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Siege of Dragonspear Walkthrough Guide Cheats, Baldur's Gate Enhanced Edition


Fate leads him who follows it, and drags him who resist.

Siege of Dragonspear Walkthrough Guide


Welcome to my 16-part Baldur's Gate: Siege of Dragonspear walkthrough guide. The following posts cover Beamdog's Siege of Dragonspear expansion in its entirety and as I have played it: on Core Rules difficulty and with the party I previously took through the main campaign.

Siege of Dragonspear was released in March of 2016. Siege of Dragonspear was directed by Trent Osterlead-programmed by Scott Brooks, lead-designed by Phillip Daigle and Keith Soleski, lead-written by Andrew Foley and Amber Scott, and composed by Sam Hulick.

Computer Game Reviews awarded Siege of Dragonspear 6.2 out of 10, which is very good score for a modern game. The main strength of Siege of Dragonspear is its combat encounter design.

This interquel expansion takes place a few weeks after Sarevok's demise in the Baldur's Gate walkthrough, treating the period of time between Baldur's Gate & Shadows of Amn.

Siege of Dragonspear Overview


Many aspects of Siege of Dragonspear design draw from the Icewind Dale series, as should stand out to anyone who has played Black Isle's two epics. From Siege of Dragonspear combat to its linearity and a few of its quests and characters; it's blatantly obvious. Even some of the sprites and sound effects have been ripped from IWD and IWD2! That is not to say that Siege of Dragonspear is unoriginal; far from it: some of its reactivity, its scripted waylays and its itemization are quite unique, in no small part thanks to aVENGER.

Very well written [walkthrough]. Looks like you found all of my infravision and random encounter zones but still missed a couple of the harder Spectacles of Spectacle fights.
BTW, you seem to be an experienced tactical player, so I was a bit surprised that you didn't play SoD on Insane with the extra damage modifiers turned off. That would have given you the hardest combat encounters and the best AI without granting enemies any unfair advantages. As an example, during the final battle Belhifet casts Dispel Magic on the party at the start, just like he does in IWD and has more powerful allies. - aVENGER of Beamdog.

Siege of Dragonspear Experience Point Cap


The experience point cap (XP cap) has been increased from 161,000 (BG:EE) to 500,000 for Siege of Dragonspear, meaning that Fighters, Barbarians, Monks & Clerics can expect to reach tenth level, Paladins & Rangers ninth, Thieves, Bards & Druids twelfth and Mages, Sorcerers & Shaman eleventh.

The XP cap means that all classes should gain 1-2 levels over the course of the campaign. That obviously isn't a whole lot but power progression is more dramatic when we consider Siege of Dragonspear items.


Siege of Dragonspear User Interface


The UI has received a major overhaul and modernization for Siege of Dragonspear, and I'm currently getting to grips with the changes that Beamdog have made. 

I don't like the inventory lag and how they replaced the unfurling scroll tooltips with flat, grey panel ones. I also don't like the Sprite Outlines and the reversal of cancel/confirm; and I prefer the grey stone aesthetics of the original UI to the Dragonscale reskin, but the EE UI features additional functionality such as quick-weapon switching.

Siege of Dragonsear Dragonscale Reskin




How to Play BG:EE in Windowed Mode


Go to baldur.lua in My Docs: SetPrivateProfileString('Window','Full Screen','0')

Siege of Dragonspear 4:3 Aspect Ratio


To play Siege of Dragonspear in resolutions of 4:3 aspect ratio, simply add the width and height of the resolution in pixels:
SetPrivateProfileString('Window','w','1280')
SetPrivateProfileString('Window','h','1024')

Remove White Fog in Siege of Dragonspear


Help! I can't see anything on my playing field because of all this white fog. Someone make it stop! Ok, to disable the fog you must disable Weather in Options: Gameplay. Yes, it disables ALL weather. I didn't care, though. I just wanted the fog gone.

Disable Sprite Outlines in BG:EE


Help! The sprite outlines are disgusting! How do I get rid of them? Uncheck Sprite Outlines in Options: Graphics.

Disable Health Bars in BG:EE


Eww, health bars. I can't see my guys and what they're killin'! Help? Uncheck Health Bars in Options: Graphics.

Inventory Lag in BG:EE


Oh god. The inventory LAGS. I have played BG since it came out in 1998, and on lots of different PCs in that time. The user interface NEVER lagged; at least, not like this. It's now 2016 and there is LAG? What can I do? Nothing, but it's on Beamdog's to-do list.

Sprite Movement Blurry: Enhanced Edition


As far as I can tell, as of 2025, we can do nothing about the blurriness of the Baldur's Gate sprites when they move. Note that original Infinity Engine sprites didn't go blurry when they moved: I could focus my vision on them clearly as they moved on the playing field at 60 AI updates per second

I'm surprised people haven't mentioned this; maybe they don't notice due to having poor eyesight, or aren't bothered by it?

Movement too Slow in BG:EE


Change the 30 to a 60 in this line of baldur.lua:
SetPrivateProfileString('Program Options','Maximum Frame Rate','30')

Dialogue can be very quickly skipped through by hitting a combo of the Esc-key and 1-key. 95% of scripted and FMV cutscenes may be skipped with the Esc-key, too. This feature is very welcome for replaying the campaign.

Siege of Dragonspear Cheats



To use cheats in Siege of Dragonspear, we must first activate the console. To activate the console navigate to your Documents\Baldur's Gate - Enhanced Edition folder, open baldur.lua, and add this line in the Program Options section:

SetPrivateProfileString('Program Options','Debug Mode','1')

(Save the file.)

List of Siege of Dragonspear Cheats


Ctrl + Space will call up console mode in-game, into which field you may type (or copy-paste) various commands; for example:

  • C:ExploreArea()
  • C:SetCurrentXP("x")
  • C:AddGold("x")
  • C:CreateItem("x")


Siege of Dragonspear Walkthrough Introduction


Fate leads him who follows it, and drags him who resist. - Plutarch.

Only weeks ago the malevolent Sarevok brought the city of Baldur's Gate to the edge of destruction. You, like him, are a child of Bhaal: the dead God of Murder. Bhaal foresaw his own death and sired mortal children in an effort to bring about his return. Sarevok intended to become the new Lord of Murder. You put an end to Sarevok's plans and slew your half-brother. With his passing you became known as the hero of Baldur's Gate.


Now, a new threat casts a shadow over the city: a massive army on a holy crusade has thrown the Sword Coast into turmoil. Little is known of the crusader's leader, the charismatic warrior Caelar Argent. Those who follow her revere her as the Shining Lady but her background and goals are shrouded in mystery. Some say she is divine: a hero sent by the gods to crush evil no matter the cost; others whisper that she is another spawn of Bhaal intent on following the same path as Sarevok. One thing above all else is clear: if the Sword Coast is to find any measure of peace, Caelar Argent must be stopped.


Note the narration: Kevin Michael Richardson - the voice actor who narrated the original campaign, voiced Sarevok in the Bhaalspawn Saga, and is perhaps most famous for a single line (YOU MUST GATHER YOUR PARTY BEFORE VENTURING FORTH) - has reprised his role for Siege of Dragonspear. Beamdog have done well to hire KMR (and other actors) for their respective role reprisals, as their voices are nostalgic and give an air of authenticity to the expansion.

THE SITUATION


Upon defeating Sarevok in the Temple of Bhaal (Baldur's Gate walkthrough) you will transition directly to Siege of Dragonspear for an Interlude that takes place between Chapter Six and Seven. You may also import a save-game or start afresh with a new CHARNAME. Starting afresh means you begin at sixth level and receive appropriate equipment for your class and a decent amount of gold. You will also receive a party based on your alignment and your companions will be suitably equipped for the adventure. This is obviously a sub-optimal way of going about things, but it's entirely up to you.

Interlude: House of the Dead: Korlasz Family Tomb



AR BD0120A scripted cutscene shows two followers of Sarevok lamenting his demise and their current predicament: they are being hunted down by the Flaming Fist authorities and have put all their faith in Korlasz, a female wizard who is the only capable follower of Sarevok remaining. Suddenly, the two followers hear a sound and hurry off to report it to Korlasz.

The sound they heard was that of the heroic party dropping down a rope to arrive in what appears to be a series of tombs: The House of the Dead.

Beamdog should have blocked the interaction cursor to the rope because some players may think to climb it (they used the "manipulate" cursor instead of the "block" one). You can't climb out until you have dealt with Korlasz, but that is not made clear.

Imoen


The party is accompanied by the loveable Imoen, a childhood friend of Charname, who is leading a contingent of the Flaming Fist, a "back-up party" (of sorts) that is scripted to tail the PC at intervals and offer assistance; e.g, pitching in during battle, occasionally healing the party, and explaining some lore. Newbies should remember to talk to Imoen at intervals for various flavor dialogues and tips.


Important Events - Find Korlasz and deal with her


The object of this segment is to explore the undead-infested catacombs and track down Korlasz, slaying any straggling Sarevok followers along the way.

At this point I suggest you ensure your party is equipped appropriately and that you have relevant spells memorized and ready to cast: AoE disablers and debuffers such as Web and Slow; direct damage AoEs such as Skull Trap and Sunfire; and stock-standard buffs and cures that keep you on your feet and fighting during the longer combat encounters. Self-buff with Mirror Image and Stoneskin to mitigate damage entirely.

Remember to scout ahead of the party using conventional stealth or Invisibility so that you know what's coming; then, have your tanks attract and absorb the aggro so that your squishy party members are free to cast spells and fire projectiles from the back row.

Remember also to regularly tap the Tab key to highlight interactable objects on the playing field such as doors, containers, NPCs and items on the ground. You could also toggle on the Reveal Details button located beneath the portrait panel - content is EZ to miss, otherwise.

I recommend you turn on Auto-pause: On Enemy Sighted. It can be a lifesaver if you're a bit slow to hit the spacebar.

If you play on difficulty levels higher than Core (i.e, Hard & Insane), consider turning on the No Difficulty-based damage increase option. That way you still get the larger mobs but they will all play by the rules.

Ready to rumble? Ok, exit the entry chamber and head north a bit to encounter Porios, an enemy wizard who teleports to the other side of a chasm to mistakenly reveal to the party that a sword is already gone. Undoubtedly he refers to Sarevok's Sword of Chaos, a wield you will not actually recover until the Prologue of Shadows of Amn. No matter how you respond he retreats to safety, unreachable for the moment.

Tome of Great Value


Make your way east to the burial chamber and speak with Ammon, an independent wizard who is not allied with Korlasz. Instead, she is simply attempting to conduct an alchemical experiment and requests you find her some Cobalt Moss. We'll keep an eye out for some. Yes, you may slay Ammon now if you like but I don't recommend it! In fact, that goes for any Interlude NPC that offers to give you a quest.

Ammon: +350 Exp, Identify scroll, Dart of Wounding (20), Dart +1 (40), Wand of Monster Summoning (2 charges).

The Orders from Korlasz are found in a broken strongbox: a revealing missive from Korlasz to Porios.

Loot: Gem Bag, 147 GP, bottle of wine, elixir of health, scroll of Identify and Protection From Cold, History of the North I.

Note: I won't be listing trivial loot from Part II onward.

On-rest spawn: Skeleton x6 (+65 Exp ea). Respawn mobs differ slightly depending on the section you're in.


Head north through the door, disturb the sarcophagus and slay the undead that spawns from it.
Tattered Skeleton: +400 Exp.

Take the bridge to the other side of the chasm and slay the motley crew of aggro guarding the entrance to Porios' chamber. I like how a colony of bats flit their way over the bridge as you cross it; a nice touch!

Followers of Sarevok x2 (+300 Exp ea), Iron Throne Soldier x2 (+400 Exp ea), Iron Throne Commander (+750 Exp), Ogre (+270 Exp), Mercenary (+150 Exp).

Porios


Enter the Supply Room to catch up with the loud-mouthed wizard, flanked by a variety of minions. Talk them down or take them out and loot Porios' corpse for a key and cloak.

Porios (+750 Exp): Tomb Key, Cloak of Minor Arcana (Caster Level +1, Lore +10, create random third circle arcane scroll, 10 charges).

Follower of Sarevok x2 (+300 Exp ea), Elite Mercenary (+500 Exp), Mercenary x2 (+175 Exp ea), Ogrillon (+175 Exp).

Loot: Basic armors and weapons.


The door to the south is barred from the other side and cannot be opened at this point.

The Mummy's Orders


Use the Tomb Key to unlock the door in the north that leads to Fanegonorom's Resting Place. Disturb the sarcophagus to spawn Fanegonorom, a non-hostile mummy. You can either destroy him outright or accept his request to remove Korlasz from the House of the Dead.

Fanegonorom (+5,000 Exp), Skeleton Archer (+250 Exp ea).

Sarcophagus: Emerald, Pearl Necklace, 221 GP.

Take the stairs down to the catacombs.

The Catacombs

(AR BD 0130)

I can't wait to be d-done with all this. The constant d-d-danger has st-started to wear on me. - Khalid.


There are proximity traps and trapped containers in this area that result in minor experience point boosts when disabled by a thief. You do have a thief, right?

Head south to a circular chamber packed full of undead and headed up by a Shadowed Soul, a specter that drains life from your party and heals its allies.

Shadowed Soul (+1,100 Exp), Armored Skeleton x2 (+750 Exp ea), Tattered Skeleton x2 (+400 Exp ea), Skeleton Archer x3 (+250 Exp ea), Skeleton x2 (+65 Exp ea).

Enter the nearby Library and loot the Crusader Pamphlet from the desk, an advertisement for Caelar's crusade.

Loot: Freedom of Movement and Protection From Poison scrolls, History of the Dragon Coast, History of Tethyr.


Take the southern passage and cross a stone bridge to find an assortment of cadaverous undead standing around a sarcophagus. Be careful they don't immobilize you - Free Action status is your friend.

Wight x3 (+1,000 Exp ea), Ghast x4 (+650 Exp ea), Zombie x6 (+65 Exp ea).

Loot: Wand of Fire, Potion of Defense, Jade Ring, Tiger Cowrie Shell Necklace, Detect Evil, Arrow +1 (20), Potion of Healing.

Just north of here is a small cave infested with beetles. Hold onto the Wooden Staff found in here; it's a quest item (though not plot critical).

Fire Beetle x5 (+35 Exp ea), Boring Beetle x2 (+175 Exp ea).

Loot: Wooden Staff, 267 GP, Morningstar +1, Plate Mail.


Unsleeping Guardian


Head south along the corridor and you may notice murky liquid swirling within globes that are hanging to the sides. Shatter one to spawn two slimes (i.e, click on a globe twice). Ochre Jelly x2 (+270 Exp ea).

You will arrive in a chamber haunted by ability-draining spectral undead, including a wraith that inflicts on-hit cold.

Unsleeping Guardian (+4,000 Exp), Shadow x8 (+420 Exp ea).

Loot: Emerald, Chaotic Commands scroll, 171 GP, Bolt +1 (20), Armor scroll, Buckler +1 (AC +2), Antidote, Silver Ring.

Colored Torch Puzzle


See the colorfully lit torches on the eastern wall: yellow, red and purple on one side, but only red and yellow on the other? Hit the Tab key to highlight a bracket on the floor containing a Burnt-out Torch (x=2200, y=2490). Take the torch north to the room where you fought the cadaverous undead and light it with the purple brazier (i.e, click on the brazier). Now, take the purple torch back to its origin and place it back into the bracket to reveal and open a secret door leading to a hidden chamber (+1,500 Exp).


Sarevok's Secret


In this chamber you will find a Page of Sarevok's Notes on the table. The journal entry simply says "I should watch for an old temple of Bhaal on my travels". This page is used in Part VII.


Unlock the two chests but be careful: looting either of them will animate a mob of undead.

Bladed Skeleton (+1,000 Exp), Shadowed Soul (+1,100 Exp), Armored Skeleon x2 (+750 Exp), Bonebat x2 (+975 Exp ea), Skeleton Archer x2 (+250 Exp ea). The bonebats use Planescape: Torment's vargouille sprite.

Loot: Helm of Unwavering Purpose (AC +1, Immunity: Confusion), Sword of Ruin +2 (Two-handed Sword, Critical hit chance +5%, +2d4 slashing on crit), Potion of Invulnerability, Potion of Fire Giant Strength.

Cross the lava flow to the north and slay the mob of mercs waiting for you on the other side. There is a rope here but don't climb it yet.

Mercenary x3 (+150-180 Exp ea), Follower of Sarevok (+450 Exp), Ogre Berserker (+650 Exp), Elite Mercenary (+500 Exp), Gnoll Slasher (+150 Exp).
Loot: Wand of the Heavens, Control Undead scroll.

Destroy the bone-mage in the north along with its burning skeleton minions that wield flaming swords and shoot fire from their bows. Prioritize the mage lest it unleash noxious, incapacitating fumes.

Skeleton Mage (+900 Exp, Scroll of Protection From Petrification), Burning Skeleton x5 (+300 Exp ea).
Loot: Battle Axe +1.

Shattered Staff


Cross the bridge to the east and a Restless Spirit will request you retrieve a staff. We need to find the headpiece in addition to the Wooden Staff found earlier.

Corpse: Potion of Clarity, Potion of Defense, 112 GP.
Restless Spirit (+3,000 Exp), Bonebat x3 (+975 Exp ea).


Return to the chamber with the rope and head west to interrupt two mercs havin' a chit-chat. You can let them go for +400 Exp or slay them on the spot and loot their corpses for minor treasures.
Mercenary x2 (+400 Exp ea).

Another Crusader Pamphlet may be found on the desk.


Manipulate the strange machine to open the gigantic door leading to Korlasz's sanctum.

Korlasz


So here she is, the wizard we've been trying to track down! A fight is inevitable no matter how you respond, but once Korlasz takes enough damage she will surrender; at which point you may accept or decline her offer. If you accept she and her lackeys will drop their loot and walk out of the sanctum to hand themselves in to the Flaming Fist, waiting just outside. You will also receive experience points for every enemy unit that would have otherwise been slain in the battle (and get to slay her in Chapter Seven, too!) Prioritize Korlasz if you choose to go with the violent solution, as arcane spell-casters are not to be trifled with.

Mercenary x4 (+150 Exp ea), Elite Mercenary x3 (+250-500 Exp ea), Tattered Skeleton x2 (+400 Exp ea).

Korlasz (+2,500 Exp): Korlasz's Key, Cloak of Protection +1, Knave's Robe, Bracers of AC 6, Minor Globe of Invulnerability and Vocalize scrolls, Quarterstaff +1, Dart +1 (80).

Chest: Ornate Headpiece. This is the other part of the Shattered Staff.

Tables: Magical ammo and potions.

Korlasz's private chambers: Bhaal Research, Korlasz's Journal, 3,000 GP, Pearl Necklace, Minor Sequencer, Secret Word and Animate Dead scrolls.


Take your leave of Korlasz's sanctum and Imoen will request you meet her in the crypt's entry chamber. (Completed Quest: Important Events - Find Korlasz and deal with her, +5,000 quest experience points for each party member).

But first, head back to the Restless Spirit and disperse it by placing the Wooden Staff and Ornate Headpiece into its sarcophagus (Completed Quest: Shattered Staff, +3,000 Exp).
Reward: Waterstar Gem x10, Shandar Gem x8, Water Opal x5.

Climb the rope back up to the House of the Dead and you will arrive in the chamber that was previously barred to you. Disturb the cracked sarcophagus, slay the skelly that spawns from it and then loot the sarcophagus for the Cobalt Moss.

Tattered Skeleton: +400 Exp.
Slay the undead that spawn when you attempt to loot the adjacent sarcophagus.
Unsleeping Guardian (+4,000 Exp), Angry Spirit x5 (+420 Exp).
Loot: Protection From Poison scroll, Potion of Fire Resistance.

Now that you have dealt with Korlasz, return to Fanegonorom and the mummy will reward you with one its prized possessions: 

Shield of Egons +2 (AC +3, Turn Undead Level +2 for Priests of Lathander and Undead Hunters; +1 for everyone else).

The mummy will disperse and you may safely loot its sarcophagus for gems, jewels and gold.
Sarcophagus: Emerald, Pearl Necklace, 221 GP.
(Completed Quest: The Mummy's Orders, +3,000 Exp.)

Lastly, deliver the Cobalt Moss to Ammon and she will concoct her potion. She will explain her plan to apply its contents to a Netherese tome in order to reveal secret writings on its pages. However, the tome is hidden in the Candlekeep Library and you may recall their draconian entry conditions; so, sign a letter of endorsement to increase her chance of admittance, and she will prepare to leave for the citadel.
Reward: 50 GP, Wand of Monster Summoning (3 charges).
(Completed Quest: Tome of Great Value, +3,000 Exp).

This concludes the Interlude: the Korlasz family tomb has been cleansed of undead and other unsavory types, including Korlasz herself. We're finally done with the Siege of Dragonspear starter dungeon. Return to Imoen in the entry chamber and take your leave of the House of the Dead!

Siege of Dragonspear Chapter 7 walkthrough (Part II)

Having dealt with Korlasz in the catacombs and completed the starter dungeon (Interlude), CHARNAME is time-lapsed to the Ducal Palace for the commencement of Chapter Seven of Siege of Dragonspear.

This post in a nutshell: initial exploration and questing in Baldur's Gate, recruiting a couple of companions to start forming our new adventuring party, and otherwise readying for our northward-bound expedition to Caelar Argent's Stronghold.


The Ducal Palace


The Ducal Palace, Guest Suite (AR BD0103). So here we are! - in a luxurious suite of the opulent Ducal Palace. The jumpy Imoen awakens you and sneaks off to investigate a noise coming from the next room. You will notice the following things:

Your party has disbanded without warning and with no goodbyes. I guess it's not a huge deal but it would have been nice to say goodbye to a few of them who won't be party members in Siege. Afterall, we did adventure together for the entire main campaign...

The contents of your backpack and your companion's backpacks have been transferred to a nearby storage chest aka party stash. The problem here is that your companions have absconded with their equipped items. This is also not a huge deal but it caused me to reload a save-game to transfer equipped items to backpacks, in order to keep them in reserve for future party members (they were loans, not gifts).

Update: If not stripped of their equipped gear at the Interlude's conclusion, companions that are found later in the campaign will still have them on their person. 

Note: Imoen has her own private stash, located in her room.

My Missed Fortune


You have not a penny on your person but are in possession of a Treasury Note and there is a quest in your journal related to regaining your gold (Quest: My Missed Fortune).

It seems we should meet up with Ophyllis in the treasury at our first opportunity. Leave the companion equipment in the storage chest for the time being: you can always return to your suite and collect its contents once you have recruited your mules (aka companions).


No sooner have you stepped into the living room, Imoen runs back to you with four assassins hot on her heels; one of whom knocks her out cold before you can defend her! The assassins are then rapidly shot down by a sharpshooter ally: Schael Corwin, Captain of the Flaming Fist.
Assassin x3 (+75-125 Exp ea).

Secure the Palace


Liia Jannath, a Grand Duke of Baldur's Gate, then teleports into the chamber and tends to Imoen who has succumbed to a non-lethal "mystic poison". Liia requests that you accompany Corwin in hunting down the assassins who have infiltrated the palace (Quest: Important Events - Secure the Palace).

  
Loot the Parchment from a corpse and it becomes clear that you - unsurprisingly - were the assassins' mark.

Loot: Trivial treasures only. There is a storage chest for Imoen in her room but if you didn't have her in your party then it just contains her generic gear.

When you're ready, head downstairs to the dining hall.

Second Floor, Dining Hall (AR BD0100). Assist Corwin and the Flaming Fist Enforcers in fighting off several more assassins, a couple of whom attempt to trap you in an adjoining room. You should have no problems dealing with these scrubs: relatively speaking they are far less threatening than Shank and Carbos of the Candlekeep Prologue.
Assassin x5 (+75-125 Exp ea).
Loot: Trivial treasures.
(Completed Quest: Secure the Palace).

If you return to the guest suite you will see Imoen on the bed being watched over by the cleric, Fenster. She is alive, and we wish her a speedy recovery. You may also return here, anytime, to access your storage chest and rest; i.e, heal your wounds and memorize spells.

Descend the stairs to the Council Hall.


First Floor, Council Hall (AR BD0102). This is the chamber in which you exposed Sarevok's evil intent to the Grand Dukes a few weeks ago; and now you again have audience with The Council of Four: Eltan (leader of the Flaming Fist), Entar Silvershield (Skie's father), Liia Jannath & Belt. 

It's confirmed that you were to be assassinated by hitmen in the employ of Caelar Argent's Crusade. You then learn the symbol of the crusade, a sun cresting the horizon. The Dukes inform you that the Flaming Fist have joined soldiers from Daggerford and Waterdeep to march north to Caelar's Stronghold (aka Dragonspear Castle), but that their combined army is still no match for The Shining Lady's swelling ranks. 

Therefore, the Dukes request that you embark on a northward-bound, Fist-backed expedition to rendezvous with the out-numbered allied forces; afterall, YOU are the Hero of Baldur's Gate, the one who has brought Xzarts to the brink of extinction and delved to the depths of Durlag's Tower to vanquish a Demon Knight

However, preparations must first be made before we embark on tomorrow's expedition - to which this post and the next are given over.

Skie's Grand Plan


Speak with Skie Silvershield, the roguish daughter of Duke Entar and companion of Charname in the original campaign (but not in Siege). She suspects that Caelar is a Bhaalspawn and intends to meet you in private, some other time, to tell you more. That won't happen until just before leaving for the expedition, so put her out of your mind until then (Quest: Skie's Grand Plan).

The War at Home


Jospil is a depressed loremaster who needs a moment to compose himself. Speak with him a second time to receive info on the refugee crisis, the progress of Caelar's Crusade and Caelar Argent herself. It seems the Argent family are known for their service to Lathander and that her ancestors were paladins in the Order of Aster. Be positive in dialogue to cheer Jospil up and he gifts you Brevin's Quarterstaff (THAC0 +1, dmg +1, Lore +10, Friends 1/day). You also receive +250 Exp.

(Completed Quest: The War at Home).

Descend the stairs to reach the basement of the palace.

Palace Basement & Treasury (AR BD0116). You will arrive here just in time to witness Korlasz breaking out of her cell, scorching a guard with Fireball in the process (Of course, this only happens if you showed her mercy in the Interlude). Korlasz may pose problems for some players since you lack a party for back-up. Her self-buffs of Mirror Image and Stoneskin coupled with her scripted movement make her hard to hit (for mundane builds); and her casting of Confusion may wreak havoc if you don't have mind shield status active. Stick with it and you should be able to take her down - this time for good!
(Completed Quest: Sarevok's Servant).
Korlasz: +2,500 Exp.

The Fist Restrained


A Flaming Fist officer is imprisoned in an adjacent cell, claiming that a Doppelganger tricked him into being locked inside. Use the cell key found on the nearby table to release Idianeali, who then claims that a mage in Sarevok's service tricked him (i.e, Korlasz). 

