Brightwood A Neverwinter Nights module by Servilan Introduction: Brightwood is a module for Neverwinter Nights, which emphasises role-playing early in the game but gradually shifts towards a more combat oriented experience. The purpose of this document is to give players advice on character and party selection, how to approach the module and gives a rundown of all the quests and major areas in the game. It is not a walkthrough per se, since the module doesn't really lend itself to a single "correct" way through it. This document has several parts that you can refer to for help with the module. It lists all the quests, details some areas that you will have to venture through, outlines major NPC's and finally there is a very brief walkthrough. Comments, problems or anything else, you can contact me at zacchaeus@skrill.org . So let's get on with it. Solo or Multiplayer: The module is designed for 1 - 4 1st level characters. It can be played either as a single player or a multiplayer game. Either should be a challenge. If you are playing a single player game then you might want to consider playing a fighter type or cleric character. If you want to play a more delicate character class such as an arcane spell caster I would recommend starting at say level 3 or 4. When assigning ability scores and picking skills you should not neglect Charisma and Persuade both of which will come in useful at certain points in the game. For parties a good mix of classes will help. There are plenty of locks and traps for a rogue and in the later stages of the module a Cleric will come into their own. A multiplayer game should consist of 1st level characters, any higher and the module will be too easy. Reputation: What you do in the game will have an effect on the local population. In the town of Brightwood itself you will find various chests and other containers, which belong to commoners, militia and merchants. If you are spotted robbing these chests then your reputation will go down. You will pay a penalty for this. If your reputation falls low enough then merchant prices will be considerably increased and some NPC's may not give you all of the information that they could. Stealing from the militia runs you the risk of Captain Ashby confiscating your militia badges, which will mean you cannot enter the town at night when the gates are closed. Jeneth at the Temple of Helm will start charging you for healing services and your discount at the temple shop will be forfeit. You reputation with commoners will also suffer if you are rude to beggars. Conversely you can regain lost reputation by being nice to them. Completing some quests will also give you a reputation boost. Be careful too, when dealing with some NPC's. If you are rude to them then you might lose out on some fairly hefty chunks of experience. Merchants: There are several merchants in the town itself and one outside it. Prices vary depending on what merchant it is and your reputation. The goods on offer are also keyed to your level, so make sure you revisit merchants often in case they have obtained better quality (i.e. magical) goods. Note also that some merchants are not open at night. Anadra's, Jenee's and the Temple never close. A brief description of merchants follows a) Temple of Helm: Everything for the cleric and the only place to obtain divine spells. You will get a considerable discount if you are accepted into Helm's fold. b) Anadra: Is the place to go for divine magic supplies. Like all merchants her prices will go up if your reputation with the merchant class falls low enough. Revisit her after level 5 and she will have better items and higher-level spells. c) Jenee: Is the only place to get every potion in the game and some non-standard healing herbs. However her initial stock is very poor but you can improve this by completing her quest. d) Bido: Most players will never see Bido's stock, since he will only deal with rogues. If you keep him around however his range of special items is worth a view. (see Black Market Quest below) e) Brightwood Adventuring Supplies: A general merchant, where you can buy a little of everything. f) Kusin's Smithy: This is the main weapons and armour man. He will also make one special weapon for you once you have obtained some Mithril. (See Mithril Quest below) g) Fifur: Another general merchant found in the market place. h) Perin: This merchant can also be found in the market place. She only sells some jewellery but she gives you the best deals on anything you want to sell. This is the place to dump unwanted equipment and convert treasure into gold pieces. i) Three Wagons Trading Company: You can't buy or sell anything here, but it has considerable plot significance. j) The Shining River Trading Company: Although you can't buy anything here you can sell items of an exotic nature (Trolls blood and Dragon scales). What you get for these items depends on your negotiating skills. k) Brightwood Trading Company: The only place where you can buy a fresh cow hide, essential to completing one of the major quests. l) Settlestone Trading Company: If you can afford it this is the place to buy some Mithril weapons and armour. You can find it in Settlestone and is the only merchant out with Brightwood itself. Resting: The only place you can rest in Brightwood itself is in the room designed for the purpose upstairs in the Toad's Rest. You can get the key from the barkeep in the taproom for a small fee. You can rest anywhere outside of the town provided that there are no monsters nearby. Note also that every time you rest eight game hours passes. Henchmen: There are four henchmen in the game, designed to help along the solo player. All henchmen start off at second level and won't level beyond level 8. You will have completed the module by that time however so it's not a problem. All henchmen require a fee and just how much you will have to pay depends on your class or charisma in some cases and your persuasiveness in others. The henchmen and where they can be found are as follows: a) Drego: Drego is a halfling rogue and you will find her in the taproom of the Toad's Rest Inn. She will be able to pick just about every lock in the game and find most of the traps. Make sure you have a high charisma and you can hire her at a bargain price. She can also be persuaded to lower her fee if you have a high enough persuade skill. b) Morannia: Is a half elven Cleric and you'll find her in the Temple of Helm. She will be very useful towards the end