The Keep on the Borderlands game guide & walkthrough

Discussion in 'The Keep on the Borderlands' started by gazra_1971, Nov 18, 2014.

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  1. gazra_1971

    gazra_1971 Knights of Legend

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    Do not post replies in this thread!

    This game guide/walkthrough is currently under construction.


    Table of Contents

    Bug Fixes

    Useful Information

    1.1 Safe resting places

    1.2 Where you make the most money when selling items

    1.3 Arcane (wizard) scrolls that you can acquire

    1.4 Recruitable NPCs

    1.5 Recruitable Followers

    1.6 Cheat codes

    1.7 List of game areas for use with the cheat codes

    1.8 List of quests for use with the cheat codes

    1.9 List of reputations for use with the cheat codes

    1.10 List of items for use with the cheat codes

    Walkthrough

    2.1 Shop Map

    2.2 The Keep

    2.3 Outer Bailey

    2.4 Thieves' Guild and Sewer

    2.5 Inner Bailey

    2.6 Swamp

    2.7 Southern Pine Forest

    2.8 Northern Oak Woods

    2.9 The Thorp of Lord Axer

    2.10 Lizardman Refuge (Lizardman Hunting Grounds)

    2.11 Deep Swamp

    2.12 Raider Camp

    2.13 Caves of Chaos

    2.14 The Shrine of Evil Chaos

    2.15 Special random encounters




    Make sure that you are playing version 1.0.1 of the Keep on the Borderlands module. You can check this in the game by clicking on the question mark icon at the bottom right corner of the screen and then clicking on the text Circle of Eight Modpack (see screenshot below):

    [​IMG]









    Bug Fixes

    Originally posted by Sitra Achara:
    Originally posted by Shiningted:
    Originally posted by Shiningted:









    Useful Information

    Originally posted by Shiningted:
    Originally posted by marc1967:
    Regarding random encounters:

    Originally posted by Sitra Achara:









    1.1 Safe resting places

    Inside the Lizard Man Lair (at the Swamp) after you have dealt with the lizardmen and the lizardmen no longer occupy the lair.

    Lizardman Hunting Grounds (Lizardman Refuge) after you have killed the Black Dragon and 3 Giant Lizards.

    Passage Beneath the Woods (Northern Oak Woods)

    Thieves' Guild

    Tower Main Hall (Deep Swamp)

    Tower Upper Hall (Deep Swamp)

    Tower Lower Level (Deep Swamp)

    Laboratory (Deep Swamp)









    1.2 Where you make the most money when selling items

    You make the most money if you:

    sell magical items to Ricario (Apothecary) at the market of the Keep

    sell cloth armors to the Provisioner's Assistant

    sell leather armors to the bootmaker at the market of the Keep

    sell gems and jewelry to Geoffrey (Scribe) at the market of the Keep

    sell metal armor and weapons to Heggrim (Blacksmith) or Thurl (Armourer)

    sell wooden shields and weapons to Nobby (Artisan) or Porteous (Provisioner)


    You can sell anything (but at a reduced price) to Kenneally (Trader) or Arfur or the Thorp's Hawker of rusty items.









    1.3 Arcane (wizard) scrolls that you can acquire

    <to be completed>

    * scroll only obtainable by doing evil deed

    Deep Slumber (in Chest in Fortress Basement of Inner Bailey)
    Gaseous Form (in Minotaur's Chest at Caves of Chaos)
    Magic Circle Against Chaos (on floor near left edge inside Owlbear Cave at Caves of Chaos)
    Magic Circle Against Law (in Chest in Priest's home in Outer Bailey)
    Raise Dead (given to you by Flay (Undertaker) if you complete the Au Revoir Grimoire quest)
    Ray of Clumsiness (given to you by Hal Hommleter (Scribe) if you deal with Billy (Tracker))
    Silence (in Chest in Priest's home in Outer Bailey)
    Slow (in Barrel in store-room in Kobold Cave at Caves of Chaos)
    * Stoneskin (in Master Bratac's (Archdruid's) inventory)
    Summon Monster II (given to you by Hal Hommleter (Scribe) if you deal with Billy (Tracker))
    True Strike (given to you by Hal Hommleter (Scribe) if you deal with Billy (Tracker))
     

    Attached Files:

    Last edited: Jun 30, 2015
  2. gazra_1971

    gazra_1971 Knights of Legend

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    1.4 Recruitable NPCs

    If you remove an NPC from your adventuring party, then you most likely won't be able to recruit that NPC again.

    [​IMG]
    Aereon (Ranger) (27 HP)
    Chaotic Good male half-elf Ranger 3
    Favored enemy: goblinoid
    Worships: Corellon Larethian
    Strength: 14
    Dexterity: 17
    Constitution: 13
    Intelligence: 12
    Wisdom: 15
    Charisma: 11
    Feats: Point Blank Shot, Precise Shot, Rapid Shot
    Skill ranks: Heal 3, Listen 6, Spot 3, Survival 6, Tumble 3
    Equipment: composite longbow (Str 14), leather armor, 100 arrows, buckler, boots of elvenkind, cloak of elvenkind, 20 silver arrows, shortsword
    Location: random encounter

    [​IMG]
    Angela (Bard) (13 HP)
    Chaotic Neutral female half-elf bard 2 (1000 XP)
    Worships: Corellon Larethian
    Strength: 12
    Dexterity: 15
    Constitution: 10
    Intelligence: 11
    Wisdom: 11
    Charisma: 17
    Feats: Exotic Weapon Proficiency (Repeating Crossbow), Point Blank Shot
    Skill ranks: Hide 5, Listen 5, Move Silently 5, Perform 5, Search 2.5, Sleight of Hand 5, Spot 2.5, Tumble 5
    Equipment: repeating light crossbow, chain shirt, rapier, main gauche, mandolin, boots of elvenkind, rope, 120 bolts
    Bard spells known:
    Spell level 0: Daze, Detect Magic, Flare, Read Magic
    Spell level 1: Grease, Sleep
    Availability: She will only join your party if your party size is 7
    Location: up the ladder inside the inn at the Keep

    Angryn (Merchant) (9 HP)
    Lawful Neutral male human ranger 1
    Favored enemy: none
    Worships: St. Cuthbert
    Strength: 8
    Dexterity: 8
    Constitution: 8
    Intelligence: 13
    Wisdom: 13
    Charisma: 8
    Feats: Alertness, Investigator
    Skill ranks: Appraise 1.5, Listen 2, Sense Motive 1.5, Spot 2
    Equipment: none
    Availability: He will permanently leave your party when you exit the Insect Mound
    Location: inside the Insect Mound at the Southern Pine Woods

    [​IMG]
    Brother Fist (Monk) (17 HP)
    Lawful Good male half-orc monk 2 (1000 XP)
    Worships: Gruumsh
    Strength: 16
    Dexterity: 12
    Constitution: 10
    Intelligence: 11
    Wisdom: 17
    Charisma: 9
    Feat: Dodge
    Skill ranks: Listen 3, Search 1.5, Spot 2
    Equipment: magic celtic tattoos (AC +4), 6 shuriken
    Availability: He will only join your party if Korrac hasn't run off with him (i.e. if you haven't already refused to help Korrac). You can only recruit him during the day.
    Location: inside the church during the day

    Cantrall (Shady Prisoner) (19 HP)
    Chaotic Neutral male human rogue 3 (3000 XP)
    Worships: no one
    Strength: 12
    Dexterity: 16
    Constitution: 10
    Intelligence: 11
    Wisdom: 8
    Charisma: 11
    Feats: Dodge, Improved Initiative, Weapon Focus (Short Sword)
    Skills: Diplomacy 5, Hide 6, Listen 5, Move Silently 6, Search 7, Sense Motive 7, Tumble 6
    Availability: He will only join your party if you accept the quest for the Thieves' Guild. He will permanently leave your party when you return him to the Thieves' Guild
    Location: in the Cells of the Inner Bailey

    [​IMG]
    Korrac (Dwarven Adventurer) (28 HP)
    Neutral Good male dwarf cleric 1 / fighter 1 (1000 XP)
    Worships: Moradin
    Domains: Good, Protection
    Strength: 17
    Dexterity: 10
    Constitution: 21
    Intelligence: 11
    Wisdom: 16
    Charisma: 10
    Feats: Combat Casting, Power Attack
    Skill ranks: Climb 2.5, Concentration 5, Diplomacy 5, Heal 2
    Equipment: warhammer, banded armor, large steel shield, heavy crossbow, 80 bolts, scroll of Open/Close
    Availability: He will only join your party if you agree to help him the first time that he asks for your services, otherwise he will run off and take Two Swords and Brother Fist with him if they aren't already in your party
    Location: inside the pub at night

    Lorin (Apprentice Druid) (17 HP)
    True Neutral male human druid 2 (1000 XP)
    Worships: no one
    Constitution: 10
    Intelligence: 10
    Wisdom: 17
    Charisma: 10
    Skill ranks: Concentration 5, Handle Animal 5, Search 1.5, Survival 5
    Location: at the druidic shrine in the Northern Oak Woods once you have cleared the druidic shrine of monsters and then talked to Kepler

    There are 2 different versions of Lorin. It's random which version of Lorin is in your game.

    either

    Strength: 12
    Dexterity: 15
    Feats: Point Blank Shot, Skill Focus (Concentration)
    Skill ranks: Listen 3, Spot 2, Tumble 1
    Equipment: masterwork sling, leather scale armour, club, buckler, 40 bullets, 10 silver bullets, potion of Cure Light Wounds

    or

    Strength: 15
    Dexterity: 12
    Feats: Weapon Focus (Longspear), Improved Initiative
    Skill ranks: Listen 2, Move Silently 1, Spot 3
    Equipment: masterwork longspear, sling, 40 bullets, potion of Cure Light Wounds

    [​IMG]
    Mia (Wemic) (41 HP)
    female wemic ranger (monster)
    (+3 Natural Armor bonus to AC)
    Favored enemy: human
    Size: Large (10 feet reach) (Mia can't fit through doorways in the Hobgoblin Cave)
    Feats: Power Attack, Two Weapon Fighting, Weapon Focus (Greataxe)
    Skill ranks: Concentration 6, Climb 6
    Equipment: 2 masterwork greataxes, 5 javelins, chalcedony, potion of Shield, studded leather armor, rope, climber's kit, wolfsbane, 20 silver, 10 gold, roast joint
    Location: Raider Camp
    Some NPCs (such as the Sergeant of the Watch) will refuse to talk with you while Mia is in your party