Idianeali thanks you for releasing him and then runs off to report to Fist command. The quest completes and it seems like there is nothing else to do (Completed Quest: The Fist Restrained). 

The False Fist


However, force-attacking Idianeali exposes him as a Doppelganger that surrenders after taking a beating. When it does, you may either lock it back in its cell (no reward) or accept its offer to rendezvous in the Iron Throne HQ basement (Quest: The False Fist). This quest is continued in Part III.

Note: You may also slay the Doppelganger outright for +700 Exp (lock the creature back up then reopen the door and force-attack it).

Step into the treasury and Ophyllis explains how he lost your massive gold-hoard. A gambling treasurer? What? Do you have any idea how many Xvart corpses I looted to amass my fortune? Anyway, Ophyllis promises to meet you outside the palace to pay back the gold.

The door to the vault is locked and the fancy chest inside is locked and trapped: you need a thief or at least the Knock spell to swipe what's inside. The door can be forced open with Titan Strength (stacking DUHM with a Storm potion) but the chest stubbornly resists brute force.
Loot: 1647 GP, Laeral's Tear Necklace, King's Tears, Emerald, Diamond.
.

Companion Locations: Recruitment Drive


Return to the council hall and find Corwin in the foyer. She gives you some leads as to the whereabouts of potential companions:

  • Elfsong Tavern (Garrick, Safana & Coran). Safana joins for selfish reasons (human Thief), Garrick declines in order to pursue love instead, and Coran is out-of-character obnoxious in his refusal to join.
  • Three Old Kegs (Minsc & Dynaheir). The Rashemi duo gladly join (Ranger & Invoker).
  • Iron Throne HQ (Rasaad). The Monk reluctantly declines to join. You will meet him again in the Coast Way Forest (Chapter Eight), at which point you may enlist his services (AR BD7000: x=2040, y=1500).
  • Flaming Fist HQ (Tiax). Rudely refuses to join.
  • According to Fist intel Khalid & Jaheira are somewhere "up north", Neera is probably at Boareskyr Bridge, and Viconia has already been hired for the expedition.



***

Have Corwin follow you out of the palace. At this point she only accompanies you as a guide, not as a full-fledged companion. She interjects at key moments to offer info and also assists in quests and battles. Corwin makes a great archer companion in Chapter Eight.

Note: While I don't recommend you do this on your maiden run, it's possible to entirely skip exploration of the city and fast track to Chapter Eight by informing Corwin of your readiness for the expedition. The next morning Safana, Viconia, Minsc & Dynaheir will gladly join (they are waiting for you just outside the palace) and you will have access to more party members in Chapter Eight. Again, I don't recommend skipping the city segment, but play how you like.

Baldur's Gate City, Outside the Palace (AR BD0010).

The Flaming Fist is trying to keep the peace, but it's an uphill battle. - Corwin.

Refuge for the Refugees


On the streets outside the palace you will see Flaming Fist Enforcers trying to hold back a throng of encroaching refugees who are protesting their displacement by Caelar's Crusade and treatment by the Dukes. Discipline an Enforcer for assaulting refugees to receive a one-point Reputation increase.


Wind your way through the throng and a beat-up Ophyllis limps over to inform you of his progress - or lack thereof: your money was relieved from him by refugees who are currently patrons at the Three Old Kegs - one of the many taverns in the city (Quest: My Missed Fortune - covered in this post).

All the Way to the Bank


Speak with the two merchants standing at their stalls, Teera and Quila. Teera requests you deliver a bag of gold (50 GP) to a moneylender whose shop is across the street from Sorcerous Sundries. (Quest: All the Way to the Bank - covered in Part III).

Garachen is the fat man housing refugees on the proviso that they cough up their belongings as payment (Quest: Refuge for the Refugees - continued in Part III).

Ok, gain access to the City Map by clicking on a transition point to the south, east or west (oversight: there is no map marker in the east).

Baldur's Gate City Map



You may visit four different city locations in any order you like: Three Old Kegs, Elfsong Tavern (& Sorcerous Sundries), Iron Throne HQ and Flaming Fist HQ. 

You are not free to explore the city as it was presented in the original campaign (large interlinking areas), and the explorable parts have been majorly downsized.

Three Old Kegs


Three Old Kegs (AR BD0040).


On the streets outside the inn lurk would-be muggers in search of a victim: Lluis, Golt, Dirla and Asery. You can intimidate the weaker Asery into fleeing (and still receive the kill experience) but the other three foolishly draw steel and seal their fate.

Lluis (+450 Exp), Golt (+400 Exp), Dirla (+250 Exp), Asery (+200 Exp).
Loot: Trivial.

Bar Fight


Three Old Kegs, Common Room (AR BD0106). Rival sailor Autinn is provoking the crew of the Amnian Delight and it threatens to escalate into a bar-room brawl. Resolutions:

  • Calm them down for +500 Exp and 200 GP from the innkeeper, Nantrin Belowglyn (refuse the gold for Rep +1).
  • Defuse the situation by threatening the lot of them: 200 GP but no experience points.
  • Ally with Autinn against Lucilla. If the latter flees or is killed Autinn rewards you with Eadro's Blade +1 (scimitar/wakizashi/ninja-to, THAC0 & dmg +2 vs. elementals & mephits). If Lucilla is killed in the fight (+750 Exp if the PC lands the killing blow) you can also loot her corpse for the Cudgel of Montgomer +1 (mace, THAC0 +1, dmg +2, 10% on-hit Cure Light Wounds [wielder]). Reward from innkeeper: a drink on the house.
  • Same as above, except you ally with Lucilla against Autinn.

(Completed Quest: Bar Fight).

Head upstairs.

Three Old Kegs, Dining Room (AR BD 0107). Feasting up here are the refugees who beat up the treasurer and took your money from him. However, they have doled it out to fellow refugees and there is zero chance of ever getting it back from them. If you take the charitable approach their speaker (Berahli) gifts you a Battle Axe +1 and there is nothing else to do but wish them well and take your leave. If you order them to turn themselves in to Corwin for robbing and assaulting Ophyllis, they will comply and you receive +750 Exp. You may also simply slay them, right then and there.

Berahli (+100 Exp), Hastus (+100 Exp), Ozil (+100 Exp), Refugee x3 (+120 Exp ea).

Either way, your gold is gone - but there is plenty more where that came from (Completed Quest: My Missed Fortune).

Head upstairs again.

The Meeting of Minds


Three Old Kegs, Private Suites (AR BD 0108). In one of the suites you will overhear a trio of nobles conspiring against the Council of Four. Resolve the issue as you see fit.

  • Blackmail: Demand they hand over their valuables in exchange for your silence. Reward: 600 GP, +600 Exp, Ostentatious Boots (Cha +1), Cloak of Protection +1 (AC & all saves +1), Dagger +1.
  • Pretend you want in on the plot but report them to Corwin in the common room. She and Inspector Tyle will meet you back upstairs. Dupe the nobles into proceeding to conspire and the inspector will have heard enough to arrest them. Reward: +750 Exp, Emerald (from Corwin).
  • Threaten them with imprisonment. The mere thought of being locked up offends them to the point of losing their minds and attacking an armored hero while dressed in naught but evening-wear, and you can effortlessly slay them with Drizzt dual-blades. Major overkill, right thar. Lord Maxwell (+15 Exp), Lady Araya (+15 Exp), Lord Therton (+15 Exp).

(Quest Complete: The Meeting of Minds).

We're almost done with the Three Old Kegs inn.

CompanionsMinsc & Dynaheir. Guarding the entrance to the adjacent suite is the most famous companion in the Baldur's Gate series (after Boo): the Rashemi Berserker, Minsc. He grants you access to the suite where his charge, the wychlaran Dynaheir, agrees that they should accompany you against The Shining Lady.




Part III: Elfsong Tavern, Sorcerous Sundries, Iron Throne & Flaming Fist HQs

The previous post saw hitmen in the employ of Caelar Argent infiltrate the palace and attempt to assassinate CHARNAME. They failed, but Imoen was poisoned in the attack and remains incapacitated. In the meantime, Charname & Corwin went off in search of companions to accompany them on their impending expedition; netting the famous Rashemi duo, Minsc & Dynaheir.

This post in a nutshell:

  • Exploring and questing in the remaining three city locations: Elfsong Tavern (& Sorcerous Sundries) and the Iron Throne and Flaming Fist HQs.
  • Recruiting the remaining city-based companions to our party: Safana & Viconia.
  • Making final preparations before embarking on the expedition: Imoen recovers and we meet a Hooded Man with a distinctive, familiar voice.

Elfsong Tavern & Sorcerous Sundries


(AR BD0020).


All the Way to the Bank


Upon arrival here a thief named Zelma will pick your pocket of 50 gold pieces: Teera's earnings that were supposed to reach the moneylender. This moneylender (Senna) is found standing across the street from Sorcerous Sundries, on the western end of the Elfsong Tavern. Take your pick:

  • Cover the deposit to Senna out of your own pocket and return to Teera at the palace market for +250 Exp. She'll be grateful and put in a good word for you.
  • Neglect to cover the deposit and return to Teera for +100 Exp. It doesn't matter if you're apologetic or not, she'll be pissed and tell everyone how you let her down.
  • There is no consequence to the good/bad word other than the odd NPC comment.
  • Zelma may be force-attacked and slain after she picks your pocket but it changes nothing in dialogue: the gold is treated as stolen (+500 Exp, 139 GP).
  • Some Charnames may recognize her trick and not have their pocket picked in the first place. * possible Int check.

(Completed Quest: All the Way to the Bank).

Rabble Rousers


Just to the south of Senna stands Officer Vida, a Flaming Fist Enforcer attempting to detain disgruntled refugees who are causing a commotion on the streets. Vida requests you locate Jenks at the Flaming Fist HQ and request he dispatch reinforcements to assist her (Quest: Rabble-Rousers). Jenks may be found on the ground floor in the main chamber of the headquarters. Resolution:

  • Recommend Jenks be lenient (+1,000 Exp) and return to inform Vida of the one-night refugee detainment (+500 Exp, Potion of Clarity).
  • Recommend Jenks be strict and return to inform Vida that the refugees will be "made an example of" (reward as per above).
  • (Completed Quest: Rabble-Rousers).

The Sorcerous Sundries Caper


Sorcerous Sundries (AR BD0121). Merchant Halbazzer Drin is making a killing because nobles, commoners and refugees alike are seeking to hoard supplies in the wake of the refugee crisis. The merchant will recognize you for heroism and give you priority access to his stock. He also requests you fetch empty potion bottles locked in a cabinet upstairs, the key to which he gives you (Quest: The Sorcerous Sundries Caper).

Head upstairs.

Sorcerous Sundries: Upstairs Chamber (AR BD0122). Loot the Empty Bottle Case from the alchemy cabinet to trigger a hostile encounter with a thieving drow wizard and his lackeys. Slay them, deliver the goods to Halbazzer and inform him of the attempted robbery for +750 Exp, 50 GP and Amulet of Protection +1.

Wistak (+450 Exp), Sethyl (+200 Exp), Kag (+120 Exp), Yashna (+95 Exp).
(Completed Quest: The Sorcerous Sundries Caper).

Upstairs loot: Potion of Mirrored Eyes, Potion of Magic Shielding, Potion of Fire Resistance, Potion of Invisibility, Potion of Heroism, Cursed Scroll of Petrification, Protection From Cold, Protection From Electricity.


Halbazzer Items


Dart of Wounding (100 x5), Acid Arrow +1 (80 x5), Arrow of Biting (80 x5), Arrow of Detonation (5 x5), Arrow of Dispelling (5 x5), Bolt of Lightning (200 x5), Bolt of Biting (100 x5), Potion of Fire Giant Strength, Potion of Heroism (x5), Potion of Invisibility (x5), Potion of Invulnerability (x2), Elixir of Health (x20), all arcane spells up to fifth circle (multiple copies: x6 first-third circle, x3 fourth circle, x2 fifth circle), all wands (x1).

There is an attempt to balance the quantity of arrows and wands but it's of course possible that the player will have carried over much more from the original campaign.

Kazzrem Items


(Monk vendor standing on the staircase): Scroll Case, Potion Case, Gauntlets of Weapon Skill x2, Bracers of Defense AC5, Bracers of Perseverance (HPs +10, Aid on Critical Miss, Monk only), Sidestep Slippers (Dex +1, AC +1, saves vs. Invocation +2), Peacock Cap (Cha+2 for Bards, Cha +1 for others), Flute of Immaculate Breeze (Zone of Sweet Air 2/day).

Spectacles of the Spectacle


Elfsong Tavern, Common Room (AR BD0109). After a conversation that made you feel dumber for having read it, the annoying stoner named Zaviak gifts you the Spectacles of the Spectacle (Detect Illusion +25%, save vs. Illusion +3, Summon Extra-Planar creature, 3 charges).


Al-Alai


Equip the spectacles and you will catch sight of the ghostly Al-Alai, a planar creature that may be called forth to the Prime in its true form. Click the Use Item button (F8), click the spectacles icon and then click on Al-Alai for a brief dialogue exchange before he turns hostile. Vanquish the Fire Elemental for +6,000 Exp, being wary of its hard hits and Fire Shield (Red) buff. This quest hangs for now, to be continued later.

You will note how the Spectacles only have three pathetic charges. This isn't nearly enough to see all the content associated with them. 

Solution: C:CreateItem("BDMISC01",50). (see Part I for how to use the Console).

Common room loot: 423 GP.

Next up, the romantic Garrick is singing a love song in an attempt to woo the Elfsong's owner, Lady Alyth Elendara. To my dismay the bard declined to join the party, preferring instead to pursue Alyth.

Alyth will gift you a minor potion in thanks for saving the city from Sarevok. 

Refuge of the Refugees Solution


Now, remember the Refuge for the Refugees quest? There are two solutions to it:

  • Kindly request that she donate provisions to Garachen, the man near the palace who is housing refugees. Alyth will agree and hand you the key to her supply chest. Head upstairs and loot the supplies from the chest in the storage room; then deliver them to Garachen. Perrin gifts you a Pearl and a Water Opal in thanks.
  • Alternatively, report Garachen to Officer Fritz at the Flaming Fist HQ, but you have to make a false accusation about Garachen selling refugees into slavery for Frizt to show any interest in the affair. Return to Garachen and Fritz will arrest and detain him until an investigation is conducted. (There is no reward.)

(Completed Quest: Refuge for the Refugees).

Days of Wine and Stealing


Elfsong Tavern — Kitchen (AR BD0109). 

Irina complains of the inn's depleted wine stocks and requests you "procure" a supply from Duke Belt's personal stash in the Ducal Palace cellar. Sounds EZ and is EZ. Just make sure you deliver the correct barrel to her: positioned closest to the cell in which Idianeali was imprisoned (x=660, y=300).

Reward: +500 Exp, Battle Tankard (helmet, Immunity: Fatigue, Critical Hits).
(Completed Quest: Days of Wine and Stealing).

Head upstairs.

Elfsong Tavern — Lodgings (AR BD0110). 

Loot: There are several containers up here, some locked and others not. The yield is about 400 GP.

Coran & Safana


Upon entry you will witness Safana booting Coran out the dining room. Coran refuses to join the party this time 'round whereas enlisting the aid of Safana is a simple matter because she wants to leave the city and be away from Coran. So yeah, our Recruitment Drive has netted its third companion; and here she is:


Ok, let's do the two HQs: the Iron Throne & Flaming Fist!

Iron Throne HQ (AR BD0050).


Shakedown in Shantytown


You will arrive in a filthy alleyway cluttered with temporary refugee housing. Stroll over to the encampment to witness a refugee named Byzon being shaken down by Flaming Fist officer, Riggs. The officer thumps Byzon to the ground for not coughing up enough, and then storms off. Byzon requests you put an end to Riggs' thuggery. Find Riggs standing at the entrance to the Iron Throne and convince him (perhaps with the help of Corwin) to hand over the 150 GP; then return to Byzon and either:

  • Hand it back to him for +300 Exp.
  • Tell him you're keeping the gold and threaten his life. (No exp, no rep loss.)

(Completed Quest: Shakedown in Shantytown).

Recruitment Drive


Iron Throne HQ: Interior (AR BD 0111). Only the ground floor and basement of the Throne are accessible in Siege; the former has been adopted by the council to house refugees fleeing Caelar's Crusade. Priests are busily attending to the wounded and sick strewn about the floor, scurrying with rats. The monk companion of the Enhanced Edition, Rasaad, reluctantly declines to join the party because the Selûnites are in need of his services. (Quest: Recruitment Drive, +500 Exp).

Berta now wanders over to Lon and accuses him of stealing her Holy Symbol. Intervene like the annoying busy-body you are, and Lon will confess and shift into hostile Werewolf form. Slay the hairy beast for +420 Exp, loot its corpse for the amulet, and return it to Berta who no longer wants it: Silver Holy Symbol of Selûne aka Lon's Amulet (Wis +1 for Shapeshifters, perma-Bless).
(Completed Quest: Thief Among the Refugees).

The False Fist Solution


Iron Throne HQ: Basement. The basement contains a couple of chests holding a total of 355 GP. If you made a deal with the Doppelganger in the palace basement, it will meet you here in the guise of a Flaming Fist Officer and gift you the promised treasure.

Reward: Wand of Magic Missiles, Potion of Agility, Potion of Regeneration and Potion of Mind Focusing.

(Completed Quest: The False Fist, +250 Exp).

That's it for the Iron Throne.

Flaming Fist HQ (AR BD0030). 

Back on the Streets


Make your way to the entrance to witness a man being unceremoniously tossed out of the HQ. This drunken, fallen paladin named Dauston will begin a tale on Caelar's role in causing both he and Aun Argent's downfall, but collapses on the streets at that point (+200 Exp). This event does not seem to create a quest, just a journal entry called "Back on the Streets."


Flaming Fist HQ: Interior (AR BD0104). The cells are occupied by refugees, sailors, thugs, rats and fleas. Hastus, Beralhi and Ozil may also be serving time if you lawfully resolved the My Missed Fortune quest. The roles of Officers Fritz and Jenks have already been covered in the quests above. 

Tiax may be found in the western wing, wisely placed under lock and key. He will talk a whole lot of nonsense and decline to join the party in no uncertain terms (Quest: Recruitment Drive, +1,000 Exp). If you speak with him again he beats on the bars trying to GET AT YOU; then, just passes out from exhaustion...

We have now picked the city clean of quests and companions. Be sure to pay a visit to Sorcerous Sundries if you need to splurge out on some gear; then, return to the Ducal Palace and inform Corwin of your readiness to march towards Dragonspear.

Note: When purchasing items make sure to have the party member with the highest Charisma do the haggling; preferably buffed by the Friends spell. This is also the special ability of Brevin's Quarterstaff +1. The haggler must be the leader of the party; i.e, the topmost portrait.

Ducal Palace, Guest Suite (AR BD0103).

Disturbing Implications


Imoen has recovered and is in the presence of a Hooded Man with a distinctive, familiar voice. (Quest: Disturbing Implications).


Once Irenicus takes his leave Imoen requests that you not march on Dragonspear. Well, there is no option not to.

Imoen intends to remain in Baldur's Gate under the arcane tutelage of Liia Jannath.


The Next Morning: Expedition Day


Skie awakens you in the early hours of the morning, announcing her recruitment to the Flaming Fist.


Note: Don't worry about the items in your storage chest aka party stash: it comes with you.

Head downstairs at the crack of dawn.

Council Chambers: First Floor (AR BD0102). Entar Silvershield, Liia Jannath and Belt are waiting for your arrival (Duke Eltan is tied up elsewhere). Entar already knows of Skie's antics and rewards you with a ring for showing concern: The Guard's Ring +2 aka Ring of Protection +2 (AC +2, all saves +2).

Step outside, into the sunshine and crowded streets.

Baldur's Gate City, Outside the Palace (AR BD0010).

Look at all the people who have come to wish us good fortune in our travels, Boo! - Minsc.


Indeed, a sizable crowd has gathered outside the Ducal Palace to show support for those embarking on the expedition. In addition there are quite a few named NPCs:

Audamar and Patrescus, a cleric and a mage, have little to say other than to wish you well.

Rayphus Goodtree is a paladin in service of the Flaming Fist, whose job it is to corral dismissed party members during the adventure. Look for them in the Fist Encampment.

Belegarm is the quartermaster from whom you may purchase the following choice items: Bag of Holding (and other containers), Composite Longbow +1 x3, Acid Arrows +1 (80 x20), Full Plate Armor x1, Buckler of the Fist (AC +3, Immunity: Hold Person), all arcane spells up to fifth circle (multiple copies: x6 first-fifth circle), all divine scrolls (x10), all wands (x1).

The drow, Viconia DeVir, may be recruited into the party at this point (with a two-point reputation loss and some protest by the duergar, Pfaug).


Saying Goodbye, Departure. Shael Corwin is saying goodbye to her daughter, Rohma. When she's done you may speak with her again to end the chapter and trigger a series of scripted cutscenes.

We're with you, Charname!
Yay! Give 'em hells, Charname!
- Commoners.


As the heroic party marches out of the city, a nobleman briefly halts the procession to question the crowd's support of Charname, a possible Bhaalspawn and sibling of Sarevok. You may choose to instill confidence in the crowd or cause them to cower in fear, for a one-point reputation increase or decrease.

(Completed Quest: Important Events, +7,500 quest experience points for each party member).

That's right! Ride on out of town, y'filthy Bhaal-lickers. And DON'T EVER COME BACK. - Nobleman.

Siege of Dragonspear Chapter 8 (Part IV)


The previous post saw the heroic party of CHARNAME embark on their expedition, marching out of the city in front of a hopeful crowd of onlookers. Their first stop? The Coast Way Crossing. Their ultimate destination? Northward, to Caelar Argent's stronghold — the castle of Dragonspear!

A short cutscene fires showing the Hooded Man (Irenicus) coolly gauging Caelar Argent's Bhaalspawn Abilities and questioning her goals and her ability to achieve them. Caelar becomes impatient and orders 2ic Priest Hephernaan to remove Irenicus from her sight. However, no one is game to touch Irenicus, so they simply march on.


Those who have played Icewind Dale will immediately notice that Hephernaan uses a recolored Brother Poquelin sprite.

Coast Way Crossing


Coast Way Crossing: The Winding Water, Flaming Fist Encampment (AR BD1000).

The Fist-backed party has marched north and arrived at the Flaming Fist Encampment by the Winding Water river.


Resting fires a BG2-style dream sequence showing Sarevok "resurrecting" in the Temple of Bhaal while Irenicus looks on. Sarevok then shifts to Slayer form and slays Charname, ending the dream. (No Bhaalspawn special abilities are acquired.)

 
For your convenience the party stash has been transported here by one of the caravans. It is located in the south of the camp, adjacent to Mizhena: a cleric of Tempus who offers healing services from Cure Light Wounds to Raise Dead.


Other NPCs of interest:

  • Quartermaster Belegarm offers the same pre-expedition wares. If you haven't already I suggest you purchase the Bag of Holding from him. To reduce the price make sure Safana (or some other charismatic party member) is the leader of the party (i.e, the top portrait) and that she casts Friends on herself from the Brevein's Quarterstaff, before haggling with Belegarm.
  • Paladin Rayphus gives you more info on Caelar; such as: that some claim she is Aasimar; that her 2ic is a priest who calls himself Reverend Brother Hephernaan; that Caelar accepted his heresy to eschew monotheism and embrace a pantheon; and that she professes to follow all gods and promises their protection to legions loyal to her.
  • Thaird the dwarf is assistant to the quartermaster and is in charge of sleeping arrangements. He offers up to merchant-standard resting.
  • Patrescus the mage, Pfaug the duergar, Soralis the arcane adviser and Brielle the scrub have little to say of note.

Three more companions may join the party at this point: CorwinGlint & Edwin. If you didn't already recruit them in the city, Safana, Viconia and Minsc & Dynahier are also present as options.

Shael Corwin is the loyal Flaming Fist Captain who accompanied the party as guide and backup during their exploration and questing in Baldur's Gate, and she now becomes a full-fledged party member.


 .
.
They mock me. (This cannot stand. This WILL not stand!) - Edwin.

A red-robed mage is scripted to trundle down to the camp from the northeast... you know, it's hard to pass up on Edwin Odesseiron, the abrasive Conjurer and Red Wizard of Thay; but those who wish to keep the Rashemi duo (Minsc & Dynaheir) will be forced to thanks to the factional rivalry and history between them. Edwin wanted Dynaheir dead in the original campaign, and they almost come to blows when they meet up in Siege, too (Quest: Unexpected Allies).



Gift him the Robe of the Evil Archmagi, Ring of Wizardry and Bracers of Armor AC5 - and he's set.

Encampment loot: Potion of Heroism.

Fist Encampmnent: Outskirts (AR BD1000).

Ancient Menhirs


A short stroll east of the encampment is bard Prin, merrily singing to a rune-carved standing stone (a menhir). The object is to locate six standing stones and have a charismatic party member sing to each of them. Party members who lack Charisma run the risk of being poisoned, electrocuted, bludgeoned by a stone golem or level-drained by a wraith (but besting them at least yields +4,000 Exp). A failed Charisma check on one menhir results in a riddle being posed, which an intelligent companion may also answer. Refer to the map for menhir locations (they're EZ to spot).

Once the sixth and final menhir has been charmed, the spirits of Crommus and Carline are summoned and brought together in death. In gratitude Crommus grants permission to loot his grave and reveals its secret location, in the barrow nearby (the Dwarven Dig Site). Return to Prin, tell the tale of Crommus to her and, before leaving to write her epic ballad, she will reward you with the Reed of Echoes (+2 first level spell slots, +1 second circle, +1 third circle, Bard only). Nice! (Completed Quest: Ancient Menhirs, +6,000 Exp).

Note: There are two more companions, one other vendor and three other quests on this map, not including the to-do with Caelar on the blockaded bridge. These will be covered in Part V, in which the Coast Way Forest will also be covered.

Dwarves of Dumathoin


Dwarven Dig Site (AR BD1100).

Dwarven Dig Site map

Ah, finally! A dungeon crawl after all that city-based FedEx-ing. Not that I found the city boring; it's just that I didn't find enough things in need of a killin'. Well, this changes that.

Make your way to the dig site and assist Daran Highhammer in dispatching two zombies. Your initial goal is to save Deepvein's dwarves from an undead horde (as usual the dwarves delved too deep in their search for precious ore). (Quest: Dwarves of Dumathoin).
Zombies x2 (+65 Exp ea).

Dwarven Dig Site — Tunnels. Step inside to assist Deepvein and his three battle clerics in destroying a mob of undead that have assailed them.

Zombie x7 (+65 Exp ea), Ghoul x2 (+175 Exp ea), Wight (+1,000 Exp).
Note: Beware of proximity traps in the tunnels.

Brother Auchlin Deepvein is thankful and requests that you explore the tunnels in search of Gurn Coldhearth.