of the game in the Temple of the Sun Soul where her turning powers will shine. If you are a half elf then you can hire her more cheaply, otherwise your persuade skill will be needed to beat her down. c) Andril: Is a human Paladin who will stand by you anywhere. You can find him in a room in the merchants' guild. If you have been accepted by the Temple of Helm then his price is reasonable otherwise again you'll need to rely on your persuade skill to lower the cost of hiring him. d) Mauris: is a human sorcerer and despite his verbosity he can get you out of some tricky situations with his spells. He is to be found upstairs in one of the Toad's Rest bedrooms. An arcane spell caster has the advantage in negotiations here. If you are playing solo, it is essential that you hire a henchman. Which one depends on your class but Drego is good in the early part of the game, Morannia where there are undead and the other two at any time. Make sure you talk to them occasionally, they may have some advice for you as to what direction to take at certain points in the game. Talking: The first part of the game is role-play intensive and that means that you have to talk to NPC's. A lot of quests start off through conversation threads and so you need to go through those threads to get to them. When you first meet an NPC therefore make sure you ask them all the questions that are in their conversation, there are not over 77,000 words in the conversation file for nothing. Remember as well to go back and talk to NPC's every so often. They will often have conversation options that relate to quests that you have found since you last spoke to them. They may not have the answer but often they can point you in the right direction. The Quests The quests below are in no particular order (well alphabetically actually) as far as completing them goes. The Module is fairly open ended at least at the beginning and you can take any direction you want really. It is not essential that you complete them all, but what I would say is that you complete as much as you can before leaving the town. Most of the nasties are to be found outside Brightwood, so it pays to have gained a few levels before you venture forth. Another thing to remember is that some quests that you might find early in the game cannot be solved until much later. If you can't find a solution or a way forward it will be because you are not meant to at that particular time. Do something else for a while and you may find that solving something else will have opened up a pathway back to an earlier quest. Anadra's Brandy: A simple fetch and carry given to you by Anadra. Go to the Toad's rest and speak to the barkeep who will hand it over, and then take it back to Anadra. You don't have to complete this but if you don't Anadra won't help you with the potion you need for the Devil Cow Quest. Ashby's Quest: Given by Captain Ashby in the militia barracks you are required to clean out the sewer's of monsters. By accepting the quest you will get a militia badge, which will allow you entry into the town at night. Before you go down the sewers talk to Morick in the training halls. Depending on your observation powers you can get him to admit that he and his partner never really explored the place and you will get an xp award. The sewers are full of rats that shouldn't pose a problem. In the bottom left hand room you should find the body of the dead sewer man, examine him and take the body (see the Dead Sewer Man Quest). In the bottom right hand room you will find a door that you cannot open. If you have a rogue in the party get them to examine the door, lock and look through the keyhole for a small xp award. Attack Plans: You'll get this when you find the attack plans on the table near where you killed Grishniak. Simply take them to Captain Ashby for an xp award. Black Market: This is an interesting quest that can have several different endings. It will start when you talk to Tiniel the Bard in the Toad's Rest and ask her about places to buy things. She will mention a Black market in Mugger's Alley but knows no details. Other traders will direct you to the Merchants Guild and if you confront the guild master he will profess no knowledge of a Black Market but will agree to pay you if you can get any information. Now go talk to Kristine the prostitute in the Cross Keys Tavern (which only opens at night) and if you pay for her time she will tell you that there is indeed a black market and directs you to the house in question. You will find the house at the end of the street but the door is locked and will not open. Examine it carefully paying attention to the knocker and then go back and talk to Kristine. Tell her about the door and if you pay her some more she will tell you the code. (I have just noticed the journal entry is wrong for this I will correct it at a later date). Go back to the door and use the code and the door will open. Now the interesting part. If you are a rogue the occupant Bido will talk to you and set you a test before he will open his shop. He wants you to fetch a ball from a chest on the first floor of his house. You will have to bypass several locks and traps before you can get the ball. Take it to Bido and he will reward you with 100xp and open up his shop to you. He has many interesting "special" items all rogue related at very good prices. He also has some ordinary stuff as well. Bido is the only place where you can sell stolen items. Now if you are not a rogue Bido won't talk to you and you can report him to the guild master who will reward you and Bido will disappear from the game. Alternatively you can try to rob Bido's chest beside him. This will turn him hostile and you will have to deal with him. You can still report your success to the guild but the reward is much less, however you do get the contents of his chest that is worth having. If you are a rogue and trade with Bido you can't turn him in and the quest ends. Boon of Helm: Not really a quest as such, this is simply a journal entry to remind you of how to use the "Boon of Helm". This acts in all ways like the Stone of Recall in the official campaign and can be obtained from Jeneth in the Temple of Helm. If you are a Cleric, Ranger or Druid then you can obtain a Boon (along with 1000xp) simply by talking her oath. If you say you are unsure or refuse to take any part of the oath then she will not grant you the stone. Be warned. If you are any other class you will have to buy a stone and still take the