Birthright of the North - Neverwinter Vault



BIRTHRIGHT OF THE NORTH (FINAL)

Authors: B G P & D G G Hughes

Hours of Play: 20-40

Levels: 1- 12 (recommend start of 1)

Players: 1+ (5 recommended max)

Patch: k

Other work (including The Wanderer) by B G P Hughes can be followed at the vault with the portfolio B G P Hughes Tracker.

Contents:

Background and play

Additional Background Notes

Before starting

Notes on rules

About the map

Map of What You Know

IMPORTANT/ This Patch

Credits

Notes About this version

Approved Route (***NEW***)

Vague hints

Spoilers

Map (SPOILER)

Strategy Guide (***NEW***)

Background and Play:

Set in the world of the upcoming Bloodknight Trilogy (B G P Hughes), this module starts with the most traditional of beginnings, but soon diverges into a mysterious world of discovery. It is best suited to new characters, and certainly not to those above level 3. You will be under attack almost immediately so it is wise to prepare your character once entering the module.

The module has an overriding epic quest, but it is up to you whether you wish to do it (or whether you will even find all of it!), and since the module is not linear, you can approach it in many different ways. Also the module is designed to be played more than once, so has a great deal of variation built into it (dependent on alignment, skills, class, random elements and even the custom treasure changes).

From initial feedback this module is regarded as tough in single player, particularly for the first four levels. This is partly because the module is designed to accommodate as many skills and classes as possible – a fighter might be better off at first, but will struggle for lack of thief skills later. In single player, where there is no one else to help, the PC will have to make choices as to whether he wishes to generalise or specialise, and how he will compensate in areas he lacks. Approach the module like real life, be prudent and run away if your enemies are too powerful. Don’t rush through the module thinking you can speak to everyone once, pick up the quests and get to it. It doesn’t work like that! Getting information often requires a little more effort (to see the difference play the module first with a character with Int 10, Wis 10 and charisma 10, then with 13,13,14). In single player wizard, rogue and particularly monk are tough. (Druids should avoid taking bear or dire wolf as a companion.)

So how do you make it easier on yourself? Well keep your eyes open – the best rewards are usually hidden. Also, keep your ears open, characters give you clues as to who to talk to, and where to look. Above all, don’t hoard. Be prepared to spend your precious gold on scrolls and potions – you will need them. And besides, gold is worthless to a dead man. If you need further help then look at the spoilers section at the end (split into vague spoilers, which are more like hints, and definite spoilers).

Notes: Birthright of the North

The initial idea behind Birthright of the North was to create a large module for starting characters that would allow players to roleplay how they liked, while at the same time providing an overriding ‘reason for being’. In this case the reason for being is discovering whether you are truly the son or daughter of a king who has already had two sons murdered and whom you know nothing about. This provides the reason for why you start adventuring, but does not determine what you must do. In style the module plays something like Baldur’s Gate – there are major interlinked quests, but there are also many areas where characters can go adventuring just for the fun(?!) of it.

The module is designed to be as realistic as a fantasy world can be. It draws from the world of the Bloodknight Trilogy by B G P Hughes (currently seeking publishers), which has been developed by the authors of the module (D & B Hughes) over a period of fifteen years. This gives some depth to the backdrop and reason for items being where they are, how they work etc. The mechanics of the module are also enhanced by limited rest (with wandering monsters), bleeding rules with an accompanying chance of being finished off by nearby enemies, and NPC’s that in the most part die.

Characters themselves are not one dimensional: NPC’s will talk about each other, respond dependent on class, charisma, race, deity, intelligence or wisdom (or who else you have spoken to), and there are several special NPC classes (alchemist, jeweller, herbalist and Magesmith) that fulfil other functions. Most monsters and items are also customised in some way (including potions you have to drink to identify like in good old PnP!).

Throw in a few illusions, slippery surfaces, riddles, puzzles, language skills and a large number of secret areas and the module should offer something for everyone!

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Your starting character:

Skill & Attribute uses:

In order to be fully informed about the choices you make in generating your character, it is worth knowing that in this module your skills and attributes have the following effects/uses:

·Strength Moving obstacles

·Dexterity Grip on slippery surfaces

·Constitution Recovery from coma

·Wisdom Knowledge of the world you live in (additional conversation options), detecting illusions, bonus to language ability

·Intelligence Insight (additional conversation options), language ability

·Charisma Number of helpful rumours available, extensive conversation options, and ease of gaining quests.

Many skills give experience when used, plus have the additional benefits below:

·Heal Stabilising in a coma (preparation through understanding trauma)

·Persuade Additional conversation options & quests

·Search Finding secret doors and illusions

·Spot Detecting Illusions

·Lore Detecting Illusions

·Craft Weapon Bonus for adding virtues (though this is rare)

You are advised strongly to take at least 1 in the following by level 4: Persuade, Disable Traps, Open Locks, Search.

In addition class & alignment can affect the experience you get, how characters react, and is modified on occasion. Playing an evil character is not forbidden but is not as enriching.

Although it is not necessary to do so, you will be given a little help at the start if you choose one of the following Deities (type just the name in Proper Case):

• Kos, god of nature – Not widely worshipped except in Phoenicia, Kos uses the symbol of Bud and Bone, and preaches that harmony and balance reside in the natural order. Kos is suitable for roleplaying any alignment group or racial group, although it is most frequent amongst dwarves and half-orcs, and Kos is commonly worshipped by rangers and druids.

