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The Aielund Saga - Official Guide Walkthrough

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A walk through for a great never winter nights mod.

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Page 1: The Aielund Saga - Official Guide  Walkthrough

The Aielund Saga - Official Guide

The Aielund Saga

by Savant

Official Guide

by Gibbi

Page 2: The Aielund Saga - Official Guide  Walkthrough

THE AIELUND SAGA - WALKTHROUGH

TABLE OF CONTENTS

General Notes......................................12

Act One – Nature Abhors a Vacuum.......21

I/1 – A Rainy Village............................................22

1.01 – THE BRACKSWORTH ARMS INN...........................22

1.02 – BRACKSWORTH..................................................25

1.03 – MAYORAL OFFICE...............................................29

1.04 – MERIN’S HOUSE.................................................31

1.05 – FARMER JOHNSON’S BARN..................................33

1.06 – FARMHOUSE......................................................33

1.07 – FARMER SMITH’S BARN......................................34

1.08 – BRACKSWORTH BARRACKS.................................35

1.09 – LUXURY HOUSE..................................................36

1.10 – COMMON HOUSE................................................36

1.11 – SMITHY..............................................................37

1.12 – LAURA’S LINEN AND LEATHER.............................38

1.13 – DALE’S HOUSE...................................................40

1.14 – PADDOCKS.........................................................41

I/2 – Escaping Death...........................................42

1.15 – ETHEREAL PLANE...............................................42

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I/3 – A Commission for the Mayor........................43

1.16 – HIGHWAY; SOUTH OF BRACKSWORTH.................43

1.17 – THE HIGHMARCH FOOTHILLS...............................45

1.18 – HIGHMARCH GATE..............................................47

I/4 – A Visit to Culdeny........................................48

1.19 – HIGHWAY; NORTH OF BRACKSWORTH.................48

1.20 – CULDENY...........................................................50

1.21 – BREWERY...........................................................54

1.22 – BOWYER & FLETCHER.........................................54

1.23 – MASTER CHAPLAIN’S SMITHY..............................55

1.24 – THE HOUSE OF EXOTICS......................................56

1.25 – THE SEASPRAY INN.............................................57

1.26 – MAYOR’S OFFICES..............................................59

1.27 – DOCKMASTER’S HOUSE......................................60

1.28 – ABOARD THE MIDNIGHT RUNNER........................61

1.29 – ABOARD THE RAVEN...........................................62

1.30 – WAREHOUSE (I)..................................................63

1.31 – WAREHOUSE (II).................................................63

1.32 – CRYPT & CRYPT TUNNELS...................................64

1.33 – REGIONAL BARRACKS.........................................66

1.34 – NORTH SHORE TRADING COMPANY.....................68

1.35 – PRIVATE HOUSE (I).............................................70

1.36 – PRIVATE HOUSE (II)............................................70

I/5 – The Calespurs.............................................71

1.37 – THE CALESPUR RANGES......................................71

1.38 – THE LODGE........................................................73

1.39 – CABIN................................................................75

1.40 – THE CALESPUR CAVERNS....................................76

1.41 – ABANDONED MINE..............................................81

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1.42 – THE CALESPUR MOUNTAINS................................86

I/6 – The Barbarian Lands....................................87

1.43 – THE SOUTHERN FOOTHILLS.................................87

1.44 – THE TOMB OF THE EXILED KNIGHT......................88

1.45 – THE HIGH PLAINS...............................................91

1.46 – BARBARIAN CAVES.............................................92

I/7 – A Princess to Rescue...................................96

1.47 – RETURN TO BRACKSWORTH................................96

1.48 – TUNNEL.............................................................99

1.49 – THE CENTRAL PLAINS.......................................100

1.50 – MERCENARY HIDEOUT.......................................101

1.51 – MOUNTAIN PASS..............................................105

1.52 – THE EAST ROAD................................................106

1.53 – RETURN TO CULDENY........................................108

Act One Quest Summary...................................110

Act One Picture Gallery.....................................118

Act Two – Defender of the Crown.........121

II/1 – A Journey Across the Sea..........................122

2.01 – THE REDOUBTABLE; BELOW DECK (I).................122

2.02 – ABOARD THE REDOUBTABLE.............................126

2.03 – THE REDOUBTABLE UNDER ATTACK...................127

2.04 – ABOARD THE PIRATE SHIP.................................129

2.05 – THE REDOUBTABLE; BELOW DECK (II)................131

II/2 – Escorting the Princess..............................132

2.06 – FROM THE DOCKS TO THE CASTLE.....................132

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II/3 – Defender of the Crown..............................135

2.07 – FAIRLOCH CASTLE............................................135

2.08 – DOCKLANDS DISTRICT......................................140

2.09 – THE SINGING SIREN TAVERN.............................142

2.10 – THE DOCKLANDS INN........................................144

2.11 – DOCKLANDS GUARDHOUSE...............................145

2.12 – NAVY STORAGE BUILDING.................................149

2.13 – DOCKLANDS WAREHOUSE.................................149

2.14 – DOCKLANDS WAREHOUSE.................................150

2.15 – DOCKLAND SEWERS.........................................151

2.16 – MARKET DISTRICT............................................152

2.17 – MACABIE & SON FLETCHERS.............................155

2.18 – FAIRLOCH TANNER...........................................157

2.19 – RISING SUN EXOTIC SUPPLIES...........................158

2.20 – FAIRLOCH ARMS & ARMOURS............................159

2.21 – FAIRLOCH HOUSE OF FASHIONS........................160

2.22 – THE FINAL CURTAIN PLAYHOUSE.......................162

2.23 – THE FAIR MAIDEN INN.......................................164

2.24 – CATHEDRAL......................................................166

2.25 – CATHEDRAL CATACOMBS..................................168

2.26 – THE HALLS OF KNOWLEDGE..............................170

2.27 – ETHEREAL PLANE..............................................174

2.28 – STUDENT QUARTERS.........................................176

2.29 – MARKET DISTRICT SEWERS...............................179

2.30 – SENATE DISTRICT.............................................184

2.31 – SENATE DISTRICT HOUSE..................................186

2.32 – SENATE DISTRICT HOUSE..................................186

2.33 – SENATE DISTRICT HOUSE..................................187

2.34 – THE ROYAL ARMS DRINKING HOUSE..................187

2.35 – BATH HOUSE....................................................188

2.36 – ADMIRALTY BUILDING.......................................189

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2.37 – THE GREAT LIBRARY.........................................191

2.38 – FAIRLOCH ART GALLERY...................................194

2.39 – ASSASSIN’S GUILD...........................................195

2.40 – SENATE DISTRICT SEWERS................................200

2.41 – BARTLETT ESTATE............................................202

2.42 – AUGUSTUS JOHNSON’S ESTATE.........................204

2.43 – SENATE BUILDING............................................206

2.44 – RESIDENTIAL DISTRICT.....................................209

2.45 – THE TRADEWAY TAVERN...................................212

2.46 – RESIDENTIAL DISTRICT HOUSE..........................213

2.47 – RESIDENTIAL DISTRICT HOUSE..........................213

2.48 – RESIDENTIAL DISTRICT HOUSE..........................214

2.49 – RESIDENTIAL DISTRICT HOUSE..........................214

2.50 – RESIDENTIAL DISTRICT SEWERS........................215

II/4 – A Trip to Amalis........................................217

2.51 – SOUTH OF FAIRLOCH........................................217

2.52 – SOUTH OF FAIRLOCH; HOUSE............................217

2.53 – AMALIS HIGHWAY (I)........................................218

2.54 – KINGSWOOD....................................................219

2.55 – KINGSWOOD; WEST PORTION............................221

2.56 – AMALIS HIGHWAY (II).......................................223

2.57 – AMALIS HIGHWAY (II); DEEP FOREST.................224

2.58 – AMALIS............................................................225

2.59 – AMALIS ARMOURY............................................227

2.60 – THE BUCCANEER INN........................................228

2.61 – AMALIS CHURCH...............................................229

2.62 – CITY HALL........................................................230

2.63 – TOWER SITE.....................................................232

2.64 – ALAN RICH’S HOUSE.........................................234

2.65 – THE ELDAR RUINS.............................................236

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II/5 – The Search for the Sceptre; Feybourne......239

2.66 – FEYBOURNE SWAMP (I).....................................239

2.67 – FEYBOURNE SWAMP (II)....................................240

2.68 – THE LOST CITY OF FEYBOURNE..........................242

2.69 – THE LOST CITY OF FEYBOURNE; BORDER ETHEREAL.................................................................................244

2.70 – THE LOST CITY OF FEYBOURNE; SURFACE..........246

II/6 – The Search for the Sceptre; Stoneguard... .248

2.71 – STONEGUARD VILLAGE.....................................248

2.72 – MINER’S REST INN............................................250

2.73 – STONEGUARD MOUNTAINS................................251

2.74 – DEEP INTO THE STONEGUARD MOUNTAINS........252

2.75 – FROST GIANT CITY............................................254

2.76 – FROST GIANT LAIR............................................255

2.77 – STONEGUARD...................................................256

2.78 – STONEGUARD MINES........................................262

2.79 – THE VALLEY OF SILENCE...................................267

2.80 – THE VALLEY OF SILENCE; MONASTERY...............268

2.81 – THE VALLEY OF SILENCE; CAVE SYSTEM.............270

II/7 – The Search for the Sceptre; the Isle of the Dead................................................................272

2.82 – A SAILOR FOR HIRE...........................................272

2.83 – THE ISLE OF THE DEAD.....................................273

2.84 – ISLE OF THE DEAD; CAVE..................................274

2.85 – ISLE OF THE DEAD; CRYPT................................275

II/8 – The Conspiracy.........................................282

2.86 – RETURN TO FAIRLOCH......................................282

2.87 – CASTLE SEWERS...............................................283

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2.88 – FAIRLOCH CASTLE; DUNGEONS.........................284

2.89 – FAIRLOCH CASTLE; LOWER LEVEL......................286

2.90 – FAIRLOCH CASTLE; MAIN FLOOR........................287

2.91 – THE NEXT DAY..................................................291

Act Two Quest Summary...................................292

Act Two Picture Gallery.....................................306

Act Three – Return of the Ironlord.......309

III/1 – Preparations for Another Journey.............310

3.01 – INTERLUDE.......................................................310

3.02 – ON THE ETHEREAL PLANE.................................312

3.03 – FAIRLOCH CASTLE............................................313

3.04 – FAIRLOCH; MARKET DISTRICT...........................318

3.05 – MARKET DISTRICT GUARDHOUSE.......................320

3.06 – THE FAIR MAIDEN INN.......................................322

3.07 – THE HALLS OF KNOWLEDGE..............................323

3.08 – FAIRLOCH CATHEDRAL......................................325

3.09 – MACABIE & SON FLETCHERS.............................326

3.10 – TANNER...........................................................327

3.11 – RISING SUN EXOTIC SUPPLIES...........................327

3.12 – FAIRLOCH ARMS & ARMOUR..............................328

3.13 – FAIRLOCH HOUSE OF FASHIONS........................329

3.14 – FAIRLOCH; RESIDENTIAL DISTRICT....................330

3.15 – THE TRADEWAY TAVERN...................................331

III/2 – Looking for Allies; Dwarves......................332

3.16 – SOUTH OF FAIRLOCH........................................332

3.17 – STONEGUARD VILLAGE.....................................333

3.18 – MINER’S REST INN............................................334

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3.19 – STONEGUARD...................................................336

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III/3 – Towards Culdeny.....................................341

3.20 – THE VALLEY OF SILENCE...................................341

3.21 – MONASTERY.....................................................343

3.22 – MOUNTAIN PASS..............................................344

3.23 – THE EAST ROAD................................................346

III/4 – The New Culdeny.....................................348

3.24 – CULDENY.........................................................348

3.25 – CULDENY CHURCH............................................352

3.26 – CULDENY AQUEDUCTS......................................353

3.27 – THE SEASPRAY INN...........................................354

3.28 – BOWYER & FLETCHER.......................................355

3.29 – MASTER CHAPLAIN’S SMITHY............................356

3.30 – HOUSE OF EXOTICS..........................................357

3.31 – THE NORTH SHORE TRADING COMPANY.............358

3.32 – LORD MATHESON’S OFFICE...............................360

3.33 – CULDENY BARRACKS........................................361

III/5 – On the Road to Bracksworth.....................363

3.34 – HIGHWAY; NORTH OF BRACKSWORTH...............363

3.35 – CALESPUR RANGES...........................................365

3.36 – CALESPUR CAVERNS.........................................367

3.37 – BRACKSWORTH................................................368

3.38 – BRACKSWORTH BARRACKS...............................370

3.39 – DALE’S HOUSE.................................................371

III/6 – Looking for Allies; Elves and Barbarians....372

3.40 – SOUTHERN FOOTHILLS.....................................372

3.41 – TOMB OF THE EXILED KNIGHT...........................375

3.42 – THE CAIRNWOOD FOREST.................................377

3.43 – THE CAIRNWOOD FOREST; SOUTHERN SLOPE... .380

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3.44 – CAIRNWOOD LAKE............................................381

3.45 – ACADIA............................................................382

3.46 – ACADIA TEMPLE................................................384

3.47 – ACADIA SMITHY................................................384

3.48 – TRUESTRIKE BOWYER AND TANNER...................385

3.49 – TOWER OF HIGH SORCERY................................386

3.50 – RULING CHAMBERS...........................................387

3.51 – THE SECRET CHAMBERS....................................389

3.52 – THE FORGOTTEN CITY.......................................390

3.53 – THE FORGOTTEN CITY; THE TOWER...................391

3.54 – THE HIGH PLAINS.............................................395

3.55 – HIGHMARCH MOUNTAINS..................................397

3.56 – HIGHMARCH MOUNTAINS; DRAGON CAVE..........398

III/7 – Highmarch, at Last!.................................400

3.57 – HIGHWAY; SOUTH OF BRACKSWORTH................400

3.58 – HIGHMARCH FOOTHILLS...................................402

3.59 – HIGHMARCH; NORTH SECTION...........................404

3.60 – THE LAZY LION INN...........................................406

3.61 – MAIN BARRACKS..............................................409

3.62 – FORT HIGHMARCH............................................410

3.63 – SAFFRON’S HOUSE...........................................414

3.64 – CATACOMBS.....................................................415

3.65 – ABODE OF THE DAMNED...................................416

3.66 – HIGHMARCH; SOUTH SECTION...........................421

3.67 – HIGHMARCH CHURCH........................................422

3.68 – HIGHMARCH TOWER.........................................423

III/8 – The Sceptre of the Ages...........................424

3.69 – SOUTH OF FORT HIGHMARCH............................424

3.70 – SOUTHERN CLIFFACE........................................426

3.71 – NORTH OF TRINITY...........................................427

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3.72 – TRINITY............................................................429

3.73 – VILLEANCOURT’S TENT.....................................432

3.74 – TRINITY PALACE...............................................434

3.75 – TRAVELLER’S REST INN.....................................436

3.76 – SIR NIGEL’S TENT.............................................437

3.77 – SAHIR’S TOWER................................................438

3.78 – HOCARUM DESERT; WEST OF TRINITY................439

3.79 – HOCARUM DESERT; CHASM...............................440

3.80 – HOCARUM DESERT; DRAGON’S LAIR..................441

3.81 – HOCARUM DESERT; ANCIENT CAVE....................443

3.82 – HALLS OF THE ANCIENTS..................................445

3.83 – HOCARUM DESERT; SOUTHEAST OF TRINITY......451

3.84 – HOCARUM DESERT; SANDSTORM.......................452

3.85 – DESERT FORTRESS...........................................453

III/9 – The Ironlord............................................458

3.86 – A ROD TO ASSEMBLE & A BATTLE TO FIGHT.......458

3.87 – THE DAY OF RECKONING...................................463

Act Three Quest Summary.................................467

Act Three Picture Gallery..................................480

Act Four – The Fall of Aielund..............483

IV/1 – Whose Side Are You On?..........................484

4.01 – INTERLUDE.......................................................484

4.02 – TO DREAM, PERCHANCE TO SLEEP.....................485

4.03 – FORT HIGHMARCH............................................486

4.04 – HIGHMARCH; SOUTH SECTION...........................489

4.05 – CHURCH...........................................................490

4.06 – TOWER.............................................................490

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4.07 – HIGHMARCH; NORTH SECTION...........................491

4.08 – THE LAZY LION INN...........................................492

4.09 – FAIRLOCH; LORD’S DISTRICT.............................493

4.10 – THE HOUSE OF LORDS......................................495

4.11 – THE BETRAYAL.................................................497

4.12 – HOCARUM DESERT; CHASM...............................498

4.13 – HOCARUM DESERT; HIGHWAY...........................501

4.14 – HOCARUM DESERT; TUSONITE OUTPOST............502

4.15 – HOCARUM DESERT; RUINS................................503

4.16 – HOCARUM DESERT; RUINED TEMPLE..................505

4.17 – HOCARUM DESERT; ANCIENT CAVE....................507

4.18 – HOCARUM DESERT; OASIS.................................509

4.19 – HOCARUM DESERT; THE DIRE CROSSING............510

4.20 – THE BATTLE OF HOCARUM PLAINS.....................511

4.21 – MYRFELL; ROYAL PALACE..................................513

4.22 – MYRFELL; GOVERNMENT DISTRICT....................516

4.23 – MYRFELL; CHURCH...........................................518

4.24 – MYRFELL; MAGE TOWER...................................519

4.25 – MYRFELL; SEWERS...........................................521

4.26 – MYRFELL; PASCAL ROUSSEAU’S ESTATE............522

4.27 – MYRFELL; COMMERCE DISTRICT........................523

4.28 – MYRFELL; SMITHY............................................524

4.29 – THE BUSINESS CLUB.........................................525

4.30 – MYRFELL; THE LONG SHOT, BOWYER & FLETCHER.................................................................................527

4.31 – THE EASTERN FRONT........................................528

Act Four Quest Summary..................................531

Act Four Picture Gallery.................................................534

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General Notes

01 – Game Requirements

● I have written down the walkthroughs for the Aielund Saga after I have played the game using the following module versions:

Act One: 1.19aLatest version: 1.21 (17/08/2005).zip archive (3.9Mb): http://nwvault.ign.com/fms/Download.php?id=53670

Act Two: 1.12bLatest version; 1.14 (16/08/2005).zip archive (6.8Mb): http://nwvault.ign.com/fms/Download.php?id=53536

Act Three: 1.07bLatest version: 1.08 (17/08/2005).zip archive (6.5Mb): http://nwvault.ign.com/fms/Download.php?id=53674

Act Four (Part I): 1.00Latest version: 1.00 (27/08/2005).zip archive (4.4Mb): http://nwvault.ign.com/fms/Download.php?id=54409

● To play the adventure you need to have both NWN and its official expansions (SoU and HotU) installed.To play the first three acts of the saga you must have updated NWN at least to version 1.65. To play the final act of the adventure, however, you have to upgrade to version 1.66.

● In addition to the official modules, you need to have the Community Expansion Pack (CEP) installed.To avoid bugs, I strongly recommend you to use the latest CEP version. Currently, this is version 1.52.I have successfully played the first three modules of the saga by using version 1.50. Before to play Act Four, however, you should be sure to have at least version 1.51 installed.

The latest (full) version of the CEP hakpack can be found here:Latest version: 26/07/2005 [cep152_man].rar archive (161MB): http://nwvault.ign.com/fms/Download.php?id=52273.zip archive (243 MB): http://nwvault.ign.com/fms/Download.php?id=52274

If you need to (manually) upgrade your CEP version from 1.51 to 1.52, you need one of the following files:

Latest version: 26/07/2005 [cepv152_patch].rar archive (32.3Mb): http://nwvault.ign.com/fms/Download.php?id=52275.zip archive (52.7Mb): http://nwvault.ign.com/fms/Download.php?id=52276

If you need to upgrade an older version of the CEP you can refer to the following page:http://nwvault.ign.com/View.php?view=User.EntriesListing&id=21363

Also, you may want to install the CEP and PRC merge hak files.Latest version: 23/06/2005.rar archive (242Kb) [CEP151_and_PRC_22c_Merge_Haks_v12.rar]:http://nwvault.ign.com/fms/Download.php?id=42963

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● Besides the stuff listed above, to play the adventure you need the following files:

The Aielund Hakpack in the NWN hak folderLatest version: v1.13 CEP (21/08/2005).rar archive [Aielund_hackpack113.rar] (18.6Mb):http://nwvault.ign.com/fms/Download.php?id=54068

The Enhanced Magic System (EMS) hakpack in the NWN hak folderLatest version: 08/05/2005.zip archive [ems20050507.zip] (1.2Mb):http://nwvault.ign.com/fms/Download.php?id=39694

The 112 Placeable Paintings hakpack in the NWN hak folderLatest version: 10/06/2002.zip archive [PaintingPack.zip] (17.5Mb):http://nwvault.ign.com/fms/Download.php?id=6822

The Elven City Tileset hakpack in the NWN hak folder (required only for Act III)Latest version: 21/12/2004.rar archive [ElvenCityV1.26.rar] (18.6Mb):http://nwvault.ign.com/fms/Download.php?id=14721

I also recommend you to download the following file:The Aielund Music Selection. The .bmu files included in this .zip archive must be decompressed and placed in the NWN music folder.

Latest version: 19/11/2004.zip archive (10.3Mb) [Aielundmusic.zip]:http://nwvault.ign.com/fms/Download.php?id=19422

As a side note, if you DON'T want to use the EMS spell modifications, the EMS hakpack includes a 'fake' EMS hakfile that will allow you to play the game without those changes.

● If you are using the Player Resource Consortium (PRC) pack, be warned it may cause the module to break up.To avoid troubles, you can download and install the CEP and PRC merge hak files (see above).

● Links to all the needed files – and other useful information - can be found at the Aielund’s webpage: http://members.optusnet.com.au/brothers2/

02 – Difficulty SettingThe saga can be played at any difficulty setting. I have played it according to the AD&D hardcore rules - and I have found the experience quite a challenging one.Just remember that if you play the module according to the hardcore rules, your spells and area attacks can damage your allies as well as your enemies. Be careful, for you may cause friendly or neutral factions to turn hostile if you (or your henchmen) hurt a NPC or a creature belonging to those factions.

03 – Hovering on Death’s DoorThis adventure uses a semi-hardcore rule: death occurs at -10 HP. When your character is brought to zero hit points, he/she falls to the ground. Then, he keeps agonizing and losing health at a rate of one hit point per round until cured – or until death occurs.Respawning is allowed in Act One and Two, with the usual loss of gold and experience. In Act Three and Four, however, the only way to escape death is to load a previously saved game. You’ve been warned. Save a lot!

04 – RestingResting is restricted to every 5 hours (10 minutes of real time). However, there are a few designed areas where you are allowed to rest at will.

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05 - Classes and SkillsCharacters of any class can successfully complete the Aielund Saga. The warrior-types will find the adventure a lot easier than bards or arcane spellcasters, though. This is especially true when you are still a low-level character.Act One does not features any class-related subquest. Rangers are given a chance to benefit from their tracking ability.Act Two includes one sidequest reserved to bards of level 2 or more and another restricted to rogues. There is also a sidequest restricted to paladins or clerics (unless they are chaotic or evil), but anyone can obtain it by having a paladin as a henchman (you need to be lawful good or lawful neutral for Sir William to join your party, though).Act Three includes one sidequest reserved to monks of level 1 or more and another sidequest restricted to those characters who have allocated at least 6 (or 7) points in the Animal Empathy skill.Your character can benefit from having a high score in skills like Bluff, Hide, Lore, Move Silently, Persuade, Search, and Spot. In addition, some roguish skills like Open Locks, Disable Trap, and Use Magical Device may turn VERY useful.By the way, rogues will be happy to learn that a small experience reward is given for every trap your character manages to disarm. In Act One, Three and Four, the experience you get is an amount equal to the trap DC. In Act Two, you get an experience reward equal to twice the trap DC.If you like the crafting skills, the adventure provides enough tradeskill materials to satisfy all of your hand-working urges.After I have played the game four times (as a chaotic good human rogue/ranger, a neutral evil elven rogue/sorceress, a lawful good dwarven monk, and a lawful good human paladin), I repute a rogue/ranger combo should be the best choice for your character. You are free to think otherwise, of course.

06 – RaceAdventurers of all races are welcomed in the Kingdom of Aielund. Choose what race you like most.In Act One dwarves are given a few additional information when underground – and a couple of special items.Act Two includes a sidequest restricted to halflings and gnomes. However, whoever is able to turn into a pixie can successfully complete it.By the way, Act Four introduces an interesting ‘subrace system’. Now, the gamers can choose their character to be a member of several new races or subraces.

To assist you in such a choice, here is a summary of the new races abilities and restrictions.Human - Aasimar:Alignment Restriction: Good. Favored Class: Paladin. Abilities: Cha +2, Wis +2. Damage Resistance: Acid, Cold, Electrical 5/-. ST Bonus: Universal +2. Skill Bonus: Listen +2, Spot +2. Special Abilities: cast Light (5, 1/day).Human – Tiefling:Alignment Restriction: Evil. Favored Class: Rogue. Abilities: Dex +2, Int +2, Cha -2. Damage Resistance: Acid, Cold, Electrical 5/-. Darkvision. ST Bonus: Universal +2. Skill Bonus: Bluff +2, Hide +2. Special Abilities: cast Darkness (3, 1/day), ECL +1.Human - Air Genasi:Favored Class: Fighter. Abilities: Dex +2, Int +2, Cha -2, Wis -2. Darkvision.Human - Earth Genasi:Favored Class: Fighter. Abilities: Con +2, Str +2, Cha -2, Wis -2. Darkvision.Human - Fire Genasi:Favored Class: Fighter. Abilities: Int +2, Wis -2. Darkvision.Human - Water Genasi:Favored Class: Fighter. Abilities: Con +2, Cha-2. Darkvision. Immunity: Drown spell.Dwarf – Arctic:Favored Class: Ranger. Abilities: Str +4, Dex-2. AC Bonus +1. Immunity: Cold 100%. Skill Bonus: Hide +4. ECL +1.

Dwarf – Wild:Favored Class: Barbarian. AC Bonus +1. Bonus Feat: Use Poison. Damage Resistance: Fire 5/-.ST Bonus: Disease +4, Poison +1. Skill Bonus: Hide +4.

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Elf – Wild:Favored Class: Sorcerer. Abilities: Int -2.Elf – Wood:Favored Class: Ranger. Abilities: Str +2, Cha -2, Int -2.Gnome – Svirfneblin:Abilities: Dex +2, Wis +2, CHA -4. Bonus Feat: Dodge. Darkvision. ST Bonus: Universal +2. Skill Bonus: Search +2. Special Abilities: cast Blindness/Deafness (3, 1/day). Spell Resistance: 10 + 1/level. Light Sensitive. ECL +2, Favored enemy: Goblin. Gnome – Tinker:Abilities: Int+2, Wisdom -2. Skill Bonus: Appraise +2, Craft Armor +4, Craft Trap +4, Craft Weapon +4, Disable Trap +2, Open Lock +2, Set Trap +2, Use Magic Device +4.Halfling – Deep:Favored Class: Barbarian. Darkvision. Skill Bonus: Search +2.

07 – GenderAside for some conversation options, in Act One and Two gender is not a relevant issue. During Act Three, indeed, there is a chance for love for both the male and the female adventurer. If you start it in Act Three, your love story will continue in Act Four.

07 – AlignmentThe adventure can be played by characters of any alignment; however, the saga is pretty oriented towards good.If your class requires a peculiar alignment, be warned that your ethos and morale may shift according to both your actions and your words.Indeed, the game features many alignment modifiers triggered by dialog responses and/or direct actions.Keep in mind the alignment shift will be stronger if your actions or words differ radically from your chosen alignment and it will be weaker if they match it, instead.Also, when your actions or words match your current alignment, you will be given an experience reward (usually 20 or 50 experience points).Both the alignment shifts and the alignment-related rewards, reflect how your character relates to the concepts of Good and Evil or of Law and Chaos. Because of that, you should expect less rewards if you are partially neutral. If you are a True Neutral character, you won’t get ANY reward.Finding a balance between Good and Evil and between Law and Chaos may be very difficult. Druids and bards have been warned!!! To help bards and druids in maintaining balance, sometimes there is also a no-shift option available when the conversation may lead to an alignment change.

08 – ShoppingDuring Act One and Act Two, the merchants and traders you may meet during your adventuring have a limited supply of money to buy your items. When they have no more gold to spend, you cannot sell them anything else - unless you refill their pockets by buying something from their stock.In Act Three, most traders have an unlimited supply of money they can use to buy your items. However, they still have a maximum buying price to pay them.As usual, the official shopkeepers will refuse to buy any stolen items. A less reputable merchant won’t have such qualms, though.Most shopkeepers have not enough lore to identify your findings. If you want to know about an item’s magical properties you need to find someone having a high Lore skill score, i.e. a sage... or a fence.As a side note, if the game crashes when you enter a store that means you’ve an out-of-date version of the CEP hakpack. Just download and install the latest version.

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09 – Dead EnemiesFor realism’s sake, the corpses of most of your victims – and of anyone else for what matters – don’t disappear from the screen but stay on the ground.After some time (about 5 minutes of real time or so), however, the bodies decay and are replaced by a heap of bones.Any piece of equipment or any random treasure the dead creatures carried on will disappear together with their flesh. Any plot- or quest-related item, however, can still be found and retrieved by searching the bones.

10 – ThievingThis adventure has been designed to be pretty much realistic. Such a realism is somewhat lessened when it comes to thieving, though.First of all, usually no one will object if you steal their stuff right under their nose. You can enter a barracks and loot the soldiers’ belongings while the garrison commander stares at you and says nothing.There are a few exceptions to this rule (i.e. the partygoers at the Seaspray Inn in Culdeny); in such a circumstance, you can avoid a fight and still grab the loot if you can employ stealth or invisibility.Second thing, In Act Two if you burglarize a private home in Fairloch and you are caught red-handed, a city watchman will come to inquire about your behaviour. Unless you don’t care an alignment shift towards evil, you can do nothing but let the guard throw you in a jail. To regain your freedom you have to pay with gold... or experience. If you are evil, you can fight the guard when they come to arrest you.Again, you can avoid the fight and still grab the loot if you resort to stealth or invisibility.Second thing, most of times the victims of a failed Pick Pocket attempt won’t turn hostile. Apparently, there is no way to predict your target’s reaction.Usually, the NPCs you meet have nothing for you to steal. There are some exceptions, of course - i.e. the mayor of Bracksworth or the quartermaster of the Redoubtable. In Act Two and Three, many commoners have little sums of money and low-value rings in their purses that you can try to steal.Third, if you are a lawful-aligned character you may find both outrageous and relieving to learn you won’t suffer an alignment shift if you break inside a locked house or if you burglarize a place. A one-point alignment shift towards Chaos is suffered if you bash down a door in a ‘private’ setting, but not if you pick its lock.Finally, when you complete a quest that requires something to be given to the quest-giver, the item you deliver is stored in the NPC’s inventory. Then, if you pickpocket the NPC, you can take the item back. Now, if you talk to the quest-giver you will be given again the quest reward. Actually, if your reward included an item, those items will be duplicated.Of course, the latter remark should be regarded as a bug. If the module’s author let you scot-free to steal, that’s nice. However, your very own conscience should prevent you to amass gold and experience by duplicating the quest rewards.

11 – LightingIn the Kingdom of Aielund, the sun goes down early (at 6 p.m.). When darkness falls, you won’t be able to see anything unless you have a torch or a magical source of light. The same happens when you are underground.Even if you employ a mundane or enchanted source of light, exploring an area at night may be quite a frustrating experience.

12 – HenchmenThe Aielund Saga includes several characters you can enlist as henchmen. These NPCs have been well drawn as both travelling companions and fighting partners, so, I strongly recommend you to do not ignore them.Act One features only two characters for you to hire, so you have no much of a choice. In Act Two, Three, and Four you can choose among four characters.Usually, you can be followed by a maximum of two henchmen. Sometimes, however, another NPC may want to join your party for a short time. In such a happenstance, you will be allowed to have three henchmen - plus any animal companion, familiar or summoned creature you may have. This enlarged party will cost you a few experience, though.

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Keep in mind the saga, having a CR 3, has been balanced on a three-member party.If you like playing solo, you are free to try. It is my bet you will change your mind within the first hour of play, though. Some encounters are pretty tough and a good teamwork is required if you wish to survive.Even if I usually don’t like having too much people in my party, I must admit only my rogue/ranger was able to complete the first act having only Nellise to lend him aid.A high score in the stealth-related skills and the ability to set traps are mandatory if you want to try the same.When you feel the urge to replace a henchman, be sure to do not let the new hench kick off the one you want to dismiss – if you do, the old companion may turn hostile. To avoid such an unwanted outcome, take care to dismiss the henchman you don’t want anymore through conversation. When he has gone, talk with the one you wish to enlist.When someone joins your party, you should talk with them to set their tactics. This way you can choose the distance they must stay from you, the weapons they will employ in battle, when they should switch from ranged to melee weapons, the way they must act in combat, how they should react to locks and traps, the way they should resort to stealth, and so on.Also, you can order your companions to go ahead and scout the area you are currently exploring or to collect items from the surrounding area (they will pick on only plot-relevant stuff, though).In Act One, you are given a conversation option to train your henchmen in a different class. You cannot do that, however. Period.Unlike the first two chapters of the saga, in Act Three your henchmen will NOT level up automatically when you gain a new level. Therefore, each time you advance a level you must talk to your companions and ask them to level up. DON’T FORGET IT!Sometimes you may experience some problems with your henchman switching from melee to ranged weapons. That can happen if you stack too much weapons or shields in the henchman’s inventory.Sometimes, you may notice your henchmen stay in the stealth or detect mode even if you’ve cancelled that mode. This can happen if you are too far from your companions. If you need the hirelings to move faster, just re-enable and then disable the stealth or detect mode of your main character once they are nearby.If you look at your hench’s stats and you see they are all set to 8, you are experiencing a well-known NWN bug. To restore the real stats just save and reload the game.If you think that a NPC should tell something to your henchmen but they don’t, check if your henchman is near enough for the NPC to see them. Of course, make sure the hench is not using stealth or invisibility.As a final note, bear in mind that when you order a henchman to follow by using the radial menu, the hench won’t fight anymore – even if he’s attacked. To solve this problem you have to cancel the ‘peaceful follow mode’ by ordering the henchmen to attack the nearest enemy (or to guard you). This is done by calling forth the henchman’s radial menu.

13 – Companions and FamiliarsIf you have an animal companion or a familiar, you may notice the critter often runs away from a fight. To avoid this, simply talk with the creature and set its tactics choosing when it must fight and when it must flee.

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14 – BugsAside some graphic anomalies I tell you here below, the adventure runs quite smoothly and you shouldn’t experience many bugs. In my walkthrough, however, I will try to warn you when a plot-ruining bug may take place. To avoid troubles, I suggest you to quick save the game before to enter any plot-relevant area, or before to start a conversation with a NPC you deem to be important. You shouldn’t be cross with Savant, however, if you are not using the updated versions of the modules and required hakpacks. If so, you are the one to blame.A few common bugs related to the CEP hakpack may cause some NPCs or your henchmen to appear with their head, torso, or legs missing. In addition, you can encounter enemies who your henchmen are able to see (and fight off) but who are completely unseen by your eyes. When you experience such anomalies, just save, and reload the game. If the problem involves your henchman, you can also try to de-equip and re-equip their armour once or twice. If the problem persists, you can do nothing but exit completely from NWN. Then, restart the program and load a saved game.The anomalies I have told above should disappear if you update the CEP to version 1.52.A bug you should be wary of can take place at the end of Act Two. After the final cut scene has run, the third act of the saga should immediately start. If you are using the most recent version of the module, however, the screen may fade to black and then nothing else will happen.To load the third act of the saga the game script looks for a module named ‘The Aielund Trilogy’. Too bad the title of the adventure has been changed in ‘The Aielund Saga’. To solve this problem you must rename the Defender of the Crown .mod file by replacing the word ‘Saga’ with the word ‘Trilogy’. Then, the transition to Act Three should run smooth and nice.If you don’t want to change the module’s filename, just create a shortcut to the module file and call it ‘The Aielund Trilogy’ instead than ‘The Aielund Saga’. Alternatively, you can simply export your character before the cut scene movie and import him/her in Act Three.

15 – SavingNo need to tell you... save often. Quick save works well, however, I suggest you to save a game the proper way from time to time.If you are prone to forget, don’t worry. Savant was wise and auto saving scripts will be run whenever you enter a ‘critical’ area.

16 – Walkthrough NotesIf you throw a look at the following walkthrough, you will notice a lot of coloured entries.The blue entries refer to non-hostile characters or creatures you may interact with.The red entries refer to characters or creatures that will attack you on sight.The purple entries refer to relevant placeables, locked doors, or traps.The green entries refer to the money that you can earn, and to any plot- or quest-unrelated items that you can carry in your inventory.The pink entries refer to plot- and quest-related items.The orange entries refer to the experience rewards you may be entitled to.NPCs and creatures come with an indication of their alignment, class, and level. This information is provided once and won’t be repeated if more of the same creatures are found in the same area.Finally, you will notice some items come with a full description whereas others are simply listed down. As a rule, I have included a description for any magical item not included in the NWN official modules (NWN, SoU, and HotU). Again, the description is provided only once, even if more instances of the same item appear further on during the game.

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17 – Adventure Setting

The Kingdom of Aielund

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Act One – Nature Abhors a Vacuum

Act One

Nature Abhors a Vacuum

"...In the Kingdom of Aielund, trouble is brewing. While the King leads an army against enemies in the far west, the poorly-protected realm is under

attack from brigands, goblinoids, and barbarians from the east. And rumours of a conspiracy are growing as the remaining military forces do little to stem the tide. Into this vacuum of power steps a small band of

daring individuals, who must try to keep the region intact while tracking down the conspirators who seek to divide up the land for themselves..."

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I/1 – A Rainy Village

1.01 – THE BRACKSWORTH ARMS INN

Luxury Suite First Floor Common Room

01. THE BEGINNINGWhen the adventure starts, you are standing in a well-furnished inn room.Throw a look at your journal to get a few backgrounds regarding your recent whereabouts: ‘Perhaps it was a mistake to travel through the Kingdom of Aielund in the middle of winter. It has not stopped raining in a month, and the roads are a quagmire. Tiring of trudging through the weather, I stopped at a quaint little town called Bracksworth to wait out the storms. It has been a week now, and on top of the weather all the gates out have been closed. I am getting a little sick of waiting around like this, so I think maybe it is time to do something about it. The innkeeper here probably knows the layout of the town and who to talk to, so I should speak to him when I'm ready to move.’Before leaving the room, however, you should open the two containers about here to pocket a few coins, or - if you feel you are not stylish enough - to replace your current attire with a more fashionable one.The chest at the foot of the bed holds 200 gp, a simple robe, and a flower gown - one that any lady of good breeding would feel at home wearing.Inside the armoire that stands on the north wall there are a wizard’s robe, a soldier’s tunic, and an exotic bamboo kimono.This room is the appointed place in Bracksworth for you to rest. If you’re worrying you cannot afford such a grand accommodation, you will feel relieved when the local innkeeper informs you’ve paid for a whole week’s lodging in advance, so, this cosy room is available whenever you need it. In fact, here you can rest at will.Whether you feel tired, you are bleeding, or you have spells to memorize, just come here, and click on the ornate pillow that lies on a corner of the larger bed. When you click on the ‘cushion of reasonable comfort’, a dialog window opens and you are asked if you wish to rest and advance time by 8 hours. If you say yes, an incantation very much alike a Time Stop spell takes place to move the clock forward. By spending just a moment of your precious time, you can enjoy all the benefits of a full night of sleep. Nice!

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02. TO YOUR ROOMWhenever you need to rest – or if your inventory is full and you wish to store a few things in a safe place - go past this door to enter your luxury suite.

03. LOCKED ROOMThe door of this room is locked [DC18]. Unlocking the door by resorting to the Open Lock skill does not change your alignment, even if you are lawful. If you bash the door down, however, your alignment shifts one point towards Chaos. This is true for any locked door you can find during the adventure (as long as you are in a ‘friendly’ area, of course). Don’t forget it!Inside the room, you can search an armoire to find random treasure of low value.

04. EMPTY ROOMSDon’t bother to search these rooms for there is nothing to find within. All the doors are locked [DC18 or 28] so, if you want to test your Open Lock skill, here is a good training ground.

05. STAIRS DOWNGo downstairs to reach the inn’s ground floor.

06. STAIRS UPGo up these stairs if you need to return to the first floor of the inn.Four tavern patrons [N, Commoner 1] and a couple of adventurer-like fellows are hanging around the common room, enjoying the warmth of a blazing fire - and the excellent booze of the house.Sitting next to the large fireplace there are an old man [N, Commoner 1] and an old woman [N, Commoner 1]. If you talk to the man, you may be surprised to see the grizzled retiree as he jumps on to offer you his seat so you can dry yourself at the fire. The inhabitants of this backwater community are really a nice bunch of people, and no mistake.

07. MAKING NEW FRIENDSBoth the bearded – and smelly – guy and the handsome girl who stand near the fireplace are your appointed companions for the first act of the saga. So, let’s go making their acquaintance.Unshaven and apparently unwashed, Dante Colt [CG, Ra1] seems to care little for social conventions but looks tough and ready for anything. A Royal Ranger with the local regiment, Dante is on a ‘personal leave of absence’.As the conversation goes on, you should realize Dante has a real attitude problem. If you tell him so, you discover he has been kicked out the Rangers after he made three of his commander’s teeth fly out of the officer’s mouth. By following this dialog thread, you get an option to enlist Dante - but when you propose him to join your side, you will offer him 100 gold pieces as a pay.If you tell Dante you like his attitude, however, when you ask him how much gold he wants to stand on your side, the former Ranger claims he is not a mercenary. He works for the King and he values duty and honour more than gold. As long as he is satisfied...Anyway, once Dante has been recruited you can talk with him to learn more about his recent past. According to his words, it was a woman who caused the ‘conflict of interest’ with his commander officer. If Nellise is already in your party, when you ask Dante about his troubles the cleric and the ranger will treat you with a funny duet, even going so far to comment on their respective smells...Dante’s starting equipment includes a Camouflage Armour [Designed specifically for the Royal Rangers, this armour allows them to blend in with the forest with greater ease. The armour grants the wearer a +1 AC bonus and a +1 bonus on the Hide skill], a pair of hard leather boots [Tough leather boots with a strong grip, these shoes help the wearer stay on their feet during a fight. The boots grant the wearer a +1 bonus on the Discipline skill], Dante’s Amulet [This necklace grants Dante a +2 AC bonus], a greatsword, a longbow, four sheaves of arrows, and four Potions of Cure Moderate Wounds.A woman of incredible beauty, Nellise Sanneman [LG, C1] is obviously only partly human. A cleric in service of God, Nellise was not chosen by the King to join the military expedition to the west, so she came here to make herself useful in some fashion. Unfortunately, this place is quite peaceful and even boring. Nellise is currently planning to return to her church at Culdeny for reassignment, but if you happen to need a good healer she will be happy to change her mind to follow you, instead.Once Nellise has been enlisted, you can talk with the charming cleric about her descent and about her faith. Regarding her extraction, Nellise says her mother is quite human but she never met her father. Mommy told her he was an angelic been. Even if she boasts such a celestial

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parent, though, Nellise does not have super powers – unless you are referring to her great beauty and willpower... The deity to whom Nellise addresses her prayers bears a name, of course, but its followers generally do not speak it aloud, out of respect. You can just call it God – or Goddess, for the young priestess refers to this entity as ‘she’.Even if she goes around in a shining suit of armour, Nellise is not a militant cleric. The Kingdom law itself prevents the members of the clergy form having military or civilian rank. In times past, the Church had great power through the land, greater than the King himself did, but it was used... poorly. Eventually, the Church was brought down for its heresy. Its members have been humble and repentant ever since. If Dante is already in your party, he will chip in to let you know his own ideas about the Church and its ministers. To cut it down... they are nothing but rubbish!Nellise’s starting equipment includes pretty standard items: a banded mail, a small metal shield, a mace, a light crossbow, three sheaves of bolts, and four Potions of Cure Moderate Wounds.

08. BOB, THE INNKEEPERThe sole owner and operator of this fine establishment, Bob Holland [N, Commoner 1] is knowledgeable about all the goings-on in and around town. The local innkeeper is here to provide you drinks, information, and even a quest. By the way, you won’t learn the innkeeper’s name until you have completed that quest.The first time you speak with him, the bearded man explains the Mayor has not opened up the roads yet. After a whole month of solid rain, the fields are a quagmire and the roads are just impassable. As a result, everyone’s spirits have gotten down. That’s a pity, yes, but also a boon for his business... Unfortunately, Bob’s stock of ale is running low. There haven’t been any new deliveries in a month and his current stock will not last the week. Bob tried to send someone through to Culdeny up north but those guys never came back. It seems brigands and highwaymen have overrun the road to Culdeny. The bandits have blockaded the north tract of the Highway, leaving Bracksworth in quite a jam. If you feel so bold to hit the road, Bob is willing to pay you 200 gold pieces for his precious batch of ale.To gain access to the north road, however, you need the Mayor’s permission. You can find the Mayor in his office, just over the road. According to Bob, he may have a few other jobs for you. When you return here with the ale keg you can fetch at the Culdeny Brewery, you can cash the 200 gp he promised. Moreover, you are given a reward of 300 xp.If you care to ask, the innkeeper will point you to a few local people you may want to visit in town: a young blacksmith by the name of Hadush, a woman selling leather goods who goes by the name of Laura Patteel, an unnamed druid, and the old sage Dale - who may even have some scrolls for sale.If you ask for a drink, you can access the innkeeper’s ‘store’. This ‘shop’ has a limited money supply of 100 gold pieces and a maximum buying price of 10 golds. Bob, of course, sells only drinkables: ale, spirits, or wine. The choice is yours.Once you have brought him the batch of ale he was waiting for, if you look at Bob’s stock you will notice now it includes six bottles of Fairloch’s Finest Ale. Brewed in vats made from 1000 year old trees and tended by monks from the Eastern Ranges, this fine amber brew is smooth, rich, and thick. The purest drop ever to come from the capitol! The ale’s imbiber is granted the effects of a Remove Fear spell. A bottle of such a beverage costs 40 gold pieces, though.

09. KITCHENThere is nothing here but a chef [N, Commoner 3] too busy cooking food to pay you any attention.

10. BACK DOORThis is the back door of the inn.[Ref. Area 1.02].

11. FRONT DOORThis is the Bracksworth Arms inn’s main entrance.[Ref. Area 1.02].

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1.02 – BRACKSWORTH

Notes:When you leave the inn for the first time, you witness with your own eyes the devastating effects of an entire month of pouring rain. The streets of Bracksworth have been flooded and the whole town has turned into a big quagmire.While you explore the almost submerged village, you may exchange a few words with the local citizens. Commoners [N, Commoner 1], boys [N, Commoner 1], and girls [N, Commoner 1] are randomly spawned about the town. Tired to wander around under the downpour, the smartest people will find shelter inside the inn.Six town guards [LG, F3] patrol the muddy streets of the hamlet. Although lacking experience, these guys are doing an adequate job in the absence of veterans.The women of Aielund have been called into service as well, despite the misgivings of some of the men. They are proving themselves quite capable, however, to the surprise of the male half of the population. Serving as archers [N, F3], these armoured ladies can be encountered patrolling the wooden walls of Bracksworth or scanning the leaden horizon from atop a wooden platform near the East Gate.Being Bracksworth a typical farming town, as you stroll about the village you may notice a plethora of domestic critters: dogs, [N, Animal 2], cows [N, Animal 1], a black angus ox, [N, Animal 2], a black calf [N, Animal 1], and a lot of chickens [N, Animal 1]. Druids and rangers may be disappointed to discover the animals have no thoughts for them to read.

01. THE BRACKSWORTH ARMS INNBoth these doors lead inside the Bracksworth Arms Inn.[Ref. Area 1.01].

02. MAYOR’S OFFICEHere are the offices and the private quarters of the Mayor of Bracksworth. This is the first place you should visit after you have left the inn.[Ref. Area 1.03].

03. MERIN’S HOUSEOlaf, the local Mayor, will ask you to recover some documents of him from the halfling woman who lives in this house. Until you have agreed to help the Mayor, if you come here and knock at the barred door you won’t get answer.Once you have been given the Mayor’s assignment, when you approach this building you have the choice to pick/bash the door or to knock on it. If you choose to be polite and knock at the door, a voice from the inside will inquire about your identity. Whichever you say (either the

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truth or a quite pathetic lie) you won’t be able to persuade the people inside to let you in. If you want a face-to-face encounter with Merin, you can do nothing but bash the door down or pick its lock [DC22].[Ref. Area 1.04].

04. JOHNSON’S CHICKEN FARMA drenched aged man is standing here, in front of a barn door. When he notices your presence, the old guy waves his arms and calls for your attention.Go speak with Farmer Johnson [N, Commoner 1] to learn some kind of beastie has been attacking his chickens the past few days. The farmer managed to track the monster down and cornered it inside the barn. Being old and frail, however, Mr. Johnson does not fancy trying his luck against this creature. You’re young and strong, though, so... If you kill the beastie and bring him back a piece of it as a proof of its death, the farmer swears you will be well rewarded.When you return here with the tail of the monster that infested the barn, the farmer hails you as the ‘saviour of countless chickens from a horrible death’. Such a heroic deed is worth a reward of 50 gp and 100 xp.Before to go strangling himself some dinner, Mr. Johnson says another farmer who lives to the west of here, has something in his barn too. Perhaps you can help him as well. Yet more rats?As a side note, you may notice the rat’s tail stays in your inventory even after you get the quest reward. The evil – and cunning – adventurer shall soon discover why. If you don’t like to be a fraud, however, you can throw the tail away.[Ref. Area 1.05].

05. FARMHOUSETo reach the front door of Farmer Johnson’s abode you have to go through the barn, and then the backyard.[Ref. Area 1.06].

06. SMITH’S RANCHAmal Smith [N, Commoner 1], the scrawny man who’s getting soaked with rain in front of this farmhouse, is worried for there is something inside his barn but he doesn’t find the strength to go and look closer. If you investigate the matter, the elderly farmer says he will make the effort worth your while.Once you have searched the barn and dealt with the vagabond hidden in there, return outside and speak to Amal. The dialog threads you get are a consequence of what you did inside the barn.If you promised to the vagabond that you would cover his presence, you tell the farmer there was anything inside the barn but the livestock. This outcome shifts your alignment towards Good; if you are good, you get 50 xp. If you chased the vagrant away for his breaking of the law, you tell the farmer there was a man inside and you told him to leave at once. This action shifts your alignment towards Law; if you are lawful, you get a reward of 20 xp. If you simply chased Sam off, when you inform the farmer your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you killed the vagrant, your alignment does not change and you don’t get any additional reward. If you have already cleaned out the rat-infested barn, though, you can show Amal the rat’s tail you should have in your inventory. If you give the farmer to understand that a big rat was causing the noises he heard, your alignment shifts towards Evil; if you are evil, you get 50 xp.Whatever your answer, when the quest is completed you get a reward of 20 gp and 100 xp.Be warned, though: if you lie to the farmer but you don’t have the rat’s tail, you will get nothing!If you have followed either the lawful or the good ‘path’, Amal asks you to keep an eye out for his boys, if you ever happen to head west to his paddocks.[Ref. Area 1.07].

07. REGIONAL BARRACKSTwo town guards [LG, F3] stand watch next to the doors of this sturdy log house, where the local troops are quartered. The militias inform their commander is currently inside the barracks. If you need to speak with her, just open one of the doors and go inside.[Ref. Area 1.08].

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08. LUXURY HOUSEThe door of this non-descript house is locked [DC22]. If you are in a robbing mood, feel free to break inside the mansion.[Ref. Area 1.09].

09. COMMON HOUSEWhen you try to open the door of this house, you get a message telling you it has been jammed fast. The first time I played the module, I was able to go inside this building. Just don’t ask me how, though. Since then, this cottage has been off-limits for my heroes.[Ref. Area 1.10].

10. DRUID GROVEA hooded man is standing near a large oak tree, next to what appears to be some kind of magical portal. Also, a large jaguar by the name of Sebastian [N, Animal 7] – the druid’s faithful companion - is wandering about the grove. Do not worry. According to his master, the pet looks dangerous but it is just a ‘cute little kitty cat’.When you talk to the druid, he smiles cheerfully back at you from beneath his hood before to comment about the nice weather they are having lately! Sticking to his beliefs, Hasrinaxx [N, D9] is persuaded that Nature is merely resetting the balance after a long drought.If you care to ask, Hasrinaxx explains he came to this grove after the King prohibited the druids to live in the forest. You see, the King’s servants cut down trees for lumber and hunt the animals while the druids try to prevent that. Hasrinaxx thinks it is better for the druids to stay away from the woods. Some other druids do not share his opinion, though, and they might take extreme actions to ensure the safety of the forest. If you plan to head deep into the Calespur Ranges, you should watch out for them.If you are curious about the glowing white spiral that you see on the grassy ground, Hasrinaxx must admit he does not know what it does. It appeared there a few weeks ago but nothing has happened since. One of his associates believes it is a doorway from another dimension, but if so, it’s a one-way door.If you need his help, Hasrinaxx can heal both you and your henchmen for free. In addition, he manages a little store including herbs he collects, a few potions, and some items mostly intended for druids and servants of nature. Hasrinaxx’s store has an unlimited supply of gold and a maximum buying price of 5,000 gold pieces. If you have some items you need to identify, the druid can provide such a service for the standard fee of 100 golds apiece.Hasrinaxx’s wares include several common light armours (hide, leather, padded, and studded leather armours), small shields, large wooden shields, a Belt of Vines [Crafted from the living vines of the methusala plant and infused with the power of nature, this belt connects the druid to nature in a more personal way. The belt sheds a low green light and grants the druid a bonus spell slot of levels 1 to 3. The wearer of the belt suffers a 5% damage vulnerability to fire. Base price: 4841 gp], mundane weapons and ammunition mainly intended for druids (daggers, quarterstaffs, scythes, sickles, spears, slings, bullets), a sling +1, a sickle +1, a scythe +1, a Guardian Staff [Once used by an ancient society of priests who defended their forest against intruders, this metal-shod staff has survived the centuries since. It remains as one of the few relics from their order. Its magic has not diminished over time. Usable only by druids and rangers, this quarterstaff +1 grants the wielder the power to cast the Aid and Entangle spells once per day. Base price: 8370 gp], a Gnarled Staff of Healing [Created for novice druids to aid them in times of trouble, staves like this are useful for just about everyone who claims adventuring as their profession. This quarterstaff +1 sheds a dim green light and grants the wielder the power to cast the Cure Light Wounds spell up to five times per day. Base price: 2298 gp], curative potions (Antidotes, Cure Light Wounds, Cure Moderate Wounds, Lesser Restoration), Potions of Bless, Potions of Barkskin, scrolls of Raise Dead, healer’s kits +1, and a few herbs. Those herbs include garlic, belladonna, golden seal [A rare and expensive herb, golden seal fortifies the body against ailments, and clears the mind. The eater gains the benefits of a Resistance spell. Base price: 200 gp], ginseng [Commonly used in foreign lands to keep oneself vital and energetic, ginseng is much rarer in Aielund, but just as highly prized for its revitalising qualities. The eater gains the benefits of a Virtue spell. Base price: 50 gp], and St. John’s wort [Used as a powerful healing agent, this herb has astringent properties that speed recovery of wounds. The eater gains the benefits of a Cure Minor Wounds spell. Base price: 24 gp].

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11. BRACKSWORTH SMITHYThis is the village’s smithy. The front door leads to Hadush’s shop whereas the locked door [DC22] on the southeast side of the building leads to the smith’s living quarters.[Ref. Area 1.11].

12. LAURA’S LINEN AND LEATHEREnter this building if you want to buy some generic equipment, if you need a new dress, or if you are interested in bows and arrows.[Ref. Area 1.12].

13. DALE’S HOUSEThis is the humble residence of the local sage. Do not miss the occasion to make his acquaintance.[Ref. Area 1.13].

14. TO THE PADDOCKSLeaving Bracksworth by going through one of these wooden gates you will reach the paddocks owned by Amal Smith - the farmer you can meet at location 06.[Ref. Area 1.14].

15. SOUTH GATEThe South Gate guard [LG, F3] who stands here informs the Mayor has prohibited anyone from leaving Bracksworth until he knows more about why the town has been cut off from Highmarch.If the Mayor asked you to investigate the matter, show the guard the pass you got from Olaf and the dutiful soldier will open the gate for you.Leaving Bracksworth from here you will take the southern tract of the Highway, which goes all the way to Fort Highmarch.[Ref. Area 1.16].

16. NORTH GATEWhen you approach this gate, the North Gate guard [LG, F3] informs there are bandits out on the northern highway. The soldier will not open this gate until you show him a pass signed by the Mayor. Olaf will give you such a pass only when you have delivered the requisition forms to Fort Highmarch.By the way, if you blackmail the Mayor after you’ve dealt with Merin, you can get a key to open this gate even before you travel to Highmarch. I strongly recommend you to hit the north road only after you have explored the southern tract of the highway, though. Do otherwise and you may meet a premature death.

17. ROAD TO CULDENYA sign welcoming the traveller in Bracksworth has been placed before this bridge. Go across the bridge to take the road for Culdeny.[Ref. Area 1.19].

18. EAST GATEGoing through this gate you can march off towards the Southern Foothills. Scoured by warring and bloodthirsty barbarians, the foothills are a dangerous place. The East Gate guard [LG, F3] who watches the gate won’t let you leave from here until you have the written permission from his commander.When you manage to obtain the necessary pass from Commander Tara, you will be able to travel to the barbarian lands. However, you will not get such a document until you have visited the town of Culdeny, and then explored the Calespur Ranges.[Ref. Area 1.43].

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1.03 – MAYORAL OFFICE

01. FRONT DOORWhen you step inside this richly furnished place, you see a pretty young woman standing behind a desk and feverishly sorting through a pile of paperwork.The Mayor’s secretary [N, Commoner 2] is very busy with her work. If you need to speak with her boss, she merely informs he is just inside the room.The desk can be searched to find random treasure of low value. You can pick it up, for the secretary does not seem to take notice.

02. THE MAYOR OF BRACKSWORTHThe weathered features of Mayor Olaf Waynolds [N, Commoner 1] show his advancing years.Being the local high up, the Mayor is quite the affluent man. If your thieving skill is high enough, you can repeatedly pickpocket him [DC20] to get small sums of money (ranging from 20 to 40 golds). If you have both patience and greed, you can keep doing so until you have stolen 500gp from his purse.If you ask the Mayor the permission to leave the town and travel north towards Culdeny, Olaf says he cannot allow you to do so until Bracksworth is threatened by all sides. He does not want to endanger your life needlessly! If the rumours of bandits along the north road should prove true, he would be sending you to your death (mind me, he’s not exaggerating). Besides that, the town needs to re-establish contact with Fort Highmarch in case things turn ugly up north. Therefore, first Olaf contacts Highmarch THEN you can play hero and march off north.If you want the Mayor to change his mind, you have to prove yourself a worthy candidate by helping him with a rather delicate problem. An associate of him, a halfling lass by the name of Merin, is seeking to discredit his honourable name and oust him from his office. The halfling wants one thousand golds to keep her silence! Olaf claims he tried reasoning with her, but Merin simply won’t co-operate. Perhaps, you could ‘persuade’ her to see reason...If you tell the Mayor that his proposal sounds very underhanded, your alignment shifts towards Law; if you are lawful, you get a reward of 20 xp. If you tell him that you have no problems to do what he asks if the price is right, your alignment does not change. If you say ‘Strong-arm’ is your middle name, your alignment shifts towards Chaos; if you are chaotic, you get a reward of 50 xp. If you say that you can be quite good at ‘persuading’ people, your alignment shifts towards Evil; if you are evil, you get a reward of 50 xp.Whatever you say, the Mayor is persuaded violence will be unnecessary. All you need to do is recover some documents in Merin’s possession that she should not have.When you have agreed to his proposal, the Mayor informs Merin lives next to the blacksmith’s, in a small house facing west.If you want to explore the lands that surround the farming town, you have no choice but help Olaf. Go recover the documents then return here and talk with the Mayor.If you hand him the papers without raising any objection, your alignment shifts towards Law; if you are lawful, you get 20 xp. If you tell Olaf you have looked at the papers and you don’t like his involvement in such shady dealings, the Mayor explains there is a man up in Culdeny who came to him with a great offer to make lots of money with a very little risk. No one has been hurt – it has been a victimless crime! The guy, who comes by the name of Ronald Bartlett, is a legitimate businessperson and a powerful and influential man. You shouldn’t mess with him. If you reply that you can let the matter slide for now but you have a good memory, your alignment shifts towards Good; if you are good, you get 50 xp.Anyway, giving the documents to the Mayor is worth a reward of 200 xp and 75 gp.

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If you don’t care to be called a blackmailer, you can threaten Olaf you are going to finish what Merin started - unless you are paid a nice sum of money AND you are given the permission to leave the town through the north gate. This way you won’t get any experience reward, but the Mayor will oblige, coughing up 136 gp and the North Gate key. Your alignment, of course, will shift towards Evil; if you are evil, you will get a reward of 50 xp.Once the matter has been settled, the Mayor says you should act as a courier of him and bring some requisition forms to Fort Highmarch, a fortress to the south of Bracksworth. The papers have to be delivered to the local Captain of the guard. Return with the captain’s response and you will be properly rewarded.Unless you have extorted him the key for the North Gate, you can do nothing but become Olaf’s errand boy. When you take the job, you are given the South Gate pass and the requisition forms, an extensive list of supplies and equipment that Bracksworth requires from the Lord of Highmarch. The pass will allow you to leave Bracksworth through the south gate.When you arrive at the gates of Highmarch, the Guard Captain will be waiting for you. Hand him the requisition forms to get another document you must deliver to the Mayor of Bracksworth. When you return here and give the papers to Olaf, you are paid 100 gp. Also, you get a reward of 250 xp.The military orders you have brought from Fort Highmarch include a request to the Mayor to open the road to Culdeny by the end of the week. Olaf cannot afford to weaken the town defences while the barbarian threat is still present, so you could do the job for him. Olaf is willing to pay you 500 gold pieces for the bandit leader’s head.From errand boy to head hunter... now, that’s a big step forward! Tell the Mayor you will take care of the highwaymen and you will get the North Gate pass. This document allows you to go past the northern gate.Before you leave, Olaf warns you should be sure to get all the equipment you need before leaving town. This assignment could be quite a dangerous one, indeed.When you present Olaf the ugly head of the bandit leader, you get a reward of 500 xp and 500 gp.Once he has paid you, the Mayor explains he is waiting on word from the south about what to do to stop the barbarian menace. If you are looking for another job, you should check back with him later. In the meanwhile, you may want to explore the woods to the northwest of Bracksworth – Olaf has heard the rangers in the Calespur Ranges are having trouble keeping some poachers under control. To reach the forest just head north, then turn off the highway about halfway to Culdeny.If you thank the Mayor for his advice, your alignment shifts towards Good; if you are good, you get 50 xp. If you grin that the trip will be safe for you have already killed everyone along the road, your alignment shifts towards Evil; if you are evil, you get 50 xp.When you return to the Mayor after you have thoroughly explored the Calespurs, Olaf says an important dignitary - whom wishes to remain anonymous - is coming from the south. The Mayor does not want to endanger the visitor’s life; therefore, he needs to do something about the barbarian threat. If you want to know more about that issue, you should go to the local barracks and have a chat with Tara Redfurn, the garrison commander.When the conversation ends, the Mayor says he is going to have a nap before the VIP arrives then he leaves the room and go upstairs. From now on, you will not find Olaf anymore in his office. The next time you will meet him, the Mayor will be (desperately) waiting for you at the Bracksworth Arms inn.

03. LOCKED DOORBeyond this door, there is a flight of stairs leading to the upper floor of the building. The door is locked, however, and you can neither open it nor bash it down.

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1.04 – MERIN’S HOUSE

Ground Floor First Floor

01. ENTRY DOORLeave the house by this door to return outside.[Ref. Area 1.02].

02. BROKEN DREAMSWhen you enter this place, Merin Teas [N, Ro2/W1] - a beautiful halfling with a glint of steel in her eyes – approaches you to demand why you are breaking into her abode.Explain Merin that you are working for Olaf then question the petite lass about her motives. Merin says she is blackmailing the Mayor for she needs the money to relocate back to Fairloch, where there is some culture! Then, she asks why on earth she would hand you over the document you are looking for.If you claim that she must give up the papers because you’re asking her to, your alignment shifts towards Good; if you are good you get 50 xp. If you press her on, Merin says she doesn’t want any troubles. If you want the documents, they are in the drawers behind her. Just take them and get out.If you prefer to try a medium Persuade check, claiming you will make things in town very difficult for her if she does not complain with your request, your alignment shifts towards Evil; if you are evil, you get a reward of 50 xp. If the check succeeds, Merin says you can grab the documents from the chest of drawers behind her. If the check fails, however, the halfling says you need to pay her 1,000 gold pieces to get the papers. If you refuse to pay and you don’t leave her home at once, the halfling turns hostile and you will be forced to take her life if you don't want your adventuring career to end so prematurely.If you try a Strength check and threaten to snap the halfling in two like the twig she is, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If the check succeeds, (you need to have 13 points of Strength or more) you are told to get the documents by yourself. If the check fails, however, a fight is unavoidable.The documents you are looking for have been stored inside the locked chest of drawers [DC22] that stands on the west wall.If you manage to persuade Merin in giving up the papers, walk towards the chest of drawers to grab the documents. When you touch the piece of furniture, however, Merin will suddenly attack you. Besides the diminutive backstabber, you have to deal with another halfling [N, Ro2] – Merin’s sister, I guess - who appears in the back of the room (actually, she was there already, hidden in shadow through stealth).When the fight ends, search Merin’s corpse to find a strapless gown and a masterwork dagger [An elegantly crafted weapon, its finely wrought metal is well balanced and extremely sharp. The dagger has an attack bonus +1]. Merin’s sister leaves behind a short sword, a sling, and a few bullets.When the halfling siblings are dead, open the chest of drawers to get 164 gp and Olaf’s documents.The document bears the sign of the Mayor of Bracksworth and details his secret trading activities in conjunction with the North Shore Trading Company in Culdeny. Even if you are no expert on trading commodities, you realize Olaf is involved with inflating prices and possibly blackmail in order to increase profits.

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03. STAIRS UPTo go upstairs you have to go through this locked door [DC25].

04. STAIRS DOWNThese stairs lead back to the house’s ground floor.Along the south wall there is an armoire holding random treasure of low value.

05. BEDROOMHere you can search a trapped and locked cabinet [DC22/20; Minor Spike. DC25] to find random treasure of low value and a Potion of Fiery Burning [Once uncorked, a jet of flame gushes out of the top of this bottle and torches everything in its path for a brief moment. Needless to say, this is not the kind of potion you would drink. The effects of this single-use potion are the same as a Burning Hands spell].I will not repeat it again, just keep in mind each time you successfully disarm a trap you get an amount of experience equal to the trap’s DC. So, if you manage to disarm the cabinet’s trap, you get 20 xp. No experience will be gained if you recover the trap, though.Also, you should bear in mind the locked containers you find in a ‘friendly setting’ are just the same as the locked doors: if you open them by picking the lock, your alignment does not change. If you smash them to pieces, however, your alignment shifts towards Chaos. A lawful character who bashes down this cabinet suffers a four-point alignment shift. Paladins and monks have been warned!

06. BEDROOMThe chest of drawers inside this room holds random treasure of low value, and an incomplete armour. This outfit is in poor condition and would only provide marginal protection. It seems to have been used often in the past, and has not been cleaned of rust for a while.

07. STOREROOMRandom treasure of low value can be found by searching the two crates found inside this cramped room.

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1.05 – FARMER JOHNSON’S BARN

01. RATS VS. CHICKENSLeave the barn through this door to return outside.[Ref. Area 1.02].When you enter the barn, you see several famished rodents as they try to slaughter a dozen squawking chickens [N, Animal 1].Try to rescue the frightened fowls by killing all the rats [N, Animal 1] you see. Soon, a vicious dire rat [N, Animal 1] comes up from the back of the barn. The dire rat is the ‘beastie’ Farmer Johnson’s spoke about. Don’t forget you need to take the rat’s tail as an evidence of your victory. If you don’t show him the disgusting appendix, the farmer won’t give you any reward.Before you can search the dire rat’s corpse, however, you have to deal with another pack of common rats [N, Animal 1] coming from the far side of the building.

02. BACKDOORIf you want to pay a visit to the farmer’s house, leave the barn through this door.[Ref. Area 1.02].

1.06 – FARMHOUSE

Ground Floor First Floor

01. ENTRY DOORLeave the house by this door to return to the backyard.[Ref. Area 1.02].A commoner [N, Commoner 1] – the farmer’s daughter, I guess – is warming herself near a fireplace. When you talk with her, the kind young lady invites you to dry yourself by the fire. If you want to follow her advice, just sit on the chair next to the girl and enjoy the warmth.

02. STAIRS UPOpen this door and go up the stairs to reach the upper floor of the house.

03. STAIRS DOWNGo down these stairs to return to the ground floor.

04. BEDROOMThe chest in this room is both trapped and locked [DC25/25; Minor Spike. DC26]. It holds 27 gp, a torch, a pair of hard leather boots and a dark cloak [Not only is this cloak dark-coloured, it also breaks up the distinctive shape of your body, making you a little harder to spot. The cloak grants the wearer a +1 bonus on the Hide skill].

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05. BEDROOMHere you can search an armoire holding random treasure of low value and a locked chest of drawers [DC26] holding a commoner’s tunic, a woodsman outfit, and... some sexy underwear. So, THIS is what farmers get up to at night!!!Curiously enough, despite its description states otherwise, male characters as well as female ones can don the kinky garment. If you don’t believe my words, put it on and see by yourself.

1.07 – FARMER SMITH’S BARN

01. MAIN DOORThis is the main door of the barn. When you enter this place, you do not notice anything amiss. Besides an ox [N, Animal 1] and three cows [N, Animal 1], the barn looks empty.[Ref. Area 1.02].

02. FROM THE SEA TO THE BARNA man tagged as ‘shady vagabond’ is hiding here, and he has the look of someone on the run.When he notices you arrival, you have the option to attack the guy outright. Doing so, however, you trigger an alignment shift towards Evil; if you are evil, you get 50 xp.If you kill him, the vagrant leaves nothing behind but some vagabond rags and a club.If you choose to question the vagabond, he introduces himself as Sam [CN, F2] and claims he was just resting here to get out of the rain. He jumped his ship in Culdeny harbour ‘cause of a small disagreement with the captain and he’s better off elsewhere for now.If you tell Sam that you will inform the farmer about his presence, and then you chase him away, your alignment shifts towards Law; if you are lawful, you get 20 xp. If you chase Sam away without any explanation, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you promise Sam you will tell the farmer he was hearing things, your alignment shifts towards Good. If you are good, you get 50 xp.If you choose the last option, the next time you speak with the vagabond he says it’s time for him to head off and he leaves the barn forever by going (mysteriously) through the barred door to the east of the building. Before to let this happen, however, be sure you already got your reward from Farmer Smith or you will get nothing – unless you dupe him, that is.

03. BACKDOORThis door is jammed fast. You cannot open it.

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1.08 – BRACKSWORTH BARRACKS

Ground Floor First Floor

01. BARRACKS’ DOORSBoth these doors lead back outside.[Ref. Area 1.02].

02. COMMANDER TARAThe armoured young lady who stands near a desk is the leader of the military in Bracksworth. Just a few weeks ago, Tara Redfurn [LG, F5] was a young officer fresh out of training. Now she is in charge of protecting an entire town. The commander who held this post was called off to fight in the war with the King, and Tara was the most qualified person remaining here for the job. At first, she found the task a little overwhelming, but ever since the Mayor locked the gates, things have been much easier.The four weapon racks along the west wall of the room are empty. The locked desk [DC22], however, holds random treasure of low value.If you ask Tara the permission to leave Bracksworth through the east gate, she says her scouts have reported a vast barbarian army building up to the southeast and their patrols extend to only an hour’s walk east of here. Someone is beating the war drums and Bracksworth is the most likely target. Tara cannot do much but stay on the defensive. If you are a warrior-like character, you can claim she cannot win a war from a defensive posture. Tara replies you may be right, but until she has devised a suitable plan the only way they are going to beat the barbarians is if they never actually attack the town.When the Mayor tells you to come here and speak with Tara about the barbarians, the commander explains Armin Wise - the leader of the local Rangers - sent in a man to investigate all he could from the barbarian lands. The agent, a good ranger by the name of Tommy Smith, discovered the barbarian’s leadership has changed a few months ago. The new chief, a brutal half-orc by the name of Erag, whipped the tribe into a blood frenzy and they have been preparing for war for weeks.If you want to help, you could go investigate the area by yourself. If you find a way to kill Erag, grab his head and bring it here as a proof of your deed.If you say you will do your best, your alignment shifts towards Good; if you are good, you get a reward of 50 xp. If you ask for a reward, Tara promises 1,000 gold pieces for Erag’s head. If you say there is nothing like a good old assassination to fix a problem, your alignment shifts towards Evil; if you are evil, you get a reward of 50 xp.Before to say you goodbye, Tara gives you the East Gate pass to go through the eastern gate. Also, she says you should keep an eye out for Tommy Smith as you explore the barbarian lands. The ranger might still be there and he can probably give you more up-to-date information. When you are back, Tara will meet you at the East Gate.

03. BARRACKSIf you don’t mind to be called a thief, you can empty the six locked chests [DC25] found in this room. They hold random class-oriented treasure of low value.

04. STAIRS UPBefore you can go upstairs, you have to open this locked door [DC30].

05. STAIRS DOWNGo down these stairs to return to the ground floor of the building.

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The desk near the stairs holds 14 gp, a small stack of blank papers, a quill pen, and a small vial of ink.

06. BEDROOMThe chest in this room is both trapped and locked [DC28/28; Strong Frost. DC28]. It holds a glittering necklace, a silver ring, and a precious gold ring.

07. BEDROOMThis room features a chest of drawers holding a commoner’s outfit, a commoner’s tunic, and a simple robe.

08. STOREROOMThe door leading here is locked [DC20]. Inside this cramped room, there are a couple of crates that you can search to get random treasure of low value.

1.09 – LUXURY HOUSE

Ground Floor First Floor

01. ENTRY DOORThe ground floor of this mansion features only a desk standing along the east wall. It holds random treasure of low value.[Ref. Area 1.02].

02. STAIRS UPTo climb upstairs you must go through this locked door [DC26].

03. STAIRS DOWNThese stairs lead back to the house’s ground floor.

04. BEDROOMThe chest in this room is both trapped and locked [DC18/15; Minor Spike. DC24]. It holds random class-oriented treasure of high value.

05. BEDROOMThe chest standing along the west wall is trapped and locked [DC28/28; Strong Electrical. DC30]. Be very careful: if you fail to disarm the trap, you could be killed on spot.Inside the chest there are 168 gp, a silver ring, two gold rings, a gold necklace, a glittering necklace, and two artworks. These portraits are reasonably well painted, and would be worth a fair amount of gold. Unfortunately, you won’t be able to sell them until you find a merchant who does not object to buy stolen goods. And boy, they are heavy!

1.10 – COMMON HOUSE

01. ENTRY DOORThe map of this area is missing. As I have already told in section 1.02, I managed to enter this building only the first time I played the game. Since then, I never found a way to open the house’s door.Along the west wall of this small abode there is a chest. Both trapped and locked [DC23/24; Minor Negative. DC25], it holds a pair of Gloves of Animal Handling.[Ref. Area 1.02].

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1.11 – SMITHY

01. HADUSH’S WORKSHOPWhen you enter the smithy, you see a young half-orc hammering an anvil. Although he is not a very bright guy, Hadush Grolgen [NG, Bb7] can easily crush a man with his bare hands. Good news are, Hadush is a very good-natured fellow, and – if you are a female – even a gallant one... albeit in his own way.If you call Hadush an idiot, and then you keep mocking him for his speech, your alignment shifts towards Evil; if you are evil, you get 50 xp. Being rude with the blacksmith, however, will cause you to get no experience reward in case you take him the iron he needs.After introductions have been made, you can throw a look at Hadush’s stock.The half-orc store has a limited money supply of 10,000 golds and a maximum buying price of 5,000 gold pieces.The war has not been a boon for Hadush. Albeit soldiers use to come here and ask him for weapons and armours, they refuse to pay him, claiming the stuff is for the King. They have taken him nearly all he got and currently his wares include only a breastplate, a banded mail, a scale mail, a small metal shield, a large wooden shield, plus several common weapons and ammunition (a battleaxe, bolts, bullets, daggers, darts, a handaxe, a heavy crossbow, a light hammer, light crossbows, a longsword, a mace, a morningstar, a rapier, a scimitar, a short sword, slings, a throwing axe, and a warhammer).After you have looked at his merchandise, start another conversation and you will get an option to tell Hadush his stock seems a bit low. The smith explains he was expecting a shipment of iron from Highmarch but it never came. If you offer Hadush to go and get the iron for him, the half-orc says he will be very grateful. The iron he needs was on a wagon headed from the southern fortress-town.If you say you can help him for a price, Hadush offers you 100 gold pieces. With a successful medium Persuade check, you can double such a sum.When you return here with the iron lode, you get 250 xp. If you asked for cash before, Hadush pays you the money he promised (100 or 200 gp). If you did take the job for nothing, however – and if you do not ask for money when you come here with the iron –, your alignment shifts towards Good; if you are good, you get 50 xp as well. To compensate your modesty, the grateful half-orc presents you with a little, nice gift: an Amulet of Natural Armor +1. In addition, you are given a reward of 300 xp.If you return to shop here after you have brought him the iron lode, you will notice Hadush has been very busy forging new weapons and armours. His merchandise now includes several new items (plus more pieces of his old stuff): chain shirts, chainmails, splint mails, half-plates, arrows, bastard swords, clubs, greataxes, greatswords, halberds, heavy flails, heavy maces, heavy picks, light flails, light picks, longbows, mauls, quarterstaffs, scythes, shortbows, and spears). Now, Hadush sells also several helmets granting the wearer different bonuses: casque & coifs [Discipline +2], circlet helms [AC vs. Bludgeoning +1], flanged helms [ST vs. Sonic +1], gladiator helms [AC vs. Slashing +1], horned helms [Discipline +2], plumed helms [ST vs. Fear +1], pot helmets [Discipline +1], spike helmets [Discipline +1], and winged helmets [Discipline +1].

02. HADUSH’S HOMEThere is nothing here but a chest holding random class-oriented treasure of low value.[Ref. Area 1.02].

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1.12 – LAURA’S LINEN AND LEATHER

01. ENTRY DOORLeave the house by going through this door to return outside.[Ref. Area 1.02].

02. A HAPPY HUSBAND...A former Ranger, David Patteel [N, F1] is now a retiree. He still hunts game every now and then, and he makes a good living tanning hides and crafting leather armours. Despite his rugged appearance, David’s eyes soften whenever he glances at his beautiful and young wife. As he uses to say, love knows no limits.If you are interested to his wares, David has some bows and some ‘deadly’ arrows in stock.The leathersmith’s store has a limited money supply of 5,000 golds and a maximum buying price of 5,000 gold pieces.His wares include leather armours of various colours, padded armours, studded leather armours, a leather armour +1, a Camouflage Armour, dark cloaks, hard leather boots, suede boots [These soft suede boots enable the wearer to move a little more quietly, granting a +1 bonus on the Move Silently skill. Base price: 17 gp], leather skirts, arrows, Bodkin Arrows [Vicious, serrated metal-tipped arrows that tear through flesh with greater ease, these projectiles cause their victims 1 additional point of piercing damage. Base price: 56 gp], longbows, shortbows, whips, healer’s kits (+1 and +3), trap kits (minor spike, minor tangle, average spike, strong spike), leather armour torsos (if you like to craft leather goods by yourself) and leather dyes.

03. ...AND A PRETTY WIFEA very fine seamstress and a very beautiful lady, Laura Patteel [N, Commoner 1] sells a large selection of fashionable clothing for all occasions, plus a few items of great value that his father collected over the years.Laura’s shop has a 10,000 gold pieces limited money supply and a maximum buying price of 5,000 golds.Besides many mundane outfits, Laura’s wares include a set of Mage’s Robes of Battle [Designed for use by the Circle of the Arcane in Fairloch, these robes are useful for journeyman wizards seeking to travel abroad and engage in combat. They provide resistance to enemy magic, and a defensive shield against archers. Usable only by wizards and sorcerers, the robes grant the wearer a +1 AC bonus vs. piercing damage, a +2 bonus on the Concentration and Spellcraft skills, spell resistance 10, and the power to cast the Shield spell once per day. Base price: 3557 gp], Robes of the Transcendent Path +1 [The monks of the Order of the Transcendent Path in the Eastern mountains of Aielund wear these robes as a symbol of rank within their monastery. The robes also bring the monk's mind to focus more on the present, allowing them greater control over their bodies and the situation around them. Usable only by monks, the robes grant the wearer a +1 AC bonus. Base price: 657 gp], Robes of the Transcendent Path +3 [These robes grant the wearer a +3 AC bonus, a +1 bonus on the Listen and Spot skills, plus the power to cast the Ghostly Visage spell once per day. Base price: 10,823 gp], a Performer’s Cape [This cape is a flashy looking garment for use by bards who enjoy performing more magic in their acts. Of course, it does not hurt to have one of these while travelling in the wilds either. The cape grants the bard the Lingering Song bonus feat, a +1 bonus on the Perform skill, and a bonus spell slot of level 1 and 2. Base price: 3592 gp], a pair of Bardic Gloves [During a stage production of Sebastian Vale's ‘The Swords of Aielund’, the lead man for the role of King Balthezar's son constantly dropped his sword during

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rehearsals. As he was the foremost actor of the day, the production would not have proceeded without his participation. So, these gloves were crafted to give him the illusion of military competence for the show. They grant the user the Weapon Specialization bonus feat (rapier), a +4 bonus on the Discipline skill, and a +1 bonus on the Perform skill. Base price: 3,423 gp], Boots of Travelling [These sturdy boots have excellent tread and are highly water resistant, but their main attraction is the ability to boost one's travelling speed while worn. They grant the wearer a +2 AC bonus. Base price: 9,925 gp], shadowed hoods, a Swashbuckler Outfit [This outfit consists of lightweight clothing, secured to the body in key places, and a small hardened leather plate on the chest to provide some protection against piercing weapons such as the rapier. While worn, it is barely noticeable by the wearer, and is a minimal distraction, allowing the fencer greater freedom of movement. The outfit grants the wearer a +2 AC bonus, piercing damage resistance 5/-, and a +2 bonus on the Parry skill. Base price: 8,342 gp], fencer’s outfits [This garment grants the wearer a +1 AC bonus vs. piercing damage, and a +1 bonus on the Parry skill. Base price: 329 gp], sorcerer’s tunics [This garment grants the wearer a bonus 1st level spell, and a +2 bonus on the Concentration skill. Base price: 410 gp], Winter Cloaks [Useful for keeping the cold at bay during freezing conditions in the mountains, this cloak grants the wearer cold resistance 5/-. Base price: 91 gp], healer’s kits (+1 and +3), a Bag of Displacement [Minor yet useful magic that displaces much of the weight from items contained within. A famous dwarf of... oversized dimensions once joined eight of these bags together to create a suit, allowing him to fulfil his childhood dreams of becoming an acrobat. The bag grants a 60% reduction of the content’s weight. Base price: 1015 gp], woollen cloths, woollen cloth pads, and cloth dyes of all hues.

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1.13 – DALE’S HOUSE

01. ENTRY DOORLeave the house by this door to return outside.[Ref. Area 1.02].

02. THE SAGE OF BRACKSWORTHWhen you enter this small house, you see an elderly gentleman engrossed in reading from a large book. The old chap won’t notice your presence until you talk with him then he introduces himself as Dale Amraphen [N, Commoner 1]. Dale is not properly a sage, but he has read a lot of books. Currently he is studying a mystery that you might find interesting. To the east of the town there is a tomb in a graveyard, inside of which are the remains of the Exiled Knight. The Knight defied the King and was exiled for this crime. A celebrated hero, when the Knight died his equipment was buried with him. Rumour is the Knight’s spirit still resides in the tomb, waiting for a worthy soul to come and claim his worldly possessions.By the way, if you return here after you have successfully explored the tomb of Sir Augustus, Dale says the most incredible thing happened. He was reading his tome about the Knight when he noticed the last passage had changed. According to the text, the Knight is now free from his eternal vigilance. Explain Dale what happened in the tomb and he will add your name onto the end of the tome as the hero who performed this valiant deed. Such an outcome is worth a reward of 100 xp.If you ask Dale if he happens to have anything to sell, the old savant says he could be persuaded to part with some items from his collections. Dale’s shop has a limited money supply of 15,000 golds and a maximum buying price of 5,000 gold pieces. Being a learned man, Dale can identify the items you bring him to examine (for 100 golds apiece).Dale’s wares include an Elven Chainmail, a large collection of exotic weapons (far too many to list them down), a Wizard’s Sidearm crossbow [Popular with spellcasters, this accurate and powerfully enchanted crossbow is indispensable for wizards and sorcerers who seek to enter combat. This light crossbow has an attack bonus +1, and grants the wielder the power to cast the Magic Missile spell at will. Base price: 11,004 gp], many arcane scrolls (of levels 1 to 4), a Necklace of Missiles, a Ring of Crimson, a Ring of Scholars, a Ring of Clear Thought +1, a Ring of Fortitude +2, a Minor Ring of Regeneration, a Ring of Shielding, a Wand of Fireballs, a Wand of Lightning, Crystals of Light [The famed light crystals of the dwarven mines are becoming more and more rare since the mine's closure, but are still extremely useful items, even if they only have enough power for one use. Base price: 51 gp], Crystals of Intense Cold [This crystal is mined in the eastern mountains, and is rarely seen this far west. A remarkable gem, it seems to store cold within itself and is released in an icy blast alike a Ray of Frost when broken. Base price: 13 gp], acid bombs, alchemist’s fire, caltrops, choking powder, three Glyphs of Energy [to cast the Magic Missile spell. Base price: 133 gp], three Glyphs of Protection [to cast the Mage Armour spell. Base price: 200 gp], five Glyphs of Stunning [to cast the Daze spell. Base price: 50 gp], and five Glyphs of Terror [to cast the Scare spell. Base price: 200 gp].

03. TOMEThis oversized book describes an ancient tomb in the hills to the east of town, the same burial site you may learn about from Dale. If you click on the tome before Dale tells you about the tomb, a new entry appears in your journal to inform you about this place.The house also features a telescope. This is where Dale spends time stargazing. Too bad, the constant rain is blocking any chance of seeing the stars.

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1.14 – PADDOCKS

01. TO BRACKSWORTHLeave the area by going through one of these gates to return to Bracksworth.[Ref. Area 1.02].

02. A TALKING COWNo one is here but cattle: fourteen cows [N, Animal 1], a black angus bull [N, Animal 2], a brown angus bull [N, Animal 2], and a couple of black calves [N, Animal 1].If you are an observant type, you can notice a cow says ‘moo!’ instead of actually mooing. That’s a little odd, isn’t it? If you do not hear the ‘talking cow’, Dante or Nellise will tell you the cow seems to be a fake. After looking at it for a little while, you determine that the cow’s eyes do not seem to be blinking - because they are made of wood!Approach the ‘cow’ and speak with the beast. It will keep repeating ‘moo!’ and ‘MOO!’ and ‘MOOOOO!!!’, but if you insist the fifth time you try to start a conversation an angry voice will tell you to bugger off.Then, the ‘cow’ introduces itself as Jacob Smith [N, Commoner 4], a son of farmer Smith. The chap in the back of the costume is his friend Bob. You see, a very cunning wolf has been hunting the cattle for a fortnight always eluding the hunters, so Jacob figured if he disguised himself as a cow he could spot the beast and alert his Pa.The conversation is going towards an end when Jacob spots the vicious predator – it is coming straight for him! As Jacob and Bob flee away the fastest they can, you are left alone to fight the cunning wolf [N, Animal 3].The wolf is really a smart beast. As soon as it shows up, the wily animal rushes at the cattle, pouncing on the easiest prey it can reach, like a calf.When you have dealt with the wolf, the ‘quest’ is completed. No additional reward will come from killing the beast. You can turn on your heels and return to Bracksworth.

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I/2 – Escaping Death

1.15 – ETHEREAL PLANE

01. RESPAWNING POINTThis is the place you appear if you happen to die and then choose to respawn.

02. A SOUL-CATCHING WYRMAn ancient gold dragon [LG, Dragon 35] stands here and observes you curiously.Talk to the dragon to learn this is a small pocket of reality lying between your world and the Outer Planes. It is the dragon’s task to catch you in case you drift past here. The dragon believes you may have a purpose on your world so he will send you back to your realm and will allow you to continue your journey. He only asks you to try not to die too often. Catching you it was not a joke and the golden wyrm is afraid he didn’t quite get all of you – a small part of you was quite determined to reach the Outer Planes, and he could not convince it to remain here. The dragon’s words clarify why you have suffered an experience loss. Still, I wonder how to account for the loss of money. When the conversation ends, you are immediately teleported back to your mortal body.If you return here again – the same way you did the first time - you can ask the dragon about the glowing spiral you stand upon when you arrive on this pocket plane. The dragon explains the spiral is a gateway he opened to your plane, just near the small druid grove in the town of Bracksworth. If you wish, he can send you to Bracksworth instead to return you to your place of departure.

03. LOCKED GATEThis gate is locked and cannot be opened. You may wonder what lies beyond but with no avail. Be patient, for your curiosity will not be satisfied until Act Two.

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I/3 – A Commission for the Mayor

1.16 – HIGHWAY; SOUTH OF BRACKSWORTH

01. TO BRACKSWORTHFollow the road as it goes north if you want to return to Bracksworth.[Ref. Area 1.02].

02. KOBOLDSTwo kobolds [LE, Humanoid 1] and a kobold footpad [LE, Humanoid 1/Ro1] are wandering through the grassy plain ahead of you. Besides some of the stuff listed below, the footpad drops ten mild poison bolts.In addition to the three kobolds, while you cross the plain you can encounter two small groups of foes. The first group numbers 1-6 kobolds, including one kobold footpad. The second party numbers 1-5 kobolds and kobold footpads.Often, the kobolds seem to appear from nowhere. Actually, the scaly pests are employing stealth to hide from your sight and sneak-attack you. Having a few points in the Spot skill - or exploring the area in the ‘detect mode’ - may be helpful to reveal the little rascals before they can stab your back.The dead kobolds sometimes leave behind a few mundane items: leather armours, light crossbows, bolts, short swords, bastard swords, maces, small shields, and daggers.As a side note, if you choose to return to Bracksworth the long way after you’ve delivered the documents to Fort Highmarch, when you pass through this area you will be attacked by 4-8 bloodsucking stirges [N, Beast 1]. The winged monsters appear all of a sudden around your party, stabbing at you with their vicious stingers.

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03. MORE KOBOLDSWhen you reach this plateau, you have to take care of a group of foes numbering 1-4 kobolds and kobold footpads. Well, at least from now on you can walk without wetting your shoes.

04. YET MORE KOBOLDSA lone kobold patrols this area. When you engage him in a fight, however, 2-6 more kobolds appear around you, ready to claim your life.

05. THE WRECKED CARAVANA kobold shaman [LE, Humanoid 1/S1] stands near the charred remains of a merchant’s caravan, and he is determined to stop you from advancing further on.When you have butchered the hoodwinked spellcaster, search the wreckage. Besides the arrow-filled corpse of an unfortunate merchant and a very dead ox, here are two chests and one crate for you to loot.One chest holds a sheaf of arrows and a Raise Dead scroll. The other coffer holds 182 gp.Inside the crate you will find random treasure of low value, a pair of Gloves of the Tiger +1 [Infused with the spirit of the tiger, these gloves almost seem to have claws of their own, as anyone on the receiving end of a Tiger Punch will testify to. Usable only by monks, the gloves grants an attack bonus +1 and cause the victim 1 additional point of slashing damage] and a heavy iron lode. This huge chunk of iron was bound for the Bracksworth smithy. Bringing the iron to Hadush is worth a reward, so do not miss it.

06. TO THE HIGHMARCH FOOTHILLSGo south from here to continue your trip to Fort Highmarch.[Ref. Area 1.17].

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1.17 – THE HIGHMARCH FOOTHILLS

Foothills Cave

01. ROAD TO BRACKSWORTHGoing back north from here, you can return to the previous stretch of the Highway.[Ref. Area 1.16].The road ahead of you snakes its way through low hills cloaked in snow and leads to the fortress-town of Highmarch.Not far from this location there are some marauding kobolds scouting the area. When they notice your presence, they yell more treasure is coming. Then, they attack. This party includes 2-8 kobolds [LE, Humanoid 1] and kobold footpads [LE, Humanoid 1/Ro1].The kobolds you kill in this area may drop the same items than those you’ve met before.

02. GUARDED BRIDGEA kobold healer [LE, Humanoid 1/C1] and a kobold thug [LE, Humanoid 1/Bb1] are guarding this bridge.

03. CAVE ENTRANCEGo through this passage to enter a small cave.

04. CAVEThe black bear [N, Animal 3] that inhabits this cave will try to add your body to its already stacked larder. If you are wounded, this cave is a safe – and warm - place to rest.The three kobold corpses scattered at the centre of the cave have nothing to loot but short swords and leather armours. Searching the human corpse laying to the southeast of the cave, however, you will find random treasure of low value, 87 gp and a Wand of Magic Missiles.

05. KOBOLDSHere is one lonely kobold. When you approach him, he is joined by a party of 1-5 kobolds and kobold footpads. Another kobold is wandering further ahead, near a small bridge.

06. A THUG ON A BRIDGEA kobold thug stands upon this bridge, preventing the passage across – at least for the moment... The bold humanoid claims this is THEIR land now. Trespassers will die.

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07. KOBOLD ENCAMPMENTWhen you approach this campsite, a kobold shaman [LE, Humanoid 1/S1], a kobold footpad, and a kobold thug attacks you with a vengeance.Enjoy the slaughter, and then search the camp. There are four loot bags for you to empty. Three bags hold random treasure of low value. The bigger one holds random treasure of medium value and two healer’s kits +1.

08. TO HIGHMARCHLeave the area from here to reach the gates of Fort Highmarch.[Ref. Area 1.18].

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1.18 – HIGHMARCH GATE

01. OUTER GATEThe southern highway ends before the outer gates of Fort Highmarch, the most important fortress on the frontier. Going back south, you can return to the road leading to Bracksworth.[Ref. Area 1.16].A Highmarch guard [LN, F3] and a Highmarch gate guard [LN, F4] stand watch here. The gate guard is curious to know your business here.If you say you have some important information for the Captain of the Guard, the militia asks to see them. If you pass a hard Persuade check, you convince the soldier the documents are for the captain’s eyes only. If you fail the check, though, the zealous guard will open the gate only after you have showed him the papers you got from the Mayor of Bracksworth.

02. CAPTAIN MARSHALD The bearded man you see beyond the gate is Guard Captain Derek Marshald [LG, F6]. Four archers [N, F3] and four town guards [LG, F3] protect the blue-cloaked officer.When you hand the Captain the requisition forms you are carrying, you get a reward of 200 gp and 250 xp. After he has paid you, Captain Marshald asks you to deliver some military documents to the Mayor of Bracksworth. To compensate your troubles, the Captain will ensure Olaf will pay you 100 gold pieces when you bring him the papers. Sure, that’s half the sum you had got to come here, but the road now is safe, so you can consider your job half done already.If you ask the Captain to let you pass through the inner gate of the fortress, the officer says he cannot risk opening the gates for anyone.If you reply this is not a problem, your alignment shifts towards Law; if you are lawful, you get 20 xp. If you say you are no threat to the city - and that you didn’t want to go into that stupid place anyway - your alignment shifts towards Chaos; if you are chaotic you get a reward of 50 xp.By choosing the chaotic answer, you learn the Princess of Aielund - the sole heir to the throne - is currently a guest of the fortress.When the conversation ends, you can say farewell to the captain, or you can head straight back to Bracksworth. If you want to return to Bracksworth the long way, or if you want to throw a look around, choose the first option. By choosing the second option, you will be immediately transported to Bracksworth. That’s too convenient, isn’t it?

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I/4 – A Visit to Culdeny

1.19 – HIGHWAY; NORTH OF BRACKSWORTH

01. TO BRACKSWORTHGo south from here if you wish to return to Bracksworth.[Ref. Area 1.02].

02. OUTLAWS AMONGST THE TREESEight bandit archers [CN, Ra1] are scattered throughout this area. Although hardly expert archers, these women are still a threat to be reckoned with.The archers may leave behind padded armours, longbows, short swords, and Bodkin Arrows.Also, as you walk along the road, you may encounter a few groups of bandits [NE, Ro2], each group numbering 2-5 enemies. These highwaymen use to hide in shadows until you are near, then they pop up and try to sneak-attack you. Be VERY careful!If you care to search their bodies, the bandits drop poor quality camouflage armours and short swords.03. BANDIT CAMPA bandit captain [CE, F4] and a bandit archer are standing at this small campsite. Needless to say, they will attack you on sight.When you have dealt with the two villains, search their corpses.The archer leaves behind a sheaf of Arrows of Impact [Featuring an unusual arrowhead that implodes on impact, these arrows can deliver more punch than regular types. They are a specialty of Valdur, the bowyer in Culdeny. These arrows cause the victims one additional point of bludgeoning damage].Upon the captain’s body you will find 193 gp, a studded leather armour +1, a greatsword +1 and a Ring of Protection +1. Also, don’t forget to grab the bandit leader’s head. Bring the head to the Mayor of Bracksworth and you will be properly rewarded.

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By the way, if you have enlisted Dante Colt as a henchman, I suggest you to equip the ranger with the magical sword you find on the bandit leader’s body, for the greatsword is Dante’s weapon of choice.When the area is safe, you can search the few containers scattered about the camp.Inside a chest there are three scrolls (Grease, Knock, Melf’s Acid Arrow), a Wand of Lesser Summoning, and a pair of Bardic Slippers [Useful boots that allow a bard to perform feats of daring and bravery, they were originally designed to permit a performer to achieve greater freedom on stage while ACTING as a great warrior. Oh, the irony! The boots grant the wearer a +2 AC bonus and a +1 bonus on the Perform skill]. A loot bag holds random treasure of low value, a bottle of spirits, a bottle of wine, a Potion of Bless, and a Potion of Bull’s Strength. Two crates hold random treasure of low and high value.

04. THE BANDIT BLOCKADEThe bandits raised a barricade behind this bridge to block the way to Culdeny. This is hardly a hindrance, though. Roll up your trousers – or tuck up your skirt – and wade the stream to continue your way north.

05. TO THE CALESPUR RANGESThe path going west from here leads to the Calespur Ranges. There is nothing to prevent you from going there now; however, I suggest you to visit that area only after you have been in Culdeny. Why? Well, do you care for your life?[Ref. Area 1.37].

06. TO CULDENYGo north from here to enter the town of Culdeny.[Ref. Area 1.20].

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1.20 – CULDENY

01. SOUTH GATEWhen you arrive here, open the gate ahead of you to enter the town.As you stroll about this lively place, you may meet several commoners [N, Commoner 1], boys [N, Commoner 1], and girls [N, Commoner 1]. At the docks, you may exchange a few words with five gruff sailors [N, F1].Eight town guards [LG, F3] and seven archers [N, F3] patrol the streets and guard the town gates, trying to ensure the safety of the local citizens.

02. NEED A LIFT?A well-dressed halfling stands near a full wagon pulled by a pack ox by the name of Agnus [N, Animal 1]. Mind its back... it seems to like fertilising the lawn!When you address him (but only if you have the head of the bandit leader dangling from your belt), Roim Feibert [N, Ro1] thanks you profusely for clearing the highway from the bandits.If you reply he is welcomed, your alignment shifts towards Good; if you are good, you get 50 xp. If you say that’s nice, you don’t experience any alignment change. If you say you did it for yourself, your alignment shifts towards Evil; if you are evil, you get 50 xp.Anyway, Roim has many things to deliver to Bracksworth. If you want a ride, he is glad to provide it... for a 10 golds fare. Such is the little merchant’s gratitude!If you agree to pay, you are immediately taken to Bracksworth. Roim will unpack his wagon near the north gate, then, he will stay there until you need another passage. When you want to return to Culdeny, pay your ticket and jump on the wagon.Until you pay the fare, Roim is at your beck and call, ready to take you back and forth from the two towns.

03. CULDENY BREWERYEnter this building to fetch the batch of ale for the Bracksworth’s innkeeper.[Ref. Area 1.21].

04. BOWYER & FLETCHERPay a visit to this charming shop if you like to fight your enemies from a distance.[Ref. Area 1.22].

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05. MASTER CHAPLAIN’S SMITHYThis is the place to visit if you need to equip yourself and your henchmen with new weapons and armour.[Ref. Area 1.23].

06. HOUSE OF EXOTICSHere is a really interesting shop. Do not miss it![Ref. Area 1.24].

07. THE SEASPRAY INNIf you need an accommodation for the night, or if your throat is dry, this is the place to visit. In addition, here you can get a new quest - and even grab a few loot, if you don’t mind to be called a thief.[Ref. Area 1.25].

08. MAYOR’S OFFICESEnter this building to make the acquaintance of the Mayor of Culdeny - and to obtain a new quest.[Ref. Area 1.26].

09. KIPPER BOB AND THE MISSING DOCKMASTERKipper Bob [N, F4], the fisherman standing here, has a problem to solve. To be sure you are suitable for the job, he asks if you are ‘one of them folks that travel around looking for trouble’.If you say he’s damn right, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you declare that your duty is to restore order, your alignment shifts towards Law; if you are lawful, you get 20 xp. If you are humble and say that you are just trying to help people out, your alignment shift towards Good; if you are good, you get 50xp. Finally, if you say you are just looking for treasure, your alignment does not change.Anyway, Kipper Bob and some colleagues of him have been looking for old Dockmaster Thompson for a whole day. The Dockmaster usually can be found around the docks or passed out drunk at the tavern. He is at neither of those places, though. If you could spare a few time to look for the missing officer, Bob and his mates would be very grateful for the assistance.If you agree to investigate the matter, you are given the Dockmaster’s house key. A friend of Kipper Bob already went over here and found no sign of the Dockmaster. You might throw another look at the place, though, and see if something turns up.When you have searched the Dockmaster’s house and you have discovered the bloodstain on the floor, return here and inform Kipper Bob. According to the sailor, some smugglers might have kidnapped the Dockmaster. An honest fisherman, Kipper Bob rarely runs afoul of such types. He knows someone who would know, however: the halfling Luther. Luther can be found aboard The Midnight Runner, a ship docked over to the northeast.Once Luther has told you about the smuggler by the name of Black Pete, return here and tell Kipper Bob what you have learned. The fisherman points you to Black Pete’s ship, The Raven. It is currently docked at the pier, on the western side.When you have dealt with the smuggler, return here and tell Bob what you have discovered. Be warned that if you killed Black Pete before he confessed his crime, you won’t be able to continue the quest and you won’t get any reward.If you have discovered Black Pete had the Dockmaster killed for interfering with his business, when you inform Kipper Bob about the murder you get 300 xp.Also, if you tell Bob that you are glad to be of service, your alignment shifts towards Good; if you are good, you get 50 xp. If you say that an eye for an eye is the best justice you will get in life, your alignment shifts towards Law; if you are lawful, you get 20 xp. If you say that Black Pete had some good stuff and you were happy to pry it from his cold dead fingers, your alignment shifts towards Evil; if you are evil, you get 50 xp.Later on, if you manage to find the Dockmaster’s dead body, bring the corpse to Kipper Bob. The fisherman will take care of the cadaver and you will get a final reward of 100 xp.

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10. DOCKMASTER’S HOUSEOnce you have talked with Kipper Bob and you have promised him to investigate about Dockmaster Thompson’s disappearance, you will be given a key to enter this house. Until then, the door of this building cannot be opened.[Ref. Area 1.27].

11. THE MIDNIGHT RUNNEROn the deck of this ship there are four crates that you can search to get random treasure of low, medium, and high value.To visit the ship’s underdeck, just open the foreward hatch and go through it.[Ref. Area 1.28].

12. THE RAVENGoing through the foreward hatch on the upper deck of the ship you can go inside and meet the vessel’s shady owner.[Ref. Area 1.29].

13. WAREHOUSEThe door of this building is locked. To unlock the door you need a key that you may grab from the corpse of Black Pete, the smuggler staying aboard the Raven.[Ref. Area 1.30].In front of the warehouse there are four crates. One crate is both trapped and locked [DC0/15; Minor Spike. DC20] and holds random class-oriented treasure of low value, plus four paintings tagged as ‘artworks’. The other crates are locked [DC18]; inside you will find random class-oriented treasure of low value, four dark cloaks, six pairs of hard leather boots and smelly fish.All the items above can be easily recognized as stolen (exception made for the fish, of course), so you will not find any reputable merchant willing to accept them. The halfling Luther, however, will be glad to buy them – at his own price.Mind that if you disturb these crates while you are in plain sight, you will attract the unwanted attention of a little boy who is playing nearby. The nosy brat will immediately cry out for the guards and you should be wary to do not be caught red-handed when a soldier arrives to investigate. If you wish to steal undisturbed, just resort to your stealth.

14. WAREHOUSEThe five barrels in front of this building hold random treasure of low value. Just like the crates at the previous location, if you search the barrels a meddling girl may notice you and call for the guard.To unlock the warehouse’s door you need the same key required to enter the previous warehouse. This key can be found searching the corpse of Black Pete, the captain of the Raven.[Ref. Area 1.31].

15. CHURCHEnter this roofless temple and walk towards the altar to meet a young priest [N, C1] and one beautiful but tired-looking priestess.Celeste Patterson [LG, C9] is the head of the local church. She can heal both you and your henchmen for free, and she can sell you her wares.The temple store has a limited money supply of 10,000 golds and a maximum buying price of 5,000 gold pieces. Albeit she is a priestess of level nine, Celeste has not enough lore to identify your items.Celeste’s stock includes many potions (Aid, Bless, Clarity, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Endurance, Lesser Restoration, Owl’s Wisdom), two Potions of Cure Critical Wounds, a few scrolls (Dispel Magic, Raise Dead, Restoration, Remove Blindness/Deafness), an Amulet of Will +1, a Periapt of Wisdom +1, a Scarab of Protection +1, healer’s kits (+1 to +6) and holy water.If you question the priestess about her tired look, Celeste explains she was in the crypts a few nights ago when she heard some sort of digging sounds. She has spent a few hours every night since then in there, listening for the same noises. If you say you would like to investigate the mysterious sounds, Celeste gives you the Culdeny crypt key - but she wants to know why in the hell you want to do that.If you say you are just happy to help, your alignment shifts towards Good; if you are good, you get 50 xp. If you ask for cash, your alignment does not change and Celeste coughs up 50 gold pieces to compensate your trouble. If you say you would like to look through the crypt while

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keeping an eye on things, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.Before you leave, Celeste warns you to don’t go in the crypt during daytime. Best to check it out when it’s dark.If you manage to discover the source of the strange noises, return here and tell Celeste about the goblins. As a reward, the priestess gives you 300 gp and you get 350 xp as well.Impressed by your alarming news, Celeste suggests you to go the town barracks and talk to Commander Smith about the note you have found in the tunnels below the crypt.By the way, Commander Smith is a woman. If you are a male character, you get a few dialog options to comment this fact.If you say that’s just fine for you, your alignment shifts towards Good; if you are good, you get 50 xp. If you think that women running the military are nothing but a laugh, your alignment shifts towards Chaos; if you are chaotic, you get 50xp. If you say you hope the army returns soon so the ‘Commander’ can go back to work in the kitchen where all women belong, your alignment shifts towards Evil; if you are evil, you get 50 xp.If you choose the last answer, Celeste takes offence. Until you apologize for your rude behaviour, the priestess will refuse to heal your wounds - and to sell you her wares. In case you apologize, your alignment will shift towards Good; if you are good, you will get 50 xp.Oddly enough, I got the sexist option even when I was playing the game as a female. My heroine was an evil one, however, so I did not complain...

16. CRYPTTo enter this crypt you need a key you may get from Celeste Patterson, the priestess in charge of the local temple.If you want to investigate the strange noises heard by the priestess, keep in mind you should come here after sunset.[Ref. Area 1.32].

17. REGIONAL BARRACKSThe garrison commander of Culdeny issues orders to her troops from within this building.[Ref. Area 1.33].

18. NORTH SHORE TRADING COMPANYThe ground floor of this building houses the offices of a mercantile company. On the upper floor, there is a ‘Gentleman’s Club’ for the town’s high-ups.[Ref. Area 1.34].

19. PRIVATE HOUSEThe door of this house is locked [DC26].[Ref. Area 1.35].

20. PRIVATE HOUSETo enter this house you need to go through a locked door [DC18].[Ref. Area 1.36].

21. EAST GATEThe guard sergeant [LG, F4] standing before this gate informs nothing is going out or coming in this way, because a very big and very angry blue dragon has taken over the road between here and Fairloch. The only way to reach the kingdom’s capital is by the sea.

22. TO THE CALESPUR RANGESThis trail leads to the Calespur Ranges.[Ref. Area 1.37].

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1.21 – BREWERY

01. ENTRY DOORSGo through one of these doors to return outside.[Ref. Area 1.20].

02. FETCHING SOME ALEA dwarven master brewer [LG, Commoner 5] and a guy by the name of Chelland Welter [N, Commoner 1] are working here, amongst casks and vats full of beer.If you promised the Bracksworth’s innkeeper to fetch him a new supply of ale, just ask Chelland about it and you will get a quite heavy bucket tagged as ‘ale keg’.

1.22 – BOWYER & FLETCHER

01. ENTRY DOORTo return to the streets outside, leave the building by this door.[Ref. Area 1.20].

02. VALDUR’S SHOPValdur Ellyan [CG, F5] is an elf who has made a name for himself by creating bows and arrows. His abode is full of greenery and fancy decorations. They serve to remind Valdur about his homeland’s pristine beauty. Valdur cannot identify items. His store has a monetary supply of 10,000 golds and a maximum buying price of 5,000 gold pieces.The elf’s stock includes several common ranged weapons I will not list down, a Crossbow of Smiting [Popular among clerics, this weapon was designed to track down evil monsters throughout the land. The crossbow grants an attack bonus +1/+3 vs. evil creatures. Base price: 5,254 gp], a masterwork composite longbow, a Stoutheart Bow [Designed by the defenders of a halfling village to aid against frequent attacks from nearby hill giants, this shortbow provides the little folk with a powerful weapon against their foes. The bow is a mighty weapon +2 granting an attack bonus +1 and a bonus +2 on saving throws vs. fear. Base price: 5,738 gp], Bodkin Arrows, Arrows of Impact, Acid Bolts, several trap kits, and - if you like to craft your own ranged weapons - tradeskill materials.Keep in mind that Valdur – just like any other official merchant in town – will refuse to trade with you if you make an enemy of Ronald Bartlett. The elf will be sorry, but he cannot remain in town without the powerful tradesman’s consent. Therefore, he won’t serve you any longer until you are in a disagreement with the influential man.

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1.23 – MASTER CHAPLAIN’S SMITHY

01. SHOPPING FOR WEAPONSHere is a grizzled old man who looks as though he has spent most of his life working the forge. The aged craftsman is teaching the trade to a sweaty young guy who’s hammering an anvil like mad, in the hope to attain someday the same skill of his master.Let the apprentice smith [N, Commoner 2] continue his work, and talk to Master Alan Chaplain [N, Commoner 8], instead.Alan is glad to show you his wares. He is currently at short of plate armours, however; the king’s army took all of them weeks ago, and he has not had the time of resources to rebuild any yet.Alan’s store has a monetary supply of 15,000 gold pieces and a maximum buying price of 5,000 golds.Besides several common armour, shields, weapons, and a nice choice of helmets, here you can buy a masterwork full plate [This suit of armour was crafted by Alan Chaplain himself. Originally intended for a knight of the realm, it had been sitting around for weeks before being offered for sale when the knight did not come to claim it. The armour grants a +1 AC bonus vs. bludgeoning damage. Base price: 1,802 gp], a masterwork tower shield [This shield grants a +1 AC bonus vs. slashing damage. Base price: 402 gp], a masterwork visored helm [This helm grants a +1 AC bonus. Base price: 659 gp], a half-plate +1, a scale mail +1, a Magehunter Breastplate [For the warrior who fights against spellcasters on a regular basis, this breastplate can be extremely useful. Enchanted to repel the spells cast at the wearer, it can provide the winning edge in such a battle. The armour, which sheds a dim purple light, grants the wearer a +1 AC bonus and spell resistance 10. Base price: 3,426 gp], a masterwork longsword, a masterwork short sword, a bastard sword +1, a morningstar +1, a heavy mace +1 and a Warhammer of Impact [This warhammer +1 causes its victims one additional point of bludgeoning damage and 2d6 massive critical damage. Base price: 8,530 gp]. Finally, here you can buy a lot of tradeskill materials and metal dyes.Bear in mind that if you happen to make Ronald Bartlett an enemy of yours, Alan will refuse to trade with you again. The ban will be lifted only when you return in Culdeny after Ronald has been exposed.Mr. Chaplain’s mastership of the forge may turn useful if you need an armour or helmet to be cleaned or repaired. For a fee of 20 and 50 gold pieces, Alan can clean both the Helm of the Bull and the dwarven full plate that once belonged to Dorum MacTavish. You can find such items as you explore the bottom level of the Calespur Caverns.In addition, the craftsman can repair the rusted full plate you may find on an animated statue located on the upper level of the abandoned dwarven mine under the Calespur Mountains. Such an effort, however, is worth a not-negotiable price of 2,000 golds. If you pay that sum, you will get a shining Armour of Resistance. This suit of armour grants the same benefits of the rusted version (spell resistance 10 and slashing resistance 5/-), however, the wearer won’t suffer any armor class penalty.

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1.24 – THE HOUSE OF EXOTICS

01. RUBO’S SHOPThis quaint shop is owned by a gnome named Rubo Essen [NG, Commoner 1], a very shrewd merchant.If you ask Rubo about the glowing machine tagged as ‘unknown device’ that stands along the east wall of the shop, the gnome claims the odd contraption is the cornerstone of his business. To know why, you need to pass a hard Persuade check – or you need to be a gnome yourself. It seems the machine... brings in the customers! How? Well, it makes pretty little lights and a pleasant sound, and all the ‘tall-folks’ come by with looks of awe on their faces as they loosen their purse strings.Rubo’s store has a monetary supply of 10,000 gold pieces and a maximum buying price of 5,000 golds. The gnome can identify your items for the standard price of 100 golds apiece.Rubo’s wares include a lot of interesting things – too many to be enumerated or detailed here. I will confine myself to list the gnome’s most interesting pieces.If you’re a monk – or a rogue with a good score in the Use Any Device skill – you will love Rubo’s assortment of robes, boots and gauntlets: Robes of the Transcendent Path +1 and +2, Robes of the Spirit Warrior +1, Boots of the Gentle Breeze +1, Gloves of the Bear +1 and +2, Gloves of the Dragon +1 and +2, Gloves of the Eagle +1 and +2, Gloves of the Tiger +1 and +2.If you have the Exotic Weapons feat, do not miss to look at Rubo’s huge array of oriental weapons. Besides the mundane types, his stock includes a kama+1, a kukri +1, shurikens +2, poison-tipped shurikens, a whip +1, a yari+1, a pu dao +1, a nagamaki +1, a hanbo +1, a tetsubo +1, a Sai of Defence, a daikyu bow +2, a nodachi +1, a jian +1, a ninja-to +1, a baat jam do +1, a falchion +1, and a tanto +1.Amongst Rubo’s miscellaneous stuff you may notice three useful Potions of Speed, Potions of Invisibility, many arcane scrolls, a Rod of Frost, a Rod of Wonder, a Wand of Trap Detection, a Bag of Displacement, a Lute of Slumber, a Chime of Opening and a few Light Gems.Finally, the gnome sells tradeskill materials to craft potions and wands.Just like the other merchants in Culdeny, Rubo won’t trade with you anymore if you go to Ronald Bartlett’s bad side. Of course, the ban will fall off when Mr. Bartlett is no more in the position to do anything.

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1.25 – THE SEASPRAY INN

Common Room First Floor Master Suite

01. INN ENTRANCELeave the inn through this door if you want to return outside.[Ref. Area 1.20].

02. COMMON ROOMWithin the Seaspray’s common room there are a few commoners [N, Commoner 1], seven sailors [N, F1], and a couple of prostitutes [N, Commoner 1]. Unfortunately, the pretty courtesans are very busy and have no time for another customer.Behind the counter, there is the local innkeeper [N, Commoner 1]. If you need a room, just pay the guy 5 gold coins and you will be given the master suite’s key.When he hands you the key, the innkeeper reminds you will pay for any damage you might cause. If you assure you will be careful, your alignment shifts towards Law; if you are lawful, you get 20 xp. If you rebuke the innkeeper for he must not tell you how to party, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you simply say thank you, you do not experience any alignment shift.If you are thirsty, the innkeeper can sell you ale, rum, spirits, or wine.The innkeeper’s ‘shop’ has a limited money supply of 1,000 gold pieces and a maximum buying price of 1,000 golds.If you are a skilful bard, you can get a room and drinks for free by faking a pirate’s raucous voice and by speaking in the strictest seamen’s slang. You have to pass a Persuade check to convince the innkeeper you are really a weathered seaman and not some flat-footed landlubber, however. If you fail the check, the innkeeper will be outraged. He will send you away and you won’t be able to get a room anymore in his fine establishment.

03. A VISITOR FROM STONEGUARDClavis MacTavish [LG, F4], the red-bearded dwarf standing here, is curious to know what brings you to this rustic setting.If you say you are just lending a hand where it is needed, your alignment shifts towards Good; if you are good you get 50 xp. If you say you are seeing the sights... then stealing the sights, your alignment shifts towards Chaos; if you are chaotic, you get 50xp. If you say you are just looking around, nothing happens.Whatever you say, Clavis has a bit of job for you. The dwarf, a trader in iron and stone, hails down from the eastern village of Stoneguard. About a month ago, his brother Dorum came here with him to look for their clan’s ancestral homeland. Dorum travelled towards the Calespur Mountains and his bro has not heard anything from him ever since. If you find Dorum or any evidence of his passing, Clavis will make the information worth your time.Once you have agreed to look for Dorum, you can ask Clavis about his wares. The dwarf sold most of his stock to the King’s army but he has a couple of items left.Clavis’s shop has a monetary supply of 10,000 golds and a maximum buying price of 5,000 gold pieces.His wares include an arbalest, Acid Bolts, a dwarven waraxe, a dwarven waraxe +1, a masterwork handaxe, a masterwork battleaxe, and a throwing axe +1.

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If you return here and show Clavis his brother’s journal, you will get a reward of 300 gp and 500 xp. In addition, the dwarf will let you keep Dorum’s equipment.Be warned that once you have informed him of his brother's death, Clavis won’t be in the mood to trade anymore. He asks you to let him alone, so he can mourn the loss he suffered.

04. KITCHENThere is nothing to find here. The chef [N, Commoner 3] and the waitress [N, Commoner 1] are too busy to pay you any attention.

05. STAIRS UPGo up these stairs to reach the inn’s upper floor.

06. STAIRS DOWNThese stairs take you down to the inn’s common room.

07. PARTYGOERSSix jolly sailors [N, F4] and four curvaceous prostitutes are having a lively party within this room – if you want to join them, you are welcomed.The room features also a few containers you may be curious to open. If you try to steal their belongings, however, the sailors will take offence and will immediately draw out their scimitars to tear you apart. If a fight erupts, two hookers run away while the others stay and watch their customers being butchered – or witness the well-deserved fate of a clumsy rascal.If you want to avoid a fight and still grab the loot, you have to resort to stealth or invisibility.The armoire is locked [DC30] and holds random treasure of low value. The barrel holds random treasure of minor value and twelve bottles of rum. Within the locked chest [DC27] there are 138 gp, an aventurine, a phenalope, and an Amulet of Natural Armor+1.

08. PRIVATE ROOMSThe doors of these rooms are locked [DC18] – with one exception.Within these small chambers you can search one locked cabinet [DC18] and seven chests of drawers to find random treasure of low value.

09. A DANGEROUS GUESTThe door of this room has been trapped and locked [DC20/20; Minor Electrical. DC22]. This fact should make you wary.If you try to open the locked chest [DC28] standing along the south wall of the room, a rogue-like guy pops out of the shadows to attack you.When you have dealt with this ‘shadow warrior’ [LN, F5/M1/Ro1] search his corpse to get a set of Robes of the Spirit Warrior +2 [Favouring function over fashion, these black, black robes are worn by a secretive order of monks operating throughout Aielund. They allow the monk to blend into the night more effectively. Usable only by neutral and evil monks, the robes grant the wearer a +2 AC bonus, and a +1 bonus on the Hide and Move Silently skills], a katana, a wakizashi +1, a pair of Boots of the Swift Wind +1 [These boots are said to contain the essence of the wind inside them, allowing one who is in tune with the totality of the universe to move more swiftly in times of danger. Usable only by lawful monks, they grant the wearer a +2 AC bonus], and two Potions of Cure Moderate Wounds.Inside the monk’s chest there are 351 gp.

10. TO THE MASTER’S SUITEThis door can be opened only by using the key you get from the innkeeper when you rent a room.

11. MASTER’S SUITEWithin this room you can rest at will. To advance the time of 8 hours and benefit of the effects of a night of full rest, just click on the ‘cushion of reasonable comfort’ laying on the bed in the southeast corner of the room.The armoire and the chest about here are empty. You can use them to store heavy or bulky stuff, though.

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1.26 – MAYOR’S OFFICES

Offices Living Quarters

01. ENTRY DOORLeave the building from this door to return to the street outside.[Ref. Area 1.20].

02. HUMANS OR ANIMALS?The first time you enter this place you witness a fierce argument between Mayor Ashan Bora [N, Commoner 4] and a man who bears the uniform of the Royal Rangers.When he has cooled down a bit, Donan Marshall [NG, Ra4] - a former comrade of Dante Colt – explains only a handful of rangers have been left to protect the King’s hunting reserve from poachers. There are dozens of game hunters wreaking havoc in the forest, and the Mayor refuses to send any of his forces down to help the rangers.If you try to explain to Donan that the Mayor probably thinks protecting people is more important than protecting wild animals, your alignment shifts towards Good; if you are good you get 50 xp. If you say you might deal with such a foppish moron yourself, your alignment shifts towards Evil; if you are evil you get 50 xp. If you simply ask Donan if he need some extra hands, you don’t suffer any alignment shift.If you are willing to help the rangers, Donan says you must head south down the highway, then you have to turn west about halfway to Bracksworth. There are a few cliffs west of the road. If you follow them, you will end up near the Lodge. Once there you can speak with Armin Wise, the regional commander of the Royal Rangers.When Donan has gone, turn your attention to the moro... err, the Mayor. If you do not have a specific reason to come here, you can only ask the portly man about the war. This way you will learn the Kingdom of Aielund has started a conflict for the first time in its history. The Mayor cannot really guess why the King has attacked another country, though.If you come here to find admission to the Gentleman’s Club, explain to the Mayor you need to speak with Ronald Bartlett. If you pass a medium Persuade check, you will convince Ashan to lend you the Gentlemen’s Club key.You can obtain the same key if you pass a Bluff check and accuse Ashan to be a secret partner in shady dealings perpetuated by the North Shore Trading Company, along with the Mayor of Bracksworth. If you try such a bluff and Nellise is in your party, you will be even able to make the Mayor confess he actually IS involved in those crimes - and that it was Ronald Bartlett to push him that way.After you’ve visited the Club, you may want to return the key to the Mayor. You don’t need to do that, though.

03. STAIRS UPBehind this locked door [DC25] there are stairs leading to the Mayor’s private quarters.

04. STAIRS DOWNGo down these stairs to return to the Mayor’s offices.

05. BEDROOMThis room is empty.

06. BEDROOMHere are an armoire holding random treasure of low value and a trapped and locked chest [DC22/25; Average Spike. DC28] holding 124 gp, a glittering necklace, a gold necklace, and a Scarab of Protection +1.

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1.27 – DOCKMASTER’S HOUSE

01. ENTRY DOORLeave the house through this door to return outside.[Ref. Area 1.20].This place smells rather pungent, as if the occupant enjoys collecting dead fish.Scattered about the room there are several containers for you to search: a cabinet, a chest of drawers, a desk and nine crates. They hold random treasure of low, medium, and high value.

02. A BLOODSTAINHere are some book piles holding a few lorebooks. Beneath the books, you may notice a bloodstain. Click on the bloodstain to examine it. It looks as though someone has tried to cover up the stain, but didn’t do a very good job. The blood looks more than a day old.Once you have examined the bloodstain your journal should have been updated. If so, leave the house and go inform Kipper Bob about your discovery.

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1.28 – ABOARD THE MIDNIGHT RUNNER

01. LUTHERWhen you arrive here, you notice the deck of the ship rocks gently from the swell, and the sound of water sloshing in the bilge is apparent.An odd-looking halfling is standing behind a counter to the east, protected by a half-orc guard [CN, Bb10] scrutinizing you from the far end of the room. The ugly bodyguard is standing before a locked door that cannot be opened. Be very nice, else he will 'whomp' you. Although I ignore the meaning of such a word, I admit I didn't feel any urge to learn it.The flunkey’s master, Luther [N, Ro10], trades in ALL manner of goods... if you catch his meaning. Indeed, the halfling is the sole merchant you can meet in Act One who will buy your stolen goods.Luther is willing to trade with everyone... almost. If you are a paladin, the halfling’s shop is off-limits for you.The fence’s store has a money supply of 10,000 gold pieces and a maximum buying price of 5,000xp. The halfling can also identify your items, but it will cost you 150 golds apiece.Luther’s stock includes a leather armour +2, several potions (Barkskin, Bull’s Strength, Endurance, Fox’s Cunning, Lore, Owl’s Wisdom), a few trap kits, thieves’ tools (+1, +3, +6 and +8) and a small assortments of venoms.By the way, if you make an enemy of Ronald Bartlett and the other traders in town cut you off from their stores, Luther will keep doing business with you. He plans to set sail shortly, anyway...If you come here while you are investigating the Dockmaster’s disappearance, you can ask the halfling about the missing officer.At first, Luther swears he knows nothing about the matter. If you offer him 100 golds, though, the halfling will spill the beans. Mind that if you offer him 50 golds, the same information will cost you 200 gold pieces. If you want the information for free you can try a medium Persuade check and threaten Luther you might tell the authorities about his business - and perhaps causing an inspector to come visit the ship.Once you have made a deal, the halfling says the man you want is Black Pete. This dangerous guy operates a smuggling operation from aboard the Raven.After you’re told about the smuggler, Luther begs you to don’t tell Black Pete about his loose tongue.If you promise the halfling his secret is safe with you, your alignment shifts towards Good; if you are good, you get 50 xp. If you say maybe you will maybe you won’t, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.If you choose the chaotic answer, the conversation will go on until you get a nice reward of 300 xp.

02. LADDERWhen you want to leave the ship, click on this ladder and you will return above deck.[Ref. Area 1.20].

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1.29 – ABOARD THE RAVEN

01. THE GRIM SMUGGLERBlack Pete [CN, F5/Ro1], the captain of the Raven, is found here together with a couple of smugglers [N, F3/Ro1]. This shady-looking man has a dangerous glint in his eye, which should make you wary of him.Until Luther has told you about his involvement in the Dockmaster’s disappearance, Black Pete has nothing to tell you. Just leave him alone and be sure you don’t start a fight, else the Dockmaster’s quest shall never be completed.Once you have learned about the smuggler from the halfling fence, come here and question Black Pete about the Dockmaster’s sudden disappearance. The smuggler grins you need some sort of evidence to back your accusation up.If you reply he shall be brought to justice one way or another, your alignment shifts towards Law; if you are lawful, you get 20 xp. If you say that you don’t need evidence and that you will chop him in two if he does not confess, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you declare that you will get a confession out of him... eventually, your alignment shifts towards Evil; if you are evil, you get 50 xp.By choosing the lawful answer, you can make Black Pete confess the Dockmaster impounded all his cargo when he refused to pay him 500 golds to have it smuggled into town. Black Pete retaliated by having the officer murdered and cramming his corpse into a crate. At the end of the conversation, you can choose to leave the ship and go searching for the Dockmaster’s corpse, or to attack the smugglers.If you choose either the chaotic or the evil answer, Black Pete confesses he murdered the Dockmaster, then, he tries to reserve you the same treatment.If violence erupts, once Black Pete and his flunkeys lay dead at your feet, search the smuggler’s body to find a leather armour, a scimitar +1, a Sash of Shimmering and the warehouse key.This key belonged to the Dockmaster who used it to secure the goods kept inside the two warehouses on the shore. Before to go and search for the Dockmaster’s body within the warehouses, however, you should inform Kipper Bob about Black Pete’s demise.

02. LADDERWhen you are ready to go, click on the ladder along the east wall to return to the ship’s outer deck.[Ref. Area 1.20].

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1.30 – WAREHOUSE (I)

01. RATS AND LOOTWhen you enter this warehouse, four hungry rats [N, Animal 1] rush forward to attack you.Once the vermin have been disposed of, you can search two barrels and two crates to get random treasure of low value.[Ref. Area 1.20].

1.31 – WAREHOUSE (II)

01. ENTRY DOORLeave the warehouse by this door to return outside.Scattered about the place there are nine crates. You can search them to find random treasure of low, medium, and high value - plus dried fish.[Ref. Area 1.20].

02. THE DOCKMASTER’S CORPSEIf you look at the floor here, you can spot a suspicious bloodstain beneath a crate.Within the crate you will find random treasure of low value and a corpse. This dead body is wearing rum-soaked clothing, and seems a blow to the head killed him. By the nature of the man's clothing, he appears to have been the Dockmaster. At last!Take the corpse and bring it to Kipper Bob to end the missing Dockmaster’s quest and to get your final reward.

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1.32 – CRYPT & CRYPT TUNNELS

● Culdeny Crypt

01. ENTRY DOORGo back from here when you want to leave the crypt.If you wish to investigate the strange noises heard by priestess Celeste, be sure to come here after sunset. If you enter the crypt before the sun goes down, you will have to wait for the night to fall.[Ref. Area 1.20].

02. COFFINSThis crypt appears to be well maintained, although dust still accumulates on the coffins and floor.The twelve coffins found along this hallway hold nothing but cadavers - something that one would expect to find in a sarcophagus...

03. SARCOPHAGIThis chamber features four sarcophagi, which you can search to get random treasure of low value, a gold ring, and a ruby. Each time you loot a coffin, however, your alignment shifts one point towards Chaos.In addition, the items you find within the sarcophagi will be recognized as stolen goods if you try to sell them off. Most traders will refuse to buy them, Luther - the halfling fence found aboard the Midnight Runner – being the sole exception.

