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villagers to zombies. Alice turns this zombies to rest and Venla is grateful.
Drake speaks to elder Suoma and gives her fell wood remains. Suoma tells that the adventurers can now access the Cold Marsh from Fell woods. The adventurers grate the villagers and return to Fell woods.
On the place where was the spirit of the wood the strange Dark Treant appears and goes south-east. The party follows him and enters the area with a lot of Dark Treants. Leon cast fireball spell and Dark Treants are very greatly damaged. So they don't like fire and Drake switches to his fire damage flail and attacks. Alice casts fire storm and soon the Dark Treants are dead and the
Fell wood is free from their influence. The party goes north-east to Cold
Marsh.
There are a lot of spiders and trolls in Cold marsh and the battle with them is challenging. Soon the party meets barbarian's outpost. Their leader barbarian Hadbruki attacks the party. There are a lot of barbarians and only
Leon's fireball and chaos spells and Alice's flame strike can make a battle not so difficult. In the south-east area Dexy finds some frost rose which wants
Venla in the village. The north-east path is blocked up. Simply by moving this stones Drake frees the pass but some crazy barbarians attack the party from back. The battle is really tough but is won. Near exit from Cold marsh some flying wyverns attack the party. Leon has some cold damage spells that are deadly for wyverns. Now the party leaves the marsh and enters the River caves entrance.
After some rest the party notices the big cave entrance. The big white dragon and some wyrms attack the party. The wyrms don't like fire but the dragon is very tough. Soon they are all dead and the party is now ready to go to the cave. In the cave there is another white dragon and wyverns. Knowing the previous experience the party defeats the enemies. Dexy find some useful items in the cave. There is also a big pit in the cave and the party needs two ropes in order to go down. Its to to visit the village again.
Venla is very grateful for frost rose from marsh and gives some useful potions. Tahvo has some ropes and Drake buys two hemp ropes from Tahvo. Now its time to return to the river cave again.
Drake and Dexy attach the ropes to pit and the party goes down to the pit.
Near entrance a lot of hook horrors attack the party but Alice's holy word spell confuses them. Now they are the easy target for some offensive spells.
Leon's chaos spell also makes the chaos between them. Soon this monsters are dead. Dexy scouts the area and detects the gates to the north-west. The gates are locked and the party needs the key. Dexy also detects some small hole in the wall in the centre near prison cells. The party enters the hole and a lot of ice trolls attack the party. Fire damage makes the work against the trolls and soon they are dead. The dead dwarf in the south-east area has the key to the gates but party first decides to explore the area to the north-east. There are some Hook horror guardians and they attack the party with other monsters.
Chaos spell confuses them and soon they are all dead. The north-east path is blocked and the party needs some mining tools in order to clear the access. So its time to unlock the gates to the north-west. It seems that this is dwarf's fortress. Dwarf Duergar speaks to Drake. But there are a lot of slaves in this fortress and Drake orders to free the slaves but Duergar refuses and the battle begins. There are lot of dwarfs but Drake blocks the door and Leon with Alice cast some offensive spells on dwarfs. Soon all dwarfs are dead in the hall and the party enters dwarf's fortress. Their leader Barud Barzam tries to attack the party with another forces but soon he is killed and Dexy takes some useful items from dwarfs. After clearing other places from dwarfs Dexy finds the mining tools in one of the crates in dwarf's storage. In the torture room near prison cells Alice meets some spectre who attacks her. Alice turns him and now spectre is calmed and can speak without an anger. Alice turns him in peace and the party leaves the fortress. Drake uses the mining tools to clear the way and the party enters deeper caves.
Some Umber Hulks attack the party but their attacks are not successful. Soon the party meets some strange mage Harshom and his army. There are a lot of enemies and Harshom talks to Drake. It seems that Harshom was sent by Host tower of the Arcane brotherhood in Luskan. This brotherhood are powerful allies for Legion of Himera. After Carita's and Leeve's escape from village Harshom met them and knew the location of adventurers. So the battle begins. Harshom orders his animals and army to attack but Leon casts fireball and Alice casts
Holy Word. All enemies are confused and its time for Alice to cast Fire Storm .
Fire storm kills a lot of enemies and Harshon is dead too. Only some animals survived but Drake's sword kills them. The battle was too short as party not expected. Dexy takes the key and opens the gates. The party goes to Black Raven
Monastery entrance.