• Vangorn, god of chaos – Vangorn uses the symbol of the trident and lightening bolt. He is worshipped in the far south, and is suitable for any chaotic or neutral character. Suitable races are human and half-orc, but also dwarves and gnomes.

• Oten, god of storms – The formidable mountain god uses the hammer and anvil as his symbol, and is also the god of smithcraft (and most dwarves). Characters of all alignments worship Oten (who may even be a more modern incarnation of the ancient god Coream), and he is a favourite of dwarves, half-orcs and humans alike, particularly barbarians, fighters and clerics.

• Mithras, god of light - suitable for lawful good/true neutral/neutral good characters. The patron deity of most kingdoms, and of many knightly Orders (alongside Helios and Beregan) uses the symbols of the cross and the sun, and is a favourite of humans, half-elves and elves, particularly paladins and clerics.

• Beregan, the One God – The youngest religion, worship of Beregan is strictly monotheistic and dedicated to the destruction of evil. Founded by the prophet Bedrin and championed by the Bloodknight, followers of Beregan are almost uniquely high-born human, elf, dwarf or halfling (and always good alignment) and often cleric, paladin or wizard.

• Setur, god of darkness – The Great Serpent uses the symbols of the spear and snake (which is holy to Setur). Not as secretive as Ashar or Bel (the god of thieves), Setur nevertheless is cloaked in secrecy, and favours the night. Setur is suitable for any alignment (although good is more rare) and is favoured by humans, gnomes and half-orcs.

• Ashar, the Hidden One – almost nothing is known of Ashar, except that his followers pursue knowledge relentlessly, and carry out this pursuit out almost invisibly. Ashar’s holy symbol is a double circle on a stem, obscured by clouds. Ashar is popular for any alignment, particularly amongst elves, half-elves, halflings and humans. Sorcerors, bards and less frequently rogues are common worshippers.

Gods that confer no starting bonus:

Baracon – ancient god of the warrior and day

Coream – ancient god of the warrior and storms

Helios – ancient god of the sun and nemesis of the undead

Bel – god of thieves

Adunis – god of the sea

Special Notes:

1. Like in life, a dead henchman (unless generic) is generally permanantly dead! This also goes for important NPC's.

2. Dead characters go into a coma which they may or may not stabilise in/recover from.

3. Death carries a heavy xp and gold penalty, to encourage players to care about their characters. Playing with intelligence brings much greater rewards than charging in!

4. The module includes secret doors that rely on your search skill, use of the mouse, or other methods.

5. Character statistics, skills and classes do effect conversation nodes. Sometimes this is advised to the PC, but rarely. This makes the module more replayable.

6. Use your brain. Not only does the module contain puzzles, but some areas do not scale - if it's too hard, leave it for later!

7. There are wandering monsters when you try to rest. The chance and type is dependant on where you are.

8. Resting is limited to every 1 + rounded(0.5*HD + 0.5) hours. You will need to play cautiously, particularly at first. The module is not designed to be walked through!

9. I advise playing the module with item level requirements switched OFF: magic is rarely given, but is often too high to use when it is.

10. Some placeables glow under the TAB key, but do nothing. Don’t be concerned if you can’t open them.

About the map:

External areas are almost always 16 by 16 for ease of mapping, and you will notice that areas fit together like tiles. This should not only help you to avoid getting lost, but allow you to find your way to areas using different routes. Map note pins are used for most, but not all, points of interest. Some you will need to mark yourself (particularly secret areas).

Changes in this version:

Changes in version m

• Prayer items work correctly for Setur

• Holy Amulet has Kossian benefit

• Blue Fenberries modified.

• Ernil and Silverhand made Plot.

Changes in version k

• Major overhaul of henchmen to make use of all HoTU and some Wanderer II functionality including inventory management and shouted commands, as well as resurrection of core henchmen (only). Fixed also some patch 1.62 issues.

• Deity Specific items and item powers added.

• Some useable placeables changed to static

• Change to Ernil’s Past journal entries

• Removed jumpstone exploit from Sirano.

• Changed some ambient scripts to try and help performance.

• Priest of Setur now heals correctly dependant on religion.

• PC has more chance to catch Spindle.

• Many encounter spawn points moved/improved

• Made Hersul a lot less likely to die before you can reach him.

• Removed special effect for spider summons from cocoons.

• Hunted out more spelling mistakes.

• Bats and their waypoints removed from goblin source to aid speed.

• New dialogue for Silverhand and Ankran, as well as new journal entries.

• Cleaned up Ernil, Ankran, Hrothgar and Silverhand’s conversations further to cover repetitiveness on some of the rarer permutations.

• Items switched to tag based scripting

• Orc chiefs don’t all drop their flails

• Skycleaver stats changed.

Changes in version i

• Added an initial staging area to set rest and death options.

• Rest restrictions are now optional

• You can always rest in your farm and at inns (even with restrictions)

• Added some items and some additional random treasure types with virtues

• Added some weapon and armour appearances for items with virtues.

• Added ways of adding virtues to weapons (with crafting bonus)

• Changed some store contents for Ernil, Magesmith, Hrothgar, Aras smith & jeweller

• Fixed bug in Tomb of Aliax where horrors won’t stop spawning.

• Changed jewel crafting so multiple party members don’t show the same gem in the crafting conversation.

• Ice Weirds now drop coldstones. Stone Guardians drop thunderstones.

Changes made in final h

• Respawning with full HPs fixed for patch NWN/HotU 1.6 on

• Some additional HotU content added to stores

• Soldier henchman inventory can now be adjusted after level up.