04. MAKING A STATUE HAPPYA magnificently carved statue stands within this alcove, bathed by an eerie light. The statue is very dusty, but you can see a line around the neck where the dust is missing.If you happen to recover a gem-studded necklace while you explore the tunnels dug below the crypt, return here and open the statue’s inventory. Place the necklace inside the inventory to earn a reward of 200 xp.If you don’t like the statue, you can destroy it. Doing so, however, you will cause your alignment to shift towards Evil.

05. SECRET PASSAGEThe digging sounds you can hear echoing throughout the crypt at night grow louder and louder when you walk about here. If your Search skill is high enough, a hidden trapdoor will appear on the floor.Open the trapdoor and go down the passage to enter the crypt tunnels.

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● Crypt Tunnels

01. TUNNELS’ ENTRYHere is a ladder you can use to return to the crypt above.When you enter these excavated galleries you will be immediately attacked by a group of six goblin sappers [NE, Humanoid 1] and a couple of goblin elites [NE, Humanoid 1/Ro4]. The sappers leave behind the heavy picks they used to dig these tunnels.While you explore the area – but only if you are a dwarf -, you will realize the goblins were trying to dig their way right into town.Everyone can notice the stonework is not too stable. Rumbling tremors shake the tunnels, and chunks of rock keep falling from the ceiling as you walk through the unstable passages.

02. GOBLINSSeven goblins [NE, Humanoid 1] and a goblin elite have rallied within this artificial cave. Make sure to slaughter them all.

03. FLEEING GOBLINSWhen you walk along this portion of the tunnel, you spot a group of scared goblins ahead of you. Before fleeing down the passage ahead, they scream they don’t wanna die. Can you blame them for that?A few moments later, a big tremor shakes the ground and you hear a desperate squawking. Apparently, the poor goblins’ call for life has gone unheard.

04. BLOCKED PASSAGEWhen you arrive here, you notice the exit to the tunnel has collapsed, probably due to poor workmanship. The corpses of five goblins lay befo... err... beneath a pile of blocking rocks. Search the corpse of the goblin leader to find a short sword +1, a gem-studded necklace, and a sheet of paper tagged as ‘goblin’s orders’.The necklace is very ornamental, and seems to have a lot of dust on it. If you put the necklace inside the inventory of the statue in the crypt above, you will be entitled to a nice experience reward.The letter reads, ‘Urak, find a way into Culdeny. I don't care how you do it, but we must have inside access by the end of the month. Signed, RB.’ This document proves there are plans to invade Culdeny. You should bring it immediately to the attention of priestess Celeste Patterson.

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1.33 – REGIONAL BARRACKS

Ground Floor First Floor

01. ENTRY DOORSLeave the barracks by one of these doors to return outside.[Ref. Area 1.20].

02. BARRACKSThe six locked chests [DC25] resting at the foot of the bunk beds lined up along this room hold random class-oriented treasure of low value. If you don’t mind the piercing - albeit very short sighted - gaze of Commander Smith, you are free to loot them.

03. COMMANDER ARIELWhen you explain to priestess Patterson what was causing the noises she heard at night from below the crypt, Celeste sends you here, so you can show the letter you have found on the goblin leader’s corpse to the commander of the guard. Leader of Culdeny's military forces, Ariel Smith [LG, F4] is widely regarded as a forceful and effective commander.When she looks at the note, Ariel says the only forces in the region she can think of being able to invade Culdeny are the Steel Tigers, a mercenary company. Of course, they would try such a daring move only if well paid. The commander wonders if ‘RB’ could be Ronald Bartlett, a local nobleman with a lot of financial backing and the co-owner of the North Shore Trading Company.If you want to question Mr. Bartlett, Ariel says you may find him at the Gentleman’s Club, a very exclusive place for the movers and shakers in the area. The club is located just above the North Shore Trading Company; however, only ten people in town are rich and powerful enough to qualify for entry. The commander warns you to do not try anything rash – those people can make things very difficult for you in town.If you are not used to work for free, you can try a Persuade check to be paid 500 golds once you have completed your investigation. Although you can ask for 600 gold pieces as well, 500 coins are everything you can get from Ariel.If you storm the Gentleman’s Club by bashing down its door - and if you fail to soothe the angry Ronald Bartlett afterwards -, stay assured you will not listen songs of praise when you return here to make your report. Ariel will be very upset, instead. Now Mr. Bartlett is gone to ground and probably he won’t resurface anytime soon. There is something you can do for Ariel, though... getting out of her sight. NOW!If you manage to get the key from the Mayor, and you enter the Club in a more urbane way, you will be able to speak with both Ronald Bartlett and his right-hand man.When you return here, you can suggest to the Commander ‘RB’ can be the short for Robert Black, the leader of the Steel Tigers mercenary company. At last, things start to make sense. Ariel says all she can do with the limited resources at her disposal is to issue arrest warrants in the name of both Ronald Bartlett and Robert Black, and tell the guards to keep an eye out for them. If they are seen, they will be arrested.As for you, you should stay vigilant. If you ever come across the operative base of the mercenaries, you should try to stop them as much as you can. Just bear in mind that there is over one hundred of them - a frontal assault could be a rather painful experience.A successful investigating job earns you 800 xp. If you asked for money before, Ariel coughs up your 500 gp.

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If you are curious to know, the locked desk [DC22] next to the officer holds sheets of papers, a vial of ink and a quill pen.

04. STAIRS UPOpen this door and go up the stairs to reach the upper floor of the building.

05. STAIRS DOWNGo down these stairs to return to the ground floor.

06. BEDROOMHere is a locked chest [DC22] holding random class-oriented treasure of low value.

07. BEDROOMThis room features nothing but a chest of drawers holding random treasure of low value.

08. STOREROOMWithin this small room, you can collect more random treasure of low value. It is stored inside a couple of crates.

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1.34 – NORTH SHORE TRADING COMPANY

Offices Gentleman’s Club

01. ENTRY DOORThis sumptuous office is empty, exception made for an elven secretary [CG, Commoner 2] who politely explains the company is a transport concern, offering fast, reliable transportation of goods and passenger along the northern coast of Aielund ‘for rates that cannot be beaten’.If you are looking for Ronald Bartlett, the secretary says her boss is currently upstairs, in the Gentleman’s Club, with a very important client. Unfortunately, the club has a very strict policy concerning who is allowed in and you just don’t fit. You could acquire a sponsor to the club, though. The secretary won’t go so far to tell you a name, but she reminds you all the rich and powerful men in Culdeny hold membership with the club... Perhaps, you could pay a visit to the Mayor, uh?Once you have managed to have a chat with both Mr. Bartlett and Mr. Black, and once both men have left the club, you should return downstairs and ask the secretary about the fugitives. The loquacious lady says Mr. Black has been a common sight by late here. Apparently, Mr. Bartlett hired him for an important job for he pays the mercenary captain big sums of money.

02. STAIRS UPThe door before the stairs leading to the ‘Gentleman’s Club’ is locked.If you want to visit the Club, you have two choices: you can find a key to open the door, or you can bash it down.Mind that if you break into the club, Mr. Bartlett will go angry, and chances are high you will not be able to complete your investigation.

03. STAIRS DOWNGo down these stairs to return to the ground floor of the building.

04. THE GENTLEMAN’S CLUBThe air in this chamber is thick with cigar and pipe smoke. Seven noblemen [N, Commoner 5] are mingling about the room, drinking, discussing business, or playing chess.If your heart pulses stronger as your greedy eyes gaze at the wealthy fops crowding the small chamber, please, be informed that only the white-moustached fellow standing at the centre of the room has something you can steal: 8gp (sic).A few lorebooks - and perhaps a scroll, if you are very lucky - rest on the bookshelf in the southeast corner of the room.Whatever tactics you have chosen to enter the Club, when you arrive here you should be immediately approached by Ronald Bartlett [LE, S5].If Ronald does not seem to notice your presence, approach him yourself and start a conversation.I suggest you to save the game before doing so, though. Sometimes a bug or kind of cause the businessman (or his associate) to hang on here instead than leaving the Club when the conversation ends.Anyway, if you have entered the club by smashing the entry door - and without an invitation -, Mr. Bartlett will be very outraged. Although advancing in years, the old man is still surrounded by an aura of power. He orders you to leave at once then he swears he will make you regret such a violation of this holy sanctum for billionaires.Mr. Bartlett’s threats won’t be empty. Indeed, from now on you are cut off from all the shops in town - with the sole exception of Luther. Worst of all, you will not be able to complete your investigation anymore.

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Luckily, you have a last chance to save your day. If you manage to pass a hard Persuade check, you can convince the touchy businessman you have been forced to break inside by a matter of extreme urgency.If you manage to calm Mr. Bartlett down - or if you enter the club by using the key that you can lend from the Mayor of Culdeny - you can question the nobleman about the letter you found on the goblin leader’s corpse, down in the tunnel below the crypt. Mr. Bartlett will deny any personal involvement, of course. Before leaving the club in a sudden hurry, he suggests you to show the document to Robert Black, his security advisor and a veteran of many years in the field.

05. ROBERT BLACKUnshaven and scarred, Robert Black [N, F12] seems out of place in a room full of soft nobles. When you exhibit the note that you have found on the goblin’s corpse, the expression of the leader of the Steel Tigers suddenly turns cold. He mutters something unintelligible about a big security issue, and then he claims he must go tell his people to stay alert. Oh, and he will make sure you get what is coming to you for this...Once both Mr. Bartlett and Robert Black have left the club, return to the city barracks to inform Commander Ariel about what transpired here - and to get the reward you deserve.

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1.35 – PRIVATE HOUSE (I)

Ground Floor First Floor

01. ENTRY DOORThe room you enter by going through this door features a locked cabinet [DC28] on the south wall. Inside there are a bulky artwork and a healer’s kit +1.[Ref. Area 1.20].

02. STAIRS UPThe door before these stairs is locked [DC22].

03. STAIRS DOWNGo down the stairs to return to the house’s ground floor.

04. BEDROOMThe chest of drawers in this room holds random treasure of minor value.

05. BEDROOMHere are two containers for you to search. The cabinet holds two expensive clothing and two artworks. The trapped and locked chest [DC26/26; Strong Frost. DC29] holds a copper necklace and a phenalope.

1.36 – PRIVATE HOUSE (II)

Ground Floor First Floor

01. ENTRY DOORLeave this place through this door to return outside.[Ref. Area 1.20].The moustached commoner [N, Commoner 1] who live here will order you - in a young woman’s voice... - to leave his abode at once.Ignore the eunuch and search the locked cabinet [DC28] along the south wall to get an artwork and a healer’s kit +1.

02. STAIRS UPThe door before these stairs is locked [DC22].03. STAIRS DOWNGo down these stairs to return to the building’s ground floor.

04. BEDROOMHere is a chest of drawers holding random treasure of low value.

05. BEDROOMThe cabinet in this room holds two expensive clothing and a couple of artworks. The near chest is both trapped and locked [DC26/26; Strong Frost. DC29]. It holds a copper necklace and a phenalope.

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I/5 – The Calespurs

1.37 – THE CALESPUR RANGES

01. TO THE BRACKSWORTH HIGHWAYLeaving the area from here you will take the Highway linking Bracksworth and Culdeny.[Ref. Area 1.19].

02. TO CULDENYGo north from here to reach the south gate of Culdeny.[Ref. Area 1.20].

03. THE LODGEA man donning the uniform of the Royal Rangers stands in front of this building.If you come here after you have met his brother Donan in Culdeny, and if you have agreed to help the Rangers in chasing the poachers away, Will Marshall [NG, Ra4] informs Commander Wise wants to see you. The officer can be found inside the Lodge ahead.If you have not met Donan yet, Will explains the King’s wood is quite dangerous at the moment. The Rangers are few and they don’t have the manpower to keep the place safe. If you want to know more, Will points you to Commander Wise.Four more rangers [NG, Ra4] patrol the woods around the Lodge. If Dante Colt is in your party, the first ranger you talk to will engage your henchman in a not-so-friendly chat. As Dante himself admits, he is not very popular ‘round here at the moment. Apparently, your hot-blooded companion has really managed to annoy his fellows.[Ref. Area 1.38].

04. HUNTERS & RANGERSOnce you have talked to Commander Wise at the Lodge you have to deal with the poachers who infest the King’s hunting reserve.It seems the villains have been very busy bringing down badgers [N, Animal 1] and deer [N, Animal 1]. Scattered amongst the trees, especially in the central and western portion of the woods, you can see many animal corpses. When you spot the remains of a stag killed by the hunters, search the corpse to get an animal pelt. Later on, you can bring these pelts to Commander Wise for a small experience reward (50 xp for each pelt).

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Just keep in mind the corpses decay after a few time the deer has been slain. Once a heap of bones appears to replace the cadaver, you will not be able to get the pelt anymore. So, the quickest you act the more pelts you will manage to collect.Wandering about the central woods there are three hunters [N, F4]. Also, by exploring the southern and western portion of the forest you may encounter 1-4 small groups of poachers. Each hunting party numbers 2-5 hunters and includes at least one hunter elite [N, F6] or one hunting dog [N, Animal 3].The dead hunter elites leave behind studded leather armours, longswords, composite longbows, and Arrows of Impact. The normal hunters drop studded leather armours, longswords, longbows, and common arrows.If you linger too much around the woods, you will discover the poachers are dead already. Indeed, Commander Wise will send a couple of rangers to lend you a hand. These fellows will patrol the central portion of the woods, bringing down any hunter they happen to meet on their route. They will keep doing so until no more poachers are around – or until they are killed by the hunters.

05. RUINSA hunter elite is hiding amongst these ruins, together with a big shadow mastiff [CN, Outsider 4]. Along with the standard equipment, this guy leaves behind a Scarab of Protection +2.At the hunter’s campsite, there is a chest that you can search to get a bottle of ale, a bottle of wine, two Potions of Cure Moderate Wounds, and three animal pelts. These pelts would be worth quite a lot of money on the black market; however, you should bring them to Commander Wise.

06. CABINWhen all the poachers roaming about the forest have been exterminated, enter this cabin to deal with their ‘leader’, Tomar Fairchild.[Ref. Area 1.39].

07. CAVE ENTRANCEAn elven ranger by the name of Mona Te’rei [NG, Ra6] is waiting before this cave mouth. She informs you the cave behind her leads to a series of naturally formed caverns linking up with an old dwarven mine. With all the rain lately, they are overflowing with water so it’s rather treacherous underfoot.Mona believes something big may have moved in the caverns recently. The animals refuse to go in there anymore, and several deer have gone missing during the night. With bandits and poachers on the prowl, plus their reduced numbers, the Rangers haven’t had time to check it out. If you like spelunking, you can go there and have a look by yourself. Don’t expect any reward, though. Mona is not going to encourage rampant stupidity!If Dante is on your side, when you start a conversation with Mona you will be treated with a quite animate duet involving your henchman and the elven lass. Apparently, they have recently broken up after a quite troubled love story. Despite Mona is adamant in claiming all it’s over between them, Dante seems still persuaded he can win back her darling’s heart.The first time you talk with Dante once you have learned about his affair with Mona, you have the opportunity to ask him more about such a relationship. Dante claims he intrigued Mona with his ‘manly aura of mystique’ (...), but she grew a bit tired of his ‘manly temper’. He also discovered she and Armin were seeing each other behind his back. That’s why he punched his commander’s mouth. Hard.[Ref. Area 1.40].

08. TO THE CALESPUR MOUNTAINSThis path leads to the Calespur Mountains. You can reach the same area also by going all the way throughout the caverns that you can enter from the passage located south and west of here.[Ref. Area 1.42].

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1.38 – THE LODGE

Ground Floor First Floor

01. ENTRY DOORLeave the Lodge from this door to return to the woods.Two rangers [NG, Ra4] guard this place.[Ref. Area 1.37].

02. STOP POACHING!A burly and rugged man, Armin Wise [LG, Ra10] has an air of experience and toughness about him.If Dante is in your party, when you arrive here the officer and the former ranger will have a little chat. Armin is still angry with your henchman, but you cannot blame him. He has just had a cleric regenerating his lost teeth...If you have talked with Donan in Culdeny, you should already know about the game poachers killing the king’s deer - and anyone else who gets in their way. If you have not met the Ranger yet, Armin will explain the situation.In the latter case, during the conversation you get an option to prove yourself a sarcastic character. Such an attitude will shift your alignment towards Chaos; if you are chaotic, you will get 50 xp.If you are interested to hunt down the hunters, Armin says most of them can be found to the south and to the southwest. There are a dozen of them, all armed with longbows – and they can shoot a squirrel out of a tree at two hundred paces. Their leader is a man by the name of Tomar Fairchild; a nobleman from Fairloch, he gets his kicks hunting down wild game. Tomar is a dangerous man but, in addition to a complete lacks of morals, he is also quite selfish and would likely try to avoid a fight. Armin would be very relieved if Tomar would die. The Rangers lack the resources to put such a wealthy man on trial and Armin would like to send an example to the others that they cannot get away with this illegal activity. If you bring him the personal seal of Tomar, Armin will show you his gratitude. Oh, and if you come across any illegal pelts, the officer would appreciate if you could return them to him.If you ask for a monetary reward, Armin is willing to pay you 300 golds. If you think that’s not enough, you can try a hard Persuade check to raise the prize to 500 gold pieces. If you fail the check, you can still try a medium Persuade check to get 400 golds.When you return here with Tomar’s house symbol, Armin will not find the guts to ask if you have actually killed the nobleman.If you didn’t ask for money before, you get a few conversation options.If you say that you are always pleased to be in service to the Crown, your alignment shifts towards Law; if you are lawful, you get 20 xp. If you confess that you could not stand by and let the animals to be slaughtered, your alignment shifts towards Good; if you are good, you get 50 xp. If you think that the cash you have just pocketed is a fair compensation for a day’s slaughter, your alignment shifts towards Chaos; if you are chaotic you get 50 xp (following this thread, you will get a dialog option to claim you are the one who choose your own targets. Such a threatening statement shifts your alignment towards Evil; if you are evil, you get 50 xp). If you tell to the ranger he has a weak stomach for murder, your alignment shifts towards Evil; if you are evil, you get 50 xp.If you asked for money before, when you return here Armin will simply pay you the money he agreed to give you (300, 400, or 500 gp).

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Whatever you say, ridding the woods of the poachers is worth a reward of 500 xp. Also, Armin is so pleased by your accomplishment he even tells Dante he might forget about their little incident.Before to leave the Lodge, don’t forget to exhibit the animal pelts you have managed to collect in the forest. For each pelt you hand over to the ranger, you get 50 xp.In addition, if you haven’t already met her, Armin suggests you to go see Mona, a ranger who you can find on the western edge of the ranges. It seems she has something in store for you.

03. STAIRS UPGo up these stairs to reach the Quartermaster’s office.

04. STAIRS DOWNGo down these stairs to return to the ground floor of the building.

05. THE QUARTERMASTER’S SHOPThe Ranger Quartermaster [LG, Ra3] manages the equipment for the Rangers in this region. Normally, she does not deal with civilians, but under these circumstances, she will make an exception.The Quartermaster’s store has a limited money supply of 10,000 gold pieces and a maximum buying price of 5,000 golds.The Quartermaster’s wares include one camouflage armour, one heavy camouflage armour, padded armours, leather armours, one studded leather armour, composite longbows, composite shortbows, common arrows, mild poison arrows, Bodkin Arrows, Piercing Arrows, daggers, bastard swords, greatswords, longswords, scimitars, short swords, and healer’s kits +1.

06. BEDROOMHere is an armoire holding random treasure of low value.

07. BEDROOMThe chest in this room holds an amethyst and a garnet. Be warned any trader can recognize (only Savant knows how) these gems as stolen goods.

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1.39 – CABIN

01. THE NOBLE HUNTERWhen you enter this cabin, Tomar Fairchild [LE, F6] comes up to confront you. Haughty and proud, this weathered noble carries his weapons with confidence.If you happen to come here before you have visited the Lodge, the nobleman asks you to leave at once. If you refuse to obey, the hunter turns hostile, forcing you to fight him to death.If you come here under Armin’s orders, Tomar asks what it will take to make you forget you ever saw him.If you reply ‘your death’, Tomar attacks, determined to sell his life dearly.If you tell Tomar to hand you his house symbol and get out of here, your alignment shifts towards Good; if you are good, you get 50 xp. Before leaving, the nobleman will give you his house symbol and all his money – 500 gp. Also, your magnanimity is worth an experience reward of 200 xp.If you try a medium Persuade check to extort the nobleman 1,000 golds, your alignment shifts towards Evil; if you are evil, you get 50 xp. If the check succeeds, you get 500 gp (that is all the money he has) and Tomar’s house symbol. Also, you get 250 xp. If the check fails, however, Tomar will resume the fight.If you resort to violence, searching Tomar’s corpse you will find a studded leather armour +2, a longsword +1, a short sword +1, a Brawler’s Belt, and the nobleman’s house symbol - a golden bracelet engraved with the Fairchild’s family crest.Once you have dealt with Tomar, you can loot the locked chest [DC22] that stands along the back wall of the cabin. Inside the chest there are 122 gp, two animal pelts, arrows, Piercing Arrows, and a fine composite longbow [One of the finest examples of its type, this longbow has an incredible draw of over 50 lbs. and can deliver an arrow with enough force to punch through plate armour. The bow is a +5 mighty weapon. It can cause 3 points of massive critical damage].[Ref. Area 1.37].

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1.40 – THE CALESPUR CAVERNS

● Level 1

01. TO THE SURFACEFollow this passage to return to the cave entrance in the Calespur Ranges area.The rocky walls of this cavern are slick with moisture from weeks of endless rain.[Ref. Area 1.37].

02. WOLF DENA pack of wolves inhabits the cave to the north of this location. When you arrive here, the hungry animals will come here to devour you. The pack numbers five wolves [N, Animal 2], led by a fierce alpha wolf [N, Animal 4].

03. BAT CAVEA swarm of eight bats [N, Animal 1] infests this cave. Despite the flying rodents are outlined in red, they will not attack you but will merely try to fly out of your weapon’s reach.

04. STAIRS DOWNGo down this sloped passage to descend to the lower level of the caverns.

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● Level 2

01. STAIRS UPGo up this passage to return to the first level of the cave-complex.

02. AN UGLY STROLLERA hook horror [CN, Aberration 5] constantly wanders about this cave or strolls along the near tunnels.

03. A LIVELY STATUEHere is a gargoyle statue. When you walk nearby, the statue ‘comes alive’. Actually, the statue is a living, vicious gargoyle [CE, Magical Beast 4].

04. WIT OF THE GARGOYLESA corpse lies at the centre of this cavern. That seems a bit of a bait...If you swallow it and walk towards the cadaver, when you kneel to look at the dead body, 10 gargoyles appear all around you and try to tear you apart with their cruel claws. I must agree with Nellise – I never knew gargoyles were smart enough to set a trap!When you have slain the cunning beasts, grab the loot from the corpse: a Cloak of Fortification +1, a sheaf of Lightning Arrows and a shortbow +1.In the northeastern and in the northwestern portion of the cavern, you may notice five gargoyle-like statues. Again, the ‘statues’ are nothing but real gargoyles, ready to reveal their true-selves when you walk nearby.

05. HORRID HOOKSAs you walk along this tunnel, you may encounter a hunched hook horror.

06. THE HULKWithin this cave, you may meet a big, nasty umber hulk [CE, Aberration 8].

07. THE HORROR IN THE TUNNELThis is just another place where you may meet a wandering hook horror.

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08. A GNOME ON THE RUNA diminutive fellow with an air of desperation about him - and simply tagged as ‘wandering gnome’ [CN, W7] - has camped here, and he is definitely not in the mood for a visit...When your presence is detected, the gnome casts a Stoneskin on himself, summons a large dire wolf, then starts to target you with his harmful spells (Firebrand, Melf’s Magic Arrow, Magic Missile, and so on).When you have brought him down, search the gnome’s corpse to get your reward: a set of Mage Robes of Battle [Designed for use by the Circle of the Arcane in Fairloch, these robes are useful for journeyman wizards seeking to travel abroad and engage in combat. The wearer of the robes is granted a +1 AC bonus, a +1 bonus on the Concentration and Spellcraft skills, plus the power to cast the Sanctuary spell once per day], a pair of Bracers of Armor +2, a Journeyman Staff [When a journeyman wizard seeks to travel abroad, a staff is sometimes given to them to aid their journey. However, they are highly sought-after items, and this often brings unwanted attention to the young wizard. The staff sheds a dim blue light and grants the wielder a bonus spell slot of level 1, plus the power to cast the Lightning Bolt (3 charges/use) and the Magic Missile (1 charge/use) spells], a Potion of Antidote, a Potion of Cure Moderate Wounds, a Potion of Lesser Restoration and a notebook tagged as ‘gnome’s journal’.Browsing the journal, you gather that the gnome stole a magical staff and took off from the academy in Fairloch a few weeks ago. He was expecting someone to come seeking justice for his crime, but was starting to get bored with life on the run just before you showed up.

09. SPIDERSHere you will be attacked by a giant spider [N, Vermin 4] and by a group of randomly chosen arachnids, possibly including dire spiders [N, Vermin 10], ettercaps [CN, Aberration 5], giant spiders, phase spiders [N, Vermin 5], sword spiders [N, Vermin 5] and/or wraith spiders [CE, Vermin 3].

10. MORE SPIDERSAlong this tunnel, a group of spiders including the same vermin listed at the location above will attack you.

11. YET MORE SPIDERSOne phase spider and four giant spiders inhabit this cave.

12. UMBER DEATHHere you may encounter a ravenous umber hulk.

13. A PALE SPIDERAlong this tunnel, you will be harassed by a lonely wraith spider.

14. STAIRS DOWNGo through this passage to reach the bottom level of the cave-complex.

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● Level 3

01. STAIRS UPGo up this passage to return to the second level of the cave-complex.When you arrive here, a couple of acid-spitting, very fast and very young black dragons [CE, Dragon 7] comes up to play. Do not underestimate these dragonets: albeit in a tender age, they still pack a punch.By the way, if you enter the caverns from the abandoned mine, which you can enter from the Calespur Mountains area, these two dragons will appear near location 06, instead.

02. AN ACID WYRMIf the baby dragons have not been enough to raise your suspicions - and if you are oblivious of the corpses scattered about this large cavern - your henchmen will suggest you some caution. Dante smells something big and bad. Nellise hears sounds like something big moving...Your buddies have every reason to be worried and their suspicions are well-founded. A young adult black dragon [CE, Dragon 12] has taken residence in this cavern. The wyrm is the source of the strange behaviour of the animals Mona may have told you about before you have entered the caverns – and you should be wary of it. With 156 hit points, armor class 23 and a very corrosive breath, the dragon can present quite a challenge. To make things worst, before to charge at you, the dragon likes to cast a Darkness spell, which forces you to a blind fight. I suggest you to enter in a melee with the dragon only if you can sustain a lot of damage - and only if you are good at resisting knockdown.If you find this fight too much difficult, you can try to run like hell towards the ballista found at location 04. Stealth won’t help you to pass the dragon unnoticed, though, so you cannot do nothing but run the fastest you can. Once at the ballista, target the dragon and try to kill it before it is back upon you.This fight will be easier if you explore the cave-system after you have gone through the abandoned mine that you can enter from the Calespur Ranges. The reason is simple enough: if you come from the north, you will reach the ballista before to meet the dragon.When you have dealt with the dragon, take your time to loot its hoard.The four heaps of treasure scattered on the ground in the southern portion of the cavern earn you random treasure of low value, 3,284 gp, a few gems (a garnet, a greenstone, a phenalope, and a ruby), a Ring of Resistance +1, a Lesser Ring of Wizardry, a Potion of Aid, a Potion of Cure Critical Wounds, a Potion of Lore, a large metal shield +2, a short sword called Slicer [Used by a famous halfling knight, this weapon disappeared with him after he attempted to dislodge a thieving guild in Fairloch twenty years ago. Usable only by neutral good characters, this short sword +1 sheds a low white light and causes the victims 1d4 additional slashing damage], several scrolls (Dispel Magic, Fireball, Negative Energy

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Burst, Raise Dead x2, Restoration, Slow), a Cloak of Protection +2, and a Sacred Cloth [Worn by a revered member of the Transcendent Path, this simple garment bears many enchantments to offer protection for those who wish to divulge themselves of material possessions and follow a simpler path in life. The wearer is granted a +2 AC bonus, plus the power to cast the Owl's Wisdom and the Remove Fear spells once per day].Before to leave this place you may also search the three corpses lying around the cavern. This way you will get random treasure of low and medium value. Amidst a pile of stones there is nothing but a quartz crystal.

03. BABY DRAGONSAbout here, two very young black dragons attack you. These dragons appear in another place (perhaps near the passage to the Calespur Ranges) if you have entered the cave-system from the abandoned mine.

04. BALLISTAA ballista was placed behind a makeshift barricade made with broken tables. Looks like someone set up a defensive position here once.The ballista appears to be still functional. If you want to use the war engine against the black dragon that inhabits the cavern to the south, just click the ballista once to fire a flaming projectile, and immediately afterwards click again to reload it. Reloading takes a few seconds.

05. A DEAD DWARFThe dragon you may have just killed was a very prolific specimen. Indeed, when you walk along this small passage 1-4 wyrmling black dragons [CE, Dragon 4] will attack you. Albeit very young, these dragonets can already belch out dangerous gouts of corrosive acid.At the end of this rocky catwalk, a corpse of a dwarven warrior is laying on the floor. This was Dorum MacTavish, brother of the dwarf you may have met in Culdeny, at the Seaspray Inn.The dwarf’s identity is revealed by the journal you will find upon the corpse. The diary’s final entry reads, ‘... I think I managed to get away from the bugbears. There have been no signs of further pursuit. But there are indications of giant spiders around so I gotta be careful. With luck, this time tomorrow I'll have found out if the old stories are true - did our ancestors really strike a massive underground water supply? Everyone I talked to says yes, but I reckon they were scared off by something big and ugly! Tomorrow I'll find out...’Poor Dorum was dead right. He found that, there is no denying it!Take the diary and remember to return it to Travis the next time you are in Culdeny. Also, don’t forget to take Dorum’s equipment: a battleaxe, a handaxe +1, a rusted dwarven full plate [In spite of the surface rust developing, this full plate armour appears to be in excellent condition. Looking like a cross between an iron pot and a stove, this dwarven armour is finely crafted and provides superior protection. It achieves this through its advanced... form fitting design. The armour grants a +1 AC bonus and a 5/- resistance to bludgeoning damage], and a rusty Helm of the Bull [An unusual design of helm, it is imbued with the power to give the wearer greater strength. Its origins are unknown, but Dorum probably discovered it on his travels. The helm grants a +1 Strength bonus and a +1 bonus on the Discipline skill. The wearer suffers a – 1 penalty on the Listen and Spot skills].The rust and mold on the surface of both the helm and the armour are superficial. Any smith worth his salt – like Master Chaplain in Culdeny - could clean it up.

06. TO THE ABANDONED MINEFollow this passage to reach the bottom level of the abandoned dwarven mine located under the Calespur Mountains.[Ref. Area 1.41].

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1.41 – ABANDONED MINE

● Level 3

01. TO THE CALESPUR CAVERNSThis walkthrough assumes you enter this area from the cave-complex located beneath the Calespur Ranges. If you enter the mines from the cave entrance found in the Calespur Mountains area, instead, you will start exploring this area from level one.Take this passage to return to the bottom level of the Calespur Caverns.The area you have entered was once a dwarven mine. The dwarves abandoned the mine when the clan struck a large water reserve.[Ref. Area 1.40].

02. UNDEAD ON THE PROWLA powerful zombie lord [CE, Undead 9] and three zombie warriors [NE, Undead 2/F3] are waiting here for intruders to relieve them from their eternal boredom. When you engage the walking dead in a melee, a skeleton chieftain [NE, Undead 1/F6] is spawned from a heap of bones lying on the ground. In addition, 2-7 common zombies [N, Undead 1] and/or zombie warriors may appear about the cavern. Let’s go party!If you lack the power to turn undead, this encounter may turn to be quite hard. Having Nellise on your side will make it a breeze, though.

03. STAIRS UPGo up these stairs to reach the second level of the mines.

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● Level 2

01. STAIRS DOWNGo down these stairs to return to the bottom level of the mines.A wraith spider [CE, Vermin 3] wanders along the tunnel ahead.

02. VERMINWhen you enter this cave, a group of 2-7 arachnids will attack you. These monsters may include dire spiders [N, Vermin 10], ettercaps [CN, Aberration 5], giant spiders [N, Vermin 4], phase spiders [N, Vermin 5], sword spiders [N, Vermin 5], and/or wraith spiders.

03. SPIDERS FROM ABOVEMore spiders will climb down the ceiling when you walk along this tunnel. This group numbers 2-4 spiders and may include dire spiders, giant spiders, sword spiders and/or wraith spiders.

04. WEBS AND TREASUREAt the far end of the chamber there are a cabinet and two chests.When you walk towards the containers, you will trigger an undetectable web trap. A few moments later, 2-5 spiders appear nearby to make you their next meal. These vermin may include the same creatures you can encounter at location 03.When all the spiders have been killed it is time for looting.The cabinet holds a healer’s kit +1, two healer’s kits +3, two healer’s kits +6, a healer’s kit +10, two Potions of Lesser Restoration, and five scrolls (Lesser Dispel, Lesser Restoration, Neutralize Poison x2, and Resurrection).The chest next to the cabinet is both trapped and locked [DC21/26; Strong Sonic. DC28]. It holds arrows +2, Bolts of Frostbite, bullets +2, and an Archer’s Belt.The smaller chest is both trapped and locked [DC23/26; Strong Sonic. DC26]. It holds a leather armour +2.

05. UNDEAD CAVEUndead creatures infest this cave. Together with a tyrantfog zombie [CE, Undead 4], here you will face 3-6 zombies [N, Undead 1], ghasts [CE, Undead 4], ghouls [CE, Undead 2] and/or zombie warriors [NE, Undead 2/F3].At the far end of the cave there are two heaps of treasure. Search them to get random treasure of medium and high value.

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06. WEB TRAPA wraith spider wanders along this tunnel.Another web trap has been placed in the upper portion of the gallery. When you trigger it, 2-4 spiders appear to attack you. They may include the same vermin you can encounter at location 02.

07. GIANT SPIDERA giant spider inhabits this web-covered cave.

08. SPIDER NESTWithin this cavern there are seven large cocoons. Four cocoons can be searched. When a cocoon is disturbed, however, it bursts off, releasing four hungry giant spiderlings [N, Vermin 2].Inside the cocoons you will find 200 gp, an empty wine bottle, a light pick +1, a mercurial longsword +1 and a set of thieves’ tools +6.Searching the pile of stones to the northeast of the cave, you will find a quartz crystal and a light hammer +1.

09. STAIRS UPGo up these stairs to reach the upper level of the mines.

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● Level 1

Mines Bugbear Huts Treasury

01. STAIRS DOWNGo down these stairs to descend to the second level of the mines.In addition to the creatures listed below, as you explore this level of the mines you may encounter a wandering patrol numbering 2-7 bugbears [CE, Humanoid 3]. Also, the tunnels of this level are guarded by four bugbears that are constantly on the move.

02. ARMOURYThe bugbears converted this cave in a sort of armoury and training hall. Four bugbears are currently training here with their crossbows, and you will provide them a pleasant diversion - at least for a time...

04. THE BUGBEAR CHIEFTAINThe bugbear chieftain [CE, Humanoid 4/Bb4] dwells within this cave, together with 4-8 (or more) bugbears. Be ready for a large battle. If you want to survive the encounter, I suggest you to do not charge the bugbear boss headlong. The other bugbears have drawn up in the back of the cave, ready to pierce you to death with their bolts. If you engage the chieftain in a melee at the centre of the cavern, you will become a target almost too easy for the crossbowmen.When you have slaughtered all the humanoids, search the chieftain’s corpse to find a katana +1 and a Shield of Light [This small shield sheds a normal yellow light and grants the wielder a +2 AC bonus].Before to leave the cavern, do not miss to visit the two huts on the back of the cavern.

04. CHIEFTAIN’S HUTThe chest you find in this hut is both trapped and locked [DC23/25; Average Spike. DC25]. It holds 358 gp and twelve gems of low and medium value.

05. HUTHere are three loot bags holding random treasure of low, medium, and high value.

06. WAGONWhen you have killed the bugbear that guards this cave, search the wagon to find nine lumps of iron ore and four gems (an aventurine, a fire agate, a phenalope, and a sapphire).

07. BUGBEARSFour bugbears are digging and toiling here. One of them drops a heavy pick +1.

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08. LOCKED DOORA sign stands next to this locked door [DC28]. It reads, ‘No-one enter - bad thing inside’.

09. TREASURYDust covers the floor in this room, aside from some recent bugbear footprints. Lying on the ground, together with a few heaps of bones, there are the corpses of three bugbears and two humans. Upon the human bodies there is random treasure of low and medium value.Besides the corpses, here are four chests, a broken statue, a still-standing statue with an arm missing, and a heap of golem parts. If you are a dwarf, you can remember there used to be automatons guarding this room... and they may still be here.The chest along the north wall is both trapped and locked [DC30/30; Strong Negative. DC30]. When you look inside you may be disappointed to find it’s empty.The chest along the east wall is trapped and locked [DC23/23; Average Spike. DC25]. It holds random class-oriented treasure of low value.Both the chests standing along the south wall are trapped and locked [DC30/30; Average Gas. DC28] [DC25/25; Minor Spike. DC25]. They hold 842 gp and a Defender Rapier +2 [Although a weakly enchanted copy of a greater weapon, this rapier is nonetheless prized by fencers throughout Aielund for its superb balance. This weapon +1 grants the wielder a +1 AC bonus].When you disturb one of the chests along the south wall, the near statue ‘comes alive’ and attacks. If you manage to shatter the animated statue [N, Construct 10] you get a couple of interesting items: a rusted full plate [Once enchanted as a living suit of armour to protect vital areas, this suit of armour has eroded over the years, and retains only a shadow of the power that once imbued it. Destroying the monster didn't exactly help its condition either. An expert smith might be able to repair it. The armour grants a 5/- resistance to slashing damage and spell resistance 10. Cause his poor conditions however, the wearer suffers a – 2 AC penalty], and a magical battleaxe called ‘Haze’ [An ancient dwarven weapon once thought lost, has now been found. Quite what an animated statue was doing with it is beyond your understanding. This axe is renowned for its ability to dull an opponent's combat ability. On hit, this weapon +1 can daze the victim for 5 rounds (5% chance; DC14)].Master Alain Chaplain in Culdeny can repair the rusted armour, but you have to pay him 2,000 gold pieces for the restoration job.

10. BUGBEARSA lone bugbear inhabits this cave. However, here you may also encounter a group of 1-3 tough bugbear heroes [CE, Humanoid 3/Bb3].

11. BUGBEARSThe bugbear that stays in this cave is enjoying his meal and he will be quite angered by the unwanted interruption of such a pleasant moment. When you engage him in a fight, he will be joined by 2-4 other bugbears equipped with crossbows.

12. SLEEPING BUGBEARSFive bugbears are snoring within this cave. If you resort to stealth, you can butcher all of them in their sleep. When you have slain the filthy monsters, search the locked chest [DC18] near the north wall to get random class-oriented treasure of low value.

13. SHRINEWhen you enter this chamber, you feel an oppressive presence. Something doesn't want you in here. If you are a paladin, you detect a strong aura of evil emanating from the altar ahead and you realize that moving closer could prove harmful.Indeed, a dangerous trap [DC22/25; Average Negative] covers the floor all around the altar.The shrine is attended by a bugbear and a bugbear shaman [NE, Humanoid 3/S3]. When a battle begins, 4-8 more bugbears will appear to defend this (un)holy place.When the bugbears are dead, you should destroy the altar [15 hp, hardness 5] to banish the evil it stores and to cleanse the cave. Doing so will trigger a nice effect alike a Wail of the Banshee spell – and will shift your alignment towards Good; if you are good you will be given a reward of 100 xp.

14. MINE EXITLeave the mines from here to reach – or to return to – the Calespur Mountains area.[Ref. Area 1.42].

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1.42 – THE CALESPUR MOUNTAINS

01. MINE ENTRANCEThis is the entrance of the abandoned dwarven mine that you should have just left - if you are following the walkthrough in an orderly way, that is.[Ref. Area 1.41].

02. GRAZING DEERAlong with three common deer [N, Animal 1], here you may spot a rare white stag [N, Animal 1].

03. OGRESAbout here there are three ogres [CE, Giant 4]. One of these monsters is always on the move, patrolling the path leading from here to the mine’s entrance.

04. THE BERSERKERA big and nasty ogre berserker [CE, Giant 4/Bb4] has camped here. When he’s dead, you can search a loot bag to find random treasure of medium value.

05. TO THE CALESPUR RANGESLeave the area from here to return to the Calespur Ranges.[Ref. Area 1.37].If you have already explored the Calespur Caverns you should return to Culdeny to end Clavis’s quest and, perhaps, to bring a few items to the attention of Master Chaplain.When you are done, return to Bracksworth and go speak with the Mayor, for it is finally time to travel east.

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I/6 – The Barbarian Lands

1.43 – THE SOUTHERN FOOTHILLS

01. TO BRACKSWORTHFollow the road as it goes west to return to Bracksworth.This flooded area is devoid of enemies. The only creature you may encounter here is a harmless badger [N, Animal 1].[Ref. Area 1.02].

02. GRAVEYARDThe crypt you see at the centre of this graveyard is the tomb of the Exiled Knight, a place Dale Amraphen may have already told you about.[Ref. Area 1.44].

03. CAMPING BARBARIANSSeveral barbarians have camped here and they will try to stop you from proceeding further towards their territory.These bloodthirsty fellows include two barbarian axe throwers [N, Bb3], four barbarian warriors [N, Bb3], two barbarian scouts [N, Bb4], a barbarian berserker [CN, Bb5] and a barbarian shaman [N, D6].The barbarians leave behind nothing but pretty standard equipment: hide armours, barbarian hide armours, large wooden shields, battleaxes, greataxes, handaxes, throwing axes, shortbows, and arrows.At the barbarian campsite, you can search three barrels and two crates to find random treasure of low value. There is also a chest holding random class-oriented treasure of high value.

04. A CAT ON THE PROWLA lone cougar [N, Animal 3] is wandering about here, looking for something to eat.

05. TO THE HIGH PLAINSGoing south from one of these passages you will reach the High Plains.[Ref. Area 1.45].

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1.44 – THE TOMB OF THE EXILED KNIGHT

01. CRYPT ENTRANCEThe air in this crypt is stale, and dusty cobwebs line the ceiling. If you don’t like this place, turn on your heels and return outside.[Ref. Area 1.43].

02. THE EXILED KNIGHTAlthough its shadowy features are hard to see, you can see the faint image of a human male at the centre of this room. This is the spirit of Sir Augustus Charleston [NG, Undead 12], who stays here to see that his equipment is passed along to a worthy recipient.To prove your worth, you must undergo three tests – one each of Strength, Valour, and Honour. Each test has a risk factor - of course - but if you are strong, brave, and honourable, you will survive.The first test is the Trial of Strength. You must simply defeat the beast at the end of the hall then bring the spirit one of its horns. If you wish to test yourself, the spirit will remove the door ahead, allowing you to proceed. Also, you are given a satchel of coloured power tagged as ‘test symbol’. It merely acts as a proof of your commitment to the test.When you return to the spirit with the horn he asked for, Sir Charleston will be pleased. Your next challenge will be one of fear. The challenge will increase as you progress down the second hallway. At the end of the corridor there is a creature of great evil. It was the knight’s nemesis in life, and Augustus would see it vanquished before his final passing beyond this world. Before you go, the spirit gives you another test symbol.If you pass the test, when you return here Sir Charleston will be impressed by your success. He explains the fiend was but an illusion to help you fight the demon within yourself. You have proven your courage. Now, he will test your character.If you reply this will be a refreshing change from the slaughter, your alignment shifts towards Good; if you are good, you get 50 xp. If you say, ‘Oh no’, your alignment shifts towards Evil; if you are evil, you get 50 xp. If you say, ‘Uh oh’, nothing happens.Anyway, Sir Charleston says you cannot die during this test, but if you fail, he shall not pass his legacy to you. Also, he remarks no one has ever passed this test. Ever.Your goal is simple enough: go to the end of the hall and retrieve a flower given to the knight by his ladylove many years ago. You may not leave the challenge before obtaining the flower, or you fail the test. When you are ready to go, you are given a last test symbol. Then, the spirit teleports you into the test area so your trial can begin. Your henchmen won’t follow you, but they will stay here waiting for your return.If you come back with the flower he asked for, the spirit is displeased, for you have ignored the wounded man. If you justify yourself by saying that if you helped that man you could not have completed the test, your alignment shifts towards Law; if you are lawful you get 50 xp. The spirit, however, says you have to know when to breaks the rules. Orders and rules come and go, but the most important thing in life IS life.

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If you say the man was not THAT wounded and you was teaching him self-reliance (...), your alignment shifts towards Evil; if you are evil, you get 50 xp.Either way, you have failed the test.If you agreed to help the thief, the spirit is VERY disappointed. You have failed the test, and your alignment is shifted towards Chaos; if you are chaotic, you get 50 xp.If you chose to help the wounded man, the spirit rejoices, for you have passed the test. Kings, rules, and laws come and go, but the only thing that matters is life. You know when to break the rules, and this is a quality that Augustus finds most appealing.If you comment you could not ignore the wounded man in spite of the spirit’s orders, your alignment shifts towards Good; if you are good, you get 50 xp.If you pass the test, your reward awaits beyond the door to the south. To open that door you are given the knight’s key. In addition, you get 800 xp.Before saying farewell to the spirit, you can ask Augustus what happened to him that caused the King to send him into exile. Sir Charleston explains the monarch ordered him to quell an uprising in the village of his birth, in spite of the fact that the people were starving. Instead, he sent food that was earmarked for a royal banquet to the village. For such an act, the King exiled him.By the way, if you manage to pass the test, don’t forget to inform Dale about that the next time you are in Bracksworth. By doing so, you will get a small experience reward.

03. TEST OF STRENGTHA minotaur berserker [CE, Monstrous 5/Bb4] is found inside this room, together with 1-4 common minotaurs [CE, Monstrous 6].When the monsters are dead, search the berserker’s corpse to get a greataxe +1 and a minotaur’s horn. Bring the horn to the knight’s spirit to complete the Test of Strength.

04. SHADOWSA hazy mist clings to this hallway’s floor. Laying on the ground you can notice several corpses.When you approach this bridge you will be confronted by 2-6 shadow fiends [CE, Undead 7], incorporeal beings radiating a weak aura of fear.

05. A LORD OF SHADOWSSearch the corpse of the shadow warrior lying just past the bridge to find a set of Robes of the Spirit Warrior +3 [Favouring function over fashion, these black, black robes are worn by a secretive order of monks operating throughout Aielund. They allow the monk to blend into the night more effectively. Usable only by evil monks, the robes grant the wearer a +3 AC bonus, a +1 bonus on the Hide and Move Silently skills, and the power to cast the Darkness spell once per day], a pair of Boots of the Rising Storm +3 [These boots are said to contain the essence of the wind inside them, allowing one who is in tune with the totality of the universe to move more swiftly in times of danger. The boots grant the monk a +3 AC bonus and a +1 bonus on saving throws vs. electricity] and a pair of Gloves of the Dragon +3 [Infused with the spirit of the dragon, these gloves deliver a fiery punch in addition to the piercing claw of their namesake. The gloves grant a +3 attack bonus, cause 2 additional points of fire damage, and allow the wearer to cast the Burning Hands spell once per day].A few steps forward, a dangerous (and very fast) shadow lord [CE, Undead 9] will bar your way ahead. This is another creature radiating an aura of fear; a feeling that you must prove you can overcome. If you manage to slay the monster, search its remains to get a Shadowblade [Fashioned from wisps of darkness, this blade is able to focus the essence of the night into a deadly beam. This falchion +1 causes its victim one additional point of negative damage, and grants the wielder the power to cast the Negative Energy Ray spell once per day].

06. THE KNIGHT’S NEMESISA horrid balor stands at the centre of this room.If you are so brave to ignore the aura of fear surrounding the demon and to hit the fiend, the balor vanishes in the thin air. Indeed, the demon was just an illusion. When you have dispelled it, do not forget to grab the ‘heart of evil’ - the item you may notice on the floor. Bring the heart to Sir Charleston to complete the Test of Courage.

07. TEST OF HONOURWhen you are ready to face the last test, Sir Charleston teleports you here. Your henchmen are left behind and forced to wait for your return.

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08. LET’S GO STEAL TOGETHERA shifty-looking halfling by the name of Bidoc Dabble [N, Ro4] approaches you when you walk along this hallway.Bidoc tried long and hard to figure out how to get the spirit’s treasure. He tried fighting the minotaur but nearly got killed in the process. He didn’t even want to try the test of fear. However, he could use some help to break into the spirit’s vault and steal his stuff.If you declare that you are confident you can complete the test without resorting to thievery, your alignment shifts towards Law; if you are lawful, you get 20 xp. If the rogue outrages you for he wants to steal from a spirit hanging around for years, your alignment shifts towards Good; if you are good, you get 50 xp. If you say that normally you would jump at the chance but you’re doing really well here and you don’t want to spoil the game, your alignment doesn’t change. If you admit that you are sick of the test and you want to know about the rogue’s plan, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.If you agree to follow the rogue, after a few steps you are teleported back to the knight’s presence. Augustus will sadly inform you have failed the test.

09. A CRY FOR HELPHere is a wounded man [N, Commoner 3] begging for help. The guy explains he was attacked by a few barbarians down south, so he came down here to hide and mend his wounds. Hungry and worried, he would be glad if you could escort him out of this place.If you raise no objections and agree to lead him out, your alignment shifts towards Good; if you are good, you get 50 xp.If you tell him he can make his own way out, or if you tell the man that you are kind of in the middle of something, the guy will keep begging. If you say that you have a mission to complete and you cannot leave the crypt until it is done, your alignment shifts towards Law; if you are lawful, you get 20 xp. Then, if you tell the guy he would better moving on before you get irritated, your alignment shifts towards Evil; if you are evil, you get 50 xp.Whatever your answer, if you agree to lead the man out the dungeon after you have walked a few steps towards the hallway entrance you will be teleported before the spirit of Sir Augustus, so he can judge your actions.

10. CHESTIf you ignore both the halfling and the wounded man, come here and take the flower you have been asked to retrieve from the chest in the southwest corner of the room.Once the flower is in your inventory, you will be teleported back to the knight’s room.

11. BURIAL CHAMBERIf you manage to pass the three tests, Sir Charleston gives you a key to enter this room.The sarcophagus resting before you holds the knight’s equipment: an archaic full plate armour [Dating from several decades ago, this design reflects the period of artistic experimentation of the time. The suit of armour carries a respectable defensive enchantment, and is a highly sought-after relic. The armour grants a +2 AC bonus and, when the wearer is hit, automatically fires a Magic Missile spell against the attacker], a Helm of Presence [Elegantly designed to enhance the wearer's appearance, this magnificent helm was once worn by the knights of old while parading before the King. The helm grants the wearer a +2 Charisma bonus and a +1 bonus on the Discipline skill. The wearer also suffers a -1 penalty on the Listen and Spot skills], a Tower Shield vs. Missiles [The knights of Aielund are well known to prefer melee combat to the use of bows. They are not restrained by a code; they just prefer to make good use of their shiny armour. Knowing this, enemies often come at them with bows and other ranged weapons. To counter this, a few special shields have been made over the years to deflect some such attacks. The shield grants an AC bonus +1/+3 vs. piercing damage], a pair of Gauntlets of Ogre Power, and a Sword of Valour [Once belonging to a renowned knight, this blade is steeped in tradition and courage, and is a powerful weapon again even the most terrifying foe. This longsword +1 causes 3 points of massive critical damage, and makes the wielder immune to fear].The chest behind the coffin holds a Wand of Ice Storm.

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1.45 – THE HIGH PLAINS

01. TO THE SOUTHERN FOOTHILLSGoing north from one of these passages, you can return to the southern foothills.[Ref. Area 1.43].This area is extremely cold. The freezing wind cuts through you like a knife and it is difficult to see through the driving snow. Indeed, any few rounds you stay here you will suffer 1d4 points of cold damage. Brrr...Besides a herd of deer [N, Animal 1], there’s nothing about here. Make your weapons ready and head south.

02. CAMP GATEThe big gate ahead of you leads to the barbarian camp. The gate is guarded by a barbarian axe-thrower [N, Bb3], a barbarian berserker [CN, Bb6], and three barbarian scouts [N, Bb4].Before the wooden gate, you may notice several tracks on the fresh snow. If you are a ranger, you may spot quite a few tracks leading to the west as well.Storming the encampment from the main gate might be a suicidal tactics. You should do better to avoid a frontal assault and look for another way in.

03. SAFE ROUTEIf you are wise and choose to do not storm the encampment, you can enter it from the back by going up the sloped rise to the west of the main gate.When you walk about here you will be attacked by a couple of winter wolves [CN, Magical Beast 6] – and perhaps by a barbarian shaman [N, D6].

04. BARBARIAN ENCAMPMENTEven if you enter the camp from the rear, you will be forced to fight a very large and challenging battle. The camp defenders include three barbarian axe-throwers, five barbarian berserkers, a barbarian scout, eleven barbarian warriors [N, Bb3] and two barbarian shamans. Be VERY cautious and take care to plan your tactics in advance. Charging the barbarians headlong could be your very last - and VERY foolish - action.If you want to avoid the battle altogether, resort to invisibility or stealth, and head right for the cave entrance at the next location.

05. CAVE ENTRANCEGo through this cave mouth to enter the barbarian caves.[Ref. Area 1.46].

06. CAVE EXITOnce you have explored the barbarian caves, you should discover a passage conveniently leading here. The caves cannot be entered this way, though.

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1.46 – BARBARIAN CAVES

● Upper Level

01. CAVE ENTRANCELeave the caves from here to return to the High Plains.This place reeks of danger - and unwashed bodies – but, at least, you are out of that bitter, chilling wind blowing outside.[Ref. Area 1.45].

02. TRAPPED PASSAGEIf you choose to follow this passage, watch your steps!Eight traps [DC23/25; Average Spike] [DC22/25; Minor Spike] [DC28/31; Average Gas] [DC22/32; Strong Electrical] [DC10/22; Minor Spike] [DC20/22; Minor Spike] [DC24/26; Minor Electrical] [DC28/31; Minor Gas] have been placed along the floor of this tunnel.If you have not enough skill to disable these traps, turn on your heels and take the tunnel going south from the entrance point, instead.

03. GUARDSA barbarian berserker [CN, Bb5] and a barbarian warrior [N, Bb3] guard this cavern. When you arrive here, the two barbarians run towards the portcullis to the south and try to bash it down, quite oblivious to your presence. When you attack them, however, they turn on their heels to defend themselves.The berserker drops a Maul of Crushing [This is a huge maul +1 causing 2 additional points of bludgeoning damage].

04. SMITHYTwo barbarian blacksmiths [N, Bb3] are working to a couple of live forges within this cavern. The smiths are under the protection of a barbarian axe-thrower [N, Bb3] and three barbarian warriors.Three crates along the west wall hold random treasure of low value. The large weapon rack on the northeast holds nothing but common halberds and spears.

05. BARBARIAN GUARDSA barbarian axe-thrower and three barbarian warriors guard this cave.

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06. MORIKBeyond a locked portcullis [DC26] there is a cell holding but one prisoner. This man has obviously been beaten severely, yet remains fiercely defiant and proud.When you address to him, the prisoner introduces himself as Morik Fair-Eagle [CG, Bb10], former chief of this tribe until Erag came along with his dreams of conquest and glory. The tribe’s elder shaman, Tald Black Tiger, supported Erag. Now, Erag rules, but Tald tells him what to do. Morik wants to exact revenge upon his usurper and free his people from Erag’s tyranny before it’s too late. Erag is currently meeting with a delegation of ogres further down into the caves. You must stop them before they join forces, and tear this region apart.Whatever you trust him or not, Morik will come along you as your henchman to exact his revenge. Equip the barbarian with a suit of hide armour and a greataxe and you will get a faithful and extremely powerful warrior fighting on your side.

07. BARBARIANSHere are a barbarian berserker, a barbarian scout and two barbarian warriors. Be sure no-one stay alive.

08. BARBARIANSMore barbarians are found within this cave, this group including a barbarian axe-thrower, a barbarian scout, and three barbarian warriors.

09. SUPPLIESThis cave has been converted in a sort of storage area. It is guarded by a barbarian scout and four barbarian warriors.When you have dealt with the barbarians, you may search five crates to find random treasure of medium value, ten healer’s kits +1, three average spike trap kits and two deadly spike trap kits.

10. STAIRS DOWNA barbarian shaman [N, D6], a barbarian scout, and two barbarian warriors guard the stairs leading to the bottom level of the caves.

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● Lower Level

01. STAIRS UPGo up these stairs if you want to return to the upper level of the caves. If you are a dwarf, you can notice human hands have dug this cave.When you arrive here an enraged ogre berserker [CE, Giant 4/Bb4] is waiting for you at the foot of the ramp you’re standing on.

02. LIVING AREAHere are three barbarian axe-throwers [N, Bb3], a barbarian scout [N, Bb4], and a barbarian warrior [N, Bb3].When the bad guys have been slain, you can search the cave for treasure.Three barrels and three chests hold mundane equipment: shortbows, arrows, battleaxes, spears, throwing axes, ale, and spirits. A locked barrel [DC30] holds three sheaves of Mild Poison Arrows. A trapped and locked chest [DC25/28; Average Spike. DC28] holds 120 gp and a few gems (two alexandrite stones, an aventurine, a phenalope, and a sapphire).

03. BARBARIANSTwo barbarian warriors guard this cave.

04. TRAPThere is a trap on the floor here [DC22/26; Average Fire].

05. THE OGRE EMISSARYWhen you enter this cave, you are attacked by two ogres [CE, Giant 4] and by the ogre emissary [CE, Giant 4/Bb4] Morik told you about.There is a chance the sounds of battle will attract the attention of the barbarian leaders who stay within the cave to the north. If so, be ready to face both Erag and the tribe’s shaman together with the ogres.The corpse lying on the cave’s floor belonged to Tom Smith, the ranger sent here by Commander Armin to scout the area. Search his remains to find a Camouflage Armour, a composite longbow, arrows and a tattered letter tagged as ‘ranger’s orders’. The note reads, ‘I think there is a good chance that Erag is trying to make a deal with some ogres to join his army. Look into it, but be extra careful - we need this information more than we need another corpse. Signed, Armin, Ranger Commander.’

06. TRAPHere is another fire trap [DC25/26; Average Fire] you should avoid.

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07. ERAGBefore to enter this room, prepare yourself for a tough battle. Within this furnished cave you will meet the half-orc Erag Rulash [CE, Bb10] and the shaman Tald Black Tiger [NE, D7] - the real power behind Erag.After the battle, search Erag’s corpse to find a double-axe +2, a Berserker’s Armour [Patched together from other pieces of armour, this suit's enchantment is still quite strong despite its appearance. Usable only by chaotic characters, it grants the wearer a +1 AC bonus and a damage reduction +1 soak 5], a Conqueror’s Helm [Designed to inspire fear and awe in the wearer's enemies, this helm also provides good protection to the head. Usable only by evil characters, the helm grants the wearer a +1 AC bonus vs. piercing damage, a bonus +1 on the Discipline skill, and the power to cast the Doom spell once per day. The wearer suffers a -1 penalty on the Listen and Spot skills], an Amulet of Natural Armor +2, and a key tagged as ‘emergency exit key’. This key probably opens a quick exit from the caves to allow the leaders of the tribe to escape if trouble arises.Also, don’t forget to grab Erag’s head. It smells bad as it looks but it is the evidence you need to prove Erag’s demise to commander Tara.Tald leaves behind a hide armour +2, a large wooden shield and a Scimitar of Sharpness [Sharper than the average scimitar, this keen weapon +1 is deadly in the hands of an experienced swordsman].The locked desk [DC30] in the back of the room holds some battle plans. Although badly drawn and written, these papers detail Erag's plans to invade Bracksworth and Culdeny. Of interest is that he planned to occupy, and not raze the towns. Also, a second wave of attackers would arrive from the northeast of Bracksworth - a mercenary group known as the Steel Tigers. The note mentions something about 'acquiring a hostage' but does not mention this person by name.The chest near the desk is trapped [DC27/27; Average Frost]. Inside you will find a fire opal, a greenstone, a copper ring, a silver ring, and two gold rings.The door to the northwest is locked. To open it, you need the key found on Erag’s body.

08. EMERGENCY EXITBy all means, be sure you leave the barbarian caves by going through this passage.If you walk all the way back from Erag’s chamber to the surface, Morik won’t leave your party – unless you dismiss him - and the barbarian quest won’t be properly completed. This means your adventure will not progress any further.Actually, you don’t need to leave the area this way, but you MUST enter the tunnel leading to the door for the quest to be properly completed.When you walk near the door, Morik leaves your party by his own will. With Erag eliminated, he can bring peace to his people once more. Now, the barbarians will no longer attack Bracksworth, but Morik believes Erag’s allies may still be a threat to your town. You should hurry back and see to its safety.Leaving the caves from this door you will be taken right on the surface, in the High Plains area.[Ref. Area 1.45].

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I/7 – A Princess to Rescue

1.47 – RETURN TO BRACKSWORTH

01. BRACKSWORTH UNDER ATTACK

When you return to Bracksworth victorious and having Erag’s head within your backpack, you find Commander Tara Redfurn [LG, F5] waiting for you at the East Gate.The commander is very happy to learn about Erag’s demise. With the barbarians finally out of the picture, this region is safe once more. Tara’s mood won’t change even if you hand her the battle plans you may have found in the barbarian caves. Apparently, the inexperienced officer believes nothing bad can ever happen to the town.As a compensation for your heroic accomplishment, you are given 1,000 gp. In addition, your deed is worth a reward of 1,000 xp.After you have been paid, Tara takes Erag’s head off you, and she jokes it wouldn’t be appropriate to turn up with a rotting head in your pack.If you say it would be highly inappropriate indeed, your alignment shifts towards Law; if you are lawful, you get 20 xp. If you joke you could show everyone and impress them with your bravery, your alignment shifts towards Good; if you are good, you get 50 xp. If you say you are planning to go kicking the head around for a while and play ‘headball’, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you say that you wish to jam the head onto a pike and stick it out the front of the Mayor’s office, your alignment shifts towards Evil; if you are evil, you get 50 xp.Anyway, Tara informs the important dignitary the Mayor was waiting for has finally arrived from Highmarch – none other than Princess Criosa herself! The Princess and the Mayor can be currently found at the Bracksworth Arms inn. According to the officer, the Princess is eager to meet you and you shouldn’t let Her Royal Highness wait too much.Tara’s last statement turns to be her VERY last one, for a well-targeted arrow suddenly pierces her back and makes the young officer fall to the ground in the throes of death. After a few moments, four armoured men come here from the north. They include a mercenary [N, F5], two mercenary archers [N, F5] and a mercenary elite [N, F8]. If you find the time to look at their clothes, you may recognize the red & black coat-of-arms belonging to the Steel Tigers.The mercs are quick to charge the few town guards [LG, F3] who stand near the gate. You should not stay idle too long. Join the fray and help the militias to defeat the invaders. While you are busy with the mercs, you overhear screams coming from the distance. It seems Bracksworth is under attack!

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When you have dealt with the mercenaries, you can search Tara’s corpse - if only for curiosity’s sake. The commander leaves behind a half-plate armour, a katana, a masterwork short sword, and a Potion of Cure Serious Wounds.

02. ENEMIES AND ALLIES

Following the ones who have murdered commander Tara, more mercenaries keep popping up into town to confront the local guards. The second wave of raiders includes two mercenaries, a mercenary archer, and two mercenary elites. You can find the attackers near the Bracksworth Arms Inn – maybe as they are battling against Hasrinaxx and his ‘kitten’.Indeed, when an alarm is raised, the druid Hasrinaxx [N, D9] and his pet Sebastian [N, Animal 7] will immediately leave their grove to face the threat.If you talk with the druid after the battle, you are given a conversation option to ask him about any special equipment he may have spared. Hasrinaxx will agree to show you some of his personal treasures he has found over the years.The new items you can buy include a breastplate +3, a leather armour +3, a sling +4, bullets +3, bolts +3, Bolts of Fire, Ice Arrows, a sickle +3, a dire mace +2, a two-bladed sword +2, a club +3, a handaxe +2, an unlimited supply of Potions of Cure Critical Wounds and Potions of Cure Serious Wounds, three scrolls (Ball Lightning, Ethereal Visage, Firebrand), an Amulet of Natural Armor +2, a Lesser Ring of Power, and a Staff of Power.When the mercs have been slain and you are done with trading, step inside the Bracksworth Arms inn to meet the Mayor and his guest.

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03. AFTER THE KIDNAP

When you enter the Bracksworth Arms inn, you notice Olaf Waynolds [N, Commoner 1] is visibly shaking, even if he is valiantly holding himself together in this time of crisis.Next to the Mayor, you may recognize Guard Captain Derek Marshald [LG, F6] – the officer you met at the gates of Highmarch. The Captain is barely able to stand and bears signs of injury to his head. On the floor, two mercenaries lay in a pool of blood. In the back of the room, several tavern patrons [N, Commoner 1] are staring in horror at the scene.Besides the people above and the local innkeeper [N, Commoner 1] – always willing and ready to warm his customer’s bleak spirit by spilling more ale – there is no one here. Apparently, Princess Criosa was tired to wait... or someone has forcibly taken her away.A kidnap has taken place here, indeed. It is a guess of the Mayor that the mercs must have dug under the wall or something. They burst in from the back door and struck like lightning! Captain Marshald manages to say that one of his men reported the mercs disappeared out the back of the inn. There was a sorcerer with them, so they may have used magic to get the Princess out. Anyway, if you want to investigate, you should check behind the inn and see if something turns up.If you claim you are ready to rescue the Princess and bring her abductors to justice, your alignment shifts towards Law; if you are lawful, you get 20 xp. If you swear that you will go and rescue the Princess, your alignment shifts towards Good; if you are good, you get 50 xp. If you say this seems a good time for you to negotiate a reward, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you laugh that you will make sure the kidnappers die a terrible death, your alignment shifts towards Evil; if you are evil, you get 50 xp.If you choose the chaotic answer, you can ask the mayor for 500, 1000 or 1500 golds. Whatever you ask, though, you will get only 500 gp – that is all the money the mayor can spare.Captain Marshald would come with you, but he would only slow you down in his condition. So, he will do nothing but wish you good luck.Leave the inn by the back door, and then look at the grassy ground. Soon, you will discover a hidden trapdoor. If you have still unfinished business in town (i.e. if you must report to Dale what happened in the tomb of the Exiled Knight), go and finish them before going down the trapdoor and pursue the kidnappers.[Ref. Area 1.48].

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1.48 – TUNNEL

01. SECRET PASSAGEGoing down the hidden trapdoor that you have discovered on the back of the Bracksworth Arms inn, you arrive in this dugout and partially flooded cave.If you change your mind and find this place too dank and unpleasant, climb up the ladder that you see on the bottom wall of the cave to return to the surface.[Ref. Area 1.47].

02. TRACKSJudging by the amount of water flooding the passage and raining down the ceiling, the tunnel that you are following seems to have been dug directly under the Stormflow River. A dwarf can notice the passage was hastily excavated - the workmanship is terrible!Several tracks have been left on the muddy soil. A ranger can read the gouges to realize someone was dragged along unwillingly. Guess who?

03. AN UNDERGROUND BATTLEA few mercenaries are waiting for you at the end of the tunnel. I suggest you to do not charge them, though, because a trap [DC18/26; Strong Tangle] has been placed just at the entrance of the cave.The enemies you must overcome include a mercenary archer [N, F5], three mercenaries [N, F5], and a couple of mercenary spies [N, Ro6].Operating in stealth, the spies provide intelligence for the Steel Tiger’s command structure and perform daring missions in darkness. Take care, for these rogues have the nasty habit to appear suddenly behind your back and sneak-attack you.By the way, your arrival makes at least one merc happy, for he wins a 20 gold bet with a comrade. Unfortunately, he won’t be able to collect his winnings...If you search the corpses of your dead foes, you can collect pretty standard equipment: a Gladiator Helm, two Steel Tigers chainmails, a few bolts, a greatsword, and – unless the owners have gulped them during the fight – a couple of Potions of Cure Light Wounds.When you are done, climb the ladder in the northeast corner of the cave to return to the surface.[Ref. Area 1.49].

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1.49 – THE CENTRAL PLAINS

01. TRAPDOORBy climbing the ladder found at the end of the tunnel you have followed to pursue the Princess’s kidnappers, you will resurface in a grassy plain.A ranger can make out some tracks on the ground. Someone was being dragged northeast by two others.[Ref. Area 1.48].

02. TRAPS AND MERCSA mercenary spy [N, Ro6] is hiding in the shadows near the junction point of the two streams. To reach her, you have to cross a very dangerous tract of ground. Indeed, about here the mercs have set five traps [DC24/26; Average Fire] [DC25/26; Minor Electrical] [DC28/28; Strong Tangle]x2 [DC25/22; Average Sonic].If you are a ranger, you may notice more tracks on the ground. Apparently, a second group of people came along and joined the first at this point. Then they split up again, to the northeast and the east.

03. MERCENARY ENCAMPMENTThe mercenaries have set up a camp at this location.If you come here from the south, you must be wary of a trap [DC25/25; Average Sonic] hidden among the grass.Also, as you move towards the camp, you may encounter a group of 2-4 mercenaries [N, F5] and/or mercenary archers [N, F4].When you arrive at the campsite, be ready to face two mercenary archers, two mercenary spies, a dangerous elven mercenary spellcaster [CN, W7], and a ‘savage yet disciplined’ mercenary sergeant [LN, F7].The witch drops a Ring of Protection +1. The sergeant leaves behind a Steel Tiger half-plate, a Crossbow of Impact, and a sheaf of Bolts of Fire.

04. STEEL TIGERSWhen you walk towards this slope, 2-4 mercenaries and/or mercenary archers will attack you.A ranger may notice there is no sign of anyone being dragged anymore on the surrounding ground.

05. MORE TIGERSTwo mercenaries patrol the area just south of this location, while two more mercenaries are positioned on the sloped rise leading up the terraced hill.

06. CAVE ENTRANCEThe path leading here is covered by tracks. All the prints seem to lead to this location.Once here, be ready to fight one mercenary, one mercenary archer, and one mercenary spy. These guys will waste their lives in a useless attempt to prevent you access to their hideout.[Ref. Area 1.50].

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1.50 – MERCENARY HIDEOUT

● Level 1

01. CAVE EXITLeave the area from here if you ever need to return to the Central Plains.[Ref. Area 1.49].The place you enter looks like a natural cave complex. The smell of goblins and death permeates the air. If you are a dwarf, you notice this cave looks to be natural but it was enlarged for human inhabitants. There are no enemies in sight, and such a fact should suffice to make you wary.Halfway along the tunnel ahead of you there is a trap [DC28/22; Strong Spike]. Be careful to do not trigger it.

02. TRAPPED PASSAGEAlong this tunnel there are two traps [DC26/26; Strong Sonic] [DC15/26; Average Fire], which you should disarm or avoid altogether.

03. BEWARE THE BOLTS!Three traps [DC14 or 20/26] have set along this passage. If you trigger a trap, you’re targeted by a flaming arrow shot by the ballista placed at the far end of the tunnel.

04. MERCSBefore to enter this cave, prepare yourself for a hard fight. Here are 6-12 mercenaries [N, F5], mercenary archers [N, F4], and/or mercenary spies [N, Ro6].If you enter the cave undetected, you may have the time to see a mercenary captain having a heated argument with a white-bearded man dressed in the blue robes of the Lords of Fairloch.When they notice your presence, the mercs immediately rush forward to take your life. Both the ‘mysterious man’ (Ronald Bartlett, in case you have not recognized him yet) and the captain, instead, flee away by going through the west tunnel. Before to leave the cavern, however, they find the time to remind their troops they must make you a deader.

05. EMPTY ROOMGoing through a locked metal door [DC28], you enter a well-furnished but otherwise empty room. The wise Nellise remarks that Princess Criosa is not here. There must be a special holding area somewhere in the complex. Oh, really?In the upper portion of the chamber there are two chests. The bigger coffer is both trapped and locked [DC28/30; Deadly Gas. DC30]. Despite such wards, however, the chest holds only random treasure of low value. The smaller chest is locked [DC28] and holds random, class-oriented treasure of medium value, an Amulet of Will +3, and a rapier +2. That’s better!

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Within the desk at the opposite end of the cave there is an ‘important note’ you should not miss. The note reads, ‘Robert. I have received word that the Princess is heading for Bracksworth now. Our barbarian allies are ready to move in from the east, so just make sure that you get Criosa before they arrive - they will take care of the rest’.

06. A GUARD AND A HINTA single mercenary is guarding this cave.If you are a ranger, as you walk along the tunnel past this location, you will notice a piece of torn pink cloth. It seems you are on the right track. Pink suits a princess...

07. GUARDSOne mercenary, one mercenary spellcaster [CN, W7], and one mercenary sergeant [LN, F7] guard this cave.When he falls dead, the sergeant drops a bastard sword, a Steel Tiger half-plate and a horned helm.If you are a dwarf, you will notice this section of the cave is newly added. You may recognize the stonework as done by goblins.

08. A GRUESOME REPOSITORYThe dead bodies of several goblins - the former, unlucky inhabitants of the cave – have been unceremoniously dumped here. The stench is overwhelming. Urp.

09. STORAGE AREABesides random treasure of low, medium, and high value, the six crates you can search about here hold five healer’s kits +1, five Potions of Cure Serious Wounds, and two scrolls of Raise Dead.

10. LIVING QUARTERSThe chest inside this room is both trapped and locked [DC30/30; Strong Gas. DC30]. It holds random class-oriented treasure of high value, a Potion of Lore, a Potion of Speed, and four arcane scrolls (Greater Stoneskin, Hold Person, Mordenkainen’s Sword, and Slow). Nice!

11. STORAGE AREAHere are four barrels holding random treasure of low value and a few magical ammos (Acid Arrows, Bolts of Fire, and Ice Bullets). A loot bag holds random class-oriented treasure of medium value.

12. HOLDING CELLPrincess Criosa Roebec [NG, Ro10] is kept within this room. Despite her ragged appearance, Criosa still looks regal and commanding.After the usual introductions, the prudish Princess apologizes for her tattered dress. One of those cads got ideas, you see... The captain stopped them, though, claiming they were not to touch her in that fashion.If you are glad to hear that, your alignment shifts towards Good; if you are good, you get 50 xp. If you comment the captain seems to be surprisingly principled, your alignment shifts towards Law; if you are lawful, you get 20 xp. If you are persuaded the captain waited until the last possible moment (snigger) - or if you think the Princess had lost all her fashion sense - your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.Anyway, the Princess says you must find Robert Black, the leader of the mercenaries. She overheard them saying they were preparing to attack Culdeny at any moment. Without Captain Black, the whole organization shall fall to pieces.Then, Criosa joins you as a henchman – such the honour! The Princess claims she is not too bad with a sword, though she does not really know how to use armour and she does not want to get into the thick of battle.If you want Criosa to fight on your side, just give her a weapon. As for her dress, you see, I happened to have that skimpy red underwear that farmer Johnson liked his wife to wear at night...If you repute it is better for the Princess to stay away from danger, whenever you feel a battle is coming near tell Criosa to stay and wait. The young lady will temporarily leave your party, letting you free to enjoy the carnage. When the way ahead is safe again, return to the Princess and tell her to join up once more.

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13. TRAPPED TUNNELAlong this tunnel there are six traps [DC22/22; Average Negative] [DC22/25; Deadly Spike] [DC22/25; Strong Frost] [DC22/22; Average Frost]x2 [DC22/22; Average Spike]. Forewarned is forearmed.To make things worse, four mercenary archers are standing at the end of the passage, ready to rain a volley of arrows upon your party if they detect your presence. Stealth or invisibility may save your day, here.

14. A CAPTAIN AND HIS TROOPSMore Steel Tigers have been deployed here. This time you have to face one mercenary, one mercenary spy, one mercenary spellcaster, and the tough mercenary captain [LN, F11] who fled the bigger cavern.The witch drops a Mage Hood of Silence [While worn, this hood muffles sound and aids the concentration of the spellcaster. It also grants a small resistance to spells cast at the wearer. Unfortunately, a side effect of the sound baffling is a reduced capacity to hear. The hood grants the wearer a +2 bonus on saving throw vs. sonic attacks, a +6 bonus on the Concentration skill, and spell resistance 14. The wearer suffers a -2 penalty on the Listen skill].The captain leaves behind a half-plate +2, a bastard sword +1, a short sword +1, an Amulet of Natural Armor +2, and a Helm of Mind Shielding [Imbued with mind-shielding magic, this helm is highly sort after by any warrior seeking to fight magic-wielding foes. The helms grants the wearer the Slippery Mind bonus feat, a +3 bonus on saving throws against mind affecting magic, and a +1 bonus on the Discipline skill. The wearer suffers a -1 penalty on the Concentration, Listen, and Spot skills].

15. STAIRS DOWNGo through this passage to reach the lower level of the hideout.

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● Level 2

01. STAIRS UPGo back from here if you want to return to the previous level of the cave-complex.If you are a dwarf, you can realize these caves are natural... and you can smell giants too!At the end of the tunnel ahead, a skilful ranger can spot the footprints of one man running at full speed. The tracks lead to the east.

02. SPIDER NESTBe extremely careful if you venture here, for many spiders will appear on all your sides when you enter this cave.These vermin include 2-6 dire spiders [N, Vermin 10], two giant spiders [N, Vermin 4], a sword spider [N, Vermin 5], and a spellcasting aranea [N, Shapechanger 3].

03. GIANT’S LAIRThis cave is called home by a hulking mountain giant [CN, Giant 12]. This overgrown fellow is ready to crush you, just like he crushed ‘your friend’.The ‘friend’ the giant is talking about is lying dead on the cave’s floor. As the ever-charitable Nellise says, this is an appropriate ending for a treacherous scoundrel like Ronald Bartlett!When you have learned the giant a lesson he won’t forget, search Mr. Bartlett’s corpse to find a Gentleman’s Rapier [This blade is a weapon +1 that grants the wielder the power to cast the Eagle’s Splendour spell once per day], a Lord’s Attire [Commonly worn by the rulers of Fairloch, these clothes are of such fine quality that they could make anyone seem graceful and cultured. The outfit grants the wearer a +2 Charisma bonus], and a note.The note found on Ronald Bartlett’s body reads, ‘Find Commander Black and convey my displeasure to him concerning the handling of his duties thus far. I expect my money's worth from him, and if he and his band of half-wits are unable to perform as expected, I shall have them join the King in his bloody campaign in the west. Signed, Number One.’You should hold onto this note as evidence. You should pick up and keep the outfit too. Even princess Criosa finds quite an oddity Mr. Bartlett was donning the robes of a Lord of Fairloch. The plot deepens...

04. SPIDERSA web trap has been set at the entrance of this cave. When you trigger it, 1-5 dire spiders appear nearby to attack you.At the far end of the cave, there is a heap of treasure that you can search to get random stuff of medium value.

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05. ANOTHER GIANTA mountain giant is wandering about here. Beware his blows!Searching the four corpses laying all around the base of the central ramp you will get random treasure of low, medium, and high value.

06. SPIDERSWhen you enter this cave, 1-5 dire spiders appear nearby.

07. SUNLIGHT, AT LAST!A shaft of warm sunlight penetrates the darkness of the cave. At last, you have found a passage to the surface.[Ref. Area 1.51].

1.51 – MOUNTAIN PASS

01. CAVE ENTRANCEThis is the entrance of the cave-complex that you have just left.Once outside the caverns, Princess Criosa says you need to get to Culdeny as quick as you can. Time is short. Too short.[Ref. Area 1.50].

02. TO THE EAST ROADGo west from here to reach the road linking Fairloch and Culdeny.[Ref. Area 1.52].

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1.52 – THE EAST ROAD

01. TO THE MOUNTAIN PASSWhen you enter this area, you notice something bad has happened. Scattered about there are many mangled corpses and wrecked war machines partially buried in the snow – the unmistakeable signs of a recent battle.You should have no real reason to do so, however, if you want to return to the mountain pass, leave this area by taking the path you have followed to come here.[Ref. Area 1.51].

02. ALLIESA squad leader [LG, F5] is standing here, together with two town guards [LG, F3] and one archer [N, F3].The loyal officer is happy to see Princess Criosa is safe and well. Now, you must get her out of this dangerous area as soon as you can.As a side note, you may happen to come here with Criosa only to find the officer seems oblivious of her presence. If so, don’t worry. The Princess is simply too far for the officer to see her – or she is using stealth. Let Criosa come near – or cancel the stealth mode. Now, the squad leader should not miss her anymore.Anyway, the officer would gladly send you through to Fairloch along this road, but a nasty dragon has taken up residence there, and it is very adamant about not letting anyone through. It even swooped down here and took out most of his platoon as well. Then, it flew west and attacked Culdeny as the Steel Tigers were starting to attack the city. Perhaps, it decided to help. The dragon just made a few passes, though, before heading back to the mountain pass. Sort of looks like they are working together.To avoid the dragon, you can do nothing but follow the road until you reach the eastern gate of Culdeny. Unfortunately, an entire mercenary company stands your way.If you need help, both the officer and his troops will escort you along the way, ready to fight on your side if needs arise.If you want to scout the area before to engage the mercenaries in a fight, inform the squad leader about your decision. The officer says they will hold position unless they see something coming their way.When you are ready to go and fight, return here and tell the officer to follow.

03. FIRST MATCHHere you will face two mercenary archers [N, F5], two mercenary elites [N, F8], and a mercenary spy [N, Ro6].When you have dealt with the Steel Tigers, walk toward the rocky ledge ahead of you. A ballista has been placed there. If you wish, you can operate the war engine to rain flaming projectiles upon the enemies standing on the plain below.

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04. REMATCHAt last, time has come for you to fight the commander of the Steel Tigers, Mr. Robert Black [N, F11]. Before to go down the rise, be sure you are ready for a very difficult battle. Also, you should tell Criosa to stay and wait – unless you have a Raise Dead scroll to spare...Together with the experienced mercenary leader, you will have to face one mercenary archer, two mercenary elites, one mercenary spy, a pretty powerful mercenary sorcerer [N, S8], plus 2-5 mercenaries [N, F6] and/or mercenary spies.Awe-inspiring in his plate armour, Robert Black is an imposing adversary. If you are curious about his primary stats, Robert has 18 points of Strength, 171 hit points and AC 12.If you win the battle, do not forget to search Robert’s corpse. He leaves behind a Full Plate of Fear [Although its very appearance is unsettling to look at, the real power of this armour is the ability to inflict terror upon enemies. The armour grants the wearer a +2 AC bonus and the power to cast the Fear spell (at the cost of one charge)], an ornate tower shield +1 and a bastard sword +2.

05. TO CULDENYOnce the Steel Tigers and their commander have been annihilated, leave the area from here to enter the town of Culdeny – or what remains of it.[Ref. Area 1.53].

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1.53 – RETURN TO CULDENY

01. EAST GATEWhen you enter Culdeny, you find Ariel Smith [LG, F6] waiting for you near the East Gate. The Garrison Commander looks shaken and angry, but she is maintaining her composure in this time of crisis.The officer is very relieved by your arrival. Since you took pressure off their eastern flank, the situation has improved a lot. It is too late to save most of the town, but at least they will be alive to rebuild it!If you ask about the invaders, Ariel says there is another platoon of mercenaries to the southwest and they got a siege engine, however, you don’t have to worry for the town defenders have put the villains on the defensive.When Commander Ariel notices that Criosa is on your side, she asks the Princess how does she feels. Criosa reassures the officer she feels better than she looks – thanks to you, of course.If you say you are glad to be of service, your alignment shifts towards Good; if you are good, you get 50 xp. If you say the money makes it all worthwhile, your alignment doesn’t change. If you say the Steel Tigers should have known better than to stand against you, your alignment shifts towards Evil; if you are evil, you get 50xp.Anyway, to compensate your efforts for rescuing her, the Princess promises you a monetary reward of 1,000 gold pieces. In addition, you have earned the thanks of all Aielund, and the eternal gratitude of the Crown.The connection you have discovered between Ronald Bartlett and the mysterious ‘Number One’ needs to be further investigated, though. It seems someone in authority in Fairloch had a hand in these events. Perhaps one of the Lords themselves hired the Steel Tigers to kidnap the Princess. You may guess someone is making a grab for power while the King is away. The best way to ensure the throne does not fall to Criosa upon Seamus’s death was to remove the Princess from the picture.Commander Ariel insists that you get the Princess aboard a ship heading for Fairloch at once. Most of the ships were destroyed when the dragon attacked, but the smoke alerted a nearby naval vessel, the Redoubtable, and they came to assist. Ariel thinks that more than anything else turned the dragon away. The captain of the frigate will be honoured to take the Princess to Fairloch. The Redoubtable is docked to the northwest.Before the conversation ends, you are given the 1,000 gp Criosa promised, plus 500 gp for defeating Robert Black and the Steel Tigers. In addition, you get an experience reward of 1,500 xp.

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02. PARTING WAYSThe combined attack of the dragon and the mercs has turned Culdeny into a ruin. The city has been all but destroyed, and many buildings are still burning up. If you take a stroll around the devastated place, you may spot many dead bodies - including the corpses of Mayor Ashan Bora and Luther. The citizens who survived the onslaught are desperate for the loss they have suffered, but at least they are still breathing.If you have items you want to sell, the only buildings you can enter in town are the House of Exotics and Master Chaplain’s Smithy. Also, priestess Celeste can provide you healing and priestly services if you go visit her at the Church – now turned into a makeshift hospital for the wounded and the homeless.As you escort the Princess towards the ship, Nellise looks sadly at her destroyed hometown.Your next statement is a consequence of your current alignment.If you are evil, you point to a big pile of bodies commenting this is a ‘kill or be killed’ kind of word. Such a callous attitude is worth 50 xp and shifts your alignment further towards Evil.If you are neutral, you say that’s the thing about war. People die. This is also the cycle of life: some die, while others go on. It is the way of things. Such a statement does not change your alignment and doesn’t earn you any reward.If you are good, you try to comfort Nellise by saying the people who have survived are strong and they will manage to rebuild Culdeny. Pleased by such an answer, Nellise claims you are a truly special person. This outcome is worth 50 xp, and shifts your alignment further towards Good.Anyway, Nellise has made her mind and nothing can change it. She feels it is her duty to stay here to tend to the wounded and prevent more deaths. Perhaps your paths will cross again in the future.Just like Nellise, Dante Colt wants to stay here, and he lets you know that while you walk towards the docks. Again, the dialogue that follows is a consequence of your current alignment.If you are evil, Dante says he is not very big on sailing – and now that he has gotten to know you, he doesn’t think he likes what he sees. Next time, you might even end up being on the opposite sides. If he ever hears that you have hurt the Princess, he will not hesitate to hunt you down and kill you. This bitter ending earns you 50 xp and makes you further evil.If you are neutral, Dante says he is not crazy about sea travel, and frankly he is getting a little tired of your ‘on the fence’ attitude. He followed you because the situation demanded it, but now he is off to rejoin the Rangers. This outcome does not change your alignment and you don’t get any experience reward.If you are good, Dante says he just does not get along with ships. Besides, he thinks he might just have earned his way back into the Rangers – thanks to you. Dante is not much for goodbyes, so he will keep this brief; if you are back through this way in the future, look him up. This friendly outcome is worth a reward of 50 xp and an alignment shift towards Good.

03. BOARDING THE REDOUBTABLETwo navy officers are waiting for you at the docks: Lieutenant Masterson [N, F6] and Captain Vale [NG, F8].When you arrive here, Princess Criosa thanks you again for saving her. Now, she has to climb on board and change into some decent clothing. She will talk you later.Once Criosa is gone, speak with Captain Vale. The officer informs his frigate is ready to depart at any times. You should finish any business you might have here before you leave, for there will be no return.Before to climb aboard the ship and part way with your henchmen, don’t forget to take back any items they might be carrying.When you tell the Captain you are ready to hoist anchor, he welcomes you aboard the Redoubtable. Lieutenant Masterson will assign you a cabin and see that you are comfortable while you are their guest. Soon, the frigate will sail towards Fairloch.The first act of the Aielund saga ends here. The adventure will continue in Act Two, ‘Defender of the Crown’.

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Act One Quest Summary

● A Cunning Predator

> When you are in Bracksworth [1.02], go to the paddocks owned by Amal Smith, which are located to the west of the village [1.14].

> Look at the cattle until you notice a ‘talking cow’. It is the one that says ‘moo!’ instead than actually mooing.

> Approach the ‘animal’ and keep speaking to it. The fifth time you address the cow, you discover it is a fake. The guys in disguise are Jacob Smith and his friend Bob. They are trying to lure a ravenous beast out of the woods.When the conversation is near to end, the predator Jacob is speaking about appears to the south, and immediately start hunting down the livestock.Jacob and Bob flee away.

> Kill the cunning wolf to complete the quest.

● A Discreet Assignment

> When you are in Bracksworth [1.02], go to the Mayor’s offices [1.03].

> Talk with Mayor Olaf Waynolds and agree to recover a document of him currently in possession of the halfling Merin.

> Leave the offices and walk to the halfling’s house [1.02]. Knock at the door, unlock it, or bash it down to go inside [1.04].When Merin Teas comes up to inquire about the reason of your visit, ask her about the Mayor’s documents. Whatever your tactics, you will be forced into a fight.

> When you have dealt with Merin and her sister (I guess), unlock the trapped chest of drawers in the kitchen. Inside there are Olaf’s Documents. Pick them up.

> Return the papers to the Mayor.

● A Foul Beastie Indeed

> When in Bracksworth [1.02], talk with Farmer Johnson. This old man is found in front of his barn, not far from the South Gate.Agree to kill the creature that is attacking his hens.

> Enter the farmer’s barn [1.05].

> Kill all the rats you see around. When you have exterminated the rodents, grab the rat’s tail from the dire rat’s corpse.

> Bring the tail to the farmer.

● An Unwelcome Guest

> When you are in the Calespur Ranges [1.37], go talk with Mona Te’rei. The elven ranger is standing before the cave entrance to the west of the area.

> Enter the Calespur Caverns [1.40].

> On the bottom level of the cave-system, there is the lair of a young black dragon. Kill the dragon and loot its hoard.

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● Background

* Not so much of a quest, here. This journal entry appears when the adventure begins to provide you a little background about your recent travels.

● Illegal Hunting in the Calespur Ranges

> When you are in Culdeny [1.20], enter the Mayor’s offices [1.26].

> The local Mayor, Ashan Bora, is having an argument with a ranger by the name of Donan Marshall. Perhaps you could mediate their dispute.

> Talk with Donan, and agree to lend your help the rangers to stop the poachers who infest the King’s woods.

* Alternatively, you can start this quest by talking with Will Marshall, a ranger who stands watch before the Lodge in the Calespur Ranges [1.37], or by talking with Mayor Olaf Waynolds at his offices in Bracksworth [1.03] when you bring him the head of the bandit captain who led the highwayman scouring the road to Culdeny.

> When you are in the Calespur Ranges [1.37], enter the Lodge [1.38].

> Talk with Commander Armin Wise and promise him your assistance.

> Leave the Lodge, and explore the area. Kill all the hunters who are roaming about the forest.

> When you have dealt with the poachers, enter the small cabin to the northeast [1.39] of the area.

> Speak with Tomar Fairchild and choose his fate.

> Whatever your choice, do not leave the area without Tomar’s house symbol.

> Return to the Lodge and and the house symbol to Commander Wise.

* A few more experience points can be earned by bringing to Commander Wise the animal pelts that you can collect from the corpses of the deer killed by the poachers or from a couple of chests. The first coffer is found outside, amidst some ruins. The second chest is found within the cabin.

● Kith and Kin

> When in Culdeny [1.20], enter the Seaspray Inn [1.25].

> Talk with Clavis MacTavish, the red-bearded dwarf standing in the common room. Promise the dwarf that you will look for his missing brother, Dorum.When you leave Culdeny, enter the Calespur Caverns [1.40]. The caverns can be reached by going through a passage in the Calespur Ranges [1.37], or by going through the abandoned mine [1.41] that you can enter from the Calespur Mountains [1.42].On the third level of the caverns, there is a corpse of a dead dwarven warrior lying not far from a dragon nest. The corpse belongs to Clavis’s brother. Search the cadaver. Take Dorum’s journal, together with his weapons and armour.

> Return to Culdeny, enter the Seaspray Inn, and show the unfortunate dwarf’s diary to Clavis.

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● More Beer!

> While you are at the Bracksworth Arms inn [1.01], talk with the local innkeeper, who goes by the name of Bob Holland. When you learn is stock of beer is running low, agree to fetch him a batch of ale from the Culdeny Brewery.

> When you are in Culdeny [1.20], enter the local brewery [1.21].Talk to Chelland Welter and ask him for the beer. You are given an ale keg.

> The next time you are in Bracksworth, bring the ale to the Bracksworth Arms’ innkeeper.

● New Orders for Bracksworth

> When you arrive at the gates of Fort Highmarch [1.18], talk with Captain Derek Marshald. When you deliver him the documents you got from the Mayor of Bracksworth, the Captain gives you some military documents you have to deliver to the Mayor.

> Return to Bracksworth [1.02] and enter the Mayor’s offices [1.03].

> Hand the documents to Mayor Olaf Waynolds.

● Rumours of Conspiracy

* After you have completed the quest by the title ‘Strange Noises Down Below’, priestess Celeste Patterson asks you to bring the note you have found to the attention of the local Garrison Commander.

> Go to the Culdeny Barracks [1.33].

> Show the note tagged as ‘goblin’s orders’ to Commander Ariel Smith.According to the officer, you should investigate a wealthy businessman by the name of Ronald Bartlett, whose initials are the same as the person who signed the note.

> Leave the barrakcks and pay a visit to the offices of the North Shore Trading Company [1.34].

> Talk with the elven secretary sitting at a desk and tell her you need to speak with Mr. Bartlett.The secretary informs her boss is currently upstairs, at the Gentleman’s Club. The Club has strict membership rules, however, and you just do not fit them. If you want to go inside, you should obtain an invitation from a member of the Club, i.e. the local Mayor.

> Leave the company’s premises and go to the Mayor’s offices [1.26].

> Talk with Mayor Ashan Bora and try to persuade him to lend you the Gentleman’s Club key.

> Return to the North Shore Trading Company and use the key to go upstairs.

* If you fail to persuade the Mayor to give up the key, or if you wish to enter the Club the rude way, just bash down the door before the stairs leading to the first floor.If you enter the Club the impolite way, however, Ronald Bartlett will get very angry. If you want the quest to progress further, you have to soothe the businessman by using Persuasion. If you fail to quiet him down, the quest ends here. You can do nothing but inform Commander Smith about your failure.

> Talk with Ronald Bartlett about the note you have found on the goblin leader. The businessman suggests you to speak with his security advisor, then leaves the Club.

> Talk with Robert Black, the warrior-like guy standing in the back of the room.

> When Robert Black leaves the Club, return downstairs and talk again with the secretary.

> Return to the Culdeny barracks and inform Commander Smith about what you have discovered.

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● Strange Noises Down Below

> When you are in Culdeny [1.20], go to the local church.

> Talk with priestess Celeste Patterson and ask her why she looks so tired.When you learn about the strange noises she hears at night in he crypt behind the church, tell the priestess you would like to investigate the matter.The priestess gives you the Culdeny crypt key, so you can enter the crypt.

> After sunset, enter the crypt [1.32] and search it thoroughly.Eventually, you will discover a hidden trapdoor.

> Go down the trapdoor to enter a badly excavated tunnel choked full with goblins.

> Explore the tunnels until you arrive to a dead-end. A wall has collapsed here, crushing several unfortunate goblins.Search the corpse of the goblin leader to find a note tagged as ‘goblin’s orders’.

> Leave the crypt, return to the Church, and report to Celste.When she looks at the note, the priestess say you shoudl bring it to the attention of the local Garrison Commander.The events that follow are detailed in the quest by the title ‘Rumours of Conspiracy’.

● The Bandit Blockade

> When you return to Bracksworth after you’ve delivered the Mayor’s documents to Captain Marshald in Fort Highmarch (see the quests ‘The Road to Highmarch’ and ‘New Orders for Bracksworth’), enter the Mayor’s offices [1.03].

> Talk with Mayor Olaf Waynolds to learn about the highwaymen who are preventing communications with Culdeny by blocking the road to the north.If you agree to help the Mayor, he gives you the North Gate pass.

> When you are ready to travel north, show the pass to the north gate guard [1.02].

* The pass will be useless if you blackmailed the Mayor after completion of the quest by the title ‘A Discret Assignment’. If you did so, you should have already a key to open the gate.

> Follow the road as it goes towards Culdeny [1.19].Kill all the bandits you meet along the way, including their leader. The bandit captain is found near a campsite to the east of the road.When the captain is dead, grab the bandit leader’s head.

> Bring the head to the Mayor of Bracksworth.

● The Barbarian Threat

> After you have explored both the Calespur Ranges and the Calespur Caverns, return to Bracksworth [1.02] and pay a visit to the Mayor’s offices [1.03].

> When you talk to Olaf Waynolds, he explains a very important visitor is expected to arrive in Bracksworth in a few days. To ensure the guest’s safety, you should take care of the warring barbarians who scour the lands to the east.To learn more about this mission, you should speak with the local Garrison Commander.

> Leave the Mayor’s offices and go to the local barracks [1.08].

> Talk with Commander Tara Redfurn. The officer says if you want the barbarians to disband, you should kill their new leader, who goes by the name of Erag. Also, you should look after a ranger who was assigned to spy on the barbarians but who never came back.To allow you to leave the town, Tara gives you the East Gate pass.

> Show the pass to the East Gate guard [1.02], and then leave Bracksworth that way.

> Go across the Southern Foothills [1.43] to reach the High Plains [1.45].

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> Storm the barbarian encampment. When you are tired to fight, or when all the barbarians are dead, enter the passage leading to some caves.

> On the first level of the barbarian caves [1.46], there is a cell with a man locked within.

> Unlock or smash the portcullis to enter the cell. Speak to the prisoner to learn he is Morik Fair-Eagle, the former barbarian chieftain.When you have freed him, Morik joins your party, so he can exact his revenge against the usurper.

> On the second level of the caves, after you have dealt with a few ogres that came here to make an alliance with the barbarians, you can search a dead body lying on the cavern’s floor.Upon the ranger’s corpse there is anote tagged as ‘ranger’s orders’. Pick it up.

> Not far from the cavern above, behind a locked and trapped door, there are the private quarters of the tribe leaders: the half-orc Erag Rulash and the evil shaman Tald Black Tiger.Kill both the villains, then search the half-orc’s corpse to get Erag’s head and a key tagged as ‘emergency exit key’.

* Within Erag’s lair there is a desk that you can search to find some battle plans. You may want to take the plans, however, this is unnecessary.

> Use the ‘emergency exit key’ to open the door on the northwest and enter a narrow tunnel. When you are near the end of the tunnel, Morik - if he’s still alive, of course – leaves your party.

> Leave the caverns and return to Bracksworth.When you arrive to the farming town, Commander Tara is waiting for you at the East Gate [1.47].Give Erag’s head to the officer, and – if you have them – show her the battle plans that you have found in the half-orc’s lair.

● The Blacksmith’s Iron

> When you are in Bracksworth [1.02], enter the local smithy [1.11].

> Talk with Hadush Grolgen and look at his store inventory.When you have browsed his wares, start another conversation, and ask the smith why his stock is so scarce. Hadush explains he was waiting for some iron ore, but it seems to have gone lost along the south road.

> While you are travelling to Fort Highmarch [1.16], you will spot the remains of a caravan, not far from the fortress-town’s gate.Search the wreckage. Inside a crate, there is the iron lode Hadush was waiting for. Take the iron.

> When you return to Bracksworth, bring the iron lode to Hadush.

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● The Dockmaster Mystery

> When you are in Culdeny [1.20], go to the docks and talk with Kipper Bob to learn that Dockmaster Thompson is missing.If you agree to investigate the officer’s disappearance, the fisherman gives you the dockmaster’s house key.

> Go and search the Dockmaster’s house [1.27].Beneath a pile of books there is a suspicious bloodstain. Click on the stain and make sure your journal is updated.

> Return to Kipper Bob and inform him about what you have discovered. He suggests you should go and speak with Luther, a halfling fence operating from a ship moored at the docks.

> Walk to the Midnight Runner and go down the hatch [1.28].

> Talk with Luther. If you manage to loosen his tongue, the halflings suggests you should check a smugller by the name of Black Pete. His ship is moored at the docks, not far from the Redoubtable.

> When you leave the ship, take a stop to inform Kipper Bob about what you have learned from Luther.

> Climb aboard the Raven and go below deck through the hatch on the bridge [1.29].

> Confront Black Pete, being careful to do not start a fight before he confesses he had the Dockmaster murdered. Then, you are free to slay the smuggler.If you kill the villain, be sure to take the warehouse key from his corpse.

> Return to Kipper Bob and give him the bad news.

> If you killed Black Pete, use the key you found on his corpse to enter the warehouse on the southwest [1.31].

> Search the warehouse.The Dockmaster’s corpse has been crammed inside a crate. Take it up.

> Leave the warehouse and bring the corpse to Kipper Bob.

● The Kidnap of Princess Criosa

> When you return to Bracksworth with the head of Erag (the barbarian chieftain) in your backpack (see the quest by the title ‘The Barbarian Treat’), you find Commander Tara Redfurn waiting for you at the East Gate [1.47].

> When you have been rewarded, Steel Tigers mercenaries attack the town and kill the Commander.Fight the mercs, then walk towards the Bracksworth Arms inn. Before to enter the inn, you have to deal with a few more mercenaries.

> When no more mercs are around, go inside the Bracksworth Arms inn.The Steel Tigers have managed to break inside. Talk to Mayor Olaf Waynolds (and to Guard Captain Derek Marshald) to learn the visitor the Mayor told you about was no less than the sole heir to the throne of Aielund, Princess Criosa Roebec. Unfortunately, the Princess has been kidnapped and you have to rescue her.

> Leave the inn by the back door, and then search the grassy ground behind the building. Eventually, you will discover a hidden trapdoor.

> Go down the trapdoor to enter a damp tunnel [1.48]. Follow the tunnel, killing all the mercenaries barring your way.

> When you reach the far end of the tunnel and climb up the ladder leading outside, you are in the Central Plains [1.49].Explore the area, fighting off the mercs who defend it.To the northeast, there is an entrance to the mercenaries’ hideout.

> Enter the hideout [1.50] and explore it.

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> On the first level of the hideout, past a locked door, there is a room with a desk holding an important note you should take.

> Further to the north, inside another room, there is Princess Criosa Roebec.Talk to the Princess and let her join your party. Then, continue to explore the caves.

> On the second level of the cave-complex, there are a couple of mountain giants. During his escape, Ronald Bartlett met one of the giants and he did not survive the experience. Now his dead body is lying on the cavern’s floor.Search Ronald Bartlett’s corpse and take both the Lord’s attire he is wearing and a letter tagged as ‘note found on Ronald Bartlett’s corpse’.

> On the same level of the hideout, there is a passage leading to the surface.When you come out of the caves you are at a mountain pass not far from Culdeny [1.51].

> From the mountain pass, you can reach the East Road [1.52]. This is the highway linking Culdeny with the Kingdom’s capital city, Fairloch.

> A few soldiers are patrolling the nearby area.Talk with the squad leader and be sure he recognizes Princess Criosa.The officer explains you cannot travel to Fairloch. A huge blue dragon has taken residence along the road, after he participated in the attack to Culdeny.The sole route you can take is the one leading to Culdeny. The road ahead crawls with mercenaries, though. The squad leader says he will order his troops to escort you along the road.

> March off towards Culdeny, killing all the mercenaries barring your way – including the leader of the Steel Tigers, Robert Black.

> When you arrive in Culdeny [1.53], you find commander Ariel Smith waiting for you near the East Gate.Report your findings to the officer. Ariel says you must escort the Princess to a Royal Frigate moored at the docks, so she can return at home.

> Escort Princess Criosa to the docks.Two naval officers are waiting for you on the jettison.Talk with Captain Horatio Vale to end Act One.

● The Road to Highmarch

> Once you have recovered Olaf’s documents from Merin’s house, as detailed in the quest by the title ‘A Discreet Assignment’, return to the mayoral offices [1.03] to hand them to the Mayor.

> If you ask the permission to travel north, Olaf Waynolds says that route is very dangerous. Before he can authorize you to travel that way, you must prove him your valour by delivering some papers to the southern fortress-town of Highmarch.If you agree to take the job, Olaf gives you the requisition forms you are meant to deliver, and the South Gate pass.

> Leave the offices.When you are ready to go, show the pass to the South Gate guard [1.02], and you will be allowed to leave the town through that gate.

> Follow the southern road as it snakes its way south of Bracksworth [1.16] and through the Highmarch Foothills [1.17], until you arrive at the gates of Highmarch [1.18].

> Speak with the Highmarch gate guard near the gate. When you have explained the reason of your visit (and perhaps exhibited the documents you are carrying), the guard open the outer gate.

> Beyond the gate, there is an officer waiting for you.Give the requisition forms to Guard Captain Derek Marshald. When you do so, the officer assign you another quest. This is detailed under the title ‘New Orders from Bracksworth’.

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● The Tomb of the Exiled Knight

> When you are in Bracksworth [1.02], pay a visit to the house of the local sage [1.13].

> Talk with Dale Amraphen [1.13] to learn about an ancient tomb full of treasure located to the east of the town.

* Alternatively, you can learn about the same tomb by clicking on a large, open tome that rests in the northeastern corner of the room.If you skip Dale and his house, you can acquire the quest if you enter the tomb and talk with the spirit who guards it.

> When you travel across the Southern Foothills area [1.43] on your way to the barbarian encampment, you pass near a graveyard featuring one crypt.

> Enter the crypt [1.44].A ghost is waiting not far from the entrance. This is the spirit of Sir Augustus Charleston, a.k.a. the Exiled Knight.Talk with the spirit to learn about the test he set up to find out someone who is worthy of his worldly possessions.

> Accept to undergo the knight’s three trials (of Strength, of Courage, and of Honour), and do your best to pass the ordeal.At the completion of each test you must return to the entry chamber and speak with the spirit before to undergo the next trial.

> If you manage to pass the three tests, the spirit gives you the Knight’s key, which allows you to enter his burial chamber – a place you are free to loot.

> To complete the quest the proper way, the next time you are in Bracksworth pay a visit to Dale and narrate him what happened in the tomb.

● Yet More Rats?

> When you are in Bracksworth [1.02], talk with farmer Amal Smith. The old man is standing in front of his ranch, which is located in the northwest portion of the village.Tell the farmer that you are willing investigate the strange noises he hears within his barn.

> Enter the barn [1.07].

> A vagabond by the name of Sam found shelter within the barn after he deserted from the Royal Navy. You can choose to send him away, to kill him, or to cover his presence.

> Whatever your choice, when you have dealt with the vagabond return outside and talk with farmer Smith.

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Act One Picture Gallery

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Act Two – Defender of the Crown

ACT TWO

DEFENDEROF THE CROWN

“Fairloch - the majestic capital of Aielund, which has stood for over two hundred years, through war and strife. But all is not well in the City of Justice. With the King away and only Princess Criosa to represent the royal family, shadowy conspirators are seeking to kill her and take the throne of Fairloch for themselves. You and your companions must delve into the heart of the city, brave assassination attempts and evil from beyond the grave while you investigate the real reason behind the war in the west, and discover an enemy far more sinister than the petty villains who seek to seize power...”

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II/1 – A Journey Across the Sea

2.01 – THE REDOUBTABLE; BELOW DECK (I)

01. YOUR CABINWhen the second act of the Aielund saga begins, you are resting in a cosy cabin aboard the Redoubtable, one of the finest ships in His Majesty’s navy. The royal frigate is sailing towards Fairloch to put its fair and precious passenger out of harm’s way. No, I am sorry, but you are not the one I am referring to.If you have not played ‘Nature Abhors a Vacuum’, you should immediately quit the game and play the adventure the proper way - that is, by starting from the beginning.If you do not want to follow my advice, look at your journal to make out why you are here. The most absent-minded gamers too might find useful to refresh their weak memory by reading the following journal entry:‘What initially started as doing a few odd jobs for the Mayor of Bracksworth somehow escalated into a series of missions that saw the entire region saved from barbarian and mercenary raiders. During the process, I managed to save Princess Criosa Roebec from being kidnapped by said mercenaries. Apparently, she was heading to Culdeny from Fort Highmarch in the south, but when she stopped at Bracksworth, that’s when they grabbed her.Then I stopped a large force of mercenaries attacking Culdeny, but I'm still not clear why they were doing so. Two clues have presented themselves: Local businessman Ronald Bartlett was involved with the Steel Tigers, possibly to raid the town for anything valuable afterward. Also, Bartlett was wearing the outfit of a Lord of Fairloch, a garment worn by members of the Senate. What he was doing wearing one is very curious, as they are difficult to obtain, and Bartlett was NOT a Senator. In any case, the Princess was suitably impressed with my efforts, and rewarded me well. She has promised more if I came to Fairloch with her to uncover the mysteries surrounding recent events. So now I'm aboard a Royal Navy frigate, sailing northeast

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towards the capital. It's my first time aboard such a large vessel, and it's quite impressively designed. I might go and talk with the captain shortly before taking a look around on deck’.If you have played the First Act of the saga, when the second chapter starts a few quest-related items are removed from your inventory. Everything else will stay there, though.If you are playing with a new generated character - or with a 1st-7th level character imported from somewhere else – when the module starts you are given a chance to level up your character to level 8.

02. THE PRECIOUS GUESTWhen she came aboard the frigate, Princess Criosa Roebec [LG, Ro6] was assigned this cabin. In addition, she was given a sailor’s outfit to replace her tattered rags. It seems the outfit was all the captain had that would fit the young woman. Apparently uncomfortable in her new clothes, the Princess still looks as regal as ever.Even if you have shared some time together, Criosa protests when you enter her cabin without knocking at the door. The magnanimous princess will forgive you, tough. Just don’t look at her THAT way – the shirt she wears is practically indecent!If you think Criosa should wear something more appropriate for someone of her station, your alignment shifts towards Law; if you are lawful, you get 50 xp. If you say the sailors just have no sense of style, your alignment does not change. If you just leer at her shirt (yumm), your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.Lesbian players may be disappointed to know only a male character will get the latter option.If you offer Criosa to come along with you to have a chat with the captain, the Princess replies she is not going anywhere looking like this. All those uncouth men up there would jump at the chance to peek at her like this! Can you blame them?Anyway, Criosa has been embarrassed enough already. She will just lay low in her cabin until the ship reaches Fairloch.The armoire within the Princess’ cabin holds only random treasure of low value, and Criosa’s tattered rags.

03. QUARTERMASTER’S OFFICEA sign outside this cabin informs here you can meet the ship’s quartermaster [N, F6]. This friendly chum is busy cataloguing the vast array of weapons and equipment available onboard.The officer manages the ship’s store and you should profit of this chance for trading. You won’t get another occasion for shopping until you arrive in Fairloch.The quartermaster’s store has a monetary supply of 10,000 gold pieces and a maximum buying price of 7,500 golds. The quartermaster can identify your items, but he charges 150 golds apiece for the service.Here you can buy common clothes and outfits, Camouflage Armours, non-magical light and medium armour, standard shields, many common weapons and ammunition, a few magical ranged weapons and ammo (Bodkin Arrows, Arrows of Impact, Ice Arrows, Bolts of Piercing, Bullets of Smiting, throwing axes +1), several potions (Antidote, Barkskin, Bless, Cure Critical Wounds, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Endurance, Lesser Restoration) - including three Potions of Speed -, a few scrolls (Chain Lightning, Cone of Cold, Dispel Magic, Displacement, Flame Arrow), Amulets of Natural Armor +2, a Ring of Protection +2, healer’s kits (+1 to +10), fire bombs, and vials of alchemist’s fire.Along the side walls of the cabin there are weapon racks and pieces of furniture. All the containers are locked and you cannot open them without the proper key.The key you need can be picked up from the quartermaster’s pocket. Of course, to get the quartermaster’s key you need to have a good score in the Pick Pocket skill. The key will allow you full access to the ship's stock.The three searchable weapon racks hold a lot of normal weapons and ammo. A chest of drawers holds random treasure of low value, two sailor’s outfits, and a pair of leather breeches. Two armoires hold two leather armours, a studded leather armour, two sailor’s outfits, and an officer’s attire.

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04. MESS HALLThe ship’s cook [N, F2] is the man in charge of preparing the crew's meals, and he complains everyone always manage to guess his job!As usual, tonight’s feast include mutton stew, but the cook plans to head straight for the fruit market as soon as they get to Fairloch.At both the ends of the mess hall, there is a chest of drawers that you can search to find random treasure of low value.

05. SLEEPING SAILORSThere is nothing here but two snoring sailors [N, F6] laying on their bedrolls. These guys are sound asleep and you just have no reason to wake them up.

06. TO THE LOWER DECKGo down the stairs behind this door to reach the ship’s bottom level.If you want to grab a few loot - and make the acquaintance of the ship’s mascot - you should explore the lower deck before to inform the captain about the unknown ship that seems to be on the frigate’s tail.

07. TO THE UPPER DECKGo up from here to return to the deck above.

08. STORAGE CABINThe eight barrels that you can search within this cabin hold fish, more fish, and still more fish. Random treasure of low value can be found inside two crates.

09. STORAGE CABINTo open the locked door of this cabin you need the key that you can steal from the quartermaster’s pocket. If you don’t have that key, you can bash down the door. Just keep in mind – I won’t repeat it again – that each time you smash a locked door in an ‘honest’ setting your alignment shifts one point towards Chaos.Inside the cabin there are eight crates holding random treasure of low, medium, and high value.

10. STORAGE CABINJust like the previous one, the door of this cabin can be unlocked only with the quartermaster’s key. Again, brute force is an alternative way to enter the cabin if you don’t mind to become more chaotic.The nine searchable crates about here hold random treasure of minor, medium, and high value.

11. DO NOT DISTURB!The sailor who lies on the floor of this cabin is having sweet dreams. Let him sleep, please.

12. THE RAT-HUNTERTogether with a sleeping sailor, here are a white-bearded seaman and... a big rat.Grimy Joe [N, F6] introduces the rodent as Bob the Rat [N, Animal 1]. According to the grizzled sailor, the ship’s mascot is the finer rat-hunter you will not find on the seven seas! A rat-catching rat is an oddity, indeed, but you can find Grimy Joe is still more disconcerting, for he claims the cunning hunter is actually a... cat! Mmmh... I bet the old sea dog is just trying to pull your landlubbing leg.

13. EMPTY CABINThis cabin is empty. Period.

14. TO THE CAPTAIN’S OFFICEGo through this door to reach the cabin of Captain Vale.

15. TO THE UPPER DECKGo through this door to return to the ship’s upper deck.

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16. CAPTAIN’S OFFICETall and proud, the valiant Captain Horatio Vale [NG, F7] commands the respect of his crew.After the usual greetings, the captain informs Fairloch lies a scant two days travel away, if the winds hold true. Then, he asks how the Princess is holding up.If you cannot help yourself and say Criosa is holding quite well considering her outfit has very little support, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you say the Princess is holding up admirably, your alignment does not change.Before to leave the cabin, you should question the captain about the war and the ship’s whereabouts.If you are curious to know what the frigate was doing so close to Culdeny, the captain explains they were returning home from the west and needed to stop for emergency repairs. The lookout spotted the plume of smoke arising, so they laid on extra sail to get there faster. They spotted the dragon as it flew around setting the town ablaze with great bolts of lightning. Although vulnerable to the dragon’s breath, the ship headed in. The dragon, however, flew away before they could come close enough. The captain is sure the blue wyrm withdrew on purpose. A mere ship is not enough to scare such a powerful creature.If you ask about the war, the captain says that’s a damned unpleasant business. For the first time in the history of the Kingdom, the Aielunders have been the aggressors in a conflict. The captain ignores what caused the war. His orders were very specific: the Redoubtable and several other frigates were to gather as many troops and supplies as they could carry, and bring them post-haste to the port of city of Myrfell in Tusone - a neighbouring country west of the borders of Aielund. No reason was given for the war. If you wish to know more, once in Fairloch you should talk with Rear Admiral Chesterton. If Princess Criosa gives him permission, he might tell you more than he told the captain.If you ask the Captain if his ship has seen action by late, Horatio says they fought a battle against Tusone’s navy. Although outnumbered, the vessels of Aielund were greatly superior and they did not lose one engagement. The Redoubtable, however, sustained a fair amount of damage, which is why they were forced to return to Fairloch early.When the conversation is near the end, the captain says you are free to explore the ship. Also, Lieutenant Masterson, his executive officer, would like to speak with you. You can find him on the frigate’s bridge.If you care to search it, the desk next to the captain holds random treasure of low value. Horatio will not object to have his things stolen, so feel free to take whatever you like.When you talked with Lieutenant Masterson, the officer asks you to inform the captain about the ship tailing the Redoubtable. If you are not above such an errand, come back here and tell Captain Vale about the supposed pirate vessel. This simple commission is worth a reward of 100 xp.The captain is confident the ship won’t mean any troubles for the Redoubtable. Lieutenant Masterson is a capable man and you need not to worry about the pirates catching the frigate before you reach Fairloch. Even if they would, a pirate ship would not dare attack a naval frigate directly. If you have already had a good look around the ship, you might as well return to your cabin and relax a bit.When the conversation ends, you are teleported to your room and forced to rest. Later on, the screams of the sailors will wake you up: the Redoubtable is under attack![Ref. Area 2.03].

17. TO THE BRIDGEGo through this door to reach the ship’s outer bridge.[Ref. Area 2.02].

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2.02 – ABOARD THE REDOUBTABLE

01. TO THE INNER DECKSGo through this door to return to the ship’s inner decks.Besides the four people listed below, six sailors [N, F6] are working on the bridge. One of them will notice you are looking a bit green. If your Constitution is 13 or more, you can dismiss such comment and claim your complexion is as red-cheeked and hearty as ever. If your Constitution is less than 13, however, you won’t be able to retain your stomach and you will end vomiting right on the sailor’s blouse! Hey, if you gotta throw up, the rail is over there... over THERE!

02. THE LIEUTENANT & THE BO’SUNExecutive officer of the Redoubtable, Lieutenant Masterson [N, F6] is a bright young man with an easygoing manner that the crew appreciates. He loves is job so much that his eyes become misty as he describes the breathtaking beauty of the high seas. A sailor informing the bilge is clogged up again will brusquely break the officer's romantic daydreaming. Someone is going to have to go in there... Just don’t look at me!Your conversation with the lieutenant is suddenly interrupted by a loud voice calling down from the crow’s nest. There is a ship in sight, far on the horizon, and it seems to follow the Redoubtable. Lieutenant Masterson would wager it is a pirate vessel, but he is confident the frigate will be able to outrun it. He wouldn’t worry about it, not at all. However, you should take this information to Captain Vale.Not far from the lieutenant, there is a sure-footed half-elven sailor who carries himself with quiet confidence. Ronan Aethur [N, Ro7/Ra1] has not been at sea for too long and he is temporarily acting as the ship’s bo’sun.

03. EXPLORING THE BRIDGEThe Redoubtable’s Master of Arms [N, F6] is standing near one of the frigate’s four ballistae, and he can show you how these war engines work. First, you need to crank back the wheel until it locks in place, putting the string in the firing position. Then, you have to place a bolt into the slot and keep your body clear of the string. The bolts have a hollowed-out tip full of alchemist’s fire, a flammable mixture that makes them very effective against a wooden ship. The life of a Master of Arms is not the easy one, though. Usually, ballistae are the first target of an enemy ship, and trying to load the device while under fire takes a lot of concentration. When the conversation ends, you hope you never have to use that information. Unfortunately, such a hope will be short-lived.Further forward along the bridge, you may notice a sailor standing next to a dangling rope. Nathan Cross [N, F6] explains the rope is that’s left over from the last battle. The sailors usually have a few ropes set up to allow them to board other vessels. He was supposed to coil the rope up, but he has been too busy fixing the rest of the ship.Once you have made the acquaintance of the people listed above, there is nothing else for you to do here – unless you wish to amuse yourself by ringing the ship’s bell or turning the ship’s wheel. When you have had enough fun, return under deck and warn the captain about the pirate vessel on the frigate’s tail.

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2.03 – THE REDOUBTABLE UNDER ATTACK

00. A RUDE AWAKENINGOnce you have explored the frigate, and after you have informed Captain Vale about the pirate vessel tailing the Redoubtable, you are sent to rest in your cabin.A few hours later, you are startled awake by the sudden sounds of violence on the deck above.When you leave the cabin, you see Grimy Joe [N, F6] and two sailors [N, F6] running along the deck. They shout you must grab your weapons and get on the bridge before it's too late: the ship is under attack!Do as they say: draw your weapons and run to the bridge. If you care for the Princess, do not worry – despite the commotion, Criosa is fast asleep in her bunk bed.

01. PIRATES!When you arrive on the bridge, a battle is raging already. Captain Horatio Vale [NG, F11] is frantically yelling orders as Lieutenant Masterson [LG, F6], Grimy Joe, two sailors, Nathan Cross [N, F6], Ronan Aethur [N, Ro7/Ra1], and the Master at Arms [N, F6] are busy fighting the aggressors.A few enemies - 2-5 pirates [CE, F7] - have managed to board the frigate, and they are engaging the defenders in a vicious melee. Do not let the puffy shirts of the pirates to fool you; these men are dangerous killers, the scourge of the high seas!On the deck of the pirate’s ship, there are 2-6 pirates [CE, F6] equipped with bows. Until you bring them down, they will keep raining death upon you. The scumbags are backed by a dangerous pirate mage [CN, S6]. Try to locate and bring him down the fastest you can so to stop him from casting harmful spells your way.To wreak havoc on the enemy ship’s deck you can resort to your ranged weapons or spells, or you can employ the frigate’s ballistae. If you board the pirate’s ship by using the rope on the forecastle, you can resort to your melee weapons - or to your bare hands, if you are a monk.If you decide to use the two ballistae pointed against the pirate vessel, bear in mind that you will expose yourself to the pirates’ own siege engines. The three ballistae on the enemy vessel are attended by 2-4 pirates, and they keep shooting deadly exploding bolts on the frigate's deck. Take care of those pirates quickly – or be sure fire cannot harm you much. The enemy ballistae can be destroyed as well. Each ballista has 25 hit points [hardness 5, fortitude save 16].Both the Captain and Ronan have been granted a sort of life insurance, so they will survive the battle whatever its outcome. The other members of the crew - Lieutenant Masterson included - are not so lucky, though, and they may die during the fight.If Lieutenant Masterson dies, you can search his corpse to get a scimitar +1.The slain pirates leave behind pretty standard equipment: pirate’s outfits, scimitars, daggers, shortbows, arrows, and – if they don’t gulp them down as they fight – Potions of Cure Critical Wounds.

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After the battle, talk with Captain Vale. He explains last night the fog was thick and there was no wind to speak of. They were becalmed, when a wind sprang up from nowhere. A few minutes later, the pirate ship pulled alongside the frigate. The Captain suspects that sorcery was involved. That wind just didn’t feel right. Of course, it is just too much of a co-incidence that a pirate ship would attack the frigate when a member of the royal family is onboard. The Captain would wager ten bottles of brandy that there is some sort of evidence on board that scow!If you act quickly enough, you could go on the pirate ship and take a look. You can use the rope on the forecastle to swing over there. Just keep in mind the ship is burning up – when the fire reaches the magazine, the vessel will probably explode. Oh, and you could meet a few pirates as well.When you return from your exploration of the pirate ship with the letter you can find in the captain’s cabin, show the note to Horatio Vale. Your discovery is worth a reward of 750 xp and 50 gp.After you’ve been rewarded, the captain says you’d best get below and allow his crew to do their job. He will see you reach the capital intact.When the conversation ends, you are teleported in your cabin and put to rest. When you wake up, at five o’clock in the afternoon, the Redoubtable has already moored at the Fairloch’s harbour.[Ref. Area 2.05].

02. BOARDING THE PIRATE SHIPWhen you click on the rope dangling on the Redoubtable’s forecastle, you are teleported aboard the enemy vessel. Here is another rope, which you can use to return to the frigate.When you board the pirate ship you have to confront a couple of pirates. Captain Vale and the surviving sailors will try to help you in bringing down the corsairs by shooting at them with their crossbows.The dead pirates drop the same items left behind by the ones listed above. The archers leave behind composite longbows as well.When you have cleaned out the deck, you can take down the ship’s flag - the infamous Jolly Rogers -, if only for the sheer sake of it. When you are done, go below deck by going through the door under the forecastle.

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2.04 – ABOARD THE PIRATE SHIP

01. TO THE BRIDGELeave the ship from here to return to the outer bridge.[Ref. Area 2.03].

02. CAPTAIN’S CABINWhen you enter his cabin, the pirate captain [CE, F10] is busy with some papers and mistakes you for one of his men. He even asks your help to burn some evidence.When he realizes you are not a pirate, however, he is quick to draw forth his cutlass and attack.Kill the captain, then search his corpse to find a dagger and a Pirate’s Cutlass [There's nothing in particular about this blade that marks it as benefiting pirates above anyone else who would use it. But if the person threatening you with it says so, who's going to argue? This weapon +2 can cause its targets 2d6 points of massive critical damage].The chest along the north wall of the cabin holds random class-oriented treasure of low value and a letter tagged as ‘pirate’s orders’. The note is partially burned, but you can make out some of it, ‘...Keep an eye on Culdeny. If they try to move her, make sure they don't get to Fairloch...’Of course, you should bring this letter to the attention of Captain Vale.The bigger chest along the west wall holds random class-oriented treasure of low value.

03. TO THE UPPER DECKGo through this door to reach the ship’s upper deck.

04. TO THE CAPTAIN’S OFFICEGo through this door if you want to return to the ship’s outer bridge.The first time you come here, a lone pirate [CE, F7] comes up to greet you the proper way.When you return here from the lower deck, the flames have spread a lot. A wall of fire is barring your way to this door, and you have to make a run for it! By going through the flames, you will suffer a few points of fire damage, but you should be able to survive the experience.

05. ARMOURYThe two weapon racks within this cabin hold many common weapons and ammo. The racks are locked. Oddly enough, they can be opened only with the key that you may stole from the Redoubtable’s Quartermaster.

06. MESS HALLRandom treasure of low value can be found within the chests of drawers you see at both ends of this cabin.

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07. TO THE LOWER DECKGo through this door to reach the bottom level of the ship.

08. TO THE UPPER DECKGo through this door to return to the deck above.

09. STORAGE AREAThe eight barrels in this cabin hold fish and random treasure of low value. Other random treasure of minor value can be found inside a near crate.

10. STORAGE AREAHere are nine barrels holding random treasure of low value and, unsurprisingly enough, a lot of rum.

11. TREASURYWithin this cabin there are two heaps of treasure that you can search to find random stuff of medium and high value. A loot bag near the door holds random class-oriented treasure of low value.

12. STORAGE AREACome here to loot nine crates. They hold random treasure of low, medium, and high value, plus a halberd +2.

13. MAGAZINEThe sign outside this room warns you should keep flames away from here.Behind this locked door [DC18] there are five wooden kegs full of alchemist’s fire, a very flammable mixture. Each barrel has a small wick similar to a candle coming out of its top. Be extra careful with these kegs. If a barrel is damaged, there is a chance it blows up.If you wish, you can pick up the alchemist’s fire, or you can ignite the wicks to sink down the pirate vessel. If you choose the latter option, flee the cabin as fast as you can before the kegs detonate.

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2.05 – THE REDOUBTABLE; BELOW DECK (II)

01. YOUR CABINAfter you have informed Captain Vale about the letter that you can retrieve from the pirate captain’s chest, you are sent to your cabin.The rest of the voyage goes by uneventfully. When you wake up, the Redoubtable has finally made its way to Fairloch.

02. CRIOSA’S CABINThe cabin is empty. If you care to know, the Princess is waiting for you on the frigate’s bridge.The armoire within the cabin still holds Criosa’s tattered rags, plus random treasure of low value. Strangely enough, a few containers about the ship have been refilled with brand-new stuff.

03. MESS HALLHere you can search two chests of drawers to get random treasure of low value.

04. RONAN’S CABINThe chest within this cabin is locked and cannot be opened without the proper key. You can bash it down, of course, but you should not. The coffer belongs to Ronan Aethur and the rogue himself will give you the key to open it in case he becomes your henchman.The chest holds Ronan’s equipment: a leather armour +3, an Amulet of Natural Armor +2, a short sword +2, a short sword +1, a shortbow +2, two sheaves of arrows, and three Potions of Cure Serious Wounds.

05. TO THE LOWER DECKThe lower deck has been sealed while repairs take place.

06. QUARTERMASTER’S OFFICEThe office is closed for restocking. If you have skipped the store before, you have missed your chance for trading.

07. TO THE CAPTAIN’S CABINLeave the deck by this door to reach the captain’s cabin – and the door to the frigate’s bridge.

08. TO THE UPPER DECKGo through this door to return to the upper deck.

09. CAPTAIN’S CABINJust like Princess Criosa, Captain Vale is waiting for you on the outer bridge.The chest within his cabin holds random class-oriented treasure of low value. Random treasure of low value can be found within the desk.

