FAQ and Walkthrough v1.0 finale
Copyright 2002 by Orest (firstname.lastname@example.org)
Last updated on November 6, 2002
SOME CORYRIGHT NOTE:
This document was written by Orest also known as D.Y. and cannot be used
without his permission. To receive my permission you need only one thing: email
(email@example.com) me and receive my permission. Of course, you can read and
print this document but don't post this document on your site without my
permission. I hate copyright violence so don't angry me.
SOME EMAIL NOTE:
If you have questions about my guide or want to add or correct something then
send me a message (firstname.lastname@example.org). But don't try to send letters with some
nasty remarks. I will not answer the questions if the answer is already in this
document. Please put "IWD2" subject when emailing me. Latest updates of this
guide are available at www.gamefaqs.com . I am sorry if I don't respond to the
letters because I read my mailbox not often. I can respond to the letters
If you didn't receive my reply than the reasons are:
1. You didn't ask the questions or offer suggestions and you don't need my
What to do: If you want my reply then ask the questions or offer some
2. The answer is already in this document.
What to do: Try to read this walkthrough attentively because the heroes
actions are described as their own actions and the walkthrough goes as an
3. The answer is in game manual.
What to do: Read the game manual. I recommend to read the game manual
before playing the game.
4. The letter is already in my mailbox but I didn't check the mailbox.
What to do: Wait for reply. I check my mailbox twice at week.
5. Your letter is bugged or nasty.
What to do: You are not so lucky.
6. I have no time for response (job, rest, etc)
What to do: Wait until I reply or forget about your letter. May be I'll not
reply but in 50% cases I reply.
7. This game is too old (2002 year is the Icewind Dale 2 release year)
What to do: forget about me
8. The questions are out of IWD2 topic.
What to do: Answer your questions to others
v1.0 The release of the IWD2 FAQ/Walkthrough (November 6, 2002)
This version is final and not updatable in future.
TABLE OF CONTENTS:
PART 0: INTRODUCTION
PART 1: CREATING YOUR TEAM
PART 2: FAQ
PART 3: WALKTHROUGH
PART 4: CONCLUSION
Part 0: Introduction
Here is the plan of this document. In Part 1 I describe some combination of
the characters and their effectiveness in the game. Part 2 consist of FAQ. Part
3 contains game walkthrough in nonstandard way and Part 4 contains the
Part 1: Creating your team
So you want to beat this game then you need your character team. I recommend
you to skip default teams and create your own team. I will not describe all
classes, races and etc because you can find the information about them when
creating your team.
The first question must be: how many people are in my team? For super
hardcore players who wants to see your character corpses or enjoys game
reloadings I recommend 1-2 players in the team. Three characters is good for
hardcore players who wants to be the game very difficult. My choice is 4
characters in the team because of more XP and a little hardcore game. For less
experienced players I recommend 5-6 characters. 5 is the optimal choice.
Now you need to decide what classes must be in your team ?
Team member 1:
Here is some classes for character 1 place in team. Character 1 is a front
line warrior. This character serves as a main target for enemies and must have
a lot of HP and a good cover from other team members.
This is the best choice for character 1 in the team because fighters gains
a lot of feats and the only class with weapon specialization feat available. I
recommend to use some strong two-handed weapon and gain weapon specialization
for this weapon. Bastard sword and large sword is not bad too.
You can use this class as a alternative to the fighter class. Barbarians
gain a lot of HP and some good abilities. Half-Orcs are the best race for this
class (because you can increase your STR to 20 with this race and multiclass
without XP penalty).
Paladin class is worse then Fighter or Barbarian. Paladins gain some
useful bonuses at lower levels and can turn undead. I think that turn undead
ability is useless in IWD2 because there are few undead in game. From level 4
paladins gain some spells but very slowly. The good choice for character 1 is
to pick a paladin and from level 4-8 multiclass to fighter. You can use this
class as a party leader because of good CHA. You can detect evil people when
talking to some people in game. Paladins always refuse the rewards from people
so don't talk to people with this class when you want quest's reward. The best
race is Aasimar and the good order is paladin of Helm.
This class is the worst from previous classes. The only serious advantage
is some useful 2-weapon fighting feats. Single development for this class is
not recommended so multiclass to other class. The spells are very slow to gain.
But it is possible to survive with this class in the game.
Good class. If you choose the monk than single development for this class
is more recommended. Monks receive some useful abilities and bonuses during the
development up to level 20. At the beginning of the game monks are weak but
after chapter 1 you'll see the changings. Monks have the best saving throws
bonuses but are restricted in multiclassing. They are weaker then fighters or
barbarians in melee but their bonuses compensate this disadvantage.
Team member 2:
This place is the place for backup front/middle/cover line warrior. This is
also a scout with some negotiator abilities. This character explores the area
for possible dangers, fights the enemies in melee or range distance without
attracting attention and backups the team member 1 in critical situations for
team member 1. Can also serve as a decoy for enemies.
The best candidate for this place. Can be used as a scout, thief and
negotiator because of high skill points. Use his sneak attack on enemies who
fight team member 1.
Not good for this place. His main adavantage is his songs. Sing before
battle and cover team member 1 in melee or range attack. Use bard for thievery.
Bard is a bad scout but can unlock the locks.
Not bad. Use him as a scout and second front line fighter in addition to
team member 1.
Can be scout and melee fighter.
Team member 3:
This place is for character who watches the condition of other team
members and restores their conditions to normal or increases some
characteristics according to the battle. The place for this character in the
middle line of the fight. Another purpose for this character is to weaken the
enemies, create some summoning creatures and sometimes fight in melee/range
The best candidate for this place. Heal your team members, dispel some
enemy effects and use some magic/fighting against enemies. Summon the creatures
and increase party attributes/defense. Ressurect dead.
This class has less healing spells but more offensive/summoning. Use
some offensive magic against enemies and heal party members
The worse candidate. Use him to increase some characteristics and as a
Team member 4:
This place is for character with offensive/defensive/other magic
specialization. Use this character for magic cover and some summoning spells.
The main purpose is offensive magic. This characters must be in the back line.
Other characters must protect this team member.
The function for this character is simple: cast spells to kill enemies
and avoid melee fightings. Use your ability to prepare spells in different
Same purpose as wizard with the difference that you can cast more
offensive spells then wizard. Avoid melee fightings. Summoning spells not
Worse then previous two classes but can be useful on this place
Team member 5:
This is place for some additional front line figher, divine or arcane
spellcaster or skip this place.
Team member 6:
Same as team member 5.
