(format in Courier New, 12pt, 79 characters per line, .txt format) ---------=---------=---------=---------=---------=---------=---------=--------- BALDUR'S GATE ENHANCED EDITION: SIEGE OF DRAGONSPEAR WALKTHROUGH by Garth Rogerson (email: ge_rogerson@msn.com) Version 1, 12-30-2018 NOTES WALKTHROUGH Chapter Seven Conclusion: Baldur's Gate - Tomb Safehouse - Ducal Palace - Baldur's Gate - Ducal Palace Exterior - Three Old Kegs - Elfsong and Sorcerous Sundries - Iron Throne - Flaming Fist Headquarters Chapter Eight: Coast Way Crossing - Coast Way Crossing - The Dig - Lich Outpost - Coast Way Forest - Waylaid by Enemies - #1: Orcs and Trolls - #2: Dragon and Giants - #3: The Pit - #4: Dead Magic Pass Chapter Nine: Boareskyr Bridge - Troll Claw Woods - Forest of Wyrms - Spider Cave - Dragon Cave/Temple of Bhaal - Boareskyr Bridge/Bridgefort Chapter Ten: Siege of Dragonspear - Coalition Siege Camp - Bloodbark Grove - Dead Man's Pass - Underground River Exterior - Underground River - Kanaglym - The Warrens - Dragonspear Castle Basement - Dragonspear Castle - Siege Camp Under Siege Chapter Eleven: Dragonspear Assault - Dragonspear Castle Assault - Dragonspear Castle First Floor - Dragonspear Castle Basement Chapter Twelve: Avernus - Avernus - Abysal Tower Bridge - Basalt Tower - Dragonspear Basement Chapter Thirteen: Endgame - Flaming Fist City Exterior - Flaming Fist Headquarters - Abandoned Sewers and Caverns - Sewer Exit - The Ambush Stores Revision History ==================== NOTES: Seige of Dragonspear (SoD for short) is an expansion to Baldur's Gate Enhanced Edition (BGEE for short) in the same manner that Tales of the Sword Coast is. If you purchase SoD you get BGEE as well. This expansion simply continues the story after Sarevok's defeat, filling in what leads to your arrival in Amn in Baldur's Gate II. As such, all the game play rules still apply from BGEE. This walkthrough deals with the game only. If you want to know about character building, spell use, tactics or other game mechanics, others do it better than I. Dan Simpson's BGII FAQ/walkthrough is a good example. ** WARNING: If you don't like spoilers, then don't read this walkthrough! ** This is the first release and far from complete. There are still things I've yet to learn about (some strange items, other NPC reactions and what the Spectacle of Spectacles do to name a few) which will be added to later versions. If you're playing the full game beginning from Candlekeep, the party will automatically be imported into the expansion upon Sarevok's death (after the final movie and credits run, of course). Imoen won't be in the party, since she's now apprentice to Duke Liia Jannath. She'll be replaced by Safana instead. If you want to import your party from the Black Pits, move or copy the final save game (one without the slave rings) to the Baldur's Gate save game directory, then start a new game by using the "Import Game" button. Note that if you import *any* game, just like importing a character, you'll lose *all* containers you may have, along with their contents. I played through SoD with the game NPCs Viconia, Minsc, Dynaheir and Safana. I also used a bard I created since no SoD game NPCs appear to be bards, and Garrick, who I used in BG and the start of SoD, leaves and will not rejoin. The NPCs you choose give variety to the game since at various times, either in locations or in dialogs, they may have something to say or be able to do something for someone. One more item of note, once you move into the next chapter all areas previous become inaccessible. Some quests will follow you, each chapter having something to move it toward completion, but they are very few so make sure all your quests are finished before moving on to the next chapter. ==================== WALKTHROUGH CHAPTER SEVEN CONCLUSION: Baldur's Gate TOMB SAFEHOUSE Level 1 (BD0120) (Cutscene before returning to the game.) - Imoen talks to you, giving you a brief rundown of the situation, including her apprenticeship to Liia Jannath making it impossible to join you. - Move through the door until the distant end of a broken bridge appears. A mage named Porios appears and tells you you're too late, that it's already gone. Ask what he's talking about and he mentions a sword. His next response is to wish you luck if you're going after Korlasz. - Move forward into the next room and talk to Ammon, a mage looking for some rare components. - Search the room for treasure (scrolls [identify, protection from cold]; potions [wine, elixir of health]; scroll from Korlasz, gem bag, 147gp). - Enter the next room and open the crypt, which summons a tattered skeleton. Search the room (scrolls [invisibility 10' radius, cursed scroll of monster summoning]; scroll [shocking grasp]; 1gp, potion [invisibility]; skull). - Cross the bridge to find several Iron Throne soldiers and Sarevok followers (bolts [4 +1], potion [healing]). - Open the left door and find Porios and more Sarevok followers, who will surrender if asked. Asked what sword he refered to in your first meeting he states it was Sarevok's, and that Korlasz had a buyer lined up for it. After that you can turn them over the Flaming Fist, who are waiting just behind you. They drop all their posessions (3gp, arrows [8 +1, 10 biting], potions [healing, speed], cloak of minor archana) and leave, and you get experience as if you defeated them. Porios also gives you a key for the lower level. The shelves have weapons, the chest armor, none magical. The door cannot be opened from this side. - Enter the east room and open the crypt, summoning the mummy of Fanegonorom. Apologize for disturbing his rest, then tell him you seek those hiding within the tombs. He then tasks you to remove their leader, then return to him when it's done. He has some information about the Korlasz family when asked. Agree to his task. Do *NOT* raid his crypt now. - Move through the east opening and down the stairs. Level 2 (BD0130) - Follow the passage south to a chamber full of undead, including a shattered soul (arrows [3 ice]). - The passage directly right is trapped and leads to a library (scrolls [free action, protection from poison]). - Follow the wider passage across the bridge to more undead (4 random jewelry) and three braziers burning with three different colors. Search the chamber (potion [cursed healing]; splint mail +1; spell [RANDOM], arrows [20 +1]; jewelry [RANDOM]; potion [defense], ring [RANDOM], wand [fire (5/5)]). - The passage north leads to several fire and boring beetles (morning star +1, *wooden staff*, 267gp). Three magma mephits appear when you approach the small magma stream at the end of the passage, where there is a small crack (gems [10 zircon]). - Down the west passage are two glass containers. Breaking them releases two ochre jellies (amulet of protection +1). - The passage ends in a chamber with several wights and an undead guardian. There is a trap at the entrance to the chamber and a desk at the far end (gem [emerald], scroll [chaotic commands], 171 gp; bolts [20 +1], buckler +1, gem [RANDOM]; scroll [RANDOM]; ring [RANDOM], potion [cursed antidote]; ring [fire opal], 37gp, scroll [cursed weakness]). - There are two sets of three torches along the south wall, with one torch apparently burned out. Take the torch and return to the previous room. Go to the brazier with the purple flame and use it to light the torch. Return the now lit torch to its holder and a secret door will open. There are two bookcases, a table and two chests (books [the nine hells; Kanaglym: the abandoned city]; a page from Sarevok's notes; helmet of unwavering purpose; two-handed sword of ruin +2, potions [fire giant strength, invulnerability). Opening the chest with the sword summons several undead (arrows [2 ice]). - Go north to another chamber, filled with followers of Korlasz and Sarevok (potions [2 healing, speed, fortitude], scroll [color spray]; (arrows [10 biting], potions [3 RANDOM, 2 invisibility], RANDOM). Check the sarcophagus (scroll [hold undead], wand [heavens (5)]). Ignore the rope for now. - The left passage leads to a large mechanism guarded to by two mercenaries whom you can convince to leave or you can fight them (darts [8 wounding, 40 +1], potions [healing, invisibility]). Check the table (potions [3 healing, elixir of health]). - The entrance to the right passage is trapped and contains several burning skeletons and a skeletal mage (arrows [10 +1, 5 fire +2], scroll [chromatic orb]). Check the weapon racks (axe +1). - Cross the wood bridge to a body (potion [clarity, defense], 112gp). Opening the crypt summons a restless spirit who has some more information on Korlasz, and wants his staff returned. - Return to the large mechanism and activate it to open the doors to the north, where Korlasz and her last henchmen are. - Cast protection spells and enter the chamber. After a short dialog she attacks with the last of her forces. Once they are dead (arrows [5 +1, 10 biting, 20 fire +2], potions [healing, speed]) and she is injured enough, she surrenders (robe [knaves], cloak [protection], scroll [vocalize], bracers [AC6], quarterstaff +1, darts [80 +1], Korlasz key). Check the tables and chest (all trapped) (arrows [20 +2, 20 biting, 20 fire +2], bolts [20 +2, 20 biting, 20 lightning]; potions [extra healing, hill giant strength, speed]; ornate headpiece, 9gp). - With Korlasz's key in your posession you may now enter her bedroom (Korlasz's journal, Bhaal research; scrolls [minor sequencer, secret word, animate dead], necklace [laeral's tear], 3000gp). - When you meet Imoen, give her the documents (5000xp quest). - Return to the restless spirit and place the wooden staff and the headpiece in the crypt. The spirit departs (3000xp, gems [10 waterstar, 8 shandon, 5 water opal]). - Now take the rope to return to the upper level. Level 1 (BD0120) - The rope leads to the sealed room on the first level. There is a broken coffin (206gp, cobalt moss, gems [2 RANDOM]) which summons a tattered skeleton when raided, and a locked coffin (scroll [cursed clumsiness], potion [fire resistance]) which summons several undead when raided. The door opens easily from this side. - Talk to the spirit of Fanegonorom and let him know Korlasz has been dealt with (3000xp, large shield of Egons +2). He vanishes and you can now examine his crypt (gem [emerald], necklace [pearl], 221gp). - Give Ammon the cobalt moss. She plans on using her potion on a tome in Candlekeep. If you tell her you're from there she'll ask you for your signature to get in. Advise her the guards are unmoving on entry requirements and won't accept it (50gp). - You need to talk to Imoen or one of the Flaming Fist to leave the area. But before you do, make sure all quests are done, then put everything you want to keep that the party has into any containers you're carrying. Once you leave, the party splits up (if you're using game NPCs), and some won't rejoin you. (Narration before returning to the game.) DUCAL PALACE Third Floor (BD0103) - Imoen wakes you. Something isn't right, she warns, telling you she hears sounds of footsteps and voices, then goes to investigate in the next room. Open the chest near the bed and get your equipment and any containers your party had before following her. The chest also contains anything the party had in their inventory, if not worn or readied. - When you enter the next room Imoen comes from the next room and is followed immediately by three assassins. She kills one before another strikes her from the shadows. Then they turn on you, stating you're their true target. Take them out, then take the parchment one of your attackers had. It's a passable likeness of you. - Captain Corwin arrives, followed shortly by Duke Jannath. The Duke begins to work on Imoen and suggests you follow Corwin to check for any other assassins within the Palace. Take the stairs down to the next floor. Second Floor (BD0100) - Three assassins are in the dining hall. Enter the middle bedroom and three more attack you. Check the drawers (arrows [40 +1]). Corwin then suggests you go down to the main hall so the Dukes will know you're safe. First Floor (BD0102) - When you arrive, you join the Dukes in the middle of the main hall. There they inform you of the current sitution with the Crusade and ask you to help find why it has expanded south of the Winding Water. They also inform you Captain Corwin can lead you to most of your companions. The captain tells you to meet her near the main doors when you're ready. - There are two chests here (potions [infravision, strength; 2 healing, antidote] - Join the captain, but only after going down to the basement. Basement (BD0116) - To the east is the way to the treasury. Talk to Ophyllis and find all your money is gone, spent on dog races. He asks you to wait and he'll get it back for you. Let him. - The chest in the locked treasury is both trapped and locked (1647gp, necklace [laerals's tear], gems [diamond, emerald, king's tear]). - At some point the cell holding Korlasz bursts open and she comes out. She condemns you, blaming you for being tortured, before attacking. Once she's dead, check the wall of her cell. She wasn't lying. - Talk to the guards. Ask if she had help, and they mention a doppelganger in the locked cell next to hers. - A table by the north wall in the main chamber has a key to the northeast cell. Open the door, and if you suggest he's a doppelganger, he changes and attacks. - Once reduced to near death the doppelganger will bargain for its life. It mentions it has a treasure hoard in the Flaming Fist basement. He will give it if you release him. You can agree, kill him, or turn him down (and he returns to the cell). First Floor (BD0102) - Skie is over by the door and gets your attention. Talk to her. She mentions her father thinks Caelar might be a Bhaalspawn like you. She says she'll give you more information later. - Duke Eltan is in the northwest room. He has more information on Caelar Argent. - Duke Entar is in the southwest room. Ask him about the idea of Caelar being a child of Bhaal. - Jospil, a guard, seems to be depressed. Talk to him a second time and question him. He has some information on the various situations going on in the north. Cheered up, he gives you a gift (Brevin's Quarterstaff +1). - Talk to Corwin near the main doors. She can tell you where some companions may be found. Garrick, Safana and Coran are at the Elfsong, Minsc and Dinaheir are at the Three Old Kegs, Rasaad is in the Iron Throne building, Tiax is imprisoned at the Flaming Fist headquarters, Viconia is already part of the expedition, and Neera may be