    [​IMG]
    Milo (Sorceror) (10 HP)
    Neutral Good male halfling sorcerer 2 (1000 XP)
    Worships: Boccob
    Strength: 10
    Dexterity: 18
    Constitution: 13
    Intelligence: 10
    Wisdom: 10
    Charisma: 17
    Feat: Spell Penetration
    Equipment: masterwork sorcerer's staff, light crossbow, 80 bolts, climber's kit
    Sorcerer spells known:
    Spell level 0: Acid Splash, Disrupt Undead, Ray of Frost, Read Magic
    Spell level 1: Magic Missile, Shield
    Availability: You can only recruit him at night
    Location: inside the pub at night

    Reynard (Elf) (14 HP)
    Chaotic Good male elf (level 0)
    Worships: Ehlonna
    Strength: 14
    Dexterity: 17
    Constitution: 10
    Intelligence: 11
    Wisdom: 7
    Charisma: 11
    Feat: Toughness
    Skill ranks: Hide: 3, Listen: 1.5, Move Silently: 3, Search: 1.5, Spot: 1
    Availability: He will permanently leave your party if you initiate dialogue with Geoffrey (Scribe) at the market place of the Keep
    Class restrictions: Reynard can become a barbarian, bard, fighter, ranger, rogue, sorcerer, or wizard
    Location: in the tree tops behind the Spider Queen at the Southern Pine Forest

    [​IMG]
    Robin Graves (Adventurer) (3 HP)
    Chaotic Evil male human necromancer 1 (0 XP)
    Worships: Nerull
    Strength: 10
    Dexterity: 14
    Constitution: 8
    Intelligence: 16
    Wisdom: 10
    Charisma: 11
    Feats: Heighten Spell, Spell Focus (Necromancy)
    Skill ranks: Concentration 4, Hide 1, Listen 0.5, Move Silently 1, Spellcraft 4, Spot 0.5, Tumble 1
    Equipment: quarterstaff
    Spell Book:
    Spell level 0: Acid Splash, Daze, Detect Magic, Disrupt Undead, Electric Jolt, Flare, Open/Close, Ray of Frost, Read Magic, Resistance
    Spell level 1: Chill Touch, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement
    Availability: He costs 50 gold to recruit if you talk to Flay (Undertaker) before talking to Robin Graves
    Location: roaming the graveyard during the day(?); inside Flay's home at night(?)

    [​IMG]
    Two Swords (Adventurer) (22 HP)
    Chaotic Good female human fighter 2 (1000 XP)
    Worships: Kord
    Strength: 17
    Dexterity: 15
    Constitution: 13
    Intelligence: 10
    Wisdom: 8
    Charisma: 14
    Feats: Cleave, Exotic Weapon Proficiency (Bastard Sword), Power Attack, Two-Weapon Defense, Two-Weapon Fighting
    Skill ranks: Climb 4, Hide 2, Listen 2.5, Search 2.5, Spot 2.5, Tumble 1.5
    Equipment: Bunkles (silver katana +4 attack, +1 damage), Snookie (katana +4 attack, +1 damage), black halfplate
    Availability: She will only join your party once you have bought her a drink. She will only join your party if Korrac hasn't run off with her (i.e. if you haven't already refused to help Korrac). You can only recruit her at night.
    Location: inside the pub at night



    1.5 Recruitable Followers

    Followers don't display their portrait at the bottom left of the screen.
    You can't equip followers with items.
    You can't control followers during combat.

    Originally posted by Shiningted:

    Attack Dog
    Location: in the Animal Seller's building in the Outer Bailey of the Keep.

    Originally posted by Sitra Achara:
    Buttercup (Ox) (55 HP)
    AC: 13
    Attack: +6
    Gore Damage: 1d8+6 (Piercing)
    Special: while Buttercup is in your party, you can use the radial menu to summon/dismiss saddle bags which is a portable container that you can store items in.
    Location: in the Animal Seller's building in the Outer Bailey of the Keep.

    Chicken
    Location: in the Animal Seller's building in the Outer Bailey of the Keep.

    Elf Prisoner
    Special: he will pick up and equip weapons and armour from the ground that are nearby him
    Location: inside the Bugbear Cave at the Caves of Chaos

    Man-at-arms Prisoner (22 HP) (level 2)
    Availability: He will attack your party if you get in his way while he is fighting the hobgoblin guards when you first see him or if you cast a healing spell on him.
    Location: inside the Hobgoblin Cave at the Caves of Chaos

    Mercenary
    There are assorted Mercenaries in the pub who each have a different weapon.
    Availability: Each Mercenary in the pub can be hired by paying the mercenary 5 gold to recruit and then 5 gold for EVERY combat!
    Location: inside the pub in the Outer Bailey of the Keep
     

    Attached Files:

    Last edited: Jun 30, 2015
  3. gazra_1971

    gazra_1971 Knights of Legend

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    1.6 Cheat codes

    Originally posted by Gaear:
    For the full list of cheat codes and how to use them, click on the following link:

    http://www.co8.org/forum/showpost.php?p=11422&postcount=1





    1.7 List of game areas for use with the cheat codes

    To add one of the following areas to your world map (that you can then travel to), type the following cheat code:

    game.areas[#] = 1

    where # is one of the numbers below

    2 Southern Pine Forest (a maze of trees, with many spiders)
    3 Caves of Chaos (a ravine with many caves)
    4 The Thorp of Lord Axer (a run-down village dominated by a manor house)
    5 Northern Oak Woods (a forest, haunted by a legendary figure)
    6 Raider Camp (a reputed forest lair of bandits)
    8 Lizardman Refuge (a fertile area of wetlands)
    9 Swamp (a swamp, with humanoid tracks)
    10 Deep Swamp (a swamp dominated by an old ruined tower)





    1.8 List of quests for use with the cheat codes

    Quest Titles

    Originally posted by Shiningted:
    {1} {Suffragette City}
    {2} {The Leaky Cauldron}
    {3} {Blacksmith Assistant}
    {4} {The Grassy Gnoll}
    {5} {The Health of the Cousins Elf}
    {6} {The Other Silk Road}
    {7} {Caravan of Courage}
    {8} {Raiders of the Southern Forest}
    {9} {The Root of All Chaos}
    {10} {Walking in Their Footsteps}
    {11} {Kill the Yapping Dog}
    {12} {Lizard Lair}
    {13} {Slay the Defiler of Women}
    {14} {Slay the Crazy Hermit}
    {15} {No Good Deed Goes Unpunished}
    {16} {Earning Honour Among Thieves}
    {17} {Arachnophobia}
    {18} {Back in the Sack}
    {19} {One Big Harpy Family}
    {20} {Wishing You a Speedy Recovery}
    {21} {The Silk Road}
    {22} {Eight-legged Freaks}
    {23} {Au Revoir Grimoire}
    {24} {Lizardmen vs Predator}
    {25} {Swords for Hextor}
    {26} {Dazed and Amused}
    {27} {A Dream Come True}
    {28} {Riddle of the Shrine}
    {29} {One Flew Over the Harpy's Nest}
    {30} {Bluebeard Relents}
    {31} {Take your Pick}
    {32} {Third Dwarven Quest}
    {33} {Blind Justice}
    {34} {CG Alignment Quest}
    {35} {LG: The Last Crusade}
    {36} {NG Alignment Quest}
    {37} {CE: The Shrine is Mine!}
    {38} {CN Alignment Quest}
    {39} {TN Alignment Quest}
    {40} {NE: The Power of One}
    {41} {LN Alignment Quest}
    {42} {LE Alignment Quest} // not the overall quest, thats 54!
    {43} {CN: Arfur's Quest}
    {44} {CN: Krayn's Quest}
    {45} {CN: Milson's Quest}
    {46} {CN: Palm-Off's Quest}
    {47} {CN: Cantrall's Quest}
    {48} {CN: First Contact's Quest}
    {49} {CN: Thug's Quest}
    {50} {CN: Shifty Guard's Quest}
    {51} {CN: Klaus' Quest}

    {52} {A Hairy Problem}
    {53} {No Bull Backup}
    {54} {Tribal Law}
    {55} {The Great Demancipator}
    {56} {Smile and Say Cheese!}
    {57} {Dude where's my cart?}
    {58} {Sell me your women!}
    {59} {Spider Provider}
    {60} {Who's Raiding the Trading?}
    {61} {The Dog ate, my homework}
    {62} {Moonshine}
    {63} {Who's side are you on?}
    {64} {The Master's Work}
    {65} {Something smells poisony}