Part 2: FAQ
1) What is IWD2?
This is Icewind Dale 2 abbreviation
2) Can I increase some of my attributes above 18 at the beginning of the game
You can increase your attributes above 18 up to 20 for races with bonuses
on this attributes. For example, half-orcs have bonus STR +2 so you can
increase the half-orc's strength up to 20 at the beginning of the game. You can
also decrease all attributes to 3. If some race has some penalty for example
halfings STR -2 than you can increase halfing STR maximum to 16 points, you can
also decrease halfing's STR to 1 then other races. Humans can increase their
attributes to 18 at maximum.
3) What are Orders for paladins, monk and clerics?
When creating one of this characters you need to choose their order. For
paladins and monks the order has some multiclass restrictions. For clerics the
order is cleric domain bonus spells (some of this spells are arcane), alignment
restriction and spell restrictions.
4) What is Magic device skill?
This skill is available only for bards and rogues. It allows them to use
spell scrolls and magic wands. You cannot use class/ race/alignment restrictive
items with this skill in IWD 2. I think that this skill is useless in IWD2.
5) What is the difference between cleric's Raise Dead and Ressurection spells?
Raise Dead spell ressurects the dead character with 1 HP (health points).
Ressurection spell ressurects dead character with full HP. Elves can not be
ressurected by Raise Dead spell.
6) What is weapon proficiency, weapon focus and weapon specialization feats ?
This feats are available for every kind of weapon (mace, large sword, small
sword , axe and etc). The one point means you have weapon proficiency with
chosen weapon and you can use this weapon without -4 penalty to attack. Two
points means weapon focus and you receive +1 to attack with chosen weapon.
Three points means weapon specialization and this feat is available only for
fighter class, with this feat you have +2 damage bonus with chosen weapon (very
7) How character gender influences the game process in IWD 2 ?
The only difference is character appearance and nothing more. This is true
for all AD&D games.
8) What is the maximum charater level?
Level 30, but it is impossible to reach this level from first attempt
while beating the game. Try to play the game with same party second time and
enable Heart of Fury mode.
Part 3: Walkthrough
This walkthrough is written in nonstandard way. I described this walkthough
as a story of four adventurers in Icewind Dale world. So let the story begin.
main story characters:
1) name: Drake
class: paladin of Helm
alignment: lawful good
feats: martial weapon: large sword (weapon focus)
special abilities: party leader, divine faith, diplomat, strong reaction
to evil deeds , charismatic, more experienced then other party members
background: Drake is the son of the famous noble family. He was trained
in all kinds of weapon and has some melee battle experience. His high strength
allows him to be the best in melee battle and high constition allows him to
survive in critical situations. As a noble he is religious and faithful
warrior. He saw a lot of injustices and crimes so he swore to struggle with
evil and injustice. His good wisdom and charisma made him a good diplomat,
leader and spell resistant. His intelligence is enough for battle and he
prefers to struggle in full plate because of low dexterity. His favourite
weapons are swords. Drake wants to achieve fame and when he hear about goblin's
attacks in Targos he went to Luskan as a mercenary volunteer and his leader
abilities allows him to create the party from the other free adventurers.
2) name: Dexy
race: moon elf
alignment: chaotic good
skills: bluff(4),hide(4),move silently(4),disable device(4),open
feats: Iron Will
special abilities: scout, thief, agile, trickster
background: Dexy was born among her folks but she was more intelligent
and strong then others from her folks. She worked in Luskan as an independent
scout and thief. She is good with ranged weapons and small blades. Her low
wisdom made her more weak for mind attacks but her Iron Will compensates this.
Good intelligence and high dexterity made her more skilled and quick then other
party members. She also knows how to trick people and steal their goods. When
she heard about goblin's attacks she understood that it is possible to earn a
lot of money from this situation. She convinced Drake that her abilities will
be useful in the party.
3) name: Alice
class: Cleric/Morninglord of Lathander
alignment: neutral good
feats: combat casting, simple weapon: mace (weapon focus)
special abilities: divine magic, healer, insight, protector
background: Alice was born in common human religious family and became
an apprentice for local temple. She is very young and has some experience in
healing wounded warriors. Her high wisdom allows her to see the things that are
not available for other party members. But her low intelligence does't allow
her to study the real world and only her human background gave her some
curiosity. She is also strong and enduring then other clerics. When she heard
about goblin's attacks her divine abilities will be more useful in Targos.
Drake persuaded her to join his team as a protector and healer.
4) name: Leon
race: rock gnome
alignment: lawful evil
skills: alchemy(4),concentration(4),knowledge (Arcana), spellcraft(4),
feats: combat casting, spell focus:evocation
special abilities: arcane magic, study, alchemist
background: Leon was born among other gnomes, His high constitution
allows him to survive in dangerous areas. He is the most intelligent from the
party and his high dexterity allows him to avoid the dangerous situations. Leon
is very skilled mage and can identify a lot of items. When he went to Luskan he
became an apprentice for Arcane brotherhood but he wants a real power so
hoblin's attacks in Targos is a chance to achieve some experience and became
more powerful. Drake detected his evil nature but Leon's strong discipline and
arcane knowledge allowed him to join the team and will be very useful in
So the adventurers have arrived to Targos. The ship captain Hedron Kerdos
recommends them to go to the upper town and offer the mercenary services to
Ulbrec Lord of Targos. When the team stands the ground Drake notices a dead
soldier and two soldiers near this body. Drake speaks to one of the soldiers
named Reig about the situation. Reig tells about hoblin raids in Docks. Reig
was seriously wounded so Drake uses his lay on hands ability to heal him and
then speaks to Reig again. Reig is grateful but his wounds are not completely
healed so he needs some healing potion. He recommends to find Madgar in one of
the houses. Team enters Docks area and meets some hoblins on the streets. After
some small battle the adventurers enter one of the north houses. The house
owner Madgar Shenlen says about some healing potions in his house but Madgar
doesn't know where is this potions. Dexy quickly detects the healing potions in
one of the crates in north-east part of the room then the adventurers return to
Reig with potions and he is completely healed. A local soldier named Brogan
wants the adventurers to help him to kill the hoblins in his warehouse. Dexy
unlocks the locked warehouse and the party is in the warehouse. There are some
hoblins but party kills them all. Leon detects the dead cat body in one of the
warehouse crates and Dexy detects the hidden entrance undeground the warehouse.