.
March east down the undead-infested southern tunnel to reach a dead-end guarded by umber hulks and crawlers.

Cold Wight x3 (+1,400 Exp ea), Ghast (+650), Ghoul x2 (+175 Exp ea), Umber Hulk x2 (+4,000 Exp ea), Mutated Crawler x2 (+650 Exp ea).
Corpse: Amulet of the Keeper of Secrets Under the Mountain. There are four more of these amulets, but more on that later.

Dwarven Dig Site — Abandoned Camp. Backtrack to the dwarves, head northward and come to the aid of ettin Semahl, boxed in by undead. The giant will thank you and declare himself a friend of the dwarves. Slay him for +6,000 Exp or let him stomp off to reunite with the dwarves for +3,000 Exp. Take note of the locked chest: you will find the key to it later.

Wraith (+2,000 Exp), Cold Wight (+1,400 Exp), Wight (+1,000 Exp), Ghast x2 (+650 Exp ea).

Slay the writhing crawlers in the adjacent storage chamber.
Carrion Crawler x4 (+420 Exp ea), Mutated Crawler x2 (+650 Exp ea).
Loot: Trivial.

Tunnels — Eastward. Two other tunnels lead eastward.

The northernmost tunnel leads to Crommus's grave, guarded by two mobs of undead. This grave is only revealed to those who have completed the Ancient Mehirs quest, detailed above. Relieve the grave of the following items: Crommus's Capelet (on-hit Blur 5%, save vs. enchantment +2), Star Strewn Boots (MR 5%, 15% Wizslayer), Bard Hat (Immunity: Silence & Deafness, 2 round lingering bard song), Tangled Strings (Dispels confusion effects, single target, 2/day).

There is also a Warhammer +1 on the ground here. Whoop-de-doo.
Wight x2 (+1,000 Exp ea), Ghast x2 (+650 Exp ea), Ghoul x3 (+175 Exp ea), Zombie x8 (+65 Exp ea).

Slay the vermin clogging the central tunnel that leads into the next area.
Carrion Crawler x2 (+420 Exp ea), Mutated Crawler x1 (+650 Exp), Ghast x3 (+650 Exp ea), Ghoul x2 (+175 Exp ea), Zombie x2 (+65 Exp ea).

The Repository of Undeath 


(AR BD1200).

You will begin in the south of a sprawling dungeon. Enter the Library and loot the shelves for books that foreshadow an encounter with a Lich: Tome of Ancient Knowledge, Mortal to Lich Notes, A Philosophical Treatise on the Nature of Lichdom, Volume MCXII of the History of the Netherese Empire, scrolls of Blur and Hold Person. Be sure to read the documentation found during this quest as it provides lore on Liches and their phylacteries.

  • Beware this ARs Fireball & Cloudkill proximity traps.
  • We are dealing primarily with undead, against which the following wards are useful: Negative Plane Protection, Resist Fear, Free Action, Protection From Evil, 10' Radius and Death Ward.

Head east to the chamber with a raised pool of water as its focal point, slaying the skeletal undead within. The pedestal has four slots into which scepters must be placed, three of which are empty. We'll keep an eye out for the other three...

Armored Skeleton (+750 Exp), Tattered Skeleton x2 (+400 Exp ea), Skeleton Archer x3 (+250 exp ea).

Take the eastern door to the next chamber, slay the undead within and snatch the Silver Scepter from the table (1 of 3). Around the corner lurk five burning undead.

Wight x2 (+1,000 Exp ea), Ghast (+650 Exp), Ghoul x2 (+175 Exp ea), Zombie x6 (+65 Exp ea), Burning Skeleton x5 (+300 Exp ea).

You will reach an explosive chamber, a portal from which non-trivial denizens of the Plane of Fire randomly spawn at intervals. You may farm them if you like but you will need solid fire protection. 

Manipulating the portal does nothing at this point, but remember this place - it will become vital if you choose to solve this quest "the good way".

Fire Salamander x2 (+2,000 Exp ea), Fire Mephit x4 (+420 Exp ea), Lesser Fire Elemental x2 (+400 Exp ea).

Return to the raised pool and place the first Silver Scepter into its pedestal.

Head north and enter through a secret door to arrive in a chamber guarded by a mummy and its support crew. Beware the mummy's Aura of Fear. You should protect against level drain with Negative Plane Protection, but you can also remove it with Lesser (or Greater) Restoration. (You will need at least Int 9 to cast spells from scrolls.)

Mummy (+3,000 Exp), Wraith (+2,000 Exp), Shadowed Soul (+1,100 Exp), Greater Ghast (+975 Exp), Cold Wight x3 (+1,400 Exp ea), Wight x2 (+1,000 Exp ea), Bonebat x3 (+975 Exp ea), Zombie x3 (+65 Exp ea).

Sarcophagi: Silver Scepter (2 of 3), scrolls of Vampiric Touch & Breach, Beljuril, Pearl x8, Fire Opal Ring, 572 GP, The Uncursed Staff (THACO -2, sets Strength to 18).

The door to the south is warded, meaning it resists Knock and conventional attempts to unlock it. Head north to the Laboratory, destroy the heavy-hitting sentry guarding its entrance, and loot its wrecked frame for the Sword of Troll Decapitation +1 (Strength +1 for 1 turn on critical hit of troll).
Bronze Sentry (+5,000 Exp).

The Repository of Undead — Laboratory.

Cleanse the lab of myriad undead.

Greater Ghoul (+975 Exp), Shadow x2 (+420 Exp ea), Skeleton Archer x2, Zombie x6, Bladed Skeleton (+1,000 Exp), Armored Skeleton x2 (+750 Exp ea), Shadowed Soul (+1,100 Exp), Bonebat x2 (+975 Exp ea), Tattered Skeleton (+400 Exp).

Loot the Scepter of Silver (3 of 3) from the desk, Cleric's Vestments and Chest key from the floor, and the Failed Phylactery, Notes on the Failed Experiment and Essence of Clarity from the shelves.


The key unlocks the chest in the Abandoned Camp; it's holding a piece of Parchment and the Journal of Gurn Coldhearth. Deliver the journal to Brother Deepvein and he will request you seek out and destroy the "ill-spawned bastert". To this end he gifts you The Secret Revealed, a divine anti-lich gemstone (4d8 magic vs. undead, save vs. death for half, weakens liches, 3 charges).


A metal throne is suspended over a misty blue void: pull the lever on the chair's arm to break the ward on the locked door. If still animate, now the skeletons that were taking potshots at the party from the warded chamber will zero-in. Slay them and loot the de-warded chamber.
Skeleton Archer x4 (+250 Exp ea).

De-warded chamber treasure: Greater Restoration, Protection From Evil, 10' Radius and Glitterdust scrolls and other trash.

The Scrying Pool: Visions


Return to the raised pool and place the three Silver Scepters into the pedestal (+3,000 Exp). This is actually a scrying pool from which you may experience visions of Imoen, Caelar and the Hooded Man for a total of +1,500 quest experience points for all party members. Note that you require two Essence of Perception potions to experience three Remote Views.


The Repository of Undeath: Pillar Puzzle


March north from the lab and chunk the juicy cadavers guarding the four-pillared chamber of blood. A brass plate is mounted on each pillar, etched with a design symbolic of the four seasons. To break the ward on the nearby door, you must first press the plates in the reverse order of the seasons (this clue given in the Tome of Ancient Knowledge which states "Sometimes it is wise to think backwards"); that is: Snowflake, cracked and fragmenting leaf, shining sun and leaf. (If you input the wrong order the puzzle resets and random flocks of elemental mephits will spawn to hassle you).

Imbued Wight x2 (+1,200 Exp ea), Drowned in Blood x4 (+800 Exp ea), Mephit x4 (+420 Exp ea).

Slay the undead in the now de-warded chamber, cross the pool of blood and descend the staircase to witness Coldhearth's ascension to lichdom!

Shadowed Soul (+1,100 Exp), Drowned in Blood x4 (+800 Exp ea), Bonebat x2 (+975 Exp ea).


Coldhearth Lich


The Repository of Undeath — Ritual Room & Phylactery Cache. Now, be careful in dialogue with Coldhearth lest you miss the option to resolve matters evilly. Basically, you have two options: destroy him or do his dirty work. I will cover both.

Destroy Coldhearth Lich
(Option One aka The Good Solution)


Eh? Who are you now? How did you come to this place? - Coldhearth Lich.
It's a long story. A story that ends in a pitched battle with a dwarven lich. - Charname.

As in other lich battles Coldhearth opens proceedings by firing contingencies and triggers that allow him to immediately throw up all manner of buffs and wards; stuff like: Stoneskin, Fireshield, Protection From Magical Weapons, Protection From Energy, True Sight and Spell Turning. What, how am I supposed to take him down? Well, he should be EZ pickings after Breach removes PfMW / Stoneskin, but Deepvein also gifted you The Secret Revealed gemstone, remember? Use it to dispel Coldhearth's protections and inflict spell failure upon him - you DON'T want him unleashing Horrid Wilting on the party. Once exposed to your cold hard steel the dwarf-lich should drop like a sack of potatoes, but remember the lore on liches: they regenerate by means of their phylactery...

Snatch the ancient key from Coldhearth's corpse, unlock the secret door with it, and waste no time in reaching the Phylactery Cache. There are six phylacteries on display here, five of them decoys. Coldhearth's is the second from the left. Grab it. You may also break the other phylacteries to have the gems with which they were adorned transferred to your inventory (Diamond, Black Opal x2). Now, make your way to the Broken Portal to Other Planes and cast the phylactery into the fire to destroy the lich, utterly (+22,000 Exp). The precious gems and gold that adorned the phylactery will be transferred to your inventory (King's Tears, Emerald, 3,000 GP) and you will receive +22,000 Exp and +3,000 quest experience points for each party member.

Note: It may be that CHL is not vanquished upon destruction of his phylactery; and instead, is hot on your heels in the portal chamber, and mad as hell. If that's the case simply use your ace card a second time and then drop him. With no phylactery to regenerate from, the +22,000 Exp should be yours.


Return to Brother Deepvein and inform him of Coldhearth's demise. The noble dwarf will reward you with a Greater Restoration scroll and the Helmet of Dumathoin (Physical damage resistance +3%, Constitution +2 dwarves, +1 others). He will also promise to assist you against The Shining Lady. (Completed Quest: Dwarves of Dumathoin.)

Do the Lich's Dirty Work
(Option Two aka The Evil Solution)


Eh? Who are you now? How did you come to this place? - Coldhearth Lich.
I came here seeking power and wealth, the same as you. - Charname.

The dwarf-lich will order you to "prove yourself worthy of Abbathor's bounty"; in effect: you must recover the five Amulets (of the Keeper of Secrets Under the Mountain), one of which you have already. Do NOT try to give him fewer than five because he will be insulted and turn hostile. So who has the other four, then? They are in the possession of Deepvein and his three battle clerics.

March over and slay the Dumathoin dwarves, loot their corpses for the amulets, and then deliver them to Coldhearth.

Loot: Amulet of the Keeper of Secrets Under the Mountain x4, Helmet of Dumathoin (Physical damage resistance +3%, Constitution +2 dwarves, +1 others), Warhammer +2, Shield +1, Splint Mail +1, Warhammer +1, Mace +1, Sling +1, Wand of the Heavens (5 charges), Potion of Heroism.
Brother Deepvein (+2,000 Exp), Dwarven Cleric x3 (+975 Exp ea). (Semahl yields no kill Exp in this encounter.)

Take care when receiving your reward: Coldhearth Lich is insanely avaricious and won't brook your greedy demands for long. It's either the one or the other: request he assist you against Caelar Argent OR accept the material reward offered, the Dreadhammer +2 (warhammer, THAC0 +2, on critical miss wielder takes 1d4 cold, wielder inflicts +2d4 cold vs. good-aligned Clerics). (Completed Quest: Dwarves of Dumathoin.)


Part V: Coast Way Crossing, Coast Way Forest, Baeloth, M'Khiin, Rasaad

Chapter 8 (cont.), Coast Way Crossing, The Winding Water, Fist Encampment Outskirts (AR BD1000).

In the previous post the heroic party delved a dungeon to deal with a dwarf-lich; a quest I quite enjoyed. In this post the party sets out to explore the remainder of the Coast Way Crossing before venturing into the Coast Way Forest. Once these two areas have been picked clean of quests and companions, Charname assails the blockaded bridge to confront Caelar, the antagonist of the Siege campaign.

Generic Encounters: Gargantuan Spider x2 (+3,000 Exp ea), Sword Spider x2 (+2,000 Exp ea), Phase Spider x2 (+1,400 Exp ea), Wolf x2 (+65 Exp ea), Brown Bear (+420 Exp).

The Vanished


Burned Inn (The Sterling Silver). Head over to the burned inn and speak with Herod, a refugee who requests that you find five others that have gone missing. Herod points you to Teleria, an elven mage whom he suspects is responsible. Question Teleria and agree to meet her in the forest clearing to the northwest.


Upon arrival you will see Teleria basking amidst her display of five petrified refugees.


Take your pick:

  • Order her to restore the petrified people, and when she refuses slay her. Loot the six Stone to Flesh scrolls from her corpse and reverse the petrification on the five refugees (at least Int 9 required to cast from scrolls). Manny, Untbril, Qelbelther, Soulla and Neroha will thank you, reward you with knick-knacks and wander off back to the burned inn. Return to the grateful Herod and accept the reward of 1,000 gold (or refuse it for Rep +1). Lesser Stone Golem (+2,000 Exp), Teleria (+800 Exp), Stone to Flesh scroll x6, Statue: Stone Ally (summon Lesser Stone Golem, 1 turn, 16 Int required).
  • Teleria wishes to dedicate a tableau of petrified people in honor of Artipheon, a great wizard whose standing stones we charmed as part of the Ancient Menhirs quest. Teleria views that as defacement so DO NOT mention it to her. Anyway, she needs two more victims to complete her display. Agree to lure an armored soldier and a handsome nobleman to the clearing. Your candidates are Brielle from the Fist encampment and Vessanal from the burned inn. Bear in mind Corwin firmly objects to luring Brielle to his doom and she won't be swayed on that. Anyway, return to the clearing just in time to witness the two victims being petrified. Her twisted tableau complete, Teleria rewards you with the Stone Ally (summon Lesser Stone Golem, 1 turn, 16 Int required). 

This completes the quest. 

Note: You may force-attack and slay the departing Teleria for +800 Exp and then loot the six Stone to Flesh scrolls from her corpse. With these (and another bought from Belegarm), you may reverse the petrification on Brielle (who will attack, and yields +650 Exp), Vessanal (who will wander back to the inn) and the five refugees (all of whom also wander back to the inn). However, when I returned Herod was nowhere to be found...

(Completed Quest: The Vanished).


Zaviak's Vision Quest


Zaviak's Vision quest may be continued in this clearing. Equip the Spectacles of the Spectacle to catch sight of a nameless, ghostly Gauth. Click the Use Item button, click the spectacles icon and then click on the Gauth for a brief dialogue exchange before he turns hostile and you're forced to slay it.
Gauth (+6,000 Exp): Ring of Fire Resistance (+40%).

Choice items offered by Herod: Mosela's Cudgel +2 (club, Save vs. alteration +2, THAC0 +2, +3 vs. constructs, dmg 1d6+2, +3 vs. constructs), Savage Shortbow +2 (Con +1 for elves & half-elves, THAC0 +2, dmg +2, dmg +5 vs. orcs, half-orcs & ogres), Ring of Lock Picks (Open Lock +25), Potion of Persuasiveness (non-cumulative Cha +4, 3 hours).

Halfling Treasures


Distraught halfling and ex-inkeeper Takos is standing outside the burned inn, too. He informs you that it was gutted by Caelar's crusaders in a cruel response to him kicking them out for rowdy behavior. Takos requests you recover three heirlooms that he lost in the blaze: cloak, shield & mirror.


Step into the ruins and a loose floorboard should catch your eye, highlighted in purple (x=2400, y=2330). Loot it for Gentrus's Hand Mirror (Identify 3/day).

Next, head out through the back door and use the Tab key to highlight "interactable" objects (or simply click the Reveal Details button beneath the portrait panel). You should spot a small chest at x=2860, y=2590. Knock the chest or have your thief unlock it to find the Cloak of the Beluir Watch (AC +2 vs. giant humanoids, +5 HPs for halflings only). The Shield of Barnassus is in possession of Isabella in the Coast Way Forest, that area and its quest detailed below.

Deliver the three heirlooms to the grateful Takos for +3,000 Exp and the Biter +2 (dart, THAC0 +2, 1d3 +2, acid +1, on-hit 10% penalize AC by 1 for 1 turn, save vs. Breath negates). If pressed, he may also offer one heirloom as a bonus. Refusing to hand over the heirlooms turns him hostile and you may slay him (Rep -5, +50 Exp) (Completed Quest: Halfling Treasures).

Baeloth's Black Pit to End All Black Pits


The announcer across the road will slip you a Black Pits flyer and direct you to the pit fighting arena to the north.


Upon arrival a cutscene will fire showing Baeloth hosting a pit fight, one in which a rat takes on a squirrel. When the crowd becomes impatient with his pathetic showmanship, the drow sorcerer teleports a goblin into the pit, orders it to fight for its freedom, and prepares to duel it! 

Being in fact a shaman - and no ordinary goblin - M'Khiin unleashes a spectral assault on Baeloth, forcing the cowardly drow to tap out and release her from captivity. The drow and goblin may now be recruited into the party (Rep -2 each) or sent to the Fist Encampment to await future enlistment (Journal Entry: M'Khiin Grubdoubler, +3,000 Exp).


BG2 soloists have long-since known the power of the Sorcerer, happily eschewing versatility in favor of casting I WIN spells, over and over again. Likewise, Baeloth Barrityl may cast more spells than Edwin per day but he lacks the repertoire of Edwin's spellbook.

Baeloth's custom equipment: Barrityl's Burden (+3 first, second and third circle spell slots, THAC0 -5 vs. genies, dmg -5 vs. genies, Create random gem or damage wearer 1/day). Equipped with Evermemory, Amplifier and Burden, Baeloth boasts of fourteen first circle slots, eight second, seven third and five fourth. Edwin, eat your heart out.

Baeloth's Default Skills (at time of recruitment): Lore (21).

Baeloth's Weapon Proficiencies: Quarterstaff (Proficient), Dart (Proficient).

Choice spells chosen by default: Armor, Chromatic Orb (Stun), Identify, Magic Missile, Blur, Invisibility, Mirror Image, Web, Dispel Magic, Fireball, Haste, Skull Trap, Spirit Armor, Stoneskin — Baeloth's repertoire passes the test.

Perks: Dark Elves sport innate 65% magic resistance (MR), of which only Viconia and high level Monks may boast.

As with Edwin, gift Baeloth the Robe of the Evil Archmagi, Ring of Wizardry and Bracers of Armor AC5-6 - and he's set. Yes, it's possible to have two each of RoEA and RoW from the original campaign.

 

I have no experience with the Shaman class at this point, but at first glance the spells, abilities and modal seem to be quite useful. While Shaman sport the druid repertoire of spells, they learn them like Sorcerers, at "level up", and don't need to memorize them beforehand; this coming at the cost of versatility. In addition Shaman have access to a line of spells and abilities that are unique to them.

M'Khiin's custom equipment: Grubdoubler's Axe +1 (throwing axe, on-hit 20% Confusion for 3 rounds, save vs. spells negates), Goblin Leathers +1 (Immunity: Entangle), M'Khiin's Buckler +2 (HPs +10, AC +3).

Other custom equipment: M'Khiin is unique in that you can craft and find items exclusive to her during the campaign; f.e: Circlet of Lost Souls (amulet, caster level +1, perma-Bless for summoned spirits, Shaman only), Goblin Hide Armor +2 (Con +1, minor Thief skill penalties, Slow Poison on wearer if poisoned, M'Khiin only), Jegg's Leathers +2 (AC 5, Cold & Fire resistance +20%, M'Khiin only), Kruntur's Armor +3 (AC 3, Wis -1, Open Locks, Find Traps, Pick Pockets -10%, Move Silently -20%, Immunity: Stun, M'Khiin only), Axe of Kruntur +2 (THAC0 +2, dmg +3, ApR +1, 33% on-hit 1 point Poison dmg per round for 2 rounds, save vs. Death negates, Melee [slashing], Thrown [Missile], Returns to wielder, M'Khiin only), The Soulherder's Staff +2 (THAC0 +2, dmg +2 [magic], MR +15%, Summoned spirits gain +1 Strength, M'Khiin only), The Ghostdreamers' Robes (AC 5, Casting speed reduced by 1, Vocalize). How cool is that?

M'Khiin's Default Skills (at time of recruitment): Detect Illusion (48), Lore (14).

M'Khiin Weapon Proficiencies: Quarterstaff (Proficient), Axe (Proficient), Shortbow (Proficient).

Special Ability / Modal (Shaman): Summon Ghostly Defender (summons an uncontrollable goblin chieftain spirit) / Shamanic Dance (a bard song-like ability that in this level range summons up to three uncontrollable major animal spirits)

Choice spells chosen by default (Shaman): Armor of Faith, Bless, Doom, Spirit Ward, Barkskin, Writhing Fog, Call Lightning, Spiritual Clarity, Summon Insects, Spirit Fire, Insect Plague, Mass Cure, True Seeing, Chaotic Commands.

M'Khiin will not gain extra spells slots by reading the Tome of Understanding (x3) because the engine treats Shaman as modified Sorcerers. However, she will benefit from the Ring of Holiness (+1 first, second, third and fourth circle spell slot).
 

Ok, let's venture forth into the Coast Way Forest to look for Takos' shield - and see what else we can find! When done, we shall return here to confront Caelar at the blockaded bridge.

Coast Way Forest (AR BD7000).


Just inside the forest the party witnesses Skie slaying a crusader ogre. Dialogue ensues:


Isabella & Ikros


Rest until nightfall and continue down the path to meet two vampire hunters, Ikros & Isabella. Request that Isabella hand over Takos' shield and she will threaten you. Either DEMAND the shield and slay them, or accept their request for assistance in dealing with the vampire. If you accept, Tsolak appears from the shadows to parley. 

Resolutions:

  • Assist Ikros & Isabella in defeating Tsolak and its ambushing pack of dire wolves (Dire Wolf x10, +125 Exp ea). Beware of Domination and level drain. In defeat the vampire takes on a gaseous form and hovers away to regenerate in its tomb. Isabella will hand you a wooden stake with which to pierce its black heart. Head northwest to the tomb BUT WATCH YOUR STEP: the path is riddled with proximity traps. Enter the tomb, stake the vamp in its coffin and loot the coffin for the Boot and a Half of Speed (hold onto these: cobbler Randymonk can restore them to the Boots of Speed in Bridgefort) and Tsolak's Scroll. Return to the vampire hunters and inform them of your success (+9,000 Exp). Isabella coughs up 250 GP and hands over the shield as promised: Shield of Barnassus: The Suncatcher (AC +3, 15% chance attacker takes 1d4 fire and is blinded for 2 rounds, Sunfire 1/day). Slay the vampire hunters as well, if you like.
  • Support the vamp against its hunters. Turn on Ikros & Isabella. Tsolak will thank you, tell you to watch for its messenger, and slink off into the darkness. If you take this route Tsolak's messenger will appear in the Flaming Fist Encampment of the Troll Claw Forest (at the start of Chapter Nine) and gift you the Trollblood Ioun Stone (THAC0 +3 vs. trolls, regenerate 1 HP per round). 

You will also receive +9,000 Exp. Ikros (+2,000 Exp), Isabella (+1,400 Exp). Isabella's corpse: Plate Mail, Potion of Invulnerability, Wooden Stake, Longsword +1, Shield of Barnassus: The Suncatcher (AC +3, 15% chance attacker takes 1d4 fire and is blinded for 2 rounds, Sunfire 1/day). Ikros' corpse: Quarterstaff +1, Wand of Paralyzation (5 charges), Adventurer's Robe, Dart of Wounding x40, 52 GP.

(Completed Quest: Isabella & Ikros).

In the southwestern forest you will spot the aftermath of a caravan raid. Avenge the caravan by slaying the nearby orcish raiders.

Orc Leader (+150 Exp), Orc Warrior x3 (+120 Exp ea), Orc Archer x2 (+120 Exp ea),Worg x2 (+120 Exp ea).
Victims' corpses: Gem Blade +1 (on-hit 20% random create gem, 30 charges), Jasper Gem, Crusader Tract.

You will catch up with Rasaad just to the east: a Sun Soul Monk who is now recruitable.

Rasaad's custom equipment: If you stripped him at the Interlude's conclusion, give him back the Moonlight Walkers (AC +2) from the original campaign. He may also avail of the Bracers of Perseverance (HPs +10, Aid on Critical Miss, Monk only).

Rasaad's Default Skills (at time of recruitment): Lore (8), Find/Remove Traps (5), Move Silently (31), Hide in Shadows (54).

Rasaad's Weapon Proficiencies: Short Sword (Proficient), Katana (Proficient), Scimitar / Wakizashi / Ninja-to (Proficient), Single-Weapon Style (Proficient).

Be sure to utilize his Greater Sun and Flaming Fists special abilities.


Ok, there's nothing else to see here so return to the Coast Way Crossing!

Confrontation With Caelar


March up to the blockade and the crusader guards will panic at your presence and begin to flee to the other side of the bridge. However, mage Jayvis casts Fireball from the opposite end, detonating barrels of fuel that utterly destroy the bridge and blow the crusaders back towards you!


A shimmering white barrier will block your escape as you face off against a motley crew of crusaders. After a brief tussle Caelar Argent marches onto the scene and orders the crusaders to stand down. 


A lengthy dialogue segment ensues between her and Charname, the two separated by the imploded bridge.


After Caelar departs a Flaming Fist scout will advise the party to reroute to Boareskyr Bridge, another crossing of the Winding Water - but a ten-day march from our current location.

If you like, pick a fight with and slay the straggling crusaders.

  • Barachus (+975 Exp): Two-Handed Sword +1, Potion of Frost Giant Strength, Potion of Invulnerability.
  • Seed (+2,000 Exp): Festering Spear (THAC0 +1, 1d6 +1 dmg, inflicts 2 points bleeding dmg per hit [1 point per round], on critical hit target is diseased, incurring non-cumulative 2 point Str and Dex penalty for 1 turn), Studded Leather Armor +1, Sling +1,
  • Kerra Tinbasher (+1,400 Exp): Plate Mail, Large Shield +1, Warhammer +1, Wand of the Heavens (5 charges).
  • Ivann (+1,400 Exp): Plate Mail, Longsword +2, Ring of Protection +1
  • Elwood Dowser (+2,000 Exp): Dagger +1, Wand of Frost (5 charges), Dart of Stunning x20, Knave's Robe.
  • Twelve Fingers (+650 Exp): Composite Longbow +1, Arrows of Fire x37, Potion of Explosion x2.

