Harp & Chrysanthemum was first uploaded to the IGN Vault on May 12, 2007. By 2013 H&C had received an average rating of 9.65 from 522 votes, and 33 pages of mostly positive comments.
Awards received include Hall of Fame, Reviewer's Reward, NWN2 Module of the Year '07, Best Sound/Music Golden Dragon Award '07, Debut Author Award.
There was going to be a sequel but it never materialized. Its working title was Bron's Daughter. Maerduin also authored The Birthday.
Harp & Chrysanthemum Features
Custom music & Original artwork. These three tracks won the author a Golden Dragon Award in the Music & Sound category: Drawn Swords, Backlands, and The Dove. I can see why, too. The author employs his own, original banjo (+ vocal accompaniment) and piano pieces that blend well with his picturesque landscapes. The original artwork for the loading and map screens also separates it from being just another generic user-made module.
Sense of height. The hub for the adventure (the hamlet known as Drawn Swords) is unforgettable because it isn't dull and flat like almost every other RPG town I have explored. Instead, it has been built on a crag, which is like a steep, rocky hill. There are three visible tiers to the crag, and if you look down from its summit a river can be seen winding its way through the Sunset Mountains. Impressive. You get a sense of height in quite a few other areas, too.
Writing. Tons of work has gone into writing the dialogue, descriptions and journal entries. The writing is in all cases eloquent and concise. Nothing reads like waffle and nothing is spoon-fed (or over-fed). There is a lovely poem called "The Falcon and the Dove", which is part of the largest side quest in the campaign.
Cutscenes
generally suck in cRPGs (imho). But H&C employs them pretty well. First of all,
most of them are not just there for the sake of having one. For the most part, they genuinely enhance the narrative and atmosphere (in contrast to, say, the ones in Darkness Over Daggerford, which I despised for their gratuity and how they broke my stealth). Second, the dialogue-based cutscenes are skippable (i.e, you can click
through them). Third, none of them go for too long. Fourth, what plays
out in the cutscene is sometimes synched to custom music, which is nice. Fifth,
facial expressions and body language are still quite crude and
puppet-like, but actually manage to look natural and realistic on
occasion, which is a pleasant surprise when it happens. Just take a look at a few of my
pics to see how well they match the dialogue. But overall, I still prefer
simple dialogue boxes in almost all situations.
I'll add to these remarks as I play on...
Harp & Chrysanthemum Chargen & Tips
Chargen. H&C supports Neutral or Good aligned characters of either gender and of any race and class. Evil alignment is not recommended.
Recommended class/build. I recommend skill-monkeys such as the Bard, Rogue, Ranger and Wizard. Bear in mind that you get to adventure with three companions: Paladin, Rogue and Cleric.
Upon starting this adventure your character will be automatically bumped up to fourth level (+6,000 XP) and given a proportionate amount of gold with which to outfit yourself (+5,400 GP). Otherwise, the author advises the use of FRW Character Creator in order to set your character's level and wealth.
To do this, download FRW from the above link and install it; i.e, just place FRW Character Creator.mod into your NWN2 Modules folder and that's it. To play, click on New Module.
Once you are in this module speak with Chatter & Burr in the Artist's Refuge to set your level and wealth. Also, purchase any gear you need from the vendors.
Now, physically go through the process of leveling your character to fifth; then export the character, start the Harp & Chrysanthemum campaign (New Campaign, NOT New Module), and select your character to play!
Set Puppet mode to ON and set Party AI to OFF. This gives you full control of what your companions do in combat.
Switch to Strategy cam mode and turn ceilings OFF, Marquee select ON and free cam ON. This is really just my preference; play how you like.
Access your Skill tab and drag the Search icon to your Quickbar. This is how you detect traps and find secret trapdoors and other cool stuff.
Experience points. XP are awarded for questing and killing foes, for passing social skill checks (Bluff, Diplomacy & Intimidate), for passing Sleight of Hand & Survival checks (which are handled differently in that they are accessed through dialogue), and for passing various other skill checks through dialogue such as Spot, Listen, Lore & Spellcraft. Oddly, they are NOT awarded for bread n butter Rogue skills such as Open Lock & Disable Device. Bonus XP are also given for not resting all the time.
Alignment. This is static rather than dynamic. That is, neither PC nor companion alignments shift in this campaign. If you are Good you will always be good, if you are Lawful you will always be Lawful - regardless of your choices.
Companions. There are three Good-aligned companions: Vroman Horner (male Human Rogue), Ianth Lavillus (female Paladin of Sune) and Gossam Thistlefall (male Halfling Cleric). Each have their own personalities, backstories, quests, deities and interjections/banters. From memory, Vroman and Ianth are romanceable. * to be updated.
Death. Death is handled as per the OC. That is, when a combat unit reaches 0 HPs they will fall down and remain immobile until the combat encounter is won (at which point they stand up and you will have to heal them by resting/potions/medkits). If all members of the party fall down, it's game over and you will have to reload to a previous save.
Resting. You can rest whenever you want to but you will receive bonus XP at intervals if you have NOT rested. For example, if you manage to get through the Castle Joyous quest (from the grounds to the portal) without resting, you will receive a rest bonus of 250 XP when the portal has been resealed. It looks like you can rest at the inn without penalty, btw.
Merchants. Be careful when selling valuable items to vendors because they only have so much buying power. For example, Anselm can only pay a max of 200 GP for a single item, Hamfast can pay a max of 3,000, and Oudin, Hezro and Gargothis's max seems to be >10,000 GP.
Bugs! The game may CTD during the dialogue with Ianth on your first visit to The Flame Stone. Just reload.
Oddity. Getting around at nighttime is very difficult due to elevated terrain turning into the starry sky? Compare daytime and nighttime from the watchtower, for example.
