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    FAQ/Walkthrough by Orest

    Version: 1.0 | Updated: 11/06/02 | Search Guide | Bookmark Guide

                                 Icewind Dale 2
                              FAQ and Walkthrough v1.0 finale
                              Copyright 2002 by Orest (y_orest@yahoo.com)
    Last updated on November 6, 2002
     This document was written by Orest also known as D.Y. and cannot be used
    without his permission. To receive my permission you need only one thing: email
    (y_orest@yahoo.com) me and receive my permission. Of course, you can read and
    print this document but don't post this document on your site without my
    permission. I hate copyright violence so don't angry me.
     If you have questions about my guide or want to add or correct something then
    send me a message (y_orest@yahoo.com). But don't try to send letters with some
    nasty remarks. I will not answer the questions if the answer is already in this
    document. Please put "IWD2" subject when emailing me. Latest updates of this
    guide are available at www.gamefaqs.com . I am sorry if I don't respond to the
    letters because I read my mailbox not often. I can respond to the letters
      If you didn't receive my reply than the reasons are:
        1. You didn't ask the questions or offer suggestions and you don't need my
        What to do: If you want my reply then ask the questions or offer some
        2. The answer is already in this document.
        What to do: Try to read this walkthrough attentively because the heroes
    actions are described as their own actions and the walkthrough goes as an
    adventure story.
        3. The answer is in game manual.
        What to do: Read the game manual. I recommend to read the game manual
    before playing the game.
        4. The letter is already in my mailbox but I didn't check the mailbox.
        What to do: Wait for reply. I check my mailbox twice at week.
        5. Your letter is bugged or nasty.
        What to do: You are not so lucky.
        6. I have no time for response (job, rest, etc)
        What to do: Wait until I reply or forget about your letter. May be I'll not
    reply but in 50% cases I reply.
        7. This game is too old (2002 year is the Icewind Dale 2 release year)
        What to do: forget about me
        8. The questions are out of IWD2 topic.
        What to do: Answer your questions to others
      v1.0 The release of the IWD2 FAQ/Walkthrough (November 6, 2002)
        This version is final and not updatable in future.
       PART 2: FAQ
    Part 0: Introduction
      Here is the plan of this document. In Part 1 I describe some combination of
    the characters and their effectiveness in the game. Part 2 consist of FAQ. Part
    3 contains game walkthrough in nonstandard way and Part 4 contains the
    Part 1: Creating your team
      So you want to beat this game then you need your character team. I recommend
    you to skip default teams and create your own team. I will not describe all
    classes, races and etc because you can find the information about them when
    creating your team.
      The first question must be: how many people are in my team? For super
    hardcore players who wants to see your character corpses or enjoys game
    reloadings  I recommend 1-2 players in the team. Three characters is good for
    hardcore players who wants to be the game very difficult. My choice is 4
    characters in the team because of more XP and a little hardcore game. For less
    experienced players I recommend 5-6 characters. 5 is the optimal choice.
      Now you need to decide what classes must be in your team ?
       Team member 1:
        Here is some classes for character 1 place in team. Character 1 is a front
    line warrior. This character serves as a main target for enemies and must have
    a lot of HP and a good cover from other team members.
        1.1 Fighter
         This is the best choice for character 1 in the team because fighters gains
    a lot of feats and the only class with weapon specialization feat available. I
    recommend to use some strong two-handed weapon and gain weapon specialization
    for this weapon. Bastard sword and large sword is not bad too.
        1.2 Barbarian
         You can use this class as a alternative to the fighter class. Barbarians
    gain a lot of HP and some good abilities. Half-Orcs are the best race for this
    class (because you can increase your STR to 20 with this race and multiclass
    without XP penalty).
        1.3 Paladin
         Paladin class is worse then Fighter or Barbarian. Paladins gain some
    useful bonuses at lower levels and can turn undead. I think that turn undead
    ability is useless in IWD2 because there are few undead in game. From level 4
    paladins gain some spells but very slowly. The good choice for character 1 is
    to pick a paladin and from level 4-8 multiclass to fighter. You can use this
    class as a party leader because of good CHA. You can detect evil people when
    talking to some people in game. Paladins always refuse the rewards from people
    so don't talk to people with this class when you want quest's reward. The best
    race is Aasimar and the good order is paladin of Helm.
        1.4  Ranger
         This class is the worst from previous classes. The only serious advantage
    is some useful 2-weapon fighting feats. Single development for this class is
    not recommended so multiclass to other class. The spells are very slow to gain.
    But it is possible to survive with this class in the game.
        1.5  Monk
         Good class. If you choose the monk than single development for this class
    is more recommended. Monks receive some useful abilities and bonuses during the
    development up to level 20. At the beginning of the game monks are weak but
    after chapter 1 you'll see the changings. Monks have the best saving throws
    bonuses but are restricted in multiclassing. They are weaker then fighters or
    barbarians in melee but their bonuses compensate this disadvantage.
      Team member 2:
        This place is the place for backup front/middle/cover line warrior. This is
    also a scout with some negotiator abilities. This character explores the area
    for possible dangers, fights the enemies in melee or range distance without
    attracting attention and backups the team member 1 in critical situations for
    team member 1. Can also serve as a decoy for enemies.
        2.1 Rogue
          The best candidate for this place. Can be used as a scout, thief and
    negotiator because of high skill points. Use his sneak attack on enemies who
    fight team member 1.
        2.2 Bard
          Not good for this place. His main adavantage is his songs. Sing before
    battle and cover team member 1 in melee or range attack. Use bard for thievery.