oath. How much it will cost depends on your alignment. Any hint of evil and you will be paying through the nose. Being accepted into Helm's Temple will also entitle you to a discount at the Temple shop (of 25%) and free healing (of anything including level drain) from Jeneth. These concessions will be withdrawn if your reputation with commoners drops sufficiently (see above). Caravan Raid: This is a major quest that runs from near the start to about 75% of the way through the module. You will first hear rumours about a raid either from Tiniel (the bard in the Toad's Rest) or something said by a militia member. Talk to traders and merchants about it and you will eventually be directed to the merchants' guild where you should speak with the Guild master. He will tell you that a caravan simply disappeared between Brightwood and Settlestone. The mayor's son was a guard on the caravan. Because of the sensitive nature of caravan raids in a merchant's town, it has been kept quiet. The quest leads you to out of the town by the North Gate, onto the road to Settlestone. Talk to Sergeant Gilis and follow his quests (see below). You can miss these out if you want but you'll miss a fair bit of xp and monster bashing. Now talk to the farmer in the farm over the bridge to the right of the map. He will direct you to a mysterious stone circle and give you instruction on how to "summon" a druid by the name of Yaster. Follow his instructions and Yaster will tell you of a disturbance at the junction of the Settlestone and Sleepy Hollow roads. Make your way there and scout around until you find evidence of an ambush. (xp award depends on your spot and search skills) Follow the road to Sleepy Hollow. Sleepy Hollow is a village near extinction following the closure of a mine nearby. Talk to the citizens and you will discover that they are somewhat spaced out. You can find a saltcellar in the kitchen of the Inn that does not contain salt (see Salt below). Now find Laura, a child in one of the houses and talk her into giving you the key to the barn. Enter the barn and three men one of who is Mald will meet you. You can try lying to Mald if your persuade skill is high enough to get an xp award and some information. Ether way you will have to kill Mald and his tow bodyguards. Scout around until you find the secret trapdoor and go down it. You will be attacked immediately by some slaver guards (monks) and an alchemist. Deal with them and one should drop a key which you should pocket. Make your way up the passage to the right and use the key on the cell door. Talk to Gennita and listen to her story, she will give you the password for the door into the plant growing areas. Make your way around to the left fighting the monks and alchemists on the way. (You can follow the rails into a spider's lair for some more xp and treasure if you want). Go through the door and clear the slavers from the plant growing area to the right. Talk to Malek (the Mayor's son) and he will lead the slaves out of the abandoned mine. Now go around to the top left of the map and meet the Blue Wizard. Talk to him and he will tell you all you need to know about what is going on if you haven't figured it out already. You will need to battle him and his cohorts and once dead pick up the keys that he drops. One of the keys will open the nearby door and the other opens a chest in the room beyond. Be careful of traps. The bookshelf contains a ledger detailing Jeron Thender's activities. All you need do now is report back to the Merchant's guild to get your reward. Dead Sewer Man: You get this when you pick up the body in the sewers. Take it first to Jeneth and then the foreman in the Municipal building for a substantial xp reward. Denny's Sword: This quest is tied in closely with "The Devil Cow" (see below). When you talk to Denny he will mention that his sword is gone and he would like you to find it. You will find Piel, the farmer who owns the farm, in which Denny now resides, upstairs in the Toad's Rest. He admits to having the sword and agrees to give it to you provided you bring him the "Devil Cows" hide. You can do one of three things, either kill Denny and get the sword, kill one of the other cows or buy a cows hide from the Brightwood trading Company. If you chose the first you will get virtually no xp, if you kill another cow Piel will recognise it as one of his own cows and you will have to compensate him for his loss. The third solution is the way to go. Once you have the correct hide and have transformed Denny back to his human form, Piel will give you the sword. Dragon's Scale: If you talk to Bigo at the Shining River Trading Company about what he deals in and follow the "exotic animal parts" conversation string he will tell you that he will buy any Dragon scales that you might find. You can only obtain one from Natharistan (see below). The price you get will depend on your persuade skill. Glognar's Tales: Around a campfire in Settlestone you will meet a dwarf by the name of Glognar. Talk to him about his home, clan and Mithril Hall and you will get 1000xp for your patience. Grishniak: Once you have found Kashul's Diary (see Missing Friend) take it to Captain Ashby. She will tell you the tale of the Orc leader and that he still has a price on his head. Now go back to the Orc caves and seek out the renegade, kill him and take his head back to Ashby for your reward. Isania: This is another extensive quest that is probably the main quest in the game since it carries through almost to the end. In fact, this was the original idea that I had for the module it just sort of expanded. You meet Isania in Lord Kensbane's basement (see Lord Kensbane below). Listen to her tale and ask all the questions. Now go talk to Tiniel the bard in the Toad's Rest and then Jeneth in the Temple of Helm. Jeneth asks you to get something belonging to Isania so that she can try to commune where her body might lie. Talk to Isania and she will give you a ring that you should take back to Jeneth. The ceremony will reveal that Isania probably lies in the Evermoors and directs you to a Captain Danocen. Before you go looking for Danocen take the ring back to Isania. She rewards you with a nice load of xp and let's you keep the ring. Captain Danocen can be found in the Cross Keys tavern in Mugger's Alley. Talk to him and he will tell you that he remembers Isania and can take you to where he dropped her off some years before. However his ship needs repairs. Accept his quest (see The