    Quest Descriptions

    {1} {Porteous the Provisioner's business suffers: because his wife is not allowed in the men-only Guild, he also refuses to join.}
    {2} {Ricario the Apothecary needs a new cauldron to supply you with one of his quality potions - Porteous the Provisioner will not sell to him.}
    {3} {Waiting...}
    {4} {Billy the Elven Tracker has run amok and is on top of the Bailiff's tower with his bow, shooting anything that moves. You must disarm him.}
    {5} {Geoffrey the Elven Scribe is worried about his missing nephews, lost in the Spider Woods. You must find word of them.}
    {6} {Lord Axer needs someone to help him establish trade between his thorp and the powerful Merchant's Guild in the Keep.}
    {7} {A group of merchants travelling the road near the Keep have disappeared without trace. You have agreed to an official request to find news of them. [Note: you may meet, and rescue, many merchants in the game. This refers to a specific caravan.]}
    {8} {A group of human or humanoid Raiders is suspected to operate in the woods south of the Keep. You have agreed to an official request to gather intelligence on their movements and strength.}
    {9} {The disparate tribes of the Caves of Chaos are rumoured to be falling under the sway of a single agent or force of Evil. You have agreed to an official request to investigate this matter.}
    {10} {A group of adventurers exploring the swamps south-east of the Keep have disappeared. You have agreed to an official request to find news of them.}
    {11} {Lady Maeri has asked that you kill a yappy dog that is keeping her awake at night. The dog apparently lurks near the southern houses.}
    {12} {A colony of Lizardmen in the swamp are preying on passers-by, you must end this threat.}
    {13} {Lady Maeri has asked you to find and kill a crazy hermit that brutally assaults and then kills women walking in the woods north of the keep.}
    {14} {Lady Maeri has hired you to kill a crazy hermit in the woods north of the Keep.}
    {15} {Now that the Provisioner has the backing of the Merchant's Guild, he has stopped paying a local protection racket, who have now threatened his wife and child if he goes to the Watch. He has asked for your help to deal with this.}
    {16} {The local Thieves' Guild has asked you to break one of their members out of the cells beneath the Fortress. You have to accomplish this before the High Wizard can return and magically interrogate him. Meet your contact behind the church, tomorrow night.}
    {17} {The southern pine forest has become infested with spiders: you have been tasked with dealing with this problem.}
    {18} {The Spider Queen has lost some eggs to 'bipeds' from the nearby swamp. You have agreed to find them for her.}
    {19} {The young Druid Kepler has tasked you to clear some harpies from a nearby ruin.}
    {20} {The Thieves' Guild have assigned you the task of recovering evidence of the mission of a recent errand rider to the Keep. This will mean infiltrating the Warehouse. The Corporal keeps the only key: you must find a way to get it.}
    {21} {Flay, servant of the Goddess of Death, will pay cash for Spider Silk, no questions asked.}
    {22} {Flay the Undertaker will pay for a small live spider.}
    {23} {Flay, Cleric of Wee Jas, has asked you to steal a Tome of Infernal Magic from the Keep's Wizard. He has offered some Clerical scrolls and a magic item as payment.}
    {24} {The Lizardmen of the southern swamp have tasked you to slay a dragon that infests their hunting grounds, to gain their cooperation.}
    {25} {The Cleric of Hextor has demanded you supply 20 longswords for the troops of the Thorp, to improve their gear and morale. He is not interested in how you obtain them, as long as you do.}
    {26} {Lord Axer is bored, and seeks some sort of diversion to keep him amused. He will pay in ivory if you provide something.}
    {27} {Lord Axer has offered you a chance to become a Dragonslayer, a rare honour in any adventurer's career, let alone so early.}
    {28} {Lady Maeri has given you a vial to sprinkle on the shrine in the northern woods: look for evidence of ancient ruins to find the shrine. Sprinkle the vial and report back to her for a rich reward.}
    {29} {BONUS QUEST: You have assisted the Mad Hermit in recovering his sanity!}
    {30} {The Kobold Chief has magically locked himself in his room. The head of the Dwarven Expeditionary Party wants you through that door.}
    {31} {The head of the Dwarven Expeditionary Party has agreed to your offer to supply mining equipment - picks, mattocks, shovels - to his party.}
    {32} {Third Dwarven Quest}
    {33} {The Curate has asked that you convince an inhabitant of the Thorp to be the focus of a scrying spell, so that the Keep and the Church can keep an eye on the Hextor Temple.}
    {34} {CG Alignment Quest}
    {35} {LG Alignment Quest}
    {36} {NG Alignment Quest}
    {37} {You must assist Lady Maeri to overthrow the current leadership of the Shrine of Evil Chaos. To do so, you must get the various tribes of the Caves behind you.}
    {38} {You are destined to rise to the top of the Thieves' Guild!}
    {39} {TN Alignment Quest}
    {40} {NE Alignment Quest}
    {41} {LN Alignment Quest}
    {42} {LE Alignment Quest}
    {43} {CN: Arfur's Quest}
    {44} {CN: Krayn's Quest}
    {45} {CN: Milson's Quest}
    {46} {CN: Palm-Off's Quest}
    {47} {CN: Cantrall's Quest}
    {48} {CN: First Contact's Quest}
    {49} {CN: Thug's Quest}
    {50} {CN: Shifty Guard's Quest}
    {51} {Klaus will back your Thieves' Guild putsch if you pay him in diamonds.}
    {52} {The Kobolds find themselves unable to overcome some Dwarves who are holed up in their storage room, and want you to deal with them.}
    {53} {The Kobolds live in awe of the Minotaur. Anyone who can tame him can command their loyalty.}
    {54} {The Cleric of Hextor has demanded that the tribes of the Caves of Chaos recognise his suzerainty. To achieve this difficult and grandiose goal, you must eliminate the clerics of the Shrine of Evil Chaos and get all the tribes on side.}
    {55} {The Bugbear chief will support you if you can find some way to provide him with a steady supply of slaves.}
    {56} {Cheese.}
    {57} {The Goblin Chief says someone is raiding his larder. Find out who.}
    {58} {The Bugbear Chief needs to move his slaves in bulk, more than you can handle. You will have to find a market of some sort for him.}
    {59} {BONUS QUEST! You have healed a rogue spider of a wound, allowing him to turn from murderous rage to his natural animalian neutrality.}
    {60} {Unimpressed with the lack of progress from the Cavalry on the Raider problem, the Master of the Merchant's Guild has tasked you to make enquiries of your own.}
    {61} {The Gnoll Chieftain demands food for his tribe: you will need to bring something big, or at least 4 somethings small.}
    {62} {The Gnoll Chieftain wants a golden sickle to carry out his lunar rites. Or because he just likes shiny things.}
    {63} {The Hobgoblin Chief needs heavy armour for his entire tribe. He has tasked you to raid a caravan en route to the Keep and get it for him.}
    {64} {In return for access to Masterwork weapons and armour, you will use your contacts in the Merchant's Guild to help the Blacksmith sell armour in bulk.}
    {65} {BONUS QUEST! You have interrupted the supply of poison in the Keep.}







    1.9 List of reputations for use with the cheat codes

    titles

    {1} {Antagonist} # paladin falls
    {2} {Experienced Adventurer}
    {3} {Highway Angel}
    {4} {Member of the Thieves' Guild}
    {5} {Member of the Merchant's Guild}
    {7} {Perpetrator}
    {8} {Suspect}
    {9} {Rogues' Opponent}
    {10} {Enemy of the Keep}
    {11} {Desperate Skank}
    {12} {Ruffian} # paladin falls
    {13} {Fugitive}
    {14} {Rogues' Enemy}
    {15} {Rogues' Bane}
    {16} {Dragonslayer}
    {17} {Friend of the Guild}
    {18} {Persona non Grata} # paladin falls
    {19} {Servant of Hextor}
    {20} {Slave Trader}
    {22} {Enemy of Hextor}
    {23} {Distinguished Yeoman} # functions as access all areas
    {24} {Friend of the Keep} # allows access to inner bailey


    backgrounds

    {1} {Your constant unpleasant language and behaviour has alienated the guards of the Keep.}
    {2} {Your successes in the Caves set you apart from the merchants and novice adventurers.}
    {3} {You have defeated some bandits preying on the main trade road.}
    {4} {You have won entry into the shadowy Thieves' Guild operating in the Keep.}
    {5} {You have been granted membership to the influential Merchant's Guild.}
    {7} {You have just committed a crime!}
    {8} {You are a suspect in a crime!}
    {9} {You have refused to join the Thieves' Guild.}
    {10} {You are on the run!}
    {11} {It is generally believed you have been intimate with the Corporal of the Watch.}
    {12} {You have started a fight in the Guildhouse.}
    {13} {You are a wanted fugitive!}
    {14} {You have made an enemy of the Thieves' Guild.}
    {15} {You have brought down the Thieves' Guild!}
    {16} {You have slain your first dragon!}
    {17} {Your services for the Guild have won their goodwill.}
    {18} {You have personally offended the Castellan.}
    {19} {You have gone out of your way to be of service to the Temple of Hextor.}
    {20} {You have sold someone as a slave. Well that's just fabulous.}
    {22} {You have killed a Hextorite.}
    {23} {You have been awarded a high honour of the Yeomanry.}
    {24} {Your successes on the Keep's behalf have paid dividends.}


    logs (effects)

    {1} {The guards are brisk at best and generally unhelpful: it is not unthinkable some may even attack you in future if you continue to be rude to them. You will need to win their respect, or the gratitude of their superiors, to change this.}
    {2} {You are admired throughout the Keep, though the Guild still look down on you and some of the more experienced adventurers and shadier characters now see you as a potential rival.}
    {3} {Your deed has won the gratitude of merchants and the notice of the Guild, but some of the Cavalry Guards are put out that you succeeded where they were unable.}
    {4} {You can now commit your larcenous acts without fear of reprisals from the Thieves' Guild, and have the backing of this shady organisation. Membership in this group is outlawed by the Castellan, though, and must be kept secret.}
    {5} {As a Guildsman you have the use of the Guild House and can trade as a merchant in the Yeomanry, as well as having the backing of a powerful mercantile organisation.}
    {7} {If you are spotted in the vicinity of the scene of your crime, you will certainly be regarded as a suspect.}
    {8} {You were spotted suspiciously close to a crime scene. Expect to be questioned by the Watch. Keep inhabitants are wary of you.}
    {9} {Despite perpetrating larcenies yourself, you have refused the advances of the Thieves' Guild. They will brook no rivals and continued thieving on your part will undoubtedly provoke a response.}
    {10} {You have been declared an enemy of the Keep by the Castellan: the Bailiff has issued orders to kill you on sight, and ordinary folk will react with fear and/or violence.}
    {11} {You are widely believed to have done the nasty with the Corporal, one of the most unappealing men in the entire Yeomanry. Your reputation has been badly effected. Many of the Guards guffaw as you walk past, others eye you for future easy conquest.}
    {12} {You have used violence within the Guildhouse: this makes you some powerful enemies. Other members of the Guild may even attack you, if you do not have sufficient reputation to deter this.}
    {13} {You have been formally accused or convicted of a crime: the Watch are actively trying to arrest you. Ordinary folk will offer you no comfort.}
    {14} {Your attacks on members of the Thieves' Guild has angered this shady organisation and they now see you as an enemy.}
    {15} {You have successfully brought down the Thieves' Guild in the Keep! The Castellan regards himself in your debt for this, and merchants are especially grateful, though the Watch are slightly miffed you did their job for them.}
    {16} {Slaying a dragon is a noble accomplishment, whoever does it. Expect everyone to treat you with that little bit more respect that you now deserve.}
    {17} {Merchants see you as something of an ally, though not one of them.}
    {18} {The Castellan has barred you from the Inner Keep. Not every Guardsman may recognise you to enforce this, but don't expect leeway from the Officers. Plus you are removed from (and therefore 'botch') any official quests you are working on.}
    {19} {Your services for the Temple of Hextor in Lord Axer's Thorp, and for the Lord himself, have gained you the reputation in the Thorp of a devoted disciple of Hextor. Followers of Heironeous will not be pleased, and may even attack you on sight.}
    {20} {The stench of a slave-trader cannot be hidden fully. Members of the Thieves' Guild and inhabitants of the Thorp are impressed - members of the Merchant's Guild view you with a vague suspicion, even if they are not sure why.}
    {22} {The rigid nature of Hextor's cult will not tolerate wanton violence that they have not instigated. By bringing lawlessness into one of his strongholds, you have guaranteed that the others will turn on you if only to save their own skins.}
    {23} {The Castellan himself awarded you this honour. It is recognised throughout the Yeomanry, and coming from the commander of the Keep, means the military will treat you with respect and assistance.}
    {24} {You have done an outstanding service on the Keep's behalf. The ordinary soldiers recognise you and do not think twice on seeing you in military areas.}







    1.10 List of items for use with the cheat codes

    A list of all items are in the following 2 files in your game's folder:

    \data\mes\description.mes

    \data\mes\long_description.mes


    {4120}{Snookie is a keen antique katana that appears to be of very high quality. It's hard to say, as Two Swords growls whenever you look too closely. Damage 1d10 Critical Range: 19-20/×2 Damage Type: Slashing Weapon proficiency: Martial, Exotic, Bastard sword}

    {4129}{Bunkles is an antique silver katana that appears to be of very high quality. Two Swords will not let you touch it though. Damage 1d10 Critical Range: 19-20/×2 Damage Type: Slashing Weapon proficiency: Martial, Exotic, Bastard sword}
     
    Last edited: Nov 25, 2014
  4. gazra_1971

    gazra_1971 Knights of Legend

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    Walkthrough

    [​IMG]





    2.1 Shop Map

    Notable items that you can buy in the shop map (if you could afford them!):

    merchants' scales
    spyglass (~1390 gold)
    composite longbow (Str 12) (~278 gold)
    composite longbow (Str 16) (~556 gold)
    composite longbow (Str 14) (~521 gold)
    composite longbow (Str 18) (~695 gold)
    200 arrows
    200 bolts
    200 bullets
    2 glaives
    2 chain shirts
    2 breastplates
    2 black breastplates
    2 wooden tower shields
    2 ropes
    grappling hook





    2.2 The Keep

    The entrance to the graveyard is at the lower left corner outside the main gatehouse of the Keep.