In the hidden passage there are some hoblins and the hoblin leader. This battle
is a real challenge for inexperienced party. A lot of hoblins attacks Drake and
Dexy. Alice uses all her healing spells. Drake is near death and only Leon's
last magic missile spells kills tough hoblin leader and saves the party. Other
hoblins are under fear so Drake and Dexy kills them without problems. Alice
finds some unidentified scroll from hoblin leader's body. Leon cannot identify
this scroll so keeps it for further investigation. The party returns from
warehouse and Brogan is very pleased. But party is very weakened after this
battle and needs some rest. Ship captain Hedron offers to rest on his ship but
when he knows about hoblins in Docks he is worried about his mother who lives
in Docks and wants to know is she safe. After some rest our team clears the
streets from all other hoblins in Docks. In one of the south houses there is a
Hedron's mother with her cats. Some hoblins entered her house but party kills
them and Drake talks to her about her son. She is not pleased but after some
discussion she tells the adventurers some old stories about other adventures
who saves Kuldahar. After some relaxation the party exits the house and kills
other survived hoblined on the streets. Reig is very pleased when the party
cleared the streets from all hoblins and tells that lord Ulbrec will be pleased
too. While Drake tells Hedron that his mother is safe Dexy enters empty house
to the west. She detects the trap on the chest and disarms it. There is some
useful staff there. Its time to visit Salty Dogs tavern which is to the south.
The owner Gohar is commucative but has no real information. There are other
mercenaries in tavern called Iron Collar mercenaries. After some talking to
them the party knows that there were some other Collar mercenaries: Myrkul the
undead speaker and the mage Phoen. But now they don't belong to mercenaries and
are on their own. They may be will be useful later. The party exits tavern and
enters upper Targos from north-west stone stairs.
In upper Targos the nearest west house is owned by Myrkul the undead speaker.
Myrkul tells about the ghost in the Weeping Widow Inn and Drake offers to
investigate this situation. The party enters Weeping Widow Inn to the south and
the innkeeper is worried about the ghost in his inn who appears at night in one
of the room. He gives the party the key from this room and some strange
unidentified bottle. Leon and Dexy exit the inn and enter Gallaway Trade Depot
east from inn. The trader woman Deirdre helps them to identify the bottle and
the scroll from docks warehouse. Drake and Alice go upstairs the inn and open
the room with the ghost. The ghost is woman called Veira. After some speaking
Drake decides to banish ghost but Alice offers to investigate more about this
situation. And while Alice stays with the ghost in the room Drake returns to
innkeeper and knows more about Veira's husband Donovan who perished somewhere.
It seems that ghost suffers and cannot leave this place. Innkeper recommends to
ask Gohar in Salty dogs tavern to know more. Drake returns to Docks and ask
Gohar about ghost's husband. It seems that Donovan perished in some terrible
shipwreck and ship prow is the only thing from this shipwreck. Drake takes the
ship prow and returns to ghost. Veira is pleased but cannot be freed from this
place. Leon supposes that the clue is in this strange bottle. The party goes to
Myrkul's house and after some confrontation Myrkul tells that this bottle can
be used to keep ghost's tears and the ghost will be free.
Veira agrees to give one tear to bottle and is freed. The innkeeper is pleased
and Dexy speaks with him about some kind of reward but innkeeper is too greedy.
So its time to visit lord Ulbrec but first adventurers visit the house which
is north from town hall. The mage Phoen was not pleased with strange visitors
and when Drake shows him the scroll from goblin leader in Docks Phoen quickly
becomes hostile and attacks our adventures. Suddenly some hoblins teleported to
this house and the battle became very tough. Phoen tried to use some of his
magic but Dexy's sneak attack killed him quickly. The other hoblins were killed
too. So the situation is clear: hoblins were able to assault Targos with
teleportation scrolls and Phoen was the initiator of this. Now the traitor is
dead and its time to visit town hall.
By speaking with Lord Ulbrec Drake told him how adventures cleared the Docks
from hoblins. Ulbrec was grateful and recommends to report to Shawford in
Palisade. While other members speaking with Ulbrec Dexy get aquainted with
Ulbrec's wife Elytharra and tells her about teleportation scroll and Phoen's
betrayal and gets some reward. She also exchanges the bottle with ghosts tear
on some magic short sword. Leon buys some magic scrolls from Elytharra and
memorizes new magic spells.
The party exits town hall and enters Pavilion which is north from the town.
In Pavilion there are some wounded soldiers. One wounded scout Garradun
Tanner wants the party to deliver his letter to Neverwinter captain Mariner.
Drake takes this letter and shows this letter to Denhem Fisher. It seems that
Tanner is doppleganger spy and this letter is a trick and recommends to deliver
the new letter to Mariner which informs him about current situation. After some
confrontation with Tanner about this letter Tanner attacks party but his life
The party keeps this letter for further investigation and leaves Pavilion.
After some words with north gate soldier the party enters Palisade.
In the nearest house to the left is commander Shawford and healer. After
speaking with Shawford he hires the adventures as a mercenaries to defend the
Palisade from hoblins. The orders are now go from Shawford. The first order is
to find dwarf Olap Tamewater and offer him our help. Alice offers to explore
this Palisade before going to Olap. To the south-east there is the soldier with
broken catapult. Using Drakes diplomatic skill the party convinces him to help
with this catapult. Using hammer which adventures found lately Drake is able to
repair the catapult. Some recruits were trained very hardly and Drake inspires
them for more courage in battle. At this time Alice blesses some recruits with
her divine power. Dexy finds some lonely soldier to the east and tricks him to
leave his post. She finds some good shield near this post. She also gambles
with soldier Gable and destroys the barrel on the wall near Gable. The Gable
was surprised and the good long bow is the reward in this gamble. Some
recruits are trained with spears but the their commander knows little about the
attack of opportunity. Drake destroys the barrel near soldiers with his sword
and the commander is now convinced. The soldier Niles near commander's house
wants some drink but Drake orders him to back to his post.
Dwarf Olap Tamewater is near north wall and he needs to repair the crane in
Targos which is broken. Jorun Timewater in Docks on the streets knows how to
repair the crane and gives the wheel to the crane. The crane is in Targos
between Weeping widow Inn and Gallaway Trade Depot. Lumbar is responsible for
this crane and offers to put this wheel to the cran. Drake takes the wheel from
inventory and puts it on cran mechanism. So the cran is repaired and Olap is
When reporting about cran's success to Shawford he gives another order: find
soldier Isherwood in Palisade and offer him help. Isherwood is in the west
Palisade and his archers need 300 arrows. This arrows can be supplied from
Gallaway Trade Depot. Drake goes to Gallaway Trade Depot and convinces Deirdre
to supply archers with arrows. Isherwood is pleased.