Harp & Chrysanthemum Walkthrough
As with my Subtlety of Thay walkthrough (ongoing), I found this walkthrough somewhere in my drafts. It is based on notes I wrote down years ago. I have decided to touch it up a bit and throw it on my blog, adding to it whenever I feel like it.
The story begins in Drawn Swords, a tiny settlement on a crag between
the Backlands and Sunset Vale. You had come here with Vroman Horner, an
amiable treasure-hunter of about one year’s acquaintance, in order to
meet with his brother Manfred; the three of you were to seek adventure
together after meeting up. But when Manfred fails to arrive on time,
adventure finds you before you can find it. Aided by a stern and lovely
paladin of Sune, the good folk of Drawn Swords, and the diffident
Vroman, you are soon drawn into a drama of religious conflict, military
stakes, and esoteric mystery... only to find yourself, quite unexpectedly, the drama’s key player. - DM Maerduin.
Drawn Swords: A hamlet built upon a crag. Swordskeep at its summit:
Somewhere in the Sunset Mountains - 1374 DR
This is a short cutscene showing two priests who have just purged some place of a "foulness"...
They prepare the pyre in order to burn the bodies...
Drawn Swords: A hamlet in the backlands - 1373 DR
The Sword & Dragon Inn, Common Room
The town of Drawn Swords, a long day's march north of Corm Orp, is one of the several lonely hamlets that dot the Western Heartlands of Faerûn. It is most notable for the high crag on which it is built, and an inn known as the Sword & Dragon.
You arrived here with Vroman Horner, your friend and fellow adventurer, to meet his brother - a young mage named Manfred who wished to join you on your travels.
It has been three days since your arrival, and still there has been no word of him.
The cam now cuts to the inn at Drawn Swords.. you and Vroman are standing by the bar, wondering where Manfred is, and talking about your recent adventures together.
Then, the door to the inn slams and a woman walks over to you both.
Main Quest Phase 1: Harp & Chrysanthemum. She introduces herself as Ianth, Knight of the Ruby Rose and protector of Drawn Swords. Then, she proceeds to inform Vroman of Manfred's death at the hands of brigands in the Northdark Wood. Ianth brought his body to Swordskeep. She requests that you meet up with her there, and then takes her leave.
You now gain control of your character; and also Vroman, your first companion.
Companion: Vroman Horner
Vroman Horner is a male Human Rogue (4) of Chaotic (0) Good (100) alignment.
Vroman is your good friend and traveling companion. He worships Tymora. Vroman comes with a bottle of Elverquisst, which is basically a Cure Moderate Wounds potion. His hat bestows Saving Throw and Rogue skills bonuses.
There is not much to do in the inn at the moment. You can strike up convos with a few of the patrons but they are strictly flavor-based. You can rest at the inn and also deal with the peddler, Hezro (a Rogue vendor).
Take your leave of the inn.
Cutscene. You and Vroman are shown ascending the crag to its summit, where Swordskeep stands.
The music that plays while in this town is quite beautiful, btw: banjo plucking, someone softly hums. Note also the soft colors and lightning.. I have long regarded H&C to be one of the most aesthetically pleasing modules out there.
Manfred's body is resting on the ground outside the Keep's front door. Brother Anselm and his acolytes stand over the body, awaiting Vroman's arrival.
At Vroman's request the body is interred for burial; the hamlet footing the bill.
Inside the Keep you will overhear Ianth Lavillus (Paladin of Sune) and Hamfast Bairnson (smithy and town leader) debating on how to deal with the presence of Zhentarim around Drawn Swords.
Question Ianth in regard to the circumstances surrounding the death of Manfred. It is revealed that Manfred was likely killed because he stumbled upon a Zhentarim encampment en route to Drawn Swords (DC-12 Diplomacy/Intimidate check, 100 XP).
Ianth offers to join the party in order to escort us to the area and survey it for Zhentarim numbers and provisions. We will have to travel to Northdark Wood in order to continue the Main Quest (Harp & Chrysanthemum). But we're not doing that until Part III of this walkthrough.
Companion: Ianth Lavillus
Ianth Lavillus is a female Human Paladin of Sune (4) of Lawful (100) Good (100) alignment.
Knight of the Ruby Rose: Ianth may cast Eagle's Splendor once per day. She also comes with a Sunite Shield that bestows Charisma +1. Buy a set of Full Plate for her.
Hamfast is a warrior vendor whom you may pick-pocket for Fluorspar x2, Malachite x3, Bloodstone x2 (Sleight of Hand: DC-15, 100 XP).
Swordskeep, Chapel of Ilmater
Side Quest: Visitors to the Crypt. Get the key to the crypt from Brother Anselm so that Vroman can visit Manfred's grave. Anselm is a priest vendor. I suggest buying up big on the Healer's Kits that he has to offer (Ianth can heal you of almost 30 HPs at this level, using just one kit.)
Swordskeep Crypt
Ok, it's quite dark down here. You can find torches to light the way. Remember to hit the Z-key to highlight "interactable" objects. That way you will find Manfred's grave without too much fuss.
Click on Manfred's grave to start up a light-hearted three-way banter, one which is suddenly interrupted by the presence of five zombies. Passing a DC-15 Spellcraft check will tell you they were recently summoned, are not native to the crypt, and that an aura of necromancy pervades the area (100 XP). Have Ianth tank them.
Unlock the gate at the crypt's southern end (DC-15, 100 XP). As a pally Ianth will question your actions but nothing comes of it.
Side Quest: Castle Joyous (Some Verses Found in Swordskeep Crypt). Squish the rats in the next corridor and examine the mysterious door to find verses carved into it.. some sort of riddle. We'll have to look for someone who can give us some info on the poem and door.
Note: This is the largest side quest in the game. Also, back in the day many people missed it or were unable to complete it.