• Treasure tables updated to include HotU items.

• Several new items added

• Thief use magic item check included.

• Some containers now produce crafting base components when destroyed

• Melbardo immune to his own death cloud

• Creatures re-robed

• Store contents/prices updated to HotU system

Changes made in final version g:

• Some scripts have now been cached

• Jonth’s journal entries changed so he can’t be identified through them.

• Minor change to making Hermit hostile.

• Fixed some error messages

• Fixed henchman spellcasting on request

• Bolg’s keys renamed

• Flame arrows no longer have a damage penalty

• Magesmith conversation modified

• Henchmen can remove boulders

Changes made in version f:

• Dialogue changes to Bardson, Ernil, Silverhand, Magesmith, Mother, Broadman, Deserters, Lord Crannock, Magnul Herris, Herbalist, Jeweller, Vicar.

• Fix on father death.

• Store changes to Bardson, Herris, Ernil, Magesmith, Hermit, Hrothgar, Jeweller, Herbalist, Storekeeper.

• Silverhand arrives more easily

• Many new custom items added.

• Slight change to start items for Beregan, Persival and Axeman’s Guard changed.

• Some recharging traps removed, others given unlock work around.

• Some minor bug fixes

• Extensive new notes and background added.

• Henchman changed: henchmen now level higher and quicker, they also include some SoU functionality: changeable inventories, identifying, spellcasting on request, better AI and carrying inventory from level to level.

• Minor changes to quests and journal entries.

• Kharg island is now a little easier to find.

• Hulinar and Bosses toughened (level dependent)

• SoU scrolls, throwing and trap items added.

• Jump stones added.

• Lord Crannock heals himself.

• Jeweller gold bug fixed.

• Ranged attack creatures fixed for SoU games.

• Magesmith no longer makes items without the gold.

• Temple of Setur doors use up keys

• Some item descriptions changed

• Fallen Caves area modified.

There is a known issue with Bioware’s hidden doors. Associates do not jump with you within an area. A temporary fix on this only seems to work intermittently. I am hoping future Bioware releases will fix this. Also, these trapdoors/doors sometimes require multiple clicks to open – don’t ask me why, just persevere!

Map of What You Know:

Here is a basic map of the area as you know it at the start – but even if you get lost, you can ask most common people for directions.

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Credits:

Credit must go most of all to Celowyn for his excellent scripting tutorials.

Thanks to ShadeRaven for his coma and Wandering Monster scripts (now adapted) from Keep on the Borderlands.

Also to Vytek, Drav, Rehevkor, Rick Martin, Derlangrisser, Exnem, Phydeaux and one or two other unidentified people for bits of script that saved writing time!

Enjoy this - and send feedback (please!) or requests to benw_h@

NOTES FOR THIS VERSION:

This version is final but feedback is still wanted – please post at the vault or email me. This is the SoU version.

How they finished (just a few for comparison):

Single

Cleric Level 11 (2 players), Level 10 (2 players), Level 9 (1 player)

Druid Level 10 (3 players), Level 9 (2 players)

Paladin Level 11, Level 10, Level 9

Ranger Level 10 (2 players)

Fighter Level 9

Monk Level 9, Level 8

Fighter/Thief Level 6/5

Fighter/Ranger Level 10/1, Level 7/1

Druid/Fighter/Wizard Level 8/1/1

Fighter/Rogue Level 7/3

Rogue/Fighter/Shadowdancer Level 6/4/1

Fighter/Ranger/Rogue Level 5/3/3

Multiplayer

Barbarian Level 10 & Monk/Thief Level 8/2

Wizard Level 9 & Thief Level 9

Druid/Ranger 5/3 & Fighter/Rogue 4/4

APPROVED ROUTE:

This is a SPOILER – and is designed to help those having trouble getting from levels 1 to 3.

Homeland Farm: Deal with the attack to the farm, and after the attack speak to your father then your mother. The farm may get attacked again, so immediately go into the farmhouse and get Marcus to help you. Get the key from the bed, and open all containers. Go back to your mother outside and speak to her, then go into the barn, kill the rat and empty the crates there. Have a rest if you need it in the farmhouse.

Border Post: Help deal with the goblin assault but make sure you are not in the frontline or you will most certainly die. If you can keep Marcus alive it is very helpful. After the assault empty everything you can find in the fort then speak to the officer and attempt to persuade him. Whatever the result, fill your backpack and head north. If you need to rest do it here.

Road North to Tornil: Travel up the road until you find Ernil and talk to him. Sell everything you can and buy healing potions. Unlock the door to his tower if you can and go inside and pinch his letter (you will take a slight alignment hit but it’s worth it). Speak to him again outside, then head south.

Border Post: First head south east (not east as wolves can be found here) and try to clear up the remaining goblin skirmishers (should be easy). Do not enter the crypt in the corner (until at least level 4) – it’s worth returning for later. If you are a small, reasonably strong character head for the well in the southwest corner and go down it. Otherwise head south and through the main entrance to the goblin source (via the guards). Prepare yourself before entrance.

Source of Goblin Raiders: Kill the guards and head south into the storeroom. Empty the containers. Use your mouse to find the secret door in the back of the storeroom. Kill all the rats and bats you find here. You now have two choices, either to go back through the secret door and clear the goblins out, or head west into the narrow tunnels and clean out the rats (small characters enter the Narrow Tunnels from the well at the north end). When cleaning the goblins out, be aware there are patrols. If you need to sleep return to the border post, and once you have the note from the orc officer you should immediately return to the Border Post if Marcus is dead.