near the Boareskyr bridge. - Leave through the main doors. BALDUR'S GATE Ducal Palace City Exterior (BD0010) - Nothing here but lots of refugees. Ophyllis will meet you, but he has no money since he was attacked on his way to get it to you. His attackers said they'd be at the Three Old Kegs. Exit the area by the south edge. You can go to the Three Old Kegs, Elfong/Sorcerous Sundries, Iron Throne or the Flaming Fist headquarters. - There are two merchants near the south edge. Talk to Teera and find she needs some money taken to Lady Sena near the Sorcerous Sundries. She's been mugged the last two days getting there herself. - Near the left edge is a door with two men, Garachen and Perren. Talk to Perren and find Garachen is a profiteer. You can go to the Elfsong and ask Lady Alyth for supplies for Garachen, or go to the Flaming Fist to ask about him. Three Old Kegs City Exterior (BD0040) - Near the entrance to the tavern is Robel. He has a favor to ask: Ask Katheera to send him a drink. - East of the door are four adventurers, Golt (400xp, random treasure, potion [healing]), Dirla (250xp), Lluis (450xp, potion [3 healing]) and Asery (400xp, potions [healing, heroism]), one of whom mentions rolling a mage for cash when you first enter the area. Confront them. Given fair warning Asery leaves but the others fight. - Behind the Three Old Kegs is a woman, Aileen, with the body of her cousin. She wishes to bury him but is 15gp short of the 100gp for the temple to do it. Ask which temple and she admits the body is actually her late husband, who attacked her in a drunken rage, tripped and hit his head. Give her the 15gp and tell her you won't say anything (300xp, 100xp if you don't give her the gold). - Check the crate (winter wolf pelt). Three Old Kegs First Floor (BD0106) - The captain tells you she will remain by the door, and to tell her when you're ready to leave. - Katheera is tending bar in the right room. Let her know of Robel's request, and tell her even you'd find his task trying. She decides to get some out to him quickly. - Nantrin Bellowglyn is behind the bar in the left room. Wait a bit and he will ask your help stopping a fight between two ships crews lead by Lucilla and Autinn. Work toward a peaceful solution, suggesting everyone enjoy another drink and to act civilized helps (500xp). Now talk to Nantrin again, and have him keep his reward (+1 reputation). Three Old Kegs Second Floor (BD0107) - In the northwest corner are Berahli and company. They had your money, but gave it to many refugees who needed it. You can create a fight or give them a chance to surrender to Captain Corwin (750xp). - Behind a painting in the northeast corner is a container (2 random gems). Three Old Kegs Third Floor (BD0108) - In the first room north are three nobles plotting the overthrow of the Dukes. You can suggest a bribe for your silence, join them, or tell them to surrender to the Flaming Fist. The latter results in a fight. They fall quickly (seditious letter, dagger +1; cloak of protection +1, 600gp; ostentatious boots, 200gp). - In the next room west are Minsc and Dynaheir, if you want them. As you approach, Minsc will initiate the dialog. Ask him to join, then ask to talk to Dynaheir. They're a package deal, so you take both or neither. - Only one chest has anything (2 random treasures). Three Old Kegs First Floor (BD0106) - Talk to Captain Corwin. If you killed the nobles and give her the note, she chides you on your action (-1 reputation). - When you leave, talk to Robel and let him know the drink is on the way (300xp, 30gp). Sorcerous/Elfsong City Exterior (BD0020) - Corwin directs you to the two location. - Near where you arrive is Officer Vida. She has detained a refugee who admits to starting a commotion. Vida ask you to go to the Flaming Fist headquarters and ask for some reinforcements. Do so. - When you return, let her know Jenks' reply (500xp, potion [clarity]). - North of Officer Vida is Lady Senna, a money lender. If you agreed to help Teera you will be accosted by a thief named Zelma. Catch her picking your pocket (she's after Teera's money) and you have to fight her. - Talk to Senna and give her Teera's payment, then return to Teera and let her know it's been deposited (250XP). Elfsong First Floor (BD0109) - Again Corwin will remain by the door. Garrick is in the northeast corner of the room. Get close enough and he will start talking to you. He won't join you, however, trying to win the heart of "Lady" Alyth Elendara. - Talk to Alyth and she thanks you (potion [agility]). If you have talked to Garachen, you can buy him supplies for 1000gp, found in a chest on the second floor to which she gives you the key. - Take the supplies to Garachen, and Perren gives you a gift (gem [sphene]). - Zaviak, in a west booth, is a bit of a hassle to speak to, but do so. Find out his glasses let him see things. Convince him that he should take them off and he'll give them to you (Spectacles of Spectacle). - Irina has a problem, she's out of ruby wine. You can steal some from the Ducal Palace, enchant some regular wine if a mage or druid is talking to her, or a dwarf can also offer a substitute (500xp, battle tankard helmet). - There are three containers, two with something (23gp, potion [healing]; 423gp). Elfsong Second Floor (BD0110) - You'll hear Safana telling Coran to get lost from a south room. Move near to Coran and he'll talk to you, but won't give you the option of joining. - Move near to Safana and she will start the conversation, and she will gladly join your quest. - There are eleven containers here (125gp; 198gp; 56gp; 39gp; 43gp; 10gp; 11gp). Sorcerous Sundries First Floor (BD0121) - Talk to Halbazzar Drin and ask if you can be of help. He asks you to retrieve a case of potion bottles from the second floor, and will give you a key to a locked cabinet if you agree (cloak of protection +1). Use the outer stairs. - When you give him the case, let him know about the thieves (50gp) and he rewards you (750xp, amulet [protection +1]). - Kazzrem, standing on the inner staircase, also has some nice items for sale, including a potion and scroll case. Sorcerous Sundries Second Floor (BD0122) - The counter closest to the stairs has four doors. The case is in the second from the right. - Once you get the bottle case, a drow (200xp, 98gp, knave's robe, bracers AC7, darts [20 +1], potion [healing]), flind (120xp, random treasure), hobgoblin (95xp, 5gp, random treasure, arrows [10 fire +2]) and spider (450xp), teleport in. Confront them, then kill them. - There are some items on this floor (scrolls [cursed petrification; protection from cold, protection from electricity], potions [invisibility, heroism; fire resistance; mirrored eyes, magic shielding]). Flaming Fist City Exterior (BD0030) - Safana mentions a cleric, Tiax, Duke Eltan wants you to talk to. - North of where you arrive are two nobles being confronted by some Flaming Fist mercenaries. Let them both know they're acting poorly and the confrontation breaks up (random treasure). - As you approach the main doors to the headquarters they open and an officer throws a drunk out. Talk to her. - Between her and the man on the ground you can learn a few clues about Caelar and what might be driving her crusade. Flaming Fist Headquarters (BD0104) - Move forward into the main hall and talk to Officer Jenks about Officer Vida's request, and ask that they show leniency. He tells you to let Vida know the reinforcements will be there soon (1000xp). - If you have talked to Garachen, talk to Officer Fritz. Unless something is clearly in question, the Fist can do nothing. Iron Throne City Exterior (BD0050) - Captain Corwin tells you to talk to Rasaad inside the building. - Talk to Byzon. Talk to him a second time. Seems Office Riggs is extorting refugees. Find and talk to Riggs. A cleric or paladin with high charisma can convince him to give you the money, or have Captain Corwin with you and she adds her voice and authority to yours. Talk to Byzon and return the money to him (300xp). Iron Throne First Floor (BD0111) - Rasaad is toward the upper right of this area. He won't join you, but does tell you he suspects more than the Caelar Argent threat is at work, since several of Selune's priests have vanished recently. - Berta, a refugee, has lost her holy symbol of Selune, and accuses Lon of stealing it. Rasaad will come over and question them both. When Lon knows he's been found out he turns into a werewolf and attacks (420xp, symbol of Selune). Iron Throne Basement (BD0117) - There's nothing here but a couple of locked chests (255gp; 100gp). There's nothing else here, unless you managed to talk to the doppelganger in the Ducal Palace basement and released him to gain his treasure (four random items). He has some interesting things to say, if you don't kill him. Ducal Palace First Floor (BD0102) - Once everything is finished in the city, return here and talk to Captain Corwin. Tell her you're ready to join the expedition. She informs you Imoen is mostly recovered from the poison, and advises you that the expedition is ready to leave, but once you start there will be no return to Baldur's Gate. Ducal Palace Third Floor (BD0103) - A hooded man talks to you once you arrive in the room with Imoen. He has a very strong interest in you. - Talk to Imoen. She doesn't know who the man is, thinking it was someone you met somewhere. She also informs you she can't go with you. When the conversation ends you automatically rest. - Skie awakens you to tell you she's joined the expedition and not to tell her father. Again you automatically rest when the conversation ends. Ducal Palace First Floor (BD0102) - The three Lords of Baldur's Gate are gathered in the main hall. Talk to Entar Silvershield to get things started. When finished, you can talk to Entar about his daughter joining the expedition if you wish. - Note that once you talk to Entar, all areas of Baldur's Gate become inaccessible. - Exit the Palace to Baldur's Gate. Ducal Palace Exterior (BD0101) - Talk to Belegarm, the Quartermaster. He has a lot of things you can purchase, which you can peruse by catagory (weapons, armor, potions and scrolls, special items). His special items include one of each container. - Viconia can be found here. Talk to her if you want her to join you (with a -2 reputation, of course). - When you're ready to go, talk to Corwin. (Cutscene as the army begins its march, another cutscene as you pass by the Sorcerous Sundries (BD0112) and a nobleman confronts you publicly about your Bhaalspawn heritage (7500xp quest).) ==================== CHAPTER EIGHT: Coast Way Crossing (Narration and cutscene before returning to the game.) Coast Way Crossing (BD1000) - Camp: There are several persons around you can talk to, of note are Mizhena (a healer), Thaird (sleeping quarters), Captain Corwin (who can join you), Glint (a cleric who can join you), and there's Belegarm, of course. If you leave the area to the south you will see another area to the west, Coast Way Forest, which you should do before engaging the Crusade forces at the bridge in the north of the area. - Bard: Just east of the camp is Prin, who's singing to a stone Menhir. Talk to her about the Menhir, and singing to them. - Around the area you'll find six stone Menhirs. Sing to each to activate them. Upon activating the sixth, you release a ghostly figure, a bard named Crommus. He tells you his tale and calls for his love Carline. - Carline is confused and ready to attack Crommus. Calm her and she recognized him. Send them on their way in peace (6000xp) and Crommus tells you where his body is buried (in the east area of the map), giving you everything there. - Return to Prin and let her know what you found out about the Menhirs. - In the center of the area is a burned out inn. On the west side you will see a red mage walking south, muttering to himself. You can talk to Edwin (though he'll join you, Minsc and Dynaheir will leave the party, you can't have both) or let him go by. You can find him later at the camp. - There is a hidden chest in the center of the ruin which has a mirror*. - On the east side of the inn is a chest that must be forced open with a cloak*. - On the north side of the inn you can find Herod, a storekeeper. He informs you that an elf named Teleria may be responsible for five people who've gone missing recently. Talk to him a second time to see his store. - Talk to Teleria east of Herod. Ask what she might know about the missing persons and she tells you to meet her in a forest clearing to the west. - West of Herod is Takos, the innkeeper. There are three heirlooms he'd like returned, a mirror, a cloak and a shield. You have two, the third is in an area to the east, the Coast Way Forest. Talk to him when you have all three and return them (3,000xp, dart [+2 biter]). He then leaves to find his wife. - In the northwest corner of the area are five petrified refugees. - If you talked to her earlier, Teleria is here with a lesser stone golem. She's responsible for this and intends to add you to her collection (800xp, Knave's Robe, Stone Ally, scrolls [6 stone to flesh]). - Neroha, Qelbelther, Untbril, Manny and Soulla will be thankful for their release (random treasures). You can find them later at the burned out inn. - Talk to Herod after rescuing the five missing persons. Take the money (200gp per person) or turn it down (+1 reputation). - East of the adventurers is an area with a small arena. Baeloth Barrityl has set up another Black Pit. Watch for a bit and he talks to you. Tell him you travelled together for a time and he starts another match in the arena, this time with a goblin named M'Khiin. - M'Khiin is more than she appears. She resists Baeloth, so demand he release her. She can defend herself, and does so be summoning some ghostly defenders to attack him. He releases her once he's injured. - If you are harsh in your criticism of Baeloth's entertainment, M'Khiin will tell you her story. Both can join you, you can leave them here or send them to the Camp. You get 3,000xp for sending M'Khiin to the camp. - Travel east to the edge of the area to find a dwarf, Darin Highhammer, with two zombies attacking him. He tells you he's a guard for a dwarven dig, but things went bad when they openned a chamber with lots of undead. The entrance to the dig is right here, so enter it. See The Dig below. - Crusade Guardpost: Clear the Coast North of the inn, and further up the road, is the river, a bridge and a Crusader guard post. Wait until everything else in the chapter is done before going here, since once they see you, you will have