Main Quest (Introduction)
The main quest of the module is designed to take you from level 3 to level 20 and can be completed by a lone character. The main quest begins with a prologue quest called, "Alert The Okallanite Army". Once this is completed the rest of the quest will fall under a journal heading of , "Find The Killer".
The main quest is started by going through a portal in the Abbey of the Wise Men. The Abbey is located across the street from the Adventurer's Inn and is one of the locations you visit in the Dinner Delivery quest (see above). The main quest is optional and you can start it anytime before reaching level 4. For those who do not wish to do the main quest, you will be able to do alternate quests for all the main adventures contained in Find the Killer. Doing the main quest provides faster advancement than doing the quests separately.
The main quest is started by going through a portal in the Abbey of the Wise Men. The Abbey is located across the street from the Adventurer's Inn and is one of the locations you visit in the Dinner Delivery quest (see above). The main quest is optional and you can start it anytime before reaching level 4. For those who do not wish to do the main quest, you will be able to do alternate quests for all the main adventures contained in Find the Killer. Doing the main quest provides faster advancement than doing the quests separately.
Alert the Okallanite Army
Once you enter the portal in the Abbey of the Wisemen, you will appear in an area called Home Sweet Home. You're parents, aptly named, "Ma" and "Pa" are downstairs. Check the house for supplies and loot. If you talk to Ma, she will give you bread and juice. Once you are done picking up the loot, speak to Pa. He will explain that Synallite radiers have attacked the town (Rinlee) and bids you to head north and alert Baroness Markallia and the soldiers stationed there. Speaking to Pa unlocks the front door. If the door closes before you go through, simply talk to Pa again to unlock it. Speaking to Pa a second time also gives a hint on how to get out of Rinlee.
Once you leave the house, you will be in the town of Rinlee, which is under attack. The idea here is to avoid enemy patrols and make it to the sewer entrance. The entrance is marked with a map pin. The easiest way to go about this is to go behind Ma and Pa's house and follow the town wall. If the Synallites spot you, just make a run for the sewer entrance. They will not pursue you into the sewers.
Inside the sewers you will meet a young boy who is hiding out. He will give you a torch. There is a side passage to the left which leads to dead end. Near the end of it is a secret door which you may discover if you've put points into the search ability. Inside is a skeleton, a chest and some other loot boxes. Run back to where the boy is hanging out and then head north across the bridge. From this point the sewers will follow a linear path. There are a variety of easy monster encounters and loot.
Near the end of the sewers is a door that leads to an underground cavern area called, "Rinlee Escape Tunnel". You must fight your way through dwarves and a variety of beasts. This area also contains a campsite. There is a box in the campsite with cure light wounds potions and some food. If you need to adjust spells or regain abilities, this is the time to do it.
At the end of the Rinlee Escape Tunnel is a door that leads up to an abandoned shack. The shack has some vampire bats, a chest, and some other loot. Exiting the shack, your character will note that he or she should head north to the Baroness' estate. Head north and transition to the next area. Once you reach the estate, speak to the guard and he will open the gates for you. Proceed inside the mansion and enter the audience hall. When you have entered the audience hall your character will approach the throne and then kneel. During this sequence you're character will not respond to controls. You may press ESC to cancel the sequence.
Speak to Baroness Markalia. There are 3 dialogue options. The second option is the correct choice:
"My name is <FullName> and Synallite raiders have attacked Rinlee! The town is in flames. My parents are trapped in the house and I fear for their lives... Please send Okallanite forces to repel the attackers!"
Selecting the wrong dialogue will result in a loss of XP. After speaking to the Baroness, you're journal will be updated. If you need to rest, you may do so. Exit the building and you will see a floating text telling you it is 8 hours later.
It is not necessary to go back to the shack. Instead, simply follow the road back to Rinlee. There are a few minor encounters along the way. When you arrive at Rinlee you will see the Okallanite troops have taken back the town. Follow the red arrows back to Ma and Pa's house. Inside you will find to you're horror that they are dead. Speak to the trooper and your journal will be updated. During the conversation with the trooper it is revealed that you find a clue as to the killer's identity - a piece of cloth which appears to be part of a wizards robe. This ends Alert the Okallanite Army and officially starts the Find the Killer Quest. To continue the quest you must travel to Cref and speak to Brandar at the Adventurer's Inn. If you like, you can travel north from Rinlee to an area called, "Fork in the Road" and then head east. Alternately you can use the player tool to teleport directly to the Adventurer's Inn.
Once you leave the house, you will be in the town of Rinlee, which is under attack. The idea here is to avoid enemy patrols and make it to the sewer entrance. The entrance is marked with a map pin. The easiest way to go about this is to go behind Ma and Pa's house and follow the town wall. If the Synallites spot you, just make a run for the sewer entrance. They will not pursue you into the sewers.
Inside the sewers you will meet a young boy who is hiding out. He will give you a torch. There is a side passage to the left which leads to dead end. Near the end of it is a secret door which you may discover if you've put points into the search ability. Inside is a skeleton, a chest and some other loot boxes. Run back to where the boy is hanging out and then head north across the bridge. From this point the sewers will follow a linear path. There are a variety of easy monster encounters and loot.
Near the end of the sewers is a door that leads to an underground cavern area called, "Rinlee Escape Tunnel". You must fight your way through dwarves and a variety of beasts. This area also contains a campsite. There is a box in the campsite with cure light wounds potions and some food. If you need to adjust spells or regain abilities, this is the time to do it.
At the end of the Rinlee Escape Tunnel is a door that leads up to an abandoned shack. The shack has some vampire bats, a chest, and some other loot. Exiting the shack, your character will note that he or she should head north to the Baroness' estate. Head north and transition to the next area. Once you reach the estate, speak to the guard and he will open the gates for you. Proceed inside the mansion and enter the audience hall. When you have entered the audience hall your character will approach the throne and then kneel. During this sequence you're character will not respond to controls. You may press ESC to cancel the sequence.
Speak to Baroness Markalia. There are 3 dialogue options. The second option is the correct choice:
"My name is <FullName> and Synallite raiders have attacked Rinlee! The town is in flames. My parents are trapped in the house and I fear for their lives... Please send Okallanite forces to repel the attackers!"
Selecting the wrong dialogue will result in a loss of XP. After speaking to the Baroness, you're journal will be updated. If you need to rest, you may do so. Exit the building and you will see a floating text telling you it is 8 hours later.
It is not necessary to go back to the shack. Instead, simply follow the road back to Rinlee. There are a few minor encounters along the way. When you arrive at Rinlee you will see the Okallanite troops have taken back the town. Follow the red arrows back to Ma and Pa's house. Inside you will find to you're horror that they are dead. Speak to the trooper and your journal will be updated. During the conversation with the trooper it is revealed that you find a clue as to the killer's identity - a piece of cloth which appears to be part of a wizards robe. This ends Alert the Okallanite Army and officially starts the Find the Killer Quest. To continue the quest you must travel to Cref and speak to Brandar at the Adventurer's Inn. If you like, you can travel north from Rinlee to an area called, "Fork in the Road" and then head east. Alternately you can use the player tool to teleport directly to the Adventurer's Inn.
Brandar
Speaking to Brandar reveals Pa was a soldier who was involved in a raid on an evil wizard's house. The wizard's name is Rel-Gerar, but Brandar doesn't have any other information. He suggests checking the city records at the Administrative Center.
Administrative Center
Once your journal is updated, exit the Adventurer's Inn and head east into Elmien Woods. Be careful in this area. If you attack any of the King's deer, the guards will kill you. Follow the road east and transition into the Palace Grounds. This large area is filled with guards and more deer. Head on into the Palace of King Elmien. The entry area has three doors. The door to the far right is the Administrative Center. There is a clerk inside. Speak to her and she will ask you for a writ from the High Sheriff before you can see the records. The High Sheriff's office is also in this area. Find his office and speak to his assistant and then exit back to the Palace Grounds. The High Sheriff is walking around outside. It can take a few minutes to find the High Sheriff, as the area is very large. He can be distinguished by his green armor. Once you find him, initiate conversation. He will present you with three dialogue options.
The first option is the correct choice:
"My name is <FullName> from the town of Rinlee, and I am investigating the murder of my parents. I would like a writ to view the city records so that I may follow all possible leads. "
Once you have the writ, return to the administrative center and give it to the clerk. You discover that another of the soldier's who took part in the raid now works at city maintenance.
The first option is the correct choice:
"My name is <FullName> from the town of Rinlee, and I am investigating the murder of my parents. I would like a writ to view the city records so that I may follow all possible leads. "
Once you have the writ, return to the administrative center and give it to the clerk. You discover that another of the soldier's who took part in the raid now works at city maintenance.