***********************************************************************
Chapter 4
The way to the monastery was too long and so now its time to visit the monks. The outside area near monastery seems safe because there is no enemies.
Dexy notices the trap on the bridge but failed to disarm it and only her good reflexes allows her to survive. Alice heals Dexy and the party goes to the wyrm's nest. Dexy searches the nest for wyrm's egg and ruby ring but the wyrm mother is not pleased and attacks the party. Yeti hears the battle and a lot of
Yetis attack the party from the opposite bridge. The battle is not diffcult and now its time to visit the monastery.
The monastery looks beautiful inside. There are training room, library, dinner hall, barracks and other private rooms. Salisam Hardash welcomes the travelers and recommends to speak with monastery leader Aruma. Unfortunately the Underdark passage is the private passage only for Black Raven monks so
Aruma refuses the party to use this passage. Drake tells Salisam that Aruma refused to access the passage. Salisam tells some information about Aruma and
Dolon. It seems that after Dolon's arrival the things have changed in the monastery and Aruma became corrupted. Leon offers to investigate the situation more deeply. Dexy picklocks the door near entrance and she meets some thief Ven in the treasury. Ven offers to loot the tomb for treasures and Dexy agrees to his offer. He also gives the ring with NN initials. In the library Leon buys some new spells for his spellbook. There are also some useful items in the store. One of the books contains a lot of useful information which can bring the party a lot of experience but this book is very expensive and the party can't allow to buy this book. In the training room Svaltid trains the monks and he has no time for dialog. Sersa stays in the barracks and the party can rest here. The local healer Nonin lost his father's gold ruby ring and he is pleased when Dexy gives him a ring with NN initials. As a reward the party gets some healing potions. Nonin can also buy a lot of party items. Dexy picklocks the next locked room. In one of the chests there is Dolon's letter. It seems that
Dolon is a Severed Hand spy and is instructed to corrupt the monastery. Its time to visit Aruma and Dolon. After some confrontation and presentation the clues they escape from the monastery and its time to visit Salisam. Salisam tells that in order to become the monks of the Black Raven the party must comlete The Eigths chambers. Morohem dowstairs will instruct for further information.
The rules are simple: the party must choose the team member to challenge each chamber. There are 8 chambers and the party member must enter the chamber without weapon and equipment. The rest is allowed after comleting the chamber.
The first chamber is called the chamber of stone. The challenger must show some battle and endurance skills. The party chooses Drake for this chamber.
Drake enters the chamber and takes the long sword from the available equipment in the chamber. There are five levers in the room. Drake pushes the first lever and the enemy monk appears and attacks Drake. Drake kills him and pushes the second lever and nothing happened but the first lever goes to its default position. Drake to push another three levers and nothing happens. It seems that the levers must be pushed in right combination. After some experiments Drake finds the right lever combination: 1,5,3,2,4 but after pushing further levers the battle becomes tougher. After comleting the chamber Drake rests and the party prepares to next challenge.
The second chamber is called the chamber of shadows. The party chooses
Alice as an undead expert. Alice enters the chamber and notices sixth portals: three on the left (L) side and three on the right (R) side. Alice enters the first portal on the left (L:1) and the shadow appears and attacks Alice. After killing the shadow monk Alice enters the first portal on the right side (R:1).
Nothing happens and Alice appears near another portal. It seems that the right combination required. Wrong combination resets all combinations and the shadow appears. After some exploration Alice finds that the right combination is R:1,
R:3, L:1, L:3 and completes the chamber.
The next third chamber is called the chamber of sorcery. Leon is chosen and he enters the chamber. There are eight magic symbols on the floor and two monks attack Leon. Leon kills one monk but monk appears again. Leon kills another monk and his body is on one of the magic symbols on the floor. It seems that this monks must be killed on one of magic symbols and this two symbols for two monks must be similar. The first monk was killed on the nearest central symbol and Leon kills another monk on the nearest left symbol. The chamber is over.
The next chamber is the chamber of clockwork. Dexy is chosen and enters the chambers. This chamber is full of mechanisms which can damage greatly.
Three monks attack Dexy. She takes some short sword and attack the enemies.
After some damage one of the monks activates the bomb from himself. After some time the bomb explodes as a fireball but Dexy evades the fireball. Another monk after some damage tries to activate the bomb but Dexy is able to click the button on the wall to disable the bomb. The last monk is destroyed as previous.
The next chamber is the chamber of sand. Dexy is chosen again.