    Bard is a bad scout but can unlock the locks.
        2.3 Ranger
          Not bad. Use him as a scout and second front line fighter in addition to
    team member 1.
        2.4 Monk
          Can be scout and melee fighter.
       Team member 3:
         This place is for character who watches the condition of other team
    members and restores their conditions to normal or increases some
    characteristics according to the battle. The place for this character in the
    middle line of the fight. Another purpose for this character is to weaken the
    enemies, create some summoning creatures and sometimes fight in melee/range
    some enemies.
         3.1 Cleric
           The best candidate for this place. Heal your team members, dispel some
    enemy effects and use some magic/fighting against enemies. Summon the creatures
    and increase party attributes/defense. Ressurect dead.
         3.2 Druid
           This class has less healing spells but more offensive/summoning. Use
    some offensive magic against enemies and heal party members
         3.3 Bard
           The worse candidate. Use him to increase some characteristics and as a
    minor healer.
       Team member 4:
         This place is for character with offensive/defensive/other magic
    specialization. Use this character for magic cover and some summoning spells.
    The main purpose is offensive magic. This characters must be in the back line.
    Other characters must protect this team member.
        4.1 Wizard
          The function for this character is simple: cast spells to kill enemies
    and avoid melee fightings. Use your ability to prepare spells in different
        4.2 Sorceror
          Same purpose as wizard with the difference that you can cast more
    offensive spells then wizard. Avoid melee fightings. Summoning spells not
        4.3 Druid
          Worse then previous two classes but can be useful on this place
       Team member 5:
          This is place for some additional front line figher, divine or arcane
    spellcaster or skip this place.
       Team member 6:
          Same as team member 5.
     Part 2: FAQ
      1) What is IWD2?
         This is Icewind Dale 2 abbreviation
      2) Can I increase some of my attributes above 18 at the beginning of the game
         You can increase your attributes above 18 up to 20 for races with bonuses
    on this attributes. For example, half-orcs have bonus STR +2 so you can
    increase the half-orc's strength up to 20 at the beginning of the game. You can
    also decrease all attributes to 3. If some race has some penalty for example
    halfings STR -2 than you can increase halfing STR maximum to 16 points, you can
    also decrease halfing's STR to 1 then other races. Humans can increase their
    attributes to 18 at maximum.
     3) What are Orders for paladins, monk and clerics?
        When creating one of this characters you need to choose their order. For
    paladins and monks the order has some multiclass restrictions. For clerics the
    order is cleric domain bonus spells (some of this spells are arcane), alignment
    restriction and spell restrictions.
     4) What is Magic device skill?
        This skill is available only for bards and rogues. It allows them to use
    spell scrolls and magic wands. You cannot use class/ race/alignment restrictive
    items with this skill in IWD 2. I think that this skill is useless in IWD2.
     5) What is the difference between cleric's Raise Dead and Ressurection spells?
        Raise Dead spell ressurects the dead character with 1 HP (health points).
    Ressurection spell ressurects dead character with full HP. Elves can not be
    ressurected by Raise Dead spell.
     6) What is weapon proficiency, weapon focus and weapon specialization feats ?
        This feats are available for every kind of weapon (mace, large sword, small
    sword , axe and etc). The one point means you have weapon proficiency with
    chosen weapon and you can use this weapon without -4 penalty to attack. Two
    points means weapon focus and you receive +1 to attack with chosen weapon.
    Three points means weapon specialization and this feat is available only for
    fighter class, with this feat you have +2 damage bonus with chosen weapon (very
     7) How character gender influences the game process in IWD 2 ?
         The only difference is character appearance and nothing more. This is true
    for all AD&D games.
     8) What is the maximum charater level?
         Level 30, but it is impossible to reach this level from first attempt
    while beating the game. Try to play the game with same party second time and
    enable Heart of Fury mode.
     Part 3: Walkthrough
       This walkthrough is written in nonstandard way. I described this walkthough
    as a story of four adventurers in Icewind Dale world. So let the story begin.
       main story characters:
        1) name: Drake
           gender: male
           race: aasimar
           class: paladin of Helm
           alignment: lawful good
           abilities: STR(18),DEX(10),CON(18),INT(3),WIS(12),CHA(19)
           skills: diplomacy(4)
           feats: martial weapon: large sword (weapon focus)
           special abilities: party leader, divine faith, diplomat, strong reaction
    to evil deeds , charismatic, more experienced then other party members
           background: Drake is the son of the famous noble family. He was trained
    in all kinds of weapon and has some melee battle experience. His high strength
    allows him to be the best in melee battle and high constition allows him to
    survive in critical situations. As a noble he is religious and faithful
    warrior. He saw a lot of injustices and crimes so he swore to struggle with
    evil and injustice. His good wisdom and charisma made him a good diplomat,
    leader and spell resistant. His intelligence is enough for battle and he
    prefers to struggle in full plate because of low dexterity. His favourite
    weapons are swords. Drake wants to achieve fame and when he hear about goblin's
    attacks in Targos he went to Luskan as a mercenary volunteer and his leader
    abilities allows him to create the party from the other free adventurers.
        2) name: Dexy
           gender: female
           race: moon elf
           class: rogue
           alignment: chaotic good
           abilities: STR(16),DEX(20),CON(14),INT(14),WIS(6),CHA(6)
           skills: bluff(4),hide(4),move silently(4),disable device(4),open
    lock(4), search(4)
           feats: Iron Will
           special abilities: scout, thief, agile, trickster
           background: Dexy was born among her folks but she was more intelligent
    and strong then others from her folks. She worked in Luskan as an independent
    scout and thief. She is good with ranged weapons and small blades. Her low
    wisdom made her more weak for mind attacks but her Iron Will compensates this.