a very tough battle to deal with. - As soon as they see you, a cut-scene starts. The guards panic and fall back to the bridge. One calls to another on the other size, who in turn panics and causes an explosion that destroys the bridge. The Crusaders on your side then attack you. - At some point during the battle another cut-scene starts as Caelar appears on the other side of the bridge to find out what happened. She then calls out to you to parley. Agree and you can get some insight into her intentions, from which she cannot be dissuaded. The cut-scene ends when the parley ends. - When you leave the guard post a Flaming Fist scout will direct you to Corporal Duncan to find out your next move. - Returning to the camp, if Corwin is not in your party she will ask what happened. Duncan will criticize your action, but Corwin will still direct everyone to prepare to move on to the Boareskyre Bridge. Rest, then leave the area for the Troll Claw Woods. Hopefully you've already done the Coast Way Forest, since once you leave you can't come back. The Dig (BD1100) - A short way in from the entrance are some dwarves, one of whom threatens you. Respond as an ally and they ask your help dealing with some undead. Help them out. After the undead are disposed of, Brother Deepvein talks to you and lets you know of the situation. He also asks you to send Darin Highhammer back in. Do so before venturing further into the cavern. - Go to the northern chamber and find a giant being attacked by several undead. Defend him and he tells you he's with the dwarves. Let him know they still live and are near the entrance. He thanks you and leaves to find them (3000xp). - There are two chests and some vases. One of the chests is locked, and requires a special key. - East is a chamber with some carrion crawlers and minor treasure. - Go back and down to another passage to the east. Check the barrel and table for minor treasures. There are some undead, a trap, and a body with minor treasure. - South is another tunnel leading east. No traps, but more undead, and a way down to the next level. Don't go down just yet. - Go south to another tunnel east, again with undead. After two traps you find a chamber with carrion crawlers and umber hulks, and a body with a dwarven necklace. - The level is now cleared, so go down to the next level. Lich Outpost (BD1200) - You find yourself in what appears to be the remains of an arcane library. The passage goes east then turns south and back west. Two bookcases have some unusual books and a couple of mage scrolls. - An open doorway leads to a room to the south with a pool and several undead. Another open doorway leads south into a large chamber with more undead and a table with a silver scepter*. Beware the east wall. There are openings into the next room which has several skeletal archers. You can shoot arrows and cast spells into the room but can't melee the archers. - There is a hall to the west, with burning skeletons and a fireball trap, that leads to a summoning chamber which summons various creatures from the plane of fire every so often. - A door in the east wall leads to a hallway with two traps. There's a secret door to the east and a door to the chamber with the skeletons to the south. The southern door has a special locking mechanism, with the switch to open it elsewhere. - The secret door in the east wall opens on a crypt full of undead, including a level draining wraith. One of the tombs has another silver scepter*. - Back to the hallway, then north and east down another hallway. The bronze sentry is most vulnerable to blunt weapons, and carries a two handed sword (troll decapitation +1). There is a door in the north wall, and another in the south wall a little further on. The hall ends in a chamber with four pillars, and is guarded by several undead. - The north door leads to a laboratory filled with more undead. On the floor are a dwarven clerics robes and a chest key. Further in are more undead near a throne. A table in the east area has another silver scepter*, and a bookshelf in the west has a note and a failed phylactery. Examine the throne, then use it to find a lever to open the mechanically sealed doors. - Return to the doors you could not pass before. If you didn't destroy the undead while in the room to the west, you can finish them off now. There is little here in the way of treasure. - Return to the pool and use it. Each time you do a scepter is placed in a holder on it. After placing the third scepter (3,000xp) you can use the pool to scry on three different people: Imoen (500xp quest), Caelar Argent (500xp quest) or the Hooded Man (500xp quest). After the first time you must use one of the Essence of Clarity potions you have come across. - There is one more door to deal with, the one in the south wall of the eastern passage. When you try to pick the locked doors you hear a humming from the pillars to the east. Each pillar has a symbol etched on a brass plate, symbolizing the four seasons: cracked and fragmented leaf (autumn), a full leaf (spring), a snowflake (winter) and a sun (summer). - One of the books you found mentions something about thinking backwards. Activate the pillars in the order of winter, autumn, summer and spring to open the doors in the hall. Activate any pillar out of order and five mephits will appear and attack. - Before entering the now opened south chamber, go back up to level one and the locked chest in the northwest corner. Inside are a note and Coldhearth's journal. Take the journal to Brother Deepvein. With things now clearing up, agree to deal with Coldhearth and he gives you three items called "The Secret Revealed." - With this last bit of work done, return to the now open southern chamber on level two. - When you enter the southern room you will find more undead to destroy. Go south to another door, but watch for a trap in front of it. When you open the door, you witness Coldhearth become a lich, and the lich who made it possible. They have a brief talk before the greater lich vanishes. - When you go forward Coldhearth will notice you and attack. You can't win as things are right now. You have to destroy his phylactery first. There is a secret door in the west wall that needs to be unlocked before it can be opened. - Someone has to go up the hall behind the door to a room with several items on the wall. One of them holds the phylactery. Take it to the summoning chamber and use the flame in the center to destroy it (3,000xp). - With the phylactery destroyed, Coldhearth is now vulnerable. Use the Secret Revealed on him to make him even more vulnerable to attacks and take him down (22,000xp, ancient key). - Return to the first level and talk to Brother Deepvein. Let him know Coldhearth is dead (scroll [greater restoration], helm of Dumathoin). Coast Way Forest (BD7000) - You arrive in the northeast corner of the map to see Skye kill a thief and an ogre. She claims they were trying to poison the camp's rations, and she managed to follow them here before getting caught. Send her back to the camp. - Follow the path southwest to a camp with two adventurers, Irkros and Isabella. They're hunting a vampire in these woods. At some point in your talk with them, the vampire appears. - You can try to get information from Tsolak, but in the end he will attack. Once defeated he turns to mist and summons several dire wolves. Once they're dealt with, Isabella tells you to go after him and gives you a stake to finish him off. - Follow the path northwest to a cave entrance, watching for traps in front of it. Enter the cave and find his coffin. Use the stake, then check the coffin and a nearby chest. - Return to the encampment and talk to Isabella, letting her know the vampire is dead (250gp, 9,000xp, shield +2 Suncatcher). - In the southwest corner of the area are a group of orcs, who have just killed a couple of refugees and raided their wagon. Take them out (dagger +1 Gemblade). - In the southwest corner you can find Rasaad. He has some suspicions but can't talk about them yet. You can have him join you, go to the Flaming Fist Encampment, or return to Baldur's Gate. - That takes care of everything here. Waylaid by Enemies NOTE: These four events happen randomly as you move between areas and after you get to the Coast Way Bridge. The "Orcs and Trolls" appears to always be first, but the rest may happen at any time and in any order between Coast Way Bridge and before the attack on Dragonspear Castle. #1: Orcs and Trolls (BD0060) - Walk to the northeast corner of the area to find orcs fighting some trolls. Take out the trolls and you have to deal with the orcs. There is a cave entrance here - Cave (BD0061) Several more trolls are here, and a dead body (171gp, 2 RANDOM) with a book on Dragonspear Castle you should take and read. South of the pool is a cache (winter wolf pelt). The pool is also an entrance to another cave, though how to get to it I've yet to figure out. - Cave (BD0062) Yet more trolls and some carrion crawlers and jellies await you. There's some treasure on a body and a cache. #2: Dragon and Giants (BD0064) - When you enter you find two giants attacking a juvenile green dragon. Talk to either the dragon or the giants, then kill the giants. The dragon then tells you of a hidden cache of a dwarf in the northwest (Ioun stone, gems [beljuril, kings tear, diamond], 1000gp). #3: The Pit (BD0066) - West of where you enter is a patrol of goblins, who have massacred a group of refugees. - West of the goblins is a gaping pit. Some bombardier beetles are on the west side. Some ankhegs are in the northwest corner of the area. - Pit (BD0067): You are confronted by some myconid over a party of dead adventurers (spells [lower resistance, teleport field, minor spell deflection]. Follow the passage around, through more myconid to another dead adventurer (elven chain, long sword [+2 spellbreaker]) and a gem [star sapphire] hidden under a stone. #4: Dead Magic Pass (BD0063) - This pass is a dead magic zone. You can't cast spells, but potions and wands still work. You are confronted by four mercenaries and an assassin (arrows [20 biting, 20 piercing +1, 80 +1], bolts [20 biting, 20 lightning, 80 +1], axe +1, short sword +2 Vexation, Shadow studded leather +3). Be sure to read the note. ==================== CHAPTER NINE: Boareskyr Bridge (Narration and cut-scene before returning to the game) Troll Claw Woods (BD7100) - Camp: The regular three, Mizhena (a healer), Thaird (sleeping quarters), and Belegarm are here, as are those that can join you whom you sent to the encampment: Glint, Corwin, Edwin, M'Khiin, Baeloth and Rasaad. Lieutenant Otilda mentions some "irregulars" that have joined the expedition, half-orcs she distrusts and would see gone. Bence Duncan will inform you on the current situation with the Crusaders and Boarskyre Bridge. - When you arrive at the new encampment you get 10,000xp quest. - Cave (BD7110): North of the camp is a cave guarded by several trolls. Inside are several more, with two hidden stashes. Make sure to take the tinderbox. There is a secret door to the right with a spectral troll inside. - If you have the tinderbox and someone with infravision, they will note an unlit torch on the wall. Light it and you'll find a body (medium shield +1, necklace [locket of embracing]) and a chest (spell [enchanted weapon], wand [fear, 5], gem [2 star sapphire]). - East of the Camp are three adventurers, the "Irregulars": Kava, Rend and Farrl. Farrl will tell you to talk to the others, Kava will talk if she gets a beer from the Crusader camp, and Rend will talk if you can best him in (non-lethal) combat. Of course they will be fighting lethal. Agree to Kava's request. - Further east are a war party of orcs, one of whom carries a mace (+2 Glimmer of Hope). - Northwest of the orcs is a group of ogres, including an ogre mage. Its on the top of a bluff, so you have to go back. - Northeast of the orcs is a group of bandits. One recognizes you and flees, with the others following. - If you follow them to where they disappear, west of there are more trolls. West of them is a patrol of hobgoblin scouts. - North of the patrol are a refugee family. Give them 10gp and have them go to the camp. - North of the refugees are another group of trolls. - East of these trolls, at the north end of the road, are a group of Bridgefort refugees, including Jaheira and Voghiln, both joinable. Jaheira tells you about a teleport circle east of the fort, but the wardstone needed to use it is missing. Send them to the camp. - Exit the area to the north. There are two areas you can go to, Boarskyre Bridge and Bridgefort, and the Forest of Wyrms. Forest of Wyrms (BD7200) - Go east and find a hill giant with three dire wolves. An adventurer's body is nearby (stalker's gauntlets, composite long bow +1, arrows [20 piercing, 5 dispelling]). - Return to where you started. Slightly south is Coogan. She'll let you know about the spiders in the area and warn you about entering any caves. - South of Coogan are four wyverns. Five more are further south. Go west and you will see several small spiders who retreat into a nearby cave. - Cave (BD0114): Follow the path up and around to a larger chamber. Just before entering it look for a place where you can get some spider silk. - From an eastern passage will come several spiders. The east chamber has nothing. - There is a chamber to the northeast, with more spiders and another place where you can get spider silk. - At the entrance to the northern chamber, with more spiders including a seven-legged spider (spider leg), is another place to get spider silk with another inside. - Follow the passage west, then south into another chamber filled with spiders, and get three spider eggs. - Once you get the eggs a mixed swarm of beetles appear in the main chamber. Leave the cave. - There is a path north on the east side of the cave with several phase spiders where the path forks. The path north leads to another cave guarded by several bugbears. Enter the cave. - Cave (BD7210): A little inside the entrance you will see a sleeping green dragon. Approach too close and it awakens and attacks, summoning two greater wyverns to its aid (13,000xp, 2x2,000xp). Near the dragon is a body with a cloak (sable) and its hoard (3,000gp, gems [3 emerald, 2 diamond, sapphire, kings tear]). There is a tunnel down in the southeast corner. - Cave (BD7220): This is a bugbear lair, including a shaman. further east is a chest (potion [healing], gem [sunstone]). - Take the passage to the south, then east through another group of bugbears, with another shaman. A passage