Back to Brandar
To advance the quest you must return to the Adventurer's Inn and speak to Brandar again. He will bid you good luck and give you 1000 gold as payment for a debt he owed Pa. In addition you will receive 1000 xp.
City Maintenance
This area is located in Cref City Core and is marked with a map pin. Before going there its a good idea to stock up on healing potions, healing kits, food and water and anything else you may need. I suggest each party member carry at least 30 cure light wound potions and 10 lesser restoration potions. If you're character has a low strength and doesn't have the ability to pick locks, you may want to buy a few potions of Bulls strength to help bash chests and doors. Its also a good idea to return to the Inn and rest if you need to regain spells. You should be level 4 by this point, possibly level 5. If you are not level 4, you can get some extra experience at the Overrun Hotel in Cref City Core. It is marked with a map pin.
When you are ready, head on over to city maintenance and speak to the worker inside. He will provide some useful information, telling you the worker you seek entered the sewers and never came back. They think he may of gone crazy and is living down there. However the worker will not permit you to enter the sewers and the portcullis will be locked. To unlock the portcullis go upstairs and pull the lever. Go through the portcullis and down the stairs.
When you are ready, head on over to city maintenance and speak to the worker inside. He will provide some useful information, telling you the worker you seek entered the sewers and never came back. They think he may of gone crazy and is living down there. However the worker will not permit you to enter the sewers and the portcullis will be locked. To unlock the portcullis go upstairs and pull the lever. Go through the portcullis and down the stairs.
Sewers
The sewers begin with a wide corridor going east. On your left side will be a doorway leading into a large chamber, or you may continue straight and across a bridge. Heading straight across the bridge will reveal a large chamber with a locked door at the northeast end. This door leads to sewers level 2, but in order to unlock it you must find a lever. Head back across the bridge and into the chamber you passed. This inhabitants of this area are bullies. Basically they are bad kids who have taken to living down here. Kill them, grab the loot and go through the door on the west side of the chamber. The next length of corridor is inhabited by tiny fire beetles. They are very small and can be difficult to target. Going through the next door will reveal an area inhabited by wererats. Make your way though and eventually you will come to a bridge guarded by zombies. Kill them and proceed to the end where you will discover a lever. Pull the lever to unlock the door to level 2. There is also a sub maintenance tunnel, which appears as a grate on the floor. Click on it to take a short cut to the chamber with the (now unlocked) door to level 2. There are ruffians in this area which must be defeated. Once they are dead, go through the door to level 2.
Level 2 is inhabited by a variety of slimes and puddings. The encounters start with small slimes and progress to medium and then large sizes. Follow the passageway until you come to a side passage. Go down the side passage until you come to an area with a lever. Pull the lever. This will unlock the door at the end of the level. Theres also a sub maintenance tunnel which can save you some time running back. Note that if you have any pets, they will not be able to use the sub maintenance tunnel, so its better not to use it in this situation. Continue down the sewer across a bridge and once again you will have a choice of ways to proceed. If you go straight you will come to a room with a chest. Once you have the loot head back and continue down the sewers. Eventually you will come to a door which leads to sewers level 3. If its not open, you will have to go back and pull the lever again.
The third sewers level begins by following a long water channel which contains variety of centipede encounters, starting with smaller ones and progressing to larger types. When you get through the centipedes you will come to a bashable door. There is a sign that describes how these doors work. Examine the sign for more information. Right click on the door and select "Bash". Do this until the lock is forced and then go through. You can also pick the lock if you have the open lock ability. The area beyond the bashable door is filled with Sewer Mutants. Fight your way through them. The next locked door has a floor grate beside it. This is another door unlocked by a lever up ahead. Continue along the passage until you come to a dead end with a lever. Pull the lever and use the sub maintenance tunnel which takes you back to the locked door. It is now open. Go through and you will reach a chamber with the Sewer Mutant Boss. This is a just a minor area boss and shouldn't present much problem. After killing him, continue until you come to an area with a campsite, lever, and a bindstone. Use the bindstone, rest if necessary, then pull the lever and use the sub maintenance tunnel. Follow the passage to sewers level 4.
Level 4 is more challenging than the previous levels, but at this point you should be fully rested and soul bound to the bindstone on level 3. The encounters here are mainly small elementals, and vipers. There are no levers on this level. The first locked door contains a chamber with chests and a skeletal doll encounter. The skeletal dolls can be tough for some characters, but is completely optional. Eventually you will come to an area with two long bridges. Crossing each bridge reveals a side passage. Both side passages lead to level 5, however the first side passage leads to a locked door. The lever that unlocks it is located at the end of a series of passages on level 5 , accessed from the second side passage. Cross both bridges and then proceed to level 5.
Level 5 is the final level and has the greatest challenges. Once again you must go to the end of the passages and pull a lever. Some of the things you will encounter include spiders and ghouls. Once you pull the lever, use the sub maintenance tunnel, then go back to level 4, cross the bridge and take the side passage to the other half of level 5. The door should now be unlocked. Go through the door. There are two more encounters and then you will come upon the boss: The Horror of the Sewers. He has the appearance of a hook horror and can be a tough fight. Killing him will result in a server shout. Once the Horror is dead, pickup his loot and talk to Keltrath, who is standing nearby. He will give you you're next clue and you're journal will be updated. Surprisingly, the one-way door behind Keltrath leads into the basement of the Adventurer's Inn!
Level 2 is inhabited by a variety of slimes and puddings. The encounters start with small slimes and progress to medium and then large sizes. Follow the passageway until you come to a side passage. Go down the side passage until you come to an area with a lever. Pull the lever. This will unlock the door at the end of the level. Theres also a sub maintenance tunnel which can save you some time running back. Note that if you have any pets, they will not be able to use the sub maintenance tunnel, so its better not to use it in this situation. Continue down the sewer across a bridge and once again you will have a choice of ways to proceed. If you go straight you will come to a room with a chest. Once you have the loot head back and continue down the sewers. Eventually you will come to a door which leads to sewers level 3. If its not open, you will have to go back and pull the lever again.
The third sewers level begins by following a long water channel which contains variety of centipede encounters, starting with smaller ones and progressing to larger types. When you get through the centipedes you will come to a bashable door. There is a sign that describes how these doors work. Examine the sign for more information. Right click on the door and select "Bash". Do this until the lock is forced and then go through. You can also pick the lock if you have the open lock ability. The area beyond the bashable door is filled with Sewer Mutants. Fight your way through them. The next locked door has a floor grate beside it. This is another door unlocked by a lever up ahead. Continue along the passage until you come to a dead end with a lever. Pull the lever and use the sub maintenance tunnel which takes you back to the locked door. It is now open. Go through and you will reach a chamber with the Sewer Mutant Boss. This is a just a minor area boss and shouldn't present much problem. After killing him, continue until you come to an area with a campsite, lever, and a bindstone. Use the bindstone, rest if necessary, then pull the lever and use the sub maintenance tunnel. Follow the passage to sewers level 4.
Level 4 is more challenging than the previous levels, but at this point you should be fully rested and soul bound to the bindstone on level 3. The encounters here are mainly small elementals, and vipers. There are no levers on this level. The first locked door contains a chamber with chests and a skeletal doll encounter. The skeletal dolls can be tough for some characters, but is completely optional. Eventually you will come to an area with two long bridges. Crossing each bridge reveals a side passage. Both side passages lead to level 5, however the first side passage leads to a locked door. The lever that unlocks it is located at the end of a series of passages on level 5 , accessed from the second side passage. Cross both bridges and then proceed to level 5.
Level 5 is the final level and has the greatest challenges. Once again you must go to the end of the passages and pull a lever. Some of the things you will encounter include spiders and ghouls. Once you pull the lever, use the sub maintenance tunnel, then go back to level 4, cross the bridge and take the side passage to the other half of level 5. The door should now be unlocked. Go through the door. There are two more encounters and then you will come upon the boss: The Horror of the Sewers. He has the appearance of a hook horror and can be a tough fight. Killing him will result in a server shout. Once the Horror is dead, pickup his loot and talk to Keltrath, who is standing nearby. He will give you you're next clue and you're journal will be updated. Surprisingly, the one-way door behind Keltrath leads into the basement of the Adventurer's Inn!
Hendrak
From the gibberish spewed forth by Keltrath there was an important clue. You must now seek out Hendrak, a regular patron at a place called Kaylar's Tavern. The tavern is located in Cref slums. Travel to the slums and check for the map note. Talking to Hendrak will eventually bring you to 3 dialogue options. The third option is correct:
"What?! You tell me now, or ... else. I'm not joking around Mister!"