Return to camp and report to Bence Duncan. Inform him of the collapsed bridge and he will prepare to break camp, requesting the party meet up at Boareskyr Bridge and marking its location on your map.


Ophyllis also drops by to present a bust of Charname cast in gold (Quest: My Missed Fortune).


The transition point in the south takes you to the world map, from which you may access the Troll Claw Forest and Chapter Nine. Make sure you are finished with the Coast Way Crossing & Coast Way Forest BEFORE you travel to the Troll Claw Forest, as the destinations will become "unreachable" once you have advanced the plot.

(Completed Quest: Unexpected Allies, +10,000 quest experience points for each party member).

Part VI: Siege of Dragonspear Chapter 9 walkthrough


In the previous post Charname confronted Caelar on the destroyed Crossing of the Trade Way. The two heroes traded words, but neither would back down. The party therefore continued their march on Dragonspear, delayed as it was by the destruction of the crossing and forced rerouting to Boareskyr Bridge (thanks Jayvis). With the arduous ten-day march complete the Fist-backed party set up camp in a thickly-wooded forest, just south of Boareskyr Bridge.

Troll Claw Forest


(AR BD7100).


A cutscene fires showing Caelar Argent writing a letter of condolence, and Priest Hephernaan flexing some influence over her.  

 

Corporal Bence Duncan announces Caelar's taking of Boareskyr Bridge and her current besiegement of Bridgefort (Important Events: Find the bridge and scout out the fort and Crusader camp). Both he and Corwin advise caution in scouting the immediate vicinity, with Bence advising Charname to purchase FYRE ARROZ TO KEEL DAH TROLZ. (Acid also works, poison does not.)

The noble Fist Paladin then strolls over to a tent and orders "Fist Goldbuckler" to perform her drills. Skie steps out, knocks Bence flat on his ass, and then steps back in to continue her nap.

Note: At this point Tsolak's Messenger will appear to reward those who allied with the vampire in the Ikros & Isabella quest. Refer to the previous post for details.

Resting fires a second dream sequence, this one featuring Irenicus & Imoen.


The Irregulars


Lieutenant Otilda distrusts the half-orc "Irregulars" and requests you deal with them. Rend, Kava and Farrl are found just a stone's throw to the east of camp. Take your pick:

  • Best Rend in a duel. Rend will tell you his story; how he is here to slay the half-orc leader of the Blinding White battalion, Barghest. You and Corwin will learn that Barghest holds Boareskyr Bridge; that the Blinding White recruits are trained by a dwarf, Lieutenant Kharm; and that this trio of orcs pose no threat to the expedition. Return to Otilda and put her mind at ease for +6,000 Exp.
  • Bring Kava some ale. This is a lil' more involved because it requires access to the Crusader Camp (entry to which requires non-trivial quest fulfillment - covered in Part VII). Loot the Tepid Mug of Ale from the camp (AR BD2000: x=2690, y=2250) and deliver it to Kava to learn her and Farrl's story; but basically, they're just trying to get back into Bridgefort to find a stash they left behind there. Return to Otilda for +6,000 Exp.
  • Provoke Rend to violence (or force-attack the trio). The half-breeds quickly surrender and vacate the area. Return to Otilda for +6,000 Exp & 105 GP. Note: The trio may be slain in all cases, but you may need to immobilize them prior to attacking. Rend, Kava, Farrl (+420 Exp ea): Two-Handed Sword +1, Bastard Sword +1, Large Shield +1, Cat, (Tepid Mug of Ale).

(Completed Quest: The Irregulars).

Crap to kill: The Troll Claw Forest hosts several tailored trashmob encounters, some of which respawn with variation (after a day or so, I think). As you can see there is quite a lot of crap in need of killin', though none yield more than trivial loot.

Bombardier Beetle x3 (+120 Exp ea), Boring Beetle x2 (+175 Exp ea), Brown Bear x2 (+420 Exp ea), Orc Leader (+150 Exp), Orc Priest (+175 Exp), Orc Warrior x3 (+120 Exp ea), Orc Archer x3 (+120 Exp ea), Snake (+175 Exp), Small Troll x5 (+750 Exp ea), Troll x7 (+1,400 Exp ea), Giant Troll (+1,600 Exp), Spectral Troll x3 (+1,500 Exp ea), Ogre Berserker (+650 Exp), Ogre x2 (+270 Exp ea), Ogre Mage (+650 Exp), Half-Orc Ogre Veteran x3 (+270 Exp ea), Gargantuan Spider x2 (+3,000 Exp ea), Giant Spider x2 (+450 Exp ea), Huge Spider x2 (+270 Exp ea), Sword Spider (+2,000 Exp), Wild Boar x2 (+175 Exp ea), Hobgoblin Captain (+65 Exp), Hobgoblin Priest (+45 Exp), Hobgoblin Scout x5 (+35 Exp ea), Hobgoblin Veteran x3 (+45 Exp ea).

Troll Cave 


(AR BD7110)

Trolls lie in wait. You know what to do.

Troll Shamaness (+2,000 Exp), Giant Troll (+1,600 Exp), Troll x4 (+1,400 Exp ea), Small Troll x2 (+750 Exp ea).
Loot: Waterstar Gem x10, Tinderbox, Skull, Bloodstone Ring, Agni Mani Necklace.

Shift the stone wall to the side to reveal a hidden troll.

Spectral Troll (+1,500 Exp).

Party members with Infravision (e.g, M'Khiin) will spot an unlit torch in this cavern (x=1360, y=430). Lightning the torch with the tinderbox reveals a corpse and a chest to loot: Medium Shield +1, Locket of Embracing (Caster Level +1 [Cleric & Paladin], +2 first circle divine spell slots), Enchantment scroll, Emerald x2, Wand of Fear (5 charges).

Below left: the entrance to the troll cave, littered with the corpses of passers-by.
Below right: the scorched remains of the troll-pack, courtesy of Dynaheir's Fireball.
.
 
Minor stuff. 

In the thick woods to the east of the troll cave is a small family of refugees trying to make their way to Baldur's Gate. Cough up some chump change to help them on their journey; it won't break the bank (-10 GP).

Search the corpse east of the Irregulars (x=3900, y=3770) to find 122 GP and the Glimmer of Hope +2 (mace, THAC0 +2, dmg 1d6+3, Wis +1, on-hit Bless 10%).

Several bandit scrubs will ambush the party just to the north, fleeing when they catch sight of the party.
Bandit x5 (+65 Exp ea), Bandit (+15 Exp).
Loot: Fire Arrows, Melf's Acid Arrow scrolls.


Jaheira & Voghiln the Vast. En route to the northeastern exit point you will bump into Jaheira & Voghiln, two companions that are not enforced as a pair. Jaheira informs you that Khalid is trapped in the besieged fort to the north (Journal: Bridgefort Defenders).


The Harper is tempting due to her druidic repertoire; most notably, her fifth circle that includes Ironskins, Insect Plague, and the exclusive Harper's Call: a spell that functions as per Raise Dead except that it inflicts 10 damage on Jaheira when she casts it. Jaheira gains +2 second circle and +1 third circle spell slots if you gift her the Tome of Understanding (x3) found in the original campaign. Gift her the Ring of Holiness in addition and she will sport a total of seven first circle slots, seven second, five third, three fourth and one fifth.


Jaheira's Default Skills (at time of recruitment): Lore (1).
Jaheira's Weapon Proficiencies: Club (Proficient), Quarterstaff (Proficient), Sling (Proficient).
Jaheira's Custom equipment: She has literally nothing on her person.
Choice spells: Armor of Faith, Bless, Doom, Barkskin, Dispel Magic, Summon Insects, Death Ward, Defensive Harmony, Negative Plane Protection, Chaotic Commands, Harper's Call, Insect Plague, Ironskins, Mass Cure, True Seeing.

Voghiln's prime assets are his backup spellcasting ability and Skald Song, a solid buff for your front-line combatants. Gift him Prin's Reed of Echoes for a lil' more firepower (+2 first level spell slots, +1 second circle, +1 third circle, Bard only).


Voghiln's Default Skills (at time of recruitment): Lore (70), Pick Pockets (16).
Voghiln's Weapon Proficiencies: Bastard Sword (Proficient), Axe (Proficient), Sword and Shield Style (Proficient), Two-Weapon Style (Proficient).
Voghiln's Custom equipment: Voghiln's Helmet (MR +5%, on-hit stun 15% vs. humanoid for 1 round, save vs. Wand negates).
Choice spells: Blindness, Chromatic Orb (Stun), Identify, Mirror Image, Flame Arrow, Haste, Slow, Invisibility, 10' Radius, Enchanted Weapon, Stoneskin.
Skald Song: to-hit +2, dmg +2, AC +2.

Waylay Zone (AR BD0060).

YOU HAVE BEEN WAYLAID BY ENEMIES AND MUST DEFEND YOURSELF!

You may or may not be waylaid en route to Boareskyr Bridge. This zone pits orc against troll. Slay 'em all and step into the cave.

Orc Shaman (+175 Exp), Orc Warrior x3, Orc Archer x2 (+120 Exp ea), Troll x2 (+1,400 Exp ea).

Waylay Zone: Troll Cave (AR BD0061).

Slay the denizens inside.

Freshwater Troll (+650 Exp), Troll x2 (+1,400 Exp ea), Small Troll x3 (+750 Exp ea).
Loot: A Historical Treatise of Dragonspear Castle, 171 GP, Tiger Cowrie Shell Necklace, Sunstone Gem, Winter Wolf Pelt, Skull.

Party members with Infravision (e.g, M'Khiin) will spot a tunnel in the murky pool of water. Dive into the pool and swim through the tunnel to arrive in the trolls' food storage cavern (AR BD0062).

Freshwater Troll x4 (+650 Exp ea), Giant Troll (+1,600 Exp), Carrion Crawler x2 (+420 Exp ea), Ochre Jelly x2 (+270 Exp ea).

Loot: Firefly +2 (sling, Saves +2 [Halfling], THAC0 +2, dmg +2, +1 fire dmg), Pearl x2, Water Opal x6.

Anyway, continue on to the Bridge.


Boareskyr Bridge, Perimeter (AR BD2000).


The Missing Patrol


The gate to the Crusader Camp is heavily guarded by grunts, and the Crusader Sergeant will not grant you entry until you prove yourself worthy to the Half-orc head honcho, The Barghest. Accept the sergeant's request to seek out the nephew of Lieutenant Kharm - Keherrem - whose squad went missing in a ruined temple to the east, while searching for a wardstone (Quest: The Missing Patrol). 


This wardstone activates the teleport circle to the northeast, breaching the defenses of Bridgefort: a high-walled fort with its drawbridge raised by the besieged Bridgefortians. While a frontal assault on the Crusader Camp is certainly a viable option to break Barghest's siege, you will miss out on some content by doing so. 

Therefore, in Part VII, coming up, we  head to the ruined temple in the Forest of Wyrms to search for Keherrem and the wardstone; after which, we cover the breaking of the siege and the interesting events that lead up to Chapter Ten.

Trashmobs: Hobgoblin Captain (+65 Exp), Hobgoblin Veteran x2 (+45 Exp ea), Hobgoblin Scout x8 (+35 Exp ea), Hobgoblin Priest (45 Exp), Goblin Raid Leader (+200 exp), Goblin Worg Rider x2 (+175 Exp ea), Worg x2 (+125 Exp ea), Goblin Sharpshooter x2 (+30 Exp ea), Goblin Archer x5 (+15 Exp ea), Bombardier Beetle x3 (+120 Exp ea).

Goblin Cave


(AR BD2010).

To the north of the teleport circle is a cave packed full of goblins. Slay them and be sure to loot the circlet, an item tailor-made for Shaman (e.g, M'Khiin).

Goblin Chieftain (+250 Exp), Goblin Witchdoctor (+500 Exp), Goblin Warrior x9 (+15 Exp ea), Goblin Veteran (+30 Exp), Goblin Sharpshooter x4 (+30 Exp ea), Goblin Archer x9 (+15 Exp ea).

Loot: Circlet of Lost Souls (Caster level +1, perma-Bless for summoned spirits, Shaman only), 112 GP, random jewels.

Part VII: Forest of Wyrms, Temple of Bhaal, Morentherene, Madele, Neothelid, Akanna, Mask Puzzle, Darskhelin

Our objective is to travel to the Forest of Wyrms, locate the ruined temple, and search for Keherrem and the wardstone within it. To reiterate, the content covered in this post is not plot-critical; however, it's pretty important in regard to lore, treasure, quests and experience point gains.

Waylay Zone (AR BD0064). The party is again waylaid, this time en route to the Forest of Wyrms. A wyrmling - boxed in by a duo of giants - requests your aid and promises a reward. Take your pick:

  • Slay the giants. The wyrmling will be pleasantly surprised and reveal a stash holding 1,000 GP, Diamond, King's Tears, Beljuril and Blood Red Ioun Stone (Dex +1, Weapon Speed Factor +2). Hill Giant x2 (+3,000 Exp ea).


  • Slay the wyrmling. The giants will turn on you as backups emerge from the forest. Slay them all, including their leader, whose corpse yields Cold Fury +2 (halberd, THAC0 +2, dmg +2, 1d2 cold, on-hit Slow fire creatures for 3 rounds, save vs. Spell negates). Young Green Dragon (+8,000 Exp), Hill Giant Leader (+3,500 Exp), Hill Giant x4 (+3,000 Exp ea).

Forest of Wyrms


(AR BD7200). The entrance to the ruined temple is to the northeast, atop the rocky hill (annotated on your map as "Cave"). We're winding our way towards it.


Just to your east is some crap to kill and a corpse to loot.

• Hill Giant (+3,000 Exp), Dire Wolf x3 (+125 Exp ea), Mountain Lion (+270 Exp).

Corpse: Composite Longbow +1, Arrows of Piercing (20), Arrows of Dispelling (5) and Stalker Gauntlets (Dex +1, Hide in Shadows +15 [30 for Stalkers], Backstab Multiplier +1 [Stalkers only]).

• Head south to meet the elven ranger, Coogan. Before taking her leave she gives you a friendly warning about spiders.
(Coogan +420 Exp, trivial loot).

• Continue south and slay the winged beasts blocking the path.
Wyvern x2 (+1,400 Exp ea), Baby Wyvern x2 (+750 Exp ea).

• At the junction lurk dirlagraun.
Displacer Beast Pack Lord (+1,200), Displacer Beast x4 (+975 Exp ea).

• Along the eastward-leading path you will spot five spiders scurrying into the nearby Spider Lair. Eew, creepy-crawlies!

Spider Lair


(AR BD0114). Beware the web-based proximity traps and disabling spider attacks... One does not simply walk into a spider's lair without Free Action status...

This is a just a mini-dungeon. Slay all spiders and loot the nests, eggs and seven-legged spider corpse. This yields the Giant Spider Leg, an item for Neera's personal quest: The Call of the Wild Mage - covered in the next post.

Seven-Legged Spider (+2,000 Exp, Giant Spider Leg), Gargantuan Spider x2 (+3,000 Exp), Wraith Spider x2 (+1,400 Exp), Phase Spider x6 (+1,400 Exp), Giant Spider x8 (+450 Exp), Sword Spider x3 (+2,000 Exp), Small Spider x10 (+65 Exp ea).

Nests & Eggs: Aquamarine Gem, Greenstone Ring x2, Antidote, Severance +2 (bastard sword, THAC0 +2, dmg +2, HPs +5, on-hit 15% drain 1d4 and transfer to wielder), Goblin Hide Armor +2 (Con +1, minor Thief skill penalties, Slow Poison on wearer if poisoned, M'khiin only), Spider Egg x5, Spider Web x4.

The Spider Web (silk) is needed by Khalid in Chapter Ten.

Suddenly the lair will rumble as a gigantic beetle burrows inside! If you have an egg on your person the rhino is "friendly" and may be lured away from the mob, to be slain alone (though that's hardly necessary).

The trigger for the rhino beetle spawn is around x=230, y=720 (westernmost spider nest, just south of a proximity trap). Walk over it to make the bugs appear.


Rhinoceros Beetle (+4,000 Exp, Rhino Beetle Shell), Boring Beetle x5 (+175 Exp ea), Bombardier Beetle x5 (+120 Exp ea).

Hold onto the Rhino Beetle Shell. Once you gain access to Bridgefort blacksmith Jegg will be able to forge Rhino Beetle Plate OR shield from them, not both (covered in Part VIII).


Exit the lair and ascend the rocky hill, killing the crap that stands between you and the cave entrance.
Phase Spider x3 (+1,400 Exp ea), Bugbear Veteran (+270 Exp), Bugbear x5 (+175 Exp ea).

Descent to the Temple, Wyrm Lair (AR BD7210).


Morentherene


We now begin our delve to discover the Ruined Temple of Bhaal... but what's this? A sleeping green dragon! To my dismay there is no room for parley. If you approach her or attempt to buff in her lair, Morentherene awakens - hostile! So yeah, buff outside and don't forget Resist Fear. Morentherene self-buffs with Stoneskin (counter: Breach) and then unleashes Dragon Fear, Wing Buffet (causes knockback) and Green Dragon Breath (a poison nova). It all sounds awfully nasty but providing your party is warded against Fear and suitably equipped, they should have no problems dispatching her.

  • Morentherene (+14,000 Exp, Dragon Scales), Greater Wyverns (+2,000 Exp ea).
  • Corpse: Broken Armor, Broken Weapon, Sable Cloak (Cold Resistance +40%, Immunity: Slow).
  • Nest: 3,000 GP, Emerald x3, Diamond x2, Star Sapphire, King's Tears.

Note: As with the Rhino Beetle Shell hold onto the Dragon Scales. Once you gain access to Bridgefort blacksmith Jegg will be able to forge Dragonscale Armor OR Shield from them, not both (covered in Part VIII).

Ok, descend the stairs...

Bugbear Caves 


(AR BD7220).


Mobbed by bugbears upon entry to the bugbear cave - who'd have thunk it?
Bugbear Shaman (+650 Exp), Bugbear Veteran (+270 Exp), Bugbear Stalker x2 (+270 Exp ea), Bugbear x4 (+175 Exp ea).

Head south and slay the bugbear chieftain and its support crew.


Guthma Snorgash (+975 Exp, Flail +1), Bugbear Shaman (+650 Exp), Bugbear Warleader (+420 Exp, Morningstar +1), Bugbear Stalker x2 (+270 Exp), Bugbear Veteran x5 (+270 Exp ea), Bugbear x7 (+175 Exp ea).
Loot: Potion of Clarity, Potion of Absorption, Black Opal, 374 GP.

Note: Zaviak's Vision quest may be continued in this cave. Equip the Spectacles of the Spectacle to catch sight of a Greater Shadow. Click the Use Item button, click the spectacles icon and then click on the spectre for a brief dialogue exchange in which you may request it slay the bugbears to the south. You may also slay it outright, yielding +3,000 Exp but no treasure.


Slay the fleeing cultist of Cyric and then descend to the third, largest and final dungeon.

Cultist (+420 Exp).


Ruined Temple of Bhaal



Keherrem


Imprisoned in the jail are Keherrem and two crusader recruits: the missing patrol the Sergeant sent you to find. 

You have two options: free them or execute them by means of the switch on the wall. 

However, even if you choose the latter you will still have to find the key to the cells in order to loot Keherrem's Badge and deliver it to the Sergeant (to fulfill the Missing Patrol quest). 

Where is the key, though? Well, Keherrem mentioned "a big lizard lady"...


The Eyeless Priestess


Also imprisoned down here is Madele, a priestess of Bhaal; and also, you may choose how to deal with her. You will learn from Madele that someone named Ziatar ("the big lizard lady") has the key to the cells (Quest: The Eyeless Priestess).

Madele (+650 Exp).


The door to the north-central ritual chamber is locked; hence, we're looking for two keys.

Head south down the corridor, effortlessly slaying the pathetic pack of wolves.
Worg x3 (+120 Exp ea).

En route to Ziatar's sanctum you will encounter fourteen non-hostile cultists in four separate chambers. Bluff them if they question you (though we'll be slaying them soon, anyway, so it hardly matters).

Loot: Free Action, Neutralize Poison, Cure Serious Wounds, Cure Critical Wounds, Identify, Parchment.
Invisible Stalker x3 (+3,000 Exp ea).


The piece of parchment reveals Madele's thoughts: that she has been hearing a voice in her head, which she believes is that of Bhaal; and that she believes the rule of Cyric High Priestess Akanna is coming to an end.

The door at corridor's end leads into...

Ziatar's Sanctum: Half-dragon Ziatar


Half-dragon Ziatar is displeased to see you, and even more displeased to learn that you slew her sister, Morentherene. Give her a good thrashing and she will wisely cast Sanctuary on herself and begin to self-heal. Dispel the effect (or just wait it out) and slay her for the two keys.

Sherincal Ziatar (+3,000 Exp).

Loot: Ritual Room KeyJail Key, Plate Mail +1, Two-Handed Sword +1, Wand of the Heavens (3 charges).


If not previously slain cut a swathe through the now-hostile cultists as you backtrack to the jail. Beware their triple backstab modifier and venom-coated blades.

Cultist & Cultist Guard x14 (+420-650 Exp ea), Mad Cultist (+1,400, Potion of Explosions).

Releasing the Prisoners. You may either command Madele to leave and amend her misdeeds, or command her to leave and uphold Bhaal's teachings. Or simply let her go free. The choice is yours (and perhaps the consequence...)

Likewise, you may free or execute Keherrem and co. Either way, you will be granted access to the Crusader Camp and be rewarded with +3,000 quest experience points for each party member (Completed Quest: The Missing Patrol).

But first, let's explore the rest of the temple and see what's been going on down here!

Ritual Chamber, Neothelid


Upon entry a cutscene will fire showing a cultist fleeing in terror as a gigantic worm pwns one of his kind. Enter the chamber to face off against Neothelid, a psionic creature that demands you have Mind Shield status active to resist its Domination Gaze and Ego Whip (you DON'T want your DPS units turning on your squishy party members). In addition its mordswords and poison breath nova may wreak havoc; however, providing the tanks are blessed with buffs, the simple stand & deliver approach should bring about its downfall.

Neothelid (+20,000 Exp, King's Tears, Laeral's Tear Necklace).


Cyric High Priestess Akanna


High Priestess Quarters. Akanna is hearing a voice in her head, too. There is naught to do but slay her along with her duo of hard-hitting air elementals. Well, if you keep her alive and cure her madness she will reward you with 200 GP, and THEN you may slay her. But I didn't bother.
 
Akanna (+4,000 Exp, Wardstone, Studded Leather Armor +1, Sling +1, Club +1), Aerial Servants x2 (+9,000 Exp ea).
 
Chest: 154 GP, Detect Illusion scroll, Rainbow Obsidian Necklace.


Head south through the alchemy lab.
Mutated Crawlers x3 (+650 Exp ea), several potions.

Mask Puzzle


Note the six masks on the wall in this next chamber. Remember the Page From Sarevok's Notes that you found in the Interlude's secret chamber, all those reloads ago? Well, it gives the order in which the masks must be pressed (i.e, 3-1-4). But which masks are 3-1-4? Refer to the below-right pic. Once the puzzle is solved a nearby wall shifts to reveal a secret chamber guarded by a Darkness-casting shadow (Completed Quest: Sarevok's Secret).

Shadow Aspect (+6,000 Exp).


Loot the chest for the Fractal Blade +3 (short sword, THAC0 +3, dmg +3, on-hit 10% 3-image Mirror Image [on wielder], on-hit 50% Dispel Illusion [on enemy]) and Godsbane.


Relinquary: Darskhelin


Darskhelin, an insidious mindflayer (illithid), has infiltrated the temple to overthrow the Cyricists.


Chaotic Commands wards against its Psionic Mind Blast, but you may not have access to the spell (Jaheira does, Flint does not [not at this stage, at least]). However, it's possible to have a stealthy thief sneak inside and loot a CC scroll from the chest (conventional stealth is not broken by Redmoons' True Sight if the thief is cloaked in Non-Detection). Please note, protection from PMB is not essential: it's a save vs. Spell, afterall.

Aside from the 'flayer, the biggest threat is likely to be Redmoons, who casts Teleport Field (annoying!) and unleashes a varied repertoire common to mages of his calibre. The others foes are as EZ as pie, at least on my difficulty setting (reminder: Core Rules). Anyway, rip them all new ones and loot their corpses for treasures!


  • Darskhelin (mindflayer) (+9,000 Exp).
  • Mohad Flintborn (+1,400 Exp): Battle Axe +1, Large Shield +1, Potion of Power.
  • Shallen (+1,400 Exp): Studded Leather Armor, Longbow +1, Short Sword +1, Archer's Eyes (amulet, Critical Hit: ranged +5%, Dex +2 [Archer PrC], Dex +1 [others]), Acid Arrow quiver.
  • Teth Si-Nehi (+1,400 Exp): Crimson Dawn +2 (katana, THAC0 +2, dmg +2, Critical hit +5%, on-kill 50% Haste for 3 rounds).
  • Jhan Redmoons (+2,000 Exp): Quarterstaff +1, Traveler's Robe, Bracers of Armor AC7.
  • Chest: Chaotic Commands scroll, King's Tears, Moonbar Gem, Onyx Ring.

With Darskhelin's demise this optional dungeon-quest comes to an end (Completed Quest: The Eyeless Priestess). (Akanna has your chump change if you left her alive.)

Ok, the cave system and temple have been cleansed of stinking evil, including Cyric cultists and a brain-devouring illithid. Take your leave and return to Boareskyr Bridge, wardstone in hand.

Part VIII: Bridgefort Besieged, Dorn, Neera & Khalid, Visions of Gods: Cyric slays Bhaal

We are en route to Boareskyr Bridge from the Forest of Wyrms, having retrieved the wardstone in the Ruined Temple of Bhaal. Waylay aside, the entirety of this post is given over to the Siege of Bridgefort, its aftermath, and the events that lead to Chapter Ten.

Valeriss of Suldanessellar


Waylay Zone (AR BD0066). This is the third waylay zone I have covered. The conspicuous gaping hole in the ground was caused by explosive wizardry, soon to be revealed as the result of an arcane duel between Irenicus and archmage Valeriss of Suldanessellar. Guess who lost.

Slay the surface loiterers and climb down into the crater...

Goblin Chieftain (+250 Exp), Goblin Witch Doctor (+500 Exp), Goblin Veteran x2 (+30 Exp ea), Goblin Sharpshooter x2 (+30 Exp ea), Goblin Warrior x6 (+15 Exp ea), Goblin Archer x6 (+15 Exp ea), Ankheg x3 (+975 Exp ea, Ankheg Shell x3), Snake (+175 Exp), Bombardier Beetle x2 (+120 Exp ea).
Loot: Composite Longbow +1, Arrow of Piercing (20), Arrows +2 (20), other trivial stuff.

Lair of Fungi 


(AR BD0067). Slice n dice the mushrooms and pick the place clean of loot: look carefully on the ground.

