed through a portal. Here, you'll meet Neurik, your free healing dispenser for this chapter. You'll need to hunt down three local youths who have been turned into werewolves and give them a silver charm to cure their lycanthropy.
Bran can be found in a cave along the south road, Geth will attack you on the east road, and Urth can be found upstairs at his parents' farm in Port Llast. Once you've cured or killed the three, you'll need to find Sir Karathis in his cave near the Green Griffon Inn, then hunt down the real Black Wolf right here in town.
Eltoora of the Many-Starred Cloak guild needs you to find five Imaskarran tomes. Once you find them, you can use her lab located through the portal behind her to make some decent items. Just put the two components in the chest and cast the appropriate spell.
The former is in Karlat's library, the latter in Quint's. To the east of Eltoora you'll find Ballard, a ranger who will tell you of strange animal attacks in the Neverwinter Woods. In the dockhouse, you can get some easy experience points and cash.
Talk to Captain Mung and Prichev and settle their dispute. If you convince Prichev to let the captain take the shipment to Waterdeep, you'll get a bit of money, but you'll get much more if you convince the captain to take the relief shipment to Neverwinter.
Start your werewolf hunting here. Urth's parents won't be very helpful, so just charge upstairs. Urth is a fairly powerful opponent--a 16th-level fighter. When you've done enough damage, he'll surrender. Convince him to use the charm--through persuasion or intimidation--and he'll be cured. This unassuming house is actually a bit more than it appears.
If you're looking for the Serpent's Gems for Elaith, you'll want to stop here first. When you enter the house, disarm the trap near the stairs and go down into the basement.
As you move through the basement, pick up some skeletons' knuckles at least two, though you'll need more to make items in Eltoora's laboratory , a fire beetle's belly, and a slaad tongue the latter is found in a bookshelf in the library. In the bedroom, you'll find Wanev's bedroom journal, which will give you some clues about the puzzle ahead and its reward. Fight the flesh golem near the stairs to the kitchen and climb up. Upstairs, you'll find Wanev's cookbook. Put the necessary ingredients in the brazier two skeletons' knuckles, a fire beetle belly, and a slaad's tongue to open a portal.
Step in and search the chests to find Wanev's lab journal, which describes a tower he is building to the south, and Wanev's wardstone. There are four merchants in Port Llast. The Cracked Anvil sells quality armor and weapons, Eltoora sells supplies for spellcasters, the Shady Character near the dockhouse sells rogue equipment, and Ballard has some general supplies.
If you've spoken with Solomon more than once, you know that he's no friend and his ring was not a token of appreciation. This will be made even clearer when he attacks you. He and two guards will ambush you just outside of Port Llast, regardless of which road you take. Solomon and both his guards are 8th-level rogues.
Make sure you loot his body for Solomon's journal, which is a possible lead in your search for the cult. Another cult agent who will track you down is Vardoc.
Before he strikes, you will hear a great deal about him from various terrified patrons at the Alliance Arms and the Green Griffon. He will finally attack after you've investigated Neva's disappearance. Like Solomon, he will attack you on any of the three roads when the time is right. When Vardoc is dead, be sure to search his body for an informative letter.
The North Road leads to Luskan and consists of two fairly large areas--this first section of the road and the Green Griffon Inn. It also contains one of the bigger areas you've explored thus far--a series of caves inhabited by orcs, ogres, bugbears, and goblins.
It's finally time to help poor farmer Gerrol. Talk to him outside his farm, and he'll explain that his wife, Leah, has been kidnapped by ogres. He wants the head of the ogre leader, Dergiab, and, if possible, Leah's safe return. Time to do some spelunking. You can skip this entire area by entering though the northernmost cave in North Road, but there are experience points and good loot in this optional maze of caves.
The central area is controlled by the goblins, while the east and south are orc territory. The main areas of interest are the two leaders--the goblin chief in his central room and the ogre chief to the east. To the orc chief's treasure room. Near the goblin chief, you'll find an imprisoned bugbear. He'll tell you about the war between the bugbears, orcs, and goblins.