Hendrak used to work for Rel-Gerar and will provide you with information, but you must first retrieve a small ivory statuette for him from the Abandoned Tower in Cref City Core. Once you finish talking with Hendrak, you're journal will be updated. Before proceeding you should re-equip with healing potions, rations and anything else you may need. If you are a wizard, you may want to visit the College of Wizardry to stock up on spells. Its also a good idea to use the bindstone at the Temple of Trabras (in Cref City Core) since you are probably still bound to sewers level 3.
"What?! You tell me now, or ... else. I'm not joking around Mister!"
Hendrak used to work for Rel-Gerar and will provide you with information, but you must first retrieve a small ivory statuette for him from the Abandoned Tower in Cref City Core. Once you finish talking with Hendrak, you're journal will be updated. Before proceeding you should re-equip with healing potions, rations and anything else you may need. If you are a wizard, you may want to visit the College of Wizardry to stock up on spells. Its also a good idea to use the bindstone at the Temple of Trabras (in Cref City Core) since you are probably still bound to sewers level 3.
Abandoned Tower
The Abandoned Tower and most of the caverns below it are overrun with goblins. The tower itself, the cellars, and the warrens are relatively easy and can be done at level 4, but the rest of the levels are quite challenging. You're character should be level 5 to 8 for the lower levels. You will probably be level 5 by this point, but if you are not you may want to do a side quest such as the Kanatal Quest to get some extra XP. Visit the Employment Office in Cref City Core to get a few leads.
In addition to your regular preparations, you should have at least 3400 GP to spare. There is an important survival item you will need to purchase during this adventure (more on that later).
The Abandoned Tower is located in Cref City Core. It is near the Adventurer's Inn and has a map pin. Once inside you will battle groups of goblins and bugbears. The final room of the tower has the Goblin Tower Leader. He drops a key that can be used to access the lower levels. Note that this key also allows you to use a shortcut for future visits. The entry room of the tower has a locked door on the left side. The key will open that door, allowing you to bypass the entire tower. The key also opens the locked door on the right side when you first enter the tower.
The tower cellars is a dark area with more goblins and bugbears. The first locked door on the left side is another shortcut. It can only be accessed by level 13 or higher characters and once again bypasses the entire level. The reason for these shortcuts is quite simple: The main underdark entrance is located in the Ripper Tribe Lair, located a couple levels down. The tower cellars also have a plot character. Eventually you will come across a friendly goblin in a room with two chests. Speak to him to update your journal and proceed down to the next level, the warrens. If you don't speak with the goblin, the quest will not advance.
The warrens begin with a few goblin encounters, followed by a couple of zombie warriors. Once you encounter the zombies, a couple big blue orcs will come charging forth and finish off the zombies. Meet the Ripper Tribe orcs! This tribe is friendly towards the party and will allow them to proceed. Its strongly suggested you don't fight them, as doing so may screw up you're main quest until the next server restart. Note that the map is disabled in the warrens, but its not difficult to navigate your way to the end. Speak to the guard standing by the door to unlock the way down to the Ripper Tribe Lair.
In addition to your regular preparations, you should have at least 3400 GP to spare. There is an important survival item you will need to purchase during this adventure (more on that later).
The Abandoned Tower is located in Cref City Core. It is near the Adventurer's Inn and has a map pin. Once inside you will battle groups of goblins and bugbears. The final room of the tower has the Goblin Tower Leader. He drops a key that can be used to access the lower levels. Note that this key also allows you to use a shortcut for future visits. The entry room of the tower has a locked door on the left side. The key will open that door, allowing you to bypass the entire tower. The key also opens the locked door on the right side when you first enter the tower.
The tower cellars is a dark area with more goblins and bugbears. The first locked door on the left side is another shortcut. It can only be accessed by level 13 or higher characters and once again bypasses the entire level. The reason for these shortcuts is quite simple: The main underdark entrance is located in the Ripper Tribe Lair, located a couple levels down. The tower cellars also have a plot character. Eventually you will come across a friendly goblin in a room with two chests. Speak to him to update your journal and proceed down to the next level, the warrens. If you don't speak with the goblin, the quest will not advance.
The warrens begin with a few goblin encounters, followed by a couple of zombie warriors. Once you encounter the zombies, a couple big blue orcs will come charging forth and finish off the zombies. Meet the Ripper Tribe orcs! This tribe is friendly towards the party and will allow them to proceed. Its strongly suggested you don't fight them, as doing so may screw up you're main quest until the next server restart. Note that the map is disabled in the warrens, but its not difficult to navigate your way to the end. Speak to the guard standing by the door to unlock the way down to the Ripper Tribe Lair.
Ripper Tribe Lair
The Ripper Tribe Lair is a rest area. There are a variety of merchants selling magic gear, theres a small tavern area, a door to the underdark (level 20+ to access), and a chamber with the Ripper Chief. Speak to the Chief to advance the main quest. The Goblins have taken over the lower halls, which used to belong to the Ripper Tribe. The Chief wants you to bring him the Goblin King's head. In return he will give you the ivory statuette. When speaking to the Chief you will come to a point where there are 3 dialogue options. The third option is correct:
"Serve you? In what capacity and for how long?"
Once you have you're journal updated it is time to rest and check you're equipment. The is one special item sold by the Orcish Pawnbroker that is an essential survival item: Amulet of Fire Resistance. The base price is 3369 GP. It is strongly recommended that you purchase this item before attempting the Halls of the Goblin King. Also be sure to use the bindstone located in this area. Once you are ready, proceed down the stairs and through the locked door.
"Serve you? In what capacity and for how long?"
Once you have you're journal updated it is time to rest and check you're equipment. The is one special item sold by the Orcish Pawnbroker that is an essential survival item: Amulet of Fire Resistance. The base price is 3369 GP. It is strongly recommended that you purchase this item before attempting the Halls of the Goblin King. Also be sure to use the bindstone located in this area. Once you are ready, proceed down the stairs and through the locked door.
Halls of the Goblin King
The first chamber has a group of zombie warriors. This is a relatively easy fight if you have a missile weapon or ranged spell. If you get into trouble, fall back to the Ripper Tribe Lair and let the orcs finish off the zombies. Proceeding onward you will be confronted with strong patrols of cave goblins and elite fire archers. At the end of the first hallway is a locked door. This door cannot be bashed and is a bonus area for rogues or anyone else who can pick locks. Inside is a cockatrice and some chests. Continuing down the main corridor, you will be confronted with a long bridge spanning a large lava chamber. The bridge is heavily trapped but if you have the amulet of fire resistance you're damage will be minimal. As you proceed across the bridge, elite goblin fire archers will attack. If you don't have the amulet it is a bit of a catch-22 as you must move slowly to avoid the traps, but this will give the goblins more time to fire upon you. Once you reach the far side of the bridge prepare to be attacked by a patrol of cave goblins. After you clear the bridge and kill the goblins you will have a choice, left or right. If you are still in good shape, go to the right and fight more goblins and get more loot, otherwise go left and proceed down to the next level.
The second level is another lava chamber with stone walkways weaving their way across it. Fire archers and goblin spider riders will present a strong defense. At the end of the second level is a chamber with two medium chests, a bindstone, and a rest area. Once you have bound your soul, rested and taken the loot, go through the hole in the wall to level 3.
Unlike the previous levels, level 3 is a dark enclosed area. Moving forward from the entry chamber you will encounter a strong patrol of goblins. The next chamber has 4 doors. Three of them are locked transition doors. There is only door that you can open. Go through that door and fight your way through the goblins until you come to a lever. Pull the lever and then go back to the room with 4 doors. One of them will now be open. Again go through until you find the lever and then return. Keep pulling the levers until you have the last door opened. The fights on this level are tough. There are goblin spider riders, cave goblins, fire archers, and sub-chiefs. Once you have the last door opened go through. There is a chamber on the left with more goblins and some chests. On the right is a transition door to a camp area. Be sure to make use of this as the next level is the boss encounter. There is one more fight with a sub chief and some archers before you proceed to the next area. You may want to kill these before you rest.
The Audience of the Goblin King is a single chamber. The King is a tough fight. Defeating him will result in a server shout. Among other things he drops the Goblin King's Head and a flaming short sword. Once you have all the loot, leave through the same door you entered. You are now back in level 3, but Chief Kardon and his orcs have arrived and are mopping up the last goblins. Talk to the chief and swap the goblin king's head for the statuette. Having finished with the Chief, proceed down the hallway and enter the chamber on the right. The chief has a portal there for you. Use the portal and it will return you to the surface.
The second level is another lava chamber with stone walkways weaving their way across it. Fire archers and goblin spider riders will present a strong defense. At the end of the second level is a chamber with two medium chests, a bindstone, and a rest area. Once you have bound your soul, rested and taken the loot, go through the hole in the wall to level 3.
