Description - The Neverwinter Vault

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Description:
Saving the world is hard. Saving yourself is harder.
In the first game, you found yourself stuck in a fantasy world with magic and monsters. You worked hard
to find your way back to your home; a slightly psychotic little mudball called earth. Three clerics
agreed to work together to send you back. However, it seems a little bit of zombie mush got on one of
the scrolls and something went wrong. You have not left this world to your great dismay. Now you are
stuck on a fantasy world with danger and intrigue all around and only one rumor of a way back. The
question becomes, what will you do with the rest of your life here? Will you find a nice little house and
settle down, or will you try to become as powerful as possible, your name going down as legend. Or
will you cling to a thread of hope and try to get back home once again.
There are numerous quests that can lead to different endings. You can retire at almost any time buy buying
a house, farm, inn, merchant company or ship. Each of those have different random endings. Also,
there are a few other ends to different quests.
It is very important that I thank three contributors to this module. Fester Pot and Maddyanne contributed
areas to the module that are just amazing.
The city of Ballemmor, the rural area between Ballemmor and Saint Grynir’s Keep, the exterior of Saint
Grynir’s Keep, The inn and keep in Ballemmor and various interior areas of Ballemmor were all created
by Fester Pot. It seems as though he uses a different toolset than the rest of us and much of my area
designs are inspired by him. If you have the opportunity, you should play Almraiven and Shadewood.
They are fascinating and spooky modules that keep you on the edge of your seat. You can also check
out his blog, where he updates his next module, and offers advice on area building.
The Windy Coast, Stormy Coast, Northern Wilderness Glade and all of the areas within those areas were
done by Maddyanne as is the Zombie Bar. My absolute favorite area in the module is the Windy Coast.
It is insanely beautiful, full of adventure, and the Sea Spray Inn looks so amazing, with rooftop dining
even. Take a moment to pay attention to the gardens around there. True artwork. There are also
numerous custom items; many fine liquors, foods and equipment that give the module depth and flavor.
If you get the chance, check out the ground breaking module, the Citadel.
Another contributor is Mistress from the Realms of Mythology. I worked with her on updating the Lexicon
and discovered that she is a brilliant scripter. The reason this module even works is because of her
scripting prowess. I cannot truly begin to tell you how much I appreciate her help and friendship.
In addition, QSW, Eva Galana and Thirdpres all contributed some amazing beta testing that have helped me
to get this game running better. Without them, it might never have gotten released.
A few warnings:
Warning 1: This module makes liberal use of tilesets from the latest 1.69 patch. However, these are much
more graphics intensive than older versions of NWN. If you have an older computer, it may lag pretty
bad in some of the towns. My computer lags in these towns. I gave this matter a lot of thought and
decided to keep it that way. I wanted to make a beautiful module and that is one of the consequences.
Warning 2: This module has adult content and the possibility of same-sex relationships. These can all be
avoided if you wish. There is an adult walkthrough if you wish to avoid these areas. There is also a
non-adult version.
Warning 3: The adult content is mild and doesn’t even begin to compare to ADWR, so you will be
disappointed if you compare it to that. lol.
Warning 4: Save often, and I don’t mean quicksave. Always have a few extra saves that you can go back
too. It is possible to die in numerous ways in this module.
Warning 5: There is an instance where there is an option for your character to commit suicide. I debated
this and decided that it would be an option for many people. I tried to do it as tastefully and thoughtfully
as possible. I truly hope no one is offended or upset by it.
Warning 6: Almost all treasure in the game is guarded. If anyone spots you taking their stuff, they will
attack you, or in the cities, they will call the guards.
Warning 8: It is possible to break quests. As in life, many paths interweave. There are certain quests that
can result in killing a plot character for another quest. Many of the quests are evil or good, so they may
interfere with each other.
Warning 9: You can make the henchpeople hate you, it’s not hard. They will leave you if they do and you
cannot get them back. If you start a romance then break up with them, they will leave you. This will
kill their quest if you’re not done with it.
Side note: There are a number of bards in the module that have random lines from songs. Can you figure
out what all the songs are? There are over 200 lines from songs.
Known bug: There is still an issue with NPCs not spawning when you enter an area. It is rare now. If it
happens, just let me know what area it happens in. I’m trying to figure out why.
Known bug2: The default Bioware Script that generates treasure for the Bookcases is flawed and tends to
generate the same scroll all the time. It is beyond my knowledge how to fix it. :( I apologize.
Update History:
Bug fixes 12-23-9
1. Fixed it so that when the Mindflayer Lord dies, the portal unlocks. Previous script told Mindflayer Lord to unlock
portal directly. Hard to do when he’s dead.
2. Corrected issue where Mindflayer Lord reappeared after killed.
3. Added Dryad and girl to forest wilderness so there is no longer an issue with them not appearing.
4. Corrected it so that Laremy Dood shows up on balcony. Don’t correct the tag of something if the incorrect name
is still called in a script.
5. Corrected script on Rahven high priestess that entered the wrong journal entry and allowed her to come back
to life.
6. Added placeables near doors on upper level of St. Grynir’s Keep to improve chance of spawn script firing.
7. Made it so the chambermaid will talk to the player about the secret door if you talk to the cook first.
8. Corrected Yvelle Twillet adding Romancing the Bob journal entry instead of Zombie Bob.
9. Added blue necklace to zombie wife’s inventory. *facepalm*
10. fixed treasure script so that all associates will not be considered a guard.
11. corrected journal entry conditionals with Zaltammar and Iack to read the third JE instead of the 2nd
12. Nerfed the Huntmistress’ AC a bit.
13. Added more treasure to Unknown Ruins
14. Corrected script so that Jeffan appears after talking to Seneschal
15. Added more treasure to the main level and lower level of the Vellior Barrows
16. Fixed Karkle not speaking in conversation w/pretty lady
17. Added treasure to Ancient Caverns
18. Fixed issue with Zaltammar not grabbing Golem Staff when taken from statue. Not really sure how I fixed it,
but it’s fixed. :P
19. Fixed issue with NPCs not attacking player when you steal their stuff.
Bug fixes 12-29-9 v1.4
1. Corrected issues with owning the house, inn and ship where they would not recognize that the player agreed
to settle down there.