Border Post: Speak to the officer if he is still alive. He will now offer you one of his men (by this time Marcus is likely to be dead). Talk to the soldier in the north east corner of the fort, then re-enter the goblin source. You can return for another soldier any time you need one.

Source of Goblin Raiders: You will die at least once in here unless you are extremely careful – particularly in the temple. Take the bodyguard(s) and Bolg very seriously. Once you have cleaned out the goblins, go back to the storeroom and through the secret door. If you have not been west, go there now, else head south into the Old Crypt.

The Old Crypt: Deal with the bats and keep an eye out for traps. When you find the exit room, go to the bookcase and go through it. Looking for traps along the way, work your way through the rooms until you kill the tattered mummy. You should now be able to see properly without a torch. Look on the floor of the little room behind him for treasure then head back to the exit room and this time work your way east. You will find a room with assorted stuff in it (likely guarded by an allip and friends). This is where you should stop. The next room is the false crypt. You can open the door if you like and fight the skeletons, but if anything faster than a zombie emerges, shut the door and run away. Exit the crypt through the main exit.

The Barrows: Leave this area for later. Head straight to the east edge of the map and work north to the magic circle on the hill. Go into it. You will reappear on The Road to Tornil. Head directly to Ernil…by now you should be third level!

SPOILERS

Vague Spoilers:

1. Ernil is the key – see him often

2. There are many secret doors – think about where they might be.

3. Secret doors might use the Search Skill, or they might require you to use the mouse, or even some other way.

4. You might want a torch at the beginning of the mod – look in the barn.

5. Most characters are worth revisiting.

6. If you can persuade him, Ragnar will give you a lot of information. This depends on what you have seen when you speak to him.

Major Spoilers:

Rumours

Commoners typically carry 9 rumours (although many are the same) – charisma will unlock the most.

Illusions

1. Illusions are found in the Ancient Dwarf Realm old tunnels (collapsed tunnel), the Valley of the dead burial chambers (golems), Ered Barad first floor (bookcases & books), Kharg Island:Underground (gold) and the crypt of the temple of Setur (pile of stones).

Other by area:

Homeland Farm

2. The key for the chest is in the bed.

The Border Post/Ancient Barrow

3. The well in the Border Post can only be entered by smaller characters (gnome, hobbit, dwarf).

4. The skeletons in the Ancient Barrow are Split Skeletons – if they are not destroyed by a good dose of fire, acid or magic, they will divide into two new ones. Whatever you do, do not lightning bolt them (unless you want some fun and have a faster machine!) They cannot however escape from the crypt or cross the bridge of fire.

5. If you return to the officer with Uglug’s message to Bolg, you will be allowed to take soldiers as henchmen.

Source of Goblin Raiders/Old Crypt

6. The Old Crypt can be entered via the storeroom in the Source of Goblin Raiders – it’s a mouse secret door. The true part of the crypt is accessed through the bookcase.

7. The altar will fire off spells at characters that step on the floor markings – this depends on your alignment: good characters get the worst, while evil characters get virtue cast on them.

Road North to Tornil

8. Silverhand is the key plot character. To find him you must speak to Ernil often.

9. Currently Sirano Chapman has nothing to say to you unless you have previously pinched his letter to Ernil from Ernil’s tower.

Crannock Keep Level 3

10. The altar in the keep (lvl 3) generates undead – you have to destroy it to get it to stop, or else stay away from it. Similarly the rat queen in the cellar on the North Road calls in rats until dead.

11. The chief wererat has portal keys that allow you to use the portal.

Teiglin Road

12. The soldiers camped out are deserters – only high intelligence will reveal this.

Tye-Nar South

13. To find out how to open the Old Stone Door speak to Ragnar in the Tunnels (if you are wise enough) – Ernil will also give you a clue (still stuck? see 15).

14. There is a back route into the Orchold that allows you to avoid the courtyard, but if you’ve found it you have done a very fine job. The Old Stone Door is the key.

15. The Old Stone Door only opens at midnight – make sure you’re there then.

The Tunnels

16. The Tunnels is full of secret doors – the obvious route is also the hardest.

17. Melbardo’s main treasure is accessed through the chess board in the Tunnels – one of the squares reveals a key and the location of the portal, others give beams of light: red for trap, orange for creature generator. Ragnar provides extensive help on much of the Tunnels.

The Barrows

18. The Sealed Barrow is entered through a secret trapdoor in the top of the westernmost barrow – be prepared if you want to enter.

Aras

19. If you anger Magnul Herris you will not be able to discover the truth of the lost item from Crannock Keep. He hates Robert Bardson.

20. When you take ship, be prepared to be attacked at sea.

21. Currently Sirano Chapman has nothing to say to you unless you have previously pinched his letter to Ernil from Ernil’s tower. Even then you only get three very hard attempts to persuade him to help you.

22. Kharg Island – you will miss the whole of this section unless you convince Sirano to talk to you OR you make yourself charismatic enough to get the Ship’s Captain to help you.

23. Robert Bardson is an alchemist and will help identify potions – you need high intelligence or the help of Sirano to work this out.

24. The cheerful sailor is setting you up for Hersul’s wrath – be warned!

Mouth of the Silt River/Faerie Shrine

25. The Faerie Shrine is accessed through the portal behind Arathar at the Mouth of the Silt River. On the island look for secret trapdoors, and again in the corners of the shrine below.