    Good intelligence and high dexterity made her more skilled and quick then other
    party members. She also knows how to trick people and steal their goods. When
    she heard about goblin's attacks she understood that it is possible to earn a
    lot of money from this situation. She convinced Drake that her abilities will
    be useful in the party.
        3) name: Alice
           gender: female
           race: human
           class: Cleric/Morninglord of Lathander
           alignment: neutral good
           abilities: STR(16),DEX(8),CON(18),INT(4),WIS(18),CHA(12)
           skills: concentration(4),spellcraft(2)
           feats: combat casting, simple weapon: mace (weapon focus)
           special abilities: divine magic, healer, insight, protector
           background: Alice was born in common human religious family and became
    an apprentice for local temple. She is very young and has some experience in
    healing wounded warriors. Her high wisdom allows her to see the things that are
    not available for other party members. But her low intelligence does't allow
    her to study the real world and only her human background gave her some
    curiosity. She is also strong and enduring then other clerics. When she heard
    about goblin's attacks her divine abilities will be more useful in Targos.
    Drake persuaded her to join his team as a protector and healer.
       4) name: Leon
          gender: male
          race: rock gnome
          class: wizard
          alignment: lawful evil
          abilities: STR(9),DEX(16),CON(20),INT(18),WIS(10),CHA(3)
          skills: alchemy(4),concentration(4),knowledge (Arcana), spellcraft(4),
    wilderness lore(2)
          feats: combat casting, spell focus:evocation
          special abilities: arcane magic, study, alchemist
          background: Leon was born among other gnomes, His high constitution
    allows him to survive in dangerous areas. He is the most intelligent from the
    party and his high dexterity allows him to avoid the dangerous situations. Leon
    is very skilled mage and can identify a lot of items. When he went to Luskan he
    became an apprentice for Arcane brotherhood but he wants a real power so
    hoblin's attacks in Targos is a chance to achieve some experience and became
    more powerful. Drake detected his evil nature but Leon's strong discipline and
    arcane knowledge allowed him to join the team and will be very useful in
    further adventures.
        So the adventurers have arrived to Targos. The ship captain Hedron Kerdos
    recommends them to go to the upper town and offer the mercenary services to
    Ulbrec Lord of Targos. When the team stands the ground Drake notices a dead
    soldier and two soldiers near this body. Drake speaks to one of the soldiers
    named Reig about the situation. Reig tells about hoblin raids in Docks. Reig
    was seriously wounded so Drake uses his lay on hands ability to heal him and
    then speaks to Reig again. Reig is grateful but his wounds are not completely
    healed so he needs some healing potion. He recommends to find Madgar in one of
    the houses. Team enters Docks area and meets some hoblins on the streets. After
    some small battle the adventurers enter one of the north houses. The house
    owner Madgar Shenlen says about some healing potions in his house but Madgar
    doesn't know where is this potions. Dexy quickly detects the healing potions in
    one of the crates in north-east part of the room then the adventurers return to
    Reig with potions and he is completely healed. A local soldier named Brogan
    wants the adventurers to help him to kill the hoblins in his warehouse. Dexy
    unlocks the locked warehouse and the party is in the warehouse. There are some
    hoblins but party kills them all. Leon detects the dead cat body in one of the
    warehouse crates and Dexy detects the hidden entrance undeground the warehouse.
    In the hidden passage there are some hoblins and the hoblin leader. This battle
    is a real challenge for inexperienced party. A lot of hoblins attacks Drake and
    Dexy. Alice uses all her healing spells. Drake is near death and only Leon's
    last magic missile spells kills tough hoblin leader and saves the party. Other
    hoblins are under fear so Drake and Dexy kills them without problems. Alice
    finds some unidentified scroll from hoblin leader's body. Leon cannot identify
    this scroll so keeps it for further investigation. The party returns from
    warehouse and Brogan is very pleased. But party is very weakened after this
    battle and needs some rest. Ship captain Hedron offers to rest on his ship but
    when he knows about hoblins in Docks he is worried about his mother who lives
    in Docks and wants to know is she safe. After some rest our team clears the
    streets from all other hoblins in Docks. In one of the south houses there  is a
    Hedron's mother with her cats. Some hoblins entered her house but party kills
    them and Drake talks to her about her son. She is not pleased but after some
    discussion she tells the adventurers some old stories about other adventures
    who saves Kuldahar. After some relaxation the party exits the house and kills
    other survived hoblined on the streets. Reig is very pleased when the party
    cleared the streets from all hoblins and tells that lord Ulbrec will be pleased
    too. While Drake tells Hedron that his mother is safe Dexy enters empty house
    to the west. She detects the trap on the chest and disarms it. There is some
    useful staff there. Its time to visit Salty Dogs tavern which is to the south.
    The owner Gohar is commucative but has no real information. There are other
    mercenaries in tavern called Iron Collar mercenaries. After some talking to
    them the party knows that there were some other Collar mercenaries: Myrkul the
    undead speaker and the mage Phoen. But now they don't belong to mercenaries and
    are on their own. They may be will be useful later. The party exits tavern and
    enters upper Targos from north-west stone stairs.
      In upper Targos the nearest west house is owned by Myrkul the undead speaker.