Shrieker x2 (+175 Exp ea), Red Myconid x6 (+420 Exp ea), Blue Myconid (+650 Exp), Boring Beetle x2 (+175 Exp ea).


Loot: Spell Breaker +2 (long sword, THAC0 +2, dmg +2, save vs. Spell +4 [Wizslayers & Inquisitors], +2 [others], on-hit critical: Dispel Magic on target), Elven Chainmail (minor thief skill penalties, does not disable spellcasting), Star Sapphire, Lower Resistance, Teleport Field & Minor Spell Deflection scrolls, Letter to Valeriss.


Ok, the party returns to the crusader camp!

BRIDGEFORT BESIEGED


Crusader Camp, Boareskyr Bridge (AR BD2000).


The Sergeant guarding the perimeter will now grant you access to the camp, though if you executed Keherrem and co. you may have some explaining to do... (Completed Quest: The Missing Patrol, +3,000 quest experience for each party member).

Note: Talk to the chicken at the gate to have a Dusty Chicken transferred to your inventory. This can be used later.

Loot: Troll-Tender's Journal, Tepid Mug of Ale.


Now, to the situation at hand: The Siege. Caelar's crusaders have taken Boareskyr Bridge and are currently besieging Bridgefort, a high-walled fort with its drawbridge raised in defiance of the assault. The Bridgefortians are holed up inside, but some defenders are firing arrows from the courtyard. The Barghest, a Half-orc veteran of the Dragonspear Wars, is overseeing the siege from behind arrow-slitted barriers; his archers firing volley after volley over the walls. It seems the nearby catapult destroyed part of the wall, too. Basically, the Bridgefortians are hard-pressed and unlikely to hold out, but there is no need to hurry because the siege is not "timed".

Down with the Drawbridge


March up to Kharm the dwarf and collect your 250 GP reward IF you saved his nephew, Keherrem. If not, you of course get nothing. Now, this may seem dangerous, but inform Kharm that you have the wardstone in your possession. He is thoroughly impressed and entrusts you to activate the portal with it in order to gain EZ entry to the fort's interior. (Quest: Down with the Drawbridge). 

Of course, once inside he expects you to lower the drawbridge for the crusaders; however, you are not committed to betrayal of the Bridgefortians at this point. But before we enter the fort, let's scope out the rest of the camp!


The Barghest, Revered Brother Hormorn, Vichand (Red Wizard of Thay) and Delgar Munsch have little of interest to say at this point. 

Mage Oloneiros is on the lookout for "Charname, the Bhaalspawn", but it's impossible to blow your cover unless you willfully reveal your identity and provoke her wrath - in which case the entire camp turns hostile (as it also does if you call Kharm "a filthy cur"). Oloneiros has magically warded the gate to the bridge itself, so there is no getting past it until she is dealt with.

Reminder: At any point you may simply attack the crusaders and liberate the fort; however, in doing so you will miss out on content.

At the southern end of the camp you will find Dorn Il-Kharn locked in a cage. Free and recruit him, if you like (+6,000 Exp).


Like Minsc, Dorn Il-Khan is a conventional tank and physical-based damage dealer. But he is stronger and superior, overall. Give him a set of full plate and have him wield Rancor +1, Sword of Ruin +2 or World's Edge +3. 


Dorn's default weapon proficiencies: Two-Handed Sword (Specialized).

Dorn's default skills: Lore (11), Turn Undead (6).

Dorn's custom equipment: Rancor +1 etc.

Dorn's Perks: Aura of Despair (in this level range the enemy suffers 2 point penalties to AC, THAC0 and damage for 1 turn), Absorb Health, Poison Weapon.

With wardstone in hand make your way to the east of Bridgefort and step onto the teleporting circle. The party will find themselves magically transported inside the fort! (+5,000 experience points for each party member.)

Bridgefort Interior (AR BD2100)
.

Your arrival is announced to Khalid, who will leave his post in the courtyard to meet with you, inside. Inform this reluctant leader that your party is Fist-backed, that you intend to liberate Bridgefort, and that your mission is to march to Dragonspear Castle to confront Caelar. In turn, Khalid reveals that the crusaders are laying siege to the fort in order to claim its supplies. He then requests two things of you: Speak with Jegg Hillcarver about the supplies, and speak with Wynan Hess about the fort's defenses.

. 

Desperate Defenders


Jegg is the blacksmith of Bridgefort. She will hatch a plan to destroy the supplies IF you decide to surrender the fort to the crusaders (Quest: Desperate Defenders). 

You may also request that she forge items from your Dragon Scales & Rhino Beetle Shell. Only ONE item may be forged from each component: it's either the armor OR shield, not both.

Dragon Scales: Dragonscale Armor (AC 4, Immunity: Poison) or Dragonscale Shield +3 (AC +4, Save vs. Death +3).


Rhino Beetle Shell: Rhino Beetle Plate (AC 1, Missile Damage Resistance +25%) or Rhino Beetle Shield (AC 3, +2 bonus vs. missile attacks, Missile Damage Resistance +15%).

Note: She does not seem to recognize Ankheg Shells (remember Thunderhammer?)

.
Request Jegg also make a suit of armor for M'Khinn: Jegg's Leathers +2 (AC 5, Cold & Fire resistance +20%, M'Khiin only).

Choice items offered by Jegg: Assortment of +1 and +2 weapons, armors & shields, Rhyte's Last Arrow (throwing axe, THAC0 +2, dmg +3, crit chance +5%, on crit hit wielder gains non-cumulative THAC0 +5 for 3 rounds), Stalwart Scale +2 (AC 2, slashing resistance +10%), Steadfast +2 (buckler, AC +3, HPs +10 [dwarves], +5 [other]).

Note: Jegg will also be at the Coalition Camp in Chapter Ten, providing you did not betray the camp.

Keep a lookout for Glint's relatives


Hoach Randymonk is Glint's uncle, and a cobbler (Companion Quest: Keep a lookout for Glint's relatives). Remember the Boot and a Half of Speed that you found in Tsolak's tomb? Well, for 1,000 GP Hoach can restore them to the Boots of Speed (doubles movement rate), one of the most valuable items in the BG Series.

.
Neera the Wild Mage. You might like to SHUT Neera UP by recruiting her at this point - before her madness drives you nuts!

.
My Neera is ready for action because I scribed almost every scroll to her spellbook during our adventures in the original campaign - in which she was my primary spellcaster.


Neera's Custom equipment: If you didn't strip her of items at the Interlude's conclusion, she should have them on her person.

Neera's Default Skills (at time of recruitment): Lore (34).

Choice spells chosen: Neera maintains her spellbook from BG:EE. Neera's Weapon Proficiencies: Dagger (Proficient), Quarterstaff (Proficient).

Note: Upon exiting the fort Neera will interject to request you find components for her potion; they are: Dead water from beneath Boareskyr Bridge (which she has already), the leg of a seven-legged spider, feather from a Planetar's wing, some belladonna, a Potion of Perception, and the juice of one turnip. (Companion Quest: The Call of the Wild Mage.) You should already have the Potion of Perception and the Giant Spider Leg in your possession. We shall have three of the five items when we pinch the Planetar Feather (see Vichand).


Ok! The other person Khalid requested we speak with is the mage, Wynan Hess. He's the noisy guy busily casting spells in order to maintain the fort's wards. 

The Creeping Darkness


But suddenly the whole of Bridgefort shakes with an arcane attack, knocking everyone to the floor and insta-killing three NPCs: Kendra, Herdren and Lexa! The party is also level-drained by one level UNLESS they were warded with Negative Energy Protection beforehand. Don't worry about this, though: the party will be restored soon. 

Follow Wynan upstairs and over to the spellstone, a "boulder inscribed with mystical sigils" that weakens all within its proximity - eventually to the point of death! Wynan (or in my case, Dynaheir) will explain the need to find the original enchanter's scroll in order to neutralize the spellstone.


Return to the crusader camp and approach and intimidate Vichand for the Arcane Scroll of Impactful Doom. You may now further intimidate him into silence, render him unconscious or simply slay him on the spot (unbeknownst to the crusaders). 

Alternatively, WAIT until the Red Wizard leaves his wagon to receive a blessing from Hormorn, then slay the guard and loot the wagon for the scroll (and Planetar's Feather, for Neera's personal quest).

Vichand (+1,400 Exp, Wand of Paralyzation, 3 charges), Crusader Guard (+650 Exp).


Either way, deliver the scroll to Wynan and have him cast it on the spellstone to remove its level-draining aura. Now, slay the dark wraith that manifests from the boulder (Completed Quest: The Creeping Darkness, +3,000 Exp for each party member).
Wraith (+2,000 Exp).

Voidstone Shards


Loot the neutralized spellstone for Voidstone Shards (i.e, click on the stone three times). Now, take them to Jegg and have her forge you ONE of the following:

  • Voidsword +3 (longsword, THAC0 +3, +3 magic, Strength -1, on-hit -1 Str for 5 rounds, save vs. spell negates, undead are immune, to-hit and dmg Str bonus does not apply to this weapon).
  • Voidhammer +3 (warhammer, THAC0 +3, +4 magic, Strength -1, on-hit -1 Str for 5 rounds, save vs. spell negates, undead are immune, to-hit and dmg Str bonus does not apply to this weapon).
  • Void-tipped Arrow +3 (x80, THAC0 +3, +3 magic, Strength -1, on-hit -1 Str for 5 rounds, save vs. spell negates, undead are immune).
  • Bullet of Darkness +3 (x80, THAC0 +3, +4 magic, Strength -1, on-hit -1 Str for 5 rounds, save vs. spell negates, undead are immune).
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Ok, we have now fulfilled Khalid's two requirements, but there are other things to do in Bridgefort before we report to him.

Tender of the Dead


Pick up the bodies of Kendra, Herdren and Lexa and place them on the altar behind Junia, a priest. She will thank you and request that you inform Kendra's brother of her death. 

This brother, Tharantis, is a courtyard guard. He will in turn request that you bring him Kendra's Chain.

Now, Junia suspects Ymori is the thief; however, he is nowhere to be seen. Head outside and north along the eastern side of the fort to the goblin cave. You will notice bloodied corpses on the path veering left from its entrance. Slay the undead that spawn, and loot the wight's corpse for some goodies and Ymori's head - the symbol of Velsharoon carved into the scalp.

Kendra's Chain (amulet, slashing resistance +5%), Herdrin's Short Sword +2 (THAC0 +2, dmg +2, crit hit chance +10%), Ymori's Head.

Wight (+1,400 Exp), Zombie x6 (+65 Exp ea).


Return to Junia and expose her as a priest of the necromantic god, Velsharoon. She will turn hostile and animate the altar corpses into wights. Once "slain" she reveals her true self, a ghast that must be cut down if you are to vanquish her, utterly.

Jania (+975 Exp), Ghastly Jania (+1,000 Exp, Lexa's Ring, Club +1, High Quality Medium Shield [AC +1]) Wight x3 (+1,400 Exp ea).


Return to Tharantis and inform him of your recovery of his sister's necklace. Take your pick:

Deliver the necklace and he will thank you for avenging his sister (Rep +1, 3,000 Exp).
 
  • Demand 50 GP for the necklace. He will cough it up and call you a treacherous swine and a vulture (Rep -1, +3,000 Exp, 50 GP).
  •  Tell him that 50 GP is not enough, and that you're gonna find another buyer (Rep -1). He will turn hostile and you will be forced to slay him and the adjacent guards. Tharantis (+650 Exp, Protection From Petrification scroll, 50 GP), Bridgefort Defender x2 (+450 Exp ea).

(Completed Quest: Tender of the Dead).

The Fear


Next up, speak with Elandro and Thirrim in the rear of the courtyard. Elandro is fearful of the siege and Caelar's Crusade. The resolution is dependent on the time of day.

  • Speak with them by day: Calm down Elandro and reason with him about the emotion of fear (+6,000 Exp).
  • Speak with them by night: Elandro's fear will cause a creature of nightmares to manifest. Slay the Greater Feyr for +13,000 Exp.

Note that Thirrim is also a vendor who sells several potions that you should find useful. .
(Completed Quest: The Fear).

Breaking the Siege


Ok, this is it! Assuming you have left your options open (i.e, by not already taking the crusaders head-on) and have spoken with Hess & Hillcarver, you may now advise Khalid on how to proceed with breaking the Siege. 

There are two basic options: attack the crusaders or negotiate a surrender. 

There is also a third option that is (logically) not presented in dialogue with Khalid: betray the Bridgefortians. There are variations on the attack, surrender and betrayal courses of action. I shall attempt to cover the basics and a few variations, but I make no claims to completeness: Experiment!

Attack the Crusaders


  • Right here, right now. Have Khalid rally the Bridgefortian defenders into attacking without the backing of the Flaming Fist. A large battle will ensue in which the party of Charname and a dozen defenders are pitted against a horde of Crusaders - about two-score in number. The Fist will eventually flank from the eastern gate (a baker's dozen in number).
  • Order Khalid to hold off until you return with Fist backing. Travel to the Fist camp and order Lieutentant Otilda to assemble the troops in order to strike in concert with the defenders of Bridgefort. You may choose to begin battle alongside either the Fist or the Defenders. Again, a large battle is waged but this time on two fronts; and this time with double the allied number. Note: Khalid may join the party at this point (The Harper himself is covered later in this post, after my treatment of the Siege).
  • Feigned negotiation. Attempt to turn the tables by demanding The Barghest's surrender, or simply attack after the surrender is accepted. You will have Bridgefort backing when the battle begins.
  • Order Mari to lower the drawbridge, or else (i.e, death threat). She will comply. Now, reveal your identity to Oloneiros or threaten The Barghest. Either way, the battle begins and you do NOT have Bridgefort backing.

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  • The Barghest (+3,000 Exp): Chill Axe +2 (axe, Strength +1, THAC0 +2, dmg +2, cold +1, 2% chance per hit Berserk 2 rounds [wielder]), Full Plate Armor, Large Shield +1, Potion of Power.
  • Oloneiros (+5,000 Exp): Staff Spear +2 (THAC0 +2, dmg +3), Bracers of Defense AC 6, Traveler's Robe, Asp's Nest +1 (x40, THAC0 +1, dmg +1, Poison +1 per 3 secs for 2 turns), Cloak of Protection +1, Wand of Frost (3 charges).
  • Hormorn (+3,000 Exp): Wand of Fire (2 charges), Wand of the Heavens (2 charges), Sling +1, Knave's Robe.
  • Vichand (+1,400 Exp).
  • Kharm (+1,400 Exp): Plate Mail, Helmet of Charm Protection (Immunity: Charm), Halberd +2.
  • Keherrem (+420 Exp): His badge was a quest item for the Missing Patrol, covered in Part VII.
  • Delgar Munsch (+975 Exp).
  • Scrubs: Mercenary x9 (+650 Exp ea), Crusader Sergeant x2 (+975 Exp ea), Crusader Elite x2 (+650 Exp ea), Crusader Archer x4 (+420 Exp ea), Crusader x5 (+420 Exp ea), Crusader Recruit x9 (+275 Exp ea), Crusader Guard x5 (+420 Exp ea), Bridge Guard x2 (+275 Exp ea).

Negotiate a Surrender


Recruit Khalid and allow him to negotiate with The Barghest. Jegg will inform you that the supplies have been destroyed. Events run smoothy if this course is chosen - and Corwin is gobsmacked.

Conceal your identity during the negotiation. Events play out as above.

Reveal your identity during the negotiation. Oloneiros will protest your release and attack the party once the drawbridge is lowered, but the Barghest will uphold his vow and summarily slay her for insubordination (*chunk*).


Bertray the Bridgefortians


Pickpocket the drawbridge key from Mari. Inform The Barghest that you lowered the drawbridge as per Kharm's instructions (Rep -2). Conceal your identity and the Crusaders will take Bridgefort. Corwin will express her displeasure and challenge your decision, after the fact. Bence Duncan will also be unhappy with how things played out.

Either way, the siege on Bridgefort has been resolved! *This post to be updated with any consequences felt later in the campaign.
One consequence I've discovered so far: If you betray the fort Jegg will NOT be at the Coalition Camp in Chapter Ten. This means you won't be able to buy from her or have her forge items for you.

Siege Aftermath



Once the camp has been decimated the crusade will fall back and retreat across Boareskyr Bridge, planting barrels of explosives in a repeat of their tactic on the Coast Way Crossing. With the demise of Oloneiros the western gate is de-warded and may be taken to the bridge. Slay the seven crusaders preparing to detonate the barrels; then, return to camp.

Crusader Mage (+2,000 Exp), Crusader x4 (+420 Exp ea), Crusader Archer x2 (+420 Exp ea).

Skie and Bence Duncan will meet you back in camp, but they have nothing of interest to report. Duncan and the Fist intend to follow you across the bridge. Gather your party, and venture forth.

Visions of Gods


As you cross the bridge you will experience a vision of Cyric slaying Bhaal (this is where it happened).


The Hooded ManIrenicus, will now approach:


Little Wanderer


Anyway, there is a well on the other side of the bridge. Lower the Dusty Chicken into the well to have the Little Wanderer approach (+3,000 Exp).

  • Throw in 100 GP: Heals the party.
  • Throw in a weapon: A water elemental appears and turns hostile. When slain it yields a random +1 weapon or set of armor (Well Spirit, +3,000 Exp).

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Khalid. I love this guy. In the original campaign he can be specced into a lordly archer who outshoots even Kivan. However, most people will prefer him to take on the role of tank and melee damage dealer; and, as with Minsc and Dorn, there is no difficulty in equipping him accordingly.

Khalid intends to gift Jaheira a necklace for their Anniversary (Journal: Anniversary Gift). Give him the first component he needs: Spider Web (silk).

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Khalid's Default Skills: Lore (10).
Khalid's Weapon Proficiencies: Longsword (Mastery), Longbow (Specialization), Axe (Proficient).
Khalid's Custom equipment: If you didn't strip him of items at the Interlude's conclusion, he should have them on his person. If he was never in your party: Full Plate Armor, Gift of Peace aka Helm of Defense, Longsword +1, Longbow +1, Ring of Protection +1, Medium Shield +1, Cloak of the Wolf: Relair's Mistake, Girdle of Bluntness.
Perks: Cowardice.

Part IX: Siege of Dragonspear Chapter 10 walkthrough



In the finale to Chapter Nine Charname broke the siege of Bridgefort, foiled a crusader attempt to destroy Boarsekyr Bridge, and experienced a vision of Cyric slaying Bhaal. The party subsequently embarked on the fortnight-long march north, finally arriving at the Coalition Camp in order to rendezvous with allies from both Waterdeep and Daggerford. While Caelar's castle of Dragonspear is in their sights, the camp and its immediate surrounds must first be explored.

A cutscene fires upon arrival to the allied camp, one in which Caelar and Ashatiel debate on how to deal with the threat posed by Charname.
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Resting fires the third dream sequence of the campaign, this one involving Corwin and Rohma.


Coalition Camp (AR BD3000).


Allies & Friends, The Bridgefort Defenders


At this point you will receive +15,000 quest experience points for each party member (Completed Quests: Allies & Friends, The Bridgefort Defenders).

Marshal Nederlok of Baldur's Gate greets the party and requests the heroes meet he and the other captains at the command tent located in the southern end of the camp (x=900, y=1500).

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Command Tent:

 

According to Marshal Nederlok, General Haither Stonehand of Daggerford and Torsin Cedric de Lancie of Waterdeep, sources indicate that Caelar's forces are receiving supplies via a system of caves beneath Dragonspear Castle, the entrance to which lies beyond Dead Man's Pass. The party's mission is to infiltrate the caverns and make their way to the basement of the castle, where it is reported Priest Hephernaan is based.


Ending this conversation triggers are few events; namely:

Your world map updates with three important locations: Dead Man's Pass, Underground River and Bloodbark Grove.

Nederlock and Stonehand retire to their respective pavilions.

de Lancie meets with Phossey Dugdeep in the north, a gnome whom de Lancie advised you seek out in the above conversation. Phossey hands over a Barrel of Bwoosh! (an explosive to set under the Castle!) and Stone Dowser (an amulet that reveals where to place the barrel). You might as well accept the vial of poison from de Lancie, too: The Poison of Terror. Who knows, you might choose to use it; plus, it's good to keep your options open.

Duncan spawns in the north to announce that Skie has gone missing (Quest: Skie's Gone Missing). (Nederlock may also report this to you from his pavilion, post-Phossey.)

Wilhelmina also spawns close-by. From her you may purchase the fourth component for Neera's spell: Wilhelmina's Miracle Turnip Juice (Quest: The Call of the Wild Mage). Please refer to Neera's entry in Companion Breakdown for other component locations).

At the Party Encampment to the south, Safana interjects to offer a sidequest (Quest: The Traitor). You can pick up a few other sidequests around the camp, too. Consult the sidequests section, below.

The remainder of this post is given over to questing in the camp and preparing for our infiltration of Dragonspear. As per usual for this campaign, you will have access to your stash and companion array in the Party Encampment, this one located in the south and made conspicuous by the bonfire burning at its center.

In addition to Belegarm and blacksmith Jegg [1], Waizahb the fence is also a vendor in-camp.


Choice items offered by Waizahb: Backwhacker +2 (club, THAC0 +2, dmg +2, backstab renders target unconscious for two rounds, save vs. death for none), The Night's Embrace +3 (leather armor, AC5, Hide in Shadows +20, wearers rendered helpless become invisible for one turn) [2], Arrow of Dispelling (x5), Arrow of Detonation (x5), Arrow of Anti-Magic (x5), Raconteur's Regalia (plate armor, AC 5, Pick Pockets +10, spellcasting not disabled), various +2 armors, shields & weapons, Potion of Invisibility (x30), other potions, Ring of Danger Sense (Find Traps +25), Headband of Focus (THAC0 +2 for unarmed, critical chance +5% unarmed, DUHM 1/day), Belt of the Skillful Blade (Slashing dmg +10%, THAC0 +2 off-hand for Blades and Swashbucklers), Worn Whispers (Move Silently +20%, Hide in Shadows +15%), Soft Feet (boots, Move Silently +25%, Imm: Grease, Entangle, Web), Screaming Bagpipes (instrument, Sound Burst 2/day, 4d8 sonic dmg Jester, 2d8 others, Save vs. Breath halves, Deafens for 3 rounds, Save vs. Breath negates, 30 ft. radius).

[1] Jegg will not appear in the Coalition camp if you resolved the siege by betraying the Bridgefortians.
[2] This item is potentially very useful.

The Traitor


In the process of "relieving" people of their items, Safana happened upon a bag containing a notebook that suggests a spy is working within the camp. This bag also contained a candle, a potion bottle, and a page of runes. For me, Glint recognized the candle and pointed to Malden Col as a person of interest. It turns out the candle is actually Mizhena's, so speak with her to learn about Col if you don't have Glint around. Col may be found in the northwest of camp (x=400, y=250). Confront him about the candle and he will admit to being a spy in the employ of Caelar; after which, he is arrested and presumably hanged for treason. Report back to Nederlock and take your pick:

  • Decline the reward: +6,000 Exp and +1 Rep.
  • Accept the reward: +6,000 Exp and Fleshripper +2 (shortbow, THAC0 +2, dmg +2, Movement Speed +2, on-hit 5% Haste wielder for 4 rounds).
  • Tell him you just want Caelar's head on a pike: +6,000 Exp.

Note that it's possible to solve this quest in a variety of ways, but it isn't the purpose of this walkthrough to cover trivial variations. Suffice it to say that in one instance you may falsely accuse an innocent of being a spy (Helvdar), and slay him outright for +420 Exp and -Rep. Nederlock is unhappy about your administering of summary justice, but the quest still caps off and you receive +6,000 Exp.

Zaviak's Vision Quest: Nazramu


Equip the Spectacles of the Spectacle to catch sight of the specter of Nazramu, just northeast of Mizhena (x=2270, y=1380). Click the Use Item button, click the spectacles icon and then click on the specter to call it forth to the Prime. It is revealed to be a djinn vendor, similar to the one found in Hordes of the Underdark.


Choice items offered by Nazramu: Wizzard's Hat (casting speed +1, movement speed +2), Bracers of the Shuttered Lid (THAC0 +2 unarmed, Immunity: Blindness, on critical hit target is blinded for 2 rounds, no save), Dervish Crescent +2 (scimitar, THAC0 +2, dmg +2, Fire +1, movement speed +1, 10% on-hit Fire Shield [Red] on wielder), Clover Leaf (belt, perma-Luck), Ring of Free Action (Immunity to movement-hindering spells), Ring of Purity (AC +2 vs. evil, HPs +10, perma-Chant), Necklace of Form Stability (Polymorph saves +2), Dusty Rose Ioun Stone (AC +1), Bracers of Defense AC 5, Gauntlets of Weapon Expertise (THAC0 +1, dmg +2).

Troop Train


In the west of camp Vigilant Halasan is trying to whip the recruits into shape. In turn, simply train - perhaps with the aid of your party members - the scrubs known as Garrold, Morlis, Hester, Taield, Danine and Clovista. Inform Halasan of your success to cap off this quest: +6,000 Exp, Commander's Chain Mail +3 (Charisma +1, wearer and allies are immune to Fear and Morale failure within the wearer's visual radius). This quest reminded me of the Icewind Dale 2 prologue; but then, many aspects of the campaign draw heavily from that series - something that should be obvious to anyone who has played Black Isle's two entries.

Memories of Battles Past


Simonetta Twoedged requests you speak with people in camp in order to learn what their motivations are in opposing Caelar's Crusade. You need only speak with Belegarm and Halasan to satisfy Simonetta's requirements: +6,000 Exp, Medal of Valor (amulet, THAC0 +2).

The Wounded Zealot


Hyreth is an Ilmaterian priest who will only quaff a healing potion if you choose to incur some damage in return. Agree to the terms and this quest is done (+6,000 Exp).

Find Glint's Relatives


Damius & Sempek want you to take out Pritchard Gardnersonson, cousin of Glint.


Track him down at General Stonehand's pavilion and, at Glint's request, beat Pritchard to within an inch of his life. Before leaving the gnome will gift you Pritchard's Family Stiletto +2 (dagger, THAC0 +2, dmg +2, +4 vs. giants).


Refer to Glint's entry in Companion Breakdown for other locations of relatives. 

Note: If you want to slay Pritchard for Damius & Sempek then that's EZ, too: simply lure him over to Belegarm and slay him there, looting his corpse for the aforementioned dagger (+650 Exp, -1 Rep). If Glint is in your party then just force-attack Pritchard as he tries to leave camp. Glint won't even care. Return to the plotters to receive a couple of utility potions. 

You may also warn Pritchard after you accept to kill him off; for this, Stonehand gives you a utility potion and Pritchard vows to have the plotters drawn and quartered.

The Call of the Wild Mage


Wilhelmina spawns in the north after you speak to the Coalition commanders. She offers the fourth component for Neera's spell: Wilhelmina's Miracle Turnip Juice. Again, refer to Neera's entry in Companion Breakdown for other component locations.