River Dancer below) and once you have the Mithril Nails give them to Danocen. At this point you will have to complete the Undead Attack quest (see below) before Danocen will take you to the Evermoors. Once there you will need to speak to the Dragon Natharistan and complete her quest (again see below) as well as clear a few caves of monsters (see Evermoors below). Using the key given to you by the dragon you can gain access to the Temple of the Sun Soul (below again). Isania's remains are in a sarcophagus in the room near the entrance to the Temple beyond the four statues. You will need to solve the statue puzzle to gain entry. When you open the sarcophagus two Slaad will gate in, and once you have disposed of them you can take Isania's remains back to the temple where Jeneth will reunite her with her spirit. Isania will speak to you giving you the final quest of the module before she departs as well as a means of gaining access to the lower depths of the temple. Jeron Thender: You will first hear of Jeron's wrongdoings whilst clearing out the Abandoned mine at Sleepy Hollow. Take the ledger that you find there to Captain Ashby for a reward. Later in the module when you are undertaking the Undead Attack quest you will find a letter from Jeron to you challenging you to come find him in his hideaway in the Evermoors. Natharistan can fill you in on some more details and once you have freed Isania she will tell you that it was Jeron that murdered her and implores you to stop him. Jeron can be found in the Inner Sanctum of the Temple of the Sun Soul. When you speak to him you will discover that he is but a puppet for a more powerful being called The Master. Once the conversation is finished Jeron will teleport away leaving you to fight some nasty Hellhounds and other dogs. You will find a key in one of the chests guarded by the dogs which will open the door to where you will finally battle Jeron and his minions. Concentrate your efforts on Jeron since only when he is dead will the Mephits cease to gate in. Once he is dead the quest is complete. Kashal's Staff: Kashal will give you this quest when you talk to him in the Orcs cavern. The staff can be found in a pot near where the Orc Shaman is on the left of the Orc map. Take it back to Kashal and either give it to him there and then or say you will hold on to it. If you take the latter course of action you will gain a much lesser award of xp and treasure. Remember to visit him again in his hut once you have disposed of the Orcs in order to gain whatever reward your actions merit. Lord Kensbane: You will get this quest either by finding and talking to Lord Kensbane in the merchants guild or by being directed there by a message on the Message Post. All you have to do is clear his basement of insects. Once you have done so take the heart of the largest beetle back to him to collect whatever reward you negotiated with him. Missing Friend: This quest starts with you either reading the message post or talking directly to Jenee at Jenee's Potions. Her friend Kashal is late with his delivery of herbs and roots. He lives in the Lurkwood in a hut for which Jenee will give you the key. Once you are ready go out the west gate and onto the Lurkwood road. If it is night time you will be beset by wolves, otherwise you will only have to deal with a mad badger. Explore the Lurkwood disposing of any spiders and stirges until you find Kashal's hut. Inside you will find a diary, which you should take to Captain Ashby to get the Grishniak quest. You will also need to have found the Strange Cave and obtained the ward stone from Jeneth to progress with the quest. Kashal is in a cell in the Orc's cave. Once you have found him, returned his staff and disposed of the Orcs you can visit him in his hut. He will give you a bag of herbs for Jenee. Return to her and she will reward you and tell you to come back in a day. If you do you will find that she has a much greater range of potions for you and at very reasonable prices. Natharistan: This female Brass Dragon can be found in the large cave in the Evermoors. She has what you need to gain access to the Temple of the Sun Soul, but first she asks you to clear out an adjoining cave system of monsters. She also mentions recovery of some treasure that the monsters have stolen from her. The monsters in question are Kobolds and Lizard folk allies. There are two caves that you need to clear and near the end of the second you will find a chest with a diamond and a considerable quantity of gold. Make sure you have disposed on all of the monsters in both caves otherwise you won't get the correct conversation string from Natharistan. You can exit from the end of the second cave or go all the way back to the cave in which you first met the Dargon. Either way she will be waiting for you. Now you have a choice here. You can lie to the Dragon and give up just a bit of her treasure, none of it or all of it. The best rewards come to those who give her all the gold you found and the diamond without her prompting you. Taking this course she will give you some background on Jeron Thender, let you keep the gold and give you a Dragon scale as well as a hefty xp award. The scale can be sold for a considerable price (far in excess of the gold you could steal from the Dragon) at the Shining River Trading Company. The other options will give you various rewards of gold and xp but not the information nor the scale. You can also seriously piss her off if you give her none of the treasure. If you do this then don't go visiting her again unless you want to face a CR Dagon. Incidentally it is (just) possible to steal her treasure in the large cave where you first meet her. If she spots you however she will attack. Salt: You get this quest either by finding the saltcellar in the kitchen of the Inn at Sleepy Hollow, talking to Mald or to Laura. The "salt" is really a drug by means of which the slavers are keeping the populace of the village docile. Gennita confirms this when you talk to her and mentions an antidote. The antidote can be found in the Blue Wizards chest in the abandoned mine. Take this to Gennita once you have freed the slaves and cleared the mines to complete the quest. Oh, and talk to Laura as well for some more xp for rescuing her father. Sergeant Gilis: This is one of the quests that a lot of players will never see. You will meet this militia member on the road to Settlestone. If you have the caravan quest tell him you have it and he will direct