The next Shawford's order is to obtain some information from dead hoblin in
Myrkul's house. Myrkul is speaker with dead and after some conversation Drake
convinces Myrkul to write some information from dead hoblin on the note. The
note is delivered to Shawford.
Shawford wants to convince Collar mercenaries in Salty dog tavern to report
to Shawford for orders. After speaking with this mercenaries in tavern they
refuse to report to Shawford but Leon reminds them about their connection with
traitor Phoen and they agreed to report to Shawford.
After returning to Shawford the alarm was called: hoblins assault Palisade.
So the action has begun and the adventures must protect Palisade from hoblins.
After leaving commander's house Dexy notices a group of hoblins with one hoblin
leader. The battle has begun but the leader was very tough and party escapes to
commander's house to the healer to heal the wounds. After defeating this team
the another hoblin team have burnt the wall and assaults the fortress. The
soldiers are too weak to battle with this crowd of hoblins but the party were
able to defeat this team. The another goblin team with the mage hoblin leader
penetrated the fortress and attacks a lot of soldiers. Our team with a hard
work killed this hoblins and their tough mage leader. Now the battle is over
and the Palisade is defended for now. Shawford was very pleased and orders to
report back to lord Ulbrec. As mercenaries the team gets some gold.
Lord Ulbrec wants the team to complete very useful mission. There are some
reinforcements from Luskan and Neverwinter and in order to reach Targos this
reinforments must cross Shaengarne bridge. This bridge is protected and our
team must clear this bridge from enemies. But before going to complete this
mission the party is supplied with some equipment: Oswald near his flying ship
in Targos sells some useful potions, Elytharra in town hall sells some magic
scrolls and items, Deirdere in Gallaway Depot has some warriors stuff and
healer in Pavilion can heal or ressurect characters. After some preparations
the party is ready for next adventure.
2) Chapter 1
While fighting hoblins the party has gained some little experience: Drake
learnt some to use power attack in battle, Dexy became more skilled , Alice
received more effective healing and other spells as a reward from her god and
Leon memorize more offensive spells and became more healthy. On the entrance to
Shaengarne Fort territory the party meets orc leader Torak who is the leader of
the local orc tribe. Torak claimed that this is his territory and no one can
not be allowed to access territory without Torak's permission. Torak denied the
party to access this territory. This territory is well guarded and has some
barrel defenses. Drake decides to assault this territory in order to access the
Shaengarne Bridge. Dexy destroys the barrel defenses near entrance with her
long bow and the party begins assault. A lot of orcs tries to kill adventures
but Leon's mind-affecting spells cause some sleep effects on Orcs. Drake was
able to kill a lot of orc warriors and Dexy disrupted the orc shaman's spells
with sneak attack. Alice also killed some orcs with her mace and Leon uses some
offensive spells on wounded enemies. So the war has begun and orcs must be
exterminated in this area. After killing some orcs near empty house and near
another orc's defense the party frees druid Dereth Springsang. Dereth is very
grateful about his rescue and opens another hidden path for the party to the
west. He also worries about his wife and wants the team to find her in this
area. After another orc's killing the party meets Dereth's wife in the
north-east area. She opens another path and recommends to beware fireball
barrels which explodes with fire. After some scouting Dexy detects this barrels
and orc guards near barrels. This orc are accessible only from the other path
and cannot be killed quickly near barrels. So the party goes to the back
south-east path and kills all orcs in this area. The orcs are surprised and
when the party is near fireball barrels some orc shoot the fire arrow to one of
the barrel. The party goes to the safe distance only Dexy stays near barrles.
Stupid orcs try to attack her but the barrels explodes and a lot of orcs are
dead from their own trap and Dexy's high reflexes allows her to evade this
trap. The party meets orc's leader Torak, he is angered and flees to his camp.
The party goes to the north-east area to orc's camp.
Near entrance some orcs try to kill our adventures but our adventures and
some strange ally Emma Moonblade prevents this. After speaking with her she
tells that she seeks her family sword which was stolen by some strong troll in
this area. Near village the party meets woman Katlin who is very frightened and
says that if we attack this camp then the orcs will kill her villagers
hostages. The only way to rescue them is to sneak to their camp and open the
gates to the hostages and then free them . So Dexy sneaks to the orc's camp
near guards and finds the gates wheel. She turns the wheel and the gates are
opened. After Dexy's returning the party kills the orcs who guard the villages.
The villages are gratefull and its time to assault Torak's camp. Torak is very
tough but Drake is tougher so Torak is dead and all orcs are eliminated. Dexy
takes the key from Torak's body. This key opens north gates but first the party
decides to explore the cave in Torak's camp.
The cave has some useful items and some undead enemies. Zombies are strong
but very slow and cannot resist good magic. At the end of the cave there is an
evil troll Vrek who is not pleased with party's arrival and tries to kill
adventures. Leon usea sleep spell and a lot of Vrek's minions fall on the
ground. Vrek is immune to sleep and is very tough. Drake cannot defeat him one
to one and is badly wounded. While Alice heals Drake Dexy attracts Vrek's
attention and Vrek is attacked by Dexy's small sword and Leon's spells. After
healing Drake is ready for next battle and troll is dead. Leon's Melf's Acid
arrow spell prevents the troll from regeneration. There are some useful items
in Vrek's lair but the really good item is Moonblade of Selune the sword which
Emma seeks. But this is really good so the party decides to use this sword in
their mission and after completing the mission return this blade to Emma. The
cave is cleared and the party returns to Orc's camp.
Some villager merchant can buy or sell some items. After trading the party
opens north gates and proceed to the next location.
This mountain area is defended by some wererats. Their leader Gaernat
blocked the way so the party must kill a lot of wererats in order to move
further. Alice learnt how to animate dead so her undead summoned creature was
the target for wererats while other party members fought. After killing a lot
of wererats the party moves to the river north-west.
The river is guarded by rangers Malarites with their strong animals.
Malarites are tough but not so smart so they are concentrated on Alice's
summoned undead. After this hot battle the enemies are defeated. Leon notices
some strange support beam near entrance and offers to destroy this beam. The
beam is destroyed and the party is ready for next battle after some rest. Dexy
detects another Malarites group and they are defeated too. West small bridge is
broken and the party needs some wood plank in order to cross this river. To the
north there are some enemies and river dam. After good battle the dam is broken
and the party has wood plank. The bridge is repaired and the party enters
Shaengarne Bridge region.