2. Corrected issue with the ranger and wizard not advancing journal entries in Baron Ooshy’s quest.
3. Corrected issue with inn disturbers not spawning
4. Corrected issue where smithy in Ballemmor wouldn’t advance conversation about sextant.
5. Added a little more treasure to a few areas.
6. Moved Shillia to the forest grove and removed her original area which was much too hard to find.
7. Added variable to Iack in the hopes of getting him to work better in battles.
Update: 1-13-10 v1.5
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Added respawn system.
Added new henchperson – Gothiya
Added central quest w/necessary plot items.
Added primary ending cutscene.
Added 2 new areas.
Added hookah item and placeable. Thanks to VPJ for script
Added Queensilverwing. Thanks to QSW for permission and details.
Added Rats. Thanks to Shia Luck. ;)
Added sprite.
Added henchperson banter through some quests.
Fixed issue with mindflayer not unlocking portal in Shillia’s quest.
Added map notes to Vellior Keep
Corrected some unrecognized token mistakes in romance quests.
Update 2-13-10 v1.6
1. Fixed item removal on some objects. Changed the item removal script so that it should take items even if they are
in a henchy’s inventory.
2. Removed the alignment shift for paying taxman. Removed all neutral alignment shifts. They don’t work the way I
would like.
3. Fixed a number of issues with Baron Ooshy’s quest. Should work well now. *not tested
4. Fixed Vellior city narration trigger.
5. Fixed narration when entering Lonely Dryad Inn.
6. Fixed numerous conversation errors pointed out by ShifterJones and others.
7. Fixed miscellaneous other issues pointed out by ShifterJones.
8. Fixed xp exploit and conversation loop with Queen Silverwing.
9. Fixed issue with people not showing up in St. Grynir’s Archives and loud sound when entering.
10. Fixed issue with Vellior Carriage Master not appearing.
11. Fixed traps in Unknown ruins and added more to lower level of Unknown Ruins.
12. Fixed issue with not falling down the basement of the dwarves house. Should work properly now.
13. Made it so the emo bunny will not attack you for looting the basement. Added treasure to basement.
14. Corrected endings not firing with henchies for the firstmate and the merchant clerk.
15. You must have Murder at the Inn quest for waitress to speak about the murder upstairs now.
16. Removed invisible bed in Lonely Dryad Inn.
17. Corrected error with Zombie Bob’s mother not advancing the quest.
18. Added the Billygoats Gruff, which requires the animal empathy skill to understand. *not tested*
19. Added animal empathy skill to magic milk quest.
20. Added conversations to some of the Rahvan characters and corrected issues with them.
Update 4-19-10
000. Fixed clothing and book treasure so that the containers generate general treasure instead of the same item each
time. Not perfect, but not as bad.
00. Added the option of ending all romances. However, your henchies will get cranky about it and leave your party if
you do.
0. Added Black Ice Keep quests. Note: I wrote these without much regard to henchies. There is no henchie
interaction in them. They are mainly for the player.
1. Added Mmm, cat quest with kuo toa cook.
2. Changed treasure system so that citizens of cities do not attack, but instead call guards who are now bribable or
attackable.
3. Zombie Bob speaks Liselle's Dialogue.
4. Mushrooms in secret cave made hostile.
5. Journal entry on Ollie fixed.
6. Scrolls of virtue removed from treasure.
7. Fixed journal entry "Romancing the Bob" Liselle, married a man by the name of Joseth Twillet" -> should be "Joseth
Perrlot".
8. Fixed Zaltammar's quest giving convo.
9. Moved the point where the troll spawns to later in the billy goat convo.
10. Made it so that the billy goats only talk if you have taken at least 2 ranks in animal empathy.
11. Fixed sahuagin door text.
12. "none of the variables worked" on entering the sea cave fixed.
13. Fixed Iack and Zaltammar not attacking each other at door.
14. Fixed Karkle’s conversation so that he talks about the events of the ruins.
Walkthrough:
At the beginning is a cutscene, similar to the ending cutscene of Resurrection Gone Wrong. Then you are
teleported to the Farunth Ruins. There you will see the scene of a spell gone wrong, with a wizard and
dwarves lying dead. A half-orc named Karkle will approach you before you leave. He will tell you a
little bit of what happened and then offer to join you. He is chaotic evil.
You leave the ruins and go to an ancient road. There you meet Zombie Bob who has been sent to help you
in your ventures. He gives you a note telling you that you will never be able to get back to your world.
He also offers to join your party. He is a chaotic neutral rogue.
Just before you get to the Lonely Dryad Inn, you will meet Gothiya, from the first module. She will tell you
about a Silver Dragon that may know how to get you home. Follow her instructions for the main ending
of the module and story.
Then you go to the Lonely Dryad Inn. If you go inside, you can meet another henchperson by the name of
Jeffan Ralane. He is a chaotic good ranger.
After that, you enter the town of Revmone. It is here that you may begin quests for Zombie Bob and Jeffan.
You can go anywhere in the world from here and begin any quest you like. There are no restrictions.
Cities:
There are three major cities in the module and two small towns. The cities are Ballemmor, Revmone and
Vellior. The towns are Lequa and Falthnorp. Each city has a carriage service that will take you to any
of the others.
Revmone: A pleasant city. The Baron Revmone runs it well.
Quests: 1. Zombie Bob’s quest begins here. 2. Jeffan Ralane’s quest begins here. 3. Magic Milk – one
cow here, and a person to talk to in the street. 4. You can buy a merchant company at the Merchant’s
Guild. There is a quest associated with it. 5. Karkle’s quest goes through here with one of the guards.
Buildings:
Revmone Keep: Two levels and you can go on top of the building for an awesome view.
Traveller’s Inn: A nice inn where you can get a drink and a room to rest in.
Revmone Market: There are 4 stores here. General goods, Smithy, Potions, and a ranger store.
