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> Quests and Walkthrough
Vlad
post Mar 2 2015, 10:47 PM
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This topic contains spoilers. So you may decide not to read it at this time. I'll post a general description of the NPCs quests here.

1. Melora Tenarien (the quest + banters are done)

Her hate of magic and men is easily explained away, when one finds out she is the illegitimate daughter of a mage with a halfling servant girl. Treated like a lesser being by her father, who regarded her as an accident, and cast out by her own mother, when the latter had been offered the prospect of a wealthy marriage, the young maiden swore than she would forever side with the oppressed. In the poor outskirts of Candlekeep, she is known as some sort of hero since she robs the rich and keeps none of the spoils for herself. Often, widows or very poor families find their income supplemented by her generous aid, and she is spoken ill by none. Except the authorities, of course.

QUEST

SPOILER!
A ruthless bounty hunter is after Melora; once the group enters Candlekeep, the bounty hunter and some of his friends will appear, and teleport the group to a wasteland area near Nashkel. It seems that the bounty hunter doesn't want to risk his life, and all he needs is Melora dead. If you agree to surrender the local hero, you will be teleported out of the area, and you will have to once again face life without a thief. If you decide to stick by her, you will be left in the area, which seems little threatening by day.

There are a few caves in the area, but aside some unsavoury remains, there is nothing interesting, and you begin to wonder if the bounty hunter is insane. Still, amazingly, the area has no exits, and you appear to be trapped in the middle of nowhere.

In your wanderings about the area, at the entrance to one of the caves, you encounter a half-crazed and severely wounded character, who will rave something about mad druids and some sort of game, a light gem and survivors in the cave, but will be unable to explain more. Upon entering that cave, you indeed find a few more survivors of an adventuring party, who are a bit more coherent. This remote wasteland is the realm of a mad druid, who finds werewolves the supreme force of nature, and is quite amused by their hunting techniques. They had been sent here to rid the place but they had been overwhelmed by the numbers of the werewolves. It seems the only way of ridding yourself of them is seeking a light gem that is hidden in the bowels of one of the caves. However, the cave where the gem is hidden is only populated at night, when the werewolves appear, and the gem itself is guarded by a balor. He will ask you to help him against the druid before you escape.

At nightfall, the mad druid will appear, and propose a game. The exits from the area will be open. If you manage to fight your way out, you will be free. Simple enough, heh? If you disregard the hunting werewolves, it is.

At a cost the balor cannot return to his plane without some fresh souls. If you're evil enough, you may let him have the unfortunate adventurers, and he’ll supposedly leave the group alone. So will Melora.

Anyway, you will fight the balor. But keep Melora.

If you have the light gem, your way out will be a synch, and the only thing standing between you and Candlekeep is the mad druid. Once you arrive in Candlekeep, you will again be ambushed by the bounty hunter, but after werewolves and a balor, does one really care?


This post has been edited by Vlad: Mar 22 2015, 09:37 PM
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