Unlike the previous levels, level 3 is a dark enclosed area. Moving forward from the entry chamber you will encounter a strong patrol of goblins. The next chamber has 4 doors. Three of them are locked transition doors. There is only door that you can open. Go through that door and fight your way through the goblins until you come to a lever. Pull the lever and then go back to the room with 4 doors. One of them will now be open. Again go through until you find the lever and then return. Keep pulling the levers until you have the last door opened. The fights on this level are tough. There are goblin spider riders, cave goblins, fire archers, and sub-chiefs. Once you have the last door opened go through. There is a chamber on the left with more goblins and some chests. On the right is a transition door to a camp area. Be sure to make use of this as the next level is the boss encounter. There is one more fight with a sub chief and some archers before you proceed to the next area. You may want to kill these before you rest.
The Audience of the Goblin King is a single chamber. The King is a tough fight. Defeating him will result in a server shout. Among other things he drops the Goblin King's Head and a flaming short sword. Once you have all the loot, leave through the same door you entered. You are now back in level 3, but Chief Kardon and his orcs have arrived and are mopping up the last goblins. Talk to the chief and swap the goblin king's head for the statuette. Having finished with the Chief, proceed down the hallway and enter the chamber on the right. The chief has a portal there for you. Use the portal and it will return you to the surface.
Return to Hendrak
Return to Kaylar's Tavern and talk to Hendark. He will take the statuette and tell you where to find Rel-Gerar. He is living in the South Housing District of the somewhat distant City of Tribrus. Hendrak will also give you a key to the front door!
Journey to Tribrus
This part of the main quest involves a long overland journey to the City of Tribrus. The journey usually takes around an hour and a half, but could take longer if you get lost or have problems with the encounters. The experience you gain along the way will probably earn you another level. Either way you should be level 8 by the time you reach Tribrus, or close to it.
Before embarking on this journey be sure to bind your soul at the Temple of Trabras and get all the equipment you will need. You should carry at least 10 food and 10 water or the equivalent. If you are a wizard, note that you can get you're free apprentice staff at the College of Wizardry once you reach level 6. This replaces the wand of frost that you began with. The College of Wizardry is located in the College District which is accessed from Cref City Core (check your map pins). I also suggest each character carry 50 potions of cure moderate wounds, 10 antidote potions and 10 lesser restoration potions. You may also want to stock up on heal kits. If you have 8500 GP to spare i encourage you to buy a great helm which is sold at Grandle Armory in Cref City Core.
Once you are ready, proceed from Cref City Core to West Gate. Run through West Gate into an area called, "Road to Cref". There are no encounters in this area. You will pass several large player homes. These are all multi-area homes. Keep going west. The next area is called "Fork in the Road". There are no encounters in this area if you remain on the road. There is a bindstone at the fork and a bed and breakfast where you can rest. Bind your soul and then continue west.
After the fork you will come to "Green Fields". This area is filled with bandits and at least one spider encounter. Theres also a graveyard encounter, but that is optional, and a path leading north but do not go in that direction. The journey is long, so I recommend taking the most direct route possible the first time through. West of Green Fields is Thalgrin's Trail. When you first enter the area look to your left. There is a side trail that leads to a campsite. The baddies in this area include gnolls, manticores, spiders, and pixies.
West of Thalgrin's Trail is Cranyith Wood. This forest is 3 full areas. There is only one campsite, located in the center, however the campsite also has a bindstone. Cranyith wood is home to all manner of monsters, including but not limited to giant wasps, gelatinous cubes, vegapygmies, owlbears, and orcs. In Cranyith Wood West (the third area) you will come across an archway and eventually you will come out of the wood.
Still travelling west you will exit Cranyith Wood into Lake Valkirra, which conveniently has a bindstone near the point where you enter the area. Blink dogs will harass you along the way and there is also a powerful giant scorpion. Looting the bones near the scorpion will spawn a skeleton warrior. After the scorpion, the road will curve up and to the side, however if you look to your right you will see a cabin down by the lake. There are a few will'o'wisps near the cabin. This cabin is a shop/rest area. If you need food, water, potions, etc you can purchase them here. Once you are equipped and rested head back to the road and go through to the next area.
West of Lake Valkirra is Fields of Flower. There is a campsite near the beginning of the area. Moving on down the road you will encounter barbarian heroes and ogres. Once you travel this area you will come to the Village of Kycib.
Before embarking on this journey be sure to bind your soul at the Temple of Trabras and get all the equipment you will need. You should carry at least 10 food and 10 water or the equivalent. If you are a wizard, note that you can get you're free apprentice staff at the College of Wizardry once you reach level 6. This replaces the wand of frost that you began with. The College of Wizardry is located in the College District which is accessed from Cref City Core (check your map pins). I also suggest each character carry 50 potions of cure moderate wounds, 10 antidote potions and 10 lesser restoration potions. You may also want to stock up on heal kits. If you have 8500 GP to spare i encourage you to buy a great helm which is sold at Grandle Armory in Cref City Core.
Once you are ready, proceed from Cref City Core to West Gate. Run through West Gate into an area called, "Road to Cref". There are no encounters in this area. You will pass several large player homes. These are all multi-area homes. Keep going west. The next area is called "Fork in the Road". There are no encounters in this area if you remain on the road. There is a bindstone at the fork and a bed and breakfast where you can rest. Bind your soul and then continue west.
After the fork you will come to "Green Fields". This area is filled with bandits and at least one spider encounter. Theres also a graveyard encounter, but that is optional, and a path leading north but do not go in that direction. The journey is long, so I recommend taking the most direct route possible the first time through. West of Green Fields is Thalgrin's Trail. When you first enter the area look to your left. There is a side trail that leads to a campsite. The baddies in this area include gnolls, manticores, spiders, and pixies.
West of Thalgrin's Trail is Cranyith Wood. This forest is 3 full areas. There is only one campsite, located in the center, however the campsite also has a bindstone. Cranyith wood is home to all manner of monsters, including but not limited to giant wasps, gelatinous cubes, vegapygmies, owlbears, and orcs. In Cranyith Wood West (the third area) you will come across an archway and eventually you will come out of the wood.
Still travelling west you will exit Cranyith Wood into Lake Valkirra, which conveniently has a bindstone near the point where you enter the area. Blink dogs will harass you along the way and there is also a powerful giant scorpion. Looting the bones near the scorpion will spawn a skeleton warrior. After the scorpion, the road will curve up and to the side, however if you look to your right you will see a cabin down by the lake. There are a few will'o'wisps near the cabin. This cabin is a shop/rest area. If you need food, water, potions, etc you can purchase them here. Once you are equipped and rested head back to the road and go through to the next area.
West of Lake Valkirra is Fields of Flower. There is a campsite near the beginning of the area. Moving on down the road you will encounter barbarian heroes and ogres. Once you travel this area you will come to the Village of Kycib.
Kycib
Kycib is a small village located within the lands ruled by Duke Hadonar of Tribrus. Travelling through the village it will soon become apparent that the Duke is no alter boy. The village has 3 things of note. There is a bindstone, magist guild access, and a Farmer's Coop. The coop has a small shop and also serves as a rest area. Once you are rested and soul bound you must travel south from Kycib. If you go west you will end up in the wrong town.
There are three areas between Kycib and Tribrus. They are, in order from north to south, Southern March, Windy Plain, and Pear Orchards. Keep going south through these areas until you reach Tribrus. Southern March is filled with strong orc encounters and Windy Plain has a number of halfling mercenaries. Once you make it through these areas you will come to the Pear Orchards. This is a safe area, guarded by Hadonar Elite. Continue south into Tribrus.
There are three areas between Kycib and Tribrus. They are, in order from north to south, Southern March, Windy Plain, and Pear Orchards. Keep going south through these areas until you reach Tribrus. Southern March is filled with strong orc encounters and Windy Plain has a number of halfling mercenaries. Once you make it through these areas you will come to the Pear Orchards. This is a safe area, guarded by Hadonar Elite. Continue south into Tribrus.
City of Tribrus
After going through the city gates you will see a bindstone straight ahead. Use the bindstone. If you need to rest, there's a tavern near the city gates, on the left side. Once you are rested, check all the map pins and then head immediately to the Magist Guild Headquarters. This tower has a construct merchant that sells Magist Guild Keys. This is the only place in Erzlaw you can purchase these special keys. The price is 100 GP each. They are expendable keys used to enter the Magist Guild, which provides portals for fast travel to any city, town or village inside Okallan. Unless you want to spend a couple hours each time you need to visit Tribrus, i recommend buying at least 10 of these keys. Always save the last key to return to Tribrus so you can buy more keys!