Den of Thieves


General Stonehand requests that you investigate the formation of a thieves' guild in the camp. Head over to Waizahb who will set you up to meet with guildmaster Rhynwis in the northeast. You may make two demands of the guild: first, to support you when the Crusade is confronted; second, to give you a cut of the guild's profit. 

Your cut is found in the Underground River area, detailed in Part XI. Rhynwis now leaves the camp and Stonehand will reward you for busting the black market: +6,000, 500 GP.

These next three quests require you to explore areas external to the camp. They will be updated with the solutions, as I progress.

On the Fence


Waizahb is a halfling fence who requests you source five items for her; namely: 1.) Dreon's signet ring stamped with Caelar's seal, 2.) crusade battle standard from one of the camp's chests, 3.) a charm made out of a coin, signifying faith in The Shining Lady, 4.) a map that charts the Crusade's progress, annotated by Caelar herself, 5.) a Red Knight symbol that looks like a chesspiece, and has rubies for eyes. These items are found in the Crusader camp in the Dragonspear Castle courtyard, covered in the next post.

The Uncommon Cold


Dosia is a priest of Ilmater overseeing the triage camp in the southwest. She requests that you examine three patients (Xerra, Zidrand and Yestimell) and attempt to discover the nature of their illness. Companions such as Glint and M'Khiin will offer insights into the fever and advise you to procure some bark from the Blackthorn tree, somewhere in the woods. Dosia also mentions that a reclusive Druid lives in the woods. By "the woods" I presume they are referring to Bloodbark Grove.

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Helvdar's Lucky Charm


Assuming you didn't slay him during the The Traitor quest, Helvdar will be standing inside the barricade, complaining about having a hole in his boots. To satisfy this quest you must hunt down and slay the bear in Dead Man's Pass, take its hide to Belegarm, and have him make the dwarf a new pair (I'm not sure I want to slay a beautiful wild bear just so some dumb dwarf can feel "lucky" again, but whatevs).


Ok, that's it for the Coalition camp for now.

Part X: Dead Man's Pass, Dragonspear Castle (courtyard), Nüber


Shadowy Figure


Waylay Zone (AR BD0063).

YOU HAVE BEEN WAYLAID BY ENEMIES AND MUST DEFEND YOURSELF!

En route to Dead Man's Pass the party is waylaid by a Shadowy Figure - an assassin flanked by four mercs. This area is also a dead magic zone, meaning that spell failure is guaranteed. Doesn't mean you can't wave your wands, though. Beware the backstab-spam of the assassin, whose wield inflicts bleeding and drains your Strength stat. Immobilize him with the Wand of Paralyzation and then cut his rigid body to pieces.

Shadowy Figure (+3,500 Exp): Vexation +2 (short sword, THAC0 +2, dmg +2, 2 points of bleeding dmg per hit [1 point per round], 2 point on-hit backstab Strength drain, transferred non-cumulatively to wielder for 5 rounds), Shadow Armor +3 (leather armor, Hide in Shadows +15), 347 GP, Letter.

Mercenary x4 (+750-2,000 Exp ea).
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Dead Man's Pass 


(AR: BD7300). Heading north from your starting point brings you to a junction, with roads leading west to Dragonspear Castle (courtyard only) and east to two other wilderness zones: Underground River and Bloodbark Grove.

Crap to kill. Dead Man's Pass is teeming with trashmobs that are just standing around, waiting for you kill them and take their stuff. None of their corpses yield valuable loot, though.

Bombardier Beetle x6 (+120 Exp ea), Boring Beetle x6 (+175 Exp ea), Wild Boar x7 (+175 Exp ea), Displacer Beast x4 (+975 Exp ea), Displacer Beast Pack Lord (+1,500 Exp), Mountain Lion (+270 Exp), Cave Bear (+900 Exp), Hill Giant x6 (+3,000 Exp ea), Hill Giant Leader (+3,500 Exp), Orog x8 (+150 Exp ea), Orog Elite x3 (+175 Exp ea), Orog Marauder x2 (+150 Exp ea), Orog Chieftain (+250 Exp), Orog Priest (+650 Exp), Worg x4 (+120 Exp ea), Ettin x2 (3,000 Exp ea), Dire Wolf x5 (120 Exp ea), Wolf (+65 Exp), Gargantuan Spider x2 (+3,000 Exp), Sword Spider (+2,000 Exp), Phase Spider x3 (+1,400 Exp ea), Hamadryad (+650 Exp), Shambling Mound x2 (+6,000 Exp ea), Ogre x2 (+270 Exp), Half-Ogre Veteran x2 (+270 Exp), Ogre Berserker x2 (+650 Exp), Ogre Mage (+650 Exp), Ogre Chieftain (+975 Exp), Hobgoblin Captain (+65 Exp), Hobgoblin Scout x3 (+35 Exp ea), Hobgoblin Marksman x3 (+50 Exp ea), Hobgoblin Priest (+45 Exp).

Points of Interest. There are two subterranean zones accessible in Dead Man's Pass, both of which are very small and not annotated by Beamdog: the Killer Mimic Cave in the west and a Hole in the Ground to the east.

Killer Mimic Cave 


(AR: BD1010). Slay the giants guarding the upward path and then slay the spiders outside the cave. Approach the chest to awaken a mimic and spawn flanking oozes and a souped-up otyugh. When they have been dispatched loot the chest for a bow and some ammo: Bow of the Banshee +2 (longbow, THAC0 +3, dmg +2), Arrow +3 (x20), Arrow of Dispelling (x3), Arrow of Anti-Magic +1 (x10).

Killer Mimic (+3,000 Exp), Neo-Otyugh (+5000 Exp), Ochre Jelly x4 (+270 Exp ea), Sword Spider x2 (+2,000 Exp ea), Gargantuan Spider (+3,000 Exp), Phase Spider (+1,400 Exp), Wraith Spider (+1,400 Exp).

  

Hole in the Ground 


(AR: BD7310). Remove the wood covering the hole and climb down the ladder to face off against spectral undead. Loot the place for Spider Silk and the Amulet of Whispers (perma-Vocalize, Silence 15' radius 1/day).
Unsleeping Guardian (+4,000 Exp), Greater Shadow x2 (+3,000 Exp ea), Shadow x5 (+420 Exp ea).

Minor Things:

Nüber


Heya! Heya! Heya! *chunk* - That's what happens to Noober in the original Baldur's Gate. But now you have to contend with Nüber! You can find him around x=2880, y=2800. To rid yourself of this irritant you will have to slay him in three different forms (+15, +15, +250 Exp).


Standing at the junction are merchants Horst & Stalia - who sell a whole lot of nothing (just gems and potions). Off-load any inventory-clogging loot you may have, and take your leave.

Gnåler and Kåmbolder


In the south you will bump into Gnåler and Kåmbolder, a gnoll-kobold duo who will gift you a sketch of themselves, one that shows them standing side by side near an ancient ruin.

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Gnåler (+650 Exp), Kåmbolder (+420 Exp, Fire Arrows x40).

North of the mimic cave is the corpse of an Orog Priest holding the Heart of the Mountain (amulet, AC +2, summoned spirits gain +10 HPs, Shaman only).

You may be approached by Ephrik in the east. Slay him for +300 Exp and loot his corpse for 125 GP.

The corpse of a mage may be looted on the hill to the east, guarded by a band of Hobgoblins. All you get is a couple of scrolls and a generic wand.

A Cave Bear may be slain and skinned for its Fine Bearskin just north of the Killer Mimic Cave (x=1900, y=700). 

To fulfill the Helvdar's Lucky Charm quest you must take the hide to Belegarm in the Coalition Camp and request he fashion a pair of boots out of them for Helvdar. 

Choose to present the dwarf with the Lucky Boots (saving throws for dwarves +3) or an ordinary pair; the reward is +6,000 Exp and two utility potions, either way.


Ok, we're done with Dead Man's Pass. Let's go check out the courtyard of Dragonspear Castle!

Dragonspear Castle


Courtyard only (AR: BD4000).


You will arrive at what I will call the southern gate. But first, where is Skie? She is found just outside the walls, to the east of your starting position. Save her ass from mercs, send her back to camp, and report to Nederlock to cap off the quest.

(Completed Quest: Skie's Gone Missing, +800 Exp).
Mercenary x4 (+420 Exp ea).


Ok, convince the Crusader Officer to grant you admittance to the courtyard: you will receive the Seal of Caelar. Now, as in the lead-up to breaking the siege of Bridgefort you may like to keep a low profile in the courtyard rather than announce yourself as the hero of Baldur's Gate; otherwise, you may trigger camp-wide hostilities and miss out on a whole heap of content. It's up to you, though.

Crusader Guard Officer (+1,400 Exp, Longsword +1, Plate Mail +1, Medium Shield +1), Crusader Guard Mage (+2,000, Longsword +1), Crusader Guard Cleric (+2,000 Exp), Stone Golem x2 (+8,000 Exp ea), Crusader Scout x4 (+420 Exp ea), Crusader Guard x4 (+650 ea), Mercenary x18 (+420-650 Exp ea), Delton (+975 Exp), Ravoc (+650 Exp, Battle Axe +1), Damarr (+650 Exp), Leopas (+1,400 Exp), Corinth (+420 Exp, Corinth's Bow +2 [THAC0 +3, dmg +4, AC +1, on critical hit wielder is buffed by Luck], Valis (+420 Exp), Tristian (+2,000 Exp, Ring of Protection +1, Longsword +2, Medium Shield +1, Tristian's Holy Symbol), Commander Dreon (Battle Axe +1, Throwing Axe +2, Large Shield +1), Crusader Pedro (+420 Exp), Crusader Nan (+420 Exp), Sallo (+1,400 Exp, Empty Wineskin), Recruit Qing (+420 Exp), Recruit Kjarvin (+420 Exp), Zare (+275 Exp), Beno Famari (+650 Exp), Crusader Commander (+1,400 Exp, Bastard Sword +1, Large Shield +1), Crusader Sergeant x2 (+975 Exp ea), Crusader Elite x6 (+650 Exp ea), Composite Longbow +1, Arrow +2 x20, Chainmail +1, Longsword +1), Kara-Turan Mercenary (+1,400 Exp, Katana), Deneld (+2,000 Exp, Ring of the Crusade (AC and saves +1, +3 vs. demons and devils), Second Stone Fragment, Short Sword +1), Mercenary Captain (Bastard Sword +1 x2), Sindret (+2,000 Exp, Splint Mail +1, Sling +1, Club +1, Potion of Power, Potion of Magic Protection, Laeral's Tear Necklace), Crusader x10 (+420 Exp ea), Crusader Archer x4 (+420 Exp ea), Crusader Recruit x16 (+275-420 Exp ea), Troll Wrangler x2 (+420 Exp ea), Troll (+1,400 Exp).

Loot: You can loot a Star Sapphire from the pile of rubble at x=1150, y=860.

Crusader forces are timed to respawn from both the gate and their tents, so you are never truly done with them. Wait! Why can't we just kick down the gate to get to the Castle interior? Hephernaan wove the wards himself. There is no getting through them at this point.

Aside from this first one, the following quests assume you did not instigate hostilities. There is probably nothing stopping you from killing everyone when you're done questing, though!

Questing in the Courtyard:

Now, remember the On the Fence quest? Well, here is how you acquire the five items Waizahb requested you to source for her:

Dreon's Signet Ring


Dupe Commander Dreon into handing over his ring for the purposes of marking reports. You will need to be wearing the Crusader Uniform found in a crate in the northwest (x=700, y=1550). You might as well keep this armor on while questing in this area, btw.

Reward from Waizahb: 250 GP and +2,000 Exp.

Battle Standard


Found in an unlocked chest located in the north (x=1220, y=1440).

Reward from Waizahb: 500 GP and +2,000 Exp.

Token of Faith


Many Crusader Recruits have these on their person, but a good candidate is the elf standing to the right of Damarr (x=1000, y=2520).
Reward from Waizahb: 1000 GP and +2,000 Exp.

Annotated Map


Interact with the table (x=1800, y=2200) while under the effect of invisibility or stealth.
Reward from Waizahb: +2,000 Exp and Shadowed Spear +2 (THAC0 +2, dmg +2, AC +2, 20% on-hit chance to teleport to random enemy and +4 THAC0 for 1 round, 5% on-hit chance to teleport to random enemy and Ethereal for 1 round. Etherealness: Wearer is immune to normal weapons. Spells may be cast and weapons may be used, 1 round).

Tristian's Holy Symbol


This cannot be pick-pocketed from Tristian. You will have to acquire the Coroniir game from Mizhena back at the camp. Return to Tristian and challenge him to a game. If you have low intelligence, nominate a party member to play and win for you; f.e, Neera, Dynaheir.
Reward from Waizahb: +2,000 Exp and Pearly White Ioun Stone (regen 1 HP per 5 rounds).

Deliver all the items to Waizahb and receive some potions in addition (Potion of Storm Giant Strength, Potion of Power & Potion of Magic Shielding).

The Trial


Quest: The Trial. Make your way to the southwest and learn from Leopas that Valis has accused Corinth of crimes against Caelar.


Briefly question the following crusaders: Valis, Corinth, Ravoc, Delton and Damarr. Your journal will update each time to indicate that you have learned all you can. 

Solutions:

  • Determine that Corinth is guilty (+4000 Exp). He will be set upon by the others and you can loot his corpse for a wicked bow: Corinth's Bow +2 (composite longbow, THAC0 +3, dmg +4, AC +1, on critical hit wielder is buffed by Luck).
  • Determine that Corinth is innocent. Valis is set upon instead (+4000).
  • The evidence is not compelling enough to make a determination either way. Leopas will be annoyed and order you to get out of his sight.
  • Determine that both are guilty. Leopas will call you a "repellent dullard" and order you to get out of his sight.
  • Trial by combat. Recommend that Corinth and Valis face off in a duel to the death. If Corinth falls you get to loot his corpse for the bow. Valis doesn't drop anything worth a damn if she dies; and it seems Corinth simply leaves the camp.

Foehammer's Blessing


Recruits Qing and Kjarvin are found in the fenced-off camp to the north, attempting to pray over a broken icon engraved with a symbol of Tempus. You will need to find two stone fragments and bless them in order to satisfy this quest. The First Stone Fragment is found in the rubble nearby (x=1400, y=700); the Second Stone Fragment is acquired from Deneld in dialogue.


Now you need to find a priest of Tempus. Take the two fragments to Mizhena in the Coalition Camp and have her bless aka consecrate them. 

Return to the broken icon and place the Sanctified Shards into its "receptacle" to trigger dialogue with Tempus, Lord of Battles. 

Choose to be tested and you will face the Sentry of Tempus in battle. 

Destroy it for +5,000 Exp and loot a magical shield from its wrecked frame: The Bloodied Guardian +2 (large shield, AC +3, Fire resistance +25%, when wielders HPs drop below 50% -> Strength +1 for 5 rounds). If you choose not to be tested you simply receive +6,000 Exp.


Morning Report


Crusaders Pedro and Nan may be found at the western fence, just south of recruits Qing and Kjarvin. They will give you an Empty Wineskin and request that you fill in for the drunken Sallo. 

Click on the casks behind Pedro to fill the wineskin and then deliver it to Deneld (x=2370, y=2828), who will give you the report and ask who sent you to retrieve it. 

Answer Commander Dreon. 

Next, deliver the Full Wineskin and Morning Report to Dreon, the heavily armored guy standing just to the south of Pedro and Nan. Lastly, return to Pedro and Nan to receive +6,000 Exp and a couple of utility potions for your trouble.

Troll Breakout


Head through the eastern gate to find wranglers struggling against an espcaped troll. Sindret will request you fetch Troll Shackles from Gnarg's chest, opposite Dreon (x=1400, y=1650). 

Upon your return Sindret will order you to shackle the troll. Beat it up until it's knocked to the ground and claim your reward from Sindret: +4,000 Exp and four utility potions.

Understanding the Crusade


This is a similar quest to Memories of Battles Past. To kick it off simply speak to Deneld and then go and interview Zare, Ravoc and Sindret. 

Upon your return Deneld will test you. Don't forget to ask for a reward: Ring of the Crusade (AC and saves +1, +3 vs. demons & devils).


Shael Corwin: Just down from Dreon our eagle-eyed companion will spot her ex-lover and the father of Rohma, Beno Famari. The dialogue is mostly for flavor; this is not a quest per se (+6,000 Exp).


Part XI: Bloodbark Grove & Underground River (approach)

Bloodbark Grove (AR: BD7400).


Lord Dushwick


We're starting off in the northwest of the grove. Follow the path southwest to bump into Lord Dushwick, a pompous noble who requests you search for items that his servant, Chalmers, has lost during their travels.
.

Take your pick:

  • Tell the nobleman you have better things to do. The Lord will order his servant to fight you, but the servant will drop the items and leave, with the Lord running after him in despair (the items are rubbish).
  • Tell him to unburden his servant by dumping the load. See above.
  • Threaten their lives. See above.
  • Tell them you have no time to spare. They wander off without littering.

In all four cases you may slay them as they leave for +15 Exp ea and -2 Rep ea.

The Call of the Wild Mage


Continue along the path and loot the orange-leafed tree for some Belladonna (x=830, y=1000), the final ingredient for Neera's potion (Quest: The Call of the Wild Mage). 

Now, rest and Neera will have brewed the potion in the meantime. She will then quaff it and gain control over the link between her and the voice that's been bothering her. 

It turns out to be the voice of Adoy, trapped in the Fugue Plane. You will need to find the Mountain of Nepenthe so that Neera can bring Adoy back to the Prime. 

According to Neera, it's to the north. Loot two more units of Belladonna at the foot of the tree just to the east.


Charred Journal & Cellar


Continue along the eastern path to meet with Onoroth, a merchant who sells potions and scrolls. Slay the beetles in the immediate vicinity. 

Now, Onoroth is standing near a crumbled building. Grab the Charred Journal on the ground, open the trapdoor and descend the stairs to the cellar.

Boring Beetle x3 (+175 Exp ea), Bombardier Beetle x2 (+125 Exp ea).

Cellar (AR: BD7410). 

Slay the stray wolf and flip the switch (x=630, y=550) to open a secret door to a hidden chamber. 

In here you will face off against a vamp backed up by a pack of wolves. Slay 'em all.

Fledgling Vampire (+8,000 Exp), Dread Wolf x3 (+420 Exp ea), Wolf x5 (+65 Exp ea).

Note: The dread wolves actually work like trolls: use fire or acid to vanquish them.

Detrap, unlock and loot the two chests for the following treasures: Sundermaul +3 (warhammer, THAC0 +3, dmg +4, 15% on-hit 1 point penalty to AC [save vs. spells negates], 20% on-hit Earthquake centered on wielder), Small Shield +2 (AC +3), Rogue Stone, Star Diopside Gem, Tchazar Gem, scroll of Confusion, 1,000 GP.


The Rest of the Grove:

Make your way north, take out the trash, and loot the corpse of a mage for the Clasp of Helm (Necromancy saves +3, Wisdom +1 for Priest of Helm only, Detect Illusion 1/day), Wand of Fear (10 charges) and scroll of Conjure Lesser Earth Elemental.

Bombardier Beetle x3 (+125 Exp ea), Shambling Mound (+6,000 Exp).

Strange Tree


Click on the Strange Tree to the west to trigger a flanking wolf-pack spawn.

Wolf x4 (+65 Exp ea), Dread Wolf x3 (+420 Exp ea), Vampiric Wolf (+2,000 Exp).


Don't be afraid: click on the tree once more to have the Blackthorn Bark Cure transferred to your inventory. 

This item needs to be taken to Dosia in the Coalition Camp in order to cap off the Uncommon Cold quest. 

Solutions:

  • Deliver the cure like the hero you are. Dosia will be grateful and set to work on the patients at once. +6,000 Exp, Rep +2, Martyr's Morningstar +2 (THAC0 +2, dmg +2, HPs -10, on critical hit target loses 15% of their max HPs).
  • Request a reward for saving lives. Dosia will question your hero-status but offer a few healing potions that were intended for the sick soldiers (+6,000 Exp, Rep -1).
  • Tell her the offer's not good enough and that you will hang on to the cure. You will sicken Dosia and she will order you to get out of her camp (-2 Rep).

(Completed Quest: The Uncommon Cold).

Ok, head directly west from the strange tree and destroy the undead lurking within a circle of statues.

Skeleton Mage (+900 Exp), Burning Skeleton x4 (+300 Exp ea).

There is a hole in one of the statues holding an emerald and ten moonbars (x=800, y=680).

From this point head north, slay the basilisk guarding the northern exit of the grove, and loot its corpse for the Basilisk Claw.

Greater Basilisk (+7,000 Exp).

Note: You really SHOULD know how to protect yourself from petrification gaze by now; afterall, there are many basilisks in the original campaign. What you need to do is ward yourself against this most lethal effect with a scroll of Protection From Petrification or Potion of Mirrored Eyes. If you don't have either, you'll just have to wing it (i.e, hope you make the saving throw).

This area is now done n dusted.

Underground River 


(Approach, AR: BD5000). 

This next area winds its way up to the entrance to the Underground River itself which, according to Coalition intel, is a cavernous region that leads to the basement of Dragonspear Castle, where priest Hephernaan is reported to be based. Nothing is stopping you navigating north, straight through its guts, to gain instant access by showing the guard your Seal of Caelar, but you will miss out on optional content if you do so.


Crap to kill: Mountain Lion (+270 Exp), Brown Bear (+420 Exp), Cave Bear (+650 Exp), Greater Wyvern x2 (+2,000 Exp ea), Wyvern (+1,400 Exp), Orc Warrior x4 (+120 Exp ea), Orc Archer x6 (+120 Exp ea), Orc Bowmaster x3 (+175 Exp ea), Orc Radier (+135 Exp ea), Orc Leader (+150 Exp), Orc Shaman (+420 Exp), Huge Spider x3 (+270 Exp ea), Gargantuan Spider (+3,000 Exp), Ankheg x4 (975 Exp ea).

Quest: M'khiin Grubdoubler. Head north a lil' and you will be interrupted by Battuks, a hobgoblin leader of a band of goblin raiders, who will demand you release M'Khiin to them (if you have her in the party. If not, they demand a toll and you can choose to pay 'em or slay 'em). Anyway, for me M'Khiin intervened to use the same trick that surprised Baeloth: Summon Spirits.


When they surrender you may simply slay them (+12,000 Exp) or pay them off so that they leave in peace (-100 GP, +2,000 Exp, +12,000 Exp).
Battuks Softbelcher (+420 Exp), Raggemos Ghostrant (+420 Exp), Sab'n Drooldribbler (+270 Exp), Sickl T'matta (+120 Exp),
Loot: 570 GP, Spear +1.

The Good Druids


Druids Jamven & Chorster are entangled by vines under the great oak to the northwest. "Force attack" them to set them free. The Druids will proceed to inform you of their plight: Great Druid Ferrusk is corrupting the oak's roots from deep within the caverns. You will need to venture into the Underground River and plant the Enchanted Seed they give you at the root of the oak tree in order to satisfy this quest (see Part XII). Note the offer of help to gain entry to the caverns, if we need it.


The Myconid Tower


In the southeast Tower Ruins fungal growths have emitted a cloud of spores that will confuse any who enter - unless they sport MR or "save vs. Spells".


After the myconid drops dead interact with the corpse at x=4650, y=2930 to spawn three reds and an elder. It doesn't matter how you respond, they want to feed you to the dirt (+6,000 Exp).


Slay them.

Elder Myconid (+650 Exp): Myconid Boom-sac (5 charges, allows to summon up to three red myconids per charge for a max of five).

Red Myconid x3 (+420 Exp ea).


Murs and the Brigands


Head north to the ogre camp and you will overhear members of the ogre tribe debating their leadership as a result of Chief Slug having been kidnapped by the Crusaders.


Your options:

  • Slay them on the spot.
  • Stand back and watch Arbinge & Cheski duke it out.
  • Duel Arbinge & Cheski as Murs' champion. Murs will be instated as Chief (+12,000 Exp).
  • Duel the duo to the death in order to take the Chiefdom for yourself. You will be instated as Chief but the ogres don't follow non-ogres (+12,000 Exp).

In these last two cases Murs also gives you a follow-up quest, one that is not added to your journal at this point: free Slug and the others. However, four other quests related to the Underground River are added: Blind Albino Wyrmlings, The Lost, Accessing the Warrens and Dark Druid Circle. These quests will be covered in the next post, when they are actually undertaken. You may also request the ogres support you when the Crusade is finally confronted.

Cheski (+1,400 Exp), Arbinge (+1,400 Exp), Murs (+2,000 Exp), Ogre x5 (+270-650 Exp ea).
Loot: Morningstar +2.


Slay the ankhegs north of the ogre camp. Glint was able to detect the location of our "cut" from the guild (search Rhynwis in Part IX), but I was unable to interact with the fallen rocks to get muh entitlement. Grr...

Crusader Encampment


Ok, head back to the main path and then north to the closed-off Crusader Encampment. A cyclops stands guard outside the gate, flanked by human crusaders. There are many more units inside the gate, too.


Either slay them all or gain peaceful entry by showing the cyclops the Seal of Caelar. If you got druid support at the oak tree then a lion and two spiders will help you fight the crusaders, even respawning if they are slain.

Cyclops (+4,000 Exp), Crusader Guard x4 (+975 Exp ea), Crusader Archer x7 (+975 Exp ea), Crusader x6 (+650 Exp ea).

Quest: The Wychlaran and the Berserker. Inside the camp - it doesn't matter how you got in here - you will meet a second Rashemi duo: Rigah & Julann. Rigah has no Boo equivalent, though. The journal entry makes it clear that both Minsc & Dynaheir are required to be present to kick-start this quest; however, my Minsc got force-attacked by Charname two Chapters ago and sort of died. Choice & consequence, right thar.

Julann (+4,000 Exp).
Rigah (+2,000 Exp): Dragon Blade +3 (two-handed sword, THAC0 +3, dmg +3, cold +1, Berserker/Barb Rage crit hit +10%, on crit hit deals +2d4 cold and Slows target for 1 round, no save).


We're done with the wilderness. The party now prepares to enter the Underground River itself - a vast, subterranean region to explore, with lots more questing.

An example of Siege's banter. Yes, it's fully voiced.


Part XII: Underground River, Kanaglym, Dark Druids, Drow, Halatathlaer


Underground River


(AR: BD5100).


The Underground River is a subterranean environment that stretches out towards the basement of Dragonspear Castle, where it's reported that Priest Hephernaan is based. This post covers most of the quests found in this area, except where they require entry to the Warrens. These Warrens - located directly beneath Dragonspear - will be covered in the next post, along with the Hephernaan encounter in the basement. As with the Siege of Bridgefort and the Dragonspear courtyard, it is best to maintain a low profile in these Crusader-ridden caverns; if, that is, you want to experience as much content as possible.