south leads to another group of bugbears. - Follow the path east to another path down, and a cleric of Cyric who just wants to flee the area. Let him go. - Cave (BD7230): This is the ruins of a temple of Bhaal. A pit is directly before you. To the east are three prisoners locked in cells. The one in the center cell will tell you the cells can only be unlocked with a key held by the priestess of Cyric. Do *NOT* use the lever on the wall. - Go around the pit to another cell, this one with a blind priestess of Bhaal. She can tell you about the kidnapping of some children of Bhaal, and the fall of the temple to the Cyric priestess. - Four cultists of Cyric are in a first side chamber, invisible stalkers are in a second south side chamber. - The hall west leads to several side chambers. The first on the north holds four more cultists, the second a cultist who went mad (scrolls [cure serious wounds, armor, blindness]), with three more [free action, cure serious wounds, neutralize poison] in a bookcase. - The hall turns north, with a side room to the east with a chest (), and one to the west with some cultist guards. - The chamber to the north has a half-dragon named Ziathar (3,000xp) whom you must defeat to get the jail and ritual room keys. - Release the priestess and the Crusade prisoners, then open the door in the south wall. - Inside are two cultists, one of whom is killed by a Neothelid causing the other to flee. This is the guardian of the inner sanctum, has a breath weapon, casts spells and has a powerful physical attack (20,000xp, gem [king's tear], necklace [Laeral's Tear]). - The passage to the south leads to a door into the chamber with Akanna, the priestess. She (4,000xp, wardstone) is enough of herself to know she is being manipulated before summoning two aerial servants (9,000xp each) and attacking. Check the chest in the corner. - Further down the passage is another chamber with a shelf and two tables (potions [freedom, genius, strength]; potions [antidote, fire giant strength, perception]; potions [fiery burning, insight, health]). - Further west is another chamber with a door in the north wall. Through the door is an illithid with several human guards. Once defeated, return to the previous chamber and the wall with six masks in it. - Remember Sarevok's note found while chasing Korlasz? Press the third, first and fourth masks to open a secret door. Inside is a Shadow Aspect (6,000xp). The chest contains a book and a short sword (+3 fractal blade). - With this done, return to the camp. Boareskyr Bridge (BD2000) - Go east and up to find a squad of hobgoblins. Further north is a squad of goblins, including warg riders. - Just north of the goblins is a bridge into Bridgefort (cut loose so it can't be crossed) and a magic circle. Jaheira mentioned the magical way to get in, and you gained the wardstone from the priestess Akanna. Don't take this way just yet. - Cave (BD2010): Just north of the magic circle is the goblin den. There's a hidden stash here (circlet of lost souls, ring [jade], 300gp). - Return to where you entered the area and follow the road north to the Crusade barricade. Talk to the Crusade Sergeant and ask to see Kharm. Remember the prisoners you released? One of them told her about you, so you are allowed inside the barricade (3,000xp quest). - Enter and go west to a series of cages. Two trolls are in the south cages and ask to be freed, but you are warned by the half-orc Dorn Il-Khan in the west cage not to. Find out how he came to be imprisoned and he mentions the Crusade camp's leader, the Barghest, a powerful fighter. You can leave him, let him join you, or send him to the Flaming Fist camp (6,000xp for releasing him). - North of where Dorn was imprisoned is Vichand, a researcher and spellcaster. You'll need him later. - North of Vichand is the Boareskyr Bridge, with another barricade and more guards. - East of the bridge is Hormorn, priest of Caelar and Dorn's intended target. - South of Hormorn is Kharm. Tell him you're the person who saved his nephew (250gp). Don't tell him about the wardstone. - South of Kharm is Delgar Munsch. - Go north to find the Crusade seige line on Bridgefort. At the north end is a catapult with Oloneiros. If you talk to him you can have him fight you. Now it not the time. - South of Oloneiros is the Barghest. There is a tepid mug of ale in the chest near him. Take it to Kava. - Kava tells you she hid some gold in Bridgefort, so she and the other two are looking to free the place and recover their money. Accept her reason, then tell Lieutenant Otilda they're no threat (6,000xp). - Now that you know who and what's where, leave the seige camp and return to the magic circle to enter Bridgefort (5,000xp quest). - Bridgefort (BD2100): You are immediately talked to by Khalid, who gives you the situation inside the fort and asks you to talk to Wynan Hess about the fort's defenses, and Jegg Hillcarver about the supplies. - In a cell to the south you can find Neera, even more scrambled than ever. You can leave her or have her join you. If she joins, then you dismiss her, you can send her to the Flaming Fist camp, leaving her gem bag with you. - Nearby are Hoach Randymonk and Jegg. Jegg has a plan for the supplies if the walls should be breached, and also has arms and armor for sale. She can fashion your green dragon scales into either a shield or some dragonscale armor (immunity to poison), and can also do the same for rhino beetle shells. - Hoach Randymonk is a cobbler who can take the damaged "boot and a half" you found and fix them for 1500gp and takes a full day. - Go west to the upper section and talk to Friar Tajik, who has some healing skills and potions. Junia is behind him and declares she has spent her spells on healing the wounded here. - In a room to the east is Wynan Hess, a mage who casts the wards protecting the fort from catapult damage. While talking to him, another mage fights him (mystically) and the defenses collapse momentarily, allowing a catapult stone through and killing three refugees. Follow him up the stairs to the west.
- Hess is in an argument with Raylar. The dialog soon focuses on the catapult stone in the room, with magic runes that drain the energy of everyone here. Agree to find the original spellcasters' scroll. - Leave the fort by the teleport circle. - Return to the seige camp and find Vichand. Ask if he has a planetar's feather, and offer to buy it (500gp), then ask about the spell on the catapult stone. Threaten him to get the scroll, then you can either kill him or leave him with or without a threat. No threat and he sounds the alarm, he remains silent if you do, so threaten away. - Alternatively, if Vichand is at the meditation ceremony with everyone else, go to where he normally would be. There's a guard next to a chest you can't get into while he's here. Surround him so no one else sees and kill him, then check the chest (planetar feather, scroll ofimpactful doom). - Return to the teleport circle and enter the fort. - Bridgefort (BD2100): Go west to Hess and give him the scroll. He casts the counterspell (3,000xp quest), but releases a dark wraith (2,000xp). Check the remains of the stone and gather the fragments. - Go outside through the west exit and talk to Khalid. Tell him you'll get the Flaming Fist to attack the main gate, and he should attack from the fort's gate when he hears the sounds of battle. Back to the teleport circle and down to the main gate. - Choose where you want to start the battle, inside near the mages or at the gate using it as a choke point, and station your party. Prepare defensive and protective spells, including Improved Haste on your fighters if possible, because it's going to be a tough battle ahead. - Once the battle starts, it may take a bit but the Flaming Fist will arrive to help. Once the last Crusade defender falls the gate to the bridge opens. A Flaming Fist mage appears and tells you the last defenders are planning on blowing the bridge. - Quickly prepare and go onto the bridge. Take out the mage first, then her guards. - With the last of the Crusaders gone, loot the battlefield, then talk to Khalid. Get him to tell you about his desire to make an anniversary gift for Jaheira, from spider silk. You should have some, so talk to him again and give it to him, then tell him he really should make the necklace he intends. - Enter the fort and talk to Junia. She asks you to place the three dead refugees on the altar. Do so. Talk to her again, and she'll ask you to tell Tharantis of his sister's death. Agree. Note the Friar Tajik is not here. - Tharantis is outside, just outside the main gate. Tell him his sister is dead, then to honor her memory. He then asks for a chain she wore. Since you didn't see one, tell him you'll ask Junia about it. - Return to the fort and tell Junia you told Tharantis about his sister, and that he wants a chain she wore. The conversation leads to robbing the dead and a possible suspect, Ymori a Chauntea priest, who may be in the forest east of the fort. Agree to find him. Use the teleport circle. - North of the goblin cave you'll find a body. Pick it up and six zombies and a wight appear. Once dispatched, you'll find Kendra's chain, Herdrin's short sword +2, a gold ring and Ymori's head. Examine the head for clues. Dynaheir also has something to say about the head. Return to Junia. - Talking to Junia, confront her about sending you into an ambush. Push for the truth and she attacks, summoning three wights. When you kill her, she also becomes a wight. - Talk to Tharantis and let him know what happened, and give him his sister's necklace (3,000xp, +1 reputation). - If any party members were level-drained, return to the Flaming Fist camp for healing from Mizhena. - With everything done, cross the Boareskyr Bridge. As you near the north end you collapse (movie showing the death of Bhaal on the bridge, cut-scene as you awaken on a still smoking symbol of Bhaal to talk once again with the hooded man). - On the north side of the river is a hidden cache east of a well (1gp, gem [moonstone]). Drop some gold into the well for Bless on the party (25gp), Heal on the party (100gp), or put an item in the well. If you put an weapon in the well, a water elemental appears, asks if you're challenging him, then attacks. - As you approach the west exit of the map, Kava appears (if you got her some ale) to thank you (300gp). - Leave the area. ==================== CHAPTER TEN: Siege Camp (Narration and cut-scene before returning to the game) - Coalition Siege Camp (BD3000): Marshall Nederlok approaches and informs you of the current state of affairs, including the Flaming Fist contingent's attitude toward you after the Boareskyr Bridge event. Glint is also roaming around the camp entrance. - Helvdar, by the main gate, has lost a lucky charm. Since it's part of the symbol of his patron god, he'd like some new boots, made of bear skin given to Belegarm. A bear was seen in Dead Man's Pass. - Go down the east road. Waizahb, a merchant on the east, sells some interesting items, as well as fences stolen items. He'd also like you to "acquire" certain items, five to be precise. A ring (2,000xp, 250gp), battle standard (2,000xp, 500gp), holy symbol (2,000xp, ioun stone [pearly white]), token of faith (2,000xp, 1,000gp) and a map (2,000xp, spear [+2 shadowed]), all found in the Crusade areas. Let him know you got everything he wanted and he gives you a little extra something (potions [storm giant strength, magic shielding, power]). - At the south end of this road is where the Flaming Fist contingent is based, including any joinable NPC's you sent to the camp. The healer Mizhena is also here. - There is nothing down the center road, but down the west side is Belegarm, and Thaird if you need to rest. Just west and south of him are some Daggerford troops being trained by Vigilant Halasan. Ask if she will have them ready in time, then suggest you take over while she attends to some of his other duties. - Talk to each of the six individually and have them attack one of the other recruits. After a bit you can help them improve their combat skills. Garrold, if Dynaheir is in the party, can give her opinion, which is he should study the magic arts instead of combat. Viconia can help Hester gain better composure for combat if she's allowed to speak. - Talk to Vigilant Halasan again and she inspects the group. If you did well, she rewards you (6,000xp, Commander's Chain Mail +3). - Simonetta Twoedge is just south and east. A retired Waterdavian guard, she's helping with the combat stratagies. She'll also suggest you talk to the various soldiers to learn what they're fighting for. Return to her when you're done. You need to talk to Belegarm, Halasan and Dosia (amulet [medal of valor], 6,000xp). Dosia won't answer you until you find the cure she needs. - Just south and west of Simonetta is Jegg, in case you need something special made, like armor for M'Khiin or from some of the other items you might find. - Dosia is a healer south of Simonetta, and is currently dealing with an outbreak of something. Ask to examine the infected person. Talk to them all. - Xerra is burning with fever, but Viconia can make a salve to help bring it down. Yestimell is feverish and agitated (let Minsc have his say) and will attack. Zidrand is in the middle of everyone and her symptoms are more advanced. - Return to Dosia and tell her what you've learned. You can try talking to a rat (with Minsc) but you'll be interrupted by a wererat. Talk to the rat again and learn of a tree mold that cures the rats. Viconia knows of a bark needed for a salve. Either way Dosia asks you to find some and return to her. - Hyreth, an Ilmaterian zealot, is sick. Convince him that healing isn't wrong, and heal him, either with a healing potion or healing spell. He then regrets his action and leaves you some items (gems [tchazar, kings tear], wand [magic missiles, x], potions [health, 3 healing]). - Talk to Marshal Nederlok to get the counsel started. You are to find the secret entrance beneath Dragonspear Castle and get information, or kill, Hephernnan and Caelar. Talk to Phossey Dugdeep, a dwarf near the camp entrance, for an item that should help in the caverns beneath Dragonspear. When the counsel ends, your map is updated showing Dead Man's Pass, Bloodbark Grove and Underground River. You can go to the first two, the third can only be reached through the first two. - Find Phossey west of the main gate, but you'll have to wait until Torsin De Lancie arrives. He wants you to take a barrel from the Boareskyr Bridge into the