10. TO THE BRIDGEGo through this door to reach the Redoubtable’s bridge.[Ref. Area 2.06].

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II/2 – Escorting the Princess

2.06 – FROM THE DOCKS TO THE CASTLE

Docklands District Market District

01. LEAVING THE FRIGATEWhen you reach the ship’s outer deck, you see Princess Criosa Roebec [NG, Ro10] together with Captain Horatio Vale [NG, F10] and the ship’s bo’sun, Ronan Aethur [N, Ro]. Everyone is looking forward to your arrival, so, what are you waiting for? Join the trio and speak to your friends, Captain Vale being your first interlocutor.After a few pleasantries, the Captain explains you must take Princess Criosa to the castle before you do anything else. Under no circumstances, you are to let her convince you otherwise. As you are new to the capital city, the Captain will provide you a guide. In fact, Ronan - a.k.a. Nighthawk - will accompany you. The bo’sun does not seem too happy about that, but when he hears his Captain calling him by his old nickname, he turns pale. Ronan explains he joined the Navy to get away from his former life and he is not exactly eager to face his demons. The Captain replies his unique talents are rare and pretty useful. If the rogue co-operates, Horatio will see to it that he is fully pardoned for his chequered past. The Princess too, promises Ronan that his slate will be cleared.If you tell Ronan that duty calls, your alignment shifts towards Law; if you are lawful, you get 50 xp. If you tell Ronan that you would like him to come with you, your alignment does not change. If you say he doesn’t let anyone blackmail him and he must do what he wants, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.Whatever you say, Ronan needs a moment to make his mind.When the matter has been settled, the Captain excuses himself for he must see to the repairs of his vessel.When the Captain has left, approach Ronan and start another conversation. Although softly spoken, the half-elven rogue seems to have a keen mind, and reflexes to match. He explains he spent most of his life in the alleyways of Fairloch, yet never ventured out onto the open sea. Now, he has come to love the sea. It clears his head and makes him see things differently. He finds ironic he is now forced to head back into the underworld.If you tell no one is forcing him, Ronan smiles... he can read between the lines. If he disobeys, Captain Vale is going to inform the authorities. Besides, you would be lost in this city without a guide.If you reply that sounds a challenge and you are going to solve this thing by yourself, Ronan will stay here. If you say he would be an invaluable aid, though, he joins you as your henchman.Ronan’s starting equipment currently includes only a sailor’s outfit, a pair of Boots of Agility [They grant the wearer a +2 Dexterity bonus and a +5 bonus on the Tumble skill] and Ronan’s Bracers [These bracers grant Ronan 5/- bludgeoning damage resistance, and 10/- piercing and slashing resistance].The rogue, however, says there is more than this in his cabin. There is a key in his pack, which you can use to get into his chest. Ronan’s key opens the chest found in the upper deck

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easternmost cabin. Don’t forget to help your new hench getting his things together before to venture into the city.Once Ronan has joined the party, you can ask him a few things.If you are curious to know if he knows of any others who would be willing to adventure with you, he says a few names come to his mind. The first is a cleric visiting the city; she used to follow some nature god down south and she is currently a guest of the Tradeway tavern. Then, he knows a beautiful and hot-blooded warrior woman staying at the Singing Siren. Lastly, a righteous paladin should be hanging around the Fair Maiden Inn.If you ask Ronan about his dramatic nickname, the rogue explains he ran with the thieving guild during his early years, and all the best thieves had nicknames like that. His half-elven blood gave Ronan the best night vision in the guild hence he became Nighthawk. Those were the days, yeah!If you want to know why he left the guild, Ronan says that’s a long story. Maybe he will tell you about it later. When you have attained level 11, Ronan will be willing to tell you more about his previous life. Your companion felt he was being used. Sure, there were rewards for serving the guild, but he was still living in squalor. The guildmaster knew Ronan didn’t like the way he ran things and started treating him badly, giving him the worst jobs. At last, Ronan had enough and he just left to join the Navy.If you tell Ronan that was a bold move, your alignment shifts towards Good; if you are good, you get 50 xp. If you say, ‘good for you’, your alignment doesn’t change. If you say he should not let anyone push him around like that, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.If you think being a half-elf may have caused Ronan any problems, the rogue says after he came to terms with him being an orphan, things were just super. His racial abilities gave him a real edge when it came to thievery – and the ladies always found his chiselled features tantalising too. The lucky chap!Anyway, forget about it and turn your attention to the Princess, instead. As you can see by yourself, Criosa has finally managed to acquire some decent clothing and she is ready to venture into the city. She badly needs a bath...Just talk with the Princess and she will join your company. If you are curious to know, besides her new dress, Criosa’s equipment includes a dagger and Criosa’s Ring [The ring grants the Princess damage reduction +1 soak 5, and regeneration +1].When the Princess is on your side, you are ready to disembark. Click on the boarding plank that you see on the deck’s floor to be teleported to the near jetty, together with your associates.Be warned that Criosa really wants to go home – the Princess won’t hesitate to remind you of your duty if you happen to delay the trip, or if you deviate too often from the quickest route to Fairloch Castle. You can see the sights after you drop her off in the Castle.

02. TO THE MARKET DISTRICTLeave the Docklands from this gate to enter the Market District.

03. TO THE DOCKLANDS DISTRICTYou will enter the Market District through this gate.

04. A FORCED DETOURWhen you walk across the plaza before this location, Princess Criosa mutters the House of Fashions is just to the south. But, no... she must... resist... shopping!When you arrive here, you notice the street has been blocked. Behind a wooden barrier, you can spot chunks of stone and debris. Apparently, this was the site of a big explosion.A City Watchman [LN, F6] and a man in wizardly robes are arguing before the roadblock.When you ask for passage, the watchman says you have to go around the mess like everyone else. It seems a few of the wizards at the University got a little carried away with an experiment. Damn lucky no one got hurt! The wizard replies it wasn’t them, but the guard doesn’t seem to believe him.If you want to impart him a lesson, tell Archmage Zachariah Smith [LG, W16] his embarrassment is only beginning, then introduce Princess Criosa to the ‘inept fop of a sorcerer who blew up part of her city’. As he listens at your words, the wizard’s face turns pale and he frantically tries to make some explanations. Criosa will be magnanimous enough, though. She tells the wizard he will have to pay for this mess out of money allocated for the University, but she will keep it quiet so as not to further embarrass him or the city.If you think that the wizard needs some help investigating the matter, Zachariah says you should stop by the University when you have the choice, and talk to the students and faculty. If

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you manage to find out anything important, he will be in one of the rooms on the ground floor of the tower.When the excitable chap has gone, ask the guardsman if you can go through the barrier. The watchman thinks that’s a bit dangerous – you can take a short detour around to the north, through the side streets.

05. AMBUSHThe detour you are forced to take turns more dangerous than you might expect to. Indeed, when you walk near here, Ronan (or the Princess) shouts you should look behind your shoulder. Follow the wise advice and you will find yourself face to face with an assassin elite [LE, Ro5/Assassin 5] coming out the shadows. In a moment, another assassin [NE, Ro4/Assassin 4] appears from the alley ahead of you. With their faces shrouded, you cannot tell much about these devious attackers, however, be quick, and bring them down before they can kill their intended target, Princess Criosa.When you have dealt with the professional killers, search their corpses. The common assassin drops nothing but a leather armour and a short sword. The tougher one, however, leaves behind a leather armour +2, a dagger +1, a short sword +1, a pair of hard leather boots, a dark cloak, a Potion of Cure Serious Wounds, and a letter you should be sure to take away. The ‘assassin’s note’ is short and to the point, ‘The area is prepared. The mark has arrived and will be heading through shortly. Do not fail. Signed, Number One’.If you talk with Criosa after the ambush, the Princess complains she is getting a little tired being attacked all the times.If you ask her where she did learn to fight, Criosa says her father made sure she had been taught fencing. With her life at stake, she is not going to stand idle by and watch you do all the work!

06. FAIRLOCH CASTLEGo through this gate to enter the castle. At last, Criosa is back at home.[Ref. Area 2.07].

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II/3 – Defender of the Crown

2.07 – FAIRLOCH CASTLE

01. FRONT GATELeave the castle through this gate to return to the Market District’s streets.[Ref. Area 2.16].

02. WAITING ROOMThree knights [LG, F12] guard this hall. Vigilant and loyal, the King's knights keep the peace throughout the land - and within this place too. Do not try anything strange, else you will be in for a thrashing.

03. LOCKED DOORSBoth these doors are locked, so, do not waste your time by trying to open them.

04. THE CASTELLANA regal man stands at the door to the King’s court. The first time you come here with Criosa on your tail, Sir Malcolm [LN, Commoner 9] – who is tagged simply as ‘The Castellan’ - rejoices for the Princess has returned home. Then he opens the door behind him and politely invites you to go in and meet the Duke. How gracious!After you have spoken with Duke Charles, you can stop here to question Sir Malcolm about his functions. The castellan explains it is a duty of him to look after the King’s court. While the King is away, he is also assisting the Duke in the day-to-day functioning of the government.If you return to Fairloch Castle after you have spent some time exploring the city – and if you care for Criosa - you can ask the Castellan how the Princess is faring. The functionary explains Criosa is under lock and key, surrounded by guards. She is handling the situation remarkably well, though. I would never have guessed.Later on, once you have completed the ‘Defender of the Crown’ quest, and once you have learned about the Sceptre of Transcendence, you can congratulate Sir Malcolm. He did well to read that book on artefacts! The modest functionary recalls the King discussing some of the artefacts in the book with the Archmage Terinus. The wizard dismissed the sceptre a little too quickly, though. Unfortunately, you won’t be able to learn more about the rod until you are in Fairloch. Terinus is away with the King and there are no other mages having his knowledge of ancient relics and artefacts.

05. TO THE WAITING ROOMA stern knight guards this gate. Leaving the throne room by this door you return to the entry hall.As a sign of courtesy, each time you enter this chamber your weapons will be redrawn.

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06. THRONE ROOMThe first time you enter this grand hall you see two men standing near the King’s seat.Besides them, four courtiers [N, Commoner 3] hang about the chamber. These blue-robed fellows are just a few of the many nobles who lend assistance to the suzerain in running the Kingdom.The kindly old man in a blue outfit is Duke Charles Montague [LN, Commoner 10], one of the most powerful politicians in the city. The Duke is also Criosa’s uncle, so he is understandably happy to ascertain his dear niece is safe and well.The moustached guy who stands next to the Sir Charles will be introduced to you later. Etiquette demands that you speak to the Duke first.When you inform him about the attempted assassination and show up the note you have found on the assassin’s dead body, the Duke is outraged. As the conversation goes on, the man standing near the Duke comes up to express his thoughts about the matter. The Duke introduces the grizzled knight as his aide de camp, Sir Godfrey Davis [LG, P13]. One of the greatest knights of renown in Aielund, Sir Godfrey is a trusted advisor to the King and a loyal servant, holding much sway in the court. He is also an old friend of Sir William Bryce-Clifton and the two veteran knights will indulge in a lot of pleasantries if you ever come here with the old paladin on your side.When the Duke suggests her niece that she should go freshen up while you talk, Criosa will be happy to comply. The Princess really does not need to hear anymore about people trying to kill her. At last, she is at home, and here she feels safe.When Criosa leaves the hall, you get a reward of 300 xp.As he looks at her niece as she struts out the room, ‘Uncle Charlie’ says Criosa is a brave young lady. He shall protect her niece the best he can while her father is away. If you want to do the same, you should track down the assassins and stop them once and for all. According to the Duke, you are perfect for the job. The Kingdom’s best spies have gone with the King and the local guards are easily recognisable. As Sir Godfrey says, your fresh face gives you an edge.If you agree to take the job, the Duke swears you will have all the resources they can muster at your disposal. In addition, he offers you the princely sum of 10,000 gold pieces for successful completion of the mission.If you say for that much money you would sell your own mother, the deal is made. If you comment that’s a huge amount of money, however, the conversation goes on. The Duke’s reply depends from your alignment.If you are evil, the nobleman says he knows you are a hard adventurer and he thinks that’s just what you need to sort this out.If you are not evil, the Duke says with the heir to the throne’s life at stake, he will spend any amount necessary to keep her safe. If you say you could not refuse such a duty even without the reward, your alignment shifts towards Law; if you are lawful, you get 50 xp. If you simply say the price is right, your alignment does not change.Whatever you say, when the Duke has made sure you will cooperate, he leave you in Sir Godfrey’s capable hands, and then goes away. God be with you.When you ask Sir Godfrey how you can find the assassin’s guild if no one knows where it is, the paladin says in Fairloch there is a thieving guild. The City Watch does their best to keep the rogues under control, but crime is always a problem. Thieves are everywhere and if anyone knows how to find the assassin’s guild, it would be them. Captain Deckard, the commander of the City Watch, may tell you where to start looking. You can find him in the guardhouse in the Docklands District.If Ronan is in your party, he explains he was on good terms with the last guildmaster. Perhaps, he could convince the thieves to help you. Last time he checked, their guildhouse was located in the sewers under the market. There is an old chamber down there, big enough to house a hundred people. The entrance is secret, though, so you will have to search carefully for it.Even if you learn the guildhouse’s location from Ronan, Sir Davis suggests you still should speak with Captain Deckard. The officer has worked on the streets of the city for many years, and if anyone can help you, he is your man. Even if you are a very chaotic character, do not dismiss such advice.Before you leave, the paladin hands you a Letter of Marque signed by His Grace the Duke. This document allows you access to greater areas of the city than an ordinary citizen would be able to reach. The letter bears the signature and the personal seal of Princess Criosa. It reads, ‘Let it be known that the bearer of this letter is a servant of the King of Aielund, and is to be granted full assistance whenever asked for.’

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Later on, once you have searched the abode of Thomas Bartlett and you have found evidence of a conspiracy against the Crown, Captain Deckard will send you back to Fairloch Castle, so you can obtain a permission to search the estate of Senator Johnson.Sir Godfrey will give you more than permission.If Thomas Bartlett is still alive - and once you have ‘persuaded’ him to accuse officially Augustus Johnson of conspiracy – Sir Godfrey gives you the Johnson Estate key to enter the senator’s property, together with the permission to search the senator’s mansion for conclusive evidence.If you have killed Thomas Bartlett, you can get the same key by telling the paladin about the suspicions you bear for the Senator, backing your words by exhibiting the note that you found on the businessman’s body.When you have visited the Senator’s estate and you have found the documents incriminating him, you can return here and ask Sir Godfrey the permission to enter the Senate. That’s not mandatory, though. If you feel the matter is too urgent to waste time, you can break into the Senate by going through a secret passage from the sewers – if you have discovered it, that is.If you want Sir Godfrey to be informed about your raid into the Senate, the paladin will urge to go there in a hurry, and he won’t object to give up the Senate key. You can use this key to enter the Senate building the proper way. As you go, the paladin shall try to assemble some knights to assist you. Too bad, his age has made him slow... VERY slow.When you return here after your raid on the Senate, Sir Godfrey says Duke Charles Montague is coming here to hear your tale with his own ears. When the Duke arrives, he has donned an ornate breastplate for security’s sake. Last time ‘Uncle Charlie’ worn this armour, the Kingdom was under attack. The superstitious nobleman does not think that is a good omen. Anyway, the Duke hopes you can shed some light on the attempted assassination of nearly a dozen members of the parliament.Just to start, show the Duke the binder you found out by searching the Senator’s mansion. Then, tell him how you arrived just in time to avert the complete slaughter of the entire Senate. Unfortunately, there doesn’t seem to be any definitive evidence to show who ‘Number One’ is.If you have spared the Senator’s life, Augustus Johnson will be here, kept under close scrutiny by two armoured knights. When questioned about his boss, the traitorous Senator swears he had never met his master in person. No matter what methods you may use on him, you can never learn what which he does not know himself. The Duke realizes that you won’t get another word out of Augustus, so he orders the knights to take him away for further questioning. Say goodbye to Augustus - and do not miss the chance to warn him about the dangers of bending over for the soap... Ouch!As a worthy compensation for your heroic deed, you are entitled to a reward of 2,000 xp and 10,000 gp. Whopeee!If you took the Senator’s life, once you have narrated the events occurred at the Senate, nothing else will happen – but, never mind, you will get the same reward as above.When your efforts have been rewarded, you are given the (useless) Senate Chamber key, just in case you need to get back in there.When you ask the Duke if ‘Number One’ might be related to the ‘Ironlord’ who is mentioned in the notes you have passed to Sir Godfrey, the Duke exchanges a concerned glance with the paladin. That information is – ahem - top secret. If you have learned about the Ironlord by reading one of the history tomes kept at the Great Library, you may recall he was a barbarian warlord bent on world domination. The Duke, however, says the facts have been distorted over time. Considering all that you have achieved so far, you owe an explanation. I can well believe it!The Ironlord is a living piece of history, from long in the past. It looks like one of the automatons that a wizard might create, but within it there is a living spirit, bent on destruction. Over one hundred and fifty years ago, it arose from the southern part of the Kingdom and began making its way to Fairloch, leaving naught but destruction in its wake. The creature was stopped by the then King of Aielund. He managed to obtain the aid of an ancient golden dragon, and together they were able to halt the dreadful construct’s progress.After this explanation, you have a chance to obtain a new quest by choosing the conversation option to ask the Duke about the dragon. If you do so, the nobleman says you can learn more regarding the wyrm by talking with Desmond, a wizard who you can find at the Halls of Knowledge.Mind that if you miss this chance, the only way you have to obtain this quest is... to die. In fact, if you die and then you choose to respawn, you may have a chat with the dragon himself - for

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the wyrm is none less than the guardian of the pocket plane where you are brought to escape death.Anyway, the dragon and the king were never able to harm the Ironlord. The best they could do was to banish it from beyond this world. Now, it seems the Ironlord is on the verge of awakening once more and Senator Johnson was preparing for its ‘inevitable’ triumph. Although shocked at the Senator’s behaviour, the Duke admits he understands his way of thinking. You see, the dragon died at the battle and there are no more wyrms of that power remaining in the world...In a way, the current King of Aielund is trying to destroy this thing himself. Eleven months ago, he received information from a reliable source that the Ironlord would re-enter the world in the country of Tusone, just west of the kingdom’s borders. Knowing that, King Seamus tried to obtain the aid of the Tusonites. They refused to believe that such a creature would appear right in the middle of their most sacred temple, though, and they certainly were not going to let some outsider bring an army in to destroy it. Soon, the King lost his patience and decided to invade Tusone. Seamus believes that if he can destroy the Temple of the Eternal Resurrection, the Ironlord will not have pathway back into this world.In the meanwhile, the Duke has searched a way to harm the construct through the Fairloch’s Great Library. Many wizards and priests attempted divinations to learn something about that issue. Unfortunately, they found nothing of immediate use to stop or destroy the Ironlord. Things more difficult to obtain have not been seriously considered.If you ask for a list of those things, the Duke rings a bell to summon forth the Castellan. When Sir Malcolm arrives, the Duke asks him to retrieve a book entitled ‘Most Ancient Artefacts from Olde Tymes’. The Duke hands you the tome, and then suggests you should read it carefully.Before to leave the hall, the Castellan says he believes there is an option that has not been considered yet. He read of something called the ‘Sceptre of Transcendence’ - quite a marvellous weapon! According to Sir Malcolm, such a rod could bear the power to stop the Ironlord. As the Castellan understands it, there are three possible locations for the sceptre. Two of them are dangerous, and the third is an extremely remote possibility.The two dangerous locations are the lost city of Feybourne - an area populated by forces hostile to the crown -, and the Isle of the Dead – a bleak, forsaken place not far from the coast, where it is said the dead walk free and that some incredibly powerful force is in absolute control. The possible place is the dwarven city of Stoneguard.If you want to look after the Sceptre, you should start your search from the ruins of Feybourne. If you have no luck, you should travel to Stoneguard. The Isle of the Dead should be considered only when you have no alternative left.If you are weak in geography, Feybourne is due south of Fairloch, past the city of Amalis. Stoneguard is to the southwest, in the mountains with the same name.When the Castellan falls silent, you can thank him for the help, or you can say you are glad to see someone is earning his salary around here. The last option shifts your alignment towards Chaos; if you are chaotic, you get 50 xp.By the way, when I chose the chaotic reply I experienced an odd bug, which caused the castellan to do not leave the room and Sir Godfrey to repeat endlessly his previous lines when spoken to. I did try to leave the room myself but Sir Malcolm did not follow. Swearing like a trooper, I quitted the session and loaded a previously saved game. I went all the way through the conversation above, and then I chose the first option. Fortunately, everything ran smooth. Since then, I had never tried the chaotic answer. Therefore, I’m not sure if I experienced a recurrent bug or just a fortuitous event.Anyway, when the conversation ends and Sir Malcolm leaves the room you should look at the tome you have been given. To read the book, you must activate its unique power from the item’s radial menu.The large and dusty book catalogues a list of devices and such from thousands of years ago, some of which date back to the time of the creation of the world. One pertinent section is bookmarked, and reads, ‘...A giant cross between a bull and a man, being made of some remarkable metal that defied understanding (a side note here has 'adamantite?' sketched near this). From what we can gather from glyphs and icons and our own deductions, this served as a vessel for some great spirit, possibly a god from eons past, allowing it to walk as a man. In spite of the years weighing heavily upon this artefact, truly it gleams as new.’Another section of the book outlines the Sceptre the Castellan told about, ‘The Sceptre of Transcendence is thusly named for its bearing, being a large mace-like construct four feet in length, bejewelled and heavily enchanted. The origins of this weapon are disputed, but there is

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no doubt of its power - to destroy other artefacts. I have prevented my colleagues from testing this on our other finds, of course, but the markings indicate that this is so...’The paragraph ends here, with a few small sketches of a long, mace-like weapon.

07. LOCKED DOORSThese doors are locked and cannot be opened.

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2.08 – DOCKLANDS DISTRICT

Notes:A couple of City Watchmen [LN, F6] patrols the district’s streets around the clock. Vigilant and loyal, these guards are the real policing force throughout Aielund.When you talk to a watchman, you can ask him where you can find the Guard Commander. In addition, you can ask where you can find the Castle, the tower of sorcery, the Senate building, the Admiralty building, or just a good place to buy equipment.As you explore the district, you may meet a few sailors [N, F6] and several commoners [N, Commoner 2]. If you like stealing, some commoners have a few coins or copper rings for you to rob. A couple of black & white cats [N, Animal 1] darting through the district’s alleys add colour to the cityscape.

01. THE REDOUBTABLEIf you feel the urge to return to the frigate that took you here, just click on the boarding plank on the jetty and you will head up onto the ship’s deck.To leave the ship, head up on the boarding plank on the frigate’s deck.[Ref. Area 2.05].

02. THE SALTFISHKipper Bob [N, F4], the fisherman you met in Culdeny, has managed to escape the dragon’s attack on that city and to sail to Fairloch in safety.Aboard his ship, the Saltfish, there are a sailor (Bob’s first mate) and five barrels. If you search the barrels you will find fish and random treasure of low value.Kipper Bob – who is famous for his love of fish for breakfast – is an old mate of Ronan, and he is one of the reasons the rogue had for giving up his old life of crime and joining the navy.If you are happy to hear that, your alignment does not change. If you tell Ronan you think he made a mistake, however, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.Anyway, Bob has a problem he would like to solve without informing the local authorities.If you say you hope it is nothing illegal, your alignment shifts towards Law; if you are lawful, you get 50 xp. If you say it sounds like your sort of work, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you urge Bob to go on with his telling, your alignment does not change.Bob explains there is a mob of thugs who run a protection racket on the docks. Now that the army is out of the country, they have become very greedy. If you agree to take care of them,

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Bob suggests you should look through the district’s warehouses, nice places to operate from without attracting unwanted attention.When you have put a permanent stop to the gang’s criminal operation, return here and tell Bob the good news. The grateful fisherman will offer you a small token of his appreciation.If you tell Bob he does not have to do that, your alignment shifts towards Good; if you are good, you get 50 xp. If you say you have earned the prize, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you simply ask Bob what you’re going to get, your alignment does not change.Whatever your reaction, you are given 750 xp and a pair of Boots of Striding +2.Later on, once you’ve searched for the Sceptre of Transcendence both in Feybourne and in Stoneguard, you have to come here and ask the sailor a passage for the Isle of the Dead. Bob will be greatly scared at the very thought of such a trip, but – if you took care of the racketeers - he will agree to sail you to the island... for 500 golds.

03. THE SINGING SIREN TAVERNA visit to this drinking house is recommendable if your throat is parched with thirst, or if you are looking for a strong - and strong-headed - fighter to add to your party.[Ref. Area 2.09].

04. THE DOCKLANDS INNIf you need a place to spend the night in, this inn is exactly what you need.[Ref. Area 2.10].

05. DOCKLANDS GUARDHOUSEA City Watchman guards the door of this building. The (very small) office of the City Watch commander is found on the first floor of the guardhouse.[Ref. Area 2.11].

06. NAVY STORAGE BUILDINGThe City Watchman who guards this place informs this is a storage area for navy equipment. It is filled with ballistae and uniform, mostly, but there is a ton of alchemist’s fire in here too. To enter the storage area, however, you need a written authorisation from the Admiral. Unsurprisingly, you can find him at the Admiralty building, in the Senate district.When you come here with the written permission from Admiral Chesterton, the kind guard will open the door so you can go inside. The militia claims he is honoured to meet the hero of Culdeny, then he warns you should be careful in there... the stuff inside would blow half the building up if you set it off.[Ref. Area 2.12].

07. DOCKLANDS WAREHOUSEAfter you have spoken with Kipper Bob at the docks, you should come here to see if the racketeers are hiding inside.[Ref. Area 2.13].

08. DOCKLANDS WAREHOUSEAgain, you should come here to search for the racketeers once you have agreed to help Kipper Bob with his problem.[Ref. Area 2.14].

09. SEWERS ENTRANCEBehind this grate, some stairs lead to the city sewers.If you don’t mind the hazards and the horrid stench, the sewers of Fairloch provide a quick way to travel from district to district. The squeamish adventurer should avoid them as much as he can, though.By the way, the sewers could turn handy also if you happen to have an angry watchman on your tail...[Ref. Area 2.15].

10. DISTRICT GATETwo City Watchmen stand near this gate. Go through the passage to enter the Market District, core of the town.[Ref. Area 2.16].

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2.09 – THE SINGING SIREN TAVERN

01. EXIT DOORSLeave the tavern by one of these doors to return outside.[Ref. Area 2.08].

02. COMMON ROOMSix sailors [N, F6] and three commoners [N, Commoner 2] are drinking and chatting about here. The commoners have small sums of money or copper rings for you to pickpocket.Behind the counter, there is the local innkeeper [N, Commoner 3], a seller of fine wines and ales.By talking with the innkeeper you can buy one bottle (or five if you are very thirsty) of ale (1 gp), beer (2 gp), rum (1 gp), cheap wine (3 gp), or quality wine (5 gp).

03. VALENNIATall and well muscled, this beautiful lady warrior looks extremely confident and certain of her, but looks down on those around her with a sneer. Two sailors lay unconscious on the floor at her feet, likely having beaten down to a pulp after they tried to pick the touchy amazon up.Valennia Far-Eagle [CN, F], ‘slayer of the Great White Bear and avenger of Thardonis the Mighty’, claims she is stronger by far than the pathetic dregs of men around her, and she finds the ways of these civilised folk strange indeed. By the way, they attempted to seduce her but - of course - they failed. Valennia has become bored with trying to understand those idiots, so she is willing to accompany you if you need a strong sword to stand by your side. The amazon will work for you for the sum of one thousand gold pieces. Hand her the cash and she will gladly join your cause, for glory and honour.If Sir William is already in your party when you talk with Valennia, he will protest she hardly qualifies as a lady and she is nothing but a savage. Offended by the paladin’s words, Valennia will ask you a chance to prove her worth to the prejudiced old man.When hired, the barbarian’s equipment includes Valennia’s Armour [It grants the she-warrior a +3 AC bonus and 5/- bludgeoning, piercing and slashing damage resistance], a greatsword +2, a throwing axe +1, an Amulet of Natural Armor +2, a Cloak of Protection +2, and three Potions of Cure Critical Wounds.Words are not Valennia’s strong point but if you feel the need to speak, your new henchman won’t remain silent.If you think it must have been hard growing up in the frozen wastes of the south, Valennia replies a soft city-dweller could say so. Her people are rugged and cunning. For many generations they have tamed the wilderness and survived.If you say you have recently fought many of their people as they prepared to attack the civilized lands, Valennia claims she refused to become involved, for their rightful chief (and her father) Morik Far-Eagle had been deposed against all the traditions they follow. He was not removed through strength but drugged and tricked into handing over power. Erag was but an instrument of battle, controlled by their shaman into fighting a war that had little benefit for

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their people. Morik believed that the Kingdom would no longer trade with them once the barbarians had plundered their towns, leaving such things as gold and gems worthless.If you ask her to tell you about some of her great deeds in battle, Valennia narrates of the time she slew the great white bear, a beast so large it fed her village for nearly a week.Later on, when you have attained the 11th level of experience, you can ask Valennia for another tale and she will spill out a quite interesting story about their tribal hero, Reikthor. This tale introduces a creature you will become accustomed to - and even provides a hint about the place where it was banished after its defeat.Reikthor lived nearly a century ago and led the barbarians with wisdom as well as battle-lust. During his rule, a great enemy came to the western lands, from Highmarch. The Aielunders were hard-pressed from the beginning and cried out to the barbarians for assistance. Reikthor saw the benefits of an alliance, and gathered the finest warriors to join the battle. This enemy was made of metal, it seemed, and no strike upon it could kill you. An Aielund wizard had an idea to banish the creature to the lands of the dead. A great gold dragon was called down to smite this foe, but it would take time to get everything ready. Reikthor stepped forward, vowing that he and his warriors would keep the beast busy while this great magic was enacted. The warriors charged down the hill and clashed with the iron monster for hours, their numbers slowly thinning as the great creature took its toll upon them. Soon, only Reikthor stood to hold the monster at bay. He fought with all his might, and held it steady for nearly fifteen minutes while the magic took hold and sent it away. As soon as it disappeared, Reikthor collapsed, having taken a mortal wound in the chest earlier in the fight, but refusing to break his vow to the Aielunders. Thus, it is that the barbarians pay all honour to his memory, as the greatest of them.All this talk of great deeds will fuel Valennia’s battle lust. Come on! Let’s go kill something, quick!

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2.10 – THE DOCKLANDS INN

Main Floor First Floor

01. EXIT DOORSThese two doors lead to the streets outside.[Ref. Area 2.08].

02. COMMON ROOMWithin the inn’s common room there are four commoners [N, Commoner 2] and the local innkeeper [N, Commoner 3]. As usual, the commoners can be pickpocketed for a few golds and cheap jewellery.If you need a room to rest in you have to pay the innkeeper 10 golds to get the inn room key.

03. STAIRS UPThe door before the stairs up can be opened only with the key that you can get by the innkeeper when you pay for your stay. The key will be removed from your inventory when you use it, so, I’m sorry, you will have to pay again next time you want to spend a night at the inn.

04. STAIRS DOWNGo down these stairs to return to the inn’s ground floor.

05. THE COMFORTABLE PILLOWEven if the innkeeper says that you can choose the room you like to spend the night in, this is the one you should come in.Indeed, here is the ‘cushion of reasonable comfort’ you should have grown to appreciate during the first act of the saga.Click on the pillow and you will be asked if you want to advance the time of 8 hours. Say yes and in just a mere moment you will be as fresh as a daisy, your wounds healed, and your spells memorized. Need to find one myself...

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2.11 – DOCKLANDS GUARDHOUSE

Main Floor First Floor Jail

01. EXIT DOORSTo return outside you can leave the Guardhouse by going through one of these doors.Three City Watchmen [LN, F6] guard the hall you enter. If you are looking for their commander, the polite militias point you to the stairs leading up.The desk along the north wall can be searched. It holds random treasure of low value.The two side-rooms serve as a barracks and an armoury.[Ref. Area 2.08].

02. STAIRS UPGo up these stairs to reach the Commander’s office.

03. STAIRS DOWNGo through this portcullis if you want to visit the guardhouse’s jail.

04. STAIRS DOWNThese stairs lead back to the guardhouse’s main floor.

05. COMMANDER’S OFFICEGuard Captain James Deckard [N, F11] holds office within this small, circular room. When you look at him, the captain returns your examining gaze with a level stare. This no-nonsense man has seen many years on the streets of Fairloch.The first time you come here, you should ask the Captain how you could make contact with the thieving guild. If Ronan is in your party, during this conversation you have a chance to introduce your pal to the Captain, calling him an ‘expert’ working for the King...Anyway, Captain Deckard suggests you should search the city’s sewer system, a place the local thieves know like the back of their hands. Catch them may be difficult, though. The captain has worked the streets for half his life and he has busted only two of their safe houses in that time. Figure that! I wonder how he actually managed to get his rank...When you say the thieves you are looking for are nothing but a way to discover where the assassin’s guild is located, the Captain sneers if you are some kind of super sleuth or else. If you reply you are bound to protect the Princess and you will just do what you have to, your alignment shifts towards Law; if you are lawful you get 50 xp. If you say no one is going to kill the Princess while you are around, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you say the princess’ attackers tried to kill you as well and you took it kind of personal, your alignment doesn’t change.When you inform the Captain that the assassins you are looking for have put a bounty on Criosa’s blond head, his smile vanishes in an instant. Worried by the dire news, the officer thinks about the matter then he concludes not many people in the Kingdom can afford to pay the assassin’s guild the huge sum they must have asked for such a job. Aside from the royal family, the Captain (or Sir William for him, if the paladin is on your side) can think of four names: the Duke, Lord Johnson, Lady Chelsea, and Thomas Bartlett – father of Ronald, the vile guy you did met in Culdeny during the First Act of the saga.Before to investigate such high-ups, however, you should discover the assassin’s guild and find some solid evidence. The Captain suggests you should start your search from the sewers under

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the marketplace. There is a sewer entrance just southwest of here - or you can use an entrance right from the markets.While you are in this district, you may want to take care of the greedy racketeers Kipper Bob can tell you about. When you have discovered their base of operation, you may want to come here and inform the Captain. This is not mandatory, though. If you don’t like Justin – or HE does not like you -, and if you don’t care for the law, you are free to kill all the thugs when you find their hideout.If you seek for the officer’s advice, Captain Deckard says Justin has been expanding his operation for the past few months - and given him a royal headache. If you want to help the guards, you can go back to the warehouse together with a couple of watchmen. The guards will try to arrest the racketeers, but it is likely they will resist. If so, you should administer them the punishment they deserve.If you agree with the Captain’s plan, you get 200 xp. Then, when you step into the warehouse where the villains are hiding, a couple of his lads will follow you in.If you refuse the job, your information is deemed worth of a 750 xp reward. Sure enough, 750 is better than 200, however, if you let the Captain handling the matter by his own you won’t be able to deal with the racketeers anymore and you will miss the experience you can amass by exterminating Justin and his crew.When you have discovered the location of the assassin’s guild, you can return here to inform the Captain. Again, this is not mandatory. If you have no time to spare, you can come back here after you have cleared out the guildhouse.Either way, when you return here the captain is curious to know if you have found the hideout of the thieves as well as the lair of the assassins.If you reveal the thieving guild’s location, your alignment shifts towards Law; if you are lawful, you get 50xp.If you don’t want the thieves to be put under bars, just resort to a white lie and say you found no traces of their guild. The information you obtained about the assassin’s hideout comes from a ‘confidential but trusted source’.When you have wiped out the assassins, you MUST come here to show Captain Deckard the documents you retrieved from their lair. While the officer looks at the notes, tell him about the suspicions you bear on Thomas Bartlett. Actually, he could be involved in the plan to kill Princess Criosa. His daddy, Ronald Bartlett, was neck-deep in a plot to kidnap Criosa and, you know, like father, like son...If you still bear in your backpack BOTH the Lord’s attire and the note that you should have grabbed from Ronald Bartlett’s dead body during Act One, you will be able to persuade the Captain to sanction a raid on Mr. Bartlett’s estate. Captain Deckard will have three of his best men in position outside the businessman’s mansion. When you are ready to go, the lads will follow you in. In the meanwhile, the Captain will stay here – of course - waiting for your report.If you don’t have Ronald’s stuff, the Captain is sorry but there is nothing he can do to help you. Technically speaking, he should have you arrested for even thinking about breaking a private citizen’s abode, but under these circumstances, he will conveniently forget about this conversation...If you say you appreciate that, nothing happens. If you say you would like to see him try to arrest you, however, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.Anyway, if you cannot persuade the Captain about Mr. Bartlett’s involvement in the plot, you must enter the estate without the benefits of being backed by the Law.After you have searched the estate, you have to return here to report Captain Deckard what happened.If Thomas Bartlett is still alive, when the Captain looks at the sealed letter you should have found in the mansion, he will have the businessman immediately arrested and brought in for questioning.If your Intelligence is 13 or more, you can be smart and realize the note you have found could have be placed there as a diversion. Such an insight is worth 200 xp.When the conversation ends, the Captain says you should meet him later in the guardhouse’s jail. Then, he leaves the room and goes downstairs.The drilling of Thomas Bartlett is detailed below, at location 08.If you have killed Thomas Bartlett, the Captain will be appalled by your behaviour. Aside from how this reflects on the Watch, Thomas Bartlett was a notable member of the community as well! To quiet him down, you can tell the Captain about that nasty, BIG knife Thomas was brandishing. Then, you should be quick to exhibit the papers you’ve found on Mr. Bartlett’s body.

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The note does not reveal if you killed an innocent man or a traitor of the kingdom, however, it mentions Augustus Johnson tried to get Thomas Bartlett to take over his father’s dealings. The Captain has always had a suspicion that Johnson was up to no good, so, it is possible that after Thomas refused to join up with Johnson the Senator planted the other note to make him look guilty. By the way, the note mentions ‘Number One’ and if Augustus did actually plant the note, he must be in the conspiracy. Such a realization is worth a reward of 200 xp.Your next move should be to go and search Senator Johnson’s estate, hoping to find some solid evidence. Unfortunately, the Captain cannot authorize a raid in a Senator’s house lacking conclusive evidence, so you have to conduct the investigation by yourself.The Senator’s estate is located in the northeast of the Senate district. Problem is you need the key to get in there, because the gate is magically sealed. Sir Godfrey may help you to get such a key - but the Captain suggests you shouldn't tell him a word about Bartlett’s premature death. Just show the paladin the evidence you’ve collected and it might be enough to get the key off him... if you are lucky.Before you leave, Captain Deckard says anything you may discover by searching the senator’s house should be reported to Sir Godfrey himself, for such an affaire goes beyond the scope of the City Watch’s charter.When the conversation ends, you get a reward of 500 xp.

06. STAIRS UPGo up these stairs to return to the guardhouse’s main floor.

07. JAILMost of time the jail is empty, exception made for the four City Watchmen guarding this dank dungeon. From the smug smiles on their face, it appears they enjoy their job.

08. MR. BARTLETT’S GRILLINGIf Thomas Bartlett has survived your visit to his abode, when you show Captain Deckard the letter you discovered in the mansion, the officer orders the wealthy man to be immediately arrested and brought here for interrogation.The next time you come to the jail, the guard standing near the stairs informs the Captain is waiting for you in this cell, ready to begin the interrogation.When you enter the cell, Captain James Deckard grins you should have already met Mister Thomas Bartlett.If you answer you did and hope he has been co-operative, your alignment shifts towards Law; if you are lawful, you get 50 xp. If you simply say yes and ask the Captain if he has learned anything useful yet, your alignment does not change. If you say that ugly mug looks a little familiar, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.From his position, Thomas yells they have no right to lock him up in this filthy dungeon for he has done nothing wrong. Of course, they ALL say that...Mr. Bartlett is adamant, though, and he insists unless you are planning to charge him with possession of cutlery you should come up with something convincing very quickly.Play your cards and show Thomas the document you have found in his house. Mr. Bartlett swears he had not seen that before and he never heard anything of this ‘Number One’ person before either. Thomas cannot avoid shivering, however, when the Captain comments this is solid evidence and that’s enough to have him hanged within the week.Forced to rack his brain, Mr. Bartlett recalls his father was involved in some dealings with Senator Augustus Johnson. Augustus was recently trying to have Thomas take over where his father left off, but he turned him down.Captain Deckard has a hunch that the Senator thought Thomas might have known more than what he appears to. If so, he could well have planted the document in Mr. Bartlett’s house to put him in hot water. To know more, you should search the Senator’s mansion for evidence. That is, if Thomas is good enough to point the finger at Johnson...Is Thomas good enough? Do birds fly? All of a sudden, the prisoner’s mind clears out – being absent-minded it’s a family condition of him, you know - and he remembers the wicked Senator wanted him to join his cause to overthrow the government!Moved by such honesty and integrity, Captain Deckard declares that’s enough of a testimony to go to Sir Godfrey and get the permission to search the Senator’s estate.In the meanwhile, Thomas shall remain here... to contemplate the tragic fate of his expensive shoes as they get covered in horrible filth. Smashing!

09. YOUR CELLYour cell, yes, for this is the place where you shall be brought if you are caught red-handed when stealing from a private home.

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Of course, you are free to resist to the City Watchman who quickly comes to punish your felony. Just keep in mind, this way you will be forced to kill the guard – and everyone else about there for they all turn hostile. Mind that each time you slay an innocent being, your alignment shifts 8 points towards Evil.If you don’t care to be called a murderer - and you fancy to crush some watchmen’s skulls - the slain guards leave behind a City Guard armour, a City Guard shield, a dagger, and a Watchman’s Club [Designed mainly to subdue opponents, and not kill, this is still a dangerous weapon. On hit, this club +3 can daze the victim for 5 rounds (5% chance; DC 14)]. If you surrender to the guard, you are immediately teleported here – along with your henchmen. Your equipment won’t be removed, but nothing less than divine intervention can open the door of your cell. Of course, you could have a Stone of Recall in your inventory... just remember these stones don’t come cheap, though.If you wait for someone to come and let you free, you are simply wasting your time. Move your mouse in between the door’s bars until it points to the watchman standing by the door. When questioned about, the guard says he can let you out of here with a fine. For your first offence, you have to pay 250 golds.If you don’t want to pay, or if you are short of cash, you can do nothing but stay here and enjoy the food. The next morning you will be let free to go. However, you will suffer the loss of an amount of experience points equal to 50 multiplied for the number of your character’s current hit dice.The habitual criminal should be warned the fine you have to pay grows up the more times you are arrested. Your second offence will cost you 500 gold pieces. A repeated offender will be asked to pay one thousand golds.

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2.12 – NAVY STORAGE BUILDING

01. BOOM!When you have obtained a written permission from Admiral Chesterton, the guard outside will let you enter this building.The room is choked full with kegs filled with alchemist’s fire, a dangerous, explosive mixture.When you walk inside, the door behind you slams shut while a keg at the far end of the room ignites. In a few moments it explodes, igniting the near barrels. It seems a BIG explosion is coming soon!When you run for the door, you discover it has been locked from the outside. You are trapped in!Opening the door in the short time you are given is quite a difficult feat; however, you can try to pick its lock [DC38] or to bash it down [100 hit points, hardness 20, fortitude save 28].Chances are high you and your henchmen will not be able to escape the storage in time and you will suffer the fire damage caused by the explosion.Fortunately, the kegs won’t blow up all together. If you want to survive, just move around so to stay away from the barrels close to detonate.When the last kegs explode, the door is destroyed and you can leave this place – if you are still alive, that is.Once outside you notice the City Watchman has gone. A knight [LG, F12] has come to investigate the noise and he questions you about what has happened. When you fill in with the events that transpired here, the knight says there is supposed to be a guard on duty here at all times, so he must have locked you in. If your Intelligence is high, enough you can realize the kegs have been set off after the guard knew you were the hero of Culdeny. Perhaps he was part of the conspiracy against the Princess.Anyway, the knight is going to report this to the watch commander and get the fires out. You would best go inform Admiral Chesterton.Before doing so, however, you may want to return inside the storage and search the charred remains of the armoire that stood in the northwest portion of the room. It held random treasure of low value, a sailor’s outfit, an officer’s attire and an admiral’s attire [Worn by all officers in the Aielund Navy, this attire is practical yet refined. It grants the wearer a +3 AC bonus and spell resistance 14].[Ref. Area 2.08].

2.13 – DOCKLANDS WAREHOUSE

01. EMPTY WAREHOUSEThis place is empty. Period.[Ref. Area 2.08].

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2.14 – DOCKLANDS WAREHOUSE

01. JUSTIN’S GANGThe racketeers Kipper Bob may have asked you to deal with use this place as their base of operation.When you enter this place, you see five grim thugs [CN, F5/Ro1] and the gang leader - a red-haired, rugged guy by the name of Justin [CN, F9/Ro1].After introductions have been made, tell Justin he must find some more reputable business to pursue, else...To make your statement clear enough, you can try a medium Intimidate check by telling Justin else you will cut him into little pieces. Otherwise, you can try a Persuade check by claiming else you will make things in town very difficult for his gang.If the Intimidate check succeeds, Justin says he was just thinking about looking into another line of work. Then, he leaves this place forever, together with his fellows. If the check fails, however, the thugs immediately attack.If you choose to try the Persuade check, your alignment shifts towards Law; if you are lawful, you get 50 xp.There is no way to convince Justin to quit his job through persuasion, however, and the villain will merely laugh at your wise counsel. Then, true to his chaotic bend, Justin will react to your advice in a completely random way. He can decide to settle the matter like gentlemen and order his boys to smash your face, or he can decide to let you go warning you’d best keep quiet about this chat else, THEY might make YOUR life difficult.If you manage to leave the warehouse without starting a fight, you can go to the district’s guardhouse and inform Captain Deckard about the racketeers.If you don’t want to help Captain Deckard further, the next time you enter the warehouse it will be empty. The authorities has come and they took Justin and his cronies into custody.If you agree to help the Captain, the next time you enter the warehouse you will be followed in by three City Watchmen [LN, F6]. Justin won’t give it up, though. Scared by the thought of being dragged in jail, he reacts by drawing his weapon and ordering his lads to attack. A fight ensues.The dead thugs leave behind studded leather armours and short swords. Justin would drop a studded leather armour, a longsword +1, a Potion of Bless and a Potion of Cure Critical Wounds. I say he ‘would’ for I was never able to search his corpse.Whatever the outcome, once the racketeers have been dealt with don’t forget to return to Kipper Bob to inform no one will come up again to extort him his hard-earned money.[Ref. Area 2.08].

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2.15 – DOCKLAND SEWERS

Notes:The stench of the sewers is so strong it makes your head spin. There are four places about the area where the air is so thick and stale that you are required to pass a Fortitude saving throw. If you fail the check, the horrid stench makes you nauseous and you will stay dazed for a few rounds. Usually this is just an annoyance... unless monsters are near.A sickly mist lingers above the stone floors and makes them slippery and treacherous. Again, there are four places in the area where you are forced to roll a Reflex saving throw [DC16]. If you fail the check, you slip in the filthy terrain underfoot and you will spend a few rounds to regain your feet.Besides the creatures listed below, there are five rats [N, Animal 1] scuttling about the conduits. They won’t bother you at all, though.

01. STAIRS UPLeaving from here, you can return to the surface.[Ref. Area 2.08].

02. BEETLESHere you will be attacked by 3-5 beetles, possibly including bombardier beetles [N, Vermin 2], spitting fire beetles [N, Vermin 1], stag beetles [N, Vermin 7], and stink beetles [N, Vermin 3].

03. JELLY CUBEA greater gelatinous cube [N, Ooze 7] lurks within this alcove. Beware! If you enter in a melee with a cube, you can be engulfed by the monster's slimy jelly-like body. You should do better to hit it from a distance.

04. JELLY CUBEHere you will face another greater gelatinous cube.

05. TO THE MARKET SEWERSGo through this passage to enter the portion of the sewers located just beneath the Market District, the very core of the City of Justice.[Ref. Area 2.29].

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2.16 – MARKET DISTRICT

Notes:Six vigilant City Watchmen [LN, F6] patrol the district’s streets. The militias can point you to their commander, or can provide directions to the city’s most prominent landmarks.As you explore the district you may meet several commoners [N, Commoner 2], plus a few boys [N, Commoner 1] and girls [N, Commoner 1]. If you are prone to pilfering, the male citizens have a few golds or copper rings for you to steal. Frankly, I have no idea why the women’s purses are empty.

01. DISTRICT GATELeave the district by this gate to return to the Docklands district. Two City Watchmen guard the passage at all times.[Ref. Area 2.08].

02. MACABIE & SON FLETCHERSEnter this shop if you need to equip yourself with new ranged weapons and ammunition.[Ref. Area 2.17].

03. FAIRLOCH TANNERThis store offers a small selection of leather goods. Nothing fancy, mind me, but the place can be worth a visit.[Ref. Area 2.18].

04. MARKETPLACENext to the stalls that fill this plaza, you can see - and hear - three vendors [N, Commoner 1] hawking their wares, mostly fresh produce and fruits. If you are a nimble-fingered thief, you can pickpocket the traders to get small sums of money and/or copper rings.

05. RISING SUN EXOTIC SUPPLIESInside this fascinating store you can find items intended for monks, and many exotic weapons.[Ref. Area 2.19].

06. BLACKSMITHA sweaty blacksmith [N, F3] is busy hammering an anvil under this shed, creating metal goods that the city always requires.If you are after some equipment – or if you want a forge to work on – you should enter the near shop.

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07. FAIRLOCH ARMS & ARMOURSThis is the right place to come if you need weapons or a brand-new suit of armour.[Ref. Area 2.20].

08. FAIRLOCH HOUSE OF FASHIONSThe House of Fashions sells the finest – and most expensive - clothes in town. In addition, here you can buy magical cloaks, boots, belts, and outfits tailor-made for the experienced adventurer – or for the fashionable bard.[Ref. Area 2.21].

09. DISTRICT GUARDHOUSEThe door of this building is locked. If you need to speak with the garrison commander, you will find him at the guardhouse in the Docklands District.

10. THE FINAL CURTAIN PLAYHOUSEThis is Fairloch’s main (and sole) theatre. If you are a bard, here you will be given a chance to prove yourself worthy of your trade. Adventurers of other classes can enter the playhouse if they need to relax a bit.[Ref. Area 2.22].

11. THE FAIR MAIDEN INNThis is the place to come if you need a room to spend the night - or if you fancy the company of a narrow-minded paladin.[Ref. Area 2.23].

12. THE UNIVERSITYBy going through this gate you can enter a small enclosure. Here are the city’s main temple and the University grounds. If you care to know, the University of Fairloch is a renowned place of wisdom, knowledge, and power. Nothing to do with the one I took my degree at...

13. CATHEDRALTwo young priests [N, C5] stand before this temple, but they have nothing interesting to say. If you need healing and supplies, or if you simply want to pray for the people in the war, go right inside the Cathedral.I guess the building next to the cathedral is important, for its door has been barred and magically warded. We will never know, though, for there is no way to open it.[Ref. Area 2.24].

14. HALLS OF KNOWLEDGEYou shouldn’t miss to visit this place, if only to peruse the local store’s inventory. Here you can also have your weapon of choice upgraded (for a price, of course), acquire a couple of quests, and buy a VERY useful item.A nobleman [N, Commoner 6] and a noblewoman [N, Commoner 4] are chatting before the tower. Noblefolk such as them usually operate the major businesses in Fairloch. Of course, some of them do not really do anything – and they have quite an attitude too. By the way, the moustached gentleman has 125 gold pieces in his purse...[Ref. Area 2.26].

15. STUDENT QUARTERSThe young folks who dream to graduate at the University of Magic are lodged within this building.A couple of students of magic [N, W2] are chatting before this place. A few students have a strong feeling they are going to flunk out this year, in fear that if the war is still going by the time they graduate they will be sent out to the front lines.[Ref. Area 2.28].

16. SEWERS ENTRANCESBeyond both these grates there are slippery steps leading down to the sewers lying underneath the district.[Ref. Area 2.29].

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17. CASTLE GATEIt is the duty of two sleepless knights [LG, F12] to watch the main gate of Fairloch Castle.[Ref. Area 2.07].

18. DISTRICT GATEA pair of City Watchmen guards this gate. Go through the gate to enter the Senate District, home of the affluent and of the powerful.[Ref. Area 2.30].

19. DISTRICT GATEThis gate is guarded by two City Watchmen. It gives access to the Residential District.[Ref. Area 2.44].

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2.17 – MACABIE & SON FLETCHERS

01. THE MACABIESRay Macabie [N, F3] is the foremost bowyer and fletcher in the city, though his services are not often called upon by the local military, except to repair ballistae.When you talk to the bowyer, he complains he doesn’t get many customers nowadays ‘cause most people who would use his creations are off fighting the war.If you say that makes sense, Ray will nod his head. If you remark you didn’t ask for his life story, though, your alignment shifts towards Evil; if you are evil, you get 50 xp. I’m not sure about it, but chance is high the merchant’s reaction will be unfavourable afterwards.Ray’s store has an unlimited supply of money and a maximum buying price of 10,000 gold pieces.The bowyer’s stock includes a pair of Bracers of Archery [These bracers grant the wearer the Weapon Focus (longbow & shortbow) and the Weapon Specialization (longbow & shortbow) bonus feats. Base price: 20,251 gp], slings, slings +1, a sling +2, a Sling of Deadly Accuracy [Slings of this design are rare, but are thought to originate in the halfling homelands far to the south. This weapon can be deadly in the hands of an experienced slinger. The sling is a +2 mighty weapon granting a +4 attack bonus, and possibly causing 2d6 massive critical damage. Base price: 18,78 gp], heavy crossbows, heavy crossbows +1, light crossbows, light crossbows +1, a Crossbow of Impact [Able to drive home an accurate shot with incredible force, this heavy weapon offers real long-range damage capability. It grants a +2 attack bonus, and causes bludgeoning extra-ranged damage and 1d10 massive critical damage. Base price: 8,200 gp], a Crossbow of Speed [This easy-to-use crossbow allows for much faster reloading thanks to its revolutionary design. It is also a well-balanced and accurate weapon. It grants the user a +3 attack bonus and the Rapid Reload bonus feat], a Heartseeker Bow, composite longbows, composite longbows +1, composite longbows +2, longbows, longbows +1, longbows +2, fine composite longbows, master composite longbows, and one exceptional fine composite longbow [One of the finest examples of its type, this longbow has an incredible draw of over 50 lbs. It can deliver an arrow with enough force to punch through plate armour. This mighty weapon +5 bears a +2 attack bonus and can cause 2d6 massive critical damage. Base price: 15,970 gp].Besides the weapons, Ray sells all manner of tradeskill materials to craft your own bows.The young Jason Macabie [N, Commoner 1] is training to replace his father when he retires in a few years. For now, he sells all kind of ammunition.Jason’s store has an unlimited supply of money and a maximum buying price of 7,500 gold pieces.His stock includes bullets, Bullets of Smiting, bolts, Bolts of Piercing, arrows, arrows +2, arrows +3, Arrows of Deafening [Arrows that strike with thunderous force, they can disorient an enemy in no time at all. They cause the victim 1d6 additional sonic damage and on hit can deafen their victims for 5 rounds (DC14). Base price: 8,326 gp], Arrows of Dispelling [Another powerful weapon to use when fighting spellcasters at long range, these arrows can gradually strip away a foe’s defensive magicks and leave him vulnerable to attack. On hit, these arrows can Dispel Magic (DC14). Base price: 12,128 gp], Arrows of Impact, Arrows of Intense Cold [These arrows strike the target with such cold force that it slows them down for

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a minute or two, making them extremely useful for hit and run attacks. The arrows cause their targets 1d6 additional cold damage. Base price: 1,940 gp], Arrows of Silence [Created by the Rangers for fighting hostile magic-wielding foes at a distance, these enchanted arrows can put a complete stop to their casting abilities. On hit, they cause Silence for 4 rounds (10% chance; DC20). Base price: 625 gp x10], Bodkin Arrows, Fire Arrows, and Piercing Arrows.If you like to craft your bows, crossbows, or missiles by yourself, once you have acquired the proper materials you can assemble them at the two crafting fletchers tables in the back of the shop.[Ref. Area 2.16].

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2.18 – FAIRLOCH TANNER

01. HASHAN’S LEATHER GOODSHashan Cain [N, F5] is a large, robust man with arms like tree trunks and a stomach to match. Hashan sells leather goods - but if you are really after good quality items, he advises you to visit Adelay, down in the Kingswood.Hashan’s store has an unlimited supply of money and a maximum buying price of 10,000 gold pieces.His merchandises include leather armours of many hues, leather armours +1, leather armours +2, studded leather armours, studded leather armours +2, a padded armour, camouflage armours, a heavy camouflage armour [Used by the elite members of the Royal Rangers, this studded leather armour provides better protection than the lighter version with little cost to mobility. The armour grants the wearer a +3 AC bonus and a +4 bonus on the Hide skill. Base price: 9,563 gp]. Hadush has several trap kits for sale, and a nice collection of whips: whips, whips +1, whips +2, a Whip of Accuracy [This whip +1 grants the wielder a +4 attack bonus and the Disarm bonus feat. Base price: 16,360 gp], and a Deadly Whip [This whip +2 grants the wielder the Disarm bonus feat and causes Wounding on hit (DC14). Base price: 30,578 gp].Besides the items listed above, here you can find leather dyes of many colours and tradeskill materials to craft leather goods.The tradeskill materials can be assembled in the crafting tanner’s pool near the counter.[Ref. Area 2.16].

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2.19 – RISING SUN EXOTIC SUPPLIES

01. CYNA’S SHOPThis shop looks exotic as much as the merchandise it offers to the customer.Cyna Galein [CG, M5], a half-elven lady who moves with grace and dignity, is the owner of this beautiful place. Cyna likes to wear a simple dress and she keeps her head clean-shaven.She is the only person offering exotic goods in the city, but there is a monastery in the mountains that also sells such items. In fact, she buys all his stock from there.The store has an unlimited supply of money and a maximum buying price of 10,000 gold pieces. Cyna can also identify your items, for a price of 130 golds apiece.Cyna’s stock includes three elegant kimonos and many items intended for monks: Robes of the Transcendent Path (+1 to +3), Gloves of the Bear (+1 to +3), Gloves of the Dragon (+1 to +3), Gloves of the Eagle (+1 to +3), Gloves of the Tiger (+1 to +3), Boots of the Gentle Breeze +1 [These boots are said to contain the essence of the wind inside them, allowing one who is in tune with the totality of the universe to move more swiftly in times of danger. Usable only by monks, they grant the wearer a +1 AC bonus. Base price: 755 gp], Boots of the Swift Wind +2 [As the boots above, except they grant a +2 AC bonus. Base price: 3,363 gp], and Boots of the Howling Gale +3 [As the boots above, except they grant a +3 AC bonus and a +1 bonus on the Reflex saving throws. Base price: 11,740 gp].In addition to the items listed above, Cyna has a large array of exotic weapons for sale. These interesting weapons are far too much to be listed here, so, I will limit myself to the magical ones: baat jam do +1, a baat jam do +2, chakram +2, a chan +2, a daikyu +3, a Deadly Nunchaku [A keen weapon +2. Base price: 19,347 gp], double scimitars +1, a double scimitar +2, a hanbo +2, kama +1, katana +1, a katana +2, kukri +1, a kwan dao +2, a naginata +2, ninja-to +1, a ninja-to +2, nodachi +1, nodachi +2, a pu dao +2, a sai +2, a sai named ‘Kinsha’ [The origins of this weapon are unknown, but its effects are quite obvious to all who feel its sting. This weapon +2 grants the wielder the Disarm bonus feat (Whip) and on hit can cause Sleep for 3 rounds (25% chance, DC14). Base price: 35,169 gp], shurikens +1, shurikens +2, shurikens +3, sickles +1, a tetsubo+2, a sharp wakizashi, wakizashi +1, a wakizashi +2, and a yari +2.In my modest opinion, the best piece of the whole collection is a blade similar to a wakizashi and going by the name of ‘Kyuuketsuki’ [An infamous weapon throughout the orient, this weapon's name translates, literally, as 'Bloodsucker'. Banished decades ago from is homeland, this weapon has found its way to Aielund and is looking for a new master to wield it. This blade +3 grants the wielder vampiric regeneration +2. Base price: 34,113 gp]. I equipped my rogue/ranger with this trinket as his off-hand weapon, and it did a difference. Later on, I went to the Halls of Knowledge and I paid Desmond a fortune to make the weapon keen and to add 1d6 acid damage to its properties. This way I got a formidable blade, which I was still using near the end of Act Three.[Ref. Area 2.16].

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2.20 – FAIRLOCH ARMS & ARMOURS

01. THOMAS’ SHOPSurrounded by heavy armour and weaponry, Thomas Ashby [N, F4] bears a confident smile on his face.Mr. Ashby’s store has an unlimited supply of money and a maximum buying price of 10,000 gold pieces. Thomas can identify your items, charging you 150 golds apiece.Besides a large array of common armour, shields, and weapons, Thomas sells several magical items: breastplates +1, a breastplate +1, a Witchhunter’s Breastplate [A heavily enchanted breastplate sometimes used by bounty hunters seeking out rogue wizards or other nefarious spellcasters. The armour sheds a dim purple light and grants the wearer a +3 AC bonus and spell resistance 14. Base price: 24,528 gp], chainmails +1, a chainmail +2, scale mails +1, a scale mail +2, banded mails +1, a banded mail +2, full plates +1, a full plate +2, half plates +1, a half plate +2, a half plate +3, tower shields +1, a tower shield +2, a Shield of Resilience [This tower shield grants the wielder a +2 AC bonus and 10/- cold, electrical and fire damage resistance. Base price: 18,247 gp], a pair of Bracers of Swordsmanship [These bracers grant the wearer the Ambidexterity and Expertise bonus feats, plus a +8 bonus on the Discipline skill. Base price: 11,972], many helmets (Circlet Helms, Flanged Helms, Gladiator Helms, Horned Helms, Plumed Helms, pot helmets, spike helmets, Visored Helms and winged helmets), bastard swords +1, a bastard sword +2, a battleaxe +1, a battleaxe +2, a club +1, a club +2, daggers +1, a dagger +2, a dire mace +1, a double axe +1, a double scimitar +1, a double scimitar +2, a falchion +1, a falchion +2, a greataxe +1, a greataxe+2, a greatsword +1, a greatsword +2, a halberd +1, a halberd +2, a handaxe +1, a handaxe +2, a heavy flail +1, a heavy flail +2, a heavy mace +1, a heavy mace +2, a light flail +1, a light flail +2, a light hammer +1, a light hammer +2, a longsword +1, a longsword +2, a mace +1, a mace +2, a maul +1, a maul +2, a morningstar +1, a morningstar +2, a quarterstaff +1, a rapier +2, a scythe +1, a scythe +2, a short sword +1, a short sword +2, a spear +1, a spear +2, throwing axes +1, throwing axes +2, a warhammer +1 and a warhammer +2.Here you can also buy metal dyes and tradeskill materials to craft weapons and suits of armour by yourself.[Ref. Area 2.16].

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2.21 – FAIRLOCH HOUSE OF FASHIONS

01. ANITA’S BOUTIQUEThis elegant shop is intended for wealthy people who care for their look.Besides the shop-owner, here are two noblewomen [N, Commoner 4], several clothing displays, and six empty armoires.The prudish adventurers can try their new clothes on inside one of the two changing rooms to the west of the main room. Mind the hidden web-cams, though!When you enter the shop, an elegant lady eyes you up and down, apparently with some disdain for your sense of fashion. Anita Aerman [N, Commoner 3] is persuaded you have come to the wrong place: the baths are to the north, through the gates...When you make clear you are here to look at her stock, Anita says you certainly could use some new clothes! She does not normally serve people such as yourself – adventurers and such always traipsing around the countryside with little of no concern for the condition of their apparel - but she has a selection of clothing that you might find interesting.Anita’s boutique has an unlimited supply of money and a maximum buying price of 10,000 gold pieces.Aside a very large array of stylish and expensive clothes, here you can buy a Fencer’s Outfit [This outfit consists of lightweight clothing, secured to the body in key places, and a small hardened leather plate on the chest to provide some protection against piercing weapons such as the rapier. While worn, it is barely noticeable by the wearer, and is a minimal distraction, allowing the fencer greater freedom of movement. The garment grants a +1 AC bonus vs. piercing damage, and a +1 bonus on the Parry skill. Base price: 361 gp], a Swashbuckler’s Outfit [As above. The outfit grants the wearer a +2 AC bonus, piercing resistance 5/-, and a +5 bonus on the Parry skill. Base price: 11,606 gp], a Swordmaster’s Outfit [As above. This outfit grants the wearer a +2 AC bonus, 10/- piercing resistance, and a +8 bonus on the Parry skill. Base price: 32,618 gp], a pair of Bardic Slippers, a pair of Bardic Slippers of Agility [Useful boots that allow a bard to perform feats of daring and bravery, they were originally designed to permit a performer to achieve greater freedom on stage while ACTING as a great warrior. Oh, the irony. The boots grant the bard a +2 Dexterity bonus, a +2 AC bonus, and a +1 bonus on the Perform skill. Base price: 19,682 gp], a pair of Boots of Agility, a pair of Boots of Momentum [These boots grant the wearer a +1 AC bonus and freedom of movement. Base price: 25,450 gp], Boots of Silent Walking [These boots grant the wearer a +10 bonus on the Move Silently skill. Base price: 1,584 gp], Boots of Travelling, hard leather boots, suede boots, Cloaks of Fortification +1, a Cloak of Fortification +2, Cloaks of Protection +1, a Cloak of Protection +2, Dark Cloaks, Nymph Cloaks +1, a Nymph Cloak +2, a Performer’s Cape [A flashy-looking garment for use by bards who enjoy performing more magic in their acts. Of course, it doesn't hurt to have one of these while travelling in the wilds either. The cloak grants the bard the Lingering Song bonus feat, a +1 bonus on the Perform skill, and a bonus spell of level 1 and 2. Base price: 3,951 gp], a Shadowveil [Woven from the very essence of shadow, this cloak provides excellent protection and enhanced stealth abilities for those who walk in the night. The cloak grants the wearer a +2 AC bonus, immunity to level/ability drain, a +10 bonus on the Hide skill, and the power to cast the Darkness spell twice a day. The wearer suffers a – 2 Charisma penalty. Base price: 25,848 gp], a pair of Bardic Gloves of Swordplay [A

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performer whose name has remained a mystery to this day once fell into a dispute with a noted swordsman concerning the favour of a lady. Having been challenged to a duel at the end of the week, the bard set about ensuring his survival by enhancing his bardic gloves so that he would stand a chance against his opponent. As it turned out, he still lost the duel, but put up such a magnificent fight that the lady fell in love with him and refused the hand of the swordsman, who cursed the bard who had stolen his lady 'til the day he died. The gloves grant the bard the Improved Critical, Weapon Focus and Weapon Specialization bonus feats (with a rapier), a +4 bonus on the Discipline skill, and a +2 bonus on the Perform skill. Base price: 17,337 gp], Gloves of Discipline, Greater Gloves of Concentration, Greater Gloves of Discipline, Greater Gloves of Spellcraft, Greater Gloves of the Artificer, a pair of Wondrous Gloves, a Bardic Sash [Tired of being pummelled with rotten tomatoes at the end of his poetry readings, an enterprising bard commissioned this belt to stave of attacks from unruly patrons. Usable only by a bard, the belt grants damage reduction +3 soak 5 and a +1 bonus on the Perform skill. Base price: 23,479 gp], a Belt of Inertial Barrier, a Lesser Belt of Guiding Light, and a Sash of Shimmering.Finally, here you can buy cloth dyes and tradeskill materials.If you are a wise bard, you should definitely buy the Bardic Sash. Once worn, your chances to survive the toughest encounters will be greatly improved. I suggest you to do the same also if you are a rogue with a high score in the Use Any Device skill.

02. LOOMSHere are two crafting looms, which you can use to assemble your tradeskill materials.[Ref. Area 2.16].

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2.22 – THE FINAL CURTAIN PLAYHOUSE

01. A POOR ACTORWhen you enter the Fairloch’s theatre, you see a company of actors as they rehearse a play.On the stage, besides three bored ‘extras’ [N, Bd4] (actors striving to make it onto the stage), there are the company’s stars: the blond elven lady Isande Ellyan [CG, Bd10] and the awkward Wesley... Wesley Bartlett [N, Bd8] to be more accurate. A young man of dubious acting talent, Wesley nevertheless finds plenty of work due to his family's stature.Renown throughout the kingdom as an actress with flair and great wit, Isande is in great demand for performances wherever she goes. Quite how she ended up performing with a fop like Wesley is beyond understanding.Standing before the stage is the gnome Radoc Yenther [NG, Bd4], a playwright with greater aspirations for his work. It is a pity that he was forced to allow Wesley into his play.If you have time to spare, or if you are a bard, I suggest you to sit down and enjoy the show. If you are a veteran adventurer, Wesley’s pathetic performance could remind you of another actor you may have met several years ago in the Amnish city of Athkatla...Anyway, I cannot really blame poor Wesley when he remarks someone fighting in a war wouldn’t ALWAYS be thinking to his wife at home...When Radoc is on the verge of a nervous breakdown, he calls for a pause. That’s your chance to talk with the diminutive playwright and offer him assistance.If you have not attained at least two levels as a bard, Radoc says he needs professional help. All you can do is come and see the play later in the month; it should be ready for a magnificent debut!If you are a bard of level 2 or more, however, the gnome says Wesley could use some advice. Just be subtle, though: he considers himself a great actor and he might be insulted by your help.Never mind. It is time to go up the stage and learn Wesley a lesson or two. At first, the cocky actor mistakes you for a fan and says he will sign autographs later. When he realizes you are here to give him a few advices on acting, Wesley is outraged. Nevertheless, he will politely listen at your ‘pointers’.Unfortunately, Wesley is not a smart guy. When you show him how a bold hero would stand, all he can do is... thrust his crotch forward! If you tell him he should speak firmly, he just shouts. If you show him how he should hold a sword, he rebukes you saying his daddy hired the finest swordmaster in the city to teach him.When your patience is gone, choose the ‘just one thing’ conversation option. Your next pointer will offend Wesley so much he will challenge you to a duel – with no lackeys or henchmen involved.If you agree to Wesley’s terms, your alignment shifts towards Good; if you are good, you get 50 xp. If you say if he wants to take you on he must deal with your henchmen too, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.If you want your henchmen on your side, Wesley will call for his colleagues. At such a request Isande will leave the stage in a hurry, but the three ‘extras’ will stay to fight.

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Whatever you choose, keep in mind that Wesley may be pathetic when acting, but he is equipped with nice items making him quite a dangerous opponent in a fight.When the duel ends and Wesley lays dead at your feet, search his corpse to get a Thespian Attire [Used by the Bard's Guild of Fairloch in small numbers, this garment is a symbol of favour from the King for a spectacular performance. Some less-scrupulous actors sometimes fence their gifts, however, and make a fortune from less capable bards. The outfit grants the bard a +2 AC bonus, a +2 bonus on the Perform skill, and the power to cast the Displacement spell once per day. The wearer has a 15% chance of failing when casting a spell, though], a very powerful rapier called ‘The Rose’ [The story behind this blade goes back nearly one hundred years. A bard of great renown fell in love with a lady of ill repute, in the days when prostitution was being stamped out ruthlessly by the powerful church of that era. The two lovers enjoyed their secret affair for many months without incident. The bard eventually decided to propose marriage to his lover, spending a small fortune on a red ruby to prove his unending love for her. While he was purchasing this stone, however, church inquisitors descended upon the brothel where the lady once worked (and still resided), brutally killing all in the name of God. Driven mad with righteous grief, the bard set the ruby in his sword so that he might carry her spirit with him as he exacted vengeance upon the priests who killed her. The bard perished in the battle, but the incident lead to the Crown's outlawing of church authority in Aielund, destroying its power, and ending the fanaticism that gripped the land. This rapier +2 can cause 1d10 massive critical damage; on hit, it slows the victim for 2 rounds (50% chance, DC14)], a pair of Bardic Gloves of Swordplay, a Ring of Elemental Resistance, and two Potions of Cure Critical Wounds.When Wesley is dead – at this rate the Bartletts will be soon on the verge of extinction - go down the stage and speak to the gnome.Radoc says he will go telling around that the poor actor brutally stabbed himself while shaving. If you agree, persuaded that bringing in the law on what was an honourable duel is senseless, your alignment shifts towards Good; if you are good, you get 50 xp. If you say that’s fine by you for you have Wesley’s stuff, your alignment shifts towards Chaos; if you are chaotic, you get 50xp.Ridding Radoc of Wesley is worth a reward of 750 xp.Before to leave the playhouse, you can look inside the desk near the entry door to get random treasure of low value.[Ref. Area 2.16].

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2.23 – THE FAIR MAIDEN INN

Common Room First Floor

01. ENTRY DOORLeave the inn by this door to return outside.In the common room, there are ten commoners [N, Commoner 2]. A few of them can be pickpocketed, but the profits will be pretty meagre.Behind the counter there are a bartender [N, Commoner 3] and the innkeeper [N, Commoner 3]. The bartender can sell you ale, beer, rum, cheap wine, or quality wine. If you want a room to rest in, pay 10 golds to the innkeeper and you will get the inn room key.[Ref. Area 2.16].

02. SIR WILLIAMHere is an armoured man wearing a blue coat-of-arms. Sir William Bryce-Clifton [LG, P] is a noble but very prejudiced paladin. Although well into his sixth decade of life, he stands proud and tall in the colours of the Knighthood.If you are evil, you should avoid Sir William altogether. If you approach the paladin, he will immediately smell your wickedness and will ask you to leave at once before he reports you to the guard.If you are not an evil character, Sir William will talk to you, if only to express his displeasure for the King has no use for him anymore. If you ask him to join your party, Sir William will evaluate your alignment.If you are a lawful good or a lawful neutral character, the paladin will agree to stand by your side to help the Royal Family and protect the Princess.By the way, if Valennia is already in your party, the new addition won’t make your chaotic warrior properly happy.If your alignment doesn’t satisfy him, however, the old knight says he might consider joining you later - if you become a little more civic-conscious. At the moment, associating with you might put him in an awkward position.Once you have enlisted Sir William to your cause, you can ask your stalwart companion about his life serving the King. You won’t get anything useful from this, though.Sir William starting equipment includes a full plate +2, a longsword +2, a Knighthood tower shield [Bearing the colours and standard of Aielund, this heraldic shield is a potent defensive device that also signifies the user's allegiance with the Crown. All knights of the realm carry this shield into combat. The shield grants a +2 AC bonus], a Cloak of Protection +2, and three Potions of Cure Critical Wounds.

03. STAIRS DOWNGoing through this door you should reach the inn’s cellar; at least this is my guess. The door is jammed fast, though, and there is no way to open it.

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04. STAIRS UPOnce you have paid 10 golds to the innkeeper, you will be given a key to open this door. Go upstairs and enjoy your stay.

05. STAIRS DOWNGo down these stairs to return to the inn’s main floor.

06. CUSHION OF COMFORTOnce you are upstairs, you can choose to rest in the room you like most. Only this room, however, features the handy ‘cushion of reasonable comfort’, which allows you to advance the time of 8 hours in a mere moment.

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2.24 – CATHEDRAL

01. ENTRY DOORSLeave the temple by going through one of these doors.[Ref. Area 2.16].

02. THE CATHEDRALThree cathedral guardians [LG, C10] keep order and peace inside this holy place. Protectors of the priests within these walls, these clerics owe their allegiance only to the Bishop, and are a formidable force.Four priests [N, C5] are hanging about the temple. If you need healing, they point you to the Bishop - the man who stands near the lectern at the front of the cathedral. If you ask for healing supplies, however, any priest can show you the cathedral’s wares.The temple store has an unlimited supply of money and a maximum buying price of 10,000 gold pieces.Here you can buy a Celestial Breastplate [This breastplate and the other pieces of this suit were forged of the rare metal mithril, and the fabrics used elsewhere are the finest silks and leathers that can be found. It is thought angels used devices such as this long ago, for they still have a link to the Upper Planes. Usable only by good characters, this armour grants a +3 AC bonus and the power to cast the Lesser Planar Binding spell once per day. Base price: 27,744 gp], a Peacemaker staff [Once used in riot situations to calm the population, these rare staves fell into disuse when the ruling body decided that a hard-line approach was more appropriate when dealing with troublemakers. On hit, this quarterstaff +2 can cause the victim to fall asleep for 4 rounds (10% chance; DC14). Base price: 30,422 gp], a Blessed Mace of Disruption [Usable only by neutral or good characters, this mace +2 causes the undead 1d12 points of additional divine damage. Base price: 18,310 gp], Potions of Aid, Potions of Antidote, Potions of Barkskin, Potions of Bless, Potions of Clarity, Potions of Cure Wounds (all types), Potions of Endurance, two precious Potions of Heal, Potions of Protection from Evil [A handy little potion that blesses the person who drinks it, and fortifies the mind against attack from evil. Base price: 40 gp], a few scrolls (Dispel Magic, Divine Favour, Raise Dead, Restoration, Resurrection, Shield of Faith, Stone to Flesh), an Amulet of Magic Resistance [This amulet grants the wearer spell resistance 18. Base price: 30,251 gp], Amulets of Natural Armor +2, an Amulet of Health, a Lesser Amulet of Health, a Lesser Ring of Regeneration [A less-powerful version of a very useful item, this ring is still an essential addition for the serious adventurer. Its power is such that it will prevent the wearer from bleeding to death. The ring grants the wearer regeneration +2. Base price: 18,050 gp], a Rod of Illumination [A powerfully enchanted rod, it is capable of bringing the light of day to even the darkest night. Usable only by clerics, druids or paladins, the rod grants the power to cast the Light (no charges), Searing Light (3 charges/use) and Sunbeam (5 charges/use) spells. Base price: 39,010 gp], healer’s kits (+1 to +10), and holy water.

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03. THE BISHOPThe head of the church in Fairloch, and second in overall authority, Bishop Anthony Brown [LG, C16] is a devout follower and a stalwart member of the community.The Bishop can sell you the same items that you can buy from the lesser priests. In addition, he can heal your wounds - but he requires a ‘donation’ of 250 golds for doing so.If you are a paladin or a cleric, the Bishop has a mission for you. Clerics have to be warned they won’t get this quest if they are chaotic or evil, though.Actually, you can obtain this quest even if you are not a paladin or a cleric. Your alignment, however, must be Lawful Neutral or Lawful Good for you need to have Sir William in your party for the Bishop to trust you.Keep in mind you can obtain the quest ONLY the first time you speak with the Bishop. Once you have met the churchman, there is no way to get it – not even if you become a paladin or if you return here with Sir William on your side.If the Bishop does not trust you – and you have enough skill to do that - you can get your revenge by emptying Anthony’s purse.If the Bishop decides you are worthy of his trust, he explains one of the local priests charged with maintaining the catacombs beneath the cathedral seems to have gone mad. He has locked himself down there and raised undead minions to protect him. If word were to leak out that evil has struck the church establishment once more, the Bishop fears for the consequences to his faith. You should go down there and stop the priest before he is discovered.If you agree to stop the mad cleric, the Bishop gives you the ‘key to catacombs’. The key opens the door in the northwest corner of the church. If you care to ask, the Bishop says the catacombs are a place where they bury priests form times past. They are also the resting place of Sir Marcus Fairchild, a knight of great renown and purity. His blessed sword and shield remain interned here, and the Bishop would not see them used for evil.When you return here after you have dealt with the mad priest, the Bishop bestows upon you the sword and shield of Sir Marcus Fairchild, that you might continue the fight against evil in the land. Also, you will get a reward of 1,200 xp.If you have spared the Cardinal’s life, the Bishop says Eric will be punished but also cured of his madness, so that he can see what he has wrought. If Eric is dead... amen.The two items you are given can be a real boon.Imbued with the powers of heaven, the mighty blade called ‘Lightbringer’ is a scourge against the forces of evil. Legend says the first King of Aielund’s champion, a knight of valour and purity, wielded it. Usable only by a paladin, this longsword +3 sheds a bright white light and causes 1d6 points of additional divine damage to evil-aligned victims.Once used by the great knight Sir Marcus Fairchild, the Lesser Shield of Invulnerability shows his preference for melee combat as it provides superb protection against weapons of lesser enchantment. This tower shield +2 grants the wielder damage reduction +2 soak 5.

04. BISHOP’S ROOMThis room features nothing but a desk holding random treasure of low value.

05. TO THE CATACOMBSTo open this door you need a key that you may get from Bishop Anthony if he entrusts you to deal with the mad priest who’s hiding down there.

06. STAIRS DOWNGo through this door to enter the catacombs.[Ref. Area 2.25].

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2.25 – CATHEDRAL CATACOMBS

01. TO THE CATHEDRALIf you need to return to the Cathedral, you can go through this door.[Ref. Area 2.24].

02. UNDEADIf you bring Maggie down here, the priestess will smell death... unnatural death.Indeed, here you will be attacked by five mummies [LE, Undead 6] and two mummy priests [LE, Undead 6/C6]. Take care of the priests first, or they will keep healing the mummies that you manage to hurt.Just like Ronan, you may wonder if the priests buried here had any nice stuff. I’m sure you will be disappointed to discover all the coffins about here are empty.

03. MORE UNDEADWhen you come near the corridor’s bend, three mummies and a mummy priest try to prevent you from advancing further. Dismiss the re-animated and bandaged chaps from such a foolish idea then continue your way on.

04. A WRAPPED LORDHere you will face a mummy priest and a powerful mummy lord [CE, Undead6/C6]. The mummified lord summons forth a skeleton chieftain [NE, Undead 1/F6], and then protects himself by casting a Stoneskin spell.

05. TO THE TOMB OF SIR MARCUSGo through this door to enter the tomb of Sir Marcus.

06. THE MAD PRIESTWhen you enter this burial chamber you are immediately confronted by Sir Marcus Fairchild [CE, Outsider 8] himself, by now a grim doom knight enslaved to the priest who reanimated his mortal remains.The only way to release the ancient knight from this unholy curse is to slay him, so, don’t hesitate to hit the abomination the hardest you can.Standing in a hollow behind Sir Marcus, there is the desecrator of the catacombs, Cardinal Eric Notting [CE, C11]. Although unbalanced, this man shows enough sanity to pose a threat to you, and the church.When you have slain Sir Marcus, engage the cardinal in a melee, so he stops casting harmful spells upon you and your allies. When you bring him to the near-death status, Eric begs you to spare his life. If you let him alive, the deranged Cardinal confesses he feels pretty sad, for his glorious work shall be undone. It seems Eric had a vision of a new lord who shall rise soon. The cleric thought the new lord would have liked to see old friends again when he arrived, especially Sir Marcus. They were dearest comrades, you know...

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If you tell Eric he must follow you so that he may have justice for what he has done, you get 200 xp. Then, you are immediately teleported to the Cathedral.If you want to throw a look around, tell the Cardinal to stay still and wait as you check a few things. Actually, you can check only ONE thing, namely the sarcophagus standing in the back of the chamber. It holds only random treasure of low value, though.Sometimes your henchmen will not stop fighting when the Cardinal surrenders. If someone attacks him after he had ‘turned blue’, Eric will fight to the death.If you happen to kill the Cardinal – by chance or by will -, he leaves behind an enamelled full plate, a tower shield, and a mace. Then, you have to return to the Cathedral the long way.

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2.26 – THE HALLS OF KNOWLEDGE

Main Floor First Floor

01. ENTRY DOORLeave the Halls by this door to return outside.[Ref. Area 2.16].

02. MAIN HALLA construct looking like a helmed horror floats at the centre of this chamber. The purpose of the Guardian of the Hall [N, Construct 13] is to serve the wizards and answer the questions of the visitors.If you want to purchase magical equipment, you will find a well-stocked shop in the northeast quarter of the hall. If you are looking for the Archmage of the tower, you should check the small study room to the southeast. If you are here to have your weaponry enchanted, you must go upstairs and talk with the wizard Desmond.In the southern portion of the hall, there are three students of magic [N, W2] chatting and prancing around. The first time you speak with the students, you can ask if they know anything about the damage to the pavement out the front of the University. According to the magelings, a teacher by the name of Desmond has something to do with it. Recently, the mage was trying out some new battle spells for the King. Chances are one of those spells could have gone wrong.If you ask where you can find Desmond, the greedy students ask for money. For such information you can offer them 10, 25, or 50 golds. The latter sum will grant you are given the information you need, whereas 10 golds won’t suffice to loosen the students’ tongue. If you offer 25 golds you can try a hard Persuade check to make the students talk.If you don’t want to pay anything, an easy Intimidate check will prompt the students to say Desmond is probably in the lab on the first floor of the tower. However, you can obtain the same information for free if you ask the Guardian of the Hall about a place to enchant your weapons.

03. GIFT SHOPA red arrow painted on the floor before this room points straight to Harold Webber [N, W6], the kindly gentleman in charge of the Halls of Knowledge’s magic store.If you tell Harold that you are looking for work, the wizard happens to have a job for you. The mages are getting a little tight for space around here, and he really needs some items shipped down to the tower in Amalis for storage. If you want to deliver these magical goods, when in Amalis you should look for a powerful mage by the name of Auberon. For such a simple job, Harold is willing to pay 300 gold pieces.The package you are given if you take the job is quite heavy (15 lbs. of weight increase) and contains various items of dubious value.Later on, you may happen to need an Elixir of Binding. Such a concoction cannot be found in your local tavern, but Harold has a couple of bottles of that lying around. If you ask him for the

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arcane elixir, the wizard explains it is used when travelling through dimensions. If you are stuck in another dimension, this magical liquid will bind your spirit back with your body and kind of kicks you back to your home plane. You can have one bottle for 800 golds – and you can even have it wrapped! Being Harold a nice chap, he will give you the Elixir of Blind... err, Binding for free if you say you’re in dire straits and you need the potion to save a few lives. However, you have to pass a medium Persuade check for Harold to believe your story.The Elixir of Binding is a curious liquid with no odour. It appears to be water, except that it is much more viscous. It is quite possibly a reagent used in the casting of a complex spell. You notice that it is very similar to a holy water bottle.If you activate the elixir’s unique power – and if you have at least a vial of holy water in your inventory – you are asked if you want to pour out the contents of the bottle and empty one of your holy water vials into it. This way you will get a bottle of Blessed Elixir of Binding. Bring the elixir to the creature who asked for it and he will be in for a nasty, burning surprise...If you come here to shop, Harold’s store has an unlimited supply of gold and a maximum buying price of 10,000 golds. The wizard can identify your items for the standard fee of 100 golds apiece.Harold’s merchandise includes Mage’s Robes of Battle, Black/Grey/White Wizard’s Robes, a Hood of Clarity [Often favoured by wizards, this garment is one of the more popular items created by the University's mages, in spite of its minor negative aspects. The hood grants the wearer a +2 Intelligence bonus, the Slippery Mind bonus feat, and a +10 bonus on the Concentration skill. The wearer suffers a -2 penalty on the Discipline skill. Base price: 21,162 gp], Bracers of Armor +1, Bracers of Armor +2, Bracers of Armor +3, a beautiful Cloak of Displacement, a Battlemage Staff [When all spells fail, the mages of Aielund's University rely on these staves for close quarters battle. This quarterstaff +1 causes its victims 1d6 additional sonic damage. On hit, it can daze the victim for 4 rounds (10% chance; DC14). Finally, the wielder can cast the Magic Missile spell five times per day. Base price: 23,680 gp], darts, darts +1, darts +2, darts +3, darts +4, Darts of Accuracy, Acid Darts, Sonic Darts [Powerfully enchanted darts that form the backbone of a mage's arsenal, they are very useful for when one uses up one's spell repertoire, or even as an opening attack. The sudden sound burst close to the target deafens them momentarily. These darts +1 deal 2d6 additional sonic damage and can deafen the victim they hit for 3 rounds (25% chance; DC14). Base price: 14,444 gp], Wizard’s Sidearm crossbows, Bolts of Detonation [These experimental bolts are enchanted with explosive magic. Use them with caution. On hit, the bolts cast a Fireball spell. Base price: 2,025 gp], Potions of Bull’s Strength, Potions of Cat’s Grace, three Potions of Invisibility, Potions of Lore, three Potions of Speed, many arcane scrolls (from level 1 to 6), an Amulet of Will +3, a Scarab of Protection +3, a Necklace of Missiles [This necklace features six beautiful gemstones arranged around the centre. Each gem is capable of immense destruction. By spending five charges, the wearer can cast a Fireball spell. Base price: 10,126 gp], a Lesser Ring of Wizardry [Envious and afraid of the raw power exhibited by sorcerers, the Mages of the Arcane Circle created a series of rings to empower wizards with more spells. They are quite rare, but highly sought-after items. The ring grants the wizard a bonus spell slot of level 0, 1 and 2, plus the ability to cast a Magic Missile spell twice per day. Base price: 3,622 gp], a Ring of Clear Thought +2, a Ring of Insight, a Ring of Protection +1, a Ring of Protection +2, a Ring of Scholars, a Ring of Wizardry [Envious and afraid of the raw power exhibited by sorcerers, the Mages of the Arcane Circle created a series of rings to empower wizards with more spells. They are quite rare, but highly sought-after items. The ring grants the wizard a bonus spell slot of level 2, 3 and 4, plus the ability to cast the Melf's Acid Arrow spell twice a day. Base price: 19,578 gp], Journeyman’s Staves, a Staff of Power, Wands of Fire, Wands of Lightning, a Wand of Missiles, a Wand of Negative Energy, a Wand of Paralyzation, Wands of Sleep, a Wand of Stinking Cloud, Alchemist’s Fire, Acid Flasks, Choking Powder, Tanglefoot Bags, Thunderstones, a Chime of Opening, a Cli Lyre, Dust of Appearance, Dust of Disappearance, a Horn of Blasting, three Bags of Holding, a Janthra’s Harp, Light Gems, Acid Bombs, and Fire Bombs.Here you can also buy tradeskill materials to craft your own magical potions, scrolls, and wands.

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04. CLASSROOMHere are three students of magic chatting among themselves.

05. TELEPORTATION LABORATORYThe guy standing near the door of this room is Wiliand Nottias [N, W5], the wizard in charge of the teleportation laboratory.If you don’t mind the theoretical risk to be accidentally turned into some sort of horrible, half-person/half-brick monstrosity, you can become a marvellous living breathing test subject by buying a Stone of Recall (base price: 1,003 gp).Potent stones of magical power, the Stones of Recall are able to teleport the user back to a pre-designated point, which can be set by the user. Each stone has enough power for a single use. For the time being, you have only one recall point set, namely the chamber behind Wiliand. That’s the meaning of the Symbol of Recall inscribed on the floor.Since each stone is almost identical, different people cannot have different locations yet. Only one location exists for all stones at any one time. The wizards are working on that though.Once you have a Stone of Recall, you can use its unique power to teleport to the recall point or to set the location you are currently at as the new recall point. Just keep in mind some areas are warded against such devices.

06. ARCHMAGE’S STUDYArchmage Zachariah Smith [LG, W16], the wizard you should have met at the roadblock while you were escorting Princess Criosa to the castle, can be found within this small room. Currently the head of the University, this man wields an enormous amount of power in Fairloch.When you have discovered – and killed – the guy who caused the explosion in the Market District, you should come here to inform Zachariah you’ve found the culprit. Show Zachariah the note you should have grabbed by the villain’s corpse and you will be rewarded with 250 gp and 750 xp.

07. STAIRS UPGo up these stairs to reach the first floor of the tower.

08. STAIRS DOWNGo down these stairs to return to the tower’s ground floor.

09. CLASSROOMThis classroom is empty.

10. WIZARD’S LABThis arcane laboratory is Desmond’s private sanctum. Head of the research department at the University, Desmond [LN, W14] is constantly inventing new and interesting devices for his colleagues to use on their travels.Desmond is a busy man and he quickly inquires about the reasons of your visit.If you answer you are just poking your nose in where it isn’t wanted for that’s your thing, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you say you didn’t mean to interrupt, your alignment shifts towards Good; if you are good, you get 50 xp. If you don’t want your alignment to shift, just tell Desmond what you need.If you choose the third option, the same alignment shifts and rewards listed above can be obtained later if you start another conversation with Desmond. Then, you can tell the wizard that you are sorry to bother him, or you can justify yourself by explaining you suddenly realized you hadn’t annoyed anyone for seven whole minutes and he happened to be the closest person...The first time you come here, if you have already talked with one of the students you can meet on the ground floor, you should tell the wizard you are investigating about the damage done to the pavement just outside the University gates.Desmond will be outraged by your baseless accusations; however, he admits he is working with some volatile magic. If you ask who else has access to this place, Desmond says there are three students who assist him from time to time. Their names are Alan Leonson, Maxwell Brady, and Patricia Sothby. You can find all of them at the Student’s Quarters.If you are curious to know about the enchantments Desmond can add to weaponry, the mage explains actually he cannot enchant weapons but – if you do not mind the price - he can give them more ‘kick’.Desmond can upgrade only ranged or melee weapons already bearing some kind of enchantment.

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For 30,000 golds, Desmond can add to a melee weapon the power to inflict its victims 1d6 additional damage by acid, cold, electricity, or fire; for 30,000 golds, he can make a melee weapon keen; for 50,000 golds, he can empower the weapon so it grants you spell resistance 16; for 40,000 golds, he can make the weapon regenerate your health at the rate of 1 hit point per round.If you want to upgrade a ranged weapon, you can choose to add to it a +1 attack bonus(minimum price 30,000 golds; maximum bonus +3), or you can turn it into a Mighty weapon +2 (10,000 golds) or +4 (30,000 golds), or you can add the weapon unlimited ammunition +1 (30,000 golds).Don’t forget you must wield the weapon that you want to upgrade in your right hand when you come here to speak with Desmond, else he will be oblivious of it. Therefore, you cannot upgrade your henchmen’s weapons, unless you have the skill to use them yourself.Desmond’s arcane knowledge might turn useful in case you question Sir Godfrey about the gold dragon that was involved in the battle of Fort Highmarch against the Ironlord. The paladin shall point you to the wizard. If you want to learn more regarding the wyrm, the mage shall provide you the information you seek.When you come here and ask about the dragon, Desmond claims all your questions will be answered... if you take a little trip with him. Apparently, someone has been watching you for some time, and now it is eager to speak with you. While you look at him in puzzlement, the wizard activates a device that opens a portal. By stepping into the portal you will reach your intended destination. According to the mage, the trip is perfectly safe. To prove it, Desmond himself will come along with you.If you pay attention, you can notice the device that Desmond operates to create the dimensional portal is very much alike the ‘customer-luring’ contraption that you may have seen at the House of Exotics in Culdeny.When you agree to take the trip, let Desmond step into the shaft of ethereal light - just to be sure he is not planning to play a nasty trick on you - then follow his steps and prepare to meet the being the wizard was referring to.Of course, the events I’ve detailed above will be different if you met that creature before – that is, if you have died and respawned. In such a case, the being itself suggests you must seek Desmond’s aid to return there later. By using the wizard’s portal you can re-enter the Ethereal Plane without the annoying inconvenience of being dead.[Ref. Area 2.27].When you are back from your dimensional trip, don’t forget to talk to Desmond a last time. The mage warns you won’t be able to go there again – at least that way... Good news is the excursion has been worth a nice reward: 1,000 xp.

11. STAIRS UPThe door ahead of you is jammed fast; therefore, you cannot proceed further up the tower.

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2.27 – ETHEREAL PLANE

01. BETWEEN LIFE AND DEATHUsually, there is only one way to come here: you must die and then you must choose to respawn.When you have dealt with Senator Johnson and you have informed the Duke about the events at the Senate, however, you will be told about the Ironlord and about the gold dragon that fought the construct. If you ask the Duke to tell you more about that dragon, he suggests you to talk with Desmond, a wizard you can find at the Halls of Knowledge.When you ask him about the dragon, Desmond [LN, W14] opens a dimensional portal to the Ethereal Plane and comes here along you, so you can speak with the dragon.By the way, coming here with Desmond you will learn the wyrm goes by the name of Salinder [LG, Dragon 35].As a side note, if you look at your journal you may notice the dragon is called ‘Sathanas’. Obviously, the dragon’s name was changed from the earlier versions of the module. I guess the original name was just too devilish for a noble gold wyrm to bear it.

02. THE DYING DRAGONSalinder is old, VERY old, and spends most of his time sleeping. When you awake him, the ancient, wrinkled wyrm sags with exhaustion, and observes you through one half-opened eye.If you die and respawn before Desmond brings you here, the gold dragon warns he’s weakening fast and it will be difficult for him to catch you again. There is much more for the dragon to tell you, but not now. You must seek out a wizard named Desmond. Through him, the wyrm will be able to tell you everything. Now you must really go, lest you are trapped here forever...When you come here with Desmond, Salinder explains he is standing here, on the border between the world of the living and the world of the dead, to perform his last duty: keep the Ironlord at bay, behind those doors you see to the north.The Ironlord is a construct of god-like proportions, ancient and powerful, older than even Salinder. A living god once used it to walk around in your world. Although the Ironlord is merely a vehicle, the spirit that currently occupies it is heartless and cold.Once, nearly a century ago, the Ironlord ravaged the Kingdom of Aielund. Salinder managed to imprison the construct in the realm of the dead, for it couldn’t be destroyed. Once the dragon dies, however, nothing will stop the Ironlord from returning to the world of the living.If you politely ask Salinder how much time he has left, your alignment shifts towards Good; if you are good you get 50 xp. If you simply ask how long until he dies, your alignment does not change. If you rudely ask the dragon when he will kick the bucket, your alignment shifts towards Evil; if you are evil, you get 50 xp.Salinder’s passing will occur in a matter of weeks. He has told King Seamus of this through Desmond, and now he is getting ready for this unavoidable event. That is why the monarch

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started the war. The king seeks to prepare for the inevitable return of the Ironlord. Salinder does not know if the Ironlord can be really stopped. That is why he has selected you to be his champion. YOU must eventually find a way to stop the Ironlord. Why you? Oh my, because you have the potential and... because no one else can do it.If you don’t, your world will be reduced to ashes and you too would be forced to work hard for your own survival.According to the dragon, you don’t have to worry. The opportunity to discover something useful shall arise soon. For now, you should protect Princess Criosa. She will be the key to the eventual completion of your quest. Salinder has faith both in you and in your King (whose lineage seems to be ‘special’). Now, he must focus upon his last task - to buy you and King Seamus as much time as possible.When the conversation ends, you and Desmond are immediately transported back to the Halls of Knowledge. Once there, don’t forget to talk with Desmond to get a reward.Later on, if you die and respawn, Salinder will warn his strength is fading fast. If you fall once more, he cannot guarantee that he can prevent your death. The dragon fears he may not have the opportunity to speak with you again, so – if you have not yet investigated about the mysterious disappearance of Alan Rich - he informs you should seek out the Eldar when the time comes, for they will aid you in the future. If you ask whom in the hell are the Eldar, you will get no answer.

03. LOCKED GATELuckily, for you, this big wooden door cannot be opened.

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2.28 – STUDENT QUARTERS

● Common Room

01. ENTRY DOORLeave the building by this door to return to the University grounds.[Ref. Area 2.16].

02. STUDENTSFour students of magic [N, W2] have gathered here. Two of them are anonymous, whereas the others have a proper name.If you come here before to visit the Halls of Knowledge, the first student you approach to inquire about the recent explosion in the Market District points you to Desmond, the wizard who you can find on the first floor of the Halls.Once you have talked with Desmond about that matter, you should know both Maxwell Brady and Patricia Sothby have access to the wizard’s lab.If questioned about the explosion, the two students claim they have spent all that morning with their friends here. Perhaps you should question Alan Leonson too... they remember he did seem a little unsettled the last time they saw him. It is no secret around the campus Alan has a bit of a gambling addition. Probably, he owes someone a lot of money. Alan’s room is on the first floor of the building.

03. STAIRS UPGo up these stairs to reach the first floor of the tower.

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● Upper Floors

1st Floor 2nd Floor 3rd Floor 4th Floor

01. STAIRS DOWNGo down these stairs to return to the tower’s ground floor.

02. ALAN LEONSONUntil Desmond tells you the names of the three students who have access to his laboratory, this corridor will be empty.If you are looking for the three students, however, Alan Leonson [N, S8] will be standing here.If your Intelligence is 13 or more, when you ask Alan about the explosion, you can notice the guy is sweating, and it’s not exactly hot in there.If you are not smart enough, you can tell Alan a few of his fellow students have pointed the finger at him. Of course, to have such an option you must have been told about Alan’s gambling habits by Maxwell and Patricia – the two students you can find in the faculty’s common room.Pressed on, Alan does not find anything better but run like hell towards the stairs leading to the upper floor. The scoundrel has given himself away. Now, you have only to catch him.

03. STUDENT’S ROOMThis room features an armoire and two desks holding random treasure of low value, a chest holding random class-oriented treasure of high value, and another chest holding random class-oriented treasure of low value.

04. STAIRS UPGo up these steps to reach the second floor of the tower.

05. STAIRS DOWNGo down these stairs to return to the Faculty’s first floor.

06. ALAN’S FIERY PALIf you are pursuing Alan, when you arrive at the corridor’s bend you can spot the bad youngster as he runs away. For your entertainment, he leaves behind a blazing friend of him, a summoned fire elemental [N, Elemental 12]. Hot enough for ya?

07. STUDENT’S ROOMInside the small circular room to the south there are an armoire and two desks holding random treasure of low value, a chest holding random class-oriented treasure of high value, and another chest holding random class-oriented treasure of low value.

08. STAIRS UPGo up from here to reach the tower’s third floor.

09. STAIRS DOWNGo down these stairs to return to the Faculty’s second floor.

10. STUDENT’S ROOMWithin this room, there are an armoire and two desks holding random treasure of low value, a chest holding random class-oriented treasure of high value, and another chest holding random class-oriented treasure of low value.

11. STAIRS UPGo up these stairs to reach the fourth floor of the Student Quarters.

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12. STAIRS DOWNGo down these stairs to return to the tower’s third floor.

13. ALAN’S FUZZY PETIt seems Alan likes to play tag. When you arrive here, the villain is ready to run further up the tower. Before to disappear behind the corridor’s bend, however, he finds the time to taunt you, ‘Let's see how much you can 'bear'! Ha!’Indeed, a big summoned dire bear [N, Animal 12] is barring your way.

14. STUDENT’S ROOMInside this small, circular room there are an armoire and two desks holding random treasure of low value, a chest holding random class-oriented treasure of high value, and another chest holding random class-oriented treasure of low value.

15. STAIRS UPGo up these stairs to reach the tower’s pinnacle.

● Pinnacle

01. STAIRS DOWNGo down these stairs to return to the fourth floor of the tower.

02. CAUGHT!At last, Alan Leonson [N, S8] has no more places to run to. He won’t go down without a fight, though.At first, the sorcerer casts a Stoneskin spell upon himself, then – if you give him enough time – he summons forth his enhanced familiar (sometimes a bat, sometimes a panther. I guess the critter is randomly chosen).When Alan is dead, search his remains to find a Wand of Lightning and a note.The note is unsigned and quite short, ‘Alan, arrange for an explosion tomorrow morning in front of the University. Something big. DO this right and I might forget about how much money you owe.’Bring the note to the attention of Archmage Zachariah to get a reward.As usual, this room features an armoire and two desks holding random treasure of low value, a chest holding random class-oriented treasure of high value, and another chest holding random class-oriented treasure of low value.

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2.29 – MARKET DISTRICT SEWERS

Notes:The stench of the sewers will make your head spin. About this area, there are seven places where the air is so thick and stale that you are required to roll a Fortitude saving throw. If you fail the check, the horrid stench makes you nauseous and you will stay dazed for a few rounds.A sickly mist lingers above the stone floors and makes them slippery and treacherous. This area features eight places where you are be forced to roll a Reflex saving throw [DC16]. If you fail the check, you slip in the filthy terrain underfoot and must spend a few rounds to regain your feet.It should be unnecessary to notice that being dazed or down on your knees when enemies are near may turn to be quite the dangerous position.Needless to say, the sewers are teeming with rats [N, Animal 1]. The nine rodents wandering about these conduits will not bother you, though.

01. SEWER EXITSBoth these passages lead out the sewers and back to the Market District.[Ref. Area 2.16].

02. TO THE DOCKLANDS SEWERSGo west from here to enter the section of the sewer-system lying underneath the Docklands district.[Ref. Area 2.15].

03. TO THE SENATE SEWERSGo north from one of these passages to enter the section of the sewer-system lying beneath the Senate district.[Ref. Area 2.40].

04. TO THE RESIDENTIAL SEWERSThe portion of the sewer system lying underneath the Residential district can be reached by going through one of these passages.[Ref. Area 2.50].

05. LOCKED DOORThis door is locked and you cannot open it without the proper key.If you are curious, the passage beyond this door leads to a portion of the sewers sprawling beneath Fairloch Castle.

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06. JELLY CUBEA greater gelatinous cube [N, Ooze 7] is lurking within this alcove. Beware.

07. SPIDERSA web trap [DC10/22] has been placed about here. When you trigger the trap, 2-4 dire spiders [N, Vermin 10] and/or sword spiders [N, Vermin 5] climb down the ceiling to make you their next meal.

08. BEETLESHere you will encounter 2-5 beetles. These vermin may include bombardier beetles [N, Vermin 2], fire beetles [N, Vermin 1], spitting fire beetles [N, Vermin 1], stag beetles [N, Vermin 7], and/or stink beetles [N, Vermin 3].

09. A GREEN CUBEHere is another greater gelatinous cube.

10. SPIDERSAbout here, you will be attacked by a group of 2-4 creatures, including dire spiders, ettercaps [CN, Aberration 5], giant spiders [N, Vermin 4], phase spiders [N, Vermin 5], sword spiders, and/or wraith spiders [CE, Vermin 3].

11. SPIDER NESTHere are five cocoons. Three cocoons can be searched to get random class-oriented treasure of low value, 53 gp and a pair of Boots of Reflexes +1.

12. ASSASSINAs you walk along this passage, an assassin elite [LE, Ro5/Assassin 5] may come up the shadows to strike at you.The slain assassin should leave behind a short sword +1, a pair of hard leather boots, and a Potion of Cure Serious Wounds.Actually, I learned about this encounter by looking at the toolset, for I never triggered it. I suppose the encounter occurs only if you go through the sewers before you escort Princess Criosa to the castle, perhaps replacing the ambushing assassins you may meet in the alleyways near the Fair Maiden inn.

13. A SEWER-SWEEPERA greater gelatinous cube lurks about here.

14. ASSASSINWhen you enter this passage, an assassin elite hiding in shadows may ambush you. Upon the assassin’s corpse you should find a short sword +1, a pair of hard leather boots and a Potion of Cure Serious Wounds.I never found this guy, though. Why? My assumptions are the same I wrote down above, at location 12.

15. SECRET DOORAlong this corridor there are several tracks.If Ronan is in your party, when you walk along this passage the rogue says the entrance to the thieving guild shouldn’t be very far from this place.Be careful as you explore the passage, though, for a greater gelatinous cube is lurking in the small alcove to the north.Eventually, you shall discover a secret door on the south wall of the conduit. Go through this door to enter the thieving guild.

16. THE THIEVES GUILDThe first time you enter this place you are given a reward of 750 xp.Standing next to the door there is a veteran guild thief [N, Ro8]. This chap is quick to remark you shouldn’t be here. Tell him you need to talk to his boss and the experienced thief will point you to a makeshift throne atop a raised platform. Peridoc is up on his seat - but you should watch your steps: if you have come to make trouble, you are in for a fight.About this big chamber there are five guild thieves [N, Ro5]. They will keep a suspicious eye on you as you explore the guild.A few other wretched and ragged people call this place home: an old man [N, Commoner 1], an old woman [N, Commoner 1], a couple of sewer dwellers [N, Commoner 1] and a pitiful sickly man [N, Commoner 1].

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17. SPARKYA cute young girl is warming herself near a campfire, and she seems quite out of place amongst the rest of these folk. When you approach her, the girl smiles brightly at you. The urchin’s name is Simone, but everyone calls her Sparky [N, Ro5]. Sparky claims her parents went away for a while and she didn’t really have any place to stay, so here she is. If you need any ‘special equipment’, the young girl will be glad to help. You know, it is a hobby of her selling equipment for crime... That and finding really nice stuff – she is good at it too.If you are a rogue, you can ask Sparky if she needs help in finding more nice things, claiming you are pretty good at that too. Such a proposal shifts your alignment towards Chaos; if you are chaotic, you get 50 xp.Sparky replies there is a man living in a house in the very northwest of the Senate district who likes to collect rare paintings. He owns a valuable artwork. It is a portrait of a pretty lady, and it is a one of a kind. If you bring it here, Sparky will give you half of the painting’s sale price.By the way, if your Intelligence score is high enough, during this conversation you may have the feeling Sparky is not a young girl – neither is she a human. You are a shrewd one, indeed, for Simone is actually a halfling. Just don’t go around telling people, hmm? If you like to bargain, you can promise the halfling you won’t tell around about her scam, but it will cost her 10% on the price of the painting.When you return here with the painting, Sparky says she can fetch 5,000 golds for it. Your skill at stealing is rewarded with 2,500 gp and 750 xp. Not bad for a little legwork, uh?Then, if you are interested in another job, Sparky says there is a rare diamond being kept in a house in the southwest of the Senate District. She has been told the gemstone is hidden pretty well, so you have to search carefully. The gem is very valuable. Sparky will have to get someone to evaluate it when you bring it back but it is sure to be worth over 2,000 golds to you.Once again, if you take the job, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.When you bring Sparky the diamond she asked for, the halfling claims it’s got to be worth at least 5,000 gold pieces. As a reward, you get 2,500 gp and 750 xp. Giving the diamond to the halfling shifts your alignment further towards Chaos; if you are chaotic, you get other 50 xp.Being Sparky an honest lass, she promises if the diamond should turn out to be worth more, she will pay you more. Just come back in a week and you will know.If you return here after a few days, Sparky says the diamond was worth closer to 8,000 golds, so she owes you another 1,500 gp. In addition, you get a reward of 200 xp.Unfortunately, Sparky does not have any other work for you. You have stirred things up a bit by taking all that valuable stuff, so you have to lie low for a while.Even if you are not a rogue, you can throw a look at Sparky’s merchandise. Her store has an unlimited supply of gold and a maximum buying price of 10,000 gold pieces. The halfling lass can identify your items for 150 golds apiece. Moreover, Simone is the sole merchant in Fairloch who will buy your stolen items (with a 25% mark down).The halfling’s stock includes leather armours, a leather armour +2, a leather armour +3, studded leather armours, a studded leather armour +2, daggers +1, daggers +2, a Dagger of Infiltration [Commissioned by Halvar the Lazy, a renowned thief who worked the streets of Fairloch for many years, this dagger made up for his lack of skill concerning his chosen trade. This dagger +1 causes Knock on hit (DC16), and grants a +3 bonus on the Disable Trap and on the Search skills. Base price: 19,472 gp], short swords, short swords +1, a short sword +2, shortbows +1, a shortbow +2, a shortbow +3, a Potion of Antidote, a Potion of Barkskin, a Potion of Cat’s Grace, a Potion of Invisibility, two Potions of Lore, two Potions of Speed, a Ring of Appraisal [Sometimes used by confidence men to cheat merchants out of their wares, this ring takes advantage of the merchant's good nature, however deep it may be buried. The ring grants the wearer a +10 bonus on the Appraisal skill. Base price: 1,800 gp], healer’s kits +1, caltrops, choking powder, two Bags of Holding, thieves’ tools (+1 to +10) and many trap kits.

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18. PERIDOCThe current leader of the thieving guild is Peridoc Dabbenfold [N, Ro14], an old acquaintance of Ronan Aethur. This halfling moves with incredibly smooth, graceful movements. He seems quite intelligent too, hardly surprising considering his status as guild leader.Standing near the halfling there is his second in command, Ashan Vai [N, Ro8]. If addressed to, Ashan says he is just a flunkey – Peri is the man to talk to.When you ask the halfling where the headquarters of the assassin’s guild might be located, Peridoc explains the two guilds have an arrangement of sorts. The thieves ignore the assassins, and they ignore the thieves. Crossing an organisation of hired killers is not good for business... or continuing to breath. Gold is no good to the thieves if they are all dead. Peridoc knows the Princess was attacked, but he cannot get involved. Really.If you claim you can pretty much guarantee no reprisal from the assassins if he helps you tracking down their lair, Peridoc roars with laughter for nearly a minute – along with most of the surrounding thieves. When the halfling regains his composure, he says if you don’t kill them, all those guys wouldn’t take kindly to the thieves revealing where they are based. Peridoc does not really fancy starting a guild war, so, you have to promise him you will end the assassins’ threat by killing them all.Once you have assured him that all the assassins will be wiped out, Peridoc reveals their leader is a dangerous man by the name of Holister Swiftblade, the deadliest blade in the city. He has setup his headquarters in the Senate District, under the art gallery. There is a secret door behind a bookcase in the museum, which leads down to the guild’s basement.The assassins use an entrance in the sewers further north as well, and it’s probably less well defended. Peridoc does not know exactly where the door is but it should be worth looking at it if you don’t like the idea of a nasty fight at the main entrance.If you want to storm the assassin’s guild by going through the secret door in the sewers, feel free to try that way. I suggest you to enter that place by the hidden door in the Art Gallery, though. Peridoc seems honest enough, but you can never be too careful...Before to enter the assassin’s guild - or after you have cleared it out - you may pay a visit to Captain Deckard. Once at the guardhouse, you can choose if you want to reveal the Captain about the thieving guild’s location, or if you want their hideout to stay secret.Once you have cleared out the assassin’s guild, you should feel the irresistible urge to return here and have a nice chat with the little bastard who comes by the name of Peridoc.When you tell the halfling you don’t appreciate his involvement in a conspiracy against the Crown, the bespectacled scoundrel tries to justify himself by claiming he was doing what he had to in order to ensure the guild’s survival.If Ronan is in your party, the rogue scolds Peridoc for he has crossed a line he shouldn’t have. Nighthawk’s threats are not enough to scare the seasoned guildmaster. The halfling grins if Ronan wants to start a fight he will be forced to take down the whole guild along with him. That includes some of his old friends.If you tell Ronan that you are not going to help him slaughter all these people, your alignment shifts towards Good; if you are good you get 50 xp. If you tell Ronan he is free to do what he wants, your alignment does not change. If you grin back at Peridoc, saying he is a fool if he thinks you won’t kill everyone here, your alignment shifts towards Evil; if you are evil you get 50 xp.Violence will be unnecessary, though, for Ashan Vai comes up to say he agrees with Nighthawk - and so does everyone else here. Peridoc should never have messed with the Crown. Now he’s done, and he should get out of here before it is too late. Without the backing of his guild, Peridoc has no choice left but leaving in shame.Once Peridoc has gone, Ashan claims the thieves will lay low and won’t be stirring up trouble for a while.By the way, Ashan believes his old friend Ronan would make a good guildmaster. Nighthawk is flattered, however, he claims his life has changed and Ashan would do a better job himself.If you ask Ashan if he has any ideas where you should be looking next, the rogue says his sources tell him Thomas Bartlett has been seeing Senator Augustus Johnson from time to time. Real secret-like.... Johnson is certainly corrupt - the authorities have been investigating him on and off for years, but they have never been able to pin anything on him. If anyone would benefit from removing the royal family, it would be him. Trouble is, you must find proof before you will be able to stop him, and that’s where Thomas Bartlett comes in. If they have been talking conspiracy, there will be proof in Mr. Bartlett’s mansion.

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When the conversation ends, you get 200 xp. Ashan says this concludes your business here, but if you need supplies or anything Sparky is always available.The events described above will be different if Ronan is not in your party - or if Nighthawk is not in Peridoc’s sight when you talk to the guildmaster.If so, Peridoc explains Holister himself came in here and told him someone matching your description would be asking questions about him. The thieves are not exactly a crack military unit, so the halfling did what he had to in order to survive. With Hollister and his flunkeys finally out of the scene, Peridoc is sure you are going to work well together.If you say you were actually thinking about turning him in to the authorities, your alignment shift towards Law; if you are lawful, you get 50 xp. If you say it will be hard for you to work together when the halfling’s head is missing from his shoulders, your alignment shift towards Evil; if you are evil, you get 50 xp.Detaching Peridoc’s head from his precious neck or having him thrown in a jail won’t help you to end the threat to the Princess, though. If you let the thieves off the hook, Peridoc is willing to spill out everything he knows.Then, Peridoc will provide you the same information you can get from Ashan if the halfling is deposed from his seat of power. Again, when the conversation ends, you get a reward of 200 xp.Once you have learned about Thomas Bartlett, it is time to return to the Docklands guardhouse and talk with Captain Deckard about your next move.

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2.30 – SENATE DISTRICT

Notes:Four City Watchmen [LN, F6] patrol the tidy streets of this district. The guards can tell you where you can find their commander, or they can provide directions if you need to find the Castle, the tower of sorcery, the Senate building, the Admiralty building, or just a good place to buy equipment.Commoners [N, Commoner 2], noblemen [N, Commoner 6], and noblewomen [N, Commoner 4] wander the streets of this wealthy district. Each male commoner has 12 golds in his purse, while the more affluent noblemen keep 125 gold pieces buried in their deep pockets. If you have the skill to do that, feel free to lighten their load.

01. DISTRICT GATETwo City Watchmen guard this gate. Going through this passage, you can return to the Market District.[Ref. Area 2.16].

02. PRIVATE HOUSEThe door of this house is locked [DC30]. If you plan to break in, be sure there are no watchmen looking at you – or make certain you are using stealth or invisibility to avoid prying eyes.Breaking inside the house will trigger a one-point alignment shift towards Chaos.If you are a rogue looking for that precious painting Sparky may have asked you to retrieve, this is the place you have to visit – and burglarize.[Ref. Area 2.31].

03. PRIVATE HOUSEPicking up or bashing down this house’s locked door [DC18] will cause your alignment to shift one point towards Chaos.Do not forget to check there are no cops around when you break in; else, you will be in trouble.[Ref. Area 2.32].

04. PRIVATE HOUSEThe door of this house is unlocked.Here you can find the diamond you may have been asked to steal by Sparky (the halfling lass operating a store at the thieving guild) - if you are a rogue.[Ref. Area 2.33].

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05. THE ROYAL ARMS DRINKING HOUSEThis is a plush drinking hole for the thirsty residents of the district.[Ref. Area 2.34].

06. BATH HOUSEIf you feel dirty - or if both ladies and gentlemen shun you for your terrific smell - this is the place you need to visit so you can scrub your back and make yourself sparkly clean.[Ref. Area 2.35].

07. ADMIRALTY BUILDINGEnter this governmental building if you want to speak with Rear-Admiral Chesterton.[Ref. Area 2.36].

08. GREAT LIBRARYThe Fairloch Library is open non-stop. Pay it a visit if you wish to learn about the history of the Kingdom – or to obtain a very interesting quest.[Ref. Area 2.37].

09. FAIRLOCH ART GALLERYBesides a lot of beautiful paintings to behold, this place features a secret passage to the assassin’s guild.You can learn about the hidden door leading to the guild by talking with Peridoc, the halfling in charge of the local thieving guild.[Ref. Area 2.38].

10. BARTLETT ESTATEOnce you have wiped out the assassin’s guild, your investigation will require you to search the abode of Thomas Bartlett. Until then, this home won’t even be pinpointed on your area map.If you have informed Captain Deckard about your suspicions against Mr. Bartlett - and if you have managed to persuade the officer about Bartlett’s involvement in the plot to kill Princess Criosa - when you come here to search the mansion you find three guys waiting for you. Acting undercover, these fellows are simply tagged as ‘rugged-looking noble’ [N, F6], ‘inconspicuous noble’ [LG, F6], and ‘unassuming commoner’ [N, F6].When you enter the house, the cops in disguise follow you in. Their presence grants your actions are meeting the approval of the authorities.The door of the mansion is locked [DC30] and you have to pick its lock or bash it down to go inside.[Ref. Area 2.41].

11. AUGUSTUS JOHNSON’S ESTATEThe large gate of this estate is magically warded. The only way to open it is by using the proper key.You can get the key from Sir Godfrey once you have found solid evidence about the involvement of Senator Johnson in the conspiracy against the crown.[Ref. Area 2.42].

12. SENATE BUILDINGA City Watchman stands guard near the Senate’s doors. He informs the Senate is currently in a closed session and it is off limits to outsiders.Once you have found proof of Senator Johnson’s misbehaviour, Sir Godfrey will ask you to come here, and he will give you a key to open this door. If you do not like this route, however, you can enter the stately building by going through a secret passage you can discover in the district’s sewers. [Ref. Area 2.43].

13. SEWERS ENTRANCEThe steps beyond these grates lead down to the sewers lying underneath the district.[Ref. Area 2.40].

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2.31 – SENATE DISTRICT HOUSE

Ground Floor First Floor

01. ENTRY DOORA lone commoner [N, Commoner 2] is found within this room.Being careful to don’t be caught red-handed, you can pickpocket him to get 12gp, or you can grab the random treasure held inside the chest standing along the south wall.[Ref. Area 2.30].

02. STAIRS UPGo through this door and up the stairs to reach the house’s upper floor.

03. STAIRS DOWNGo down these steps to return downstairs.

04. BEDROOMHanging on the east wall of this room there is the ‘expensive painting’ Sparky may have asked you to steal.

2.32 – SENATE DISTRICT HOUSE

Ground Floor First Floor

01. ENTRY DOORA commoner [N, Commoner 2] is currently at home and she won’t be happy if she catch you looting the random treasure stored into the chest in the southwest corner of the room. The greedy rogue can pickpocket this lady to get 12 gp.[Ref. Area 2.30].

02. STAIRS UPOpen this door and go up the stairs to reach the first floor.

03. STAIRS DOWNGo down these stairs to return to the house’s ground floor.There is a girl [N, Commoner 1] here, and she will call to theft if she catches you stealing. The nosy brat has 12 gp in her pockets.

04. BEDROOMHere is a locked chest [DC25] holding random treasure.Keep in mind the only merchant in town who will buy your stolen goods is Sparky, at the thieving guild.

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2.33 – SENATE DISTRICT HOUSE

Ground Floor First Floor

01. ENTRY DOORHere is a commoner [N, Commoner 2] in a nice purple dress. Her purse holds 12 gp.In the northwest corner of the room there is a chest holding random treasure. If you covet it, resort to stealth or invisibility to avoid attracting the lady’s attentions.[Ref. Area 2.30].

02. STAIRS UPOpen this door and go up the stairs to reach the first floor of the house.

03. STAIRS DOWNThese stairs lead to the ground floor.

04. BEDROOMThe chest along the west wall of this room holds random treasure of high value, four gems (a fire opal, a malachite, a phenalope and a sapphire), and a flawless diamond.The diamond is the gem Sparky may ask you to steal after you bring her the expensive painting she craved. Of course, you need to be a rogue to get those jobs.

2.34 – THE ROYAL ARMS DRINKING HOUSE

01. ENTRY DOORSLeave this lavish tavern by going through one of these doors.[Ref. Area 2.30].

02. COMMON ROOMSix noblemen [N, Commoner 6] and three noblewomen [N, Commoner 4] are enjoying their stay in this elegant establishment. They have nothing interest to say, but if you have the Pick Pocket skill you may be happy to know each nobleman has 125 gp in his purse.Despite his tag, the innkeeper cannot provide accommodation for the night. He acts as a bartender instead, selling ale, beer, rum, cheap wine and quality wine.

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2.35 – BATH HOUSE

01. FOYERTwo signs within this hall point respectively to the men’s and to the women’s bathing area, warning no promiscuity is tolerated here.[Ref. Area 2.30].

02. MEN’S BATHING AREASix bathing noblemen [N, Commoner 2] are relaxing in the warm pools after a hard day’s work.When you talk to someone, the bather will politely stand up to indulge your wishes. If you are a female, though, your presence will raise up a lot of remonstrance. This is one of the few things that reminded me Aielund is just a fantasy world.If you come here with Maggie, the halfling is revolted at the sight of such wrinkly old people. Valennia, instead, find the men’s skimpy attire more of her liking!

03. WOMEN’S BATHING AREASplashing in the pools about this hall there are eight bathing commoners [N, Commoner 2]. Of course, the ladies will start to scream if you are a lecherous man invading their precious privacy. Eek!Perhaps the ladies are right, however, I must agree with Ronan - I knew I should not be in there, yet I couldn’t look away...Only an old prude like Sir William can be such a fool to avert his eyes from the nice show.

04. LADY CHELSEAA plump, white-haired lady is soaking in this pool. This is Lady Chelsea [N, Commoner 6], a woman who has a great deal of influence in the city.The chubby woman does not wish to be disturbed, even if for some reason she doesn’t mind having a handsome man in her bathing chamber. Oh, well.

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2.36 – ADMIRALTY BUILDING

01. ENTRY DOORSLeave this building by going through one of these doors to return to the streets outside.[Ref. Area 2.30].

02. THE ADMIRALTYTwo knights [LG, F12] guard this place, while three naval officers [LG, F6] are busy discussing war plans. These officers have rarely a chance to serve at sea; instead, they help the flagstaff ensure the smooth running of military.Along the west wall of the chamber there is a chest of drawers that you can search to get random treasure of low value.At the dead centre of the hall stands a tall, bearded man. Although rather stale and stuffy, the seasoned Admiral Frazer Chesterton [NG, F10] makes an excellent coordinator of all things to do with the navy.The Admiral can answer many of your questions about the war effort.If you ask why the country has gone on the offensive, the Admiral says apparently, there is some sort of threat from within the country of Tusone, but not a part of their society. Tusone is a small country to the west of the Aielund’s borders. The Aielunders have tried diplomatically to send their forces into this place directly, but they have been rebuffed at every attempt. The King felt the threat great enough to justify war. What exactly is the threat, the Admiral has not been told.If you ask what function has the navy in the war, the Admiral explains it is mainly the transportation of additional troops and supplies to the war zone. After they have done that, they provide offshore fire support and conduct diversionary tactics when they are forced to engage the enemy fleet. The navy numbers 12 frigates and 23 corvettes. That’s a total of 35 war vessels, six more than Tusone. This is good, for the Tusonite army is substantially better than theirs is, even if they do control the seas. The longer the King spends over there, the weaker the royal forces become.If you ask how the war is faring, the Admiral says the last he heard, King Seamus has done quite well circumventing the Tusonite forces arrayed against him. It is not his aim to conquer the land, merely to gain access to a certain part of it. As for the naval forces, the navy has lost only two ships since the beginning of the conflict, with a total of five losses for the enemy. So far, things are going well.If you mention the Redoubtable had an encounter with some pirates, the Admiral says it is uncommon but not unheard for pirates to arm themselves with explosive ballista bolts. Usually they obtain their supplies from Tusone.By following this conversation thread, you can tell the Admiral you would like to obtain some alchemist’s fire. This way you can learn it is stored in a building in the Docklands District.If you have already explored the Docklands, or if you have learned already about the Navy Storage, you can ask the Admiral a permission to enter the facility.

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Keep in mind you will not get the pass if you simply say you want the mixture for yourself, even if you offer lots of gold. To get the Navy permission slip, you must persuade the Admiral that the alchemist’s fire could come in handy for your mission to protect the Princess.Once you have entered the Navy Storage building – and if you leave it alive – return here to inform the Admiral about the explosion. The officer will be very impressed. He believes – how smart - they have a traitor in the midst.Bringing the Admiral the bad news is worth a reward of 750 xp.

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2.37 – THE GREAT LIBRARY

Ground Floor First Floor

01. ENTRY DOORLeave the library by this door to return to the streets outside.[Ref. Area 2.30].

02. A SCARED LIBRARIANAfter a few moments you are wandering about this hall, the librarian - a bespectacled man by the name of Sir Douglas Kelten [N, Commoner 4] - should approach you. This person appears to be extremely nervous about something.If Sir Douglas does not seem to notice your arrival, approach him yourself and start a conversation. In fact, you should speak with the librarian before to go upstairs.When a conversation begins, Sir Douglas says he is sorry, but the sign outside is wrong. The library is temporarily closed for restyling and you really have to leave.If you notice he seems a bit tense, Sir Douglas laughs... in a very tense way. If you push him on the matter, the librarian keeps denying there are troubles here, but his eyes keep motioning to the stairs on the back of the hall as he repeatedly winks at you. It should be enough to make you curious.Once you have visited the library’s upper floor, and after you have dealt with the nefarious ‘guest’, return downstairs and tell Sir Douglas he can finally relax.Hearing such good news, the librarian will be very relieved. In a fit of largesse, he even claims you are free to make use of the library at any time! You should be grateful of such an honour, unless – like Valennia – you are still wondering what those strange papery things all around here ARE...If you care to search the seven bookcases standing along the walls of the hall, you can find several lorebooks detailing the history of the Kingdom of Aielund.To read a book, just pick it up and use its special power by calling forth the item’s radial menu.If you want to know the content of these books, check the first section of the Aielund Saga Reference Guide.The historical tomes you can find on this level of the library include: ‘A Brief History of the Kingdom of Aielund, Pt. 1’, ‘A Brief History of the Kingdom of Aielund, Pt. 2’, ‘A Brief History of the Kingdom of Aielund, Pt. 3’, ‘The Battle of Fort Highmarch’ and ‘The First King of Aielund’.

03. STAIRS UPGo up these stairs to reach the upper floor of the library.

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04. STAIRS DOWNGo down these stairs to return to the library’s ground floor.The ten bookcases that you can search about here hold the same tomes you may find on the lower floor, and another lorebook entitled ‘The Fall of Feybourne’.

05. A STRANDED FIENDIf Sir William is in your party, when you enter the hall the old paladin claims he senses evil. Something dark awaits you in here.Indeed, a ‘devil’ [LE, Outsider 18] is standing within this small room, along with three frightened ‘hostages’ [LG and N/Commoner 2].After a few pleasantries, the devil explains one of those people was going through a selection of books and happened to stumble across a tome of summoning. Funny thing is she was actually able to read the incantation, even though she appears to have no idea what it meant. The devil feels this place is far too cold for his likings but maybe he could do indulge in some tourism. Seeing the sights, maiming the innocents... the usual things you do to have some fun.Your next statement will influence the outcome of this quest.If you want to follow the ‘good way’, tell the devil he won’t do that. Your alignment shifts towards Good; if you are good, you get 50 xp.If you care for treasure, you should choose the ‘evil way’, instead, by judging the fiend’s idea quite the interesting one. Your alignment shifts towards Evil; if you are evil, you get 50 xp.Truth is the devil is stuck on this plane. If you bring him a book that he needs, though, he might think about leaving. If you don’t, he will kill the hostages. Wouldn’t want that on your conscience, would you?If you are following the ‘good way’, you are given two dialog options both leading to an alignment shift... and perhaps to a fight.If you tell the devil you will bring him the book if he doesn’t hurt the hostages, your alignment shifts towards Good; if you are good, you get 50 xp. If you ask the fiend what a conscience is, your alignment shifts towards Evil; if you are evil, you get 50 xp.The latter option causes the devil to turn hostile, forcing both of you to settle this matter like the hellspawns you are.If you choose to fight, keep in mind the devil is an extremely powerful opponent (174 hit points, armor class 23, 18 points of Strength). In addition, all the hostages will die on the spot, their life force drained out by the fiend’s magic.If you manage to survive the battle with the devil, he leaves behind his weapon, a ‘Devil’s Trident’ [This is a trident +2 causing 3 additional points of fire damage and dazing the victims on hit (5% chance; DC14)].If you agree to help the devil, he says the Tome of Power he needs should be found around these shelves.When you bring him the Tome of Power, the devil releases one hostage (the old man... old people need their rest, after all). This deed is worth a reward of 200 xp. Then, the horned chap says he needs an Elixir of Binding, a potion that would restore his depleted energies. If you don’t know where you can find such an elixir, the devil suggests a local mage may have one. Indeed, you can buy the concoction from Harold, the wizard who manages the gift shop at the Halls of Knowledge.If you are following the ‘evil way’, the devil says he may give you a very powerful item if you fetch the potion for him.If you are following the ‘good way’, the fiend says he may contemplate releasing his remaining ‘guests’.If you do not want to fetch him the potion, you can attack the devil (causing the remaining hostages to die), or you can simply go away and give up the quest. If you agree to help the fiend, when you return here with the potion, the devil - being an honest guy - releases the two hostages.If you are following the ‘evil way’, you can ask for a tangible reward as well. The devil likes your style – you remind him of him a thousand years younger (sigh) so he will give you a nice gift. The gift you are given is a consequence of your class.If you are a warrior-type adventurer, you get a Morningstar of Pain [Originating from the Lower Planes, this weapon continues to damage the target even if not in battle. Usable only by neutral or evil characters, this morningstar +2 causes wounding on hit (DC14)].