The enemies are alarmed and their leader orders to destroy the bridge before
adventurers come. The bridge is defended by a lot of orcs, bugbears, wererats
and malarites. Some ogres are tough too. After clearing the bridge entrance the
party goes to the bridge. Enemy mage Xuki tries to use some spells but Dexy
attacks her from back and Leon killes her with magic missile. Xuki's ogre
bodyguards are tough but slow and stupid. The enemies are destroyed but they
were able to destroy the bridge. The bridge is too big for repair and the party
has no time. So Neverwinter and Luskan reinforcements cannot arrive from this
path. Lord Ulbrec must know this. After some rest the party returns to Targos.
Lord Ulbrec is more optimistic and he orders you to destroy the main hoblin
base. After defeating a lot of forces in Shaengarne the enemy is weakened and
needs some time to restore forces so its time for our party to assault enemy's
base in Horde Fortress. Some rangers Ennelia and Braston scouted the fortress
and had some information about enemy base. Our team must travel to Horde and
meet this rangers to know more about this base. The order is clear but before
leaving Dexy takes some payment from Shawford and other party members supply
yourself with some good items and money. Leon bought some new spells . The
party is ready for next adventure.
Outside Horde fortress the party meets ranger Ennelia. She speaks that her
lover Braston is a captive in the base. She also recommends to beware the war
drums which are used by orcs to teleport reinforcements and recommends to
destroy this drums. The enemies in this area are tough but the party is
prepared for this battle. After some scouting Dexy discovers three war drums to
the north, center and north-east area. The bridges contain some traps which can
be disarmed. First the party defeats some enemies in the central area and the
war drum in this area. It seems that effective way to prevent reinforcements is
to kill orc who is near drum with Dexy's sneak attack. The next north drum is
destroyed too. The last north-east drum is well-guarded and the sneak attack is
very difficult so the party chooses brutal assault. After very difficult battle
Drake kills orc shaman Trugnus and searches his body for the key. The front
access is unaccessible so the party must find another way to fortress. Drake
unlocks the gates in the south-east camp and kills ogre Gark and his minions.
There is a cave in this camp and the party enters it.
The cave is full of hoblins and orcs. Some crazy hoblin Ponmuk is not hostile
and he wants to make a deal with the party: If the party bring him some food
then he tells you the password to the door. Leon tries to intimidate him but
his attempt is failed. Dexy detects some spiders in the west area. There are
four spiders and spider Queen. After killing this spiders the party takes their
bodies. This is a good meat for Ponmuk especially spider queen body. Ponmuk is
pleased and tells the password to the east gates. The password is "Chimera".
Drake goes to the gates and speaks the password. The door is opened. Dexy
sneaks to this area and detects another war drum. She destroys it with her
sword and returns to the party. Now enemies cannot call reinforcements and the
party is ready for next assault. The door guard and his minions are killed but
there is hoblin chieftain Vunarg in this area. He is very aggressive but
Drake's diplomacy skills persuades hoblin to back other hoblins to their home.
One last very tough enemy is troll Yquog. Leon uses his sleep spell to fall
some orcs but Yquog damages greatly the party. Only Leon's fireball and
lighting bolt spells saves the party. There are some useful items from Yquog's
body especially bracers. Now the party goes deeper to the cave.
Some enemies meets the party near entrance but this meeting is too short.
Another enemy team from the east path tries to kill the party but their leader
Taskmaster is defeated and there is Black Ward Stone on his body. Leon takes
it. Some hoblins to the north-west with their leader Kruntur are not hostile to
the party. Kruntur tells that troll Yquog stole the bracers from his brother.
The party has this bracers and Kruntur is very pleased. There is an orc Gumph
with his people near animal cages. His contains another Iron Ward Stone.
North-east exit has some strange trap which detects Dexy. She cannot disarm it.
Leon studies the symbols on the wall and comes to a conclusion that this trap
will not be activated if you have two ward stones: Iron and Black. The party
has this stones so the path is opened and leads to fortress's yard.
The enemies await our party and begin to attack our party from all sides.
Alice summons undead creature near orc's archers and the archers tries to kill
the summoned undead. The party switches to other enemies and soon they are all
dead. There are some other enemies in the yard and the party kills them all.
The gates to the inner fortress are opened and the party is inside.
Two bugbears and old orc try to kill our team but soon they are defeated.
The old orc has the key to the door. When the door is opened the party sees
some strange meeting between strange half-dragon Sherincal and fortress leader
Guthma. Sherincal is displeased that Guthma failed hoblin assault on Targos
then she dissappears. Its time to confront this Guthma. Some strong minions
attacks the party but Leon's fireballs and lighting bolts greatly damages them
because Leon learnt greatly spell focus evocation magic feat and greatly spell
penetration feat. Few enemies can resist his spells. Dexy is the target for
enemies while Leon uses his spells to damage the enemies who attack Dexy. Then
this weakened are now ready to face Drake's sword and Alice's mace. Guthma was
surprised with party arrival but behaved as a stupid and soonly he was killed.
After some exploration Dexy frees the ranger Braston from prison. Braston was
grateful when he heard about Guthma's death.
Then the entire party and Braston returns to Ennelia. The lovers were
together again and its time to report success to Ulbrec.
Ulbrec was very pleased but he has some new mission: The Neverwinter forces
are somewhere near Western pass and our team must meet them there. Oswald's
flying ship will transport them to Targos. Before arriving the party takes some
payment from Shawford and speaks to Oswald. Oswald was surprised and the party
is ready to board the ship. But before the party bought some equipment and
spells. The ship is ready for fly.
3) Chapter 2:
The blue sky was changed by strong ice storm which tried to damage Oswald's
ship. Oswald struggled but the victory was on the side of nature and ship
crashed on the Western Pass flying near strange ice castle. Osward and
adventurers are unconscious after crashing and some cheeky beetle tries to
wound unconscious Alice but Drake first who awaken and the beetle is dead with
his sword. After some time other party members and Oswald have awoken. Oswald
suggests to repair this ship but he needs some neccessary ingredients. Leon
takes ingredient's instruction from the table and studies it. The first
ingredient thrym extract is already in the ship. There are some scrolls which
Leon memorizes . Oswald offers to make a full plate from bring beetle shell
from dead beetle. After previous adventures many has changed for adventures.
They became more experienced and skilled. Drake became a real fighter and a
specialist in large swords. He also has some alternative weapons such as flail,
great sword which are used in some special situations. Dexy learnt how to use
arterial strike to cause breeding wounds to enemies. She also knows how to
evade the spells and traps more effectively. Alice received a lot of new spells
and now can heal a party member quickly . Leon became a real true mage and is
very dangerous for his enemies. After some rest full plate is ready and Drake
equips it. The party decides to explore the area and find who is responsible
for ship's crash.