Two monks are enemies and some strange buttons are on the walls. After pressing each button the ray of energy fires from the wall and damages everyone. It seems that the enemies must be killes with this rays. Dexy serves as a decoy for them and soon the enemies are dead.
The sixth chamber is the chamber of silk. The rules are simple: all enemies must be destroyed. Leon enters the chamber and meets a lot of spiders.
Before battle Leon prepared a lot of fireballs and soon the enemies are dead.
The seventh chamber is called chamber of battle. Drake is ready for battle. There are two levers and a shining circle in the chamber. One monk attacks Drake and Drake fall him down on the shining circle. The monk is unconscious but nothing happens. Then Drake activate the south lever and the north door is opened. Another monk attacks Drake. Previous monk is ready for the battle and there are two monks and two circles in the next room. Now it is easy to understand that this monks must be killed on this two circles and the north lever must be activated after this happened.
The last chamber is called chamber of imolation. Alice enters the chamber and two tough enemies attack her. She summons undead creature and the enemies are attracted by creature. Flame strikes make the battle harder but the undead succeeds in the battle and the chamber is over.
So the Eight Chambers are history and the party can go downstairs to the
Underdark passage. The passage seems safe and only the tomb is guarded by some
Iron golems. Ven, f***ing thief, loots the tomb and dissapears and the party is framed up. Iron golems are awakened and attack the party. Drake tries to defend but the Golems are too strong and can not be damaged. Drake orders to run while he tries to delay golems. The party runs to the exit from the tomb but a lot of dwarfs and their commander attack the party from the other side. There is no time for long battle and only Leon's and Alice's ranged offensive spells are helpful. Drake is near death and the whole party enters the next area.
Wizard Malavon Despana greets the party near entrance and welcomes to his camp. There are some other traders in the camp and the party can buy equipment and rest here. Malavon tells that this area is also settled by some dwarven merchants to the south-west and some mindslayers to the east. The pass to the next area is guarded by driders. The only way to proceed to the next area is to enter the driders caves and investigate the situation in the caves. Malavon also tells the story about his clone who was the ally of demon Belhifet and about his sister Ginafae who lost in the past but now she is somewhere in the caves.
Dwarves to the south-west have some useful equipment but they are no so polite with the party. The mindslayers are not so communicative and only
Oinchack'olp wishes to find his lost blue stones in the caves. The drider Son is suspicious about party actions but Dexy tells him that the party are only the explores who are interested in new technologies. Son tells about some drider's device Viciscamera which allows them to clone a lot of other driders and the creator Imphraili in the caves is responsible for creating this device.
So its time to visit east caves.
A lot of drider warriors, wizards and priests are in the caves. The battle is long. Drake meets Ginafae Despana in the west part of the caves. He convinces her to leave the caves and return to her brother Malavon. She agrees.
The creator Imphraili is in her central lab. Leon takes her journal and studies it. It seems that the source of the driders is Viciscamera heart. He takes some vials of spores from the lab and examines the alchemist's table. So the killing incredient is prepared but first Leon creates some potions of strength from wyrm's egg and decides to animate flesh golem. After creating a necessary ingredient and putting it into golem the golem is ready for animating. Some electricity charge is needed in order to animate. Lighting bolt is casted on golem and golem is ready for surving the party. Imphraili is not pleased but soon she is dead. The north-east part is full of cocoons and Viciscamera heart is at the end. The deadly ingredient is placed and the Viciscamera heart is destroyed. Some enemies are not pleased but their death ends the conflict.
Before leaving the caves some big Mushrooms attack the party in the south area and after killing them Alice discovers the blue crystal on the ground in their lair. This crystal increases wisdom and Alice decides to keep it equiped.
Near cave entrance some enemies await the party and the peace is impossible. Malavon is pleased about destroying Viciscamera and tells the party that the entrance is open and the party must speak with mind-flayings in order to enter the passage. A lot of mind-flayings are near north-east entrance and their leader refuses to allow the party to proceed. He is stupid and the arguments cannot persuade him. Its time to show them the power of might and magic. The enemies are angered and attack the party. The battle is very tough but a good mind-affecting spells defense and some magic is a good choice to defeat them. The pass is clear.