you to the Bugbear and Goblin caves to the left of the map. Here again you have a choice; you can ignore him or take the quests to clear the caves. If you ignore him then you can't get this quest at all. If you take up his quests then you have a chance of getting to this point. Once you have cleared both caves talk to Gilis again. If you have a high Wisdom score then you detect that Gilis is not all that he seems and your suspicions are aroused. He will stop talking to you at this point. When you talk to Mald and if you succeed in conning him into believing you are inspecting the operation he will tell you that Gilis has been working for him directing the militia search away from Sleepy Hollow. You can also confirm this with Gennita when you speak to her. Once the mine is cleared confront Sergeant Gilis and again you have two choices; you can provoke a fight or get him to surrender. The latter gains you more xp. Whatever you do talk to Captain Ashby to complete the quest. Strange Cave: This cave is in the Lurkwood at the top left of the map. When you first find it, examine the runes and write them down. Now go to Jeneth in the Temple of Helm and she will be able to translate the runes and fashion a ward to enable you to gain access to the Blackheart Orc caves. Strange Door: You will come across this door in the sewers when you are clearing them out at Captain Ashby's behest. You can't get passed it at this time, all you can do is examine it closely and you may get some xp reward depending on your listen and spot skills. Talk to the foreman at the municipal building for more information. You will come across the door again when you re-enter the sewers during the Undead Attack quest and you will realise that this is where the undead in the sewers came from thus completing the quest. The Devil Cow: This can be either a very short quest or a very long one. Just after the start of the module a talking cow accosts you. At this point you can kill the cow and if you do then that's it. Quest complete. I think it gains you 4xp. Assuming you listen to the cow it turns out to be a human who has fallen foul of a wizard dressed in blue. Accept the quest (and also the Denny's Sword quest above). Talk to the gate guard Derren and he will direct you to the Toad's Rest Inn. Talk to the innkeeper and he will direct you to Piel who is staying with his wife in an upstairs room. Once you have gained his rather skewed view of events talk to Tiniel the Bard in the Taproom or to Jeneth in the Temple of Helm. You will eventually be directed to Anadra the mage. Before this lady will give you any help you need to complete the Anadra's Brandy quest. Once you have she will agree to create a potion, however she needs some Gum Arabic and a sum of gold. Just how large a sum depends on your ability to persuade her to lower the price. To get the gold speak to Denny and he will direct you to his parents' house giving you the password to get passed the house guard. Speak to Waldo, Denny's father and he will give you the gold. You can also con him out of a larger sum, but take care. If he catches you lying to him then your reputation will suffer. Having obtained the gold you should now speak with Jenee and ask her about Gum Arabic. She doesn't have any but she will give you a drawing of what an acacia tree looks like and point you in the direction of the Lurkwood. Go there and find the tree, collect the Gum Arabic and return to Anadra. Give her the ingredients, get the potion and blaze a trail to Denny. Once he has transformed he will speak to you briefly before making his way home. (See also Denny's Sword above) The Letter: The introductory quest. The militia guard just inside the south gate can direct you to the Three Wagons Trading company and once there speak to Vrigdish. Convince him to let you see Jeron Thender, talk to the man and get your reward. You won't see Jeron again for a long time although you will hear about him. The Master: The final quest. You will get this after you have talked to Jeron for the last time in the Inner Sanctum of the Temple of the Sun Soul. It ends when you have disposed of the Master in the final battle of the module. That's it really. The Message Post: Ask Derren the gate guard where you might find work and he will mention the message post. You can find it near the entrance to the Toad's Rest Inn. Examine it and read all three messages to get three more quests. The Mugger: You will start this quest the first time you venture into Mugger's Alley (top right of the Brightwood Map) at night. Dandy, a rather nasty mugger and gang leader and one of her gang will jump out at you and demand money. You have a choice; pay or fight. If you are low level then pay, Dandy is quite tough. In fact it is best to visit this area as early as possible before you have collected much cash. That way you lose very little. If you fight Dandy will give in, you can't kill her (yet). You may never see Dandy again unless you discover The Prisoner quest. If you do you will confront her and this time it will be a fight to the death. Her dairy is in the locked (and trapped) chest, the key for which will remain after her death. The significance of the Dairy is noted in the Prisoner quest below. Once Dandy is dead you can gain a few more xp by telling some of the locals in the Cross Keys tavern. The Prisoner: Another quest that some players may never see. You can gain it in two ways, either by finding Lomir's wife and talking to her or by ending up in jail and talking to Lomir directly. Calinda, Lomir's wife can be found in a house at the top left of the Brightwood map. To find yourself in jail, just wander about with a weapon until the militia stops you. Choose the option to go to jail rather than pay the fine or put your weapon away. Whichever way you get the quest you need to speak to Lomir so you need to go to jail either way. Listen to his story and this may be your first hint that Jeron Thender is not a nice man depending on where you are in the module at this time. Once Lomir has finished his tale you will be released. You can at this point talk to the jailer but he isn't listening. Once outside your course of action will depend again on what stage you are at in the module. If the Undead have yet to attack then you should talk to Frago at the Three Wagon's Trading Company. She will direct you to Dandy the Mugger. If the undead have already attacked Frago will be dead and you can go directly to Dandy. Confront her, which leads to