26. Arathar is a member of the Faerie Folk. Be warned, if you steal the sword Karduril from the statue, then Arathar will hear of it.

27. What comes out of the Faerie Altars is dependent on class and level. It is most beneficial for druids and rangers, and does little (or harms) others.

Kharg Island: Old Sewers

28. The Magesmith will open his store for you if you understand him, but he will only make items if you have a dictionary in order to communicate fully. He will currently craft from several basic rings, necklaces and +1 weapons. His store also holds the most powerful items in the module (along with Hrothgar’s).

Fallen Caves (Aliax level 1)

29. To get through the narrow passage in the Fallen Caves you will need to hit the gong and become a badger if you are not small enough.

Tomb of Aliax level 2

30. Aliax’s riddle in the chequered room refers to the following chess pieces: bishop, castle, knight.

31. The riddle for Aliax’s levers (Chest of the Head) is in the same order as the levers themselves starting the furthest from the door you first come in. Each line refers to each lever.

Ered Barad Ground & 1st Floor

32. The dining room does not contain hundreds of respawning encounters! It is full at meal times (naturally).

33. The pool in Nemiar’s antechamber will heal you, but is a pool of youth, and thus deducts experience. If you don’t take Nemiar down, he will use it himself.

34. Contrary to popular belief, the bodyguards are not respawned by an encounter, they are called by Uglug. The longer you take to kill him, the more of them that arrive (to a max of 6)

The magic potions are:

Poison

Potion of Thieves (blinds temporarily – then causes darkness)

Potion of Lesser Stoneform (short and less powerful stoneskin)

Potion of the Elves (causes sleep to non elves, then gives bonuses to several stats)

Potion of Regeneration

Potion of Youth (heals you and increases dexterity, but knocks off a bit of experience)

MAP of all points of Interest: (SPOILER)

Strategy Guide:

Spoilers all the way!

Homeland Farm (+Cottage and Farmhouse) (levels 1 or 2(+ level 1))

First of all buy your preferred items – don’t buy a torch. If you are a spellcaster, set your spells and sleep. On waking, walk away from the farmhouse to the north following your father, but don’t speak to him. Combat will soon begin! At all times watch out for your father. If he is close to dying and you get a break from combat, speak to him and start your quest, then speak to your mother, using either your ability or persuade skill (quest Family – Level 1 to 2). Enter the farmhouse and get Marcus to join you. Take the key from the bed and open everything, taking the official document (quest Discovering you Birthright – Levels 1-12). Go outside and speak to your mother again, gleaning as much info from her as possible, then head for the barn, and empty that of any goodies you find. This area is now ‘cleared’.

Border Post (+ancient barrow) (level 2+ (+ levels 4-7))

There are several things that can happen at the Border Post, although not all are immediately obvious. On entering the area you will find yourself in a fight between the soldiers and goblins. Stay on the periphery, but try and claim a few kills. Loot freely as the officer will allow you to anyway. Try and keep him alive as he will be useful later. If you bring him Uglug’s message to Bolg he will allow you to hire his soldiers (quest – Ered Barad Orchold – Levels 2-12). They’re poor (these level up slowly so soon cease to be much use), but better than nothing. Also, keep the fire arrows for use against a stoneskinned zombie lord you might get in the old crypt.

To the east is a respawning wolf encounter, and to the south of that a few very light goblins for early experience.

To the southwest is a well that small characters will be able to use to enter the Narrow Tunnels. Weak characters should be wary of using this entrance, but it is easier than the cave mouth to the south.

The cave is the entrance to the source of goblin raiders. This will typically be the first area to enter after the Border Post, but characters should at least visit Ernil first to equip by going north to the road north to Tornil.

The southeast contains a crypt to the ancient barrow. This is not for characters below at least level 4, and is locked inside with a door that will require good tools or thieving skills. The skeletons inside are split skeletons, and divide in two on death unless finished off with a good dose of magic, acid or fire. If you have none of these to hand lure them onto the bridge of fire – a risky tactic though! The bridge itself is as random as I can get it, so you will have to listen for the casting noise the statue makes, and time your run between fireballs. Feel free to raid the containers, but opening the coffin will level drain you, so be prepared.

Action at the Bridge of Fire.

Narrow Tunnels (levels 1 to 3)

There is little to be found here except a few easy rat kills. At the north end the bones will have an item. Do not sleep here if in early levels, as there is a chance of troglodytes.

Source of Goblin Raiders (levels 2 to 4)

This should be the first dungeon you attempt. At the southwestern end of the map are a few easy rat and bat kills which should be your first target. If you came via the Narrow Tunnels/Old Crypt this is where you entered, otherwise the main entrance is guarded by a few goblin guards. To the south of the main entrance is a storeroom with some useful stuff in it, and at the back of the store is a secret door (mouse over). Go through this to pick up the discovery xp and kill the rats.

Back in the main entrance go east, keeping an eye out for patrols, as far as you can, and then clear the rooms on the east side of the corridor. There isn’t much here except a few easy goblins. At the southern end of the passage is a trap, but the dead end with the drips in it is a dead end. Go back to the door on the west side of the passage, arm yourself and enter. Fight the guards, and possibly the orc officer as well, who will at some point enter the room. From the orc officer, take the letter to the Border Officer at the Border Post in order to get soldier henchmen.

The entrance out of the west side of the guardroom is trapped to keep the spider there away from the goblins. There is an old body with some bits and bobs on it in the spider’s corner. The southern door from the guardroom leads into the temple. Evil characters should run over all the red spots on the floor as much as they want. Neutral and particularly good characters, should stay off them! Be prepared, there are three fights ahead, 2 of which will be hard on low level characters.