    Myrkul tells about the ghost in the Weeping Widow Inn and Drake offers to
    investigate this situation. The party enters Weeping Widow Inn to the south and
    the innkeeper is worried about the ghost in his inn who appears at night in one
    of the room. He gives the party the key from this room and some strange
    unidentified bottle. Leon and Dexy exit the inn and enter Gallaway Trade Depot
    east from inn. The trader woman Deirdre  helps them to identify the bottle and
    the scroll from docks warehouse. Drake and Alice go upstairs the inn and open
    the room with the ghost. The ghost is woman called Veira. After some speaking
    Drake decides to banish ghost but Alice offers to investigate more about this
    situation. And while Alice stays with the ghost in the room Drake returns to
    innkeeper and knows more about Veira's husband Donovan who perished somewhere.
    It seems that ghost suffers and cannot leave this place. Innkeper recommends to
    ask Gohar in Salty dogs tavern to know more. Drake returns to Docks and ask
    Gohar about ghost's husband. It seems that Donovan perished in some terrible
    shipwreck and ship prow is the only thing from this shipwreck. Drake takes the
    ship prow and returns to ghost. Veira is pleased but cannot be freed from this
    place. Leon supposes that the clue is in this strange bottle. The party goes to
    Myrkul's house and after some confrontation Myrkul tells that this bottle can
    be used to keep ghost's tears and the ghost will be free.
    Veira agrees to give one tear to bottle and is freed. The innkeeper is pleased
    and Dexy speaks with him about some kind of reward but innkeeper is too greedy.
       So its time to visit lord Ulbrec but first adventurers visit the house which
    is north from town hall. The mage Phoen was not pleased with strange visitors
    and when Drake shows him the scroll from goblin leader in Docks Phoen quickly
    becomes hostile and attacks our adventures. Suddenly some hoblins teleported to
    this house and the battle became very tough. Phoen tried to use some of his
    magic but Dexy's sneak attack killed him quickly. The other hoblins were killed
    too. So the situation is clear: hoblins were able to assault Targos with
    teleportation scrolls and Phoen was the initiator of this. Now the traitor is
    dead and its time to visit town hall.
       By speaking with Lord Ulbrec Drake told him how adventures cleared the Docks
    from hoblins. Ulbrec was grateful and recommends to report to Shawford in
    Palisade. While other members speaking with Ulbrec Dexy get aquainted with
    Ulbrec's wife Elytharra and tells her about teleportation scroll and Phoen's
    betrayal and gets some reward. She also exchanges the bottle with ghosts tear
    on some magic short sword. Leon buys some magic scrolls from Elytharra and
    memorizes new magic spells.
    The party exits town hall and enters Pavilion which is north from the town.
       In Pavilion there are some wounded soldiers. One wounded scout Garradun
    Tanner wants the party to deliver his letter to Neverwinter captain Mariner.
    Drake takes this letter and shows this letter to Denhem Fisher. It seems that
    Tanner is doppleganger spy and this letter is a trick and recommends to deliver
    the new letter to Mariner which informs him about current situation. After some
    confrontation with Tanner about this letter Tanner attacks party but his life
    is short.
    The party keeps this letter for further investigation and leaves Pavilion.
    After some words with north gate soldier the party enters Palisade.
       In the nearest house to the left is commander Shawford and healer. After
    speaking with Shawford he hires the adventures as a mercenaries to defend the
    Palisade from hoblins. The orders are now go from Shawford. The first order is
    to find dwarf Olap Tamewater and offer him our help. Alice offers to explore
    this Palisade before going to Olap. To the south-east there is the soldier with
    broken catapult. Using Drakes diplomatic skill the party convinces him to help
    with this catapult. Using hammer which adventures found lately Drake is able to
    repair the catapult. Some recruits were trained very hardly and Drake inspires
    them for more courage in battle. At this time Alice blesses some recruits with
    her divine power. Dexy finds some lonely soldier to the east and tricks him to
    leave his post. She finds some good shield near this post. She also gambles
    with soldier Gable and destroys the barrel on the wall near Gable. The Gable
    was surprised and the good long bow is the reward in this gamble.  Some
    recruits are trained with spears but the their commander knows little about the
    attack of opportunity. Drake destroys the barrel near soldiers with his sword
    and the commander is now convinced. The soldier Niles near commander's house
    wants some drink but Drake orders him to back to his post.
       Dwarf Olap Tamewater is near north wall and he needs to repair the crane in
    Targos which is broken. Jorun Timewater in Docks on the streets knows how to
    repair the crane and gives the wheel to the crane. The crane is in Targos
    between Weeping widow Inn and Gallaway Trade Depot. Lumbar is responsible for
    this crane and offers to put this wheel to the cran. Drake takes the wheel from
    inventory and puts it on cran mechanism. So the cran is repaired and Olap is
       When reporting about cran's success to Shawford he gives another order: find
    soldier Isherwood in Palisade and offer him help. Isherwood is in the west
    Palisade and his archers need 300 arrows. This arrows can be supplied from
    Gallaway Trade Depot. Drake goes to Gallaway Trade Depot and convinces Deirdre
    to supply archers with  arrows. Isherwood is pleased.
       The next Shawford's order is to obtain some information from dead hoblin in
    Myrkul's house. Myrkul is speaker with dead and after some conversation Drake
    convinces Myrkul to write some information from dead hoblin on the note. The
    note is delivered to Shawford.
       Shawford wants to convince Collar mercenaries in Salty dog tavern to report
    to Shawford for orders. After speaking with this mercenaries in tavern they
    refuse to report to Shawford but Leon reminds them about their connection with
    traitor Phoen and they agreed to report to Shawford.
       After returning to Shawford the alarm was called: hoblins assault Palisade.