Return to Anselm and inform him of the zombies in the crypt. Agree to look into the matter by paying a visit to acolytes Dunne & Obern, who lodge at the inn. Why suspect them? They are the only other people with keys to the crypt.
We're done here. Take your leave of Swordskeep and head back to the inn.
Revelian is an elven guard standing outside the inn (Sleight of Hand DC-14, 36 GP, 100 XP).
The Sword & Dragon inn, common room
We are here to find Dunne & Obern. Get the key to the upstairs lodgings from Danmar the innkeeper (Diplomacy, Bluff or Intimidate DC-15, 100 XP). You can also flatter him (Diplomacy DC-13, 100 XP).
Vosovic the Haberdasher. Pay him 50 GP and you can have him make Vroman a new hat (same stats).
Side Quest: Saern's Sharp Swords. Speak with the group of men standing in the middle of the common room. They are Saern's Sharp Swords: Drawn Swords militia volunteers.
Their leader, Melincourt, will challenge you and Ianth to hunt down and slay the Backlands Boar. When this is done you are to bring them its head as proof of your skills. This quest will be covered in a future post, when we venture into the forest.
The Sword & Dragon inn, bunks
Empty room. Locked chest (DC-18): Masterwork Club, Studded Leather Armor.
Sure enough, you will catch up with Dunne & Obern in their room. Dunne is pissed at Obern for summoning zombies that were easily defeated by adventurers and "gave them away" (i.e, as spies). He will announce something along the lines of "Anyway, I found out what I needed to.." (whatever that is), and then betray Obern and teleport out of the room, leaving you to fight Obern and his skeleton warriors.
Obern (101 XP): Obern's Key, Obern's Starched Tunic (AC +1), Thousandheads Flail +1, Light Shield.
Chest (OL DC-18): Empty. Obern's Chest (DD DC-15): Obern's Letter Fragment, Potion of Cure Light Wounds x2, Adventurine, 7 GP.
Have Ianth wield the flail.
Now, loot the key from Obern's corpse. It opens the nearby chest in which you will find a Letter Fragment. All it says is:
"Do not leave Drawn Swords until his arrival."
Whose arrival? We don't know, we'll have to wait and see. For now, all you can do is return to the chapel, inform Anselm of the to-do you had with Obern, and show him the letter fragment. He will be troubled by the news of there being spies in this peaceful lil' hamlet. Oddly, there is no reaction from the leader of the hamlet (Hamfist) that spies posing as acolytes were walking past him every day of the week for the last three months. Anyway, your reward from Anselm is decent: 150 GP, 200 XP and Potion of Cure Minor Wounds x2. This quest (Visitors to the Crypt) hangs for now.. to be continued later in the story.
Now, there are three other buildings in the hamlet but only two of these can be accessed at the moment: Hamfast's home and the Antique shop (the other house is Anselm's but it's off-limits for now).
Hamfast Bairnson's home
Not much to do in here... there is a chest you can loot but, in addition to the DC-22 Open Lock check, it requires you pass a DC-16 Move Silently
one. Otherwise, Hamfast's wife catches you in the act and throws you
out of the house. Not a good look but nothing comes of it. The chest is holding a Masterwork Light Hammer.
Asterchord's Antiquarian Provisions
Oudin Asterchord is a halfling loremaster. Ask him about the poem and door in the Swordskeep crypt and he will tell you that it leads to the tomb of Ludos, who was the robber-knight who built Swordskeep. Oudin will mark the location of Castle Joyous on your map, which is the setting for the poem "The Falcon and the Dove". This quest will be continued in Part II.
Oudin is a magical item vendor. He sells all sorts of interesting and powerful wares that you probably can't afford at the moment, most notably, the Ace of Coins, a lucky charm that can be used in a card game to increase the odds in your favor. But more on that later.
Sleight of Hand (DC-18 Brooch of Polished Coral). Flog this to the fence at the inn for a pretty penny. I got 1827 GP for it.
Companion: Gossam Thistlefall
Male Lightfoot Halfling Cleric (4) of Neutral (50) Good (100) alignment. Gossam is the nephew of Oudin and follower of Sheela Peryroyl. Baldur's Gate fans will be familiar with his home: Gullykin. Gossam's cape grants him a bonus to his Hide skill and Ghostly Visage (3) once per day.
Side Quest: Gossam Green Thumb. Gossam is after several plant specimens that are found in the Northdark Wood & Backlands. They are listed in your journal. I guess we will have to keep an eye out for them.
Ok! We have done as much as we can within the town itself. Make sure you stock up on Healer's Kits and have everyone in the party equipped properly before you hit the world map. For example, packing ten Healer's Kits? That's not enough. Got one quiver packed with 100 arrows? That's also not enough. Basically, you don't want to be deep down in some dungeon and run out of such things - so stock up!
The Western Heartlands, world map
Ok, we have three new locations marked on our world map, and these may be undertaken in any order you like:
1. Northdark Wood (North). Presumably the area in which the Main Quest continues. This area is covered in Part III.
2. The Flame Stone. According to Cornish at the inn the Flame Stone is a holy site of Sune (the goddess Ianth worships). I seem to recall it being important to the end-game. The intro to this area is covered in Part III.
3. Castle Joyous. This area will be my first port of call. In fact, the entirety of this post is given over to the quest by the same name.
.Castle Joyous Grounds, outer
Asterchord's map leads you through the melancholy wastes of the Backlands, a boulder-strewn landscape of grasslands, small hills, and thorny woods. The scene changes when you approach Castle Joyous: a rocky dale opens up before you, and the sounds of battle impose on the loneliness of the trek...