The next seems as a maze where all ways leads to the center. The forge in the west area allows Drake to create axe. There are some electricity traps on the walls but Dexy disarms them. A lot of mind-flayings attack the party. The mind golem tries to weak party's wisdom but the party avoids the meetings with him. The Elder Brains is in the centre and Drake attacks it. Other enemies from all parts of the area try to defend the brains. Drake orders to run to the forge and avoidto fight the enemies near Elder Brains because the brains can dominate some party members. While in the forge a lot of enemies arrives and
Leon's fireball damages a lot of enemies. The battle is tough but soon brain defenders are defeated. Its time to destroy the brain. After some Drake's hits and Leon's spells the Elder Brain is destroyed. The enemies in the north-east area are under morale failure and the exit from this area is opened.
Oswald's ship awaits the party outside but some Legion of Chimera's enemies with their leaders Mirabel and Majrash await too. Some earth elementals and harpies attack the party. The battle is long and enemy reinforcements arrive but soon all enemies are dead. Oswald and his niece meet the party on the ship.
Its time to visit Kuldahar and archdruid Iselore.
***********************************************************************
Chapter 5
After arriving to Kuldahar the monster Hiepherus meets the party and his undead minions attack the team. It seems that undead are in the Kuldahar and its time to clear the pass from Kuldahar. The access to the tower is locked but
Dexy unlocks the door. Ranger Jermsy and druid Nathaniel are in the tower.
Nathaniel tells Jermsy about his rescue from ice castle but Jermsy is not so polite and very suspecious about the party. After some talking with Jermsy and
Nathaniel the situation became clear: It seems that Kuldahar was attacked by
Yuan-Ti and some undead monsters. The leader of undead is Hiepherus and he is somewhere near Kuldahar cemetary. For more information about Yuan-Ti Nathaniel offers to speak with archdruid Iselore in another part of Kuldahar near great tree and Heartstone Gem. He also tells you about Isair and Madae and their mother priestless Egenia. The rumors said that twins killed their mother Egenia and now her spirit appears in the house west of tower at night.
Drake speaks to elder Suoma and gives her fell wood remains. Suoma tells that the adventurers can now access the Cold Marsh from Fell woods. The adventurers grate the villagers and return to Fell woods.
On the place where was the spirit of the wood the strange Dark Treant appears and goes south-east. The party follows him and enters the area with a lot of Dark Treants. Leon cast fireball spell and Dark Treants are very greatly damaged. So they don't like fire and Drake switches to his fire damage flail and attacks. Alice casts fire storm and soon the Dark Treants are dead and the
Fell wood is free from their influence. The party goes north-east to Cold
Marsh.
There are a lot of spiders and trolls in Cold marsh and the battle with them is challenging. Soon the party meets barbarian's outpost. Their leader barbarian Hadbruki attacks the party. There are a lot of barbarians and only
Leon's fireball and chaos spells and Alice's flame strike can make a battle not so difficult. In the south-east area Dexy finds some frost rose which wants
Venla in the village. The north-east path is blocked up. Simply by moving this stones Drake frees the pass but some crazy barbarians attack the party from back. The battle is really tough but is won. Near exit from Cold marsh some flying wyverns attack the party. Leon has some cold damage spells that are deadly for wyverns. Now the party leaves the marsh and enters the River caves entrance.
After some rest the party notices the big cave entrance. The big white dragon and some wyrms attack the party. The wyrms don't like fire but the dragon is very tough. Soon they are all dead and the party is now ready to go to the cave. In the cave there is another white dragon and wyverns. Knowing the previous experience the party defeats the enemies. Dexy find some useful items in the cave. There is also a big pit in the cave and the party needs two ropes in order to go down. Its to to visit the village again.
Venla is very grateful for frost rose from marsh and gives some useful potions. Tahvo has some ropes and Drake buys two hemp ropes from Tahvo. Now its time to return to the river cave again.
Drake and Dexy attach the ropes to pit and the party goes down to the pit.
Near entrance a lot of hook horrors attack the party but Alice's holy word spell confuses them. Now they are the easy target for some offensive spells.
Leon's chaos spell also makes the chaos between them. Soon this monsters are dead. Dexy scouts the area and detects the gates to the north-west. The gates are locked and the party needs the key. Dexy also detects some small hole in the wall in the centre near prison cells. The party enters the hole and a lot of ice trolls attack the party. Fire damage makes the work against the trolls and soon they are dead. The dead dwarf in the south-east area has the key to the gates but party first decides to explore the area to the north-east. There are some Hook horror guardians and they attack the party with other monsters.