    2.3 Outer Bailey

    [​IMG]

    [​IMG]

    You can buy an Ink, Quill and Parchment from Geoffrey (Scribe) at the marketplace within the Outer Bailey. If you use the IQ&P, then it can give you useful information about quests that you haven't completed.

    The noticeboard is inside the Provisioner's shop. You will obtain most of the quests in the game by examining the noticeboard at various stages of the game. You complete these quests by returning to Dren Tolvek (Bailiff) who is either inside the Pub or in his tower.

    [​IMG]

    [​IMG]

    Flay (Undertaker) provides the following healing services:
    Cure Serious Wounds (90 gold)
    Neutralize Poison (240 gold)
    Raise Dead
    Remove Disease (240 gold)

    How disguise works:

    Question: "Do all party members have to wear disguises or is just one party member wearing a disguise enough? Does it have to be the party leader wearing the disguise or can it be anyone?"

    Originally posted by Shiningted:
     

    Attached Files:

    Last edited: Jun 30, 2015
  5. gazra_1971

    gazra_1971 Knights of Legend

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    Notable items that NPC vendors sell:

    Nobby (Artisan)

    masterwork light hammer
    masterwork quarterstaff
    climber's kit
    repeating light crossbow
    2X smokestick


    Heggrim (Blacksmith)

    masterwork main gauche
    glaive
    gladiator armour
    marauder armour
    banded armor (AC +6, Max Dex Bonus +1)
    splint mail (AC +6, Max Dex Bonus +0)
    half-plate (AC +7, Max Dex Bonus +0)
    2X full plate armor (AC +8, Max Dex Bonus +1)
    4X large sterel shield
    metal tower shield


    Ricario (Apothecary)

    2X potion of Enlarge Person
    brimstone powder
    knochout gas
    potion of love
    sleeping draught
    potion of explosions
    scroll of Bless
    scroll of Protection from Good
    scroll of Daze
    scroll of Guidance
    scroll of Ray of Clumsiness


    Maude (Hat Seller)

    Helm of Reading Magic


    Geoffrey (Scribe)

    scroll of Cause Fear
    scroll of Protection from Chaos
    scroll of Melf's Acid Arrow
    scroll of Fog Cloud
    Elixir of Vision
    eyeglasses
    Goggles of Minute Seeing
    Helm of Reading Magic
    Wand of Identify
    scholar's kit
    black pearl
    white pearl


    Kenneally (Trader) (Trade Post)

    padded armor
    leather armor
    studded leather
    druid hide (+3 AC, Max Dex Bonus +5)
    barbarian armor
    breastplate
    chain shirt
    chain mail plain
    large steel shield
    metal tower shield
    sling
    longbow
    composite longbow (Str 14)
    composite longbow (Str 12)
    composite longbow (Str 16)
    composite longbow (Str 18)


    Porteous (Provisioner) (Last Post Provisions)

    healer's kit
    2X climber's kit
    scholar's kit
    grappling hook
    2X rope
    80 arrows
    80 bolts
    80 bullets
    large wooden shield
    wooden tower shield
    mattock (1d6, 20X4)
    bottle of purified acid
    2X tanglefoot
    thieves' tools


    (Assistant) (Last Post Provisions)

    wizard robes
    monk robes


    Originally posted by Shiningted:
    In order for Heggrim (Blacksmith) to start selling masterwork items, you need to:
    1. be a member of the Merchant's Guild;
    2. rescue the Merchant from the Hobgoblin Cave and then return him to the Merchant's Guild, and then arrange a trade agreement between the Merchant and Heggrim.

    You may also need to:
    3. talk to Heggrim at night;
    4. have a Gather Information skill of at least 9 (or maybe even at least 14);
    5. be overburdened (i.e. your PC talking to Heggrim may need to be encumbered);
    6. have an NPC reaction of at least 50 with Heggrim.

    Heggrim (Blacksmith) (if he starts selling masterwork items) (percentage chance of item in stock):

    Large Masterwork Steel Shield (80%)
    Small Masterwork Steel Shield (80%)
    Masterwork Metal Tower Shield (80%)
    Masterwork Full Plate Armor (40%)
    Masterwork Scale Mail (80%)
    Masterwork Chain Shirt (80%)
    Masterwork Red Chainmail (80%)
    Masterwork Silver Breastplate (60%)
    Masterwork Splint Mail (80%)
    Masterwork Silver Banded Armor (80%)
    Masterwork Half-Plate (60%)
    Masterwork Full Plate Armor (30%)
    Masterwork Buckler (80%)
    Masterwork Gladiator Armor (80%)
    Masterwork Marauder Armor (80%)
    Masterwork Greatsword (80%)
    Masterwork Katana (80%)
    Masterwork Scimitar (80%)
    Masterwork Greataxe (80%)
    Masterwork Longsword (80%)
    Masterwork Dagger (80%)
    Masterwork Rapier (80%)
    Masterwork Bastard Sword (80%)
    Masterwork Falchion (80%)
    Masterwork Shortsword (80%)
    Masterwork Throwing Dagger (80%)
    Masterwork Dwarven War Axe (80%)
    Masterwork Greatclub (80%)
    Masterwork Handaxe (80%)
    Masterwork Heavy Mace (80%)
    Masterwork Heavy Pick (80%)
    Masterwork Morningstar (80%)
    Masterwork Light Mace (80%)
    Masterwork Scythe (80%)
    Masterwork throwing axe (80%)
    Masterwork Gnome Hooked Hammer (80%)
    Masterwork Light Hammer (80%)
    Masterwork Warhammer (80%)
    Masterwork Light Crossbow (80%)
    Masterwork Heavy Crossbow (80%)
    Masterwork Guisarme (80%)
    Masterwork Battleaxe (80%)
    Masterwork Shortspear (80%)
    Masterwork Spear (80%)
    Masterwork Glaive (80%)
    Masterwork Ranseur (80%)
    Masterwork Javelin (80%)
    Masterwork Dart (80%)
    Masterwork Cutlass (80%)
    Masterwork Longspear (80%)
    Masterwork Greathammer (80%)
    Masterwork Maul (80%)
    Masterwork Heavy Flail (80%)
    Masterwork Spiked Chain (80%)
    Masterwork Shuriken (80%)
    Masterwork Halfling Siangham (80%)
    Masterwork Kukri (80%)
    Masterwork Sickle (80%)
    Masterwork Main Gauche (80%)
    Masterwork Tiny Rapier (80%)
    Masterwork Small Quarterstaff (75%)
    Masterwork Halfling Siangham (75%)
    Masterwork Halfling Siangham (75%)
    Masterwork Spiked Gauntlets
    Masterwork Trident
    Masterwork Halberd


    Porteous (Provisioner) will reward you with a masterwork scythe if you complete the Suffragette City quest for him.

    As part of the The Leaky Cauldron quest, if you give Ricario (Apothecary) a Cauldron, then you have to wait 3 days for Ricario to make poison for you. You buy the Cauldron from Porteous (Provisioner).

    Ricario (Apothecary) sells vials of poison at night in his home for 50 gold each.

    Nobby will poison your weapon if you give him the weapon (either some common blades or flails) and a vial of poison and 50 gold.

    [When getting Nobby to convert rusty weapons to normal weapons]:

    Originally posted by Shiningted:
    If you use the vial on the druidic shrine, when talking with Lady Maeri, you need to select the dialogue option about a reward in order for her to give you Treacher's Glee as a reward for completing the Riddle of the Shrine quest.

    Hal Hommleter: "Only the Corporal has the keys to the warehouse, and you had better be a member of the Merchant's Guild or he won't bother to open it, though he does have a soft spot for those who can handle themselves physically" (hint: get the Corporal drunk so that you can temporarily steal his keys in order to get into the warehouse).

    One time when your party returns to the Keep, a Tracker (named Billy) will appear up on the lower left battlement of the Outer Bailey, fighting 4 watchmen down in the courtyard. This is the start of The Grassy Gnoll quest. As soon as you notice this commotion, move your party over near the 4 watchmen and wait until you see one of the watchmen display something along the lines of "Quick, get the bailiff". Then report what is going on to the bailiff, and agree to handle the situation yourself. The bailiff will give you a ring which allows your party safe passage through the Bailiff's Tower. Either knock unconscious or kill the Tracker, then return to the bailiff. You will receive 200 gold for completing this quest. The bailiff will tell you that the scribe will give you some scrolls for your service to the Keep. Talk to Hal (Scribe) who will give you a scroll of Ray of Clumsiness, a scroll of Summon Monster II, and a scroll of True Strike. Hal only appears just inside the Keep's main entrance during the day.

    Originally posted by Sitra Achara:
    Dren Tolvek (Bailiff) will give you his magic arrows and a jar of Keoghtom's Ointment if you knock Billy unconscious.

    Billy (Tracker) (32 HP)
    Bailiff's Longbow (masterwork composite longbow (Str 14))
    10 Arrows +1
    Cloak of Elvenkind
    Boots of Elvenkind
    Blue elven chain (may have been since removed from the game)

    Originally posted by Shiningted:
    If you give the small leather pouch and Garlic and Black Pearl and Spider Silk to Ricario (Apothecary) at the market, then Ricario will give you a Sleeping Draught (I suspect that you might be able to put the Corporal to sleep with this item), a potion of Protection from Acid (use this just before you fight the young black dragon), and a vial of Knockout Gas as a reward.

    Upon completing the One Big Harpy Family quest, Kepler will reward you by giving you a scroll of Warp Wood (this can be EXTREMELY useful at the Deep Swamp), a scroll of Calm Animals, a scroll of Hold Animal, a scroll of Delay Poison, a scroll of Barkskin, and a scroll of Magic Fang. Then Kepler will run off. You can meet Kepler again at the druidic shrine at the Northern Oak Woods, where he will be with Master Bratac (Archdruid) and Lorin (Apprentice Druid).

    Upon completing the Eight-legged Freaks quest, if you select the dialogue option "Spider poison?", then Flay (Undertaker) will give you a vial of Poison.