tunnels under the castle to create an opening in the walls above. After he sends Phossey away he also asks you to poison the water supply to the castle. - If you refuse he'll tell you the poison is non-lethal. The moral high road is to still refuse, or you can step into the grey areas and agree to plant it. If you refuse he leaves you in a bad mood. - At some point after arriving in camp, Safana mentions she "found" a book (among other things) with compromising notes, as in spy. Get all the information from her you can. - Belegarm can identify the bottle as belonging to Helvdar. He says he lost it to someone named Col. - Mizhena wants to know how you got the candle. Try not to get in a fight with her. Also ask her about how to get a cleric of the Red Knight to give up his holy symbol. Her answer: beat him in a game of Coroniir, and she provides her board. - Halasan suggests you talk to Warden Twoedge regarding the page. After a bit of debate, she tells you she lent the book it came from to one Malden Col. - Malden Col can be found west of the tent near Belegarm. He confesses when confronted and is arrested. - Inform Marshal Nederlok of the spy. You can decline his gift (+1 reputation, 6,000xp) or acccept it (6,000xp, short bow [+2 fleshripper]). - General Stonehand has issues with Torsin DeLancie, but also has a problem with the start of a thieves guild in the camp. - Talk to Waizahb and set up a meeting with the guild representative. Go to the northern portion of the camp. - Talk to Rhynwis. You can get her and the guild to help the coalition against the Crusade, disband the guild or kill them. The first choice is best. - Talk to General Stonehand again, informing him of the agreement, then accept the 300gp offered (+1 reputation, 6,000xp). - Near the gate is a gnome named Wilhelmina trying to get in. Buy a potion of turnip extract from her and let her into the camp. Also you'll find Duncan, agitated since Skie has taken off again in the direction of Dragonspear. Bloodbark Grove (BD7400) - Go south to find Lord Dushwick. Seems he's in need of help. Tell him you can't help since you've business with Caelar Argent and he tells Chalmers to give you a beating. Chalmers choses discretion and abandons Dushwick, dropping all he has (gems [jasper, sunstone], necklace [pearl]). Frustrated, Dushwick follows. - Go east and you will pass four patches of beladonna. Beyond them is Onoroth, who has a small store. - Go to the east edge of the area and up to some beetles, a shambling mound, and several dead bodies (wand [fear, 10], spell [conjure lesser earth elemental], amulet [clasp of Helm]). - Just west of here is the tree you need for the cure. You're also attacked by several wolves, including two vampiric wolves. - Further west is a basilisk (basilisk's claw), and a circle of stones guarded by assorted skeletons. - Behind Onoroth is a ruined house with a door in the floor. Read the book by the woman's body. A low moaning comes from the well nearby. - Basement (BD7410): There is a wolf to be dealt with. A box has a potion [cursed speed] and arrows [20 +1]. The switch on the wall opens a secret door. - Inside the hidden room are several dread wolves and a fledgeling vampire. Watch for traps. Check the two chests (war hammer [+3 Sundermaul], small shield +2, scroll [confusion]; gems [rogue stone, ziose, linx eye], 1,000gp). - Return to the camp and give Dosia the cure (6,000xp, +2 reputation, morningstar [+2 Martyr's]). Talk to Neera and give her the Planetar feather, turnip juice and belladonna (6,000xp). Now rest before moving on to Dead Man's Pass. Dead Man's Pass (BD7300) - Move up the road a bit, then wait a few moments. Three refugees will appear behind you, being chased by three wolves. Save them (112gp, +1 reputation). - If you go east you'll find several displacer beasts, with a pack lord. Be careful since these creatures are hard to hit. - Further east are a gnoll and kobold named Gnaler and Kambolder. Talk to them for a short and light hearted break. - Still further east are some hill giants and a path up a hill. The path takes you past some spiders to a bridge guarded by a patrol of hobgoblins. More spiders are to the southwest, but across the bridge is a lean-to and a dead body (spells [stinking cloud, sunfire], wand [paralyzation, 3]). - Return to where you fought the hill giants. Just north of them is a tree with a hole (coronetto [forest queen's benediction]). If you go west from the tree you'll find Nuber (strange family that). Wait him out (1,000xp). - Return to where you entered the area and follow the east edge up. Some ettins and dire wolves are on the road. Further north are several ogres and half ogres. - You'll soon hit the north edge, so follow it east to two shambling mounds and a hamadryad (amulet [heart of the mountain]). Further east are some beetles, then some worgs and orogs on the road east. - Exit the area by the east road to get to the Underground River entrance. - Follow the east edge south through more beetles and a hidden cellar. - Cellar (BD7310): There are several undead hiding here (amulet [whispers], spells [minor spell deflection, conjure lesser fire elemental]; spider silk; spell [identify]). - Go back west from here. Ephrik is on the road looking for the Crusade, but when he realized who you are, he decides to leave the area. Further west you'll find a cave bear (fine bearskin). - Further south are several hill giants. Nearby is a path northwest leading to a cave guarded by spiders. - Cave (BD1010): The cave goes around to a cavern, through more spiders to a chest. The chest is actually a killer mimic, and it summons several ocre jellies and a neo-otyugh (longbow [+2 banshee], arrows [10 +3, 10 anti-magic +1, 3 dispelling]). - Back to the road, go south through more beetles and orogs. North of the orogs is a crossroad and Horst and Stalia, who run a small store. - If you exit the area by the road west of the merchant couple, you can get to Dragonspear Castle. Now is not the time, so go to the camp instead. Have Belegarm make boots for Helvdar, though it will take a day to do. Take this time to visit Dragonspear Castle and rescue Skye once more. Then rest twice, get the boots from Belegarm and give them to Helvdar. Underground River Exterior (BD5000) - Go west along the south edge, dealing with some greater wyverns, then north along the west edge through some orc raiders to a couple of adventurers, Jamven and Chorster, trapped in some vines. - Talk to Jamven until he asks you to free them. To release them, attack one of them. The first damaging strike breaks the vines on both. - Now talk to them to learn they were part of a druid circle that's become corrupt, the leader trying to mutate nature, beginning with the tree near them. They have a seed that can reverse the corruption but need you to deliver it to the tree's roots. Agree to help them. - Return to where you entered the area. Slightly northwest is an ambush with some goblin raiders. You don't have to fight them, in fact you can talk them out of it (2,500xp, and another 2,000xp). - Go east from where you entered the area. You'll have to go north to a dying myconid. Once close enough you can talk to it, though you can't communicate with it, and it soon dies. There is a hidden stash just east of it. More myconids with an elder arrive. Try to talk your way out of combat (6,000xp) but they soon attack (bloom sac). - Go northeast when the path forks, until the path turns west and you encounter some ankhegs and a dead adventurer (potions [invulnerability, 2 extra healing]). The path ends at a baracade. - Return to the fork and go west to an ogre camp where a debate is taking place, about who will lead. They notice you and you have the chance to ask some questions about how the current situation came about. - You can fight for control of the ogres, but you have to take out the two strongest ogres, and only one party member can fight. Anyone else joins in, they all attack. - After defeating the two ogres, talk to the ogre mage Murs. She can tell you about the cavern layout, and you can ask their help in defeating the Crusade forces when needed. Murs does ask you to free her husband and any other ogre slaves. - Just south of the ogre camp is a path west. This leads to a Crusade guard post, which includes a cyclops. Once these guards are dealt with, open the gates and deal with another group. - Just north of the second group are a warrior and a mage, Rigah and Julann, Rashemi on a quest. Minsc and Dynaheir will have something to say with them. They are considering joining the Crusade, but unless you find proof of the Crusade's corruption, they won't leave. A crate nearby has a dagger +1. - Enter the caverns. Underground River (BD5100) ** NOTE: At some point a global will be set, though I'm not sure just what the trigger is. The result is this: When you return to the Coalition camp you'll be informed all the commanders have gone to Dead Man's Pass to parley with Caelar. Though you are told you should go there immediately, you can continue with the remaining areas of the Underground River and Dragonspear Castle. Do this before going to the parley. ** ** NOTE: Under no circumstances tell anyone your name while in the areas of the underground river. ** - There are several workers, Crusaders and mercenaries scattered about the entrance cavern, and you can walk by them without combat. Do so and go west, then around south and east to a door and Ferrusk, who gives you warning not to go into the next large cavern, then retreats behind the door. Open the door and follow him. - Behind him is a tree and a container to place the acorn the druids above gave you. Talk to Ferrusk after depositing the seed. He isn't with the Crusade, but has an alliance with Hephernaan. Explain the Crusade and Caelar's intent to open a portal to the lower planes. Learning this he turns against Hephernaan, and will give you an amulet (abnormally awesome ankheg summoning) if you ask for their help dealing with Caelar. - West of Ferrusk are two dark treants, a corrupted hamadryad and a gargantuan spider. - Further west are more dark treants with a corrupted nymph and a gargantuan spider near some ruins. - Follow the path west and down to a couple of drow, Kaelet and Umar, who want to know the way to the surface. Take out the ankheg about to attack them. Keep things peacable and they'll leave in peace. - The path curves back east. Near some mushrooms are four slime poisoned Crusaders, one of whom mentions someone who scraped some lichen off the cavern walls, and who might be able to cure them. - Talk to Ferrusk. He has the cure, but will cost 2,000gp, then he decides he'll only trade it for a myconid bloom sac, which you should have. - Return to the Crusaders. Talk to one of them, he takes a sip and recovers (don't let him know you aren't part of the Crusade), then helps the others. The last one turns into a mustard jelly. Once it's killed, the last Crusader tells you to talk to Ladle at the supply depot and mention you saved him, then he gives you a seal of Caelar before leaving. - Return to the ruins, and as you approach a spectral figure of a dragon appears. Halatathlaer guards the entrance to Kanaglym, but if questioned reveals she is bound here. - When you try to pass her, she congratulates you on your courage, doing only what she was commanded. She *cannot* tell you who commands her, but you can find out and free her. - Don't enter Kanaglym yet, but rather continue on investigating this area. - Go east and north, through some myconids. When you come to the river, you will again be questioned by the hooded man. Your response to Torsin De Lancie and the poison is mentioned here. As usual he speaks crytically about you and Caelar, suggesting you may find a secret about her she doesn't even know herself, and about the real threat you face before vanishing. - The southern area of the caverns are finished, so return to the entrance. - Leave and talk to the two druids about the tree, be nice and don't ask for anything (12,000xp, +1 reputation, club [+1/+3 heart of the problem]). They then leave. - Return to the caverns at talk to Ladle. Tell him the commotion outside was mercenaries, then about helping the poisoned Crusaders (potions [stone giant strength, speed, absorption]). - Go north and cross the bridge, then up some stairs to a door. Inside are Gurgle and Floss, two sahuagin who will let you pass if you tell them a story. Use your own (wand [water elemental summoning]), then tell them you might tell them another when you return from the path behind them. There are two crates against the north wall (potion [2 extra healing]; gem [sphene]). Go through the door to the west. - Follow the river west until you meet a red myconid and a gnome named Bellowgulp Bluefingers (if you've been through the Black Pits, you know them). He and the Concocter sell potions, including some of extra healing. - A little south you'll encounter a Crusader patrol, south of which are some steps down, and west of them is a door. Go down the steps and east to a cave. - Cave (BD5110) - There are several undead here, wraiths, shadows and a greater shadow (cloak [strange beast]). Beyond them you'll encounter some spectral adventurers, Woris and Litla and three others. Calm them, then hear their story. - They fell in a previous battle at Dragonspear Castle, and have become lost in these caverns. They ask your help by taking their remains, and if you find a way to the Fugue plane to place them there (ring [flame dance], gem [bloodstone], arrows [40 +2, 20 piercing], throwing dagger +1). Get the bone (ettin bone club +1) from the ettin's corpse and return to the main cavern. - Cave (BD0113) - South of the cave is a glowing purple crack in the wall. Dynaheir and Minsc will comment on a strange feeling they get. A moment later a secret door is revealed. Enter and deal with the four blind albino wyrmlings, then search for a hidden cache (journal of Ithtaerus, shadow gem). Return to the main cavern. - Return north. Open the door you saw earlier and you'll see some Crusaders in combat with some drow and driders. They stop and begin to parley. - If Viconia is in the party one of the drow recognized her. The drow party is looking for two of their young ones, tell them you met them and they're headed to the surface and the party immediately leaves to find them. - After they leave, talk to Therli and she thanks you for saving their lives (gargoyle cloak) before they leave. - Return to the cavern and go west, past a mage summoning water elementals. If you kill him (mage robe of cold