Chaos spell confuses them and soon they are all dead. The north-east path is blocked and the party needs some mining tools in order to clear the access. So its time to unlock the gates to the north-west. It seems that this is dwarf's fortress. Dwarf Duergar speaks to Drake. But there are a lot of slaves in this fortress and Drake orders to free the slaves but Duergar refuses and the battle begins. There are lot of dwarfs but Drake blocks the door and Leon with Alice cast some offensive spells on dwarfs. Soon all dwarfs are dead in the hall and the party enters dwarf's fortress. Their leader Barud Barzam tries to attack the party with another forces but soon he is killed and Dexy takes some useful items from dwarfs. After clearing other places from dwarfs Dexy finds the mining tools in one of the crates in dwarf's storage. In the torture room near prison cells Alice meets some spectre who attacks her. Alice turns him and now spectre is calmed and can speak without an anger. Alice turns him in peace and the party leaves the fortress. Drake uses the mining tools to clear the way and the party enters deeper caves.
Some Umber Hulks attack the party but their attacks are not successful. Soon the party meets some strange mage Harshom and his army. There are a lot of enemies and Harshom talks to Drake. It seems that Harshom was sent by Host tower of the Arcane brotherhood in Luskan. This brotherhood are powerful allies for Legion of Himera. After Carita's and Leeve's escape from village Harshom met them and knew the location of adventurers. So the battle begins. Harshom orders his animals and army to attack but Leon casts fireball and Alice casts
Holy Word. All enemies are confused and its time for Alice to cast Fire Storm .
Fire storm kills a lot of enemies and Harshon is dead too. Only some animals survived but Drake's sword kills them. The battle was too short as party not expected. Dexy takes the key and opens the gates. The party goes to Black Raven
Monastery entrance.
***********************************************************************
Chapter 4
The way to the monastery was too long and so now its time to visit the monks. The outside area near monastery seems safe because there is no enemies.
Dexy notices the trap on the bridge but failed to disarm it and only her good reflexes allows her to survive. Alice heals Dexy and the party goes to the wyrm's nest. Dexy searches the nest for wyrm's egg and ruby ring but the wyrm mother is not pleased and attacks the party. Yeti hears the battle and a lot of
Yetis attack the party from the opposite bridge. The battle is not diffcult and now its time to visit the monastery.
The monastery looks beautiful inside. There are training room, library, dinner hall, barracks and other private rooms. Salisam Hardash welcomes the travelers and recommends to speak with monastery leader Aruma. Unfortunately the Underdark passage is the private passage only for Black Raven monks so
Aruma refuses the party to use this passage. Drake tells Salisam that Aruma refused to access the passage. Salisam tells some information about Aruma and
Dolon. It seems that after Dolon's arrival the things have changed in the monastery and Aruma became corrupted. Leon offers to investigate the situation more deeply. Dexy picklocks the door near entrance and she meets some thief Ven in the treasury. Ven offers to loot the tomb for treasures and Dexy agrees to his offer. He also gives the ring with NN initials. In the library Leon buys some new spells for his spellbook. There are also some useful items in the store. One of the books contains a lot of useful information which can bring the party a lot of experience but this book is very expensive and the party can't allow to buy this book. In the training room Svaltid trains the monks and he has no time for dialog. Sersa stays in the barracks and the party can rest here. The local healer Nonin lost his father's gold ruby ring and he is pleased when Dexy gives him a ring with NN initials. As a reward the party gets some healing potions. Nonin can also buy a lot of party items. Dexy picklocks the next locked room. In one of the chests there is Dolon's letter. It seems that
Dolon is a Severed Hand spy and is instructed to corrupt the monastery. Its time to visit Aruma and Dolon. After some confrontation and presentation the clues they escape from the monastery and its time to visit Salisam. Salisam tells that in order to become the monks of the Black Raven the party must comlete The Eigths chambers. Morohem dowstairs will instruct for further information.
The rules are simple: the party must choose the team member to challenge each chamber. There are 8 chambers and the party member must enter the chamber without weapon and equipment. The rest is allowed after comleting the chamber.
The first chamber is called the chamber of stone. The challenger must show some battle and endurance skills. The party chooses Drake for this chamber.