The onslaught. The object here is to reach the castle on the far side of the river. But there is a map-wide battle being waged that you need to deal with, first. When you get here orcs led by purple-robed wizards will be on the offensive against the hapless gnoll "natives". It's a recurring match-up during this quest, actually.
Also, Realmslore: Wearers of Purple = Cult of the Dragon.
This is the situation you find yourself in when the cutscene ends:
You know, I have to wonder how a party that includes two Rogues and a Halfling gets themselves into such an uncomfortable position, with orcs and gnolls breathing down their necks.. wouldn't we have heard the clamor from miles away, echoing throughout the dale? Why would we be up so close to its source? It makes no sense.
Anyway, it's lucky the two factions are mostly aggro'ing each other and not trained on the party, or we would stand no chance. Try to get some distance on the clusterf*ck, first of all. You don't want a mob like this coming at you. Then fire your bows from afar. Note the other pack in the distance, just to the north. There is yet another pack just to the east, too!
I found it easier to have the party pick off each pack with ranged weapons.. in fact, this worked really well. Concentrate on the squishy purple-robed wizards lest they summon zombie warriors and devastate you with fear and fireballs. They yield good XP, too.
Botanical field work. Once this side of the river is cleared of foes, harvest some Eventide Sedum in the far southwest (Sleight of Hand or Survival DC-19, 100 XP, Potion of Heal). Failing the check just means you miss out on the potion - the nimble Gossam still plucks exactly what he needs from the plant. This is part of Gossam's Green Thumb quest.
To the immediate north of your starting position there is a riverside cave:
Gargothis's Hovel
This is the home of Gargothis Warbeck: "demonologist, wizard, and, yes, gnome".
You can ask him about stuff, browse his wares, and play a game of cards.
Side Quest: War. This is just a card game that is played automatically, there is no strategy or anything like that. Except.. remember the Ace of Coins sold by Oudin in the antique shop back at Drawn Swords? Well, it increases the chances of you winning, a kind of lucky charm. I was able to afford it by the end of Part III of my walkthrough. I won on my 26th attempt. Here are my winnings: 200, 400, 200, 300, 300, 400, 200, 400, 200, 100, 400, 200, 200, 400, 300, 400, 400, 400, 300, 400, 300, 100, 400, 300, 300, 500.
The prize for winning is the Heart of Armanite (Electrical dmg +1d4, Str +1, Con +2, Will -4). Not exactly a game-changing item but it's nothing to scoff at either. I didn't expect that the on-hit electrical would work with projectiles, but it does. Completed Quest: War, 1,000 XP.
Diplomacy + Intelligence DC-15: 100 XP. Lore DC-23: 100 XP. Sleight of Hand DC-18: 200 XP, Ring of the Ghost (Strength -2, Freedom of Movement, Invisibility [3] 1/day).
Take your leave of the hovel and make your way to the far side of the river, the northern side where the castle stands.
Far side of the river. Guess who's here? That's right, five more purple-robed wizards ready to unleash fireball, fear and animate dead. They are grouped together, too.. pushing their way up the hill, towards the castle, butchering the gnolls along the way...
I suggest you wait until their numbers are thinned out on the gnolls, or fire at them from the other side of the river to break them up a bit; otherwise, you don't have a snowball's chance in hell of defeating them. Eventually, you will arrive at the courtyard overlooking the entire grounds...
Castle Joyous Grounds, outer
Who in the blazes are you? What marvelous misfortune brings you before me at this hour of ripeness?
Here you will catch up with Aniphilistes, Keeper of the Secret Hoard (aka Cult of the Dragon). He is flanked by some ugly muthas, including an ogre, all of which he sets upon you before fleeing into the castle to begin his raid of it. Slay his minions, loot their corpses, and follow the wizard inside.
Castle Joyous Grounds, hall
It seems the trail of the wizard has gone cold, already. Not much to see here, just a Statue of the Bard: erected in honor of the author of "The Falcon and the Dove". Guess we're on the right track..
Take the door down to the basement.
Castle Joyous Grounds, basement
No sooner have you arrived this gnoll barbarian rages hard and charges you. Slay him.
Brutal Bragragh: Masterwork Spear, 32 GP.
Old Dwarven Halls. Push further down the hall, taking out more members of both groups; that is, the invading Cult of the Dragon and the gnolls who are defending the castle.
Backtrack a bit and break the barricade blocking the trapped and locked door (DD DC-15, OL DC-20).
The Dove's burial chamber. First, disable the proximity traps hidden under the two rugs (DC-26 x2). Next, the four chests contain 1 GP each: loot them. Why? They are to place on the scales. What scales? Look carefully, Z-key to highlight. There are a set of scales sitting just here. VERY easy to miss if you play mostly zoomed out. But we don't know how to manipulate them just yet. We will return when we do.
The sarcophagus is the resting place of The Dove, but it's empty. Exit the chamber for now.
A gnoll shaman, last of his tribe, has locked himself in the room at the end of the hall (DD DC-15, OL DC-15). His name is Raghragh. He will tell you about a magical portal that exists down here.. one that was discovered by the Dwarves who dug these tunnels, long ago. The Dwarves were wiped out by the serpentine guardian of the portal, but their goddess managed to defeat the guardian and reseal it. But now, the invading Cult of the Dragon have reopened the portal to the Well of Dragons (Realmslore: their citadel) in order to bring more of their forces through it and set this place up as another of their strongholds.
But the goddess still dwells in Castle Joyous. The gnolls worship her now. She is merely asleep in a magically warded chamber. Raghragh gives you the key to the library and requests that you search among the books for a clue as to how to reach her. How does he know about the clue? The goddess told him in a vision. Why hasn't he done this himself? He's a gnoll, he can't read. Hah!
Chest: utility potions.
LEVEL-UP! Each party member reaches their fifth level.
Lilura takes her fourth in Rogue (I also have one level of Fighter) and gains Uncanny Dodge.