Merchant’s Guild: Headquarters for merchants. Two quests come through here and you can buy a merchant
company for the right price. You can end the game after buying the company if you wish.
Revmone Mill: The miller is a key NPC in Zombie Bob’s quest.
Twillet Manor: Key area for Zombie Bob’s quest.
Wizard Olzimor’s: Magic shop and minor character in Zombie Bob’s quest.
642 Forest Road: no interest.
Ballemmor: A beautiful city, truly a work of art by Fester Pot.
Quests: 1. Murder at the Inn, see the gypsy chief to begin. 2. Body in the Basement. Bottom of 13
Hume’s Lane. 3. Magic Milk – one cow here and a gypsy to talk to. 4. Rats in the Basement Quest at 29
King’s Ave. 5. Home Ownership-parrot missing quest goes through 128 White Stag Road.
Buildings:
Ballemmor Keep: Designed by Fester Pot. One level, lots going on. This is where the henchperson Kitallin
is. Lawful good paladin. Two quests come through here.
Fey’s Kiss Inn: Designed by Fester Pot. It is where the room for the Murder in the Inn quest is. You can
purchase drinks or a night’s stay.
General store: purchase goods
Magic Shop: purchase goods
Smithy: Designed by Fester Pot. purchase goods. Small part in Pirate Captain quest.
14 Humes Lane, Designed by Fester Pot. 3 floors. Blackmarket on upper floor, Body in the Basement Quest
begins in basement.
128 White Stag Road : Designed by Fester Pot. 2 floors. Missing parrot part of home own quest.
29 King’s Avenue: Designed by Fester Pot. 3 floors. Rats in the Basement quest begins by talking to cook.
Body in the basement quest ends here.
Mill: locked.
Vellior: A dark town that is suffering under heavy taxes from their Baroness.
Quests: 1. Missing Wife begins at inn. 2. Magic Milk – one cow here. 3. Murder in the Inn, Dark
stranger in 15 Irontree Inn. 4. Shillia’s Mother lives at 8 Crow Lane 5. Taxman is key to Jeffan
Ralane’s Quest.
Buildings:
Vellior Keep: large 4 area keep, key to Jeffan Ralane’s quest. Jailmaster part of Zombie Bob’s quest.
Crow’s Feather Inn: buy liquor and rent rooms here. Magic Milk quest begins with tavern patron.
Vellior Market: Place to buy goods. Armor smith, Weapon smith, potions and general goods.
Magic Shop: place to buy magical goods. You meet Iack here.
15 Irontree Lane: 2 story house. Character in Murder at the inn quest is here.
8 Crow Lane: Shillia’s Mother.
6 Irontree Lane:
Falthnorp: A quaint little town that would be nice to settle down in. You can purchase the inn, farm, or
house. If you purchase any of these, you can use them to keep your stuff or end the game at any time.
Quests: 1. Purchase Inn 2. Purchase farm. 3. Purchase house. 4. Magic Milk – one cow in town and one
in mill house.
Buildings:
Inn: You can buy liquor or rent rooms here. If you purchase it, you can have rooms for free. Character for
Magic Milk quest here. Quest and weekly pay for 10 weeks. There is a farmer that is part of the magic
milk quest here, and a patron that is part of the home ownership/parrot quest.
Farm: You can purchase this farm. Quest and weekly pay for 10 weeks
House: You can purchase this house. Quest.
Lequa: A snowy seaport. Meet a fine girl here or purchase a ship. Jeffan Ralane’s quest goes to a ship
captain and the harbormaster. You meet Zaltammar here.
Quests: 1. Purchase ship, on dock behind Warehouse, quest and weekly pay. 2. Jeffan Ralane’ quest
goes to harbormaster and ship’s captain.
Buildings:
Harbormasters office: office and storage area. Harbormaster is key character in Jeffan’s quest.
Seagull Inn: Buy liquor or spend the night.
Lequa Warehouse. General market
36 Sea Foam Road: Owner has a piece for the Pirate Captain’s quest.
Rural area between St. Grynir’s Keep and Ballemmor: This is a rural area of Ballemmor. Beautifully
designed by Fester Pot.
Quests: 1. Magic Milk quest. 2. Zombie Bob’s quest 3. Baron Ooshy’s Quest 4. Karkle’s quest
Buildings:
Perrlot Manor: Key part of Zombie Bob’s quest.
13 Pumpkin Lane: Pumpkin Lady lives here. Part of Karkle’s Quest.
42 River Road: commoner house, no interest.
770 Rural Road: Harvey Tittle’s house, key character in Baron Ooshy’s Quest.
779 Rural Road: Bomia Triddlenode’s house
804 Rural Road: empty - locked
Saint Grynir’s Keep: The exterior of the keep was designed by Fester Pot. More proof that he does more
with the toolset than anyone else. Food market here.
Quests: 1. Porn for Orphans, 2. Bubbly Pies for Orphans. 3. Shillia’s quest 4. Karkle’s quest 5.
Stonehenge quest 6. Baron Ooshy’s quest.
Buildings:
Main Keep: 2 library levels and 3 lower levels, all designed by Maddyanne. Slight alterations made here
and there for quest reasons. Temple of Viknor is on the second level. Kuo Toa quest character on
second level. Main setting for Shillia’s quest. Karkle’s quest meets a bard here. Stonehenge quest
acolyte is here.
Orphanage: Key area for Shillia’s quest. Where they keep all the kiddies. Bubbly Pies and Porn for Orphans
quests start here too.
Places of interest:
Windy Coast: Farthest north area. Absolutely stunning. Lots to do. Created by Maddyanne, my favorite
area. All areas here were designed by Maddyanne with amazing thought to detail.
Barbarian Barrows: dangerous dungeon, not part of any plot. Nice xp and treasure.
Singing Cave: Sea hag’s area, key part of Shillia’s quest.
Sea Spray Inn: place to rent a room or purchase liquor. Karkle’s quest, with innkeeper’s daughter.
Wizard’s tower. Key part of Golem staff quest. Wizard’s apprentice will teleport you back to any of the
cities. Stonehenge quest for Iack, speak to assistant.