    Flay (Undertaker) will reward you with a Dagger +2, a scroll of Raise Dead, and a scroll of Heal if you complete the Au Revoir Grimoire (Flay's quest #3) quest for him. To complete the quest, you need to steal the Keep Wizard's Book from the right side of the circular room up in the northern-most (top) tower of the Inner Bailey and then give the Book to Flay.

    If you become a member of the Merchant's Guild, then the Guildmaster will offer you the Who's Raiding the Trading? quest. The merchant Guildmaster will tell you which NPC to talk to first, then each NPC that you are directed to will tell you who you need to talk to next in order to progress this quest. In order to complete this quest, if I recall correctly, you need to talk to Hal Hommleter (Scribe) (he's just inside the Keep's main gatehouse during the day only), talk to Bonaventure (Curate) (he's in the Church), talk to the Cavalry Commander in the Stables of the Inner Bailey, and talk to Father Leamus (Priest) (he's in the pub). I suspect that your PC talking will need sufficiently high enough social skills in order to be able to complete this quest and eventually determine that Father Leamus (Priest) is the traitor who is informing the enemy when and where caravans are leaving the Keep. Confront Father Leamus (Priest) and arrange to meet him at night in his home. This is a trap. When you talk to Father Leamus (Priest) in his home, he will eventually attack your party in an attempt to prevent you from revealing his treachery to the Keep's authorities. Kill him and his followers, and then report back to the merchant Guildmaster and then to Dren Tolvek (Bailiff) in order to complete the quest.

    In one of my playthroughs, the Caravan of Courage quest became available from the noticeboard after rescuing Angryn (Merchant) from the Insect Mound at the Southern Pine Forest.

    In one of my playthroughs, upon completing the Arachnophobia quest, the Raiders of the Southern Forest became available from the noticeboard and Dren Tolvek (Bailiff) allowed me to get a masterwork weapon from the Quartermaster as a reward.

    In one of my playthroughs, the Raiders of the Southern Forest quest and The Root of All Chaos quest became available from the noticeboard after rescuing Reynard (Elf) from the Southern Pine Forest and returning him to Geoffrey (Scribe) at the market place in the Outer Bailey of the Keep).

    In one of my playthroughs, after completing the Walking in Their Footsteps quest, talking to Dren Tolvek (Bailiff) a second time allowed me to select a masterwork weapon of my choice when talking to the Quartermaster in the Inner Bailey.

    In one of my playthroughs, completing the Walking in Their Footsteps quest for Dren Tolvek (Bailiff) made the Caravan of Courage quest become available from the noticeboard.


    Brennan (Guard Officer) (44 HP)
    Longsword +1
    Ring of Protection +1
    potion of Cure Moderate Wounds
    chain mail with inner keep tabbard
    cloak of the guard, inner keep
    officer of the inner keep's shield

    Captain Rhecanus (Watch Officer) (60 HP)
    Longsword +2
    Dagger +1
    Chainmail +2
    cape of the watch, outer bailey
    captain of the watch's shield


    Church

    Bonaventure (Curate) (? HP)
    Rod of the Python (quarterstaff +2)
    Full Plate +1
    Ring of Protection +1
    horn

    2X Assistant Cleric (? HP)
    chain mail


    Dren Tolvek (Bailiff) (61 HP) (in pub or bailiff's tower)
    Longsword +2
    Full Plate +1
    Bailiff's Longbow (masterwork composite longbow (Str 14))
    cloak of the watch, outer bailey
    bailiff of the watch's shield

    Desk Drawer (Open Lock DC: 25) (in pub):
    carnelain
    rhodochrosite
    9 gold
    9 platinum

    Father Leamas (Priest) (63? or 73? HP) (either in pub or his home)
    Full Plate +1
    Wooden Shield +1
    Mace +1 (light mace)
    Amulet of Proof against Detection and Location (DC: 19) (worth ~27649 gold)
    scroll of Unholy Blight
    scroll of Hold Person
    scroll of Silence
    Poison (Mystical) (vial)

    Chest (Open Lock DC 16) (in Priest's home in Outer Bailey):
    Ring of Protection +1
    scroll of Inflict Moderate Wounds
    scroll of Silence
    scroll of Harm
    scroll of Unholy Blight
    scroll of Magic Circle Against Law

    Flay (Undertaker) (72 HP)
    Mace +1 (light mace)
    Chainmail +3

    Geoffrey (Scribe) (5 HP)
    sling


    Guildhouse

    Artiman (Guildmaster) (34 HP)
    Warhammer +2
    Ring of Protection +3
    Scarab of Proof against poison

    Chest (Open Lock DC: 31)
    scroll of Discern Lies
    scholar's kit
    potion of Protection from Outsiders

    Nobleman (44 HP) (Guildhouse, Second floor)
    Dagger +2
    Ring of Force Shield

    Warrior (65 HP) (Guildhouse, Second floor)
    Pilum +2 (spear)
    Ring of Protection +2
    masterwork marauder armour
    wooden tower shield
    Kepler (Druid) (41 HP)
    Scimitar +1
    Ring of Mammal Control
    Ring of Protection +1


    Lady Maeri (Lady in Red) (76 HP)
    Treacher's Glee (anarchic short sword +1)
    Amulet of Natural Armor +3
    Gloves of Dexterity +4

    Nobby (Artisan) (9 HP)
    masterwork longsword
    masterwork light hammer
    masterwork leather armor

    Ricario (Apothecary) (11 HP)
    potion of Love
    potion of Neutralize Poison
    Poison (vial)

    Sef Gallowglass (36 HP)
    Longsword +1
    officer of the gate guard's shield
    horn
    banded armor
    cloak of the watch, gate guard
    corporal's key









    2.4 Thieves' Guild and Sewer

    Dead Halfling (on floor in lower right area of Sewer map):
    Ring of Climbing (+5 Climb skill)
    small masterwork studded leather
    masterwork kukri

    Originally posted by Shiningted:
    There is a secret passage between the cellar of the pub and the sewers. The secret door in the pub cellar is where the grate is in the floor with the green glow coming out of the pit.

    There is a one-way secret passage that goes from one of the water vats in the Fortress Basement of the Inner Bailey down into the Sewer.

    The Thieves' Guild is adjacent to and at the top (northern) edge of the Sewer.

    There are 2 exits from the Sewer that lead up to the Outer Bailey (one exits near the pub and one exits near the market well).

    Milson (Shady Character) will give you Shadow Armour (AC +3, Max Dex Bonus +5, weight 20, Armour Check Penalty -1, Spell Failure 15%) as a reward for completing the ? quest.

    Originally posted by Leimrey:

    Thieves' Guild

    Arfur (Shady Merchant) sells the following items:
    Rapier +2
    potion of Invisibility
    rope
    masterwork thieves' tools
    Shortsword +1
    Dagger +2
    Gloves of Dexterity +2
    Leather armor +1

    Milson (Shady Character) (53 HP)
    Scarab of Proof Against Poison
    Shortsword +1
    masterwork splint mail
    Cloak of Resistance +1
    masterwork thieves' tools

    Shady Character (23 HP)
    Dagger of Venom (Dagger +1, Posion once per day)
    Boots of Elvenkind
    Cloak of Elvenkind
    Poison vial

    Brunk (Hired Goon) (35 HP)
    full plate armor

    Shifty-looking Guard (17 HP)
    longbow
    chain mail with Inner Keep Tabbard
    cloak of the Guard, Inner Keep
    40 arrows

    Palm-Off (Dibbler) (19 HP) (Shifty-looking character)
    Shortsword +1
    masterwork leather armor

    Klaus (Brigand) (32 HP)
    Banded armor +1

    Arfur (Shady Merchant) (16 HP)
    poisoned wakizashi (Poison once per day)

    Grank (Standover Man) (37 HP)
    black halfplate

    Krayn (Thug) (27 HP)
    masterwork shortbow
    Leather armor +1
    Cloak of Elvenkind
    40 arrows
    Lesser Bracers of Archery







    2.5 Inner Bailey

    Spear +1 (in Inner Gatehouse)

    When you report to the Quartermaster for your reward, he will give your selected recipient a masterwork weapon depending on the following criteria:

    Originally posted by marc1967:

    Cavalry Commander (? HP)
    Warhammer +1
    Full Plate +1
    cloak of the Guard, Cavalry
    Officer of the Cavalry's Shield
    90 gold
    horn
    alexandrite


    Fortress Entrance

    Jean-Luc Jallaise (Castellan) (104 HP)
    Longsword +2
    royal armor
    Ring of Protection +5

    (Castellan's) Chest (Shiningted may have since removed this chest from the game):
    Dagger +1
    potion of Protection from Magic
    Boots of Elvenkind
    Cloak of Elvenkind


    Fortress Basement

    Chest (Open Lock DC: 27):
    masterwork dao
    scroll of Deep Slumber
    white monk robes


    If your party is put in gaol, you can buy your freedom.

     
    Last edited: May 29, 2015
  6. gazra_1971

    gazra_1971 Knights of Legend

    Joined:
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    2.6 Swamp

    The Swamp becomes accessible by accepting the Walking in Their Footsteps quest (i.e. the quest to find the missing adventurers) from the Keep's noticeboard, which is available at the start of the game.

    Clicking on the door portal at the bottom of the Swamp map opens up The Thorp of Lord Axer location on your world map (which you can then travel to at any time).

    Hollow Stump (upper left corner of map):
    Jeweller's Scalpel (masterwork keen silver dagger, 1d3 damage, 17-20 crit threat range)
    tourmaline
    turquoise
    star ruby
    iolite
    chalcedony

    Originally posted by Shiningted:
    Inside the cave, you will parlay with the Lizardman Chief. You can either attack and kill the lizardmen or you can accept the Lizardmen vs Predator quest from the Lizardman Chief.

    Chest (inside the lizard man lair) (only if you kill the lizardmen):
    6X Spider Egg
    Poison vial
    potion of Cure Moderate Wounds

    Upon completing the Lizardmen vs Predator quest, the Lizardman Chief will reward you by giving you either 1 or 7 Spider Eggs (if you have accepted the Back in the Sack quest from the Spider Queen, then you will receive 7 Spider Eggs from the Lizardman Chief, otherwise you will receive 1 Spider Egg). You complete the Eight-legged Freaks quest (Flay's quest #2) by giving Flay (Undertaker) a Spider Egg - Flay will give you 100 platinum as a reward. If you have 6 or 7 spider eggs, then you can return them to the Spider Queen at the Southern Pine Forest in order to complete the Back in the Sack quest for the Spider Queen.

    Upon completing the Eight-legged Freaks quest, if you select the dialogue option "Spider poison?", then Flay (Undertaker) will give you a vial of Poison.

    The Lizardmen's Lair becomes a safe area to rest in once you have dealt with the lizardmen.