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Characters of other classes are given a Ring of Speed [A rare and potent item, this ring grants the wearer limited speed increases at will. At the cost of one charge, the ring grants the wearer the power to cast the Haste spell on himself].Before to return home, your dark lord claims he sees potential in you. If you are ever in hell, drop by and see him.If you are following the ‘good way’, the devil releases the hostages but you don’t get any further item.Either way, you have earned a final reward of 750 xp. See you in hell!!!Oh, there is another way to end this quest. If you are crafty enough, you can actually trick the devil by giving him a fake potion. This can be done by replacing the true elixir with holy water. You won’t be able to guess this solution unless you activate the elixir’s unique power while having a vial of holy water in your inventory. If you have the blessed water, when you activate the item’s unique power you are asked if you want to pour out the contents of the bottle and empty one of your holy water vials into it.If the devil drinks the Blessed Elixir of Binding, he is severely weakened. The liquid makes the fiend drunk, causing him 120 points of divine damage. As the devil’s insides are burning, tell the hostages to flee the room. Then, finish the pain-wracked fiend. This way you get 500 xp, the experience awarded for slaying your horned pal (from 800 to 1200 xp), and his trident as well.That’s very nice, but a little unfair. Resorting to such a nasty trick won’t trigger any alignment shift. I believe a lawful adventurer should not be let free to dupe anyone - even the devil itself - without paying the consequences. Anyway, just stay far from hell from now on...

06. THE TOME OF POWERSearch the bookcase along the north wall of this room to find the Tome of Power you must bring to the trapped devil if you want the hostages released – or if you just want a reward.Bound in some sort of dried skin, this tome radiates power. The contents are written in a strange language that you cannot decipher, but it doesn't take a genius to guess that it is of infernal origin.

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2.38 – FAIRLOCH ART GALLERY

01. ENTRY DOORSTo return to the streets outside you can leave the gallery by going through one of these doors.[Ref. Area 2.30].

02. CLASSROOMThis is the place where students are taught to paint. When I can only guess, for no one is ever found here.

03. GALLERYA nobleman [N, Commoner 6] and a noblewoman [N, Commoner 4] are here to behold the beautiful paintings hanging on the walls. If your callous heart is insensitive to art, you may be moved to know the nobleman has 125 gp in his purse for you to steal.An elegant half-elven lady by the name of Julie Smith [N, Commoner 2] is the curator of this small but fine collection. A woman of few words, she will simply welcome you to her gallery.

04. SECRET DOORIf you have been told by guildmaster Peridoc about the hidden passage leading to the assassin’s guild, when you walk here, you won’t have troubles to discover a secret door behind a bookshelf.Go through this door to enter the assassin’s guildhouse.[Ref. Area 2.39].

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2.39 – ASSASSIN’S GUILD

● Level 1

01. TO THE ART GALLERYLeaving the guildhouse from here you can return to the Art Gallery in the Senate District.When you enter this place, you get a reward of 1,000 xp.The guildhouse seems deserted. Where on earth are the cowards?[Ref. Area 2.38].

02. LOCKED DOORThis blue-glowing door has been heavily enchanted. It seems unlikely you could get through it.

03. A TRAP AND A MISSING DOORA trap [DC15/25; Strong Spike] has been placed on the floor just below this archway.

04. A SPIKY BEASTWhen you enter this corridor, a portcullis comes up the floor to close the archway behind you. Also, you are immediately hit by a volley of spikes thrown by the roaring manticore [LE, Magical Beast] that lurks at the first bend of the hallway.

05. TRAPPED CORRIDORWatch your steps here!Along this corridor there are fourteen (14!) traps for you to disarm [DC18/26; Acid Level 8], [DC19/31; Average Fire]x3 [DC18/31; Strong Fire]x8 [DC20/25; Strong Spike]x2.If you lack the skill to disable traps, having Ronan in your party will turn to be a real boon. Once you have managed to go past the door halfway along the corridor, your tired but happy buddy claims that was fun and wonders what else the villains got in store for you...

06. JELLIESHere are 2-4 mustard jellies [N, Ooze 7], amorphous creatures that live only to eat. Resistant to cold and heat, these oozes can spew greenish blobs of corrosive acid.

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07. SPIDERSBe very careful when you enter this corridor.A trap [DC14/26; Average Tangle] has been placed on the floor just beyond the entry door. Still worse, two sword spiders [N, Vermin 5] and a monstrous queen spider [N, Vermin 11] inhabit the corridor.

08. GOLEMA stone golem [N, Construct 12] guards this corridor.If you care to do that, the magically warded door you may have noticed when you have entered the guild can be opened from this side.

09. STAIRS DOWNGo down these stairs to reach the guildhouse’s lower level.

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● Level 2

01. STAIRS UPGo up these stairs to return to the hideout’s upper level.

02. TRAPS & KILLERSAs Ronan says, now things get a little more personal...Be certain to take all the precautions you can think of before moving on, else your life will be forfeited.Just to start, six traps have been set on the corridor’s floor.When triggered, the first trap [DC18/26; Strong Fire] causes a fireball to be shot from the ballista standing in the small room to your left.Triggering the second trap [DC20/30; Strong Electrical] you will be targeted by a lightning bolt shot from the ballista standing in the first side-room to your right.If you trigger one of the other four traps [DC20/20; Strong Spike] you will be targeted by thick arrows shot by a ballista standing at the far end of the hallway.Besides the traps, here you must face many foes. Even if you don’t see anyone around, the assassins are here, hiding in the shadows and waiting their chance to stab your back.Within the second side-room to your left there are 2-5 assassins [NE, Ro4/Assassin 4] including one assassin elite [LE, Ro5/Assassin 5].Another group of 2-5 assassins led by one assassin elite is hiding in the second side-room to your right. A third group of 2-5 assassins boosted by one assassin elite is waiting just behind the corridor’s bend, ready to rush forward when a battle begins.Finally, to make things worse, two assassin archers [NE, Ro5/Assassin 3] equipped with magical bows and poisoned arrows stand near the ballista at the end of the hallway, ready to pierce your precious body with their missiles if your presence is detected.Plan your tactics wisely if you care for your life!When the area is safe, you can search the corpses of the two sharpshooters to get short swords, shortbows +2, and Poison Arrows.

03. TRAPPED DOORThis door is both trapped and locked [DC17/28; Strong Gas. DC28]. Be certain you are ready for a VERY tough battle before going through it.

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04. ASSASSINSMany enemies have gathered here waiting for your arrival. The hooded fellows were hoping to catch you unaware, assuming you would come in by the secret door found in the district’s sewers. Even if you have thwarted their plans for an ambush, the forthcoming battle will be quite a challenging one.Your opponents include one assassin archer, two assassin elites, a very dangerous gnomish mercenary wizard [NE, S7] (backed by an enhanced familiar), and 1-8 common assassins.All the assassins obey the orders of their leader, Holister ‘Swiftblade’ Wilson [LE, Ro4/Assassin 7/Ra1]. The head of the guild is an extremely dangerous man, having survived countless assassination attempts on him.When you enter the room, Holister orders his people to take your life before to escape through the door to the south.If you find the time to search your enemies dead corpses, the assassin archer drops a short sword, a shortbow +2, and a sheaf of Poison Arrows; the assassin elites leave behind leather armours +2, daggers+1, short swords +1, hard leather boots, and Potions of Cure Serious Wounds; the wizard drops a pair of Bracers of Armor +3, and - if he didn’t have the time to use it during the battle - a Globe of Invulnerability scroll.

05. THE SPIKERWhen you have dealt with the assassins in the previous room, you should enter this corridor to look for Holister.When you enter the hallway, if your Listen skill is high enough, you can hear someone casting a spell behind the locked doors [DC22] to your right.You will not get the time to investigate further, though, for a spiker [N, Construct 10] immediately attacks you. The spiker is an odd-looking invention, probably of gnomish origin, used to guard important areas and items.If you are frightened by the bizarre contraption and you try to flee away, you will discover the door behind you is now closed [DC28] – possibly separating you from your henchmen.

06. HOLISTER’S BEDROOMWhen you have dealt with the spiker, you should enter this room to face Holister ‘Swiftblade’ Wilson [LE, Ro4/Assassin 7/Ra1].Bringing down the villain won’t be an easy job. In fact, Holister has just cast a spell creating three illusory replicas of him. The ‘fake Holisters’ [LE, Ro4/Assassin 1/Ra1] will immediately attack, together with the real guildmaster. The illusions have a three-point Strength score, so they are pretty harmless. They have 82 hit points and AC 10. The fakes disappear when they are brought to zero hit points or when the real Holister asks for surrender.Keep in mind that if you linger too much time in the previous rooms, Holister can send the replicas to fight you there. I believe the duel with the true Holister will always take place here, though.Sooner or later, you will be able to bring Holister to the near-death state. Fearing for his life, the guildmaster begs for mercy. With his operation ruined – and considering his clients paid in advance – Holister is willing to spill his guts and to answer all of your questions.Holister swears he doesn’t know the names of the people who hired him. They communicate only through papers left at a certain place at a specific time. To prove his words, he hands you a few notes.The ‘assassin’s papers on the conspirators’ are surprisingly brief, and consist of terse sentences similar to the note found on the lead assassin that attempted to kill Criosa near the Castle. The handwriting appears to be the same as the other notes you have seen from this 'Number 1' character.If you ask Holister why he seemed to be expecting you, the master assassin explains his employer wanted you dead as well. Knowing how tough you are Holister figured he would lure you in here and deal with you on his turf. Therefore, he asked Peridoc’s assistance. The two guildmasters used to work together all the time... a handy arrangement, you know.Anyway, Holister has been paid five hundred thousand golds for the job. Even he wasn’t keen on taking on the establishment, he couldn’t say no to that much money. Probably only three people in the entire city can afford to pay such a staggering amount of gold: Augustus Johnson, Ronald Bartlett, and Lady Chelsea. Of course, Ronald Bartlett is dead, but his family is still wealthy.If you want to investigate those people, Lady Chelsea could probably be found at the local bathhouse (she practically lives there, ‘cause some sort of sinus problem or something). The

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Bartletts have a mansion just behind the Great Library. The estate of Senator Johnson is in the northeastern part of the Senate District – but the gate is magically warded, and nothing short of obtaining the key will get you in there.When the conversation ends, you have to choose if you want Holister to stay alive or if you want him dead. If you let the killer free, don’t forget to make him hand over his stuff first.If you finish him off, you can pry the same items (plus a couple more) from Holister’s dead hands – and you won’t suffer any alignment shift.Holister’s equipment includes a Stealth Armour [This leather armour +3 grants the wearer a +5 bonus on the Hide and Move Silently skills, plus spell resistance 14], a rapier +3, a dagger +2, an Amulet of Natural Armor +3, and a pair of Bracers of Armor +3. It is a pity you cannot get his Boots of Speed as well.If you let Holister go – and if memory does not fail me – you get only the armour and the rapier.Before to leave the bedroom, you can search the chest that stands along the west wall. Both trapped and locked [DC20/25; Average Spike. DC25], it holds random treasure of low value.

07. STORAGEHere is a chest holding random class-oriented treasure of low value.

08. HIDDEN DOORGoing through the secret door that you may discover along this wall, you can enter the portion of the sewer system located beneath the Senate District. From there, you can travel to the sewers lying under the Market District to return to the thieving guild... I would wager you cannot wait to have a little chat with Peri, the bloody son of a bitch![Ref. Area 2.40].

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2.40 – SENATE DISTRICT SEWERS

Notes:As usual, the stench of the sewers is so pervasive it may make you dizzy. About the area there are eight places where the air is so thick and stale to require a successful Fortitude save, else the delicate aroma will make you nauseous and dazed for a few rounds.The thin mist lingering above the floors make them slippery and treacherous. This area features six places where you are forced to roll a Reflex saving throw [DC16]. If you fail the check, you slips in the filthy terrain underfoot.It should be unnecessary to say that being dazed or down on your knees when enemies are near can put your life at serious risk.Besides the creatures listed below, eight rats [N, Animal 1] are scuttling about the sewer passages. They won’t bother you, though.

01. SEWER EXITSBehind the portcullis found at these locations there are stairs leading up to the Senate District’s streets.[Ref. Area 2.30].

02. TO THE MARKET SEWERSBoth these passages lead to the portion of the sewers that lies underneath the Market District.[Ref. Area 2.29].

03. MIND-EATERSFor reasons I cannot guess, two intellect devourers [CE, Aberration] have nestled here. Beat them to a pulp and move on.I warn you, though: only weapons bearing a +2 or better enchantment can hurt the devourers, so you’d be better having one at hand.

04. CUBEA greater gelatinous cube [N, Ooze 7] lurks here, and it may happen to come your way while you are busy fighting the devourers at the previous location.

05. SPIDERSWhen you walk about here, 2-4 arachnids attack you. The monsters may include dire spiders [N, Vermin 10], ettercaps [CN, Aberration 5], giant spiders [N, Vermin 4], phase spiders [N, Vermin 5], sword spiders, and/or wraith spiders [CE, Vermin 3].

06. CUBEAnother greater gelatinous cube is found within this alcove.

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07. SPIDERSHere you will encounter 2-4 vermin. These creatures can include the same monsters listed above, at location 05.Upon the corpse that lies on the floor you can find random treasure of low value.

08. TRAPSAt the far end of this chamber, you can spot a corpse and a heap of treasure. Be careful, though, for the floor of the room has been trapped thrice.The first trap [DC18/31; Average Gas] releases a cloud of noxious, greenish gas. The other two traps [DC20/22] cause arrows to be shot from the sidewalls in your direction.When the traps have been disarmed – or triggered – you can loot this place. The heap of treasure holds random stuff of medium value. By searching the corpse, you can get random treasure of low value.

09. HIDDEN DOOROnce Peridoc has told you about the secret entrance to the assassin’s guild – and if your Search skill is high enough – here you shall discover a secret door.Going through this door you can enter the assassin’s guild. I suggest you to find another way in, however - unless you don’t care for your life, that is.[Ref. Area 2.39].

10. HIDDEN DOORSearching the abode of Senator Johnson, you should discover a secret passage leading to the sewers. If you go through the passage, you will arrive at this location. Going through the secret door that you see on the south wall you will (re-)enter that passage.

11. HIDDEN DOORYou will not be able to discover this secret door until you have searched the estate of Senator Johnson and found the documents pointing to this passage.

12. STAIRS UPThe passage beyond the secret door is covered in dust and muck. You can easily make out fresh tracks in the filth, leading into the building above. Presumably, they belong to the Shadow Warriors hired by Augustus. Going up these stairs you can enter the Senate building.[Ref. Area 2.43].

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2.41 – BARTLETT ESTATE

Ground Floor First Floor

01. ENTRY DOORWhen you enter this house, a pretty maid [N, Commoner 3] wearing a nice outfit comes up to know your business here.If you have no reasons to enter this home, the maid says you shouldn’t be here and you must go before someone else finds you.If you have already wiped out the assassin’s guild, and then discussed those events with Captain Deckard, you should come here to search incriminating evidence against Thomas Bartlett.If you didn’t persuade the Captain to authorize an official investigation, just ignore the maid and start searching the house.If you come here the lawful way, tell the girl your reasons to come here. The maid replies Mister Bartlett is going to be most upset.If you say this will be over shortly and that if Bartlett gives her any problems you will sort everything out, your alignment shifts towards Good; if you are good, you get 50 xp. If you reply no one is above the law – and ask the poor maid if she is on his schemes too - your alignment shifts towards Evil; if you are evil, you get 50 xp.If you enter the mansion by the authority of the King, the three undercover cops who were waiting for you outside follow you in. The ‘rugged-looking noble’ [N, F6], the ‘inconspicuous noble’ [LG, F6], and the ‘unassuming commoner’ [N, F6] will take position about the house, ready to intervene if need arises.You can start your search by looking inside the cabinet and the chest of drawers within this room. The cabinet holds random treasure of low value. The chest of drawers holds random treasure of low value, a pair of hard leather boots, and a pair of suede boots.There is also a desk here, but it holds only a vial of ink, sheets of paper, and a quill pen.Finally, you can take away the painting hanging on the south wall. This artwork is reasonably well painted, and would be worth a fair amount of gold.[Ref. Area 2.30].

02. SEARCHING FOR EVIDENCEThe bookshelf in the southeast corner of this room holds random lorebooks and perhaps a scroll.The desk on the southwest holds random treasure of low value and writing implements (ink, paper, and a quill pen).Inside the chest of drawers to the northwest you will find random treasure of low value, garlic, and a chunk of meat.

03. STAIRS UPGo up these stairs to reach the first floor of the mansion.

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04. STAIRS DOWNThese stairs take you back to the ground floor.Along the south wall there is a trapped [DC22/30; Strong Gas] – and empty - chest.

05. STOREROOMHere is a chest holding random class-oriented treasure of low value.

06. BEDROOMThis room features an armoire holding random treasure of low value and three expensive clothing.

07. BEDROOMInside this room there are an armoire, a chest of drawers and – if you are here for a reason – a desk.Both the armoire and the chest of drawers hold random treasure of low value.The desk holds a sealed letter. This is the evidence you are looking for. The letter reads, ‘My dear associate, I regret your recent loss. Your father was a man of conviction in a difficult time. It is, however, troubling that Commander Black was unable to secure the Princess for us. I would have preferred to have her out of the way rather than have her killed but desperate times call for desperate measures. I have contacted the Assassin's Guild and the Shadow Warriors clan. They will see to it that she is out of the picture. If I cannot persuade to have the Senate come around to our way of thinking, then they must be eliminated as well. Make the necessary arrangements. Signed, Number One.’

08. GET OFF MY HOME!Once you have found the sealed letter, when you return downstairs you find Thomas Bartlett [N, F9] waiting for you – and he seems quite flustered. Brandishing a sharp knife, the irate guy runs towards you asking why on earth you are turning his house upside-down.If you accuse the businessman to be in on the assassination attempt of the Princess and say he is not going to get away with it, Thomas turns hostile and you will be forced to kill him – or to be killed.If you have entered the house the lawful way, you can say you are conducting an official investigation. Before the Law, Thomas can do nothing but threaten you have not heard the end of this.If you come here the unlawful way, you can avoid a fight by saying you thought this place was on the tourist schedule... Outraged, Thomas yells something bad before to kick you out of his home.If you kill Thomas, on his corpse you will find a Swashbuckler’s Outfit, a pair of Boots of Agility, a Potion of Cure Critical Wounds, an Immense Dagger [Made from an extremely heavy metal that cannot be identified, this weapon is far more deadly than it first appears. This dagger +2 causes 1d4 additional bludgeoning damage and 5 points of massive critical damage], and a letter.The ‘letter found on Thomas Bartlett’ reads, ‘My dear Augustus, though my father was always glad to be in business with you, I must confess I lack his talent and ambition for running his shipping concerns. I am indeed, flattered by your offer, but must decline as I have commitments outside of my families business. I am sure you are capable of concluding my father's affairs without my aid. Sincerely, Thomas’. Oh my, it seems you have just killed an innocent... But then, he was a Bartlett, wasn’t him?Whatever the outcome of your raid, once outside the house you should immediately go to the Docklands guardhouse and inform Captain Deckard about what you’ve discovered – or about what you’ve done...

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2.42 – AUGUSTUS JOHNSON’S ESTATE

Ground Floor First Floor Basement

01. ENTRY DOORLeave the mansion through this door to return outside.[Ref. Area 2.30].

02. THE LOYAL BUTLERWhen you enter this sumptuous mansion, a haughty butler [N, F19] bars your way, stating you shouldn’t be inside.If Valennia is on your side, she notices the man is no servant. He stands like a warrior and you shouldn’t trust him.Mrs. Fair-Eagle is right enough. When you try to explain you are on an official investigation, the ‘butler’ draws out his shining blades and charges your party, willing and ready to give up his life to protect his master’s secrets.This guy is tough, but the stuff you can grab from his corpse will repay the effort to bring him down.The warrior leaves behind a butler’s attire [Most butlers don't attire themselves in light armour, but this one was obviously operating as a professional bodyguard as well. The outfit grants the wearer a +2 AC bonus], a Ring of Protection +3, a bastard sword named ‘Warspite’ [Created by Tharius the Great, a brilliant tactician and renown warrior, his sword has fought in every major war for the past hundred years. Recently it has been a display item in Augustus Johnson's mansion, gathering dust. This bastard sword +2 causes its victims 1d4 additional sonic damage, and grants the wielder the power to cast the True Strike spell up to five times per day], and a Stormblade [This short sword +2 sheds a dim blue light, causes its victims 1d6 additional electrical damage, and grants the wielder the power to cast the Lightning Bolt spell (by spending 5 charges)].When you have dealt with the butler, you can search the hall at your leisure.Upon two bookshelves you will find lorebooks and maybe a scroll or two. Random treasure of low value can be found inside two cabinets and a chest of drawers.

03. STAIRS UPGo up these stairs to reach the first floor of the mansion.

04. STAIRS DOWNThe stairs behind this door lead to the mansion’s basement.

05. STAIRS DOWNGo down these stairs to return to the ground floor.If you like collecting artworks, you can steal the two paintings hanging on the walls of this room.

06. BEDROOMThe armoire in this room holds random treasure of low value.

07. BEDROOMBesides another artwork, which you can add to your collection by taking the painting hanging on the south wall, here is an armoire holding random treasure of low value.

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08. STOREROOMYou shouldn’t miss the trapped and locked chest [DC30/32; Deadly Sonic. DC35] found within this cramped room. If you manage to survive the nasty trap, inside the chest you will find 4,147 gp, a gold ring, three gems (a fluorspar, a garnet, and a greenstone), a Scarab of Protection +3, and a ‘satchel full of papers’.The large and overstuffed binder contains notes and plans concerning Augustus Johnson and his associates' plans to overthrow the government of Fairloch, in preparation for someone they refer to as 'The Ironlord'. Some of the notes are from the elusive 'Number One', so it seems that Augustus is not the leader of this faction. One section stands out above all others - If he cannot bring the Senate around to support deposing the current royal family, then a group of Shadow Warriors are going to slip into the Senate building an assassinate them all. Apparently, they were to assemble in the basement and head through a secret door into the sewers, then into the Senate, bypassing security. The notes show exactly where to find the secret door.

09. STAIRS UPGo up these stairs to return to the mansion’s ground floor.You should come here only after you have searched the first floor of the house.

10. HIDDEN DOOROnce you have found the documents hidden in the chest on the first floor, here you will discover the secret door leading to the sewers.Before following the Senator’s tracks to the Senate, you can run to the Castle and show Sir Godfrey the documents you have found here. That’s not mandatory, though.If you fear time is short, enter the secret passage, and reach the Senate by going through the sewers.[Ref. Area 2.40].

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2.43 – SENATE BUILDING

Ground Floor First Floor

01. ENTRY DOORLeave this place through this door if you want to return to the Senate District.[Ref. Area 2.30].

02. ENTRANCE HALLFour councillors [N, Commoner 5] hang about this chamber and they seem surprised to see more unauthorized guests come in...If you care to search, the chests of drawers and the desks found in the side-rooms hold random treasure of low value and writing implements.

03. STAIRS DOWNGoing through this door you can enter the secret passage leading to the sewers.[Ref. Area 2.40].

04. STAIRS UPGo up these stairs to reach the Senate Hall.

05. STAIRS DOWNGo down these stairs to return to the Entrance Hall.If you have time to spare, you can search the desks in the side-rooms for random treasure of low value, or you can exchange a few words with the four councillors about here.

06. DOOR TO THE SENATE CHAMBERThe City Watchman [LN, F6] guarding this door informs the senate is in a closed session to debate the war effort. Of course, you cannot go in.If you exhibit the documents you have found searching Senator Johnson’s estate, however, the guard immediately unlocks the door before going away to summon reinforcements.If you don’t have the documents – or you don’t want to show them up – you can try a medium Persuade check to convince the guard about your good faith.If the check fails, you can do nothing but ignore the guard and bash down the door [15 hit points, hardness 5]. If you smash the door, do not expect the watchman to promise you any backup. Not that you can count on it, though.

07. SENATE CHAMBERWhen you enter the Hall, the debate is ending.Sitting at a long table there are eight senators [LG, Commoner 6] donning blue robes. The man at the head of the table is the House Speaker [N, Commoner 6]. When you enter the hall, he immediately approaches you, claiming you are NOT permitted in here during a closed session.Before you can explain the reason of your visit, the speaker orders you to shut up. After nearly three days of debate, the senators are finally nearing an end. Whatever you have to say can wait a few more minutes. Protests will not work here. You can do nothing but stay, listen, and watch.

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Senator Augustus Johnson [N, F6] soon takes the floor and demands Senator Cassia McKinlay to ratify his proposal. Senator McKinlay replies Augustus cannot ask the Senate to usurp the king’s authority and leave him stranded in a foreign land ‘facing an enemy he cannot kill’. Therefore, she shall stand by the King, for better or worse.When the votes are cast, Augustus’s proposal is rejected. He gets two votes for him and four against, with two abstaining.The defeated Senator claims his colleagues leave him no alternatives. By ensuring the Ironlord shall destroy Fairloch, the Senate is no longer seen as working in the best interest of the people; therefore, Augustus is disbanding them... permanently.Suddenly four Shadow Warriors [LE, F1/M5] led by a Shadow Warrior elite [LE, F1/M11] burst inside the chamber from the bottom side-room on your left, ready to slaughter the senators. In the meanwhile, Augustus runs within the central side-room on the opposite side of the hall to enjoy the massacre from a safe position.If you care to know, the Shadow Warriors are an evil sect of the Transcendent Path monks and they excel in all matters concerning the extinguishing of life. If you like stealing, you may have already encountered a member of this sect at the Seaspray Inn, way back in Culdeny.Anyway, draw your weapons and try to stop the monks before they can prove their skills by slaughtering everyone.This battle can turn deadly if you do not act wisely. In fact, a few moments after the first warrior’s appearance, more monks come up to join the fray. Then more... and still more.The second wave of attackers includes five Shadow Warriors. The third wave includes five tougher Shadow Warriors [LE, F1/M7] equipped with deadly shurikens, which they immediately start to shoot at the senators who are hanging about the hall. Finally, you must take care of five Shadow Warrior masters [LE, F10/M1].This battle can go on for quite some time. Conveniently enough, the dead warriors don’t leave decaying corpses but they disappear in the classic NWN style, leaving behind only a satchel with their stuff.When the last warrior has fallen under your blows – what a relief! - you can take your time to grab the loot the monks have left behind.The elite warrior who led the first wave of monks drops a set of Robes of the Spirit Warrior +4 [Favouring function over fashion, these black, black robes are worn by a secretive order of monks operating throughout Aielund. They allow the monk to blend into the night more effectively. Usable only by neutral or evil monks, these robes grant the wearer a +4 AC bonus, a +3 bonus on the Hide and Move Silently skills, and the power to cast the Darkness spell once per day], a katana +2, a kukri +2, and a Cloak of the Bat.The third wave’s warriors drop Poison-tipped Shurikens [One of the many deadly weapons at the disposal of Aielund's Shadow Warriors, these shurikens are carefully treated with a special poison that slowly saps the life out of the victim. Usable only by neutral or evil characters, the shurikens grant a +5 attack bonus and can poison their victims (DC14) for 1d2 constitution damage].Each master warrior leaves behind a ninja-to +1.When you are done, go speak with the House Speaker. He has found refuge within the upper side-room on the west, together with Senator Cassia. The old man says you should go and take Augustus into custody, or at least subdue him.When you approach the side-room, Senator Johnson rushes forward and attacks. When you bring him to the near death state, though, he asks for surrender.If you do not kill him outright, the Senator complains about your horrible timing. Another few minutes and the city would have been safe from the Ironlord. You have no idea what they are dealing with, for you have been kept in the dark. If he were you, the Senator would be asking some hard questions of your employers.Now, Augustus is willing to be judged for his actions. However, you are given an option to send him right to the morgue. That’s your own choice.If you kill the Senator, on his corpse you will find a Lord’s Breastplate [These breastplates were worn centuries ago when the Lords of Fairloch themselves were required to join battle in times of need. They are lightweight, yet offer good protection and enhance the wearer's presence on the battlefield or the boardroom alike. The breastplate grants the wearer a +3 AC bonus and a +2 Charisma bonus] and a Rapier Defender +4 [A powerful weapon prized by fencers throughout Aielund, this blade can anticipate attacks and move more swiftly than then eye can follow to block them. This rapier +2 grants the wielder a +2 AC bonus].

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When you have dealt with Mr. Johnson, a Knight Captain [LG, F16] runs toward you as fast as he can. Behind him, you can notice three knights [LG, F11] with drawn swords. At last, reinforcements have come... Too late, pals.The Captain asks you to explain what has happened here. Just tell him Augustus was behind a plot to eliminate the Senate in a bid to control the Kingdom.If the Senator is still alive, the captain says he must take both of you into custody until all this is sorted out. Due to the involvement of a high-ranking politician, it is up to the King’s Court to decide your fates. He shall escort you to the courtroom immediately. When the conversation ends, you are immediately teleported to Fairloch Castle.If the senator is dead, you are immediately taken before Sir Godfrey, so you can explain the paladin and the Duke your reasons to kill a Kingdom’s senator.[Ref. Area 2.07].

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2.44 – RESIDENTIAL DISTRICT

Notes:A couple of City Watchmen [LN, F6] patrols the streets of this district. As usual, they can tell you where you can find their commander, or they can provide you directions if you need to find the Castle, the tower of sorcery, the Senate building, the Admiralty building, or just a good place to buy equipment.As you explore the district, you may meet many commoners [N, Commoner 2], boys [N, Commoner 1], and girls [N, Commoner 1]. If you like thieving, the male commoners have a few golds or copper rings for you to steal.A few black & white cats [N, Animal 1] add colour to the scenario.

01. DISTRICT GATETwo City Watchmen guard this gate. By going through the gate, you can return to the Market District.[Ref. Area 2.16].

02. THE TRADEWAY TAVERNIf you fancy a good cleric in your party, pay a visit to this drinking house.As a side note, you may experience an odd bug causing the tavern’s door to disappear. By clicking on the void, you won’t be able to enter the place. If you want to visit the tavern, you must reload a previous save. Perhaps you may solve this problem also if you leave the area, save the game, reload it, and then re-enter the district.[Ref. Area 2.45].

03. ABEL & THE TEAMSTERAmidst this plaza there is a wagon trained by an ox [N, Animal 1]. A teamster [N, Commoner 1] is standing idle near the wagon. Given the terrible burden of driving a wagon of oxen between cities, the man seems to be holding up well. Failing to shower seems to be one of his brilliant strategies...If you ask the teamster if you can get a lift down to Amalis, he says you cannot. A big gang of orcs is scouring the highway, killing and looting everyone.Once you have fixed the situation by removing the orcs, the teamster will agree to give you a lift to Amalis. Just pay him 25 golds and you will immediately arrive at destination.Not far from the wagon, there is a merchant arguing with a City Watchman [LN, F6]. The old guy is apparently having some sort of trouble with his business.If you talk to Abel Fairchild [N, Commoner 4], he complains the guardsman is doing nothing for him. He is supposed to be protecting Abel’s wagons but he would prefer to stand around and pretend he is earning his pay. The poor soldier keeps claiming there is nothing more he can do.If you think you can do a better job than this chap can, offer your services to Abel. He will be happy to hire you but if you want to know the details, you have to talk with the guardsman. Abel is a businessman, and he disowns this sort of thing.

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The guard explains orcs are raiding the caravans travelling on the road. Near the end of every winter, as the roads open up again, they come down out of the mountains to grab some loot. Usually the caravans are protected by loyal troops, but they are away fighting the war. Also, this tribe of orcs is tougher than most.If you ask the guard how much this job is paying, your alignment doesn’t change. If you swears that you will make the area safer for merchants, though, your alignment shifts towards Law; if you are lawful, you get 50 xp.For your job, you will be paid 500 golds. Just bring the head of the orc chieftain to the Guard Captain at Amalis and you can collect your reward. The captain is currently working out of the local City Hall.

04. DISTRICT GUARDHOUSEA City Watchman guards this building. The portcullis of the guardhouse is locked and you cannot open it.

05. PRIVATE HOMEThe door of this house is locked [DC18].Remember that breaking in a private home shifts your alignment one point towards chaos. Also, if someone witnesses your actions, a guard will come to arrest you.[Ref. Area 2.46].

06. PRIVATE HOMEThe door of this house is locked [DC18].Some kind of bug caused this home to be inaccessible to all my heroes. You shouldn’t care, though, for there is nothing to find inside.[Ref. Area 2.47].

07. SARAHA poor little girl is standing before the Fairloch’s bakery, crying about something. Sarah [LG, Commoner 1] is really desperate, for the mean Samuel stole her sweets again, sob. Could you make him give her candy back?If you have the guts to challenge such a villain, the girl points to the east, down the street.If you manage to recover the yummy candy, return here and give Sarah the good news.If you give Sarah her candy, you get 200 xp. Just do not ask for a taste, though – you won’t get any!If you feel nasty, you can eat the candy right in front of the girl’s face. Such wickedness shifts your alignment towards Evil; if you are evil, you get 50xp. You are still deemed worthy of the experience reward I have told above, though. The lesson you have imparted her will teach young Sarah that life can be cruel, sometimes.

08. BOBBYBobby [N, Commoner 1] is a rather nice young lad and he should not be hanging around with that nasty Samuel. I mean, what would his mother think?Anyway, if you are looking for Samuel, Bobby calls for your attention, and then he points you to the south. He did not see which door the bad boy went through, though.If you give Bobby a gold coin for the information, your alignment shifts towards Good; if you are good, you get 50 xp.Too bad, you have just wasted your money. Bobby - the shameless liar - has put you on a false track. If you return here after you have searched both the houses you can enter nearby, Bobby spills out the truth. Samuel – a real pro, it seems – is hiding down into the sewers. Just don’t tell him Bobby ratted on him; if Sam finds out he is going to beat him up!

09. PRIVATE HOMEThis is a private house. According to Bobby, the vile Samuel may be hiding in here.[Ref. Area 2.48].

10. PRIVATE HOMEThis is another private house. Again, this is a possible hideout of Samuel, the nefarious candy thief. At least, so sayeth Bobby.[Ref. Area 2.49].

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11. SEWERS ENTRANCESIf you want to enter the sewers underneath this district, you can go through one of these grates.[Ref. Area 2.50].

12. SOUTHERN GATETwo City Watchmen guard the Southern Gate. Go through the gate to leave the town and travel towards Amalis.[Ref. Area 2.51].

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2.45 – THE TRADEWAY TAVERN

01. ENTRY DOORLeave the tavern by this door to return outside.[Ref. Area 2.44].

02. COMMON ROOMSeven commoners [LG or N, Commoner 2] are drinking and chatting here. As usual, the male commoners have copper rings or a few coins that you can steal from their pockets.The innkeeper [N, Commoner 3] standing behind the counter can sell you ale, beer, rum, cheap wine, or quality wine.

03. MAGGIEDressed in earthy colours, Maggie Fairweather [NG, C] seems out of place in this urban setting.This attractive halfling is a priest of nature (she calls her deity Gaea) hailing from the southern forest. She has come here in search of some aid for her quest. Margaret wants to bring an end to the organisation of Shadow Druids that now claims the ruins of Feybourne, far to the south of here, as their home. She must stop them altogether before they launch an all-out attack on the city of Amalis.If you want to join forces, Maggie shall aid you in your own quest, whatever that may be, so long as you eventually stop the Shadow Druids.If you add Maggie to your party, you can ask her more about her fight with the druids. The halfling explains her organisation is quite political. There are moderate types who believe as she does that nature and civilized races must be able to dwell together. However, there is a fringe group that split off from the mainstream druidic circle about a hundred years ago, who believes that the spread of the various races would spell ultimate doom for the environment. Their answer is to declare war on everyone who didn’t think like them.If you are curious to know why she is fighting solo, Maggie explains her friends are spread pretty thin. There is Hasrinaxx in Bracksworth, and a few others to the south, but aside from that, there is just her. If you are not persuaded by her answer, Maggie says she will tell you more after she’s gotten to know you a little better.When you have attained level 11, you can repeat your question. This time Maggie confesses more and more of the moderate faction have been defecting to the Shadow Druids. In fact, nearly all of the local druids and clerics of nature around here have joined them! She is the only one that has not! It has been hard to fight them; especially since part of her thinks that maybe they are right.When she joins your party, the cleric’s equipment includes Maggie’s Armour [This leather armour grants Maggie a +3 AC bonus and the Improved Evasion bonus feat. It also sheds a dim green light], a mace +2, a small shield +2, a light crossbow +2, a sheaf of bolts +2, an Amulet of Natural Armor +2, a Ring of Protection +2, and three Potions of Cure Critical Wounds.

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2.46 – RESIDENTIAL DISTRICT HOUSE

Ground Floor First Floor

01. ENTRY DOORLeave the house by this door to return outside.[Ref. Area 2.44].

02. STAIRS UPGo up the stairs to reach the first floor.

03. STAIRS DOWNGo down these stairs to return to the ground floor. The hopeful thief will be disappointed to know there is nothing here to steal.

2.47 – RESIDENTIAL DISTRICT HOUSE

01. ENTRY DOORLeave the house from here to return outside.As you can notice, the area map of this house is missing. Indeed, for some annoying bug, I was never able to enter this home.[Ref. Area 2.44].

02. STAIRS UPGo up the stairs to reach the first floor.

03. STAIRS DOWNGo down these stairs to return to the ground floor.

04. BEDROOMHere is a locked chest [DC25] holding random treasure. If you open the chest, be wary to the two commoners [N, Commoner 2]. If they catch you red-handed, the kids will call for the guard. Then, when you return downstairs, you will find a City Watchman waiting for you.

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2.48 – RESIDENTIAL DISTRICT HOUSE

01. ENTRY DOORThis single-floor house features a commoner [N, Commoner 2] and a locked chest [DC25].The red-haired lady has 12 gp in her purse. The chest holds random treasure and a teddy bear.[Ref. Area 2.44].

2.49 – RESIDENTIAL DISTRICT HOUSE

Ground Floor First Floor

01. ENTRY DOORLeave the house from here to return outside.[Ref. Area 2.44].

02. STAIRS UPGo up the stairs to reach the first floor.

03. STAIRS DOWNGo down these stairs to return to the ground floor.Two very young commoners [N, Commoner 2] are running around the house. If the nosy kids see you stealing their parent’s stuff they immediately call for the guards. Somehow, the cops will hear their pleas and will be quick to come to throw you in jail.

04. BEDROOMThe locked chest [DC25] in this room holds random treasure.

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2.50 – RESIDENTIAL DISTRICT SEWERS

Notes:About this portion of the sewers, there are five places where the air is so thick and stale that you are required to pass a Fortitude saving throw. If you fail the check, the horrid stench makes you nauseous and you will stay dazed for a few rounds.A sickly mist lingers above the stone floors and makes them slippery and treacherous. This area features three places where you are be forced to try a Reflex saving throw [DC16]. If you fail the check, you slip in the filthy terrain underfoot.It should be unnecessary to notice that being dazed or down on your knees when enemies are near may be quite dangerous.Besides the creatures listed below, eight rats [N, Animal 1] are wandering about the sewer passages. They won’t bother you, though.

01. SEWER EXITSGoing through one of these passages you can return to the streets above.[Ref. Area 2.44].

02. THE FUGITIVEIf you are trying to recover a precious candy stolen by a callous criminal - and once you have managed to persuade little Bobby to spill his guts – when you come here you will find the terrible Samuel [N, Commoner 1] hiding in the shadows.Talk with the young bully until he stops chewing to pay you some attention. Getting back the candy won’t be difficult. Just threaten Samuel his mommy will hear about this and the naughty boy will immediately hand over what’s left of Sarah’s boiled sweets. Tooth destroying sweet and hard as rocks, this candy is a favourite with children.Before to leave, Samuel claims he’s gonna go beat up Bobby. Whatever you say as a reply to the young thug won’t change your alignment.

03. CUBEA greater gelatinous cube [N, Ooze 7] is slithering its way about here.

04. QUEEN SPIDERA fearsome queen spider [N, Vermin 11] lurks within this alcove. Be careful!

05. UNDEADA few undead creatures haunt this chamber. The group numbers 3-5 creatures and may include a lot of different monsters. I fought against skeleton priests [NE, Undead 1/C3], mummies [LE, Undead 6], revenants [N, F6], shadow fiends [CE, Undead 7], skeleton chieftains [NE, Undead 1/F6], and even a greater mummy [CE, Undead 6/C6].

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06. MONSTERSWhen you walk towards this chamber you are attacked by a greater gelatinous cube, followed close by 2-4 arachnids, possibly including dire spiders [N, Vermin 10], ettercaps [CN, Aberration 5], giant spiders [N, Vermin 4], phase spiders [N, Vermin 5], sword spiders, and/or wraith spiders [CE, Vermin 3].

07. TO THE MARKET SEWERSLeave the area by one of these passages to reach the section of the sewers located beneath the Market District.[Ref. Area 2.29].

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II/4 – A Trip to Amalis

2.51 – SOUTH OF FAIRLOCH

Notes:This rural area is devoid of any danger. Besides a lot of chickens [N, Animal 1] and cows [N, Animal 1], here are only a couple of farmers [N, Commoner 3] tilling their snowy fields, and a City Guard [LN, F6] who patrols the crossroads.

01. TO FAIRLOCHGo north from here to return to Fairloch.[Ref. Area 2.44].

02. TO STONEGUARDIf you follow the road to the west, you can reach the village of Stoneguard.[Ref. Area 2.71].

03. OLD HOUSEThis is the sole place in the area you can enter. The other buildings about here have their doors barred or jammed fast - including the guardhouse facing this hovel.[Ref. Area 2.52].

04. TO AMALISGo south from here to continue your way along the highway that leads off to Amalis.The City Guard standing here informs the road going south is rather dangerous ‘cause a band of orcs that has been raiding caravans and such for the past few weeks.[Ref. Area 2.53].

2.52 – SOUTH OF FAIRLOCH; HOUSE

01. EMPTY HOUSEThis place appears to be abandoned. However, you can rest here for a while if you need to heal your wounds or memorize your spells.[Ref. Area 2.51].

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2.53 – AMALIS HIGHWAY (I)

01. TO FAIRLOCHGoing north from here, you can return to the farmlands lying just south of Fairloch.The snowy plain ahead is pretty empty, exception made for a hostile badger [N, Animal 1].[Ref. Area 2.51].

02. WOLF PACKFour hungry wolves [N, Animal 2] roam about here, looking for food.

03. TRACKSWhen you walk through this gully, you are attacked by 2-5 orcs [LE, F10], the group including one orc archer [LE, Humanoid 8].When you have dealt with the orcs, you may notice several tracks have been left on the fresh snow. They were made by a human, and couldn't be more than a few hours old.

04. WRECKED CARAVANThe remains of a caravan plundered by the orcs are scattered about this tract of the road. You may also notice the lifeless bodies of a commoner and a teamster buried in the snow.

05. ORCSAnother band of orcs wanders along this gullet. It numbers 2-5 orcs, including an orc archer.

06. A DAMSEL IN DISTRESSNear this campfire, a hulking orc champion [CN, Humanoid 6/Bb6] is contemplating his new toy, a pretty young woman. Of course, the scared ‘orc hostage’ [N, Commoner 2] will immediately cry for help when she notices your presence.Such a desperate plea cannot stay unheard. Draw your weapon and go rescue the fair maiden!When the big bad brute is dead, tell the damsel she is free from her captivity. The lady explains she was with one of the merchant caravans heading north to Fairloch, but they were attacked by those awful orcs. The observant lass noticed there is an old trail leading into the woods north of Amalis. She would bet whatever money she had left that the orcs’ base is set up in there.Speaking of money, if you tell the lady that she owes you at least a little, you get all of her money, a mere 18 gp. If you let the woman go without asking for a reward, your alignment shifts towards Law; if you are lawful you get 100 xp.For freeing the damsel, you get a reward of 100 xp.The orc champion leaves nothing behind but a mundane greatsword.

07. TO AMALISKeep going south to continue your way towards Amalis. The next tract of the road will take you across the Kingswood.[Ref. Area 2.54].

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2.54 – KINGSWOOD

01. TO FAIRLOCHGo north from here to return to the first tract of the highway that runs between Fairloch and Amalis.This portion of the Kingswood is mostly inhabited by deer [N, Animal 1]. If you are looking for a tasty meal, a hostile boar [N, Animal 3] is wandering through the woods.[Ref. Area 2.53].

02. CAMPSITESomeone has set up a camp along the road to Amalis. Standing before the largest tent you spot a sturdy man and a female commoner [N, Commoner 2].Adelay Addams [CG, Ra7] is an expert tanner, with a peculiar sense of humour. When you greet him, he treats you with a lame joke about the weather.If you politely judge his joke is not so bad, your alignment shifts towards Good; if you are good, you get 50 xp. If you ignore the joke altogether, your alignment does not change. If you tell the tanner he needs someone to beat him in the head with a large wooden club to bring him to his senses, your alignment shifts towards Evil; if you are evil, you get 50 xp.Adelay can be a poor prankster but when it comes to leatherworking, he is second to none. Here, together with his friend (his wife?), he crafts the suits for the Royal Rangers. If you wish to look at his latest creations, Adelay is more than willing to show you his current stock. He is always happy to relieve people of their excess gold, you know.Adelay’s store has an unlimited supply of money and a maximum buying price of 10,000 gold pieces.Here you can buy leather armours, leather armours +1, leather armours +2, a leather armour +3, camouflage armours, heavy camouflage armours, studded leather armours, studded leather armours +2, a studded leather armour +3, composite longbows, composite longbows +1, composite longbows +2, masterwork composite longbows, composite shortbows, composite shortbows +1, composite shortbows +2, longbows, shortbows, arrows, Arrows of Impact, Bodkin Arrows, Lightning Arrows, Acid Arrows, many trap kits, leather dyes, and tradeskill materials to craft leather goods, ranged weapons, and missiles.Not far from the ranger, you may notice two crafting tanners’ pools. If you have the right tradeskill materials - and if you have allocated a few points in the crafting skills - you can use the pools to craft a few brand-new leather goods.If you are interested in earning a little extra gold - as well as defeating a bloodthirsty villain - Adelay has a little job to offer.When you hear the word ‘villain’ you can remark Adelay sounds like he has a real problem on his hands. If you speak this way, your alignment shifts towards Good; if you are good, you get 50 xp. If you are simply interested to the gold, your alignment does not change.

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Anyway, Adelay explains there is a brutal hunter by the name of Veerak Brun who goes around hunting everything from deer to grizzly bears. The ‘sadistic killer’ is so good at it he has never been bested. By all accounts, he is the most well known hunter of this region. Indeed, almost all of your henchmen know him by his repute. Unfortunately, the bloke seems he has become a bit bored by late, ‘cause now he has started hunting people as well as animals.If you tell it sounds like Veerak has a screw loose, your alignment shifts towards Law; if you are lawful, you get 50 xp. If you ask if he is a kind of bounty hunter, your alignment does not change. If you don’t care a fig about Veerak’s hunting habits and just want to know how much Adelay is willing to cough up for the job, your alignment shifts towards Evil; if you are evil, you get 50 xp.Adelay warns Veerak owns a very powerful longbow, and he prefers to stay at a distance to his prey. When up close, he likes to use an axe. He is very strong and probably got orc blood in him. Adelay is willing to pay 500 gold pieces if you return here with one of the hunter’s ears. If you are interested, you can start your search by heading west and following the path just past a big tree.When you have slain Veerak bring the hunter’s ear to Adelay to get a reward of 750 xp and 500 gp.

03. TO THE WESTERN WOODSFollow this path to reach the western portion of the Kingswood.[Ref. Area 2.55].

04. TO AMALISFollow the road as it goes south to continue your trip to Amalis.[Ref. Area 2.56].

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2.55 – KINGSWOOD; WEST PORTION

01. TO THE KINGSWOODGoing east from here, you can return to the main portion of the Kingswood.[Ref. Area 2.54].

02. WATCH YOUR STEPS!Caution – a LOT of it - is mandatory when you explore this section of the forest.Veerak, the infamous hunter who scour the woods, has turned this place into a hell of traps. If you lack the skill to disarm traps – and if you don’t have Ronan in your party - you may soon regret your decision to come here.If you have a good score in the Disable Trap skill, however, you will find this place to be a real boon. Indeed, here is a great opportunity to collect a nice amount of experience.Scattered all about the area there are 20 traps. Fifteen traps are pretty standard [DC20/25; Deadly Spike]x6 [DC20/22; Deadly Spike] [DC18/31; Strong Fire] [DC19/25; Strong Spike]x6 [DC22/32; Strong Tangle]. Five more traps [DC18/31] will cause wicked bolts to be shot at you from a concealed crossbow not far from Veerak’s campsite. Watch out!

03. CAMPSITEThe carcasses of a couple deer and a grizzly bear lay on the ground at this campsite, guarded by a mean-looking hunting dog [N, Animal 12].When you start a fight with the fierce dog, the animal’s master comes out from the shadow, an animal companion on his side (a hawk, a wolf or a dire boar), and start raining deadly arrows on your party by a vantage point.A legendary hunter of beasts, Veerak Brun [CN, Bb6/Ra6] has expanded his target list to include the most dangerous animal of all - man. If you don’t want your head to be turned into a nice trophy, I suggest you to move quickly towards the half-orc and engage him in a melee before he can pierce you to death with his well-aimed missiles.When Veerak is near to die, he yells you are not finished here. Then, he vanishes in the thin air. When the hunter is gone and you have slain the ravenous dog, take your time to search the chest near the campfire. It holds random class-oriented treasure of high value, an animal pelt, a hunk of meat, two healer’s kits +10, a deadly electrical trap kit, an average spike trap kit, and a Potion of Invisibility.You will meet Veerak again when you walk near the area exit. Again, an animal companion will be on his side, ready to fight for his master. This time, however, the half-orc hunter will not flee the field and will fight to the death.When you have slain the hunter, search his corpse to find an armour called ‘Hide of the Grizzly’ [Legend tells of a great grizzly bear that had gone mad, terrorizing the inhabitants of a small country hamlet. It was not defeated until Killian, a renowned woodsman and thought to be the strongest man alive came to battle the creature. They fought for 3 days and 3 nights, and destroyed a small forest in the process, but in the end, Killian was triumphant. He used the hide of the great bear to fashion this armour, which he wore for the rest of his life. The armour

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grants the wearer a +3 AC bonus and a +2 Strength bonus], a battleaxe, a magical bow by the name of ‘Predator’ [Once belonging to a noble house in Fairloch, this deadly weapon's main purpose has been to hunt animals of all sizes, from deer to the mighty bear. This longbow is a mighty weapon +3 granting the wielder a +3 attack bonus and the Woodland Stride bonus feat], a sheaf of Piercing Arrows, and a Belt of Agility +2. Also, do not forget to take Veerak’s ear. Bringing such a trophy to Adelay will earn you a nice reward.

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2.56 – AMALIS HIGHWAY (II)

01. TO THE KINGSWOODFollow the road as it goes north to return to the Kingswood.[Ref. Area 2.54].

02. ORCSHere are 2-6 marauding orcs [LE, F10] for you to tear apart. Enjoy.

03. MORE ORCSMore enemies are found near here. This band numbers 1-5 orcs, including one orc archer [LE, Humanoid 8].

04. BRIDGEAn ugly orc shaman [LE, Humanoid 1/C5] stands upon this bridge, barring your way on.

05. HIDDEN PATHOnce you have crossed the bridge, follow the river as it runs west. This way you will discover a path leading deep into the forest. Unfortunately, two big ogre berserkers [CE, Giant 4/Bb4] guard the passage, and they are determined to don’t let you proceed further on.[Ref. Area 2.57].

06. TO AMALISFollow the road to the south to reach the town of Amalis.[Ref. Area 2.58].

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2.57 – AMALIS HIGHWAY (II); DEEP FOREST

01. TO THE AMALIS HIGHWAYLeave the area from here to return to the Amalis highway.[Ref. Area 2.56].

02. ORCSTwo orc archers [LE, Humanoid 8] stand atop this raised platform. When you enter the area, they immediately target you with their arrows. In the meanwhile, more enemies come from the south, this group numbering 2-8 orcs [LE, F10] and orc shamans [LE, Humanoid 1/C5].Chances are high, the orcs you encounter here are all shamans. Each shaman immediately summons forth a skeleton warrior [NE, Undead 6], so this battle can turn quite the messy one.

03. ORC CAMPThis encampment is inhabited by 3-7 orcs, including one orc archer and one orc shaman. A tough orc captain [LE, F14] leads the raiders and he shouts the orcs WILL take back their land!When you have forcibly dismissed such an insane idea from the orcs’ small minds, search the captain’s corpse to find a Greatsword of Sharpness [Big and sharp is a very dangerous combination, as this rare greatsword shows. This sword is a keen weapon +2]. Pick up the orc leader’s head, and then bring it to the Watch Commander in Amalis as a proof of your deeds. Don’t miss it!

04. THE SPOILS OF WARThe seven crates you find here hold the loot plundered by the orcs. It includes random treasure of low and medium value.

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2.58 – AMALIS

Notes:Three City Watchmen [LN, F6] patrol the streets of Amalis. If you ask them where you can find their commander, they say he operates out of the City Hall for the time being. He is just inside, first door to the right.If you are after weapons or armours, the guard inform the Amalis Armoury has an excellent supply of equipment. If you need healing, there is a church in the western part of the city. If you ask about the tower of sorcery, the guard laugh the wizards started to build a tower here but ran out of money. They only got part of the ground floor completed, and it’s been sitting there, tied up in red tape, ever since. A sorcerer moved into the tower base a little while ago and he might have something to sell.Besides the watchmen, as you explore the town you can meet many commoners [N, Commoner 2], a nobleman [N, Commoner 6] (he was almost called into service, but he has friends in high places and they took care of that little issue right quick), a couple of noblewomen [N, Commoner 4], and – near the docks – a few sailors [N, F6].As usual, the male commoners and nobles can be pickpocketed. In addition, you can steal a few golds and copper rings from the two vendors [N, Commoner 1] hawking their wares at the marketplace’s stalls.Three cats [N, Animal 1] and a small terrier [N, Animal 1] add colour to the scenario.

01. NORTH GATETwo City Watchmen guard this gate. Leaving the town from here you will take the road leading to Fairloch.[Ref. Area 2.56].

02. THE TEAMSTERA teamster [N, Commoner 1] is found here, hanging by a wagon pulled by a pack ox [N, Animal 4].Until you have brought the orc captain’s head to the watch commander, the teamster will stay idle. Once he is informed the road to Fairloch has been cleared out, however, the wagon-driver will be glad to take you to the capital city if you pay him 25 golds.

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03. AMALIS ARMOURYA blacksmith [N, F3] is working hard at the forge under this shed, creating metal goods that the city requires. If you are after some equipment, he suggests you to go on inside the shop.[Ref. Area 2.59].

04. THE BUCCANEER INNIf you need a place to spend the night, pay a visit to the Buccaneer Inn.[Ref. Area 2.60].

05. CHURCHHealing services and supplies can be found from the priests managing the local church.By the way, the hinges of the church’s odd-looking door need to be oiled. The feeling I had when I entered the church was as if I was stepping into an evil dungeon.[Ref. Area 2.61].

06. CITY HALLThe Watch Commander is currently operating from the City Hall. Come here to bring him the orc leader’s head. Then, you should talk with Lord Sothby to learn a few interesting things about the town and its surroundings.[Ref. Area 2.62].

07. CITY BARRACKSThis building cannot be entered. If you need to speak with the garrison commander, Captain Reyne can be currently found at the City Hall.

08. TOWER OF SORCERYRubble and debris mark the place of what was meant to be the local tower of sorcery.If you have a package of magical goods to deliver, or if you want to buy magical supplies (or sell stolen goods) pay this place a visit.[Ref. Area 2.63].

09. ALAN RICH’S HOUSEBoth the doors leading inside this house are locked. You cannot open them without the proper key.Lord Sothby itself will give you that key if you agree to investigate the sudden disappearance of his friend Alan. However, you will be assigned such a job only once you have dealt with the Shadow Druids operating in Feybourne.[Ref. Area 2.64].

10. SOUTH GATETwo City Watchmen guard the southern gate of Amalis.Leave the town from here to reach the Feybourne swamp.[Ref. Area 2.66].

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2.59 – AMALIS ARMOURY

01. TOBIN’S SHOPA dwarven merchant set up in a small town like Amalis usually means he has armour or weaponry to sell, as the Stoneguard clans rarely bother selling their other goods to humans.Indeed, Tobin Brullentairn [LG, Commoner 6] has a fine selection of equipment, straight from the forges and enchanters of Stoneguard.Tobin’s shop has an unlimited money supply and a maximum buying price of 7,500 golds.The dwarf’s stock includes banded mails, banded mails +1, a banded mail +2, breastplates, breastplates +1, a breastplate +2, chainmails, chainmails +1, a chainmail +2, half plates, a half plate +3, full plates, enamelled full plates, scale mails, a scale mail +1, a scale mail +2, many helmets (casque & coif, circlet helmet, enamelled visored helm, flanged helm, gladiator helm, horned helm, plumed helm, pot helmet, spike helmet, visored helm, winged helmet), small metal shields, large metal shields, tower shields, tower shields +1, tower shields +2, a tower shield +3, a Blazing Shield of Light [This small shield +3 sheds a bright yellow light and grants the wielder the power to cast the Searing Light spell up to 5 times per day. Base price: 26,512 gp], all kind of non-exotic weapons and ammo (including both the non-magical and magical versions, the latter bearing a +1 or a +2 enchantment), a katana +3, arrows +3, bolts +3, and bullets +3.If you have the right materials, you can craft your own weapons and armour by using the crafting forge in the northeast corner of the shop.[Ref. Area 2.58].

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2.60 – THE BUCCANEER INN

Common Room First Floor

01. ENTRY DOORLeave the inn by this door to return outside.[Ref. Area 2.58].

02. COMMON ROOMThree sailors [N, F6] and three commoners [N, Commoner 2] are drinking and chatting about this room.If you are thirsty, both the bearded bartender [N, Commoner 3] who stands behind the counter and the busy waitress who is refilling the tankards of the patrons can sell you ale, beer, rum, cheap wine, and quality wine.If you want to spend the night here, pay 10 golds to the innkeeper [N, Commoner 3] to get the inn room key.

03. STAIRS UPOnce you have got the key from the innkeeper, open this door and head upstairs.

04. STAIRS DOWNGo down these stairs to return to the inn’s ground floor.

05. COSY PILLOWThe cushion of reasonable comfort you should be already addicted to is found within this room. Click on the pillow to rest and advance the time of 8 hours.

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2.61 – AMALIS CHURCH

01. ENTRY DOORThis is the temple’s main door.Three vigilant Cathedral guardians [LG, C10] guard the church. If you are evil, be warned they are watching you close, you vile creature. Misstep and they will send you to God...[Ref. Area 2.58].

02. LOCKED DOORSThese stone doors lead off to the acolyte's quarters, which are off limits to parishioners.

03. HEALING AND SHOPPINGIf you are after temple supplies, both the priests [N, C5] found here can show you the stuff they have for sale. If you need healing, however, you must ask to the priestess [LG, C16] who stands near the lectern at the front of the cathedral. Just keep in mind you have to ‘donate’ 250 gold pieces to the church to have your mind, body, and soul cleansed by God.The temple store has an unlimited money supply and a maximum buying price of 7,500 gold pieces. Despite her experience level, the local priestess cannot identify your items.Here you can sell a lot of potions (Aid, Antidote, Bless, Clarity, Cure Critical Wounds, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Endurance, Protection from Evil), two Potions of Heal, a few scrolls (Dispel Magic, Divine Favour, Raise Dead, Restoration, Resurrection, Shield of Faith, Stone to Flesh), Amulets of Natural Armor +3, a Greater Amulet of Health, a Crystal Staff [This blessed staff conveys many curative powers upon the wielder. Only two of these staves are known to remain out of nearly twenty that were initially brought to this world by an Archangel several decades ago. Usable only by good clerics, this staff sheds a dim yellow light and grants the wielder the power to cast the following spells: Cure Light Wounds (unlimited uses), Heal (5 charges), Neutralize Poison (3 charges), and Remove Disease (3 charges). Base price: 32,938 gp], a Rod of Resurrection, a Wand of the Heavens, healer’s kits (+1 to +10), and holy water.

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2.62 – CITY HALL

01. ENTRY DOORLeave the City Hall from here to return outside.[Ref. Area 2.58].

02. MAIN HALLThe two councillors [N, Commoner 5] found here apologize for the place looking a mess but they are still unpacking. The councillors are not set up quite yet, but Lord Sothby will hear anything you have to say. He is quite in a mood, though, so watch out!

03. CAPTAIN REYNEGuard Captain Reyne [LG, F12], a no-nonsense grizzled soldier, will be very relieved when you show him the head of the orc leader. He will immediately send word to the teamsters that the way between the cities is safe once more and will reward your sterling efforts with 750 gp. In addition, you get an experience reward of 750 xp.Before to say you goodbye, the officer suggests you should go and see Lord Sothby, just down the hall. He may have some other work for you, if you are interested.

04. STORAGE ROOMThe chests of drawers within this room cannot be searched. Upon a bookshelf you can find a few lorebooks. More lorebooks can be found in the bookshelf found in Lord Sothby’s room, at the next location.

05. LORD SOTHBYThe current ruler of Amalis, Lord Richard Sothby [N, F3] wears a look of harried frustration on his face like a second skin. Lord Sothby moved into this building only two weeks ago and, together with his stuff, has been so busy they have hardly had a chance to organise the place. To make matters worse, there is a pillar right outside his office door! Whoever designed this place obviously didn't have to live here.If you say you are sorry to hear he is having such difficulties, your alignment shifts towards Good; if you are good, you get 50 xp. If you say that’s a hell of a thing, your alignment does not change. If you say you didn’t ask for his life story, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.If you are looking for a job, the Lord explains a group of druids has their sights set on Amalis, with the intention of turning it back into forest. Shortly after the army left, they start hearing word that the druids are stirring. The ‘Day of Prophecy’ or some such is coming.If you say these are troubled times, your alignment shifts towards Law; if you are lawful you get 50 xp. If you say that just goes to show you cannot trust anyone, your alignment shifts towards Evil; if you are evil, you get 50 xp.Lord Sothby would be relieved if he could convince the remaining garrison in Fairloch of the impending trouble that is brewing, but they steadfastly refused to release troops from their city duties.When you tell the Lord about the plot to overthrow the royal family, he recognizes you for the hero of Culdeny.

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If you tell you are at his service, your alignment shifts towards Law; if you are lawful, you get 50 xp. If you say you are that one, your alignment does not change.Anyway, the sect known as the Shadow Druids is planning to overthrow the city. Lord Sothby wants you to slow them down, or even stop them. His scouts report at least thirty druids and that does not include their animal followers. Such a challenge is worth no less than 2,000 gold pieces. Just bring here the head of the druid leader as a proof of your deed. Lord Sothby wants to put it on a pike in front of the city gates. Hey, how progressive...The conversation above will turn to be a little different if Maggie is in your party. Lord Sothby will recognize the halfling cleric and will assume you have come here to help stopping the Shadow Druids. Therefore, you won’t get all the information I have told above.If you have a Stone of Recall in your backpack, this is a good place to set up a recall point. Once you have dealt with the boss of the druids just activate the enchanted Stone to teleport here. Doing so will save you the trouble to return here by foot.When you come back with the head of the ‘druid’ leader, hand it to Lord Sothby to get your reward: 2,000 gp and 2,000 xp.Then, Lord Sothby will propose you another job. He did not want to mention this earlier, as it is something of a personal request, and fighting the druids was the top priority. A friend of him, Alain Rich, has been missing for two days and no one has been able to locate him. With your experience, Lord Richard is sure you could be of use to him in the investigation. If you agree to help, you could start searching his house for it was the last place Alan was seen.The Lord ordered the mansion sealed to keep looters away but if you agree to investigate, he gives you the key to Alan Rich’s house.When you have discovered what happened to Mr. Rich, return here to inform Lord Sothby and be sure to have Alan’s signet ring to prove your words.If Alan is safe and well, the Lord offers you a reward. If you say Alan already rewarded you enough, your alignment shifts 5 points towards Good; if you are good, you get 150 xp. If you take the reward, you get 250 gp and 500 xp.As you can notice, the experience reward you may get asking for cash it is better than the one you are given if you choose to follow the path of good. That makes sense. Even a good-aligned character should learn there is nothing wrong to profit from helping the rich, and Lord Sothby is not exactly a beggar...If Alan is dead, Lord Sothby will be desolated by the news but he will reward your efforts with 250 gp and 500 xp.

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2.63 – TOWER SITE

01. AUBERONWithin this cramped room, choked full of boxes and crates stacked haphazardly, you will meet Auberon [LE, W16], one of the most powerful wizards in the Kingdom. For some strange reason, Auberon has chosen to live in the partially constructed tower in Amalis.Peacefully sleeping near the old wizard is the mage’s familiar, a cute dragonet by the name of Ignatius [N, Dragon 9]. Although most pseudodragons are reddish in colour, this one is apparently white. Either that or this is actually a baby white dragon. If questioned about, his master swears he is a rare albino pseudodragon.If you are here to deliver the magical goods you may have been given by Harold (the wizard who manages the Halls of Knowledge’s gift shop), Auberon will fly into a rage for he is deadly tired to be sent loads of junk to amass here. When he notices that your package is not that big as he thought he was, however, Auberon coughs up your 300 gp - adding to the prize a genuine treasure map.The map seems to lead into the Stoneguard mountains, where there is some sort of hidden cave. Auberon claims had he not been assigned to watch over this tower, he would make use of it himself.This old piece of paper has details written upon it on how to find a treasure. It is somewhere in the Stoneguard mountains, in some sort of hidden cave. It mentions that there is a creature of some sort guarding the location, too. It fails to mention what the treasure is, however.For having the magical goods delivered, you get 300 xp as well.If you ask Auberon about the unfinished tower, he explains some damn fool started a war and took away all the money earmarked for the construction of this place. All of this junk is stored here simply because the wizards in Fairloch have run out of room. However, if you like, Auberon could crack open a crate and sell you some scrolls or other items. He can also identify items for you, and he can recharge some magic items too. One has to make a living somehow...Auberon’s makeshift store has an unlimited money supply and a maximum buying price of 10,000 gold pieces. The wizard can identify your items for the standard fare of 100 golds apiece. His prices to recharge a magical item are exceptionally steep, though. Why? Simply enough, you won’t find anyone else around who is able to do this little trick. So, be ready to pay a flat fee of 5,000 gold pieces for a wand and 15,000 golds for everything else.Finally, Auberon will not ask where your goods come from and will happily buy all the stolen items you may want to sell him.The items the wizard manages to retrieve from the surrounding boxes include a precious pair of Bracers of Sorcery [The ‘Arcanocuffs’ started as a pair of gloves that provided a mild improvement to dexterity. An adventuring wizard picked up these bracers in a rogues’ nest he was visiting and promptly became attached to their properties. After a while, he branched off into enchantments and started upgrading them, imbuing them with magical protection spells like Stoneskin and Lesser Spell Mantle. Eventually in his adventures, he met up with a barbarian and decided that a Greater Magic Weapon ability would be handy. He eventually was forced into retirement when he suffered a debilitating injury. In his retirement, he made many copies of these gloves and sold them to fund the expensive clerical treatments. The sorcerer or wizard who wears these bracers is given a +2 Dexterity bonus, a +6 bonus on the

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Concentration skill, and the power to cast the Greater Magic Weapon, Lesser Spell Mantle, and Stoneskin spells once per day. Base price: 42,810 gp], an impressive collection of arcane scrolls of 4th-7th level, a nice-looking Amulet of Power, a Greater Staff of Power [Staffs of Power are immediately familiar to most spellcasters, and are almost icons of arcane study. The inherent utility of such staffs has resulted in many being crafted or commissioned, and specific histories are usually lost in the crowd. This particular staff has been greatly enhanced by Auberon, a rather power-hungry mage who likes his explosions big, and his enemies dead. The staff allows the sorcerer or wizard wielding it to cast the Fireball (2 charges), Globe of Invulnerability (5 charges), and Isaac's Lesser Missile Storm (3 charges) spells. Base price: 41,758 gp], a Wand of Ice Storm, and a Ring of Clear Thought +3.[Ref. Area 2.58].

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2.64 – ALAN RICH’S HOUSE

01. ENTRY DOORSBoth these doors lead outside.As I have already noticed in the Amalis area section, you can enter this house only when Lord Sothby gives you the key. To get such a key you must have already put an end to the Shadow Druids’ threat, though.[Ref. Area 2.58].

02. GROUND FLOORThere are no signs of a struggle about here. If Alain was kidnapped, he was taken away quietly.If you are looking for loot as well as Alan Rich, you can search the chest of drawers and the cabinet in the upper hall to get random treasure of low value. Here is also a painting on an easel. The painting depicts a small yellow bird in a cage and it is quite well painted.

03. STAIRS UPGo up the stairs to reach the first floor of the house.Sometimes your henchmen won’t follow you upstairs. Do not worry though. When you will leave the house for your next destination, they will be brought there along with you.

04. STAIRS DOWNGo down from here to return to the house’s ground floor.

05. BEDROOMRandom treasure of low value can be found here by searching an armoire and a chest of drawers.The two chests along the north wall hold random class-oriented treasure of low and high value.

06. STUDYThe same tomes detailing the history of the kingdom you may have discovered at the Great Library in Fairloch can also be found upon the bookshelves around this room, along with common lorebooks.Random treasure of low value is held within the desk to the northeast.The room’s main attraction is the open tome you see in the southwest portion of the room. The tome is opened on a page that contains an incantation. On the floor just before the desk, you can also notice a scorch mark. Click on the book and you will be given a few choices.If you try a medium Spellcraft check and the roll succeeds, you recognize the incantation appears to be a teleportation spell, though unlike anything you have ever seen. The target location is unknown, and it seems to be unchangeable. In fact, it more closely resembles a recall spell than anything else does. For passing the check, you get a reward of 200 xp.

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If you pass an easy Lore check, or if you are an elf, you notice the tome is written in an ancient elven dialect. You are able to learn that the Eldar, a subrace of elves that has since vanished from the world, created this book over a thousand years ago. The spells seem to be related to travelling, perhaps teleporting to some strange location.If you read the spell, you are immediately teleported to the next area.[Ref. Area 2.65].When you return here from your trip having Alan Rich on your tail, he will be quick to offer you a reward for having rescued him. Do you want gold or do you prefer one of his more... interesting possessions?If you ask for gold, you get a princely sum: 10,000gp.If you ask for magic, Alan says you can choose your gift among four enchanted items: a pair of monk gloves, a suit of banded armour, a pair of magical boots, and a cloak of magical resistance. If you are uncertain about your choice, you can ask Alan to tell you more about each item.The Armour of the Gladiator is a suit of patchwork armour assembled from many different sets. It once belonged to the legendary gladiator Torvald Granger, some one hundred and twenty years ago. He was the last of the champions to compete before the sport was banned a century ago, and arguably the greatest to ever fight in the Fairloch Arena. It's a bit low on protection for heavy armour, but by all accounts, Torvald the Mighty was faster than anyone else in the competition was. The armour does not grant any AC bonus to the wearer, but makes them Hasted.The Gloves of the Wyvern are infused with the spirit of a wyvern. They slowly poison the target until they die. They were an experimental type made by the Shadow Warriors. They are fairly potent, but for some reason they were never made in any great quantity. Usable only by a monk, the gloves grant a +4 attack bonus, cause 1d 8 additional acid damage, and on hit can poison their victims (DC14; 1d2 constitution damage).Magically enhanced to prevent one from being taken from their feet, the Boots of Astounding Grip are used by dwarven warriors to prevent their giant foes from knocking them down too easily. The boots grant the wearer a +2 AC bonus and immunity to knockdown.The yellow Mantle of Spell Resistance has nothing to talk about but it grants the wearer spell resistance 18.Together with your chosen prize, you get 1,000 xp. In addition, you get Alan Rich’s signet ring to prove to Lord Sothby that he has returned safely.Now, if you excuse him, Alan has to eat an entire chicken. And bathe. And sleep. Possibly not in that order.

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2.65 – THE ELDAR RUINS

01. LANDING POINTIf you read the incantation written on the ancient tome you can find in the study of Alan Rich, you are teleported in this dark underground structure. This place is a mess - wherever you have ended up has not been occupied in a long time.At least, though, you have found out what happened to Mr. Rich: he was transported into this place when he read the tome's incantation. All you have to do now is locate him - if he' still alive - and bring him back home... somehow.

02. CONSTRUCTSHere are some hostile constructs. The group numbers 2-4 battle horrors [N, Construct 13], helmed horrors [N, Construct 13], clay golems [N, Construct 11], and/or stone golems [N, Construct 14].If the constructs include one or more clay golems, I hope you – or someone else in your party – have a blunt weapon to equip yourself with. The first time I ran the game, my blade-loving rogue/ranger came here with Ronan and Valennia and met two clay golems. Soon, they found themselves in dire straits. Luckily, my resourceful hero had recently bought a Wand of Ice Storm and used it to crush down the constructs – and Ronan too...

03. WARDED DOORMagical energy crackles across this doorway. The barrier of energy has no handle, no lock, and no apparent mechanism. Step away.

04. MORE CONSTRUCTS AND A LEVERApparently, the inhabitants of this place used this chamber to assemble golems. The room is still guarded by 2-4 clay golems and/or helmed horrors. Oh, there is also a rusted iron golem [N, Construct 13]. Even enchanted iron will rust eventually, as this decrepit example proves.The destroyed iron golem leaves behind a falchion called ‘Slasher’. This keen weapon +2 can inflict its victims 2d4 massive critical damage.When the room is safe, you can search a book pile for some lorebooks and two piles of stones for cheap quartz crystals. The large hole at the far end of the room descends out of sight. Better to stay far from it.Before to leave this place, don’t forget to pull the floor lever located in the upper portion of the chamber, near the searchable pile of books. When you pull the lever, the field of energy that blocks the door at the previous location disappears, allowing you passage in the room beyond.

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05. ALANThe door of this chamber is locked [DC23]. The room beyond the door is somewhat warmer than the rest of the complex. Someone has lit the torches – and now is sound asleep on a comfy bed with red satin sheets.The guy who is snoring in the bottom part of the chamber is Alain Rich [N, F3/Bd3], the man who disappeared from Amalis several days ago. He seems dishevelled and tired, but otherwise okay.When you wake him up, Alan immediately asks if you have found a door out of this place. If you have not, well, you have just stuck here along with him. Ah well, at least there is drinkable water and some VERY fine wine...If you ask Alan about the former inhabitants of this place, he explains the Eldar were an ancient branch of the elven race. Or rather, he should say that modern elves are an offshoot of them. Hence the name, 'Eldar'. They were extremely powerful, and are rumoured to have lived in flying cities! Of course, this place is underground, not flying, but at least you know they existed. As for their power, you merely have to look through that large door to the east to see what he means!If you have already dispelled the magical force field blocking the access to the central chamber, Alan will be impressed by your prowess and he will be willing to go there to throw a look at the arcane tome you have noticed in the hall.If the force field is still activated, Alan asks you to search a way to remove it. The solution should be found in the chamber opposite to the warded one – but you will have to face a few constructs in there. In the meanwhile, Alan will wait for you here.When the chamber is accessible, tell Alan to go there. Keep in mind that if you have not slain all the constructs about the ruins, Alan may meet them along the way - and he won’t survive the encounter.Apparently, Alan has gulped down too much elven wine for he won’t be able to reach the room’s door. He will scantly manage to walk a few steps across the room before leaning against a wall and stay there in a sort of drunken stupor.Talk to Alan and he will complain you shouldn’t put him in a hurry. However, such a spurring will be enough to make him reach the teleportation chamber.If Alan is slain, don’t forget to search his corpse to get Alan Rich’s signet ring and an Enchanted Ring of Scholars [Created for the express purpose of delving into magical relics and ancient manuscripts, this ring enhances the intuitive aspects of the mind, to bring forth answers. It grants the wearer a +10 bonus on the Lore and Spellcraft skills]. The signet ring should be brought to Lord Sothby’s attention when you return to Amalis.Next to Alan’s bed there is a keg holding six bottles of fine elven wine. Stored for over a thousand years in enchanted oak, this is possibly the finest wine you have ever sampled, and its worth is substantial.Just to the north of the keg, there is a heap of bones, which you can search to get an elven chainmail. This is a magnificent suit of chain armour, so light and unrestrictive that even spellcasters can use it without problems. Such armour is highly coveted but extremely rare, and it is not usually sized to fit anyone other than an elf. The armour’s wearer (an elf or a half-elf) is granted a - 30% arcane spell failure, plus a +5 bonus on the Hide and Move Silently skills.The pile of stones in the upper part of the room holds nothing but a quartz crystal.

06. MYTHAL CHAMBERIf you are curious about the power of the Eldar, enter this large chamber and look by yourself. Although dormant, the magical energy stored in the many mythal devices lined up here could be activated to produce a staggering amount of power. Also, you can notice these devices are very much alike the one you have seen in Desmond’s lab and the one you saw at the House of Exotics in Culdeny.There is nothing to do or to find about here – unless you crave the quartz crystal hidden amidst a pile of stones near the chamber’s entry door.

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07. TELEPORTATION CHAMBERWhen you have dispelled the magical field that blocks the way in, you can enter this chamber. Thick clouds of dust rise at your passing. This room has remained undisturbed, even by the golems.Upon the desk standing along the north wall there is an open tome. Although similar to the other tome in Alain's house, this book seems to be in some sort of code. It would take some sort of expert to decipher it.If you come here with Alan Rich, he will manage to translate the spell himself. When he does, a swirling dimensional portal appears atop the platform at the centre of the room. Step into the portal to return at Alan’s home.If Alan is dead, however, if you want to return to Amalis you have no choice but try to decipher the tome yourself. Even the Stone of Recall will not help you leaving this place.To translate the recall spell you must pass a hard Spellcraft check. Even if your score in such a skill is very low, do not worry - just keep in mind that a roll of 20 is always a success. Also, the enchanted ring you should have found on Alan’s corpse will grant you a nice bonus on that skill. So, keep trying. With persistence, patience and luck you will finally manage to open the portal and return to Alan’s house.As a side note, be sure you do not leave any dead companions behind when you leave this place for you won’t have a chance to return here and resurrect them later.[Ref. Area 2.64].

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II/5 – The Search for the Sceptre; Feybourne

2.66 – FEYBOURNE SWAMP (I)

01. TO AMALISFollow the path as it goes north to return to Amalis.The Feybourne swamp is a jungle-like area. The sky is partially hidden by the tree canopies and the ground is covered by lush vegetation. Pools of still water riddle the terrain, releasing greenish, sickly vapours.[Ref. Area 2.58].

02. A TRICKY LIGHTA glowing ball of light [CE, Aberration 9] is floating at mid-air just ahead of you, and it seems to beckon you closer. When you approach it, the shiny globe flies away, apparently inviting you to follow it.

03. AMBUSHIf you decide to follow the eerie globe, it lures you to this place. On the ground, you may notice two heaps of treasure. Before you can grab it, however, you must fight for your life.In fact, when you arrive here, your shining guide vanishes in the thin air and 6-8 will-o’-wisps [CE, Aberration 12] appear behind your back, eager to feed on your fear.When you have dealt with the wisps, you are free to take the loot. It includes random treasure of medium and high value.

04. WISPSHere you will be attacked by 3-6 will-o’-wisps.

05. MORE WISPSAnother group of incorporeal enemies can be found about here. It includes 3-6 will-o’-wisps.

06. AREA EXITGo south from here to proceed further on into the swamp.[Ref. Area 2.67].

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2.67 – FEYBOURNE SWAMP (II)

Feybourne Swamp Treestump Shack

01. AREA EXITGo north from here to return to the previous portion of the swamp.[Ref. Area 2.66].

02. A DRUID GUARDIANA Shadow Druid [NE, D7] is guarding the area, his eyes glittering with the inner fire of a fanatic.When you arrive here, the druid comes up to know the reason of your visit. When you tell him you have come to speak with his leader concerning matters most important, he points to a hollowed out treestump to the south and east of here. The elder druid who dwells in the shack will be very interested to know what matters you are speaking about. Oh, and do not abuse the hospitality you are given, for the druids are quick to anger - one false move and you are dead.If Maggie is in your party, the druid says the halfling seems familiar to him. If you pass a Persuade check, you can dupe the druid to believe she is just a friend of you from the other side of the Kingdom.If you fail the check, though – or if you just tell the druid Maggie is their sworn enemy – the feral guy charges at you and all the druids in the area turn immediately hostile.

03. TREESTUMP SHACKA Shadow Druid beastmaster [NE, D4/Bb5] is guarding this hollowed out tree. This is the abode of the druids’ elder.Either you come here in peace or pushing your way through the druids with weapons and spells, a visit to the elder is mandatory if you plan to explore the ruins of Feybourne.

04. THE ELDER DRUIDWhen you enter the shack – unless you’ve already started a fight outside - the Shadow Druid elder [NE, D14] comes up to claim you have no reason to come here. The forest is under the protection of the druids, and they don’t need anyone else’s help.If you ask to see the sect’s leader, the elder yells NOBODY sees the boss. It is forbidden, period.If you claim you are here under the authority of the King, the elder does not care. Like Feybourne before, Amalis is doomed and it shall be returned to the forest. Nature herself demands this. There is nothing to discuss. For years men have cut down the forest, used it like it was meant for them alone. Now, the power of Fairloch has diminished and it is time for revenge. The elder suggests you to leave, if you value your life.

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Where reason proves to be useless, a sharp blade can turn handy. Draw out your weapons and attack the druid to put an end to his madness once and for all.When a fight erupts, the elder casts a Barkskin on himself then summons a large dire bear. Alerted by the noises, the Shadow Druid beastmaster standing outside the shack comes inside to fight on his leader’s side. Feeling lonely, the beastmaster summons forth a dire wolf.When all your enemies are dead, don’t forget to search the elder’s corpse. He leaves behind an Elite Druidic Armour [Worn by the violent sect of druids in Aielund, this armour was ritually created from the hide of a totemic animal. Despite its rag-tag appearance, it is still quite effective. This armour grants the wearer a +3 AC bonus, 10/- piercing resistance, and spell resistance 16], a Blooded Scimitar [Consecrated with the blood of sacred animals, this blade fortifies the mind against harm. This scimitar +3 grants the wielder the Slippery Mind bonus feat], a large druid shield [This shield grants the wielder a +3 AC bonus], a Cloak of Fortification +2, an Amulet of Natural Armor +4, a Ring of Protection +3, three Potions of Cure Critical Wounds, a key tagged as ‘druid’s key’, and a ring tagged as ‘Broken Ring of the Guardian’.Whatever this ring did, it seems to have broken in the fight. The ring itself seems to be intact but the two gems that were once in it have been shattered. Do not throw it away!The druid’s key is just what you need to unlock the big gate to the south of the encampment.Searching the shack, you will find nothing but a copy of ‘The Fall of Feybourne’, which is resting upon a bookshelf.Before to leave the shack, prepare yourself for a very large battle.

05. THE SHADOW DRUIDSWhen you leave the treestump shack after you have killed the elder, all the Shadow Druids in the area will do their best to avenge his death.Be VERY careful, for the enemies you have to face are many and quite dangerous.Scattered about the swamp there are two patrolling Shadow Druids [NE, D8], two Shadow Druid beastmasters [NE, D11], three Shadow Druid elementalists [NE, D9], a dire spider [N, Vermin 10], and three grizzly bears [N, Animal 8].In addition to those creatures, three groups of druids will confront you. One group is found near the elder’s shack; a second group is found in the upper portion of the area; the last group appears as you walk through the locked gate to the south.Two of these groups number 2-5 Shadow Druids, each party including a Shadow Druid elementalist and a Shadow Druid beastmaster. The third group numbers 2-6 Shadow Druids and it includes a Shadow Druid elementalist and a Shadow Druid beastmaster.Keep in mind each druid comes with a faithful animal companion (mostly a dire wolf). Also, the druids like to summon more beasts to fight along them, so, you may have quite a hard time to win the day.Searching the corpses of your dead foes, you may collect druidic armours for both male and female druids [Worn by the violent sect of druids in Aielund, this armour was ritually created from the hide of a totemic animal. Despite its rag-tag appearance, it is still quite effective. The armour grants a +1 AC bonus and a 5/- piercing resistance], Stag Helmets, Helms of the Bull, druidical tower shields and Potions of Cure Serious Wounds.

06. LOCKED GATEThis gate is heavily enchanted and requires a specific key to open. You can get such a key by searching the dead body of the druid elder.Once you have the key, unlock the gate, and go through the passage to enter the ruins of Feybourne.[Ref. Area 2.68].

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2.68 – THE LOST CITY OF FEYBOURNE

Feybourne Ruins Ruined Tower

01. EXITLeaving the ruins by this passage you can return to the druidical encampment in the Feybourne swamp.[Ref. Area 2.67].

02. DRUIDSA few Shadow Druids are guarding these halls and they don’t like intruders. The group numbers 2-5 Shadow Druids [NE, D8] and includes a Shadow Druid elementalist [NE, D9] and a Shadow Druid beastmaster [NE, D11].

03. RUINED TOWERAmidst heaps of rubble and debris, you may notice a door leading inside this ruined tower.

04. LABORATORYHere is a large tome resting on a desk. Click on the book to learn it describes an ancient construct known as the Guardian, designed to protect the inner court of the Lord of Feybourne. The only way to disable the construct is with a Ring of the Guardian. Such a ring needs two gems to power it, one bound to the land, and another to the Archmage of the city.Next to the desk there is a machine tagged as ‘automated gemsetter’. The device appears to be functional, after a fashion. Perhaps, it could be able to repair such a ring if it is broken.Since you cannot enter the ruins of Feybourne without the elder druid’s key, you should already have the broken Ring of the Guardian in your inventory. In fact, the Ring can be found on the elder’s body, just like the key.When you have managed to acquire the two gems you need to empower the ring, return here, and put both the broken ring and the gemstones inside the machine. This way, you will get a fully functional Ring of the Guardian.

05. SPIDERSA web trap [DC10/22] has been placed at the entrance of this room. Disturbing the trap will cause 2-5 dire spiders [N, Vermin 10] to appear nearby.

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06. HIDDEN DOORIf your search skill is high enough, you can discover a secret door at the far end of this small alcove.

07. SECRET ROOMTwo mustard jellies [N, Ooze 7] inhabit this place.When the room is safe, you can search two heaps of treasure for random stuff of low and medium value. The best prize, however, is the short sword laying on the floor. Although its origins are unknown, this weapon, which goes by the name of Sidearm, is famous for its defensive powers. Its last owner was a ranger of great renown who mysteriously disappeared 17 years ago. This short sword +1 grants the wielder a +3 AC bonus and can cause its victims 1d6 massive critical damage.

08. BURIAL CHAMBERA greater air elemental [N, Elemental 21] guards this chamber. The elemental claims its master is sleeping and you shall not disturb him.When the elemental has been dealt with, throw a look around the room.The blue-glowing tombstone to the southeast of the chamber bears an inscription that reads, ‘Here lays the great Archmage Cuthbeort, defender of Feybourne, guardian of the halls. His body may lie here but his spirit lives on.’Within the near sarcophagus there is a cadaver and a ruby-like stone tagged as ‘Earth Gem’. This is one of the two gems you need to repair the broken Ring of the Guardian.When you open the sarcophagus, a shaft of ethereal light descends from the sky, just at the centre of the white spiral you can see on the floor along the west wall. The reddish light is a sort of dimensional portal. Step into the shaft of light to be transported to the next area. You cannot avoid this trip; you must go there if you want to retrieve the second gemstone, which you need to empower the Ring of the Guardian.[Ref. Area 2.69].

09. THE GUARDIANA glowing ball of light is hovering protectively at the end of this hallway, emitting an ominous humming sound. Static electricity around the sphere causes your hair to stand on end.The glowing ball is none less than The Guardian [N, Aberration 9], the magical construct created to protect the Inner Court of the Lord of Feybourne. Even if the Lord is now gone and forgotten, the guardian is still active and it will not let you pass unless you disable it.If you walk too close to the shiny globe, you are zapped by a strong discharge of magical energy and an immensely powerful force pushes you backwards.To dismiss the magical construct you must equip the fully functional Ring of the Guardian, and then you must use the ring’s unique power upon the glowing ball.By now, you should have found both the broken ring and the gem attuned with the earth. The gem attuned with the archmage’s spirit, however, cannot be found here. To retrieve it, you must step into the shaft of ethereal light that appears when you open the archmage’s sarcophagus.When you have repaired the ring, return here and disable the Guardian. For such an accomplishment you get a reward of 1,000 xp.

10. EXITOnce you have managed to go past the Guardian, go through the passage at the end of the hallway, and prepare to meet the leader of the Shadow Druids.[Ref. Area 2.70].

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2.69 – THE LOST CITY OF FEYBOURNE; BORDER ETHEREAL

01. ANOTHER PLANEWhen you step into the shaft of light that appears when you open the sarcophagus holding the mortal remains of the Archmage Cuthbeort, nothing seems to happen. Then, you notice your surroundings...This place is strange, indeed. It is like the ruins of Feybourne, but not. Everything about here glows of an eerie light - even your companions and yourself.Actually, you are in the Border Ethereal, the portion of the Ethereal Plane laying closer to the Prime Material. As you can soon realize, everything about here is immaterial, so you cannot interact with the objects scattered about the area (a few doors being the only exceptions).To return to your Plane just step into the shaft of natural light you are coming from.[Ref. Area 2.68].

02. ETHEREAL MONSTERSA few (2-5) ethereal renders [N, Beast 14] are wandering along this hallway. One of the many unpleasant creatures that roam the Border Ethereal, the render exists on a diet of smaller organisms that swim the ethereal sea.Usually, these monsters appear to confront you at this location when you return here from the halls on the east of the ruins.

03. ETHEREAL VERMINWithin this room there are 2-6 phase spiders [N, Vermin 11]. The phase spider is one of the few creatures of the Prime Material gifted with a plane-shifting ability; this is why the vermin are here.

04. MORE PHASERSMore phase spiders lurk within this room. Again, this group numbers 2-6 vermin.

05. IMPASSABLE DOORSThe passage beyond these two doors leads deeper into the Ethereal Plane, a place you are unable to travel to.

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06. A FEW MONSTERS AND A CORPSEIn the upper portion of this hall you have to face 2-5 ethereal renders and 2-6 phase spiders.If you walk near the ruined tower, you may notice an adventurer’s corpse lying on the floor. If you take the adventurer’s armour, the corpse disappears but you get a pretty powerful item. The wearer of the Armour of Etherealness has the ability to partially cross into the Ethereal Plane, offering greater protection during combat. This fine suit of full plate +3 grants the wearer the ability to cast the Ethereal Visage spell (4 charges per use).

07. CUTHBEORTWhen you walk near here, you spot a robed man as he battles against 2-5 slaadi, the foul creatures including blue slaadi [NE, Outsider 8], gray slaadi [NE, Outsider 11], and/or green slaadi [NE, Outsider 9].The staff-wielding guy is none less than Archmage Cuthbeort [N, W18] himself. Even if his body is dead, the spirit of the ancient mage continues to exist on the Border Ethereal.When you’ve disposed of the slaadi, start a conversation with the wizard. Cuthbeort explains that around eighty years ago Feybourne was attracting scores of druids. They were eager to see the forest city pulled down and nature flourish once more. The city dwellers did not think them much of a threat, until a massive earthquake shook the land and the druids poured into city. Cuthbeort did what I could to hold them off, but his powers were not enough. He was one of the first to fall. With his last strength, the archmage cast a spell to take him away from danger, here, into the Border Ethereal so that he might heal and return to the battle. But, alas, his body gave out on him before the incantation was complete. It was enough, however, to bring his spirit and avoid actual death. He has been here ever since.Cuthbert says he is more than pleased to aid you defeating the Shadow Druids. Therefore, he gives you the Soul Gem. You need this gemstone to repair the broken Ring of the Guardian, and then to dismiss the construct that protects the entrance to the next portion of the ruins.Together with the gem, you get a reward of 750 xp.Once you have the gem say goodbye to Cuthbeort – unless you have a spare body you can loan him – then go back to the portal room and return to the Prime Material plane.

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2.70 – THE LOST CITY OF FEYBOURNE; SURFACE

01. TO THE RUINSGo back from here to return to the underground ruins of Feybourne.[Ref. Area 2.68].As you walk east, you can notice many heaps of bones scattered through the vegetation. If Maggie is in your party, the halfling cleric will find quite strange to see all this growth of plant life, and yet no animals. Something is wrong here.Also, Valennia hears something large moving around, Sir William suggests you to be wary, and Ronan has a bad feeling...In short, prepare yourself for the worse.

02. DEATHMISTThe leader of the Shadow Druids is not a druid, but a dragon – a green dragon by the name of Deathmist [NE, Dragon 20].When you move close, the dragon taunts you to come and speak with him, if you have the courage.If you are curious to know how a dragon has managed to become the leader of a group of druids, Deathmist explains eighty-three years ago the druids summoned him here to conquer this city in their name. The dragon wanted to reclaim the land of his birth. Also, he was hungry, and the city was full of delicious little humans. Together, the dragon and the druids drove man from the streets and allowed nature to return to its rightful place. Deathmist stands here now as the guardian of this place, building his power over the years as his kind does.If you ask about the Sceptre of Transcendence, the dragon says he has heard of the Ironlord but he does not have the sceptre of which you speak.When the conversation comes to an end, it is time for a fight. It has been many years since Deathmist’s last battle and he has been looking forward to this for a long time...Deathmist has 26 points of Strength, armor class 28, and 300 hit points. His acidic breath is deadly and he can cast spells like Melf’s Acid Arrow and Earthquake. Also, be sure you can overcome the dragon’s powerful aura of fear, else your adventure ends here.If you manage to slay the beast, don’t forget to take the dragon head. Lord Sothby will be pleased to see this on his table.After Deathmist’s demise, you can talk with Maggie to know her feelings after she has defeated her sworn enemy. Of course, she is feeling good.Deathmist’s hoard lies just behind the dragon’s corpse. It includes 19,128 gp, three gems (an amethyst, a diamond and a sapphire), a Ring of Fire Resistance [This ring grants the wearer 30/- fire resistance and a 5% immunity bonus to fire], a Sorcerer’s Hauberk [Far too lightweight to be effective armour, this chain shirt is nonetheless imbued with powerful magic to enhance the aura of any sorcerer who wears it. The entire ensemble is extremely showy and eye-catching, two attributes which any self-respecting sorcerer should be eager to enhance.

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The hauberk grants the sorcerer a +4 Charisma bonus, a +1 bonus on any saving throw, a +4 bonus on the Concentration skill, and the power to cast the Aura of Glory spell once per day], and a longsword called ‘The Fury’ [A weapon of great destructive power, forged by a sorcerer bent on laying waste to his enemies, the Fury is an extension of pure rage, burning everything in its path. This longsword +2 causes 1d6 additional fire damage and grants its wielder the power to cast the Fireball spell (5 charges per use)].Even the most foolish adventurer shouldn’t want to leave this place without looting the dragon’s hoard. If you are above mundane wealth, however, bear in mind you need to search the hoard for your quest about the Sceptre to progress. When you look at the treasure, a ‘ding’ will warn your journal has been updated. This means your search for the Sceptre in Feybourne has come to a dead end and you have to look for the road somewhere else (i.e. in Stoneguard).

03. REPORTING TO THE DUKE [Not mapped]Your first attempt to locate the Sceptre of Transcendence has failed.If you want, you can return to Fairloch and inform Duke Charles Montague the relic was not in Feybourne.By the way, when you return to the castle, you may notice Sir Godfrey is not there anymore. The Duke explains the paladin had an inspiration concerning the possible location of the artefact. He gave him permission to seek it out, though Sir Godfrey refused to tell him where he was headed. For his own protection, he said.If you bear suspicions on Sir Godfrey, the Duke says he has learned to trust the man. Sir Godfrey has saved the Duke's life on more than one occasion and if the paladin claims he's taking action for the good of the Kingdom then Sir Charles cannot disagree. His strength and loyalty to the crown are unquestioned, and he holds the best interests of Aielund close to his heart.If Sir William is in your party, your companion says you shouldn't worry at all about Sir Godfrey. The paladin’s old friend used to conduct special missions for the King for many years. It is unlike him to do not inform his superiors, though...When you leave the castle – and if you don’t have unfinished business in Amalis - you should continue your search for the sceptre by travelling to the dwarven city of Stoneguard.

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II/6 – The Search for the Sceptre; Stoneguard

2.71 – STONEGUARD VILLAGE

01. TO THE FAIRLOCH HIGHWAYLeave the area from here to return to the farmlands south of Fairloch.A sign near the road welcomes you to Stoneguard Village, a sparsely populated hamlet boasting five (5) inhabitants.[Ref. Area 2.51].

02. MINER’S REST INNA dwarven warrior [LG, F6] stands near the front door of this building.If you need to rest, enter the inn and pay for a room.[Ref. Area 2.72].

03. DWARVES VS. GIANTSWhen you walk near the south tract of the road, you spot a group of dwarves fighting against 1-8 frost giants [CE, Giant 14].The dwarven forces include two dwarven warriors, a dwarven battle cleric [LG, C8], and a dwarven captain [LG, F11]. Stalwart defenders of Stoneguard, the dwarves are disciplined and regimented, making them a very effective fighting force.Help the dwarves to slay the giants, and then talk to their captain – if he is still alive, that is. The red-bearded officer explains the frost giants have always been a problem, but with the help of Aielund’s military, the dwarves kept them at bay. Now that the army is gone, the dwarves are pretty much on their own.The dwarves are fully defensive around here at the moment, but what really needs to be done is to take out the king of the giants. Without him, the rest will become disorganised and the dwarves will stand a chance of defeating the giants. If you have ‘courage in spades’, just head south into the mountains, and you will come across their main base soon enough. The path is long and treacherous, but the captain thinks you have the skill to make it in one piece. If... err, when you return, the King of the dwarves would be most honoured by a visit from you.If you wish to speak with the dwarven King first, you can find him on the lower level of the underground city. The captain, however, says the thane will probably ask you to help in this matter anyway, so you can save yourself some shoe leather by just heading right into the mountains.Before to move on, you can search the remains of the dwarven warriors killed by the giants. They drop dwarven full plates and large metal shields.If the battle cleric is dead as well, she drops a warhammer +1. In the rare occurrence the captain is killed, he drops a battleaxe +2, a large metal shield +2, and two Potions of Cure Critical Wounds.

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04. TO THE STONEGUARD MOUNTAINSLeave the area from here to reach the Stoneguard Mountains. You must take this route if you want to help the dwarves to defeat the frost giants.[Ref. Area 2.73].

05. TO THE DWARVEN CITYPast a wooden bridge guarded by two dwarven warriors, there is the entrance to the dwarven city of Stoneguard.You must enter the city if you want to speak with the dwarven King. However, I suggest doing so only once you have found a suitable gift for the monarch, namely the head of the frost giant king.[Ref. Area 2.77].

06. TO THE VALLEY OF SILENCEThe Valley of Silence is a fully optional area for you to explore. A trip to that beautiful place, however, might prove to be quite an interesting one.[Ref. Area 2.79].

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2.72 – MINER’S REST INN

Common Room First Floor Inn Room

01. EXIT DOORSLeave the inn by going through one of these doors.[Ref. Area 2.71].

02. COMMON ROOMIn the inn’s common room there are two human commoners [N, Commoner 2], two dwarven commoners [LG, Commoner 5], and the local innkeeper [LG, Commoner 3].The considerate dwarven lady opened this inn so close to Stoneguard figuring many visitors wouldn’t like staying in the city itself. Some surfacers just don’t like having tons of rock above their heads.If you want to spend the night here, pay the stocky lady 10 golds and you will be given the inn room key.

03. STAIRS UPWhen you pay for a room, you get a key to open this door and go upstairs.

04. STAIRS DOWNGo down these stairs to return to the inn’s ground floor.

05. CUSHION OF COMFORTThe cushion of reasonable comfort, which allows you to advance the time of 8 hours while resting, is found within this room.

06. TO A LARGER ROOMGo through this door to enter an empty room.

07. INN ROOMThis room is empty. Also, there are no comfy pillows about here.

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2.73 – STONEGUARD MOUNTAINS

01. TO STONEGUARD VILLAGEGo north from here to return to the village of Stoneguard.[Ref. Area 2.71].

02. DWARVES AT WARThe corpses of dead dwarves and giants litter the snowy plain ahead of you. A few dwarves are still alive – but not for long, unless you lend them a hand.Indeed, a dwarven archer [LG, F6], two dwarven warriors [LG, F6], and a dwarven battle cleric [LG, C8] are kept busy by five frost giants [CE, Giant 14].The dwarves are led by a battlemaster going by the name of Thaddeus MacTavish [CG, F10/Bb1].The scarred officer informs the King of the giants can be found down to the south, in the giants’ city. If you manage to kill him, don’t forget to bring back his head as a proof.Thaddeus has been ordered to hold this position, but if you need some healing, their cleric can help you out.As a side note, the dwarven archer is big-boned, not fat! Moreover, she can shoot a halfling at 50 paces, so do not get on her bad side...

03. AREA EXITGo south from here to proceed further deeper into the mountains.[Ref. Area 2.74].

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2.74 – DEEP INTO THE STONEGUARD MOUNTAINS

Stoneguard Mountains Hidden Cave

01. AREA EXITLeave this portion of the Stoneguard Mountains through this passage to return to the previous area.[Ref. Area 2.73].Besides the creatures listed below, the local wildlife includes many deer [N, Animal 1] and white stags [N, Animal 1].The scenery around is magnificent, however, the terrain can be quite treacherous. About the area there are eight different places where your passage is enough to cause a rockslide. In such an occurrence, your character may suffer 2d6 damage (half if you pass a reflex saving throw). If you are a dwarf, your stonecunning sense will warn you of the impending danger and you won’t sustain any subsequent damage.If you have delivered a package of magical goods to the Tower of Sorcery in Amalis, Auberon should have given you a treasure map as a reward. According to the map, somewhere in this area there is a hidden cave full of treasure. Keep your eyes open.

02. BEARSWhen you go up this rise, 2-5 mountain bears [N, Animal 13] attack you. These furry critters can pack a punch. Beware.

03. BEARSMore mountain bears wander near this place. Again, the group numbers 2-5 animals.

04. WOLVESA pack of four winter wolves [CN, Magical Beast 6] roams about here.

05. HIDDEN CAVEIf you have Auberon’s treasure map in your inventory, here you will find the hidden cave the map tells about. The entrance is just behind a big boulder. Such a discovery is worth a reward of 500 xp.If you don’t have the map do not bother to search the area, for the cave cannot be found otherwise.

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06. TREASURE!This cave you’ve discovered is infested by harmless bats [N, Animal 1] and guarded by a more dangerous creature – a greater water elemental [N, Elemental 21].When you have slain the guardian, search its remains to get a Potion of Speed. Next, throw a look at the heap of treasure on the ground to get your reward: random stuff of high value, 625 gp, a Ring of Clear Thought +3, and a Panther Figurine.The Panther Figurine is a very nice prize. This innocuous onyx figure has within it the power to bridge the planes of existence. The possessor can summon a powerful astral entity to aid them, but it can only exist on this plane for a few hours before it must return to its place of origin.The astral panther [N, Magical Beast 14] that you can call forth by using the figurine is a powerful creature - the ‘ultimate hunter’. It has 20 points of Strength, Dexterity 24, armor class 24 and 128 hit points. Not bad, not bad at all!

07. LEOPARDSA pride of 2-5 snow leopards [N, Animal 9] roams along this gully. The leopards should be no match for you, however, they can catch you unprepared.

08. WOLVESFour hungry winter wolves pounce on you when you walk near here.

09. LEOPARDSHere you will be put against a few more great cats: 2-5 snow leopards.

10. TO THE FROST GIANT CITYThe passage to the giant’s territory is guarded by 1-8 frost giants [CE, Giant 14]. Stay ready for a large brawl.[Ref. Area 2.75].

11. SECRET PASSAGEIn the lair of the frost giants there is a tunnel conveniently leading here. A few steps ahead of the tunnel entrance there is an area exit. Go through this passage to return to the portion of the mountains closer to the village of Stoneguard.[Ref. Area 2.73].

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2.75 – FROST GIANT CITY

01. TO THE STONEGUARD MOUNTAINSGo through the passage to the north to return to the deeper portion of the Stoneguard Mountains.[Ref. Area 2.74].

02. BOULDER-THROWERS!The city of the giants has been built into a long-dormant volcano. To reach the king’s lair you have to follow a fixed path teeming with giants.The big bad boys – and girls as well – will try to prevent you to advance further in their territory and - until you are close enough to be at their hammers’ reach - they will keep pelting you with HUGE boulders. If you are not careful, they can quickly smash you to pieces. Literally.Besides a couple of female frost giants [CE, Giant 14] waiting for you where the path turns west, along the way you will meet four groups of frost giants, each group numbering 2-5 pale-skinned enemies.

03. THE WARMASTERA frost giant warmaster [CE, Giant 15] has rallied his forces at the bottom of the spent-volcano and he is determined to ‘obliterate’ you. Along with the tougher brute, here are 6-9 frost giants.Such a view will make Valennia happy - at last, here is a REAL battle!After the slaughter, search the warmaster’s corpse to grab his weapon - a dire mace +2.

04. TO THE GIANTS’ LAIRThe king of the giants dwells within the icy caves you can enter by going through this passage. Of course, before you can go inside you have to persuade the frost giant who guards the entrance to let you in - the hard way.[Ref. Area 2.76].

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2.76 – FROST GIANT LAIR

01. CAVE ENTRANCELeave these caves from here to return to the giants’ city.[Ref. Area 2.75].

02. THE KING’S (ICY) COURTThe frost giant king [CE, Giant 18] rules his clan from this frozen cave. Together with the king, here are the powerful frost giant shaman [CE, Giant 6/C8/D1] and 1-4 frost giants [CE, Giant 14].Vanquishing such big fellas will send Maggie on heaven nine – here goes another victory for the small over the large! Yay!!!When all the giants lay dead on the ground, search the shaman’s corpse to find a magical staff called ‘Winter Chill’ [This totemic staff was cold-forged in the depths of the coldest winter by the frost giant shamans who dwell in the Stoneguard mountains. Usable only by sorcerers or druids, this quarterstaff +1 causes 1d4 additional cold damage and grants the wielder the power to cast the Cone of Cold (5 charges/use) and the Ice Storm (5 charges/use) spells].The king leaves behind a magical greatsword by the name of ‘Coldfire’ [Forged by frost giants, this weapon radiates an aura of chilling cold, yet it burns like fire when touched. The mystery of this enchantment continues to confuse Aielund wizards to this day. This greatsword +3 causes 1d6 additional cold damage and sheds a dim blue light]. If Valennia is in your party, equip the barbarian warrior with this sword to turn her into a killing engine. Err... a more effective killing engine.Be sure to take the giant king’s head as well as the sword. Such a gruesome trophy should be brought as a gift to King Sulinus, down in the halls of Stoneguard.Along the south wall of the cave there is a chest for you to loot. The coffer holds random treasure of low value, 15,300 gp, a pair of Boots of Hardiness +2 and a Luckbow [This non-descript shortbow is a mighty weapon +2 with an attack bonus +3. It grants the wielder a +2 bonus on all saving throws].

03. BACK EXITFar along this tunnel, light can be seen coming from above.Leaving the caves through this passage you can return to the deeper portion of the Stoneguard Mountains. From there, a convenient area exit can bring you back to the portion of the mountains near Stoneguard.[Ref. Area 2.74].

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2.77 – STONEGUARD

● Top Level

Notes:While you explore the upper level of the underground city you may meet many dwarven commoners [LG, Commoner 3 or 5], plus a few dwarven warriors [LG, F6] who guard the place or patrol the halls.If you wish to steal the dwarves’ stuff, you are free to take everything you find. No one will object, even if you grab their savings under their own eyes.

01. TO THE VILLAGELeave the halls from here to return to the village on the surface.[Ref. Area 2.71].

02. GUARDROOMPast an antechamber where two dwarven warriors and a dwarven archer [LG, F6] are discussing their business, there is a room with two snoring off-duty soldiers [LG, F6].The chest at the far end of the room holds random class-oriented treasure of high value.

03. GUARDROOMHere are three off-duty soldiers fast asleep on their beds. Random class-oriented treasure of high value can be found inside the chest along the west wall.In the anteroom, there are a dwarven archer, a dwarven battle cleric [LG, C8], and a dwarven captain [LG, F11].

04. PRIVATE DWELLINGBeyond a locked door [DC28] there is a room with a few containers to loot.The chest along the south wall is both trapped and locked [DC20/30; Strong Sonic. DC30]; it holds random class-oriented treasure of low value. Random treasure of low value is stored inside both the chest of drawers and the desk standing along the opposite wall.

05. STOREROOMThe door of this room is locked [DC28]. Random treasure of low and medium value can be found by searching three crates.

06. STOREROOMThe door of this room is locked [DC28]. Inside the room there are one barrel and four crates holding random treasure of low and medium value.

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07. FEASTHALLThis is the place where the Stoneguard inhabitants stuff their belly full. A chef [LG, Commoner 1] is currently busy cooking a fine stew.

08. LACHLAN’S DRINKING HALLOnce their hunger has been satiated, the good Stoneguard citizens come here to quiet their thirst. The local innkeeper [N, Commoner 3] can sell you the usual tavern fare: ale, beer, rum, cheap wine, or quality wine.

09. STONEGUARD ARMOURYA mastersmith [LG, F3] is working at the big forge in the southeast corner of this room. The dwarven smiths of Stoneguard are renowned for their skills with the forge. The items they produce here are sold to aid in the continuing construction of their city. Haggus, however, is the guy you want to talk if you want to make a purchase.A pleasant yet short fellow, Haggus MacTavish [LG, F6] is the merchant prince of Stoneguard. He sells only the finest dwarf-crafted weapons and armour. Well... maybe not the finest, but certainly better than the stuff you get at Fairloch anyway.By the way, the word ‘haggus’ also indicates a really disgusting dish made out of sheep’s stomach which is stuffed with meat and grain. Haggus’ parents named him so ‘cause he was conceived on the same night when they shared their wedding haggus. The passion that haggus is said to imbue on dwarves is not to be trifled with...The armoury has an unlimited supply of money and a maximum buying price of 10,000 gold pieces. For 100 golds apiece, Haggus can also identify your items.The armoury’s stock is far too large to list everything, so, I will limit to detail the most interesting pieces. Just keep in mind here you can buy all types of metal armour either in the mundane or enchanted (+1, +2 and +3) versions, normal shields, a lot of helmets, all types of non-exotic melee weapons (again, both non-magical and enchanted - the enchantment being +1, +2 and often +3), mundane and magical crossbows and bolts, metal dyes, and tradeskill materials to craft metal armours and weaponry.Haggus’ most interesting and rare-to-find pieces include a mithril scale mail [This magnificent suit of armour gleams in the light. Armour such as this is quite rare, and highly sought after. The armour grants the wearer a +4 AC bonus. Base price: 16,077 gp], a Stoneguard Armour [A unique design of dwarven armour that is imbued with the blessing of their God, it can convey the strength of stone to the wearer. Usable only by a dwarf, this full plate +3 grants the wearer the ability to cast the Stoneskin spell once per day. Base price: 23,003 gp], dwarven full plates, a mithril small shield [Made from the finest mithril, one of the rarest and most sought-after metals in the land, this shield provides unequalled protection for its size. Items of this metal are rarely sold to outsiders. That happens only when the dwarven clans who make them need the extra gold. The shield grants a +4 AC bonus. Base price: 15,977 gp], a large metal shield +2, dwarven helms [Favoured by some dwarven warriors, this helm is rather impressive looking, which is the whole point of the design. The helmet grants a +2 on the Discipline skill. The wearer suffers a -1 penalty on the Listen and Spot skills. Base price: 66 gp], an Iron Mantle [A favoured creation of dwarven warriors, this cloak provides excellent resistance against enemy weapons of lesser enchantment. The cloak grants damage reduction +3 soak 10. Base price: 32,077 gp], a mithril axe [The product of a dwarven master smith, this deadly weapon gleams in the light, and its edge holds an almost unnatural sharpness. Items made from mithril are rarely sold to outsiders, and the appearance of such weaponry on the open market means the clans are short of cash. This keen battleaxe bears a +2 enchantment. Base price: 22,550 gp], a Scimitar of Balance [A fairly common magic blade among sailors, it allows the wielder to wear less armour for those treacherous days at sea where heavy equipment could cause one to drown. This scimitar +2 grants the wielder the power to cast the Cat’s Grace spell once per day. Base price: 13,912 gp], a Hammer of Dispelling [A relic from ancient times when dwarves detested the use of magic. Even though times have changed, this weapon is still very useful when they confront magic-using adversaries. On hit, this light hammer +2 dispels magic as a Lesser Dispel spell (DC14). Base price: 33,464 gp], a morningstar called Sightblinder [Although not in widespread use in Aielund, the morningstar is still an old favourite of some knights who appreciate its 'special qualities'. To this end, some weapons of this type bear powerful enchantments. On hit, this morningstar +2 can blind its victim for 2 rounds (50% chance. DC14). Base price: 25,499 gp] and a Deadeye crossbow [An accurate and powerful weapon, this dwarven-crafted crossbow is designed to deliver maximum damage at a distance, far more so than other weapons of this

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type. Its uniquely designed windlass allows stronger people to apply greater force in setting the weapon to fire. This heavy crossbow +3 is a mighty weapon +2 that grants the wielder the Weapon Specialization (heavy crossbow) bonus feat. Base price: 22,286 gp].

10. APOTHECARYKilinus Felten [LG, Commoner 5] is the local alchemist and he provides potions for the troops.His shop has an unlimited supply of money and a maximum buying price of 10,000 golds.Here you can buy a lot of potions (Aid, Antidote, Barkskin, Bless, Bull’s Strength, Cat’s Grace, Clarity, Cure Critical Wounds, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Eagle’s Splendour, Endurance, Fox’s Cunning, Invisibility, Ironguts, Lesser Restoration, Lore, Owl’s Wisdom, Speed), scrolls of Raise Dead, healer’s kits, Potions of Fiery Burning, herbs (garlic, ginseng, golden seal, St. John’s wort), and two Bags of Holding.

11. STAIRS DOWNGo down these stairs to reach the bottom level of Stoneguard where King Sulinus holds his court.

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● Undercity

Notes:A few dwarven commoners [LG, Commoner 3 or 5] can be found about the lower level of the dwarven halls.Again, no one seems to care if you steal something from the private dwellings you can enter about here.

01. STAIRS UPA dwarven warrior [LG, F6] guards the stairs for the top level of the city.

02. ARMOURYHere are two dwarven warriors, a dwarven battle cleric [LG, C8], and a dwarven captain [LG, F11].

03. COMMONERS QUARTERSMost of the good-natured folks who call Stoneguard home, spend their nights within these cosy rooms.Looking at the cramped sleeping quarters, Valennia finally realizes why dwarves are so short. Look how low the ceiling is!The doors of these rooms are locked [DC28]. Once inside, you can grab a few loots from the containers you find in. Armoires, desks, and chests of drawers – a few locked [DC18] - hold only random treasure of low value.In both the first and the third dwelling in the bottom part of the city there is a locked and trapped chest [DC20/30; Strong Sonic. DC30] holding random class-oriented treasure of low value.

04. GUARDED CORRIDORA dwarven warrior stands here, but he will not move a finger if you enter one of the near dwellings.

05. NOBLE DWELLINGSTwo dwarven nobles [LG, Commoner 3] are chatting in the near hallway. In fact, the clan’s nobility inhabits this portion of the underground city.Behind the three locked doors [DC28] which open on the hallway there are three elegant abodes you can empty of any valuables.Each dwelling features an armoire holding random treasure of low value. Within the two upper dwellings there is also a trapped and locked chest [DC20/30; Strong Sonic. DC30] holding random class-oriented treasure of low value.

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06. ROYAL GATETwo dwarven warriors guard this gate.The first time you come here the guards will inquire for your reasons to come here.If you are bringing the head of the frost giant king, you can head straight in.If you don’t have such a trophy, you can tell you are an official envoy from Fairloch seeking audience with the King to discuss matters of state. However, you must show the guards some evidence to the fact. They won’t be persuaded to open the gate to the King’s court until you show them the letter of marque you got from Duke Montague when you returned Criosa at Fairloch Castle.

07. THRONE ROOMThane of this dwarven clan, King Sulinus MacTavish [LG, F16] led his people east from the cursed mines beneath the Calespur Mountains, and has overseen the construction of this new city.Along with the King, here are a dwarven captain, two dwarven warriors, and four dwarven nobles.The walkthrough assumes you come here after you have slaughtered the frost giants who inhabited the Stoneguard Mountains and you are carrying their king’s head in your backpack.If you come here before you have dealt with the giants, King Sulinus will fill you in with all the details about that matter, and then will ask if you are interested to help the clan by wiping the giants away.By the way, if you get this quest from the King you have a chance to gain a few experience points by speaking according to your alignment.If you say you shall leave at once to slay the foul creature, your alignment shifts toward Good; if you are good, you get 50 xp. If you say the King will have that head on his doorstep within two days, your alignment shift towards Evil; if you are evil, you get 50 xp. If you simply take the job, your alignment does not change.Anyway, the wise King knows your name already for his spies inform him of everyone who enters this place. When he introduces himself, you can warn him you don’t go in for all that ‘Sir’ this and ‘Sir’ that. Such a statement shifts your alignment towards Chaos; if you are chaotic, you get 50 xp. If you say you are honoured to meet such a great King, your alignment does not change – and Sulinus himself will tell you they don’t stand on such formalities around here. Therefore, you can keep your ‘great king’ to yourself!The gift you bring to the King (the head of the frost giant’s ruler) will make Sulinus very happy and he will reward your efforts with 1,500 gp. In addition, you will get 1,000 xp.When you tell the King about the Sceptre of Transcendence, Sulinus says he does not know of anything like that personally. He could consult with his sages, however, and see if they can find out something. It will not be easy, though, so he would ask for something in return.If you believe that is fair, your alignment shifts towards Law; if you are lawful, you get 50 xp. If you remark that, hey, you are only trying to save the world, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp. If you wonder if the king is asking for money, your alignment does not change.Sulinus does not need gold, of course, but an experienced adventurer who may solve a problem he has. The dwarves’ mining operation has been losing people without a trace recently. The King wants you to find out why. Oh, his people have already investigated the matter, but the investigators have disappeared as well...Anyway, if you can discover what is going on down there, the King shall give you an additional reward as well as the artefact information that you seek.If you promise that you will do your best to solve this mystery, your alignment shifts towards Good; if you are good, you get 50 xp. If you warn the King he would better have something for you when you return, your alignment shifts towards Evil; if you are evil, you get 50 xp. If you say you will take care of his little problem and you look forward to seeing what HE finds, your alignment does not change.Before to leave the throne room and travel to the mines, I suggest you to set up a recall point within the hall – if you have a Stone of Recall, that is.When you have explored the dwarven mines and you have turned them into a safe place to work in, return here, and explain the King that the mysterious disappearances of his people were caused by an incoming duergar force coming from below. The duergar were also responsible for the destruction of the dwarves' previous home west of Culdeny. It seems the

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grey dwarves’ thirst for vengeance was not sated, so they came here seeking the clan’s new caves.Of course, the King will express you all of his gratitude.If you comment that’s all in a day’s work, your alignment shifts towards Law; if you are lawful, you get 50 xp. If you say that you helped because you expect certain information in return, your alignment shifts towards Evil; if you are evil, you get 50 xp. If you say you have some expenses to pay so you wouldn’t mind a reward, your alignment does not change.To repay the favour, Sulinus gives you 2,000 gp. In addition, you get 1,000 xp.But... what about the Sceptre? Well, King Sulinus is deeply sorry but the sages found no word of this artefact you seek. He cannot help further with it. As a partial recompense, the king wants to award you with a token of the clan thanks and respect.Usually, King Sulinus gives you a Belt of the Dwarvenkind [A powerfully enchanted belt, it bestows upon the wearer the racial abilities of the dwarven people. A dwarf who wears it becomes a dwarf's dwarf: the constitution of a mountain, and the charm and sophistication of a bowl of oats. The belt’s wearer is granted a +2 Constitution bonus, a +1 AC bonus vs. giants, the Stonecunning bonus feat, darkvision and a +2 bonus on the saving throws vs. poison. The wearer suffers a -2 Charisma penalty]. If you’re a dwarf, however, you get a pair of Boots of Astounding Grip [Magically enhanced to prevent one from being taken from their feet, boots like this are used by dwarven warriors to prevent their giant foes from knocking them down too easily. The boots grant the wearer a +2 AC bonus and immunity to knockdown].Once you have been rewarded, you can do nothing but return to Fairloch Castle and inform the Duke about your new failure. Before returning to the capital city, however, I suggest you to pay a visit to the Valley of Silence.

08. LOCKED DOORThis door is barred and magically warded. You cannot open it.

09. LIBRARYAlong the walls of this room there are many bookcases. They cannot be searched, though. Random treasure of low value can be found within the desk in the library’s antechamber.

10. MINING OPERATIONS ROOMFour miners [LG, Commoner 4] and three mastersmiths [LG, Commoner 3] are toiling at the blazing forges that you see all around this large chamber.If you are after some equipment, the mastersmiths say you would be better off trying upstairs. They are making mining equipment down here.Two dwarven warriors guard the stairs leading to the diggings.Once you have been asked by the King to investigate about the missing miners, go down the stairs to enter the Stoneguard mines.[Ref. Area 2.78].

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2.78 – STONEGUARD MINES

● Level 1

01. MINE EXITLeave the mines by these stairs to return to the dwarves’ Undercity.[Ref. Area 2.77].Covered in dirt and mud, the ten miners [LG, F4] who are digging within these tunnels have a quota to meet. If you want information, talk with their Foreman.

02. THE FOREMANMaster of this mining operation, the Foreman [LG, F8] is responsible for the lives of all the workers here.Once you have been hired from the King to investigate the mysterious disappearances in the mines, the Foreman gives you the mine gate key to open the door barring the way to the lower levels of the mines.By the way, if you answer in kind to the foreman’s rather rude greeting, your alignment shifts towards Chaos; if you are chaotic, you get 50xp.As a side note, the Foreman is wielding an unusual weapon, a heavy pick +3 called Grunwald’s Point. Grunwald was a half-orc miner, leader of the Shiaz rebellion. Legend has it that in his digging, Grunwald's crew once unearthed a demon from its millennia of imprisonment, and was forced to fight for their very lives. This is the fabled pick which he wielded that day and which bathed in its ichors.

03. SMALL FOLK WANTEDA friend of Legnar Ironmonger [LG, F4], a halfling chap named Riagrin, went through the small crack on the back of this passage a few hours ago in search of precious metals ‘n such. Legnar has not seen him since.If you are a halfling or a gnome – or if you can cast a spell to polymorph into a pixie – you could squeeze your way through the tiny opening and look after him.If you can enter the small passage, when you return here and inform Legnar about what you have discovered you get 500 xp. In addition, Legnar says you can keep any items his pal had on him for yourself. He is sure Riagrin wouldn’t mind!

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04. THE UNLUCKY HALFLINGThe corpse of a halfling lies on the floor near the tunnel’s end. It seems poor Riagrin Rainkin has met his death at the hands – the claws - of some foul beast.The creatures that killed the halfling are waiting just behind the tunnel’s bend.When the three giant ant hive guards [N, Vermin 7] have been dealt with, you can search the halfling’s corpse to find a black leather armour and a Longtooth Dagger [Designed to help the little folk against larger foes, this special weapon grows to twice its normal length when used, yet is still as light and easy to use as a regular dagger. Usable only by halflings, gnomes or fey, this dagger +2 causes its victims 1d8 additional piercing damage].Not far from the corpse, there is also a heap of treasure earning random stuff of low value.

05. LOCKED GATEA dwarven warrior [LG, F12] is guarding this door. The gate is sealed off. If you wanna go through, talk to the Foreman.

06. STAIRS DOWNGo down these stairs to reach the second level of the mines.

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● Level 2

01. STAIRS UPGo up these stairs to return to the upper level of the mines.These natural tunnels are quite unsafe: for three times you will suffer the consequences of a small collapse, with chunks of rock raining down the ceiling to crash upon your head.

02. GRAY DWARVESHere are 2-6 duergar. They can include duergar clerics [NE, C10], duergar rogues [NE, Ro13], duergar warriors [CE, F11], and one duergar berserker [CE, Bb13].The rogues drop short swords +1 and bolts +3. The warriors leave behind a grey dwarf armour. The berserkers drop a grey dwarf armour and a greataxe +1.

03. MORE DUERGARWithin this cave you will fight against one duergar rogue and 3-7 grey dwarves possibly including duergar clerics, duergar rogues, duergar warriors, and one duergar berserker.

04. ANOTHER BATTLETogether with a duergar cleric, here are 3-5 grey dwarves. They can include duergar clerics, duergar rogues, duergar warriors, and one duergar berserker.

05. STILL MORE DUERGAROnce again, here you will fight a group of duergar. Numbering 3-6 dwarves, it can include duergar clerics, duergar rogues, duergar warriors, and one duergar berserker.

06. STAIRS DOWNGo down these stairs to reach the bottom level of the caves.

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● Level 3

01. STAIRS UPGo up these stairs to return to the second level of the mines.When you arrive here, a tremor shakes the ground and a duergar captain [CE, Bb15] rushes forward to demand who you are. Needless to say, a fight will start soon. To help him along, the captain summons a succubus [CE, Outsider 6] from her Abyssal home.Unlike the other grey dwarves, when the captain is slain his corpse disappears immediately, replaced by a bag holding his worldly possessions. Indeed, the task you have been assigned by the clan’s thane won’t be completed until you bring Sulinus both the head and the diary of the dead captain.The captain’s items include a grey dwarf armour, a dwarven waraxe called ‘Thunderhead’ [A powerfully enchanted axe forged by the grey dwarves, its history is shrouded in the depths of time. On hit, this axe +2 zaps the victim with a lesser Chain Lightning spell (cast at level 1)], a handaxe +3, a Belt of Hill Giant Strength, a Potion of Heal, and a diary tagged as ‘duergar leader’s journal’. Of course, don’t forget to grab also the duergar leader’s head. Bring the grisly trophy to King Sulinus to get your princely reward... and to learn something about the Sceptre of Transcendence.This journal details the duergar leader's thoughts and actions for the past twenty years! It seems his dark kin used to be part of the MacTavish clan nearly a millennium ago, but split off from the main group over a disagreement. A few decades ago, the clan was almost wiped out when the mining caused a collapse of the caves the duergar were living in, far below the mines. In retaliation for this perceived attack, the duergar caused the mines to flood, driving out their former kindred. Since then, they have ranged underneath the land through caves, until they located Clan MacTavish's new home, where they had planned to cause havoc all over again.Once you have picked up both the head and the journal of the duergar captain you may turn on your heels and return to Stoneguard. If you fancy a few more fights, however, feel free to explore the caves.

02. A LARGE DIGGERA greater earth elemental [N, Elemental 21] is found within this cave, working together with four duergar sappers [NE, F6] and a group of 2-5 duergar including duergar berserkers [CE, Bb13], a duergar cleric [NE, C10], and/or a duergar rogue [NE, Ro13].The sappers leave behind grey dwarf leather armours and heavy picks.

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03. GREY DWARVESHere are 2-5 dwarves, possibly including duergar clerics, duergar rogues, duergar warriors, and duergar berserkers.

04. GREY SAPPERSAlong with a few wagons you cannot search, here are three duergar sappers.

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2.79 – THE VALLEY OF SILENCE

01. TO THE VILLAGEFollow the road to the east to return to the village of Stoneguard.Only deer [N, Animal 1] and white stags [N, Animal 1] inhabit this area.[Ref. Area 2.71].

02. BARRED BRIDGEA big gate blocks your way across this bridge. A nearby sign explains why: ‘Due to the hazardous conditions ahead (huge dragon), the gate has been sealed by the Order of the Transcendent Path. Have a nice day.’

03. MONASTERYA rhythmic chanting coming from this temple-like building breaks the silence this valley gets its name from. Beside to have a fine voice, the monks who inhabit this monastery craft interesting items you should throw a look at.[Ref. Area 2.80].

04. CAVE ENTRANCESBoth these passages lead to the cave system underneath the valley. Before to enter the caves, you should have already paid a visit to the monastery, though.[Ref. Area 2.81].

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2.80 – THE VALLEY OF SILENCE; MONASTERY

01. THE TRANSCENDENT ORDERSix acolyte monks [N, M3] are kneeling before the temple’s altar, chanting their hymns and litanies. Dedicated to developing their mind, body, and spirit, these monks come to this remote region to remove themselves from outside distractions such as you...Grandmaster Drago Greenfare [LG, M16] and his brethren set up this monastery thirty years ago so that they might have a place to explore their existence in peace, without interference. When you introduce yourself, you notice the halfling monk is looking at you in a strange way. Drago claims he senses you are an accomplished adventurer, well on the path of enlightenment, so, if you are interested, he could offer you a job.Aside from the magnificent scenery and isolation, this area has something else about it the monks found appealing. In the caves beneath this monastery lies a cavern that exudes life-energy. Why, they have not found out, but it is a powerful source of magical healing that they use to create the potions they sell to keep themselves well fed. Recently, they lost one of their brothers in the caves. Two monks went down there in search of him, but they haven't returned either. Something terrible must have happened. That’s where you come into this.The cavern is quite possibly attractive to creatures that would use its power for some dire purpose. Stop whatever is down there, and Drago shall reward you handsomely. In the cavern is a magnificent tree. Bring back one of its leaves and the halfling shall prepare the most powerful healing potions that they can for you.Before you go, Drago gives you an orb that may help you fight whatever has come to their lands, and the key to the Cavern of Life to get into the cavern itself. The monks bought a heavy gate from the dwarves a while ago, and it is very, very sturdy. Drago doubts anything could get past it without the proper key.The multihued globe you are given is an Orb of Anti-Magic. Orbs of this type were ordered by the King to aid his troops battling against rogue spellcasters. Knight-Captains usually carry one of these in case they encounter something that swords alone cannot destroy. By spending five charges, the orb’s possessor can use the globe to cast a Dispel Magic spell.When you have discovered what happened in the caves, return here and inform Drago. As a reward, you are given two Potions of Heal and 1,000 xp.Even if you do not have the time to investigate about the missing monks, Drago will be happy to relieve you of your worldly wealth.The monastery’s store has an unlimited money supply and a maximum buying price of 7,500 gold pieces. Drago can identify your items but it will cost you 150 golds apiece.The temple’s wares are mostly intended for monks or for the lover of exotic weaponry. Here you can buy Robes of the Transcendent Path (+1 to +4), a Warrior Monk Outfit [This set of garments is clearly designed with movement in mind, as it is made to restrict the wearer's motions as little as possible. These robes grant the wearer a +3 AC bonus and freedom of movement. Base price: 43,693 gp], Boots of the Gentle Breeze +1, Boots of the Swift Wind +2, Boots of the Howling Gale +3, Boots of the Rising Storm +4, Gloves of the Bear (+1 to +4), Gloves of the Dragon (+1 to +4), Gloves of the Eagle (+1 to +4), Gloves of the Tiger (+1 to +4), Gloves of Thundering Force (+1 to +4), a nice collection of shurikens (shurikens +1, shurikens +2, shurikens +3, Death Stars, Firestars, Poison-

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tipped Shurikens, Grains of Sand, Many Talons), several exotic weapon both mundane and enchanted (+1 to +3), many potions (Aid, Antidote, Barkskin, Bless, Bull’s Strength, Cat’s Grace, Clarity, Cure Wounds, Eagle’s Splendour, Endurance, Fox’s Cunning, Invisibility, Lesser Restoration, Lore, Owl’s Wisdom, Speed), healer’s kits +3, alchemist’s fire, acid flasks, acid bombs, choking powder, fire bombs, and tanglefoot bags.[Ref. Area 2.79].