He'll also allude to the strange goings-on below with someone called the "master. Adventurers looking for some tougher opponents will want to visit the minotaur pens in the southeast part of the cave. Those just looking to get down to business below should head straight for the stairs to the south. In the bugbear chief's room, you'll find a fair amount of treasure. He's a 20th-level fighter, and he has some guards with him.
The Beastmaster to the south is much easier 2nd-level fighter , but he'll let the dogs out. Dire wolves, really. Your most important task here is to free Leah, Gerrol's wife. She can be found in the central prison area.
Make sure the path to the exit is clear before setting her free. Once she's safely out, the Ogre Caves await. A half-orc prisoner named Nuglat is being held near the Bugbear Caves entrance. He knows a good deal about the "master.
Free or fight Nuglat, then head toward the southwestern chamber. Nuglat will help you if you free him from his cell. Kill them both, loot their loot be sure to get Ganon's journal from the nearby chest , and return Dergiab's head to Gerrol. The portal to the west will make the trip to the surface much easier.
These mines will be closed to you until the end of the chapter. See the "Journey to Luskan" section for details. This area is full of interesting, and completely optional, challenges, including The Tomb of the Arcane Brotherhood in the northeast and the Inn itself, which is featuring a particularly interesting contest.
Luskan, currently closed to visitors, lies to the north. The Green Griffon Inn is bustling. Enter the Alliance Arms Inn to discover that Alhelor is gone. Andor will tell you that he last saw him going to his house. Enter Alhelor's house to the southeast.
Once you have killed him, take his Tooth and give it to Neurik to prove you have killed the Grey Wolf. Offer to help him heal the Spirit of the Wood and he will give you permission to enter the Neverwinter Wood. Inside the wood, find the three missing druids see the next quest walkthrough below. They can each give you information about how to reach the Spirit of the Wood.
Speak to the Nymph inside her home in the Deep Woods. She will tell you about a possible way to reach the Realm of the Spirit where the Spirit of the Wood is hiding.
Take the Ceremonial Dagger from the chest nearby. Click on the altar in the southeast corner of the Heart of the Forest. Plunge the Ceremonial Dagger into your chest to enter the Realm of the Spirit. In the Realm of the Spirit you will find Relmar, the dwarf from the cult who poisoned the Spirit of the Wood. He was abandoned in the Realm of the Spirit by his friends and has gone mad.
After he attacks you, take his journal to find proof that the cult is based in Luskan. Search the rubble in the northwest corner of the Realm of the Spirit to find the Spirit Poison Antidote. When you approach the Spirit of the Wood, it will attack you. Once you have defeated it, use the Spirit Poison Antidote to cure it and you will return to the Heart of the Forest. Return to the Druid Encampment and speak to Archdruid Aawill for your reward.
Neverwinter Wood: The Missing Druids In addition to asking you to discover what harm has fallen the Spirit of the Wood, Archdruid Aawill, in the Druid Encampment , will ask you to find three missing druids who went into the wood and have not returned. The first druid can be found in the Nymph's Home in the Deep Woods.
The nymph had lured Terari into her home and imprisoned him there. Orlane has been taken by spiders to their cave in the Deep Woods.
Defeat the Spider Queen in the southeast corner of the cave and then click on the Spiderweb Cocoon to free him. The third druid, Bree, is being held captive by the witch Setara in her home in the Heart of the Forest. Give Setara the Mirror of Vanity , which can be found in the Nymph's Home , and she will give you the key to Bree's cell.
Return to Archdruid Aawill after all three of the druids have been freed for a reward. Neverwinter Wood: The Druid's Circle If your character is a druid, speak to Jaer in the northeast corner of the Druid Encampment about joining the grove. She will tell you about the circles and the challenges you must make to ascend through the circles. When you are ready, speak to Jaer to challenge Welcar, defender of the fourth circle, and you will be teleported to the fighting pit.