    When you click on the painting on the wall inside the lizardmen's lair, the Deep Swamp location opens up on your world map (which you can then travel to at any time).

    [​IMG]









    2.7 Southern Pine Forest

    The Southern Pine Forest becomes accessible by accepting the Arachnophobia quest (i.e. the quest to deal with the spider problem) from the Keep's noticeboard, which is available at the start of the game.

    The Southern Pine Forest is infested with large spiders.

    In the upper left corner of the map is the secret entrance to the Insect Mound. You will need to climb down in order to enter the Insect Mound. Inside the Insect Mound, you will meet Angryn (Merchant) who will beg you to take him out of the Insect Mound to safety. If you allow Angryn to join your party, then as soon as your party leaves the Insect Mound, Angryn will give you a Spider Silk as a reward and permanently leave your party. If you rescue Angryn, then this will allow you to join the Merchant's Guild later on.

    There is a Spider Silk item on the ground near the lower left area of the map.

    Anybody will suffer a -2 penalty to Dexterity so long as a Spider Silk item remains in his/her inventory.

    You can give the Spider Silk to Flay (Undertaker) to complete The Silk Road quest (Flay's quest #1) for Flay (Undertaker) - Flay will give you 200 gold as a reward.

    You can give the other Spider Silk to Ricario (Apothecary) at the Keep's market because it is one of the spell components that he seeks (you will need to find the small leather pouch first though).

    In order to deal with the spider problem, you can either:
    1. attack and kill the Spider Queen and ALL of the other spiders on the map (excluding the Ornery Spider (I think));
    2. talk to the Spider Queen and agree to return her stolen spider eggs from the lizardmen in the Lizardman Lair at the Swamp, then return 6 or 7 Spider Eggs to the Spider Queen in order to complete the Back in the Sack quest.
    After you have done either of the above, report back to Dren Tolvek (Bailiff) in order to complete the Arachnophobia quest.

    The Spider Queen is located near the upper right corner of the map.

    If you talk to the Spider Queen but don't attack her, and then return to and talk to the bailiff about "What to do next" in dealing with the spider problem, the bailiff will tell you to go see Hal Hommleter (Scribe) for some scrolls to help you deal with the spider problem. If you talk to Hal Hommleter (Scribe), then Hal will give you a scroll of Repel Vermin, a scroll of Lightning Bolt, and a scroll of Delay Poison to help you deal with the spider problem. Hal Hommleter (Scribe) only appears just inside the Keep's main entrance during the day.

    Originally posted by Shiningted:
    Behind the Spider Queen is a secret portal that leads up to a tree house where Reynard (Elf) lays unconsious. If you heal Reynard and then return him to Geoffrey (Scribe), then you will complete The Health of the Cousins Elf quest and Geoffrey will offer you a reward of either a Helm of Reading Magic (I recommend that you take this helm), an elixir of Vision, a wand of Identify, Goggles of Minute Seeing, 2 scrolls of Acid Arrow, 2 scrolls of Fog Cloud, or 2 scrolls of Cause Fear.

    Originally posted by Shiningted:
    DEVELOPER'S NOTE: All of this is based on a section of the module which has 2 black widow spiders here, and the skeleton of a dead elf with a rusty shield that, if polished, is revealed to be a +1 magic shield. The need to add a 'polisher' for this shield is what led to the creation of the character Nobby and his polishing rusty weapons, while the dead Elf now has a live brother than can be rescued. I still haven't done the shield though! ;) The 'maze' map was done by a fellow named Allanon, a Co8 lurker who appeared out of nowhere, made that map with ToEE:WB, then disappeared again, so I of course populated it with slightly more than 2 spiders (2 is not much of a challenge, and a bit too 'Deklo Grove'). The bailiff in chatter will actually refer to 'wanting to deal with the spiders when there was only 2', a nod to the module. Contrary to what people think I tried very hard to place the spiders in areas where they will NOT get obscured by trees - that annoys me as much as any other player - but did not always succeed.









    2.8 Northern Oak Woods

    The Northern Oak Woods become accessible by accepting the One Big Harpy Family quest (i.e. the quest to deal with some harpies) from Kepler (Druid) who only walks the southeastern area of the Outer Bailey at night.

    Originally posted by Shiningted:
    When talking with Master Bratac (Archdruid):

    Originally posted by Shiningted:
    Hollow Stump (northern edge of map):
    Battleaxe +1

    Regarding the Mad Hermit:

    Originally posted by marc1967:
    If you complete the One Flew Over the Harpy's Nest quest by curing Florrin (Hermit), then Florrin will give you the choice of receiving 1 of the following 3 items as a reward:

    Claws of the Jaguar (Spiked Gauntlets +2, Climb +5)

    Paws of the Cheetah (Boots of Speed, Climb +5)

    Paws of the Tiger (Amulet of Mighty Fists +2, Climb +5)


    Florrin (Hermit) (46 HP) (level 6)
    Dagger +1
    Ring of Protection +1


    Druidic Shrine

    Master Bratac (Archdruid) (84 HP) (DR Points: 100)
    large darkwood shield
    masterwork bark armour
    potion of Cure Serious Wounds
    scroll of Stoneskin
    Golden Sickle (+2 bonus to Profession (Herbalist) check when harvesting any plant)
    scroll of Spike Growth
    scroll of Spike Stones
    Blade of Tension (keen scimitar +2, crit threat range 16-20)
    Ring of Protection +3

    Archdruid's Bear (75 HP)

    Kepler (Druid) (41 HP)
    Scimitar +1
    Ring of Mammal Control
    Ring of Protection +1

    Lorin (Apprentice Druid) (17 HP)

    Hueceva (104 HP) (skeleton)

    Ghast (60 HP)
    hit causes Fortitude save DC: 15 versus paralysis

    Skeletal Hill Giant (? HP)

    Ghoul (24 HP)






    2.9 The Thorp of Lord Axer

    The Thorp of Lord Axer becomes accessible once you have clicked on the door portal at the bottom of the Swamp map.

    Thurl (Armourer) only appears in your game once (you have reached level 3?).

    Notable items that NPC vendors sell:

    Thurl (Armourer) (percentage chance of item in stock)

    Chainmail armor (90%)
    Full plate armor (90%)
    Chainmail +1 (90%)
    Large steel shield (90%)
    Large steel shield (90%)
    Metal orcish shield (90%)
    Large steel shield (90%)
    Large steel shield (90%)
    Metal tower shield (90%)
    Large masterwork steel shield (90%)
    Masterwork metal tower shield (90%)
    Chain shirt (90%)
    Breastplate (90%)
    Full plate +1 (90%)
    Banded armor (90%)
    Masterwork Full Plate Armor (90%)
    Masterwork scale armor (90%)
    Breastplate (90%)
    Gilded full plate armor (90%)
    Half-plate (90%)
    Masterwork chain shirt (90%)
    Masterwork breastplate (90%)
    Masterwork splint mail (90%)
    Masterwork banded armor (90%)
    Masterwork half-plate (90%)
    Masterwork full plate armor (90%)
    Black Banded Mail +1 (90%)
    Fine Chainmail +1 (90%)
    Black Breastplate +1 (90%)
    Black Plate +1 (90%)
    Black Halfplate (90%)
    Masterwork Fine Chain Mail (90%)
    Fine Chain Mail (90%)

    As a reward for completing the Lizard Lair quest for Lord Axer, Lord Axer will give you a chalcedony, an iolite, a turquiose, a sardonyx, and a violet garnet if you select either of the first two dialogue options (i.e. "Jewels were, I think, the agreed price." or "That's mighty magnaminous of your Lordship.") or 201 gold if you select the fourth and last dialogue option (i.e "You certainly do, the sooner the better.").


    Thayne (Unsavoury Type) (43? or 53? HP) (Shiningted may have since removed Thayne from the game)
    Battleaxe +1
    Leather armor +1
    Ring of Freedom of Movement
    Paws of the Cheetah (Boots of Speed, Climb +5)
    Antitoxin (+5 luck bonus against poison for 1 hour)
    Holy water (ranged touch attack, 1d6 holy damage direct and 1 holy damage splash to anything within 5 feet)
    alexandrite


    Lord Axer's manor

    Lord Axer (Despot) (54 HP)
    Falchion +2
    black halfplate
    Cloak of the Mountebank (Dimension Door once per day)
    potion of Cure Serious Wounds

    Axer's Champion (Barbarian) (56 HP)
    masterwork greataxe
    bone armor (AC +7, Max Dex Bonus +0)

    Haylee (Concubine) (? HP)
    masterwork cutlass
    masterwork buckler
    Thieves' tools

    5X Guard (14 HP)
    5X scale mail armour of Hextor (scale mail +1, Spell Resistance 10%)
    5X cape of Hextor

    5X Guard (22 HP)
    5X spiked shield of Hextor (+3 AC, cast Death Knell once per day)
    5X scale mail armour of Hextor
    5X cape of Hextor



    Hextor Temple (in the adjacent room inside Lord Axer's manor)

    Cleric of Hextor (54 HP)
    Pain's Memory (heavy flail +3)
    Breastplate +1
    Ring of Protection +3
    Cape of Hextor
    Priest of Hextor Robe (+2 AC, +1 Wisdom, +5 Intimidate)
    iolite
    turquiose

    Legionnaire (51 HP) Spell Resistance [10]
    masterwork heavy flail (2-handed)
    scale mail armour of Hextor
    cape of Hextor

    Assistant Cleric (25 HP)
    scale mail armour of Hextor
    spiked shield of Hextor
    cape of Hextor

    2X Guard (14 HP)
    (spiked) shield of Hextor
    scale mail armour of Hextor
    cape of Hextor
     

    Attached Files:

    Last edited: Jul 24, 2015
  7. gazra_1971

    gazra_1971 Knights of Legend

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    2.10 Lizardman Refuge (Lizardman Hunting Grounds)

    The Lizardman Refuge becomes accessible by either:
    1. accepting the Lizardmen vs Predator quest from the Lizardman Chief at the Swamp;
    2. accepting the A Dream Come True quest from Lord Axer.

    You will be ambushed by a Young Black Dragon (on the upper right side of the map) and 3 Giant Lizards (on the lower left side of the map) when one of your PCs has moved far enough to the upper right area of the map.

    There are magical items on the ground. If you manage to loot the magical items before the ambush, then you can equip and use those items during the combat.

    The following items are on the ground:

    (Black) Breastplate +1
    Ring of Featherfall
    Wand of Eagle's Splendour
    tiger toy (gold tiger figurine)

    If you are able to cast the spell Protection from Acid and/or you have Cerulean's Alkaline Balm, then use that item and/or cast the spell just before you fight the dragon. The dragon will breath acid as its first action during the combat, but it can only make one breath attack during the combat.