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2.81 – THE VALLEY OF SILENCE; CAVE SYSTEM

01. CAVE EXITSBoth these passage will lead you outside the cave-complex. Besides the creatures listed below, within these caverns there are only harmless bats [N, Animal 1].[Ref. Area 2.79].

02. SLAADIThe caverns have been invaded by slaadi, chaotic frog-like creatures hailing from Limbo.Here you will meet 2-4 slaadi, including red slaadi [NE, Outsider 7], blue slaadi [NE, Outsider 8], green slaadi [NE, Outsider 9], gray slaadi [NE, Outsider 10], and – if you’re unlucky – one death slaad [CN, Outsider 15].Keep in mind all slaadi have the power to call forth lesser slaadi to aid them in battle. That means your PC screen can quickly fill up with monsters, causing the game to slow down or even to crash.My advice is, you should concentrate your attacks on the summoning monsters, ignoring the summoned ones. They disappear when their summoners are slain.

03. SLAADIHere are 2-4 slaadi, including blue slaadi, green slaadi, gray slaadi, and/or one death slaad.

04. SLAADIHere you will face 2-4 slaadi (red, blue, green, gray, death).

05. SLAADIAlong this tunnel there are 2-4 slaadi (blue, green, gray, death).

06. SLAADIThree grey slaadi and/or green slaadi are found within this cavern.The gray slaad standing near the gate to the northeast drops a Planar Orb when you kill it. Able to transcend the borders between planes of existence, the Planar Orb is often used by dimension-travelling species to see the sights or possibly plunder other realms. The orb’s possessor can use the globe to cast a Dispel Magic spell or a Planar Ally spell. Using a power will destroy the orb, though.Within this cave there is a dimensional portal enclosed by a red runic circle. This is the opening that the frog-like monsters are using to enter your plane. Until you find a way to close it, every few rounds a green or grey slaad will come up the portal to fight you.If you want to stop the slaad invasion, you must seal the opening by casting a Dispel Magic spell upon the portal. If your character lacks the ability to cast spells, you can seal the

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extraplanar gate by using the Planar Orb you can grab from the slaad’s corpse - or the Orb of Anti-Magic you can get by Grandmaster Drago at the valley’s monastery.When you destroy the portal, you get a reward of 750 xp.

07. LOCKED GATETo open this gate you need the key you are given by Drago when you agree to investigate the monks’ disappearances.

08. THE CAVERN OF LIFEThis cavern bursts with life and energy. The Tree of Life grows at the centre of the cave and it is really an amazing view.Pick up a leaf from the Tree of Life and bring it to the monastery. Of course, be sure you have sealed the dimensional portal before to leave the caves or more slaadi will keep coming forth.

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II/7 – The Search for the Sceptre; the Isle of the Dead

2.82 – A SAILOR FOR HIRE

01. FAIRLOCH CASTLEOnce you have ascertained that the Sceptre of Transcendence is not to be found in Stoneguard, and that the dwarven savants have never heard of such an artefact, you must return to Fairloch and inform Duke Charles Montague about the very poor results of your mission.The walkthrough assumes you have already searched for the sceptre in Feybourne. If you have not visited yet the ruined town and put an end to the Shadow Druids’ menace, keep in mind you must do that before the following conversation takes place.Despite the recent fiascos, your hero does not want to give up and still bears hopes he can retrieve the Sceptre. After all, there is still one place to be searched – the Isle of the Dead...When you ask the Duke to arrange for a ship to take you there, Sir Charles says that is easier said than done. Sailors are a superstitious lot by nature, and the isle fills them with dread. They do not knowingly go near it, and the Duke would be hard pressed to convince the Admiralty it is worth the risk.That’s bad, but your resourceful hero soon realizes he actually knows someone who might be able to help. He goes by the name of Kipper Bob...If Ronan is on your side, he is curious to know if you really plan to drag his poor friend into such a danger. Then, he asks the Duke why you cannot sail off with the Redoubtable, instead. Duke Charles explains the frigate is still undergoing repairs. Moreover, they have yet to replace all the crewmembers that were lost in battle. He is afraid this 'Tuna Bob' (sigh) will have to do.

02. BORROWING A RIDEOnce you have left the castle, go to the Docklands District, and walk to the docks. The Saltfish is still moored at its place and Kipper Bob is on the deck, enjoying the view.The following conversation will take place only if you have already helped Bob by removing the greedy thugs who operate a protection racket in the district (see area 2.08).When you tell Bob where you wish to go, the incredulous sailor asks if you are kidding him. He is not some mighty hero out to save the world, you know. He has a business to run, and he would find that really hard to do if he was dead. When you assure Bob he does not have to go ashore with you but simply sail you there, the sailor says he needs some financial restitution to take such a HUGE risk. The matter will be settled with a payment of 500 gold pieces.Now, if you have got your heart set on this, hand it over and climb aboard. Bob just hopes you both live to regret it!Soon, the Saltfish heads out to sea and sails northwest to the Isle of the Dead.[Ref. Area 2.83].

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2.83 – THE ISLE OF THE DEAD

01. THE SALTFISHOnce arrived to the dread island, the Saltfish casts anchor at this mooring place. The place is desolate, indeed. As Bob says, a cemetery has more life than this.Kipper Bob [N, F4] will wait for you here, along with his first mate. They will keep the boat ready to leave at a moment’s notice. The old sailor [N, F6] has nothing to tell, but he really hopes you know what you are doing.Before to go ashore, you can search the five barrels standing on the ship's deck. They hold fish and random treasure of low value.

02. WALKING DEADAccording to Valennia, this is the place where dragons come to die. Maybe the legends are true, for the frozen landscape is littered by heaps of very large bones and skulls betraying a draconic origin.The utter desolation of this place is broken by the island’s inhabitants – twenty-one zombie pirates [CE, Undead 5/Ro3]. They will provide you some entertainment. Sporting peg legs, bandannas and large pirate hats, the zombies are quite a funny view. Do not underestimate them, though. Unless you can turn undead or you have Maggie as a companion, the walking dead can prove to be dangerous enough. Just be sure they do not surround you.

03. CAVE ENTRANCETwo skeletal ogres [CE, Giant 10] guard the entrance to this cave. In life, ogres are ugly, greedy creatures who live by raiding and scavenging. As a skeletal undead, they are just as dangerous.[Ref. Area 2.84].

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2.84 – ISLE OF THE DEAD; CAVE

01. CAVE EXITLeave the cave from here to return outside.[Ref. Area 2.83].

02. STAIRS DOWNGoing through this passage you can enter the top level of an underground crypt (location 07).The tunnel leading here, however, is guarded by 2-8 undead. These creatures may include raging dead [CE, Undead 10], skeleton chieftains [NE, Undead 1/F6], one skeleton mage [N, Undead 1/W3] and/or one skeleton priest [NE, Undead 1/C3].The raging dead are the animated bones of terrible warriors long dead. Though their souls have departed, their rage still lives on.If you want, you can enter the crypt underneath the cave by going down these stairs. I suggest you to enter the place by going down the stairs to the south, however.[Ref. Area 2.85].

03. STAIRS DOWNBefore to reach this passage you have to destroy 2-8 undead. They are mostly raging dead but may also include one skeleton chieftain, one skeleton mage, and/or one skeleton priest.The passage at the end of the tunnel leads at the same underground crypt you can enter by going through the passage at the location above (location 01).This walkthrough assumes you enter the crypt through this passage.[Ref. Area 2.85].

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2.85 – ISLE OF THE DEAD; CRYPT

● Level 1

01. STAIRS UPGo up these stairs to return to the cave above the crypt (location 03).[Ref. Area 2.84].

02. WARRIOR’S TOMBHere are five sarcophagi and a corpse.Four coffins (as well as the corpse) hold random treasure of low value. The sarcophagus in the northwest corner of the room holds a bastard sword +2. When you grab the sword, the weapon’s former owner - by now a fearsome mummy warlord [LE, Undead 6/F11] - rises up to demand its trinket back.

03. HIDDEN DOORIf your Search skill is high enough, here you may discover a secret door.

04. KING’S TOMBWhen you enter this room, the door slams shut behind you. Oh, and there’s no door on this side of the wall! That’s why I suggested you to enter the crypt from the cave’s southern entrance.This chamber features a big stone throne, and it is guarded by 2-5 greater mummies [CE, Undead 6/C6] and/or warrior mummies [LE, Undead 6/F6]. These undead don’t like this place to be disturbed and immediately rush upon you.Eight heaps of treasure lay scattered on the floor of the room to surround a sarcophagus. If you take something from the coffin, however, two mummy lords [CE, Undead 6/C6] come up to punish your defiling action. When you have destroyed the undead, you are free to grab the loot inside the sarcophagus: a rusted full plate and a scythe called ‘Grim Harvest’ [Once belonging to an evil warrior-king from ages past, this weapon brings despair to any who would stand against its might. On hit, this scythe +3 can cast a Doom spell on its victim (25% chance. DC14. 3 rounds)].If you want to leave the room, check the north wall. You will discover a secret door leading to the next chamber.

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05. LORD’S TOMBAgain, when you enter this room, the door slams shut behind you. Once again, there is no door on this side of the wall.A single sarcophagus rests at the centre of the chamber. The coffin is empty and no undead appear if you disturb it. I guess the occupant was one of the mummy lords you have fought in the previous chamber.A few moments after you are here, however, the door in the southwest corner of the rooms slams open and several incorporeal undead come in to attack your party. These beings include 2-8 spectres [LE, Undead 7] and/or wraiths [CE, Undead 5].A few goodies can be collected by searching the containers around the room.Upon the two bookshelves along the north wall you will find only random lorebooks, and perhaps a scroll. The near chest is both trapped and locked [DC30/35; Strong Frost. DC38] and holds random class-oriented treasure of low value.Random treasure of low value can be found in the chest of drawers standing along the east wall. Be careful, though, for a nasty trap [DC18/26; Deadly Negative] has been set on the floor just before that wall.Finally, the heap of treasure in the southeast corner of the room earns random stuff of medium value.

06. STAIRS UPThese stairs lead to the cave above the crypt (at location 02).[Ref. Area 2.84].

07. WARRIOR’S TOMBHere are three sarcophagi. Two coffins hold random treasure of low value. The central coffin holds a Morningstar of Flame [This morningstar +3 sheds a dim orange light and causes 1d8 additional fire damage] but an angry warlord mummy comes up to protest when you take its weapon.

08. WARRIOR’S TOMBThis tomb features five sarcophagi.Four coffins hold random treasure of low value. The central sarcophagus holds a fairly powerful weapon, a heavy flail called ‘Deathgrip’ [How this weapon came to be used in the heart of Fairloch is anyone's guess, but there is no doubting its effectiveness in the right hands. Weapons of this type are usually of fiendish origin, however. Usable only by evil characters, this heavy flail +2/+4 vs. Good grants the wielder vampiric regeneration +1]. When you take the weapon, the former owner - a warlord mummy – rises up to reclaim it.

09. STAIRS DOWNGo down these stairs to reach the second level of the crypt.

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● Level 2

01. STAIRS UPGo up these stairs to return to the top level of the crypt.

02. THE LICHSome horrible massacre took place in this huge chamber. Just look at the bones that fill the four large hollows on the floor!As Valennia says, that is hardly a fitting death for warriors. Of course, if they were not warrior's it's okay...At the far end of the chamber, you may notice a skeletal being enclosed by a multihued globe of protection.When you start a conversation with the lich, Ronan – if he’s in your party, that is - recognizes the creature you’re looking at is not the real lich but a mere illusion. It could be projecting it from anywhere on the island.The lich calls you a trespasser, and it demands to know why you are here. When you name the Sceptre of Transcendence, the lich says it has never heard of such a device, and it has existed for nearly half a millennium! The undead notices the name of such a phantom relic sounds like nonsense. Far too ‘showy’ to be real.Anyway, you are standing in the lich’s own ground; you have looted its treasure and destroyed its warriors. There is only a way for you to ensure the lich co-operation – your death, of course.Before to disappear, the illusionary lich casts a disjunction spell to remove any magical effect you can bear, then summons forth 2-8 shadow reapers [CE, Undead 6/M10] - the group possibly including a shadow lord [CE, Undead 10/M6] as well.Terrible creatures of darkness, shadow reapers seek only to do evil in the realms of men. Steeped in darkness, shadow lords are terrors beyond the dreams of common people.When you have vanquished your shadowy foes, you can open the big metal gate at the end of the hall. Beware, though – it is both trapped and locked [DC22/35; Deadly Negative. DC32]!

03. SIR GODFREYLying on the stone floor beyond the gate there are the lifeless bodies of two bone golems and a human adventurer. The unlucky guy turns to be Sir Godfrey Davis. It looks like he didn't make it...Searching the paladin’s corpse, you will find an Armour of Command [Designed to inspire troops and provide a visible landmark on the battlefield, this magnificent suit of armour is eye-catching in the extreme, and renders anyone wearing it a figure of awe and legend. This full plate +3 grants the wearer a +2 Charisma bonus; paladins receive a bonus spell of 1st-2nd level], a Heraldic Shield [Steeped in tradition and heritage, shields of this design go back to

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near the beginning of the Kingdom, and the owners of such a device, even if not used in combat, hold living history in their hands. This tower shield +4 sheds a dim yellow light, grants the wielder the power to cast the Legend Lore spell once per day and when hit zaps the enemy with a Lightning Bolt spell cast at level 1], a Blessed Helm of Command [Favoured by paladins and clerics, helms of this design have been blessed mightily indeed. Usually bestowed upon a faithful follower by the High Priest of Fairloch, they are also symbols of the city's faith in the knight. At the usual price of a -1 penalty on the Listen and Spot skills, the helm grants the wearer a +2 Charisma bonus, immunity to fear and death magic and a +4 bonus on the Discipline skill], a Potion of Lesser Restoration, and a diary.The last entry in the journal of Sir Godfrey Davis reads, ‘It is becoming plain that there is a spy in the royal court. I fear that the person behind the assassination attempts, this 'Number One', may still be lurking about, and if my guess is correct, they have nothing to do with the Ironlord. And so I go to the Isle of the Dead myself. The heroes who would be sent here may not be strong enough to survive, and return of the sceptre is paramount. I refrained from telling the Duke of my mission, for fear that word may reach our enemies. I do not know if he has been compromised, but I dare not take the chance. Should I not return... may the finder of this journal finish what I started. I do this, for Aielund, and the King. May God protect me.’I’m afraid; God was busy at the moment.

04. SHADOWSAlong this corridor you will meet 2-8 shadow reapers, possibly including a shadow lord.

05. STAIRS DOWNBefore you can go down the stairs leading to the third level of the crypt (location 02), you have to deal with 2-4 bone golems [N, Construct 14].

06. REAPERS2-8 shadow reapers, possibly including a shadow lord, guard this corridor.

07. GORY ROOMThis room is inhabited by 2-8 shadow reapers, possibly including a shadow lord.If you feel bored, here you can have some fun by operating a couple of torture implements, namely a guillotine and an iron maiden. The guy lying on the near slab won’t mind the noise.

08. STAIRS DOWNHere is another flight of stairs leading to the lower level of the crypt (location 01).Again, the chamber is guarded by 2-4 bone golems.

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● Level 3

01. STAIRS UPGo up these stairs to return to the second level of the crypt (location 08).

02. STAIRS UPGo up these stairs to return to the second level of the crypt (location 05).

03. SPECTRES!The wise adventurer will follow Sir William’s advice when exploring this frightening maze built above a seemingly bottomless chasm. The darkness itself has life here! Remain cautious, my friend...About this area there are fifteen locations where you can be ambushed by 2-5 abyssal spectres [LE, Undead 1/F11] coming up from the abyss below. Powerful beings from the Lower Planes, these spectres can only exist on this plane at the strongest sources of darkness and evil.

04. A FEARSOME GUARDIANA huge undead dragon [CE, Dragon 17] guards the stairs leading to the lich’s sanctum.Animated by the most powerful magic, this being is little more than a gigantic skeleton. Still, it possesses enough power to crush all but the strongest heroes.The dragon has 26 points of Strength, armor class 30, and 241 hit points. It lacks a breath weapon but radiates a powerful aura of fear.When you have slain the abomination, prepare yourself for a hard fight, and then go down the stairs. It is time to confront the lich.

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● Edge of the Abyss

01. STAIRS UPGoing up these stairs, you can return to the previous level of the crypt.

02. HOW DO YOU DESTROY A LICH?The lich [NE, W18] is waiting for you within this hall, confident you will make a fine addition to its army.With 21 points of Intelligence and a wide array of destructive spells (like Great Thunderclap, Incendiary Cloud and Meteor Swarm), the lich is an impressive foe.Worst of all, when it is brought to zero hit points the monster simply disappears, yelling it cannot be destroyed. After a few rounds, the evil lich comes back for another fight - fully healed and with its spell roster wholly restored.Besides the lich, two warlord mummies [LE, Undead 6/F11] are shambling about the hall.The veteran adventurer should know the only way to slay a lich forever is to destroy its phylactery. If you stay and fight, your fate is sealed.So, ignore the lich altogether, put your henchmen in the follow mode, and run towards the door to the northeast of the hall. Open the door and go through the passage beyond. Hopefully, it shall lead you to the lich’s sanctum.

03. SHADOW LORDBefore you can cross the wooden catwalk ahead, you must slay a very nimble shadow lord [CE, Undead 10/M6].

04. INNER SANCTUMWhen you enter this chamber, you will immediately notice a coffin resting on the floor. Open the trapped sarcophagus [DC25/30; Strong Negative] and take the item you are looking for – the lich’s phylactery.This dusty old bottle is inscribed with runes. It seems that there is something inside the bottle, but you can't quite see what it is through the murky glass. The bottle itself is sealed - the only way to open it would be to break it.When you break the bottle (by activating the item’s unique power from its radial menu), the lich is utterly destroyed. As a reward, you are given 1,000 xp.If you go check the lich’s remains before its corpse disappears, you can get a Staff of Thunder and Lightning [This enchanted staff is able to call forth the powers of nature, but much like a powerful storm, it does not last forever. Usable by druids, sorcerers and wizards, this quarterstaff +2 sheds a dim blue light, causes 1 additional electrical damage, and on hit can daze the victim for 3 rounds (25%. DC14). The wielder of the staff is given the power to cast the Call Lightning (4 charges/use) and the Great Thunderclap (4 charges/use) spells].In the northwest corner of the lich’s sanctum there are two bookshelves and two bookcases you can – you MUST - search.

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The two bookcases holds several powerful scrolls (Bigby’s Clenched Fist, Create Greater Undead, Finger of Death, Greater Spell Breach, Isaac’s Greater Missile Storm, Phantasmal Killer, Resurrection, Summon Creature VIII) and a skin bound book entitled, ‘Tome of Darkest Magicks’.Tomes of this sort have many powerful spells available in them, ready for instant casting, but the owner may only use each spell once. After all the spells have been used, the book vanishes, reappearing in another part of the world. Usable only by neutral or evil arcane spellcasters, the book grants the possessor the power to cast once each the following spells: Energy Drain, Gate, Phantasmal Killer, Wail of the Banshee and Weird.Upon a bookshelf there is nothing but a lorebook (‘The First King of Aielund’). The bookshelf radiating an orange light, however, holds an interesting tome with an odd title, ‘Original Copy of Most Ancient Artefacts from Olde Tymes’.Although similar to the other copy of this book you have, this one is much older, and is missing the section on the Sceptre. When you compare the two, you can see that the section in the copy you received from the Duke has been added to. It seems the Sceptre is indeed a fake! The lich was not lying, after all.You must return to Castle Fairloch at once, for something is terribly wrong...When you take the book, a yellow portal appears atop the podium at the centre of the room. Step into the portal and you will be immediately teleported to the Saltfish’s mooring place.Tell Kipper Bob to head back home. Soon, the ship will throw anchor at the Fairloch’s docks.[Ref. Area 2.86].

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II/8 – The Conspiracy

2.86 – RETURN TO FAIRLOCH

Docklands District Market Sewers

01. BAD NEWS AND GOOD NEWSWhen you disembark the Saltfish and head towards the city, you notice Sparky [CG, Ro7] standing still at the beginning of the jetty. The ‘little girl’ seems to be carrying a dagger. Whatever would her parents think!It seems during your absence something big has happened. Just for start, the coppers have taken away everyone in the thieving guild. Sparky was lucky to get out of there without being seen. But there is more.The cops took everyone into the castle, and then locked the gates. No one is allowed in or out anymore, and most of the guards don’t even know what’s going on.You are lucky, however, because Sparky knows a way to the castle. On the southeast side of the market sewers, there is a pool of water. If you swim in it, you will see a tunnel that leads into the castle sewer system.If you want to try the passage, Sparky will race you. Hehee, last one there is a rotten egg!

02. TIME FOR A BATHWhen Sparky is gone, enter the sewers. If you are in a hurry, you can enter the docklands sewers and then travel to the market sewers by going through those conduits.If you want to indulge in trade, if you need to rest, or if you don’t believe Sparky, you can enter the Market District and do your business.If you walk to the Castle gates you find two knights [LG, F12] and two city watchmen [LG, F6] standing out the door. The soldiers ignore why they have been locked out and say they will try to bash down the door with a battering ram. That will take time, though.After all, Sparky was telling the truth. The halfling in urchin’s clothes seems to be someone you can trust. Enter the market sewers and go looking for her.Sparky is already waiting for you at this location, you rotten egg. All you must do now is jump in the putrid pool and swim under the wall until you reach the other side. Sparky will go hide real good, so no one will find her.Jumping into the pool will bring you to the next area, the castle sewers.[Ref. Area 2.87].

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2.87 – CASTLE SEWERS

Notes:Just like in the other sections of the city sewers, the horrid stench of this place is so strong it can make your head spin. About these conduits, there are five places where the air is so thick and stale that you are required to pass a Fortitude saving throw. If you fail the check, the stench makes you nauseous and you will stay dazed for a few rounds.The floors of these conduits are less treacherous than in the other portions of the sewers. Only in one place you will be asked to roll a Reflex saving throw [DC16]. If you fail the check, you slip in the filthy terrain underfoot.Besides the creatures listed below, about here there are only five rats [N, Animal 1].

01. RESURFACING POINTAfter your leisurely swim, you resurface here. As Sir William says, the things you do for the King and Country...

02. HONOUR AMONGST THIEVES?If Ronan is on your side, when you arrive to this portion of the sewers, the rogue says he does not think anyone has been down here in a long time. Ronan is wrong, though.If Nighthawk was in your party when you returned to the thieving guild after you wiped out the assassin’s hideout – that is, if Peridoc has been replaced by Ashan Vai as the leader of the Fairloch’s thieves –, when you come here the deposed halfling will suddenly come out the shadows to exact his revenge. Time for payback, baby!When Peridoc Dabbenfold [N, Ro16] lays dead at your feet, search his corpse to find a leather armour +4, a dagger +4, and a greater swordsman’s belt.

03. TO THE MARKET SEWERSThrough this door, you can go back to the Market sewers. I have not tried it myself, but I guess the door can be opened from this side.

04. THE HIVEA colony of beetles has nestled within this chamber. Together with 3-5 stag beetles [N, Vermin 7] and/or stink beetles [N, Vermin 3], here is a tougher hive mother [N, Vermin 11].

05. STAIRS UPGoing up these stairs you can enter the dungeons of Castle Fairloch.The stairs, however, are guarded by two shield guardian golems [N, Construct 15]. Beware![Ref. Area 2.88].

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2.88 – FAIRLOCH CASTLE; DUNGEONS

01. TO THE SEWERSGo downstairs to return to the castle sewers.[Ref. Area 2.87].

02. FAKE WATCHMENWithin this room there are three city watchmen but - hey, Valennia is right - they are a lot more aggressive than usual!When the city watchman impostors [LE, F14] charge at you with a fury, even Ronan admits these guys are not the real guards. Apparently, someone has taken over the castle and has replaced the former defenders.When dead, the fake guards leave behind city guard’s armours and city guard’s shields.

03. FREEDOM FOR ALL!Within this cell there are three inmates [N, F4]. Sentenced to a term in prison for some crime, people like this are usually hardened criminals.The convicts beg you to don’t leave them in here for the guards aren’t guards anymore but assassins or sumthin’.If you want to free the prisoners, open the locked portcullis [DC25] and let go the guys.Freeing the inmates will shift your alignment towards Chaos (of 4 points); if you are chaotic, you get 50 xp.

04. MORE IMPOSTORSA group of city watchman impostors numbering 2-4 fake guards has gathered here.

05. EVIL MONKA pretty powerful Shadow Monk [LE, M6/C9] guards this room.

06. BODY STORAGEThe naked corpses of the true defenders of Fairloch Castle have been thrown within these cells. Buzzing flies fill these cells and the stench – I guess - is nauseating. Do not linger here.

07. ENEMIESHere are three Shadow Warriors [LE, F1/M5] and 2-6 city watchmen impostors. Of course, they are determined to prevent you from advancing further on.On the floor, there are the corpses of two (true) knights. Search them to find a couple Potions of Cure Critical Wounds.

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08. SHADOW WARRIORA single Shadow Warrior guards this room.The dead knight on the floor has a Potion of Cure Critical Wounds for you to take.

09. PRISONERSThree castle workers [N, Commoner 3] and four pretty maids [N, Commoner 3] have been locked up within these cells. Open the locked portcullis [DC25] if you wish them to be free again.In the upper cell there is also a buxomly maid by the name of Catherine Makepeace [N, Commoner 3]. The girl explains the strange hooded men wearing the guard's armour around the place have pretty much taken over the castle. You may not believe this, but someone working here let them in. The maid did not see much before they were caught spying on them, but it looked like the Duke was ordering them around!If you say the scoundrel will pay, your alignment shifts towards Law; if you are lawful, you get 50 xp. If you say the Duke owes you money and you gotta go settle the matter, your alignment does not change. If you say the Duke just made your ‘list’ and you will go ‘cross him out’, your alignment shifts towards Evil; if you are evil, you get 50 xp.

10. STAIRS UPGo up these stairs to enter the lower level of the castle.[Ref. Area 2.89].

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2.89 – FAIRLOCH CASTLE; LOWER LEVEL

01. STAIRS DOWNGo down these stairs to return to the castle’s dungeons.[Ref. Area 2.88].Two Shadow Monks [LE, M6/C9] guard the corridor ahead.

02. SERVANTS’ ROOMSWithin these rooms you can search four armoires and a chest of drawers to get random treasure of low value.

03. GUEST ROOMSThese two rooms have nothing interesting to find. The eastern room features an armoire holding random treasure of low value.

04. DINING HALLA Shadow Monk and 4-7 impostor knights [LE, F16] are guarding this room. Prepare yourself for a pretty hard battle, then storm the hall.

05. ARMOURYThe armoury door is locked [DC28].The King’s armoury has been stripped of NEARLY everything of value, probably for the war effort. Indeed, the weapon racks all around the room hold standard weaponry.Within an armoire, however, there are a chainmail, a scale mail, and a very precious suit of armour. The heaviest armour available two hundred years ago, the Roebec Family Armour is in impeccable condition, and an heirloom of the royal family. It is said that King Alaric wore this armour during his later years as ruler of Fairloch, where it protected him from foreign assassination attempts on three separate occasions. The armour grants the wearer a +3 AC bonus and immunity to sneak attacks.

06. KITCHENSInstead than cooks and chefs, here you will find a Shadow Monk and 2-5 impostor knights.

07. STAIRS UPGo up these stairs to reach the castle’s ground floor.[Ref. Area 2.90].

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2.90 – FAIRLOCH CASTLE; MAIN FLOOR

01. STAIRS DOWNGo down these stairs if you feel you have missed something in the lower levels of the castle.[Ref. Area 2.89].

02. WAITING ROOMThe door that gives access to the entry hall of the castle is locked [DC18].Appropriately enough, someone is waiting within this hall... waiting for you. The enemies you must deal with include one Shadow Monk [LE, M6/C9] and three impostor knights [LE, F16].The big door leading to the throne room has been barred, so you must find an alternative route to find the Duke.

03. CONFERENCE ROOMThe door leading from the waiting hall to this chamber is locked [DC18].One Shadow Monk and three impostor knights guard this place.When you walk to the door in the northeast corner of the hall, Maggie has a feeling you are in for a tough fight up ahead. The pretty halfling has wisdom to sell, so, do not discard her advice!

04. NUMBER ONE REVEALEDWhen you enter the throne room, Duke Charles Montague runs to you, thanking God you have returned – the vile blasphemer!Point the finger at the Duke and accuse him to have been working against the King right from the beginning, then tell ‘Uncle Charlie’ you know he’s planning to kill his darling niece and take over the city. Sir William, if present, will add to it.The Duke replies he is outraged by such nonsense.If you have found Sir Godfrey’s journal, throw the diary on the Duke’s face as an evidence of his misdeeds. Sir Godfrey had foresighted is dead for Sir Charles was the one who sent the paladin to his death, the old bastard!When the Duke professes his innocence, just laugh at him. Such a guile he has! Who could have suspected he was such an evil mastermind. Even now, he still tries to confuse you. Well, this time it won’t work.Just look at him - the castle is teeming with armed impostors and he has not a scratch. Only God knows if poor Criosa is still alive or if she has died to the hand of the man she trusted most.Not to mention the chimerical Sceptre you have been running to the four corners of the Kingdom to find...When you tell the Duke you’ve found a duplicate of the book he gave you while exploring the crypts of the Isle of the Dead, Sir Charles says the only person who had contact with that book... was the person who brought your attention to the sceptre!

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That person had been read the book. He could have made that entry, or at least had someone with the skill to scribe into the tome.Does it make sense?If you are smart enough, when the Duke starts the conversation, you can solve the mystery all by yourself.In fact, if your Intelligence score is 13 or more, you can tell the Duke you have found a copy of 'Ancient Artefacts from Old Tymes' on the Isle, except that this version has no mention of the Sceptre. You have been tricked.Now, who handed you the book in the first place? Who had the skill to falsify the ancient tome?Sir Malcolm [LN (?), F11], of course - and you would be surprised how easy it is to ‘DIY’, the evil Castellan grins as he comes on the scene!Sir Malcolm is ‘Number One’. Sir Malcolm is the responsible for kidnapping the princess back in Bracksworth.At first, the villain – the REAL villain, Sir Charles would have specified - had hoped to coerce Criosa into 'disappearing', rather than killing her. Once gone, there would be no one to rally against his new position as King of Aielund.Still glad to see someone is earning their salary around here?Anyway, the Castellan says he had no knowledge of the attack on Culdeny. It seems the late Ronald Bartlett had paid Commander Black extra to plunder the town. Sir Malcolm had only paid him to raid Bracksworth, and yes, he attempted to frame Thomas Bartlett, mostly out of spite for his family (hey, you’ve found some common ground...). They almost ruined his plans with that attack!Sir William thinks Sir Malcolm is nothing but the lowest scum to ever walk the earth but you shouldn’t be so hard with the would-be king. After all, he did all of this only for the good of the Kingdom, to avoid to watch his beloved country burn down in flames as the Ironlord marches to Fairloch. It was a difficult choice for him, you know?The last ancient dragon has perished, and nothing short of a demigod would be able to destroy the Ironlord now. His associates tell him that destroying the Temple of Eternal Resurrection will prove futile, and the Ironlord will simply appear somewhere else. Sir Malcolm would offer no resistance to the construct’s advance. Instead, he would propose to co-exist with it. It is quite intelligent (he says), and the Castellan believes it could be reasoned with. Something King Seamus seems to have overlooked in his crusade.If you got the insight option - so you have spared the Duke your insults – during the conversation you are given a chance to gain a few experience points by speaking in tone with your ethos.If you claim Sir Malcolm is scum, your alignment shifts towards Good; if you are good, you get 50 xp. If you say the castellan’s was quite a plan if only he didn’t have to contend with you, your alignment does not change. If you compliment Sir Malcolm for his brilliant scam, your alignment shifts towards Evil; if you are evil, you get 50 xp.As Sir Malcolm goes on rambling about his dreams of glory, two gloomy guys wrapped in black capes enter the room.The Castellan is proud to introduce you Sakima Hoshiro [LE, F19/M1] and his high priest, Mr. Chen [LE, C16]. Sakima is the leader of the Shadow Warriors, and he is not too pleased that you killed most of his followers in the Senate. He has proven to be a most loyal associate, so Sir Malcolm has decided to reward him with your head. How kind of him...As the Castellan leaves the hall through the door to the northeast – followed close by the Duke – you are left to entertain the new guests.I confess I was a little scared at the blokes’ sight. However, I had to find this confrontation was less challenging than many others before. When I ran the game with a dwarven monk as my hero, I was even able to dispose of Mr. Hoshiro’s in a couples round, first stunning him with my rock-hard fist and then finishing him with my quivering palm.When the bad boys are dead, search their corpses to find quite a few powerful items.Sakima drops a fashionable set of Robes of the Spirit Warrior +5 [Favouring function over fashion, these black, black robes are worn by a secretive order of monks operating throughout Aielund. They allow the monk to blend into the night more effectively. Usable only by neutral or evil monks, the robes grant the wearer a +5 AC bonus, a +4 bonus on the Hide and Move Silently skills and the power to cast the Darkness and the Improved Invisibility spells once per day], a Warrior’s Helm [A highly sought-after artefact from the Mystic West, this helm bestows great power upon the warrior who wears it, of great use to those who fight with magic-wielding foes. The wearer of the helm is granted immunity to Fear, a +6 bonus on the Discipline skill, and spell resistance 18], a katana called ‘Diamond Edge’ [The entire blade

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edge of this weapon is embedded with diamonds, giving it an incredibly sharp edge. The workmanship required for such crafting is difficult to imagine. It is a sword of great beauty and artistic value as well as a deadly weapon. This katana +3 can cause its victims 2d10 massive critical damage], a katana +2, and an Amulet of Natural Armor +4.The priest leaves behind an odd-looking tower shield +4, a heavy mace +4, and a pair of Bracers of Armor +4.By the way, Chen seemed to derive his powers from some source other than God. This is a bad sign for the future.

05. WAR ROOMWhen Sir Malcolm and his two associates come up to the scene, this room is left empty.

06. HEARTATTACK AND KNIGHTSWhen you leave the throne room by the door to the northeast, you notice the corpse of a Shadow Warrior lying on the floor, surrounded by many tracks. You can also hear screams and the clashing of swords not far from here.Indeed, at the hallway’s bend you find Duke Charles Montague together with two impostor knights ready to take his life.The Duke is so frightened he has a mild heart attack, which forces him to kneel down. Charge the knights so to buy Sir Charles the time to gulp down a curative potion. When the two warriors have been butchered, the Duke will feel better already. He is not in the mood to chat, though, and just says you must hurry up and save the Princess.Once Criosa is safe, you can return here to speak with Charlie. The Duke, however, won’t have much to say but a mere ‘thank you’. Some people are sooo quick to take offence...

07. PRINCESS CRIOSA’S ROOMWhen you manage to go past the locked door [DC18] of this room, you find Princess Criosa Roebec [LG, Ro10] duelling with Sir Malcolm.Lend the princess a hand - not that she needs the help, mind that - and send Sir Malcolm straight to the place he deserves to visit most...When the wicked man is journeying to Hell, search his carcass to find a Lord’s Breastplate [These breastplates were worn centuries ago when the Lords of Fairloch themselves were required to join battle in times of need. They are lightweight, yet offer good protection and enhance the wearer's presence on the battlefield or the boardroom alike. This breastplate +3 grants the wearer a +2 Charisma bonus], a Nymph Cloak +4, a rapier +3, and a Ring of Protection +4.Criosa still does not believe Sir Malcolm has turned into such a villain. She has known him his entire life and he always looked out for her...Well, it seems the Castellan was so dedicated to protecting the Kingdom that he was prepared to do anything, including killing the royal family.All has turned out for the best, though, and the princess feels the urge to reward you. Too bad, Sir Malcolm spent what little coin was left in the treasury, so Criosa has nothing to give you but the thanks of the entire kingdom.If you say that’s more than enough, your alignment shifts towards Good (of 5 points); if you are good, you get 150 xp. If you say that’s okay for you took all the loot from Sakima and his friend, your alignment does not change. If you comment that saving a princess just doesn’t pay as much as it used to, your alignment shifts towards Chaos (of 5 points); if you are chaotic, you get 100 xp. If you say you care little for the thanks of people you dislike, your alignment shifts towards Evil (of 5 points); if you are evil, you get 100xp.Anyway, even if you don’t get any money, you are given a final reward of 3,000 xp.When you have reassured the Princess her uncle is all right, you should ask her what you do now. Criosa says you must repair the damage done by the Castellan and his hired goons. However, more than that, there is still the matter of the Ironlord.Before speaking about that issue, however, the Princess wants to reward your henchmen as well as you. Your brave comrades – hey, that’s unfair! - will get more than mere thanks, though.Maggie asks jurisdiction over the ruins of Feybourne, just to make sure that it does not turn into another hive of evil. So, the halfling priestess gets the title of ‘Royal Custodian of Feybourne’ and she is entrusted to keep the ancient city as well as the surrounding lands.Valennia asks nothing but a large sack of gold and treasure. She has seen all that living in a city has to offer, and she didn’t understand most of it. Very soon, she shall return to her homeland to rejoice in the simple pleasures in life. You cannot really blame her, can you?

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Ronan says the Redoubtable has need of every crewman she can get, and he plans to be aboard the frigate when she leaves. Criosa shall see to it that the rogue’s previous record with the crown is cleared so he can be able to make a clean start with his life.Sir William is promoted to the rank of general and asked to replace Sir Godfrey as the kingdom’s head of security. At his venerable age! What about a pension, instead?As for you, well, there is another honour Criosa wishes to bestow upon you...I am very afraid, but I must warn the princess is NOT referring to what your dirty mind may already be envisioning. It would have been nice of her, though.If you want to know the honour you deserve just choose the option to start Act Three. Such a choice will bring you to the module’s last area.[Ref. Area 2.91].If you want to check around the castle for a while, tell Criosa you will be back soon. When you are done, come back here and speak with the princess to start the final cutscene.If you care to search it, Criosa’s room features a bookshelf holding many lorebooks, plus a chest and an armoire with random treasure of low value.

08. KING SEAMUS’ ROOMThe armoire and the chest of drawers inside this room hold random treasure of low value.

09. LOCKED ROOMIf you open the locked door [DC18] giving access to this room you will find only a group of courtiers, inexplicably oblivious of everything is happening around them.

10. LOCKED ROOMPast the locked door [DC18] you can enter a room whose floor is littered with the naked bodies of dead knights.

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2.91 – THE NEXT DAY...

01. CALL ME A LORD, PLEASEAfter the bloodshed, it is finally time to celebrate.To compensate your heroic deeds, Princess Criosa Roebec orders a solemn ceremony to be held in the castle’s throne room, at the presence of all courtiers. Duke Charles won’t be there, though, and I wonder why.But then, who cares?Escorted by two wings of deferent armour-clad knights, the hero of Aielund is slowly walking towards the seat of power, followed close by his stalwart companions. Then, he kneels before Criosa, the sole rightful heir to the throne.The Princess declares you have come here to be recognised for your ‘stellar service’ to the Kingdom of Aielund in its time of need. Faced with a conspiracy against the crown from unknown persons, you and your henchmen sought out the traitors and brought them to justice. Therefore, it is with unanimous consent of the royal court, and Criosa’s heartfelt appreciation, that she bestows upon you the honour of knighting.For unequalled bravery, and loyalty to the crown, you are made a Knight (or a Dame) of the Order of Aielund. Now stand up, and be recognised!Hurrah!Note: If the game hangs on after the final cutscene and Act Three doesn’t start at all, do not despair. To solve the problem look at the ‘bugs’ entry in the notes I’ve written down at the beginning of the walkthrough.

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Act Two Quest Summary

● A Delivery for the Amalis Tower

> When you are in the Fairloch’s Market District [2.16], walk to the University grounds, enter the Halls of Knowledge [2.26], and pay a visit to the local gift shop.

> Talk with Harold Webber and ask him if he has a job for you. The wizard gives you a package of magical goods you have to deliver to the Tower of Sorcery in Amalis.

> When you are in Amalis [2.58], enter the ‘Tower’ of Wizardry [2.63].

> Hand the package to Archmage Auberon.

● A Not So Honest Living

> When you are at the Fairloch’s thieving guild [2.29], down in the sewers beneath the Market District, talk with Sparky, a halfling posing as a young girl and managing an underground store.Ask Sparky if you can help her with her trade. If you have at least one level as a rogue, the ‘urchin’ says you could steal a unique work of art hanging in a house in the northwest of the Senate District.

> When you are in the Senate District [2.30], break inside the house [2.31], being careful no one notice your unlawful act.

> Go upstairs and - still being wary to do not get caught red-handed - grab the expensive painting.

> Return to the thieving guild and hand the portrait to Sparky.If you ask for another job, the halfling lass says you could steal a priceless diamond, currently in the possession of a collector in the Senate District.

> Return to the Senate District. The house you need to break in is found in the very southwest of the ward.Be sure no one is watching, and break inside the house [2.33].

> Inside a trapped chest on the first floor there is the flawless diamond you are looking for.

> Once you have the gemstone, return to the guild, and give it to Sparky.After she has rewarded you, Sparky says you may have still more. Just return to her when she will have the diamond evaluated.

> A week later or so, return to the guild and ask Sparky about the diamond to learn it was worth more than she believed.

● Acting 101

> When you are in the Fairloch’s Market District [2.16], enter the Final Curtain playhouse [2.22].A troupe of actors is rehearsing a play – with terrible results. Sit down and enjoy the show.

> When the master playwright calls for a break, talk with Radoc Yenther and offer him your services.If you have at least two levels as a bard, the gnome asks you to provide a few pointers to young actor Wesley Bartlett on his acting style.

> Wesley will not take too well to your sound advice, and a duel will ensue.

> When the actor is dead, talk with the playwright to settle the matter.

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● Blood Money

> When you are in the Fairloch’s Docklands District [2.08], go talk with Kipper Bob.The fisherman is standing on the bridge of his ship, the Saltfish, which is moored next to the Redoubtable.Kipper Bob asks you to deal with some local ruffians running a protection racket.

> To the east of the district there is a warehouse. Enter it [2.14].

> The gang you are looking for runs its operations from within this warehouse.Talk with the leader of the thugs, who goes by the name of Justin.When you ask him to stop his shady business, Justin may simply laugh at you, or he may order his fellows to attack. This is a fully random decision of him.In the first happenstance, you can choose to attack the racketeers yourself, or you can try to persuade them to leave the town, or you can leave the warehouse and go enlist the aid of the local police.

* If you choose the latter option, leave the warehouse and go to the district’s guardhouse [2.11].Go upstairs and talk with Captain James Deckard.Once you have informed him about the racketeeres, you can choose to let the local guard to take care of the gang, or you can lend the cops a hand.

* If you want to help the authorities, return to the warehouse. When you enter the building, three city watchmen follow you inside.When you demand Justin to surrender, a fight begins.

> When the criminal organisation has been disbanded, return to Kipper Bob and tell him the good news.

● Buried Treasure? Yarr!

> When you complete the quest by the title ‘A Delivery for the Amalis Tower’, the Archmage Auberon, who can be found at the ‘Tower of Sorcery’ in Amalis [2.63], gives you a treasure map.

> Later on, while you are exploring the deepest recesses of the Stoneguard Mountains [2.74], you should discover a hidden cave.

> Enter the cave, kill the greater water elemental that guards it, and then grab the treasure scattered on the floor.

● Curiosity Killed the Cat

> When you enter the Stoneguard Mines [2.78], speak with Legnar Ironmonger, a miner who can be found within an alcove a just past the dwarven foreman’s location.If you are a halfling or a gnome, or if you are a spellcaster polymorphed into a pixie, you can investigate the fate of Riagrin Rainkin, a halfling friend of the miner who entered a tight passageway a few hours before.

> Go through the small crack in the rocky wall and explore the tunnel beyond.

> The halfling fell prey of a couple of giant ant hive guards.When you have killed the ants, search the corpse of Riagrin and take his possessions.

> Go back to the small crack, go through it, and then inform Legnar about his friend’s death.

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● Dancing for the Devil

> When you are in the Fairloch’s Senate District [2.30], enter the Great Library [2.37].

> Talk with Sir Douglas Kelton, the librarian. The man is scared to death by something on the first floor.

> Go upstairs. Within a small room to the northeast, there is a devil with four hostages.Accidentally summoned from his hellish home, the devil is now stranded on this plane.If you want to save the hostages, and help the fiend to return home, you should fetch him a book that can be found on the same floor of the library.

* If you do not want to cooperate, or if you attack the devil, the hostages will die. If so, the quest ends here.

> If you agree to help the fiend, search one of the small side-rooms to the west of the hall. Upon a bookcase there is the book you are looking for: a Tome of Power.

> When you hand the book to the devil, he fiend releases one hostage. Then, he demands you to bring him a special potion called Elixir of Binding.

* If you don’t want to be an errand boy for a fiend, you can attack him. If you do so, however, the remaining hostages will die.

> Go to the Fairloch’s Market District [2.16], walk to the University grounds, enter the Halls of Knowledge [2.26], and pay a visit to the local gift shop.Ask for the potion to Harold Webber and he will sell you a bottle of Elixir of Binding. If you can persuade the wizard you need the concoctions to save some lives, you can have it for free.

> Return to the Great Library.When you give the elixir to the devil, he lets go the hostages.

* Alternatively, you can replace the potion with a vial of holy water.When the fiend drinks the Blessed Elixir of Binding, he is greatly weakened. Then, you can kill him without causing the death of the hostages.

> Whatever your strategy, when the devil has gone return downstairs and talk to Sir Douglas.

● Defender of the Crown

> When you have completed the quest by the title ‘Escorting the Princess’ and Princess Criosa has been led at Fairloch Castle [2.07], her uncle - Duke Charles Montague - invites you to speak to his closest advisor to get further orders.Talk to Sir Godfrey Davis to be entrusted with tracking down the assassins who are threatening the royal family. To discover the assassin’s hideout you should contact the local thieving guild.Before you leave, Sir Godfrey gives you a Letter of Marque, which grants you access to most buildings in town.

> If you follow Sir Godfrey’s advice, when you leave the castle, go to the Docklands District [2.08].Enter the local guardhouse [2.11], go upstairs, and talk with Captain James Deckard.The officer suggests you to search for the thieving guild in the portion of the sewers beneath the Market District.

* If you learn the guild’s location by Ronan Aethur, or if you want to search for it without getting hints, you can skip the previous step and head to the Market District sewers.

> Either you speak with Captain Deckard or you head straight to the Market District sewers [2.29], when you explore the area you discover a hidden door. This is the secret entrance to the thieving guild.

> Enter the guildhall and talk with guildmaster Peridoc Dabbenfold, until he reveals there are two secret passages leading to the assassin’s guild.

* If you wish to do so, when you leave the thieving guild you can return to the Docklands District’s guardhouse and inform Captain Deckard you have discovered the location of the guild.

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If you do not wish to expose the thieves, or if you want to do that later on, head to the assassin’s guild.

> You can enter the assassin’s guild by a hidden door found in the Senate District sewers [2.40], or by a hidden entrance from the Fairloch Art Gallery, which is located in the Senate District [2.38]. I suggest you to use the latter entrance.

> Storm the assassin’s hideout [2.39].Eventually, you will confront the guildmaster, Holister ‘Swiftblade’ Wilson.When he is close to die, Holister asks for surrender.Question him about his masters. The hired killer swears he does not know their identities, but he guesses a wealthy businessman by the name of Thomas Bartlett may be involved in the conspiracy. To prove his words, Holister gives you some notes tagged as ‘assassin’s papers on the conspirators’.When the conversation ends, you can choose to kill Holister or let him go.

* If you kill the guildmaster before you can question him, you will find the notes on his body.

* If you want, now you can now return to the thieving guild and have a chat with Peridoc.The halfling points his nimble finger against Augustus Johnson, a powerful senator of the Kingdom. Proof of his involvement could be found in the mansion of his associate Thomas Bartlett.

* If Ronan Aethur is in your party, when you return to the thieving guild you will cause Peridoc to be deposed from his charge and replaced by his second-in-command, Ashan Vai. Then, Ashan will tell you the same information you can learn from Peridoc.

> Either you return to the thieving guild or you skip it, when you have cleared out the assassin’s guild go to the Docklands District and enter the local guardhouse.Go upstairs and talk with Captain Deckard.If you have both the Lord’s Attire and the note that you should have collected from the remains of Ronald Bartlett in the First Act of the saga, the Captain authorizes you to search Mr. Bartlett’s mansion. In addition, he sends three men of him to guard your back.If you cannot persuade the Captain to authorize your investigation, you must search the house without the law’s approval.

> Go to the Senate District [2.30], and enter the mansion of Thomas Bartlett [2.41].A maid comes up to inquire about the reason of your visit. If you’re conducting an official investigation explain the maid your motives, otherwise ignore her altogether.Go upstairs. Inside a desk there is a sealed letter. Pick it up.

> When you return downstairs, Thomas Bartlett is waiting for you, a knife in his hand.The conversation that follow may end in violence. If so, don’t forget to search Mr. Bartlett’s body to take a letter he was carrying.

> Return to the Docklands District’s guardhouse and make your report to Captain Deckard.If Thomas Bartlett is dead, the Captain says you must talk with Sir Godfrey Davis and persuade him to give you a key to enter Senator Johnson’s estate.If Thomas is still alive, the Captain has him arrested and brought to the jail for interrogation. When the Captain leaves, follow him to the guardhouse’s jail.Together with the Captain, drill Thomas Bartlett until you convince him to officially accuse Senator Johnson of conspiracy.

> When you leave the guardhouse, go to the Market District [2.16], and enter Fairloch Castle [2.07].

> Tell Sir Godfrey Davis about the suspicion you bear on the Senator.The paladin gives you the Johnson Estate's key.

> Go to the Senate District, and enter the Senator’s estate [2.42].

> After you have disposed of an aggressive butler, go upstairs.Inside a trapped chest there is a satchel full of papers proving the Senator’s involvement in the conspiracy to overthrow the power of the Crown.In addition, you learn about a secret passage leading from the district sewers to the Senate building.

> If you think time is short, go to the mansion’s basement and search the west wall to find a hidden door. The door lead to the Senate District sewers [2.40].

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Search the area until you find another hidden door. Past the door there is a secret passage leading to the Senate building.

* If you want to inform Sir Godfrey Davis about your discovries, return to Fairloch Castle and talk to the paladin.Sir Godfrey asks you to go to the Senate the fastest you can. To allow you entrance to the building, he gives you the Senate key.

> Whatever route you choose, once inside the Senate Hall [2.43], go upstairs.Talk with the City Watchman guarding the Senate Chamber’s door, and persuade him to let you in.

* If you are in a hurry, you can ignore the guard and bash down the door, instead.

> When you enter the Senate Chamber, the House Speaker comes up to order you to stay and watch the debate’s ending.When votes are cast, Senator Augustus Johnson is defeated. The Senator claims his colleagues have chosen for the Kingdom to be destroyed, so they have to be disbanded. Then, several evil monks burst into the chamber and start to kill the senators.

> Charge the monks and keep fighting until you have killed all of them.When the chamber is safe, go talk with the House Speaker.Next, go talk with Augustus Johnson, who is standing within a near side-room.At first, the Senator is hostile. When he is near to die, however, he begs for mercy. You are free to kill him or to spare his life.

> Whatever your choice, when you have dealt with the Senator, a Knight Captain comes in and asks for an explanation.Whatever your answer, you are immediately brought to Fairloch Castle, so you can report to Duke Charles Montague and Sir Godfrey Davis.

> Narrate to the Duke and the paladin what happened at the Senate.If he is still alive, Augustus Johnson will be there as well, and he will reveal something interesting about the plot to overthrow the kingdom’s government.If Augustus is dead, the same information will be provided by the Duke.The following conversation will start the quest by the title ‘The Sceptre of Transcendence’.

● Escorting the Princess

> When the Redoubtable moors at the Fairloch’s docks [2.06], go on the frigate’s bridge and talk to Captain Horatio Vale, who is waiting for you together with the Princess.

> Talk with Princess Criosa Roebec and let her join your side.

> Go across the Docklands District and enter the Market District.Go forward until you reach a roadblock. A City Watchman informs you are forced to take a detour.As you walk along an alleyway, you are ambushed by a couple of assassins.On the corpse of the assassin elite, there is a paper tagged as ‘assassin’s note’. Pick it up.

> When you reach the gates of Fairloch Castle, open the big door and go inside [2.07].

> In the entrance hall, talk with Sir Malcolm (the Castellan) to get audience with the Duke.

> Enter the throne room and talk with Duke Charles Montague.

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● Evil Underfoot

> When you are in the Fairloch’s Market District [2.16], walk to the University Grounds and enter the Cathedral [2.24].

> Talk to Bishop Anthony Brown.If you have at least one level as a paladin, or if you have at least one level as a cleric and your alignment is Lawful Good or Lawful Neutral, or if Sir William Bryce-Clifton is in your party, the first time you address to the Bishop, he asks you to stop a Cardinal who has gone crazy.To track down the Cardinal, the Bishop gives you the key to the catacombs.

> Use the key to unlock the door in the northeast corner of the church, follow the passage ahead, and then enter the Cathedral catacombs [2.25].

> After you go through an area teeming with mummies, you find an entrance to the ancient tomb of Sir Marcus Fairchild.

> Enter the burial chamber to confront Cardinal Eric Notting – and Sir Marcus (by now an undead being) as well.When the Cardinal is close to death, he asks for surrender. Choose if you want him dead or if you want to bring the deranged man to the Cathedral as a prisoner.

> Whatever you do, return to the Cathedral and report to Bishop Anthony.

● Hunting the Hunter

> When you are going across the Kingswood [2.54], stop to a campsite along the road to talk with tanner Adelay Addams.If you care to help him, the ranger asks you to track down and kill a local half-orc hunter who’s killing every prey he looks at – both animal and human.

> Travel to the western portion of the Kingswood [2.55], and explore the woods – being careful to the many traps the hunter set up.

> To the west of the forest, there is a campsite guarded by a huge hunting dog.When the dog notices you and a fight begins, Veerak Brun comes out of the shadows and start shooting arrows at you from a distance.

> Engage Veerak in a fight. When you have weakened him enough, the half-orc flees away. > Walk back to the area entrance. When you are near it, the hunter reappears, determined to fight you the death.When the hunter is dead, cut off Veerak’s ear.

> Return to the main portion of the Kingswood and bring the hunter’s ear to Adelay.

● Investigating the Pavement Explosion

> While you are escorting Princess Criosa to the Castle by going through the Fairloch’s Market District [2.06], you find a roadblock barring the way to the castle.A wizard is discussing with a guard just before the blockade.

> Talk to the City Watchman and he explains an axplosion damaged the street ahead. The authorities suspect the wizards of the local University to be involved, and he introduces you to their most prominent member, Archmage Zachariah Smith.Tell the Archmage you would like to investigate the matter. The wizard says you are free to do so. If you discover something, you will find him at his office, at the Halls of Knowledge.Once you’ve returned Criosa at home, leave Fairloch Castle and return to the Market District [2.16]. Walk to the University Grounds and enter the Halls of Knowledge [2.26].

> On the ground floor of the halls, there are a few students. The first student of magic you question about the explosion points you to Desmond, a wizard who you can find on the first floor of the Halls.

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* If you visit the Student Quarters before to enter the Halls of Knowledge, you can get the same hint by speaking with one of the students of magic hanging about the faculty’s common room.

> When you have been told about Desmond, go to the first floor of the Halls of Knowledge, and enter the wizard’s lab.Talk with Desmond about the explosion to learn there are three students have access to his laboratory. You should question them to know more.

> Leave the Halls of Knowledge and walk to the Student Quarters [2.28].

> In the common room there are two of the students Desmond has told you about, Maxwell Brady and Patricia Sothby.When questioned about the matter you are looking into, they say you should talk to their colleague Alan Leonson, who has a passion for gambling. His room is on the first floor of the building.

> Go upstairs and talk with Alan Leonson.During the conversation, you should be able to make him confess his involvement in the crime. Once you have unmasked him, however, Alan runs upstairs.

> Pursue the scoundrel up the tower, killing the two creatures he summons forth to prevent you from catching him.

> When he arrives at the faculty’s pinnacle, Alan has no more places to flee. He will sell his life dearly, though.When Alan is dead, search his corpse to find a note.

> Leave the Student Quarters and return to the Halls of Knowledge.

> Enter the office of Archmage Zachariah Smith and show him the note.

● Nature’s Fury

> When you are in Amalis [2.58], enter the City Hall [2.62].

> Talk to Lord Richard Sothby to learn about the Shadow Druids, a radical sect that threatens to destroy Amalis. The druids are massing to the south, near the ruins of the ancient city of Feybourne. You should put an end to their menace by killing their mysterious leader.

> Leave Amalis by the South Gate and cross the Feybourne swamp [2.66].

> In the southern portion of the Feybourne Swamp [2.67], there is the encampment of the Shadow Druids.When you enter the camp, a Shadow Druid comes up to know why you are here.Unless Maggie Fairweather is on your side and the Druid recognizes her for their sworn enemy, you are directed to the abode of the elder druid.If Maggie’s identity is discovered, you must go by pushing your way through a crowd of hostile druids.

> Enter the treestump shack to the east of the encampment.

> Speak with the Shadow Druid elder and ask him about the sect’s leader. A fight will be unavoidable.When both the elder and the Shadow Druid Beastmaster who comes to help him are dead, search the elder’s corpse to find the druid’s key and a ring tagged as ‘broken Ring of the Guardian’. Take them both.

> Leave the shack.If you didn’t do that before, kill all the druids in the area.When you have disposed of the druids, use the key you have collected from the elder’s corpse to open the big wooden gate to the south of the camp. Go through the gate to enter the underground ruins of Feybourne [2.68].

> To the northeast of the ruins there is a semi-collapsed tower.Enter the tower and click on the large tome resting on a lectern. The book reveals how to use the broken ring you have found on the druid’s body so you can pass an otherwise indestructible guardian barring the way to the next portion of the ruins.

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> Leave the tower and explore the ruins.To the west, there is a chamber with a sarcophagus.Kill the greater air elemental guarding the room, and then search the coffin. It holds the mortal remains of Archmage Cuthbeort and a gemstone tagged as ‘Earth Gem’. Take the gem.

> When you open the sarcophagus, a shaft of ethereal light appears near the west wall. Step inside the shaft of light to reach the Ethereal Plane [2.69].

> Explore the ethereal ruins.Within the east wall, a wizard is battling against a few slaadi.Help the mage to slay the monsters, then speak to the still living spirit of Archmage Cuthbeort. When you explain why you are here, he gives you the Soul Gem.

> Return to your plane by entering the shaft of natural light found in Cuthbert’s burial chamber.

> Re-enter the semi-collapsed tower.Put the broken Ring of the Guardian inside the automated gemsetter (the machine you see in a corner of the room), together with the Earth Gem and the Soul Gem. This way, the ring will be repaired.Take the Ring of the Guardian and leave the tower.

> Walk towards the southern exit of the ruins.Equip the Ring of the Guardian and use its unique power upon the Guardian, the glowing ball of light that bars the way to the exit. This way, you will disable the creature.

> Leave the underground ruins to return to the surface [2.70].

> Standing atop a temple-like building, there is a green dragon by the name of Deathmist. The wyrm is the creature that leads the Shadow Druids.Speak with the wyrm until he attcks. When Deathmist is dead, grab the dragon’s head.

> Return to Amalis, go to the City Hall, and give the head to Lord Richard Sothby.

● Night of the Long Knives

> During the quest by the title ‘Defender of the Crown’, you have to search the estate of Senator Augustus Johnson. In a trapped chest on the first floor of the mansion [2.42] there is a satchel full of papers. The notes tell of a plot to wipe out the Senate using the Shadow Warriors, a group of dark monks proficient in the killing arts. Apparently, there is a secret door that leads into the Senate building that is accessible from the sewers, and a way out of the basement of the estate too, against the west wall.The discovery of the notes starts this quest.

* As detailed in the quest ‘Defender of the Crown’, you can enter the Senate building either by going through a secret passage from the Senate District sewers [2.40] or by going through the front door [2.30].To enter the Senate by the main door, however, you need to show the papers you have found in the Senator’s house to Sir Godfrey Davis, at Fairloch Castle [2.07]. When he looks at the notes, the paladin gives you the Senate key to enter the Senate building.

> When you are in the Senate Hall [2.43], go upstairs and speak with the City Watchman who guards the council chamber door to enter the hall. If you are in a hurry, ignore the militia and bash down the door.

> When you enter the council chamber, the House Speaker comes up to say you must stay and wait until votes are cast.After a short tirade, Senator Augustus Johnson starts the coup he had planned. Shadow Warriors burst into the room to slay the other senators.

> When you have killed all the attackers, go talk to the House Speaker. He says you must deal with Senator Johnson.

> At first the Senator, who is found in a side-room on the west side of the hall, fights back. When he is close to death, however, Augustus asks for surrender. You can have him arrested, or you can kill it outright.

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> Whatever your choice, talk with the Knight Captain who shows up after a few moments. He takes you to Fairloch Castle, so you can justify your behaviour to both Sir Godfrey Davis and Duke Charles Montague.

● Orcish Raiders Along the Amalis Highway

> In the Fairloch’s Residential district [2.44], a merchant by the name of Abel Fairchild is having a dispute with a City Watchman.Talk with the pair to learn that a band of orcish raiders is scouring the area along the Amalis Highway, just south of Fairloch. The orcs have been disrupting trade between the two cities, and naturally, there are not enough free troops to protect all the caravans. There is a substantial reward for the head of the orcish leader.

> When you travel along the first tract of the Amalis Highway [2.53], you find an orc champion holding a young woman in captivity.

> Kill the brute, and then talk with the orc hostage to learn the orcs have probably set up just north of Amalis, in an old part of the forest to the west of the highway.

> In the second tract of the Amalis Highway [2.56], past the Kingswood, you should discover a path leading deeper into the forest.

> Follow the path to reach the orc encampment [2.57].The orcs obey the orders of an orc captain. Kill everyone, and then take the orc leader’s head.

> When you arrive in Amalis [2.58], enter the City Hall [2.62].

> Show the orc’s head to Guard Captain Reyne.

● Scouring the Pirate Ship

> When you are aboard the Redoubtable, a pirate vessel attacks the Royal frigate [2.03].

> Help the sailors to fight the assaulters.When the battle on the frigate’s bridge ends, talk to Captain Horatio Vale.The officer asks you to search the pirate ship.

> Use the swinging rope dangling from the frigate’s forecastle to reach the pirate ship.Kill the pirates barring your way on, then go under deck [2.04].

> Enter the captain’s cabin and kill the pirate captain. Search the chest inside the cabin to get a letter tagged as ‘pirate’s orders’.

> Return to the outer deck, then reach the Redoubtable by using the rope dangling on the pirate ship’s deck.

> Show the letter to Captain Vale.

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● Ship’s Report

> The first time you go on the Redoubtable’s outer deck [2.02], talk with Lieutenant Masterson.During the conversation, the sailors notice a ship apparently following the frigate. The officer asks you to inform the Captain.

> Go under deck [2.01], enter the Captain’s cabin, and tell Captain Horatio Vale about the pursueing ship.

● Taking Candy from a Child

> In the Fairloch Residential District [2.44], near the Fairloch Bakery, there is a crying little girl.Talk with Sarah to learn a bad boy stole her precious sweets.

> If you want to help the child, when the conversation ends walk east.A boy by the name of Bobby will call for your attention. According to Bobby, Samuel (the terrible villain) is hiding inside one of the two buildings south of there.

> Searched both the houses [2.48] & [2.49].

> Return to Bobby and tell him he is a liar. This time, Bobby spill his guts: Samuel is hiding in the district’s sewers.

> Enter the Residential District’s sewers [2.50] and look for Samuel.When you find him, force the boy to give back the boiled sweets he stole.

> Return to Sarah.If you want the girl happy return her the sweets. If you want to teach her a lesson about how cruel and unfair life can be, however, eat her candies just in front of her.

● The Admiralty

> When you are aboard the Redoubtable [2.01], enter the Captain’s cabin and ask Captain Horatio Vale about the war.If you want to know more, the Captain says you should go speak with Rear-Admiral Chesterton when you arrive in Fairloch.

* Alternatively, you can obtain this quest by speaking with the City Watchman who guards the Navy Storage building in the Fairloch’s Docklands District. The guard says you need the admiral’s permission to enter the place he is watching upon.Finally, you can get this quest by speaking with the Admiral when you pay a visit to the Admiralty.

> When you are in Fairloch’s Senate District [2.30], enter the Admiralty building [2.36].Talk to Admiral Frazer Chesterton about the war, and then ask him the permission to take some alchemist’s fire from the Navy storage.If you persuade the Admiral you need the explosive mixture to defend the Princess, he gives you a Navy permission slip.

> Leave the Admiralty, go to the Docklands District [2.08], and talk with the City Watchman guarding the building.Show him the permission to gain entrance to the Navy Storage building [2.12].

> Once inside the building, the door behind you slams shut and the kegs ignite.

> If you survive the deadly trap, when you leave the building talk to the Knight who have come to investigate the explosion. He says you must report to the Admiral.

> Return to the Senate District, enter the Admiralty building, and tell Admiral Chesterton what happened at the docks.

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● The Disappearance of Alain Rich

> When you have completed the ‘Nature’s Fury’ quest, by bringing the head of the Shadow Druid leader to Lord Richard Sothby at the Amalis City Hall [2.62], the nobleman asks you to investigate about the disappearance of his friend Alan Rich.If you agree to help, Lord Sothby gives you the key to Alan Rich’s house.

> Leave the City Hall and walk to Alan’s abode. The house is found in the southeast portion of Amalis [2.58].

> Enter the house [2.64] and go upstairs.

> Inside a sort of laboratory, there is a tome bearing some kind of incantation.If you read the spell, you are brought to some underground ruins [2.65].

> Explore the ruins, killing any golem you meet.In a room to the east there is a floor lever. Pull the lever to dispel the magical ward that protects a nearby door.

> When the magical barrier is gone, you can enter the warded chamber. It features a stone platform and a large tome that bears an incantation you cannot understand.

> A locked door bars your way inside the chamber to the southwest of the complex.Inside this chamber someone is peacefully snoring. Wake up the sleeper to discover he is Alan Rich.When you tell him about the tome you have discovered in the warded room, Alan says he might be able to read the incantation, so you can return home. Then, Alan leaves the room.

* Be warned that if you have not destroyed all the golems about the area, Alan shall be killed by the constructs.If Alan dies, take his signet ring from his corpse, then go to the room with the tome and platform. Try to translate the incantation until you create a teleporting portal. Step into the portal to return to Alan’s abode.

> If Alan makes his way to the warded room, he manages to translate the incantation.A portal appears upon the near platform. Alan steps into it and he is whisked away. Do the same to return to Alan’s house.

> Once you are back in his home, talk with Alan to get your reward. In addition, he gives you his signet ring.

> Return to the City Hall and show the signet ring to Lord Sothby.

● The Gold Dragon

> At the conclusion of the quest by the title ‘Defender of the Crown’ quest, once you have dealt with Senator Johnson and you are taken to Fairloch Castle so you can report to Sir Godfrey and the Duke [2.07], Duke Charles Montague mentions a gold dragon who helped the King of Aielund to thwart the Ironlord many years ago. If you ask about the dragon, the Duke says you will get more information if you speak with Desmond, a wizard working at the Halls of Knowledge.

* If you miss the chance to get the quest through the dialog option above, you can obtain it by the dragon itself. To do so, you must die and respawn.When you are on the Ethereal Plane, talk with the dragon. He says you must seek Desmond’s advice.

> When you leave the Castle, walk to the University grounds [2.16] and enter the Halls of Knowledge [2.26]. Go upstairs and pay a visit to the wizard’s lab.

> Ask Desmond about the dragon. He says he can provide you more than answers.Then, he opens a portal to the Ethereal Plane and step inside it.

> Enter the portal to reach the Ethereal Plane [2.27].

> Talk with the ancient gold dragon who goes by the name of Salinder to learn a few interesting things about the Ironlord and your mission.When the conversation ends, you are teleported back to the Halls of Knowledge.

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> Talk with Desmond to complete the quest.

● The Sceptre of Transcendence

> After the conclusion of the quest by the title ‘Defender of the Crown’ quest, while you are still at Fairloch Castle [2.07], Duke Charles Montague and Sir Godfrey Davis tell you about the Ironlord, a terrible construct who sought to destroy Aielund but was temporarily defeated by the local King and a gold dragon.It seems the Ironlord is near to return to complete its job. You should find a way to stop it.To this end, you are shown a book entitled, ‘Most Ancient Artefacts from Old Tymes’.Sir Malcolm, the Castellan, notices that the tome details an interesting artefact. The Sceptre of Transcendence seems just what you need to banish the Ironlord forever.According to the Castellan, there are three places to search for the sceptre: the lost city of Feybourne, the dwarven kingdom of Stoneguard, and the Isle of the Dead.

> In Feybourne [2.70], you can ask about the Sceptre to Deathmist, the dragon leading the Shadow Druids. To meet the dragon, you have to do what is detailed under the quest by the title ‘Nature’s Fury’.Deathmist swears he has never heard of such an artefact.When the dragon is dead, search the heap of treasure behind him to make sure the Sceptre is not hidden in the dragon’s hoard.

* If you want, you can return to Fairloch and inform the Duke about your failure.If you do so, you can notice Sir Godfrey Davis is not at Fairloch Castle anymore. Apparently, the paladin left the town to go searching for the Sceptre by himself.

> In Stoneguard [2.77], you can ask about the Sceptre to King Sulinus MacTavish.The dwarven than will answer your questions only when you have completed the quest by the title ‘War and Other Catastrophes’.Unfortunately, the answer is negative. The dwarves have no knowledge of such an artefact.

> Return to Fairloch Castle [2.82], and talk with Duke Charles Montague to decide your next move.

> Leave the castle, go to the Docklands District [2.82], and talk with Kipper Bob to borrow a passage to the Isle of the Dead.The fisherman agrees to sail you there only if you have completed the ‘Blood Money’ quest - and if you pay him a few money.

> Once on the island [2.83], explore the dreary places until you find an entrance to some caves [2.84].

> Exploring the caves, you find an entrance to a subterranean complex inhabited by a lich [2.85] – and many other undead.

> On the second level of the complex you have a chance to talk with the lich.If you ask it about the Sceptre, the lich says it never heard of such an artefact.

> On the same level of the underground complex, past a trapped gate, you find the corpse of Sir Godfrey Davis.Search the body of the paladin to find the journal of Sir Godfrey. According to the diary, the paladin suspected the Duke himself might be the head of the conspiracy against the royal family.

> On the bottom level of the complex, the lich comes up to kill you.To destroy the lich, you must break the phylactery held within the creature’s sarcophagus. To break the phylactery, pick it up and use its unique power.

> When the lich is destroyed, search its sanctum.Upon a light-radiating bookshelf, there is another copy of ‘Most Ancient Artefacts from Olde Tymes’, but it is different from the one you were given. This copy bears no mention of the Sceptre. You have been tricked.

> When you take the book, a swirling portal appears nearby.Step into the portal to return to the Saltfish. Tell Kipper Bob to sail back to Fairloch.

> At the Fairloch docks [2.86], you find Sparky waiting for you at the end of the jettison. The cops stormed the thieving guild, arresting its members and taking them to the Castle.

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Moreover, the castle gates have been locked from the inside, and no one is allowed in anymore. Sparky knows of a way in, though. She will wait for you in the Market District sewers to show you that passage.

> When you are ready to go, enter the Market sewers [2.86] and look for Sparky.Talk with the halfling, then jump into the near pool of water to reach the Castle sewers [2.87].

> From the castle sewers, enter the castle’s dungeons [2.88]. Kill all the enemies barring your way forward, then go up to the castle’s lower level [2.89].

> Again, fight and kill all the impostors until you reach the castle’s main floor [2.90].

> When you enter the throne room, Duke Charles Montague approaches you.As the conversation goes on, the head of the conspiracy is revealed. Number One is none but Sir Malcolm, the Castellan.The Castellan comes in with two friends of him, and they shall keep you busy while he tries to assassinate the Princess.

> When you have dealt with Sakima Hoshiro and Mr. Chen, go through the door to the northeast.In the hallway, you will find the Duke having troubles with his old heart – and threatened by two impostor knights.

> Go through the near locked door to enter Criosa’s room.Princess Criosa Roebec is busy duelling with the Castellan. Kill Sir Malcolm, then talk to the Princess to end Act Two.

● The Story So Far

* Not a quest at all, this journal entry simply resumes the events that took place in Act One.

● The Tree of Life

> In the Valley of Silence [2.79], there is a monastery where some monks have gathered to contemplate and meditate.Enter the monastery [2.80].

> Talk with the leader of the monks, Grandmaster Drago Greenfare.The halfling tells you about a few monks who have recently disappeared in the caves beneath the valley. If you want to investigate, Drago says you must return here with a leaf from the Tree of Life, a magical tree that grows within the caverns.To enter the tree cave, he gives you the key to the Cavern of Life.

> Enter the caves beneath the Valley [2.81].

> Kill all the slaadi infesting the caverns.In the southeastern portion of the caves, there is a dimensional portal guarded by several slaadi.Kill the chaotic monsters, and then seal the portal by cast a Dispel Magic upon it.If you cannot cast the spell, use a magical item.

> If you have the key you should have been given by Drago, enter the Cavern of Life.Pick up a leaf from the Tree of Life.

> Leave the caves, return to the Monastery, and give the leaf to Drago.

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● War and Other Catastrophes

> When you arrive in Stoneguard Village [2.71], you see some dwarves battling a few frost giants.Help the dwarves, then talk with the dwarven captain who leads them.The captain tells you about the frost giants being at war with the dwarves, and asks you to kill the giant’s king.

* Alternatively, you can acquire this quest by talking with King Sulinus MacTavish on the bottom level of Stoneguard [2.77], or by talking with Thaddeus MacTavish - a dwarven captain who you can meet in the Stoneguard Mountains area [2.73].

> Cross the Stoneguard Mountains [2.73] & [2.74].

> Eenter the frost giant city [2.75] and kill all the giants defending it.

> Enter the frost giant lair [2.76].Kill the frost giant king and grab the giant king’s head.

> Return to Stoneguard Village and enter the underground city of Stoneguard [2.77].

> Descend to the second level of the city and talk to the dwarven warrior guarding the gate to the throne room to gain entrance to the room.If you have the head of the frost giant king in your inventory, you can go inside. Otherwise, you have to show the guard the Letter of Marque you got from Duke Montague to enter the hall.

> Talk with King Sulinus MacTavish.If you do not have the head of the frost giant’s leader, Sulinus asks you to go and kill the giants.If you have the head, you can ask the King about the Sceptre of Transcendence.Sulinus promises he will give you answer if you investigate the disappearances happened by late in the dwarven mines.

> Leave the throne room and go to the mining operation room to enter the Stoneguard Mines [2.78].On the first level of the mines, talk with the foreman and tell him why you are here.The foreman gives you the mine gate key. Use the key to open the gate ahead.Proceed further down within the mines.

> On the third level of the mines, you encounter a duergar captain. The conversation soon evolves into a fight.When the captain is dead, search his remains. Take both the duergar leader’s journal and the duergar leader’s head.

> Leave the mines, and return to the throne room.Speak with King Sulinus, and show him the diary and the head of the duergar leader.

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Act Two Picture Gallery

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Act Three – Return of the Ironlord

“With the city of Fairloch safe for the time being, and the Royal family secure at last, you turn your attention now to the West, to King Seamus and the Aielund military in its struggle to defeat the Ironlord. All seems to be going to plan, until the ancient monster breaks free of its century-old prison and embarks upon a single-minded quest for domination of the land.With the countryside awash with creatures of all kinds seeking to flee the coming onslaught, you and your companions must stave off hordes of monsters, confront old enemies, and search for relics from the distant past, all the while seeking allies to aid in the final clash against the Ironlord. But before you confront it, you must learn the answer to a question of singular importance: How do you kill that which cannot be killed?”

Act Three

Return of The Ironlord

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III/1 – Preparations for Another Journey

3.01 – INTERLUDE

01. GREETINGS BY SAVANTAt the very beginning of Act Three, you find yourself in a small wooded area.If you need to refresh your memory about the past happenings, open your journal, and look at the entry entitled, ‘The Story so Far...’‘Two months ago I was an adventurer exploring the Kingdom. While stuck in the sodden township of Bracskworth, I was swept up in events that were threatening to destabilise the entire region, as well as making me quite dead. Bracksworth was attacked by a mercenary army and Princess Criosa Roebec, the only member of the royal family still in the Kingdom, was kidnapped. I managed to rescue her and cripple the merc army, but not before most of Culdeny (a nearby port) was destroyed.Eternally grateful for my role in her rescue, the Princess asked me to accompany her to the capital city of Fairloch, to act as her bodyguard while also tracking down who had wanted her out of the way. There were multiple assassination attempts, which lead back to a renegade senator of exceptional influence, who was trying to take over the city 'for the good of the Kingdom'. I thwarted his attempt to slaughter the Senate, and discovered that he was working for someone else, someone who had organised the kidnapping of Criosa and the attack on the Senate. But the trail ended there, leaving all of us to ponder who could have done it.At the same time, I learned of a new threat called the Ironlord, an ancient and evil construct that had attacked the Kingdom nearly a century ago. This, in fact, was the reason King Seamus Roebec had lead his army to the west, in an attempt to halt its return. I learned of a powerful weapon that could assist him in this task, should he end up fighting it, and so I embarked on a quest to find the 'Sceptre of Transcendence'. Such a pretty name, and so very fake. After fighting a dragon, a horde of fanatical druids, evil dwarves, and frost giants, and then travelling to the roof of the world to fight an ancient lich to find this blasted sceptre, it turns out that it was a ruse to lead me out of the city, and probably to get me killed.The Castellan, seemingly quite sane and rational, believed that the Kingdom should be embracing this 'Ironlord' and letting it rule the Kingdom. To that end, he had organised the

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kidnap of Criosa to remove her from power, and the eradication of the Senate to remove any troublesome issues regarding the law. With the Duke out of the way, he would have ascended to become regent of the kingdom, to await the return of the Ironlord. Unfortunately for him, I ended his life before he had a chance to enact his final plans.Once again in my debt, the Princess saw fit to have me knighted for my hard work. I have since spent the past two weeks resting up and assisting her and the Duke in security matters throughout the local region.’When you are ready to proceed, cross the bubbling stream ahead of you and prepare to meet none less than an avatar of Savant [LG, F30], the fine author of the Aielund Saga. This ‘encounter’ is intended for gamers who are playing the adventure in multiplayer mode. Though he loathes disrupting the flow of the story, Savant had to show up to suggest you must gather all the players before your PC before proceeding further, for a cutscene will open the next act of the story.When everyone is looking at the screen with theirs mouth wide open, tell Savant you are ready to go on then enjoy the cutscene movie that follows.

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3.02 – ON THE ETHEREAL PLANE

01. DEATH OF A WYRMThe cutscene movie takes place on the chunk of Ethereal Plane where Salinder, the great gold wyrm, is spending his last few days guarding the Ironlord’s prison. What fun!When the movie starts, someone is entering the dragon’s realm through teleportation. The ethereal guy is none less than King Seamus Roebec.Unfortunately, the King of Aielund has come too late to prevent the wyrm’s passing, if ever he could be able of such a thing.Salinder sadly claims his energy is spent and he can do no more to keep the Ironlord in check. At last, the burden has fallen upon the King.All of a sudden, the big gate behind the dragon is destroyed by a huge blast and the dreaded Ironlord, finally free to leave its prison, walks up brandishing a huge, shining blade.The Ironlord – who looks like a big, metal-clad minotaur - grins that the dragon’s time is over, then it makes arcane gestures, and a beam of negative energy hits the wyrm.While Salinder meets his ultimate fate, the Ironlord laughs the King’s time will come as well.Seamus is quick and wise to make his way back to the Prime Material. When he leaves this plane, the cutscene ends.That’s a good start!

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3.03 – FAIRLOCH CASTLE

01. YOUR ROOMAfter you were made a Knight (or a Dame) of the Kingdom you have been assigned this room in the royal palace.Before you are given full control of your character, a level check is made to verify if you are experienced enough to face the challenges ahead.If you are playing the module with a new-created character or with an imported character of level 15 or less, you have the opportunity to raise your hero’s experience level to 16.If you are playing with a character coming straight from Act Two, a few plot- or quest-related items will be taken away from your inventory.If you wish to muse upon your next moves, feel free to sit and relax on the near rocking chair. When you feel you are ready to move on stand up, open the door, and leave the room.

02. AN ELOQUENT COURTIEROnce outside your room you bump into a natty guy who dons the blue robes of the local courtiers. This is a most fortuitous meeting, for Nigel Rothschild [N, Commoner 3] was just coming to fetch you. Her Highness Criosa Roebec is currently in the War Room, just to the south of the Throne Room. Would you be so kind to grace her with your presence?

03. CRIOSA’S ROOMBy going through a locked door [DC18], you can enter the Princess’s bedroom.Criosa is not here, and you can profit of her absence to steal random treasure of low value from a chest and an armoire - or to refresh your knowledge of the kingdom’s history by throwing a look at the lorebooks found on a bookshelf.

04. EMPTY ROOMSThe doors of these two rooms are locked [DC18]. There is nothing to loot here, though.

05. LOCKED DOORThis door is locked and cannot be opened. Move back.

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06. KING SEAMUS’ ROOMTo enter the king’s room you must possess enough skill to pick the locked door [DC40] - or enough brazenness to bash it down.Inside the monarch’s chamber there are an armoire and a chest of drawers holding random treasure of low value. Apparently, Seamus did not trust his servants – and Knights – and he took away everything of value. A most wise decision, mind me.

07. THRONE ROOMFour courtiers [N, Commoner 3] hang around this chamber. Their safety is ensured by the Knight of the Realm [LG, F12] who guards the hall’s main door.Also, Sir Rotschild returns here after he has carried out his task - and he finds absolutely ‘smashing’ the mere fact you have made your way until here. This is the stuff heroes are made of!

08. WAR ROOMThe fair Princess Criosa Roebec [NG, Ro14] is waiting for you inside this chamber. Growing from her recent experiences, Criosa stands ready to meet the new challenges facing the Kingdom.Together with the princess, here are Duke Charles Montague [LG, Commoner 10] - now fully recovered from the heartattack he suffered during Sir Malcolm’s coup - Sir William Bryce-Clifton [LG, P16] - who has been recently promoted to General to replace his departed friend, Sir Godfrey Davis - and an elven lady by the name of Nawen E’linfalen [LN, W9]. Standing in for Terinus (the King's court wizard) Nawen used to teach at the University, though lately she has been serving a more important function; she relays information back and forth to the front lines by her magic.A Knight of the Realm stands watch near the door to ensure no harm is done to the high-ups who have gathered within the hall.When you talk to Criosa, the Princess explains you have been summoned here because she wanted you brought up to speed on the latest information concerning the Ironlord.As you know, nearly all of the Kingdom’s military has been committed to the war against Tusone in an effort to circumvent the Ironlord's return. Last night, Nawen - the wizard trained in relaying messages between here and the front lines - received a communiqué. King Seamus has arrived at the Temple of Eternal Resurrection, thought to be the place the Ironlord will return from. By destroying the temple, the King hopes to prevent this from happening. This has been the focus of the war effort since the very beginning. Your friends are currently waiting to hear word from Seamus himself to learn if he has been successful or not.When you ask how they know that the Ironlord will reappear at that temple, Nawen comes up to answer your question. There is a prophecy stating that 'the Lord of Iron will return through the gate of Eternity, and you will know this when the rain falls on the plains of the new country for fifty days and nights'. The endless rain around Bracksworth was a sign that could not be ignored, indeed.The Temple of Eternal Resurrection is thought to be connected to the realm of the dead, the place where the Ironlord is imprisoned. As the great gold dragon Salinder weakens, it allows the Ironlord to push through into this world. Nawen thinks that is what causes the disruption in the weather. Why it is centred on Bracksworth and not on the temple itself is quite puzzling to her, however.By the way, if you are smart you may have an Insight option to wonder if that might have something to do with the portal linking Bracksworth with the dragon’s ethereal realm. When she heard about the portal, Nawen claims the energies from that planar bridge may have disrupted the weather. Fascinating, isn’t it? Perhaps, but I wouldn’t speak in those terms to the local farmers...Anyway, Nawen senses Terinus is currently doing something complex. A few moments later, indeed, the translucent image of King Seamus Roebec appears in the room.The King explains Terinus is projecting his image to you. The spell will not last long, though, so he had better get on with this. Unfortunately, his quest to seal off the Ironlord from re-entering this world has failed.The information Seamus is here to convey is extremely sensitive, so he wants to be sure he can trust you all and... who may you be?After you have been properly introduced to the monarch and you have reassured him about your loyalty - either it stems from deep within your heart or deep within your pockets - the King explains they have been battling a cult that has been awaiting the return of the Ironlord for a

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hundred years. They finally cut their way through their ranks to reach the temple, whereupon it was destroyed by their siege engines. The link between the temple and the realm of the dead is more than a mere physical gateway, though. Thirty minutes ago, the Ironlord appeared from a hazy mist and immediately started out to the east, cutting down anything that stood in its path. He moved towards the vast wasteland of the Hocarum desert. The nearest habitable area is Trinity, a small town settled around an oasis. Seamus shall attempt to send word there as a warning.You have no more than a few weeks, as best. The last time it was on the loose, the Ironlord raised an army before moving against the Kingdom. Seamus suspects it may try to do so again. He would follow it at a distance, but his men are exhausted and in dire need of rest.Its most likely point of attack against Aielund will be Fort Highmarch. The army has taken many losses on the march here, and they are in need of reinforcements if they are to stop it. The King wants the Duke to organise a party to gather up as many reserves as he can. He should swing through Stoneguard too, for they will need the dwarves too. At this point, he would consider asking even the barbarian tribes to help.In the meanwhile, the King shall attempt to learn what he can from the captured cultists and hopefully have some good news in the near future.Before to vanish away, the King exhorts Criosa to give up her plans about adventuring and to stay at the Castle.Once Seamus’s image has disappeared, a profound silence echoes around the room as everyone weighs the consequences of what you have just learned. Then, you and Sir William start to wonder what tactics you may employ to stop the Ironlord. The Duke, however, reminds that you need enough forces down in Highmarch to implement those tactics. Regardless of what you do, you need to organise as many soldiers as possible. They will need supplies, equipment..., and a leader.Hearing the magic word, Criosa comes up to claim SHE wants to be the leader. In fact, she has decided to discard her father’s advice and go down to Fort Highmarch herself to oversee preparations. ‘Uncle Charlie’ objects that’s too dangerous, but Criosa is adamant to claim nothing bad could happen to her... especially with you by her side!After a brief dispute, the Duke sighs in resignation and submits to the Princess’s charisma – and authority.Criosa orders her uncle and Sir William to see that everyone capable of holding a sword is prepared for the journey to Highmarch. They must tell the Navy to forget about their ships, and get them marching south within a week. In the meanwhile, you shall stop by Stoneguard to enlist the aid of the dwarven warriors in fighting the dragon blocking the road to Culdeny. Or perhaps... you could just ask it to go away, as it occurs to Criosa that the wyrm has been waiting around there for most of the winter, oblivious to the fact that the people who hired it are now dead.Now you must excuse her, but Criosa has to get her equipment ready. She will meet you later at the front door to the castle. Bye!If you approach the Duke after Criosa has left, the concerned nobleman admits he is very much worried about Criosa. She is the only heir to the throne, and he would take it rather personally if she was to be killed, or harmed beyond reason. Therefore, the Duke asks for your word of honour that you will keep her alive.If you wish to bring a smile to the jaded old man’s face, just swears Criosa will live through this. Otherwise, feel free to do not promise anything. After all, the royal brat has undertaken this little quest of her own will, knowing full well what it means...If you plan to enlist Sir William’s help, the paladin says he is no longer a knight-errant. His new duties here take up a great deal of his time. And to be honest, he feels a little old for gallivanting around the countryside!

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09. ARMOURYThis room is intended only for newly created characters. At the beginning of the game, the freshmen will be given a key to unlock the door and go inside.Besides a few armour stands, here are six chests. Close to each chest there is a sign to inform you what you can find inside the near coffer: amulets, armour, cloaks, helmets, rings, or weapons.Keep in mind that you are allowed to take only ONE item from each chest, so be sure you choose wisely.The amulets you can choose from include an Amulet of Health, an Amulet of Natural Armor +4 and a Periapt of Wisdom +4.The armour you can choose from include an Armour of Command, a leather armour +4 and a set of Robes of the Transcendent Path +4.The cloaks you can choose from include a Cloak of Protection +4, a Mantle of Spell Resistance, and a Nymph Cloak +4.The helmets you can choose from include a Warrior’s Helm, a Hood of Clarity, and a Visored Helm of Command.The rings you can choose from include a Ring of Clear Thought +4, a Ring of Protection +4, and a Ring of Resistance +3.The weapons you can choose from include a composite shortbow +3, a pair of Gloves of the Dragon +4 and a longsword +3.

10. CONFERENCE ROOMTwo pretty maids [NG, Commoner 5] are cleaning this hall. By all accounts, theirs’ is a highly sought-after position amongst the lower classes.

11. LOCKED DOORThe door leading to the lower level of the castle is jammed fast and cannot be opened.

12. ENTRY HALLTwo Knights of the Realm are guarding this chamber. The knight who guards the castle’s front gate won’t allow you to leave the palace until you have spoken with the Princess in the War Room.Once you have gone through that conversation, Princess Criosa Roebec [NG, Ro/W] will come here, waiting for you near the castle door. The princess now wears a nice adventuring gear and she is all set to head out.If you believe Criosa will be nothing but a hindrance, you do not have to take her with you. Just be warned you don’t even know half of her talents...If you are not curious enough, tell Criosa you don’t need her. The Princess will look crestfallen but won’t force you to change your mind. Just know she will remain here in case you do require her assistance.If you want to discover her hidden talents – and if you need a good rogue who can cast a few spells at well - let Criosa join your side.The provident princess has already planned your trip. Your first stop should be Stoneguard, so to enlist the dwarves. Then, after you confront the blue dragon, you will pass through Culdeny and turn south to Bracksworth. Criosa wants to talk with the barbarian tribes, to see if they could help us.Hey, who is the one in command, here?! Don’t ask and just move on - you have a lot of ground to cover...By the way, Criosa will be willing to travel with you even if you are evil. Certainly, in some ways, you are ‘something of a monster’, but you are a ‘powerful monster’ and the best way to fight one powerful monster is with another one... How gracious of her!When Criosa has joined up, look at her stats to discover she is not a mere rogue anymore - she can cast spells as well! You see, when she was kidnapped her spellbooks were taken from her, then she was on a ship, and by the time she managed to acquire some replacement spellbooks the threat was over. Then, the Castellan burst into her room and tried to kill her with his sword. Not a lot of opportunities to show you her magical talents, uh?Anyway, Criosa admits she is not all that good at it. You won't be seeing her do any great feats of magic, but she finds it is useful from time to time.Criosa’s other ‘talents’ may come up later, but you have to be a male to bring them out...The Princess’s starting equipment includes Criosa’s Armour [Specially made for the Princess, this fine outfit protects against all but the deadliest weapons, yet is light enough to be worn all the time. It is also a nice looking garment, sure to make other noble ladies jealous (as it should

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be). The outfit grants the wearer a +4 AC bonus and a damage reduction +4 soak 10], a rapier +3, a shortbow +3, two sheaves of arrows +3, an Amulet of Natural Armor +3, a Cloak of Protection +3, and a pair of Greater Boots of Agility [These boots grant the wearer a +4 Dexterity bonus and improved evasion].When you are ready to go, talk to the Knight near the door and tell the armoured lad you - AND the Princess - demand to leave the castle. If you want the Knight to open the gate, you must speak him that way, even if you have refused Criosa the honour to share your company.[Ref. Area 3.04].

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3.04 – FAIRLOCH; MARKET DISTRICT

Notes:The first thing you should notice once outside the Castle is the way ahead of you has been cleared out. At last, the damage caused to the street pavement by the explosion that took place in the district has been repaired and the roadblock has been removed.A few more changes have been made here as well.Both the entrances to the district’s sewers have been blocked off with massive rocks.The gates to both the Docklands District and the Senate District are now locked. The Docks are closed off while the fleet is being repaired. The Senate is closed off while the investigation on the conspiracy is still going on.The Final Curtain, the local playhouse, is closed as well. A sign outside the theatre reads, ‘Due to the unfortunate and untimely death of Wesley Bartlett, the troupe is on hiatus for the next two months. May he rest in peace.’ I am certain you will wonder a little about the sad fate befallen to the young actor – unless you are a bard, of course...Finally, you cannot enter the Students Quarters anymore.Seven City Watchmen [LN, F6] are patrolling the streets and guarding the most prominent landmarks of the district. If you are looking for their commander, the militias inform the head the City Watch is currently found in this district’s guardhouse.The common folks you can briefly interact with include a couple of boys [N, Commoner 1], a little girl [N, Commoner 1], nine commoners [N, Commoner 2], a nobleman [N, Commoner 6] and a noblewoman [N, Commoner 4] who stand in front of the Fair Maiden inn, and three vendors [N, Commoner 1] selling produce and fruits at the marketplace.If you are after some coins and you think petty theft befits someone of your rank, feel free to lift those people’s purses.Finally, you can exchange a few words with two young priests [N, C5] standing near the Cathedral, or chat about the war with two students of magic [N, W2] hanging in front of their faculty.

01. CASTLE GATETwo Knights of the Realm [LG, F12] guard the Castle’s front gate.[Ref. Area 3.03].The first time you leave the palace, a City Watchman approaches you to inform Captain Deckard has custody of a prisoner who asked to speak with you. The officer requests that you join him in the local guardhouse immediately.

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02. DISTRICT GUARDHOUSECaptain Deckard has moved his quarters from the Docks to this guardhouse.This place should be the first you visit once you have left the castle, if only to learn the identity of the city jail’s new guest.[Ref. Area 3.05].

03. THE FAIR MAIDEN INNIf you need a room to spend the night, you will find it at this cosy inn.Resting before to leave the town may be a good idea, if only to have Criosa memorize her spells.[Ref. Area 3.06].

04. THE HALLS OF KNOWLEDGEIf you are looking for magical supplies, go shopping to the Halls’ gift store. Also, don’t forget to pay Williand Nottias a visit, for the local wizards have been working hard to make your life easier than ever.[Ref. Area 3.07].

05. FAIRLOCH CATHEDRALHealing potions and other supplies can be bought at the city’s main temple.[Ref. Area 3.08].

06. MACABIE & SON FLETCHERSThis is the place to buy a new bow or to replenish your quiver.[Ref. Area 3.09].

07. TANNERThe local tanner offers his customers a small selection of leather goods.[Ref. Area 3.10].

08. RISING SUN EXOTIC SUPPLIESIf you are a monk or if you have a passion for exotic weaponry, don’t miss to pay this shop a visit.[Ref. Area 3.11].

09. FAIRLOCH ARMS & ARMOURThe bearded blacksmith [N, F3] toiling under the shed on the back of this building is happier than before. Indeed, spring is a far better time than winter for outdoor forging.Anyway, the smith says they have had a lot of good equipment come in the past couple of weeks, so, you might like to check it out.[Ref. Area 3.12].

10. FAIRLOCH HOUSE OF FASHIONSBefore leaving town, I wouldn’t pass the chance to pay the local boutique a visit. I am sure Anita shall be very happy to show her latest creations to someone of your rank.[Ref. Area 3.13].

11. DISTRICT GATEWhen both you and your henchmen have been properly equipped, go through this gate to enter the Residential District.[Ref. Area 3.14].

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3.05 – MARKET DISTRICT GUARDHOUSE

01. EXITLeave the guardhouse from here to return to the streets outside.[Ref. Area 3.04].When you enter this place, Captain James Deckard [LG, F13] approaches you to explain about his latest prisoner. Actually, the officer didn't really arrest the guy, as such: he surrendered himself at the gate to the city. At first, the guards on duty thought he was some kind of nutter, but an officer recognised him and took him in. You will see why when you meet him. As for who he is, take a look yourself... the holding cell is just at the end of the hallway.

02. BACK FROM THE GRAVEOh my, here is a familiar face, indeed!Even if he bears scars from his last encounter with you, Robert Black [N, F13] seems to be very much alive. Aside from his missing eye, that is!Do you find that hard to believe? Come on, any adventurer worth his salt should have access to a little... life insurance, shouldn’t them? Robert paid a cleric a large sum of gold to raise him if he fell in battle, so, here he is.By the way, the priest who resurrected him was Mr. Chen, the dark fellow you have killed in Fairloch Castle.Robert admits he is completely broken. That campaign against Culdeny was the worst in his life. The former leader of the Steel Tigers lost everything he has spent a decade building. He had everything under control until you showed up... You stole his equipment off his body and left him with nothing! Robert is not here for revenge, though, you idiot! No, he came here because he has something to offer you. What? Information... and a good sword arm. In short, he wants to work for you!I cannot blame you if you don’t trust Robert. Nevertheless, you must understand this: he is a practical man. He does not hold grudges, and he is completely loyal to whomever he's working for. You don't get to survive in his business if you cross your employer.Anyway, you need all the help you can get. That ‘savage woman’ (Valennia, that is) left the city over a week ago, and the old knight (Sir William) has been promoted to general. Also, somehow Robert doubts ‘Princess Stick-Figure’ would be much use in a fight.I won’t tell you what you have to do, but one thing is for sure: Robert is VERY good at his job! If you are looking for an effective warrior, he is your best choice.Before you decide to leave him in jail to rot, you probably ought to know something else. Did Robert mention he is the one who hired that dragon to hang around the Culdeny Highway in the first place? It did cost a hell of a lot of money but Robert put that on the bill, so it didn't cost him a single gold piece. Now he could probably talk to it for you, tell it to go home again...Robert’s services will cost you the sum of zero gold pieces, but - being a pretty honest chap - he warns you will have to buy him equipment for he has nothing left but his sturdy boots and his winning charm.If the princess is on your side, Criosa complains she is not exactly happy to travel along with the same man who had her locked in a cave. She will accept your decision, though... but if Robert so much as looks at her sideways, she wants you to gut him. Robert has never been eviscerated before, so he judges that sounds like a jolly good time.

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If you don’t want to consort with someone of his ilk, Mr. Black won’t object. He gets food, a place to sleep, and no one is trying to kill him for once in his life. As he lights up a cigar and puffs away, he just says he will be right here when you need a good warrior. Oh, and give that big blue dragon a sloppy kiss for him.If you hire Robert, ask Captain Deckard to open the cell and let your new chum free to leave. The officer will be a bit disconcerted by such an order but will obey nonetheless.When Robert has been made an addition to your party, you can talk with him about a few subjects, namely his past life and his motives to adventuring with you. You can also ask him about his deep hatred for clerics to learn a few backgrounds on his family. Later on - if you are a female character, of course - you may have a chance to win the mercenary’s heart, or to be seduced by his (quite questionable) charms.

03. GUARD ROOMThis small room features only an armoire holding random treasure of low value.The next room is empty.Unless you wish to indulge in a chat with the two City Watchmen [LN, F8] guarding this place you can leave the building at once.

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3.06 – THE FAIR MAIDEN INN

Common Room First Floor

01. ENTRY DOORLeave the inn by this door to return outside.[Ref. Area 2.04].

02. COMMON ROOMTen commoners [N, Commoner 2] are drinking and chatting about this room.A moustached bartender [N, Commoner 3] and the local innkeeper [N, Commoner 3] stand behind the counter. The bartender can sell you ale, beer, rum, poor wine, and quality wine. If you want a room to rest in, just pay the innkeeper 10 golds and you will get the inn room key to go upstairs.The door in the northwest corner of the room is locked and cannot be opened.

03. STAIRS UPOnce you have paid for a room, you can unlock this door with the key you got from the innkeeper.

04. STAIRS DOWNGo down the stairs to return to the inn’s common room.It is a pity, but the cushion of reasonable comfort you may have become addicted to is nowhere to be found. If you want to rest, you can choose the room you like most, but you won’t be able to advance the time by eight hours as you were used to.

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3.07 – THE HALLS OF KNOWLEDGE

Main Floor First Floor

01. ENTRY DOORLeaving the Halls through this door you can return to the University grounds.[Ref. Area 2.04].

02. ENTRY HALLThe Guardian of the Hall [N, Construct 13] that floats at the centre of this chamber is always willing to point the visitors of the Halls to the place’s attractions, like Harold’s gift shop or Desmond’s lab.Here are also three students of magic [N, W2], but they have no much to tell.

03. GIFT SHOPYour reputation is preceding you and Harold Webber [N, W6] already knows you are embarking on a journey – Nawen tends to keep him informed of the general goings-on around the court.Perhaps the wizard can lend you some aid by providing you with a few useful magical items – for a price, of course.Harold’s store has an unlimited money supply and a maximum buying price of 10,000 gold pieces. The wizard can identify your items for the standard fee of 100 golds apiece.The shop’s merchandise include Mage’s Robes of Battle, a Black/Grey/White Wizard’s Robe, Bracers of Armor (+1, +2, +3, +4), a Cloak of Displacement, a Hood of Clarity, a nice collection of darts (common, +1, +2, +3, +4, of Accuracy, Acid Darts and Sonic Darts), a Wizard’s Sidearm crossbow, a Battlemage Staff, a few potions (of Bull’s Strength, of Cat’s Grace, of Invisibility x3, of Lore, of Speed x3), a lot of scrolls, an Amulet of Will +3, a Necklace of Missiles, a Scarab of Protection +3, a Lesser Ring of Wizardry, a Ring of Wizardry, a Ring of Fire Resistance, a Ring of Insight, a Ring of Scholars, Rings of Clear Thought (+2, +3), Rings of Protection (+1, +2, +3, +4), Rings of Resistance (+1, +2, +3), Rings of Fortitude (+1 to +5), Journeyman’s Staves, a Staff of Power, a Greater Staff of Power [Staffs of Power are immediately familiar to most spellcasters, and are almost icons of arcane study. The inherent utility of such staffs has resulted in many being crafted or commissioned, and specific histories are usually lost in the crowd. This particular staff has been greatly enhanced by Auberon, a rather power-hungry mage who likes his explosions big, and his enemies dead. The staff’s wielder is given the power to cast the Fireball (2 charges/use), the Globe of Invulnerability (5 charges/use) and the Isaac's Lesser Missile Storm (3 charges/use) spells. Base price: 41,758 gp], a few wands (of Sleep, of Stinking Cloud, of Missiles, of Negative Energy, of Paralyzation, of Trap Detection), grenade-like missiles, a Chime of Opening, Dust of Appearance, Dust of Disappearance, a Janthra’s Harp, Light Gems, several Lesser Ioun Stones, and tradeskill materials to craft your own potions and wands.

04. CLASSROOMBesides two students of magic discussing their courses, this room is empty.

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05. TELEPORTATION ROOMWilliand Nottias [N, W5], the mage in charge of the teleportation’s lab, is always willing to sell his Stones of Recall. However, the wizards had a breakthrough in recall spells last week, and now he is pleased to announce that the Stone of Recall has been greatly enhanced.Instead of lugging around a lot of stones, you now need just one. It is no longer consumed by the spell, except for the gemstone at the centre of the stone itself. That is the only part you need to replace, and it is cheaper and lighter than carrying a number of whole stones around. One Recall Gem will cost you 240 golds or so whereas a Stone of Recall costs 600 golds or more.That’s not all, though! Thanks to recent experiments, the wizards have been able to adjust the stones so that you can now teleport back to your previous point of origin. Simply stand over the recall symbol on the ground! Of course, you need a stone and a recall gem to make it work, just like using the stone normally.Therefore, you should sell Williand all the stones you are carrying from the past few months, and purchase the newer version and some recall gems. They are cheaper now, and Williand will give you a fair price on the old stones (400 golds or so).

06. ARCHMAGE’S OFFICEArchmage Zachariah Smith is not here. His study is empty.

07. STAIRS UPGo upstairs to say hallo to Desmond – and perhaps to have your weapons enchanted.

08. STAIRS DOWNGo down the stairs to return to the Halls’ main floor.

09. STAIRS UPThe door before the stairs leading further up the tower is still locked.

10. DESMOND’S LABHead of the research department at the University, Desmond [LN, W14] is constantly inventing new and interesting devices for his colleagues to use on their travels.When you approach the busy wizard you can excuse yourself for you didn’t meant to interrupt his work. This way the conversation comes to an immediate end, but your alignment shifts towards Good; if you are good, you get 100 xp.If you have a chat with Desmond and then you start another conversation, you have an option to confess you are here just to annoy him. Desmond will comment nobility has not dulled your keen wit, and your alignment will shift towards Chaos; if you are chaotic, you get 50 xp. If you say you are sorry to bother him, your alignment shifts towards Good; if you are good, you get 100 xp.Anyway, Desmond is still enchanting weaponry for a price. He has even managed to improve the spells a little here and there, though he daresay he’s still far from expert at this sort of thing.Desmond warns you, though: once an item has been empowered to do extra damage, it cannot be empower further. He has heard that you are heading for Fort Highmarch, so, there is every chance you will bump into the Archmage Terinus, who is much better at this than Desmond is. Refraining from enhancing a weapon now, Terinus might be able to do a better job of it later.Desmond can upgrade any melee or ranged weapon you are currently holding in your right hand.Adding +1d10 acid, cold, electrical, or fire damage costs 60,000 golds. Making your weapon keen costs 30,000 gold pieces. Making the weapon capable to give you resistance against magic (+18SR) costs 75,000 golds. To make the weapon regenerate your health at the rate of one hit point per round you must pay 40,000 golds.To add your ranged weapon the Mighty +3 property you have to cough up 15,000 gold pieces. Adding Mighty +6 costs 50,000 golds. Finally, adding unlimited ammunition +3 will cost you 75,000 golds.

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3.08 – FAIRLOCH CATHEDRAL

01. ENTRY DOORSLeave the temple by one of these doors to return outside.[Ref. Area 2.04].

02. TEMPLE SERVICESBesides three vigilant Cathedral Guardians [LG, C10], inside this holy place you will find four zealous priests [N, C5] and Bishop Anthony Brown [LG, C16].Both the priests and the Bishop can sell you healing supplies, but only the head of the local church has the power to heal your wounds – a service you will get free of charge, as a token of the Church’s appreciation for your recent efforts.In addition, if you shop from the Bishop, you can buy his goods at a 10% lower rate.The church store has an unlimited gold supply and a maximum buying price of 10,000 golds.Here you can buy a Celestial Breastplate, a Blessed Mace of Disruption, Potions of Aid, Potions of Antidote, Potions of Barkskin, Potions of Bless, Potions of Clarity, Potions of Cure Wounds (any types), Potions of Endurance, two Potions of Heal, a few scrolls (Dispel Magic, Divine Favour, Raise Dead, Restoration, Resurrection, Shield of Faith, Stone to Flesh), an Amulet of Magic Resistance, an Amulet of Natural Armor +4, an Amulet of Health, a Lesser Amulet of Health, a Greater Amulet of Health, Amulets of Will (+1 to +5), Periapts of Wisdom (+1 to +4), Scarabs of Protection (+1 to +4), a Rod of Illumination, healer’s kits (+1 to +10), and holy water.03. BISHOP’S OFFICEThere is nothing here but a desk holding random treasure of low value.

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3.09 – MACABIE & SON FLETCHERS

01. BOWS & ARROWSRay Macabie [N, F3] is proud to have someone of your rank in his humble shop, and he prompts his son to stand up straight in the presence of nobility. He is also pleased to announce that he recently received a shipment of fine new bows from Kingswood.The master bowyer’s store has an unlimited supply of money and a maximum buying price of 10,000 gold pieces.Ray’s stock includes a pair of Bracers of Archery, slings, slings +1, a sling +2, a Sling of Deadly Accuracy, heavy crossbows, heavy crossbows +1, light crossbows, light crossbows +1, a Crossbow of Impact, a Heartseeker Bow, composite longbows, composite longbows +1, composite longbows +2, composite longbows +3, a composite longbow +4, longbows, longbows +1, longbows +2, longbows +3, a longbow +4, a fine composite longbow, a masterwork composite longbows, shortbows, shortbows +3, a shortbow +4, composite shortbows, composite shortbows +1, composite shortbows +3, and a composite shortbow +4.Besides the weapons above, Ray sells all manners of tradeskill materials to craft your own bows and projectiles.Jason Macabie [N, Commoner 1] offers his customers a nice selection of ammunition.His store has an unlimited supply of money and a maximum buying price of 10,000 gold pieces.The fletcher’s stock includes bullets, Bullets of Smiting, bolts, Bolts of Piercing, arrows, arrows +2, arrows +3, Arrows of Deafening, Arrows of Dispelling, Arrows of Impact, Arrows of Intense Cold, Arrows of Silence, Bodkin Arrows, Fire Arrows, and Piercing Arrows.The two crafting fletcher’s tables within the shop can be used to create your own weapons and missiles once you have gathered the needed materials.

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3.10 – TANNER

01. LEATHER GOODSHashan Cain [N, F5] will be very happy to show his merchandise to his ‘favourite customer’.The leathersmith’s store has an unlimited supply of money and a maximum buying price of 10,000 gold pieces.His merchandise include leather armours of many hues, leather armours +1, leather armours +2, leather armours +3, leather armours +4, studded leather armours, studded leather armours +2, studded leather armours +3, studded leather armours +4, a padded armour, camouflage armours, a heavy camouflage armour, several trap kits, a nice collection of whips (whips, whips +1, whips +2, a Whip of Accuracy and a Deadly Whip), plus leather dyes of any colours, and tradeskill materials.The tradeskill materials can be assembled in the crafting tanner’s pool near the shop’s counter.

3.11 – RISING SUN EXOTIC SUPPLIES

01. A TASTE OF EXOTICThe half-elf who owns this place and who goes by the name of Cyna Galein [CG, M5] is honoured to serve you.Her store has an unlimited supply of money and a maximum buying price of 10,000 gold pieces. Cyna can identify your items for a price of 130 golds apiece.The lady monk’s stock includes three elegant kimonos and many items intended for monks: Robes of the Transcendent Path (+1 to +4), Gloves of the Bear (+1 to +4), Gloves of the Dragon (+1 to +4), Gloves of the Eagle (+1 to +4), Gloves of the Tiger (+1 to +4), Boots of the Gentle Breeze, Boots of the Swift Wind +2, Boots of the Howling Gale +3, and Boots of the Rising Storm +4.Cyna also offers a large array of exotic weapons, far too much to be listed here. I will limit myself to the magical ones: baat jam do +1, a baat jam do +2, chakram +2, a chan +2, a daikyu +3, a Deadly Nunchaku, double scimitars +1, a double scimitar +2, a hanbo +2, kama +1, katana +1, a katana +2, kukri +1, a kwan dao +2, a naginata +2, ninja-to +1, a ninja-to +2, nodachi +1, nodachi +2, a pu dao +2, a sai +2, a sai named ‘Kinsha’ [The origins of this weapon are unknown, but its effects are quite obvious to all whole feel its sting. This weapon +2 grants the wielder the Disarm bonus feat and on hit can cause Sleep for 3 rounds (25% chance, DC14). Base price: 35,169 gp], shurikens +1, shurikens +2, shurikens +3, sickles +1, a tetsubo+2, a sharp wakizashi, wakizashi +1, a wakizashi +2, a yari +2, and a powerful blade called ‘Kyuuketsuki’.

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3.12 – FAIRLOCH ARMS & ARMOUR

01. SHOPPING FOR WARThomas Ashby [N, F4] has made a few new acquisitions by late. Nothing truly special, but his armoury is far more complete than it has been for a few months. He is sure you will find something to catch your eye.The store has an unlimited supply of money and a maximum buying price of 10,000 gold pieces. Thomas can identify your items for a fee of 150 golds apiece.Besides the non-magical items, Thomas sells many pieces of enchanted equipment: breastplates +1, a breastplate +1, a breastplate +2, breastplates +3, breastplates +4, chainmails +1, a chainmail +2, chainmails +3, chainmails +4, scale mails +1, a scale mail +2, scale mails +3, mithril scale mails, banded mails +1, a banded mail +2, banded mails +3, a banded mail +4, full plates +1, full plates +3, half plates +1, a half plate +2, a half plate +3, tower shields +1, a tower shield +2, tower shields +3, a tower shield +4, large metal shields +2, large metal shields +3, large metal shields +4, a pair of Bracers of Swordsmanship, a pair of Gauntlets of Ogre Power, and a lot of helmets.Thomas’ weaponry includes all types of standard melee weapons, from the mundane pieces to the ones bearing a +3 enchantment. The only unique weapon is a short sword called Sword of Many Blades [This finely crafted short sword, though magnificent enough to look at, holds the power to duplicate itself many times over, effectively creating a wall of swords able to cut down enemies with ease. This short sword +4 grants the wielder the power to cast the Blade Barrier spell once per day. Base price: 89,840 gp].Finally, here you can buy metal dyes and tradeskill materials to craft weapons and armour by yourself.

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3.13 – FAIRLOCH HOUSE OF FASHIONS

01. ANITA’S ATELIERAnita Aerman [N, Commoner 3] – who’s donning a new, multicoloured dress - is currently showing her gowns and outfits to a couple of noblewomen [N, Commoner 4] but she will put them aside when you enter her shop.Hey, stop sniffing at your underarms – the classy lady is not coming up to show you the way to the baths but she wants to say HOW regal you look! You have come a long way since your arrival at Fairloch and she is VERY proud of you.Indeed, Anita believes it is her task to ensure that all nobility comport themselves in a manner befitting their station. This is not to be taken lightly - they have standards to uphold, you know!The boutique has an unlimited supply of money and a maximum buying price of 10,000 gold pieces.Besides a large array of elegant and expensive clothes, here you can buy a Fencer’s Outfit, a Swashbuckler’s Outfit, a Swordmaster’s Outfit, a Sorcerer’s Outfit [This elaborate outfit was designed in part by Anita Aerman at the Fairloch House of Fashions. Apparently unsatisfied with the calibre of adventuring equipment for the man (or the lady) of quality, Anita worked with people at the University to produce this practical yet stylish apparel. The garment grants the wearer a +4 Charisma bonus, a +4 bonus on the Concentration skill, a bonus spell slot of level 4 and 5, and the power to cast the Sequencer spell (2 spells) once per day. Base price: 84,132 gp], a Bardic Leather +4, a pair of Bardic Slippers, a pair of Bardic Slippers of Agility, a pair of Boots of Agility, a pair of Boots of Momentum, Boots of Silent Walking, Boots of Travelling, hard leather boots, suede boots, a pair of Dragon Slippers, a pair of Greater Boots of Agility, a pair of Boots of Astounding Grip, Cloaks of Fortification +1, a Cloak of Fortification +2, Cloaks of Protection +1, a Cloak of Protection +2, Cloaks of Protection +3, a Cloak of Protection +4, Dark Cloaks, Nymph Cloaks +1, a Nymph Cloak +2, Nymph Cloaks +3, a Nymph Cloak +4, a Performer’s Cape, a Cloak of Resistance [This cloak has been enchanted with power protective magicks, allowing it to absorb tremendous amounts of elemental damage. The wearer is granted a 25/- damage resistance to cold, electricity, and fire. Base price: 50,119 gp], a pair of Bardic Gloves of Swordplay, Gloves of Discipline, Greater Gloves of Concentration, Greater Gloves of Discipline, Greater Gloves of Spellcraft, Greater Gloves of the Artificer, a pair of Wondrous Gloves, a Greater Bardic Sash [Tired of being pummelled with rotten tomatoes at the end of his poetry readings, an enterprising bard commissioned this belt to stave of attacks from unruly patrons. This particular belt has been greatly enhanced by a wizard. Usable only by a bard, the belt grants damage reduction +4 soak 10 and a +4 bonus on the Perform skill. Base price: 46,190 gp], a Lesser Belt of Guiding Light, and a Greater Belt of Guiding Light.Here you can also buy cloth dyes and tradeskill materials.

02. LOOMSIf you want to impress Anita with your skill at tailoring, here are two crafting looms you can use to create your clothes by yourself.

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3.14 – FAIRLOCH; RESIDENTIAL DISTRICT

Notes:With the coming of spring, the snow has finally melted away and the district’s trees are blossoming with rosy flowers. Nice.About this area, you can meet two boys [N, Commoner 1], a girl [N, Commoner 1], and nine commoners [LG or N, Commoner 2]. Also, a lonely ox [N, Animal 1] is wandering about a wagon someone has left unattended just amidst the central plaza.By the way, once you have cleared the road to Culdeny, if you return in Fairloch you will find a guy by the name of Bill Cooper [N, Commoner 1] standing near the wagon. Bill is a teamster by trade and for 50 golds can give you a ride back to Culdeny.Seven City Watchmen [LN, F6] are on duty patrolling the nearby streets or guarding the district’s gates around the clock.

01. TO THE MARKET DISTRICTGo through this gate to return to the Market District.[Ref. Area 3.04].

02. THE TRADEWAY TAVERNIf you feel thirsty, pay a visit to the district’s tavern. Otherwise, you can skip this building.[Ref. Area 3.15].

03. SPARKYSparky [N, Ro10], the halfling lass posing like a young street urchin, is standing on the terraced roof of the Fairloch bakery. She is easy to miss, so keep your eyes open.When you have spotted the ‘young girl’, go up the ramp leading to the roof and say hallo to your cute friend. After that little swim of you in the sewer, Simone just thought she would sit here and wait for you to leave. She wanted to wish you good luck, you know...If Criosa is on your side, you can introduce the Princess to the diminutive rogue who helped in saving her precious life.That’s not all, though. You see, Sparky recently came into possession of some interesting items you might like...You shouldn’t dismiss Sparky’s offer. Indeed, her ‘store’ has a maximum buying price of 12,000 golds – more than any other shop in town. If you have some powerful item to sell, Simone is your best choice. In addition, she is the only trader who won’t ask about your stuff’s origin, so, you can sell her any stolen item you may have in your backpack (i.e. the Roebec Family Armour).Besides a few trap kits, Sparky has only three trinkets to sell: a Lantern of Revealing, a Lens of Detection [This circular prism enables its user to detect minute details, magically revealing all nearby traps to the user as per the spell find traps. The lens is about 6 inches in diameter and set in a frame with a handle. The user of the lens has the power to cast the Find Traps spell up to thrice a day. Base price: 5,175 gp], and a powerful Ring of Elemental Fire [One of the four elemental rings of power, this device creates a bond between the wearer and the element the ring is linked to. This allows the wearer to summon powers on a limited basis, and provides protection against certain forces. Besides its unique summoning power (usable

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once per day and calling forth a huge fire elemental), the ring, which sheds a dim red light, grants the wearer 25/- fire resistance and the power to cast the following spells: Fire Storm, Flame Strike, and Wall of Fire. Each spell can be cast once per day. Base price: 91,362 gp].

04. SOUTH GATEGo through this gate to leave Fairloch.[Ref. Area 3.16].

3.15 – THE TRADEWAY TAVERN

01. ENTRY DOORLeave the tavern through this door to return outside.[Ref. Area 3.14].

02. COMMON ROOMWithin the tavern, there are seven commoners [N, Commoner 2] and the local innkeeper [N, Commoner 3].The patrons’ purses can be emptied if you have the right skill. Afterwards, you can spend the few coins you have illicitly gained by buying ale, beer, rum, poor wine, or quality wine from the bald-headed owner of this place.

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III/2 – Looking for Allies; Dwarves

3.16 – SOUTH OF FAIRLOCH

01. TO FAIRLOCHGo north from here to return to Fairloch.[Ref. Area 3.14].As Criosa says, ‘Spring at last!’ Indeed, the blooming landscape presents the onlooker a real nice view - unless he happens to be allergic to pollen, just like Robert (sneeze)... stupid flowers!Squawking chickens [N, Animal 1], placid cows [N, Animal 1], busy farmers [N, Commoner 3], and a lonely City Guard [LN, F6] who wanders near the crossroads complete the scenario.All the buildings in the area have their door barred or jammed fast. Even the old abandoned house where you could stop to rest during Act Two is now inaccessible because someone has boarded its door.

02. TO AMALISA City Guard is standing near a sign, which informs the road ahead has been closed due to avalanches.The watchman confirms the road to Amalis has been snowed in. It always happens at this time of year. The snow in the mountains melts and it all ends up along this section of the country. It will be clear in a week or two, although it could be longer due to the colder than usual winter.You had better find an alternate route.

03. TO STONEGUARD VILLAGEFollow the road as it goes west to reach the small village of Stoneguard.[Ref. Area 3.17].

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3.17 – STONEGUARD VILLAGE

01. TO FAIRLOCHGoing back this way you can return to the farmlands to the south of the Kingdom’s capital city.[Ref. Area 3.16].

02. DWARVES ON THE RUNAs you walk towards the village, you spot a group of ‘dwarven refugees’ [LG, Commoner 5] fleeing their underground homes in a panic to find shelter here. Haggard and careworn, these dwarves are crying for help and look like they have been through hell.A couple of weary dwarven warriors [LG, F6] are trying to keep the area safe from the evil who lurks below and they really lack the time to chat with you.A red-bearded and very agitated dwarwen captain [LG, F11], however, will indulge your curiosity. Something horrible attacked the dwarven city, forcing the inhabitants to flee. If you want to know more about what is going on, though, you should speak with King Sulinus. In fact, even the clan’s thane has been forced to evacuate and has made his way to the Miner’s Rest inn.

03. MINER’S REST INNKing Sulinus himself has been forced to flee Stoneguard to find shelter within the walls of the local inn.If you are hurt or if you have depleted all of your spells, here you can rent a room for resting.[Ref. Area 3.18].

04. TO STONEGUARDOnce you have talked with the leader of clan MacTavish, you can enter the subterranean town through this passage.[Ref. Area 3.19].

05. TO THE VALLEY OF SILENCEAs you may have noticed, the passage to the Stoneguard Mountains has disappeared altogether.When you are ready to move on and continue your trip to Culdeny you have no choice but to leave the area this way, following the path that leads to the mystical Valley of Silence.[Ref. Area 3.20].

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3.18 – MINER’S REST INN

Common Room First Floor

01. ENTRY DOORSBoth these doors lead outside the Miner’s Rest.A dwarven warrior [LG, F9] keep watch over the inn’s main door and it seems he has been ordered to keep his mouth shut.[Ref. Area 3.17].

02. COMMON ROOMKing Sulinus MacTavish [LG, F16] is staying within the inn’s common room, together with a loyal dwarven captain [LG, F11], four depressed dwarven refugees [LG, Commoner 5] and a couple of dwarven commoners [LG, F5].Talk to the King to learn what’s happening in his underground realm.Do you remember those nasty duergar you fought recently? Well, apparently they were a sort of scouting force, aimed to find out the dwarves’ weak points and harass their operations. Now more grey dwarves have come - and in much greater numbers. However, there is something else at work down there... something sinister - and Sulinus thinks he knows what it is. It isn't widely circulated, but the King is almost certain that a dragon is leading the enemy force. Sulinus does not want such news to be spread around, though. Only a small number of soldiers know about it and the King wants to keep it this way.By the way, the dwarves possess a number of powerful magical weapons one of which is quite suited to fighting a wyrm. Sulinus gave this dragonslayer blade to the clan’s foremost warrior, and sent him with a small contingent to slay the beast. That was fifteen hours ago, so Sulinus doubts they were successful.Hearing about the blade, you wonder if such a sword could turn useful to fight the dragon blocking the Culdeny Highway. King Sulinus does not know for certain, but says you can keep the sword and see by yourself. All you have to do is find the blade and test its powers by slaying the dragon who is threatening to take over Stoneguard.According to the King, the dragon was heading towards the royal chambers the last time he heard of it. There is a good chance the sword could be found around that area. Return here with the dragon’s head on a plate and the enchanted blade will be yours!If you lack the skill to wield a bastard sword, don’t look at Criosa. Robert, however, can use any weapon you’d like... and he is pretty good at that.When you agree to go and clear out the invaded town, the King explains a contingent of his warriors are currently guarding the main gate into the city. They will help you get in there, but the lower level itself is lost to the duergar scum. Be careful for you won't have any reinforcements when you are down there.Before the conversation ends, your hero tells the King there is something else you would discuss with him when you are back from the city. Sulinus suggests that perhaps you should spill the beans now, just in case... well, you know, you never can tell!

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If you are confident you have enough strength and wits to overcome whatever danger lurks within the dwarven halls, just keep your mouth sealed. If you listen to the thane’s prudent suggestion, though, tell His Majesty you came here to ask him to send all available warriors in preparation for a major battle, which will most likely take place around Fort Highmarch within two weeks. A well-established ally of the Roebec family, Sulinus won’t refuse his assistance to King Seamus. He needs to secure his city first, but he is confident he should have an army marching south by the end of the week.Later on, when you return to the inn with the wyrm’s head in your backpack, King Sulinus claims you have earned his eternal gratitude.If you humbly say you did that only for the sake of the innocent and the stability of the region, your alignment shifts five points towards Law; if you are lawful, you get 150 xp. If you ask for money, instead, the King coughs up 5,000 gp.Unless you have already obtained it, do not forget to ask Sulinus’s help to fight the Ironlord. That’s no mandatory, though. If you think the dwarves’ support is useless to your cause, feel free to skip the issue altogether. Just keep in mind, the more allies you will manage to gather the easier the final battle shall turn.Also, if you have been told about the duergar searching the hall for a sceptre or some kind of artefact, you can ask Sulinus for an explanation. The King is afraid, though, but he has never heard of any relic hidden somewhere in his domain. History repeats itself.Whatever you say or ask for, bringing Sulinus the dragon’s head is worth a reward of 3,000 xp.When you leave the inn after your commitment with the King has been fulfilled, all the dwarves outside will cheer you and will call you a hero. Then, the refugees will return to their homes. Bravo!

03. STAIRS UPThe local innkeeper [LG, Commoner 3] is standing before this door. If you need to rest, pay the stocky woman 10 golds to get the inn key. With the key in your possession, unlock the door and go upstairs. Sleep well!

04. STAIRS DOWNGo down the stairs to return to the inn’s ground floor.

05. THE HANDY PILLOW IS BACKThe cushion of reasonable comfort, which allows your party to rest while time advances of 8 hours, can be found within this room. Whew, I was missing it.

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3.19 – STONEGUARD

● Top Level

01. STAIRS UPGo through this passage to return to the surface.[Ref. Area 3.17].

02. DWARVEN ALLIESThe contingent King Sulinus may have told you about is small, indeed. It includes a dwarven captain [LG, F11], two dwarven warriors [LG, F9], and a dwarven battle cleric [LG, C8].The Captain explains this is the only safe point left on the upper level. The Undercity has been overrun by duergar and they have closed off the mines by collapsing the entrance. A great number of dwarves were down there battling their evil cousins, so maybe they cut 'em off after a fair number of them got through. Of course, the duergar could also be very stupid, cutting off their only way out.Anyway, there's also a number of civilians gone missing and the soldiers are keeping an eye out for them. You should do the same.If you need some backup, the officer and his boy... err... forces - ‘damn women in armour!’ – are ready to fight. The officer has no doubts the duergar will gonna try to swarm through the gate as soon as it is opened.In the rare occurrence the Captain should fall during the incoming battle, you can search his corpse to get a battleaxe +2 and two Potions of Cure Critical Wounds.If you need healing, the dwarven cleric will provide it for free. She can do that only once, though.Also, the lady cleric has a few potions and healing kits for sale. Be warned such goodies are in short supplies, so they ain’t cheap.The cleric’s ‘store’ has a 1,000 golds money supply and a maximum buying price of 10,000 gold pieces. Her goodies include two healer’s kits +1, a healer’s kit +3, a healer’s kit +6, two healer’s kits +10, two Potions of Cure Serious Wounds, one Potion of Cure Moderate Wounds, and six Potions of Cure Critical Wounds.

03. FIRST SKIRMISHThe dwarven Captain was quite right. After a few moments the gate has been opened, a group of grey-skinned dwarves rushes forward to storm the passage.This war party numbers 2-6 enemies. Most of them are duergar warriors [CE, F11], but you may have to face also one duergar berserker [CE, Bb13], one duergar cleric [NE, C10], and/or one duergar rogue [NE, Ro12].Don’t take your foes easy! The duergar are skilled fighters, and their rogues have the nasty habit to pop out from nowhere to drive a few bolts in your back.

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All the duergar warriors you may happen to kill in Stoneguard drop a grey dwarf armour and a battleaxe +1. The berserkers leave behind a grey dwarf armour and a greataxe +1. The rogues drop a grey dwarf leather armour, a short sword +1, and a sheaf of bolts +3.Further south, a few more duergar are patrolling the hallway. If the fighting moves towards them, the grey dwarves will be quick to join the fray to lend assistance to their comrades. This second group numbers 3-6 duergar and may include duergar warriors, a duergar berserker, a duergar cleric, a duergar rogue, and/or a tougher duergar captain [LE, Bb14].The duergar captains always drop a battleaxe +3.After the duergar have been exterminated, the dwarven warriors will stand guard along the corridor – if they have survived the encounter, that is. The dwarven captain and the battle cleric will take back their previous position beyond the gate, instead.

04. LACHLAN’S DRINKING HALLWhen you enter the feasthall, a volley of bolts rains down upon your party, coming from the hall to the north.Within the drinking hall, there are 3-6 grey dwarves possibly including duergar rogues, duergar warriors, a duergar berserker, a duergar cleric, and/or a duergar captain.