If you win, you will become the defender of the fourth circle and will receive its ring. As you gain experience as a Druid, you will be able to challenge the defenders of each of the other circles through Jaer.
Each time you win, you will be granted a ring for that circle. Henchmen Quests Like the first chapter, the henchmen will tell you more of their story as your level increases and in the end will require a particular item. Give them the item they are looking for, and the their previous gift will become stronger. For each henchmen, you must have completed their quest in the first chapter for their quests to be available in this one.
Daelin is looking for the Notched Axe of his mother's murderer, who will attack you on the third level of Mutamin's Challange. In return, he will upgrade the Amulet of the Red Tiger Tribe. The Lantanese Ring Boddyknock Glinckle gave you in the first chapter will become stronger when you give him the Prism Blossom Seed , found on the first level of the Creator Ruins. Linu La'neral seeks the journal of her late husband, which can be found on his body near the northwest corner of the Troll Caves on the East Road.
Give this to her, and the Pendant of the Elf she gave you before will become stronger. Grimgnaw is looking for a special artifact to release some of his brothers and sisters from the torment of undeath. Bring this to her and the Belt of the Performer she gave you will become stronger.
Port Llast: Bounty Hunt Kendrack, the mayor of Port Llast , will offer you a bounty for five fugitives who escaped from the Waterdeep prison. He will give you clues to the locations of four of the criminals, though he does not know where their leader would be.
The first four criminals can be caught in any order. You will always have the option of either killing them outright, are just taking their ears and letting them go free after they tell you where one of the other criminals is hiding. Delilah can be found in a room on the second floor of Jax' Barracks on the East Road. Stirge is hiding in the hollow of a tree in the northwest corner of the Farmland area.
After you have brought back the ears of each of the four fugitives to Kendrack, he will tell you that their leader, Yesgar, has kidnapped his daughter. He will give you the key to the Port Llast Mines where he believes Yesgar is hiding. The mine key will unlock the first door in the mines. At the east end of the mines you will fight Yesgar. After you have defeated him, you will again have the option to kill him or just take his ear and let him go. In the next room you will find Kendrack's daughter, Shaldrissa.
Once you have freed her, she will return to her father in Port Llast. Speak to Kendrack again in Port Llast to receive his thanks and Yesgar's bounty. Agree to find the three gems he needs and he will give you the key to Wanev's Cottage. At the end of the hallway, you will find some stairs that lead up into the kitchen. Place a Slaad's Tongue , a Fire Beetle's Belly , and two Skeleton's Knuckles into the brazier to create a portal to the laboratory, where you will find Wanev's Wardstone in a chest.
He will open the gate for you if you have Wanev's Wardstone , but you will have to fight him and bash down the gate if you do not. You can either enter Wanev's Tower through the main entrance if you have Wanev's Wardstone , or you can enter through the cellar entrance to the west.
If you have Wanev's Wardstone , the denizens of the tower will leave you alone. Make your way through the tower to the second floor. Step into the center of the circle to teleport to Wanev, who will attack you.
Once he has surrendered, demand his Gem from him and he will give you the key to his summoning room where the Gem is located. Use the key to open the door behind Wanev to the Summoning Room. At the north end of the area, you will find Wanev's Gem in a chest. You can optionally seal the portal as per Wanev's request by killing Galgash to the southwest and then placing his heart on the brazier next to the portal. Wanev will reward you for this.
The second gem you need is held by Zamithra who is staying in the Green Griffon Inn. When you speak with you, she will invite you to her room. Follow Zamithra to her room on the second floor and demand her gem. She will shamefully admit defeat and leave the room. You can take the gem from the chest.
The final gem is in the possession of Setara, a witch in Neverwinter Wood. She will give you the gem if you give her the Mirror of Vanity which can be found in the Nymph's Home in the Deep Woods. Bring all three gems to Elaith in the Alliance Arms Inn for a decent reward. Port Llast: Five Tomes of Imaskaran On a hill in the northeast corner of Port Llast , the wizardress Eltoora will promise you a fair reward for each of the five tomes of Imaskaran you find.
