If you can persuade him, he'll give you a key to the back room. Kill him or let him leave, then search his library for a seventh-level portal stone. There are two routes, with the Snake Cult Estate being the easier and quicker of the two. You can now return to town and give the globe to Lillian, or you can go explore Layenne's Tomb, an optional area to the north of Coldwood. Now exit the snow globe, rotate it, and enter it again. And if you didn't talk to Master Johns, you know it now. As you enter this region of the forest, you will be attacked by a group of cultists, lead by a cult leader (10th-level cleric). He will tell you about his former gang, the chart-topping Sword Coast Boys, and how the leader, Drawl, made a strange deal that turned many of the gang into the undead. Once he surrenders, loot everything in the vicinity, then take him back to Neverwinter. Update your hotkeys frequently, and let unused skills and items retire to the radial menu with dignity. He'll ask you the name of his clan, and you can answer "Mirialis" if you've read the treatise. In the central cave, you'll find Obould himself. And it isn't a real guy named Wyvern whose friends are being attacked; it's one of the escaped convicts. Near the stairs to the ground floor, you'll find Johnny, the son of a murdered Helmite who sells basic goods. The Tome of Robes (fire beetle belly + quartz crystal, cast Enervation = Crystal Robes) is in the massacred homestead in the homelands near Fort Ilkard. Talk to Gate Captain Ergus. Talk to Quint to receive his side of the story and his sworn oath. Enter and speak with Telma, who will reluctantly tell you about her recent troubles. The road leading east from Port Llast travels past an archaeological dig and into Neverwinter Woods. Golden Sickle: Special holy water and a magic sickle. Gilda, the proprietor of this tavern, has a smuggler's coin in her possession. Marrok can forge this shimmering chromatic breastplate. Start by talking with Nasher and Aarin. Neverwinter Nights: Infinite Dungeons - Enter a procedurally generated multi-level dungeon tailored to your gameplay style for characters of levels 1 to 40. Follow her up to her room, where you'll find one of Elaith's coveted Serpent's Gems in a chest. This cave is full of dire wolves. Surprise! You have the documents from Aarin, so now it's time to explore the mysterious tower. She'll give you a hint if you successfully persuade her. The Amulet of the Silent Lord +4 gives you a +4 constitution and makes you immune to level and ability draining. Talk to them as you gain levels, and they'll tell you more of their story. Sadly, you won't be able to bring him good news. In Klauth's Lair, he will make a deal with you: Bring him dragon eggs, and he will give you the Word of Power. Kill him, and return his head to Akulatraxas. The Belt of the Performer +3 adds three points to your charisma and two points to your perform and persuade skills. Speak with Fenthick and Desther, then continue into the main chamber. While there are plenty of enemies to kill and chests to loot, the real action is down below. Arness is on the hill just to the west of the fort, and he's a 14th-level barbarian/2nd-level fighter. Free Wogar by pulling the lever near his cell. See the next page for details. Be sure to check behind the altar for more loot before leaving. If you bought the gauntlet key from Graxx in the Trade of Blades, talk to the bartender to gain admittance to the gauntlet. It'll be a while until you discover the source of the noise, but here's a clue: It wasn't rats. If you free Deltagar in one of the cells to the west, he will tell you about Maugrim's infiltration of the Host Tower. In one of the central rooms, you'll find the body of a dead thief. She has two suggestions as to creatures that may not be affected: a local nymph and a witch named Setara, who lives to the east in the Heart of the Forest. Maps, encounters, and treasure change with each play, providing a … On your way to the entrance, another group of cultists will attack you. He's a tough fighter--a 15th-level giant/6th-level cleric. The door to the southwest will lead back to the docks, through the side entrance to the tavern. Once the coast is clear, go downstairs. Fight your way back to the locked door--Dara'nei's locket is the key. Whichever way you enter the prison, you'll want to enter the prison office first and read the prison logbook, which contains some information about the rebellion and Captain Alaefin's role. Open it in a text editor (make a backup first), then change the line "Single Player Enforce Legal Characters=1" to "Single Player Enforce Legal Characters=0". Bet you didn't see that coming, huh? Kurdan guards the stairs to the final battle. The other will take you through the