resistance, dagger [+2 Elements Fury]), the elementals will be freed and a neried will show up to give you a gift (purification stone). Try to do this without any patrols about or you'll have to deal with them as well. - North of the mage is a camp with three Crusaders and a story to be told. - Go south and cross the stones in the river. You'll be confronted with a ghost ettin. Given a chance he'll talk to you. Convince him he's dead, ask why he remains here, then agree to find his club. - Once he has it he'll want to "scare scrawny humans," but remind him he got it to cross over. He leaves, leaving his loincloth behind (3,000xp, cloak of the strange beast). - If you're using the stone dowser, you'll learn this is where you're to place the barrel of bwoosh. - Return north and past the camp to a door guarded by three more Crusaders, guards for the door behind them. Turin Brassbreaker will ask your business. *DON'T* reveal your name, but show them Caelar's crest and tell them revealing your business to them will not be doing them a favor. They'll let you pass. Go through the doors to the Warrens. Kanaglym (BD5300) - There is a trap near where you enter the area. Ignore the doors. They can't be openned. To the west is a wall and rubble blocking your way east is a group of undead and another trap before reaching the wall where there's a hidden stash (spells [conjure lesser air elemental, minor spell turning]). This leaves only south. - Across the bridge you'll see two dark mages preparing to sacrifice some beggers. However to the east are four more dark mages led by Kherriun, who will attack if you interfer with the sacrifices. This is a very difficult battle with enemies on two fronts. - During the battle Halatathlaer appears, forced to fight but does so weakly. Ignore her until the mages are dead. Focus on Kherriun (5,000xp, necklace [amulet of protection +1], robe [evil archmagi], ring [wizardry], potion [2 extra healing], spells [animate dead, chaos, greater malison], wand [fire, 5/5], staff mace +2, darts [40 asp's nest +1]) who holds the ghost jar that controls her. It will be broken in the fight and she will be freed. - Talk to her. If you read the journal from the cave with the blind albino wyrmlings, you can tell her what happened to here eggs. Ask who the mages were, who they worked for and if Caelar might be aware of what happened here. Before she leaves she asks you to deliver a message to her old friend Daeros (32,000xp). - Check the bodies (bracers AC 8, potion [2 healing], wand [frost, 2], dart [20 wounding]; robe [fire resistance], bullets [20 electricity +1], wand [paralyzation, 2], potion [2 extra healing]; robe [cold resistance], bullets [20 +1], potion [healing], wand [paralyazation, 2], dagger +1; robe [fire resistance], potion [2 healing], wand [fear, 1], dart [20 stunning]; robe [fire resistance], bullets [20 sunstone +1], wand [frost, 2], sling +1; robe [adventurer's], bracers AC 7, potions [healing, 2 explosion], darts [20 stunning]). Also check the chest (gem [bloodstone], Hephernaan's ritual notes). - Approach the chasm in the floor and click on it to note it's a portal to the Fugue Plane. Click on it again and throw the remains of the five spectral adventurers in. They all appear and Woris thanks you before they all disappear (6,000xp). - Now talk to Julanne and Rigah just outside the cavern. Show her Hephernaan's notes to convince her not to join the Crusade (6,000xp, two handed sword +3 dragon's blade). - Go to Dragonspear Castle. The Warrens (BD5200) - To the west are some archers and recruits shooting at targets, to the east are three ogres in cages. Pass by the ogres for now. Go up the east stairs. - In the center of this area is a lift up to Dragonspear Castle's basement, clearly designed to be worked by ogres. - Go up the east stairs and talk to Crusader Priest Polvi, both for his story and for healing if you need it. - Go back down and up the west stairs, and up the next stairs. Talk to Rhonda and learn she's a slave. Tell her you've cleared the way for her to escape and she leaves (gloves [nimblefinger]). - Now return to the ogres and talk to Slug in the middle cage. Tell him you helped Murs and he'll ask to be released. Once released he'll tell you where their treasure pile is, then they leave. - Return to the caverns and Bellowgulp Bluefingers. Near them is the ogre's hidden stash (flail [+2 Hydra], potions [fire giant strength, heroism, defense]). - Return to the ogre camp and talk to Slug for his thanks (6,000xp, ring [fire resistance]). You can also talk to Kaelet and Umar here. - From here return to the Coalition Camp. Get the boots from Belegarm and take them to Helvdir (6,000xp, potions [fire giant strength, defense]). - Return and enter Kanaglym. Dragonspear Basement (BD4300) - Move off the lift into the hall and you'll be confronted by a Crusader who won't be bluffed, and inevitably he summons more to kill you. Cross the hall to another room with supplies of water (if you plan on poisoning the Crusaders) and a chest (potions [fortitude, absorption, freedom]). - East of the lift room is another storeroom with grains and other supplies, and a little troll named Bjarn Littleclub. He's harmless and hungry, so let him be. Check the two chests (troll pen key; bolts [40 +3, 40 lightning, 40 ice +1]) and shelves (book [the nine hells]; potions [5 extra healing, 5 health, 3 clarity]). - Open the gate in the bars that cross the hall and go into the room in the north wall. The great doors in this room Dynaheir senses as having great evil beyond. In the room to the west is Hephernaan and two other mages talking to a voice. - Interrupt them and be prepared for a fight. Hephernaan escapes before being killed, the two other mages don't (robe [adventurer's], wand [paralyzation, 4], potion [extra healing], staff +1, darts [20 wounding]; robe [traveler's], wand [frost, 4], potion [extra healing], staff +1). Of course this battle makes all others on this level hostile, including the two stone golems guarding the way up into Dragonspear Castle. Check the two chests (spells [spell immunity, lower resistance, spell shield; book [magical entrapments], crown of lies, robe of Netheril). - Note: The first time I did this level I had not gone to the Dragonspear Castle exterior. The second time I had and the mages weren't there. I suspect it was because I was informed the parley at Dead Man's Pass was in progress. - Across the room is a curtained alcove with a ghost, Daeros Dragonspear. Talk to him about Hephernaan's plans, his attempt to use Caelar's blood to open the portal, if your blood could, how he came to be bound, and how to free him. Now free Daeros, and he tells you where you can find a special item (18,000xp). - The symbol in the main hall now has a loose stone (Daeros's Full Plate +1). - Outside Hephernaan's chambers you'll find more Crusaders and two stone golems. Across the hall is another room with a chest (bullets [40 +3, 40 +2, 40 ice +1]). - Another gate bars your way, so return to the Coalition Camp. Though you can get through the Warrens without incident, in the underground river caverns you'll be revealed and the alarm will be raised. - Be prepared for heavy fighting to the exit. This also means you can clear out the supply depot (potion [fire breath]; potion [strength]; gem [turquoise], necklace [zios studded]), then return to the Warrens and clear them out. - Make sure the Barrel of Bwoosh is placed, then head to Dragonspear Castle. Dragonspear Castle (BD4000) - ** Note: Under no circumstances tell anyone your name while in the castle. ** - Go to the right until you find Skie and several Crusade mercenaries. A fight is inevitable when you interfer with her capture, so take them out. Talk to her, find out what she's learned about the castle, then tell her the information may be important and send her back to camp. - Back to where you entered the area, then follow the road to the entrance to the castle grounds. When asked if friend or foe, tell them you have the seal of Caelar Argent and they let you pass. - North of the entrance you see two Crusaders arguing, and their commander calling for silence. Talk to Leopas and ask if you can be of help. He gladly lets you investigate, telling you to talk to Ravoc, Delton and Damarr, the colleagues of Valis and Corinth. - Ravoc isn't very bright and doesn't think Corinth has the guts to betray the Crusade. - Delton tells you Corinth had family in Innisfall, but would never betray the Crusade. Check the chest near him (scrolls [protection from fire, protection from poison]). - Damarr believes it's possible Corinth could have warned the people of Innisfall of the Crusade's approach, but doesn't believe it warrants his death since no one died. He also knows Valis hates Corinth, but whether enough to lie to see him dead...? - Valis knows about Corinth's family living in Innisfall, and saw him stealing into town just before the Crusade arrived. - Corinth can be coaxed to admit he warned Innisfall of the Crusade's approach to protect his family. - When you tell Leopas you've finished your investigation, he calls everyone back. State the truth, that the evidence points to Corinth's guilt, but isn't compelling enough to justify a man's death. Any other answer will result in his death, either by his patrol or Valis in single combat. - Talk to Corinth again. He realizes you saved his life, but wonders if it's worth it. Tell him to make it worth something, and he states he'll abandon the Crusade the first chance he gets and rewards you (longbow [Corinth's +2], +1 reputation). He then leaves, as does Valis. - Go north, searching the rubble to the west (potion [extra healing], stone fragment). - Continue north through the barricade, still searching the rubble (gem [star sapphire]; necklace [pearl]). You also see two recruits, Kjarvan and Qing, praying to a stone. Talk to them. - It's a symbol of Tempus dragged from the ruins, and they're trying to get his blessing with no result. Ask what you can do and they mention the two pieces missing from the symbol might make it work. They suggest searching the western rubble and talking to Morale Officer Deneld. They also suggest the shards be blessed by a priest of Tempus. - Once you have the two shards, take them to Mizhena in the Coalition camp, then place them in the Symbol of Tempus. - When Tempus speaks, say you are humbled before him, that your side will definitely prevail, and ask to be tested. - A Sentry of Tempus appears and must be defeated (6,000xp, shield [+2 bloodied guardian]; 5,000xp). - Talk to the prone Sallo. He can't be awakened, though the two Crusaders near him, Nan and Pedro, are trying. - Seems he's supposed to take some wine and the morning reports to Commander Dreon. Offer to do it and Pedro gives you an empty wineskin. Use the barrels nearby to fill it. He also suggests wearing a new Crusade uniform, found in a crate to the south. Check the nearby chest also (flail +1, troll shackles). Put the Crusader uniform on. - Down along the south wall you'll find Morale Officer Deneld, who will give you the morning reports if asked. There's a chest to the south (gems [andar, aquamarine]). - Deliver the wine and reports to Commander Dreon, a little south and east of Nan and Pedro. You'll have the option to ask for his ring to mark his reports, or you can pickpocket it (for Waizahb). In the chest west of Dreon is a battle standard you can take (for Waizahb). - Talk to Nan and she rewards you (potions [health, absorption], 6,000xp). Check the barrel southeast of Dreon (potions [3 extra healing, health, clarity]). - Tristan, north of Leopas, is a cleric of the Red Knight. Challenge him to a game of Coroniir with his holy symbol (for Waizahb) as the prize. You have Mizhena's game board, just don't loose it. - There is a gate near the catapult. Inside you will find several veterans, including two troll wranglers and a troll. Don't talk to Sindret if Viconia or Baeloth are with you, she's a drow hunter and won't give any useful information. - The last item in the camp is the table north of Deneld. It has a map, annotated by Caelar, but if you try to take it (for Waizabh) the cleric near it sounds the alarm and attacks. - Once the alarm sounds and the fighting starts, you have to take the cleric out to get the map from the table. It's a long and hard fight, with lots of Crusaders and mercenaries, and they keep respawning. - Wands of Fire and Necklaces of Missiles come in handy here. Stay long enough to get at least one token of faith (for Waizabh) then head to the gate. Other items you might gain are mostly healing potions and +1 weapons and armor, except for one Ring of the Crusade, which you will need later. - Most of the guards can be greatly weakened with fireballs (from wand or necklace), but there are two stone golems and a mage that are harder to take out. Once outside you'll also have to deal with Crusader scouts until you leave the area. The scouts are dangerous since their attacks are equal to a thief's backstab. - Head back to the Coalition camp. - Coalition Camp: Once you reach the camp, a guard tells you the commanders have gone to Dead Man's Pass to parley with Caelar. No rest for the weary. On to Dead Man's Pass. But first... - You should have all the items Waizahb wants, so give them to him. - Also return Mizhena's game board. - Rest and recover before going back to the underground cave if you haven't already cleared them. This time be ready to fight every Crusader here on your way to the Dragonspear Basement. One of the ogres in the Warrens has a pair of Gloves of Gripping, which will allow you to work the elevator without them if you need to. - Dead Man's Pass: The parley is about you. Caelar will surrender all her army if they hand you over. She intends you no harm. Do not accept. At some point it comes out the attack in Baldur's Gate was to get your blood on a sword. If you saw the enclave in the Dragonspear Basement you know why. When the parley breaks up you find yourself at the southern edge of the pass (5,000xp quest). Get back to the Coalition camp. Seige Camp Under Seige (BD3000) - The camp has been attacked, and the dead are everywhere and any NPCs you sent to the camp are near the north entrance. Bence Duncan tells you to go to the south edge of the camp and talk to Andrus. - South of the fire pit is where you find Andrus. Between she and Garrus you get the lay of the situation. You must protect Andrus and Garrus from Crusade forces, and you can call on additional forces if the battle gets too intense. If you did well in the caves of Coast Way Crossing, you