    So the action has begun and the adventures must protect Palisade from hoblins.
    After leaving commander's house Dexy notices a group of hoblins with one hoblin
    leader. The battle has begun but the leader was very tough and party escapes to
    commander's house to the healer to heal  the wounds. After defeating this team
    the another hoblin team have burnt the wall and assaults the fortress. The
    soldiers are too weak to battle with this crowd of hoblins but the party were
    able to defeat this team. The another goblin team with the mage hoblin leader
    penetrated the fortress and attacks a lot of soldiers. Our team with a  hard
    work killed this hoblins and their tough mage leader. Now the battle is over
    and the Palisade is defended for now. Shawford was very pleased and orders to
    report back to lord Ulbrec. As mercenaries the team gets some gold.
      Lord Ulbrec wants the team to complete very useful mission. There are some
    reinforcements from Luskan and Neverwinter and in order to reach Targos this
    reinforments must cross Shaengarne bridge. This bridge is protected and our
    team must clear this bridge from enemies. But before going to complete this
    mission the party is supplied with some equipment: Oswald near his flying ship
    in Targos sells some useful potions, Elytharra in town hall sells some magic
    scrolls and items, Deirdere in Gallaway Depot has some warriors stuff and
    healer in Pavilion can heal or ressurect characters. After some preparations
    the party is ready for next adventure.
    2) Chapter 1
        While fighting hoblins the party has gained some little experience: Drake
    learnt some to use power attack in battle, Dexy became more skilled , Alice
    received more effective healing and other spells as a reward from her god and
    Leon memorize more offensive spells and became more healthy. On the entrance to
    Shaengarne Fort territory the party meets orc leader Torak who is the leader of
    the local orc tribe. Torak claimed that this is his territory and no one can
    not be allowed to access territory without Torak's permission. Torak denied the
    party to access this territory. This territory is well guarded and has some
    barrel defenses. Drake decides to assault this territory in order to access the
    Shaengarne Bridge. Dexy destroys the barrel defenses near entrance  with her
    long bow and the party begins assault. A lot of orcs tries to kill adventures
    but Leon's mind-affecting spells cause some sleep effects on Orcs. Drake was
    able to kill a lot of orc warriors and Dexy disrupted the orc shaman's spells
    with sneak attack. Alice also killed some orcs with her mace and Leon uses some
    offensive spells on wounded enemies. So the war has begun and orcs must be
    exterminated in this area. After killing some orcs near empty house and near
    another orc's defense the party frees druid Dereth Springsang. Dereth is very
    grateful about his rescue and opens another hidden path for the party to the
    west. He also worries about his wife and wants the team to find her in this
    area. After another orc's killing the party meets Dereth's wife in the
    north-east area. She opens another path and recommends to beware fireball
    barrels which explodes with fire. After some scouting Dexy detects this barrels
    and orc guards near barrels. This orc are accessible only from the other path
    and cannot be killed quickly near barrels. So the party goes to the back
    south-east path and kills all orcs in this area. The orcs are surprised and
    when the party is near fireball barrels some orc shoot the fire arrow to one of
    the barrel. The party goes to the safe distance only Dexy stays near barrles.
    Stupid orcs try to attack her but the barrels explodes and a lot of orcs are
    dead from their own trap and Dexy's high reflexes allows her to evade this
    trap. The party meets orc's leader Torak, he is angered and flees to his camp.
    The party goes to the north-east area to orc's camp.
      Near entrance some orcs try to kill our adventures but our adventures and
    some strange ally Emma Moonblade prevents this. After speaking with her she
    tells that she seeks her family sword which was stolen by some strong troll in
    this area. Near village the party meets woman Katlin who is very frightened and
    says that if we attack this camp then the orcs will kill her villagers
    hostages. The only way to rescue them is to sneak to their camp and open the
    gates to the hostages and then free them . So Dexy sneaks to the orc's camp
    near guards and finds the gates wheel. She turns the wheel and the gates are
    opened. After Dexy's returning the party kills the orcs who guard the villages.
    The villages are gratefull and its time to assault Torak's camp. Torak is very
    tough but Drake is tougher so Torak is dead and all orcs are eliminated. Dexy
    takes the key from Torak's body. This key opens north gates but first the party
    decides to explore the cave in Torak's camp.
       The cave has some useful items and some undead enemies. Zombies are strong
    but very slow and cannot resist good magic. At the end of the cave there is an
    evil troll Vrek who is not pleased with party's arrival and tries to kill
    adventures. Leon usea sleep spell and a lot of Vrek's minions fall on the
    ground. Vrek is immune to sleep and is very tough. Drake cannot defeat him one
    to one and is badly wounded. While Alice heals Drake Dexy attracts Vrek's
    attention and Vrek  is attacked by Dexy's small sword and Leon's spells. After
    healing Drake is ready for next battle and troll is dead. Leon's Melf's Acid
    arrow spell prevents the troll from regeneration. There are some useful items
    in Vrek's lair but the really good item is Moonblade of Selune the sword which
    Emma seeks. But this is really good so the party decides to use this sword in
    their mission and after completing the mission return this blade to Emma. The
    cave is cleared and the party returns to Orc's camp.
       Some villager merchant can buy or sell some items. After trading the party
    opens north gates and proceed to the next location.
       This mountain area is defended by some wererats. Their leader Gaernat
    blocked the way so the party must kill a lot of wererats in order to move
    further. Alice learnt how to animate dead so her undead summoned creature was
    the target for wererats while other party members fought. After killing a lot
    of wererats the party moves to the river north-west.
        The river is guarded by rangers Malarites with their strong animals.