    The easiest way to win this combat is to have your character (who has the highest AC and best reflex save) keep the Young Black Dragon preoccupied (by slowly luring it towards the rest of your party) (i.e. keep moving out of the dragon's threat area by either withdrawing or taking 5-foot steps) while the rest of your party deals with the 3 Large Lizards. Once you have dealt with the 3 lizards, then your whole party can attack the dragon at the same time.

    Young Black Dragon (146 HP)
    Attack: +13/+8/+8 (bite/claw/claw)
    lootable items:
    Dragon Head
    Dragon Scales (If you successfully skin the Dragon Scales, then talk to Heggrim, then talk to Kenneally (Trader), then talk to Reece (Cobbler) and pay him 30 gold and he will give you a Tanned Dragon Hide after 1 week, then talk to Heggrim and pay him 150 gold and he will give you a Black Dragon Hide Armour (Weight 20, AC +3, Max Dex Bonus +4, Armor Check Penalty -2, Spell Failure 15%, masterwork, acid resistance 5))
    Dragon's Gall Bladder
    Ornated Helm

    After you defeat the Young Black Dragon, 2 random masterwork weapons will spawn on the ground. The 2 masterwork weapons can include (note: this is not a complete list):

    masterwork butterfly sword
    masterwork dao
    masterwork glaive
    masterwork handaxe
    masterwork katar
    masterwork morningstar
    masterwork quarterstaff
    masterwork scythe
    masterwork shovel
    masterwork war fan









    2.11 Deep Swamp

    The Deep Swamp becomes accessible by clicking on the painting on the wall inside the Lizardman Lair at the Swamp.

    On ground:
    Belladonna
    2X Wolfsbane
    Broken Piece of Sundial

    There is a hostile Dire Boar hidden around behind the tower.

    Dire Boar (77 HP)

    Inside the tower, you encounter Egor (Goblinish thing). Don't attack or kill him. You NEED to keep him alive for now (otherwise you will never be able to gain entry to the mad wizard's laboratory). Ask Egor about the missing adventurers and Egor will inform you that the missing adventurers were killed by the mad wizard (i.e Egor's master). When you return to Dren Tolvek (Bailiff) and report this information, you will complete the Walking in Their Footsteps quest. Egor offers you a riddle. Accept the riddle.

    To solve the first riddle given to you by Egor (Goblinish thing), you need to:
    1. have a PC answer who has a high enough Intelligence (otherwise the correct dialogue response won't be displayed for you to select);
    2. select the dialogue response 8 gold 75 silver

    Egor will give you a Vellum Parchment (that contains the clues to solve his second riddle) and then he will run off. You will encounter Egor again in the mad wizard's laboratory.

    Solution to Egor's (Goblinish thing's) second riddle:

    Solution to Vellum Parchment riddle / treasure hunt:

    1. Golden stein (located in a shelf that is 1 floor above the ground floor of the tower)
    2. Vellum Parchment
    3. scroll of Curse Water or scroll of Animate Dead (both are located 1 floor above the ground floor of the tower)
    4. Tiger toy (located at the Lizardman Refuge (Lizardman Hunting Grounds))
    5. White Pearl or Black Pearl (can be looted from 2 special random encounters (Necromancer or Summoner) or bought from Geoffrey (Scribe) at the market in the Keep)
    6. Belladonna or Wolfsbane (located on the ground outside the tower)
    7. Tun of Wheat Beer (located 1 floor below the ground floor of the tower)
    8. Ornate Quill (located in Desk Drawer (Open Lock DC: 28) that is 1 floor above the ground floor of the tower)
    9. Broken Piece of Sundial (located on the ground outside the tower)
    10. Gelatinous Heart (located on the floor after killing the Gelatinous Cube at the top floor of the tower; if you have lots of characters in your party, then you may find it extremely difficult to pick this item up from the floor)

    If you put the above 10 items into the Hope Chest (located 1 floor above the ground floor of the tower), then the Mad Wizard's Laboratory door unlocks.

    Originally posted by Shiningted:
    If you return to Dren Tolvek (Bailiff) and tell him that the mad wizard killed the missing adventurers, and that you haven't dealt with the mad wizard yet, and that you'll need help to do so, then Dren Tolvek (Bailiff) will tell you to go talk to the Corporal who will add 3X Watchman (11 HP) level 1 archers equipped with banded armor and longbows to your party as followers to help you deal with the mad wizard.

    The Laboratory is at the bottom of the tower.

    When you finally manage to enter the Laboratory, you must fight the following:

    Mad Wizard (56 HP)
    Amulet of Health +4
    Dagger +2
    Ring of Protection +3
    Ring of Force Shield
    Cloak of Resistance +2
    Distilled alcohol (doubles duration of Bear's Endurance)
    casts Magic Circle against ?
    casts Stoneskin
    casts Fireball
    casts Dispel Magic
    casts Melf's Acid Arrow
    casts Tasha's Hideous Laughter
    casts Web

    Goblinish thing (81 HP)
    Mace +1 (light mace)

    3X Skeletal Archer (40 HP)

    3X Fiendish Dire Chicken (27 HP)

    random elemental, either:
    Air Elemental (48 HP) or
    Earth Elemental (56 HP) or
    Fire Elemental (48 HP) or
    Water Elemental (56 HP)


    On floor in Mad Wizard's Laboratory:
    empty vial
    smokestick (Fog Cloud spell)

    Shelf (Mad Wizard's Laboratory):
    2X bottle of Purified Acid
    2X flask of oil
    2X poison (vial)
    potion of Plant Control
    potion of Reduce Person
    potion of Sneaking
    potion of Shield
    potion of Mage Armour
    potion of Love
    potion of Sleeping Draught
    potion of Eagle's Splendor
    4X empty vials











    2.12 Raider Camp

    Originally posted by Shiningted:
    When you start exploring the raider camp, you will encounter a Wemic named Mia. She can tell you that you need to climb the cliff that is a little bit back the way that you came when you first arrived at the raider camp map. Mia is evil. You can choose to either recruit her or kill her (or just leave her there?).

    When you scale the cliff face, you will encounter Grove Creeper (Mystic fey) who tries to lure you into a trap. The spell Magic Missile and fire damage spells and slashing weapons are effective against her. Concentrate all of your attacks on Grove Creeper (Mystic fey) because all of her Tendrils disappear when she dies. Be very careful if you engage her in melee because her melee attacks can paralyse her target.

    Grove Creeper (Mystic fey) (46 HP) Damage Reduction (10/Slashing), Cold Resistance (20/-), Electricity Resistance (20/-), immune to sneak attacks (monster, plant, untripable, subdual immunity, poison immunity, monster melee paralysis)
    AC: 20 (+8 natural armor, +2 Dexterity modifier)
    spawns Tendrils (11 HP) Damage Reduction (5/Slashing), Damage Resistance (10/-), AC: 19

    You will need to climb down the cliff face once you reach the eastern edge of the ledge. Down below, you will have to fight Forestal (who casts Call Lightning? or Lightning Bolts?) and his 2? animal companion Bear(s).

    Forestal (45 HP)
    Luckstone
    Small leather pouch (give this to Ricario (Apothecary) at market in Outer Bailey)
    masterwork scimitar
    Book ("I.F. & G.") (allows you to craft a magical crossbow)
    potion of Cure Moderate Wounds
    potion of Barkskin
    moss-green robes

    Originall posted by Kneller1:
    Originally posted by Shiningted:
    All that remains to do at the raider camp is to explore the rest of the map and retrieve the Boots On Pole item. Then return to Dren Tolvek (Bailiff) and report your findings. If you dealt with but didn't kill Billy earlier in the game, then the bailiff will ask you to question Billy in the Keep's dungeon cells about the raiders, otherwise the bailiff will tell you to go search for the raiders. I had to leave the Cells map and then reappear on the Cells map again in order for Billy to show up in his cell in my game.

    When travelling on the world map, just before you arrive at the Raider Camp, you will have a random encounter with the raiders. If you had talked to Billy in his cell, then you will appear on the upper right corner of the random encounter map, where you can prepare for combat and ambush the raiders who are on the lower left corner of the map. If you didn't talk to Billy in his cell, then you will be ambushed by the raiders. Kill the raiders and then return to Dren Tolvek (Bailiff) to complete the Raiders of the Southern Forest quest.
     
    Last edited: Dec 4, 2014
  8. gazra_1971

    gazra_1971 Knights of Legend

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    2.13 The Caves of Chaos

    [​IMG]

    Originally posted by Shiningted:
    The Caves of Chaos become accessible by either:
    1. asking Korrac to join your party. He will then immediately take you to the Caves of Chaos;
    2. completing 2 or more of the Bailiff's other quests (including Billy), which causes The Root of All Chaos quest to become available from the noticeboard - accepting this quest opens up the Caves of Chaos location on your world map.

    In order to be able to enter the Shrine of Evil Chaos, you need 7 marks (1 mark from each of the 7 humanoid tribes that inhabit the Caves of Chaos. The 2 orc tribes are not implemented in the game yet, but you start the game with the 2 marks from the 2 orc tribes). You can obtain the 7 marks by either:
    1. killing all 7 humanoid chiefs and then looting their respective branding irons ("good" parties will do this);
    2. parlaying with all 7 humanoid chiefs and then completing all of their respective quests, then each humanoid chief will reward you by marking you with their respective branding iron ("evil" parties will do this).

    If you use the Ink, Quill and Parchment, then it will inform you of any marks that you don't have yet.

    Whenever you either loot a branding iron or whenever a humanoid chief marks you with his branding iron, the computer game changes a particular global flag's value from 0 to 1.

    Originally posted by Shiningted:
    For example, if you want to check whether you have the mark from the Kobold Chief's branding iron, enter the following console command (note: you open/close the console by pressing the ~ key (Shift `)):

    game.global_flags[539]

    If any of those particular global flags return a 0 in the console, then it means that you don't have the mark for that humanoid tribe. A return of 1 in the console means that you do have the mark for that humanoid tribe.

    If, for some reason, you are unable to obtain the mark for a humanoid tribe, you can use the following cheat code to give yourself the relevant mark:

    game.global_flags[###] = 1

    where ### is the relevant global flag number in the list above.







    Outside the Caves of Chaos, you can only climb the ladder up to the ledge above if your party ?

    Originally posted by Shiningted:


    Kobold Cave

    If you had talked to Korrac in the pub and refused to help him, then it's possible that:

    Originally posted by Shiningted:
    A dwarf named Tarken and his 2 comrades are trapped and have barricaded themselves in the kobolds' store-room. You will need to cast the spell Open/Close in order to open the jammed door of the store-room.