also have an additional group of dwarves, led by Brother Deepvein. - You will take one group with you into each battle, but each group can be used but once. Garrus leads archers, Auziel leads assassins, Mordaus leads war mages, Stysich leads wizard slayers and Brother Deepvein the dwarves. - At this point you will find all three roads north are blocked. Only your party and the support squads you've been given will be available. But it also means your enemies will be cornered. - When Andrus finishes talking to you Dosia arrives with her healing abilities at your disposal. Her special healing is very costly to her, so use it only in extreme circumstances. - Shortly after this Andrus informs you that a group of Crusaders, with trolls in the lead, have breached the west path. You have your choice of squads to help. I chose the archers with fire arrows. - Return to Andrus, and heal as needed. Your next battle is with mages, up the center road. I chose Stysich and his wizard slayers for this battle. - Again return to Andrus and heal up if you need to. The next battle has Crusader footsoldiers breaking through the east road. This battle I had Brother Deepvein assist. - Again return to Andrus. After a bit she tells you the center lane is clear and you should attack the remaining Crusade forces and drive them back. Go to the north end of the center lane and confront the last of the Crusaders in the camp. Any unused squads will automatically follow you. - After this Marshal Nederlok will arrive and inform you the Crusade advance has been turned into a retreat, back to Dragonspear Castle, and once you get what you need from the camp to go there immediately. - Once Nederlok leaves, Ophyllis appears. Again, he had your money but lost it to a Crusader. Before he dies he gives you his short sword +2. - If you search the camp you'll find *everyone* is gone, so you may as well rest and head on to Dragonspear Castle (20,000xp quest). ==================== CHAPTER ELEVEN: Dragonspear Assualt (Narration and cutscene before returning to game) Dragonspear Castle (BD4000) - After a cutscene of a failing assault on the gate, Torsin De Lancie asks if you accomplished the tasks in the Underground River. If you planted the barrel of bwoosh, he gives a command word and the gates explode, he casts haste on the forces nearest him, and the charge into the castle begins. - Inside the gates is a tough battle. Work toward the inner gates, then go up instead of through them. Adras Ashatiel appears with several others and commands her forces to stand down. She challenges you to single combat with no help or the battle continues. Win and the Crusaders will surrender. She's a skilled fighter/mage (5,000xp, adventurer's robe, golden girdle, cloak +1, bracers AC5, ring [free action], small shield +2, potions [2 extra healing], wand [frost, 5], mace +2). - Now go to the inner gates and Caelar appears on the wall, once more stating her intent. Nothing you say will stop her from opening the door in the basement and leading an assault on Avernus. She then teleports away. A cutscene then starts as Phossey Dugdeep approaches the inner doors and blows them open. Anyone nearby takes damage. - Enter the inner keep. You can talk to De Lancie if you want, though it's unnecessary. He can tell you the Flaming Fist, led by Duncan, have entered the castle to hunt down Caelar, that the Underground River is warded so she can't escape that way, and the only way into the castle appears to be through the roof. - It's just as easy to go south and east to steps leading up to the roof. Another set of steps take you to a room near the entrance to the castle. Dosia is here if you need healing. Enter the castle. Dragonspear Castle First Floor (BD4100) - Go west to find Belegarm. Continue west to a small round room with two chests (potions [5 extra healing, 2 storm giant strength, 2 clarity; arrows [40 +3, 40 ice, 40 acid +1]). - Return east to a doorway south into a long chamber running east-west. There's another doorway in the south wall to the west, even though you can see the stairs down to the basement to the east. - This is another long chamber running east-west with several book shelves (spells [enchanted weapon, protection from fire, resist fear; protection from fire, protection from poison, chaotic commands, free action). - Another small round room to the west has a crate and chest (potions [5 fire resistance, magic protection, magic shielding; 50,000gp, 18,476gp, note from Ophyllis). Ignore the table to the east (scroll [cursed foolishness]). - Go through the eastern doorway in the north wall and down the steps. Dragonspear Castle Basement (BD4300) - Move forward and open the now unlocked gate, then go north to the room with the portal doors. There Bence Duncan waits with two mercenaries and a mage. Caelar passed through the doors, and the mage detects a strange magical aura behind them. - If asked, the mage senses alteration and illusion magic tinged with evil. The only other options are to take the lead entering the doors, have Duncan lead, or take time to prepare before entering. - Once you enter the doors, Caelar confronts you. She's ready to finish things with you, but Hephernaan appears, casts a spell that immobilizes everyone, including Caelar. Hephernaan strikes you for one point of damage, then opens a portal to the Nine Hells intending on releasing another flood of devils on the realms. He goes through the portal. - Caelar, now realizing she was used and the danger facing the realms, takes the crusaders with her through the portal. - Follow her (20,000xp quest). ==================== CHAPTER TWELVE: Avernus (Narration before game continues) Avernus (BD4400) - Move north and across a stone arch to see Darnus, a Crusader Sargeant and a Crusader Elite being attacked by abishai, lemures, imps and hellcats, and led by Illaruel. Rescue them, then talk to Darnus and find out where Caelar went. Get Illaruel's scroll and read it. There are references to two persons for those unfamiliar with Icewind Dale and Shadows of Amn. - Spectacles note: You'll see the spectral figure of Idyletia, a deva, so don't bring her here. You'll gain nothing but an unnecessary battle. - Go east and up some stairs to the entrance to the tower Darnus refered to. Abysal Tower Bridge (BD4500) - Finish climbing the stairs and deal with a force of abishai, imps and lemures. - Continue across the bridge and you find Caelar and three of her closest men finishing off more lemures. One of them confronts her about what she's doing and the madness that seems to have taken her. She gives them the choice to follow her or not, then tells you your part is done. No matter what you say she states she took an oath long ago and must fulfill it before entering the tower, followed by her men. - Follow them, but before you can enter a gate opens and an abishai named Thrix appears. He must keep all but Caelar from entering until his master has finished with her, so he summons a mixed force of hell dwellers. Take them out and talk to Thrix again. - He is to bar all but Caelar from entering, unless... Agree to take out his master and he vanishes, but not before summoning more hell dwellers. - You can also wager one of the lives of your party for a chance at help in the form of an item. The answer to his riddle is "murder" and the prize you should take is the sword (long sword +3 tongue of acid). You need the +3 weapon more than a helmet, and the staff is cursed. Thrix then opens the door and vanishes without summoning more minions. - Enter the tower. Basalt Tower (BD4600) - Move forward until you see a lift. Step onto it and activate the switch on the other side to rise up the tower. - Spectacles note: The spectral figure is a demon named Xhost. If you bring him, make sure only one party member is visible to him since he immediately becomes hostile. If you stay out of his reach long enough he asks for a truce. You'll find he's unexpectedly happy to be here and will gift you a sword if you end the conversation peacably (long sword +5 gift of the demon). It's powerful, but requires a remove curse to remove it, and will strike five times before becoming a simple +1 weapon. - Lift (BD4601): As the lift rises enemies will appear on the platform. Take them out quickly before others appear. This happens three times before reaching the upper level. Have everyone drink a potion of clarity once the third attack is defeated, otherwise you're likely to lose party members when the next battle begins. - Upper Level (BD4700): When the lift stops, you see Caelar and her remaining allies in battle with more hell minions with Hephernaan and Belhifet. When the battle's over, Caelar is stunned at your feet and only Hephernaan and Belhifet remain. - Your best bet is to have Caelar join you in your fight with Hephernaan and Belhifet. Caelar will target Hephernaan first, even after he changes into his true form. Belhifet is another problem, since he can only be hit with +3 weapons or better (and you have few of these) and has high magic resistance. He can also gate in an erinyes or abashai, has other magics at his disposal, and can teleport away burning anyone near him. - Focus your attacks on Belhifet. Once Belhifet (45,000xp) is defeated, any remaining hell spawn teleport away. Caelar then releases her uncle from one of Belhifet's cages. They have a dialog which you can add your voice to, and learn about what happened to Caelar to start her crusade. Once the Argent's finish talking, you'll be teleported back to the portal to Dragonspear Castle. Caelar stays behind to seal the portal. Dragonspear Basement (BD4300) - Talk to Darnas and get the key to the vault door. Open the door and you'll be confronted by Torsin De Lancie. When he asks about Caelar, introduce him to Aun Argent. De Lancie tells you to talk to Sargeant Dazzo when you're ready to rest. Dazzo can be found on the steps up to Dragonspear Castle. Export (and remove from the party) any non-game NPCs, then save before resting since things are going to move very quickly once you do... - Everyone is asleep but you. You walk into the center long hall in the castle to see Skie and the Hooded Man. The Hooded Man changes Skie into an Unknowable Horror, leaves and seals the room. The Unknowable Horror attacks you, and you *must* kill it. It is also at this point any NPC's you created that are still in your party will die. - When the Unknowable Horror dies (and it dies easily), it reverts to Skie's body and you pass out. - Bence Duncan enters the room as you wake up. No matter what you say you will be accused of Skie's murder. All your party members then leave (thus the reason for any player created NPCs in-party being killed). Note that how you answer the question of your guilt from here on will impact the events that follow. ==================== CHAPTER 13: Endgame (Dialog and cutscene before returning to the game) Flaming Fist City Exterior (BD0030) - Cutscene: You are marched past the Sorcerous Sundries to the Flaming Fist Compound where Belt hold a brief public trial. - Bence Duncan recounts the events at Boareskyr Bridge and the mark of Bhaal. Belt gives you a chance to defend yourself but in the end you'll have to wait the Counsel's decision. - At this time Entar Silvershield arrives. It seems Skie was killed by a dagger and she can't be raised. When Entar leaves you have a chance to ask Belt about the dagger and Skie's soul. Her soul is within the Soultaker dagger (remember Durlag's Tower and the cult in Ulgoth's Beard?). - You are then taken into the Flaming Fist Compound and placed in a cell, your items all taken. (End cutscene) Flaming Fist Headquarters (BD0104) - While waiting, Corwin arrives and asks you to admit your guilt to save the city further heartbreak. - After Corwin leaves, Viconia (or your romantic interest) visits you. The visit ends with a good-bye. - Your next visitor is the Hooded Man. Now the truth gets revealed. After a brief talk you pass out and have a dream. - Here is where your previous answers impact the murder scene. If you kept claiming your innocense the Hooded Man murders Skie, but if you admitted your guilt you murdered her. He then leaves with a dire warning. - You automatically rest. Depending on your answers to Corwin, it'll go one of two ways. - You're awakened by a thief sent by Imoen to break you out. He informs you
most of your gear is on the table in the main hall. Follow him and get your gear. Then follow him to the basement where he opens a secret door to a section of sewer. *Or..