Stormy Coast: Coastal area with lots to do. All areas here, except for monk’s quarters were designed by
Maddyanne.
Hunting Lodge: Locked from here, key part of Jeffan’s quest.
Order of the Solemn Wind. An order of monks, part of golem staff quest.
Cave: Skeleton Pirate cave. Quest here from skeleton captain. Ship ownership quest.
Northern Wilderness Glade: Area designed by Maddyanne.
Ranger’s Cabin: Nice shop, beautifully done and rangers and druids can rest there at any time.
Northern Wilderness Gnoll Territory: This is an area controlled by gnolls. Gateway to the Black Ice
Keep and the Sea Caves.
Old Fort: This is where the gnoll chief lives. Merchant company quest.
Wizard’s tower: Gnoll wizard here, central character in golem staff quest.
Black Ice Keep: Coastal keep for the Black Ice Guild a group of dangerous smugglers and thieves. You
can go on top of the keep and on the wall for nice views. There are four interior areas. The magic milk
quest comes through here, as does a part of Zombie Bob’s quest. The temple of Lishera is here.
It is possible to become a member of the guild if you are a rogue. There are quests for guildmembers
and they may rest there.
Sea Caves: The temple of Xorknill *evil goddess of destruction* is here. The Kuo Toa caves are reached
through here.
Kuo Toa Caves: Baron Ooshy’s quest is here. Fishy type people as well. Zaltammar’s quest item in
hidden treasure room.
Unknown Ruins: The temple of Chalvette is here as is the Zombie Bar.
Quests: 1. Zombie Bob’s quest 2. Missing wife quest. 3.Karkle’s quest 4. Iack’s quest.
Zombie Bar, created by Maddyanne: A place to meet zombies and buy braainshh. You can buy liquor
and goods here too. Not a good place to rest. . .
Lower levels: Secret room with flower for Arch-Druid to restore Zombie Bob, Bottom level, key golem
piece for Windy Wizard to advance Iack’s quest.
Lonely Dryad Inn: A place to buy liquor and a room for the night. You meet Jeffan here. A ranger from
the Kuo Toa quest is here.
Vellior Barrows and Temple of Rahvan: The Vellior Barrows is a dangerous dungeon filled with spiders
and coffins. The Temple of Rahvan is part of the murder at the inn quest.
Forest Wilderness, Druid Grove: Key location for Zombie Bob’s quest. Nature market here. Bad Ogre
quest begins here. Karkle’s quest goes through here.
Forest Cave: Secret door to Ancient Caverns where key event for Iack and Zaltammar’s Golem Staff
Quest happens.
Quests:
Main Quest:
This begins when you meet Gothiya. Follow the instructions and keep an eye on the journal entries. You
can figure this one out on your own. :p Shout outs to Rats, Shia and QSW. =)
Henchperson Quests: In all henchperson quests, you must have the henchperson with you every step
of the way.
Zombie Bob’s Quest:
You meet up with Zombie Bob on the Ancient Road outside of the Farunth Ruins. He will give you a scroll
telling what happened in the ceremony. Plus two magical items should he join your party.
In Revmone, Zombie Bob will remember it as his home when before you cross the stream. He will tell you
where his mother lives and wax nostalgic. He will tell you some of his story then. He will also tell you of
his girlfriend and how the Miller used to be like a father to him. Speak to the Miller first. He’s in the
building with the waterwheel.
The Miller’s name is Taln Whalbaum. He will tell of the lad and how he was picked on as a child and how
even his mother didn’t like him. He will tell you of the merchant’s daughter if you ask him the right
questions.
You can speak to the potion seller at the Revmone market for a little bit of back story. The Wizard Olzimor
will talk a bit too., they are not necessary to the plot though.
Go see Zombie Bob’s mother at the Twillet Manor, she is in the kitchen. She will tell you that her life was
hard and you can let her know about Zombie Bob or not. Then go talk to Lady Twillet upstairs. You will
have to sneak past the nurse, or talk your way past her. You will learn of Liselle Twillet, now Liselle
Perrlot.
Liselle Perrlot is in the rural area outside of Ballemmor. She is in the Perrlot Manor upstairs. Go speak to
her. You can tell her about Zombie Bob or not, but she will tell you of their past either way.
After that, you have the option to go have Zombie Bob brought back to life.
You can go to the High Cleric of Viknor on the second floor of St. Grynir’s keep if you’re good aligned, she
will bring him back to life for a hefty price.
You can go to the High Druid in the Forest if you are neutral aligned. She will bring him back to life if you
go get a Crystal Rose of Undeath from the Unknown Ruins. Go to the ruins and speak to the Cleric of
Chalvette to get the to lower levels. Go to the next level down. In the middle of that area is a secret room.
You have to find it. It will lead to a lower level where there is a flower. The Crystal Rose of Undeath will
be there. Take it back to the Druid and she will bring him back to life.
The last option is the Cleric of Chalvette if you are evil aligned. He will want you to rescue his wife from
the dungeons of Vellior Keep. He knows of a secret entrance from the Vellior Barrows, but it’s dangerous.
The only other way is to do Jeffan’s quest by talking to the chambermaid, or to get there through the secret
passage from the hunting lodge. Once there, talk to the Jailmaster. The jailmaster wants you to capture a
prisoner from the Black Ice keep and bring him back. If you do that, he’ll release the cleric’s wife. After
that, you can go back to the cleric and he’ll bring back Zombie bob. You can go back and tell Liselle if you
like, or you can lie to her.
Romance:
You can start a romance with Zombie Bob regardless of what gender you are. Or you can continue to travel
with him, or you can take him back to Liselle and let them run away together.
Jeffan Ralane’s Quest:
At the Lonely Dryad Inn. If you go inside, you can meet a henchperson by the name of Jeffan Ralane. He
is a chaotic good ranger.
When you enter Revmone, he tells you of how his mother was raped by Baron Vellior and she gave birth to him.
Baron Vellior died and his daughter took over the seat. It is illegal for a woman to have the seat of a barony in
this kingdom, plus she’s evil. He wants you to help him get the seat of the Barony of Vellior
Go speak to Baron Revmone. He will support Jeffan if he managed to take the seat.