a fight and (hopefully) her death and you can recover her diary from the chest. Now go back to the jail and talk to the Jailer, again he will tell you to leave, but this time as you do one of the other guards will be waiting for you outside the jail. He has a proposition, you pay him some gold and obtain a bottle of drugged ale. Accept his proposal and get yourself a bottle of ale from any of the Inns, then go to Jenee and ask her to prepare a sleeping draft and doctor the ale with it. Take the ale and the gold to the jail and the guard will let you inn. Talk again to the Jailer, apologise for being rude and offer the ale as a way of making things up. He will drink the ale; fall asleep and the guards will set Lomir free. Quest complete with a sizeable xp award. The River Dancer: Captain Danocen who you can find in the Cross Keys Tavern gives this quest to you, but only once you have heard his name from Jeneth during Isania's quest. He needs to repair his boat and since you need his boat to get to the Evermoors you had better accept the quest. He needs some Mithril nails and the only place to get them is in Settlestone. Leave by the north gate and the entrance to Settlestone is at the top of the map. Once there visit the Trading Post and ask for Mithril. Buy what is offered and then go back to Brightwood and visit Kusin's smithy. Ask him to make the nails and once you have them return to Danocen to complete the quest. Anytime after this Danocen can be found near his ship at the docks and will take you to the Evermoors (oh, provided you have completed the Undead Attack quest). A couple of points here: You can if you want to attempt it rob the treasures in the Trading post in Settlestone. Any attempt to pick the locks will immediately set all of the Barbarians and Dwarfs inside and outside the post hostile and they will immediately attack. They are all at least CR5 and you will have a really tough time. The treasures that you will gain will all be marked stolen and therefore unsellable except in Bido's shop. Secondly Kusin will offer to make you a weapon with the remains of the Mithril after he has made the nails. There is a cost depending on your reputation but it is worth it. All the weapons he produces will be very effective against evil beings and you will be seeing a lot of those soon after this point. Tiniel the Bard: Tiniel can be found in the taproom of the Toad's Rest Inn. She won't talk to you (and you do want her to talk to you) until you have brought her some wine. You can get the wine from the barkeep right beside her. You can if you want simply buy some of the cheap stuff or you can ask him some questions and take the string about anything else for sale. If you are female or have a good persuade skill you can get him to admit that he has some more expensive wine under the counter. You can then persuade him to sell it more cheaply. Whichever you get take it back to Tiniel. The only difference is the xp you get for completing the quest. Trolls Blood: Not really a quest as such, just a way to make some cash. Talk to Bigo at the Shining River trading Company and get him talking about what the company trades in. Follow the line about exotic animal parts and he will tell you that he is short of Troll's blood. Agree to get some for him and depending on your persuade skill you can get him to offer a better price. Once you are in the Evermoors you will meet many Trolls quite a lot of who will drop Troll's Blood. Collect them all and sell them to Bigo. Every little helps. Undead Attack: This quest starts when you return to Brightwood after having cleared the abandoned mine in Sleepy Hollow. If you teleport into the Temple Jeneth will ask to speak with you and if you come in through the North Gate you will be intercepted by a Cleric who will ask you to report to Jeneth as soon as possible. Jeneth will tell you that Undead have infested the sewers and asks you to investigate, offering a substantial reward. Make your way to the sewer entrance and get the key from one of the guarding priests. Fight your way through the sewers making sure you kill all of the undead (you will get a message when the last one dies that this has been achieved). Make sure that you investigate the strange door that you found the first time you were here. Talk to Jeneth again and she will tell you of trouble at the Three Wagon's Trading Company and suggests you talk to Captain Ashby. Do so and she will also ask you to investigate. Get the key to the Three Wagons from the militia and enter the Three Wagons which will be a bit different from the last time you were here. Deal with any undead and then explore the ground floor and upstairs in Thender's bedroom. You will find the note that he left you on the table and some other bits of background information including a book on the Temple of the Sun Soul. When you are ready descend into the basement of the building. You will find yourself in a large room with a portal at its centre through which undead appear at random intervals. At each corner of the room you will find a pillar with a switch. Once all four switches have been operated the portal will close and the undead will stop appearing. You have to move quickly here otherwise you will get overwhelmed with undead. My advice is to concentrate on the switches first ignoring the monsters and then deal with them once the portal is closed. If you are in a party or have a cleric handy things will be much easier. Once you have dealt with things return to Jeneth for your reward. There is still the matter of the other side of the portal however and that can be found in the Temple of the Sun Soul. Once you have shut that end down the quest is finally complete. Areas Now that I have dealt with the quests a few words on some of the areas in the module that have not been covered. There are 75 areas in the module and I don't intend to cover them all, just some of the major ones. 1) The Evermoors: This area is dotted with caves and a number of dangerous encounters. Your destination is the entrance to the Temple of the Sun Soul, but you can only get to it through some of the caves since it is located in a hidden valley along the right hand side of the map. You will also need the key which can only be obtained by killing Natharistan (definitely not recommended) or completing her quest. Outside the caves the encounters are mainly Trolls. The caves hold a variety of wildlife all of which is hostile. Although you don't have to clear every monster, it is worth it for the xp haul. There are two routes to the hidden valley, either via the Stinking Cave and the Dry Cave, or via the Troll Cave and then the Dry Cave. The troll cave can only be reached by going through Natharistan's cave, the wet cave and the deep cave. Once into the hidden valley beware of some more Trolls and Gargoyles. 