Again, check the map pins and head over to the North Housing District. This area is not guarded and there are bandits everywhere. Make your way through the area to the South Housing District. The large mansion in the center is Rel-Gerar's Estate.
Again, check the map pins and head over to the North Housing District. This area is not guarded and there are bandits everywhere. Make your way through the area to the South Housing District. The large mansion in the center is Rel-Gerar's Estate.
Estate of Rel-Gerar
Using the key given to you by Hendrak, you are able to enter Rel-Gerar's Estate where you are confronted with Helkria, a woman in the employ of Rel-Gerar. She is very indignant and eventually summons the duke's men, who gather outside the Door. You're journal will be updated and when you leave the mansion the guards will capture you and throw you into the Dungeon of the Duke. A special cut scene is planned for future inclusion in the module, but for now just read your journal to find out how it went down.
Dungeon of the Duke
Fortunately the Duke's men did not take your possessions and someone forgot to lock the cell door. *Shrugs*. The jailers are quite tough and you will need to fight several groups of them on the way out. There are two ranges of cells. The third cell on the right side in the second range has a secret door. Through the secret door is a small chamber containing a chest and a portal out of the dungeon. You need points assigned to your search ability to see the door. If you cannot get into the secret chamber, simply continue along and fight the rest of the jailers. The Jail Keeper is the boss of this area. White he is a tough fight, it is well worth it as he drops a cloak of protection and some other loot. Once you make it out of the dungeon you will be in the ground level of Castle Hadonar. You will see a records keeper. Speak to her and you're journal will be updated. If you die in the dungeons, you will need to travel to Castle Hadonar (straight north from the Tribrus Gate area) and speak to the records keeper. The area around the castle is filled with skeleton warriors and regardless of which way you are travelling, you will need to fight them.
Zeke
After speaking to the records keeper your quest has temporarily come to a stand still as you have no more clues. However the record keeper did suggest asking around at the local taverns. Once you are back in the Tribrus Gate District head straight to the Tiarra Tavern and Inn. This seedy establishment features a topless barmaid and female cook in a very skimpy outfit. In the back dining room is a man named Zeke. When talking to him, you will be given three conversation options. Choose the third option:
"I'm only going to say this once: Rel-Gerar quite possibly murdered both my parents. If I'm not satisifed that you've told me everything you know, I'll tear you limb from limb. "
Zeke will update your journal and suggest you speak to High Priest Gortharn. Gortharn's temple is located in the North Housing District.
"I'm only going to say this once: Rel-Gerar quite possibly murdered both my parents. If I'm not satisifed that you've told me everything you know, I'll tear you limb from limb. "
Zeke will update your journal and suggest you speak to High Priest Gortharn. Gortharn's temple is located in the North Housing District.
Gortharn
Gortharn will preach to you about the gods of Erzlaw and then test your understanding. There are three dialogue options. The second option is correct:
"Our worship should be to the Creator and to the other gods, for they are all mighty and deserving of respect. We should show our respect to Jikliawa by tending and nurturing Erzlaw. We meet here to to review the teachings of the Creator and to organize our efforts."
Gortharn will agree to help you with your quest, provided you first help him retrieve a lost tome. The tome is thought to be in the possession of a clan of kobolds. Gortharn has already send mercenaries to retrieve the tome, but so far none have succeeded. He bids you travel north to Inthar's Reach and meet up with the mercenaries, and then try to retrieve the tome.
Before you leave Tribrus be sure to buy some Magist Guild Keys and stock up on potions, food, and other supplies. The quickest route is to use the Magist Guild Door in the North Housing District. Once inside the guild, take a portal to Mevru. Inthar's Reach is the area directly east of Mevru. Alternately, you can travel north to Kycib. Once you reach Kycib, go west, travelling through the area named, "West Road" and into Inthar's Reach. If you are not yet level 9, I suggest walking there in order to gain extra XP. Whichever way you travel, I suggest using the bindstone at Mevru before proceeding into the Old Forest.
"Our worship should be to the Creator and to the other gods, for they are all mighty and deserving of respect. We should show our respect to Jikliawa by tending and nurturing Erzlaw. We meet here to to review the teachings of the Creator and to organize our efforts."
Gortharn will agree to help you with your quest, provided you first help him retrieve a lost tome. The tome is thought to be in the possession of a clan of kobolds. Gortharn has already send mercenaries to retrieve the tome, but so far none have succeeded. He bids you travel north to Inthar's Reach and meet up with the mercenaries, and then try to retrieve the tome.
Before you leave Tribrus be sure to buy some Magist Guild Keys and stock up on potions, food, and other supplies. The quickest route is to use the Magist Guild Door in the North Housing District. Once inside the guild, take a portal to Mevru. Inthar's Reach is the area directly east of Mevru. Alternately, you can travel north to Kycib. Once you reach Kycib, go west, travelling through the area named, "West Road" and into Inthar's Reach. If you are not yet level 9, I suggest walking there in order to gain extra XP. Whichever way you travel, I suggest using the bindstone at Mevru before proceeding into the Old Forest.
Inthar's Reach
The mercenaries are located in the Old Forest, north of Inthar's Reach. The path to the Old Forest is near the very western end of Inthar's Reach, near the transition to Mevru. From this point travel north. You will encounter some spiders. The path will be blocked by webs. Bash the webs and look for a large transition on the ground ahead. Go through the transition into the Old Forest.
Old Forest
The Old Forest is a dark area filled with worgs and spiders. Just north of the entry point is the mercenary camp. Go inside the tent and you will find the mercenary leader, Captain Nellis, and his faithful dog, Jobo. Speak to Nellis and he will update you're journal. He tells you how to get into the kobold lair. The entrance is in Halithorn's Wood Shack, a short hike north. Speaking to Nellis also unlocks the door to the wood shack. If you find later you are locked out of the shack, just speak to Nellis again.
Halithorn's Wood Shack
This small shack is a rest area and also has a bindstone. If you need to rest, do so now and don't forget to bind your soul. Once you are ready, click on the well to go down to the Kobold Caves.
You should be a minimum of level 9 to attempt the kobold areas. If you are not level 9 you may want to consider hunting some worgs outside, or formians on the West Road. If you purchased Magist Guild Keys in Tribrus , you may want to use your player tool to return to Cref and do some side quests and then use a Magist Key to travel back to Mevru once you are level 9.
You should be a minimum of level 9 to attempt the kobold areas. If you are not level 9 you may want to consider hunting some worgs outside, or formians on the West Road. If you purchased Magist Guild Keys in Tribrus , you may want to use your player tool to return to Cref and do some side quests and then use a Magist Key to travel back to Mevru once you are level 9.
Kobold Caves
The Kobold Caves is a dark area filled with kobold warriors and rogues. There are plenty of traps, but most can be avoided if you move slowly. Keep you're healing potions quick-slotted because you will need them. The game map is not available on this level, but fortunately the layout follows a linear theme. The end of the level opens into the Kobold Village.
Kobold Village
The Kobold Village is a large area separated by a wall down the center. You will enter on the south half. Theres a bit of loot and a couple encounters. Turn to your left and head towards the transition door to the next area.
Kobold Spa
The spa has a secret door along the left wall. You will have at least one encounter before you reach the secret door. If you don't have any points in search, you probably won't find it. Inside the secret chamber is an owlbear and some treasure. Just past the secret door is a bridge. Approach it cautiously as there is a swinging blade trap. Once you cross the second bridge turn right to reach the entrance to the north half of the Kobold Village. If you need to rest, turn left instead and go across another bridge. This direction leads to a rest area (described later).
Return to Kobold Village
The north half of the Kobold village has a series of huts. The second hut is the most important. Inside will be a bunch of kobold warriors and a friendly kobold npc shaman. Speak to the shaman and he will give you a key to open the Gauntlet. Feel free to explore the other huts to gain XP and loot. Once you are done, head back to the spa and follow the passage to the southeast corner of the map. There is a floor transition that leads into the Gauntlet Entrance
Guardian Halls of the High Kobold: Entrance
This is a rest area. There is a friendly kobold merchant which has basic supplies and a few specialty items. More importantly, there is a bindstone. Once you are ready, use the key the shaman gave you to go through the locked door and into the Gauntlet.
Guardian Halls of the High Kobold: Gauntlet
The gauntlet is a long winding corridor filled with traps and angry kobolds. There are a few optional chambers where the kobolds are raising boars. Fight your way to the end of the gauntlet, trying to avoid the traps. At the end is a portal which leads to the boss area and just a little past it is a rest area. Once you are rested go through the portal.