Ianth takes her fifth in Paladin and gains Smite Evil.
Vroman takes his fifth in Rogue and gains Sneak Attack (3d6). Gossam takes his fifth in Cleric and breaks into third circle spells (f.e, Animate Dead).
Main, central chamber. Ok, step through the nearby door and into the next chamber. Again we catch up with Aniphilistes and AGAIN he gets away, this time leaving us to fend off a pack of hell hounds. Slay them.
An Old Well. You can descend the well in the northeast of this chamber. There is a monstrous Glow Spider lurking down there (188 XP) and An Ancient Skeleton holding the following treasures: Light Crossbow, Bolt x99, Masterwork Longsword, Bruyken's Boast (instrument, Bluff +4, Perform +4, Bard or Harper Agent only).
Note: You must click at the foot of the ladder to return to the halls (the transition marker is concealed by water.)
Door to the goddess. The door to the south is magically warded and cannot be unlocked conventionally. Just take note of its location.
To the north is nothing but a nest of bombardier beetles, an annoying swarm that respawns at intervals. It was funny watching the orc on its last legs try to beat them, though.
The Old Dwarven Library lies just to the north. Enter using the key given to you by the gnoll shaman. The floor is trapped (DC-26).
Click on the wooden bookcase and examine the books. One bound in bronze should grab your attention. Now, Search the shelf near the book's base to spot a trigger that sets off a trap (Search: DC-25, 100 XP).
Vroman will congratulate you on the catch. Avoid the trap and copy the only remaining page of the book to your journal. This gives us the clue we need to solve the "scales puzzle" in The Dove's burial chamber.
But if you'd see what yet remains
Take one coin for each their eyes,
Place them on the scale amain,
And seek the cave where still she lies.
Return there and place four coins on the other side of the scale. This breaks the magical ward on the door on the south wall of the main chamber.
Return there and wind your way through the tunnel to reach the lair of the goddess, The Dove, a Song Dragon.
Lair of the Song Dragon
The Dove will begin to tell you how she and the Bard, The Falcon, fell in love, how he claimed this spot of land and built Castle Joyous for them to dwell in [there is an accompanying piano piece that plays to this].. but gently interrupt her romantic reminiscences to inform her that an urgent matter is in need of her attention.
At this point the insolent Aniphilistes (Keeper of the Secret Hoard) appears in the dragon's lair, supported by a trio of ogres. He will insult and threaten the dragon, thereby commencing hostilities.
The Dove will command you to stand back.. and yeah, she should make short work of them with her fear aura, lightning breath and claw attacks, but if one of your party members happens to land the killing blow on the wizard, you get 240 XP. Just be careful Aniphilistes doesn't turn on the party and unleash a Horrid Wilting...
Corpse of Aniphilistes: Aniphilistes Scythe (+1, Keen), Potion of Cure Moderate Wounds x2, Gold Necklace, Bracers of Armor +2, scrolls of Vampiric Touch, Animate Dead, Restoration.
The Dove will tell you that the portal has been opened on both sides, that the only way to seal it is to travel through to the other side, as well - to the Well of Dragons. Realmslore: a suicide mission. However, she is prepared to sacrifice herself by doing so. Your job is to fight your way to the portal and pronounce her true name once you reach it ("Aspeaddyrdhalis").
And no, you don't get to loot her gleaming pile of treasure because the dragon instantly teleports you back out to the main chamber (you will be lucky if you get the time to loot the corpse of Aniphilistes). Anyway, the dragon hoard is just there for show, and a playful tease.
From here, make your way back to the library and then north to the portal room, dispatching orcs and wizards along the way.
Portal chamber. Slay the quartet of cultists guarding the portal - easier said than done.
When they're dead click on the portal and pronounce the true name of the dragon to summon her to it.
Aspeaddyrdhalis will materialize and enter the portal in order to reseal it, but not before giving you the passphrase for the mysterious door in Swordskeep crypt: Ludos.
That's it, we're done here. If you didn't rest during this segment (one that I shall term "from the grounds to the portal") you will receive a rest bonus of 250 XP. Backtrack out of the castle and through the grounds to return to Drawn Swords.
Make your way up to Swordskeep and drop down into the crypt.
Swordskeep Crypt
Navigate to the mysterious door and pronounce Ludos before it. As expected, the door opens.
Open the gate to find a Spectral Knight standing before its sarcophagus: it is the ghost of The Falcon. He will tell you his sad tale and then disperse. You will receive 1,000 quest experience points for solving the mystery (Completed Quest: Castle Joyous).
Don't forget to loot the sarcophagus: 190 GP, King's Tear (precious stone), Falcon's Loss (greatsword +1, on-hit ability drain DC-14 Strength).
Be sure to read the description of Falcon's Loss for a wrap-up of the Falcon-Dove sub-plot.
Finally, report your success in solving the mystery to the resident loremaster, Oudin.
Harp & Chrysanthemum Part III, North Dark Wood, Zhentarim Encampment, Hillholler Cave, Dryad's Fire:
Flame Stone Clearing
This grove is a holy site of Sune, the goddess Ianth worships. At its center stands a flaming pillar of stone, guarded by several warriors.
When you first arrive Ianth reveals that she has visited the grove every ten-day for the past year. She tells you how the Stag Warriors and Knights of the Ruby Rose are both orders of Sune, but worship different aspects of the goddess. Then, she invites you to approach the stone.
Ascend the slope to the mound's summit and click on the Flame Stone.
Ianth is troubled because Spring & Summer have gone and, unlike others of her order, she has not received a sacred flower from Sune, a rose that shows her deity's favor and blessing. She doesn't know why and we can do nothing for her at this stage.