    Malarites are tough but not so smart so they are concentrated on Alice's
    summoned undead. After this hot battle the enemies are defeated. Leon notices
    some strange support beam near entrance and offers to destroy this beam. The
    beam is destroyed and the party is ready for next battle after some rest. Dexy
    detects another Malarites group and they are defeated too. West small bridge is
    broken and the party needs some wood plank in order to cross this river. To the
    north there are some enemies and river dam. After good battle the dam is broken
    and the party has wood plank. The bridge is repaired and the party enters
    Shaengarne Bridge region.
       The enemies are alarmed and their leader orders to destroy the bridge before
    adventurers come. The bridge is defended by a lot of orcs, bugbears, wererats
    and malarites. Some ogres are tough too. After clearing the bridge entrance the
    party goes to the bridge. Enemy mage Xuki tries to use some spells but Dexy
    attacks her from back and Leon killes her with magic missile. Xuki's ogre
    bodyguards are tough but slow and stupid. The enemies are destroyed but they
    were able to destroy the bridge. The bridge is too big for repair and the party
    has no time. So Neverwinter and Luskan reinforcements cannot arrive from this
    path. Lord Ulbrec must know this. After some rest the party returns to Targos.
        Lord Ulbrec is more optimistic and he orders you to destroy the main hoblin
    base. After defeating a lot of forces in Shaengarne the enemy is weakened and
    needs some time to restore forces so its time for our party to assault enemy's
    base in Horde Fortress. Some rangers Ennelia and Braston scouted the fortress
    and had some information about enemy base. Our team must travel to Horde and
    meet this rangers to know more about this base. The order is clear but before
    leaving Dexy takes some payment from Shawford and other party members supply
    yourself with some good items and money. Leon bought some new spells .  The
    party is ready for next adventure.
       Outside Horde fortress the party meets ranger Ennelia. She speaks that her
    lover Braston is a captive in the base. She also recommends to beware the war
    drums which are used by orcs to teleport reinforcements and recommends to
    destroy this drums. The enemies in this area are tough but the party is
    prepared for this battle. After some scouting Dexy discovers three war drums to
    the north, center and north-east area. The bridges contain some traps which can
    be disarmed. First the party defeats some enemies in the central area and the
    war drum in this area. It seems that effective way to prevent reinforcements is
    to kill orc who is near drum with Dexy's sneak attack. The next north drum is
    destroyed too. The last north-east drum is well-guarded and the sneak attack is
    very difficult so the party chooses brutal assault. After very difficult battle
    Drake kills orc shaman Trugnus and searches his body for the key. The front
    access is unaccessible so the party must find another way to fortress. Drake
    unlocks the gates in the south-east camp and kills ogre Gark and his minions.
    There is a cave in this camp and the party enters it.
      The cave is full of hoblins and orcs. Some crazy hoblin Ponmuk is not hostile
    and he wants to make a deal with the party: If the party bring him some food
    then he tells you the password to the door. Leon tries to intimidate him but
    his attempt is failed. Dexy detects some spiders in the west area. There are
    four spiders and spider Queen. After killing this spiders the party takes their
    bodies. This is a good meat for Ponmuk especially spider queen body. Ponmuk is
    pleased and tells the password to the east gates. The password is "Chimera".
    Drake goes to the gates and speaks the password. The door is opened. Dexy
    sneaks to this area and detects another war drum. She destroys it with her
    sword and returns to the party. Now enemies cannot call reinforcements and the
    party is ready for next assault. The door guard and his minions are killed but
    there is hoblin chieftain Vunarg in this area. He is very aggressive but
    Drake's diplomacy skills persuades hoblin to back other hoblins to their home.
    One last very tough enemy is troll Yquog. Leon uses his sleep spell to fall
    some orcs but Yquog damages greatly the party. Only Leon's fireball and
    lighting bolt spells saves the party. There are some useful items from Yquog's
    body especially bracers. Now the party goes deeper to the cave.
       Some enemies meets the party near entrance but this meeting is too short.
    Another enemy team from the east path tries to kill the party but their leader
    Taskmaster is defeated and there is Black Ward Stone on his body. Leon takes
    it. Some hoblins to the north-west with their leader Kruntur are not hostile to
    the party. Kruntur tells that troll Yquog stole the bracers from his brother.
    The party has this bracers and Kruntur is very pleased. There is an orc Gumph
    with his people near animal cages. His contains another Iron Ward Stone.
    North-east exit has some strange trap which detects Dexy. She cannot disarm it.
    Leon studies the symbols on the wall and comes to a conclusion that this trap
    will not be activated if you have two ward stones: Iron and Black. The party
    has this stones so the path is opened and leads to fortress's yard.
       The enemies await our party and begin to attack our party from all sides.
    Alice summons undead creature near orc's archers and the archers tries to kill
    the summoned undead. The party switches to other enemies and soon they are all
    dead. There are some other enemies in the yard and the party kills them all.
    The gates to the inner fortress are opened and the party is inside.
       Two bugbears and old orc try to kill our team but soon they are defeated.
    The old orc has the key to the door. When the door is opened the party sees
    some strange meeting between strange half-dragon Sherincal and fortress leader
    Guthma. Sherincal is displeased that Guthma failed hoblin assault on Targos
    then she dissappears. Its time to confront this Guthma. Some strong minions
    attacks the party but Leon's fireballs and lighting bolts greatly damages them
    because Leon learnt greatly spell focus evocation magic feat and greatly spell
    penetration feat. Few enemies can resist his spells. Dexy is the target for
    enemies while Leon uses his spells to damage the enemies who attack Dexy. Then
    this weakened are now ready to face Drake's sword and Alice's mace. Guthma was
    surprised with party arrival but behaved as a stupid and soonly he was killed.