2) The Temple of the Sun Soul: This temple is basically once very large puzzle and it is choked full of undead. It is divided up into 5 parts, the entrance, the crypts, the monks' barracks, the library and the clerics' quarters. Once inside you will face Vrigdish, Jeron's bodyguard and some undead. He is quite a foe so make sure you are prepared. Once you have disposed of him pull all four levers to switch off the portal and complete the Undead Attack quest. Go through the door straight in front of the entrance into the area where there are four statues. Examine each, paying close attention to the description of their eyes which is the only clue you have as to what you need to do here. It makes no difference which area you tackle next or in which order you do them in. The reason for visiting the areas is to obtain a coloured gem which together make up the key to gain you entry beyond the warded graffiti strewn stone door beyond the statues. Once you have all four gems examine the statues again and place the correct colour in the palm of its hand. Once all four are in place the door will open. Each of the other areas has a different type of undead in them and each has a boss monster. The gems are in the possession of the bosses so you have no choice but to dispose of them. In the library you face darkness a horde of undead and a nasty undead wizard as well as several traps. The Clerics chambers are straightforward enough. Make sure you find the key to the last room containing the boss, and watch out for some nasty skeleton piles which spawn disagreeable skeleton warriors. In the Monks quarters you find several doors that you cannot open. In fact you can leave them be. You will find some levers in one or two rooms, which if you operate them will open the doors, thus increasing the number of monsters you have to fight. The upside is that you gain access to a large number of treasure chests as well. In the crypts the gem you seek is in a sarcophagus that is in a room behind two bridge doors. Explore the crypt to find the levers which operate the doors. Once you open the sarcophagus you can take the gem and leave the magical weapon. Take the weapon and the bridge doors will close and several Mummies will spawn in. The door can be released again once the mummies are dealt with. 3) The Inner Sanctum: Once you have talked to Jeron he teleports into the next room. When you meet up with him again he is surrounded by gates which spawn Mephits every so often so again concentrate on him to stop the spawning. 4) The Masters Lair: This maze is full of Mephits and other planer beasts. To get to the final battle you will have to explore everywhere and find the nine levers there are 3 cold levers, 4 warm ones a rusty one and a glowing one. The Glowing one operates the final door into the master lair but it will no operate until you have pulled all 4 warm levers. To get to the glowing lever you have to open the rusty door which can only be opened by the rusty lever. However the rusty lever won't move until the cold levers have all been operated. Once you have done all that its time to face the Master, a balor that the ancient monks unfortunately gated in years ago. Once you have defeated him teleport yourself back to Jeneth, tell her what you have done, accept her accolade and watch the end credits. 5) Brightwood: I tried to make the town itself as realistic as possible, so the streets are more crowded during the day, shops and other buildings close at night, militia patrol, beggars beg and streetlights go on and off. There are a few houses, which are there for local colour, and one or two storerooms to explore. Everyone has something to say although not everyone is essential to the plot. Hopefully the town looks and sounds like a town full of bustle and activity and people have real lives as a backdrop to the events which are going on. Major NPC's A brief word now on some of the major NPC's in the game. Note that none of them are invulnerable, so if you kill them then that's the end of any quests they might have given you. Anadra: You'll need her to help you make the potion for Denny. She will also give instruction to any arcane spell casters. Jenee: Quest giver and helps you in a number of other quests. Talk to her frequently. Tiniel: Quest giver and gives lots of background. Another NPC that you should talk to frequently. Jeneth: Another major quest giver and also a healer. She is the only one who can provide a Boon of Helm to everyone in the party. Captain Ashby: Major quest giver and source of information. Sergeant Ogders: Will train a fighter type giving them 1000xp if tey are nice to him and do what he says. Frago: Major source of information and important to some quests. Captain Danocen: You'll need him to get to the Evermoors. Guildmaster: Major quest giver Lomir: Central to his own quest Piel: Quest giver Denny: Major quest and source of magic item and xp. Nataristan: Quests and magic items Shopkeepers: All of those in the trading companies are worth talking to from time to time. Some will provide quests and/or quest items. Walkthrough What follows is a very brief walkthrough, since most of the information is contained in the quests above. It is not by any means the correct solution because there isn't such a thing. However it is the way that I made my way through the game during play testing. Talk to Bessie and get the Devil Cow quest and the Sword Quest. Talk to Derren and get the Message Post quest. Talk to the guard just inside the gate for directions to the Three Wagons. Go there, talk to Frago and Vrigdish to gain access to Thender. Give him the letter to complete the Letter Quest. Go to the Toads Rest, reading the message post and get Ashby's Quest, Lord Kensbane's quest and Jenee's quest. Enter the Inn and talk to Tiniel. Talk to Fino and get a bottle of wine that you should give to Tiniel. Talk to her thoroughly and get the Black Market quest and rumours of a caravan raid. Go upstairs and talk to Piel, then go talk to Anadra. Complete Anadra's Brandy quest, talk to her again to get details of what she needs for the potion. (Arcane spell casters get some