Go speak to the taxman in Vellior. He’ll tell you about the harbor master in Lequa, that you might find help there,
or that you could go speak to a chambermaid. Either one will give you access to the Baroness, but will negate
the need to speak to the other.
A ship’s captain in Lequa will have to help you convince the harbormaster to help you. Once he does, you can go
talk to the harbor master about a secret passage.
Speak to the Harbor Master in Lequa. He will give you access to a secret passage to a hunting lodge that the
baroness stays at. It is in the harbormaster’s storage area.
Or, you can speak to a chambermaid on the second floor of Vellior Keep about how she was abused by Lady
Vellior. She tell you of a secret passage to a hunting lodge in the back of the storage rooms and will give you a
key to the lower levels of the keep. The secret passage will not show unless you have this part of the quest
opened up.
Go into one of the secret passages to the hunting lodge of Baroness Vellior. You will have the option of killing
Jeffan or Baroness Vellior. Neither will let the other live and you must choose a side. If you kill the Baroness,
take Jeffan to Baron Revmone and he will give a patent of Nobility to Jeffan. Then take that to the Seneschal of
Vellior and he will see to it that Jeffan is recognized.
At that point, you have the option of marrying Jeffan and becoming his Baroness if you are female. This will end
the game.
If you kill Jeffan, you will have the option of marrying the Baroness if you are a man, but not sleeping with her.
You can end the game here, or you can continue exploring the world as her husband as long as you don’t make
a big deal about it.
If you are female, you can become the Baroness’ lover and either end the game or continue exploring the world.
Shillia’s Quest:
Shillia stops you shortly after leaving the forest and mentioned that she wanted to look for information
about her father. her father was an elf by the name of Siltar Skyleif, who spent a night with Shillia’s
mother. Shillia recently received a letter telling her of his death. With the letter, came his diary telling
of his childhood. He was raised in an orphanage, talked to ghosts and skeletons and then went into the
world and got himself killed. Shillia wants to check out the information in it and find out more. She
wants to start by talking to her mother. Her mother, Leena Halbuck, lives with her husband in the city
of Vellior.
Talk to Leena Halbuck and she will tell you that he was raised at St. Grynir’s Keep and that you should talk
to the orphan master.
Talk to the orphan master, he will give you information and tell you to talk to a maid who will give you
more info and then tell you to talk to a guard who bullied Siltar.
Talk to the “helpful guard” and he will tell you more of Siltar, then tell you to see the weapons master.
The weaponsmaster will tell you more and then say to speak to the PrisonMaster. To get to the prison
master, go to the Archpriestess’ chambers and either get through the locked door, or find the secret
entrance in the room with the statue next to it. Beyond that is the prison.
Speak with the prisonmaster and he will tell more then send you down to the archives master in the level
below.
The archives master will tell you more, then send you down to the lower levels of the prison to talk to the
skeletons.
In the evil levels of the prison, there are two skeletons, Harry Bones and Larry Bones. One liked Siltar, one
didn’t. They will tell you more and send you on.
There is a mindflayer lord at the end of that dungeon. Speak to him and he will tell you of Saint Grynir, you
can kill him, or make a deal with him. If you kill him, the portal in the next room will unlock. If you do
the quest, he will send you to the Windy Coast to get an orb for him. *caution this could end in death*
Go to the singing cave, talk to the Sea Hag, you can sleep with her to get it, but will wake up in a prison,
or you can give her a wand of resurrection for it. When you get the orb, it will be fake, if you succeed at
a hard lore check you will notice it and can demand the real one, otherwise you will take the fake back
to the mindflayer and he will notice it and send you back for the real one, this will shift alignment evil..
When you bring him the real one, he will unlock the portal and you can go on.
The portal will take you to Saint Grynir who will tell you the last part of Siltar’s story. The quest will be
complete.
Romance: If you’re nice to Shillia, you can have a relationship with her and either continue to journey, or
go back to her grove to end the game.
Golem Staff Quest & Iack and Zaltammar’s Quest:
Complicated quest.
Iack Romance, only if you’re a gnome female.
Zaltammar Romance, he’ll hit anything that moves.
Iack’s Quest:
Wants you to get the Golem Staff. Knows of a wizard that can help.
Go to Windy Wizard on the Windy Coast. The wizard will want you to get a golem piece for him.
Go to the bottom level of the Unknown Ruins. It is in a chest near the throne. There is a secret passage
outside there.
Go back to the Windy Wizard. Give him the item and he will tell you of a Key Wand in the vault of Baron
Revmone.
Steal the Key Wand from a black crate in the vault. *good luck* Take it back to the Windy Wizard who
won’t know what to do with it. Do Zaltammar’s Quest now.
Zaltammar’s Quest.
Wants you to get the Golem Staff. Knows of a wizard that can help.
Go to Ollie Runebasher, a gnoll wizard in a small tower in the upper left corner of the Gnoll Territory.
He will ask you to get a wand of speed from some monks.
Go to the order of the Solemn Wind on the Stormy Coast. Father Sam is in a cave under the stone circle.
He will tell you that you need to meditate. Go to the middle of the stone circle and meditate for one
hour. Needs super high concentration or discipline. If you fail, try again or go back to Father Sam and
steal, bluff, or intimidate it out of him. Or kill him.
Take the wand to Ollie. He will tell you of a Dragon Orb kept by the kuo toa. Talk to a fishy looking kuo
toa who will tell you of a secret door in the back of the treasure room. Go get that and take it back to
Ollie who won’t know what to do with it.
Golem Staff Quest:
Now that you have the Key Wand and the Dragon Orb, you can take them to either Ollie or the Windy
Wizard. They will activate them.
They will tell you of a vision in the orb of stairs down into ancient caverns.
Go to the Forest Caves. In the passage is a secret door that will now appear. You may need to run back and
forth a couple of times to spot it. Be sure you have Iack or Zaltammar or both.
Go through the secret door down to the ancient caverns. There is a portcullis there. Iack or Zaltammar will
open it. If you have both, they will attack each other and you must choose a side.