Snake Cult Estate, searching for Jemanie's lost brother. Nuglat will help you if you free him from his cell. At first, you will want to head straight for the garden. Go here only if you want to milk every last drop of experience out of this chapter. If you need supplies, Eltoora at the Many-Starred Cloak Guild is open for business, as is Shining Knight Arms and Armor. Free Shaldrissa, loot the chests, then return to Kendrack. He'll give you a copy of the zoo key if you accept the quest. In the passageway, open the chest and read the riddle: "A splinter delivered in flight." Desther himself may seem invincible, but he isn't. If you want to help Yusem the druid, this is where you can find out why the Elk Tribe has aligned itself with Maugrim. Colmarr's Fantabulous Contraptions and Magical Errata sells a variety of good equipment. If you enter from the maze, you won't have to solve the door riddle. The Lord's Alliance is engaged in battle with the Uthgardt Elk Tribe. Check out my playlist ★★ https://www.youtube.com/playlist?list=PL2y2sE4YPaV6Lf17elqhN_vvfNE_3K43U ★★Have an AWESOME DAY! In the room directly west of the entrance, you'll find a Fire Giant champion (11th-level giant/7th-level barbarian). Speak to Vanda about the heirlooms Rolgan lost in the card game. You'll find his journal in a chest in the library (also be sure to read the large book) and his key in a storage room on the west side of his chambers. It may seem daunting at the beginning: Your spellcaster doesn't have any thieving skills, and so you can't open the high-class chests to get the good loot. Sentinel: Adamantite and a magic battle axe. He'll leave once you talk to him. You'll find the evidence you need to locate the cult, as well as a strange town trapped in time, some petty inter-rural romantic squabbles, a strange wizard's tower, and a haunted forest. Once you're inside, talk to Jalek, who will challenge you to a drinking contest. Kill them, and then loot their bodies. He'll ask to join up with you, and you should let him. Once there are no more fresh bodies, you'll face the intellect devourer directly. After descending from the main floor, you'll be met by Emernik. Before you descend, stop and talk with Janis, Revat's mother. Another persistent stranger (either Jaheel or Tarran) will request your aid in finding a lost brother, starting the Poor Neva quest. Return to the guardian and he will let you pass. Experience points, that is. In the mayor's office, talk to Mayor Mobley. Neurik will tell you to hunt down Sir Karathis in his cave. Most importantly, don't even mention that Rolgan was drunk. You'll also find a few unlit plague-victim pyres throughout the neighborhood. Date published: 2020-10-28. Very, very interested indeed. Ron Dulin Don't worry if they finish the ritual--their summoned creature is just a 1st-level imp. He'll tell you that you may be able to summon an elemental to help him. It'll teach you to travel with a henchman and will make the hallways ahead much easier to survive. The Belt of the Performer +1 adds a +1 bonus to your charisma, as well as to your perform and persuade skills. He's a 12th-level wizard, and he's resistant to fire damage. Rogues will also want Daelan or Grimgnaw, for the same reason a fighter would want Tomi. Next, take out the catapults. To enter the Haunted Crypt, explore the ruined building to the northwest. Talk to Aribeth, Fenthick, Desther, and Nasher, and then the ceremony begins--and then ends unexpectedly. It has very good damage reduction and a fair amount of hit points, so be prepared for a long fight unless you can deal great amounts of damage at once. To open the locked gates, use the levers located to the east and the west. Near the strange altar to the south, search the pile of stones for the volcanis oak seed for Linu. You'll find two quest items here, though, so it's worth your trouble. When you return with Oleff's writ, you'll need to get a pass coin (for 200 gold) from Torgo, the Moonstone Mask's resident merchant. Accept the gig, leave the cave, then enter the Hill Giant Lair to the west. It's only 3rd level, but it has 25 percent immunity to piercing and slashing weapons and a damage reduction of 10/+1, and it is totally immune to critical hits, death magic, disease, poison, paralysis, energy draining, and mind-affecting spells. If you want to avoid them, and don't have the wardstone, just ring the gong in the hallway and slip through the empty hallways as the guards run to the alarm. Zombies have invaded this bakery, possibly because they misheard someone talking about the delicious brain muffins. Return to Jemanie to deliver Torin's ring and its accompanying bad news (you'll get to keep the ring, which is worth a bit of gold). Take the time crystal and return to the ruins. Kill