05. STOREROOMThe sole searchable crate within this room holds random treasure of medium value.

06. PRIVATE HOMEHere is nothing but a chest of drawers holding random treasure of low value.

07. STAIRS DOWNThese stairs lead to the lower lever of Stoneguard. Before you can go down, however, you have to deal with 2-5 grey dwarves. The group may include duergar warriors, a duergar berserker, a duergar cleric, and/or a duergar rogue.

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● Undercity

01. STAIRS UPGo up these stairs to return to the underground city’s top level.Watch your steps, for a nasty trap [DC24/35; Strong Negative] has been placed on the floor just ahead of you. Also, a group of duergar numbering 2-5 grey dwarves is patrolling the near corridor. The bad boys include duergar warriors [CE, F11], duergar rogues [NE, Ro12], one duergar berserker [CE, Bb13], and/or one duergar cleric [NE, C10].The slain duergar leave behind the same equipment than the ones you have disembowelled on the level above.

02. BARRACKSWhen you enter the barracks you may notice a trembling dwarven commoner [LG, Commoner 5] crouched in the southwest corner of the room.The daughter of this guy was sick and he needed to make sure she got to safety. He stayed a little too long, though, and couldn't make it upstairs without catching the attention of the grey dwarves. He knows there is at least another three citizens hiding down here and you should find and lead them to safety as well.For freeing this fellow, you get 200 xp.If you don’t want to miss the experience reward – and if you want to avoid this whole quest to go screwed up for good – you must take care when you fight the duergar strolling outside the barracks. If the fighting occurs too close to the room, the commoner can be killed by a stray bolt or by an area spell.If so, you can partially console yourself by searching the unfortunate dwarf’s corpse and grabbing his worldly possessions.

03. TRAPS & SPELLSThe corpses of several dwarven warriors litter the floor of this hallway and they should suggest the wise adventurer some caution is advisable. Indeed, five fiery traps [D25/35; Average Fire] have been placed all along the corridor.Besides the traps, 2-5 duergar wizards [CE, W12] - and perhaps a duergar cleric - are lurking near the end of the hallway.Powerful and dangerous, the duergar wizards have mastered the arts of teleportation and invisibility. The Missile Storms they like to cast can do harm and their Darkness spells will force you to a quite risky blind fight - plus, they’re quite adept in calling forth nasty creatures to fight on their side, like their annoying imp or eyeball familiars. Having the power to dispel your magical protections, the cleric will ensure the wizards will find an easy target to hit. Beware!The dead mages leave behind daggers +1 and Rings of Protection +2.

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04. COMMONERS QUARTERSTo enter both the second and the last of these four chambers you have to go through a locked door [DC28].Random treasure of low value can be collected by emptying two armoires, a chest of drawers, and a desk.Also, a dwarven commoner has found shelter within the second room. Rescuing this woman is worth a reward of 200 xp. Before leaving for the surface, the dwarven lady informs three other civilians are hiding about here.

05. NOBLE QUARTERSWithin the apartment to the right side of the corridor, which is accessible by going through a locked door [DC28], you will find a dwarven noble [LG, Commoner 5].When you inform the gentledwarf he has a clear run to the exit upstairs, you are given a reward of 200 xp.Before to run for his life, this fellow – provided he is the third dwarf you rescue – says he heard the duergar talking about some kind of sceptre they were looking for in the city. Apparently, they ain’t found it yet, though. What? A SCEPTRE? Oh no, not again!Both the locked chest [DC18] and the armoire standing in the noble’s bedroom hold random treasure of low value. More minor loot can be collected by searching the locked chest [DC18] found inside the apartment on the other side of the hallway.

06. ROYAL GATEBefore to enter the throne room, you have to persuade a few duergar to let you in. This group numbers 2-5 foes, including duergar warriors [CE, F11], duergar rogues [NE, Ro12], one duergar berserker [CE, Bb13], and/or one duergar cleric [NE, C10].Upon the cleric’s corpse, I found a Sunlight Sling (a weapon that may turn useful if you face undead) but I believe that was a mere stroke of luck.

07. THRONE ROOMA tough duergar captain [LE, Bb16] is searching the hall, together with 2-5 duergar wizards. When you are spotted, the captain urges the spellslingers to forget the relic they are after and to kill you, instead. It goes without saying that was the last order he issued...The slain captain leaves behind a battleaxe +3, a Potion of Heal, and a duergar large shield [Often used by duergar elite warriors and leaders, shields of this nature are extremely useful against some of the nastier creatures that live underground, particularly those that employ paralysing poisons. This large shield +4 sheds a dim purple light and makes the wielder immune to paralysis].

08. LIBRARYThis room is a bloody mess. Sheets of paper litter the floor and the shelves are in disarray. Obviously, someone has frantically searched this place. What were they looking for?

09. KING SULINUS’S ROOMThe door leading to the King’s private chambers is locked [DC18].A dwarven commoner did find some way to enter the room. Now he is waiting for someone to get him out of trouble. Returning this pal to freedom is worth a reward of 200 xp.On the understanding that you have already rescued three dwarves, the guy says a huge dragon is leading the duergar. The dwarf saw it as he was fleeing from the mines - huge, it is.The thane’s bedroom features two armoires, one chest of drawers and a cabinet that you can search to get random treasure of low value.The reading room to the south has been thoroughly searched. Again, you may wonder about the artefact the duergar seem to be after.

10. THE FIFTH DWARFA dwarven commoner is hiding within this room. Assuming this is the fifth dwarf you rescue, you get a final reward of 500 xp. If you have skipped one or more dwarves, though, you will get the usual 200 xp. The larger reward will be yours only in case you manage to send all five missing dwarves to the surface.On condition that this one is the fifth dwarf you rescue, the guy says the dragon you are going to face is not a black one. Sure enough, it is evil – but it is no black.Mind that this dwarf can be killed if one of the duergar patrolling the corridor outside opens this door and enter the room before you can do the same.

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11. DUERGARA duergar berserker is standing before the door to the mining operations room. Together with this fellow there are other 2-5 grey dwarves: duergar warriors [CE, F11], duergar rogues [NE, Ro12], one duergar berserker [CE, Bb13], and/or one duergar cleric [NE, C10].When the scoundrels are no more, prepare for a difficult fight. Then, open the door ahead and go inside. Who goes there?

12. DRAGONSLAYINGThe dreadful beast you have to challenge is a mature adult shadow dragon [CE, Dragon 25] – and it really packs a punch!The wyrm boasts 432 hit points, armor class 32 and 30 points of Strength. Beside to radiate a powerful aura of fear, it can belch forth deadly jets of negative energy.If you judge the dragon is too powerful for your party try to be smart – and quick as well! Not too far from the shadowy monster, there is a raised platform with a sort of summoning pentacle inscribed upon. The corpse of a fallen dwarven knight lies at the centre of the pentagram. On the warrior’s sides, you can notice a shield and a sword. The shield will turn useful only if you are a dwarven defender – or if you have a VERY high score in the Use Magic Item skill - but the enchanted blade can save your day, here.The MacTavish Standard is a shield only the finest warriors in the dwarven ranks may hope to bear. Its defensive properties complement the legendary toughness of the dwarven defenders, making them extremely difficult to kill. This large shield +4 grants the wielder spell resistance 26.Scourge of the dragonkind, the legendary blade called ‘Arc Draconis’ is feared by dragons of all colours and ages throughout the known planes of existence. This bastard sword +2 becomes a blade +5 when employed against a dragon. A dragon hit by the sword suffers 1d6 additional magical damage and 1d6 additional piercing damage. Also, the sword’s wielder is granted a +3 AC bonus vs. dragons. Arc Draconis sheds a low blue light.The pentagram inscribed upon the platform appears to be designed to keep only duergar out, so, ignore the dragon, and grab the sword. Equip the blade yourself - or bestow it to Robert - then... good luck!If you are not allowed to wield a bastard sword and if Mr. Black is not on your side, forget the blade and focus your attention on the wyrm.When the huge monster falls dead, don’t forget to grab the dragon’s head as a proof of the beast’s ultimate demise. Bring the trophy as a gift to King Sulinus and you will be properly rewarded.Heavy boulders block the mine’s entrance, so, it should be time for you to return to the surface. Before leaving the room, however, you can search the fallen knight’s corpse to get a precious full plate +3.

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III/3 – Towards Culdeny

3.20 – THE VALLEY OF SILENCE

01. TO STONEGUARD VILLAGEGoing east from here, you can return to the dwarven village.[Ref. Area 3.17].

02. THE SEASON OF LOVEEven in springtime, the Valley of Silence is shrouded with snow. Untouched by the war, this land presents breathtaking views to the sensitive onlooker. Even the most callous traveller may find himself sighing and daydreaming. Also, the warm sun seems to be melting something... and I’m not speaking of the snow.In fact, providing you are a male character and Criosa is in your party, as you walk along the road the Princess will claim she feels excited. You know, being on the open road together, facing danger and such... Doesn’t this thrill you? Just think to the danger, the challenge, the romance... Criosa has read many novels about that sort of thing. Young, beautiful people who thrust together due to circumstances and find love in a world gone mad. Sigh!If Criosa really catches your eye – or if your scheming mind already thinks of yourself as the next King of Aielund after some unfortunate accident made you a widower... – don’t reject the princess’s advances and ask the dreamy girl if there is a chance of some sort of romantic encounter in your future. Criosa giggles she would keep her eyes peeled if she were you. You never know when something might happen...The female – and kinky - adventuress who may have grown fond of Robert Black will be disappointed to notice her brooding hero seems pretty oblivious of the surrounding beauty. Time will come, though...By the way, I believe being a male is the sole qualification to win the princess’s heart. Charisma and race should not be an issue. Mmhh... I just cannot picture the lovely Criosa strolling through the halls of Castle Fairloch tenderly holding hands with a dumb, bulky half-orc barbarian - or spending her nights in bed with a diminutive and bespectacled gnome. But then, never heard of Bertrand ‘The Companion’ Jansen’s special talents...?!!

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03. MONASTERYNo self-respecting monk can travel through the valley without stopping to the Transcendent Order’s monastery and look at the temple’s store.Besides that, you need to come here to get the key that unlocks the bridge gate.As a side note, the cave-complex underneath the valley is no more accessible. After the slaad infestation, someone – the monks themselves, presumably – has blocked both the cave entrances with a pile of heavy boulders.[Ref. Area 3.21].

04. BRIDGE GATETo cross the bridge you must go through a big wooden gate. The gate is locked, though, and you won’t be able to open it without the proper key. Such a key can be easily obtained from Grandmaster Drago at the near monastery. Just go there and ask for it.

05. TO THE MOUNTAIN PASSLeaving the valley and continuing west along the road you will reach a pass in the Stoneguard Mountains.[Ref. Area 3.22].

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3.21 – MONASTERY

01. THE TRANSCENDENT MONKSGrandmaster Drago Greenfare [LG, M20] is still busy directing the hypnotic chant of his six monk acolytes [LG, M6] – and he’s still bald, too!The thin halfling, now donning an elegant black robe, is very pleased by your visit... especially if Robert is in your party. In fact, the former mercenary captain spent some time here to recover after his resurrection.Assuming both Mr. Black and Criosa are on your side, the conversation that follows will cause Robert to spill the truth about his motives to follow you. Apparently, the big tough mercenary has a big soft heart for he blurts out he felt bad that he had attacked Culdeny for profit and he wanted to make amends. That’s all – and don’ look at him like that!Anyway, when you ask Drago about the closed bridge, the monk explains the dragon that has made its home in the mountains to the west remains a constant threat and he doesn’t wish for people to travel there until the wyrm has left. Tell the halfling you are planning to confront the dragon and you will be immediately given the monk’s key to unlock the bridge gate.Once you have got the key, it should be time for shopping.Drago’s store has an unlimited money supply and a maximum buying price of 12,500 gold pieces. The Grandmaster can identify your items for 150 golds apiece.Here you can buy Robes of the Transcendent Path (+1 to +5), Boots of the Gentle Breeze +1, Boots of the Swift Wind +2, Boots of the Howling Gale +3, Boots of the Rising Storm +4, Boots of the Hurricane +5 [These boots are said to contain the essence of the wind inside them, allowing one who is in tune with the totality of the universe to move more swiftly in times of danger. Usable only by lawful monks, these boots grant the wearer a +5 AC bonus and a +2 Dexterity bonus. Base price: 46,377 gp], Gloves of the Bear (+1 to +5), Gloves of the Dragon (+1 to +5), Gloves of the Eagle (+1 to +5), Gloves of the Tiger (+1 to +5), Gloves of Thundering Force (+1 to +5), a Monk’s Hood of Insight [Created to pierce illusions and reveal all to the mind of the disciple, this hood is meticulously crafted by the monks of the Transcendent Path. The hood grants the monk True Sight and immunity to fear. Base price: 50,412 gp], a nice collection of shurikens (shurikens +1, shurikens +2, shurikens +3, Death Stars, Firestars, Poison-tipped Shurikens, Grains of Sand, Many Talons), a lot of exotic weapon - both mundane and enchanted (+1 to +3), many potions (Aid, Antidote, Barkskin, Bless, Bull’s Strength, Cat’s Grace, Clarity, Cure Wounds, Eagle’s Splendour, Endurance, Fox’s Cunning, Heal x3, Invisibility, Lesser Restoration, Lore, Owl’s Wisdom, Speed), a Rod of Anti-magic [Rods of this type were ordered by the King to aid in battle against rogue spellcasters. Knight-Captains usually carry one of these in case they encounter something that swords alone cannot destroy. By spending 5 charges, the rod’s user can cast a Dispel Magic spell. Base price: 10,126 gp], healer’s kits +3, alchemist’s fire, acid flasks, acid bombs, choking powder, fire bombs, and tanglefoot bags.

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3.22 – MOUNTAIN PASS

01. TO THE VALLEY OF SILENCEGo east from here if you feel a need to return to the Valley of Silence.[Ref. Area 3.20].

02. AZUREFANGAzurefang [LE, Dragon 29], the blue dragon who destroyed most of Culdeny and who has been terrorizing this region for months, is quietly sitting along the road. And she is bored to tears!When dealing with Azurefang you are given a few options to avoid a fight and you should consider them all before to challenge such a powerful creature.If Robert Black is in your party, let your fighter talk with the wyrm. After all, Robert is the reason Azurefang is sooo bored. When he hired the dragon, Robert promised Azurefang there would be lots of carnage, but aside for a little foray into Culdeny a while back her job has been utterly carnage-free. Outrageous, isn’t it?When Robert tells the dragon her task is complete, Azurefang rejoices. Indeed, she was seriously thinking about flying away and leaving her obligation unfulfilled. That would have upset her greatly, for she always keeps her word – you know that, right?Err... do you know?If you have that skill, you can try a medium Bluff check to dupe the dragon to believe you have heard a lot about her ‘legendary honour’. If you pass the check, the dragon departs for the desert, having had her fill of cold weather for quite a long time. She even tell you to stop her home someday so you can have lunch together. She can offer you an 80% guarantee that you won’t be on the menu...This outcome is worth a reward of 2,500 xp.If the Bluff check fails, you can still try a medium Persuade check to save your day. If this check fails as well as the first, though, Azurefang won’t be impressed by your flattery and she will decide to eat you.To avoid a difficult fight you have a last chance - buying the dragon off.If you offer Azurefang 50,000 golds to leave, well... be ready for a fight, you stingy skinflint. If you offer the dragon 100,000 golds, she will agree to leave if you pass a hard Persuade check. If you offer 150,000 golds, you need to pass a medium Persuade check.Again, if you convince the dragon to leave you get 2,500 xp.It goes without saying that Azurefang will immediately attack if you tell her she is nothing but a murdering beast that caused the death of many innocent people – or if you are so dumb to overtly ask Robert why he keeps jabbing you in the ribs... Hey, he could have winked at me, instead (heh...).If Robert is not in your party, you must deal with Azurefang all by yourself.If you are wielding Arc Draconis (the sword you may retrieve from Stoneguard) and brandish the blade before the dragon’s nose matador-style, a fight will be unavoidable.If you don’t have the sword, or if you keep it out of the wyrm’s sight, you can persuade Azurefang to leave by buying her off. The chances to convince the dragon to return to her

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warm home are the same I have written down a few lies above. Persuading Azurefang to leave the region the peaceful way is worth a reward of 2,500 xp.If you wish Azurefang to die for her crimes – or if you are forced in a fight in spite of your will – be warned this wyrm is a creature you cannot trifle with. The dragon has 513 hit points, armor class 31 and 30 points of Strength. Besides her powerful aura of fear and her devastating electrical breath, Azurefang can cast spells like Fireball, Lightning Bolt, and Dispel Magic.The experience reward you are entitled for defeating Azurefang is a consequence of both your current level and your party size. When my 17th level monk attempted (successfully, wow) to kill the wyrm all by himself, he got 2,700 xp – more than the reward he could earn by getting rid of Azurefang the peaceful way. When my rogue/ranger fought the wyrm together with Robert and Criosa, though, he got a mere 1,800 xp. So, the third time I ran the module, my elven sorceress chose to support Robert in persuading Azurefang to go home.

03. TO THE EAST ROADFollow the road as it goes west to continue your trip to Culdeny.[Ref. Area 3.23].

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3.23 – THE EAST ROAD

01. TO THE MOUNTAIN PASSGo east from here to return to the mountain pass you are coming from.[Ref. Area 3.22].

02. SPARTANThe observant player who is not used to the CEP hakpack will notice some unusual fauna inhabits the area, namely a ferret [N, Animal 1], a skunk [N, Animal 1], and a wolverine [N, Animal 3].Still more unusual is the creature that comes down the sky as you walk along the road... and he may even want to join your party!The juvenile bronze dragon that lands before you has been watching your confrontation with Azurefang and was very impressed, for few mortals could have matched wits with her and lived to tell about it. The dragon and Azurefang call each other enemies, though he daresay she would be more than a match for him. He has been monitoring her movements for the past month, warning away any who would try to attack her.Now his duty is over and... are you by chance heading south? The dragon has sensed the arrival of a powerful being (the Ironlord) on this world, and its intentions are not benign. He surmised that one such as you might be heading down there to confront such a foe.If you are evil, the dragon wonders if you seek to oppose this being, or to join forces with it. For your sake, he hopes you decide against standing with this monster, for it counts no one as an ally, and would most likely destroy you eventually. If you seek to fight the Ironlord, though, the dragon will not stop you. Eventually you will come to blows. Whichever of you will perish, the young wyrm’s cause will be served. When the conversation ends, the dragon flies away, and he will never come back. Bye.If you are a good- or neutral-aligned character, however, the bronze dragon says he is seeking powerful allies to aid him in the fight against the Ironlord. Would you consider joining forces with him? If you agree... well, he just hopes you can afford his services for he will charge you 10,000 golds as compensation.If your purse is empty, or if you are not interested to travel with a dragon on your tail, the young wyrm will stay here, just in case you should change your mind.If you let the dragon join the party, well, needless to say you have just acquired a VERY unusual henchman. Oh, and you can call him Spartan [LG, Dragon 18].Dragons amass experience with age, so Spartan will never gain new levels. Also, you cannot equip him with weapons or armour. His stats and abilities, however, are powerful enough to compensate such disadvantages. Indeed, Spartan is exceptionally talented for his age. He has 24 points of Strength, armor class 25 and 236 hit points. He can use two different breath weapons (a poisonous gas cloud and a bolt of lightning) and can even cast a few spells (Confusion, Isaac’s Greater Missile Storm, Magic Missile, and Slow). He can cast Magic Missile thrice per day whereas the other spells can be cast once per day.In addition, you can boost Spartan’s power by equipping him with all manners of magical trinkets – necklaces, rings, boots, cloaks, and so on.Spartan’s sheer size can be a problem sometimes, so, whenever you enter a building too small for his natural form, he turns into a wolf. All bronze dragons are able to polymorph when necessary – just do not ask him for a proof. Spartan is not an entertainer, here to perform to your amusement. When the situation will call for it, he will change his shape. Of course, you should stay away from conflict when Spartan is in his wolf shape or he will be at serious

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disadvantage. Moreover, you should abstain from patting him, even if you find him cute. That’s demeaning!If you bear hopes Spartan can fly you around you will be very disappointed. He is still young and not yet large enough to carry a rider.The disadvantages of Spartan’s size will become apparent when you travel in his company for a few times. Unless you are a keyboard-lover, your mouse pointer will often turn to the Talk icon when the dragon is around – a VERY annoying experience. To alleviate your pain a little, you can switch from the camera’s driving mode (which I prefer) to the camera’s top mode. The inconvenience will keep bothering you, however, and that is especially true when you enter a new area or you have to manoeuvre in close quarters.If you are interested to Spartan’s background, he hails from the northern part of the Cairnwood forest, his home being located on the southern slopes of a mountain. Spartan is little more than a century old, and has not seen any other bronze dragons about for his parents, as you would call them. They died fighting against the Ironlord when he was very young. That is why he is here. He seeks to challenge the Ironlord on its return, to avenge the death of both his parents and the gold dragon Salinder, who was the greatest of his race.Once you have attained level 19, you can ask Spartan why he seems to be a lot stronger than a dragon of his age should be. Knowing that his path would one day cross that of the Ironlord, your scaly chum sought out a fast way to gain power. You know, there are magic’s in this world capable of granting great power to those daring enough to use them. In his desperation, Spartan chose to use this power. Therefore, he made use of magic known as a 'Deck of Hazards'. That’s a deck of playing cards that have tremendous power, both good and bad, attached to them. The risk of drawing a bad card was great, but fortune smiled upon the dragon and gave him a tremendous boost to his powers. All’s well that ends well.

03. WATCH YOUR HEAD!When you go down this snowy hill 2-4 hill giant marauders [CE, Giant 14] will attack you. In addition, huge chunks of rock will start plunging down the sky, thrown in your direction by a couple of mountain giants [CN, Giant 12] who stand on a natural ledge to your left.Try to bring down the mountain giants as fast as you can, or you will be quickly smashed to pieces by the boulders they keep hurling your way until you engage them in a melee – or until you kill them from afar.

04. A QUESTION FROM ROBERTWhen you cross this bridge, Robert - if he is in your party, of course - notices this place is pretty much where you killed him. Truth be told, the defeat was more painful than the death for your buddy and he still wonders how you managed to kill so many of his mercenaries.If you answer you did that by using ‘heart, faith, and steel’, your alignment turns towards Good; if you are good, you get 100 xp. If you say you were just better than everyone else was, your alignment does not change. If you say you kill without remorse or regret and those mercenaries were simply obstacles in your path you took every advantage to remove, your alignment shifts towards Evil; if you’re evil, you get 100 xp – and Robert admits that makes a lot of sense.

05. TO CULDENYA few guards from Culdeny patrol this place. They number two militia archers [LG, F9] and a militia officer [LG, F11]. The town guards, now know as the Militia, are doing an excellent job in the absence of veterans, having gained a lot of experience in recent times.By the way, these soldiers may join your side when you fight the giants if the battle happens to take place in their field of vision. If so, chances are high the officer won’t survive the experience, so, the following conversation cannot take place.The officer looks vaguely familiar. Indeed, he was one of the guards at Culdeny when the town was under attack and you saved their bacon. His patrol is keeping this area free of monsters, although they are not going NEAR that blue... hey, where did you come from anyway?When you tell the puzzled officer the dragon has gone forever and the highway is now free to travel safely, the militia will be elated. That is some guts – or some mouth – you have got there! When the conversation ends, continue your way west to enter the city of Culdeny. Boy, if it has changed![Ref. Area 3.24].

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III/4 – The New Culdeny

3.24 – CULDENY

Notes:During your absence, there have been quite a few changes around town. The lucky survivors had the opportunity to rebuild after the fires, so the town decided to go all-out. You will hardly recognise the place - it looks better than ever!The re-building of Culdeny is proceeding at a steady rate and, as you explore the town, you will notice several carpenters [N, Commoner 1] and dwarven masons [LG, Commoner 5] very busy with hammers and picks.A few female commoners [LG, F2] and a young girl [N, Commoner 1] are found along the main street. Three archers [LG, F9] and six militias [LG, F9] patrol the town and strive to ensure peace and order.If Spartan is in your party, rest assured your passage will not stay unnoticed. A dragon who strolls about town it is definitely not an everyday occurrence! Furthermore, you cannot blame the citizens of Culdeny if they have developed a dislike for dragons...

01. EAST GATELeaving Culdeny through this gate you can take the highway eventually leading to Fairloch.[Ref. Area 3.23].

02. CHURCHThis brand-new building has been consecrated to be the town’s holy place. As usual, here you will find healing supplies for sale and a spellcasting cleric who can take care of your wounds and sorrows.In addition, an old friend of you is waiting inside the temple, willing and ready to hit the road with you as she may have done in the recent past.[Ref. Area 3.25].

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03. AQUEDUCT ACCESSRagnar MacDougal [LG, F5] has been appointed to be the head of the aqueduct construction. Truly a dwarf's dwarf, Ragnar boasts a thick, robust accent even dwarves have trouble following. Well, what ye fer from him?According to Robert, talking with such an ‘illiterate moron’ is nothing but a waste of time. If you insist to be ‘cosmopolitan’, though, you have a chance to embark in a little sidequest, just to keep you trained.Three workers have been recently killed by something down the aqueduct, something powerful and bloody angry. If you are moved by the news, and if you believe no monster can be let free to run around loose in the sewers, tell Ragnar you are willing to go down and investigate the matter... if he comes up with enough gold. The dwarf says he could pay you one thousand golds to fix his problems.Criosa will be a little upset by your proposition - it’s SO dirty down there! – but you can keep her quiet by explaining the squeamish princess the brand-new sewer it’s probably still shiny and clean. Also, the trip should only take a few minutes.When you are ready for the trip, open the trapdoor near the dwarf and pop down the aqueduct.When you return to Ragnar after you have fixed the problem, the happy dwarf cannot thank you enough for ‘clearing out his pipes’. Perhaps you wish you could help Ragnar with his diction and annunciation, but you have to realize that is a battle that was lost a long time ago.Therefore, you must settle for a reward of 1,000 xp and 1,000 gp.By the way, if you have Robert as a comrade, when you pocket your prize he exclaims he got it, at last - fleecing the locals for profit! Yes, that makes sense.If you try to explain you didn’t that for money but just for helping people, your alignment shifts towards Good; if you are good, you get 100 xp. If you ignore Robert’s remark, your alignment does not change. If you grin he is getting it at last, your alignment shifts towards Chaos; if you are chaotic, you get 50 xp.[Ref. Area 3.26].

04. THE SEASPRAY INNAt the Seaspray Inn you can find a soft bed to rest – and a few goodies to loot.[Ref. Area 3.27].

05. BOWYER & FLETCHERIf you need to restock your quiver or if you are after a good bow or a deadly crossbow, this is the place you have to visit.[Ref. Area 3.28].

06. BILLBill Cooper [N, Commoner 1] is a teamster (not a mathematician) and he makes his livings by carrying both wares and travellers back and forth from Culdeny to Fairloch with his ox-pulled wagon.Once he is certain the road to the capital is safe and no dragon will endanger his precious life, the driver won’t object to give you a ride to Fairloch. His fee? Well, there is a cold weather fee of ten gold on top of the usual twenty-five, so that’s... um... fifty gold pieces. Take it or leave it!If you need a ride to Fort Highmarch, however, Bill explains Mille Smith handles that route. He ain’t seen his colleague in a week or so, though. Probably she is down at Highmarch or something.

07. MASTER CHAPLAIN’S SMITHYA young apprentice smith [N, Commoner 2] is toiling at the forge outside this shop. A convenient location, indeed - it gets him lots of fresh air, and the ladies can see him with his shirt off!If you want to buy some equipment, ‘Chappy’ is waiting inside the smithy.[Ref. Area 3.29].

08. HOUSE OF EXOTICSMiscellaneous supplies and interesting trinkets can be found at the House of Exotics. Moreover, the shop features quite an interesting device...[Ref. Area 3.30].

09. THE OCEAN VOYAGERTwo people are arguing on this jetty, not far from a moored mercantile ship. Mr. Philips [N, F5] is the Captain of the Ocean Voyager. Killian McKye [N, Commoner 6] is new Dockmaster and

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the head of the Longshoreman's Guild. Both men don’t look to be happy. The Captain wishes his cargo to be unloaded as soon as possible. The Dockmaster seems to be reluctant to do so, though.Killian has a great deal of respect and authority on the docks, so you should talk with him to learn about his motives.The Dockmaster explains the North Shore Trading Company, which owns the Ocean Voyager, is at odds with the worker’s ‘get paid enough to live’ policy. They cut wages down to next to nothing and expect the dockers to work late into the night. Ever since that Evelyn Bartlett lady took over, things have been pretty bleak for the workers. Say what you will about Ron Bartlett, at least he paid them a decent wage!Killian is seriously thinking about the dockland workers going on strike, but he doesn't like what that will do to their image. People will probably think they are trying to make money out of this tragedy, and he would wager the company would go out of their way to push that as well.If you tell the Dockmaster you could go and talk to Evelyn Bartlett about this to try some sort of arrangement, Killian thinks that’d be mighty decent of you. Hey, the workers are not asking for the earth, just a fair wage.The conversation will run differently if you have already spoken with Mrs. Bartlett and if you know already about the strike the workers are planning. If you speak on behalf of the company, Killian will try to convince you that Mrs. Bartlett has lied to you. If you believe his words – or if Robert is in your party – you can promise the Dockmaster your help to negotiate a decent settlement out of this. Then, you have to return to the company offices and inform Evelyn you have changed the side you support.If you insist a strike would cause troubles far more than it would hurt the company, you can try a medium Persuade check to convince the Dockmaster he could go to Lord Talbot and ask him to step in and mediate the issue, or he could ask for independent arbitration from Fairloch. If you pass the check, you can return to Evelyn and tell the merchant lady the workers won’t go on strike.If you talk with Evelyn on Killian’s behalf, when you return here you are given a few choices.If you want to side with Evelyn – consorting with a member of the Bartlett family? Never on earth! - you can try the Persuade check I have told above to convince the workers to give up the strike.If you (rightly) believe Evelyn and her associates are nothing but a greedy bunch of profiteers, you - or Robert - will come up with a pretty devious plan.By now, your wealth should be enough to afford to buy the sharks out, taking a controlling interest in the company. That is easier said than done, though, for the company’s shareholders will do what they can to raise prices and make it hard for you.The worth of the company is based on the quality and speed of the goods coming in. If the workers went on strike that would probably lower the value of their enterprise, but that would make them look bad.As a Knight of the Realm, however, you have the authority to declare a shipment infested, so, you can declare the Ocean Voyager’s cargo has been contaminated!If it looks like the goods they are bringing in are worthless, or possibly even dangerous, the company’s stock will plummet. Then, you can swoop in and buy them out as a 'favour'. Once you are the boss, the Dockmaster will declare the emergency is over and – hey, presto: you are the head of a wealthy company!If you like the idea, Killian asks what sort of pests you want the shipment to be ‘infested’ with. Choose carefully, for the outcome of the plan depends from such a decision.The choices you’re given include: the deadly Athasian swamp leeches, the even deadlier Arborean death weevils, the poisonous and extremely lethal Tusonian miniature giant death termites, or... the highly flatulent dung beetles of south-eastern Aielund.Once you have made a choice, Killian informs a puzzled Captain Philips his cargo has been contaminated and it must be immediately quarantined.Now, you have to go visit Lord Matheson and persuade him the contaminated shipment could herald a widespread infestation. If the Lord doesn’t believe your words, the quarantine will be lifted in a short time and your effort will be wasted.If you fail to make Lord Talbot swallow the bait, when you return here Killian will thank you for your support. Now the workers will go into a strike – God help them. Such an outcome won’t earn you any reward.If you dupe the Lord and you become the new majority shareholder of the North Shore Trading Company, when you return here with the good news you get a reward of 2,500 xp.

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Oh, and if you’re thinking about the money you’ll get, Killian says you probably won’t see much of a profit for another couple of months since it’s all tied up in resources and such. You are a bloody hero to all the workers, though. Isn’t that some small consolation?Robert notices you should consider it an investment... and an incentive to survive the war. A good merc needs to have something to live for and usually that means living long enough to spend your money!

10. THE NORTH SHORE TRADING COMPANYThe bloody Bartletts seem to be countless. Another member of the family has risen to prominence and now she is in charge of the mercantile firm.Mmmh... what can you think up to make her fall?Do not think I’m writing that for sheer malice, please. Even an adventurer bound to save the world needs some diversion every once in a while and fixing the Bartletts had become my character’s favourite hobby. So, if your hero shares the same passion...[Ref. Area 3.31].

11. LORD MATHESON’S ESTATEThis is the abode of Count Talbot Matheson, the new Lord of Culdeny.If you are scheming to become the boss of the North Shore company, you must come here to convince the nobleman the Ocean Voyager’s cargo has really been infested by very dangerous insects.[Ref. Area 3.32].

12. CULDENY BARRACKSA visit to the barracks is mandatory if you want to leave the town through the South Gate.Also, you should be given the opportunity to say hallo to your old buddy, Dante Colt.[Ref. Area 3.33].

13. SOUTH GATEThe gate guard [LG, F11] who stands near the gate is sorry, but he cannot let you through the gate without written permission from Commander Ariel.Once you have the commander’s authorization, hand the papers to the guard and he will unlock the gate, so you can take the road to Bracksworth.[Ref. Area 3.34].

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3.25 – CULDENY CHURCH

01. ENTRY DOORA vigilant Cathedral Guardian [LG, C12] keeps watch on the main door of the church.[Ref. Area 3.24].

02. CELESTE’S SHOPThe lovely priestess Celeste Patterson [LG, C9] is the head of the local church and she is willing to heal both you and your companions for free. Thank God.The temple’s store has an unlimited supply of money and a maximum buying price of 15,000 golds.Celeste sells potions (Aid, Antidote, Bless, Bull’s Strength, Cat’s Grace, Clarity, Cure Wounds, Endurance, Heal x2, Lesser Restoration, Owl’s Wisdom), scrolls (Lesser Dispel, Lesser Restoration, Raise Dead, Restoration, Resurrection), healer’s kits (+1 to +10), and holy water.

03. NELLISEStanding next to Celeste there is the very beautiful cleric who may have accompanied you during Act One, Nellise Sanneman [LG, P/C]. Oh, and she has been knighted too, so you should call her a Lady. Actually, Nellise is the first cleric to be knighted for one hundred years. Well, what can you say? Welcome to the club!Nellise had a difficult time last month. A lot of good people died here and she had to witness it. But most of the citizens survived, and with the town rebuilt things are looking up for Culdeny. Most of her work here is done by now, so, if you need a cleric – or a paladin - she could join your side and assist you in your mission. Nellise will agree to follow you even if you are evil – despite she has taken the path of paladinhood! And she won’t fall.If Robert is in your party, he will strongly claim you do NOT need a cleric for they are nothing but a bunch of self-righteous, bigoted, narrow-minded fools. He will change abruptly topic of conversation, though, when Nellise asks him if they have met before...Once Nellise is on board, you can talk with her to know what else she has been up to these past few months, or to learn how the clerical hierarchy reacted to her recent knighting.Nellise’s starting equipment includes a Knight’s full plate, a City Guard shield +2, a Ring of Protection +3, a longsword +3, a Crossbow of Speed, and two sheaves of bolts +4.

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3.26 – CULDENY AQUEDUCTS

01. LADDERWhen you want to return to the surface, just climb up this ladder.[Ref. Area 3.24].

02. ELEMENTALSTwo elder water elementals [N, Elemental 20], ‘ferocious and powerful as a stormy sea’, have found their way to the aqueducts and lurk at these locations.It goes without saying that the uncontrolled elementals are the cause of the workers’ death. Try to don’t meet the poor souls’ same fate and destroy both the creatures. Then, leave the aqueducts and go tell Ragnar the sewers are safe for further works.

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3.27 – THE SEASPRAY INN

Common Room First Floor Master Suite

01. ENTRY DOORSLeave the inn by one of these doors to return outside.[Ref. Area 3.24].

02. COMMON ROOMThe current patronage of the inn includes a female commoner [N, Commoner 1], a curvaceous – and kinda busy - prostitute [N, Commoner 1] and five randy, VERY randy sailors [N, F1] on their leave.If you are a lady, the sailors won’t be able to resist your charms and will treat you with a few of their ‘best’ jokes.The local innkeeper [N, Commoner 1] is standing behind the counter. If you ask for a room, he says he gets only one left, the master suite. It costs 5 gold for the night - and no complaining! Throw five coins on the counter to get the master suite key.Before you depart for your room, the innkeeper reminds you have to pay for any damage yourself.If you reassure him you will be careful, your alignment shifts two points towards Law; if you are lawful, you get 20 xp. If you just thank the guy for the advice, your alignment does not change. If you tell the innkeeper he cannot teach you how to party, your alignment shifts one point towards Chaos; if you are chaotic, you get 50 xp.If you ask for something to drink, you will access the ‘inn’s store’. The innkeeper has only drinkables for sale (ale, spirits, wine, and rum) but, if you wish, you can sell him your own items. Just keep in mind the ‘shop’ has a limited gold supply of 1,000 golds and a maximum buying price of 1,000 gold pieces.

03. KITCHENUnsurprisingly enough, here are the inn’s chef [N, Commoner 3] and a busy waitress [N, Commoner 1].

04. STAIRS UPGo up the stairs to reach the first floor of the inn.

05. STAIRS DOWNGo down the stairs to return to the inn’s common room.

06. LOCKED ROOMSThe doors of these rooms are locked [DC18, 22 or 25].By searching the bedrooms, you can collect random treasure of low value. The goodies are stored inside one locked cabinet [DC18] and seven chests-of-drawers.

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07. TRAPPED ROOMThe door of this room is both trapped and locked [DC20/20; Minor Electrical; DC22].Within the room there is a locked chest [DC28] holding 351gp. Oh, and don’t worry – this time no masked monk will pop out the shadows to stab your back.

08. TO THE MASTER SUITEWith the key that you can get from the innkeeper, you can enter the next room and enjoy your deserved rest.

09. MASTER SUITEI am not going to spend more words about the wonderful ‘cushion of reasonable comfort’. The pillow is here, period.

3.28 – BOWYER & FLETCHER

01. A CONSIDERATE BOWYERThis building looks like it didn’t quite get through the destruction of Culdeny unscathed. Valdur Ellyan [CG, F5], the elf who calls this place his home, explains the fires were not completely stopped before they reached his abode. Still, it could have been worse. Most people weren't so lucky. Valdur still had a roof over his head, so this house was a low priority when the rebuilding began. He didn't want to make a fuss over it either, seeing as how he came through relatively intact.If you want to peruse his inventory, Valdur is pleased to show you how he has been busy in the past month.The store has an unlimited gold supply and a maximum buying price of 15,000 gold pieces.Besides several trap kits and tradeskill materials, here you can buy both mundane and enchanted ranged weapons and ammunition.The magical goodies include heavy crossbows (+1 to +4), light crossbows (+1 to +4), a Crossbow of Speed, a Mighty Crossbow of Speed [One of the most powerful crossbows available, this mighty weapon can unleash a ferocious barrage of bolts in rapid succession with little training. This heavy crossbow +5 is a mighty weapon +4 which causes its victims 1d10 massive critical damage and which grants the wielder the Rapid Reload bonus feat. Base price: 60,124 gp], longbows (+1 to +4), composite longbows (+1 to +4), masterwork composite longbows, shortbows (+1 to +4), composite shortbows (+1 to +4), arrows (+1 to +3), Arrows of Impact, five Arrows of Petrification, Fire Arrows, Ice Arrows, Lightning Arrows, bolts (+1 to +3), Acid Bolts, Bolts of Fire, and Bolts of Lightning.

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3.29 – MASTER CHAPLAIN’S SMITHY

01. ALAN’S WORKSHOPMaster Alan Chaplain [N, Commoner 8] has managed to stay in business in these hard times. There has been a constant call for high quality equipment around here lately, so you might say his retirement years are going to be very comfortable!If you would like to contribute, just take a look around.The weapon store has an unlimited supply of gold and a maximum buying price of 15,000 gold pieces.Alan sells any kind of melee non-exotic weapons ranging from the mundane to the ones bearing a +3 enchantment, all types of armour – again, ranging from the normal suits to the ones bearing a +3 enchantment, shields of all sizes (from the common ones to those bearing a +4 enchantment), several helmets, metal dyes of any hue and tradeskill materials for both the weapon- and the armour-crafter.Alain’s stock includes a few unique pieces as well: a banded mail +4, a female light plate +3 [Usually worn by women (for obvious reasons), this suit of light plate is much easier to move around in, and it is even less restrictive for mages who wish to cast spells. The armour grants the wearer a +3 AC bonus and a 35% reduction of their arcane spell failure. Base price: 70,928 gp], a Shield of Endurance [This large shield +5 grants the wielder a +4 Constitution bonus. Base price: 84,874 gp], and a Dagger of the Planes [This non-descript dagger +2 becomes a weapon +5 if employed against creatures from the Outer Planes. It sheds a dim yellow light and causes its victims to suffer 1d8 additional magic damage. Base price: 74,180 gp].

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3.30 – HOUSE OF EXOTICS

01. A GNOME’S TRADING SECRETRubo Essen [NG, Commoner 1] has survived the attack on Culdeny and still manages his shop. Also, he still owns that glowing, buzzing device which helps so much in bringing in the customers.Now that you have visited Desmond’s lab at the Halls of Knowledge – and after you have explored the ruins of the Eldar elves – you can inform Rubo his odd machine is actually some sort of arcane power generator.Once he has been reassured the contraption cannot endanger his life, the gnome asks you to keep the information between him and yourself. No need to go around babbling about this to whoever may be walking past, uh?If you ask Rubo what it is worth to keep this secret, the short fellow will suspect you are going to blackmail him.If you say you are just curious, Rubo explains he fears the University might like to acquire another one of these devices. Indeed, that may have been where it came from originally. They might want it back, and he would be unable to stop them.If you say yes, you are actually blackmailing him, the diminutive gnome will call you a scoundrel but will agree to pay 100 gp to keep your mouth shut.If you are so greedy, you can try a medium Persuade check to extort him 500 gp. If you fail the check, however, the outraged gnome throws you out of his store and bans you from his shop for the days to come.Rubo’s store has an unlimited supply of money and a maximum buying price of 15,000 gold pieces. The gnome is the only trader in town with enough lore to identify your items. He provides such a service for the standard fee of 100 golds per piece.Here you can buy whips, whips +1, whips +2, whips +3, a whip called ‘Lasher’ [On hit, this whip +4 can hold its victim for 3 rounds (25% chance; DC18). Base price: 125,138 gp], a few potions (Barkskin, Cat’s Grace, Eagle’s Splendour, Fox’s Cunning, Invisibility, Lore, Speed x3), a Ring of Regeneration [A powerfully enchanted item, this ring is an essential addition for the serious adventurer. Its power is such that it will prevent the wearer from bleeding to death. The ring grants the wearer regeneration +3. Base price: 42,051 gp], a Wand of Arcane Disjunction, a Wand of Fire, a Wand of Lightning, a Rod of Thunder and Lightning, a Rod of Wonder, a Chime of Opening, a Gem of Brightness, a Harp of Nightmares [The discordant notes that issue forth from this vile instrument can inflict the worst horrors upon the listener. Only the most twisted of bards would conceive of playing this harp, even to one's own enemies. Only usable by evil bards, the harp grants the user the power to cast the Weird spell. Each use consumes five charges. Base price: 51,637 gp], an Instrument of the Winds, two Bags of Holding, Light Gems, grenade-like missiles, and tradeskill materials to craft magical potions and/or wands.

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3.31 – THE NORTH SHORE TRADING COMPANY

01. ENTRY DOORSBoth these doors lead to the streets outside.[Ref. Area 3.24].

02. WAREHOUSEAlbeit this room has been filled with boxes and crates, there is nothing for you to loot. What a pity!

03. OFFICETogether with a dreadfully busy elven secretary [CG, Commoner 2], here are the new head of the North Shore Trading company and her two most prominent associates. Baxter Faircross [N, Commoner 6] is one of the major partners in the mercantile enterprise; rumour is he controls most of the shipping in this part of the world. Samuel Johnstone [N, Commoner 6] is considered a shrewd financial dealer.The company’s majority shareholder belongs to a dubious lineage and just her surname should suffice for you to be wary of her. Evelyn Bartlett [N, Commoner 5] took over the running of her late husband's company after Ronald was tragically brutally stepped on by a giant. Don’t forget to give the lady your condolences...Under Evelyn’s guidance, the Company businesses have bloomed. With the rebuilding of Culdeny a top priority, they used every resource at their disposal to aid in the reconstruction. Every ship was contracted to bring in workers and building supplies as fast as possible. Naturally, with their company the sole importer of construction material and labour, they were able to fetch a higher than normal price for our goods. Much higher...Normally this much construction would be spread out over a longer period of time. But because people wanted the goods as fast as they could get them, they were able to charge special ‘express delivery fees’. Of course, no one can complain because they are actually providing a unique and rapid service.The scheme has worked brilliantly, except for one small problem. The Longshoreman's guild has been demanding ‘outrageous’ pay increases that would totally destroy their profit margin (sob). Fortunately, because of the urgency of bringing in supplies, the workers have not been able to strike on them. However, there are rumours that they might be about to do so, the villains!If you have already spoken with Dockmaster McKye at the city docks, you can (you should) tell the lady her company is forcing unreasonable working hours for less pay than they were receiving before the untimely death of her husband.Evelyn replies Killian is nothing but a troublemaker. The town was virtually destroyed and here he is asking for more money, and threatening to strike if he doesn't obtain what he wants. Scandalous! Mr. Baxter admits the workers’ pay is tight, indeed, but times are hard for everyone. All the money the company is amassing is going towards rebuilding infrastructure, purchasing, and repairing ships and such. And just the sheer amount of material that is being brought in... well, of course, they are going to make a lot of money. What's wrong with that?If you believe the bloody bastards, or if you have not yet spoken with the Dockmaster, Evelyn asks you to speak with Killian on behalf of the company and persuade him to give up and

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forget the strike. You understand, it is not just for the North Shore, it is for the good of the town...Of course, you will be amply compensated for your contribution. How about 5,000 gold pieces? If Robert Black is in your party, your shrewd buddy will persuade the businessmen to raise the prize to 7,500, half paid in advance. This way you can immediately pocket 3,750 gp.If you choose to work for the company and if you succeed in persuading the Dockmaster to resolve the matter the lawful way, when you return here to inform Evelyn you get your money (5,000 gp or the other 3,750 gp) plus 1,250 xp. Also, your alignment shifts two points towards Law; if you are lawful, you get 20 xp.Even if your attempt for mediation fails, you are given 500 gp, 500 xp, and Evelyn’s thanks for your service to the company.I must warn you, though. Taking the company’s side will cause you to miss one of the greatest conversations of the whole saga.If you side with the workers, Evelyn suggests you should keep your nose out of the matter. Hold your tongue and hands at bay, say goodbye to the gracious widow and return to the docks. There, together with the Dockmaster, you can devise a little, twisted plan to make the wealthy rascals regret their immoderate greed.Once your scheme has been set up, you can return here - if only for the sake to see Evelyn trembling in fear. Inform Evelyn you have grave news concerning their goods and explain that the Ocean Voyager has been quarantined until further notice ‘cause an infestation of pests. When Mr. Baxter says he has heard nothing from Count Talbot on the matter and it should be only an isolated incident, reply you are sure the Count will have something to say on this matter shortly. Then, bid the gentlefolk farewell and go pay a visit to Lord Masterson.If you make the Lord believe your white lie, you are in business. Return here and praise Evelyn for she is so strong willed in these troubled times. What are you talking about? Well, isn’t it a real disgrace the port has been closed until all assurances about the infestation issues have been resolved?Hearing such catastrophic news, Mr. Baxter turns a strange colour of white. If the goods are all contaminated... they are ruined!Oh dear. What a shame. How awful, etcetera.I am sure I shall hardly forget Robert as he lights up his cigar from the nearby fire... Ah, the sweet smell of victory!Mr. Johnstone immediately rebukes his associates - he had warned the fools it was risky tying up so much of their money with their scheme. In a fit of rage, he accuses Evelyn to have single-handedly brought down the entire company. The lady seems shaken to her core.Can a Knight of the Kingdom stay idle before a damsel in distress? God forbid!Lend Evelyn a helping hand and offer to buy her share of the company. Mrs. Bartlett says for 100,000 golds you can buy out both Baxter and her. Samuel is all right, however; he was against this whole thing to begin with, so he didn’t invest his entire fortune.That was a wise move, because - considering you are going to buy into a badly run company - you cannot afford to pay Evelyn and Baxter more than 20,000 golds...Yes, Evelyn was right: times are really hard.Once you are the boss ask Samuel to run the business while you are away, and then order him to institute a pay rise for all employees, plus extra for overtime. He do not have to be worried, for you have a feeling the infestation issue is going to be resolved VERY quickly...Such a revelation will make Evelyn understand she has been the victim of a scam.If Robert is in your party, he walks closer to the broken lady, asking if she is sure she doesn’t remember him. When Mrs. Bartlett recognizes her husband’s former security leader, her eyes grow wide. Robert just grins at her, ‘Takes more than death to kill me, you bitch. From hell’s heart I stab at thee.’ Great!To seal your triumph – and to add insult to injury - you look at the widow and say, ‘You see Evelyn, the company will be fine, it's just YOU we wanted out of the way. And you are. All's well that ends well.’And Evelyn? Evelyn faints.Good. Another Bartlett has been fixed. Who’s next?As a side note, if your current wealth is less than 20,000 golds, Mr. Johnstone will buy out his former associates. Then, he will agree to raise the workers’ pay when you let him know the infestation was only a fraud.Even if you’re not the new head of the company, before leaving the office you can grab a few random treasure of low value by emptying the desk next to the secretary and the near chest of drawers.

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04. TO THE GENTLEMAN’S CLUBI guess the Club has been temporarily closed for restyling for this door is jammed fast and you won’t be allowed to go upstairs even if you are the boss.

3.32 – LORD MATHESON’S OFFICE

01. ENTRY DOORLeave the building through this door to return outside.[Ref. Area 3.24].

02. LORD TALBOTCount Talbot Matheson [LN, F6] took over the rulership of the town after the unfortunate death of Mayor Ashan Bora during the battle of Culdeny. He has helped to build it into the small city it is now shaping to become.The Count is ‘damned pleased’ to meet the hero of Culdeny and is pretty flattered when you praise him for having managed to transform Culdeny from a burned-out collection of buildings into something resembling a city.Anyway, enough of this chitchats. Let’s come to business.If you come here to get the permission to leave Culdeny via the South Gate, Lord Talbot says he won’t stand in your way. However, you must go and speak with Commander Ariel to get further assistance.If you are scheming to bring down Evelyn Bartlett and his associates, inform the Count the entire shipment of the Ocean Voyager has been infested with pests.The type of insect you have chosen when plotting with Dockmaster Killian will influence the Lord’s reaction.If you chose the Athasian swamp leech, the Arborean death weevil, or the Tusonian giant miniature termite, you need to pass a Persuade check to make the Lord believe your words. If you chose the highly flatulent dung beetle, however, you won’t have a chance to pass the check.If the check fails, you can still persuade the Lord by passing an easy Intimidate check. Again, you won’t be allowed a check if you have chosen the flatulent beetles.If you persuade the Count, you get a reward of 500 xp. Then, tell Lord Talbot the North Shore Trading Company is most directly to blame. The Count will sign an order preventing further import of goods until the crisis has been resolved.Now you should pay a visit to the Company’s offices and gloat over your victory.

03. STAIRS UPThe door before these stairs can be opened, but you won’t be able to go upstairs.

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3.33 – CULDENY BARRACKS

01. ENTRY DOORSBy going through one of these doors, you can return to the streets of Culdeny.[Ref. Area 3.24].

02. OLD FRIENDSAriel Smith [LG, F12], commander of the forces around Culdeny, has consolidated her position by thoughtful and decisive leadership.When you tell the lady commander you have defeated the blue dragon, Ariel is impressed. So impressed that she believes you are going to have no problem solving their latest threat, the bloody bitch!About a week ago, a merchant was attacked on the road south of here. Ariel sent in some scouts to investigate the area and discovered a horde of various humanoid races migrating to the northeast. The Commander doesn't know precisely what made them want to leave their homes, though. She thinks something big (the King’s army) must have moved in somewhere southwest of Highmarch.If you want to travel south, you will have to cut your way through all those creatures. Ariel is not saying it is impossible, but she is not going to risk any of the city's defenders in such an action. Also, she points out they have been out of touch with Bracksworth for a week now, and the hamlet is right in the path of the humanoids.If you are curious about the creatures you are going to meet, Ariel’s scouts have reported sighting giants, hobgoblins, bugbears, and regular-sized goblins riding worgs. The good news is they all seem to be fighting with each other, so you might be able to use that to your advantage.To leave the town via the South Gate you get Ariel’s permission slip, a note bearing the Commander’s seal. Hand the papers to the gate guard, and he will open the gate for you.Standing before Ariel there is your old, unwashed pal from Act One, Dante Cold [N, Ra15] and - oh my – he has been promoted to Commander of the Royal Rangers in western Aielund! Dante looks like he is under a lot of pressure and you can wander what idiot put him in charge!!!Even if he has been promoted to officer, Dante is still the hot-blooded guy he used to. If Robert Black is in your party, you will be forced to work hard to stop the ranger from giving the merc the same treatment he once reserved to his own commander.Anyway, Dante has only five rangers left up here, the rest having headed down to Highmarch with Armin Wise. So, he has got a bit of a situation. Aside from all the humanoids swarming the highway, it seems that a flight of black dragons is looking to make its home in the Calespur Ranges. His scouts have spotted at least six dragons of reasonable size, and one really big one. Moreover, they have spotted a large number of smaller dragons too.If you think you are strong enough, Dante won’t stop you from going there and slaying the wyrms. All he needs to see is a horn from the biggest dragon as a proof of its death.Oh, and while you are busy fighting the dragons you could keep an eye out for one missing ranger. Guess who? Mona – of course – insisted to be assigned the toughest mission to prove that Dante had gotten over her. Weird logic, but Dante did it anyway. She asked for it and he is not a mind reader, so... Now, despite his macho exterior, Dante is blubbering like a little girl.

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When you return to the barracks after you have slain all the dragons and carrying the ancient wyrm’s horn in your backpack, you get 1,000 xp. Then, Dante asks if you did find any treasure.If you say you did, Dante laughs that is good for he won’t have to pay you for the job!If you are after some money, you can try a hard Bluff check to dupe the ranger to believe the place was empty. If you pass the check, you get 500 gp and other 250 xp.If you have rescued Mona Te’rei [NG, Ra11], when you return from the Calespur Ranges the elven ranger will be here already. Of course, she will express you all her gratitude.If you reply it’s all part of the service, your alignment shifts towards Law; if you’re lawful you get 20 xp. If you say sometimes you don’t know why you do these things for people, your alignment does not change.Whatever your answer, you get 1,000 xp, and you are treated with a funny duet between Dante and Mona. I suggest you to imitate Robert - light up a cigar and enjoy every minute of that.

03. STAIRS UPThe door before the stairs leading up is locked. If you try to open it, Commander Ariel asks you to stay away from her personal chambers, PLEASE.

04. BARRACKSHere are six locked chests [DC25] holding random, class-oriented treasure of low value. Feel free to grab everything you like.The locked desk [DC22] next to Commander Ariel holds only writing implements: ink, a quill pen, and blank papers.

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III/5 – On the Road to Bracksworth

3.34 – HIGHWAY; NORTH OF BRACKSWORTH

01. TO CULDENYGo north from here to return to Culdeny.[Ref. Area 3.24].

02. ROMANCE BEFORE THE SLAUGHTERIf your male character is falling in love with Criosa, when you enter this area your beloved one calls for your attention.Criosa has been very impressed by how the townsfolk looked up to you and claims you are truly worthy of to be called a ‘hero’... HER own hero. You saved her from kidnappers, and then assassins, and thwarted a conspiracy to take over her kingdom, and now you are adventuring together to save the world. This is so very much like those romance novels: the hero and his beautiful companion slowly realise their feelings for each other around this point, but they are both unsure about the next step. Maybe they should take a chance and express themselves, before the opportunity disappears, shouldn’t them?Anyway, Criosa just wants you to know that she has real feelings for you. You have done so much for her and the entire kingdom, and she thinks she might be in love with you. Wow!The Princess is not really an expert at feelings, though. She has never been in love before, so, she will try to sort herself out.If you are a female character and Robert is in your party, Mr. Black will have something to tell you. Your buddy is glad to be out of Culdeny, for he thought he was going to get hanged for sure. He was lucky not many have recognised him – even that Ariel woman. She did alright fighting his boys... and to cap it all off she is beautiful. At such words, your (pretty jealous) heroine will flinch. Does Robert find Ariel prettier than he finds you? At such a question the poor merc blubbers he didn’t mean to say that... there is beautiful, and then there is BEAUTIFUL. Pretty clear, isn’t it?Anyway, once you have reminded Robert your face is located above the place he is currently staring at, he finds the courage to admit you are a lot different than he thought you would be.

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If you are interested to develop some kind of relationship with Mr. Black, just confess you feel the same way about him. Robert will smile at you, a little embarrassed, and then will ask you to get back to the task at hand. That’s all for now, but the seeds of love have been planted in his callous heart. He may have eluded death, but he won’t escape you...

03. HUMANOIDS AT WAR; GOBLINS VS. HOBGOBLINSThe whole area is choked full of humanoid creatures fleeing their homes to the south and battling among themselves along the way, just to stay fit.Stay ready for an almost continuous fight – and don’t forget to take with you a lot of curative potions and a few Resurrection scrolls. You will need them!Unless you are a hot-blooded berserker who loves to charge his foes headlong unafraid of death, you should keep your henchmen at bay and employ your stealth (or invisibility) to get the monsters to fight each other’s. When they have been weakened enough, step in and finish the survivors.All the monsters you can encounter by exploring the forest respawn after a few times (180 seconds) you have slain them. Each group of enemies respawns 5 times, so don’t take them easy. I have warned you!About here you should spot a party of 2-8 goblin marauders [CN, Humanoid 3/Bb8] and goblin cavalry [NE, Ro6/Magical Beast 6] (goblins riding worgs) as they go west to greet a group of hobgoblins.As usual, those goblins respawn five times but, unlike the other monsters found along the road, they reappear a mere 60 seconds after they have been slain.The hobgoblins coming from the east number 2-6 hobgoblin elites [LE, Bb11] led by a hobgoblin shaman [LE, Humanoid 3/S10].The hobgoblin shamans are creatures you should be wary of. When the hostilities begin, these ugly, red-skinned guys protect themselves by casting the Stoneskin, Minor Spell Mantle and Elemental Shield spells. Then, they summon forth a dire boar and turn invisible, so to enjoy the show undisturbed. After a time they reappear, though, launching fireballs and volleys of magic missiles towards their foes.

04. HUMANOIDS AT WAR; GIANTS VS. BUGBEARSNear this crater (or kinda of), you will meet a group of 2-6 dangerous hill giant marauders [CE, Giant 14]. Like any self-respecting giant, these overgrown fellows have a passion for rock hurling.Not far from the giants, but further on the west, you can spot a group of 2-6 bugbears. They include bugbear marauders [CE, Humanoid 4/Bb3], bugbear heroes [CE, Humanoid 3/Bb9], and perhaps a bugbear shaman [NE, Humanoid 3/S7].Both the giants and the bugbears are dumb creatures and it will take a time for them to spot each other’s and come to blows. If you manage to stay unnoticed, however, keep waiting for the giants may prove to be really dangerous opponents.

05. HUMANOIDS AT WAR; GIANTS VS. GOBLINSAnother group of giants numbering 2-4 hill giant marauders is wandering about here.To the east – and pretty far from the giants – there is a party of goblins numbering 2-8 goblin marauders and goblin cavalry.If you give these creatures enough time, the history will repeat itself: once again, David will challenge Goliath. This is no biblical lore, though, but real life – err... uhm... sorry, I let myself go... Bloody Savant!Anyway, the goblins do not have a chance against the giants but, at least, they can weaken the big boys a bit, making your life a little easier.

06. TO THE CALESPUR RANGESIf you are interested to fight the dragons infesting the Calespur Ranges, take a detour from the main road and follow the path leading west.[Ref. Area 3.35].

07. TO BRACKSWORTHGoing south from here you will arrive to Bracksworth, the same hamlet where your adventure had begun.[Ref. Area 3.37].

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3.35 – CALESPUR RANGES

Calespur Ranges The Lodge Cabin

01. TO THE HIGHWAYGo east from here to return to the road between Culdeny and Bracksworth.[Ref. Area 3.34].

02. LODGEThe Rangers who kept watch upon the wood had their headquarters within this building. Now they have left, but this place is still safe to rest in.

03. LODGE INTERIORThe lodge is empty. The bloody rangers took away everything of value. Here you can sleep or read your spellbooks undisturbed, though. If you have just been through a few encounters with the humanoids scouring the highway to the east, you should not miss the opportunity; still more action waits in the near woods.

04. DRAGONS!The forest is teeming with black dragons. Apparently, the specimen you killed in the caves beneath this area were not alone.Scattered amongst the trees, there are ten young adult black dragons [CE, Dragon 15], and five dangerous adult black dragons [CE, Dragon 19]. Beware!!!Having some protection from acid will help a lot here. Also, a lot of caution should be mandatory when you engage the older dragons in close combat for they can easily knock you down to the ground and overwhelm you. Being flat-footed right in the middle of a group of three or four angry wyrms is something you should avoid - definitely.You should take care to protect your henchmen as well as yourself, for the dragons can use their leathery wings to fly about the area. They like to manoeuvre so to land just behind your shoulders, or near the comrades who you wished to keep away from the frontline.Oh, and don’t get upset if Robert asks for a pay rise... he really deserves it!Before your arrival, the dragons’ only amusement was some deer hunting. In fact, as you explore the woods, you can notice no deer have managed to save their skin. If you wish, you can collect the animal pelts from the corpses scattered about the area but that shall be cold comfort after the awful sweat you did to save the critters from the poachers’ arrows.

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05. CABINThis is the place where you met the poachers’ leader. Now, it serves as a shelter for someone else.

06. CABIN INTERIORMona Te’rei [NG, Ra11], the missing elven ranger, has holed up within this cabin. Mona is tired and edgy from spending some quality time with evil dragons over the past few days. She was spotted spying on them, and spent hours trying not to die. Eventually, she slipped inside this cabin without them noticing. She has been trying to stay unnoticed ever since.Once you have cleared out the path to Culdeny, tell Mona she can head back to the town. Dante is waiting for her...Keep in mind that Dante & Mona’s passionate love story may end abruptly and quite the sad way if you’ve not exterminated all the dragons that wander in the woods outside the cabin.

07. CAVE ENTRANCEThe old dragon that Dante wants to be killed is not found around the forest. Maybe the wicked wyrm is lurking within these caves, uh? Well, what are you waiting for? Go inside and look by yourself.[Ref. Area 3.36].

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3.36 – CALESPUR CAVERNS

01. CAVE EXITLeave the caverns through this passage to return outside. The air is stale here, and the whole place smells like someone set fire to rotten eggs. Smashing.[Ref. Area 3.35].

02. THE DRAGONS’ HOARDThere is great evil in this cave... but you probably knew that already.When you walk inside, one adult black dragon [CE, Dragon 19] and five very young black dragons [CE, Dragon 6] immediately charge at you, or rather they jump UPON you, for these monsters have wings - and they can use them!When the wyrms have been dealt with, you can grab the treasure scattered in the southwest corner of the cave.Besides six piles of gold coins, each earning a random sum of money ranging from 100 to 1,000 gold pieces, lying on the floor of the cavern there are a sheaf of arrows +5, a sheaf of Arrows of Intense Cold, and a longbow called ‘Fiendslayer’ [Created by the Eldar to battle the forces of Hell, this powerful longbow can pierce even the thickest armoured skin. Its accuracy and balance are complemented by an aura of divine protection that can shield the wielder from some of the more unpleasant effects from being in the presence of hellspawn. This longbow +5 is a mighty weapon +5 granting the wielder the power to cast the Protection from Evil spell up to five times per day. When the bow is employed against outerplanar creatures, its attack bonus becomes +10].

03. DRAGONETSMore immature dragons inhabit this cave, namely 2-7 very young black dragons and one young adult black dragon [CE, Dragon 15].

04. MORE BLACKIESHere you will be put against 3-8 very young black dragons and one young adult black dragon.

05. THE OLDER WYRM, AT LAST [Not Mapped]The old wyrm you are looking for is found not even within these caverns. The passage to the lower caves has been blocked with rocks and boulders, so it cannot be there either.Don’t worry, though. When you leave the caves to return outside, the ancient black dragon [CE, Dragon 31] you are after comes right to you, even if it is not in the mood for a chat!I hope you are not caught unprepared, for this beast is VERY dangerous. The wyrm has 32 points of Strength, armor class 35 and 436 hit points. Besides its fear aura and its acidic breath weapon, the dragon can cast spells like Darkness, Fireball, and Lightning Bolt. The black lizard’s most frightening power, however, is its ability to knock you down. BEWARE!If you manage to survive the encounter, don’t forget to grab one of the beast’s horns. Bring the ancient black dragon’s horn to Dante at the Culdeny barracks to get your reward.

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3.37 – BRACKSWORTH

01. NORTH GATELeave the village through this gate to take the highway leading to Culdeny.[Ref. Area 3.34].When you arrive here, you will immediately notice if Culdeny has been rebuilt, Bracksworth has just been razed. Most of the village’s buildings are on fire, the mangled corpses of humans, animals and hobgoblins are scattered everywhere, and happy vultures fly high in the sky, projecting their gloomy shadows on the ground beneath. Finally freed from water, the hamlet’s streets are now clogged with blood.The dead humanoids have left nothing behind, whereas the corpses of the slain militias can be searched to find guard armours and – sometimes – Potions of Cure Critical Wounds.

02. GOBLINSA few goblins are having some innocent fun by butchering a stray dog [N, Animal 2] not far from the Mayor’s house. The yellow-skinned scoundrels include 2-6 goblin marauders [CN, Humanoid 3/Bb8] and goblin cavalry [NE, Ro6/Magical Beast 6]. Gagji gagju magdiaaa!

03. HOBGOBLINSThe first time you walk near the smithy, you can notice the dead body of Hadush lying before his workshop. The village’s smith has fallen defending his hometown, and judging by the many dead hobgoblins surrounding the half-orc’s corpse he sold his life dearly. Searching Hadush’s corpse won’t get you anything but a mundane breastplate.If you return here after you’ve helped the people who survived the onslaught to evacuate the village, you bump into a party of hobgoblins numbering 2-6 hobgoblin elites [LE, Bb11] led by a dangerous hobgoblin shaman [LE, Humanoid 3/S10].

04. GIANTSWhen you walk towards this portion of the village 2-6 ugly hill giant marauders [CE, Giant 14] will try to smash you.

05. BUGBEARSA few bugbears are wandering about here. The group includes 2-6 bugbear marauders [CE, Humanoid 4/Bb3] and bugbear shamans [NE, Humanoid 3/S7], and perhaps a bugbear hero [CE, Humanoid 3/Bb9]. Go for the slaughter!

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06. GOBLINSNear the southern gate of the hamlet, you may meet 2-6 goblin marauders and goblin cavalry.If you do not see any goblin about here, look on the ground. Laying amidst the grass you may notice their remains. Apparently, the bugbears came first.In the rare occurrence the goblins manage to win the match, the emboldened rascals will assault you mercilessly. Of course, if the goblins are still alive you don’t have to bother with the bugbears I have told about at the previous location.

07. BARRACKSFour goblin marauders [CN, Humanoid 4/Bb8] are doing their best to storm into the barracks, so to murder the few people who had found shelter within the building.Charge the goblins and kill them all before they can bash down the door and swarm inside.When the goblins are dead, knock the door. A voice from beyond will curse the ‘little bastards’, threatening to make them suffer if they do not stay away. When you say you are not a goblin but a Lord (or a Dame) of the realm, the door will slam open.[Ref. Area 3.38].

08. DALE’S HOUSEDale, the old savant, is still alive, and he is staying ‘safe’ within his house. The magical force field that blocks the doorway has proved to be an effective remedy to keep the humanoids at bay.If you want to go inside, be warned you must bash down the door. Unfortunately, every time you hit the crackling surface you are zapped by an electrical discharge causing 10-40 points of damage or so. The door has 150 hit points [hardness 2, fortitude save 16] so, be ready to sustain quite a few damage if you want to go in.When you tinker with the energy field, it is a good rule to keep your henchmen away, unless you wish to electrify them a little.[Ref. Area 3.39].

09. EAST GATELeave Bracksworth through this gate to travel towards the barbarian lands.[Ref. Area 3.40].

10. SOUTH GATEBy going through this gate you can take the southern tract of the highway, and then continue your walk to Fort Highmarch.[Ref. Area 3.57].

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3.38 – BRACKSWORTH BARRACKS

01. THE SURVIVORSWhen you enter the barracks, a militia sergeant [LG, F9] comes up to make sure you are not some humanoid in disguise. Once he has ascertained you are really what you claim to be, he welcomes you to the party.These people have been stuck in here for a few days now and they are quite desperate. The Mayor has pretty much kept them together, although technically the sarge is running the military. All three of them. The rest died defending the town.The officer thinks you should speak with Olaf and see if you can get these people out of here in one piece.Besides the sergeant and his army - a militia archer [LG, F9] and a militia [LG, F9] – only five villagers escaped the massacre: two unnamed commoners [N or LG, Commoner 2], David Patteel [N, F6] and his sobbing but still beautiful wife Laura [NG, Commoner 5], and Olaf Waynolds [N, Commoner 2], the Mayor of Bracksworth – all that is left of it, that is.Inform Olaf you have cleared most of the creatures that invaded the village, and then tell these people they can pack their things together and prepare to leave. The road to Culdeny is now safe (at least, it should be...), so they can head that way. This simple statement is worth 500 xp.If you ask about other survivors, Olaf says both Hasrinaxx and Dale may be still alive.When the fighting started, the entire town turned out to fend off the horde. Hasrinaxx came as well, calling down bolts of lightning upon the foul creatures. They lost track of the druid when the walls were breached, but Olaf doesn't think he died. The horde came from the west, so he must have gone east.Dale, the doddering old fool, had some magical relic that he had discovered recently and the Mayor wanted to go and fetch it. Instead, Dale locked himself into his house and brought down an energy barrier to block it! The coward probably cost them the town.When everyone is ready to go, leave the barracks. A few moments later, the survivors come out the building, lining up in a formation. Escort the escapees towards the north gate. If you have already killed all the monsters about here, everyone shall be able to make their way to the gate. When the Mayor goes across the small bridge before the gate, you get a reward of 1,000 xp.As a side note, if you find the time and feel no shame, while you are in the barracks you can empty the six locked chests [DC25] standing before the bunk beds. The coffers hold random, class-oriented treasure of low value.Being a bashful chap with a quirk for theft, my favourite hero first escorted the refugees to safety THEN he returned here and looted everything. How decent of him, uh?

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3.39 – DALE’S HOUSE

01. ZZZZAP!Dale Amraphen [N, Commoner 1], the sage of Bracksworth, is very happy to see you for he thought he would never get out of here alive. Chances are he won’t, indeed...When you manage to destroy the energy field blocking the doorway and you enter the house, Dale sighs in obvious relief, before to cry in fear!A moment later a crackling elder lightning elemental [N, F18] appears next to the old man. If you want to save the old fool you have to act quickly - but it could not suffice. Chances are the angry elemental will zap Dale to death.If you do not manage to save the sage’s skin, you can learn about what happened here by picking up Dale’s diary, the big book that rests on the floor next to the savant’s corpse – his ashes, at least.The final entry of the journal reads thusly, ‘The horde is on the verge of breaking through the south gate. Hasrinaxx has abandoned us, and the troops are weary, but I have one last trick up my sleeve: I believe I can summon a powerful elemental to aid us in the battle. The trick is to control it...’If Dale manages to survive the elemental’s wrath, he explains he had attempted to summon an elemental with an old artefact he had bought a few years ago, to help protect Bracksworth. However, he could not control it once it had manifested. Instead of helping the town, it blocked off the doorway and held him prisoner, furious at being summoned to the material plane.Now Dale shall head immediately for Culdeny. To show you his gratitude, he says you can take everything he leaves behind.When Dale leaves his abode, you get a reward of 500 xp.The locked chest [DC40] standing along the west wall holds random class-oriented treasure of medium value, a Potion of Lore, four scrolls (Finger of Death, Mass Haste, Mordenkainen’s Disjunction and Premonition), a Ring of Elemental Air [One of the four elemental rings of power, this device creates a bond between the wearer and the element the ring is linked to. This allows the wearer to summon powers on a limited basis, and provides protection against certain forces. The ring sheds a low white light and grants the wearer 25/- electrical resistance. Aside to be employed to summon a huge air elemental, the ring can be used to cast three spells: Chain Lightning, Gust of Wind, and Improved Invisibility. Each power can be invoked once per day], and a katana going by the long name of ‘Four Stars Circling Heaven’ [One of a very small number of similar blades to find its way this far east, this katana is reputed to have been blessed with divine powers centuries ago to fight great evil. It was lost in the battle it was created to fight, and assumed destroyed until now. Usable only by good or neutral characters, this katana +4 sheds a dim yellow light and causes its victims 2d6 additional divine damage].

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III/6 – Looking for Allies; Elves and Barbarians

3.40 – SOUTHERN FOOTHILLS

01. TO BRACKSWORTHGo west from here to return to Bracksworth, at least what’s left of it.[Ref. Area 3.34].Besides a couple of badgers [N, Animal 1] and a meditating monk, the area is empty. If nothing else, as Nellise notices, it seems the weather down here has returned to normal. Remember how flooded this place was?

02. GRAVEYARDApparently, the spirit of Sir Charleston was not meant to rest in peace. Enter the Knight’s tomb to learn what is disturbing the knight’s eternal sleep.[Ref. Area 3.41].

03. ZACHARIAHA magnificently tattooed guy is peacefully meditating near a small campfire, surrounded by an aura of serenity.A member of the Order of the Transcendent Path, Zachariah [LG, M25] has finally reached enlightenment - despite what Robert might think of him. Just look at his glowing eyes, man!The blessed man could tell you of the wonders of the soul and the magnificence of the spirit, but - unless you are a monk yourself - he won’t do that. To be prepared for such a journey of the spirit requires years of preparing one's mind. You are walking a different path, and the monk cannot help you.‘Told you he wouldn’t have anything to tell. Bloody religious types, all the same!’At least, Zach can tell you something about the area. To the east lies the Cairnwood Forest, an ancient place that hides many secrets. He has seen many evil creatures wander past here into the forest, for they seemed to be chasing a cloaked and hooded man that was accompanied by a great cat. Guess who?If you are a monk, you can ask Zacha... err, your ‘great master’ to teach you something. Again, the monk’s answer is negative. He will not accept any students, or followers. It will remove the focus of your experiences away from your inner self, and slow you down upon the path you would walk.If you beg and grovel at the monk’s feet for a time, Zachariah will finally relent and he will bestow you a great favour: he will put you on the path to enlightenment. That is the way he hopes to get rid of you, I guess...

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If you are prepared to ‘endure great hardship in pursuit of perfection of the soul’, (Robert is not, though, unless there is a pot of gold at the end of it all...), Zach says you must travel east of here, into the Cairnwood forest, then turn north. You will ascend a small mountain, untouched by civilisation. Make your way further north still, following the river until you discover a lake of mountain water, pure and clear. Fill the flask you are given by the monk with the water from the lake. Then, come back here and he shall tell you what is to be done next.Grab the Zachariah’s flask and let the clev... err, wise monk free to return to his deep meditations. At last, he made it!When you return with the flask of pure mountain water, Zach asks if you did gaze upon the beauty of your surroundings or if you did meditate on the tranquillity of the lake. Say yes (of course) and you will be ordered to drink the water. That is pure, isn’t it?Yes, it is - at least, it should. What did you do at the lake?Anyway... and so? I am afraid, that is all!The water won’t help you reach enlightenment. None of what you have done will. The wise monk sent you on this fool’s journey only to show you how NOT to gain enlightenment. It must come from within you, and not through some ritual nonsense or pompous know-it-alls - like him. When it happens, it will happen. It is serendipity. All you can do is prepare yourself for that day, and wait the moment of clear inspiration, where everything suddenly makes sense. You will reach enlightenment someday (maybe). The trials that we go through in life, the good and the bad, all show us what we truly are. But enough of this, you have a path to walk, and a dangerous one at that.If you resist the temptation to become a fallen monk, let Zachariah continue his lecture. He claims to be aware of many things. He trusts his eyes and ears to tell him the truth of events around him, and he sees change coming. Great change. He sees that you are caught up in it. A great enemy of the Kingdom comes to destroy and to conquer and you need some help in battling this creature.Oooh, perhaps the great master is planning to join you in the defence of Fort Highmarch, isn’t it?Nah, he won’t. Zach is afraid but his path lies elsewhere, in a higher plane of existence. Figure it!To make you happier (and to shut your mouth), however, the monk comes up with a gift: a pair of gloves attuned to the vibrations of your soul. They will allow you to express it in the form of devastating power, that you may use them wisely.Thank your master for the gift and just hope some day you shall be as learned and wise as him – that way, it will be someone else to go risking his life battling a monster that cannot be destroyed...The lesson you have been imparted is worth a reward of 2,000 xp.The monk’s gloves have been enhanced with powerful magic, and attuned to a certain universal vibration. The pair you are given reflect your current alignment.If you are a good monk, you get a pair of Gloves of Heavenly Might. This particular pair of gloves draws its power from the positive side of the universe, granting the monk the power to smite his foes with raw energy. These gloves +5 cause their victim 1d10 additional divine damage and grant the wearer the power to cast the Hammer of the Gods spell up to twice per day.If you are a neutral monk, you get a pair of Gloves of Universal Harmony. This particular pair of gloves draws its power from universal harmony, granting the monk the power to affect the balance of nature. These gloves +5 cause their victim 1d4 additional magical, negative, AND positive damage and grant the wearer the power to cast the Nature’s Balance spell once per day.If you are an evil monk, you get a pair of Gloves of Unyielding Power. This particular pair of gloves draws its power from the darker side of the cosmos, and grants the monk power over life and death. These gloves +5 cause their victim 1d10 additional divine damage and grant the wearer the power to cast the Power Word (Kill) spell once per day.

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04. TO THE CAIRNWOOD FORESTIf you are looking for Hasrinaxx – or if you are seeking enlightenment – go through this passage to reach the Cairnwood Forest.By the way, if you are looking for allies to unleash against the Ironlord – or if you are currently in a romance with Criosa or Mr. Blake - I suggest you to do not skip this area.[Ref. Area 3.42].

05. TO THE HIGH PLAINSIf you wish to enlist the barbarians to your cause, pay a visit to their encampment.[Ref. Area 3.54].

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3.41 – TOMB OF THE EXILED KNIGHT

01. TOMB EXITLeave the tomb from here to return to the graveyard outside.[Ref. Area 3.40].

02. A GUARDIAN ANGELA beautiful angel [LG, C1/P13] has been sent here to protect the memory of Sir Augustus Charleston from being twisted by the forces of evil that have invaded the tomb. Apparently, Sir Augustus had used a great balor lord in his trials, twisted to his will by powerful divine magic. But once the Knight departed, the balor was not fully banished from this plane. Free from his influence, the demon has secured a foothold on this tomb and has begun summoning an army.The angel cannot fight the fiends itself. It is not fully present on this plane, as you can see and its influence here is limited. It needs someone brave and daring - like you - to take the fight to them. To ensure that no more demons come through, you must kill the two demon lords. The original one summoned another first to help build the army here. Destroy both and their power will be broken.If you are a being of material concerns, the angel says it shall reward your action with an appropriate magical item, if a reward is indeed what you seek.Of course, the conversation will be different if you are evil. The angel won’t let a vile creature like you to defile this holy place. Your mere presence here is an affront to the good and decent man that lies within. You must leave or you will perish. The choice is yours.If you are already gloating at the thought of eviscerating the angelic creature but Nellise is in your party, the lady paladin will claim she won’t consent you to fight an angel. Nellise has overlooked your less attractive qualities because she believed you were working in the best interests of the Kingdom but she cannot look the other way on this. You should immediately leave this place.If you agree to leave, your alignment shifts 1 point towards Good.If you don’t want to miss the chance to give a painful death to a creature of the heavens, your alignment shifts 1 point toward Evil, and you get 100 xp. Nellise will leave your party, though, and she will stay here to defend this place.If you kill the angel, you can search his remains to get its sword, a weapon you won’t be able to use. You can get the same sword if you are a paladin and if you complete the angel’s quest. So, the blade is detailed a few lines below.Oh, and when you walk near the door to the north, two more angels [LG, C1/P16] will appear to bar your way and claim your twisted soul.Be very careful. These celestials are stronger than the one you have just slain - and they can heal each other when you have hurt them enough. Moreover, both wield the angelic holy avenger, which can inflict you a lot of damage and dispel any protection you may have.

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As a side note, killing the angels may have a permanent consequence. I presume angels and animals belong to the same faction because from the very moment my evil sorceress left the tomb, all the common animals (deer, badgers, weasels, and so on) that she met in any module area attacked her on sight. That was not big issue, though, and my cruel witch considered it a pleasant distraction. If the prospect to go around killing furry critter does not make you sick... the hunting season has begun!If you enjoy the angel’s favour and you manage to slay all the demons that infest the tomb, when you give it the good news, the winged being says you have proven to be a powerful force in this world, and as such, it has a gift for you. The angel is able to give only what it has on itself, and the effort to fully materialise it on your plane of existence will cost it the rest of its energy, returning it to its home dimension. However, with the tomb secure, the angel has no reservations about this act.If you are a paladin, you get the angel’s sword. The personal weapon of an angel, the mighty blade called ‘Angelfyre’ is the scourge of evil throughout the planes of existence – and perhaps the best sword of the saga (until Act Four, at least). This longsword sheds a normal yellow light and boasts the abilities of a Holy Avenger blade. On hit, it can instantly slay an evil victim (DC16). Make the sword keen, add a few additional damage to its properties, make it able to regenerate your health, and your paladin shall become an unstoppable force of Good – albeit a poor one...If you are a cleric, you get the angel’s backup weapon - that you might fight the scourge of rising evil with greater success. The Divine Mace of Disruption is a weapon +3 that sheds a normal yellow light. It causes the undead 2d6 additional divine damage. On hit, it can instantly slay an undead creature (DC14).If you are neither a paladin nor a cleric but your alignment is good, you get the angel’s cloak - that you might withstand the enemies that you will be facing. The Vestments of Faith are holy garments granting the wearer a damage reduction +5 soak 5.If you are a neutral character (‘little more than a mercenary’), you get the angel’s ring - that you may find it useful. The Ring of Elemental Water is one of the four elemental rings of power and creates a bond between the wearer and the element the ring is linked to. This allows the wearer to summon powers on a limited basis, and provides protection against certain forces. The ring sheds a low blue light and grants the wearer 25/- cold resistance. Once per day the wearer can summon a huge water elemental. In addition, the ring can be used to cast the following spells: Acid Fog, Drown, and Ice Storm. Each spell can be cast once per day.Whatever your gift, your efforts are worth a reward of 1,500 xp. Of course, don’t expect such a reward if you killed the angel and his pals.If Nellise is in your party, before the angel leaves she ask it for some advice. The angelic creature says her answers lie to the south. The one known as Terinus will point the way.

03. LOCKED DOORThe door leading to Sir Augustus’ burial chamber is locked, so, you won’t be able to disturb the knight’s sleep.

04. THE FIRST DEMONOne of the two fiends you’re meant to slay, a huge balor lord [CE, Outsider 16], is found within this room - together with 2-8 vrocks [CE, Outsider 10].

05. VISITORS FROM THE ABYSSWhen you enter this chamber you will be assaulted by 2-8 squawking vrocks.

06. HELLISH PUPPIESBefore to cross this planking bridge you have to deal with 2-5 fire-belching greater hell hounds [LE, Outsider 14]. Do NOT underestimate them!

07. A BIG BAD FIENDTogether with 2-4 vrocks, here is the gigantic greater balor lord [CE, Outsider 16] who started the fiendish infestation – and he’s not intentioned to go back home quietly. Wielding a whip +5 and boasting a sizeable roster of spells, the balor can be quite a dangerous opponent.Kill the tanar’ri and the portal to the Abyss he opened will be sealed, hopefully forever.

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3.42 – THE CAIRNWOOD FOREST

01. TO THE SOUTHERN FOOTHILLSGoing west from here, you can return to the hilly area just south of Bracksworth.[Ref. Area 3.40].

02. TIME FOR LOVEThe shredded corpses of a few hobgoblins lying amidst the flowers (SNEEZE! I hate flowers!) should not be enough to disturb the enchanting look of these beautiful woods. Multicoloured butterflies swarm amongst the trees, while deer [N, Animal 1] and badgers [N, Animal 1] wander about. Even an old grizzly bear [N, Animal 10] will merely look at you before to go back to its business.Spartan senses you may relax here, for this is a protected realm.A dreamy princess cannot stay indifferent before such a lovely view and - if you are in her royal graces - Criosa wonders if... if you would consider giving her a kiss. Would you?SMACK!By the way, if Robert is nearby, he will suddenly discover he has grown a passion for botanic. Ain’t that tree bark something?When all it’s over, it’s already time to return to your business - but not before Criosa embraces you again for another kiss, the covetous lass.If Criosa’s behaviour was to be expected, the adventuress with a fancy for the rugged-looking merc shall be surprised to find Robert’s too finds this setting to be... pretty. What? Oh yeah, ‘magnificent’. Yes, that is just the word he was looking for.Despite no monsters are around, Robert seems more nervous than before he goes to battle. Why? You see, he was kind of wondering if this would be a good place to kiss you.Before to make him happy, force Robert to enumerate your many virtues. When your ego is satisfied, shut him up by sealing his lips with yours. Surprised at first, Robert will embrace you in his ‘powerful arms’ and will return the kiss twice over.Savant should be severely flogged for the words he puts in your heroine’s mouth when she can breathe again, ‘See? That wasn’t so HARD, was it?’ Poor Mr. Black! He will have to do better next time...Ahem, was really no pun intended?

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03. HASRINAXX AND THE MAGICAL OAKA hooded man is peacefully sleeping under the wide canopy of a magnificent oak tree that has undoubtedly had its roots in this soil for centuries. Well, the druid seems a lot more comfortable than you thought he would be.When you wake him up, Hasrinaxx [N, D14] explains he is simply resting after fighting off a horde of monsters.By the way, the druid calls Spartan a friend, so your upright dragon actually LIED to you when he said humans had not given him a name yet. That’s DEMEANING, isn’t it?Anyway, if you are a druid or a ranger – or if you have allocated six or more points in the Animal Empathy skill, Hasrinaxx says he sent his faithful companion Sebastian to the north, as there were too many foes for him to take on by himself. The druid has not seen his jaguar for over a day. Though he does not doubt its natural abilities, he fears the monsters may have got the better of it. So, he wonders, could you head north and track his pet down? Hasrinaxx would go himself but his strength has not yet returned, and Sebastian will only trust a ranger or druid.If you agree to help, Hasrinaxx says he will present you with a very special gift when you bring his pet back. In addition, he gives you a ring you may find useful.When worn, the Ring of Animal Empathy greatly improves your natural affinity with animals, granting you a +12 bonus on the Animal Empathy skill.If you manage to return the druid his ‘fluffy kitty’, after it tore the lungs out of half a dozen goblins and giants and ate their intestines, Hasrinaxx lets you choose from two gifts. One is a suit of ranger's leather armour that he has 'enhanced', giving the wearer more speed and stealth capabilities. The other is a breastplate fashioned from wood and enchanted to be as strong as iron (this is important for druids as metal armour inhibits spellcasting and this breastplate does not).The Enhanced Camouflage Armour is a one-of-a-kind creation, enhanced well beyond its original capabilities by Hasrinaxx. It allows a ranger to move faster, quieter, and with greater protection than a regular suit of camouflage armour. The armour grants the wearer a +3 AC bonus, and a +8 bonus on the Hide and Move Silently skills. Also, the ranger is hasted and he gets a bonus spell for each spell level from 1st to 4th.Meticulously fashioned from ancient oak then magically transformed into iron, the Ironwood Breastplate is the best protection a druid can get. The secret to its creation is closely guarded by the most powerful of druids, and is extremely rare. A druid can cast spells normally while wearing this armour. This living armour grants the wearer a +3 AC bonus, haste, and regeneration +2. The armour sheds a low green light.Whatever your choice, when the druid and the jaguar are re-united you get 1,250 xp.When the quest above has ended – or if you lack the requisites for getting it – Hasrinaxx asks if you have heard about the ancient elven race known as the Eldar. They were a very powerful race, capable of feats of magic rivalling the Gods of old. Well, Hasrinaxx can direct you to an ancient bastion of their power. This is not an abandoned dungeon or cave, mind him - it is occupied, and it is the occupants of this place that he has spoken with from time to time. They are interested in meeting you!That’s true. There are elves who know of the Ironlord’s imminent return, and they wish to talk to you about the matter. But... how do they know of you?Hasrinaxx has a small confession to make.Salinder, the great gold wyrm, contacted the druid six months ago, and told him to move to Bracksworth, to keep an eye on things for him. He didn't say what things exactly, so Hasrinaxx ingratiated himself with everyone living in town, just to make sure he was not missing something.Salinder created a kind of portal to your world so that he could communicate with him on a regular basis, amongst other things. That’s why that portal was in the Bracksworth’s grove and... that means Hasrinaxx was the responsible for the lousy weather!!!Of course, the druid felt a bit ashamed to upset the natural balance like that, but Salinder said it was important.Hasrinaxx learned about the Ironlord from his elven friends. They know that you have become the dragon’s champion, and that is why they are willing to speak with you.You should not discard such a chance. As Nellise says, even if you cannot (or you don’t want to) gain their assistance, the thought of visiting the hidden elven city of Acadia is just too good to pass up. Just think of this: you will be the second outsider to view its magnificent streets in nearly three hundred years!

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If you are willing to go, Hasrinaxx reminds you to be... nice. The elves are rather finicky about protocol and the like. If you are rude as you are bold, just try to restrain yourself, for the elves can be invaluable allies.To reach Acadia, you can use a magical gateway Hasrinaxx will create by casting a spell upon the near tree. Once the oak tree has been enchanted click on it. A dialogue window will open and you will be asked if you want to use the teleporting conduit. Say yes and... have a nice trip.[Ref. Area 3.45].When you are back from your journey, or if you refuse to visit the elves in the first place, Hasrinaxx says he will make his own way to Fort Highmarch shortly. See you there and fare ye well!

04. TO THE NORTHERN FORESTGo north through this passage if you have promised Hasrinaxx to look for Sebastian – or if you are seeking the miraculous water which should make you an enlightened monk.[Ref. Area 3.43].

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3.43 – THE CAIRNWOOD FOREST; SOUTHERN SLOPE

01. TO THE SOUTHERN FORESTGoing south of here you can return to the previous portion of the forest.[Ref. Area 3.42].

02. GIANTSAbout here, 2-4 playful club-wielding and rock-throwing hill giant marauders [CE, Giant 14] will drag you in their games.

03. GOBLINSA group of 2-6 hobgoblin elites [LE, Bb11] led by hobgoblin shaman [LE, Humanoid 3/S10] can be spotted near this place. Kill all the ugly humanoids before to continue your way up the side of this wooded mountain.The scenery is magnificent. Enjoy the view.

04. GOBLINS... AND MAYBE A CATA party of 3-6 goblin cavalry [NE, Ro6/Magical Beast 6] is roaming about this portion of the forest.If you are looking for Sebastian, the goblins will be very busy trying to bring the nasty jaguar down. Seb seems to have been fighting off monsters for some time and it may need a helping cla... err, hand. Don’t linger too much but charge the goblins and their worgs, slaughtering them all before they can kill Hasrinaxx’s faithful companion.If you manage to save the jaguar’s life, go up the rise and use your Animal Empathy skill upon Sebastian [N, Animal 19]. To do so, call forth your character’s radial menu, select the empathic ability, then left-click on the jaguar. If your skill is high enough, Sebastian should join your party. If the ‘kitten’ does not react to your attempt to communicate, just wear the ring you have been given by Hasrinaxx and try again.Once the jaguar is on your tail, go all the way back until you reach the passage for the southern woods. When you leave the area you will notice Sebastian has left your company. The same happens if you leave the forest through the northern passage.Don’t worry, though. Walk towards the big oak tree and you will notice the purring jaguar is already purring on his master’s side.

05. TO THE SUMMITA green mist exhales from this dark passage. The steep trail leads up to the Cairnwood Lake, a very picturesque place. Even if you have no particular reason to go there, I suggest you to throw it a look.[Ref. Area 3.44].

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3.44 – CAIRNWOOD LAKE

01. TO THE SOUTHERN SLOPEGoing through this passage, you can return to the previous portion of the Cairnwood forest.This small place, not too far from Spartan’s birthplace, is one of the most beautiful areas I have seen by playing NWN and many of its modules. As a proof of my assertion, even Robert could not stay silent before such a show. Hell of a view, ain't it?[Ref. Area 3.43].

02. A POND MOST PRISTINE... UNTIL NOWA stone jetty pushes out into the pure, glistening waters of a clear mountain pond. Walk there and click on the jetty’s rim to get a few choices regarding what you can do at the Cairnwood Lake.If you taste the lake’s waters, you find them very refreshing. The pure liquid makes you feel cleansed and healthy. The effect of such a drink is alike a Greater Restoration spell.If you find no better thing to do, you can drop your drawers and... urinate in the lake. This way you will pollute the pristine lake with your foul bodily excretions.Unfortunately, Savant didn’t tell much about your hero dietary habits in these few last months. They must have been very unhealthy, though, for if you drink the lake’s water after you add your own contribution you find it has a curious taste - kind of acrid, bitter and somewhat familiar... As a first consequence of your defiling act, your alignment shifts two points towards Evil.Finally, if you are a monk seeking your path to light, you can fill Zach’s flask with the lake’s water. Oh, and if you have emptied your bladder in the pond, don’t forget to disperse the waters for a time before taking a sample. Your master could take offence. With Zachariah’s full flask in your backpack, you can return to the Southern Foothills and let the wise man show you the way.

03. NO PISSING, PLEASEIf you’ve relieved yourself in the clear waters of the lake, when you climb down from the top of the mountain you find an angry nymph [N, Fey 16] waiting for you, together with a couple of pets - an ancient dire bear [N, Animal 12] and a dire tiger [N, Animal 16].The fanatic spirit claims you have desecrated this place, an impiety you have to pay with no less than your own life!Frankly, I think she is exaggerating. After all, you were only answering the call of nature... Bah!

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3.45 – ACADIA

01. WELCOME TO THE HIDDEN CITYBy going through the magical conduit opened by Hasrinaxx you arrive next to an oak tree very much alike the one you have used to come here.When you want to return to the Cairnwood forest, just click on the glowing tree, and then step into the ‘oaken gateway’.[Ref. Area 3.42].A few moments after your arrival, an elf by the name of Leif Aloufin [CG, Commoner 2] should come up to greet you.If this thin fellow does not approach you by his own will, look for him, and start a conversation by yourself. Keep in mind you have to talk with Leif before to enter the town’s Ruling Chambers or your mission to enlist the elves to your cause will not progress any further.By the way, Leif is another guy who can call Spartan a friend. It seems your scaly chum is well versed in the secret places of the world.If you are curious to know, Leif explains why this place is not marked on any map. This region was never searched thoroughly for it was thought to be too inhospitable to settle in. Also, the elves have taken the precaution of keeping a low profile over the centuries, both for their protection and for that of Aielund. Their reasoning shall become clear to you in time. For now, feel free to look around the city. When you are ready, just enter the Royal Chambers to meet the King. You will find the monarch’s palace in the northwestern part of Acadia.If you have questions about the town, Leif - an ‘annoying little twig of a man’, to speak with Robert’s words - will indulge your curiosity.Acadia has been here for nearly five hundred years by now. It lies in the middle of a very dense forest, and only those whom the elves wish to enter can do so. Otherwise, they have remained aloof from the world for the entire time.If you bear suspicions the elves are related to the Eldar, Leif says all elves are, so the answer to your question is yes. Just be content with this.

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02. THE ELVEN CITYThis wondrous place is really fascinating. Everything about here oozes magic, and the eccentric elven architecture seems to be intended to amaze the foreign onlooker. Deer [N, Animal 1] and white stags [N, Animal 1] frolic undisturbed on the outskirts of the town, living in complete harmony with the elves. All that glitters is no gold, however, and Nellise senses something vaguely dark is hiding behind all this eerie beauty.Despite the outlandish look, everyday life in Acadia doesn’t differ too much from the goings on of the human settlements. Elven commoners [CG, Commoner 6] stroll along the paved streets, stern elven defenders [CG, Ra11/W5] patrol the town to keep order, and shopkeepers with pointed ears sell their merchandise.By the way, the elven warriors are highly trained, and proficient in magic as well as the combat arts. Be careful to do not go in their bad book!What the town really lacks is the hustle and bustle of a human city. As they live for many centuries, elves can take it easy.Before going to pay homage to the local ruler, you should take your time to indulge in some shopping. The city’s stores offer a unique opportunity to upgrade and increase your equipment with new, powerful items and incantations. Too bad, they don’t come cheap.

03. TEMPLEThis beautiful building is Acadia’s main (and sole) temple.[Ref. Area 3.46].

04. ACADIA SMITHYFinely crafted armours and deadly weapons like you have never seen before can be bought from the local weaponsmith.[Ref. Area 3.47].

05. TRUESTRIKE BOWYER AND TANNERArchery is something the elves excel at, outstripping any other race. Therefore, a visit to this shop should be mandatory.[Ref. Area 3.48].

06. TOWER OF HIGH SORCERYUnquestionably, elves have a knack for magic. The enchanted trinkets you may purchase in this place are solid proof of it.[Ref. Area 3.49].

07. LOCKED GATETwo elven defenders guard this large crystal gate at all times. They say none may pass through this gate. Step away, please.

08. RULING CHAMBERSWhen your tour of the town has ended, make yourself presentable and enter this magnificent palace to meet the elven sovereign and his beautiful spouse.[Ref. Area 3.50].

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3.46 – ACADIA TEMPLE

01. THE TEMPLE SHOPA charming elven priestess [CG, C10] is the sole being you find within this holy place. That’s enough, though, for she can heal your party and show you the temple’s goodies.If you ask to have your wounds mended, the priestess charges you nothing for her aid. The King himself requested that as a measure of his respect for you.Of course, if you happen to fall from the King’s graces the priestess will refuse to lend you her assistance anymore.The temple’s store has an unlimited supply of gold and a maximum buying price of 15,000 gold pieces.Here you can buy potions (Aid, Antidote, Bless, Bull’s Strength, Cat’s Grace, Clarity, Cure Wounds, Endurance, Heal x3, Lesser Restoration, Owl’s Wisdom), clerical scrolls (Lesser Dispel, Lesser Restoration, Raise Dead, Restoration, Resurrection), Amulets of Natural Armor (+1 to +4), Amulets of Health, Amulets of Vitality (+2 or +4), Amulets of Will (+1 to +5), Periapts of Wisdom (+1 to +4), Scarabs of Protection (+1 to +4), healer’s kits, and holy water.

3.47 – ACADIA SMITHY

01. GLENDUR’S ARTWORKSSiege engines and large weapon racks fill this workshop. An elven smith [N, Commoner 2] is working tirelessly at the forge to craft ‘some of the finest weapons you’ll see in modern times!’If you wish to check out by yourself, talk to the master smith. Glendur Gelitana [CG, F6] will let you free to browse his stock of arms and armour.The armoury has an unlimited supply of gold and a maximum buying price of 15,000 gold pieces. For 100 golds apiece, Glendur can identify your items.Besides mundane armour, shields and weapons, here you can purchase quite a few magical items: banded mails (+1 to +4), full plates (+1 to +4), half-plates (+1 to +4), breastplates (+1 to +4), chainmails (+1 to +4), an Elven Chainmail +5, scale mails (+1 to +3), a scale mail +5, a mithril scale mail, bucklers (+1 to +4), large metal shields (+1 to +3), a mithril buckler, tower shields (+1 to +4), and all kinds of non-exotic melee weapons ranging from the ones bearing a +1 enchantment to those with a +4 enchantment. The only unique weapon for sale is a shiny Elfblade [A finely crafted blade, this longsword is commonly used by elf nobility and their officers during battle. Usable only by elves or half-elves, this longsword +4 sheds a dim orange light. On hit, it can stun its victims for 3 rounds (25%. DC20). Base price: 87,148 gp].

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3.48 – TRUESTRIKE BOWYER AND TANNER

01. MRS. AMASHEDINE’S BOWS & AMMOThe owner of this place is an elven lass going by the name of Delade Amashedine [CG, Commoner 6].Her shop has an unlimited supply of gold and a maximum buying price of 15,000 gold pieces.The magical items she sells include a pair of Bracers of Archery, a pair of Acadian Bracers of Archery [Used by only a few revered warriors in their history, this represents the finest of magical devices the Acadian elves have ever made. A quote from an archer who aided in the creation of this device once said, ‘Hitting your target is good. Seeing your target is better’. Usable only by rangers or arcane archers, these bracers grant the wearer True Sight and both the Weapon Focus and Weapon Specialization bonus feats (longbow and shortbow). Up to five times per day, the wearer of the bracers can cast a True Strike spell. Base price: 114,536 gp], arrows (+1 to +4), Fire Arrows, Ice Arrows, Lightning Arrows, Mild Poison Arrows, Piercing Arrows, bolts (+1 to +4), Bolts of Fire, Bolts of Lightning, Bolts of Piercing, Teleportation Bolts, bullets (+1 to +4), Bullets of Screaming, Fire Bullets, Ice Bullets, Lightning Bullets, heavy crossbows (+1 to +5), light crossbows (+1 to +5), slings (+1 to +5), a Sling of Force, longbows (+1 to +5), composite longbows (+1 to +5), shortbows (+1 to +5), and composite shortbows (+1 to +5).

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3.49 – TOWER OF HIGH SORCERY

01. A TASTE OF ELVEN MAGICThe two blue-robed elven mages [CG, W10 and W15] working within the walls of this tower do not much approve of you coming here. The conceited mages believe you are nothing but a distraction. Although their leaders may think they need you, they do not think that way. Their power is more than sufficient to survive whatever is coming...Luckily for you, Celebrith [CG, W18] - the lady in charge of the tower’s shop – seems to do not share her colleagues’ opinion and she will let you browse her stock without raising any fuss.Celebrith can also enchant your weaponry. Just bear in mind that she is VERY good at this, and her prices reflect the quality of her work.Just like Desmond, Celebrith can upgrade any melee or ranged weapon you hold in your right hand. Of course, a weapon that already bears powerful enchantment cannot be further empowered.Adding to your weapon 2d6 acid, cold, electrical, fire, or sonic damage costs 75,000 golds. Making your weapon keen costs 50,000 golds. Making the weapon able to grant you spell resistance 20 costs 90,000 golds. Making your weapon regenerate 2 hit points per round costs 60,000 gold pieces.Adding to your ranged weapon the Mighty +4 property costs 40,000 golds. Adding Mighty +8 costs 80,000 gold pieces. Adding unlimited ammunition +5 costs 100,000 golds.The Acadian magic store has an unlimited gold supply and a maximum buying price of 15,000 gold pieces. Celebrith can identify your items, of course, for the standard fee of 100 golds apiece.The shop’s inventory includes Bracers of Armor (+3 to +5), Cloaks of Fortification (+1 to +4), Cloaks of Protection (+1 to +4), Nymph Cloaks (+1 to +4), a fine Cape of Winter, Elven Sorcerer’s Robes [The robe of choice used by elven magic-wielders in Arcadia, this powerful robe compliments the spellcaster in many useful ways. The wearer is granted a +10 bonus on the Concentration skill and made immune to level/ability drain and to spells by level 2 or lower. Also, the wearer can cast the Sequencer spell once per day (2 spells). Base price: 87,693 gp], an impressive collection of arcane scrolls (from level 3 to level 9), Wands of Arcane Disjunction, Wands of Fire, Wands of Lightning, Wands of Paralyzation, Staves of Power, a Staff of the Magi, a Staff of Command, Rings of Clear Thought (+1 to +4), Rings of Insight, Rings of Magic Defences, Rings of Protection (+1 to +4), Rings of Resistance (+1 to +3), Rings of Scholars, Enchanted Rings of Scholars, Lesser Rings of Wizardry, Rings of Wizardry, a Greater Ring of Wizardry [Envious and afraid of the raw power exhibited by sorcerers, the Mages of the Arcane Circle created a series of rings to empower wizards with more spells. They are quite rare, but highly sought-after items. The rings grant the wizard a bonus spell of level 4, 5, and 6. Base price: 25,313 gp], a Necklace of Fireballs, a Luckstone amulet, Lesser Amulets of the Master, an Amulet of Power, three Bags of Holding, a Censer of Controlling Air Elementals, Dust of Appearance, Dust of Disappearance, and a Gem of Seeing.

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3.50 – RULING CHAMBERS

01. TESTED BY THE ELVESA couple of elven defenders [CG, Ra11/W5] and two elven mages [CG, W10] guard this sumptuous palace.In the top portion of the hall, sitting on their high-backed thrones, there are the king and the queen of the Acadian elves. Leif Aloufin [CG, Commoner 12] is standing next to the royalty, and will invite you to speak with the king.If you gallantly address to Queen Ameniel Alodel [CG, C14] first, the elven co-ruler - one of the most beautiful women you have ever seen - explains custom dictates she cannot speak to you directly. Speak to the king, please.King Lomir Alodel [CG, W10/F8] has lived for many centuries, most of them as leader of his people. Perhaps all the time he has spent ruling Acadia turned him into the aloof man he looks to be these days. Of course, Lomir will be more easygoing if you are an elf yourself.The King explains the local wizards recently detected a disturbance in the natural fabric of this plane of existence. The last time this happened, the Ironlord was banished to another dimension. Naturally, they assumed it had returned. When you inform Lomir the King of Aielund is currently leading an army in the Hocarum desert in the hope of stopping it, the elven monarch says that is a worthy but futile attempt. Such a plan is doomed to failure for sure: the Ironlord cannot be destroyed. Even an ancient gold dragon could only send it away for a time.Anyway, the reason they asked you here was to bring them updated information so that they might determine their role in events this time around.If you ask the elves’ support to fight the Ironlord, Lomir says you have almost no chance of defeating it, thus, to send their valuable warriors to fight against the monstrous construct is a foolish course of action. Besides that, the elves are quite safe here in their city. It is cut off from access to the outside world, and nothing can enter without their express permission.If you accuse the King he is a selfish person and a very presumptuous one as well, Lomir asks if you believe YOU have the power to stop the Ironlord. When you answer you cannot tell for sure but certainly you will try to do that, both the king and his wife seem to be impressed by your confidence. The crowned elves whisper quietly to each other for a few moments. When the king returns his attention to you, he has taken a more reasonable attitude. Lomir apologises for what must seem to you to be a rather callous attitude and says you must understand they have a greater purpose here, and cannot throw their lives away on suicide missions. However, if you were to prove to them your strength, they may consider sending a small contingent to aid you.Mind that, though. The test they want you to undergo is an extremely challenging one and you shouldn’t take it lightly. If you choose to accept the test, you may not survive. If you do, however, they would consider you powerful enough to face off against the Ironlord... and worthy of their aid.Gosh. I would never have thought elves were so good at blackmailing...!If you are interested to go through the test, the King explains beneath Acadia lay a series of caverns. In one of them, they shall conduct their test. You will be sent there, and required to

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fight your way through a large number of summoned creatures. Eventually, you will come to a portal. If you manage to close this portal, you have passed the test. The elven wizards will open a gateway once you have destroyed the portal. Once you go in there, this will be the only way to return.If you refuse to prove yourself that way, just pack your things and leave Acadia forever, for you are not welcomed here anymore.If you submit to the King’s will, Leif unlocks the door to your right. Downstairs the elf will prepare you for the incoming challenge.If you manage to pass the ‘test’, it goes without saying the first thing you should do once you are here again is question the King for an explanation – and it had better be phenomenally good... Even an upset Spartan complains with the King they have never treated him so poorly before!The ruins you just fought so valiantly through are, in fact, an ancient city that once belonged to the Eldar. Over two centuries ago the last of the Eldar had constructed a mighty flying city, upon which they would travel amongst the stars. There were many among their ranks that thought this was a foolish course of action, that they should not leave this world that had given them birth, and indeed, might incur the wrath of the gods if they attempted to leave. The head of construction of the city ignored the warnings from his advisors, and set his sights upon the heavens. However, their pride and arrogance did indeed incur the wrath of the gods, and they attempted to stop the great city from leaving with terrible force. Far from defenceless, even against gods, the Eldar fought back. During this drawn-out battle, a gateway to the hellish dimensions was opened and a horde of devils summoned to aid them in their struggle. Unable to control the devils, the elves were soon overwhelmed. The Acadians became aware of the situation too late to assist, but they managed to prevent the devils from spreading. They sealed the city, and remained watchful ever since. Unable to seal the portal by themselves, the elves have waited for many years for one like you to come along, someone strong enough to get in there and close the portal while they continued to protect their fair city.The king understands your ire. You have helped them as no one else could, so they will not be ungrateful. Now that Acadia is safe, he can allow his warriors to stand with you against the ancient enemy you seek to destroy.This successful outcome earns you a reward of... 0 xp. Yes, that’s no mistake. Nothing at all. You have been tricked by the elves to do the dirty work for them, and such gullibility is no worth any recompense. It will be a lesson to you.

02. TO THE SECRET CHAMBERSOnce you have agreed to undergo the King’s test, Leif opens the door in the northeast corner of the throne chamber. Go through the room and climb down these stairs to reach the antechamber of the testing grounds.[Ref. Area 3.51].

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3.51 – THE SECRET CHAMBERS

01. STAIRS UPGo back from here to return to the Ruling Chambers.[Ref. Area 3.50].

02. PORTAL CHAMBERAn elven defender [CG, Ra11/W5] and two elven mages [CG, W16 and 18] are hanging about this dark room.By the way, when you arrive here you may experience a déja-vu. This chamber is, indeed, very much alike the well room at the Yawning Portal Inn. Also, the place you can reach from here is so much pleasant and hospitable as the dungeon you can enter by going down the well at Durnan’s inn - the infamous Undermountain.Leif Aloufin [CG, Commoner 12] has followed you here and he suggests that you rest up before heading through the portal that a mage is already opening up. Also, if you need to acquire supplies, now is a good time to go shopping.If you pass a hard Persuade check, you can convince Leif to give you some clues about what you are going to face. Well, you will be facing outsiders. Are you happy, now?

03. PORTALWhen you are ready for the trip, step into the magical portal that an elven wizard has opened upon this small platform. You will be immediately whisked away to the ‘test area’. Good luck.[Ref. Area 3.52].

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3.52 – THE FORGOTTEN CITY

01. STARTING POINTThe portal you can enter in the Acadian Secret Chambers brings you to this dark subterranean setting.For an empty cavern, this place sure has a lot of fine architecture! Indeed, the whole area is full of ruined structures. The semi-collapsed and flame-gutted buildings bear the unequivocal mark of elven craftsmanship.You do not have to be a genius to realize you are not staring at a mere cave beneath Acadia, but rather at an abandoned, ancient city somewhere in the world. It seems you have been duped – and it is too late to protest. Robert was right - the bloody elves were not to be trusted!You have no time to cry over split milk, though. Both Spartan and Nellise sense evil creatures are crawling about. Draw your weapons and stay ready for a fight.

02. SWORDS & ASHTwo huge ash elementals [N, Elemental 16] are wandering about here, together with a group of 2-8 erinyes [LE, Outsider 10].The sexy she-devils are not so much of a threat, however, they can resort to their wings to fly out of your reach and reappear just behind your back, ready to hit.

03. SHE-DEVILSA small party of 2-5 erinyes is patrolling these narrow streets.

04. TOWERThis tower is guarded by 2-5 cornugons [LE, Outsider 14]. When you have dealt with the baatezu, open the tower’s gate and go inside.[Ref. Area 3.53].

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3.53 – THE FORGOTTEN CITY; THE TOWER

● Level 1

01. TOWER ENTRANCELeave the tower from here to return to the ruins outside.[Ref. Area 3.52].This building was once the home of ancient and powerful magicks. Spartan can feel the power in the stones themselves.

02. GELUGONSThis large hall is guarded by 2-4 gelugons [LE, Outsider 12], pink-skinned devils hailing from the freezing wastes of Cania. Send them back home the painful way.

03. AN ENCHANTED BLADEIn the northwest corner of this room there is a chest holding random class-oriented treasure of high value and a Sunblade [Usable only by good or neutral characters, this bastard sword +3 sheds a bright yellow light. It causes to the undead creatures 2d6 additional divine damage. The sword wielder is granted the power to cast a Sunbeam spell once per day].

04. STAIRS UPClimb up these stairs to reach the second level of the tower.

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● Level 2

01. STAIRS DOWNGo down these stairs to return to the tower’s lowest level.

02. FIENDSA greater cornugon [LE, Outsider 15] lurks within this hall, together with 2-4 common cornugons [LE, Outsider 14].

03. LIBRARYTwo huge mithril shield guardians [N, Construct 18] still protect this room from unauthorized visitors and you have no better credentials than the fiends do, so...When you have slain the shiny constructs, take your time to search the room.Within two black dressers you will find an elegant silk robe [These magnificent robes are woven from the finest silk. Such garments must have been used in times past by the Eldar, perhaps as eveningwear. The robes grant the wearer a +1 Charisma bonus], a set of Robes of Light [Creating garments aligned to a certain universal vibration helps to focus their power. A robe like this is designed to enhance a good wizard's power, and provide a heightened level of defence. Wearable only by good-aligned sorcerers or wizards, these robes grant the wearer a +5 AC bonus, a +6 bonus on the Concentration skill, a +2 bonus on the Spellcraft skill, and a +1 bonus an all saving throw. The wearer is also made immune to fear and paralysis], and a Faithblade [Created for the halfling knight Arias Tobin, this small weapon was once used to hunt the foulest creatures of evil in the land. While not a true holy avenger, its divine power is very strong indeed, able to blast summoned demons back to their home plane of existence. Usable only by neutral or good character, this dagger +4 sheds a dim white light and causes evil victims to suffer 1d6 additional divine damage. The wielder is given the power to cast a Word of Faith spell once per day].The chest that rests between the dresser is both locked and trapped [DC30/30; Deadly Electrical. DC30]. It holds random treasure of low value, 4,101 gp, a pale blue lesser ioun stone, five gems (an amethyst, a diamond, an emerald, a ruby, and a sapphire), and an Amulet of Natural Armor +5.Upon the two ‘Eldar bookcases’ you will find several powerful scrolls (Cloudkill, Delayed Blast Fireball, Greater Planar Binding, Isaac’s Greater Missile Storm, Legend Lore, Mass Haste), and an ancient elf journal.The book is in poor condition, but the writing appears to be an ancient form of elven. If you wish to read the journal, you have to activate its unique power by calling forth the item’s radial menu. Then – unless you are an elf or you have Spartan as a companion - you must pass a hard Lore check to understand the writings.The book is written in an ancient form of elven, and you are able to discern that the Eldar wrote it. It goes into detail about the daily lives of the wizards of this tower, but does not mention how the fall of this small city happened.

04. BEDROOMApparently, the baatezu looted this room for the chest resting along the north wall is already open – and empty.

05. STAIRS UPPrepare yourself for a fight before to go up the stairs leading to the third level of the tower.

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● Level 3

01. STAIRS DOWNClimb down the stairs to return to the tower’s second level.

02. PIT FIENDSThe hall you enter is guarded by 2-4 vile pit fiends [LE, Outsider 18].When a fight erupts, summoned wights appear near the devils. Then, the pit fiends start throwing spells at you. Until they keep doing so, they are pretty harmless - if you can resist their magic, that is. Try to bring them down before they deplete their incantations, though, or you will learn to yours cost how hard a baatezu captain can hit.

03. TREASUREThis room features a chest holding random treasure of high value and a Wand of the Heavens.

04. KNOWLEDGE MAY KILLThe door leading within this chamber is both trapped and locked [DC28/28; Deadly Holy. DC28].As soon as you enter the room, 2-5 animated tomes [N, Construct 10] attack you. Besides the flying books, there is nothing of interest here.

05. SUMMONING CHAMBERThe portal bringing in the creatures from hell is found within this room, atop a raised platform bathed in a purplish light.Before you can take care of the portal, however, you have to deal with 2-5 erinyes [LE, Outsider 10] and with the powerful devil [LE, Outsider 16] that seems to be in charge of the infernal forces.The devil radiates a powerful fear aura. If you have troubles to overcome it, in the southwest corner of the room there is a Lesser Belt of Guiding Light someone has fortuitously dropped on the floor.By the way, the horned fiend is very alike that devil you may have tricked at the Fairloch Great Library in Act Two. I hope they are not relatives, else... Bartletts from Hell?When the infernal being is no more a threat, search his corpse to get the Devil’s Trident.With no more fiends infesting the tower, you can devoid yourself to seal the doorway to Hell. To do so, you must destroy the five summoning crystals that rest all around the platform – even if they look so nice.Each crystal has 40 hit points [hardness 10, fortitude save 16]. Each time a crystal shatters, it causes a fiery explosion. In addition, an angry gelugon [LE, Outsider 12] appears amidst the platform. Fire and ice, so to say.

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When the fifth crystal is broken, and when the fifth gelugon is dead, the portal collapses and a swirling yellow portal replaces the vanished one.Step inside the new portal and hope for the better.The portal takes you back to the Secret Chambers in the royal palace of Acadia. Well, I would wager you cannot resist the urge to have a chat with the most honourable liar, King Lomir - devil takes him![Ref. Area 3.51].

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3.54 – THE HIGH PLAINS

The High Plains Chief Morik’s Yurt

01. TO THE SOUTHERN FOOTHILLSEach of these passages takes the traveller back to the foothills south of Bracksworth.[Ref. Area 3.40].Snow still cloaks these plains, however, the freezing cold you have experienced during your first visit to the barbarian lands has subsided, and you won’t suffer any frostbite damage as you move around the area.

02. CAMP GATEOnly harmless deer [N, Animal 1] inhabit the snowy fields ahead of you. Cross the plain to reach the gate giving access to the barbarian encampment.When you open the gate, a barbarian warrior [N, Bb9] comes up to inquire by what right you have entered their lands. When the warrior realizes you are the great hero who freed Morik from Erag’s clutches, he is quick to say his people are in your debt. Follow him, for you must see the Chief. Later on, the barbarians will celebrate your arrival with hearty mead and feasting!At last! That’s the way to speak. Stupid elves!If you have Spartan on your side, the frightened warrior claims the dragon must die - and you will have to work hard to make the barbarian change his mind and let your scaly chum inside.

03. BARBARIAN ENCAMPMENTIf you take a stroll about the camp, you may exchange a few words with a couple of barbarian axe-throwers [N, Bb8], two barbarian berserkers [CN, Bb11], four barbarian scouts [N, Bb6/Ro3], two barbarian shamans [N, D8], and three barbarian warriors.These tattooed folks are quite depressed. Even since Erag became chief, things have gone badly for them. It is karma, they suppose. However, even if they have suffered much in recent times, the barbarians refuse to give up.Nellise truly admires these people.Me too.

04. MORIK’S YURTMorik Fair-Eagle, the current chief of the barbarian tribe, can be found within this tent.

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05. A CHIEFTAIN’S JOYS AND SORROWSSpending his time within this warm fur-lined tent, protected by two big barbarian warriors, and enjoying both the advices coming from a wise barbarian shaman AND the carnal pleasures provided by the two good-looking concubines [N, BB6/Ro3] crouched on his sides (women of surpassing average beauty, mind that), Chief Morik Fair-Eagle [CG, Bb18] seems to fare well. Oh, and this is only a temporary arrangement... you should see his palace, just south of here.Alas, despite the appearances, Morik is in trouble.When you tell Morik about the reason of your visit (enlist his warrior to defend Fort Highmarch from the Ironlord), he says his people feel remorseful about almost joining in the attack on Bracksworth and he sure sympathises with your plight. Therefore, it pains him to say he must refuse your request. The barbarians are already fighting a powerful enemy, one that has taken the lives of many of his warriors.For many years, a small family of white dragons has lived in the mountains east of here. They never bothered with the barbarians much, and they ignored them. By late, however, the wyrms have grown restless, and have begun ruthlessly attacking their villages. The dragons have proven deceptive and cowardly, fighting from the air and fleeing when the battle turns against them. Morik’s own daughter - Valennia - came up with the idea of facing them in their own lair, forcing them to fight, but Morik forbade it - they are too strong to defeat like that. Strong-headed as usual, Valennia did not listen to her father. She retrieved the armour of their tribal hero, Reikthor, and went to face the dragons. She did not return.Now, you should understand Morik. While these dragons threaten his lands, he cannot abandon them, even if it is to fight a greater evil. Got the hint?If YOU find Valennia and if YOU deal with the draconic menace, Morik himself will lead his warriors to help defend Fort Highmarch.As a proof of your doings, you must return with a horn from each of the dragon’s heads. Bear in mind you need to bring back four horns, or the quest won’t be properly completed.When you return here with the four horns in your backpack, Morik claims you are truly the greatest of heroes. You have brought his people back from the brink of defeat, and they are in your debt. As promised, he shall lead his warriors to aid yours at Fort Highmarch.By the way, if you tell Morik that you are glad to see he keeps his words for those who don’t tend to regret it later, your alignment shifts towards Evil; if you are evil, you get 100 xp.If you managed to raise Valennia Fair-Eagle from death, the fierce lady warrior will be here as well. By all means, do not tell Valennia she should learn not to be so impulsive, for that is an insult to her honour! Because you saved her life, however, she will be generous and won’t kill you...Such an outcome is worth a nice reward of 3,500 xp – and Valennia herself shall stand with you against the ‘foul demon creature thing’. It takes more than death to kill her!Before you go, you may want to return the armour Valennia had you carry to Chief Morik. Such a generous act earns you 1,000 xp.If you found no way to raise Valennia, you have to tell Morik his daughter has died. If you don’t find the heart to tell him such dire news, you can lie and tell Morik you have not seen a trace of Valennia.If he is informed about his daughter’s death, Morik’s stony features will crack a little, but he will maintain his resolve and won’t shed a tear. He will simply say she died bravely, and though she will be missed. The barbarians will celebrate her courage.If you managed to find the armour she wore during her last stand, Morik will let you keep it, as a token of his gratitude.

06. TO THE HIGHMARCH MOUNTAINSA barbarian berserker, a barbarian scout, and a barbarian warrior are keeping watch near the trail leading further into the mountains. Near the warriors there are two ballistae ready to shoot against any dragon they see.[Ref. Area 3.55].

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3.55 – HIGHMARCH MOUNTAINS

01. TO THE HIGH PLAINSFollow the snowy trail leading west to return to the barbarian encampment.The weather here is bad, and you are forced to journey along through a heavy snowstorm.[Ref. Area 3.54].

02. THE CHALLENGEWhen you walk towards the icy hill ahead of you, an old white dragon [CE, Dragon 24] comes down the sky to bar your way. The impressive creature is here to fight, but when you bring it to the near-death status it flies away.If Spartan is in your party, he explains you have been challenged! The next battle will not be so easy...

03. THE WYRM IS BACKYour tiring trek through this icy maze will eventually lead atop this plateau. Once your party is on open ground, the wyrm you have met before comes back for a rematch. By now, it is fully healed, and it is not alone...As soon as the battle starts, two adult white dragons [CE, Dragon 20] land behind you, ready to join the fray. Fighting three dragons at once it’s not a joke, so act wisely – and quickly as well.When the older wyrm senses its end is close, it spreads his wings and takes flight. His younger pals, however, stay and fight to the death.If you survive the encounter, search the corpses of the dead wyrms to get two white dragon’s horns.

04. CAVE ENTRANCEIf you are fast enough, when you walk near this cave mouth you may spot the old dragon going inside. At last, it won’t be able to escape you anymore. Enter the cavern and stay ready for the final match.[Ref. Area 3.56].

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3.56 – HIGHMARCH MOUNTAINS; DRAGON CAVE

01. CAVE EXITLeave the cave from this passage to return outside.[Ref. Area 3.55].

02. THE FINAL MATCH?Once it has been cornered within this chilly cave, the old white dragon [CE, Dragon 24] will wait for you here, determined to defend its frozen lair until death. Again, the wyrm has recovered from the previous encounter and its wounds have been healed fully.When you have proven the wyrm it is no match for someone like yourself, crouch down its dead cold body to get the old white dragon’s horn.All well that’s all well, ain’t it?

03. THE FINAL MATCH!...Apparently not, for as you walk towards the far end of the cave you are confronted by a huge ancient white dragon [CE, Dragon 30]. Be very careful, or it shall prove YOU are no match for such a powerful wyrm.This overgrown lizard has 36 points of Strength, AC 37 and 465 hit points. It knows no spells, but its freezing breath is deadly. Also, it is very good at knocking down its enemies...When the dragon senses its death is approaching, it ceases hostilities and asks for a truce.The wyrm feels very ashamed to have been bested by a few mortals – especially if a puny bronze dragon took part to the fight. Now, you must choose its fate.If you wish to put an end to its ‘reign of terror’ (as Spartan says), feel free to finish the frost-loving dragon.If you manage to slay the scaly beast, don’t forget to grab the ancient dragon’s horn from its corpse.If you feel generous – or if you are afraid YOU will be the one to be finished once the fight resumes – demand the wyrm to leave this place and never return.Of course, do not miss to tell the beast you need one of its horns as proof of its defeat. The wyrm will glare malevolently at you, but it will cut a horn off for you. Put the ancient dragon’s horn in your backpack and you will get 1,500 xp. If your current level is high (19 or more, I believe) and/or if you are leading a three-people party, that’s more than what you may get by killing the wyrm.Before you let the dragon flee away – and before you force it to cut off one of its horns - you can ask the beast why it did suddenly start attacking the humans. The white wyrm claims it cannot tell you, for it values its life far too greatly.If you really want to know, you can try a hard Intimidate check to force the dragon to answer your question. Bear in mind that if you fail the check a fight will be unavoidable.

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If you are so tough to scare a dragon, the wyrm says the Ironlord has returned and it demands fealty. He spoke to the dragon in its dream and the white wyrm is compelled to obey, for even its kin dares not face up to him, err... Him.If Spartan is in your party, he confesses once he dreamed about the Ironlord himself. It promised your chap suffering if he would oppose its return. Spartan dismissed such a threat, though. They were only dreams. The Ironlord has no real control over the dragons.Whatever your choice, by now you should have secured four horns in your backpack. If so, your mission is pretty complete. All you have to do now is ransack the wyrm’s hoard and (perhaps) raise Valennia to life.

04. A BEAUTIFUL CORPSE... AND A LOT OF GOLDValennia, the proud daughter of Chief Morik, is lying dead – and naked - on the cold floor of this frigid cavern, a few items scattered on her sides. If you throw a look around, you may realize Val sold her life dearly, for the carcasses of two other old dragons can be seen about the cave.The stuff dropped by the gorgeous lady warrior is quite interesting.Once worn by the great barbarian hero Reikthor, the Armour of the Warlord has become something of a religious icon to the mountain people. Its defensive properties are considerable, and partly responsible for Reikthor's legendary status. Usable only by barbarian or fighters, the armour grants the wearer a +4 AC bonus, regeneration +1, and damage reduction +5 soak 5.The Assault Helm is a non-descript but very powerful item. It grants the wearer a +2 Strength bonus, a +6 bonus on both the Discipline and the Intimidate skill, a +2 bonus on all saving throws, regeneration +1, and the Slippery Mind bonus feat.Fashioned from some strange metal, the ‘Immense Greatsword’ is extremely bulky. The amount of power you can put behind it is impressive, allowing tremendous damage to be dealt. This greatsword +4 causes its victims 2d6 additional bludgeoning damage and may inflict 2d6 massive critical damage.If you cannot restore Valennia to life, the sole thing you can do for her is pray for her soul.By the way, having Val been dead for quite a time, I am not sure if a Raise Dead spell or scroll will work. I always used a Resurrection scroll, so I cannot tell. Also, I must warn you that once I tried to raise up the lass by using a Rod of Resurrection I had bought during Act Two, but the item didn’t work; only God (and maybe Savant) knows why.If you call her soul back from Ysgard, Valennia Fair-Eagle [CN, Bb16] stands up and proud in all her glorious nakedness. Why her clothes have been removed? Well, who knows what dragons think?When she realizes you have slain all the wyrms, including the ancient one, Valennia claims she is very impressed. She is also very cold, so, once she has put on some tattered clothing lying near her feet, she says she will head back as fast as she can to the barbarian camp. As for her equipment, she thinks you are far more deserving to wear Reikthor’s armour than she is. Take it, and use it well. She won’t reclaim her helm and sword either.Before to imitate Valennia and leave the cave yourself, indulge a little in the joy of looting a dragon’s hoard. Scattered on the floor there are a sheaf of Lightning Arrows, a sheaf of Piercing Arrows, and twenty-two shining heaps of treasure.Twenty piles earn you random sums of money ranging from 100 to 1,000 gold pieces. The remaining treasure includes random stuff of high value, a random potion, a Belt of Agility +3, Arrows of Intense Cold, five gems (a diamond, an emerald, a garnet, a malachite, and a sapphire), and a Ring of Elemental Water. The latter ring has already been detailed in the section concerning the Tomb of the Exiled Knight.When your pocket are full, leave the cave, return to the barbarian encampment, and inform Morik the nasty dragons are no more a threat for his people.

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III/7 – Highmarch, at Last!

3.57 – HIGHWAY; SOUTH OF BRACKSWORTH

01. TO BRACKSWORTHGo north from here to return to what is left of Bracksworth.[Ref. Area 3.37].

02. THE HARD LIFE OF A MERCIf you are in a romance with Robert, when you enter this area Mr. Black asks if you are spying on him. Don’t deny it, he saw you lookin’ at him out of the corner of your eye. Don’t you trust him yet? Or were you just soaking in his ethereal beauty?Well, now that he mentions it...In a fit of magnanimity, you tell Robert he is not going to win any beauty pageants, but he is certainly not ugly. He has got a very nice kind of... bold confidence in his stride.Robert shakes his head at your words, still incredulous. He is definitely not used at those kinds of ‘glances’. There was one time when he was starting out, a lovely and young redhead came on to him pretty hard. He was flattered and almost didn't avoid the knife when she tried to kill him later that night. Turns out his previous employer wanted him eliminated in case he talked. Therefore, you must understand that it's kinda hard for him to let someone get close. Old habits die hard.Well, you shall just have to come up with some new habits for him, won’t you?