Once you go through the door, there will be a beholder or two. They suck. Come ready to battle. Once you
kill them, You will come to two statues. You get to guess which one is real. Hee hee. Btw. Iack and
Zaltammar used you. So sorry.
Iack, Stonehenge side quest:
Iack notices the stone circles on the Stormy and Rainy Coasts and wants to know more about them. You
must hit triggers on each of them with Iack in the party and he will give you the quest. Once you have
the quest, you can ask about them at the Sea Spray Inn, talk to the innkeeper. He will tell you a little bit.
One of the Solemn Wind brothers knows a little about it as well. The next person to talk to is the
apprentice in the Wizard’s Tower on the Windy Coast. She will tell you more about them and tell you
about an acolyte at Saint Grynir’s Keep who may have a book on it. Talk to that person and she will
give you a copy of the book for 10 gold. You can read it for more info about them. After that, take the
book back to the apprentice for a pearl as a reward.
Karkle’s Quest:
To Kill People. Must have Karkle in party the entire time you do this quest. At every turn you have the
option of killing Karkle instead. This quest will rack up lots of evil alignment shifts.
Begins with conversation on the Ancient Road before you get to Lonely Dryad Inn.
He wants you to kill guard in Revmone. Male Guard near the archery range. Convince him to go rescue
kitten outside of town. Kill him or not.
Then he wants you to kill Druid in Forest Wilderness, Druid Grove. Kill him, or remove Karkle, or Karkle
will attack.
Then he wants you to kill a bard in St. Grynir’s Keep. You may convince the bard to go to secluded
location. Karkle will attack if you don’t.
Next is zombie in the Zombie Bar. Will go to secluded location with you. Kill it there.
Next is Potion seller at Black Ice Keep in the main level, past the storage rooms. Snake lady that Karkle
wants dead. Karkle will attack if you don’t.
Next is shopkeeper at the Temple of Rahvan to the west of Vellior. Karkle wants a very nice whip from
him. Karkle will attack if you don’t.
Next is pretty lady at the Sea Spray Inn. She spurned Karkle and Karkle wants her dead. Karkle will attack
if you don’t.
Last is Pumpkin Lady at the house on Pumpkin Lane in the rural area between St. Grynir’s Keep and
Ballemmor.
That is the end of the quest.
Property ownership quests:
You can purchase 5 properties currently: Home, farm, inn, ship, and merchant company. They each have a
quest that begins when a messenger approaches you at any one of the carriage stops, 5 days after you
purchase the property.
Home:
The home is in Falthnorp. There is no weekly pay for this property.
The messenger will approach you after 5 days and tell you that the parrot has been stolen from your home.
Go speak to the guard in Faloft that is patrolling. She will tell you that she found the door open and your
parrot missing. She will tell you one of the patrons at the inn talked to a halfling that asked about a
parrot.
Go talk to the patron who will tell you about the halfling whose daughter lost her parrot. The patron told the
halfling about your parrot. He tells you that the halfling lives in Ballemmor on White Stag Road.
Go to 128 White Stag Road and talk to the mother. Here you have the option of buying a new parrot or just
taking yours.
If you agree to buy a parrot, go to the general goods store and buy a quiet parrot with beautiful plumage.
Take it back and the girl will observe that it is dead. Take the parrot back to the shopkeeper for a shout
out to Monty Python, and get a live parrot. Take that back to the girl. Then talk to the parrot on the
perch. The parrots will be exchanged and you will now have your parrot in your inventory. *note – if
you have the animate dead spell memorized when you talk to the girl while the dead parrot is in your
inventory, it will add a twist. ;)*
Take your parrot back to your house. When you enter, it will fly back to its perch and you will be rewarded
with a book that was hidden behind a wallboard.
Farm:
The farm is in Falthnorp. The weekly pay for this property is in the form of goods, magically enhanced
food, like potatoes, apples, pie and that sort of thing.
The messenger will approach you after 5 days and tell you that the farmer’s daughter has been kidnapped.
Go back to the farmer and he will tell you that his daughter is missing and beg for your help finding her.
The guard has not been able to find anything and neither has he. Offer to go ask around.
Talk to the ranger in town. He will tell you that he saw a half-orc talking to the girl. The half-orc left town
without the girl, but the girl was gone shortly after that. He will tell you that the half-orc headed toward
Revmone.
Go to the Revmone Market. The half-orc will be there and will tell you that he is innocent. Midway
through his conversation with the girl, he felt an urge to leave. As he was leaving, the girl was talking to
a woman and headed deeper into the forest.
Go back to the area where the girl was last seen. It is a little area surrounded by trees in the southwest
corner of Falthnorp below the home. Go to the corner of the clearing and tracks will now be there.
Click on the tracks to initiate a conversation that will send you deeper into the forest.
In the forest, you will find a dryad next to a large tree. The dryad saw the half-orc talking to the girl and
was afraid for the girl so took her to the tree, but you can take her home now. You can agree to let the
girl come back anytime she wants, or forbid the girl from ever coming back, or you can leave the girl
there and tell the parents that she’s dead.
Go back to the parents and tell them whichever option you chose. You will also have the opportunity to go
back and kill the half-orc if you wish to accuse him of killing the girl.
Inn:
The inn is in Falthnorp. The weekly pay is gold between 20-95 gold pieces. In addition, there will be the
occasional gem or item from customers who didn’t have gold to pay their tab.
The messenger will approach you after 5 days and tell you that one of the patrons has been causing
problems.
Go back and talk to Hilda Innsbruck. She will tell you of a patron that has been causing problems at the inn
and terrorizing customers. She will ask that you deal with him.
*not finished*
Ship:
The ship is in Lequa. The weekly pay is gold between 100-200 gold pieces. In addition, there will be gems
or items from shipments and payments.
The messenger will approach you after 5 days and tell you pirates have been attacking ships.
Go to the first mate of your ship. She will tell you that skeleton pirates have been attacking the shipping
lanes and she fears for your ship. She will give you a crest of purity to use to destroy whatever is
animating the skeletons.