First up, check to see if you have the Barrel of Bwoosh!, Stone Dowser & Poison of Terror in your inventory. These items were given to you by Nederlock & Phossey at the Coalition Camp. 

If not, console them in using the following codes: BDBWOOSH, BDEYE and BDPOTN01. For example, C:CreateItem("BDBWOOSH"). 

Now, equip the Stone Dowser as you would any other amulet. It makes a lil' noise and points the way to the fault line, the point at which you are to place the Barrel of Bwoosh! Don't worry about missing the trigger, though: it is blatantly obvious where it is to be placed.

Crusader Supply Depot



The Supply Depot is supervised by the gnome, Ladle. If you got in here by "kicking down the door" and slaying a score of Crusaders in the process, Ladle may question you about the racket outside.


Now, ask him about work and you will receive two quests.

Moving Crates


Ladle requests you move the twenty sacks of grain from the crate at x=4477, y=1930 to the empty crate at x=3900, y=1950. Next, he requests you move them back again. Your reward for this manual labor? +12,000 Exp and a couple of utility potions.

Crap to loot: Buckler +1 (x=4350, y=2000).

Gurgle & Floss


Inquire into the depot's situation and you will learn that "shoogen" (he means sahuagin) have blocked the path to the castle by taking over a cave to the north. Ladle doesn't really want your help, though? Well, he's getting it anyway! Head north and up the stairs to confront the fishfolk, Gurgle & Floss. Slay them yourself, lure them out to be slain with the aid of Crusaders, or tell the fishfolk a story to have them gift you a wand in return - and then slay them, if you like. Return to Ladle and inform him of the cleared cave.

Gurgle (+2,000 Exp), Floss (+2,000 Exp).
Wand of Water Elemental Summoning (Summon Lesser Water Elemental for 1 turn, 5 charges).

Ok, we first head southwest from the depot with the object of covering all optional content; after which, we backtrack and then head westward from the "fishfolk cave" to eventually reach the warrens and the basement of Dragonspear.

Corrupted Grove: Dark Druid Circle



The luminescent flora in this zone represents corruption of nature by the great druid, Ferrusk. As you move through it you will find the following crap in need of a killin': 

Red Myconid x2 (+420 Exp ea), Blue Myconid (+650 Exp), Shrieker (+120 Exp), Dark Treant x7 (+4,000 Exp ea), Gargantuan Spider x3 (+3,000 Exp), Corrupted Hamadryad x2 (+650 Exp ea), Ankheg (+975 Exp), Mustard Jelly (+2,000 Exp).

Slice n dice the 'shrooms as you head southwest. You will bump into Ferrusk standing at the entrance to the Grove of the Dark Druids.


Now, you will recall that Jamven & Chorster informed you of Ferrusk's pernicious influence on the entire forest by corrupting the roots of the great oak (The Good Druids). 

Those roots are just through the door but don't plant the Enchanted Seed at this point! - doing so will turn Ferrusk hostile, prematurely, and you will miss out on content as a result. 

Instead, engage in dialogue with Ferrusk to learn he is allied with Hephernaan. 

Next, inform him of Caelar's plans to open a gate to the Nine Hells; then, request his support against her. 

Ferrusk will turn on Hephernaan for being a traitor and gift you a magical amulet: Amulet of Abnormally Awesome Ankheg Summoning (acid resistance +15%, summon ankheg x2 for two turns, 5 charges).


Slime Sickness


Next, head southwest a lil' further until you spot poisoned crusaders. You will need to enlist Ferrusk's expertise if a cure is to be concocted. However, he requires a vital ingredient! - one that you should already have on your person: the Myconid Bloom-sac. Give it to Ferrusk and he will brew the Slime Sickness Curative. Now, return to the crusaders and have them quaff the potion (+6,000 Exp, a second Seal of Caelar, utility potions x3 from Ladle).

Ok, plant the Enchanted Seed to turn Ferrusk hostile. 

He will fire a protective contingency and unleash Insect Plague; after which, he will summon monsters, elementals and woodland beings.

Ferrusk (+4,000 Exp): Bloody Bone Plate Mail +2 (AC 1, Immunity: Backstab, Cha -1), Aquamarine Gem, Club +1.
Dark Treant x2 (+4,000 Exp ea), Ankheg x2 (+975 Exp ea).

You may now return to the good druids to cap off this quest by the same name: +12,000 Exp, Rep +1, The Root of the Problem (club, THAC0 +1, dmg +1, +3 vs unnatural).

Evil Solution: In your initial dialogue with Ferrusk it is possible to switch sides and ally with him against Jamven & Chorster. Simply bring Ferrusk the heads of the two good druids. Your reward? Two utility potions.

The Drow


If, at this point, you save the young Drow (Kaelet & Umar) from the ankheg to the west, you are going to miss out on a possible solution to the quest of which - it is later revealed - they are part (Drow Runaways). This may of course not bother you but let me explain... What happens is, the Drow reluctantly thank you for saving their asses and then take off to the surface. Why the hell would Drow want to escape to the surface? They are in love, and love knows no bounds. It turns out they seek refuge at the ogre camp and you can visit them there for some flavor dialogue. It's also possible to slay them as they leave for the surface [1].

Anyway, the problem here is that when you reach another part of the dungeon (the northernmost chamber, just east of the Warrens exit) and subsequently encounter the Drow search party (where this quest is given in your journal), you will only be able to report their deaths or that "you let them go" to their leader, Shapur. Oddly, one cannot fetch the runaways from the ogre tribe or tell Shapur they are there; and also, Shapur will become enraged at either of your reports (causing the Drow party to turn hostile, forcing you to help the Crusaders slay them [2]) EXCEPT if you present their insignia to her, as proof of their deaths (and how did you get those, I wonder..). So, present the insignia and Shapur will reward you before the Drow party take their leave, capping off the quest (the reward is her halberd & +6,000 Exp). Now, in order to fulfill this quest in such a way that satisfies Drow society, you must encounter Shapur before encountering Kaelet & Umar; then, send the young Drow back to Shapur to be disciplined. The reward is the same as if you presented the insignia.

[1] Kaelet (+650 Exp): Drow Elven Chain +3 (MR +5%, Casting time reduced by 1, spellcasting not disabled, penalties to thief skills), House Ryrrl Insignia, Drow Dart of Sleep +1 (x8, THAC0 +1, dmg +1, on-hit Sleep for 4 rounds, save vs. Poison negates).

Umar (+420 Exp): Drow Elven Chain +3 (MR +5%, Casting time reduced by 1, spellcasting not disabled, penalties to thief skills), Drow Longsword +3 (THAC0 +3, dmg +3), House Catanzaro Insignia, Drow Dart of Sleep +1 (x8, THAC0 +1, dmg +1, on-hit Sleep for 4 rounds, save vs. Poison negates).

Note that these Drow items do not disintegrate in sunlight, as per Realmslore.

[2] Shapur (+5,000 Exp): Storm Pike +2 (halberd, THAC0 +2, dmg +2, electrical +1, 15% on-hit Stun for 1 round, save vs. Spell negates, on crit miss wielder incurs 1d4 electrical), Bracers of Binding (THAC0 -5, dmg -5, Spell Failure 75%, may be removed with Remove Curse spell), Sling +1.
Drider x2 (+1,400 Exp ea, Longsword +1, Morningstar +1), Drow Bladesmaster (+3,000 Exp), Drow War Scout (+1,400 Exp), Drow War Mage (+3,000 Exp).

Reward from Therli (leader of the Crusade contingent): Cloak of the Gargoyle (Physical damage resistance +5%, Protects against crits, Stone Form 1/day: AC 0, Saving Throws +3, Dex -3, for 5 turns).
Thurli: Plate Mail +1, Bastard Sword +1, Medium Shield +1 (and the cloak).

Ghost Dragon Guardian


Head north from Kaelet & Umar to discover the entrance to Kanaglym, an abandoned dwarven city guarded by the ghost dragon, Halatathlaer. 

Either simply pass by the dragon and into Kanaglym or slay it outright with "force-attack" (+10,500 Exp).


Kanaglym: Abandoned Dwarven City 


(AR BD5300).


Make your way east and wreck the insultingly weak undead mob.

Tattered Skeleton (+400 Exp), Armored Skeleton x2 (+750 Exp ea), Skeleton Warrior (+4,000 Exp), Bladed Skeleton (+1,000 Exp), Shadowed Soul (+1,100 Exp), Skeleton Archer x3 (+250 Exp ea).

M'Khiin Grubdoubler. There is sentient hide armor in the pile of junk just here (x=1600, y=500). It is the voice of Kruntur, one of the goblins from Black Isle's Icewind Dale 2.


Loot the pile of garbage: Kruntur's Armor +3 (AC 3, Wis -1, Open Locks, Find Traps, Pick Pockets -10%, Move Silently -20%, Immunity: Stun, M'Khiin only), Axe of Kruntur +2 (THAC0 +2, dmg +3, ApR +1, 33% on-hit 1 point Poison dmg per round for 2 rounds, save vs. Death negates, Melee [slashing], Thrown [Missile], Returns to wielder, M'Khiin only), The Soulherder's Staff +2 (THAC0 +2, dmg +2 [magic], MR +15%, Summoned spirits gain +1 Strength, M'Khiin only), The Ghostdreamers' Robes (AC 5, Casting speed reduced by 1, Vocalize). How cool is that?
You might find a couple of spells around here, too.

Cabal of Dark Magicians
Ritual Chamber & Portal to the Fugue Plane


Backtrack a bit and head south over the chasm to witness Dark Magicians engaged in a ritual that M'Khiin describes as "husking bodies". If you don't mind watching one slave after the other being "husked", don't interrupt and you will overhear more conversation.


You will now face off against several wizards and their undead minions. 

Once Kherriun has incurred enough damage she will cry out that her ghost jar has shattered - and, with that exclamation, Halatathlaer will be free to wade into the fray on the party's side (whether you slew it at the entrance or not). 

At battle's end this ghost dragon will refer to you as the Child of Bhaal and warn you of The Exile (Irenicus, the Hooded Man) before tele'ing back to the Fugue Plane (+32,000 Exp).


Kherriun (+5,000 Exp): Robe of the Evil Archmagi, Ring of Wizardry: Evermemory, Staff Mace +2 (quarterstaff, THAC0 +2, dmg +2), Asp's Nest +1 (dart x40, THAC0 +1, dmg +1, on-hit 1 point poison dmg per 3 secs for 2 turns), Amulet of Protection +1, Wand of Fire (5 charges), a few potions and scrolls.

Undead Sentry x3 (+900 Exp ea), Dark Magician x6 (+975-3,000 Exp ea), Zombie x8 (+65 Exp ea).

Chest: Hephernaan's Ritual Notes, Bloodstone Gem.

You will note an interaction cursor over the chasm: that's for another quest which we'll be doing soon (The Lost).

The ghost of Adoy will manifest over the chasm and relay some info, before dispersing.

Completed Quest: The Call of the Wild Mage (+18,000 Exp). That's it for Neera's companion quest!


Take your leave of Kanaglym and head north a lil' to encounter Irenicus again:


Ok, make your way back to the "fishfolk cave" and head west along the river and then south and east to reach another cave. En route to this cave a potion vendor will pop up out of the dirt (x=2700, y=570): Belowgulp Bluefingers (& The Concocter).

The Lost


(AR BD5110).

Vanquish the spectral undead lurking in here: Unsleeping Guardian, Shadow x6, Greater Shadow, Wraith x2.

With the cave cleansed the spirits of Woris and four others will spawn, one of which is an ancient relative of Glint.


Either vanquish the five spirits or agree to lay them to rest; then, loot the corpses for their Remains and cast them into Kanaglym's Fugue Plane chasm (+6,000 Exp).

Woris (+4,000 Exp), Sotuk (+4,000 Exp), Litla (+4,000 Exp), Ghost x2 (+4,000 Exp ea).

Blind Albino Wyrmlings


Just to the south of the Cave of the Lost, if you look carefully, you should discover the entrance to another cave (x=2600, y=1750, AR BD0113). Put the wyrmlings out of their misery and loot the corpses to find the Acid-Etched Dagger +2 (THAC0 +2, dmg +2, acid +1, 15% on-hit 1 acid per round for 3 rounds).

Blind Albino Wyrmling x4 (+1,400 Exp ea).
Loot: Journal of Ithtaerus, Shadowed Gem.

Strunk's Elementals


Strunk of Silverymoon is attempting to bind a trio of Water Elementals to add to the Crusade's ranks. It doesn't matter how you respond - it's on!


Strunk (+5,000 Exp): Elements' Fury +2 (dagger, THAC0 +2, dmg +2, randomy deals +1 fire, cold, acid, electrical, deals +1d4 of opposing elemental dmg to elementals), Robe of Cold Resistance.

Water Elemental x3 (+5,000 Exp ea).

A Nereid will spawn in the river after the battle.

If you slew the Water Elementals she will blame you and you will be forced to slay her, too (+5,000 Exp).

If you only slew Strunk then you receive +12,000 Exp and she will reward you with the Purification Stone (Immunity: Poison & Disease, Neutralize Poison 1/day).


Planting the Barrel of Bwoosh!


Head a lil' farther west and then rock-hop south over the underground river. The Stone Dowser should indicate that this is the place to plant the Barrel of Bwoosh! 

Hover your cursor over (x=380 y=1870) and simply left-click to plant the explosive. (Completed Quest: Important Events. +4,000 quest experience points for each party member.)


An Ettin Ghost here complains about his lost club (no quest is given). This quest will be updated in the next post. You may slay the giant for +4,000 Exp and loots its corpse for the Cloak of the Strange Beast (AC +1, Cha -1).

Exit to the Warrens.

Accessing the Warrens


Head north and demand Turin Brassbreaker grant you admittance to the Warrens.


In the next post the party ventures into the Warrens and then to the basement of Dragonspear to confront Hephernaan.

This segment was ok, though I think its quest structure is a lil' out of whack.

Siege of Dragonspear, Hephernaan (Part XIII)

This post in a nutshell:

  • The party concludes their exploration of the cave system that leads to Dragonspear's basement.
  • Hephernaan is confronted in the basement but manages to escape.
  • We fulfill all three optional mission parameters with the poisoning of the Crusade's food & water supplies (we placed the explosives in the previous post).
  • The Coalition fends off an assault on their camp by the Crusaders; then, prepares to take it to them, kicking off Chapter Eleven and the actual Siege of Dragonspear!

The Warrens


(AR BD 5200).

We have now wound our way through the caverns to arrive in The Warrens, a cave situated directly beneath Dragonspear Castle. Why are we here? Well, our primary goal is to find out what Priest Hephernaan is up to. How do we do that? We must take the lift up to the basement of the Castle. But first, let's do a lil' exploring in this area.

Area loot: +1 weapons, ammo, potions, gems, scrolls and gold: Arrow +3 x40, Arrow of Biting x40, Arrow of Detonation x3, Bolt +3 x40, Bolt of Ice x40, Bolt of Lightning x40.

The Dungeon Slug


See the three ogres locked up in cages? One of them is Murs' mate, Slug: "the best bandit of the High Moor". Set him free. Slug will thank you and reveal the location of a hidden cache in the Underground River (x=2900, y=400). It is holding three utility potions and the Hydra +2 (flail, THAC0 +2, dmg +3, 33% chance of inflicting +1d4, +2d4 or +3d4 piercing dmg). 

Return to the ogre camp on the surface to find that Slug has been reinstated as Chief. He will gift you a Ring of Fire Resistance (+40% fire resistance) and you will receive 6,000 XP as well. If you slay him now you will receive 6,000 for the kill and a second 6,000 for quest completion (oversight). 

Leaving them alive means the ogres will support the Coalition when it besieges the Castle, though they are hardly gonna make a huge impact in such a situation. It's up to you.

Slug (6,000 XP), Ogre x2 (2,000 XP).


Crusader Priest Polvi sells lots of scrolls and potions. There does not seem to be a sidequest tied to him, though.


Quest: Glint Gardnersonson - Find Glint's Relatives. Rhonda is a seamstress and the final family member we need to find to complete Glint's personal quest. To recap, the others were Hoach, Pritchard & Litla.
 
If you DON'T have Glint in your party she will gift you the Nimblefinger Gloves (Dex +2 [+1 for other shorties], Pick Pockets +25, Set Traps +25, gnome only).


Ok, we're done with the Warrens. Convince ogres Einer & Betror to operate the lift, either by showing them your seal or getting Rhonda to speak with them. Click on the platform to area transition.

The Basement (AR BD4300).


We have now infiltrated the castle itself. To no surprise security steps up a gear in the basement, to the point where I don't think you can bluff Belben to avoid a fight.

.
Gut him.

That one stank of nasty. Glad he's dead. - M'Khiin.

Belben (1,400 XP, Two-Handed Sword +1), Crusader x3 (420 XP ea), Crusader Cleric (1,400 XP), Crusader Archer (420 XP), Crusader Scout (420 XP).

Priest Hephernaan


The priest is found residing in his chambers, flanked by mages Olvenaun & Esserin - and with his attention fixed on a misty swirl hovering above an altar.


Through this swirl Hephernaan is pleading with his master to be patient. Now, in order to witness this dialogue with The Voice I think it's best to confront him before attacking any other crusaders and before lacing the supplies, both of which trigger aggro to spawn; that, in turn, cause the priest and his inner circle to become alert, hostile, and start seeking the party out.


Hephernaan is scripted to flee and seek reinforcements after taking a trivial amount of damage; therefore, it might be best to ignore the mages and prioritize the priest. Garrisoned units from other basement chambers may also flank you, so be mindful of that. A few may climb the lift, too.


Olvenaun (2,000 XP), Esserin (2,000 XP), Stone Golem x2 (8,000 XP ea), Crusader x4 (420 XP ea), Crusader Scout (420 XP), Crusader Elite x3 (650 XP ea), Crusader Sergeant (650 XP, Halberd +1), Crusader Archer (420 XP), Crusader Mage (1,400 XP).

Chest (Maze trap!): Crown of Lies (+2 third, +1 fourth and +1 fifth circle spell slots, lore -30), Robe of Netheril (MR +50%, disables spellcasting, cursed), Magical Entrapments, 341 GP.
Chest (Level drain trap): scrolls of Spell Shield, Lower Resistance and Spell Immunity.

Important Events: Find Daeros


Daeros reveals that Hepheraan intends to open a gate to Avernus and that Caelar's Aasimar blood is not celestial enough to open the gate. Set him free for +18,000 XP.


Poison the Crusader Supplies


Lacing the Supplies. If you have no qualms about lacing Crusader supplies with poison, you may now use the Poison of Terror on their food and water supplies. To do that you must click on the sacks of food (x=1600, y=1600) and the water barrels (x=300, y=1250) - twice.

(Important Events: Poison the Crusader Supplies - +8,000 quest experience points for each party member).


A hostile mephit will spawn from the water barrel; and also, Crusaders will confront you after poisoning the food sacks if you have not already wiped the basement floor clean of them. Slay or free the troll and loot the food storage room in which it dwells.

Bjarn Littleclub (+1,400 XP).

Loot: The Nine Hells, Troll Pen Key (this can be used during the siege of Dragonspear, covered in the next post), Bolt +3 x40, Bolt of Ice x40, Bolt of Lightning x40.


Escaping the Cave System:

We have done what we came here to do; that is, we found out what Hephernaan is up to and we, optionally, planted the explosive and poisoned the Crusader's food and water supplies. Drop down the lift and just lie to the ogres about the mighty clamor they heard above, or slay them and cut a swathe through Crusaders as you backtrack through the cave system.

Einer (2,000 XP, his Gloves of Gripping are already identified and don't seem to do anything), Betror (2,000 XP, Morningstar +1).

Return to the Coalition Camp!


Next, head off to Dead Man's Pass!

Note: Make sure you have the party composition that you like before taking your leave of the camp, for when you return the recruitment options are arbitrarily limited; at least, they were for me.

Negotiation, Dead Man's Pass



Ok, it doesn't matter in the slightest how you respond in this segment: negotiations fail and you must return to the Coalition Camp in preparation for war.
Important Events: Negotiation - +5,000 quest experience points for each party member.


If you linger in this map for a couple of seconds you can save refugees who are being hounded by wolves (112 GP, Rep +1).

Coalition Camp, Crusaders Attack!


Return to camp to find its northern edge has been set aflame by Crusaders who are closing in from the north. Bence Duncan will request you report to Andrus in the "fire pit" aka party encampment.


Check your map and note the three "paths" that have been annotated on it: west, central and east. These paths will host the upcoming battle segments. If you like, take the western path southward to the bonfire as this allows you to recompose your party [1] or trade with Belegarm before their despawning (this happens when they are out of LoS). You may also access your party stash near the bonfire, as per usual.

[1] I only had access to Jaheira & Khalid and Rasaad and Voghiln.   


Now, report to Andrus by the bonfire. She is busily casting spells on Phossey's barrels in order to stabilize their volatile contents against the fire that is threatening the camp. 

The Coalition Commanders (Nederlock, Stonehand & de Lancie) are busy overseeing their troops, so, in their absence, Charname must defend the camp against the enemy. To this end, you are offered several "special forces units"; namely:

  • Auziel & Coalition Spy (x4): I'm assuming their presence here is dependent on how you solved the Den of Thieves quest (see Part IX). These guys are all about Quadruple backstab damage.
  • Dwarves of Dumathoin: The quest by the same name has two solutions, one Good and one Evil (see Part IV). I chose the Good Solution, so I gain the support of Brother Deepvein and six of his stout followers: Dwarven Cleric (x2), Dwarven Scout (x2), Dwarven Battlerager (x2). You receive Rep +1, too. If you chose the Evil Solution I am assuming Coldheart Lich makes an appearance, instead (and Rep -1).

These three options are not based on quests:

  • Taield & Garrus, and Coalition Archers (x5).
  • Mordaus & Garrold, and Coalition Warmages (x5).
  • Stysich & Zidrand, and Wizard Slayers (x5).


Ilmaterian Priest Dosia can fully heal or rest the party inbetween the battles. 

Resting will replenish your spell slots and special abilities but it will not top up your hit points - which you might not be used to (that's what heal's for).


Coalition vs Crusaders: Three-Phase Battle


Ok, so. We now face three waves of scripted aggro on the three paths that run through camp; the object of each being to prevent the invaders from overrunning the camp and reaching Andrus. What happens if they succeed in that? Well, it logically follows that there is a huge explosion and we are treated to the death screen; i.e, it's game-over.

Now, before each wave you will be given time to heal and rest up (several seconds). You will also be given a choice of what special unit to employ against the next wave. Let's take the example of the trolls in the first wave: I think the archers with fire ammo are the best choice and the backstabbing thieves the worst; however, these battles are pretty EZ so a sub-optimal choice is not gonna ruin your chances of coming out on top (assuming the player is intervening and doesn't just leave the unit on auto-pilot, that is...)

Anyway, several seconds pass before our first Messenger runs onto the scene to report a break on the perimeter - It's on!

First Wave, Ogres and Trolls (West Path)



Fire arrows are effective, but Detonation Arrows and Sunfire castings are even moreso.


Yarok (+2,000 XP): Cornugon's Revenge +2 (leather armor, AC 4, Regenerate 2 HPs per round, Con -2, wearer cannot be protected from evil, various thief skill penalties).

Ogre Crusader x2 (1,400 XP ea), Barbarian x2 (420 XP ea), Mercenary x2 (420 XP ea), Orc Crusader x2 (420 XP ea), Troll x4 (1,400 XP ea).

Return to the bonfire and heal up/rest if necessary.

Second Wave, The Shining Lady's Wizards (Central Path)



The Weave-cleavin' wizslayers cake-walked this one, as expected.


Cuvieronius (5,000 XP): Robe of the Good Archmagi.
Crusader Mage x6 (2,000-3,000 XP ea).

Third Wave, Soldiers of the Burning Way (East Path)



War Mage crowd control spells make this encounter even more of a faceroll than it already is.


Rhayla (3,000 XP): Elven Chain +1 (AC 4, spellcasting not disabled, minor thief skill penalties), Longsword +2.
 
Crusader Elite x6 (420 XP ea), Crusader Cavalier x5 (420 XP ea), Crusader Cleric x2 (975 XP ea).

Going on the Offensive, Grimgor, Crusader Commander



Head north along the center path with your remaining units. Since I did not assign the dwarves or thieves during the wave sequence, they accompany me now to stand with me against an orog priest.

Grimgor (5,000 XP): Flail +2, Full Plate Amor +1, Large Shield +1, 439 GP.
Turalynn (975 XP), Piercer of Boils (2,000 XP), Kegleg (975 XP), Orleth Blackfinger (2,000 XP), Bird-Dog (975 XP), Lannac (1,400 XP), Swift Rabbit (975 XP).


The Crusade falls back to their stronghold. We are to rendezvous with the commanders at its gates for the Siege of Dragonspear & Chapter Eleven!


Quest: My Missed Fortune. Ophyllis spawns and drops dead from injuries sustained in attempting to bring you your gold...


Nary a tear was shed. Loot his corpse for a magical blade: Ophyllis's Short Sword +2 (THAC0 +2, dmg +2, Immunity to Command, Greater Command & Power Word: Any, 20% on-hit Deafness).

Finally! This quest concludes. It was one of the very first we received in the campaign.

Siege of Dragonspear Castle (Chapter 11, Part XIV)

Siege of Dragonspear Castle

Ok, this is it! The siege of Dragonspear Castle, stronghold of Caelar Argent. So, who has turned up? 

Well, obligatory Baldur's Gate, Waterdeep and Daggerford forces aside, the ogre tribe led by Murs decided to show up (4 ogres, no drow) along with a few scrubs we trained at the Coalition Camp (Clovista, Morlis, Hester). 

Also, we receive +20,000 quest experience points for each party member upon our arrival here.


Exterior & Courtyard of Dragonspear Castle


A cutscene fires showing Crusader troops hurriedly retreating behind Dragonspear's walls. We gonna get you!


Next, a second cutscene fires in which Caelar makes it clear to Hephernaan that it is imperative they hold Dragonspear and capture the Bhaalspawn.


Breaching the Walls of Dragonspear Castle


A specialist abjurer and Red Wizard of Thay (Ahdzekharrin) is maintaining a magical barrier that is preventing the Coalition from gaining entry to the courtyard. 

There are two ways to handle this, both of which result in the outer wall being breached (and the Red Wizard being indirectly killed).


Detonate Barrel of Bwoosh!


First option: If you previously planted the explosive (Barrel of Bwoosh!) in the cave system beneath Dragonspear, then you may now choose to have it detonated! This will cause a large explosion that engulfs Ahdzekharrin and breaks his ward.


Phossey Dugdeep


Second option: With no Bwoosh! (or just not selecting the dialogue option to use it), you will have to locate Phossey Dugdeep external to the outer-wall, around the area where you found Skie. 