Near ship some other beetles attack the party but the power is on the side
of party. Beetle's nest is to the north from the ship and must be destroyed.
After nest's destruction Dexy finds some useful items in the nest. Leon takes
the second ingredient a wooden plank near the ship and some boring beetle
shells as a third ingredient. Now the party go east where some giants attack
the team. Giants are strong and big but stupid so the party strikes them to
death. North from giants Dexy detects deadly wounded captain Yurst who has
bleeding wound and can die quickly. Drake and Alice cannot heal him and obey to
do something with this wound. After speaking with Yurst some Tundra Yeti try to
attack our party but Dexy is aware and soon this Yeti are dead. In their camp
Drake has found some Periapt of Wound Closure which will be helpful for Yurst.
After bringing this periapt to Yurst captain tells the adventurers that he was
the commander of Luskan forces in this area but
some ice women and their leader half-dragon woman killed all of his soldiers.
Then the captain Yurst dies and nothing can help him. The party moves to the
north-west were some traders are staying. Drake senses the evilness of their
leader Beodaewn and detects that he is a werewolf. Leon recommends not to kill
this traders at night because they are more weak at daylight and can be
destroyed easily. While the party rests until daylight Leon buys some evil
spells from Beodaewn and returns to the party. The party is ready for battle
and Beodaewn and his followers are dead. Some good things from their camp are
the reward. Soon the party meets some women to the east and a talking panther
Odea Winterthaw. Drake speaks to panther but the panther don't allow the party
to cross this way. Then Drake wants panther to speak with their leader Illium.
Panther agreed but after some discussion with Illium the half-dragon woman
appears and kills the panther. The party goes near the bridge to the snow
stairs. Illium has beladonna and Dexy pickpockets her. Now the pass to the next
area is opened and the party goes to the Andora north-east.
It seems that party actions became noticed by half-dragon woman Sherincal.
She wants be dead the adveturers. The master of locks tells that our party must
meet druid Nathaniel in ice castle and the party is attacked by enemies. The
team succeeds in battle. Dexy tries to open the nearest door but the door is
sealed with ice and the party needs some special sign in order to open this
doors. Leon finds some note on the ground about someone Zack who is somewhere
in this area. Near the prison cells there is a monster Remorhaz but soon he is
dead. The crystal golem from north-east attacks the party. Drake tries to
attack the golem with his sword but the sword is ineffective against golem.
Leon uses some spells but golem is immune to magic. Alice hits golem with her
mace and golem takes some damage. So the party switches to bludgeoning weapon
and kills golem. In future the party will know that this golems are weak to
bludgeoning weapons. Some priestless near 3 levers attack the party with their
spells but soon they are dead. Dexy pushes 3 levers and the ice wall near
Neverwinter frozen soldiers is destroyed. The party returns to that place and
finds some rock pile and Aurilite Holy Symbol. It seems that this symbol is the
key for the doors. Dexy unlocks all prison cells and finds some nonhostile
spiders in one of the cells. In central area there is a queen Remorhaz. This
monster is very tough but after some Leon's fireballs the queen is dead. The
wall near queen is destroyed and Lord Rengar speaks to Drake. Drake challenges
Regnar to fight and the hard battle begins. Regnar is very tough and smart
enemy but this haven't helped him to survive. After some little rest Drake
attacks some necromancers. One of the necromancers tries to summon undead but
Dexy's bleeding wound disrupts this spell. There is also crystal golem who
opens one of the doors and attacks the party but the experience in killing
previous crystal golem gave the opportunity to kill this golem with bludgeoning
weapon. After moving to the south the party detects another Remorhaz. The
monster is killed and Zack is free. It seems that Zack was swallowed by this
monster and is grateful but worried about his pet spider. The spider was freed
from the cell in the prison and Zack can trade with adventurers. Leon buys two
diamonds and some nonmagic weapon as a last ingredients for ship repair. All
ingredients are now in party possess but there is one thing: to investigate the
situation in this region and find Neverwinter and Luskan forces. Half-dragon
Sherincal meets the party near ice castle on the north-east area. It seems that
this dragon woman is the leader in this region of some forces which are called
Legion of Chimera. So the fight has begun and Sherincal is dead. The way to the
ice castle is clear and the party enters the castle.
The castle is full of some Iron Golems, Aurile priests and animals.
The note from dead body near entrance contains some information. To the
south-west are prison cells and Kuldahar druid Nathaniel is in one of the
cells. He tells that this castle is ruled by three priestless: Lysara, Cathin
and Oria. They worship the evil good Auril. Nathaniel also lost some equipment
and he think that it can be found in one of the castle treasurers. The prison
is under antimagic shield and Nathaniel don't know how to disable this shield
but he heard some guard words: "turn east then west to disable". Dexy unlocks
the door to Nathaniel and frees other prisoners. Nathaniel is grateful. In the
next north-west room there is a high priestless Lysara. Drake tries to persuade
Lysara not to fight but Lysara attacks adventurers. After battle the enemies
are dead and Leon takes Lysara's key. The next room has some strange device.
After some exploration Leon understands the work of this device: The device
operates the castle mechanisms on the upper level. The device faces north-west
and can be rotated from left side on one direction and from right side on
opposite direction. Leon remembered Nathaniel's words "turn east then west to
disable" and he turns the device to the east from the left side then to the
west from right side. Nothing happens. Then Leon turns east from the right side
and west from the left side. The antimagic shield is disabled. The north door
has inscription "L:North R:North". The solution is simple and Leon turns North
from left side and north full 360 degree circle from right side. The doors are
opened and some Abishai demons attack the party. After killing them Drake
speaks to their leader Xhaan. Xhaan has no mood to fight the adventurers and
only wants to leave this place but some strange voice in this castle doesn't
allow him to leave this place. Drake obeys to do what he can do and returns to
party. After some battles the party enters the hall with high priestless
Cathin. She is not so loyal as Lysana and attacks immediatly. Soon Cathin is
dead and Leon takes another key from her body but the prisoners and Nathaniel
are free and this keys are useless. After some exploration the party can't find
the entrance to the lower castle levels but only hidden entrance to the surface
near Xhaan. Leon suggests that device can unlock some hidden door and the party
returns to device. After using a lot of combinations Leon finds that the
combination "south-west from left side and north-west from right side" unlocks
some hidden door to the east. This door is located near Auril's statue in the
hall where was Cathin and her minions. The party enters the library and Leon
writes some new spells to his spellbook. A lot of trolls are near entrance to
the lower castle level. Leon cast fireball and the trolls attack the party but
soon they are dead. The party enters castle lower level.