Kill the goblin bodyguard(s) and enter the western door and kill the shaman (the easy fight). He has plenty of stuff, usually some potions and scrolls. Don’t forget the heal potion by the bookpiles, and check the books in case any journals are to be found. Go back to the southern door. Level 4 or less PC’s should beef themselves up before entering, where Bolg will be found. Kill him and take his keys. Search his desk and the room behind him. Skullcrusher can be found in one of the chests – this is likely to be the weapon of choice for most low level characters, and comes in useful in the Old Crypt, which can be entered through the secret door in the store, and off the southern end of the map.

The Old Crypt (Levels 3+)

This should be the second dungeon you attempt. It can be entered into the main entrance from the Barrows, or at the northern end from the Source of Goblin Raiders. The northern corridor is filled with brown and fire bats, and the branch that heads northeast is trapped. You can kill the zombie, but the bones of the crypt builders reveal no secrets (you can enjoy their haunted hammerings if you like!).

The main entrance holds the entrance to both the false and true crypts. The true crypt is entered through the bookcase (search skill, but very easy). Look for traps and head west to east – if you are no use at detecting traps you will avoid most of them by sticking to the outside wall. Mostly you will meet skeletons. The second room contains the treasury, which includes a +1 weapon – some of the chests are trapped here. Try not to break them open unless you have to. The true crypt contains a tattered mumy – not too hard, although it’s hit can cause fear. Killing it will light up the whole crypt, and allow you to do the false crypt in comfort. But first enter the small room behind the mummy and pick up the item on the floor. In most cases this is a nice piece of kit, although if you’re not a wizard/sorceror, the Ring of Beregan is the worst find.

Return to the main entrance and head east into the false crypt, watching for traps (you can leave this route without losing too much). The first room contains the false treasury and a number of undead (likely to include an allip). The second contains four skeleton and the boss – if it’s a zombie lord, start shooting it with fire arrows if you have the patience. If it’s something else, particularly a mummy, shut the door and leave! Whatever is in the sarcophagus is not worth it.

The Barrows (+ barrow cave/sealed barrow 1 to 3) (Level 4+(+ level 2-3/6+)

This area is dangerous for low level characters, who should make a beeline for the magic circle on the eastern edge of the map to the Road North to Tornil, or the entrance to the Old Crypt towards the south. Alternatively, using only the edges of the map, work round to the north west and enter the Barrow Cave and fight the beetles.

In the centre of the map is a large goblin war party – little treasure and lots of fighting. The other point of interest is the Sealed Barrow, which can be found on the top of the barrow to the southwest. A secret trapdoor can be found in the top (search skill – Bioware type door). There is no avoiding fighting in here, so be prepared. Inside the barrow wight awaits – the top level holds undead and is trapped with a tangle trap, and he is to be found on level two with some wights. His treasure resides on level 3 – the chests are locked and one is trapped, but any skill will open them. Inside can be found the formidable Skycleaver, 521 gold, a potion of lore, and 3 items, at least one of which will be good.

The Road North To Tornil (+Ernil’s tower) (Levels 3-5)

Central to the plot and located at the southern end of the road is Ernil’s Place. Ernil himself is the central plot character and allows the completion of the family quest, as well as handing out half a dozen rumours and two additional quests (Spiders in the Wood – level 3-4, The Signet Ring – level 4+). Completion of either of his quests will improve Ernil’s store and prices, and these can be improved further by continuation of the main quest (Discovering your Birthright). Ernil is not only a fount of information on other areas and characters – he will tell you about them only as you meet them – but he also triggers the arrival of Silverhand once you have spoken to him enough times.

Ernil’s Tower contains a delivery crate to which jeweller and herbalist items from Aras will be delivered. The desk also contains a note from Sirano Chapman, appealing to Ernil to return to service. This note triggers the Ernil’s Background quest (any level) and also allows PC’s to speak to Sirano on reaching Aras.

The arrival of Silverhand brings together three plot strands, the missing item from Crannock Keep, the rise of the Black Hand, and discovering your Birthright, but before any of this can take place, unless persuaded otherwise, Silverhand requires the PC to find Amber (Discovering Your Birthright). On the return of Amber to Silverhand, he will then start discussing other problems (the Orchold, Theft from Crannock Keep and Father Ankran’s Request). Unlike Ernil, Silverhand is not local, so he is less useful about the area and other NPC’s – so Ernil remains useful for handing out clues. Silverhand however only gives as much as he gets, so speaking to him after gathering further information, notes or clues is likely to move the plot along.

To the west of Ernil’s Place is a camp of low level orcs – deceptively simple, but not to be attempted before level 3. The scouts walk the perimeter and should be dealt with first.

In the North east corner is the lair of the Gross Spider, queen of the spiders in the woods. Her death will give a spider’s eye that can be given to Ernil as proof of spider clearance – this quest is essential for triggering the main events. Her lair also contains a dead body with a +1 dagger and other stuff. An exit west leads to The Ruins near Tornil, and the road leads to Tornil itself – straying to the east of the road a PC may encounter wolves or boars.

There is also a hidden Magic Circle in the area on the east side of the map tucked into the cliffs. This will jump you to the Silt River.

Ruins Near Tornil (+ Cave) (Levels 3-4(+Levels 3-4))

This is a good area for generally beefing up the character before heading north or west. It has three exits: the east to Road North to Tornil, the north to Old Road, and the west to Tye-Nar River South. Mostly, characters would be expected to make their first entrance from the east, where a lone spider lurks.