the warden for the key, then search the cells. The original Neverwinter Nights campaign: Find yourself at the center of intrigue, betrayal, and dark magic in Neverwinter Nights. The Ring of the Rogue +3 adds three points to your dexterity and two points to your disable-trap and open-lock skills. You may also want to talk to Darktongue Breakbone, who claims to have been injured while searching for the cult himself. You'll still want to throw everything you have at him--summon everything and use every enhancement spell you have before giving him the sphere. You must reactivate the debug mode every time you switch from one area to another. In the northeast room, you'll meet Nyphithys, former cohort to Archmage Arklem. You will still need to kill Kurth (10th-level fighter/8th-level barbarian), and his armor gives him a fair amount of spell resistance and +2 regeneration. She comes on strong, but it's worthwhile to string her along. The Tome of Death (ettercap silk gland + skeleton's knuckle, cast Improved Invisibility = Ring of Protection +3) and the Tome of Fire (fire beetle's belly + quartz crystal, cast Fireball = Staff of Power) can both be found in Jhareg's Castle in Charwood. The Neverwinter Nights Workshop is dedicated to freely hosting outstanding NWN guides in a visually beautiful environment. Go through the gates into the campsite. When you enter the final section of Moonwood, cultists will attack you once again. The cult seems to be based out of a tower in the northwest, and he needs a high captain's seal to forge your entry documents. Interesting reading! The first area of Mutamin's Challenge is filled with vermin, ettercaps, flesh golems, and dire hell hounds. Its reason for being here will be made clear soon. Here, you'll also find Gulnan's journal in a cabinet. Wererats and thugs fight it out in the street as two warring high captains fight for control. Talk to Aarin Gend to get the battle plan for this chapter. If you let him go, you'll find the key in his chamber. Along the way, he'd like for you to find three missing druids: Orlane, Terari, and Bree. Before investigating Meldanen, finish up the ongoing quests in Blacklake. It's in a sarcophagus in an eastern room of the ruins. Before venturing to the Homesteads, speak with Eckel in the Settler's Barracks. Rogues and rangers (and any character that prefers ranged weapons) should take point blank shot and rapid shot. It is highly recommended that you read it. To get to level three, kill the 15th-level water elemental in the northwest hallway. It's finally time to help poor farmer Gerrol. There are four merchants in Port Llast. Examine the bookshelf and say "Halueth," which will open the passageway to the tomb. Zokan will give you the Uthgardt ceremonial spear (for Daelan's henchman quest) and a dreamcatcher, which you should show to Yusam on your next visit to Port Llast. Before descending to the lower level, explore the lab (guarded by a 4th-level wizard) at the west end of the south hallway. Search it for the journal of Synth La'Neral, needed for Linu's henchman quest. When you've finished looting the main and prison floors, begin the ascent to the top. Get the Stoneskin from the pile of stones, Slow from the divining pool, Color Spray from the alchemist's apparatus, and Burning Hands from the pile of wood. Grimgnaw The dagger for Grimgnaw is in Vaath's camp. Fight him until he surrenders, and you'll be given several choices. The Amulet of the Red Tiger +3 gives you a three-point increase in strength and makes you immune to fear. Near the goblin chief, you'll find an imprisoned bugbear. Aarin Gend will arrange for you to enter the sealed city. Your first stop is the Trade of Blades. The characters and events of this module coincide with the official Dungeons & Dragons tabletop campaign, Baldur’s Gate: Descent into Avernus. In a chest in the far northwest section, you'll find an eighth-floor portal stone. Once you've cured (or killed) the three, you'll need to find Sir Karathis in his cave near the Green Griffon Inn, then hunt down the real Black Wolf right here in town. Once Kurdan takes enough damage, he'll surrender and tell you what he knows. Head south to the other farm, and she'll be easily convinced (or threatened) to give it up for some gold. The South Road winds east here, into a haunted forest that leads to Charwood. Email news@gamespot.com. In an armoire in the bedroom to the southeast, you'll find the lock of nymph hair needed for Sharwyn's henchman quest. More specifically, she wants you to kill Klauth, the powerful red dragon who has moved in with the Fire Giants to the north. The hallway beyond the door is guarded by a tough ghoul ravager (9th-level undead/7th-level fighter). 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