Near the entrance there is a mirror which can be rotated to the east or to
the west. Some doors in this area are locked and can be opened only with
Lighting Bolt spell. The mirrors can reflect lighting bolt. Dexy reports about
some strange prism device to the south in the central hall. Leon investigates
it and tells that this device can fire with lighting bolt. There are two levers
in this room: one lever operates prism's direction (north,north-east, east ,
etc) and the other lever activates the lighting bolt from the device. In the
nearest room there is a man called Nickademus but he sleeps. Dexy tries to see
the contest of the bookshelf near the bed but Nickademus is awoken. It seems
that he is the creator of the castle and has some useful information. He
recommends the party to see the Kuldahar picture upstairs. After some rest the
party goes to the battle room with golem. Leon experiments with the levers in
this room and return to Nickademus to learn more about this room. It seems that
there are 13 levers in the room, the lower 3 south levers are the most
important, two of them can switch the room to one of the modes:
1) Battle square . This mode is used for fighting the monsters for reward.
2) Temple maintance. This mode is used to repair broken devices such as prism
3) Inner sanctum. This mode is used by priestless Oria for meditation in
another ethernal dimension
The upper 10 levers are used to switch the battle square rank from 1 to 10.
To activate each mode you need to push the last south lever.
Battle square rules are simple:
The party must choose one member who will fight in battle square. To
complete each rank the warrior must complete all levels in this rank. There are
five levels in each rank. To activate battle square mode just switch the room
to battle square mode (two south levers) then choose the battle rank (upper
levers ) and activate it (third south lever). There are nine squares in game
room. The battle ended when you occupy 3 squares which must be near each other
in vertical, horizontal or vertical combination. To achieve the first level the
warrior must end the battle with 3 occupied squares. To achieve the second
level the warrior must end the battle with four occupied squares and so on. To
achieve level 5 the warrior must end the battle with seven occupied squares.
After party has learnt the rules from Nickademus Drake wants to take part
in battle. He switches to battle square mode and chooses rank 1 for battle.
Then he activates the mode and the battle has begun. After killing three
enemies Drake ended the battle and as a reward gets the key to priesless Oria
room. While the party rests Drake continues to play the game. After some time
he completes rank 1 and takes nice reflex saving throws belt as the reward.
Then he enters rank 2 and completes it too. The reward is the potion which
increase permanently wisdom but decreases the dexterity. This potion is good
for Alice. Rank 3 reward is the very useful damage reduction Abishai hide armor
which is good for Dexy. But the party has no time and other ranks are not
completed. The south room are full of shadows but Drake and Alice turns them
and there is some hidden entrance through the wall in one of the coffins. The
next room are full of trapped adventurers. After Drake broke the mirror the
adventurers attack the party but the team killed them. The south treasurer is
locked and Dexy returns to prism device and rotates it to south and fires with
lighting bolt. Now the treasurer is opened and there is Nathaniel bag of
holdings in one of the crates. Now its time to visit Kuldahar painting. The
party goes upstairs from east stairs and speaks to painting. Leon says "Lysan"
and the party goes upstairs again. Now they are in some strange room with
locked door with shadow on the floor and hidden door from this room with
inscription "embrace the shadow". The hidden door is locked and cannot be
opened. Leon suggests to stay on the shadow on the floor. Dexy does it and
after taking some damage quits from shadow. Now the hidden door can be opened
but the door with shadow is locked. Leon returns to prism device and rotates
the mirror in the north corridor to the west, then he rotates the prism to
north and fires lighting bolt. The door to the shadow is opened. There is a
strange altar who speaks to Drake but Drake knows from Xhaan the true name of
this god Aeij-Kilenzr't and banishes this god. The god is angered and some
storm damages Drake. Drake tries to escape the room but the room is locked.
Dexy embraces the shadow again to open the hidden door and Leon fires lighting
bolt to open the door for Drake. Badly wounded Drake escapes the room and Alice
heals him. Now the evil god is banished and its time to visit high priestless
Oria. Her room is in north-east part and can be opened with the key from battle
square reward. After some confrontation Oria and her winter wolves attack the
party. The wolves are killed and Oria is damaged but she breaks some strange
staff and dissapears. Drake is surprised and don't know what happened. When the
party exits her room some strange ethernal ghost appears and attacks the party.
It seems that this is Oria. Drake use his weapon but the weapon is useless, the
magic is useless. Leon understands what happened and suggests to run to the
game room. The party runs to the game room and Oria chases the party. Leon
switches to "Inner Sanctum" mode and activates it. Now the priestless is
vulnerable and can be damages. Soon she is dead. Leon switches to normal mode
and activates it. Now the party returns to upper castle.
Xhaan is greatful that the evil god is banished and leaves the castle. After
speaking with Nathaniel Drake returns him his equipment and gives him the
ingredients for Oswald ship. Nathaniel leaves the castle and tells the party
that they can meet him in Kuldahar. Now its time to meet reinforcements. The
party leaves the castle.
The reinforcements from Luskan and Neverwinter have arrived. Captain
Mariner is the Neverwinter commander and captain Rahm is the Luskan commander.
After some discussion it is decided that Neverwinter forces will return to
Neverwinter for more reinforcements and Luskan forces will go to Targos. Drake
presents Ulbrec's letter and the replaced letter from spy Tanner. After some
time the magical properties of the replaced letter showed the true face of
captain Mariner and his soldiers. He was not a true captain Mariner but
doppleganger spy. False Mariner was surprised and the party killed the
doppleganger spies. After speaking with Rahm it is decided to go to the East
Path in order to reach Kuldahar and the Severed Hand. The Legion of Chimera
must be stopped. Rahm will meet the party on Ice lakes. So the party is ready
for next adventure.
After some long path the party enters the Wandering village. On the path the
party meets Thvara Baelm and her forces. After some speaking with Thvara Drake
the party knows that Thvara was sent by Aurilies and now returns to the ice
castle but the party already destroyed the Aurile forces in the castle and
Thvara is not happy to hear this. She orders to attack the party but soon their
forces are destroyed. The dire wolves from north smelled the blood and attacks
the party. After some tough battle the party is unable to continue the battle
and Leon uses his Chaos spell to stop wolves attack. This works and wolves are
more easy to destroy. Badly wounded party enters the village. Some hunters
offer first to speak with village elder. The strange dark elf merhcant Nym is
interested in party quest. He says that the East pass is under the control of
Legion of Chimera and it will be suicide to reach the Kuldahar from East path.