    Originally posted by Shiningted:
    Barrel:
    dwarven stone armour
    dwarven war axe
    scroll of Repel Vermin
    scroll of Slow
    heavy crossbow

    Tarken (Dwarf) (48 HP)
    Dagger +1
    dwarven plate
    scroll of Righteous Might
    grappling hook
    rope

    Dwarf (14 HP)
    masterwork handaxe
    banded armor
    dwrven war axe

    Dwarf (18 HP) unconscious
    masterwork warhammer
    half-plate
    potion of Protection from Electricity

    Silk (hidden in the kobolds' largest room) (Search DC: 26) (having this in your inventory when you talk to the Guildmaster will allow you to join the Merchant's Guild)

    50 gold (hidden in room where Female kobold is)

    (Kobold) Chief
    [Mace +1 (light mace)]?


    Owlbear Cave

    scroll of Magic Circle Against Chaos (on floor near left edge inside Owlbear Cave)

    Owlbear (? HP)
    3 attacks per round


    Ogre Cave

    The Ogre isn't hostile unless you provoke a fight against him. He can be deadly because he is capable of hitting for over 20 HP damage. The easiest way to defeat him is to successfully cast the spell Tasha's Hideous Laughter on him.


    Goblin Cave

    There is a secret passage between the goblin's store room and the Hobgoblin Cave. Using this secret passage allows you to reach the outside ledge above ground level without having to climb up the ladder (which prevents your party from having to make climb checks, and thus avoids any risk of your party taking any damage from failing climb checks).

    Barrel:
    6X longspear
    masterwork spear
    masterwork shortspear
    masterwork longspear

    (Goblin) Chief
    (Battleaxe +1)?


    Hobgoblin Cave

    If you rescue the Merchant and Female Prisoner from the Hobgoblin Cave and take them into the Merchant's Guild, then the the Female Prisoner will give you a Dagger +1 as a reward.

    If you rescue the Merchant from the Hobgoblin Cave and then return him to the Merchant's Guild, and then arrange a trade agreement between the Merchant and Heggrim (Blacksmith), then it's possible for Heggrim to begin selling masterwork items.

    Barrel:
    5X light crossbow
    5X heavy crossbow
    3X repeating light crossbow

    Barrel:
    guisarme
    glaive
    great mace
    greathammer
    greataxe
    maul
    ranseur

    Barrel:
    10X longspear

    Chest (Open Lock DC: 32):
    chain mail with cavalry tabbard
    chain mail with inner keep tabbard
    chain shirt
    studded leather of the gate guard

    2X Green elven chain (on floor)

    (Hobgoblin) Chief (58 HP)
    masterwork longsword
    banded armor


    Gnoll Cave

    Originally posted by Shiningted:
    If you accept the Moonshine quest from the Gnoll Chief, then you can obtain a Golden Sickle by either:
    1. asking Heggrim to make a Golden Sickle. You will then you have to wait 2 days for it to be ready;
    2. looting the Golden Sickle from Master Bratac (Archdruid) at the druidic shrine at the Northern Oak Woods.

    Originally posted by Shiningted:
    Apparently, there is a secret passage (Search DC: 30) between the Gnoll Chief's room (in the Gnoll Cave) and the Shrine of Evil Chaos (not verified by me).

    armoury (Open Lock DC: 31):
    160 arrows
    composite longbow (Str 14)
    composite longbow (Str 16)
    composite longbow (Str 18)
    masterwork splint mail
    12X masterwork handaxe (in Barrel)

    (Gnoll) Chief (? HP)
    half-plate

    Dead Elf (in secret passage adjacent to Gnoll Chief's room):
    2X carnelian
    2X blue jasper
    2X sardonyx
    2X iolite
    2X chalcedony


    Minotaur Cave

    There is a secret passage between the Minotaur Cave and the Bugbear Chief's room in the Bugbear Cave.

    Minotaur
    2X Minotaur horn
    masterwork greataxe
    mithral shirt
    potion of ?

    Minotaur's Chest (Open lock DC: 31)
    Spear +?
    Staff of Healing (casts Cure Serious Wounds, Lesser Restoration, Remove Blindness/Disease, or Remove Disease)
    troll bone armor (AC +8, Max Dex Bonus +1)
    potion of Enlarge Person
    scroll of Gaseous Form
    alexandrite
    corundum
    1023 gold


    Bugbear Cave

    There is a secret passage between the Minotaur Cave and the Bugbear Chief's room in the Bugbear Cave.

    If you accept the Sell me your women! quest for the Bugber Chief, then Thurl (Armourer) or Lord Axer will tell you that Thayne (Unsavoury Type) is a slave-trader. Thayne will be standing to the left outside Lord Axer's manor.

    Originally posted by Shiningted:
    How to complete The Great Demancipator quest for the Bugbear Chief:

    Originally posted by Shiningted:
    If you accept the evil Who's side are you on? quest from the Bugbear Chief, then you will have a random encounter with a caravan that is guarded by samurai - this is a tough fight! See the Special Random Encounters section of this game guide for stats on the samurai guards.

    If you rescue the Elf Prisoner from the Bugbear Cave and then remove him from your party while your party is in the Outer Bailey, then the Elf Prisoner will give you 1 platinum as a reward.

    store-room (Open Lock DC: 25):
    (Large Wooden) Shield +1

    Bugbear Chief (65 HP)
    Handaxe +2
    Ring of Protection +1
    buckler
    horn
    iolite
    sardonyx
    carnelian
    Branding Iron
    29 platinum
    potion of Cure ?
    Bugbear Chief's key

    Silk (in Bugbear Chief's room) (having this in your inventory when you talk to the Guildmaster will allow you to join the Merchant's Guild)

    Bugbear Chief's Chest:
    2X potion of Cure Moderate Wounds
    Poison (Mystical) (vial)

    Originally posted by Shiningted:
    [​IMG]










    2.14 The Shrine of Evil Chaos

    [​IMG]

    The Shrine of Evil Chaos becomes accessible by either:
    1. finding and using the secret passage (Search DC: 30) between the Gnoll Chief's room (in the Gnoll Cave at the Caves of Chaos) and the Shrine of Evil Chaos (not verified by me);
    2. obtaining the 7 marks from the 7 humanoid tribes at the Caves of Chaos, then using rope to climb up to the cave entrance of the Shrine of Evil Chaos at the Caves of Chaos.

    Looting the Chair (which contains 4X violet garnet) in the lower left room causes the skeletons to attack your party.

    Looting the Bronze Vessels causes all of the shrine's priests to become hostile and attack your party on sight. It also causes Hegumen to walk from his chambers to his throne room (where the skeletons in the adjacent room will join the fight when you fight Hegumen).

    There is a Medusa disguising herself as a woman in the gaol cell (door Open Lock DC: 29) which is located just to the lower right of where you enter the map. If you insist on fighting her, then only have 1 of your PCs approach her so that only 1 character in your party has to make a saving throw versus petrification. After she has made her gaze attack, have the rest of your party move in for the kill.

    If any of your characters die by being petrified by the Medusa's gaze, then you can use her potion of Stone to Flesh to revive any petrified characters after the combat.

    Medusa (Woman) (60 HP)
    potion of Stone to Flesh (can return several persons back to flesh)

    There is a Wight and a Torturer in the room (door Open Lock DC: 31) at the bottom right of the map.

    Torturer (46 HP)
    Unholy Greataxe +1
    Black Wyrmskin (AC +5, Max Dex Bonus +4, Acid Resistance (5/-), hide armour +2, light armour, weight 20, Armour Check Penalty -2, Spell Failure 15%))
    potion of ?
    potion of Cure Moderate Wounds

    Wight (48 HP)

    There is a Wight's key hidden on the floor (Search DC: 25).

    Use the Wight's key to unlock the Wight's Chest.

    (Wight's) Chest:
    potion of Protection from Undead
    Bastard Sword +2
    Ritual Jambiya (masterwork dagger)

    2X Skeleton (12 HP)
    Amulet of Protection from Turning

    3X Novice (17 HP)
    masterwork heavy mace
    Amulet of Protection from Good
    potion of Cure Light Wounds
    plate boots

    4X Acolyte (25 HP)
    masterwork heavy mace
    masterwork banded armor
    Amulet of Protection from Good
    potion of Cure Moderate Wounds
    plate boots

    Adept (39 HP)
    masterwork heavy mace
    Banded Armor +1
    Amulet of Protection from Good
    plate boots

    Subdatary (54 HP)
    Morningstar +1
    Black Halfplate +1
    Ring of Protection +1
    greater temple black robes
    plate boots

    Provost (63 HP)
    masterwork heavy mace
    Gloves of Dexterity +2
    Unholy Crossbow +1
    Black Breastplate +1
    Ring of Protection +2
    40 bolts
    greater temple black robes
    plate boots

    Crate (in Provost's room):
    masterwork spiked gauntlets
    masterwork thieves' tools
    poisoned heavy flail

    scroll of Divine Power (on desk in Hegumen's chamber)

    Ink quill and parchment (in Desk Drawer (Open Lock DC: 17) in Hegumen's chamber)

    Hegumen (the head priest) is at the top right corner of the map.

    Killing Hegumen ends the game and plays the endslides.

    Hegumen (104 HP)
    Amulet of Protection from Good








    2.15 Special random encounters

    Aereon (Ranger) (27 HP)




    Necromancer (15 HP)
    Book (called "The Bakluni Book of the Dead", can be traded with Flay (Undertaker) for Cerulean's Alkaline Balm (Protection from Acid for an extended period, 3 uses) - use this item just before you fight the young black dragon at the Lizardman Refuge (Lizardman Hunting Grounds))
    white pearl
    scroll of Magic Weapon?
    scroll of Magic Stone?
    potion of False Life?




    An evil mage and his retinue!

    Summoner (20 HP)
    Book (called "Magic Revealed!", studying the book gives the reader a permanent +2 miscellaneous bonus to Sleight of Hand skill)
    black pearl
    potion of Cure Serious Wounds

    Giant Tick

    Yabbie

    Savage Dog

    Mountain Wolf




    caravan guarded by samurai (you will only have this special random encounter if you accept the evil Who's side are you on? quest from the Bugbear Chief at the Caves of Chaos):

    Daimyo (75) (level 6)
    Silver Nodachi (silver keen greatsword +1, crit threat range 16-20)
    Wakizashi +1 (shortsword)
    Tanto +1 (dagger)
    Samurai Armour +1
    plate boots

    3X Samurai (44 HP) (level 4) (2 have 44 HP, 1 has 48 HP)
    3X masterwork samurai armour (AC +7, Max Dex Bonus +2, Armour Check Penalty -4, Spell Failure 40%)
    3X masterwork katana (1d10, 19-20x2)
    3X masterwork wakizashi (1d6, 19-20x2)
    3X masterwork tanto (1d4, 19-20x2)
    3X masterwork composite longbow (Str 14)

    Wu Jen (28 HP)
    masterwork war fan (1d6, 20x3)
    black mystic garb
    empty vial

    5X Kenin (11 HP or 14 HP)
    5X composite shortbow (Str 12)
     

    Attached Files:

    Last edited by a moderator: Mar 16, 2019
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