Orcs are loitering on the outskirts of the grove. You can seduce them into giving chase and lure them towards the stone, at which point they will be struck down by flaming bolts from above.
There is nothing more to be achieved here at this point, so take your leave and head into the woods.
North Dark Wood, north
Main Quest Phase 2: Harp & Chrysanthemum. We are here to investigate the Zhentarim presence in this area.. to find out how many there are, what provisions they have, and what they are doing encamped around Drawn Swords. We are also here to avenge the death of Vroman's brother, Manfred, who was slain en route to Drawn Swords (from Sunset Vale), when he stumbled upon the Zhentarim.
Upon arrival in the woods the party is confronted by a hulking Banite priest, Gurkik, backed up by heavily armored Zhentarim guards. Gurkik orders the party to leave or feel Bane's wrath. Ianth accuses him of killing Manfred, but the half-orc says it was in self-defense (i.e, "he was dangerous, he killed some of our men"). Gurkik also denies that the Zhentarim have any interest in Drawn Swords. But then, suddenly, he draws steel.
You don't have much room to get into some semblance of formation (narrow road with steep banks on either side), but my party won this encounter fairly easily by simply having Ianth charge and tank the mob while the rest hung back to fire their projectiles at Gurkik.
Gurkik: 103 XP, 26 GP, Potion of Cure Moderate Wounds, scroll of Cure Moderate Wounds, Masterwork Warmace.
You start off on a road in the east section of the map, high up on some hill that overlooks most of the zone. You should spy a few more Zhentarim units nearby; and, indeed, from this height a Zhentarim camp is visible in the west, far below. That's our destination!
Ianth recommends taking the "less-traveled" route on the south side of the hill, and Vroman and Gossam seem to agree with that, but there is nothing stopping you sticking to the road that leads directly to the camp. We are going to map out the entire zone, anyway.
Here is what we're up against as we descend the hill to the stream below: one cleric and four guards, then one cleric, one mage and two guards, and then finally five scouts who are nosing about just across the stream.
Ianth was quite able to tank each pack in succession as both rogues landed their ranged sneak attacks from behind her.
Cross the stream and head south towards the camp (there is a transition marker here that leads into the southern Northdark, but don't take it yet).
Zhentarim Encampment. The camp is walled-in and well concealed by the trees and shrubs. You can lure the gate guards away from their posts and slay them without drawing the ire of the other units stationed within the walls, but just watch out for any respawns that may flank you.
Once that's done you need to take out the Zhentarim Field Marshal, Freusen Esk, and his pet Shadow Mastiff, Beast of Bane. They both charge you from the pavilion. Beware of the latter's fear-inducing howl. An Animate Dead casting from Gossam should help out here because skeleton warriors are pretty good at soaking up blows and doing a bit of damage.
Freusen Esk (201 XP): Freusen's Falchion (+1, on-hit Doom DC-14 5% / 5 rounds).
Shadow Mastiff (134 XP).
With those two out of commission you should have no problems mopping up the stragglers towards the back of the camp (though they may have already come to Freusen's aid).
Ok, the camp has been cleared. Head over to the Marshal's tent and loot the place.
Chest (DD DC-17, OL DC-18): 787 GP, assorted gems, Boots of the Unicorn (Hide, Move Silently, Survival, Tumble +2, Good-aligned only), Wand of Missiles.
Most importantly, click on the Zhentarim Military Portfolio. It reveals that the Zhentarim have lost Darkhold to other forces and are now scattered over 100 miles of land. It does not seem they are directly interested in Drawn Swords, but they may be here in the Northdark to scout out a temporary base of operations. Anyway, the relevant documents are folded into your journal to present to Hamfast when we return to report our findings (200 XP).
A non-hostile trio now enter the camp: Marcellus, Teurneia & Belforet. Marcellus is an ex-lover of Ianth and also used to be a mercenary in her father's employ. But now the charming fellow works for the Black Network.
Marcellus thanks the party for doing his dirty work.. it seems Freusen was to be slain by him for secretly worshiping Cyric and conspiring against the Zhentarim (who are of Bane).
After a bit of back and forth the trio leave the camp in peace to go and collect their payment for Freusen's head.
Climb the watchtower and take in the view before leaving the enemy camp.
With the Zhentarim documents in our possession this phase of the main quest has been satisfied, and we must report to Hamfast in order to continue Harp & Chrysathemum.. but first, there are a two other things of interest in northern Northdark: a goblin cave and a side quest. We might as well do them now, while we're here.
Head southeast along the water's edge, slay a few more Zhentarim units, and cross the water again at the point where rocks are jutting up out of it. Next, wind your way up the steep banks to find a well-hidden cave entrance guarded by goblins. Slay them, unlock the door to the cave (DC-18), and step inside.
Hillholler Cave
To no surprise the cave is teeming with goblins. Worse still, when you attack them two trolls zero in on your location quite quickly, wondering what the fuss is about. And the worst part is, you are probably lacking the means by which to kill them: fire and acid.
Luckily, there is a supply of acid flasks in a nearby chest. (Flask of Acid x4).
This is how I handled the situation: The party slew as many goblins as they could before the trolls lumbered in. Ianth then tanked the trolls while someone else looted the chests for the flasks. By that time Ianth had managed to knock the trolls down to the ground, and so it was just a matter of hurling the flasks at them to finish them off (ranged touch attack). Hardly an elegant solution, but it got the job done.
Now, head north and open the door at the end of the tunnel to find a goblin shaman waiting in its den, flanked by a couple of zombies and a few elite goblin allies. Slay them all.
Thurgish: 103 XP, Grish-Thurgish (quarterstaff, +1, Cause Fear 1 charge/use).
Harvest the Indigo Hallowscap: Sleight of Hand: DC-17, 100 XP, Indigo Hallowscap (Ethereal Visage [9] single use).