Near the central promontory of cliffs, on the eastern side can be found Jonth, a woodsmen who refuses to give his name unless you have spoken to Millin Rift. Jonth carries a limited store (but useful for ammunition), several rumours and useful pieces of advice. He will also tell you he saw Varn (The Signet Ring) if you ask him.

In the southeast corner are the Faerie Folk – passive unless you have angered them. They guard the entrance to a cave that holds the sword Karduril. Disturbing the statue, whether you take the sword or not, will make the Faerie Folk throughout the module hostile. Karduril is a nice weapon, particularly at low levels, and so might be considered worth the price, but equally low level characters will struggle to exit the cave in tact.

The ruins themselves hold nothing of real interest. The lair of the cat, if examined properly, will reveal a +1 weapon lying in the leaves, and the general area also has many wolves (respawning encounter). Help can be found in Jonth who regularly walks near the area, although Jonth can die like you!

To the northwest lies another semi-secret cave entrance (mouse over – has map pin) which holds the remains of the unfortunate Varn and his companion, as well as a couple of bears. Be wary in here, you are likely to trigger the entrance of a third bear from behind.

Tornil (Golden Griffin) (Level 3+ (Level 1+))

Tornil is the area where PC’s should head to pick up a number of quests. Tornil is not a good place for supplies, instead characters should travel to Aras, Jonth (for arrows) or best of Ernil, until they find either Hrothgar, the Old Hermit or the Magesmith. Routes out of Tornil lead south (Road North to Tornil), west (Old Road) and north (Road North).

There are several characters of note in Tornil, as well as a number of commoners. Commoners will reveal useful information and rumours (including the lone soldier), particularly to those with higher charisma, or to those that have seen the village sign. Towards the south end of the hamlet can also be found Broadman, who will dole out two quests (Chicken Killer & Chicken Coup – levels 3-4 and 5-6). The chicken killer is a lone wolf found to the east of the village – easily despatched, and bringing the head back to Broadman will be rewarded with information about bandits, and the second quest if you haven’t already got it – this one is deceptive, and much harder than it seems, and involves travelling to Broadman’s cottage on the Road North.

The Golden Griffin houses three other characters of interest, as well as several commoners. The first of these is the barkeeper, who carries a limited store, as well as a few pieces of information. He is however a gullible man – speak to him twice and he trusts you, a fact to bear in mind if you ask him about Karto.

Karto, posing as a ranger, can also be found in the Griffin. He is not likes by Ankran, and Ernil will reveal his true nature if asked, for Karto is a servant of the Black Hand. He will ask you to take a token to Garth on the Road North (Karto’s Errand, Level 6), and then make his quiet exit. Examination of the token will reveal a Black Hand on it, and delivery of it will put the PC in a trap as bandits spring out on all sides. Speaking to Karto after having dealt with Garth however will not reveal Karto’s nature as he is too wily, although it may save the PC from dying!

Father Ankran will give out two quests (Keldoran, level 4-5, and Father Ankran’s Request, level 4-8). The latter of these is a main plot quest, and both of these quests begin unravelling at Crannock Keep. Ankran also has views on several other characters, which may help build a better picture.

North Road (+ Cottage) (Levels 4-7 (Level 6+))

The Road North connects three areas together: at the southern end the road leads to Tornil, and to the north to Crannock Keep: Exterior and to the west Teiglin Road which eventually reaches Teiglin monastery (out of the mod) many miles to the west. The road itself is dominated by a large hill which overlooks the rubble of previous ambushes. Kobolds await here – and they are deceptively difficult to kill, mainly because of the number of ranged weapons. Arm yourself if you wish to deal with them, although it is equally possible to go around them. You will find nothing in the wreckage.

Towards the southeast of the map you will find another magic circle, which will take you to the Barrows (and from there to Road North to Tornil), and towards the northeast of the map is a cottage that belongs to Kyle Broadman (in Tornil). The cottage cellar is infested with rats, and the queen will continue calling more unless you kill her. Be warned! Rats might be easy, but not in these numbers – fighter types without area effect weapons may really struggle to kill them quickly enough. The reward is some light magic, as well as the item for the Chicken Coup quest, which needs to be returned to Broadman, he can’t reward you much, but his cousin Bardson in Aras will later.

The southwest of the map contains a small bandit camp. Bandits can be tough, depending on your class, and should normally be approached in spot mode. Just to the north of the camp can be found Garth (Karto’s Errand Quest) and Spindle. You can talk to Garth, but if you haven’t spoken to Karto he will reveal himself to be a brigand by attacking you. Delivering Karto’s token (with the Black Hand on it) will result in a large shift towards evil. Garth gives the ring to Spindle, who runs off while Garth and waiting ambushing bandits attack. You can undo most of the alignment shift if you can kill Spindle before he reaches the forest to the north end of the map. Be warned before approaching Garth that he is incredibly hard to kill for characters even at 6th level.

Old Road (Levels 4 to 6)

To the west of Tornil lies the Old Road, which runs into the Valley of the Dead. There is an exits from the map to the Tye-Nar River: South and the true Wilderness. There is also an exit leading south to the Ruins Near Tornil which leads almost directly to Jonth the woodsman. Bandits lurk just off the road (respawning) for the unwary (as per Broadman’s warning). There are also several entrances to old burial chambers. Four of these can be found in the Valley of the Dead and are clearly marked (Burial Chambers 1 & 2). The fifth lies in a cave behind a waterfall at the southern end of the map and is unmarked (Fallen Caves).