Kelter of the High Kobold
This area has the High Kobold and several of his followers. The High Kobold will usually begin the fight firing arrows at you, but at some point will generally move into melee. Once killed, the High Kobold drops the tome and some nice magic items including a bow and a minor ring of regeneration. There is also a high treasure chest. You will need alot of strength to bash it, or some points in pick lock. Once you have all the loot, go through the exit portal and then return to Captain Nellis at the mercenary camp.
Captain Nellis
It is important to talk to Captain Nellis before you return to Tribrus. If you miss this step, you're quest may get screwed up and you will have to return and talk to Nellis before giving the tome to Gortharn.
Return to Gortharn
After talking to Nellis, find your way back to the North Housing District in Tribrus. Walking there is a great way to earn some extra XP. The next major adventure will require level 12, so its in your best interest to get as much XP as possible. Taking short cuts via the magist guild may leave you short on XP. Once you reach Tribrus, talk to Gortharn. He will take the tome, which turns out to be a forgery. Gortharn helps you anyways, telling you to seek out a man named Esquire Korthare. The esquire's son was kidnapped by Rel-Gerar. You must travel to the city of Shalden and find Esquire Korthare.
Travel to Shalden
While it is possible to use a magist guild key to bypass this journey, it is recommended that you go on foot to gain more XP. Before leaving Tribrus be sure to bind your soul in the gate area and stock up on potions and food. By this point you should be purchasing cure serious wound potions, rather than the lesser variations. If you do not yet have a great helm, you should teleport back to Cref and buy one at the Grandle Armory. If you have an extra 10,000 GP to spare, you should also pickup a melee belt, which is sold by Kalgrey in the basement of the Adventurer's Inn. Once you are ready, leave Tribrus and head west along the road in the Pear Orchards. There are only 4 areas between Tribrus and Shalden, so the journey will not take very long.
Middle Road
Middle road consists of 4 areas, aptly named Middle Road 1, 2, 3, and 4. The first area has a number of owlbears and a small optional graveyard area. Note that there is an in-area transition that will leave you're pets and familars stuck until you reach Middle Road 2. Fight you're way through the owlbears and transition into the next area.
Middle Road 2 has a variety of beastmen. Theres also a werebat near a forest cabin. The werebat is generally immune to the wizard's staff and can provide quite a challege to a lone wizard. One way for a wizard to defeat this opponent is by using pets to kill it. Just past the werebat, the road will turn to the right. At this point theres also an area on the left side that is barricaded by thorn bushes. Unless you have a strong party, i suggest following the road to the right and do not linger in this area, as there is an invisible beastman boss hanging around nearby. He will not attack if you keep moving. Up ahead there is a ruined foundation of a building with a chest. This is another optional encounter. If you enter the ruins a doom knight will spawn. If you have a strong party you can fight this opponent, but keep in mind he radiates an aura of fear.
Middle Road 3 is another forest area. There will be several pixie encounters along the road. The pixies are easy to kill, but can turn the otherwise friendly dire bears against you. Its a good idea to pickup the fairy dust they drop because Magist Pollessa at the College of Wizardry will pay you for them. Follow the road to the end and use the transition.
Middle Road 4 is a safe area, guarded by Count Inthar's army of lovely lady warriors. It's a good idea not to harm any of the animals, as doing so will bring the wrath of the guards down upon you.
Middle Road 2 has a variety of beastmen. Theres also a werebat near a forest cabin. The werebat is generally immune to the wizard's staff and can provide quite a challege to a lone wizard. One way for a wizard to defeat this opponent is by using pets to kill it. Just past the werebat, the road will turn to the right. At this point theres also an area on the left side that is barricaded by thorn bushes. Unless you have a strong party, i suggest following the road to the right and do not linger in this area, as there is an invisible beastman boss hanging around nearby. He will not attack if you keep moving. Up ahead there is a ruined foundation of a building with a chest. This is another optional encounter. If you enter the ruins a doom knight will spawn. If you have a strong party you can fight this opponent, but keep in mind he radiates an aura of fear.
Middle Road 3 is another forest area. There will be several pixie encounters along the road. The pixies are easy to kill, but can turn the otherwise friendly dire bears against you. Its a good idea to pickup the fairy dust they drop because Magist Pollessa at the College of Wizardry will pay you for them. Follow the road to the end and use the transition.
Middle Road 4 is a safe area, guarded by Count Inthar's army of lovely lady warriors. It's a good idea not to harm any of the animals, as doing so will bring the wrath of the guards down upon you.
City of Shalden
The City of Shalden is ruled by Count Inthar. Being a wise Count, he has assembled an army of lovely women to guard his city. There are a variety of specialty shops here. The bindstone is near the center of the city. Once you have bound your soul and looked around, make your way to the Wailing Wyvern Tavern. The barmaid at the tavern will tell you that Esquire Kortare already rescued his son from Rel-Gerar' secret hideout, but later set out for Tribrus on some errand. The esquire is long overdue and has not sent any word. You must search the Middle Road for Kortare.
Before setting out to the next part of the adventure you should have a great helm. This item has been previously mentioned a couple times in the walkthrough. If you do not yet have a great helm, you should teleport back to Cref and get one by whatever means are necessary. If you need more gold, go loot the chests in the Halls of the Goblin King or the Kanatal Crypt. I also suggest buying a melee belt at the Adventurer's Inn. Each character should have 30 cure serious wound potions, 10 antidotes and 10 lesser restoration potions. If you are traveling alone I recommend no less than 50 cure wound potions.
Before setting out to the next part of the adventure you should have a great helm. This item has been previously mentioned a couple times in the walkthrough. If you do not yet have a great helm, you should teleport back to Cref and get one by whatever means are necessary. If you need more gold, go loot the chests in the Halls of the Goblin King or the Kanatal Crypt. I also suggest buying a melee belt at the Adventurer's Inn. Each character should have 30 cure serious wound potions, 10 antidotes and 10 lesser restoration potions. If you are traveling alone I recommend no less than 50 cure wound potions.
Traveling to Forest Cave
Esquire Kortare is located inside the entrance to Forest Cave. The area can be tricky to locate. Starting from Shalden, make your way to Middle Road 3. As you travel east along the road, look for a small opening in the rock face on the right hand side (north). There is a small path leading through the cliffs. Once you emerge from the path you will be attacked by pixies. Theres also a dire bear nearby and while he is friendly, the pixies can quickly change that. Its best to run to the left to put some distance between you and the bear before the pixies charm him. Once the pixies are defeated, bash the nearby thorn bushes and follow the path until you come to a waterfall. Behind the waterfall is the entrance to Forest Cave.
There is an out-of-character warning sign outside the cave entrance. Examining the sign will reveal the following message:
"Please use the Player Tool to check the locations of other players before you enter this cave. Entering the cave will close and lock all quest doors inside this adventure, resetting it for the next party.
It is strongly recommended you be level 12 or higher before entering."
One of the functions of the player tool is to show information about all the players currently on the server. Please use this tool and check their locations before entering Forest Cave. All the areas inside have "Forest Cave:" in the name, so it should be easy to see if a party or individual is already inside. If you go tromping in without checking the list, you could reset their adventure. Purposely resetting someone else's adventure is considered harassment and will result in disciplinary action by the server admin or a DM.
As noted on the sign all characters should be level 12 before entering. While it is possible to enter at a lower level, it is not recommended. If you enter at level 12, you will probably be level 14 by the time you finish the adventure. Note that wizards can acquire a new staff at level 12 by visiting the arch-mage at the College of Wizardry in Cref.
There is an out-of-character warning sign outside the cave entrance. Examining the sign will reveal the following message:
"Please use the Player Tool to check the locations of other players before you enter this cave. Entering the cave will close and lock all quest doors inside this adventure, resetting it for the next party.
It is strongly recommended you be level 12 or higher before entering."
One of the functions of the player tool is to show information about all the players currently on the server. Please use this tool and check their locations before entering Forest Cave. All the areas inside have "Forest Cave:" in the name, so it should be easy to see if a party or individual is already inside. If you go tromping in without checking the list, you could reset their adventure. Purposely resetting someone else's adventure is considered harassment and will result in disciplinary action by the server admin or a DM.
As noted on the sign all characters should be level 12 before entering. While it is possible to enter at a lower level, it is not recommended. If you enter at level 12, you will probably be level 14 by the time you finish the adventure. Note that wizards can acquire a new staff at level 12 by visiting the arch-mage at the College of Wizardry in Cref.
Forest Cave: Behind the Waterfall
Upon entering the Forest Cave, you will immediately encounter Esquire Kortare and his squire. Speak to the Esquire. He will tell you that he was not heading for Tribrus at all. The Forest Cave was his destination. He came here seeking an amulet called the Sorcerer's Star. Unfortunately, his party was all but wiped out. If you retrieve the Sorcerer's Star for him, he will help you find Rel-Gerar's secret hideout. Kortare gives you a key that unlocks the door on the north side of the chamber.