* - Duke Belt appears and releases you on the idea you leave the city quietly, lest a civil war breaks out. Your gear is on the table in the main hall, and a guard will escort you into the basement and into the sewers. Abandoned Sewers and Caverns (BD6000) - If the thieves released you, you start in the sewers. The green slimes and carrion crawlers are easily dealt with. At the first intersection go up and around to a body (potions [extra healing, defense], rusty key). Go south as far as you can, then east a short bit to a sewer with running water in it. Any other side passage and you'll encounter Flaming Fist guards. Follow the flow south to a drop off. Corwin and several guards appear behind you, so move south and take the jump. - At the base of the drain is a pool. Move south then west to the exit. - If Belt released you, you start at a locked gate in the cavern. The guard has some words to say, including a regretted thanks. - Follow the steps down and west to the exit. Sewers Exit (BD6200) - You exit into a forest area where Imoen awaits. She leads you south to where Jaheira, Khalid, Dynaheir and Minsc are waiting. After exchanging some pleasantries if Belt released you (and some not so pleasant if the thieves did) the party moves off. The Ambush (BD6100) - In another forest area Imoen asks to take a rest, as does Khalid. A mist enshrouds the group and figures come from the trees... (to be continued in Shadows of Amn). ==================== STORES Store prices listed are for a lawful good character with an 18 charisma, and a reputation of 20. Higher charisma will lower the prices, lower charisma or reputation will increase them. Flaming Fist Healer, Korlasz Tomb (BD0120) (bdff1000.sto) (Healing) Cure Light Wounds 50 Cure Serious Wounds 100 Cure Critical Wounds 200 Slow Poison 150 Cure Disease 200 Raise Dead 1000 Lesser Restoration 400 Dispel Magic 200 Remove Curse 500 (Potions) Healing (30) 61 Extra Healing (10) 369 Antidote (30) 82 Elixir of Health (20) 205 Clarity (5) 574 Freedom (5) 205 Mind Focusing (5) 410 Hill Giant Strength (5) 246 Perception (5) 287 Persuasiveness (5) 287 (Scrolls) Greater Restoration (5) 615 Raise Dead (5) 410 Free Action (5) 328 Chaotic Commands (5) 410 Protection from Evil,10' Rad (5) 328 Fire (5) 615 Cold (5) 615 Electricity (5) 615 Acid (5) 615 Poison (5) 615 Nantrin Bellowglyn, Katheera (Three Old Kegs) (BD0106) Mead 6 Evermead 30 Winter Wine 3 Berduskan Dark Wine 8 Halbazzer Drin, Sorcerous Sundries (BD0121) (bdsorcsc.sto) (Ammunition) 5 Dart +1 (100) 32 5 Dart of Stunning (100) 410 5 Dart of Wounding (100) 205 5 Arrow +1 (300) 41 5 Acid Arrow +1 (80) 205 5 Arrow of Biting (80) 205 5 Arrow of Detonation (5) 1230 5 Arrow of Dispelling (5) 1230 5 Arrow of Fire +2 (100) 102 5 Arrow of Ice (200) 123 5 Arrow of Piercing +1 (50) 205 5 Arrow +2 (500) 73 5 Bolt +1 (200) 41 5 Bolt of Lightning (200) 123 5 Bolt of Biting (100) 307 5 Bolt +2 (100) 61 5 Bullet +1 (300) 32 5 Bullet +2 (300) 61 (Potions) Fire Resistance (5) 328 Hill Giant Strength (3) 246 Frost Giant Strength (2) 615 Fire Giant Strength (1) 820 Healing (30) 61 Heroism (5) 656 Invisibility (5) 205 Invulnerability (2) 984 Fiery Burning (5) 410 Speed (3) 410 Elixir of Health (20) 205 Absorption (2) 492 Agility (3) 246 Antidote (30) 82 Clarity (2) 574 Cold Resistance (3) 205 Defense (3) 574 Explosions (5) 369 Fire Breath (5) 205 Fortitude (2) 410 Genius (5) 246 Persuasiveness (5) 287 Infravision (3) 82 Insulation (3) 139 Magic Protection (1) 820 Magic Shielding (1) 1025 Master Thievery (5) 328 Mind Focusing (5) 410 Mirrored Eyes (2) 328 Perception (5) 287 Regeneration (2) 410 Insight (3) 246 Strength (3) 287 Freedom (5) 205 Stone Form (5) 410 (Scrolls) Protection from Fire (5) 615 from Cold (5) 615 from Electricity (5) 615 from Acid (5) 615 from Poison (5) 615 Agannazar's Scorcher (6) 164 Ghoul Touch (6) 164 Clairvoyance (6) 246 Dispel Magic (6) 246 Flame Arrow (6) 246 Hold Person (6) 246 Monster Summoning I (6) 246 Non-Detection (6) 246 Slow (6) 246 Skull Trap (6) 246 Vampiric Touch (6) 246 Ghost Armor (6) 246 Melf's Minute Meteors (6) 246 Hold Undead (6) 246 Protection from Cold (6) 246 Grease (6) 82 Armor (6) 82 Burning Hands (6) 82 Charm Person (6) 82 Color Spray (6) 82 Blindness (6) 82 Friends (6) 82 Protection from Petrification (6) 82 Identify (6) 82 Infravision (6) 82 Magic Missile (6) 82 Protection from Evil (6) 82 Shield (6) 82 Shocking Grasp (6) 82 Sleep (6) 82 Chill Touch (6) 82 Chromatic Orb (6) 82 Larloch's Minor Drain (6) 82 Blur (6) 164 Detect Evil (6) 164 Detect Invisibility (6) 164 Horror (6) 164 Invisibility (6) 164 Knock (6) 164 Know Alignment (6) 164 Luck (6) 164 Resist Fear (6) 164 Melf's Acid Arrow (6) 164 Mirror Image (6) 164 Stinking Cloud (6) 164 Strength (6) 164 Web (6) 164 Ray of Enfeeblement (6) 164 Power Word, Sleep (6) 164 Fireball (6) 738 Haste (6) 738 Lightning Bolt (6) 738 Protection from Normal Missiles (6) 738 Dire Charm (6) 246 Minor Globe of Invulnerability (3) 984 Monster Summoning II (3) 984 Polymorph Self (3) 328 Teleport Field (3) 164 Farsight (3) 246 Secret Word (3) 410 Contagion (3) 410 Remove Curse (3) 328 Otiluke's Resilient Sphere (3) 328 Spirit Armor (3) 328 Animate Dead (2) 410 Cloudkill (3) 410 Cone of Cold (3) 410 Monster Summoning III (2) 410 Shadow Door (2) 410 Domination (2) 410 (Wands) Magic Missiles [10] (1) 410 Fire [20/20] (1) 7216 Frost [20] (1) 2460 Lightning [20] (1) 3280 Sleep [20] (1) 1230 Monster Summoning [20] (1) 4100 The Heavens [20] (1) 2460 Kazzrem, Sorcerous Sundries (BD0121) (bdkazzre.sto) Scroll Case (1) 164 Potion Case (1) 164 Gauntlets of Weapon Skill (2) 3280 Bracers of Defense AC6 (3) 3280 Bracers of Defense AC5 (1) 4305 Bracers of Perseverance (1) 5535 Sidestep Slippers (1) 3690 Peacock Cap (1) 3895 Flute of the Immaculate Breeze (1) 2460 Ring of Protection +1 (1) 2460 Amulet of Protection +1 (1) 2460 Cloak of Protection +1 (1) 2460 Mage Robe of Cold Resistance (1) 246 of Fire Resistance (1) 246 of Electrical Resistance (1) 246 Knave's Robe (1) 492 Traveler's Robe (1) 492 Adventurer's Robe (1) 492 Bartender (Elfsong Tavern) (BD0109) Golden Sands Brews 2 Suz-ale 2 Old One Eye Beer 1 Saerloonian Topaz Wine 2 Tanagyr's Stout Ale 2 Belegarm, Expedition Quartermaster Weapons (bdbelega.sto) Club (5) 1 Club +1 (3) 816 War Hammer (5) 1 War Hammer +1 (3) 1020 Mace (5) 5 Mace +1 (2) 1020 Flail (5) 10 Flail +1 (13) 1360 Morning Star (5) 6 Morning Star +1 (3) 1224 Spear (5) 1 Spear +1 (3) 680 Quarterstaff (5) 1 Quarterstaff +1 (3) 340 Halberd (5) 6 Halberd +1 (3) 1360 Dagger (5) 1 Dagger +1 (3) 204 Short Sword (5) 6 Short Sword +1 (3) 544 Long Sword (5) 10 Long Sword +1 (3) 850 Bastard Sword (5) 17 Bastard Sword +1 (3) 1700 Two Handed Sword (5) 34 Two Handed Sword +1 (3) 1020 Battle Axe (5) 3 Battle Axe +1 (3) 1020 Scimitar (3) 37 Scimitar +1 (2) 884 Katana (2) 340 Katana +1 (1) 680 Short Bow (5) 20 Short Bow +1 (3) 102 Long Bow (5) 51 Long Bow +1 (3) 1088 Composite Long Bow (5) 68 Composite Long Bow +1 (3) 1700 80 Arrow 1 80 Arrow +1 544 80 Acid Arrow +1 (20) 2720 80 Arrow of Fire +2 (20) 1360 80 Arrow of Ice (20) 1632 80 Arrow of Piercing +1 (20) 2720 80 Arrow +2 (20) 979 Light Crossbow (5) 23 Light Crossbow +1 (3) 1700 Heavy Crossbow (5) 34 Heavy Crossbow +1 (3) 2040 80 Bolt 1 80 Bolt +1 544 80 Bolt of Lightning (20) 1632 80 Bolt of Fire +1 (20) 1632 80 Bolt of Ice +1 (20) 1632 80 Bolt +2 (20) 816 Sling (5) 1 Sling +1 (3) 68 80 Bullet 1 80 Bullet +1 435 80 Bullet of Fire +1 (20) 544 80 Bullet of Ice +1 (20) 544 80 Bullet of Electricity +1 (20) 544 80 Bullet +2 (20) 816 10 Throwing Axe 6 10 Throwing Axe +1 102 5 Throwing Dagger 3 5 Throwing Dagger +1 51 80 Dart 1 80 Dart +1 435 80 Dart of Fire +1 (20) 435 80 Dart of Ice +1 (20) 435 80 Dart of Acid +1 (20) 435 Armor (bdbeleg2.sto) Leather Armor (6) 3 Leather Armor +1 (3) 680 Studded Leather Armor (6) 13 Studded Leather Armor +1 (3) 1020 Hide Armor (6) 4 Chain Mail (5) 51 Chain Mail +1 (3) 1088 Splint Mail (5) 54 Splint Mail +1 (3) 1360 Plate Mail (5) 408 Plate Mail +1 (3) 3400 Full Plate Armor (1) 4080 Buckler (5) 1 Buckler +1 (3) 170 Buckler of the Fist +2 (1) 1700 Small Shield (5) 2 Small Shield +1 (3) 680 Medium Shield (5) 4 Medium Shield +1 (3) 1020 Large Shield (5) 6 Large Shield +1 (3) 1360 Helmet, Plumed (6) 3 Helmet, Winged (6) 3 Helmet, Plumed w/ Horns (6) 3 Helmet, Winged w/ Plume (6) 3 Scrolls and Potions (includes wands) (bdbeleg3.sto) (Wands) Magic Missiles [50] (1) 1700 Fire [50/50] (1) 14960 Frost [50] (1) 5100 Lightning [50] (1) 6800 The Heavens [50] (1) 5100 Sleep [50] (1) 2550 Monster Summoning [50] (1) 8500 (Potions) Healing 51 Extra Healing (15) 306 Antidote 68 Elixir of Health (30) 170 Regeneration (5) 340 Strength (5) 238 Agility (5) 204 Fortitude (5) 340 Genius (5) 204 Insight (5) 204 Persuasiveness (5) 238 Mind Focusing (5) 340 Hill Giant Strength (5) 205 Stone Giant Strength (4) 340 Frost Giant Strength (3) 510 Fire Giant Strength (2) 680 Cloud Giant Strength (1) 850 Storm Giant Strength (1) 1020 Heroism (5) 544 Speed (5) 340 Power (5) 1156 Cold Resistance (5) 170 Insulation (5) 115 Fire Resistance (5) 272 Mirrored Eyes (5) 272 Defense (5) 476 Invulnerability (5) 816 Stone Form (5) 340 Absorption (5) 408 Infravision (5) 68 Perception (5) 238 Master Thievery (5) 272 Invisibility (10) 170 Clarity (5) 476 Freedom (5) 170 Fiery Burning (5) 340 Fire Breath (10) 170 Explosions (10) 306 (Scrolls) Protection from Fire (5) 510 from Cold (5) 510 from Electricity (5) 510 from Acid (5) 510 from Poison (5) 510 from Petrification (5) 408 Restoration (5) 510 Armor (6) 68 Blindness (6) 68 Burning Hands (6) 68 Charm Person (6) 68 Chill Touch (6) 68 Chromatic Orb (6) 68 Color Spray (6) 68 Grease (6) 68 Find Familiar (6) 68 Friends (6) 68 Identify (6) 68 Infravision (6) 68 Larloch's Minor Drain (6) 68 Magic Missile (6) 68 Protection from Evil (6) 68 Protection from Petrification (6) 68 Reflected Image (6) 68 Shield (6) 68 Shocking Grasp (6) 68 Sleep (6) 68 Spook (6) 68 Aganazar's Scorcher (6) 136 Blur (6) 136 Deafness (6) 204 Detect Evil (6) 136 Detect Invisibility (6) 136 Ghoul Touch (6) 136 Glitterdust (6) 204 Horror (6) 136 Invisibility (6) 136 Knock (6) 136 Know Alignment (6) 136 Luck (6) 136 Melf's Acid Arrow (6) 136 Mirror Image (6) 136 Power Word, Sleep (6) 136 Ray of Enfeeblement (6) 136 Resist Fear (6) 136 Stinking Cloud (6) 136 Strength (6) 136 Vocalize (6) 136 Web (6) 136 Clairvoyance (6) 204 Detect Illusion (6) 204 Dire Charm (6) 204 Dispel Magic (6) 204 Fireball (6) 612 Flame Arrow (6) 204 Ghost Armor (6) 204 Haste (6) 612 Hold Person (6) 204 Hold Undead (6) 204 Invisibility, 10' Radius (6) 204 Lightning Bolt (6) 612 Melf's Minute Meteors (6) 204 Monster Summoning I (6) 204 Non-Detection (6) 204 Protection from Cold (6) 204 Protection from Fire (6) 204 Protection from Normal Missiles (6) 612 Skull Trap (6) 204 Slow (6) 204 Spell Thrust (6) 204 Vampiric Touch (6) 204 Remove Curse (6) 272 Contagion (6) 340 Emotion (6) 272 Farsight (6) 204 Fireshield (blue) (6) 340 Fireshield (red) (6) 340 Ice Storm (6) 340 Improved Invisibility (6) 816 Minor Globe of Invulnerability (6) 816 Minor Sequencer (6) 340 Monster Summoning II (6) 816 Otiluke's Resilient Sphere (6) 272 Polymorph Other (6) 272 Polymorph Self (6) 272 Secret Word (6) 340 Spider Spawn (6) 340 Spirit Armor (6) 272 Stoneskin (6) 340 Wizard Eye (6) 340 Animate Dead (6) 340 Breach (6) 680 Cone of Cold (6) 340 Domination (6) 340 Feeblemind (6) 340 Hold Monster (6) 340 Monster Summoning III (6) 340 Oracle (6) 680 Phantom Blade (6) 680 Protection from Acid (6) 680 Protection from Electricity (6) 340 Shadow Door (6) 340 Greater Restoration (5) 510 Raise Dead (10) 340 Stone to Flesh (10) 102 Cure Serious Wounds (10) 272 Neutralize Poison (10) 272 Cure Critical Wounds (10) 340 Free Action (10) 272 Protection from Evil, 10' Radius (10) 272 Defensive Harmony (10) 270 Champion's Strength (10) 340 Protection from Lightning (10) 272 Chaotic Commands (10) 340 Flame Strike (10) 340 Spceial Magic Items (bdbeleg4.sto) Mage Robe of Fire Resistance (1) 204 of Cold Resistance (1) 204 of Electrical Resistance (1) 204 Traveler's Robe (1) 408 Adventurer's Robe (1) 408 Knave's Robe (1) 408 Cloak of Protection +1 (1) 2040 Bracers of Defense AC8 (4) 2040 Bracers of Defense AC7 (3) 2380 Bracers of Defense AC6 (2) 2720 Amulet of Protection +1 (1) 2040 Ring of Protection +1 (1) 2040 Gem Bag (1) 136 Scroll Case (1) 136 Ammo Belt (1) 136 Potion Case (1) 136 Bag of Holding (1) 6800 Mizhenn, Healing, Encampment Cure Light Wounds 25 Dispel Magic 200 Remove Curse 500 Cure Medium Wounds 50 Cure Disease 300 Cure Serious Wounds 75 Neutralize Poison 300 Lesser Restoration 750 Cure Critical Wounds 100 Raise Dead 1000 Thaird, Sleeping Quarters, Encampment Peasant 1 Merchant 3 Herod, Burned Out Inn, Coast Way Crossing Short Sword +1 (1) 656 Club +1 (1) 984 Mosela's Cudgel (Club +2) (1) 4920 Short Bow +1 (1) 1230 Savage Short Bow +2 (1) 4510 Light Crossbow +1 (1) 2050 40 Dart +1 (5) 262 40 Dart of Ice +1 (2) 262 Ring of Infravision (1) 615 Ring of Lock Picks (1) 2460 Traveler's Robe (1) 492 (Potions) Healing (20) 61 Antidote (10) 82 Agility (2) 246 Strength (2) 287 Fortitude (2) 410 Persuasiveness (2) 287 Stone Form (2) 410 Jegg (Bridgefort, Coalition Siege Camp) Battle Axe +1 (6) 1185 Battle Axe +2 (1) 2370 Battle Axe +2, Rhyte's Last Arrow (1) 4740 Flail +1 (6) 1580 Flail +2 (1) 2370 Halberd +1 (10) 1580 Halberd +2 (1) 2765 Morning Star +1 (6) 1422 Morning Star +2 (1) 1975 Mace +1 (6) 1185 Mace +2 (1) 1975 War Hammer +1 (6) 1185 War Hammer +2 (1) 2370 Chain Mail +1 (6) 1264 Chain Mail +2 (1) 3950 Scale Mail +1 (6) 1580 Stalwart Scales +2 (1) 4345 Plate Mail (6) 474 Plate Mail +1 (3) 3950 Full Plate Armor (1) 4740 Full Plate Armor +1 (1) 6320 Buckler +1 (6) 197 Buckler +2, Steadfast (1) 2765 Small Shield +1 (6) 790 Small Shield +2 (1) 1975 Medium Shield +1 (6) 1185 Medium Shield +2 (1) 1975 Large Shield +1 (6) 1580 Large Shield +2 (1) 2765 Helmet, Horned (6) 1 Helmet, Winged (6) 3 Helmet, Horned and Plumed (6) 3 Helmet, Winged and Plumed(6) 3 Helmet, Horned (6) 3 Helmet, Large Winged (6) 3 Friar Tajik (Bridgefort) (Healing) Cure Light Wounds 50 Dispel Magic 200 Remove Curse 500 Cure Serious Wounds 100 Slow Poison 150 Raise Dead 1000 (Potions) Healing (20) 61 Elixir of Health (5) 205 Antidote (5) 82 Strength (5) 287 Onoroth (Blood Bark Grove) (Potions) Healing 61 Extra Healing (10) 369 Antidote 82 Elixir of Health (20) 205 Clarity (5) 574 Fire Resistance (5) 328 Cold Resistance (5) 205 Absorption (5) 492 (Scrolls) Protection from Fire (5) 615 Cold (5) 615 electricity (5) 615 Acid (5) 615 Poison (5) 615 Greater Restoration (5) 615 Cure Serious Wounds (5) 328 Neutralize Poison (5) 328 Free Action (5) 328 (Armor) Leather (6) 4 Studded Leather (6) 16 Hide (6) 5 Hide +1 (1) 1435 Ankheg Plate (1) 6970 Horst (Dead Man's Pass) Gold Ring (1) 32 Jade Ring (1) 65 Bloodstone Ring (1) 49 Gold Necklace (1) 49 Pearl Necklace (1) 820 Chrysoberyl (1) 57 Pearl (1) 164 (Potions) Healing (6) 61 Antidote (1) 41 Insulation (1) 139 Speed (1) 123 Stone Form (1) 410 Bellowgulp Bluefingers (Underground River) Healing 59 Extra Healing (20) 355 Antidote 79 Elixir of Health (30) 197 Heroism (10) 632 Speed (10) 395 Hill Giant Strength (5) 237 Stone Giant Strength (4) 395 Frost Giant Strength (3) 592 Fire Giant Strength (2) 790 Cloud Giant Strength (1) 987 Genius (10) 237 Mind Focusing (10) 395 Persuasiveness (10) 276 Insight (10) 237 Defense (10) 553 Invisibility (10) 197 Freedom (10) 197 Clarity (5) 553 Fire Resistance (10) 316 Cold Resistance (10) 197 Absorption (15) 474 Invulnerability (5) 948 Magic Protection (1) 790 Magic Shielding (1) 987 Power (1) 1343 Priest Polvi (The Warrens) (Healing) Cure Light Wounds 25 Dispel Magic 200 Remove Curse 500 Cure Medium Wounds 50 Cure Disease 300 Cure Serious Wounds 75 Neutralize Poison 300 Lesser Restoration 750 Cure Critical Wounds 100 Raise Dead 1200 (Store) Sling (3) 1 Sling +1 (1) 106 40 Bullet (5) 1 40 Bullet +1 (5) 339 40 Bullet +2 (5) 636 40 Sunstone Bullet +1 (5) 339 40 Bullet of Fire +1 (5) 424 40 Bullet of Ice +1 (5) 424 40 Bullet of Electricity +1 (5) 424 War Hammer (3) 2 War Hammer +1 (1) 1590 Staff Mace +2 (1) 3074 Boots of Grounding (1) 954 Girdle of Bluntness (1) 1590 Bracers AC 7 (1) 3710 Protection from Fire (5) 795 from Cold (5) 795 from Electricity (5) 795 from Acid (5) 795 from Poison (5) 795 Greater Restoration (5) 795 Chaotic Commands (5) 530 Raise Dead (5) 530 Neutralize Poison (5) 424 Cure Critical Wounds (5) 530 Healing 79 Extra Healing (5) 477 Antidote 106 Elixir of Health (20) 265 Fire Resistance (5) 424 Heroism (5) 848 Speed (5) 530 Power (3) 1802 Absorption (5) 636 Clarity (5) 742 Freedom (5) 265 ==================== REVISION HISTORY None. Yet.