Drake enters the chamber and takes the long sword from the available equipment in the chamber. There are five levers in the room. Drake pushes the first lever and the enemy monk appears and attacks Drake. Drake kills him and pushes the second lever and nothing happened but the first lever goes to its default position. Drake to push another three levers and nothing happens. It seems that the levers must be pushed in right combination. After some experiments Drake finds the right lever combination: 1,5,3,2,4 but after pushing further levers the battle becomes tougher. After comleting the chamber Drake rests and the party prepares to next challenge.
The second chamber is called the chamber of shadows. The party chooses
Alice as an undead expert. Alice enters the chamber and notices sixth portals: three on the left (L) side and three on the right (R) side. Alice enters the first portal on the left (L:1) and the shadow appears and attacks Alice. After killing the shadow monk Alice enters the first portal on the right side (R:1).
Nothing happens and Alice appears near another portal. It seems that the right combination required. Wrong combination resets all combinations and the shadow appears. After some exploration Alice finds that the right combination is R:1,
R:3, L:1, L:3 and completes the chamber.
The next third chamber is called the chamber of sorcery. Leon is chosen and he enters the chamber. There are eight magic symbols on the floor and two monks attack Leon. Leon kills one monk but monk appears again. Leon kills another monk and his body is on one of the magic symbols on the floor. It seems that this monks must be killed on one of magic symbols and this two symbols for two monks must be similar. The first monk was killed on the nearest central symbol and Leon kills another monk on the nearest left symbol. The chamber is over.
The next chamber is the chamber of clockwork. Dexy is chosen and enters the chambers. This chamber is full of mechanisms which can damage greatly.
Three monks attack Dexy. She takes some short sword and attack the enemies.
After some damage one of the monks activates the bomb from himself. After some time the bomb explodes as a fireball but Dexy evades the fireball. Another monk after some damage tries to activate the bomb but Dexy is able to click the button on the wall to disable the bomb. The last monk is destroyed as previous.
The next chamber is the chamber of sand. Dexy is chosen again.
Two monks are enemies and some strange buttons are on the walls. After pressing each button the ray of energy fires from the wall and damages everyone. It seems that the enemies must be killes with this rays. Dexy serves as a decoy for them and soon the enemies are dead.
The sixth chamber is the chamber of silk. The rules are simple: all enemies must be destroyed. Leon enters the chamber and meets a lot of spiders.
Before battle Leon prepared a lot of fireballs and soon the enemies are dead.
The seventh chamber is called chamber of battle. Drake is ready for battle. There are two levers and a shining circle in the chamber. One monk attacks Drake and Drake fall him down on the shining circle. The monk is unconscious but nothing happens. Then Drake activate the south lever and the north door is opened. Another monk attacks Drake. Previous monk is ready for the battle and there are two monks and two circles in the next room. Now it is easy to understand that this monks must be killed on this two circles and the north lever must be activated after this happened.
The last chamber is called chamber of imolation. Alice enters the chamber and two tough enemies attack her. She summons undead creature and the enemies are attracted by creature. Flame strikes make the battle harder but the undead succeeds in the battle and the chamber is over.
So the Eight Chambers are history and the party can go downstairs to the
Underdark passage. The passage seems safe and only the tomb is guarded by some
Iron golems. Ven, f***ing thief, loots the tomb and dissapears and the party is framed up. Iron golems are awakened and attack the party. Drake tries to defend but the Golems are too strong and can not be damaged. Drake orders to run while he tries to delay golems. The party runs to the exit from the tomb but a lot of dwarfs and their commander attack the party from the other side. There is no time for long battle and only Leon's and Alice's ranged offensive spells are helpful. Drake is near death and the whole party enters the next area.
Wizard Malavon Despana greets the party near entrance and welcomes to his camp. There are some other traders in the camp and the party can buy equipment and rest here. Malavon tells that this area is also settled by some dwarven merchants to the south-west and some mindslayers to the east. The pass to the next area is guarded by driders. The only way to proceed to the next area is to enter the driders caves and investigate the situation in the caves. Malavon also tells the story about his clone who was the ally of demon Belhifet and about his sister Ginafae who lost in the past but now she is somewhere in the caves.
Dwarves to the south-west have some useful equipment but they are no so polite with the party. The mindslayers are not so communicative and only
Oinchack'olp wishes to find his lost blue stones in the caves. The drider Son is suspicious about party actions but Dexy tells him that the party are only the explores who are interested in new technologies. Son tells about some drider's device Viciscamera which allows them to clone a lot of other driders and the creator Imphraili in the caves is responsible for creating this device.
So its time to visit east caves.