There is a bindstone here and to the right of the entrance is a campsite. When you are ready, proceed through the door. If you have pets to summon, do so after you go through the door or they will be left behind.
This walkthrough will describe the fastest route necessary to finish the adventure. There are many side passages and chambers that you can explore to gain extra XP and loot. If you wish to explore each area thoroughly, by all means do so. Basically there are two levers that need to be pulled and due to the size of Forest Cave it can be tricky to figure out.
Immediately upon going through the door there will be a wide passage going north and a smaller side passage going east. Follow the passage north and take the first left side passage. You will encounter some dark satyr at this point. They are good fighters and can do quite a bit of damage, but are worth good XP. Once they are defeated, take the left passage. Be careful there is a trap at the next intersection. When you get there, turn right. From this point just follow the passage, killing more dark satyr until you reach the transition to the Forbidden Caverns.
There is a bindstone here and to the right of the entrance is a campsite. When you are ready, proceed through the door. If you have pets to summon, do so after you go through the door or they will be left behind.
This walkthrough will describe the fastest route necessary to finish the adventure. There are many side passages and chambers that you can explore to gain extra XP and loot. If you wish to explore each area thoroughly, by all means do so. Basically there are two levers that need to be pulled and due to the size of Forest Cave it can be tricky to figure out.
Immediately upon going through the door there will be a wide passage going north and a smaller side passage going east. Follow the passage north and take the first left side passage. You will encounter some dark satyr at this point. They are good fighters and can do quite a bit of damage, but are worth good XP. Once they are defeated, take the left passage. Be careful there is a trap at the next intersection. When you get there, turn right. From this point just follow the passage, killing more dark satyr until you reach the transition to the Forbidden Caverns.
Forest Cave: Forbidden Caverns
The layout of this area follows a linear path. Simply follow it to the end and pull the lever. Along the way you will encounter animated chests, vipers, myconids and battle horrors. Once the lever is pulled, make your way back to the starting area (Behind the Waterfall). If you need to rest, go back to the chamber with the Esquire and use the campsite. Do NOT leave the Forest Cave. If anyone enters the Forest Cave from Middle Road 3 it will reset the lever and you will have to go all the way back and pull it again.
Forest Cave: Lair of the Dark Satyr
It is now time to pull the second lever. Starting from the Esquire's location, go through the door and head north. Follow the wide passage right to the end. You will have a few encounters with Dark Satyr along the way. When you get to the end, go through the transition and into the Lair of the Dark Satyr.
The wide passageway continues after the transition and opens up into a very large cavern. There are difficult encounters in this area, but most of them can be avoided. When you reach the end of the wide passageway, turn right and follow the cavern wall until you come to a side passage going east. At this point you will encounter some Dark Satyr. Kill them and then proceed down the side passage. At the end of this passage is an open door. This is the door that was opened when you pulled the lever. Go through the doorway. This chamber has the second lever. As with the first lever, this one will also open a door located in another area of the cave. Pull the lever and then make your way back to the Esquire's location. From the Esquire's location, go through the door and this time take the right passage. The passage will turn north and open into a large chamber. Defeat the Dark Satyr and follow the passage until you come to the transition. Go through.
The wide passageway continues after the transition and opens up into a very large cavern. There are difficult encounters in this area, but most of them can be avoided. When you reach the end of the wide passageway, turn right and follow the cavern wall until you come to a side passage going east. At this point you will encounter some Dark Satyr. Kill them and then proceed down the side passage. At the end of this passage is an open door. This is the door that was opened when you pulled the lever. Go through the doorway. This chamber has the second lever. As with the first lever, this one will also open a door located in another area of the cave. Pull the lever and then make your way back to the Esquire's location. From the Esquire's location, go through the door and this time take the right passage. The passage will turn north and open into a large chamber. Defeat the Dark Satyr and follow the passage until you come to the transition. Go through.
Forest Cave: Spirits of the Cave
This area is more difficult than the previous areas. Follow the passage and go through the portcullis. There is now a wide passage that follows an underground river. Go north along the river. You will encounter several water elementals along the way. The elementals can do alot of damage and occasionally use a drown attack which can cause instant death. The best way to fight them is with ranged attacks. Attack, retreat, attack, retreat, etc.
Eventually you will come to a bridge. Cross the bridge and go through the portcullis. From here on it is just a matter of following the caverns to the end and defeating more dark satyr. At the end you will come upon a chamber with a dark satyr priest. The priest is a tough encounter. If you explored the Lair of the Dark Satyr you already know how tough they are. Once the priest is defeated, you can use the campsite to prepare for the upcoming boss fight. After resting, take the passage north. You will come to a door, which should be open. If it is not open, you will have to go back to the Lair of the Dark Satyr and pull the lever again. Chances are if this door isn't open, the door at the Lair will no longer be open either, which will require you to redo the entire adventure. This is the reason for the warning sign outside Forest Cave. The doors ONLY close if someone manually closes them or if someone enters Forest Cave from Middle Road 3.
Eventually you will come to a bridge. Cross the bridge and go through the portcullis. From here on it is just a matter of following the caverns to the end and defeating more dark satyr. At the end you will come upon a chamber with a dark satyr priest. The priest is a tough encounter. If you explored the Lair of the Dark Satyr you already know how tough they are. Once the priest is defeated, you can use the campsite to prepare for the upcoming boss fight. After resting, take the passage north. You will come to a door, which should be open. If it is not open, you will have to go back to the Lair of the Dark Satyr and pull the lever again. Chances are if this door isn't open, the door at the Lair will no longer be open either, which will require you to redo the entire adventure. This is the reason for the warning sign outside Forest Cave. The doors ONLY close if someone manually closes them or if someone enters Forest Cave from Middle Road 3.
Forest Cave: Chapel of the High Priest
Upon entering the chapel you will encounter a few dark satyr rogues. Kill them, loot the chests and then look to the north. The High Priest should be visible ahead. He will not attack until you get close or you attack him. As with all boss encounters, he is very tough. The High Priest has alot of offensive spells and can fully heal himself a couple times. During playtesting I was able to defeat him with my level 14 wizard, but it took 30 cure serious wound potions. Defeating him will result in a server shout. Once defeated the High Priest will drop the Sorcerer's Star, some nice loot and a magic shield. Be sure to loot the High chest that is nearby. Once you have all the loot, go through the door.
Forest Cave: Oasis
The door from the chapel leads into a relaxing oasis. A lovely druid is nearby. She thanks you for defeating the dark satyr high priest. There are a couple low chests nearby to loot. When you are done with this area, go through the door. The door leads back to the entrance where Esquire Kortare eagerly awaits your return.
Esquire Kortare
Speak to the Esquire. He will take the Sorcerer's Star from you. Note that this adventure and many others have an anti-cheat routine. If you try to drop the plot item during conversation, it will deduct a large amount of XP and do a server shout telling everyone you were caught cheating.
Kortare knows the location of Rel-Gerar's hideout. He tells you to meet him at "Fork in the Road". This area is just west of Cref. You most likely passed through it on you're initial journey to Tribrus. Once you are finished speaking to Kortare, use your player tool to return to Cref. Upon arrival at Cref it is a good idea to bind yourself at the Temple of Trabras.
Kortare knows the location of Rel-Gerar's hideout. He tells you to meet him at "Fork in the Road". This area is just west of Cref. You most likely passed through it on you're initial journey to Tribrus. Once you are finished speaking to Kortare, use your player tool to return to Cref. Upon arrival at Cref it is a good idea to bind yourself at the Temple of Trabras.
Critter Cave
By this point you should be level 14 or 15. If you do not yet have a great helm and melee belt, this is the time to buy them. Once again, stock up on potions, food, and other supplies. Cure critical wound potions should now be your standard. By this point you have encountered alot of merchants in Cref, Tribrus, Shalden, Ripper Tribe, and the various villages. If you have spare gold it is a good idea to visit some of these merchants again and try to get the best equipment possible. When you are ready, leave Cref via West Gate and travel to Fork in the Road. Remember to use the bindstone at the fork. Once you're soul is bound, go to the western end of the fork and travel north through a forest transition type door. Follow the wooded path until you reach Esquire Kortare and then speak to him. He will comment on how he beat you there despite the fact that he had several errands to perform. He will also tell you that Rel-Gerar's hideout is located in a hidden grove. To reach the grove you must navigate an intricate series of caverns, the entrance to which is right beside you. Kortare gives you a key to open the hideout. When you are finished talking to the esquire, go into the cave.