03. THE RANGERS’ CAMPA few Royal Rangers have camped along the roadside. The nine rangers [NG, Ra11] are glad to see your face, for all the faces they have been seeing lately have been two feet high and covered in warts.The rangers are under the commander of the experienced Armin Wise [LG, Ra17]. The rugged officer was heading south to join up with the rest of the military in the defence of Highmarch. He received word from the King that he would need some reinforcements, so he put Dante in charge of Culdeny's ranger detachment and headed south. Oh my, so HE is the idiot...Unfortunately, a large group of giants attacked Armin’s troops. That was one hell of a battle and the seasoned officer lost four of his people to the bastards. He was determined to get to

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Fort Highmarch intact, however, so they pressed on. It was just a little way south of here that they encountered another group of giants, this time backed up by ogres and their damned mages. The rangers tried to head back for reinforcements, but the place was flooded with brigands. Therefore, they have been holding this position for a few days, looking for a way through.A fine connoisseur of warfare like Robert realizes this is not good at all. In less than a week, the King’s armies are going to be coming down this road. If they are ambushed, things could really turn against the Aielunders.Armin has scouted his enemy’s defences quite well, and determined his men have no chance of surviving against so many. And another thing; the giants got themselves a strong leader too. This group is organised, and they have set up a strong defence along the rest of the highway.Well... you are a lot tougher than Armin’s little group – and, hell, you may even get a bloody dragon with you - so, you might be able to smash your way through the monsters. A small army of giants shall be no match for the hero of Culdeny...If you ask Armin to move his people further south to support your advance, the officer says they can do that. He is not going to leave this area, though, for he wants to wait for the armies to arrive. If you wish the rangers’ support, just ask the soldiers to scout ahead for enemies and engage them. If you think you may need the rangers later, let them hold their current and safe position.If you ask Armin for supplies, the Commander says he can sell you a few ammunition and traps.Armin’s store has an unlimited gold supply and a maximum buying price of 15,000 gold pieces.He sells arrows +5, Acid Arrows, Ice Arrows, Lightning Arrows, Piercing Arrows, and several strong and deadly trap kits.

04. ROCK-HURLERSWhen you walk along this tract of the road, 2-4 ‘big and stinky’ hill giant marauders [CE, Giant 14] will come up to play.Nellise thinks she liked it better when there were kobolds here. Can you blame her?

05. OGRESA bunch of ogres is wandering about here. They number 2-5 tough ogre warriors [CE, Giant 2/Bb13], often led by a dangerous ogre high mage [LE, W12].When you spot the ogres, Spartan confesses he feels happy. He likes ogres. They taste like chicken...

06. TO THE HIGHMARCH FOOTHILLSFollow the road as it goes south to continue your journey towards Highmarch.[Ref. Area 3.58].

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3.58 – HIGHMARCH FOOTHILLS

Highmarch Foothills Cave

01. TOWARDS BRACKSWORTHGo north from here to return to the previous tract of the highway.[Ref. Area 3.57].

02. AMBUSHThe whole area is teeming with giants and ogres. Commander Wise was right; these monsters seem to be quite organized and you should devise some smart tactics to deal with them, else your adventure may end on these snowy hills.A first skirmish will take place not far from this bridge, when you will be ambushed by 2-5 ogre warriors [CE, Giant 2/Bb13] and maybe an ogre high mage [LE, W12].

03. CAVE ENTRANCEGo through this passage to enter a small cave.

04. CAVE INTERIORAn ancient dire bear [N, Animal 12] calls this cave its home. Once the guiltless animal has been butchered, this place is safe and warm enough to rest in.

05. WATCH YOUR HEAD!A group of giants stands watch upon this knoll. When you walk beneath them, the 2-4 hill giant marauders [CE, W14] will vie in hitting you with rocks. The rockfall will force you to pass a Reflex saving throw to avoid 2d6 bludgeoning damage.More rockfalls will be provoked by the giants found at location 07 when you transit under the hill they have set their camp upon.

06. OGRESIf you want to cross this small bridge, you have to deal with 2-5 ogre warriors backed up by a spellcasting ogre high mage.

07. GIANTS’ CAMPAfter they have been forced to flee their homes to the south, ogres and giants have set a camp atop this hill.The camp’s defenders include 2-4 hill giant marauders and 2-5 ogre warriors supported by an ogre high mage. All the monsters obey the will of their King, a powerful half-ogre who goes by the name of Kraald [CN, Bb20].

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Try to bring down the ogrillon as fast as you can, for his mighty maul can cause your party devastating harm.When King Kraald is dead, search his corpse to get his weapon. Infused with the incredible strength of a demigod, the Maul of the Titans can deliver a blow with unsurpassed force. This maul +4 grants his wielder a +6 Strength bonus.After King Kraald’s death you may want to return to the rangers’ camp and inform Armin Wise the road ahead has been cleared from monsters. You do not have to do so, however - no reward will come if you tell Commander Armin the good news. Let the soldiers find the area is safe by themselves and continue your way towards Fort Highmarch without further delay.

08. TO HIGHMARCHWhen King Kraald has been slain and all his subjects have been removed from the area so it is safe for the king’s armies to pass through, you should follow the road to the south to reach the gates of Highmarch.[Ref. Area 3.59].

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3.59 – HIGHMARCH; NORTH SECTION

01. OUTER GATEGoing back from here, you can return to the Highmarch Foothills.[Ref. Area 3.58].A militia [LG, F9] is standing guard before the gate and he wants to see your papers to let you in. Enjoin the soldier to grant you entry least you will have him working the fortress’s latrines. At such words, the chap will be very quick to fling the gate open.If you are intentioned to bring Spartan inside, the militia says you can’t for this is a fort and not a bloomin’ ‘dragonhouse’. Outraged, your scaly buddy will merely look straight at the guard roaring loudly. That will be more than enough to spur the terrified guard to let him in.Welcome to the front line!

02. INNER GATEA militia sergeant [LG, F11] and two militias stand before the inner gate. The bearded officer can provide you a few directions. If you are interested in stores and facilities, you can find a well-stocked armoury inside the fort itself. On the south side of the fort, there are a church and a wizard tower.If you need to speak with Lord Alastair Whitford, he is currently inside the fort.

03. A LIVEABLE FORTRESSWhen you go through the inner gate, Robert mutters he hopes you are not relying on this fortress too much for the walls are in poor condition. In his professional opinion, this fort is unable to withstand an assault. Look at those walls: it is a disgrace!The six pickpocketable - and taxed to the hilt - commoners [N, Commoner 2] who stroll through the narrow streets of the fortress town seem to think different from Mr. Black, though. Highmarch has not fallen to an enemy yet, and they would wager they will hold off this Ironlord thing yet!Two militias patrol the area, while four archers [LG, F9] stand watch on the terraced walls, which you can reach by going up the ramps to the north of the fortress.In the small plaza before the proper fortress, you can spot a woman standing near an ox-pulled wagon. One of the merchants that typically ply the Bracksworth Highway in search of increased profit margins, Millie Smith [N, Commoner 1] took over her run from the previous merchant, a gnome who was in the wrong place at the wrong time.For 50 golds, Millie can give you a lift to Culdeny. Then, for the same fee, she can carry you back here.As a side note, you may notice the Stone of Recall does not work here. Indeed, there is no place in Highmarch where you can create a recall point.

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04. THE LAZY LION INNIf you are looking for a room to rest in – or for some quality time – this interesting establishment can fulfil all your needs. By all accounts, the Lion is the finest place in all the land to drink a fine brew and relax amidst pleasant company![Ref. Area 3.60].

05. MAIN BARRACKSThe garrison commander has his headquarters within this building.[Ref. Area 3.61].

06. FORT HIGHMARCH’S NORTH GATEA militia stands watch next the door to Fort Highmarch. Go inside to meet the local lord.[Ref. Area 3.62].

07. SAFFRON’S HOUSEOnce you have spoken with Lord Alastair and you have learned everything about his sorrows, you must return to the main barracks to speak with Captain Derek Marshald [LG, F12] about the fort’s defences. The officer asks you to follow him outside, so you can inspect the inner walls’ rather poor condition by yourself.Once outside the barracks, the captain gives you a quick tour of the near fortifications. Fort Highmarch is over a hundred years old and it is showing its age. Even the inner wall, which has never taken a hit, is showing large cracks. Normally they would do a massive reconstruction job on the worst of them, but the Captain hasn't had any orders to do so. This is not good at all... in a week or so a demigod is going to smash through this place like tinderwood!While you are staring at the walls just to the west of this building, something diverts the Captain’s attention and he stops in mid sentence, looking towards the house. A very pale and hooded lady is standing on the doorstep, an awning shielding her from direct sunlight. Captain Marshald is very puzzled, for the woman is the spitting image of Lady Saffron, the baron’s dead wife!That’s something it needs to be investigated, isn’t it? Tell the Captain you shall continue the tour another time and ask him to send every spare soldier and cleric he can in after you in case you are not back soon.When the Captain returns to the barracks, walk towards the house and approach the ‘familiar-looking lady’ to discover if she is really ‘an undead monster or something’. The sentence is quoted for those are the exact words you address to the woman – making a great display of subtlety.The lady seems at a loss. Her name is Saffron, indeed, as for what she is... she does not know. Having Saffron no intention of hurting anyone, you can follow her inside so you can talk for a bit.[Ref. Area 3.63].

08. TO THE SOUTH SECTIONGo south from here to continue your exploration of Highmarch.[Ref. Area 3.66].

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3.60 – THE LAZY LION INN

Common Room First Floor

01. ENTRY DOORLeave the inn by this door to return outside.[Ref. Area 3.59].

02. COMMON ROOMA merry music greets you when you enter this cheerful place.In the upper part of the room, five light-hearted commoners [N, F1] are chatting and enjoying the booze next to a busy pianist.At the other end of the room, the local innkeeper [N, Commoner 1] is standing behind the bar. If you wish to spend a night at the Lion, pay the man 5 golds to get the Lazy Lion inn’s room key.If you feel thirsty, the innkeeper can provide you ale, rum, spirits, and wine. You can sell your own goodies to this guy, but his ‘store’ has a limited monetary supply of 1,000 golds and a maximum buying price of 1,000 gold pieces.

03. THE FINE ART OF STORYTELLING... AND THE NOBLE ART OF DRINKINGWhen you walk towards the bar, you can overhear a guy as he tries to impress his drinking pals with a ‘fine tale of the horrors of the sea’.The ‘fateful trip’ he is telling about started from a tropic port, aboard a ‘tiny ship’. The mate was a mighty sailing man, the skipper brave and sure. Along with five passengers, they set sail that day for a three-day tour (sic!). When the weather started getting rough, the tiny ship was tossed. If not for the courage of the fearless crew, the ship would have been lost! By dint of courage and good luck, they all returned to port safely. Well, that’s all.The listeners, of course, won’t be much impressed.Alternatively, you can overhear the bearded guy (Dennis) as he narrates his buddy a VERY well spun tale of courage beyond compare, great deeds, and really big swords. Such is the tale of Reikthor, the most revered barbarian hero.Reikthor was tall, a good seven feet high if he was a foot. His eyes were cold, hard. His beard? Red, like the fires of hell. Anyway, the finest of the King's knights was lying dead at the feet of the Ironlord, its giant sword blazing in the frigid air. The king knew that death was certain, for nothing stood between the foul Ironlord and total domination of the kingdom. Then, Reikthor came, his armour gleaming in the dull light, and his equally large sword dripping red with a thousand kills. 'I will stop ye, my worthy foe, even if me lifeblood be spilled upon this soil in the attempt' Reikthor roared, challenging the Ironlord to fight him to the death. Well sir, Reikthor and the Ironlord clashed like the titans they were, sparks flying off their mighty weapons. Reikthor stood against that inviolable foe for many hours, locked in a struggle that to this day has never been equalled. But even one as mighty as Reikthor could not stop the Ironlord. He was struck down with a mighty blow that would have felled an ox. Aye, the very earth shook when he hit the ground. Nevertheless, with his death, he had bought the defenders time to banish the Ironlord

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with powerful magicks. And the memory of Reikthor was honoured like none other since the disappearance of King Alaric the First.If you believe you have a few stories to tell as well – and if you think you can do better than the black-dressed guy to keep his buddies’ spirits up – when the taleteller ends his story and the guys take a break to gulp down a few tankards, step in, and introduce yourself to the jolly drunkards.Tom Mitchell [N, Bd6] is a bard by trade, and being quick of wit and fleet of foot is part and parcel of his business. If you feel you can spin a good yarn tell ‘Mitch’ that you are a bit of a storyteller yourself and claim that you can narrate him and his friends a tale that would ‘blow their pantaloons off.’To make things still more interesting, Tom and his pals - Allan Miller [N, F1] and Dennis Watson [N, F1] - will bet about all they have (one thousand golds) that you won’t be able to come up with a great tall tale. That’s how confident they are of winning – at least Allan bloody hopes so, or his missus will have his head!Once the bet is on, you are given two choices regarding the way you want to impress your audience – by using your Bluff skill, or by resorting to your Persuade skill.If you resort to bluffing, you tell your listeners about your trip to the Isle of the Dead. As your narration goes on, a few skill checks are made (five medium checks and five hard checks).If you prefer to use persuasion, you can tell the lads about the time the Redoubtable was boarded by pirates. Ten hard skill checks will be made during your telling.The tale about the island goes this way:‘It begins on a dark and stormy night, with the rain a-falling so hard it could break glass, and the wind gusting so that a man could hardly keep his feet. I'd sailed out to the Isle of the Dead, a dread place overflowin' with evil, the likes o' which you ain’t ever seen. The bodies of pirates and seadogs from the past century rose up from amidst the wreckage of their ancient ships, strewn along the shore like kindling. They clutched at their rusty weapons and came at me, slashin' and choppin' as if they were still alive! But my feet were quick and my blade was sharp, and I sent 'em back down to Davey Jone's locker with me uncanny skills. Onwards I went, plunging deep into the heart of that cursed Isle, fending off bone-chilling cold, terrifying mummies of fallen warriors, and the very minions of the abyss! Into the very bowels of the Isle I went, to face the very heart of evil itself, the cursed form of an undead wizard, who threw down a challenge at me - face him in battle, or become trapped forever on the isle of the damned! We duelled like two beasts of hell, the lich throwing fire and ice at me, shattering the very ground on which we fought. Again and again I struck the demon wizard, but he wouldn't, nay couldn't die! But then I found a small bottle, hidden away outta sight. The Lich, seeing me hold this bottle, was paralyzed with fear! On an impulse, and with a quick prayer to whatever god was listening, I shattered the bottle. With a scream of denial, the spirit of the foul wizard was released from the bottle into the nether regions, and his walking corpse exploded into a thousand pieces! Therefore, I took up the lich's treasures and fled through a portal, back to me waiting ship. And I swore I'd never again set foot on the Isle of the Dead.’This is the story about the pirates:‘It begins on a dark and stormy night, with the rain a-falling so hard it could break glass, and the wind gusting so that a man could hardly keep his feet. It was a freezing cold day when it all began, the kind of cold that saps the strength from your very bones, and makes trees explode. Aye, it was cold alright. I was sailing aboard the Redoubtable, and a finer ship you've never seen. Her crew? The bravest souls ever to set sail. We were sailing to the capital, when fog as thick as pea soup surrounded us. We couldn't see more'n twenty yards, and the wind vanished in an instant. It was a bad omen alright, and before we saw the sun again we'd be fighting for our very lives. Within the hour, our worst fears had come true - a pirate ship came into view off our starboard bow, her decks a-crawlin' with the vilest scum ever to set foot upon the earth. The cap'n of our great ship didn't hesitate - "Fire the ballistae!" he cried, and the thunderous weapon launched its deadly cargo at the enemy, point blank! The bolt exploded with a fiery blast, setting the ship's sails aflame. Barely a moment later, our decks were crawlin' with pirate scum, swinging across from their doomed vessel and fighting with every ounce of strength they could muster. I charged into the fray, side by side with the fine sailors of Redoubtable. I cut down one, but then I was blinded by a stroke of lightning that blasted into the melee. The cursed pirates had a sorcerer on their crew! Knowing he could tip the scales of battle against us, I did the only thing I could - I grabbed hold of a rope, swung across onto the enemy ship, and slammed into the sorcerer, knocking him off the side of the ship! Only a few pirates remained on their ship, and I cut 'em down in short order. But then, from behind me came the pirate captain himself! A horrid scar running down his left cheek, and a patch where his left eye

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had once been. Where his left hand ought to 'ave been there was a hook! He came at me he did, swinging his cutlass at me with fury, knowing that I alone could defeat him. We fought for nearly ten minutes, each seeking to find a way through the other's defences. But his undoing came in the form of the boom, which swung around from his left and slammed into his ribs. Without his eye, he couldn’t see it coming. He was knocked overboard and into the sea, lost to the depths. So, the mighty sailors of that fine vessel carried the day, fending off the pirates and living to sail the sea another day!’To win the bet, you need to pass at least seven checks. If you impress your listeners, you get 1,000 gp and 1,500 xp. Bravo!If you pass from four to six checks, your effort is judged to be a fine one. Consequently, you are given 200 gp and 1,000 xp.If you pass less than four checks, you have lost the bet and you have to pay the guys 1,000 gold pieces for your braggadocio.If you start a conversation with Tom after the challenge – or if you don’t enter into the competition in the first place – you can offer the bard and his chums a round or two of drinks. That will cost you 20 golds but the lads will call you their ‘gallant hero’. Three cheers and bottoms up! Here’s to the King’s army! May they never know defeat!Shortly, both you and your mates will drink yourselves under the table. Several hours will pass by...When you reopen your eyes, you are lying on the inn’s floor. Your drinking partners are snoring nearby. What time it is? Gosh, the world is in danger... or something. You should have to get going... if only you wouldn’t feel so sick and your head wouldn’t seem like it is going to explode.Slowly, very slowly, your mates begin to sober up and regain their feet. Looking at Dennis vomiting all over the floor, you swear you are never going to drink again. The wise Tom says you do not have to be so hasty, though. Just rest up a bit and clear your head. Then, cut his’ off with an axe, if you can...Anyway, stop by again sometime - you are always welcome at the Lion!

04. STAIRS UPOnce you have got the key from the innkeeper, open this door and climb up the stairs to reach the first floor of the inn.

05. STAIRS DOWNGo down these stairs to return to the inn’s common room.

06. CUSHION OF COMFORTOnce upstairs, you can sleep in any room you like. However, only this room features the ‘cushion of reasonable comfort’ you can use to advance the time of 8 hours while you rest.

07. LOCKED ROOMSThe doors of these four rooms are locked [DC18].If you wish to indulge in some looting, you can collect a few random treasure of low value by emptying the five chests of drawers you can find inside these bedrooms.

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3.61 – MAIN BARRACKS

01. BARRACKS EXITSBoth these doors lead outside the barracks.[Ref. Area 3.59].

02. CAPTAIN MARSHALDGuard Captain Derek Marshald [LG, F12], the man in charge of the military forces guarding Fort Highmarch, is an experienced officer familiar with the Fort's defences and capabilities.If you still remember your first visit to Highmarch, you can notice the captain is somewhat different. He got a haircut, indeed. His wife was tired of kissing the old soup-strainer so he shaved for the first time in ten years.Anyway, the good captain seems to be completely unaware this place is about to come under attack. Lord Alastair did not tell him anything about that!If you have not spoken with the Baron yet, Captain Marshald explains his concerns for his dead wife are interfering with his duties. The Baroness, a lovely woman always kind to people, had been ill for some time and her health finally gave out on her a few weeks ago. From the day she passed away, the broken Lord has neglected his duty. Marshald barely managed to get the Baron to let him inspect the fortifications, the damn fool. If you want to spur the Lord to action, just go and speak with him.Once you have talked with Lord Alastair, return here and tell the Captain the Baron gave you leave to inspect the fortifications. Marshald sighs this place is in need of a bit of repair. Follow him and he will show you what he means.When the Captain leaves the barracks, follow him outside. The events taking place afterwards are detailed in the section about North Highmarch [Ref. area 3.59], at location 08.

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3.62 – FORT HIGHMARCH

01. NORTH EXITLeave the fort by this door to return to the northern section of Highmarch.[Ref. Area 3.59].

02. MAIN HALLThree Knights of the Realm [LG, F12] are guarding this sumptuous chamber.

03. SOUTH EXITIf you leave the fort through this door, you can reach the southern section of Highmarch.[Ref. Area 3.66].

04. ARMOURYA dwarven blacksmith [N, Commoner 2] is working around the clock to stock up the fortress’s arsenal and to create powerful weapons to be used in the war against the Ironlord. If you want to make a purchase, talk to Alison. She is the front man. Err... woman.Charged with organising and distributing equipment throughout Highmarch, Alison Lindsey [N, Ra6] has the most comprehensive collection of weaponry in the Kingdom.For your greater convenience, Alison’s stock has been split into four separate sections, so you have to ask her what you want to look at: heavy armours, light armours, ranged weaponry, or melee weaponry.Each section makes up a separate store with an unlimited monetary supply and a maximum buying price of 15,000 gold pieces. For 120 golds apiece, Alison can identify your items.Writing down a full list of the items Alison has for sale would take a lot of time, so, I will limit myself to mention the best stuff you can buy.Just keep in mind that here you can purchase all types of armour, shields, ammunition, ranged weapons, and non-exotic melee weapons, each type ranging from the non-magical specimen to the ones bearing a +4 enchantment.Alison’s most interesting items include a Breastplate of Velocity [Although quite rare, breastplates of this type are most usually put to use by scouts in the Military, ferrying messages back and forth on the battlefield. This breastplate +2 makes its wearer hasted and immune to paralysis. Base price: 69,206 gp], a mithril buckler [This metal buckler is small enough not to hamper the holder using it - in fact, it seems to increase the wielder's ability to dodge attacks. The shield bears no specific maker's mark and grants the wielder a +4 AC bonus. Base price: 14,525 gp], Fencer’s Outfits, Swashbuckler’s Outfits, Swordmaster’s Outfits, a Blademaster Outfit [This outfit consists of lightweight clothing, secured to the body in key places, and a small hardened leather plate on the chest to provide some protection against piercing weapons such as the rapier. While worn, it is barely noticeable by the wearer,

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and is a minimal distraction, allowing the fencer greater freedom of movement. This version has been designed to magically enhance the fencer's abilities. The outfit grants the wearer a +2 AC bonus, a +12 bonus on the Parry skill, the Defensive Roll bonus feat, and 10/- piercing resistance. Moreover, the wearer is hasted. Base price: 110,780 gp], Bracers of Archery, Arrows of Detonation [Deadly arrows that explode with the force of a fireball on hitting their target, ammunition such as this is extremely rare and quite expensive. On hit, these arrows cast a Fireball spell at level 5. Base price: 6,075 gp], Fire Arrows, Ice Arrows, Lightning Arrows, Piercing Arrows, Bolts of Detonation [Experimental bolts that are enchanted with explosive magic, they requires caution when handled. On hit, these bolts cast a Fireball spell at level 5. Base price: 6,075 gp], Bolts of Fire, Bolts of Lightning, Bolts of Piercing, 30 Bolts of Slaying [Unlike regular ammunition enchanted with slayer properties, these bolts will slay just about anything, under the right conditions. Specially prepared for the fight against the Ironlord’s cult, they are extremely rare and unlikely to be found elsewhere. On hit, these bolts can slay their (living) target (DC14). Base price: 7,500 gp], Ice Bullets, Fire Bullets, Lightning Bullets, Mighty Throwing Axes [Throwing axes +4 with the property of a Mighty weapon +5. Base price: 13,132 gp], an exceptional fine composite longbow [One of the finest examples of its type, this longbow has an incredible draw of over 50 lbs and can deliver a arrow with enough force to punch through plate armour. This composite longbow +4 is a Mighty weapon +5 capable to cause its victims 2d6 massive critical damage. Base price: 29,220 gp], a Luckbow, a magical warhammer named ‘Impact’ [This dwarven-forged warhammer is heavily enchanted with tremendous power to fight the constructs of the Iron Legion, the legendary footsoldiers of the Ironlord. This keen warhammer +4 sheds a dim blue light and can cause 2d8 massive critical damage. Constructs hit by the hammer suffer 1d8 additional magic damage. Base price: 79,404 gp], a Tactical Rapier [A beautifully crafted weapon, this rapier is a lethal weapon in experienced hands. This keen rapier +4 causes its victims 3 additional magic damage and can cause 2d6 massive critical damage. Base price: 109,190 gp], and a kama +5.

05. READING ROOMSeveral lorebooks dealing with the history of the kingdom of Aielund can be found upon a bookshelf and a bookcase. If you are curious about the contents of those heavy tomes, look at the first section of the Aielund Saga Reference Guide.

06. LORD WHITFORD’S CHAMBERSWhen you enter this hall, you see a tall man standing in contemplation before some kind of makeshift altar. The portrait of a beautiful lady hangs to the wall behind the ‘altar’ and it is the woman’s lovely face the black-cloaked guy is staring longingly at.Known around Highmarch as the 'Black Baron', Alastair Whitford [N, F9] earned this nickname after the death of his young wife. He has since become brooding and withdrawn, and of course wears a lot of black.When you call for his attention, the Baron turns to look at you. The man’s face is pale and he seems exhausted and careworn. Even the sight of a dragon within his own chambers won’t be enough to shake the local Lord out of his catatonic state.When you tell the Baron you hail all the way from Fairloch to assist in the defence of Highmarch from the imminent attack of the Ironlord, Alastair merely tells you can... carry on with that.You must understand, his head agrees with you, but his heart can find no strength for such a task. It was an exceptionally cold winter this year, and his wife of five years, cursed with a weak constitution, perished.Thank you, Hasrinaxx...The lovely Saffron was a commoner from Bracksworth. Alastair fell in love with her the moment he saw her. She came here to live with him, but the winters are hard. The winters are always hard...If Criosa is in your party, her tender heart will melt as she listen such a sad story and she will start to cry and sob.Even if you feel sick at doing so, or if you don’t care a fig about the Baron’s sorrows, you must remind the mourning widower that times are hard for everyone. This place is soon to come under attack from a terrible enemy, and he must act to prepare for it.Alastair doesn’t care. The light in his heart has died along with his ladylove, and nothing can bring her back. If you want to inspect the fortress’s defences, go speak with the Captain of the Guard at the local barracks. Now leave, he would be alone.

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The very interesting events that follow after you have spoken with Captain Marshald may lead to Saffron returning to life... after a fashion.If you come here with a veiled lady on your tail, tell Alastair there is someone who would like to meet him, then, re-introduce him to his beloved life, Lady Saffron Whitford [LN, Undead 12]!When Saffron throws off the veil concealing her pretty face, Lord Withford’s eyes bulge out of his head and he clutches at his chest.When you try to persuade the Baron his wife is very much alive... in her own way, Alastair cannot believe your words. Saffron tries to persuade her hubby, claiming she feels better than she has ever felt in her life. Stronger, fitter, and her mind is clear too.Alastair’s mind is quite the confused one, instead, and it is spinning quite fast. How can it be his lovely spouse is now a... vampire? Is that true?‘Technically, yes, but she is not evil’. Nellise answers in her quiet voice, ‘Trust me, I know of these things’.If he finds that’s hard to believe, the dumbfounded Baron will call you a madman when you tell him there is (or there was) a whole bunch of decent vampires ‘living’ - so to say - beneath Highmarch.If you sided with Carthach, this is the time to inform Lord Whitford that the vampires want to forge an alliance with the humans. The undead are willing to fight alongside the local troops to defend the town from the Ironlord.Anyway, Saffron soon throws a tender glance to her husband, whispering that through a strange twist of fate, they have been given a second chance. Shouldn't they at least try to make this work? To reassure him her condition can pass unnoticed, Saffron show her husband the ring Carthach gave her (if you have retrieved it, of course). That will protect her from the effects of the sun. Lady Saffron thinks it will work against priests too, if they chose to attack her.Well, there could be a lot of trouble for the pair if Saffron’s true nature was discovered. So, what should poor Alastair do? Any suggestion?A hero’s counsel is always sought after. Therefore, feel free to show the Baron his way. You are given two choices, each choice leading to a different outcome.If you tell the Baron the new relationship is worth the risk considering the love they have for one another, Alastair will agree to give Saffron a chance, even if she is no longer human.The Baron admits he had been contemplating the rest of his life without his wife, and he saw before him a life of emptiness. Now that they have somehow received a second chance, he would risk bringing down the wrath of God herself rather than face what his life would be.Hearing such passionate words, Criosa will be taken on the verge of tears. If you are in love with her, just hope the Princess won’t grow a fancy for an undead mate herself...When you bring the Baron back to the real world, he swears he shall see what can be done to repair the fort in the short time you are left.Before to let you free to continue your mission, the Baron says he has something that you might find useful. A century ago, when the Ironlord first attacked here, a weapon was enhanced with the power to stop it. It was not enough, of course, but the weapon is still extremely powerful against constructs. It has been on display here for the past hundred years, but Alastair thinks you should take it.Harkening back to the dawn of Aielund, the flamberge known as ‘Bastion of Power’ was used by King Alaric during his early travels. When the Ironlord attacked decades later, this weapon was heavily enchanted and used by King Alaric's grandson to fight the monster. Since then it has remained on display in Fort Highmarch as a symbol of the great victory won that day. This greatsword +4 inflicts 15 additional slashing damage to constructs.Together with the sword, you get an experience reward of 2,500 xp, and the ‘Highmarch permission slip’ to head out the south gate.If you think you have a solution that would allow the Baron and his wife to be together with no chance of this to ever becoming public, tell the Baron to... join Saffron in the underworld and live happily ever after – as a vampire. Together, forever!Alastair will be astounded. He cannot... he means... he has responsibilities here. With all due respect, point out the fortress is in a deplorable state due to his neglect, so he cannot offer that as an excuse. If he were to... vanish, you could take over and get it in order before the war comes here.Well, for sake of love, Alastair will agree to die and become a vampire himself. Of course, he shall write an appropriate letter and will mark it with his seal, just in case someone accuses you of murdering him.

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Alastair’s resignation letter transfers his authority to you, at least temporarily. Only the King can legally give or take authority, but it is probably good enough for the time being.This outcome, of course, will move Criosa to tears: ‘Awww, this is so romantic!’ Robert, however, will wisely remark, ‘Women. Don’t get me started on women’.When the reunited couple leaves the room to make a new (un)life to themselves, they thank you for everything. You will be never forgotten.Love triumphed in the end, however, such an outcome is worth no reward. Moreover, you won’t get the mighty golem-slaying sword.If you have persuaded Saffron to go living with the vampires, you can give the Baron his wife’s brooch saying you got it from a very mysterious looking lady in a black dress who asked you to give him the ring to remember her by. The gift will cause the Baron to break down and cry. When he pulls himself together he’s somewhat changed. He says he has been too caught up in his grief to remember that people are depending on him. Now, he will get back to work.This way you will earn 2,500 xp AND the magical greatsword. Of course, you will get also the Baron’s permission to leave Highmarch through the south gate.I did never find the stomach to kill Saffron, so I am not sure what happens when you return here with her brooch. I guess you lie shamelessly to the Baron, telling him the same story above. If Savant was fair, your wickedness shouldn’t be deemed worth of any experience reward. This is just my opinion, though.

07. TERINUSOnce Alastair and his wife have been reunited - or once the Baron has been persuaded to return to his duty - it is time for you to leave.When you walk towards the door to leave the Baron’s chambers, however, a black-robed man materializes in front of you and bars your way out of the room.The hooded guy you are looking at is no less than Terinus [LN, W25], Royal Archmage to King Seamus. Although second in rank to the Archmage of Fairloch, there is little doubt that Terinus is by far the most powerful practitioner of magic in the kingdom.If Criosa is on your side, the stern wizard scolds the Princess for she has disobeyed her father and wishes he had the time to describe to her the magnitude of her foolishness. From now on, she should stay here with him. Needless to say, the strong-headed Princess will refuse to leave your company. Lacking the authority to forbid her leaving – and in absence of sanity – the wizard can do nothing but wish her all the best of luck.Anyway, Terinus has come here to see that preparations for the coming battle are in place, and after a cursory examination of the defensive fortifications, he has concluded that someone has not been doing their job. He hopes that someone is not you.Reassure the mage the situation has been resolved, and then ask him about the relic that Carthach has given you – or that you have found in the vampire’s lair. Terinus examines the sceptre head for a time, until he recalls once he saw a picture of it. It happened when he was speaking with a colleague by the name of Sahir who lives in Trinity, a small village to the south of here. Terinus cannot remember anything more specific about the artefact. It could be important, however, so he suggests you to travel to Trinity and speak with Sahir.In the meanwhile, he will try to fix up the fortress. When he is done here, Terinus will return to the King.If you ask about the King’s whereabouts, Terinus says he is far to the south of here. Seamus thought it best to try to follow the Ironlord as it marched across the desert, as it may well be trying to find help. Namely, the Iron Legion. The Legion is an army of constructs, last seen in the Battle of Fort Highmarch nearly a century ago. The fact that the Ironlord needs an army, could indicate that the dread golem is not indestructible.An army of constructs? This just gets better and better. However, as Robert says as he lights a cigar from a taper by the fireplace, we all gotta die sometime.

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3.63 – SAFFRON’S HOUSE

01. ENTRY DOORLeave the house through this door to return outside.[Ref. Area 3.59].

02. ALIVE... IN A FASHIONSaffron Whitford [LE, Undead 12], the lovely consort of Baron Alastair, appears to be very much alive, but in poor condition. She seems weak and pale, and stays away from the windows.Obviously, the lady is no longer amongst the living. The creature you are staring at is none but a vampire.Saffron is not sure what happened to her. The last thing she remembers before waking up in this house was the healer who came to help her. She had never seen him before but he was not a cleric. Clerics could do little for her. They have been attempting to cure her ailments for many years, but she was told that they could only remove an illness, not improve her health overall. Eventually, this cold, hostile place took its toll on her. The memory of that night is a blur and Saffron doesn’t really have much more information than that.The only other thing of interest is that there is a secret door in the bedroom. Saffron has been through there, and there is another door behind it. It is locked, however, and she has been unable to open it.Saffron does not feel hungry at the moment, so she shouldn’t start going around and killing people. You could investigate the secret door and let the she-vampire to stay here until you return.When you are back from the Abode of the Damned, inform Saffron about what you have discovered – and what you have done.If you sided with Carthach, tell Saffron about how she was brought back to be a liaison between Carthach’s ‘people’ and the Baron. Now she should come along and see her husband. Before to leave the house, give Saffron the ring that will allow her to walk in the daylight just like any human would.If you followed a different path and you sided with Arminus, tell Saffron about the strange power that prevents the vampires living below from becoming truly evil. Then, you have to tell Saffron what she must do.If you think her only real option is to go to the Abode of the Damned and live her days out with Arminus and his vampires, Saffron will agree with you. Before to bid you farewell and travel to her new home, Saffron gives you a brooch. Alastair gave it to her once, and she assumes he buried it with her. You should give Saffron’s brooch back to him, that he might have something to remember her by...Such a sad outcome will make Criosa shed some tears but Saffron herself will comfort the princess. The former Baroness is sure she will be okay. She will work from below to protect Highmarch from harm and she may even be able to sneak away and visit her hubby sometimes.If you think it is possible for Saffron to reunite with her husband, you can persuade the vampiress to pay him a visit. Keep in mind that without the Ring of Midnight’s Veil Saffron will

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not be able to walk outside under the sunlight, so you have to wait until night time before she can leave the house.If you did not trust the vampires and slaughtered them all, give Saffron the ring you should have found on Arminus’s corpse. Then, follow the Baroness to Fort Highmarch so she can speak with her hubby.As a side note, when Saffron leaves the house her alignment turns from Lawful Evil to Lawful Neutral.If you feel undead are nothing but horrid abominations for you to destroy, just stake Saffron’s innocent heart. Before to fight for her (un)life, the poor lady claims she sees who the real monster is, and surprisingly enough it is not her. In my opinion, she is quite right.If you slay the she-vampire, on her corpse you fill find a dagger +5 and Saffron’s brooch.The brooch should be presented to Baron Alastair so he can finally come out of mourning.

03. HIDDEN DOORThe secret door Saffron has told you about can be found here, along the north wall of the bedroom.

04. TO THE CATACOMBSThe door [DC40] at the far end of the hidden room is locked. Pick the lock or bash the door down, then, go down the stairs to reach a gloomy catacomb complex lying just beneath the streets of Highmarch.[Ref. Area 3.64].

3.64 – CATACOMBS

01. STAIRS UPGo up these stairs to return to the secret room you have discovered in Saffron’s house.[Ref. Area 3.63].

02. CRYPT GATEThis place is ‘suitably eerie’ but devoid of any danger.Walk towards this foreboding gate and cross the threshold to enter the Abode of the Damned.[Ref. Area 3.64].

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3.65 – ABODE OF THE DAMNED

01. STAIRS UPTake these stairs to return to the catacombs you are coming from.[Ref. Area 3.63].Sure enough, this place is very dark and gloomy – but it is also very stylish and finely adorned. If Spartan is in your party, the dragon claims the Eldar once occupied it... He can feel their power in the stones. Nellise senses there is evil here, but it is not so strong.There are no elves about here, but the dungeon is not deserted in the least. Its current inhabitants are quite the odd lot. Come on! Let’s go making their acquaintance.

02. CARTHACH’S VAMPIRESWithin this hall there are two vampire rogues [NE, Ro11/F4] and a vampire warrior [CE, F14]. Draw back your weapons for the undead do not seem intentioned to harm you, albeit they are quite on edge. According to the vampires, there is some trouble in their order causing tension within their ranks. To learn more, you should speak with Carthach, their leader.

03. LIBRARYUpon the ‘Eldar bookcase‘ that you can search within this room you will find two lorebooks about the Kingdom of Aielund and a totally nondescript tome by the title ‘Legend of the Ironlord’.

04. HALL OF STATUESSeveral wonderful marble statues are on display within this hall.The vampire warrior and the two vampire rogues who are strolling about the room explain they have some of the finest artists in the land down here. The magnificent statues are what they do to pass the long years.Just like the undead you have met in the hall to the north, these vampires are loyal to Carthach and will immediately turn hostiles if you hurt their leader.If you side against Carthach, and then you slay him, the warrior leaves behind a Vampiric Bastard Sword [Usable only by evil creatures, this bastard sword +2 grants the wielder vampiric regeneration +5 and can cause wounding (DC14) on hit].

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05. CARTHACHTogether with two vampire warriors and a vampire rogue, here is Carthach [N, F20], leader of the undead who inhabit this side of the dungeon.An ancient vampire lord, Carthach seems quiet and subdued, but looks as though he could leap into action in the blink of an eye. His greeting is nothing but a word to the wise – the vampires don’t take kindly to strangers. Begone!If Carthach is the first vampire leader you meet, you should ask him about Saffron. Carthach admits he was the one who turned the Baroness into a vampire. Before to judge him or to ‘obliterate’ him, though, you should hear what he has to say. Just bear in mind Carthach does not wish to fight you - but he will defend himself as his lot has helped to defend this place for centuries.If you don’t want to stay and listen at such an abomination – or if you have already sided with Arminus – draw your weapons out and charge Carthach. Of course, all the vampires loyal to Carthach will immediately turn hostiles when their leader’s unlife is threatened.If you slay Carthach, search his corpse to get an Elemental Longsword [Combining the damage from three different sources, this weapon can be effective against many different enemies, as at least one of the damage forms is bound to work. This longsword +4 sheds a low orange light and causes its victims 1d4 additional cold, electrical, and fire damage], a mithril buckler, Carthach’s Amulet [The amulet grants the wearer a +1 AC bonus and make them hasted], and an adamantium key - an extremely strong key for an extremely strong door.If you are working for Arminus, or if you plan to strike a deal with the vampire cleric, you must present Carthach’s amulet to your employer as a proof of his rival’s demise.As a side note, you should be quick to loot Carthach’s remains once you have brought him down, for the vampire’s corpse decay at a very fast rate. The amulet and the key will not disappear with the vampire’s clammy flesh but you could lose the sword and the buckler. The same warning applies to Arminus too.The vampire rogue drops a dagger +3, a Vampire Whip [This whip +4 grants the wielder vampiric regeneration +3], and a female vampire armour [Provocative and trashy, this outfit seems to fit the personality of a female vampire perfectly. If course, it has been heavily enchanted, for it does not seem to cover a lot of area. The armour grants the wearer a +4 AC bonus and a -20% chance of arcane spell failure].If you choose to listen at his words, Carthach explains he turned Saffron into an undead for... her own good! Her health was poor and she was soon to die anyway. Therefore, he ensured that she would arise again, and ended her suffering.As for the fortress above, it continues to stand today because the vampires PROTECT it. Think about it - this fortress stands between Aielund and the ancient enemies of its people. Both Athkalatra and Tusone have been at odds with Aielund since its inception. Why did they not simply conquer this place over the last two hundred years? Before Highmarch was founded, the vampires were the ones who defended this fledgling nation from its warring neighbours, and other threats you could not imagine in your darkest nightmares.The creatures you are looking at are not merely vampires. There is far more going on in this world than you are aware of, mortal. That is not your concern, though. For now, know that Carthach seeks an alliance with the Lord of Highmarch, and he has finally found a way to achieve it.Again, you are given a choice. You can continue to listen at the vampire’s story or you can discard it for a lie and start a fight.If you opt for the peaceful way, Carthach claims the vampires do not make war upon humanity, still they need to feed upon the living to sustain them. There are caves below this complex that allow them to hunt and stay alive, but that is not always enough. When this happens, they go out into Highmarch and feed there. Feed, but not kill. They know that their survival depends on not calling too much attention.On a trip to the surface a few weeks ago, Carthach heard that the Baroness was dying. Knowing what her death would mean to her husband, he chose to visit her disguised as a priest, with the intention of saving her existence, if not her life. You know, Carthach was once in love, long ago. His ladylove is lost to him now, and the heartache he felt at the time was almost enough to end his life. Criosa, of course, will sniff.Do not mistake Carthach’s actions for compassion, though. He did what he did because he needed Saffron to survive. Their numbers here are dwindling, and their code does not allow the vampires to simply harvest more people to increase their ranks. Simply put, the code requires

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them to stay as low-key as possible, thus ensuring out survival. The code is all they have to give meaning to their bleak existence, and they do not disobey it easily. Most of them, anyway.Saffron was meant to be the link between the undead and the livings, a sort of ambassador, if you will. But her memories have not returned, and like the vampires who inhabit the dungeon she cannot abide the sunlight. However, one of the treasures the vampires found in this place upon its discovery was a ring - a powerful relic that can make them immune to sunlight, and other... hazards. The ring has saved their order on more than one occasion, but Carthach would gladly part with it to give it to Saffron if only he had the chance. Unfortunately, he ran into a small problem. Arminus, one of his kinds that has followed his leadership for many decades, has opposed his plan. Arminus discovered Carthach’s intentions before he had informed the rest of the order, and seized the ring for himself. This action split their order down the middle, with those who do not wish to become so involved with the humans above following Arminus. Carthach claims the vampires MUST adapt if they want to survive, even if their code seems to state otherwise.The vampires’ code prevents Carthach from killing Arminus, but you are not tied to any code. If you agree to go to Arminus and get back the ring he has stolen, Carthach will give you precisely what you need to defeat the Ironlord.Wow! That’s quite an offer!Carthach warns you should not underestimate Arminus, though. He commands a great deal of power, and the ring gives him immunity from fire and divine attacks. Be careful.If you are not against double-crossing, you can reach an agreement with Carthach even in case you made a deal with Arminus.If you refuse to strike a deal with Carthach, a fight is unavoidable.If you agree to Carthach’s plan – or if you have already annihilated Arminus and his bloodsucking chums - when you return here with the Ring of Midnight’s Veil, Carthach will present you the mysterious artefact he spoke about. Before to hand you the relic, however, he tells you something about his sad story.Around three hundred and twenty six years ago, Carthach was the leader of a mercenary company hired to find an ancient city, buried in the mountains. It took months, but he managed to locate the ancient structure, right here. They found more than we bargained for, however, for it was not unoccupied. They made camp in the main hall on the first night, tired from their travels. As he recalls, the place was searched quite thoroughly, and there was no sign of danger. Just as they were falling asleep, vampires fell upon them like a horde of nightmares. The undead were weak with hunger, but their numbers were great. To his people credit, the mercs destroyed nearly half of them, but to no avail. The next thing he knew, Carthach woke up in this chamber. The lead vampire had decided to turn him, saying that he was a worthy opponent or some such nonsense. Carthach ripped her throat out before she could finish the sentence. The others were shocked, for usually a new vampire is loyal to the one that turned him. Carthach however, had no such ties. By vanquishing their leader in one strike, he had earned the respect and fear of the rest of the clan. His company of loyal soldiers was all dead, but he lived - in a fashion - to have his revenge.Carthach had no idea why he retained his free will, and neither did the other vampires. In his new life here, he found he had plenty of time to investigate. All he can say is that this place has some strange power. The original vampires had found this complex only a few decades before he did, and none of them had been turned in here. Something must have happened to him in here that changed the process. Everyone else he has ever turned has been the same.Anyway, as a reward for your efforts you are given the top piece of a rod that the vampires discovered when they first arrived here, the head of the Sceptre of the Ages. Carthach thought the rod was of Eldar design, just like this complex. But it seems to be much older than even that. He believes it belonged to the Ancients, who once dwelled upon this land, the same race that created the Ironlord.There is an inscription along the side of the device, just below the head. Carthach could only decipher the general meaning of the text, but the pictogram just next to the writing sums it all up. It is a picture of a minotaur. That icon is identical to the appearance of the Ironlord. Spartan can make out a little of the inscription, too. The language is older than he is, but he can make out the word 'shutdown' in the text. A high-ranking wizard could probably provide you with more information.If you choose to destroy both Carthach and Arminus, the artefact can be retrieved from an adamantium safe within a locked room (see location 12).Before to bid you farewell, Carthach says you should present Saffron the Ring of Midnight’s Veil, together with the book he gives you. Written by the vampire himself, Carthach’s book

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contains the information about his presence under Highmarch, the reasons for returning Saffron to a half-life, and the secret alliance he wishes to forge with Baron Alastair.

06. LOCKED DOORThis trapped door [DC25/40; Strong Holy] is locked and cannot be opened without the adamantium key you can grab from the corpse of Arminus.

07. ARMINUS’ VAMPIRESWithin this hall there are a vampire rogue and three vampire warriors.The vampires claim that their code prevents them from killing you right now, but do not test them... Be quick and go speak with their leader, Arminus.Of course, the pale fellows will turn against you if you side against their boss. If so, the slain rogue drops a dagger +3.

08. LIBRARYHere is an ‘Eldar bookcase’ holding nothing but a couple of lorebooks.

09. HALL OF STATUESWondrous statues decorate this ornate chamber.The undead found here, two vampire rogues and two vampire warriors, are loyal to Arminus and will fight for him if you choose to slay their leader.If you destroy them, the rogues leave behind a Vampire Whip and two daggers +3.

10. ARMINUSArminus [NE, C20], the leader of the vampires who inhabit this side of the dungeon, can be found within this hall, protected by a vampire rogue and two vampire warriors.If you have already entered into an agreement with Carthach, Arminus claims he will not relinquish the ring he has stolen to give it to Saffron. Carthach is a danger both to the vampires and to the mortals who live above. Arminus would see him removed from their presence, for it is their code to remain undetected by civilised people. Bring him Carthach’s amulet and you will be given the same relic the other vampire lord had promised.If you care for Saffron, Arminus says she is one of them now, so she can join them here to live out her days in the dungeon.If Arminus is the first vampire leader you meet, he tells you pretty the same information you can learn from Carthach. Of course, the undead cleric remarks the vampires do not want to attract attention to them. They cannot allow the outside world know of them for their continued existence depends on staying hidden. Carthach does not understand this, and he threatens them all with his nonsense. To ensure an alliance with the Lord of Highmarch, Carthach killed Saffron by making her into one of them. Such an act is not something vampires take lightly, for it is akin to murder.In short, you should go deal with Carthach and return here with his amulet. This way you will presented the ancient device you may use to oppose the Ironlord.If you have already slain Carthach and his followers, Arminus will offer you the relic if you give him the amulet that you can grab from his rival’s corpse.If you strike a deal with Arminus, when your mission is completed you are told about the vampires’ history, and then you are given the head of the Sceptre of the Ages.When you are ready to leave the dungeon, Arminus suggests you should persuade Saffron to join the vampires; else, she will begin to get hungry. Her hunger will grow until she cannot control herself and she will begin to prey upon the citizens of the fort. Considering her weakened state, she will most likely be killed.If you want to keep faith to the deal that you may have struck with Carthach, or if you killed Carthach but you want Arminus’ ring to reunite Saffron with her husband, or if you just want to annihilate all the vampires who inhabit the dungeon, prepare yourself for a tough fight and attack the vampire cleric.Be careful, for Arminus is a VERY powerful opponent. His clerical spells can be really devastating and, to make things more interesting, when the hostilities begin he summons a fearsome half-dragon fiend [CE, F18] to fight on his side.If you have the power to banish the tanar’ri, do not hesitate to send it back to its abyssal home. If you lack that power, however, you should ignore both the fiend and the lesser vampires to focus your attacks on Arminus. When the cleric is brought down, the fiend disappears and you can take care of the remaining vampires.After the battle, search the corpse of Arminus to get a magical katana by the name ‘The Wind & The Rain that Falls’ [In all the land, there is no more beautiful weapon than this. The hilt is crafted from the finest ivory, and the mithral blade is honed to the finest edge. To see it used in battle is to witness poetry in motion, and to wield it to strike fear in the hearts of all who

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would oppose you. This keen katana +2 causes its victims 2 additional slashing damage. On hit, the blade can cause Fear for 3 rounds (25% chance. DC18)], an Amulet of Natural Armor +5, an adamantium key, and the Ring of Midnight’s Veil [A mythical ring, known only in ancient tales of vampires, this powerful magical device grants the vampire wearing it immunity from sunlight, and all forms of divine damage, and a greater resistance to fire. Usable only by undead beings, the ring grants 75% immunity to fire and 100% immunity to divine energy].If you are working for Carthach, or if you have not yet spoken with him, the ring will be useful to strike a deal with the vampire. If you kill Carthach, or if he is dead already, bring the ring to Saffron.The vampire rogue leaves behind a female vampire armour and a Vampire Whip.

11. LOCKED DOORTo unlock this trapped door [DC25/35; Strong Holy] you need the adamantium key you can pick up from the corpse of the vampire cleric.

12. ADAMANTIUM DOORThis door is incredibly strong, and resists all attempts to open. To unlock this door you need the adamantium key you can find upon Carthach’s cadaver.

13. A SAFEThe small room beyond the adamantium door is pretty empty, exception made for an adamantium safe. The safe’s lock can be bypassed only if you have Carthach’s adamantium key.The safe holds only one item – the same relic you would have obtained if you had sided with either Carthach or Arminus.The head of the Sceptre of the Ages is a curious-looking item that would appear to be the headpiece of a rod. The exact nature of this item is beyond your understanding, however. Aside its apparent ability to shoot lightning bolts, it seems to have no other powers. There is a small icon just below the large crystal at the top, in the shape of a minotaur. It might be wise to take this to an expert of some sort for further study.Whatever you choose to do with the vampires and Saffron, do NOT leave the Abode of the Damned without the sceptre’s head, for this artefact is instrumental in the prosecution of your adventure.

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3.66 – HIGHMARCH; SOUTH SECTION

01. TO THE NORTH SECTIONGoing north through these passages you can return to the northern section of Highmarch.This area is pretty empty. There are no commoners about here and only a militia archer [LG, F9] is standing guard in the plaza just south of the fort.[Ref. Area 3.59].

02. FORT HIGHMARCH’S SOUTH GATEA watchful Knight of the Realm [LG, F14] guards the bottom entrance to Fort Highmarch.[Ref. Area 3.63].

03. CHURCHIf you need to be healed, or if you wish to purchase potions and other clerical stuff, pay a visit to the local church.[Ref. Area 3.67].

04. TOWEREnchanted supplies and arcane scrolls can be bought at the local magical store.If you have managed to enlist the Acadian elves to your cause, within the tower you will also find someone with the power to upgrade your weapons.[Ref. Area 3.68].

05. INNER GATENext to this gate there are stairs leading up to the terraced walls where two rangers [NG, R9] are scanning the horizon.Beyond the gate there is an enclosed space guarded by two militias.

06. OUTER GATEThe Knight of the Realm who is guarding the south gates won’t let you leave Highmarch this way until you show him a written permission penned by Baron Whitford. In fact, the Baron ordered the gates closed due to the increased activity in the south.Once you have Lord Alastair’s permission, let the Knight open the gate. Then, go through the passage to take the road to Trinity.[Ref. Area 3.69].

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3.67 – HIGHMARCH CHURCH

01. BISHOP THOMASThe leader of the clergy at Fort Highmarch, Bishop Thomas Miller [LN, C12] is well trained in both martial and priestly skills.Being his duty to aid those in need, the high-ranking clergyman will heal your wounds free of charge.The temple store has an unlimited supply of money and a maximum buying price of 15,000 gold pieces.The goodies you can buy here include a Divine Half-plate [This suit was forged of the rare metal mithril, and the fabrics used elsewhere are the finest silks and leathers that can be found. It is thought Archangels used devices such as this long ago, for they still have a link to the celestial planes. Usable only by good-aligned creatures, the armour grants the wearer a +5 AC bonus and makes them immune to level and ability drains. Once per day, the wearer can cast a Greater Planar Binding spell. Base price: 90,720 gp], a Divine Mace of Disruption, a Heavy Mace of Order [Usable only by Lawful creatures, this heavy mace +4 sheds a low white light. It causes to chaotic victims 2d10 additional sonic damage. Base price: 93,172 gp], a few potions (Aid, Antidote, Barkskin, Bless, Clarity, Cure Wounds, Endurance, Heal x4), clerical scrolls (Dispel Magic, Divine Favour, Raise Dead, Restoration, Resurrection, Shield of Faith, Stone to Flesh), Amulets of Natural Armor (+1 to +4), Lesser Amulets of Health, Amulets of Health, Greater Amulets of Health, Periapts of Wisdom (+1 to +5), Scarabs of Protection (+1 to +5), a Talisman of Pure Good, a Necklace of Prayer Beads, healer’s kits (+1 to +10), and holy water.

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3.68 – HIGHMARCH TOWER

01. SHOPPING FOR MAGICOn charge of maintaining the fort's supply of magical equipment, Henry Nelson [NG, W12] operates the tower in this small fortress-city.Henry sells only the finest magical equipment in the Kingdom. Ask, and ye shall receive!His store has an unlimited money supply and a maximum buy price of 15,000 gold pieces. Henry can identify your items for the standard fee of 100 golds apiece.The shop’s inventory includes Bracers of Armor +4, Bracers of Dexterity (+2 to +4), Greater Gloves of Concentration, Cloaks of Fortification (+1 to +4), Cloaks of Protection (+1 to +4), Nymph Cloaks (+1 to +4), a Robe of the Archmagi, Boots of Hardiness +3, Boots of Striding +4, a Belt of Agility +4, Archer’s Belts, Brawler’s Belts, Swordsman’s Belts, Wizard’s Sidearm crossbows, an Enchanted Arbalest [Fashioned by the finest bowyers and engineers under the King's command, then enchanted with powerful war magic, these crossbows are the backbone of the defence force at Fort Highmarch. Specially commissioned for the coming battle against the Ironlord, they are very accurate weapons as well as possessing short bursts of tremendous firepower. Usable only by bards, sorcerers, or wizards, this arbalest +5 grants the wielder the Weapon Specialization (heavy crossbow) bonus feat, and the power to cast the Isaac's Greater Missile Storm spell at the cost of 5 charges. Base price: 72,030 gp], an impressive collection of arcane scrolls (from level 1 to level 9), Rods of Arcane Disjunction, Wands of Fire, Wands of Lightning, Wands of Paralyzation, a Greater Staff of Command, Rings of Clear Thought (+1 to +4), Rings of Insight, Empowered Rings of Magic Defences, Rings of Protection (+1 to +4), Rings of Resistance (+1 to +3), Rings of Scholars, Enchanted Rings of Scholars, Lesser Rings of Wizardry, Rings of Wizardry, a Greater Ring of Wizardry, a Necklace of Fireballs, a Luckstone amulet, two Bags of Holding, Dust of Appearance, and Dust of Disappearance.Finally, here you can buy Stones of Recall and Recall Gems.If you ask Henry if he has the power to enhance magical weapons like Desmond can, he is sorry but that is not his specialty. However - if you have entered into an alliance with the elves of Acadia – Henry says there is strange and scary elf woman who is more than capable of enhancing your weapons.Indeed, as a part of your alliance, Celebrith [CG, W20] has left the Tower of High Sorcery in Acadia to come here and offer his services to the warriors of this fort. Of course, you are aware that her work isn’t free, right?Celebrith can upgrade any melee or ranged weapon you hold in your right hand. Of course, a weapon that already bears powerful enchantment cannot be further empowered.Adding your weapon +2d6 acid, cold, electrical, fire, or sonic damage costs 75,000 golds. Making your weapon keen costs 50,000 golds. Making the weapon capable to grant you spell resistance 20 costs 90,000 golds. Making your weapon regenerate 2 hit points per round costs 60,000 gold pieces.Adding your ranged weapon the Mighty +4 property costs 40,000 golds. Adding Mighty +8 costs 80,000 gold pieces. Adding unlimited ammunition +5 costs 100,000 golds.

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III/8 – The Sceptre of the Ages

3.69 – SOUTH OF FORT HIGHMARCH

01. TO HIGHMARCHGo north from here to re-enter the fortress-town.[Ref. Area 3.66].

02. I’VE JUST STOPPED TO SAY I LOVE YOUIf your hero is in a romance with Princess Criosa, when you enter this area the fair young woman asks for a chat. Oblige the princess and she will wonder why a man like you has not found someone yet. Ahem... err... indeed, why?All of a sudden, Criosa’s smile fades and she drops the bomb. He father had wanted Criosa to marry none less than Prince Osric of Tusone, a man renown for having certain... appetites. Luckily for you, that is not possible now, for war brought Criosa a very special present. What? Just look at the mirror.To prove her feelings, Criosa gives you a gift, a ring that was supposed to be given to Prince Osric as a sign of betrothal.Oooh... how nice! ...It must be worth a small fortune! Boy, look at the size of that diamond!Aside its monetary value, the ring – ahem – should be supposed to show you how much Criosa has come to love you. She has one just like it, the lucky one.As you stare at the ring with your mouth agape, the Princess leans forward and kisses you passionately, literally knocking your socks off! Where did she learn that trick?Well, when this is all over, you can talk more about that. Just know you would make a fine Duke...After such a love duet, whenever you start a conversation with the Princess – and until you have Criosa’s diamond ring in your inventory – you are entitled to embrace the lovely woman for a passionate kiss... and then another, even harder!If you are working to make Robert Black your mate, the rugged man takes a halt to say he found all that stuff with Saffron and the Baron was pretty interesting. Made him wonder how far people will go for the sake of love.Anyway, Robert is the type of guy that likes to speak plainly, so he is not going to beat around the bush with this. You are the best thing to happen in his life for a long time, and well... ugh...

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You must understand his embarrass. Robert has faced dragons and other evil monsters, yet he still has trouble talking to a girl for crying aloud.Suddenly Robert finds the way! He leans down and picks a flower from the side of the road – oblivious of his bad allergy. These are dangerous times, and who knows if you will even survive this. Since he seems to be short on pretty words, he thought maybe that rose might give you an idea of how he feels about you.Hey, Savant, last time Robert swore he HATED flowers...The gallant act will cause your lips to meet his’. Robert Black is now your man. Enjoy.Your blossoming relationship can be deepened each time you start a conversation with your lover. Indeed, until you have Robert’s rose in your inventory, you can kiss Robert at will. Do not throw it away, or you will break his tender heart.

03. LITTLE AMBUSHERSA nasty trap has been placed on the snowy ground [DC18/31; Deadly Tangle].When you move to disarm the trap, or when you trigger it, a volley of arrows rains down your party, apparently coming from nowhere.Suddenly, two or three halfling skirmishers [N, Ro10/Ra4] appear nearby to fire more arrows or to stab your back.It is hard to tell anything about these halflings aside from the fact they do not seem to like you very much.After a few rounds, the diminutive cowards try to flee away and, boy, they are fast! In a few moments, the halflings disappear.If you manage to bring them down before they can escape, the dead halflings leave behind their weapons of choice: composite shortbows +3 and longswords +2.

04. HITTING AND RUNNING (FAST)Be careful, for another trap [DC18/31; Deadly Tangle] has been set up at this location – and more ambushers are lurking near.More arrows are fired in your direction, and then two halfling mercenaries [N, Ro10/Ra4] pop in from nowhere to engage you in combat. Again, the nimble-footed halflings try to flee away after a quick exchange of views. Such a hit-and-run tactics can be very annoying.If you slay them, upon the mercs corpses you will find the same items dropped by the skirmishers.

05. TRAPS AND ARROWSMore halflings are hiding in the shadows just beyond this bridge. They include four halfling mercenaries and two halfling skirmisher. As usual, the scoundrels will do their best to stay out of the reach of your melee weapons and will be quick to run for their lives after a few blows have been exchanged.Besides the halflings’ arrows, you must be careful to do not trigger a couple of traps. The first trap [DC18/31; Deadly Tangle] has been placed just across the bridge. The second trap [DC18/31; Deadly Tangle] is hidden a few yards ahead, along the downhill path.

06. TO THE CLIFFGo through this tunnel to reach the other side of the rocky mountain that stands before you.[Ref. Area 3.70].

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3.70 – SOUTHERN CLIFFACE

01. TOWARDS HIGHMARCHWhen you emerge from the tunnel you have entered in the previous area, all you can see is the endless sky.Lower your eyes to realize you are standing atop a very steep and very narrow natural staircase, which has been dug on the side of a high, rocky cliff. If you feel dizzy, don’t look down!Climb down the rocky stair until you reach the ground below.The first thing you should notice is the abrupt change of landscape. A fine, golden sand, has replaced the snow covering the ground.

02. TRAPSOnce you are at the bottom of the stairs, you have to cross the small length of sandy ground ahead of you to reach another ramp descending further down the mountain.Be VERY careful, though, for two dangerous traps have been placed on the ground to discourage you from proceeding further.The first trap [DC14/26] causes a Fireball to be launched in your direction from the northwest.The second trap [DC20/33] causes a Blade Barrier to spring forth from the ground to impale you.

03. MORE STAIRSClimb down these steep stairs to reach the foot of the cliff.[Ref. Area 3.71].

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3.71 – NORTH OF TRINITY

01. STAIRS UPGo north from here to climb up the rocky cliff.[Ref. Area 3.70].

02. THE AMBUSHERS REVEALEDA trap [DC14/16; Average Tangle] has been set up a few steps ahead the area entrance.Besides the trap, about here there are a few hidden halflings - and they are determined to claim your life. Your foes include four halfling mercenaries [N, Ro10/Ra4], a powerful halfling sorcerer [LE, S15], and the mercs’ leader. The latter guy is a black-dressed – and very tough - halfling who goes by the name of Thorian Lightfoot [N, Ra2].Thorian has deployed his troops wisely. When the halflings show up to greet you with a volley of arrows you will realize you are surrounded. Two mercs are standing on both your sides, while Thorian and the spellcaster are just ahead of you – very much outside the reach of your melee weapons.As the mercs keep firing arrows at you, Thorian unleashes his brown bear companion against you. In the meanwhile, the sorcerer casts a Mordenkainen’s Sword, and then turns invisible to protect himself with a few defensive spells.Unless you want to slaughter all the ambushers, you should focus your attacks on Thorian. When the mercenary leader feels his death is coming close, he is quick to surrender. Hearing their leader begging for his life, all the surviving mercs will immediately cease hostilities.Thorian admits you are a lot tougher than he thought you would be and he hates underestimating his enemies. That’s bad for business.By the way, Thorian’s face is not new to Robert. They ran into each other a few times in the past, once on opposite sides too. Yes, those were the days!If you ask him who hired the ‘Desert Knives’, the halfling says he is not going to reveal that. Professional courtesy, you understand. To find the answers you are looking for, you must head on down to Trinity. There is a lady from Tusone living there you could question about it. That's about all he can say without violating his contract.So, can he go?If you threaten to take Thorian’s life, he may tell you more. You have to pass a hard Intimidate check to force the little merc to spill the beans, though. If the check succeeds, Thorian says the person you want is Angélique Villeancourt. You can meet her in Trinity.If you do not trust Thorian, you can try a medium Bluff check. If the check succeeds Thorian won’t change his words, however, he will add your life has been deemed worth of one hundred thousand gold.So, can he go?Can he?

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That’s your choice. Just know that if you choose to spare Thorian’s life, your alignment shifts towards Good; if you are good, you get 100 xp. Moreover, if you keep him alive, you can force the halfling to hand you all of his weapons before letting him go.The latter way you will get a magical bow called ‘Deathwind’ [This bow was created by Thorian Lightfoot himself, a halfling of unequalled prowess with a shortbow who liked to cripple his enemies before finishing them off with thundering force. Thought to be the first halfling sniper, Thorian was feared and hated by enemies of his people for his uncanny ability to pick off targets at long range, in the dark, and with one shot. This shortbow +5 may cause 20 points of massive critical damage and grants the wielder the Crippling Strike bonus feat] and a short sword going by the name of ‘Dragon Fang’ [Created from the tooth of a black dragon, the enchantments laid upon this weapon bring out its more power characteristics and focus them to a razor sharp edge. This short sword +4 causes 2d6 additional acid damage. Twice per day, the user can use the Dragon Breath ability (acid)].The same items can be grabbed by Thorian’s dead hands if you happen to kill him before he surrenders, or if you choose to finish him after your chat.Along with the two weapons I’ve told above, you will find also two sheaves of arrows +5, a Dagger of Assassination [Usable only by evil characters, this dagger +3 is a deadly vorpal weapon (DC14)], and Thorian’s Contract.The document reads as follows, ‘Thorian, I received word that the target will be heading south within the next few days. Do what you need to do. Angélique.’If you managed to slay the halfling sorcerer, search his remains to find a Black Wizard’s Robe, a Staff of the Magi, and a Ring of Protection +5. The dead mercenaries drop composite shortbows +3 and longswords +2.

03. TO TRINITYGo south from here to enter the small desert town of Trinity.[Ref. Area 3.72].

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3.72 – TRINITY

Note: The Stone of Recall, which failed you in Highmarch, does not work in Trinity either. On the contrary, the stone can be used to open a Portal of Recall in any area in between the two towns, and in both the areas adjoining to Trinity. The reason behind this quirk will become apparent only when your current mission is completed. Just keep in mind that once you have collected all three parts of the Sceptre of the Ages (and after you have spoken with Sahir), you MUST travel all the way back to Fort Highmarch by your own foot. Moreover, before to leave Trinity by the north gate you must be polite and stop by to greet the jolly fellow who has travelled here on purpose to make your acquaintance.

01. NORTH GATETwo proud desert warriors [N, Ra11] stand guard near this wooden gate. Rangers of the desert, warriors like these defend Trinity from the many enemies that surround them, human or otherwise.Leaving Trinity from here you can take the path going north, towards Highmarch.[Ref. Area 3.71].

02. THE OASISThe village of Trinity has been built around the larger pool of water of this arid region. According to Robert, who used to come here to rest up and meet clients, this is a nice little town.Besides two desert warriors patrolling the area, about here you can meet seven commoners [N, Commoner 5] strolling amongst the palms and the dunes. Accustomed to live in the desert, people like these manage to survive in such a harsh environment through knowledge of their surroundings. As you can notice, the local customs dictate the women must wear a veil to cover their face.With all the trouble to the west, the inhabitants of the village are relieved for Trinity is able to help in mediating a dispute, instead of causing it for once.

03. VILLANCOURT’S TENTThe emissaries from Tusone have quartered within this sumptuous pavilion.Mindful of your recent encounter with Thorian and his boys, you should be pretty curious to learn why the Tusonites want you dead.[Ref. Area 3.73].

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04. HONEST HAKIM’SA wooden sign informs the moustached guy in purple who stands next to the near tent, hawking his wares to passers-by with a strident voice, is the humble and honest Hakim [N, F8], a most reputable trader.Hakim buys and sells rare and unique items, as well as things that are more mundane. A merchant of all kinds is he. A peddler of fine exotic wares from all across the Hocarum desert. Perhaps he can interest such a notable visitor – and your ‘Lord Dragon’ - in a look at his wares, uh? You shall not be disappointed.Hakim’s words are very true. Indeed, this is by a long way the best shop you have ever found.Just for start, the store has a maximum buy price of 20,000 gold pieces. Of course, being the ‘soul of discretion’, Hakim won’t ask where your goodies come from and will buy all the stolen items you have. If you have something to identify, Hakim will do the work for 150 golds apiece.One of the best features of the store is its unlimited supply of Potions of Heal.Besides those precious elixirs, here you can buy all the potions you can wish for (Aid, Antidote, Barkskin, Bless, Bull’s Strength, Cat’s Grace, Clarity, Cure Wounds, Death Armor, Eagle’s Splendour, Endurance, Fox’s Cunning, Invisibility, Ironguts, Lesser Restoration, Lore, Owl’s Wisdom, Speed), a few clerical scrolls (Dispel Magic, Lesser Restoration, Raise Dead, Restoration, Resurrection), and ammunition (arrows +3, Arrows of Intense Cold, Piercing Arrows, bolts +3, Bolts of Piercing, bullets +3, Fire Bullets).Besides the pretty common items listed above, Hakim offers to the true connoisseur a few unique weapons and a powerful horn.Thought to have once been wielded by a djinn noble, the deadly blade known as ‘Desert Storm’ has an aura of stinging sand circling it during battle, blinding one's opponent. On hit, this powerful scimitar +4 can cause Blindness for 3 rounds (25% chance. DC16). Base price: 83,241 gp.Created in the Mystic West, the deadly kukri called ‘Black Lotus’ gradually saps its victim's strength. The weapon is also capable of inflicting instant death on the target, unleashing an assault on the victim's mind. This kukri +4 can poison the victims it hits (DC16) sapping them 1d2 points of Strength. Only neutral- or evil-aligned characters can wield this blade, though. Base price: 104,759 gp.Once belonging to an orc chieftain, the vicious double-axe that goes by the gory name of ‘Meat Grinder’ hits with so much force as to rip the armour right off the target. Quite how the orc chieftain was forced to part with this weapon remains a mystery. This double-axe +4 sheds a dim red light. On hit, the axe can ruin the victim’s armour just as a bebilith does. Base price: 69,055 gp.Employed by the infamous Shadow Warriors of Aielund, the Stars of Certain Death are deadly throwing weapons, capable of killing a target in a single hit. Usable only by evil characters, these shurikens +5 have been infused with the Vorpal property (DC16). Base price: 33,826 gp x20.The otherwise nondescript ‘Warmonger’ is a greataxe +3 that sheds a dim orange light. It causes its victims 2d6 additional fire damage and grants the wielder the power to cast the War Cry spell once per day. Base price: 102,025 gp.It is said that one who blows the Horn of Valhalla can summon a horde of valkyries to their side. Such things are thought to be legend only, little more than stories brave warriors tell around campfires at night. Nevertheless, this appears to the very horn of legend. Handle with care! The horn comes with three charges. Each time the horn is blown, a powerful valkyrie [CN, Bb20] is summoned forth to fight to the user’s side. This mighty avatar exists only to do battle – spare her your ‘paltry words’, please. After a few time (1 turn or more, I’m not sure) the lady warrior departs to return to her home plane. Base price: 36,044 gp.

05. TRINITY PALACECarved right into a rocky cliff, this palace is the abode of Pasha Shakir, the local ruler. A desert warrior watches upon the entrance at all times.[Ref. Area 3.74].

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06. TRAVELLER’S REST INNA small sample of the fabulous Arabian nights can be tasted by renting the inn’s master suite.[Ref. Area 3.75].

07. SIR NIGEL’S TENTThis pavilion acts as the operative base for the head of the Aielunder diplomacy.[Ref. Area 3.76].

08. SAHIR’S TOWERSahir, the wizard Terinus has pointed you at, lives within this small tower, which is surmounted by a nice glowing sphere.[Ref. Area 3.77].

09. WEST GATETwo desert warriors keep watch upon the west gate of the village. A trail from here crosses the Hocarum desert and goes all the way to Tusone.[Ref. Area 3.78].

10. SOUTH GATELeaving Trinity through this gate you can travel southeast, towards Socahreb. Two desert warriors guard this passage around the clock.[Ref. Area 3.83].

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3.73 – VILLEANCOURT’S TENT

01. THE MARCHIONESSWhen you enter the tent, you see a man sitting at a desk. Unless you have already spoken with Sir Nigel at the diplomat’s headquarters, ignore the guy and walk to the back of the tent to talk with his wife, the woman in red who stands next to a bookcase.The Marchioness of Tusone, Angélique Villeancourt [N, Commoner 6] is a beautiful woman of great wit and sagacity. Angélique would bid you welcome to this small slice of Tusone, but she does not believe her husband would agree with her.When you tell her about Thorian, the appalled Marchioness swears she had not heard of you before. If so, she won’t object if you search her belongings, will she? Under normal circumstances, Angélique would refuse such an outrageous request, but she has nothing to hide so, do as you please. To assist you, the Marchioness will even hand you the key to open her chest.If you bear suspicions on the Marchioness’s husband, you can start your search by the desk he is sitting at. The desk, however, holds only random treasure of low value. Near the couple’s bed, behind a decency screen, there are an armoire and a chest.Inside the armoire there are only two expensive gowns and a floral skirt. Within the locked chest, which you can open only with Angelique’s key (just in case you search the tent before to speak with the Marchioness), you will find an incriminating contract.This short document details a binding agreement for the mercenary group 'The Sand Knives' to eliminate a noble of Aielund. Your name is mentioned as one of the possible targets. This is damning evidence against the Marchioness.When you throw the contract on her pretty face, Angélique is dumbfounded. She cannot explain why the contract was there or who had put it in her chest. Perhaps whoever did this was counting on that to make your respective countries fight each other to the death. To prove she did not write the contract, Angélique show you her journal, so you can compare the handwritings.When you say someone may want you dead for what you’re doing and not because you are an Aielunder, the Marchioness recalls she heard of a cult that were waiting for the return of the Ironlord. The cult - if you remember what the King said when he appeared at Fairloch Castle - was wiped out by Seamus’s army, but a few member may remain to seek danger.Angélique’s memory goes better and better with time. Now that you mention it, she recalls seeing a grimy wanderer arrive from the west a few days ago. The dark looking man took lodge at the inn and he might still be there. If he is a cultist, be on your guard, for they are fanatics and completely ruthless.After you have met the wanderer and once you have put him out of his misery, you should be courteous and return here to inform the Marchioness about what you have discovered.The beautiful lady cannot do nothing but hope your countries can work together to find peace in the future.

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02. THE MARQUISAngélique’s husband, Marquis Angevin Villeancourt [N, F8] is an ambassador from the country of Tusone and carries immense power in Trinity due to his Tusone's claim upon the land. As a result, Angevin is rather smug most of the time.Whatever you tell the Marquis, until you agree to help Sir Nigel all attempts for conversation will fail. After a few words are exchanged, the insufferable snob loses his temper and asks you to leave his tent.If you come here to propose Angevin a meeting with Sir Nigel at the Pasha’s palace, the Marquis claims he won’t listen at such a ‘lying pig’. You cannot blame him. After all, it was his country to be invaded.When you tell the Marquis about the Ironlord, he seems to relent. Still, he does not trust you completely. To persuade Angevin to meet Sir Nigel you must resort to your honeyed tongue.If you have not the makings of a fine diplomat, you can try a medium Intimidate check and threaten the Marquis you will break his legs if he does not turn up to that meeting. If the check fails, the negotiations have fallen through.If you pass a hard Persuade check, you can convince the Marquis to attend the meeting simply swearing on your life and your honour that your words are true. If the check fails, you are given a last change to resume talks. To convince the Marquis you can use diplomacy or wit. The first path requires a successful hard Persuade check. Otherwise, you must roll a medium Bluff check to make Angevin believe the Pasha has decreed that if he does not re-enter negotiations, he is to be expelled from Trinity and replaced with a diplomat who will actually talk to people.Whatever means you use to persuade the Marquis, if you succeed you have to return to Sir Nigel’s tent and inform the ambassador that Angevin will meet him in the palace at his convenience.

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3.74 – TRINITY PALACE

01. PALACE EXITLeave the palace from here to return outside. Four desert warriors [N, Ra11] guard this place around the clock.[Ref. Area 3.72].

02. THE PASHAThe leader of the small village of Trinity, Pasha Shakir [N, Ra11] is usually in the precarious position of trading off between the demands of the three nearby nations, all of whom would like greater control over the caravans that pass through this small oasis. The Pasha’s title is an unofficial one. Back when Trinity was inside the borders of Athkalatra, a Pasha appointed by the Emir of that nation governed the town. After the war of 832, Trinity became independent and remains so to this day. The title of Pasha was handed down to the next generation, and then the next, which is how Shakir came to be leader of this small community. However, he does not stand on formality, except when conducting negotiations between other countries, as he is often called on to do.By the way, the local ruler can be found within this hall only before you have arranged a meeting between the representatives of Tusone and Aielund. When the meeting begins, the Pasha will go to attend it. During his absence, his loyal Vizier will perform his functions.If you ask Shakir about Trinity, he says there has always been a town here, for this oasis is vital to trade in the region. Tusone founded Trinity about two hundred and twenty years ago, after organised bandit raids against caravans in the area required a more permanent defence force. But Athkalatra did not like Tusone having such control over the trade routes, with an armed force here exacting tolls for using the oasis. Eventually they came into conflict in a series of wars that lasted over a century. Tusone, for their greater military might, were not used to fighting in the desert, whereas the Athkalatra warriors were experts, despite inferior equipment and numbers. The 'wars' were little more than skirmishes to try to prevent the other side gaining a foothold on the oasis. Eventually, Tusone became embroiled in a war on its western borders, and was forced to cede control of Trinity to Athkalatra. By this time, Aielund had started to become a power in the region equal to the other two kingdoms, and it too wanted a say in matters of trade. No more wars were fought on this soil, for Aielunders were excellent negotiators and were able to bargain for their goal of an independent Trinity. Therefore, here they are, a vital cog in the gears of regional diplomacy, yet for the first time in decades, they are unable to bring about a peace settlement in this foolish conflict.The Pasha finds the situation between Aielund and Tusone to be most regrettable but not unforeseeable. Ever since the founding of Aielund, they have been at odds with the neighbouring kingdoms. King Seamus was very heavy-handed in his dealings with Tusone, and they took exception to his methods. Shakir can only assume something important was driving your King to act so rashly.Aielund's army was twice the size of Tusone's, but Shakir has heard from reliable sources that Seamus was not fighting to win, but rather to reach a certain temple in the southern regions. When the Tusone forces withdrew, Seamus did not pursue them. Thus, the war is still technically going, but neither side is engaging. It is a dreadful mess.For the short term, the chances are very slim. Tusone's representative, Marquis Angevin, has no patience for Aielund at the moment, and it is understandable. They are a proud people and would make outrageous demands on Aielund in order to end hostilities.

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Shakir tried to get the two ambassadors talking again, but Angevin has refused and Sir Nigel is in no condition to conduct sensitive negotiations. Perhaps you could talk to them, and try to get them communicating once more.Standing on the Pasha’s side - or standing in for him when Shakir is absent - there is the white-bearded Vizier [N, W15], a capable wizard who advises the Pasha on matters of state and security.If you have already arranged a meeting between Marquis Angevin and Sir Nigel, when you come here, the Vizier explains Shakir has adjourned to chambers to discuss the peace settlement. The closed meeting could take some time. The Vizier heard heated words from both gentlemen, but he believes they will work something out.

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3.75 – TRAVELLER’S REST INN

Common Room First Floor

01. ENTRY DOORLeave the inn by this door to return outside.[Ref. Area 3.72].

02. COMMON ROOMTogether with four commoners [N, Commoner 5], here are a shady-looking man and the local innkeeper.For someone who owns a run-down place like this, the Najjar [N, Ro5], the local innkeeper, sure does have a lot of gold teeth... This bald guy can sell you ale, spirits, and wine. If you plan to sell him your own items, mind that his ‘store’ has a limited money supply of 1,000 golds and a maximum buy price of 1,000 gold pieces. If you ask for a room, pay him 20 golds to get the Traveller’s Inn room key.The man who is leaning against the counter is not in a mood for a chat. If your sight – and smell – is good, you may notice his attire is covered in sand and other assorted grime from a long time spent in the desert. Without bathing, ever.Once you have searched the tent of the Marchioness of Tusone and she has informed you about the suspicious guy she saw entering the inn, you can come here and show him the contract you found in Angélique’s quarters. Being the not-so-bright guy, the man immediately cries out Thorian has failed him. He does not care to expose himself. Eventually, the Ironlord will crush the life from your bones. To spare his master the trouble of doing that itself, however, Drake [NE, Ro16/Ra4] is quick to draw his blades, determined to take your life.Show the cultist he is no better than Thorian at the job, and finish him off. On his corpse you will find a Cloak of Fortification +4, a dagger +4, and a magical rapier called ‘Jovial Evil’ [A wicked blade, this rapier has a curious enchantment that can cause the being struck by it to burst into uncontrollable laughter. This, of course, is quite distracting, and allows the weapon to draw off their life force even while they laugh. Usable only by neutral or evil character, this rapier +3 sheds a low red light and grants the wielder vampiric regeneration +3. The creatures hit by the rapier suffer the full effect of a Tasha's Hideous Laughter spell].As a side note, when you fight Drake be sure you don’t use area-spells or the like, or you may accidentally hurt a commoner causing all the patrons to turn hostiles – and your alignment to shift abruptly towards Evil. If Spartan or Nellise are in your party, you should put them in the ‘peaceful follow mode’ or you should order them to stand their ground while you deal with the cultist.

03. STAIRS UPOnce you have the key from the innkeeper you can open this door and go upstairs to rest.

04. A ROOM WITH A VIEWThis battered but charming suite could make you feel like dropping everything and take a long vacation – especially if you are in love with Criosa (or Robert). Just look at those silky beds!Moreover, a door on the back of the room leads to the inn’s roof: a perfect place to sunbathe and enjoy the view while sipping a cool drink.If you are in a hurry, though, the Cushion of Reasonable Comfort can make you fresher in just a few seconds.

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3.76 – SIR NIGEL’S TENT

01. A DIPLOMAT WITH AN ADDICTIONSir Nigel Reed [LG, F11], the ambassador of Aielund, is currently snoring loud on the bare floor of the tent, a few empty bottles scattered around him.When you manage to wake him up, Sir Nigel slowly regains his feet, staring at you with bleary eyes. If Criosa is in your party, this ‘fine example of a gentleman’ is quick to remind Her Highness he is her loyal servant *hic*.When you remark that you find inappropriate for an ambassador in service to the King to be so drunk at this time, Nigel’s bloodshot eyes bulge out of his head. He claims the King is nothing but a rapscallion! Damn his eyes! Damn his britches!Heedless of Criosa’s remonstrance, the diplomat screams Seamus is a highwayman, holding the principles of civilisation at arrow point! The King DELIBERATELY sabotaged his diplomatic efforts with Tusone! Left Nigel out to dry, he did! Ruined his life, he did...Sir Nigel can only think he wanted to go to war. Imagine that! Two hundred years of history and this is the first time they went on the offensive. Did Seamus tell Nigel of his plans? No! He left him in the dark, he fed him misinformation, he used him up like... like a bottle of vintage champagne used to water the cattle. Sniff.I believe the poor ambassador really deserves an explanation. To comfort him a little, tell the ambassador about the Ironlord, and about the King’s quest to prevent its return to the world.Such an explanation won’t make Sir Nigel happier. The king used him as part of a ploy, as a sacrificial lamb. The finest and most respected diplomat in the Kingdom was treated like a puppet! By now, Sir Nigel’s reputation lies in ruins, his wife of twenty-two years has left him, and he thinks he may have a drinking problem.If you are touched by Sir Nigel’s misfortune, you can come up with a way to restore his career. If the King’s army manages to defeat the Ironlord, Aielund may well be in no shape to repel a Tusone invasion. Therefore, Aielund should make peace with the Tusonites before they turn on them at their weakest moment. Being the relations between the two countries so tense, only the finest diplomat in the land may be able to negotiate such a truce...Sir Nigel will agree with your plan, a glimmer of hope rekindling in his eyes. Once his head is clear, he swears he will formulate a strategy. In the meanwhile, he needs your help, for only you can persuade the Tusonite ambassador to join him in the Pasha’s palace for the peace talks.If your mission succeeds, return here and tell Sir Nigel the good news. The happy ambassador leaves the tent immediately to start the negotiations – and he does not want you to come along, even if he is grateful you gave him a second chance.Your diplomatic efforts are deemed worthy a reward of 1,000 xp.If you fail in persuade Angevin to meet Sir Nigel, the diplomat says you gave it a jolly good shot and he cannot ask for more than that. He was thinking about retiring anyway. It will be good to go home at last and away from this endless heat...Farewell, old sport!

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3.77 – SAHIR’S TOWER

01. A THREE-PIECES RODA sage and wizard of Trinity, Sahir [N, W12] has spent a lifetime researching ancient relics and artefacts. So, it is well you have sought him out, for you won’t find anyone more knowledgeable on those matters than him.When you show him the sceptre head, Sahir places gold-rimmed spectacles on his nose and examines the artefact. Immediately, he recognizes the relic’s inscription as written in the language of the Ancients. He has seen that before, in a text on artefacts. ‘Most Ancient Artefacts from Olde Tymes’ it was entitled. Have you read it...?To be truthful, Sahir has never seen anything like the relic before, aside from the writings. One of the words is familiar though... ‘Deactivate’ would be the nearest translation. Curious, yes?Sahir is sorry but he cannot tell anything else about the relic. However, he may have something else for you.A few years ago, an explorer friend of him came across a strange set of objects in a cave to the west of here. He could not tell what these items were for, and eventually gave up trying to find out. Those items were completely different from your relic. The explorer could not move them either, for they seemed to be part of the very rock upon which they rested. As far as Sahir remembers, they remain there.There is also another place you could look into, namely the ruins of an ancient fortress in the desert lying to the southeast of Trinity. Humans built the fortress, but there is a legend that tells of a cult of fanatics worshipping the great winged beasts known as dragons. They summoned up unholy energies with the aid of a relic they had discovered. This was many years ago, however. The place is all but abandoned now. Unfortunately, you cannot go there, for a great sandstorm has arisen in the desert, the likes of which has not been seen for nearly a century. Only a hero or a fool – or a heroic fool like you - would try to brave the storm now. It is likely to have buried the fortress under a mountain of sand, also.If you manage to find any relics during your explorations, bring them here and Sahir will learn what he can about them.When you return here with the second piece of the rod (either the middle or the base section), Sahir says you are dealing with something older than civilisation itself, so he cannot draw any conclusions yet. His advice is to find the third piece.Once you have found the third piece of the sceptre, Sahir suggests you should take the three pieces to Terinus, for he knows more about the mechanics of such construction than him. Perhaps the wizard could find a way to put the pieces together.At the end of the conversation, you are given a reward of 2,500 xp.Say goodbye to Sahir and leave his tower. The events that follow are detailed further on, starting from Section III/9.[Ref. Area 3.86].

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3.78 – HOCARUM DESERT; WEST OF TRINITY

01. TO TRINITYGo back east along the desert trail to return to Trinity.[Ref. Area 3.72].

02. SAND RAIDERSAs you trek amidst the dunes, enduring the torrid heat of a relentless sun (or the chilling air of the desert nights), you will be attacked by small bands of raiders. Living off the scraps of the desert, men such as these are little more than brigands, stealing what they can from passing caravans. The ever-wise Nellise comment bandits are the same everywhere, only the locations change, hence stay ready for a fight.Wandering about this location there are 2-6 raiders. The group may include desert raiders [CN, F15], desert raider rogues [CN, Ro5], a desert raider elite [NE, F15/Weapon Master 5], and/or a gypsy sorceress [N, S15].Calling upon powers vast and timeless, the sorceresses are revered in the culture of the Hocarum region. The ‘gypsy’ (‘nomad’?) witches may prove to be annoying, having the nasty habit to cast a Mordenkainen’s Sword spell before turning invisible. Also, they use to summon forth dangerous enhanced familiars, like panthers or fire mephits.Despite they are equipped with many magical trinkets, the slain raiders leave almost nothing behind for you to loot. The rogues drop arrows +4 and shortbows +4. The elite warriors drop scimitars +4.Oddly, some raiders have Resurrection scrolls they can use to raise their slain comrades.

03. MORE DESERT ROBBERSHere you will be confronted by another band of desert raiders, numbering the same foes you may meet at the previous location.

04. PILLAGERS AMONGST THE DUNESA third group of desert raiders is scouring the burning sands near this rocky wall. The group numbers the same enemies you may encounter at locations 02 and 03.

05. RAIDING THE RAIDERS ENCAMPMENTWhen you walk near this small camp, 2-6 desert raiders, desert raider rogues, desert raider elites, and/or gypsy sorceresses attack you.The marauding nomads are led by a dangerous gypsy eldar [N, S20], a spellcasting woman with enough power to cast spells like Mordenkainen’s Disjunction and Weird. Oh, and when she summons forth an ally, the creature who answers her call is no less than a powerful death slaad!After the battle, search the elder’s corpse to find a Ring of Power, a Ring of Protection +5, and the gypsy elder dress [Empowered with great magic, this dress is much more than it seems. The gown grants the wearer damage reduction +4 soak 5, immunity to knockdown, a +4 bonus on the Concentration skill, and spell resistance 18].

06. TUNNEL ENTRANCEBy going through this narrow passage you can reach a deep chasm to the west of here.[Ref. Area 3.79].

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3.79 – HOCARUM DESERT; CHASM

01. TUNNEL ENTRANCEGo through this passage to return to the stretch of desert laying just to the west of Trinity.[Ref. Area 3.78].As you explore this small area, four aggressive but pretty harmless scorpions [N, Vermin 1] will harass you. If Criosa is on your tail, she cannot suppress a cry of disgust. The Princess hates bugs!

02. COLLAPSED BRIDGEThis is the far west you can go, for the bridge that spawns the chasm is collapsed. According to Robert, it happens every year or two. Not enough maintenance, you see.

03. CAVE ENTRANCEA medium desert viper [N, Animal 2] is slithering its way through the golden dunes before this cave mouth. Kill the snake and go through the passage to enter a large cave.If Spartan is in your party, he will inform you are just entering the abode of Azurefang![Ref. Area 3.80].

04. CAVE ENTRANCEA flight of steep natural steps leads down to this cave mouth. The stairs are very easy to miss, especially if you come here at night. Keep your eyes open.[Ref. Area 3.81].

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3.80 – HOCARUM DESERT; DRAGON’S LAIR

01. CAVE EXITLeave the cave from here to return outside.[Ref. Area 3.79].

02. AZUREFANG, PERHAPSIf you have spared the wyrm’s life when you met her on your way to Culdeny, Azurefang [LE, Dragon 30] promised she would return to her lair in the desert. The lawful lizard has been true to her words and... here she is!If Spartan is in your party, the wyrm will be outraged for you have allied with an enemy of her. Now, she will make an example of you. Prepare to be destroyed!Even if you don’t share the bronze dragon’s company, the blue she-dragon will prove she is not the most amiable host in the world and she will attack you on sight. How you dare to disturb her at home, you puny mortal?Azurefang cares for her life above all, however, and when she senses her death is coming close – considering you don’t seem to be here to steal her treasures - she is quick to stop the hostilities and make the best of bad things. If Spartan is in your party, though, she will fight to her death.To prove she is not mad at you, Azurefang points you to the ancient dungeon you are seeking. Its entrance it is near the edge of the cliff, not far from the entrance to her cave. There are no dangers there, aside some ‘tiny little beasts’.If you want to spare the wyrm’s life, and if you are still looking for allies, before to leave her cave you can offer the dragon a deal. Tell Azurefang that a great battle is soon to be fought in the mountains northeast of here. You have been seeking allies to aid in that fight, and you would be a fool to not ask such a noble creature’s assistance.Very well, if you can spare... 300,000 gold pieces (!!!), Azurefang will be glad to join your cause.If you can afford to pay such an outrageous sum, tell Azurefang she must travel just to the south of Highmarch. The wyrm says she won’t be dying for your cause, but she will try to delay the enemy army. Then, she will fly away.Mind that if you try to hire Azurefang and then you refuse to pay the sum she asks for her services (or if you simply lack the money she wants), you will made the wyrm upset, VERY upset. Perhaps a snack will make here feel better... and YOU are exactly what she needs to eat! Roarrrr!If you are not interested to an alliance with the blue dragon, but you take pity of Azurefang and spare her life, when the conversation ends she leaves the cave, claiming you will not meet again.Either you keep Azurefang alive or make her a deader, once the mistress of the house is gone you are free to take the treasure in the northeast corner of the cave. It includes only a pile of gold coins and the two enchanted items detailed below.If you slew Azurefang when you encountered her along the road to Culdeny, the cave will be empty – exception made for the unattended, glittering piles of treasure stacked up in the northeast corner.No one will come up to protest if you loot the unguarded hoard, so feel free to take everything.

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Each of the six piles of gold coins earns a random sum of money (ranging from 100 to 1,000 golds). Inside a trapped and locked chest [DC30/30; Deadly Electrical. DC40] you will find a Belt of Fire Giant Strength and a mighty axe named ‘Hardcleave’ [The deadliest weapon ever forged by the dwarves of Stoneguard, this mighty waraxe is only brought into use under the most dire circumstances, lest the wielder succumb to the power it bestows upon them. This dwarven waraxe +4 has the properties of a vorpal weapon].

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3.81 – HOCARUM DESERT; ANCIENT CAVE

01. CAVE EXITThis passage leads to the chasm outside the cave.[Ref. Area 3.79].When you enter this place two medium desert vipers [N, Animal 2] attack you.

02. SPIDERSWhen you walk through this passage, 2-4 hungry dire spiders [N, Vermin 10] drop down the ceiling to attack.Chances are the noise of the battle may attract a nosy – and really horrid - giant black scorpion [N, Vermin 15] from the next cave. The overgrown bug will draw a scream of horror out of Criosa’s mouth: ‘LOOK AT THE SIZE OF THOSE THINGS!’...and mind their stabbing tails, too!

03. ODD DEVICESThe unmovable artefact Sahir’s friend discovered is right within this cave. Before you can examine the relic, however, you have to deal with a giant black scorpion.When the bug is dead, throw a look at the strange place you have entered.Next to a low stone platform, there is a flat metal panel of unfamiliar design. The panel is dark, and unadorned.In the northeast corner of the cave there is the artefact you have been told about: a strange metal orb etched with runes. Pushing or kicking the sphere won’t bring you anywhere, so I’m afraid, you have to resort to your brain.If you pass a hard Lore check (or if Spartan is in your party), you can discern the globe is apparently some sort of energy conduit. It appears to be out of power, however. Some of the runes indicate that a powerful electrical discharge, perhaps from a bolt of lightning, should be able to recharge it.If you fall the check, you simply notice one of the runes is similar to a stylised lightning bolt. It seems to be pointing at a small picture of the orb itself. That's about all you can fathom, however.To re-activate the orb, you need to cast an electrical-based spell upon the dormant sphere. The spells that will do the work include Ball Lightning, Call Lightning, Chain Lightning, Lightning Bolt, and Scintillating Sphere.If you cannot cast any of those spells and you cannot resort to scrolls or devices either, don’t take it out on Savant but try to be smart, instead! Even the dumbest half-orc barbarian should rack his brain until he realizes he actually owns an item that can be used to cast a Lightning Bolt spell. Just look at your inventory. Yes, that’s right; the head of the sceptre is just the object you need.When the proper spell is cast upon the sphere, the orb starts emitting an aura of energy. In addition, you get a reward of 1,000 xp.Once the sphere has been re-activated, the control panel will work back as well, his flat surface showing glowing runes similar to those on the metal sphere. Each rune has been etched upon a button and there are four different runes. Unfortunately, the runes seem to defy translation. It is likely they are rarely used in this language.

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Obviously, the four buttons have to be pushed in a proper sequence. Since you have no hints, you can do nothing but proceed by trial and error. When you press a wrong button, the display will clear, so you must restart the process.The correct sequence is the following: 2, 4, 3, and 1.When you complete the sequence, a final set of runes appear on the display, then the entire screen fades. This is followed by a surge of power from the device and by a magical portal appearing atop the near platform.Step into the portal to be transported to an underground dungeon.[Ref. Area 3.82].

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3.82 – HALLS OF THE ANCIENTS

● Level 1

01. PORTAL CHAMBERThe portal that you have first created and then entered in the ancient cave to the west of Trinity, leads to this eerie, odd-looking dungeon. Spartan claims this was once a place of great power. You must be cautious, though, for he senses something... wrong here.To return to the cave above, just step into the portal.By the way, the first time you enter the portal to come here you get a reward of 1,000 xp.[Ref. Area 3.81].This chamber is empty – at least for now – but the huge cobwebs covering the ancient walls and hanging from the ceiling should make you aware of the dangers that may lurk about.If you are planning to use it, be informed the Stone of Recall does not work within the Halls.

02. LIBRARYThis library is in very poor conditions. Most of its furniture decayed with time, or was broken by spiders or other horrid creatures. Nellise regrets the loss of so much ancient knowledge. What might you have learned from this?You will never know, however, upon a still intact bookcase, you will find four useful scrolls (Greater Spell Mantle, Isaac’s Greater Missile Storm, Premonition, and Summon Creature VIII).

03. CONTROL ROOMWhen you enter this room, you see 2-4 translucent electric spiders [N, Vermin 16] as they crawl towards you. Zapping you back with a lightning bolt whenever you hit them, the electric spiders may prove to be more than mere nuisances. Beware!When you have destroyed the azure vermin, take your time to explore this dark hall.In the northern portion of the chamber, there is a heap of bones that you can search to find an ‘Armour of the Warrior-Poet’ [This powerful suit of armour was once worn by a companion of the first King of Aielund. Although his name is lost in the depths of history, the power of this armour remains intact even to this day. Usable only by bards, the armour grants the wearer a +3 AC bonus, a bonus spell of level 6, a -10% chance of arcane spell failure, and a +6 bonus on the Perform skill. Also, the wearer is hasted].If Criosa was scared by the scorpions you fought in the ancient cave, she may risk a heart attack at the sight of the 1-2 ravenous monstrous spiders [CE, Vermin 20] that climb down the ceiling when you walk near to the bones. How disgusting!At the very centre of the room, there is a large control panel with a viewing display embedded in it. In front of the panel there are four power generators. Similar to other such

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devices that you have seen before (i.e. in the Eldar ruins, in Desmond’s lab, or at the House of Exotics in Culdeny), they apparently generate magical energy to open portals and the like.To activate the generators, you must provide electrical energy to the strange metal orb standing near the east wall, the same way you did with the globe located in the ancient cave. Again, if you cannot cast a Lightning Bolt or similar spell by yourself, resort to the head of the sceptre you are carrying in your backpack.Once the sphere has been empowered, walk to the control panel to see it is now lit up with many lights and some runes. Four of the runes have a corresponding button next to it.Press the buttons to activate the generators. Three generators are still functioning, however, when you press the first button a red light flashes on the display to replace the green one and a few seconds later the power generator on your right blows up in a showy cascade of blue sparks.A last warning: The first time you return to the central hall from this chamber, you will find 1-2 monstrous spiders and 2-4 electric spiders waiting for you. It is lunchtime, pal!

04. GOLEM PODSWhen you enter this corridor, two blade spiders [N, F16] attack you. Perhaps related to swords spiders, these vermin are hard to kill. More dangerous, however, are the sharpened, blade-like appendages that give them their name. A few moments after a battle has begun, 2-4 electric spiders coming from the room to the east join the bladed arachnids.Once the vermin are no more, you may be curious to discover what lies beyond the doors that you see along the corridor.Within each of the four alcoves to the west and south of the hallway there is a big metal pod. Next to each pod there is a control panel. Once the generators in the northeastern hall have been empowered, you can click on the panels to open the pods. They hold big iron golems. Luckily, the constructs - although completely assembled - does not appear to be functional.

05. FORGE ROOMTwo partially completed iron golems stand along the west wall. In between the constructs there is a trapped chest [DC30/30; Deadly Sonic] holding a mighty bow that goes by the name of ‘Thunderstrike’ [This elven-designed weapon is the pinnacle of their art. As a bow, there is nothing finer in all the land, but it has also been imbued with the power of nature, to strike down those who would oppose the elven peoples. This longbow +5 is a Mighty weapon +5 with an unlimited supply of arrows causing the victims 1d6 additional lightning damage and – perhaps - 2d12 massive critical damage. Once per day, the wielder of the bow can cast a Great Thunderclap spell].Apparently, this chamber was the place where the Ancients assembled their loyal servants. Heaps of golem parts are still stacked against the north wall, and an arcane foundry stands to the opposite end of the hall.The foundry can be used to melt metal objects; however, you have to empower it by activating the generators in the control chamber.As you explore the lower level of the dungeon, you will find a golem torso that seems to have something hidden inside. To discover what it is, return here, and place the metal torso into the forge. From the molten metal, you will retrieve...Read on and you will know.

06. LOCKED DOORA control panel stands next this locked door. Until the generators in the control room stay dormant, the panel will be blank. It needs energy to function.Once the generators have been activated, you can click on the panel to open the door.

07. TELEPORTERThe control panel within this circular room has three main buttons upon its face, stacked one below the other. It is fairly obvious this is some sort of teleport control, probably to go between levels of the complex.If you press the button for the third level, a series of red lights and runes flashes before you. Something must be preventing it from working. If you press the button for the second level, the red runes on the floor start to glow. Step outside the circle, then step back onto the teleporting pad and you will be transported to the lower level of the dungeon.

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● Level 2

01. TELEPORTERThe teleport control within this room allows you to return to the previous level of the dungeon. It won’t work if you try to reach the lowest level, though.

02. RED BUGSWithin these rooms, there is nothing but hungry and oversized scorpions.One giant red scorpion [N, Vermin 18] is found inside both the western upper room and the western lower room. Within the eastern upper room, you can fight against 3-5 giant red scorpions. A group of 2-4 giant red scorpions is found inside the eastern lower room. Finally, a giant red scorpion lurks at the upper end of the hallway.

03. ONE-WAY DOORGo through this narrow door to reach the next room. I warn you: This is a one-way door. Once you cross the threshold, there is no way back!

04. HUB CHAMBERHere you must face two huge black scorpions [N, Vermin 20]. When she gazes at the monsters, Princess Criosa screams louder than before. The Princess wants to get out of here! Now!Maybe Robert is right: you should speak to the landlord, for this place has a serious bug problem...When the scorpions are dead, cross the room and leave it by going through the door along the west wall. By the way, this is another one-way passage.

05. A HUGE BUGThis room is empty, exception made for a hungry huge black scorpion.

06. GIANT SCORPIONSEnter this room to fight 2-4 giant black scorpions [N, Vermin 15].

07. MITHRIL CHAMBERBe ready for a fight when you enter this room. In fact, four mithril shield guardians [N, Construct 18] keep watch upon this place.Apparently, the golems were intended to guard the shining suit of armour on display at the very centre of the room. Be careful when you walk near the armour stand, because a deadly trap [DC30/40; Deadly Negative] has been placed all over the surrounding floor.When you have disarmed - or triggered - the trap, save the game, and then click on the armour stand. You are asked if you want to grab the equipment or if you want to check the stand for traps before looting the treasure.Your answer should be obvious. The armour stand is trapped, indeed, and the trap seems to be VERY complex. Bear in mind you need to pass a hard Search check to discover the trap. If the check fails, your inspection reveals the stand is safe, then...

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If you detect the trap, you must pass a hard Disable Trap check to disarm it. Even if you have a very high score in that skill, there is always a random chance you accidentally set the trap off.If the trap is triggered, the very walls of the room will shake and crumble, while big chunks of rock will fall from the ceiling, putting your life at serious risk. The game is worth the candle, though, especially if you are a fighter or a cleric.Interestingly enough, when I grabbed the items without checking for traps, only a few tremors shook the room but nothing more happened. Moreover, I got a 500 xp reward!The three items you can grab from the stand are powerful enough to turn you in a kind of untouchable construct, very alike the Ironlord itself.Fashioned from the rare metal, the beautiful Mithril Visored Helm complements the suit of armour that comes with it. The helmet grants the wearer a +3 Charisma bonus, a +5 AC bonus, and a +4 bonus on the Discipline skill.Made from the rare and lustrous metal, the unblemished, polished Mithril Tower Shield is worth a king's treasure. It provides tremendous protection as well as being lightweight and easy to carry. This tower shield grants the wielder a +4 AC Bonus and damage reduction +5 soak 10.The Mithril Full Plate is a magnificent suit of armour gleaming in the light. Worth a King's treasure all by itself, this armour is so well designed that it simply has no weak points - all the joints and sections are fashioned of mithril, and are far stronger than similar pieces made of steel. The armour grants the wearer a +4 AC bonus and immunity to critical hits.If you cannot use those items yourself but Robert or Nellise are in your party, you can equip your companions with the mithril goodies. Doing so you will greatly enhance their chance to withstand the blows from the most powerful creatures you may meet from now on.

08. STAIRS DOWNThe huge slimey scorpion [N, Vermin 20] that lurks before these stairs is really a fearsome creature. Be careful to its deadly stinger and to its crushing pincers!Once the scorpion is dead, go down the stairs to reach the lowest level of the dungeon.

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● Level 3

01. STAIRS UPGoing up these stairs, you can return to the second level of the Halls. However, you will not be able to reach the hub chamber, so you will be confined to the western section of that area. If you want to leave the dungeon, you must find an alternate route.The stone floors of this dark level are partially flooded by water. The water glows, crackles, and – boy - it stings! Indeed, every other round or so you spend here you suffer 2d4 divine damage. In addition, you feel nauseous and light-headed. Spartan claims the water is contaminated and he believes it must be somehow responsible for the strange beasts that infest this place.Whatever the truth, you should do better to find a way out... the fastest you can.

02. A RELIC OF THE ANCIENTSWithin this room there is a trapped chest [DC25/30; Strong Spike] holding 2,301 gp and a very powerful ring called ‘The Eye of Time’ [Another relic of a forgotten time when the ancients ruled the world, this ring is able to stop time itself for the space of a few heartbeats. By spending five charges, the user of the ring can cast a Time Stop spell].

03. SNAKES... BIG SNAKESThe flooded hall is empty, exception made for 2-7 huge water vipers [N, Animal 20]. Having grown to massive size in this strange complex, these snakes seem to be very aggressive and quite deadly.

04. BEDROOMTwo mithril shield guardians [N, Construct 18] protect this room.When you’ve smashed the golems to pieces, search a black dresser to find... nothing.Perhaps what was once stored within the dresser have been hidden somewhere else. Who knows?

05. LIVING QUARTERSA few snakes have profited by the contaminated water to grow a little. Of course, now they are VERY hungry. When you have dealt with the 3-7 huge water vipers nested here, do not forget to loot the room.Inside a black dresser there are a set or Robes of the Dragon [Created by the most powerful sorcerer in history, these robes enhance every aspect of the sorcerer's power. The blood of dragons has been used in the fabric, and enchanted to provide an aura of presence that can be felt by all who stand in the presence of the wearer. Usable only by a sorcerer, these robes, which have a base AC 0, grant the wearer a +6 Charisma bonus, a +8 bonus on the concentration skill, and a bonus spell of level 9. Moreover, the sorcerer is hasted], and a Staff of the ArchMagi.

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Within a trapped and locked safe [DC25/40; Deadly Electrical. DC40] there are a Harp of Nightmares and a Ring of Elemental Earth [One of the four elemental rings of power, this device creates a bond between the wearer and the element the ring is linked to. This allows the wearer to summon powers on a limited basis, and provides protection against certain forces. The ring sheds a low green light. The wearer is granted a +4 bonus on saving throws vs. poison, but suffer a -4 penalty on saving throws vs. acid. The ring can be used to summon a huge earth elemental, or to cast the Earthquake and Greater Stoneskin spells. Each power can be invoked once per day]. If you cannot unlock the safe and want to break it up, be warned it has 150 hit points and hardness 20.

06. THE CRADLE OF THE IRON LEGIONBig metal pods stand all around this room. Here you will make the acquaintances with the Ironlord’s soldiers of choice, the Iron Legionnaires. Said to once have followed the Ironlord into battle, these mighty constructs are similar to iron golems, but much more powerful.There are three of such construct here, but two of them have already been disabled. The still functioning Iron Legionnaire [N, F23], though, can be enough to smash you to pieces.The construct has 32 points of Strength, AC 32 and 227 hit points. It can cast the Hellball epic spell – and it can do that twice.When the Legionnaire is destroyed, it leaves behind its chest section. The metal torso seems to have something rattling around inside of it, but there is no door. It would take a mighty flame to melt away the metal to reveal what's inside...If your memory does not fail you, you should remember the arcane forge you have found (and lit) on the first level of the dungeon. You can use the forge to melt the golem parts. Now, you must only find a way out of here...

07. TELEPORTERWater pours incessantly out of the cracked wall here, cascading upon a teleport control. Apparently, this is the source of the damaging energy.The panel has suffered some damage from the water. It appears to be partially working, though. If you press the button for the first level, the red runes inscribed on the floor start to glow... and to crackle.If you want to leave this place you have no choice but stepping onto the teleporting pad. Trouble is, doing so you are zapped by a COLOSSAL lightning bolt, which can inflict you 500 points of electrical damage! Owww! That REALLY hurts.Such a massive shock should be enough to kill you outright, however - thank to Savant’s magnanimity - when you arrive on level one you are always left with nine hit points. That’s no much, I know, but at least you are alive!When you have recovered by the shocking experience, go to the forge room, and then melt the golem torso into the arcane foundry. Don’t forget to do so before leaving the Halls of the Ancients or your current quest won’t progress further. Look at the molten metal to notice a small piece of a rod.This trinket is no less than the centre of the Sceptre of the Ages, a piece of the ancient rod said to have powers over the Ironlord's physical form. This centrepiece of the sceptre is imbued with the powers of flame and can be used at will to cast the Fireball spell.Once you have the sceptre centrepiece, you can leave the dungeon through the portal in the main hall, and then return to the surface.When you leave the complex with the rod’s piece in your possession, you get a reward of 1,000 xp.Now, travel all the way back to Trinity, pay a visit to Sahir, and then leave the village by following the trail to the southeast – unless you’ve already found the third piece of the rod, that is.

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3.83 – HOCARUM DESERT; SOUTHEAST OF TRINITY

01. TO TRINITYGo west from here to return to Trinity.[Ref. Area 3.72].

02. SNAKESWhen you approach the small bridge that crosses a dry wadi you are attacked by 2-8 huge desert vipers [N, Animal 18].

03. A DRAGON!When you walk here, without any notice, an ancient red dragon [CE, Dragon 34] flies down a near rocky to bar your way. Ah, dinnertime...The fight that follows may be one of the most difficult battles you have got into. The wyrm has 36 points of Strength, armor class 39 and 527 hit points. Besides its aura of fear and a devastating fiery breath weapon, the wyrm knows spells like Fire Storm, Greater Dispelling, and Heal (each spell can be cast two times).Considering the dragon should catch you unprepared, well... you are in trouble!

04. TO THE SANDSTORMWhen you are close to the area exit, all your comrades remind you are going straight ahead towards a fierce sandstorm. If you can dismiss Criosa and Robert’s remonstrance as their usual complaining, you should be really worried to learn Spartan too is not at ease.The bronze dragon warns you to do not underestimate the power of the desert; this storm can be deadly![Ref. Area 3.84].

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3.84 – HOCARUM DESERT; SANDSTORM

01. TOWARDS TRINITYGo west from here to return to the stretch of desert just to the southeast of Trinity.[Ref. Area 3.83].The unnatural sandstorm you are caught amidst might prove to be deadly, especially if you don’t protect yourself (and your henchmen too) against its fury. Even then, you should move quickly to avoid your protections to wear off.Each round (or each other round, I am not sure) you stay in the area, the stinging sand inflicts 2d6 piercing damage. In addition, you risk to be blinded by the fury of the elements.As a partial comfort, you are allowed to rest in the area – assuming no elementals are around. However, given the 5 hours rule, you will be able to do that only once.If you find this is a hell of a place, do not complain and take example from Robert: ‘THIS is fun. I'm SO glad I came back from the dead for this’.Yes, your buddy definitely knows how to take things easy.

02. ELEMENTALSThe sandstorm is fuelled by raging air elementals, which someone has summoned forth.There are five elder air elementals [N, Elemental 16] in the area. I won’t mark their locations for it is probable they will find you before you can spot them.

03. RUINED TOWERAs you go further east into the desert, you may notice stone walls and other buildings emerging from the sand. The fortress Sahir told you about has been almost completely buried beneath the dunes. The tower you see at this location, however, has a broken window you could go through. Do not linger outside, because both you and your comrades will not be able to withstand the storm for too long. Step into the window and...Shelter, at last![Ref. Area 3.85].

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3.85 – DESERT FORTRESS

● Entrance

01. TOWER EXITGoing up these stairs you can return to the desert outside... and to the sandstorm.Now, I ask you the same question Nellise puts to you when you arrive here:Hope you have setup the Stone of Recall so you don't have to go back through that, did you?[Ref. Area 3.84].

02. TO THE CHASMGo through this passage to climb down a deep chasm.

● Chasm

01. TO THE TOWERGo up this passage to return to the tower.

02. TO THE FORTRESSWhen you have crossed the chasm (do not look below!), go down this passage to enter the fortress.

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● Level 1

01. STAIRS UPGo up these stairs to return to the passage between the fortress and the tower you’ve entered before.To your left there is a torture room that you can enter by going through a locked portcullis [DC28]. Besides an iron maiden and a skeleton locked within a rusted cage that hangs from the ceiling, this grim chamber is empty.

02. UNDEADWithin this hall there are 3-7 mohrg [CE, Undead 14] and 2-5 spectral warriors [LN, F15]. The shadowy remnants of long-dead fighters, spectral warriors exist only to fulfil oaths of service. They are pretty good at their job, however.

03. CRYSTAL CHAMBERAt the far end of this room, behind a scale and a large globe standing on a raised podium, there is a crystal ball emitting light.The crystal seems to be full of energy, but it is safe to touch. There is a small notch on the top of the crystal, a small hole roughly the same size as a longsword's pommel. None of your weapons seems to fit in there, however.Later on, you should retrieve a longsword that may fit the opening. If so, come here and connect the sword’s pommel to the crystal (by starting a ‘conversation’ with the sphere). Energy will crackle around you, as the sword will flare with magical energy. The effects you imbue to the blade by putting it into the crystal will be detailed together with the sword’s description. Read on.If you care to search it, upon the bookcase along the north wall you can find three scrolls (Bestow Curse, Mordenkainen’s Sword, and Wail of the Banshee).

04. MORE UNDEADTogether with 3-7 mohrg and 2-5 spectral warriors, here is a tough spectral warrior captain [LN, F19].

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05. THE WALL OF LIGHTA wall of brilliant light is preventing anything from passing through the passage going north. If you touch the barrier, a magical force pushes you back, knocking you down and causing a few points of divine damage.There is no way to dispel the wall of light through normal spells, so you must move back and continue your exploration of the ruined fortress.

06. BLOCKED PASSAGEGoing through the portcullis in the southeast portion of the hall you could take a corridor going north. Unfortunately, a big boulder stands before the portcullis. Draw your weapons – or prepare your spells – and shatter the rock to pieces. The boulder has 150 hit points [hardness 10. Fortitude save 16].

07. A RADIANT BEINGThe door you must open to enter this room is both trapped and locked [DC25/40; Deadly Holy. DC40].When you go through the door, you enter some kind of living quarters. Immediately, a shining creature emitting a blinding light comes up to incinerate you.Take care of the elder radiance elemental [N, Elemental 20], then take your time to explore the room.Random treasure of low value can be collected by emptying six chests of drawers.The big chest in the upper part of the chamber holds a very nice-looking two-bladed sword going by the equally nice name of ‘Anarchy’ [A vicious weapon, this sword was created by the slaadi to champion the cause of Chaos. Usable only by chaotic beings, this two-bladed sword +4 sheds a dim blue light and cause its victims 2d8 additional electrical damage. On hit, the sword can cause Confusion for 3 rounds (25% chance. DC18)].At the centre of the hall – next to a pile of gold coins earning from 700 to 1,000 golds, there is the corpse of a warrior-priest. Search the cleric’s remains to find a heavy crossbow +4, a sheaf of bolts +5, a book, and a sun-shaped talisman.Much of the priest’s journal has been destroyed, but from skimming though the pages, you are able to learn that this place was once a temple of a cult worshipping an evil dragon. The priest attempted to sneak in and destroy the temple with a small force of followers, but the cultists ambushed them. They fought long and hard, and the cultists were destroyed. The remaining crusaders were too weak to survive against the dragon, though. Before he died, the priest summoned an elemental of pure light to seal the dragon in its lair.Undoubtedly magical, the Spectral Talisman is most likely linked with the wall of light blocking the passage. Its use should be obvious. Apparently, all you must do is return to the previous hall, walk to the wall of light, and use the talisman’s special power on the shiny barrier.Trick is, you must use the talisman on the VERY centre of the wall – a pretty small area, mind me. The first time I ran the module I didn’t realize that and I spent quite a time tinkering with the talisman and cursing the module-author’s innocent name. Savant forgives me.

08. STAIRS DOWNOnce you have managed to dispel the light wall, open the three gates barring your way and go down these stairs to reach the next level of the fortress. Be sure you are ready for a challenging fight before to go downstairs, though.

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● Level 2

01. STAIRS UPGo up these stairs to return to the previous level of the fortress.

02. A FEARSOME BEINGThe huge chamber you enter looks like a temple built to worship dragons. As Robert says, this cannot be a good thing.Glittering piles of gold can be seen in the northwest corner of the hall. Before you can loot such an impressive hoard, however, you have to face the same being who the cultists revered: a terrific spectral dragon [CE, Dragon 28].At first, you will see no wyrms about. When you walk towards the platform at the far end of the hall, however, the dread beast suddenly appears to punish your trespassing of this (un)holy place.Bringing down the ghostly dragon won’t be an easy task. Beside its stats (30 points of Strength, armor class 36, 460 hit points) and usual abilities (aura of fear and breath weapon), the eerie wyrm can vanish at will, staying invisible as it repositions before to pop back in and resume its attacks.Once the dragon is defeated, enjoy the victory and take your time to recover from the fight. In the meanwhile, you can loot the undead monster’s hoard. There are twenty-five heaps of treasure scattered on the floor in the northwest corner of the hall. Each heap is worth a random sum of money, ranging from 100 to 1,000 golds.Your best prizes, however, are stored within a trapped and locked chest [DC30/35; Strong Sonic. DC40].Sun-Li, the most celebrated member of the Transcendent Path, once wore the Robes of Eternal Moment. It is thought that Sun-Li was so fast that he was able to slice time itself, appearing as nothing more than a blur to observers. Usable only by a monk, these robes, which have base AC 0, grant the wearer a +3 AC bonus and a +2 bonus on the Listen and Spot skills. Moreover, the monk is hasted and, once per day, has the power to cast the Time Stop spell.Created from the head of an actual young red dragon, the Helm of the Red Dragon allows a person with some dragon blood in their heritage to fully transform into a dragon! Usable only by red dragon disciples, the helm grants the wearer true sight and immunity to knockdown. Once per day, the wearer can shapechange into a red dragon.Forged by the Gods themselves eons ago, the Ring of Immortals bears the power to cheat death itself, for a short time at least. Once worn by a powerful warlord from Athkalatra, he used it to instil fear into his enemies. No matter how many arrows and axes that struck him in battle, he did not fall. However, the power of the ring failed him at a critical time, ending his bloody rampage across the desert in a heartbeat. The ring grants the wearer regeneration +1 and spell resistance 22. Spending one charge, the user can activate the ring’s unique power to become invulnerable to everything – for a time.The longsword that you find inside the chest bears a short poem inscribed on the hilt: ‘Ride the rainbow, / Rock the sky, / Stormbringer coming, / Time to die.’ There is no doubt that this is the

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legendary blade Stormbringer, which has never known defeat. Created over a thousand years ago by the Eldar, it is said to contain an intelligence of its own. Still, it does not seem as impressive as the legend tells. Perhaps its time in this place has drained its energies. This longsword +4 grants the wielder electrical resistance 20/-.If you connect the pommel of the sword with the crystal ball that you should have noticed on the upper level of the fortress, you can greatly enhance the sword’s powers.The new Stormbringer is a longsword +4 that sheds a normal white light and grants the wielder electrical resistance 20/-. Each time the sword hits a target, the victim is zapped by a Chain Lightning spell cast at level 1. Finally, five times per day, the sword can be used to cast a Call Lightning spell.Least but not last, within the chest you find the base of the Sceptre of the Ages. This piece of the sceptre bears dark and terrible power. It must have been used in some fashion to create or draw the spectral dragon to this place. The piece can be used at will to cast the Negative Energy Burst spell.

03. LEAVING THE FORTRESS (Not Mapped)When the base of the rod has been secured in your backpack, it is time for you to leave the fortress. While you go through the first level of the building, do not forget to stop in the crystal chamber to upgrade Stormbringer. Even if you cannot wield the longsword, it will fetch a better price on the market.When you prepare to cross the chasm to return to the fortress’s entrance, you may notice billowing masses of vapours are coming up from the depths below to coalesce in a huge form. If Spartan is on your side, he says he smells something... familiar. Something... old. Something... evil.Indeed, the spectral dragon [CE, Dragon 28] you have recently fought on the temple level of the fortress is still alive - in its own fashion, of course - and it is still determined to claim your soul. Bloody hell! I didn’t expect this...If you survive the encounter, leave the fortress and return to Trinity.If you have not recovered all three parts of the rod yet, you have to leave the desert town from the west gate and search for the last piece.If you have already collected the three parts of the sceptre, you must pay a visit to Sahir and show your findings to the sage.If you have some stuff you want to sell, or if you want to replenish your supply of healing potions, I recommend you to pay a visit to Hakim BEFORE you speak with Sahir.Who knows what future may bring?

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III/9 – The Ironlord

3.86 – A ROD TO ASSEMBLE & A BATTLE TO FIGHT

01. OH MY, IT’S HERE!

When you leave the old sage’s tower after you have brought to Sahir the third part of the rod for him to examine, you should leave Trinity and return to Fort Highmarch to get Terinus’s advice.While you walk towards the north gate of the desert village, though, you may notice a hulking creature looking like a metal-plated minotaur standing on the path ahead of you.I write ‘you may’ because the first time I played Act Three I stepped out Sahir’s tower in the dead of the night and – being in a hurry - I managed to skip the visitor altogether. It took me quite a time to realize my mistake, and I spent most of it by cursing Terinus and crying out for bugs (no, not the scorpions). At last, I returned to Trinity and... Oops.Anyway, the creature who has come here to make your acquaintance is no less than The Ironlord [LE, Construct 25] itself. A godly construct of unspeakable power, this living machine is bent on the conquest of the Kingdom. However, it is here to parlay for all it desires is... peace!Mind me he is being serious! Really. No war will be fought and no blood will be shed if you and everyone else agree with its simple terms: ‘For all to recognise me as the true King of Aielund, as I once was, so shall it be again.’In fact, the Ironlord claims it was the very founder of the Kingdom of Aielund, a sovereign divine, chosen by God to lead and to rule. The proof? Just behold its immortal countenance...To make things short, the Ironlord senses you are a person of unequalled power and influence and asks you to bow to it as Lord and master of all of Aielund. This way it will spare your life, and the lives of those you care for.In still shorter terms, submit or perish.Your answer should be obvious, so obvious you won’t even get a dialogue option to submit to the monster’s will. Meeting an unforeseen refuse, the touchy construct immediately turns hostile. Time to die!When the Ironlord attacks, four Iron Legionnaires [N, F18] appear to the west of the north gate and start wreaking havoc. The desert warriors will soon notice the constructs’ arrival and will try their best to stop the metallic abominations – albeit they do not stand a chance before the mighty golems.If you want to join the fray I suggest you to target the Legionnaires and ignore the Ironlord altogether, for your most powerful weapons and spells won’t cause a scratch to the dread creature.

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By the way, all of your comrades will warn you shouldn't engage the monster without the sceptre working.If you cannot hit the Ironlord, the Ironlord CAN hit you... and hit you HARD! If you really wish to stay here and fight the iron legionnaires to help the local people, keep yourself and your henchmen away from its reach, else your lives will be forfeited. Luckily, neither the Ironlord nor its golems are the fastest creatures on earth...To avoid your henchmen a grisly death by the Ironlord’s iron hand, you can put them in the ‘peaceful follow’ mode.Eventually, you should realize your only choice to escape death is to flee through the north gate and take the road that leads to Fort Highmarch. If you are not so smart, your adventure ends here.

02. SAVING A KING’S LIFE

As you follow the road that run north towards Fort Highmarch, you spot a few constructs very busy in slaughtering a party of humans.The golems - four adamantium shield guardians [N, F16] and one Iron Legionnaire [N, F18] - have an easy time to get rid of four poor halberdiers [NG, F6], four Knights of the Realm [LG, F14] and a war wizard [NG, F8]. There is a guy, however, who is a hard nut to crack.Even if he is standing up strong and proud, King Seamus Roebec [LG, F16] cannot withstand the constructs’ blows forever. Prepare your weapons, and go to the king’s rescue – after all, he might be your future father-in-law!When the battle ends, talk with the King. Seamus expresses you all of his gratitude. If Criosa is in your party, however, the worried father scolds his daughter for she disobeyed his will. The princess looks hurt by her daddy’s anger and when her father orders her to go to the Fort and stay away from the battlefield she refuses to obey. If the Princess is your fiancée, she also confesses her astounded father the love she bears for you. Seamus does not seem to be happy at the news.Anyway, Seamus has been battling the Iron Legion for the past two days, all along this stretch of desert. He has lost so many brave soldiers... men and women who never hesitated, never refused to step up to the fight... When the enemy split up into two groups, he was forced to do the same. The King has sent most of his troops up north towards Highmarch, but some remained here to buy them some time to fortify.Tell Seamus he should head up to Fort Highmarch. In the meanwhile, you will delay the Iron Legion south of the fort. Later on, you will meet him in the fort so you can tell him more about the sceptre you have found.Looking at the toolset, I noticed a war cleric [LG, C8] should have been around as well. I had never found that lass, though, so I assume she is intended to show up to raise the King if he should die.Anyway, when the King has left the area it is time for you to move on as well. Follow the trail to the north, climb up the cliff face, and then continue your way towards Highmarch.

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03. A BATTLE THAT CANNOT BE WON

Follow the road to the north until you meet the soldiers the King has told you about.These troops include six rangers, two Knights of the Realm [LG, F14], a war wizard [NG, F8], and two siege engineers [NG, F6] attending their catapults - big war engines that they operate to shoot fireballs at the enemy. Again, a war cleric [LG, C8] should be here as well – even if I never found her.The soldiers are under the command of Captain Gerard Lane [LG, F16], one of the few remaining King’s Captains from the war.If you suggest the officer to get out of here, the proud officer states the King ordered him to delay the golems here, and that is what he is going to do. You might stay here, however, and help the soldiers.A few moments after the conversation ends, the dread Iron Legionnaires [N, F18] start to come from the south.The Captain and the Knights run towards the bridge to prevent the constructs to advance further, and a battle begins.If you have hired the blue dragon, when the first legionnaires appear Azurefang [LE, Dragon 27] lands near you. The wyrm came, as requested, oh ‘valued employer’. Never let it be said she doesn’t do what she says she will!The dragon stay and fight on your side until she is close to die, then, she flies away.You should do the same. In fact, you must keep in mind this is a battle you cannot win. It seems there is an endless supply of legionnaires and they keep coming in waves (each wave numbering five golems) until you flee the area - or until you are dead.When you feel you have had enough of a fight, turn on your heels, run north, and then leave the area to enter Fort Highmarch.

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04. THE GATHERING

When you go through the inner gate of the fortress, Guard Captain Derek Marshald [LG, F12] comes up to ask what you think their chances of survival are. Err... pretty good, aren’t them? You just need to hold the golems off while you figure how to assemble the parts of the sceptre.Delaying tactics, uh? Ok, you just hand that ‘thingo’ to Terinus and the Captain will instruct his troops about the impending siege.Siege? More like a slaughter, Robert mutters as he shakes his head.As you cross the yard, you can notice the allies you have managed to gather during your trip to Highmarch have made their way to the Fort. This is no the time to chat, though, so I will list them later - once you have delivered the three parts of the rod to Terinus for assembling.

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05. BEFORE THE FINAL BATTLE

Once inside the Fort, you find King Seamus Roebec [LG, F16] in the central hall, the ever-hooded Terinus [LN, W25] standing on his side.Explain the King about the parts of the sceptre you have collected, and then ask him to borrow Terinus so he may shed some light on the artefact.Looking at the Vault’s forum, I noticed many gamers were complaining Terinus did not seem to realize they had already collected all the parts of the rod. If you have spoken with the Ironlord in Trinity, and if you have rescued the King on your way to the Fort, everything should run smooth. When you arrive here, I suggest you to ignore Terinus and address to the King, instead. In addition, be sure you have talked with Captain Marshald before to enter the Fort. Perhaps, the bug might occur if you skip Captain Lane and the subsequent battle on your way to Fort Highmarch. More than this, I cannot tell.Anyway, Terinus believes the rod requires an arcane apparatus to fit it together. Trouble is, the only one he can think of is back in Fairloch, and it is too far to teleport there. When you learn that the apparatus he’s speaking of looks like one of those large, blue-glowing tubes you should have become accustomed to, you can inform Terinus there is a similar device in Culdeny, in the House of Exotics.Terinus can probably make it to Culdeny, so you might have hope yet. The wizard will immediately teleport there and attempt to make use of the device. In the meanwhile, you must aid in the defence of this place. Hold off the enemy for as long as you can. He shall return here as soon as possible.Once Terinus is gone, leave the Fort by the door at the bottom of the hall and prepare to meet your fate. The southern section of Highmarch is, indeed, the place where the final battle shall be fought.History will be made there.

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3.87 – THE DAY OF RECKONING

01. THE BATTLE OF FORT HIGHMARCH

Once you are outside the Fort, you can spare a few seconds to exchange a few words with your allies... their last words, presumably.The people who have come to fight this desperate battle on your side may include Hasrinaxx [N, D14], two elven archers [CG, Ra13/W5], a dwarven captain [LG, F14] with a dwarven warrior [LG, F11], Carthach [N, F19], and Valennia Fair-Eagle [CN, Bb16] together with two barbarian berserkers [CN, Bb11] and a barbarian scout [CN, Bb11].All of these brave people are ready for their last stand and hunger for battle - and food too, as Valennia remarks.May fortune favour them all!Together with the allies you have gathered, and equally ready to fight the Ironlord to the end, there are the (few) fort’s troops: a militia archer [LG, F9], a Knight of the Realm [LG, F14], two rangers [NG, R11] standing on the terraced walls, and – of course – Guard Captain Derek Marshald [LG, F12].The constructs outside the fortress won’t stand idle while you talk with your friends. In a short time, they manage to breach the outer walls of the fortress.Time for the showdown!The first wave of attackers include two ‘breachers’ [N, Construct 15] – constructs alike to a battle horror but specially designed to breach castle defences and pave the way for the main force –, four adamantium shield guardians [N, F16], and one Iron Legionnaire [N, F18].When you have repelled the assaulters, five more Iron Legionnaires enter the fortress, followed close by The Ironlord [LE, F20] itself.If you wish, you can stay and fight the Legionnaires. Just bear in mind The Ironlord cannot be hurt by your weapons. Soon, all your remaining allies (and perhaps your henchmen too) will fall under its mighty blows.When Guard Captain Marshald screams you should fall back to the castle, it is time for a hasty retreat. Once again, turn on your heels and run for your life.The Ironlord will follow soon, leaving a trail of blood and dead bodies on its wake.