Chest (DD DC-18), 127 GP, gems Chest (OL DC-18): scrolls of Heroism, Haste, Fireball, Divine Favor, Amulet of Namer Auvyrion (Wisdom +1).
Ok there is one last point of interest in the northern Northdark Woods. Climb the rest of the hill and then drop down its northern side to arrive at the river once more. Here you will spot a dryad standing by her tree.
Side Quest: The Dryad's Fire. Voeae the Dryad wishes you to light a fire for her and her beloved. But no one else is in sight. Ask her where the body of her elven lover is and she will tell you he is sleeping, buried beneath her tree.
Now, there is basically a peaceful and violent solution to this quest, with the latter being the more rewarding and yielding only 20 fewer XP.
a. Peaceful solution. Pass a Diplomacy, Bluff or Intimidate check (DC-16) to have her free the elf from his burial under the tree. Gilathias the elf will materialize, and she will let him go and be on her way (300 XP). The elf will thank you and tell you his story before leaving to rejoin fellow Evereskan scouts (200 XP).
b. Violent Solution. Light the fire (OR refuse to light it OR tell her you're simply leaving). Again, Gilathias materializes. But this time Voeae turns hostile and you are forced to slay her. For the purposes of this battle the elf is your immortal ally so try to take advantage of that. Dispatch the dryad's Dire Wolf ASAP and then move out of Voeae's Storm of Vengeance AoE. She does pursue the party but you should be able to handle her because her attacks consist mostly of kicks and punches. Voeae's death yields 280 XP, and her corpse is holding an Alexandrite and Scarab of Protection +3 (Saving Throws universal +3). As per the peaceful solution the elf is grateful, tells you his story, and then takes his leave (200 XP).
LEVEL-UP! Each party member reaches their sixth level.
Lilura takes her fifth in Rogue (I also have one level of Fighter), chooses Mobility, and gains Sneak Attack (3d6).
Ianth takes her sixth in Paladin, chooses Cleave, and gains Remove Disease.
Vroman takes his sixth in Rogue, chooses Point Blank Shot, and gains Trap Sense (2).
Gossam takes his sixth in Cleric and and chooses Zen Archery.
Return to Swordskeep.
Report your findings to the leader and smith of the hamlet, Hamfast Bairnson.
There is some good dialogue here as Ianth & Gossam console the grieving Vroman, who can't make sense of his brother's death. The party chemistry in this module has been pretty good, thus far.
Hamfast intends to consult with Sword Dragon innkeeper, Danmar, about the Zhentarim problem we are facing, and requests that you join them for dinner at his house this evening. He offers you 200 GP for your work so far. You should probably take it.
Ok, this concludes the second phase of the main quest: Harp & Chrysanthemum (500 XP, rest bonus: 250 XP).
Harp & Chrysanthemum Part IV, The Backlands, Zhentarim Encampment, Forgotten Barrow:
Hamfast's Home
Main Quest Phase 3: Harp & Chrysanthemum. Hamfast's home is situated right nextdoor to the inn. You might remember we engaged in a lil' thieving last time we were here..
We share a pleasant meal together with Danmar and the Hamfast couple; after which, the gathering get down to business.
Danmar congratulates the party for taking out the Zhentarim encampment in the Northdark. He used to be an adventurer himself and seems to carry more weight in town than your average innkeeper. He dispatched Revelian (elven guard of the inn) to Corm Orp in order to learn what's going on at Darkhold. The trouble in the Sunset Mountains is not unknown to him.. apparently, the orcs that have been leaving there in droves...
Hamfast has studied the documents you recovered and found a second Zhentarim encampment, one overseen by Banite General, Clydus. It is located in the Backlands, a barren area that is situated 20 miles north of Drawn Swords. Our task is to assault this camp and gather what intelligence we can on why the Zhentarim left Darkhold, and what their plans are.
The Zhentarim suffer from a couple of weaknesses, too:
1. Their enemy forces are deployed over 100 miles of territory, meaning they are stretched out and vulnerable to the guerilla tactics used by our small band of heroes (Wisdom check: 100 XP).
2. Also, internal factional rivalry is eating them from the inside out (Bane vs. Cyric).
The wine that has loosened Danmar's tongue causes him to reveal that he has certain "connections", but he refuses to elaborate. He does assure the party they are friendly ones, though.
Ok, we take our leave of the Bairnson household and step out into the fresh night air. The party retires to the inn to get a good night's sleep... tomorrow is a big day.
The next morning...
The party meets up in the common room, ready to roll. Last night Hamfast requested that we meet up with Brother Anselm before leaving for the Backlands, so let's do that (you can't travel to the Backlands before doing so, anyway).
For services rendered thus far Anselm of the Ilmater chapel gifts you his father's magical sickle: The Executioner of Azbravn (sickle, +1, +1d6 vs. orcs).
Side Quest: The Risen Sun. The kind Ilmaterian priest now requests that you investigate a cult that is gaining ground in the east. The cult worships a deity known as Amaunator, "an old solar deity of Netheril".
We agree to investigate the cult (it's wrapped up in the MQ, anyway).
The Backlands are now accessible from the World Map.
The Backlands
We have arrived in a comparatively barren land. We are here to locate and destroy the second Zhentarim encampment but, first, we are gonna complete two side quests.
First up, Saern's Sharp Swords. Follow the road north to arrive at the clearing in which the Backlands Boar dwells. It's on the verge of going hostile..
Solutions:
a. Let it turn hostile and then slay it (119 XP). There is a DC-20 Survival check for the "quality" of the trophy (100 XP). Now, return to the Saern's Sharp Swords at the inn and present the head for 100 XP and 100 GP. If you fail the Survival check and present a "bloody pulp that could be mistaken for the head of a horse", then you of course get nothing.
b. Calm it down and let it go unharmed (Ranger/Druid lvl + Charisma modifier, 200 XP). If Gossam calms it down you receive 100 XP. Without a trophy you obviously get nothing from Melincourt and Co.