    After some exploration Dexy frees the ranger Braston from prison. Braston was
    grateful when he heard about Guthma's death.
       Then the entire party and Braston returns to Ennelia. The lovers were
    together again and its time to report success to Ulbrec.
       Ulbrec was very pleased but he has some new mission: The Neverwinter forces
    are somewhere near Western pass and our team must meet them there. Oswald's
    flying ship will transport them to Targos. Before arriving the party takes some
    payment from Shawford and speaks to Oswald. Oswald was surprised and the party
    is ready to board the ship. But before the party bought some equipment and
    spells. The ship is ready for fly.
    3) Chapter 2:
        The blue sky was changed by strong ice storm which tried to damage Oswald's
    ship. Oswald struggled but the victory was on the side of nature and ship
    crashed on the Western Pass flying near strange ice castle. Osward and
    adventurers are unconscious after crashing and some cheeky beetle tries to
    wound unconscious Alice but Drake first who awaken and the beetle is dead with
    his sword. After some time other party members and Oswald have awoken. Oswald
    suggests to repair this ship but he needs some neccessary ingredients. Leon
    takes ingredient's  instruction from the table and studies it. The first
    ingredient thrym extract is already in the ship.  There are some scrolls which
    Leon memorizes . Oswald offers to make a full plate from bring beetle shell
    from dead beetle. After previous adventures many has changed for adventures.
    They became more experienced and skilled. Drake became a real fighter and a
    specialist in large swords. He also has some alternative weapons such as flail,
    great sword which are used in some special situations. Dexy learnt how to use
    arterial strike to cause breeding wounds to enemies. She also knows how to
    evade the spells and traps more effectively. Alice received a lot of new spells
    and now can heal a party member quickly . Leon became a real true mage and is
    very dangerous for his enemies.  After some rest full plate is ready and Drake
    equips it. The party decides to explore the area and find who is responsible
    for ship's crash.
        Near ship some other beetles attack the party but the power is on the side
    of party. Beetle's nest is to the north from the ship and must be destroyed.
    After nest's destruction Dexy finds some useful items in the nest. Leon takes
    the second ingredient a wooden plank near the ship and some boring beetle
    shells as a third ingredient. Now the party go east where some giants attack
    the team. Giants are strong and big but   stupid so the party strikes them to
    death. North from giants Dexy detects deadly wounded captain Yurst who has
    bleeding wound and can die quickly. Drake and Alice cannot heal him and obey to
    do something with this wound. After speaking with Yurst some Tundra Yeti try to
    attack our party but Dexy is aware and soon this Yeti are dead. In their camp
    Drake has found some Periapt of Wound Closure which will be helpful for Yurst.
    After bringing this periapt to Yurst captain tells the adventurers that he was
    the commander of Luskan forces in this area but
    some ice women and their leader half-dragon woman killed all of his soldiers.
    Then the captain Yurst dies and nothing can help him. The party moves to the
    north-west were some traders are staying. Drake senses the evilness of their
    leader Beodaewn and detects that he is a werewolf. Leon recommends not to kill
    this traders at night because they are more weak at daylight and can be
    destroyed easily. While the party rests until daylight Leon buys some evil
    spells from Beodaewn and returns to the party. The party is ready for battle
    and Beodaewn and his followers are dead. Some good things from their camp are
    the reward. Soon the party meets some women to the east and a talking panther
    Odea Winterthaw. Drake speaks to panther but the panther don't allow the party
    to cross this way. Then Drake wants panther to speak with their leader Illium.
    Panther agreed but after some discussion with Illium the half-dragon woman
    appears and kills the panther. The party goes near the bridge to the snow
    stairs. Illium has beladonna and Dexy pickpockets her. Now the pass to the next
    area is opened and the party goes to the Andora north-east.
        It seems that party actions became noticed by half-dragon woman Sherincal.
    She wants be dead the adveturers. The master of locks tells that our party must
    meet druid Nathaniel in ice castle and the party is attacked by enemies. The
    team succeeds in battle. Dexy tries to open the nearest door but the door is
    sealed with ice and the party needs some special sign in order to open this
    doors. Leon finds some note on the ground about someone Zack who is somewhere
    in this area. Near the prison cells there is a monster Remorhaz but soon he is
    dead. The crystal golem from north-east attacks the party. Drake tries to
    attack the golem with his sword but the sword is ineffective against golem.
    Leon uses some spells but golem is immune to magic. Alice hits golem with her
    mace and golem takes some damage. So the party switches to bludgeoning weapon
    and kills golem. In future the party will know that this golems are weak to
    bludgeoning weapons. Some priestless near 3 levers attack the party with their
    spells but soon they are dead. Dexy pushes 3 levers and the ice wall near
    Neverwinter frozen soldiers is destroyed. The party returns to that place and
    finds some rock pile and Aurilite Holy Symbol. It seems that this symbol is the
    key for the doors. Dexy unlocks all prison cells and finds some nonhostile
    spiders in one of the cells. In central area there is a queen Remorhaz. This
    monster is very tough but after some Leon's fireballs the queen is dead. The
    wall near queen is destroyed and Lord Rengar speaks to Drake. Drake challenges
    Regnar to fight and the hard battle begins. Regnar is very tough and smart
    enemy but this haven't helped him to survive. After some little rest Drake
    attacks some necromancers. One of the necromancers tries to summon undead but
    Dexy's bleeding wound disrupts this spell. There is also crystal golem who
    opens one of the doors and attacks the party but the experience in killing
    previous crystal golem gave the opportunity to kill this golem with bludgeoning
    weapon. After moving to the south the party detects another Remorhaz. The
    monster is killed and Zack is free. It seems that Zack was swallowed by this
    monster and is grateful but worried about his pet spider. The spider was freed
    from the cell in the prison and Zack can trade with adventurers. Leon buys two
    diamonds and some nonmagic weapon as a last ingredients for ship repair. All
    ingredients are now in party possess but there is one thing: to investigate the
    situation in this region and find Neverwinter and Luskan forces. Half-dragon
    Sherincal meets the party near ice castle on the north-east area. It seems that
    this dragon woman is the leader in this region of some forces which are called
    Legion of Chimera. So the fight has begun and Sherincal is dead. The way to the
    ice castle is clear and the party enters the castle.