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02. THE FALL OF A KING

Once inside the Fort, speak with King Seamus Roebec [LG, F16]. Worn from the trials of the past year, King Seamus nonetheless stands ready to face the end, whatever may happen.Unfortunately, there is no sign of Terinus, but the King is confident he is doing the best he can for there is no more loyal person in the entire Kingdom.Then, everyone goes silent. There is little else to say. If your heroine is in love with Robert, your man will put his arm around you, pulling you close. Robert doesn’t care how it will end. He found you, and that made it all worthwhile.If Robert is in your party but he is not your man, he pulls out a last cigar, then he pockets it back – he should quit smoking, you know. Those things can kill ya!Suddenly the south gate explodes, announcing the arrival of The Ironlord [LE, F20]. The monstrous being strides toward you confidently, weapon sheathed.In its archaic language, the mighty construct orders to stay ‘thy righteous wrath’ for it is here to parlay. That’s good! Let it talk for a while... a long while, hopefully.The Ironlord claims the King’s armies lie in ruins. All the efforts to arrest his rise have been for naught. There is no need for further bloodshed. Seamus must cast aside his crown and allow the Ironlord to resume his rightful place, as sovereign of his land. Calling Seamus the ‘grandson of the Usurper’, the Ironlord claims it is, and always has been, the first ruler of Aielund... for IT IS King Alaric Roebec!!!Blimey!There is no time for further explanations, for Terinus [LN, W25] makes a very timely appearance in the hall and immediately hands you the Sceptre of the Ages, saying you must use the rod on the Ironlord. That’s your only hope.Confronted with treachery, the Ironlord attacks. Be quick! Open your inventory and use the Sceptre’s unique power on the Ironlord. This way you will make the construct vulnerable to your weapons.Together with your henchmen, Guard Captain Derek Marshald [LG, F12], and a Knight of the Realm [LG, F14], you should not have trouble to bring down the villain. The King and Terinus will stay out of the fray, however, stunned by a spell the Ironlord casts when violence erupts.When it suffers the final blow, the Ironlord crashes on the floor, its metal shell parting to reveal an aged human being hidden within. The thin man - Alaric Roebec [LE, Commoner 7]? - has just the time to mutter he will not yield before he falls dead.Is that really the first King of Aielund, lying there?Who knows? But, then, do you really care?Oblivious of his recent good intentions, Robert pulls out a cigar and lights it from a small fire on the Ironlord’s metal body. Ah, that’s the stuff!Terinus, however, thinks he can explain this. History tells that Alaric went on a final expedition near the end of his reign. He had been told that miners had found a strange place in the middle

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of the desert, with many treasures inside. He never returned from there, however. Fifty years later, the Ironlord first appeared, attempting to make its way to Fairloch. The hooded wizard surmises that it was in fact Alaric, trying to return home.So many questions are still unanswered, though, so Terinus will examine the Ironlord for further clues.King Seamus says if this was truly King Alaric the First, then you have won no victory today. Rather, you should mourn the passing of a great man, even if he was mad. The King has some fresh ideas, indeed.Anyway, the King cannot forget what you did to save his throne. It is through your brave deeds and boundless courage that they were able to face down this, the gravest threat the nation has ever known. Without you, it is likely they would have perished, or become slaves to Alaric's will.So, what do you do now?The civic-minded Criosa thinks you should get back to the task of running the country, healing the people's wounds, and creating prosperity for everyone. Oh, and maybe she should mention to her father, that you are thinking about getting married... You are? Oh yes, you are all of her now! Before the wedding, however, there are a ‘few other things’ you and Criosa have to do, uh?Spartan claims his part in this endeavour is complete. He will be returning to his mountain home soon, along with his newly acquired riches. It was his pleasure to serve. If you have need of his unique services in the future, call upon him and Spartan will come.Now that the Kingdom is safe once more, Nellise thinks she is going to take a vacation. Perhaps travel around a bit. There are many places in the Kingdom itself she has not seen. She plans on touring around, most likely helping the people rebuild after all this chaos. For her exemplary actions and conduct in this war, Seamus says he intends to bestow upon Nellise the title of Knight Templar to the crown. This title has not been held for one hundred years, since the church scandal that rocked the kingdom at the time. She has earned it... after her vacation, of course!Robert is going to drink himself stupid and you are all welcome to join him if you like. In addition, if you are his woman, you should find some other things to do... Who knew being a good guy could pay so well... puff...?As for your reward, Seamus believes he can offer you a Barony within the Kingdom, a very small price to pay for their lives.Now, it is time to go back to work. Your day is not yet over, and there is much to do.When the conversation ends, the screen fades to black before a cutscene movies begins.

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03. LATER THAT NIGHT...

The cutscene movie that ends Act Three takes place in Lord Whitford’s chambers, where King Seamus and Terinus are looking at the Ironlord’s metal shell.The King doesn’t much approve of Terinus fooling around with that thing. The wizard, however, assures the monarch it is quite safe. Without Alaric to control it, there is no threat. Terinus has concluded that the Ironlord’s shell is quite simply an advanced suit of armour, nothing more. An armour that is truly suitable for a King. Perhaps that is why Alaric took possession of it. Seamus could wear it himself with no ill effect.Seamus is tempted by the experience and Terinus spurs his King to wear the armour, just for the sake of it.Come on, it is safe!When Seamus has donned the armour, he claims he is feeling very strange... but also very good. He doesn’t feel tired anymore, too. Now he feels... strong. Just imagine what someone of good intentions could do with such a power!Terinus thinks just the same, and he has even some... ideas.Shudder!

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Act Three Quest Summary

● Cult of the Dragon

> When you arrive in Trinity [3.72], enter the tower of the wizard Sahir [3.77].

> When you show him the rod piece you carry in your backpack, Sahir tells you about an ancient fortress located to the southeast of Trinity. It may be somewhat connected to the piece of the rod.

> Leave Trinity by the South Gate.Follow the desert trail that runs south and east of the village [3.83], until you reach a stretch of the desert where a great sandstorm is raging through [3.84].

> Brave the sandstorm and search the area until you discover a tower partially buried by the sand.By going through a broken window, you can enter the fortress Sahir told you about.

> Explore the fortress [3.85].On the first level of the ruins, there is a wall of light you cannot pass.

> Smash the boulder that stands before a portcullis to the southwest of the room, enter the passage beyond, and go past a trapped door to enter a room guarded by a elder radiance elemental.

> Kill the elemental, then search the corpse of the warrior-priest lying on the floor.Grab his spectral talisman and return to the previous hall.

> Use the talisman’s unique power on the wall of light to dispel it.

> On the lowest level of the fortress, there is a sort of temple where the local cultists worshipped some draconic creature. Unfortunately, the wyrm is still here.

> Slay the spectral dragon, and then search its hoard.Within a trapped chest, there is the base of the Sceptre of the Ages. Take the relic and leave the fortress.

> When you return in Trinity, pay another visit to Sahir and show him what you have found in the fortress.

● Dale’s Last Stand

> When the humanoids hordes attacked Bracksworth, Dale barricaded himself within his home, somehow creating a magical barrier that still protects his abode from the rampaging monsters.You can get this information by speaking with Mayor Olaf Waynolds at the local barracks [3.38] or simply by walking near Dale’s house [3.37].

> If you want to rescue the old sage, destroy the barrier the same way you would bash a door, then step inside the house [3.39].

> Dale Amraphen is being threatened by a powerful elder lightning elemental.Kill the elememtal, and then talk with Dale to learn he summoned the crackling being to protect the village. Unfortunately, he was not able to control it.

* If the unfortunate sage is zapped to death by the wrathful elemental, you can learn what happened here by reading Dale’s diary, the book that rests on the floor not far from the sage’s corpse.

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● Damsel in Distress

> When you are in Culdeny [3.24], pay a visit to the local barracks [3.33].

> Talk to Dante Colt, the same uncouth ranger who may have accompanied you during Act One.Dante explains his old flame, Mona, has gone missing in the Calespur ranges. If you happen to travel through that area, you should keep an eye out for her.

> When you are in the Calespur Ranges [3.35], kill all the black dragons that infest the forest.

> Enter the cabin to the southwest of the area.

> Within the cabin, you find Mona Te’rei. Inform the elven ranger she can leave her hideout and return to Culdeny.Keep in mind that Mona’s life will be at serious risk if you have not exterminated all the wyrms wandering through the woods.

> When you return to Culdeny – if she has managed to escape the forest unscathed - you will find Mona at the local barracks, tired but safe.Whatever fate befalls to Mona, though, when you return to the Culdeny Barracks don’t forget to talk with Dante.

● Dragonslayer

> When you cross the mountain pass that links the Valley of Silence and the stretch of the road to the east of Culdeny [3.22], you are confronted by Azurefang - the great blue dragon who was responsible for much of the destruction at Culdeny.If you want to make the road between Fairloch and Culdeny safe again to travel, you must find a way to remove the wyrm.

> Sure enough, you can kill the dragon. However, you get a still better reward by persuading the wyrm to leave - or by paying her to go away.If you want to persuade Azurefang to leave without risking bankrupt, you must come here with Robert Black on your side.

● Enlightenment

> In the top portion of the southern foothills located to the east of Bracksworth [3.40], not too far from the path leading to the Cairnwood forest, you encounter a very tattooed monk by the name of Zachariah.

> If you are a monk yourself, you can beg Zach until he agrees to teach you how to achieve enlightenment.The monk hands you an empty flask, and then explains what you need to do.

> Take Zachariah’s Flask, and then travel east to the Cairnwood Forest [3.42].Head up north towards the mountain [3.43]. At the mountain summit, there is a pure lake of mountain water [3.44].

> Fill the flask with the clear water of the lake. To do so, you must left click on the edge of the jetty that pushes into the lake.

> Return to the foothills and hand the bottle to the wise monk to be properly enlightened.

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● Here There Be Dragons

> When you are in Culdeny [3.24], enter the local barracks [3.33].

> Speak with Dante Colt, the same ranger who may have accompanied you during Act One. Dante says a flight of black dragons is infesting the Calespur Ranges. You should destroy them, and then bring back the horn of the older wyrm as proof of your doings.Talk with Garrison Commander Ariel Smith – who is standing next to Dante – and ask her the permission to leave town through the south gate. The officer gives you a paper tagged as ‘Ariel’s permission slip’.

> Leave the barracks and show the permission to the gate guard keeping watch upon the South Gate.Leave Culdeny that way.

> Follow the road to the south [3.34]. At halfway, turn west.Follow the new path to enter the Calespur Ranges [3.35].

> Kill all the black dragons that wander through the forest.

> Enter the Calespur caverns [3.36] to slay all the wyrms that have nestled there.

> When you leave the caverns, an ancient black dragon attacks you.Kill the wyrm and search its corpse to grab the ancient black dragon’s horn.

> Return to Culdeny, enter the barracks, and give the horn to Dante.

● In Harm’s Way

> When you descend to the top level of Stoneguard [3.19], the dwarven captain who guards the city inner gate informs you that a number of civilians have gone missing during the hectic flight.

> Hidden about the lowest level of the town (called ‘The Undercity’) there are four dwarven commoners and one dwarven noble for you to rescue.Find the dwarves and send them upstairs.

* The quest will be properly completed only if you manage to save all the five dwarves. If one or more dwarves meet their death before you can talk with them, you won’t get the quest’s final reward.

● Marked for Death

> On your way to Trinity [3.69], you are ambushed by a few halflings. The halflings belong to a mercenary group known as the Sand Knives.

> When you follow the road just to the north of Trinity [3.71], the halfling mercs ambush you again.When you bring him near death, the leader of the halflings, Thorian Lightfoot, is quick to surrender.

> Talk with Thorian and try to persuade him to reveal the name of the person who hired him.Thorian says your question will find an answer in Trinity, if you pay a visit to the Tusonite ambassade.

* If you kill Thorian before he ceases the hostilities, or if you decide to finish him after your little chat, search his corpse to find an incriminating document. Thorian’s contract was signed by a woman going by the name of Angélique.

> When you arrive in Trinity [3.72], enter the tent of the Tusonite ambassador [3.73].

> Go speak with Angélique Villeancourt, Marchioness of Tusone. When you tell the noblewoman about Thorian and his mercs, she denies any accusation. She even gives you a key (Angélique’s key) to open her chest and search for evidences.

> Within the noblewoman’s chest, there is a contract signed by the Marchioness. This should be enough to prove her guilt.

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> When you show her the contract, Angélique swears she is innocent. Then, she points you to a shady wanderer she saw entering the local inn a few days before. Perhaps he is a member of the disbanded cult who worshipped the Ironlord and maybe he is involved in the plot to assassinate you.

> Leave the tent, and enter the Traveller’s Rest inn [3.75].

> Talk with the cloaked man who is leaning against the bar. Drake immediately admits he was the one who paid Thorian for the job. Then, he tries to finish it by himself.

* When Drake is dead, you may want to inform Angélique about what you have discovered. This is a polite but unnecessary act, however, and you will get no reward for doing so.

● On the Waterfront

> When you are Culdeny, you can learn about a dispute raging between the local dockers and the North Shore Trading Company by speaking either with Dockmaster Killian McKye at the city docks [3.24], or with Evelyn Bartlett at the company’s offices [3.31].When you have been told about the strike the workers are planning to declare to get a pay rise, you must decide whose side you want to be on.

* If you think the workers are wrong and you want prevent the strike, you must persuade Dockmaster Killian to settle for mediation by the local Lord or by the High Court at Fairloch.

* Whatever the outcome of your attempt, when you have spoken with Killian you must return to the company’s offices and inform Evelyn.

> If you side with the dockers, you have to persuade Evelyn and her associates that the workers are right. Such an attempt is doomed to fail, though.

> Return to the docks and tell Killian the businesslady is too stubborn to be reasoned with.If you don’t want to give up, you come up with a little, nasty scheme to financially ruin the trading coaster.The Dockmaster declares the Ocean Voyager’s shipment is contaminated by exotic bugs. What bugs, you have to choose.

> Go to the estate of the local lord [3.32].

* On your way to the Count’s mansion, you may want to stop at the North Shore’s offices to inform the company’s shareholders their profits are at serious risk.

> Talk with Count Talbot Matheson, and try to persuade him the vermin are a real threat to the town.

* If you fail to persuade the Count, you can do nothing but return to the docks and tell Killian of your failure.

> If you manage to dupe Lord Talbot and he believes your words, return to the North Shore’s headquarters and inform Evelyn Bartlett and her associates that the city’s harbour has been closed until further notice. That means bankrupt for them!To ‘save’ Evelyn’s day, offer the lady to buy her share of the company off. Once you are the new majority shareholder of the company inform Evelyn of your scam.

* If you cannot afford to buy off the company yourself, Mr. Samuel Johnstone buys off the shares of both Evelyn Bartlett and Baxter Faircross. Then, once you have assured the import ban will be removed soon, he agrees to raise the dockers’ wages.

> Return to the docks and give Killian the good news.

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● Sebastian

> In the eastern portion of the Cairnwood forest [3.42], you meet the druid Hasrinaxx.If you have allocated at least 6 points in the Animal Empathy skill, the druid asks you to locate his animal companion and return it to him.

> Hasrinaxx’s pet, the jaguar Sebastian, can be found deeper into the forest [3.43], where he is busy fighting off some goblin worg-riders.

* If the goblins kill the jaguar, you can do nothing but return to Hasrinaxx and give him the bad news.

> If you manage to save Sebastian’s life, resort to your animal empathy to communicate with the jaguar.When it understands you are worthy of its trust, Sebastian joins your party.

> Lead the jaguar to the area exit and leave the forest. Sebastian leaves your company to rejoin his master.

> When the animal and the druid have been reunited, speak with Hasrinaxx.

● Shadow of the Ancients

> When you arrive in Trinity [3.72], enter the tower of the wizard Sahir [3.77].

> Show to Sahir the artefact that you have found in the Abode of the Damned.The sage says that a friend of him discovered an ancient artefact similar to the piece of your rod. This relic, something large and quite unmovable, should be hidden somewhere to the west of Trinity.

> Leave the tower, and then leave the desert village by west gate.

> Follow the desert trail [3.78] until you arrive near a big chasm [3.79].To the south of a broken bridge, you can spot a flight of steps leading into a cave.

> Within the ancient cave [3.81], there is the device Sahir had mentioned.

> Cast a Lightning Bolt spell upon the strange metal orb to re-activate it.If you cannot cast that spell, use the headpiece of the Sceptre of the Ages.

> Once the globe is empowered, walk to the metal panel that stands next to a stone platform.Push the glowing buttons set on the panel, until you open a glowing portal.

> Step into the portal to reach a very ancient complex, the Halls of the Ancients [3.82].

> On the first level of the complex, there is another strange metal orb like the one you have found within the cave.Again, cast a Lightning Bolt spell on the orb to re-activate it.

> Walk to the control panel that stands at the centre of the hall.Push the buttons on the panel to activate the near power generators.

> Once the generators are working, leave the room and go open the locked door to the east side of the entry hall.To do so, just click on the near control panel.

> Follow the passage behind the door to reach a teleporting chamber.Operate the teleporter’s control panel. When the runes on the floor light up, step onto them to reach the second level of the ruined complex.

> Go through the second level of the complex until you find a flight of stairs leading to the bottom level.

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> Within the room to the south of a large hall, there is an Iron Legionnaire, a golem of remarkable power.When you bring it down, the construct leaves behind its torso. The sealed metal chest seems to have something rattling around inside of it. Take the golem parts.

> Operate the control panel of the teleporter to the east of the central hall to return to the first level of the complex.

> In the chamber to the southeast, there is an arcane foundry.Put the golem parts inside the forge to melt them down. This way you get the centre of the Sceptre of the Ages.

> Leave the ruins by stepping into the portal in the entrance hall.

> Return to Trinity, and enter to Sahir’s tower.Show the relic to the sage.

● Tall Tales and Anecdotes

> When you are in Highmarch [3.59], enter the Lazy Lion inn [3.60].

> Near the bar there are three guys spending their time by drinking booze and telling tall tales.If you think you can do better than them, wait for the current story to end, then speak with Tom Mitchell.

> Tell you can narrate them a tale the likes of which they have never heard.

> Spin your story, and try to impress your listeners.

● Test of the Elves

> If you travel to Acadia [3.45], when you arrive in the elven city a guy by the name of Leif Aloufin comes up to invite you to speak with the local rulers. They can be found in the Ruling Chambers, an ornate palace to the northwest of the town.

> Enter the Ruling Chambers [3.50].

> Speak with King Lomir Alodel.When you ask the king’s support to defend Fort Highmarch, the elven suzerain says his people will help the humans if you prove your valour and courage by undergoing a test. The test involves journeying through a cavern where you will face powerful creatures. Somewhere in the cavern, there is a portal, which you must destroy in order to close off the area from the monsters. Then, another portal shall open on that spot, allowing you to return to Acadia.

> If you agree to go through the test, enter the Secret Chambers of the palace [3.51].

> Talk with Leif Aloufin to get a few instructions, and then step into the portal that an elven wizard has just created upon a nearby platform.

> By stepping into the portal, you arrive to a subterranean area [3.52].Looking at the ruins scattered about, you can realize this is not a mere cavern beneath Acadia but an ancient city that once belonged to the Eldar.Moreover, the ruins are infested by devils.

> Exploring the Forgotten City, you should notice a crumbling tower guarded by a couple of cornugons.Go inside the tower [3.53].

> On the tower’s second level, there is a library by two mithril shield golems.Upon an ‘Eldar bookcase’ there is an ancient elf journal. If you manage to translate the text, it confirms your suspicions about who inhabited this place in the far past.

> On the third floor of the tower, inside a room guarded by a devil and many erinyes, there is the portal King Lomir told you about.

> When you have dealt with the fiends, seal the portal by destroying the five summoning crystals that surround it.

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> When the portal to hell is sealed, another portal appears. Enter the new portal to return to Acadia.

> When you are back in the Secret Chambers, Leif Aloufin approaches you, directing you to the Ruling Chambers.

> Return to the Ruling Chambers and speak with the elven monarch.

● The Baron’s Lost Love

* If you look at your journal, you can notice this quest comes under the title of ‘The Count’s Lost Love’. Being Lord Alastair a Baron, I surmise that was just an inadvertence that Savant forgot to correct.

> When you are in Highmarch [3.59], enter Fort Highmarch [3.62] to meet the local lord.As ususal, the ‘Black Baron’ can be found in his private chambers, where he spends his time gazing at the portrait of his recently departed wife, the fair Saffron.When you speak with him, Baron Alastair Whitford makes clear nothing can console him from the loss he suffered - and nothing else interest him anymore, not even the Ironlord.

> When the Baron asks you to let him alone, leave the Fort and go to the local barracks.

* If you visit the barracks before to speak with the Baron, the quest starts when you speak with Captain Marshald.After he has filled you with the recent events, however, the Captain prompts you to go and speak with the mourning Baron.

> Once inside the barracks [3.61], speak with Guard Captain Derek Marshald.The Captain says he will give you a tour of the fortifications, so you can realize their poor condition. Then, he leaves the barracks.

> Follow the captain outside [3.59] and look at the wall cracks he points you at.All of a sudden, the Captain stops talking for he notices a pale woman who looks very much alike the dead Baroness.

> Dismiss the Captain and approach the familiar-looking woman.When you ask her if she is an undead or something, the bewildered lady invites you inside the house she is standing in front of, so you can speak privately – and stay away from sunlight.

> Once inside the house [3.63], the lady reveals she IS Saffron Whitford, only she is now a... vampire.The lady has no explanations to give but she can point you to a hidden door she discovered within this house. The secret passage leads to a locked door, which she was unable to open.

> Search for the secret door, go through it, and then unlock or smash the door at the far end of the corridor.

> Behind the door, there is steep flight of stairs.Go down the stairs to enter some catacombs located beneath the fortress [3.64].

> To the southwest of the stairs, there is a large iron gate.Open the gate to enter an ancient building, the Abode of the Damned [3.65].

> Vampires inhabit the Abode of the Damned, but they are quite the civilized folks, and they do not seem to be evil – at least, not so much.If you speak with the vampires, you should realize they are currently broken in two factions, each faction under control of a leader. Those leader can answer all of your questions. Just go speak with them.

> The undead who inhabit the east side of the abode are led by a vampire lord going by the name of Carthach.Carthach is persuaded the vampires need to ally with the livings in this hour of need, so he turned Saffron into a vampire to use the woman as a link between the undead and the Baron. If you want to side with him, Carthach explains you have to deal with his rival Arminus - and with the vampires who are loyal to him, of course – so to recover a ring the vampire cleric had stolen. Carthach planned to give the ring to Saffron, so she could hide her true self from the livings.

> If you think Carthach could be a valuable ally, go and slay Arminus and his followers.

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After the battle, search the corpse of Arminus to get the Ring of Midnight’s Veil.

> Return to Carthach and present him the ring.The vampire lord says you must go and give it to Saffron.In addition, you get Carthach’s book – a document penned by the vampire to explain Lord Alastair everything about the vampires.Last but not least, you are given the headpiece of a rod. Carthach cannot tell you much about the head of the Sceptre of the Ages, but he believes that ancient relic may turn useful to stop the Ironlord.As a final note, if you side with him, Carthach will join you in the final battle against the Iron Legion.

* The vampires who inhabit the west side of the abode obey the will of Arminus, a powerful vampire cleric.Arminus believes the vampires must stay hidden.If you agree with his point of view, you should kill his rival, and then you should persuade Saffron to come here and join the vampires for the rest of her unlife.

* If you want to side with Arminus, you have to slay Carthach.When you have destroyed him, search his corpse to get Carthach’s amulet.Return to Arminus and show him the amulet.As a reward, your employer gives you the same piece of the rod that you may get from Carthach.

* If you don’t like vampires and you don’t want to side with any faction, you are free to slay both Carthach and Arminus.If you do so, use the adamantium keys that you find on their corpses to enter a small room to the south of the complex. Within the room, there is an adamantium safe.Inside the safe, there is the same sceptre head that you can obtain from Carthach or Arminus if you take their side.

> When you have the piece of the rod, leave the Abode of the Damned and return to Saffron’s house.

> Speak with the Baroness and choose her fate.If you think Saffron should reunite with her husband, persuade the lady to pay a visit to her mourning hubby. When Saffron leaves the house, follow her outside and then inside Fort Highmarch.By the way, you can choose to lead Saffron to the Fort even if you sided with Arminus. Without the ring of Midnight’s Veil, however, Saffron won’t be able to leave the house until sunset.

* If you want Saffron to join the vampires and forget her past life, she agrees to join Arminus. Before leaving for the Abode of the Damned, she gives you a gift (Saffron’s brooch) that you should deliver to her husband.

* If you think that Saffron is nothing but an undead abomination, you can kill the poor lady and take the same brooch from her corpse.

> Once you and Saffron are in the Baron’s chambers, talk with Alastair and re-introduce him to his beloved wife.Now, you have to persuade Alastair that he must accept his wife is a vampire, and that he should do his best to love her the same way he did when she was alive.If you manage to do so, you are in for a nice reward from the grateful Baron.Also, you get a document tagged as ‘Highmarch permission slip’.When you want to leave the fortress-town, show the pass to the Knight of the Realm who is guarding the South Gate [3.66] and you will be allowed to leave Highmarch that way,

* If you believe that their relationship could be quite the troublesome one, you can convince Alastair to resign from his position as Lord of Fort Highmarch (to your favour) and go live with Saffron in the underworld below... as a vampire.Keep in mind that you won’t get any reward by persuading the Baron to embrace undeath.If you choose this outcome, you are only given the pass to leave town, and Alastair’s resignation letter.

* If you return to the Fort without Saffron but with her brooch in your backpack, hand the jewel to the Baron.

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The shock is enough to draw him out of his current apathy. Somewhat consoled, Alastair gives you a nice reward and the permission to leave the town through the south gate.

● The Cleansing

> When you are in the foothills located to the south and east of Bracksworth [3.40], stop at the graveyard to enter the Tomb of the Exiled Knight [3.41].

> When you enter the crypt, an angel who is guarding the place appears to bar your way.If the angel feels your presence is not offending the blessed spirit of Sir Charleston, it informs you about some fiends that invaded this holy place.Unfortunately, the angel cannot take direct action against the tanar’ri, so it asks you to kill the two demon lords who infest the crypt.

* If you are an evil-aligned character, the angel commands you must leave the tomb at once. If you refuse, the celestial being attacks.Once the angel has been sent back to the Upper Planes you are free to explore the tomb - after you have dealt with two more celestials – and kill all the fiends you find within. Doing so, however, won’t earn you any reward but the usual experience that you can collect by slaying the monsters.

> Explore the tomb and kill any fiend you see. Besides several vrocks and a few hell-hounds, here are a balor lord and a greater balor lord.

> When you have destroyed both the greater fiends, return to the tomb’s entry room to inform the angel that – at last - Sir Charleston’s soul can rest in peace.

● The Fall of Bracksworth

> The monster-infested road to the south of Culdeny [3.34] will take you to Bracksworth [3.37].When you enter the town, you discover the village has been overrun by the humanoids fleeing their homes to the south.

> Take a stroll through the village, killing all the humanoids roaming about it.

> A few people have survived the onslaught, finding shelter within the local barracks. When you are near to the building, you see a group of goblins as they try to burst inside.Kill the goblins, and then knock at the barracks’ door. When you make clear you are not a goblin, the door opens.

> When you enter the barracks [3.38], a militia sergeant comes up to fill you with the recent events.

> When the conversation ends, talk with Mayor Olaf Waynolds and tell him the survivors should prepare to evacuate the town and travel to Culdeny under the protection of the few remaining guards.

> Leave the barracks and wait for the townsfolk to come out.

> Escort the group to the north gate.Bear in mind the life of the escapees will be at serious risk if you did not clear their route to the gate from monsters. If Olaf dies, your reward is forfeited.

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● The Fine Art of Diplomacy

> When you are in Trinity [3.72], enter the tent of the Aielund ambassador [3.76].

> Talk with Sir Nigel Reed to learn the poor guy is quite desperate. The King did not tell him a word about the reasons behind the war and now both his career and his reputation are in tatters.When he learns about the Ironlord, Sir Nigel realizes he has still a chance to redeem himself. Aielund should sign a peace treaty with Tusone before the Ironlord is stopped, or the Tusonites could invade the country when it is weakest.The diplomat needs your help, though, for you should persuade the ambassador of Tusone to meet him in the local palace for negotiations.

> If you want to help Sir Nigel, leave his tent and go to the Tusone headquarters [3.73].

> Talk to Marquis Angevin Villeancourt and try to convince him to meet his colleague.

> Whatever the outcome of your attempt, return to Sir Nigel’s quarters and inform the ambassador about the result of your diplomatic mission.

● The Gathering

> When you are ready to leave the Fairloch’s Royal Palace [3.03], Princess Criosa Roebec says you should secure a few allies on your way to Highmarch.

> Besides the dwarves of Stoneguard, the elves of Acadia, and the barbarians camped to the east of Bracksworth, during your travels you have a chance to acquire a few more allies, namely the druid Hasrinaxx [3.42], the vampire Carthach [3.65], and the blue dragon Azurefang [3.80].

> This quest is considered completed when you return to Fort Highmarch from Trinity after your first meeting with the Ironlord [3.86].The allies you have managed to secure - with the sole exception of Azurefang – have gathered in the southern section of the fortress-town, and they are ready to defend Fort Highmarch with their own lives.

● The Gathering: Barbarians

> While you travel across the High Plains [3.54], a frozen waste located to the east of Bracksworth, you discover a barbarian encampment.

> When you open the camp gate, a barbarian warrior comes up to ask why you are here. When you say you are the hero who freed his people from Erag’s brutal rule, the guard leads you to the chieftain’s yurt. Enter the tent.

> Speak with Chief Morik Fair-Eagle to learn the barbarians have been forced to flee their homes after several powerful white dragons have moved into their territory.Morik says he would be glad to send his warriors to defend Fort Highmarch but he cannot do that until their homelands are threatened. If you want the barbarians’ help, you have to hunt down and slay the dragons nestled in the nearby mountains, collecting their horns as you go.

> Leave the High Plains by following the snowy trail to the southeast.

> As you travel across the Highmarch Mountains [3.55], you are attacked by an old white dragon (twice) and by two adult white dragons.The old dragon flies away whenever it is close to death. The other wyrms stay and fight to the death, though.When you have killed them, don’t forget to search the corpses of the wyrms to get two white dragon’s horns.

> Enter the cave located atop a mountain to the east of the area [3.56].

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> Slay both the old wyrm who escaped before, and a bigger ancient white dragon.After the fight, search the draconic corpses to grab an old white dragon’s horn and an ancient white dragon’s horn.

> If you have already collected four horns, you can return to the barbarian camp and inform Morik the dragons have been destroyed.

* Before to leave the dragon’s lair, you can restore to life Valennia Fair-Eagle, daughter of Chief Morik.Valennia came here to fight the wyrms all by herself but she did not survive the experience. Now her naked corpse lies on the cold floor of the cave, just near to the dragon’s hoard. If you raise her up, the grateful Valennia lets you keep her equipment.

* When you return to the barbarian encampment, you find the strong-headed lady-warrior on her father’s side. As a further reward, Valennia says she will travel to Fort Highmarch herself to fight the Ironlord along with the warriors sent by her daddy.

* You can collect a few more experience points if you return to Morik the Armour of the Warlord that you got from Valennia when you raised her from death - or that you took from her dead body.

● The Gathering: Dwarves

> When you arrive at the village of Stoneguard [3.17], you see the inhabitants of the subterranean city as they flee their homes to find shelter outside.A dwarven captain soon comes up to say you should hurry up and talk with the clan’s thane. He is currently found at the Miner’s Rest inn [3.18].

> Enter the Miner’s Rest and talk to King Sulinus MacTavish.The dwarven leader explains many duergar have invaded Stoneguard and they seem to be in league with a powerful dragon. If you can kill the wyrm, King Sulinus will pledge his soldiers to aid in the defence of Fort Highmarch.

> Leave the inn and enter the city of Stoneguard [3.19].

> The wyrm Sulinus spoke about is a mature adult shadow dragon. It can be found in the mine operations room, on the lower level of Stoneguard (the ‘Undercity’).Kill the monster and search its corpse to take the dragon’s head.

> Return to the surface, go inside the Miner’s Rest inn, and present the head to King Sulinus.

● The Gathering: Elves

> When you visit the Cairnwood forest [3.42], you find the druid Hasrinaxx resting near a big oak.When you have completed the quest to rescue his animal companion (see the quest entitled ‘Sebastian’), or immediately if you lack the requisites to accomplish that task, the druid explains there is a hidden city of elves living nearby. The elves want to speak with you - and you could take advantage of the opportunity to ask their help in the coming battle.Then, Hasrinaxx opens a magical portal to the elven city.

> Click on the glowing oak tree to reach Acadia [3.45].

* The events taking place in Acadia are detailed under the quest entitled ‘Test of the Elves’.

> To leave the elven city, just click on the glowing oak tree to the southwest.

> When you are back in the Cairnwood Forest, speak with Hasrinaxx and inform him about what transpired in Acadia.

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● The Relic

> When you have completed the quest by the title ‘The Baron’s Lost Love’ and you are ready to leave the private chambers of Baron Alastair Whitford [3.62], a black-hooded wizard appears before you.This guy is the none less than Archmage Terinus, the closer advisor of King Seamus.When you show him the sceptre-head that you have been given (or that you have found) in the Abode of the Damned, the faceless wizard says you should bring the relic to a friend of him who lives in the southern village of Trinity. Sahir is a very knowledgeable sage and he can provide you the answers you seek.

> To leave the fortress-town by the south gate, show the ‘Highmarch permission slip’ to the Knight of the Realm who is guarding the gate [3.66].Once outside town, travel all the way south to Trinity.

> When you arrive in Trinity [3.72], enter Sahir’s tower [3.77].

> Speak with the sage Sahir to learn there should be other pieces of this relic to be found in the desert. If you find them, you could use the sceptre to make the Ironlord vulnerable to your attacks.

* The search for the two remaining parts of the rod is covered under the quests entitled ‘Cult of the Dragon’ and ‘Shadow of the Ancients’.

> When you have collected both the base of the Sceptre of the Ages and the centre of the Sceptre of the Ages, return to Trinity and show the artefacts to Sahir.The sage says you must return to Fort Highmarch. Perhaps Terinus can devise a way to assemble the rod.

> When you step out the sage’s tower and prepare to leave Trinity, you find The Ironlord itself waiting for you not far from the north gate [3.86].After a little chat, the Ironlord turns hostile.

> The Ironlord cannot be harmed by your attacks, so you can do nothing but flee the town through the north gate.

> To the north of Trinity, you find a group of constructs battling against some soldiers. King Seamus Roebec himself leads the humans. Join the fray.

> When you have destroyed the golems, speak with the King and inform him about the sceptre you want to re-assemble.When the conversation ends King Seamus asks you to meet him in Fort Highmarch, then he leaves the area.

> To the south of Fort Highmarch, you find a group of soldiers ready to fight the Iron Legionnaires. If you want to assist them, feel free to do so. Just talk with captain Gerard Lane, and then wait for the golems to arrive.Unfortunately, there is an endless supply of constructs. Eventually, you will be forced to flee the area and find shelter within the walls of Highmarch.

> When you go through the fort’s inner gate, Guard Captain Derek Marshald approaches you. The officer points you to the Fort, where you can meet both the King and Terinus.

> Enter Fort Highmarch and speak to King Seamus. During that conversation, Terinus will throw a look at the pieces of the sceptre. According to the mage, the rod can be assembled by using an arcane device - like the one you have seen in the House of Exotics at Culdeny. Terinus will immediately teleport there. In the meanwhile, you have to prevent the Ironlord from taking the fortress.

> When Terinus is gone, leave the Fort through the south door, and prepare for the impending battle [3.87].Soon, the golems manage to breach the south gate and to swarm inside the fortress.Fight the constructs until the Ironlord arrives, then it is time to flee again.

> Guard Captain Marshald gives the signal for the retreat when he screams you must fall back to the castle.

> Once inside the fort, speak with King Seamus.

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A few minutes later, the Ironlord joins the party and a conversation starts.

> The Ironlord is still speaking when Terinus returns. The wizard hands you the fully functioning Sceptre of the Ages. The Ironlord, of course, attacks.

> Use the Sceptre’s unique power upon the Ironlord to make it vulnerable to your weapons and spells. Then, you can finish the dread creature.

> When the Ironlord is defeated, talk to King Seamus to end Act Three.

● The Road to Highmarch... Again

> Along the stretch of the High Road between Bracksworth and Highmarch [3.57], you run into a group of Royal Rangers led by Commander Armin Wise.

> Speak with the officerto learn giants and ogres are holding the road to the south. A small party of adventurers - like yours - could be able to break through their lines.

> Continue travelling south, killing all the monsters you find along the way.

> To the north of Highmarch [3.58], there is the encampment of the giants.The monsters are led by a half-ogre warlord by the name of King Kraald.

> Kill the warlord and all his subjects to make the road safe for the King’s armies to traverse.

* If you like, you can return to inform Armin Wise of your victory. You don’t need to do so, however.

● The Story so Far...

* As usual, this is not a quest but simply a resume of your previous accomplishments.

● The Waterworks... of Death!

> In Culdeny [3.24], just behind the local church, there is a dwarven mason who seems to be in trouble.Ragnar MacDougal is responsible for the city’s new aqueduct infrastructure. Unfortunately, no work can be done because something dangerous is lurking around the sewers.

> If you want to investigate the matter, open the near trapdoor and climb down the aqueducts [3.26].

> Within the sewers, there are two elder water elementals.Kill both the elementals, then climb up the ladder you have used to come here to return to the surface.

> Inform Ragnar the sewers are now safe for the workers to go back inside.

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Act Three Picture Gallery

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Act Four – The Fall of Aielund

Act Four

The Fall of Aielund

“It has been two years since the Battle of Fort Highmarch, and in that time fears about the King's newfound power have slowly come to fruition. Aielund is at constant war with its neighbors, but with all sides weary and spent, the war is at a stalemate with no end to the suffering in sight. And with King Seamus slowly losing his grip on reality, something must be done.

A rebellious faction is growing in the land, led by the King's own daughter, Criosa. Somehow, you and the others must find a way of removing the King from the throne before his power-hungry madness leads to the destruction of the entire Kingdom.”

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IV/1 – Whose Side Are You On?

4.01 – INTERLUDE

01. A MOST KIND AVATARAct Four begins as Act Three did. The avatar of the module’s author is waiting for you across a bubbling stream, bearing a blazing torch in his hand.If you are importing a character from Act Three, a few plot-relevant items (i.e. the Sceptre of the Ages or the Letter of Marque) will be removed from your inventory.If you are using a freshly created character, or if you are bringing in an adventurer coming from some far-out place, a level check is done to ensure your level is high enough. If you want to play the module with a new character, you should start from level 23.If you are curious to know what has happened in the last two years, open your journal and look at the entry tagged as, ‘The Story so Far’.It reads, ‘For nearly two years I have been in command of Fort Highmarch, ever since our victory against the Ironlord. A few days later, we were stunned to learn that King Seamus had decided to follow in the footsteps of his ancestor Alaric - he is keeping the Armour of the Ironlord for himself. The King's wizard, Terinus the Black, seems to think that the suit itself is harmless to the wearer, and that Alaric had simply gone mad for other reasons. I had my doubts, but so far, Seamus has not gone on a brutal rampage.However, the Kingdom remains at war with Tusone, and has since offended Athkalatra over a territorial dispute. What could have been diffused with diplomacy has instead escalated into a war without end. While many in the kingdom believe that this situation was inevitable, I believe that King Seamus is beginning to lose his grip on reality. Whether it is the power of the armour making him careless, or some sinister side effect of the artefact itself, something is wrong. On top of everything else, I had another dream last night...Perhaps it is the after-effects of my close encounters with the Ironlord, but I am tormented by nightmares of its rampage through the fortress. The dreams started a few months ago, and usually have the same theme - destruction and death. It is possible the constant state of warfare so close to the fort is having an effect on me, but I doubt it. Something else must be at work here. Until I know more, I am keeping the details of my dreams to myself.Criosa has been keeping a close eye on her father, and has come here today to secretly report her findings to me. If things are as bad as I suspect, we may have to take action this very day.’When you are ready to start, walk on and greet Savant [LG, F30]. He warns a cutscene is coming. If you are playing in the multiplayer mode, gather all the people in your party before the PC screen. Then, enjoy your dream.

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4.02 – TO DREAM, PERCHANCE TO SLEEP...

01. SWEET DREAMS ARE MADE OF THISYou should not overeat yourself at dinner. Really. A stomach too full may cause bad dreams, and the one you experience tonight is not good at all.Highmarch has been turned into a smouldering ruin and mangled bodies litter the paved ground.Suddenly, the gate of the fortress blows up and the Ironlord comes out brandishing its glowing sword (a greatsword called – quite improperly - ‘Blacklight’).The dread construct yells all shall fall in glorious death, then it strike a mighty blow at you. Ouch.

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4.03 – FORT HIGHMARCH

01. YOUR ROOMYou awake with a start, shaking, and covered with sweat. You have had nightmares about the Ironlord before, but nothing as bad as this. Before you can clear your mind fully, your loyal butler, Emmett Smith [N, Commoner 8], enters the room to check if you are all right. You see, he was afraid your screams were going to disturb your guests...It seems Princess Criosa is here to see you about something. Nothing too urgent from what your butler could gather, but you should not keep her waiting too long. Still, it might be prudent to take a moment to compose yourself. Emmet placed fresh clothing in the armoire should you require it. Oh, and there is a Mister Wainwright and a Lady Deirdre here too. They have appointments to speak with you on more local matters.Before to leave the room, you may want to follow your butler’s advice and change the ‘royal robe’ that you are donning.Inside the armoire on the north wall, there are a finely woven expensive dress (a garment worn by the wealthy elite of Aielund. It projects an image of grace, poise, and makes even the least attractive person seem more pleasing to the eye) and a Lord’s Attire (Commonly worn by the ruling body of Fairloch, these clothes are of such fine quality that they could make anyone seem graceful and cultured. They hearken back to a time when Lords governed instead of Senators, as is now the case, but they continue to wear these for reasons of tradition).If you won Criosa or Robert’s heart during Act Three, looking at your inventory you can notice you still carry Criosa’s diamond ring.If you started a romance with Mr. Black, instead, within your backpack you will find Robert’s rose. Perhaps it is a bit wilted, yet, there it is.Together with the rose, however, there is a note tagged as ‘Robert’s letter’. This note was left to you from Robert nearly a year ago. You awoke one morning to find it on the table. That letter, together with the rose he picked up for you in a fit of bravery, is all you have to remember him by.The note reads, ‘My dear, I have decided to leave you. I doubt this was will come as much of a surprise, for you above all others have known of my increasing discomfort for this new life in Highmarch. I never wanted to be a bureaucrat, and here I find myself helping you run a large town. It's not for me. I still cherish the time we had together, and one day perhaps we will meet again, but I must choose my own path. I shall love you, always. Robert’.Seduced and deserted! Oh my, the rascal is going to pay for this... Being a very powerful – and VERY evil – sorceress, my beguiled heroine had only one doubt left: what kind of puny, repulsing insect would she have turned him into?

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02. YOUR OFFICEWhen you have made yourself presentable, leave the bedroom and step into this room. As you can notice, you are entering the former chambers of Lord Alastair Whitford. There is no trace of the Baron (or Saffron), though. What has become of them, I cannot tell.Princess Criosa Roebec [NG] is waiting for you near the fireplace, together with Sir Nigel Rotschild [N, Commoner 3].Sir Nigel is a loyal aide of the future queen of Aielund. Sure enough, he is dreadfully boring, but Criosa supposes we all have to make sacrifices...Sir William is not here, instead. The paladin is somewhat indisposed, and sends his apologies for not being able to meet with you. According to Criosa, he never stops complaining lately about all the paper shuffling the new Castellan is palming off on him.If you are in love with the fair Princess, you may be disappointed by her rather lukewarm reception. You cannot blame her too much, though. Calling your future wife ‘Highness’... Come on!Anyway, Criosa is afraid but she has quite troubling news to convey you. Her daddy, the King, is getting worse every day. It is almost as if he is trying to destroy the Kingdom. In the last month alone, taxes have risen twice and they have been involved with more and more border clashes with Tusone, the dwarves, and their former barbarian allies to the south. Criosa was hoping that after her last conference with him, things would improve, but she was wrong. With martial law in place and a curfew to boot, it seems that it is all people can do to not spit at her when she walks past them in the streets.The resourceful Princess, however, is clear-headed regarding the path that lay ahead of her... and you as well. You must travel to Fairloch, speak to the newly formed Council of Lords, and ask for their help in removing her father from the throne. In fact, the Senate is no more. About three weeks ago, Seamus dissolved the ruling body and took absolute control of the government. This is why poor old Sir William could not be with you now.Now Criosa has to go. Her father will be suspicious if she is gone for too long. Shedding a tear, the Princess claims that knowing you are always here for her has given her strength these past months. Keep doing so.

03. MAIN HALLThree Knights of the Realm [LG, F12] are guarding this large chamber.In the southwest corner of the hall there is an old lady sitting on a bench. An unremarkable bearded man is standing near the woman. John Wainwright [N, F1] and Lady Deirdre Marshall [N, Commoner 5] are currently in a hash dispute, and they have come here to seek your advice and to submit to your judgement.A noblewoman of some regard in Highmarch, Lady Deirdre has obtained her wealth through land ownership. She is also a frightful prude; though that is not something you would want to bring up in conversation.John owns a farm just to the north of the fort, and the ‘old windbag’ is claiming that it is her heritage land or some such. She just moved on there last week without hardly a by your leave. The ‘thieving school marm’ explains after the death of her Great Uncle, two weeks ago, his ancestral titles fall to her, including the land currently occupied by Mister Wainwright. Even if John’s family has worked on that land for three generations, the deed shows it to be the legal property of the Marshall family.You are the local Lord; therefore, it is your duty to settle the dispute. If you feel you are an adventurer and not a diplomat, or if you believe such a trifle matter is beneath you, however, you are free to tell the Lady and the man they have to figure a solution for themselves, for you have something much more important to do. Just bear in mind that if you wash your hands of the matter, you won’t earn any experience reward.If you think that the land belongs to the Lady, and there is no evidence to the contrary, you can have John’s family removed from her land. This decision shifts your alignment towards Law; if you are lawful, you get 800 xp.If you are lenient, you can give John a month to remove his family. This way, your alignment shifts towards Good; if you are good, you get 800 xp.If you feel ashamed to kick a family out of their home of thirty years, just tell Lady Deirdre that you dismiss her legal claim. She will surely manage to survive with a less little land. Of course, such a choice shifts your alignment towards Chaos; if you are chaotic, you get 800 xp.Finally, you can simply tell the Lady that YOU are going to take possession of her land. Then, YOU will kick John’s family off. That should teach those people to get along! Hearing such a

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statement, Lady Deirdre screams she will take your decision to the House of the Lords. But then, the old bastards won’t have the guts to overrule it... You saved this country, not them. The King owes you, so, unless she wishes all her possessions confiscated as well...And what about John’s complaints? Well, he should shut up and go, lest his loved ones will find themselves without a father!Proving to be such an enlightened ruler is worth an alignment shift towards Evil; if you are evil, you get 800 xp.Whatever your decision, you are entitled to a reward of 1,500 xp.

04. READING ROOMSearching the bookshelf and the bookcase within this small room, you can find lorebooks about the Kingdom of Aielund, and perhaps a random scroll.

05. ARMOURYAlison Lindsey [N, Ra6] still manages the local armoury. The woman is more than willing to show you her goodies, but she warns you still have to pay for them. Considering you are the one in charge around here, technically you are buying and selling from yourself. Just consider any purchases you make an investment in future equipment purchases for the keep.Alison’s stock is still split into four separate sections, so you have to ask her what you want to look at: heavy armour, light armour, ranged weaponry, or melee weaponry.Each section makes up a separate store with an unlimited monetary supply and a maximum buying price of 15,000 gold pieces. For 120 golds apiece, Alison can identify your items.Alison’s stock has not changed from your first visit to the armoury. If you are curious to know what she sells, please refer to section 3.62 (location 04).

06. SOUTH GATELeave the fortress by this door to visit the southern portion of the fortress-town.[Ref. Area 4.04].

07. NORTH GATELeaving the castle by this door you can reach the upper portion of Fort Highmarch.[Ref. Area 4.07].

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4.04 – HIGHMARCH; SOUTH SECTION

01. FORT HIGHMARCH GATEA Knight of the Realm [LG, F14] keeps watch upon the bottom entrance of Fort Highmarch.[Ref. Area 4.03].There are no commoners about the southern portion of the fortress-town, but only three militias [LG, F9] patrolling the empty streets or the terraced walls.

02. SOUTH GATEThe militia guarding the South Gate informs the door has been sealed, per your orders. Uh? Err... oh, yes.

03. CHURCHThe local priest, of course, can tend your wounds and sell you healing supplies. In addition, the bishop can provide you his wise advice about the nightmares you are having by late.[Ref. Area 4.05].

04. TOWERIf you want to restock with magical supplies, this is the place you have to visit.[Ref. Area 4.06].

05. TO THE NORTH SECTIONKeep going north from here to enter the upper portion of the fortress-town.[Ref. Area 4.07].

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4.05 – CHURCH

01. BISHOP THOMASWhen you pay him a visit, Bishop Thomas Miller [LN, C12] asks if you slept well last night. If you feel in the mood for some counselling, tell the priest about your bad dreams.Thomas says this happens to all of us from time to time. It is usually a reaction to stress. It was a difficult transition for you to go from a hero and an adventurer to what amounts to a bureaucrat, running an entire castle. That’s not so much of an advice, isn’t it?Anyway, Thomas can heal you free of charge and can sell you the temple’s wares.His store has an unlimited supply of money and a maximum buying price of 15,000 gold pieces.The items that you can buy here are the same you found in Act Three: a Divine Half-plate, a Divine Mace of Disruption, a Heavy Mace of Order, a few potions (Aid, Antidote, Barkskin, Bless, Clarity, Cure Wounds, Endurance, Heal x4), clerical scrolls (Dispel Magic, Divine Favour, Raise Dead, Restoration, Resurrection, Shield of Faith, Stone to Flesh), Amulets of Natural Armor (+1 to +4), Lesser Amulets of Health, Amulets of Health, Greater Amulets of Health, Periapts of Wisdom (+1 to +5), Scarabs of Protection (+1 to +5), a Talisman of Pure Good, a Necklace of Prayer Beads, healer’s kits (+1 to +10), and holy water.

4.06 – TOWER

01. THE MAGIC SHOPHenry Nelson [NG, W12] is still the man on charge of maintaining the fort's supply of magical equipment.His store has an unlimited money supply and a maximum buy price of 15,000 gold pieces. Henry can identify your items for the standard fee of 100 golds apiece.The shop’s inventory is the same as two years ago. The items you can buy here include Bracers of Armor +4, Bracers of Dexterity (+2 to +4), Greater Gloves of Concentration, Cloaks of Fortification (+1 to +4), Cloaks of Protection (+1 to +4), Nymph Cloaks (+1 to +4), a Robe of the Archmagi, Boots of Hardiness +3, Boots of Striding +4, a Belt of Agility +4, Archer’s Belts, Brawler’s Belts, Swordsman’s Belts, Wizard’s Sidearm crossbows, an Enchanted Arbalest, an impressive collection of arcane scrolls (from level 1 to level 9), Rods of Arcane Disjunction, Wands of Fire, Wands of Lightning, Wands of Paralyzation, a Greater Staff of Command, Rings of Clear Thought (+1 to +4), Rings of Insight, Empowered Rings of Magic Defences, Rings of Protection (+1 to +4), Rings of Resistance (+1 to +3), Rings of Scholars, Enchanted Rings of Scholars, Lesser Rings of Wizardry, Rings of Wizardry, a Greater Ring of Wizardry, a Necklace of Fireballs, a Luckstone amulet, two Bags of Holding, Dust of Appearance, and Dust of Disappearance. Finally, here you can buy Stones of Recall and Recall Gems.

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4.07 – HIGHMARCH; NORTH SECTION

01. FORT HIGHMARCH GATEThis is the upper entrance to Fort Highmarch.[Ref. Area 4.03].Five militias [LG, F9] guard this portion of the town. If you find the time to speak with the six commoners [LG or N, Commoner 2] strolling about the area you will find they are quite the depressed lot. These poor folks made it through that Ironlord business only to have their King turn into a monster! Why they are still at war? They cannot understand it... and food is getting scarce.

02. TO THE SOUTH SECTIONGoing south from here you can reach the bottom portion of the town.[Ref. Area 4.04].

03. THE LAZY LION INNIf you are after a drink - or a bed – just remember you are always welcome at the Lion.[Ref. Area 4.05].

04. NORTH GATEA militia sergeant [LG, F11] guards this gate. If you are heading to Fairloch, he says you would be better off taking the royal carriage.

05. ROYAL CARRIAGEA grand coach is waiting here for its appointed passenger. But... where are the horses?The polite coach driver [N, Ro16] explains he took the liberty of stabling the mounts. When you are ready to go, he shall fetch them. If you insist you are quite an admirer of fine breeds and you would like to inspect them, the man is sorry but you should wait until you reach Fairloch. The light here is so poor... In this light, the horses would look dreadful and he cannot permit you to see them under such adverse conditions!When you tell the driver you are ready to travel to Fairloch, the screen fades to black and you hear a neigh. Here are the horses! Whinny![Ref. Area 4.09].

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4.08 – THE LAZY LION INN

Ground Floor First Floor

01. ENTRY DOORLeave the inn by this door to return outside.[Ref. Area 4.07].

02. COMMON ROOMDespite the ongoing war, the patrons of the Lion still feel like having a good time. The pianist is still busy playing his catchy tune for the five commoners [LG or N, Commoner 2] who have gathered near him, and the local innkeeper [NG, Commoner 1] can provide you with ale, rum, spirits, or wine.You can sell your own goodies to the innkeeper, but his ‘store’ has a limited monetary supply of 1,000 golds and a maximum buying price of 1,000 gold pieces.If you wish to spend a night at the Lion, pay the innkeeper 5 golds to get the Lazy Lion inn’s room key.Standing near the counter, there is Dennis Watson [N, F1], one of the three jolly fellows you may have treated with your storytelling skills. Allan and Tom are not here anymore, though. I guess Tom is off to make progress in his trade. Poor Mr. Miller, however... What his missus did to him?

03. STAIRS UPGo up these stairs to reach the first floor of the inn. To open the door, you need the key you can get from the innkeeper.

04. STAIRS DOWNGoing down these stairs, you can return to the inn’s ground floor.

05. CUSHION OF COMFORTThis room features the ‘cushion of reasonable comfort’ you can use to advance the time of 8 hours while you rest.

06. LOCKED ROOMSThe doors of these four rooms are locked [DC18]. If you wish to indulge in some looting, random treasure of low value can be collected from the five chests of drawers inside these chambers.

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4.09 – FAIRLOCH; LORD’S DISTRICT

01. ARRIVAL IN FAIRLOCHWhen you get off the coach, you are in the former Senate District of Fairloch. After the late political upheavals and the disbanding of the Senate, the name of the ward has been changed in Lord’s District.The coach driver [N, Ro16] explains he cannot stop any closer to the House of Lords (the former Senate Hall). The crowd scared the horses to the point that he could not keep them under control. Yes, but... where are they? Well, the driver had to get them away from the crowd so he had them removed and taken to the stables before you disembarked from the coach. Isn’t that convenient?Not far from the coach there are a Knight of the Realm [LG, F16] and a militia captain [LG, F11]. The Captain is sorry to be the bearer of bad news, but it seems the locals have caught wind of your arrival. To them, you are just another noble. Ever since the King dissolved the Senate, the commoners have been in an uproar. You should be able to get to the House of Lords without too much trouble, for the local guards will keep the people back.If you tell the Captain he must do whatever it takes to keep order, even if it means getting bloody, your alignment shifts towards Law; if you are lawful, you get 800 xp.

02. THE DEMONSTRATIONAs you walk towards the former Senate building, you can realize the fifteen City Watchmen [LN, F11] lined up at both sides of the avenue have their hands full to keep at bay many commoners, ‘angry commoners’ and ‘irate commoners’ [LG or N, Commoner 2]In my opinion, these people are quite right. While they are starving to death, the noblefolk keeps walking on their backs. As usual, they are the ones who pay the biggest price for a senseless war.Halfway along your way, you see a couple of City Watchmen as they thrash a demonstrator thoroughly.Such a sight should not let you impassive. Approach the bloody coppers and scold them, as they deserve.If you ask the cop how he dares to behave in such a manner while in uniform, he replies the man threw him a rock. Remind the dumb-head he has a shield, and then threaten to bring him up under disciplinary charges. For such an intervention, your alignment shifts towards Law; if you are lawful, you get 800 xp.Before to leave, the copper mutters something under his breath. If you pass a medium Bluff check, you can scare the officer by threatening to send him to the court martial. This is worth a reward of 500 xp.If you tell the cop you understand things are tense but he has to stay cool nonetheless, your alignment does not change. Then, you can try a medium Persuade check to convince the guard to show restraint. If you pass the check, you get 500 xp.If you are a bastard yourself, tell the cop he did a nice job. This way, your alignment shifts towards Chaos; if you are chaotic, you get 800 xp.

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Then, when he grins you are all right, you can try an easy Intimidate check to remind the officer that he must call you a Lord (or a Lady) and not a ‘sir’. If the check succeeds, you are given 500 xp.Too bad Savant did not include an option for you to grab the cop’s truncheon and to use it the right way - to give the officer the beating he deserves. My chaotic good rogue/ranger was stripped of his title of ‘Rebel’ when he stepped in to defend the commoner, but then, what else could he do?

03. THE HOUSE OF LORDSTwo Knights of the Realm and two militia archers [LG, F9] are guarding the former Senate Hall.Even if they are loyal to the crown, the archers cannot help asking how long can the Kingdom stay at war. It has been over two years now...[Ref. Area 4.10].

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4.10 – THE HOUSE OF LORDS

Ground Floor First Floor

01. ENTRY ROOMLeaving by this door, you can return to the Lord’s District.[Ref. Area 4.09].Within the hall there are four councillors [N, Commoner 5] complaining about the terrible fracas outside. Not like the old days, you could count on mobs of people to conduct themselves in a more dignified fashion!Anyway, they hope you can talk sense to the Lords. They are quite stubborn lately.

02. SIDE ROOMSIf you care to search the desks and the chests of drawers inside these small rooms, you can collect random treasure of low value and writing implements (vials of ink, quill pens, and sheets of paper).

03. TO THE SEWERSThis passage led to the sewers underneath the district. The door has been barred, though.

04. STAIRS UPGo up these stairs to reach the first floor of the building.

05. STAIRS DOWNThese stairs lead you back to the ground floor.Four councillors are hanging about the foyer and the side-rooms. Two City Watchmen [LN, F6] stand watch on the door giving access to the council hall.06. SIDE ROOMSJust like in the rooms downstairs, inside these small chambers there are chests of drawers and desks holding random treasure of low value and writing implements.

07. COUNCIL HALLWhen you enter the hall, the debate is raging on. Replacing the Senate as the de facto rulers of Aielund, the Lords have been invested with extensive powers, far more than a balanced government would allow.Twelve Lords of Aielund [LN, F6] are sitting all around a long table littered with papers. Four more Lords are standing at the near end of the table, together with the House Speaker. If you address Lord Havelock [LN, F6], Lord Kent [LN, F6] or Lord Nelson [LN, F6], they say you must speak with the House Speaker, instead.Lord Covington [LN, F6] claims you do not have the right to waltz here while they are in session.If you tell him if he truly loves Aielund he should hear what you have to say, your alignment shifts towards Good; if you are good, you get 800 xp.If you tell the pompous Lord that his tone insults you, and furthermore the Captain of the Guards is the one who let you in, your alignment does not change.If you enjoin him to sit down, shut up and listen to you before you jam the pommel of your sword up his sorry behind, your alignment shifts towards Evil; if you are evil, you get 800 xp.

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Anyway, Lord Havelock tells Lord Covington they should listen at you for, you never know, you might actually have something interesting to say. How gracious of him!When you claim you are here to plead for the Lords’ help on a matter that is threatening the nation with utter destruction if not dealt with promptly, a hushed silence falls over the assembly.After a long tirade, you beseech the Lords they must remove King Seamus from the throne, for the good of Aielund - unless until you find a way to cure him of the malady which has taken his mind.Lord Kent says yours are, indeed, words of treason as far as the law stands. However, he will not dismiss them so readily. He believes the Lords need to have an emergency session to discuss the proposal you have brought before them. Lord Nelson replies you should be immediately executed, instead. After a brief debate, the Lords agree an emergency council on the matter is badly needed. Lord Covington suggests they break for recess and reconvene in two hours time. They will summon you as soon as they have reached their decision. In the meantime, you should feel free to take the weight off your feet. The Royal Arms is a nice place to visit, even in these troubled times.When the conversation ends, a cutscene movie starts. Do not miss it, because it could be the last thing you see...

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4.11 – THE BETRAYAL

01. FAREWELL – FOREVER?The first scene of the movie shows Lord Covington paying a visit to King Seamus Roebec, so he can report the monarch some ‘disturbing news’.In the meanwhile, you are drinking away your cares at the Royal Arms. Suddenly, many guards burst into the plush tavern. Before you can react, a City Watchman who was drinking at the near table strikes you on the head. While you pass out you see Terinus coming in to declare you are under arrest.The following events follow one upon the other in a blur. It is like a bad dream. A dream so bad you have never experienced before.At first you are brought before King Seamus (and Duke Charles as well), and then found guilty of high treason. The punishment for such a crime is death. At down, you will be executed.Before the guards take you away, Princess Criosa Roebec bursts into the throne room and beseeches her father to spare your life. Seamus, who is obviously beyond any reason, does not yield to his daughter’s pleas. On the contrary, he claims if she is accessory to your claim, she is going to pay as well as you.Thrown into a jail, you have just the time to see Criosa approaching your cell. The Princess swears she will get you out of here. Yes, but... how?The next thing you see is a squad of crossbowmen lined up and ready to pierce you to death. You have no time to make your last wish for sharp bolts are fired in your direction.The last thing you see in life is the masked face of Terinus the Black as he comes to witness your agony.That’s a pity, isn’t it?

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4.12 – HOCARUM DESERT; CHASM

01. IS THIS HEAVEN OR HELL?When you re-open your eyes, you feel very hot and your head seems close to explode. You are lying on a bed of burning sand and the heat is stifling. Looking up, however, you see two lovely, smiling faces – and a nice cleavage too.A sharp pain in your right thigh distracts you from the show. When you look at your leg, you notice part of a crossbow bolt sticking out of it. What the hell is going on?While Nellise Sanneman [LG, C/P] takes care of your leg, Princess Criosa Roebec [NG, Ro/W] explains why you are alive.Before your execution, Criosa sent a message to Nellise, asking her to smuggle your corpse out of the city. Getting you out of the city was easy. Criosa, on the other hand, didn't have such an easy time. Her father decided she too was a risk to his Kingdom and had her arrested. Later on, she was brought in chains before him and daddy declared her stripped of her family name, rank and title. She was then cast out into the desert with the clothes on her back, a dagger, and an entire gold piece. Conveniently enough, she was exiled about the same time that Nellise recovered your body, so it was not long before she stole away on her wagon, under some blankets.If Criosa is poor, you are not in better conditions. If you look at your inventory, you can discover your pockets have been emptied and all of your precious equipment is gone. The sole things you own are the death shroud and the shadowed hood that you are wearing.If you are in love with Criosa, however, the Princess managed to save the ring she gave you years ago (Criosa’s diamond ring). Criosa thought you might want it back, so she took it while no one was watching.The question now, of course, is where do you go from here?Your options are somewhat limited. Perhaps you should travel to Tusone and see what transpires. King Osric could help you to remove Seamus from the throne...When Criosa has joined your party (after what she has done for you, you cannot refuse her such a pleasure, can you?), you can invite her to tell you more of what happened while you were dead.After she left you in the cell, Criosa approached her uncle and asked him to pardon you for your service in years past. However, the Duke was afraid of the King. He could not help her – the damn coward! Then, her own father banished Criosa from the Kingdom. Well, at least, he did not kill her. What a family!Also, you can ask Criosa about King Osric. The ruler of Tusone is a young man, only twenty-two years old. Very young to be a King, but with the death of his father there was little choice. He is very intelligent, and seems to enjoy manipulating people. You will have to be careful dealing with him.Finally, if you are in love with Criosa, you can give her a couple kisses to remind the Princess of your never-ending love.

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Criosa’s starting equipment includes Criosa’s outfit [This female-restricted garment grants the wearer a +2 AC bonus], a dagger, and four healer’s kits +3.When you are done with Criosa, turn your attentions to Nellise.The beautiful cleric-paladin is very upset. It has been a hard week for her. So many things went wrong; she cannot even begin to tell you. But mostly, it was the idea that the King is no longer sane. She is sworn to uphold his laws! Yet she had to break them in order to truly help the kingdom. The sooner you remove the King from power the better it will be for all of you.If you take her up, you can ask Nel how she fared over the past year.After the battle of Highmarch, she went with the King back to Fairloch as his Knight Templar. It was a great honour, but within the month, she had learned Terinus had brought back the Ironlord as well. He claimed it was for further study, but she soon learned the King was wearing it! Nellise confronted Terinus about the matter, but the wizard dismissed her by saying there was nothing to be concerned about. He also asked her to keep quiet about it, because people would not understand what he was trying to do. Nellise made it her mission to learn as much as she could about their plans without the King or Terinus knowing about it. She has been a spy, and now she is a traitor.If you ask what it was like living in Fairloch with the King, Nellise says at first there was great rejoicing. The victory was fresh and the shadow had been lifted from the land. Even though they were still technically at war with Tusone, they were happy to be through the worst of the war. At least, so they thought.Seamus did not make peace with Tusone a priority; indeed, he seemed to relish the idea of a continuing conflict. Both sides were exhausted so there was not a lot of actual fighting. Nevertheless, there was no trade of diplomatic relations either. Six months later, he started to issue changes to the law, eroding the Senate's powers so that he could manipulate the economy to his advantage, the aim being - of course - to ensure funding for the continuing war. Flush with success, no one moved to stop him. The people were kept in the dark about changes until it was too late to do anything about it. According to Nellise, this entire situation has been engineered from the start.Nellise may have enough supplies to keep her fed for a week, but her equipment is pretty scarce: a Priest’s Robe [This garment grants the wearer a +2 AC bonus against evil creatures], a mace, and four healer’s kits +6.If you are such an ungrateful moron, you are free to leave both the priestess and the Princess all alone amidst the desert. Nel says they have enough supplies to last a while.Just keep in mind that without your precious items, your chances to survive the perils ahead are GREATLY diminished.Warriors and rogues should definitely take both Criosa and Nellise on if they care for their lives. These gals are adequate warriors, and they can cast powerful and VERY useful spells (i.e. Mass Heal).Clerics, wizards, and sorcerers may have a chance to survive even without Nel OR the Princess on their side, but they have to use their spells VERY wisely. If they plan to travel alone, they are doomed to death.If you are a monk, however, you can dismiss any help and still fare well. Sure enough, the mad King took away your worldly possessions but you have been left with your own (hard) skin, (swift) feet, and (mighty) fists. What else do you need? Still - unless you are a ‘straight’ female, or your monastic order requires celibacy - you should find the prospect to wander through the wide and empty desert along with two sexy chicks to be a very appealing one.A last note about your ‘henchwomen’: if you attain the 25th level of experience during the first part of Act Four, when you try to level up your comrades you may notice you cannot do that.Perhaps Savant was persuaded no one could reach such a high level (by the way, all my four characters did that – my monk and my paladin ended the module at level 26), for the henchmen’s blueprints are missing. I assume this mistake will be rectified in the next versions of the module but if you are playing version 1.0, well, you have been warned.

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02. COLLAPSED BRIDGEOnce again, the rocky bridge spawning the chasm ahead of you is collapsed. Criosa destroyed it, so to prevent anyone pursuing you. Without the bridge, any pursuit should be thwarted for a good long while. In addition, there is no turning back now.

03. TO THE HIGHWAYFollowing the desert trail going west you can march towards Tusone.Before you can leave the area, however, you have to deal with two small scorpions [N, Vermin 1].[Ref. Area 4.13].

04. DEEPER INTO THE DESERTIf you leave the area by going southwest, you can reach a portion of the desert littered with ruins.[Ref. Area 4.15].

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4.13 – HOCARUM DESERT; HIGHWAY

01. TO THE CHASMGo east from here to return to the small encampment where you have been returned to life.[Ref. Area 4.12].

02. A CORPSEThree large ravens [N, Animal 1] (vultures?) are feeding upon the poor remains of some unlucky traveller.Chase the birds away, and then search the arrow-filled corpse. The items you find are quite the poor ones, however, they may be crucial for you to survive.They include a tattered leather armour [The remains of a once decent suit of leathers, this armour is still serviceable, despite its appearance], a tarnished gladius [A sturdy short blade, this weapon has survived the rigors of the desert for many months without care or service. The rust evident on the blade is superficial], a composite shortbow +2, a sheaf of arrows, and an empty water bottle.

03. GIMME SOME WATER...Not far from the corpse, sitting under a boulder shedding him from the relentless sun, there is an old man. His eyes are glazed, and he looks like he has been exposed to too much sun.Najjar [N, Commoner 5] was travelling along the road together with his friend Jefferies when, two days ago, they were attacked by archers. Najjar took a hit in the leg. His pal was not so lucky, but Najjar will soon join him, for his water supply ran out.Najjar hails from Trinity, so he does not have much knowledge of this place. If you can get him some water, he would be grateful. He is not going anywhere, you know...If you manage to find some water, when you return here, you have two choices.The sadistic adventure will love to guzzle the refreshing water just in front of the old man. The tantalizing sight will be enough to kill poor Najjar on spot. Such a cruelty shifts your alignment towards Evil; if you are evil, you get 800 xp.Searching the corpse of Najjar, you will find a Ring of Protection +4.If you hand him a flask of water, Najjar says such charity is rare these days; therefore, he will give you a token of his appreciation.If you tell him he must hang on to everything he has to survive the desert, your alignment shifts five points towards Good; if you are good, you get 1,000 xp.If you accept his gift, you get a Ring of Protection +4.Whatever your choice, saving the old man’s life is worth a reward of 1,500 xp.

04. TO THE TUSONE BORDERKeep going west to reach an outpost on the western border of Tusone.[Ref. Area 4.14].

05. INTO THE DESERTGoing south from here you can reach a ruin-filled portion of the desert.[Ref. Area 4.15].

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4.14 – HOCARUM DESERT; TUSONITE OUTPOST

01. TO THE HIGHWAYGo east from here to return to the desert trail linking Aielund with Tusone.[Ref. Area 4.13].

02. OUTPOSTWhen you walk near this small outpost, Nellise warns you should be careful here. One false move and the border guards will likely attack you.A Tusonite commander [LG, F19] and a couple of Tusonite chevaliers [LG, F14] guard the outpost. The knights of Tusone are known for their valour and strict codes of conduct, as well as their fearlessness in battle.The gate of the outpost is closed. When you approach it, the guards order you to identify yourself or else.Set the camera so you are able to move your cursor upon the commander, and then talk to him.When the officer asks who you are, you can tell him you are a simple desert wanderer or you can tell you come from Aielund seeking political asylum.Whatever you say, you cannot persuade the commander to let you in. Do not attempt to gain entry, or they shall have no choice but to kill you.There is really nothing you can do here. You must find another way to enter Tusone.Or you can choose you liked the experience and want to die again. If so, just unlock the gate [DC50] or bash it down [100 hit points, hardness 10, fortitude save 16].When they realize the outpost is under attack, the commander calls for reinforcements and four more Tusonite chevaliers appear to slash you to ribbons.

03. TO THE RUINSGo southeast from here to reach a portion of the desert littered with crumbling ruins.[Ref. Area 4.15].

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4.15 – HOCARUM DESERT; RUINS

01. TO THE OUTPOSTGo northwest from here to reach the outpost on the Aielund/Tusone border.[Ref. Area 4.14].

02. TO THE HIGHWAYGo north from here to return to the desert trail linking Tusone with Trinity.[Ref. Area 4.13].

03. TO THE CHASMGoing northeast from here, you can return to the portion of the desert where you have been raised from death.[Ref. Area 4.12].

04. RUINSThis place looks like it used to be a small village. Perhaps, about here there might be some items for you to scavenge. Be very careful in doing so, though, for five huge desert vipers [N, Animal 18] inhabit the area and they can turn to be deadly.

05. BOW & ARROWSUpon this platform, there is a heap of bones. Search it to get a shortbow and a sheaf of arrows.

06. A SHIELDHere is a large shield.

07. A CHESTHere is a chest holding a cudgel, a light crossbow, two sheaves of bolts, and an empty water bottle.

08. A RACKSearch the spear rack within this ruined building to find a spear and a quarterstaff.

09. TEMPLEThis appears to be an ancient temple to a forgotten god.[Ref. Area 4.16].

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10. A LARGE HOLEA big hole has been freshly dug into the sand. It is wide enough for a humanoid to fit through. If you peer into the hole, you realize it is very deep, and very dark.If you are a dwarf, you cannot see much else, but your instincts tell you the hole was not dug, but rather the ground underneath appears to have collapsed.Jumping down the hole, you will surely fall to your death - unless... you have wings. If you are a red dragon disciple, indeed, you can turn into a dragon, spread your wings, and glide down into the hole. Your companions, of course, will be left behind.If you cannot perform such a feat, you must find another way if climbing down into the hole. If you manage to find a length of rope, you can secure it to a nearby rock and then climb down into the hole in safety.[Ref. Area 4.17].

11. DEEPER INTO THE DESERTGo south from here to venture further on into the Hocarum desert.[Ref. Area 4.18].

12. TO THE DIRE CROSSINGGoing west from here you will reach a very hot portion of the desert. Keep in mind that without a supply of fresh water you will not be able to survive the journey.[Ref. Area 4.19].

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4.16 – HOCARUM DESERT; RUINED TEMPLE

01. EXITIf you enter the temple from the western door, you start your exploration from this location. The temple is dark and foreboding. If you do not like it, turn on your heels and return outside.On your left, you can notice a torch mount on the wall. Search it to grab a useful torch.[Ref. Area 4.15].

02. LIBRARYThis place has been abandoned a long time ago. As Criosa says, let's take whatever is useful!This room features a chest of drawers holding random treasure of low value, two healer’s kits +3, one healer’s kit +6, and two empty water bottles.Someone dropped a rusted chainmail on the floor, not far from the piece of furniture. The armour is in poor condition. Better this that nothing at all, though.Upon a bookshelf standing along the east wall there are four VERY useful scrolls (Greater Restoration, Heal, Raise Dead, and Resurrection), a Potion of Lore, and an Ancient Tome.To read the crumbling book, call forth its radial menu and use its unique power.If you pass a medium Lore check, you figure out enough of the test to understand it. This place was once a temple to a desert-dwelling people who worshipped ‘Maecal’, their god of death. They chose this location for its close proximity to an oasis to the south, and a place they called ‘The dire crossing’ to the west, where they sent people to be tested by her god.Learning such information is worth a reward of 500 xp.

03. DO NOT TOUCH THE ROPEIn the southwest corner of this room, there is an ugly statue with a skull-like head. The statue depicts the fearsome armour and weapons once used by the ancient defenders of this complex, long since dead.Near the statue, there is a rope bundle. If you touch the rope, or if you disturb the ancient construct, the statue [N, Construct 20] ‘comes alive’ and attacks.The statue has 24 points of Strength and 346 hit points. Be very careful.If you manage to survive the encounter, search the construct’s remains to grab a greataxe and the scary but nice Helm of Maecal [This helm is symbolic of the visage of the God of Death worshipped by the long-extinct peoples of this region. The helm grants the wearer a +4 AC bonus, immunity to fear, and the power to cast the Power Word: Stun spell once per day. The wearer, however, suffers a -4 Charisma penalty].Before to leave the room, do not forget to take the rope. It can turn useful to climb down into the big hole to the southeast of the temple.

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04. SPIDERSThe first time you walk along this corridor, it will be empty.When you return here after you have visited the tomb at location 06, however, you will find 1-5 blade spiders [N, Vermin 15] ready to make you their next meal.

05. SKELETONSThe broken table along the south wall of this room can be turned into a crude tower shield.When you approach the table, however, four skeleton guardians [CE, Undead 16] are spawned forth from the heaps of skeleton bones scattered on the floor of the room. Enchanted with negative energy, these undead beings can deliver mighty blows to their victims.

06. TOMBThe door giving access to this ancient burial chamber is locked [DC40].Inside the room, there are eleven sarcophagi. The coffins lined up along the upper and bottom side of the chamber hold bones and random treasure of low value.The sarcophagus before the altar holds a few items: a rusted full plate [Once a fine suit of armour, it has been reduced to a rusty pile of metal. It is still wearable, but its protection is dubious at best], a chain helm [This helm is in better condition than the rest of the armour you found with it, though it is clearly just as old. The helm grants the wearer a +1 AC bonus and a +1 bonus on the Discipline skill], a broken longsword [This weapon has a -1 attack modifier and causes -1 damage], an empty water bottle, and an Amulet of Greater Magic Resistance [This amulet possess superb anti-magic qualities. Inscribed on the back of the amulet is a small symbol, shaped like a crescent moon with a dagger above it. The amulet sheds a low blue light and grants the wearer spell resistance 22].When you open the coffin, however, a powerful revenant [N, F25] appears to protest. When you slay him, the ugly undead wheezes he shall rise again.The revenant’s threat is not an empty one. If you steal his amulet, when you leave the temple, the vengeful being appears to claim it back and you have to slay him again. Afterwards, whenever you enter an area of the Hocarum Desert adjoining the ruined village, the revenant will come up again to reclaim his trinket.If you want to free yourself from such an annoying curse, you can do nothing but drop the amulet on the ground. If you are a very considerate adventurer, you can return to the temple and put the amulet back into the revenant’s coffin. You won’t get any reward for such a kindness, though.If your Search skill is high enough, in the northwestern corner of the tomb you may discover a hidden door. Go through the door to enter a secret room.

07. TREASURE!The room you enter by going through the secret door features a lot of canopic jars, perhaps used for long-forgotten rituals.Ahead of you, you can see a few heaps of glittering gold. Don’t rush forward, though, for two traps [DC40/40; Deadly Spike] have been placed on the ground just beyond the door. The arrow-filled corpse laying on the floor a few steps ahead should give you some ideas about what happens if you trigger the traps.When you have dealt with the trap, you are free to grab the loot scattered on the ground.Each of the two piles of gold coins earns you a random sum of 700-100 gold pieces. Besides the money, on the floor there are a gladius +3, an empty water bottle, and two scrolls of Raise Dead.

08. EXITGo through this door to return outside.If you enter the temple from the eastern door, your exploration will start from here. Conveniently enough, on the wall there is a torch mount, which you can search to get a torch.[Ref. Area 4.15].

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4.17 – HOCARUM DESERT; ANCIENT CAVE

01. ENTRY CHAMBERIf you climb down into the big hole to the southwest of the ruined temple, you reach this chamber. The mere fact of coming here is worth a reward of 1,500 xp.Unless you came here by turning yourself into a dragon, to return outside you can use the rope dangling behind you.The chamber you have entered features a big statue depicting a dragon and a ‘draconic symbol’ inscribed on the floor. A red dragon disciple touching the symbol will be immediately returned to the surface.[Ref. Area 4.15].

02. ANTSWhen you enter this room, you are attacked by 1-5 giant ant soldiers [N, Vermin 15] led by a very powerful giant ant hive queen [N, Vermin 20].Searching the two heaps of bones lying on the floor of the chamber, you will find a couple of books and a Belt of Fire Giant Strength.To read the books, as usual, you must activate their unique power from their radial menu.The crumbling journal is penned in a strange language and you need to pass a medium Lore check to understand it.It reads, ‘20th of Tulips - Captain Drake has received orders that we are to engage the enemy at Blood Gulch Canyon. Our company leaves tomorrow morning. Corporal Fedor has made a bet with me that we will be home for dinner. I am not so sure.22nd of Tulips - We engaged the enemy at Blood Gulch Canyon and the battle lasted for over a day. Corporal Fedor is dead, guess he won't be making good on his bet. Our losses were heavy, but the day is ours. Unfortunately, we lost our transportation in the fight, so we are awaiting word from command regarding new transport arrangements.25th of Tulips - No word from command yet, and we have been beset by fresh enemy forces. Most of our unit is dead or injured. Where the hell are those transports?26th of Tulips - Captain Drake died yesterday and our unit was routed. I have escaped into the nearby desert but have little in the way of supplies. I fear that if I don't find shelter soon, food and water won't be a problem any more.28th of Tulips - I fell into a hole in some abandoned outpost in the middle of the desert. Broke my leg and knocked myself unconscious for the better part of a day. Can't see any way out, hope someone else stumbles across these ruins or I won't last more than a week, as my food and water are nearly exhausted.3rd of Roses - I don't believe it, one of our hated foe has also just fallen through the same hole as I did. Poor bastard is still unconscious. I lost my weapon in the battle and I don't have the strength to go over there and strangle him with my bare hands. I guess now it's going to be a case of survival of the fittest. If he wakes up, then food won't be a problem for him for a while...’If you read the journal until the end, you get a reward of 500 xp.The ancient journal is written in a different but equally strange language. To translate it, you need to pass a hard Lore check.

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The diary reads, ‘Third Turning of the Fifth Cycle - High Chief Ixyl has ordered me to lead a unit of our finest into Blood Gulch Canyon to cleanse the filthy Tehruners from the face of this world. It seems they caught a small contingent of ours by treacherous stealth two cycles ago.Third Turning of the Sixth Cycle - My glorious command has resulted in a complete rout of the hated Tehruners from Blood Gulch Canyon. I await reinforcements and have ordered our troops to dig in and wait.Third Turning of the Tenth Cycle - Reinforcements arrived not two Chrones ago, and with it comes word that our enemy is preparing to mount a massive counter-offensive. Sub Chief Rilik has ordered fortifications to be constructed in anticipation of it.Third Turning of the Fourteenth Cycle - The attack by the Tehruners was brutally devastating. Our fortifications were destroyed within micro-cycles and most of our forces lay dead or dying shortly thereafter. To my disgrace, I ran into the desert.Third Turning of the Eighteenth Cycle - I fell into a hole in one of our old outposts which has since been covered by the desert. The fall knocked me senseless for the better part of a cycle. On waking I have discovered a most pleasant surprise... food!’

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4.18 – HOCARUM DESERT; OASIS

01. TO THE RUINSGo north from here to return to the ruined village.[Ref. Area 4.15].

02. THE OASISAn inviting oasis stands at the very centre of the area. For one time, Criosa proves herself wiser than Nellise. Indeed, the Princess realizes if this is the only water around, there will most likely be other creatures here too. Let's be careful.Prepare yourself for a very tough fight, and then walk towards the oasis.When you are near the pool of clear water, you are attacked by a monstrous giant crab [N, Animal 22] and by six smaller crabs [N, Animal 8].The flesh of these crustaceans may be delicious, but who is going to eat whom?The huge crab boasts 30 points of Strength, armor class 35, and 388 hit points. Need I say more?If you survive the encounter, left-click on one of the seven points tagged as ‘pond of water’, which are located all around the small lake.Sip the water to discover that it is quite safe, even if the taste leaves something to be desired. Then, fill all the empty water flasks you are carrying with the pond’s water. The full water bottles are crucial to survive the journey across the desert that you have to set out. Keep in mind that you need at least one flask for each member of your party; else, you won’t be able to reach Tusone alive.

03. TO THE DIRE CROSSINGOnce you have a fresh supply of water, you can undergo the desert’s crossing. Before to travel in this direction, however, you may want to take a little side-trip and walk back to the desert highway, so you can bring some water to the thirsty Najjar.[Ref. Area 4.19].

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4.19 – HOCARUM DESERT; THE DIRE CROSSING

01. TO THE RUINSGo east from here to return to the ruined village.A few steps ahead of you, a gruesome sign of Dantesque memory greets the traveller, ‘Abandon all hope, ye who pass here’.[Ref. Area 4.15].

02. TO THE OASISGoing southeast from here you can reach an oasis deep into the Hocarum desert.[Ref. Area 4.18].

03. THE CROSSINGDevoid of any life form, this area features only a gigantic and ominous stone skull. This place is also exceptionally hot: you will perish for sure if you venture further on without water. The same fate will befall to Nel and Criosa, unless you put a full flask of water within their inventory.Moreover, each round you spend in the area, you (and your henchmen too) suffer 1d8 points of fire damage.When you arrive at the far end of the area, you are given a reward of 3,500 xp.

04. TO THE HOCARUM PLAINSLeave the area by going west from here, and you will reach the Hocarum plains.[Ref. Area 4.20].

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4.20 – THE BATTLE OF HOCARUM PLAINS

01. TO THE DIRE CROSSINGGoing back from here, you can return to the Dire Crossing area.[Ref. Area 4.19].

02. TUSONE MILITARY CAMPA group of soldiers has camped here.When you approach the encampment, a Tusonite footsoldier [NG, F9] comes up to inquire who you are. When he realizes you are a civilian (a rude one, perhaps, but a civilian nonetheless), the soldier explains his homeland is beset on all sides by the forces of Aielund. You should flee this area before the bloodshed begins. If you want to stay, you should go and talk with his commander.Before speaking to the commander, I suggest you to rest (if you can do that, of course).When you are ready, talk with Commander Adrouine [LG, F19] and offer him your help to fight the Aielund forces if he escorts you to see his King afterwards.When the Commander asks why you want to see King Osric, you can tell him it is a personal and important matter, or you can rudely reply this is none of his business. If you choose the impolite answer, your alignment shifts towards Chaos; if you are chaotic, you get 800 xp.Anyway, if you can help them win this fight, the Commander will not only take you to the King, he will nominate you for sainthood. He would also offer you the hand of his daughter (or son) in marriage, but you seem like a gentleman (or a lady of quality) and he wouldn't want you to suffer needlessly.When the conversation is near an end, a footman comes to inform the officer the enemy is approaching for another attack.You have about a minute to get ready. Tell Criosa and Nellise to cast all the buffing spells they have, and then took all the precautions you can.Also, you can search the two crates behind the commander to get a few trap kits (average negative, average tangle, strong fire, strong spike x2), thirty healer’s kits +6, five healer’s kits +10, and two scrolls of Raise Dead.Soon, the enemy appears far to the southwest. Time for a fight.

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03. THE BATTLEBesides the Commander, the forces of Tusone include six Tusonite footsoldiers, two Tusonite clerics [LG, C10/M6], and two Tusonite chevaliers [LG, F16].The Aielunders you have to face are quite a few – and they are VERY dangerous. Even if you are a combative warrior, restrain yourself and stay back, letting the Tusonite soldiers clash with the enemy frontline.When the battle rages on, try to target the enemy spellcasters. When they are dead, join the fray and hope for the best.The Aielunders come forth in waves.At first, you have to deal with three Aielund archers [LG, F11], three Aielund halberdiers [NG, F12], and three Aielund knights [LG, F15]. These forces are backed by a couple of Aielund war clerics [LG, C15] and by a dangerous Aielund war wizard [N, W16]. At first, the mage is unseen but you can realize he is here by the summoned death slaad [CN, Outsider 15] that appears on the battlefield, together with a random familiar.When a halberdier, an archer, or a knight is slain, another appears to replace the fallen comrade. This happens thrice, so you have to face twenty-seven soldiers in all – plus the spellcasters.When the last enemy falls dead on the blood-soaked sand, you have to take care of a couple of Aielund Knight-Commanders [LG, F19].Slay the commanders and you will hear the triumphant shouts of the (few) remaining Tusonites. Victory!Before to address Commander Adroine, do not miss the chance to search the loot a few enemies have left on the ground.At best, your findings can include a few bolts +1, a couple Potions of Cure Serious Wounds, six sheaves of bolts +5, a Grey Wizard’s Robe, two longswords +3, and a longsword +4.When you speak with the Commander, he thanks you for their deliverance. If you reply that you had little choice but to do so, your alignment shifts towards Good; if you are good, you get 800 xp.Then, Mr. Adrouine asks for your name. When he learns who you are, the Commander assures he shall escort you to see the King immediately.While you are teleported to the Royal Palace in Myrfell, you get a NICE reward of 5,000 xp.[Ref. Area 4.21].

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4.21 – MYRFELL; ROYAL PALACE

01. PALACE GATEThree Tusonite chevaliers [LG, F18] guard the palace. If you try to speak with them, they will simply ignore you to focus on their duty, instead.When you want to leave the palace, just open the door and step outside.[Ref. Area 4.22].

02. THRONE ROOMWhen you arrive here after the battle of Hocarum Plains, Commander Adrouine [LG, F19], invites you to speak with the king.Recently crowned King of Tusone after the death of his father, the young King Osric Davignon [N, F16] is still learning the intricacies of court politics. Perhaps this explains the man standing behind him. The Master-at-Arms [LN, F19] is, indeed, the King’s most trusted advisor.Osric will be quite surprised by your visit, even more if you come here with Princess Criosa – the young woman he thought he was going to marry. Criosa, however, reminds him that was a long time ago. The circumstances have changed.If you happen to be in love with Criosa, you have a chance to make that clear.If you say you trust this will not be a problem for him, your alignment shifts towards Law; if you are lawful, you get 800 xp.If you say it just kind of happened and neither of you planned for this, your alignment does not change.If you enjoin the King to take his eyes of your girl, your alignment shifts towards Chaos; if you are chaotic, you get 800 xp.Anyway, let’s talk about business.If you explain Osric that you are standing before him as one who has nowhere else to turn, for you have been accused and executed for high treason by the very people you saved from the Ironlord, and that now you ask only that he gives you the opportunity to remove King Seamus from the throne of Aielund, your alignment shifts towards Law; if you are lawful, you get 800 xp.If you say Seamus has gone stark raving mad, and you wish to see him deposed so you offer him your services, in the hope that the enemy of your enemy will be your friend, your alignment does not change.If you say Seamus had you executed for high treason, and your hatred of him runs so deeply that you are glad to fall in with your former adversaries to see him dead at your feet, your alignment shifts towards Evil; if you are evil, you get 800 xp.Whatever you say, the King thinks perhaps you could work together. However, their logistical resources are vastly limited, as they have been hit hard by the treacherous Aielunders over the last two years.When you tell the King that you have an idea to turn the tide of the war, Osric’s eyes light up.

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Your idea? Procure the Sceptre of the Ages from the grasp of Terinus and use it to disable King Seamus' armour, without which all the armies in all the lands would be useless against. To do so, you suggest Osric that he allows you to lead a small strike force of elite warriors by ship into Fairloch's harbour, and then take the Castle through a secret passage that you know of. However, to achieve this, you will require that a large attack be staged against the city to divert attention away from your operation.The King sighs they do not actually have a large army to stage a diversion. However, his aide believes your plan has merit, so he shall consider its possibilities. Now you must leave him, for he must speak to his advisors.In the meanwhile, you can rest upstairs or take a tour of the city and see to your equipment. While you avail yourself of the local shops, you should look upon the destruction wrought by the Aielund King during his invasion of Myrfell. Adieu.When the conversation ends, the King and the Master-of-Arms leave the room. Commander Adrouine asks you to follow him, so he can show you to your accommodations.Go upstairs and rest. When you return downstairs, Osric may be already in the throne room. Ignore him, however, and leave the palace.When you have thoroughly explored the town, return here and speak with the King.After talking with his military advisors, Osric believes that it is in your best interests to work together. The idea for a diversionary attack against the capital does appear to be your best chance of directly dethroning King Seamus.The Master-at-Arms explains that after so much fighting over the past two years, the Tusonite forces cannot mount the offensive this plan requires. However, they have recently acquired the financial means to hire mercenaries to fulfil this role. Unlike Aielund, they have no problem with having paid outsiders doing the fighting for them. This will give them the numerical advantage necessary for the plan to work.If you comment mercenary can hardly be trusted, your alignment shifts towards Law; if you are lawful, you get 800 xp.Anyway, Trinity, as a neutral town with borders on three nations, is a common gathering point for all manner of mercenaries, especially in recent times. You should head there with a representative of Tusone to hire as many as you can. Do not take this personally, but the King does not know you well enough to entrust you with half a million gold marks (!!!). Therefore, they must send someone along with you who they can trust...Nellise is curious to know how the King managed to collect such a sum. Osric replies that is a private matter. Suffice to say, war brings with it certain... opportunities.Nel’s last words sound like a threat: ‘Very well. In the interests of ending this war, I will. But mark my words, ill gotten wealth has its own price. I hope you know what you are doing, Majesty’.The man you are to escort to Trinity is currently engaged on the front lines, to the east of here. You will have to meet up with him near the Aielund border in the marshlands. It is part of his contract with him that his name not be revealed to anyone. He was very specific about this. You should go inform General Duquesne of your mission. The officer will show you to the 'trusted vassal’. In addition, the General could use some extra reinforcements. It is most likely you will have to fight your way to the General's camp, so they shall send a few soldiers to escort you.If you say this is a sad day but it is also the time to put an end to Seamus’ evil, your alignment shifts towards Good; if you are good, you get 800 xp.If you say you look forward to raising this new army and crushing King Seamus once and for all, your alignment shifts towards Evil; if you are evil, you get 800 xp.If you are glad that you were able to come to a mutually beneficial arrangement and together you will end this war once and for all, your alignment does not change.If Criosa is in your party, before to let you go Osric admits he is still in love with her.If you tell to Osric that Criosa has made herself clear, and he must let her go, your alignment shifts towards Law; if you are lawful, you get 800 xp.If you say Criosa is not going to change her mind and he should get used to it and take it like a man, your alignment does not change.If you threaten Osric that, King or not, if he doesn't get his eyes off Criosa you will rip them out of his head, your alignment shifts towards Chaos; if you are chaotic, you get 800 xp.By the way, after this conversation you can have a chat with Criosa about the King. According to the Princess, Osric tends to get obsessed about things. Especially women. Luckily for her, Criosa has a ‘gallant knight’ to protect her. Smack.

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When the conversation with the King ends, you get 1,000 xp. Then, you are immediately teleported to the next area, the Eastern Front.[Ref. Area 4.31].

03. LOCKED DOORSThese doors are locked and you cannot open them. Beyond the doors there are – I guess – the private chambers of King Osric.

04. STAIRS UPGo up these stairs to reach your room.As you can notice by looking at the area map, the ‘first floor’ is actually a part of the ground floor. When you go upstairs, your henchmen may stay back. If you want them to follow you, you have to save the game and reload it.

05. UPPER SUITEOn the bed of this room there is the ‘cushion of reasonable comfort’, which allows you to rest and advance the time of 8 hours. Feel free to use it at your leisure.Upon a bookshelf, there is a tome by the title, ‘A Brief History of the Kingdom of Tusone’. The book’s content is included in the first section of the Aielund Reference Guide.

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4.22 – MYRFELL; GOVERNMENT DISTRICT

Notes:The war left his mark on Myrfell. Many buildings or structures are collapsed and the signs of devastation are everywhere to be seen. This district fared better than the others did, though.Besides a patrolling Tusonite chevalier [LG, F14], just to the south of the royal palace there are two commoners [LG & N, Commoner 2], a nobleman [N, Commoner 6] and a noblewoman [N, Commoner 4].The commoners complain they have lost everything dear to them these past few years. Now, they live only for revenge. As much as they despise their King, they will defend him to the death against the foul Aielunders.The noblefolk curse the damned war that is bleeding their country. Supplies are slowly diminishing and they are glad they have large stores of food prepared, before the rioting starts.If you have the Pick Pocket skill, you can try to steal from the male commoner (he has 12 golds in his purse) and from the nobleman (he has 125 golds).

01. ROYAL PALACEA Tusonite chevalier guards the gate of the royal palace at all times.[Ref. Area 4.21].

02. TO THE NAVAL YARDThis gate is locked. If you try to open it, the Tusonite footsoldier [NG, F9] who guards the gate says something in his native language. Apparently, he does not speak Aielish. However, it should be obvious you cannot go that way.

03. CHURCHThe cleric-monks of Tusone can heal your wounds or sell you useful – albeit expensive – supplies.[Ref. Area 4.23].

04. MAGE TOWERMagical supplies – and an interesting quest – can be acquired within this building.[Ref. Area 4.24].

05. SEWERS ENTRANCEThe portcullis giving access to sewers of Myrfell is frozen shut. That’s odd, indeed.If you want to know why, I suggest you to pay a visit to the local mage tower.[Ref. Area 4.25].

06. PASCAL ROUSSEAU’S ESTATEYou have no reason to come here, unless you agree to work for an unsavoury rogue that you can meet at the Business Club in the Commerce District.

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To enter the mansion, however, you must open the locked door [DC45]. On the back of the mansion, there is another door, but it is locked [DC45] as well as the other.[Ref. Area 4.26].

07. TO THE COMMERCE DISTRICTThe gate to the Commerce District is guarded ‘round the clock by a Tusonite footsoldier.[Ref. Area 4.27].

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4.23 – MYRFELL; CHURCH

01. EXITLeave the church by this door to return outside.[Ref. Area 4.22].

01. THE TEMPLE SHOPThe cleric-monks of Tusone are an order dedicated to healing and seeking enlightenment through helping others. Therefore, the two cowled clerics [LG, C10/M6] who stand inside this simple church will heal both you and your comrades free of charge.Too bad their supplies are not so cheap.The temple store has an unlimited supply of money and a maximum buying price of 20,000 gold pieces.Here you can buy Cleric’s Robes [A simple protective garment worn by the cleric-monks of Tusone. The robes grant the wearer a +5 AC bonus and the power to cast the Regenerate spell once per day. Base price: 60,404 gp], Cleric’s Hoods [Favoured by the clerical order of Tusone, this hood provides the priests with greater insight, to aid them in their duties around the city. The hood grants the wearer a +4 Wisdom bonus and a +10 bonus on the Concentration skill. The wearer suffers a -2 penalty on the Discipline skill. Base price: 36,003 gp], Boots of the Gentle Breeze +1, Boots of the Swift Wind +2, Boots of the Howling Gale +3, Boots of the Rising Storm +4, Boots of the Hurricane +5, Gloves of Thundering Force (+1 to +5), many potions (Aid, Antidote, Bless, Bull’s Strength, Cat’s Grace, Clarity, Cure Wounds, Endurance, Heal, Lesser Restoration, Owl’s Wisdom), clerical scrolls (Lesser Dispel, Lesser Restoration, Raise Dead, Restoration, Resurrection), an Amulet of Health, Amulets of Natural Armor (+1 to +5), a Greater Amulet of Health, a Lesser Amulet of Health, Periapts of Wisdom (+1 to +4), a Minor Ring of Regeneration, a Lesser Ring of Regeneration, a Ring of Regeneration, healer’s kits (+1 to +10), and holy water.

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4.24 – MYRFELL; MAGE TOWER

01. EXITLeave the tower by this door to return outside.[Ref. Area 4.22].

02. A COOL SHOPThis place is quite the usual one, exception made for the cool air and for the creature that run merrily about the room: a small ice elemental [N, Elemental 8].Archmage Michel Dupont [LN, W20], master of the tower and the ranking wizard in the region, explains the elemental is evidence of his lateral thinking and intelligence! Instead of putting up with the terrible heat of the summer, he merely summons an ice elemental once a day to provide his tower with a pleasantly cool environment.Clever, uh? Perhaps TOO clever.As you may have noticed, it is exceedingly hot outside at this time of year. When Michel came up with the idea for the elemental-conditioning system, the King was very impressed and asked the mage to make one for his palace. A small elemental like the one you see would not have been nearly enough for the Palace. Therefore, Michel attempted to make a much larger creature. He succeeded... beyond his wildest dreams. Such a creation! The coldest elemental he has ever made. He named it Frostillicus, for truly it was the king of all elementals!Frostillicus was beyond his power to control. It broke out of the tower and rampaged around the city before fleeing into the sewers. With everything going on, Michel had not the time or the resources to confront it. But perhaps, if you were to help...If you agree to destroy the elemental, Michel explains you must go to the sewers and track Frostillicus down, then use whatever means at your disposal to banish it. To open the gate of the sewers, he gives you the sewers key. The gate has been locked to prevent anyone entering there by accident and meeting a horrible death.If you manage to destroy Frostillicus, Michel calls you the hero of the day. You have his profound thanks - and you shall not go unrewarded. The wizard has a number of magical items here from his personal collection. You may choose one.The item you may choose from are an ancient but powerful suit of banded armour (coming in the male or female version), a mighty magic staff, or a set of bracers that bestow archery prowess upon the wearer, turning them into an archer of legendary proportions!The Antique Armour has an outdated design, and must be nearly two hundred years old. Nevertheless, it possesses powerful protective enchantments designed to augment the warrior with greater resilience, as armour should. The armour grants the wearer a +5 AC bonus, damage reduction +3 soak 10, and immunity to knockdown.The Staff of the ArchMagi is the pinnacle of the artificer's craft, and each one represents the culmination of decades of study by a master spellcaster. With the secrets of their creation all but lost, more such staffs are found in the horde of ancient dragons than the hands of living wizards. This quarterstaff +1 makes its wielder hasted, and grants them the power to cast the following spells: Chain Lightning (2 charges), Dispel Magic (1 charge), Greater Spell Mantle (3 charges), and Ice Storm (2 charges).Imbued with powerful enchantments, the Epic Bracers of Archery offer the greatest archery enhancing abilities that can be created. The effect upon an untrained person is astonishing, turning them into a deadly archer of legend, able to project immense power at long range.The bracers grant the wearer the Epic Weapon Focus (longbow, shortbow) and the Epic Weapon Specialization (longbow, shortbow) bonus feats.

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When you get your item, you can tell Michel you are glad to have been able to help. His city has been through a lot in recent times, and the last thing the people needed was a rampaging monster. Such a statement shifts your alignment towards Good; if you are good, you get 800 xp.As a final reward, you are given 3,000 xp.The magic store has an unlimited money supply and a maximum buying price of 20,000 gold pieces. Michel can identify your items for 100 golds apiece.The shop’s inventory includes Black/Grey/White Wizard’s Robes, Boots of Travelling, a pair of Boots of Momentum, a pair of Boots of Astounding Grip, a pair of Bardic Slippers of Agility, a Performer’s Cloak, Cloaks of Fortification (+1 to +3), Cloaks of Protection (+1 to +5), Bracers of Armor (+1 to +5), Bracers of Dexterity (+1 to +4), a Necklace of Fireballs, a Ring of Clear Thought +2, a Ring of Clear Thought +4, a Ring of Fortitude +4, Rings of Protection (+1 to +5), Rings of Resistance (+1 to +3), four Bags of Holding, a Chime of Opening, a Lens of Detection, and a Greater Horn of Blasting [This mighty horn can be used to create a massive clap of thunder. By spending one charge, the user can cast the Great Thunderclap spell. Base price: 40,000 gp].

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4.25 – MYRFELL; SEWERS

01. EXITGo up these stairs to return to the surface.[Ref. Area 4.22].The sewers are bitterly cold, a sharp contrast from the sweltering streets above. Despite the smell – and the frozen rats –, Criosa finds this place is oddly refreshing!Nellise remarks Frostillicus must be mighty indeed to have frozen this entire sewer system. Once again, old wise Nel is right. That thing really packs a punch.

02. FROSTILLICUSFrostillicus [N, Elemental 20] is wandering aimlessly about the chilly conduits. I guess it is bored to death, so, you will provide him a pleasant diversion.Do not underestimate this ‘guy’. The mightiest ice elemental ever conjured, this behemoth is a danger to every living thing in the city!The icy monster has 30 points of Strength, armor class 25 and 450 hit points. It is surrounded by an Aura of Cold, can cast the Cone of Cold spell (at level15), and can shoot cold bolts and cones of frost.Moreover, when the frigid being is slain, it merely splits into two smaller replicas of itself [N, Elemental 17]. When a replica is slain, it splits again into two even smaller creatures [N, Elemental 14]. Brrr!

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4.26 – MYRFELL; PASCAL ROUSSEAU’S ESTATE

01. EXITLeave the mansion by one of these doors to return outside.[Ref. Area 4.22].

02. THE LADIES’ COLLECTORWhen you burst into his lavishly furnished abode, Pascal Rousseau [NE, F13/Weaponmaster 7] is quick to bar your way and to demand to know why you are here.One of the most important lords in Myrfell, Pascal is also considered one of the finest fencers in Tusone. This does not quite overshadow rumours of his connections to organised crime in the city, however.If you broke into his house without a reason, Pascal will attack – unless you pass a hard Bluff check to persuade him you are part of a new elite top-secret police force looking to prevent crimes before they happen... (Sic). If the check succeeds, you get 500 xp.If you come here on behalf of Rene, Pascal yells the pig cannot have his ‘ladies’. If you do not leave at once, be ready for a difficult fight.Besides Pascal, you have to deal with two Rousseau house guards [N, F16]Searching Pascal’s corpse you can get a Blademaster’s Outfit, a Tactical Rapier, a Belt of Agility +4, and a Cloak of Protection +5. Each guard drops a falchion +2.The first painting you have to steal hangs on the west wall and it is tagged as ‘Angelique’. Odd thing is: the sensual lady it depicts becomes a famous Madonna when you pick it up.Besides the painting, here are only some bookshelves for you to search. Upon a shelf, there is a copy of ‘The History of Tusone’.

03. STAIRS UPThe door before the stairs is locked [DC42].

04. STAIRS DOWNGo down these stairs to return to the mansion’s ground floor.

05. TRAPPED DOORThis door is both trapped and locked [DC30/45; Deadly Gas. DC42].

06. BEDROOMWhen you step inside this room, you are attacked by... a chest. Tagged as ‘The Luggage’ [N, Construct 20], this bizarre construct has 26 points of Strength and 359 hit points.Hanging on the side walls of the room there are the other two portraits you are after: ‘Susanne’ and ‘Victoria’. Just like the painting that you have found downstairs, when you pick them up... well, look by yourself.Besides the paintings, here you can search a few pieces of furniture. An armoire, a cabinet, and a chest of drawers hold random treasure of low value, an expensive clothing (for blokes), an expensive dress (for ladies), a pink lesser ioun stone, an emerald, and a topaz.

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4.27 – MYRFELL; COMMERCE DISTRICT

01. TO THE GOVERNMENT DISTRICTA Tusonite footsoldier [NG, F9] guards this gate. Go through the passage if you want to return to the Government District.[Ref. Area 4.22].This portion of the town bears clearly the telltale signs of the war. Many buildings burned down and now are nothing but blackened, crumbling shells.Two Tusonite chevaliers [LG, F14] patrol the main street. Besides the soldiers, about this area there are six commoners [LG or N, Commoner 2], a nobleman [N, Commoner 6], and a noblewoman [N, Commoner 4].The nobleman has 125 golds in his purse. Each male commoner has 12 golds.

02. MYRFELL SMITHYThis is the local smithy. Do not miss it![Ref. Area 4.28].

03. THE BUSINESS CLUBThree little girls [N, Commoner 1] are playing with two dalmatian puppies [N, Animal 1] in front of this unremarkable house.If you try to open the locked door [DC40], a small shutter opens and a pair of red-rimmed eyes appears, squinting at you. If you do not have a reason to get inside, the voice simply tells you to bugger off. If you don’t follow the wise advice, and if you manage to unlock or bash down the door, when you go inside you are in for a fight.If you have agreed to help the smith Gaston, tell the door attendant you want to speak with his boss. To gain entrance, you are asked for a password. Tell the man the word is ‘Liberty’ and he will open the door to let you in.[Ref. Area 4.29].

04. THE LONG SHOTIf you are looking for ranged weapons and ammunition, pay this shop a visit.[Ref. Area 4.30].

05. CITY GATESThe two Tusonite footsoldiers standing guard before this gate inform you are not permitted to leave the city at this time.

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4.28 – MYRFELL; SMITHY

01. EXITLeave the smithy by this door to return outside.[Ref. Area 4.27].

02. GASTON’S DEBTGaston Case [N, Bb1], the rugged man who owns this shop, is sitting amongst piles of equipment, smoking a thin cigar as he cleans and repairs equipment that lies scattered around the workshop.As you approach, he addresses you without turning from his work. So, the great traitor comes to visit Gaston, hmm? Looking to get some quality equipment?Well, you can forget about it. The army, they have it all. Gaston has here that which they could not themselves fix, and nothing more. They have turned him from an artist into a repairman.If you tell Gaston you will take what you can get, you can access his store. It has an unlimited money supply and a maximum buying price of 20,000 gold pieces.The stock does not include magical items. Besides several mundane melee weapons and a lot of leather dyes and metal dyes, here you can purchase tarnished chain coats, tarnished full plates, tarnished scale mails, padded armours, leather armours, studded leather armours, wooden tower shields, large wooden shields, wooden bucklers, and tarnished chain helms.If you tell Gaston you are in need of a quality weapon but you are also short on cash, the smith confides in you something that must not be spread around. When the new King ordered him to make more weapons and armour by any means necessary, Gaston was in trouble, for his supplies of metals and such were very low. He had to resort to... illegal means in order to keep the soldiers equipped. There is a man to whom he is in considerable debt. A wretch of a man. He has contacts in the desert that 'acquire' for him anything he needs, and it is him that Gaston owes his meagre supply of metals to. He is now calling in his favours, and asking for something that Gaston cannot give. If you can persuade this man to clear his debt, Gaston will create for you a magnificent weapon!If you take the job, Gaston informs the man is known as Rene. He and his thugs have a business just to the west of the shop. You will need a secret password to enter. When you knock on the door, say 'Liberty' and you will be permitted to enter.If you manage to persuade Rene to clear the smith’s debt – or if you kill the rogue – when you return here, Gaston claims he shall repay you in kind. You shall have his finest weapon! What type do you prefer?The weapons you can choose from are: a battleaxe, a double-axe, a dwarven waraxe, a greataxe, a dagger, a bastard sword, a greatsword, a longsword, a short sword, a katana, a rapier, a scimitar, a two-bladed sword, a mace, a warhammer, and a halberd.Whatever your choice, ‘Gaston’s weapon’ is a keen weapon +5 with the power to cause its victim 2d6 massive critical damage. On hit, the weapon can slow its victims for a few rounds (percentage chance and DC are variables).Together with the weapon, you get a reward of 1,000 xp.

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4.29 – THE BUSINESS CLUB

01. EXITLeave the club by this door to return outside.[Ref. Area 4.27].

02. COMMON ROOMThis walkthrough assumes you are coming in the ‘right way’, that is by telling the doorman the password he asks for. If you break into the club, you will find all the bouncers (and the guys in the private room as well) willing and ready to take your life.If you come here the peaceful way, you will find two commoners [LG & N, Commoner 2], a nobleman [N, Commoner 6], and a noblewoman [N, Commoner 4] busy in chatting, drinking and listening at a guy who’s playing a black grand piano.As usual, the male commoner and the nobleman can be pickpocketed.Two ugly bouncers [N, Bb15], brutish half-orcs almost bursting out of their finely tailored suits, will keep an eye on you. This is a reputable es-tab-lish-ment. That means you watch yourself or they thump you.Behind the counter stands another burly half-orc. If you ask him about the owner of this place, the local bartender [N, Bb12] – a half-orc ugly as sin - informs Rene is in the back room.The bartender can also sell you ale, beer, fine elven wine, rum, spirits, and wine.

03. BACK ROOMAnother hideous bouncer guards this room. Here, you can meet the owner of the club - and his dubious friends.Meram Ryskill [N, W19] is a halfling woman with a hard look to her eyes, like one who is accustomed to getting her way by any means necessary.A dangerous looking man, Nathell [N, F18] appears to be carrying at least one concealed weapon on him. He scowls at you, apparently not liking the attention. Get lost!The leader of this crime syndicate is the half-elf Rene [CG, Ro21], a fellow who has a reputation for fairness, except when he is crossed. Currently, the refined man is talking to his associates about fine wines. The 851 cabernet is far superior, do you know?When you inform him you are here on behalf of Gaston, Rene says the smith owes him a great deal, indeed the entire kingdom does. This is not something he is prepared to simply forget. He will be paid. When Nellise asks him if he is totally bereft of compassion, Rene simply replies why, yes, he is!It occurs to Rene however, that he has a task or two for someone of your particular talents. Not far from here, there is a house in which resides a gentleman of means. He goes by the name of Pascal Rousseau. Like dear Gaston, this man owes Rene a great deal. The rogue would like you to go to him and take that which he is owed. Pascal is in possession of three paintings of considerable worth. Bring them to Rene and he will cancel Gaston’s great debt.If you say you are not sure you want to break into some innocent man's estate and steal his possessions, your alignment shifts towards Law; if you are lawful, you get 800 xp.If you simply ask where Pascal’s house is, your alignment does not change.If you grin that Pascal is just another walking corpse to deal with, your alignment shifts towards Evil; if you are evil, you get 800 xp.If you care to know, Rene claims Pascal is anything but innocent. For starters, he used to do business with him, and that alone makes him an enemy of the state. Were it not for his political connections, he would have been arrested a long time ago.

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If you break into Pascal’s house but then you leave it to avoid a fight, you can return here empty hands and inform Rene that Pascal did not wish to part with the paintings.The rogue respects your desire to keep things civil, but there is a time and a place for such things and this is not it.If you insist you will not resort to murder, your alignment shifts towards Good; if you are good, you get 800 xp. Unfortunately, though, this negates your deal. No job, no relief for Gaston.If you return here with the three paintings, Rene rejoices. That’s magnifique! Truly they are great beyond compare, the lines, the subtle colouring, it all comes together to depict beauty beyond compare. Now, as to Gaston's debt, Rene believes the value of these works is slightly more than the value of the services he performed for the smith. The debt is repaid – and you get a reward of 5,000 xp.If you want some change, you can try a medium Persuade check. If the check succeeds, Rene coughs up 1,000 gp.Now, you need to leave this place before anyone notices you talking like old friends. It would be most unfortunate were Rene to be seen associating with a thief such as yourself...By the way, do not return here, or Rene shall be forced to kill you. Goodbye.Well, your quest is completed and you should really leave, unless...Mind that, Rene and his pals are quite the unsavoury fellows. Moreover, they seem to be experienced characters, therefore they should possess nice trinkets. And you are so poor... To make things short, if you don’t mind a VERY challenging fight, when the conversation ends you can prepare yourself and then attack Rene and his friends without a warning.I did so even with my paladin (shame on him!), and he did not suffer any alignment shift.If violence erupts, Meram is quick to cast a Time Stop spell and to summon forth a death slaad [CN, Outsider 15]. When the spell fades and the real fight begins, the bouncer guarding the room joins the dangerous trio. A few moments later, the bartender comes here as well, along with the two bouncers keeping watch on the common room. These flunkeys are determined to fight for their boss until dead. Do not disappoint them.Upon Rene’s body – together with the paintings you have just brought him - you will find an Armour of the Night, two daggers +4, an Amulet of Natural Armor +4, and (perhaps) two Potions of Cure Critical Wounds. Nathell leaves behind a ‘respectable citizen’s attire’ [This rather expensive suit was designed with combat in mind - it is heavily enchanted with protective spells. The garment grants the wearer spell resistance 20 and damage reduction +4 soak 5] and a Sword of Many Blades. Meram drops a pair of Bracers of Armor +5. Each bouncer leaves behind two daggers +2. Finally, the bartender drops a club +4.After the slaughter, you have a chance to leave the club in style. When you return to the common room, you should notice the merry music has stopped. The pianist is gone and the terrified customers do not dare to move a muscle. As they stare at you in fear, walk slowly to the piano and click on the keyboard, causing a heart-rending note to break the deathlike silence. Then, you may leave.

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4.30 – MYRFELL; THE LONG SHOT, BOWYER & FLETCHER

01. EXITLeave the shop by this door to return outside.[Ref. Area 4.27].

02. KNEE-TING? WHAT IS IT?A quite illiterate guy by the name of Harbin [N, F7] operates the small archery store that supplies the city with ranged weaponry.The shop has an unlimited money supply and a maximum buying price of 20,000 gold pieces.Here you can purchase mundane ranged weapons and ammo, longbows +1, longbows +2, longbows +3, composite longbows +1, composite longbows +2, composite longbows +3, a masterwork composite longbow, shortbows +1, shortbows +2, shortbows +3, a composite shortbow +1, composite shortbows +2, composite shortbows +3, an Arbalest of Impact [Able to drive home an accurate shot with incredible force, this heavy weapon offers real long-range damage capability. This mighty weapon +2 has a +2 attack bonus. It causes bludgeoning extra ranged damage and may inflict its victim 1d10 massive critical damage. Base price: 13,721 gp], Bodkin Arrows, Piercing Arrows, bolts +1, Bolts of Fire, Fire Bullets, and many trap kits.

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4.31 – THE EASTERN FRONT

01. YOUR ARMYWhen the second conversation with King Osric ends, you are immediately transported here. You are not far from the Aielund border, but... where is the army Osric spoke of?Well, it is just before you. Apparently, two Tusonite footsoldiers [N, F12] and two Tusonite clerics [LG, C10/M6] are all the troops the King has managed to muster. Oh, well.Anyway, these soldiers are ready to serve you, by the command of their King (and their God). If you need their swords and spells, they will join your side as henchmen, adding their number to your current party.The soldiers can be instructed and ordered like your standard henchmen, but you cannot access their inventory.

02. TRAPPED BRIDGEA trap [DC30/35; Average Tangle] has been placed just before this bridge. Four more traps [DC 30/35; Strong Tangle]x3 [DC25/35; Average Electrical] have been set up just across the bridge. Be careful – and be ready for a challenging battle.

03. ENEMY CAMPSITEWhen you walk towards this campsite a contingent of Aielund soldiers attacks you.The enemies you have to face include three Aielund halberdiers [NG, F11 to F15], seven Aielund skirmishers [NG, Ra15 or 16], two Aielund war clerics [LG, C15], and an Aielund war wizard [N, W16]. To make things more interesting, the wizard summons his familiar and a doom knight, then he turns invisible so he can enjoy the show in safety - at least for a time.If you think the enemies listed above are not enough of a match for you, be warned that more troops will soon arrive to help their comrades. They number six more Aielund halberdiers and five Aielund knights [LG, F15].Luckily, while the battle is raging on, a cloaked man clad in a black armour comes up from the northeast to join your forces, together with three Tusonite footsoldiers. A black helm hides the warrior’s face, but looking at the skilful way he wields his bastard sword you may find his figure oddly familiar...When the battle ends, take your time to search the corpses lying on the grassy ground. Your loot can include an enhanced camouflage armour, two daggers +2, two longswords +2, two maces, a composite longbow +1, a composite longbow +5, a Wizard’s Sidearm crossbow, two sheaves of arrows +3, two sheaves of arrows +5, a sheaf of bolts +5, a Grey Wizard’s Robe, a Ring of Protection +3, and two pairs of Boots of Travelling.Before to address the warrior, you can search a couple of crates and a chest, which can be found at the campsite. Also, in the upper portion of the area, there is one corpse that you can search to get random treasure of medium value.Inside the two crates you will find random treasure of low value, three Potions of Heal, six healer’s kits +10, and a few trap kits (deadly fire, strong frost, strong spike x2, strong tangle).

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The chest is both trapped and locked [DC35/40; Deadly Negative. DC45]; it holds two scrolls of Resurrection, a scroll of Bigby’s Crushing Hand, a scroll of Greater Stoneskin, and a set of Robes of the Archmagi.When you have grabbed everything, go talk with your mysterious ally – who is quietly lighting up a cigar...

04. HERE HE IS!Robert Black [N, F22]! How the hell did he come here?That’s a long story... – but if you shared your bed with him, he should be quick to find a sound explanation!Robert is looking fit and healthy, clearly being in his element here, on the front lines. Also, it is obvious he is working with the Tusonites against Aielund. Why? Ever since they found a cache of treasure, the Tusonites have been spending like crazy, trying to buy their victory. It might just swing the tide too, if they can hire enough mercenaries in time.Anyway, Robert was on a patrol with a few of their lads when they heard the sounds of fighting. An impeccable timing, isn’t it?If you care to know, you have stumbled into the camp of a platoon of soldiers under the command of a powerful Aielund wizard named Auberon. He was forced out of Fairloch for his questionable ethics and his experiments, yet his knowledge was such that the University did not want him gone altogether, so they packed him off to Amalis.Apparently, Auberon’s knowledge does not extend to military matters. This guy has been holding this border pretty much single-handed for the past year. His men have slowly been killed off, so he has only got three platoons on the border now. He has decided to split up his forces to cover more ground. If one group spots Tusonite troop movement, he teleports in and takes care of them himself. His soldier's morale is low, as they are little more than bait, and you just finished off half of one platoon. The other half is coming back here now, with Auberon at the lead.You will talk more later on. Now, you would best rest up a bit and get ready for the mighty wizard. He will be here very soon.

05. AUBERONWhen the conversation with Robert ends, you should rest and then prepare yourself for another tough fight. Within a minute or so, the enemy forces will come up from the east.Led by the powerful Auberon [LE, W21], the platoon numbers two Aielund archers [LG, F11], two Aielund knights, and an Aielund war cleric. The cleric immediately summons forth a fierce warrior lord. In addition to the mage and the soldiers, you have to face Ignatius [CE, Dragon 20], Auberon’s faithful familiar.Auberon can cast devastating spells. I suggest you to target your attacks upon the wizard (and Ignatius) first, and to deal with the soldiers later. When he feels he is close to death, Auberon teleports away. His troops (and his wyrmling familiar) are not so lucky, though.However, reinforcements soon arrive to relieve the pressure on their comrades. Before the battle ends, you have to deal with other four Aielund archers, four Aielund knights, and – at last – three tough Aielund knight-commanders [LG, F19].When all the Aielunders are dead, Robert – who seems to have been granted a sort of temporary immortality – walks towards the campsite. Before to follow him, you should take a break, and search the corpses that litter the ground.Your findings can include a Knighthood full plate, several Knighthood tower shields +3, a longsword +4, longswords +3, a mace, sheaves of bolts +5, Potions of Cure Critical Wounds, and Potions of Heal.When you have picked up everything you can take, go speak with Mr. Black.Robert is feeling very good. That was great fun, wasn’t it?If you think the mere fact he is fighting former allies is bothering him, Robert dismisses such a silly idea. As a mercenary, he is used to working for opposing sides in a war. Highest bidder and all that. He can understand that you might be feeling a bit upset about this whole thing, but you have got to put that aside if you want to survive.When he learns about your plan to bring down King Seamus, Robert thinks it is your only choice – unless you were a trusted Lady (or Lord) of the Kingdom, of course. When you reply you tried that already... and they killed you, Robert’s smile vanishes immediately.If you were in a romance with him, Robert confesses he never stopped loving you. He just didn't want to live out his days in that castle, filing reports, and being a Lord. Of course, if he had, maybe you wouldn't have been killed...

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If you accept his apologies, Robert embraces you. Some kissing will follow. Then, when you tell Robert you lost that rose he gave you when they took the rest of your possessions, he will look at the ground, then he will bend to pick up a new flower for you. Hey, they come cheap...Perhaps Robert’s flower it is not as nice as the first one he gave you, but he thinks this one means more. It is a little older, and a little wiser. Just like him.When the conversation comes to an end, Robert says you must get back to the Tusonite camp and report to General Duquesne. He will be pleased to hear you managed to defeat nearly an entire platoon of enemy forces.Your sweeping victory is worth a reward of 10,000 xp.

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Act Four Quest Summary

● Confronting the Council

> When the game starts, leave your room at Fort Highmarch [4.03] and enter your ‘office’.Speak with Princess Criosa Roebec. She explains about her father’s madness and claims you have to work to have him deposed. To this end, you have to travel to Fairloch and go to the House of Lords to persuade the council to remove King Seamus from power.

> Leave the fort by the north door to reach the upper portion of Fort Highmarch [4.07].

> A coach is waiting in the plaza. Talk with the coach driver to be transported to Fairloch.

> When you arrive in the capital city [4.09], a militia captain informs you about the dire situation.

> Walk to the House of Lords, enter the building [4.10], and go upstairs. Enter the Council Hall.

> Speak with Lord Covington, the House Speaker. The Lords want to debate the issue you have brought to their attention. In the meanwhile, you are told to go to the Royal Arms drinking house and relax a bit.

● Exiled

* Your plan to depose the King fails and you are... executed. Luckily, Criosa contacts Nellise Sanneman, and together they manage to smuggle your body out of Fairloch. When you are beyond the reach and knowledge of your new enemies, Nellise returns you to life. When you regain consciousness, you are in the Hocarum Desert [4.12], not far from the Tusone border.

> Talk with Princess Criosa Roebec. According to the Princess, you must reach Tusone somehow and enlist the aid of their King in stopping King Seamus before it is too late.

> When you reach an outpost on the Tusonite border [4.14], talk with the Tusonite commander behind the gate. He won’t believe your story, however, so you may have to travel further west in order to find access to Tusone.

> While you explore the desert, take care to pick up all the empty water bottles that you happen to find. There are six bottles for you to find [4.13, 4.15, 4.16]. If both Nellise and Criosa are in your party, bear in mind that you need at least three flasks of water to survive the desert crossing.

> Deep into the desert, you stumble into an oasis [4.18] inhabited by a giant crab and several smaller crabs.

> Kill the crustaceans, and then click into one of the small areas tagged as ‘pond of water’ to fill the empty flasks you are carrying. When you have the full water bottles, take care to give one to Nellise and one to Criosa – and be sure you have one for yourself as well.

> Enter the Dire Crossing area [4.19] and travel west, until you reach the Hocarum Plains [4.20].

> In the plains, you stumble into a beleaguered group of Tusone soldiers struggling to hold the southern flank of their country against a far greater force of Aielund troops. This is the chance you have been looking for.

> Speak with Commander Adrouine and offer him your help. If you can save their lives and win the battle for them, you will have gained the commander’s trust and you will be allowed into Tusone.

> Fight the Aielunder troops until no more enemies come up to fight. After the battle, speak with Commander Adrouine. He will immediately escort you to Myrfell, capital city of Tusone.

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● Frostillicus!

> When you are in Myrfell, in the Government District [4.22], enter the local mage tower [4.24].

> Talk with Archmage Michel Dupont until you learn about a huge ice elemental he summoned. The elemental escaped the wizard’s control and went into a rampage. Now ‘Frostillicus’ has retreated to the local sewers.If you agree to destroy it, Michel gives you the sewers key.

> Leave the mage tower and enter the sewers [4.25].

> When you find Frostillicus (or when he finds you), fight it until you have destroyed it –.

> Return to the mage tower and inform Michel of your triumph.

● Left for Dead

> As you walk along the desert highway leading to Tusone [4.14], you should notice an old man with a broken leg.

> Talk to Najjar to discover he is dying of thirst. He wants some water.

> During your explorations of the desert, you will discover a pool of water [4.18]. For more details, see the quest by the title, ‘Exiled’.

> If you have a full water bottle to spare, return to Najjar, and hand it to him – or taunt him until he dies.

● The Blacksmith’s Debt

> When you are in Myrfell, in the Commerce District [4.27], enter the local smithy [4.28].

> Talk to Gaston Case and ask him for a weapon of quality. The smith says you will get it if you help him to solve a delicate problem. Gaston wants you to persuade a shady character by the name of Rene to cancel a debt he made. If you take the job, Gaston reveals the password to enter Rene’s lair is ‘Liberty’.

> Leave the smithy and walk west until you see three girls playing before a building. Knock on the door and tell the doorman the password he asks for.

> Enter the Business Club [4.29] and walk to the back room.

> Speak with Rene. The rogue claims he will cancel Gaston’s debt if you bring him three paintings currently in possessions of a shady man by the name of Pascal Rousseau.

> Leave the club and enter the Government District [4.22]. The abode of Pascal is found just to the south of the Royal Palace. Unlock the door (or bash it down) and go inside [4.26].

> When Pascal Rousseau confronts you, ask him for the portraits. If you want to get the paintings, you must fight and kill both Pascal and the two Rousseau’s house guards.

> When the house is safe for you to explore, search it until you collect the three paintings you are looking after (they are tagged as ‘Angelique’, ‘Susanne’, and ‘Victoria’).

> Return to the Business Club, and give the paintings to Rene.

* Alternatively, if you don’t want to kill Pascal, you can choose to kill Rene, instead. Or you can do BOTH things: first, you collect and deliver the paintings, and then you attack Rene.Be warned that if you choose to kill the rogue you have to deal with two powerful friends of him (Nathell and Meram Ryskill), three bouncers, and the local bartender.

> Leave the club, go to the smithy, and tell Gaston that his debt has been cancelled – or inform him Rene is dead.

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● The Daily Grind

> When you awake in your room at Fort Highmarch [4.03], your butler Emmet Smith informs you that there are two people in the hallway waiting to speak with you about a local land dispute.

> In the fort’s main hall, you find the people Emmet told you about: Lady Deirdre Marshall and Mr. John Wainwright.

> Address to Lady Deirdre, listen to her words, and then make a decision.

● The King and I

> When you arrive at the Myrfell’s Royal Palace [4.21], speak with King Osric Davignon of Tusone and tell him about your plan to depose King Seamus and put an end to the war. The King says he need some time to evaluate your proposal.

> When he is back in the Throne Room, speak again to Osric. The King agrees to assist you in your quest. To assault Fairloch, he requires mercenary troops to boost his meagre forces. The best place to find mercenaries is at Trinity, but you will have to travel to the Aielund border, due east of Tusone to meet up with a 'trusted vassal' who will assist in the negotiations and carry the wealth required to hire several mercenary companies. The front lines are dangerous, so you will have several soldiers to accompany you. When the conversation ends, you are teleported to the border between Aielund and Tusone [4.31].

> Pick up the Tusonite troops waiting for you, then march east and fight the Aielund forces who have camped nearby. During the battle, an armoured man joins your side.

> When the battle ends, speak with your newfound ally to discover that the King’s ‘trusted vassal’ is none other than Robert Black!

> You have only a few minutes to chat with Robert, for more Aielunder troops are coming, led by Archmage Auberon.

> After the battle, with Auberon defeated (even if he escapes death), speak again with Robert.

● The Story so Far...

* As usual, this is not a quest but simply a resume of what has happened in the last two years.

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Act Four Picture Gallery

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