Near the entrance to the Valley of the Dead cowers Millin. A one time companion of Jonth (Knowing this will allow you to guess Jonth’s name), he awaits the return of his comrades who have gone exploring the valley of the dead (Quest, Woodsmen, Level 5). Their bodies lie at the western end of the gorge, guarded by wild animals, but returning the head to Millin needs to be handled carefully. Millin is quick tempered and afraid, and simply producing the head will lead to an angry exchange of words, and possibly combat.

The northern end of the gorge equipement can be found belonging to a band of adventurers who are inside the burial chambers.

Burial Chambers 1 (Level 1/Level 7-12)

This contains the two western chambers. The more southerly of the two has been looted and contains nothing of interest. The northern chamber is the tomb of Lord Henry Terrip. It is guarded by illusionary golems – the riddle advises you of this, but in order to spot the illusion, PC’s require a high combination of Wisdom, Level, Search, Spot and Lore skills, and also have to stand near them – which is likely to make them hostile. They give one warning only to quit the tomb.

Inside the tomb itself lies Henry Terrip’s Greatsword Persival (+2 & vampiric), as well as some treasure. The +2 spear is in reality a backbiter, and animates if picked up, attacking the players.

Burial Chambers 2 (Level 5+/Level 7 or 8)

By this time you should have been warned several times about the Valley of the Dead, so characters should be prepared when entering tombs. This map holds the two eastern burial chambers. The more southerly of these has largely collapsed, and it will take great strength to remove the boulders. Behind them lies the treasure – check the floor as well – as well as the guardian, a mid-level Undead.

The northern burial chamber is in the process of being looted by a party of 4 level four adventurers. They carry nice equipment, and there is loot on the floor still being shared out, but will require some skill to beat, as they will attack you as soon as they are discovered doing their deed.

Fallen Caves (Level 7+)

These are found behind the waterfall in the Old Road area, not far from the entrance to the Valley of the Dead. They are the haunt of ogres, and parties will encounter some as they enter. For the most part the area is a maze of caves and tunnels, with some chambers that largely hold ogres. Towards the west side is a chamber with a gong in it. Amongst the remains is a journal by an explorer referring to his comrades who went off in search of the Tomb of Aliax somewhere to the east, following what Samuel believes (truly) to be a false trail. This false trail begins at a secret door towards the south east of the cave system, which leads down an old passage full of various kinds of stirge. At the end of the passage is a chamber with a coffin on a platform. Opening the coffin will cause several of the statues to animate into Temple Guardians (number is dependent on level and party size).

The true entrance to the Tomb of Aliax can be found by searching the south wall of the passage running east from the gong room. This leads to a guarded chamber. At the south wall of this chamber is an area transition, but only small characters will be able to get through here, so go back to the gong and use it. You will turn into a badger, thus allowing passage through the secret entrance. Rats await on the other side, and then the entrance to the Tomb of Aliax, Level 2.

Tomb of Aleax: Level 2 (Level 7+)

Crannock Keep (+Cave) (Level 3-5 (level 4-6))

Crannock Keep: Level 0 (Level 5-7)

This area can be entered either from the outside of Crannock Keep, or from the level above (CK: Level 1). If you enter from above you should have some idea of the risk you are taking, but if you enter from outside, you will be unaware that the lower levels have been overrun by beetles. This is the lair of the queen, and she is a very tough fight for lower level characters. In fact this level is generally best avoided, unless you are in desperate need of the ring of protection +2 that the queen beetle has swallowed!

Crannock Keep: Level 1 (Level 4-5)

This level is roughly split into two areas: the main entrance and access to the stairs are held by the Black Hand’s minions – goblins and a few orcs. They have barricaded off part of the castle, because the other side has been overrun by beetles coming up from the cellars. The beetles represent a much tougher challenge, lying in wait for the unexpected, even to the extent of using preset traps to lie in ambush. In company of the beetles are a group of stirges who have overrun the chapel on this level in the northeast corner. There are a few things to find, including a number of Healing Waters potions for curing desease, and a couple of bodies with various equipment on them. The entrance to Level 0 is to be found through the grate in the northwest corner, while the main stairs lead to Level 2.

Crannock Keep: Level 2 (Level 5)

Crannock Keep: Level 3 (Level 5-7)

Road East To Aras (Level 4+)

Aras (+Interiors/Green Dragon/Urgent Nun) (Level 1)

Temple of Setur (+crypt) (Level 6-10/Level 7-12)

At Sea (Level 5)

Kharg Island (+Tower) (Level 5 (Level 6+))

Kharg Island: Old Sewers (Level 4)

Kharg Island: Underground (Level 6-10)

Leaving Kharg Island (Level 5+)

Tye-Nar River: South (+Cave) (Level 5+ (Level 6-7))

Tye-Nar River: North (+Croft) (Level 6-8 (Level 1))

The Tunnels (+Slave Pits) (Level 6-10 (Level 6))

The Tunnels: Underground Passage (Level 6-9)

Silt River (+Cave), Silt River: Caverns, Mouth of the Silt River, Lizardman Caves, Faerie Shrine, Ered Barad: Outside, Ered Barad: Courtyard (Guardhouse), Ered Barad Wings, ground and first floor, Ancient Dwarf Realm, Ancient Dwarf Realm: Old Tunnels, Teiglin Road (Tower)

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