training) Now talk to Captain Ashby and get details of her quest and militia badge. Go to the training rooms and talk to Morick (fighters talk to the sergeant to get xp). Go back and talk to Denny get the password and then visit his parents' house. Get the gold then go to the Temple of Helm, talk to Jeneth and get a Boon of Helm. Now go and hire a henchman. Talk to some other traders about the caravan raid and then talk to the guild master about that and the black market. Go up to Muggers Alley and pay Dandy (or fight her), then talk to Kristine in the Cross Keys. Find the door she speaks of, examine it thoroughly and then talk to Kristine again to get the code. Back to the door, use the code and talk to Bigo. Take his quest and solve it if you can (i.e. if you are a rogue), otherwise turn him in to the guild master for a reward. Go down into the sewers, clear them of rats, examine the strange door to get the quest and pick up the dead sewer man. Back to Captain Ashby for the reward, talk to Jeneth and then the foreman in the municipal building to finish the dead sewer man quest. Now talk to Kensbane in the guild, go to his house and clear it of monsters, remembering to pick up the heart of the biggest one. Talk to Isania in the cupboard, teleport to Jeneth, talk to her and portal back to Isania. Get her ring and take it to Jeneth, get the information and take the ring back to Isania for a reward. Talk again with Lord Kensbane to complete his quest. Now talk to Jenee, get details of her quest and ask about Gum Arabic. Take the drawing and make your way to the Lurkwood. Find Kashal's hut, enter it and get his diary. Locate the Strange Cave entrance and get some Gum Arabic from the tree. Teleport back to Jeneth and ask about the cave entrance, then talk to Captain Ashby to get the Grishniak Quest. Teleport back to the Lurkwood and enter the cave. Find Kashal and talk to him, get his staff quest, kill all of the Orcs that you find. Pull the lever in the room at the bottom left of the map and get the staff from a pot near the Shaman north of there. Free Kashal, give him his staff and then clear the remaining Orcs including Grishniak. Take the attack plans from the table and Grishniaks' head. Talk to Kashal back in his hut, take the herbs to Jenee and then talk to Ashby to finish the attack plans and Grishniak quests. Talk to Jenee and give her the herbs to complete her quest. Now go to the Brightwood adventuring Supplies and buy a fresh cowhide. Talk to Anadra, get the potion and take it to Denny. Talk to Piel exchange the hide for the sword and take it to Denny. Refuse his offer of gold and you get the sword. Now wander about with a weapon in your hand until stopped by a militiaman. Refuse to put the weapon away, and take the got to jail option. Lomir will talk to you, listen to his story and leave the jail when you are set free. Talk to Frago at the Three Wagon's trading company and then confront Dandy. Kill her and take the diary from her chest. Go back to the Jailer, insult him and leave. Talk to the guard, agree his plan, buy some ale and get Jenee to drug it. Back at the jail give the drugged beer to the Jailer and Lomir is freed. Talk to Danocen in the Cross Keys and get the River Dancer quest. Leave the town by the north gate, talk to Gilis and clear out both caves he indicates. Talk to Gilis again and then to the farmer nearby. Find the stones and press them in the correct order and then wait for Yaster to appear. Talk to him and then go to the junction, scout around until you get the details and then follow the road to Sleepy Hollow. Go to the Inn talk to people and find the saltcellar in the Kitchen. Find Laura in one of the houses and get the barn door key from her. Enter the barn, talk to Mald, kill him and go down through the hidden trapdoor. Go right after the first fight and talk to Gennita to get the password. Clear out the remaining baddies (stay away from the top left of the map), talk to the mayor's son and free the slaves. Now find the Blue Wizard and talk to him just before you kill him. Get the keys he drops and explore his room. Take everything, go back and talk to Gennita, give her the antidote. Talk to Laura and her father. Now go up to Settlestone, talk to Glognar and then buy some Mithril. Go back and talk to Gilis and deal with him (if you got the quest) and then re-enter Brightwood. Talk to Jeneth and get the undead attack quest. Talk to Kusin and get the Mithril nails and help him make a weapon. Take the nails to Danocen then talk to the guild master for your reward for the caravan quest. Now go to the sewers and clear out the undead and examine the strange door again. Back to Jeneth and then to Captain Ashby. Now enter the Three Wagons, explore the first floor and the ground floor dealing with any undead. Get Thender's note and then descend into the basement. Operate all the switches, deal with the undead and then report back to Jeneth. Talk to the Bigo at the Shining River Trading Company and negotiate a price for Troll's Blood. Now find Danocen near his boat and ask him to take you to the Evermoors. Deal with any monsters on your way to Natharistan's cave. Accept her quest, deal with all of the monsters and hand over all the treasure to her. Get the key and the information and then fight through the rest of the caves until you find the entrance to the Temple of the Sun Soul. Deal with Vrigdish and operate the levers to complete the undead attack quest. Examine the statues and note the colour of their eyes. Now clear out each level of the Temple (see above for hints). Place the correct gem in each statues hand and go through the doors. Open the sarcophagus, deal with the Slaad and take the remains back to Jeneth. Talk to Isania to get the words of opening. Sell any Dragon scales and Troll's blood at the Shining River and get back to the Temple. Go into the Inner Sanctum, talk to Thender, deal with the monsters, then go find him again and kill him (quickly). Take the key that he drops and use it to open the door into the Master's Lair. (See above for details). Once he is dead go back to Jeneth and tell her of your heroic deed and watch the end credits. Ok, that's it. I think I have covered everything of importance but if I have left anything out let me know. Good adventuring and remember to cast your vote on the NWN website. I would also appreciate any feedback of any kind since it will help me in any future modules that I write. Philip Greig Scotland Tuesday, 19 November 2002