Once you have slain the archers who had pinned her crew down, Phossey will use her patented Bwoosh! to blow open a weak part of the wall that has been patched up with planks of wood.

Crusader x4 (420 XP ea), Mercenary x2 (420 XP ea) Crusader Sergeant (975 XP).

Troll Pen


March through the breach and slay the ugly muthas guarding the Troll Pen.

Gnarg Big-Bug (3,000 XP, Two-Handed Sword +2), Orc Priest (2,000 XP), Orc Mercenary x4 (420 XP ea).

Note: I did not encounter Gnarg during the questing segment in the courtyard (see Part X). All we did was loot his chest for the shackles. The troll pen was empty, too.

Unlock the pen gate with the Troll Pen Key (found in Dragonspear's basement) or just have your thief unlock it. The trolls will escape the pen and stalk their way eastward towards the catapult in the courtyard. In a panic Held Moran will command a unit to fire the catapult, prematurely, causing it to bombard Ahdzekharrin and break the ward - breaching the main gate as well!


Walls have been breached.

Regardless of the means by which you breach its walls, Coalition forces are now free to charge into Dragonspear's courtyard and engage in a huge free-for-all, one in which the Crusaders - hopefully weakened or thinned by the poison - are put on the back foot; so much so, that Coalition forces may win the battle on auto-pilot and without player intervention.

The trolls were pretty useful in tanking the mob for me. Coward that I am, I closed the gate after they entered the courtyard, hiding on the other side and giggling to myself as the Crusaders were locked onto them and crushed by the second, flanking squad, that cut through to them from the main gate. But really, that was just for a bit of fun: a decent party with a couple of arcane spellcasters should OWN this encounter (on Core Rules): simply immobilize and then bombard.


Odd: I looted a second Corinth's Bow from Corinth's corpse after receiving it as a quest reward (The Trial).

Marshal Nerderlok interjects at the inner gate, serving the party with new orders: battle the Crusaders pouring in from the camp while Phossey prepares to blow open the doors that lead to the inner courtyard. Ok!

.

Adras Ashatiel


En route to the camp the winged celestial and one of Caelar's closest advisors, Ashatiel (an Avariel or winged elf), will teleport in and order the Crusaders to stand down. 

You may partake of an honorable duel or simply attack her and her support crew.

  • Adras Ashatiel (5,000 XP): Mace +2, Small Shield +2, Ring of Free Action, Golden Girdle, Bracers of Defense AC 5, Adventurer's Robe, Cloak of Protection +1, Wand of Frost.
  • Ashatiel's Crew: Sarginson (3,000 XP, Composite Longbow +1, Fire Arrow x40), Small Kimble (3,000 XP), Zoe Kryn (2,000 XP, Short Sword +1), Balvin Steadyhand (2,000 XP, Sling +1), Wormgums (2,000 XP), Marius of Tethyr (2,000, Large Shield +1).


Ashatiel's death causes the Crusaders who witnessed it to flee in terror through the northern camp and away from Dragonspear. Pursue them to the northern camp to face off against a pack of custom, unshaken aggro that won't break ranks so easily. Beware of Cloe's quintuple backstab.

  • Chloe (5,000 XP, Amulet of Protection +1, Bracers of Armor AC 6, Dart of Stunning x40, Dagger +2)
  • Thasz (3,000 XP, Longsword +2)
  • Axe Poet (3,000 XP, Battle Axe +2)
  • Blue Beard (3,000 XP, Heavy Crossbow +2)
  • Dram (4,000 XP, Wand of Frost, Dart of Stunning)
  • Alexandria (4,000 XP, Morningstar +1, Sling +1).

Ok! We now have the Crusaders on the run. March back to the entrance to the inner courtyard of Dragonspear.

Caelar's Appeal


Here, Caelar teleports atop the inner wall to appeal to Coalition emotions. When Charname demands her surrender, she retreats.


Everyone steps back as Phossey blows up the inner gate! Ok, who is the REAL hero in this siege?


Inner Courtyard:


Join Nederlok, Dahk and the Waterdhavian warmages inside the inner wall.


Dahk Hensleigh and his warmages may be slain with impunity (8,000 XP): Staff Spear +2, Sling +2, Bracers of Defense AC 6, Robe of the Neutral Archmagi, Potion of Extra Healing.

Waterdhavian Warmage x3 (5,000 XP ea): Acid Arrow +1 x120, Potion of Invulnerability x3, Potion of Extra Healing x3.

Climb up to the roof, have Dosia heal you if needed, and then enter the castle.


Dragonspear Castle, Ground Floor 


(AR BD 4100). There isn't much to do here except pick the place clean of loot and trade with Belegarm if you need to.

Loot: Arrow +3 x40, Arrow of Ice x40, Acid Arrow +1 x40, Potion of Storm Giant Strength x2, Potion of Clarity x2, Potion of Extra Healing x5, Potion of Magic Protection, Potion of Magic Shielding, Potion of Fire Resistance x5, scrolls of Resist Fear, Enchanted Weapon, Protection From Fire (divine), Protection From Fire (protection scroll), Free Action, Chaotic Commands.

Don't forget to rest to trigger this Chapter's dream sequence.

.
When you're ready head downstairs to the basement.

.
Dragonspear Castle, Basement (AR BD 4300):


Well, here we are again. Pass through the gate and head over to the door, both of which are now de-warded.


Portal to Avernus


Hephernaan betrays Caelar and opens a portal to Avernus, first layer of the Nine Hells. The party eagerly dive into the portal in pursuit of them both.


Siege of Dragonspear, BELHIFET (Part XV, Chapter 12)

Chapters Eleven, Twelve & Thirteen are exceedingly short; that's why I'll be able to cover each of them with just one post.

Avernus


(AR: BD 4400)


Avernus, the first layer of Baator. This place is pretty tame, actually. Upon arrival here I was expecting hordes and hordes of devils to assail the party, or at least a Baator similar to the one in Planescape: Torment (which was potentially quite tough). But no, nothing like that. Just trashmobs - and why are the areas so tiny?

It should come as no surprise to you that many foes native to Avernus are fire-resistant; therefore, eschew fire-based spells in favor of the likes of (for example) Skull Trap, Cone of Cold, Cloudkill and M'Khiin's Spirit Fire (which inflicts magic damage). On the other hand - and perhaps curiously - the party does not need fire-resistance to survive the hellish environment of Avernus, though it does help in the final boss fight, covered below.

Anyway, there is no going back to Dragonspear until we deal with the climactic events here, so let's push on in the hopes of catching up with Caelar!


Assist Darnas in fighting off a mob of devils led by Illaruel, a summoner of Blood War cannon fodder.


This is how I like my battlefield to look: lots of immobilization and noxious AoEs, with the enemy dieing slowly, but surely, in the pit of pain I have made for them. Yes, I killed Darnas off because I can't imagine there being consequences for that.


Enemies: Illaruel (9,000 XP, Blood-soaked Minutes), Hellcat x2 (5,000 XP ea), Green Abishai (1,400 XP), Black Abishai (7,000 XP), Imp x2 (1,400 XP ea), Lemure x5 (120 XP ea).

Allies: Darnas (2,000 XP, Two-Handed Sword +1), Crusader Sergeant (1,400 XP, Morningstar +1), Crusader Elite (1,400 XP).

Recognize some of these sprites? Yep! They are from Black Isle's Planescape: Torment & Icewind Dale 2.


Climb the massive corpse-littered staircase and take the exit.

Bridge & Basalt Tower 


(AR: BD 4500)

Kill the crap standing between you and the tower looming over the other side of the bridge.

Lemure x3 (120 XP ea), Black Abishai (7,000 XP), Green Abishai (1,400 XP), Red Abishai (9,000 XP), Imp (1,400 XP).

Caelar escapes into the tower before you can stop her.


Thrix's Wager


Thrix the Profane blocks the door to the tower. Slay the fiends he summons.


Now, either answer the riddle he poses or simply slay the cornugon, being wary of its fear aura.


The answer to the riddle is murder. For correctly answering the riddle you may choose one item from a pool of three:

  • Tongue of Acid +3 (longsword, THAC0 +3, dmg +3, 1d3 acid, 10% on-hit Slow for 3 rounds, save vs. Spell negates).
  • The Guardian Devil (helmet, +15% resistance to Slashing, Piercing and Missile, Not usable by Chaotic Good, Neutral Good & Lawful Good).
  • Echo of the Fiend +3 (quarterstaff, THAC0 +3, dmg +3, 5% on-hit Sunfire centered on the wielder).

Thrix (10,0000 XP), Erinyes (7,000 XP), Hamatula (6,000 XP), Red Abishai (9,000 XP), Bone Fiend (7,000 XP), Hell Cat (5,000 XP), Lemure (120 XP).

Whether you slay Thrix or answer the riddle, the doors now open to the next chamber. Step inside...

The Elevator 


(AR: BD 4600) 

I suggest you take the opportunity to safely rest here without threat of on-rest spawns, as this is your last chance to do so. Also, make a named savegame here just in case you need to reload to jiggle your equipment and/or memorize different spells in order to succeed in the final boss fight, coming up.

You might like to cast some long-term buffs at this point. Ok, when you're ready have your party step onto the iron lattice platform before interacting with the control panel (x=1430, y=1070). It begins to elevate...


An assortment of devils will tele onto the platform as you ascend the elevator shaft. Slay them as you go (you might like to cast short-term buffs before the lift reaches its destination...)

Red Abishai (9,000 XP), Black Abishai (7,000 XP), Green Abishai (1,400 XP), Bone Fiend (7,000 XP), Hell Cat x2 (5,000 XP), Lemure x2 (120 XP), Imp (1,400 XP).


(AR: BD 4700)

It was Belhifet's voice that we heard through the misty swirl in Hephernaan's basement-chamber. Belhifet was the antagonist in Icewind Dale, too. Upon your arrival to his sanctum a cutscene fires showing Caelar fighting through a wave of devils to confront Belhifet and demand the release of her uncle, Aun Argent, who is imprisoned nearby in a cage. Belhifet knocks her back towards the party and then approaches to engage in dialogue...


Be mindful of your dialogue choices for they affect Caelar's allegiance. It's pretty easy to know what to pick to get the desired outcome, though!

Caelar Argent as Ally



Choosing this tact means Caelar Argent battles Belhifet either alongside the party (if the party is full) or even as a full-on party member (if there is an opening). Caelar is a resilient tank and physical-based damage dealer who is capable of dueling the devil to a degree, but she is most certainly not invincible. Have her quaff a Potion of Storm Giant Strength if you have control of her (to-hit +6, dmg +12).


Caelar Argent as Enemy


If this tact is chosen then, at Caelar's request, Hephernaan is executed by Belhifet and Caelar is battled as a Blackguard. Caelar reminds me a lot of Aribeth, a Paladin who became a Blackguard in BioWare's Neverwinter Nights original campaign.


BELHIFET Siege of Dragonspear


Belhifet in Siege of Dragonspear is harder to vanquish than Icewind Dale Belhifet. To beat Belhifet in Siege of Dragonspear, we must ward against his Fear Aura unless we enjoy seeing our party running around like idiots then this is pretty much mandatory. 

Spells and scrolls aside, the Commander's Chain Mail +3 bestows immunity to Fear and also grants it to those in the wearer's vision radius.

Belhifet Fire Resistance


Belhifet likes to unleash his custom Blazing Inferno (Fire Storm) & Infernal Conveyance (Flame Strike) spells; ergo, fire resistance is handy. 

Again, aside from spells and scrolls you should have a few Batalista's Passport rings at your disposal (+40% FR). It's pretty EZ to get >100% FR, actually.

Belhifet Magic Resistance


Magic Resistance (Cloak of Balduran [25%], Robe of Netheril [50%]), Mind Shield (Chaotic Commands), and Poison & Disease immunity would not go astray, either. 

Dragonscale Armor bestows immunity to poison and the Purification Stone bestows immunity to both.

Belhifet Damage Resistance


It's possible to get 8% DR, regen 3 HPs per round, perma-Bless, perma-Chant and perma-Luck from items.

It's possible to get immunity to poison, disease, Fear, immobilization and backstab from items.


Belhifet Weapon Immunity


On Core Rules and above you need +3 melee weapons to hit Belhifet. For ranged weapons only the ammo counts for the purposes of overcoming his immunity; f.e, a plain old longbow does the trick providing you are firing +3 - preferably Void-tipped - arrows from it. Of course, Corwin would be crazy not to wield Corinth's Bow for the THAC0 +3 and dmg +4 it confers.


Here are some of the +3 weapons & ammo from both Siege and the Original Campaign, listed for your convenience. If you don't have at least a few of these already equipped or stashed in your Bag of Holding, then, what can I say: You have been playing the game wrong!

Siege of Dragonspear +3 weapons


  • Corinth's Bow +2 (THAC0 +3, dmg +4, AC +1, on critical hit wielder is buffed by Luck)
  • Voidsword +3 (THAC0 +3, +3 magic, Strength -1, on-hit -1 Str for 5 rounds, save vs. spell negates, undead are immune, to-hit and dmg Str bonus does not apply to this weapon)
  • Drow Longsword +3 (THAC0 +3, dmg +3)
  • Tongue of Acid +3 (THAC0 +3, dmg +3, 1d3 acid, 10% on-hit Slow for 3 rounds, save vs. Spell negates)
  • Fractal Blade +3 (THAC0 +3, dmg +3, on-hit 10% 3-image Mirror Image [on wielder], on-hit 50% Dispel Illusion [on enemy])
  • Dragon Blade +3 (THAC0 +3, dmg +3, cold +1, Berserker/Barb Rage crit hit +10%, on crit hit deals +2d4 cold and Slows target for 1 round, no save)
  • Echo of the Fiend +3 (quarterstaff, THAC0 +3, dmg +3, 5% on-hit Sunfire centered on the wielder)
  • Voidhammer +3 (THAC0 +3, +4 magic, Strength -1, on-hit -1 Str for 5 rounds, save vs. spell negates, undead are immune, to-hit and dmg Str bonus does not apply to this weapon)
  • Sundermaul +3 (THAC0 +3, dmg +4, 15% on-hit 1 point penalty to AC [save vs. spells negates], 20% on-hit Earthquake centered on wielder).
  • Void-tipped Arrow +3 (x80, THAC0 +3, +3 magic, Strength -1, on-hit -1 Str for 5 rounds, save vs. spell negates, undead are immune)
  • Bullet of Darkness +3 (x80, THAC0 +3, +4 magic, Strength -1, on-hit -1 Str for 5 rounds, save vs. spell negates, undead are immune)
  • Arrow +3, Bullet +3, Bolt +3.

Baldur's Gate +3 weapons



  • Staff of Striking (THAC0 +3, dmg +9)
  • Quarterstaff +3: Aule's Staff (THAC0 +3, dmg +3)
  • Longbow of Marksmanship: The Dead Shot (THAC0 +3, dmg +2)
  • Drizzt's Scimitars (THAC0 +3, dmg +3, AC +2)
  • World's Edge (THAC0 +3, dmg +3)
  • Sling +3: Arla's Dragonbane (THAC0 +3, dmg +3)
  • Heavy Crossbow of Accuracy: The Guide (THAC0 +5, dmg +2)
  • Short Sword of Backstabbing +3 (THAC0 +3, dmg +3)
  • Kiel's Morningstar (THAC0 +3, dmg +3, CURSED: Berserker Fury)
  • Cursed Sword of Berserking (THAC0 +3, dmg +3, CURSED: Berserker Fury)

Belhifet Physical Resistance


Belhifet sports 33% DR vs. physical-based damage. That means, for example, if you critically hit him for 50 dmg then he is gonna shrug off 17 points of that. No biggie. I just quaffed a potion of Storm Giant Strength and whaled away on his ass until he hit the deck.

Mage-based party success is probably going to hinge on first removing Belhifet's MR with Lower Resistance castings, followed up by direct damage spam. You may also require True Sight or Detect Illusion to cancel his Improved Invisibility. Good luck!


Belhifet (45,000 XP), Caelar Argent (15,000 XP), Hephernaan (12,000 XP, Morningstar +2, Wand of the Heavens, Bracers of Defense AC 5, Ring of Protection +1), Cornugon (10,000 XP).

That's right: neither Belhifet nor Caelar drop loot.


The party is now time-lapsed back to the portal.

Portal closed.


In the event Caelar turned Blackguard (or otherwise fell in battle), Aun Argent will sacrifice himself to close the portal.


Back to the Prime:


Use the Dragonspear Vault Key to access the basement.


Speak to Sergeant Dazzo on the stairs to be escorted to your chambers.

Dream Sequence: Chapter Twelve


Dream Sequence: The Chapter Twelve dream sequence now fires. (You need to actually click on the Slayer to attack it).


Charname is arrested by Bence Duncan and charged with the murder of Skie. There is a chance here that M'Khiin will become scared and run away, leaving the party forever.


In the next post we return to the city of Baldur's Gate for the Epilogue!

Siege of Dragonspear Chapter 13 walkthrough (Part XVI)

Siege of Dragonspear Chapter 13


Chapter Thirteen does not strictly need a write-up since it mostly consists of a series of cutscenes and dialogue segments. But still, for the sake of my claim to completeness I am obliged to post the sixteenth and final part of my walkthrough. So here we go... the end of Siege of Dragonspear!

Baldur's Gate city, Revisited:

A cutscene fires showing armed guards escorting you through the city streets, lined by jeering crowds.


Flaming Fist H.Q: The Trial


There is a cut to a hearing taking place on the streets outside the Flaming Fist H.Q. Evidence against Charname is heard from expedition members and Bence Duncan. In turn, evidence you are able to give in your defense depends on how you approached certain aspects of the campaign. I was able to give four of five pieces of evidence that related to my good deeds and heroism (the thread simply didn't present the fifth option after I gave the fourth, but it's no biggie).


Entar Silvershield (Skie's father) interrupts proceedings to accuse Charname of murder; after which, he is escorted to his estate.


Belt ends proceedings at this point, revealing to Charname that Skie's soul is trapped within an artifact known as the Soultaker dagger.


Flaming Fist H.Q: Prison Escape


Charname is taken into custody and placed under lock and key. Corwin may visit you before the Hooded Man once again graces you with his presence...


Another cutscene fires showing Irenicus "slaying" Skie with Soultaker.


I thought this artifact was already broken in the climactic events of Tales of the Sword Coast (see here), but whatevs: I guess artifacts are not so rare, afterall...


Anyway, Irenicus commands you to wake up:
.

Fleeing Baldur's Gate City


How events unfold here depends on what happened during the trial. There are two variations.

Variation 1


If you gave four pieces of evidence supportive of your good character then Duke Belt himself will spring you from the clink.


Then, one of his mercs will lead you down a trapdoor to the basement. Don't forget to grab your gear from one of the tables before you leave! Now, the merc will reveal a secret door in the basement leading to a passage that lets you bypass the sewers and exit the cavern to the forest. This exit is in the southwest.


Variation 2


If you did NOT give evidence (or enough evidence) that supports your good character then a thief in the employ of Imoen will orchestrate a jailbreak.


You don't need to quaff the invisibility potion he gives you; what happens is, the other prisoners spot you and call out to the guards...


... but nothing comes of it because...


Basement


Ok, grab your gear from the table and then drop down the trapdoor to the basement. Here the thief will reveal the same secret door to you.


Now you must fly solo through the sewer system!

Sewers

.

Crap to kill: Green Slime x5 (65 XP ea), Carrion Crawler x3 (420 XP ea), Flaming Fist Mercenary x2 (420 XP ea).

The Not So Great Escape


Head in a northeasterly direction from your starting point. A corpse in the northernmost point holds a Damp Note & Rusty Key (x=1960, y=250).

Next, head south to the waterfall where Duncan (and possibly Corwin) will catch up with you. A battlemage will throw up a ward to prevent you backtracking. Slay them if you wish but in order to escape you must jump from the top of the waterfall, down into the lake below! Wheeeeeeee!

Corwin (3,000 XP, default gear), Bence Duncan (1,400 XP, Bastard Sword +1, Ring of Protection +1, Large Shield +1, Full Plate Mail), Flaming Fist Mercenary x5 (1,400 XP), Flaming Fist Battlemage (2,000 XP).


At the foot of the waterfall you will find a stash holding potions and scrolls (x=4300, y=2888). This is what the Rusty Key opens. Completed Quest: The Not So Great Escape.

Ok, head west and take the exit to the forest!

Outlying Forest: Imoen


As you emerge from the cave you will be spotted by childhood friend, Imoen!


In the darkness of the night Imoen will lead you through the trees to the gathered canon party; i.e, the party that is assumed to have been with you at the time of your capture, and the ones who - with the exception of Khalid and Dynaheir - may be recruited in Chateau Irenicus, the first area of Shadows of Amn.

Anyway, after a short hike the party decides to rest...


Hey, do you feel a little... off? - Imoen.

The final cutscene fires showing the party being ambushed by thieves...
.
Your eyes burn as a thin acrid mist rises from the ground and envelopes you.
Your mind clouds... shadowed figures strike and fade away.
Your companions' cries echo in your skull, and the world around you fades to gray...


... And the credits roll...

***

Now, we move onto Baldur's Gate 2 Walkthrough.


27 comments:

  1. AnonymousMay 21, 2016

    There's a way to complete Tome of Great Value without the Cobalt Moss, not sure if it's an intel check or a spellcaster check, possibly both. When I rolled a Dragon Disciple I had a chat option to use a substitute

    ReplyDelete
  2. Hi Lilura

    When I go through this part, I like to buy out the Flaming Fist Healer shop with scrolls and potions since I know I will lose all the gold anyway. If you like to, you may use my tip in your walkthrough.

    ReplyDelete
    Replies
    1. Thanks for that pro-tip, asafaqua.

      Delete
  3. AnonymousJune 29, 2016

    Thanks for the great work! It was very helpful.

    ReplyDelete
  4. I think your's is the first complete walkthrough for SoD. Thank you so very much for taking the time to do this, it is greatly appreciated.

    ReplyDelete
  5. Thank you for making a very good walk through on your own time and not for profit. I have been playing Baldur's since it came out. Coll to see people still into it. Art

    ReplyDelete
  6. Hi, I would like to ask you if I could translate any of your walkthrough to czech and use it one my web? Ofcourse I would show you in credits and would write that it is translation of your walkthroug and add link to your original web.

    I ask you because I would be no competition of yours, because it would be only for czech none english speaking comunity and there would be added all your merits.

    Can I let be inspired by your walkthrough? :)

    ReplyDelete
    Replies
    1. Why would I give you permission to reproduce my work in translated form when it will deny me Czech Republic readers, some of whom seem to have enough proficiency in English to read the walkthrough, or just use Google Translate?

      If you want to write a walkthrough for Czech-speakers then you will need to write your own in Czech.

      Delete
  7. Great walkthrough - thanks.

    ReplyDelete
  8. AnonymousJuly 29, 2016

    Lilura,

    Spent some time browsing your blog entries. I've greatly enjoyed everything you've done... Keep up the good work.

    ReplyDelete
  9. You can get Porios to surrender. With my 18 charisma F/M/T I could talk him out of a fight. You get all of the EXP and they drop all the loot this way too so unless you want to fight, there is no good reason.

    The same F/M/T (17 intelligence) could also bypass the Cobalt moss quest as anonymous said up there.

    And I have a trick, if that is of interrest. When you return to Fanegonorom after killing Korlasz, immediately after talking to him, loot his sarcophagus quickly. If you do it before he has vanished, he will turn hostile and you get the EXP both for his quest and defeating him.
    /JE

    ReplyDelete
  10. This walkthrough is awesome! Thank you so much for the time you've obviously put into it (love the screenshots). Keep up the good work!

    ReplyDelete
  11. I've only recently discovered Baldur's Gate, having just finished BG1. My background is with PnP AD&D dating back more than 30yrs. I completely missed the conversion to PC, because I've avoided PC games - I knew they'd suck me into a time vortex.
    Thanks for the walk through.
    Saves me time, while I relive my childhood and enjoy the immersion back into a world I've not experienced for some time.

    Are the core rules recommended? The normal rules would appear to make the game play a bit soft when forewarned with the guidance given here.

    ReplyDelete
    Replies
    1. Hi, and you're welcome.

      Core rules is just the level of difficulty that I have always played Infinity Engine RPGs on. I know many people who prefer lower difficulties, and some that prefer higher ones. But all commentary on battles on my blog are based on Core Rules for the IE RPGs (or the equivalent D&D "Hardcore" rules for NWN).

      Enjoy your run!

      Delete
    2. Sweet and thanks for your thoughts.

      Delete
  12. Ouch ... watch the back of the fire beetle cave (where you pick up the wooden staff). Don't know what I did but I got jumped on by a bunch of lava mephits spitting what you'd expect - (yeah that's right) lava. I was looking for what's stashed in the back wall. Not sure how to get to it. Seems to be hiding behind a lava floe and I didn't want to get my toes toasted.

    ReplyDelete
  13. Great beginning! Thanks, I missed a few things, have to play again.

    ReplyDelete
  14. Hi Lilura! Just wanted to congratulate you on your epic work and efforts on behalf of the "old-school CRPG" community at large. Folks like me really appreciate it!

    I have a question though. Back when BGEE came out a buddy of mine and I played through it from start to finish, but decided to hold off on going any further (i.e. starting BG2EE) until SoD came out so that we could continue from there. Although SoD has been out for a while now, other time commitments (i.e. having a baby in Oct!) have prevented us from starting up again until now. Here's my question: I'm a modding fanatic, and I'm wondering if there are any mods for both SoD and BG2EE that you would highly recommend for our campaigns. We like challenging combat and I've played with mods like SCS in the past, but I have no idea what's the best and most-modern mods and/or iterations of mods that one should use these days. If you could advise us, it would be much appreciated!

    Keep up the great work!

    ReplyDelete
  15. Thanks for this. This helped me a lot when I got stuck.

    ReplyDelete
  16. Great walkthrough!
    Fanegonorom always attacks me, so no quest from him in my case.

    ReplyDelete
  17. thanks for your hard work on the walkthrough it is appreciated :)

    ReplyDelete
  18. Without the walkthrough, us old guys would be lost. Thank you for the time and effort you put in to this. It is truly appreciated. If your ever in Victoria, I'll buy you a beer. Cheers!!

    ReplyDelete
    Replies
    1. Sorry, tried replying under my name, didn't work out so good. I'm Roy Frohlich, and thanks again for the walkthrough.

      Delete
  19. Thanks, d'un français who understand nothing wehn the game is in english :p (thansks also google traduction)
    Merci !

    ReplyDelete
  20. The Dragonspear expansion was not as bad as people say but not as good as it could been...Caelar although is a interesting "villian".

    Also, if I ever go for a BG1 to TOB again I can find the goblin thanks to this guide. I totally missed out on her!

    ReplyDelete
  21. Just downloaded Dragonspear and looking forward to playing it and using your walkthrough.

    ReplyDelete
  22. the best walkthrough of the game,thank you.

    ReplyDelete

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