He recommends to find Black Raven monastery and reach the Kuldahar from
Underdark passage under the monastery. The monastery can be reached from River
Caves. The caves are near Black marsh which can be reached from Fell wood.
After speaking with Venla the Healer the party rests and Venla says about some
rare herb "frost rose " which grows on the Black Marsh and can be used for some
good potions. Drake speaks to Suoma the Elder. Suoma can't help the party and
recommends to speak to Venla about missing children. She also has some spells
which are useful for Leon. Hunter Tahvo has some warrior's equipment. Venla
tells that a lot of children are dissapeared from the village and may be our
party can help the villagers. So everything is clear and the party is ready to
investigate the Fell Wood for clues.
While near entrance to the Fell wood some trolls attack the party. Some
spells and might kills the trolls. Some barbarian team asks some questions and
attacks the party. Barbarians are tough but very weak to mind-affecting spells.
So the path is clear only the lonely rent is not explored. The party enters the
tent and meets stupid Ogre Agog and witch Limha. Limha tries to trick the group
but Drake senses her evilness. She tries to persuade the party that all is okey
but small child little Hannu escapes from the pit in tent and tells that Limha
is responsible for children kidnapping and she transformed the children to
animals in order to save her beauty. The only way to release children is to
kill Limha. But Limha escapes the tent and Agog attacks the party. He is too
weak to struggle with Drake and soon he is dead. Drake and other party members
leave the tent but a lot of trolls and Limha awaits the party near tent. After
some tough battle Limha escapes and some salamanders attack the party. Limha
tries to cast Chaos spell on party but Leon's magic missile disrupts the
casting. Limha casts charm spell on Leon and Leon is charmed. Drake quickly
attacks Limha and Limha is dead. Leon attacks Drake but Drake escapes from Leon
until the charming effect dissapears. Now Limha is dead and the children are
free. Its time to return to the village.
Venla and other villagers are grateful. Suoma recommends to speak with
hunter Tahvo. Tahvo tells the party about strong ghost who killed two hunters.
The ghost has the name Sordirsin the Tusked and he is south-east from the
village. Drake speaks to ghost. Ghost is angered on thieves who stole his horn
and his mind is confused. The party decides don't kill the ghost for now and
investigate what happened. Woman villager Pairi near village tells that some
strange men were there and they went to the Fell wood. Its time to visit Fell
The old place with tent is familiar to the party but its time to move to
the Fell wood itself. There is a hunter's ghost who is the spirit of the wood.
The spirit warns the party to leave the wood. This wood is cursed and a lot of
undead Restless dead are in the wood. He also tells that the west path leads to
safety. The party goes north-west from spirit and meets some winter wolves. The
wolves are dead and the wolf's pents are the reward from the battle. Now the
party moves north and some trolls attack the party. After trolls death the
party goes west and leaves the wood. What the hell is going on? - says Drake.
It seems that the wood is the magic maze and it is very easy to lost in this
maze. Drake recommends to mark the place in the wood with some dropped useless
item on the ground. This will help to find known and unknown places. Now the
party enters the wood with the spirit and goes to the north-east part. There
are two skeletons and some traps. Skeletons are quickly turned by Alice and
Drake takes some healing potions from the hole in the tree stump. Drake drops
some arrows on the ground and the party goes north. The area is same but there
is no dropped arrows on the ground and the stump doesn't have the hole. Leon
tells that the party is now in some new area which is same as previous area. In
order not to be tricked Drake drops another arrows on the ground. Now the party
goes north and Drake notices the arrows which he droped in the first skeleton
area. It seems that the party returns back. The party goes north again and then
east. This new area is same as previous two area but is not marked by the
party. From this area the party goes east again and enters the new area with
the tree in the middle. The enemies are dead and the party meets Carynara the
dryad. Drake speaks to her and she warns the party to leave the wood from west
but Drake persuades her to give some instructions. Dryad tells that if the
party wants to reach the heart of the wood then "from pond go south-east,
north-east, north-west then from small creek go north-west, north-east and
south-east to the heart of the forest". But what pond the answer is unknown.
Now Drake marks this place as a place with dryad and the party goes north-east.
Some trolls attack the party and soon trolls are killed. Drake marks this place
with droped darts and the party goes south-east. The next area is more large
then previous areas and a lot of restless dead skeletons attack the party. Soon
they are turned and Dexy marks the place with arrows. Now the party decides to
go south-east but Alice notices some strange Will-o-wisp near north-east
entrance. It seems that this Will-o-wisp wants the party to show the right way.
So the party goes north-east. The next area is same as previous but is not
marked. The will-o-wisp shines near south-east entrance and the party goes
south-east area. The new area is same as previous two areas but there is no
will-o-wisp in this area. Alice senses that the party is near the clue and her
intuition tells her to go north-west. The party goes north-west and enters the
same area as previous three areas but this area is not marked. Will-o-wisp
appears near south-east entrance and dissapears. The party goes south-east and
enters NEW area with a circle of stones and a dead body near stones. At last
the drinking horn is found on the dead body and its time to visit the ghost in
village. From west entrance the party leaves the wood, rests in the tent and
returns to village.
Drake returns the horn to ghost Sordirsin. Ghost now rests in peace and the
party searches his tomb for some useful items and returns to Tahvo. Elder Suoma
has the last mission for our party and recommends to speak with Kurttu. The
trader Nym leaves the village. Kurttu tells the story about her daughter's
husband Kyosti who dissapeared not long ago. His wife Carita and his friend
Leevi may know something. Drake speaks to Carita and Leevi but they know
nothing about this situation so its time to investigate situation in Fell wood.
Spirit of the wood knows something but he will not talk about this situation
to the party until the party will solve the mystery of Restless dead in the
wood. In order to put the Restless dead to rest the party must find and put out
the ghost lights in the heart of the wood. The task is difficult and its time
to visit the place with the circle of stone where drinking horn was. Leon
remembered the path to this place: from spirit go north-east, then north, east,
east, from dryad go south-east, north-east, north-east, south-east, north-west,
south-east. Following this instructions the party enters the place with the
circle of stones and dead body. Now the new paths are opened from this place.
The party go south-east and enters the area with the pond in the middle. It
seems that this is the area what dryad told. Leon wrote this instructions: "
from pond go south-east, north-east, north-west then from small creek go
north-west, north-east and s