Note: if you talk to the Skelly Captain before killing them all, you can get a quest for him, but it is an evil
quest with alignment shifts.
Go to the damp cave on the Stormy Coast. There you will find the skeleton pirates. When you enter the
cave, you may turn them hostile right away if you just like hack and slash, or you can go in and talk to
the priest in the chamber with the glowing red light. If you talk to him, you can pay him 10,000 gold to
leave your ship alone and just attack the rest. Or, you can turn him hostile and kill him. You must kill
all the pirates in the cave before you can destroy the red light. **You must also loot their bodies so that
they are not around anymore. At that point, click on the light and a conversation will enable you to
destroy it using the crest of purity.
Go back to the first mate and let her know that you either made a deal, or that you destroyed them. You will
get some xp.
Merchant Company:
The merchant company is at the Merchant’s Guild in Revmone. The weekly pay is gold between 200-500
gold pieces along with occasional items or gems from payments or gifts from business associates.
The messenger will approach you after 5 days and he will tell you that there is a problem with shipments
and that your Merchant Clerk needs your immediate attention.
Go talk to your Merchant Clerk who will tell you that gnolls have been attacking wagon trains and have
even killed one of your drivers. She asks that you go into gnoll territory and kill the chief.
If you go into gnoll territory, you will be able to turn the gnolls hostile if you prefer hack and slash,
otherwise, go to the gnoll chief in the fortress and talk to him about the attacks on the wagons. He will
offer reparation for the dead driver in the form of cloaks, and then offer a deal for you to distribute weed
that they grow. You can agree to this, or you can attack them.
Go back to the Merchant Clerk and let her know which you chose. She will ask for 5000 gold start up costs
if you agree to distribute weed. You will get xp either way.
Non-hench quests:
Black Ice Keep Quests: Note: I wrote these without much regard to henchies. There is no henchie
interaction in them. They are mainly for the player.
Membership: Speak to the Lieutenant standing next to the three treasure chests on the Lower level of the
keep. You must have at least one level of rogue. She will tell you to unlock the three chests. Then she
will tell you to untrap the three chests. They must be in order and the order is in the journal, or you can
ask her again. Once you have done that, speak to the lieutenant again and she will admit you into the
guild. All teleports from the keep will be free and there are two additional locations you can go to. You
can then rest at the keep and get more quests from the lieutenant. The quests are:
Delivery for Anareese:
Anareese needs three items delivered to different customers from the docks. You will find her in the docks.
The first is Jiggle Juice to be delivered to the magic shopkeeper in Vellior. The second is an item to take
to the magic shop in Vellior, and the last is the Star of to take to a high priestess in the Archpriestess’
chambers in Saint Grynir. These are very simple tasks with no difficulty other than running around, but
there is a reward and xp.
Angus’ Dirty Deeds:
Angus is on the main level of the Black Ice Keep near the main doors. He wants you to intimidate the
potion seller in Vellior to get him to stop selling poisons to a thief’s guild there. Then he wants you to
kill Bojiim, a dock hand in Lequa. Once you do those things, he will reward you.
Karin’s Persuasion:
Karin is on the main level of the Black Ice Keep. She wants you to use your skills in persuasion to convince
an old man by the name of Grobin to give info to the guild once a week. If you succeed, you will be
asked to arrange for the release of a prisoner in Revmone. You must bluff and persuade the Marshal of
Revmone to succeed in that. You will be given a reward. In the adult version, you will have the
opportunity to achieve a very high persuade check to have an encounter with Karin if you are half-orc or
dwarven male.
Ingle’s Thievery:
A rogue by the name of Ingle had some locks and traps that need to be bypassed. He is on the lower level of
the Black Ice Keep.
You have to recover a Blue Dragon Egg from the upstairs office of the Windy Wizard. There are numerous
traps and guardians that are extremely dangerous. Once you get that, he will want you to get a Red
Dragon Egg from the Barrows on the Windy Coast. He will reward you.
Evard’s Influence: In adult version only.
This task is for human/elven/half-elven men with a charisma of 14 or higher.
If you wish to use sexuality to accomplish goals for the Black Ice Guild, speak to Evard, in the upper levels
of the Black Ice Keep.
You will approach the Ilanthia Earthlief on the second level of the Ranger’s cabin and become her partner.
You will have two opportunities to spend time with her. You must sleep with her the second time. If
you do, go back and talk to Evard and get the information of how they want her to help. Then talk to the
Ilanthia. She will agree and you can return for a nice reward.
Ellina's Influence: In adult version only.
This task is for human/elven/half-elven women with a charisma of 14 or higher.
If you wish to use sexuality to accomplish goals for the Black Ice Guild, speak to Ellina, in the upper levels
of the Black Ice Keep.
You will approach the Marshal of Vellior and become his partner. He should be on the main level of the
keep. You will have two opportunities to meet with him for dinner. You must sleep with him the
second time. If you do, go back and talk to Ellina and get the information of how they want him to help.
Then talk to the Marshal. He will agree and you can return for a nice reward.
Magic Milk Quest: Most complicated and dangerous quest. *Caution this could end in death.*
Five cows; one in Revmone, one in Ballemmor, one in Vellior, two in Falthnorp, all have the ability to talk.
However, you must succeed at a medium listen check to hear them. There is a trigger for each that will
fire once, after that you can speak to them until you hear them talk. You must speak to each one in order
to do the quest. They tell you about a lady that comes by at night and milks them. She gets glowing
milk each time.
Once you’ve spoken to all five cows, you will be able to continue. Go speak to a lady in Vellior who will
tell you about kids tipping cows. Then go speak to a farmer at the inn in Falthnorp who will tell you
about the lady stepping through a teleport spell. Then go speak to a lady walking around in Revmone
who will tell you about a mysterious lady around the pasture. Then go talk to a gypsy rogue in
Ballemmor who will tell you about a small wizard lady who ran across the river to the rural area. Then
go to the rural area between Ballemmor and St. Grynir and talk to the fisherman who will tell you about
the lady and give you her address.