Arm-wrestling. But regardless of how you chose to deal with the boar, the Saern's Sharp Swords will challenge you (or Ianth) to an arm-wrestling contest with Ambergren. Again, take your pick:
a. Let Ambergren win (100 XP). Saern's Sharp Swords will be inspired and leave the inn to resume their duty of protecting Drawn Swords (they are volunteer militia).
b. Beat Ambergren. Let Ianth beat him (250 XP) or beat him yourself (Strength + Intimidate check, 500 XP). Either way, they just continue pissing up in the pub (350 XP). Completed Side Quest: Saern's Sharp Swords.
There is a plant specimen for Gossam in the clearing: Sleight of Hand/Survival DC-18: Boar's Blood (Vigor, 1 charge/use).
A Forgotten Barrow
Our second side quest is The Backlands Barrow. There are three caves in the Backlands that are not marked on your map: one just south of the encampment, one farther south of it, and one southeast of where the boar dwelt. They all lead to the same barrow. Descending into the barrow you will notice a warded door that cannot be unlocked conventionally. Click on The Ancient Scroll to be presented with a riddle.
Thrice from the north he came,
Then once from the south,
Then once from the east.
Now, the trick here is.. the riddle's directions refer NOT to the locations of the barrows on the map, but rather to the direction the barrow entrances are FACING. So, if you look at the barrow just south of the encampment, you will see its entrance is facing north. Ergo, you must enter this barrow three times (aka thrice). Next, you will see that the westernmost barrow (closest to where the boar was) has its entrance facing south. Ergo, you must enter it once. And last, you will notice the southernmost (and easternmost) barrow has its entrance facing east. Ergo, you must enter it once, too. As you progress in the riddle you will receive confirmation that you did "something right". If you stuff it up, the puzzle resets and you must start again.
When the riddle is complete you will find yourself on the other side of the warded door, in the inner chamber. You will have to defeat the mummy and wraiths lurking in here if you are to complete the quest and escape the barrow. Have the fear-and-disease-immune Ianth tank the mummy. Paladins are in their element against undead. You should have two or three sources of elemental damage to inflict upon it so it shouldn't pose too many problems.
Destevedh of the Black Heart (226 XP): Barrow Key.
Sarcophagus: Wand of the Heavens (Flame Strike [7] 5 charges/use), Adamantine Warhammer, Black Heart Circlet (DR 1, Concentration +2, Wiz/Sorc only).
The key is, of course, your ticket out of here.
Zhentarim Encampment
Ok, it's time to wipe out the Zhentarim encampment to satisfy this third phase of the main quest. You will find it just northeast of the clearing; however, it's already been destroyed by the Cyric faction, and Banite General Clydus is dead.
Marcellus is here with his two companions.. he reveals that Clydus was his employer.
But just as the trio are about to take their leave more hostile Cyricists come along, led by Tybalt Egarde. A fight is inevitable, even if you pass the DC-17 Diplomacy check (100 XP).
If you like, have Marcellus, Teurneia & Belforet lend a hand against the forces of Cyric. They are immortal for the purposes of the encounter, meaning you can go and make yourself a cup of coffee while they win it for you. The force consists of Tybalt Egarde, three necros, three clerics, four warriors and ten skeleton warriors. Very, very cool.
Tybalt Egarde (280 XP): Grevelyan's Sword (longsword, +1, +1d4 fire), Tybalt's Black Sun Armor (heavy iron armor, +1, +2 vs. Lawful, Chaotic only), 43 GP, Potion of Cure Moderate Wounds x2.
Vroman does not have any idea as to why the Cyricists would want him. Marcellus and crew take their leave. Report back to Hamfast in Swordskeep!


































































Wow I've read so many good things on this module.
ReplyDeleteI'm probably going to try it soon, I'm a bit nostalgic of NWN 2.
The Subtlety of Thay and Path of Evil were two others modules I intended to play, but this one also looks interesting and immersive.
I'll be returning to SoT at a later date. The mindflayers in the Underdark are just really annoying, so I'm taking a break.
DeleteDon't worry, take your time, mindflayers are always bad! I don't know why but when I tried to download SoT it gave me 1 hour of time while H&C was downloaded immediately so I've just started it.
DeleteSo far this is the best NWN2 mod I played
Hi, Maerduin here! I still get Google alerts for the phrase "Harp & Chrysanthemum," and that led me to this great walkthrough. So glad you're doing it -- thanks for playing the game.
ReplyDeleteThats strange - I have empty journal and I seems to be unable to tell Anselm about letter... I rechecked intallation - everything was ok. Does this module has some compatibility issues with other modules?
ReplyDeleteNot being the author of the module, I have no idea what your problem could be. Perhaps you can try reloading to an earlier savegame and trying again; or looking into the toolset to see what's wrong (I have only token knowledge of the toolset, I'm afraid).
DeleteSo in your run you didn't meet upo with problem of empty journal? After restarting I meet up similar bug with main quest after I cleaned up forest and now I cant progress again. Thats just so... strange
DeleteDon't recall journal glitch in H&C but it did occur in Maerduin's other module - The Birthday. Check out my Birthday walkthrough for a possible workaround.
DeleteWell in my case - few reloads helped. Still its a bit strange.
DeletePretty cute module through final boss is a bit of bullshit - he managed to stun even palaldin companion xD Pity that story is a bit... strangely written but locations indeed are awesome - especially Drawn Sword