A lot of drider warriors, wizards and priests are in the caves. The battle is long. Drake meets Ginafae Despana in the west part of the caves. He convinces her to leave the caves and return to her brother Malavon. She agrees.
The creator Imphraili is in her central lab. Leon takes her journal and studies it. It seems that the source of the driders is Viciscamera heart. He takes some vials of spores from the lab and examines the alchemist's table. So the killing incredient is prepared but first Leon creates some potions of strength from wyrm's egg and decides to animate flesh golem. After creating a necessary ingredient and putting it into golem the golem is ready for animating. Some electricity charge is needed in order to animate. Lighting bolt is casted on golem and golem is ready for surving the party. Imphraili is not pleased but soon she is dead. The north-east part is full of cocoons and Viciscamera heart is at the end. The deadly ingredient is placed and the Viciscamera heart is destroyed. Some enemies are not pleased but their death ends the conflict.
Before leaving the caves some big Mushrooms attack the party in the south area and after killing them Alice discovers the blue crystal on the ground in their lair. This crystal increases wisdom and Alice decides to keep it equiped.
Near cave entrance some enemies await the party and the peace is impossible. Malavon is pleased about destroying Viciscamera and tells the party that the entrance is open and the party must speak with mind-flayings in order to enter the passage. A lot of mind-flayings are near north-east entrance and their leader refuses to allow the party to proceed. He is stupid and the arguments cannot persuade him. Its time to show them the power of might and magic. The enemies are angered and attack the party. The battle is very tough but a good mind-affecting spells defense and some magic is a good choice to defeat them. The pass is clear.
The next seems as a maze where all ways leads to the center. The forge in the west area allows Drake to create axe. There are some electricity traps on the walls but Dexy disarms them. A lot of mind-flayings attack the party. The mind golem tries to weak party's wisdom but the party avoids the meetings with him. The Elder Brains is in the centre and Drake attacks it. Other enemies from all parts of the area try to defend the brains. Drake orders to run to the forge and avoidto fight the enemies near Elder Brains because the brains can dominate some party members. While in the forge a lot of enemies arrives and
Leon's fireball damages a lot of enemies. The battle is tough but soon brain defenders are defeated. Its time to destroy the brain. After some Drake's hits and Leon's spells the Elder Brain is destroyed. The enemies in the north-east area are under morale failure and the exit from this area is opened.
Oswald's ship awaits the party outside but some Legion of Chimera's enemies with their leaders Mirabel and Majrash await too. Some earth elementals and harpies attack the party. The battle is long and enemy reinforcements arrive but soon all enemies are dead. Oswald and his niece meet the party on the ship.
Its time to visit Kuldahar and archdruid Iselore.
***********************************************************************
Chapter 5
After arriving to Kuldahar the monster Hiepherus meets the party and his undead minions attack the team. It seems that undead are in the Kuldahar and its time to clear the pass from Kuldahar. The access to the tower is locked but
Dexy unlocks the door. Ranger Jermsy and druid Nathaniel are in the tower.
Nathaniel tells Jermsy about his rescue from ice castle but Jermsy is not so polite and very suspecious about the party. After some talking with Jermsy and
Nathaniel the situation became clear: It seems that Kuldahar was attacked by
Yuan-Ti and some undead monsters. The leader of undead is Hiepherus and he is somewhere near Kuldahar cemetary. For more information about Yuan-Ti Nathaniel offers to speak with archdruid Iselore in another part of Kuldahar near great tree and Heartstone Gem. He also tells you about Isair and Madae and their mother priestless Egenia. The rumors said that twins killed their mother Egenia and now her spirit appears in the house west of tower at night.
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- Icewind Dale 2 trainer by System on 09/12/2007, 05:07
- Icewind Dale 2 document by System on 14/03/2006, 06:30
All inventory codes as Word doc - Icewind Dale 2 document by System on 14/03/2006, 06:30
All cheats as Word file - Icewind Dale 2 document by System on 14/03/2006, 06:30
Items listing (zipped due to its size, v2.0) - Icewind Dale 2 editor by System on 14/03/2006, 06:30
Character + Savegame Editor - Icewind Dale 2 document by System on 14/03/2006, 06:30
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
Character Development Guide - Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 hints by System on 09/03/2006, 09:50
Cleric Spell List - Icewind Dale 2 hints by System on 09/03/2006, 09:50
Druid Spell List - Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50