Critter Cave: Mine Entrance
The Critter Cave is a series of mines once used by the Okallanites, but long since abandoned. The mine entrance is a small level. Shortly after entering you will be attacked by cave leeches. If you go to the right and then head straight north you will come to the door down to the next level. There is a large optional chamber to the left with a High Chest and a smaller chamber off of that one with a Medium chest. However, the large chamber is guarded by bodaks. While not particularly strong, they have a death ray attack which can make it an interesting fight.
Critter Cave: Crossroads
The Crossroads is filled with Lizardfolk soldiers and a few green slaads. This is great level to hunt for XP. There is a campsite and bindstone in the middle of the level, near the stairs going up. If you are lower than level 16, this is the perfect place to hunt for a while and get an extra level or two. There are quite a few Medium chests and loot objects.
For the rest of the Critter Cave, I recommend level 15 to 16 as a bare minimum. Once you feel ready, take the passage to the north and follow it to the end. Eventually you will reach stairs going down.
For the rest of the Critter Cave, I recommend level 15 to 16 as a bare minimum. Once you feel ready, take the passage to the north and follow it to the end. Eventually you will reach stairs going down.
Critter Cave: Lair of the Lizards I & II
These two levels are filled with lizardfolk veterans and captains. They are stronger than the soldiers you encountered in the crossroads. Make your way through these levels cautiously and you should be fine. If you find the encounters too tough, go back to the crossroads and level up. Both levels have a campsite at the very end, near the entrance to the next level down and Lair of the Lizards II has a bindstone.
Critter Cave: Silvermine Sally
This is the deepest level in the Critter Cave. The Okallanite miner's went a little too deep and uncovered umber hulks and earth elementals. This entire level is one big chamber. The four corners each have a group of umber hulks and a Medium chest. The rest of the level is filled with elder earth elementals. Near the center of the chamber is the boss: Silvermine Sally. Sally is an especially powerful umber hulk. She drops a key that allows you to exit the level. If you come through the Critter Cave again later you will not need to fight her again, however, its usually fun to kill Sally on the way through. For those who are doing the Critter Cave as part of an independent quest, they will want her heart. There is a door on the north wall of the chamber, not far from where Sally was encountered. Using the key from Sally, open the door and go through.
Upward Spiral
This area is a series of corridors and stairs which wind upward and back to the surface. The spiral is guarded by bone golems and vorlan demons and is heavily trapped. The traps can be avoided if you move slowly. Once you reach the top of the spiral there will be a long straight corridor which opens into a chamber containing a gelugon. Once he is defeated go through the doorway and into the Grove.
Grove of the Illusionist
The Grove is a forested area completely surrounded by sheer cliffs. It is here that Rel-Gerar has a cabin retreat. The cabin is in the northwest corner of the map. Note that once you enter the cabin, you cannot get back to the Grove. Its a one-way trip. There are other things to do here, including an extra area which i will describe below. The Grove is an excellent place to hunt for XP, as the area is filled with armored cyclops. In the northern part of the map is a campsite with a bindstone. Its a good idea to head straight for the camp and bind when you get to the grove (but move slowly so you don't spawn multiple encounters).
Occupied Mines
At the east end of the grove is a cave entrance which leads into this area. The occupied mines are filled with ettins, which can be good hunting for stronger parties. Make your way through the mines until you reach the boss. The boss is a tough fight. There's a one-way transition door that can take you back to the entrance after you will the boss. Its also a useful means of escape if you find the boss too difficult. This area is completely optional.
Cabin of Rel-Gerar
Rel-Gerar's cabin has 3 levels: The main floor, a basement, and a sub-basement, all located within one area. The main floor has a stone golem encounter, while the basement has an iron golem. Progressing down to the sub-basement will reveal a prison-type area. It is here that you will encounter Rel-Gerar's apprentice. The apprentice is a powerful wizard in his own right. If you find this encounter too difficult, it may be necessary to pickup some potions of clarity in the College District, or the powerful defensive potions available from the kobold merchant in the Guardian Halls of the High Kobold. Once defeated, the apprentice drops some nice loot, a journal and a key to the inner chambers of Rel-Gerar's Estate. Examining the journal will reveal some details about Rel-Gerar and his apprentice. Go through the door and you will be teleported back to Fork in the Road. If you are level 20, it is time to go confront Rel-Gerar at his estate in Tribrus. If not, then you will need to do some side quests or find some good hunting spots until you reach level 20.
Estate of Rel-Gerar
Once you reach level 20, it is time to confront Rel-Gerar and resolve this matter. At this point you still don't know if he was actually behind the murder of your parents. Before going back to Rel-Gerar's Estate, you need to be fully prepared. If you are a wizard, make sure you get the Arch-Magist staff from the College of Wizardry, which is available at level 18. Wizards and possibly other spell casters should have enough spells for an adequate defense against Rel-Gerar. For all others, you should return to the kobold caves and visit the merchant in the area entitled, "Guardian Halls of The High Kobold: Entrance". The merchant sells three powerful types of potions which will assist you in the fight. Buy as many as you can afford. In addition make sure your character has the best possible equipment. Now that you are level 20, you can access the merchant at Fort Fallin, which can be reached by travelling directly south from Rinlee. He has battle helms and several other items of great power. You may also want to check the merchants in Shalden and the Kingdom of Craldev. To reach the dwarven King of Craldev, travel north from Mevru. Once you feel prepared, use the magist guild to travel to Tribrus and make your way back to the Estate of Rel-Gerar.
Once you are inside the estate, take the stairs on the left side to the upper floor. Here you will encounter small groups of Hadonar Elite. Note that these are not as tough as the Hadonar Elite that guard the city, but can still be quite challenging. Check all the side rooms for loot and make your way to another staircase leading up. On the upper floor this is a large library guarded by more Hadonar Elite, followed by a guard chamber and then Rel-Gerar's bed chamber. Loot the chests and then go through the portal. This portal will take you into a large unusual chamber, simply named...
Once you are inside the estate, take the stairs on the left side to the upper floor. Here you will encounter small groups of Hadonar Elite. Note that these are not as tough as the Hadonar Elite that guard the city, but can still be quite challenging. Check all the side rooms for loot and make your way to another staircase leading up. On the upper floor this is a large library guarded by more Hadonar Elite, followed by a guard chamber and then Rel-Gerar's bed chamber. Loot the chests and then go through the portal. This portal will take you into a large unusual chamber, simply named...
Rel-Gerar
Upon entry Rel-Gerar is not hostile. There is a chest behind him, but you can ignore that for now as it can only be opened by a key which Rel has on him. Use your buffs and potions and then initiate conversation with Rel-Gerar. He will admit to killing your parents and is completely unrepentant. The dialogue options will tell you if the choice will result in combat. Once you have read through it, click the attack option. This is the big fight! Rel-Gerar is a level 30 wizard, but most of his epic spells have been removed. One epic spell he does have is Hellball. Be careful as Rel will dispel your magical protections. If your relying on potions, keep them quick-slotted. If you don't succeed on the first try, don't worry. Rel has some instant kill spells and an unlucky saving throw can result in failure. In my personal playtesting i was able to defeat him with a single class, level 20 fighter and also with a single class, level 20 wizard (though it did take a couple tries). Defeating Rel-Gerar results in a server shout. Grab the loot and the key and then open the chest. This chest contains a VERY nice Sword of Brilliance that belonged to Pa. Once you have the loot, head through the portal.
Memories of Home
Going through the portal from Rel-Gerar will take you into a magical sequence. You will find yourself in some kind of replica of Home Sweet Home. In the living room are the spirits of Ma and Pa. Speak to them and after a heart-warming conversation you can leave via the front door, which will deposit you outside Rel-Gerar's Estate. As revealed in the conversation with the spirit of Pa, you must now settle things with Duke Hadonar.
Duke Hadonar
Run back to the gate district of Tribrus and then head north to Castle Hadonar. You will have to fight through the skeletons again, but they should be effortless at this point. Once inside the castle, speak to the Gate Warden that stands beside the large double doors in the middle. He will unlock the doors for you. Run down the long hall and up the stairs to the Duke's Audience Chamber. Entering the Audience Hall will start a special sequence similar to the one at Markalia Estate. Your character will walk down the hall and then kneel. Once the sequence is complete, talk to the Duke. By showing the sword to the Duke, you are able to provide proof of Rel-Gerar's guilt. The duke, despite his dark nature, has a code of honor and pardons you for killing his guards. You will receive a large amount of XP and the main quest will come to its conclusion. Congratulations!
Where to Go from Here?
This ends the walk-through for the main quest. There are many side quests and high level areas to explore which can take you all the way to level 40. In time i will try to provide walk-throughs for the rest of the quests. If you have any questions or comments, feel free to use the contact form.