Go speak to the gnome wizard lady and confront her. She will tell you about the magic milk and how it
drugs people to get information. Then she will teleport you to a prison in the Black Ice Keep.
Once you are there, you will be approached by the jailmaster who will take you to speak to a lieutenant
about the matter. Once you speak to the lieutenant, she will offer to have you take out the gnome wizard
because she was clumsy. If you refuse, you go back to jail. If you accept, take out the wizard and there
is an item that will allow you to release the spell.
Murder at the Inn Quest:
Speak to the Gypsy chief in the southwest corner of Ballemmor. He will tell you that a gypsy has been
falsely accused of murdering a merchant at the inn. He will ask that you snoop around and find out
more about the murder.
Go to the inn. You can talk to the innkeeper and the waitress for clues. Then go talk to the guard upstairs.
The guard will send you to the marshal at the keep. The marshal will give you a little information but
say that the evidence is overwhelming. He will ask you to deliver a letter requesting info from the
Merchant Mistress at the Merchant’s Guild in Revmone. Go speak to her.
The merchant Mistress will give you a letter that doesn’t help at all. Ask around the guild. There is another
merchant that tells you about a mysterious stranger that may be somewhere in Vellior. If you go to the
inn, someone will tell you that there is dark cloaked guy who stays upstairs at one of the houses nearby.
Go speak to him and he will tell you about a temple to Rahvan outside of Vellior. If you kill him, you
will get a letter to the same effect.
Go to the temple of Rahvan, it’s through a maze past the Vellior Barrows. It’s a big two story building.
The head cleric is on the top floor. Talk to her and she will tell you that the merchant killed was a spy
for them and that the king had her killed. If you kill her, you will get a letter to that effect.
Go back to the marshal and give him this information. He will take you to the Baron Ballemmor. The
Baron will admit to it and offer a deal to the gypsy chief. Take the deal to him and he will accept. Take
his acceptance back to the Baron. Then go back to the gypsy chief to get your reward.
Missing Wife Quest:
Speak to a male, human tavern patron at the Crow’s Feather Inn in Vellior. He mentions that his wife had
gone missing while taking care of camp for a group of adventurers. A ranger in the group tracked her to
some unknown ruins in the forest to the south. However, he turned back when a group of zombies
appeared that would have been too much for him.
Dern tells you that his wife wore a pretty necklace with a blue stone that was bound to her. find the
pretty necklace with a blue stone on a female zombie in the Unknown Ruins deep in the southern part of
the forest. She is at the Zombie Bar in the ruins. You have to succeed on a spot check, so go to the
female zombie with pigtails and keep asking until you succeed and you’ll notice the necklace. She will
ask for brains. You can either kill her, or go to the store in the Zombie Bar and buy some brains and
give them to her. This is an alignment hit of -10 evil. When/if you get the necklace, take it back to the
man and he’ll give you a book that should help increase bluff skills when used.
Baron Ooshy’s Quest:
Go to the bottom of the kuo toa caves and speak to the baron. He will tell you of how a group of
adventurers slaughtered his daughter. You can refuse the quest with no consequences. You can accept
it and he will tell you to recover items that were stolen and bring back the heads of the adventurers. You
can just get the items, but the payout will be less. You will get a paper with the locations of the
adventurers from the Baron’s whip which makes it much easier.
The first is a paladin in the upper level of St. Grynir’s. Go talk to him and he will take you on a ledge. He
will tell you the teddy bear is in the archives. You can kill him or not. You can also wait until you have
the teddy bear. It is an act of evil to kill any of the adventurers. It will not make the faction hostile
unless someone sees you. The teddy bear is in a chest in the back of the prison, which is behind the
archpriestess’ chambers. There is a locked door, or you can find a secret door in the room with a statue.
Once you have the bear, you can do the next part of the quest.
The gnome wizard is in a house in the rural area of Ballemmor. You can either kill him or leave him alive
and bargain for the belt he’s wearing.
Then you go to the Lonely Dryad Inn up to the rooms and there is a female ranger there. She will have the
last item. You can kill her or not. If you do kill any of them, be sure to take their heads in the body’s
inventory.
You must have all three items at once to get reward. You must have all three heads and all three items if
you want the full reward. Give them back to Baron Ooshy and you will have completed the quest.
Skelly Pirate Quest:
The Skelly Pirate Captain in the cave on the Stormy Coast has a quest. Speak to him and he will tell you
that he wants a compass of the undead to help him attack ships easier. This is an evil quest and will
result in alignment change.
He will tell you that he needs two pieces to complete the compass. The Smithy in Ballemmor has one and a
Dock Hand in Lequa has the other. Talk to the smithy first and get the item. It will take some
convincing. You can kill him, but that could lead to problems. Then go to the dock hand in the house in
Lequa. Convince him to give you the other piece, or buy it from him.
Take everything back to the Skelly Captain and he will give you a reward.
Body in the Basement Quest:
You have to fall down the hole in the kitchen of 14 Hume’s Lane to get to the basement. The only key to
the basement is in the basement. Once there, you have to find the secret door. Once you find the secret
door, go through it to the prison cell. You either have to cast knock or pick the lock of the door to get to
the body and find the diary. Once you find the diary, take it to one of the guards roaming around
Ballemmor, they are on the main roads. They will tell you to take it to the Seneschal in Ballemmor
Keep. He will look through the records and discover an investigation from 100 years ago. The diary
will solve the answer to a crime and an extremely cold case will be resolved. Go to 29 King’s Avenue
and give Kevin Kandim a letter clearing the name of an ancestor to receive a book, gold and xp.
Rats in the Basement:
I’m going to let you figure this one out. Warning: Save before you go into the basement. It is possible to
die and end the game here. =P
Porn for Orphans Quest:
Not as bad as it sounds. One of the orphans on the second floor of the orphanage wants you to get an adult
book with pictures out of the keep. The book is in the archives in the bottom corner in a stack of books.
Take it back to him or refuse.
Bubbly Pies for Orphans Quest: A girl on the main level of the Orphanage wants you to get her bubbly
pies. Either tell the orphan master on her for evil points, or get her the pies from the marketkeeper
outside for good points.
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