The Tome of Resonance in on a bookshelf in Setara's Home in Neverwinter Wood After you have given Eltoora each of the tomes, you can create the item referenced in the book in her lab.
The recipes for each of the items can be found on a bookshelf near the center of the lab. Place the mentioned items into the chest and then cast the required spell on the chest to create the items. He needs to get his ring from Lady Jadale before her husband discovers it. Enter Lady Jadale's estate next to the Cutlass in the southeast corner of the town.
Persuade her to give you the ring either through logic, lies, or threats. Return to Erb with his ring for your reward. Luskan: The Harlot's Husband In her room on the second floor of the Wink and Tickle in Luskan , Yvette will tell you her story and ask you to get her daughter back from Galrone, the child's father.
Galrone can be found in one of the buildings in the slums at the north end of Luskan. He will only hand over the child if you pay him off. You should be able to talk him down to gp. Another alternative is to just kill him, and take the baby from his body. Bring Yvette's baby to her in the Wink and Tickle to recieve her thanks and a reward. Luskan: Nine Lives In the Cutlass in the southeast corner of Luskan , you will meet a distraught mother named Londa, whose nine children were taken by High Captian Baram.
Read the main walkthrough for details on how to enter Baram's Sewers. Near the southeast corner of his Lair, you will find a spider nest. Kill the spiders and then free the Nanny from the Spiderweb Cocoon to the south. She will tell you that all the children are dead and will give you the Child's Bear as proof.
Return to Londa with the Child's Bear and tell her what happened. She will give you the Key to her husband's vault in the southwest corner of the Sewers. He will ask you to take the Amulet from his brother. To the east, you will find a Ghoul Lord. Once you have slayed it, take the Amulet of Power from its remains. Luskan: Colmarr's Fantabulous Contrapulator Colmarr, in his shop in Luskan will tell you about his Fantabulous Contrapulator, which can create magical potions.
Yes we are going for the Words of Power. Here is where you can get this game on Good Old Games. It's here for reference. Created by. Fenton Offline. Share to your Steam activity feed. You need to sign in or create an account to do that. Sign In Create an Account Cancel. You can offer to help with the Supply lines problem. Rolkid will then give you a Bounty Hunt Writ which gives you authorization to capture if possible two of the leaders of these Orc bands, the infamous Orcs Vaath and Guzud.
For bringing back Vaath's Head from the small camp of Orcs at Coldwood, Rolkid will reward you with gold pieces and experience points You can persuade for another gold pieces.
For bringing back Guzud's Head from the Orc Lair at Fort Ilkard you will be rewarded with another gold pieces and experience points. When both heads are brought back to Rolkid he will then ask you to hunt down King Obould himself, the leader of the Orcs at these areas, before he will be able to form an alliance with the Luskan Forces.
For Bringing Obould's head back, Rolkid will reward you will gold pieces and experience points. You can also get a magic Kama with a successful persuasion skill check. Also Jevon and Zeb are located inside the enclave too. Both will talk with you about Rolgan's trial if you accept to help Neurik at the Temple of Tyr.
Jevon is a juror and Zed a witness so you will want to know their opinion before the trial. You can also heal the Zeb's leg and he will then tell you pretty much the same stuff Lodar tells if you buy him some drinks, about Griff's spiked drinks and that Griff hated the Uthgardt. Jevon can be bribed if you seek an easy way to win the trial, but you will need to make a successful persuade skill check before Jevon accepts the bribe.
This action though triggers an alignment shift of 3 points towards evil. As always she has a nice selection of items for the magic users. Also if you are an arcane caster Eltoora will give you access to her lad but you will first have to pay a sum of gold pieces. You can use the lab to create several magic items so keep your eyes open for some magic Tomes created from Hasuraman the Muddled that contain instructions for creating certain magic items.
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