       The castle is full of some Iron Golems, Aurile priests and animals.
     The note from dead body near entrance contains some information. To the
    south-west are prison cells and Kuldahar druid Nathaniel is in one of the
    cells. He tells that this castle is ruled by three priestless: Lysara, Cathin
    and Oria. They worship the evil good Auril. Nathaniel also lost some equipment
    and he think that it can be found in one of the castle treasurers. The prison
    is under antimagic shield and Nathaniel don't know how to disable this shield
    but he heard some guard words: "turn east then west to disable". Dexy unlocks
    the door to Nathaniel and frees other prisoners. Nathaniel is grateful. In the
    next north-west room there is a high priestless Lysara. Drake tries to persuade
    Lysara not to fight but Lysara attacks adventurers. After battle the enemies
    are dead and Leon takes Lysara's key. The next room has some strange device.
    After some exploration Leon understands the work of this device: The device
    operates the castle mechanisms on the  upper level. The device faces north-west
    and can be rotated from left side on one direction and from right side on
    opposite direction. Leon remembered Nathaniel's words "turn east then west to
    disable" and he turns the device to the east from the left side then to the
    west from right side. Nothing happens. Then Leon turns east from the right side
    and west from the left side. The antimagic shield is disabled. The north door
    has inscription "L:North R:North". The solution is simple and Leon turns North
    from left side and north full 360 degree circle from right side. The doors are
    opened and some Abishai demons attack the party. After killing them Drake
    speaks to their leader Xhaan. Xhaan has no mood to fight the adventurers and
    only wants to leave this place but some strange voice in this castle doesn't
    allow him to leave this place. Drake obeys to do what he can do and returns to
    party. After some battles the party enters the hall with high priestless
    Cathin. She is not so loyal as Lysana and attacks immediatly. Soon Cathin is
    dead and Leon takes another key from her body but the prisoners and Nathaniel
    are free and this keys are useless. After some exploration the party can't find
    the entrance to the lower castle levels but only hidden entrance to the surface
    near Xhaan. Leon suggests that device can unlock some hidden door and the party
    returns to device. After using a lot of combinations Leon finds that the
    combination "south-west from left side and north-west from right side" unlocks
    some hidden door to the east. This door is located near Auril's statue in the
    hall where was Cathin and her minions. The party enters the library and Leon
    writes some new spells to his spellbook. A lot of trolls are near entrance to
    the lower castle level. Leon cast fireball and the trolls attack the party but
    soon they are dead. The party enters castle lower level.
       Near the entrance there is a mirror which can be rotated to the east or to
    the west. Some doors in this area are locked and can be opened only with
    Lighting Bolt spell. The mirrors can reflect lighting bolt. Dexy reports about
    some strange prism device to the south in the central hall. Leon investigates
    it and tells that this device can fire with lighting bolt. There are two levers
    in this room: one lever operates prism's direction (north,north-east, east ,
    etc) and the other lever activates the lighting bolt from the device. In the
    nearest room there is a man called Nickademus but he sleeps. Dexy tries to see
    the contest of the bookshelf near the bed but Nickademus is awoken. It seems
    that he is the creator of the castle and has some useful information. He
    recommends the party to see the Kuldahar picture upstairs. After some rest the
    party goes to the battle room with golem. Leon experiments with the levers in
    this room and return to Nickademus to learn more about this room. It seems that
    there are 13 levers in the room, the lower 3 south levers are the most
    important, two of them can switch the room to one of the modes:
      1) Battle square . This mode is used for fighting the monsters for reward.
      2) Temple maintance. This mode is used to repair broken devices such as prism
      3) Inner sanctum. This mode is used by priestless Oria for meditation in
    another ethernal dimension
      The upper 10 levers are used to switch the battle square rank from 1 to 10.
    To activate each mode you need to push the last south lever.
      Battle square rules are simple:
        The party must choose one member who will fight in battle square. To
    complete each rank the warrior must complete all levels in this rank. There are
    five levels in each rank. To activate battle square mode just switch the room
    to battle square mode (two south levers) then choose the battle rank (upper
    levers ) and activate it (third south lever). There are nine squares in game
    room. The battle ended when you occupy 3 squares which must be near each other
    in vertical, horizontal or vertical combination. To achieve the first level the
    warrior must end the battle with 3 occupied squares. To achieve the second
    level the warrior must end the battle with four occupied squares and so on. To
    achieve level 5 the warrior must end the battle with seven occupied squares.
        After party has learnt the rules from Nickademus Drake wants to take part
    in battle. He switches to battle square mode and chooses rank 1 for battle.
    Then he activates the mode and the battle has begun. After killing three
    enemies Drake ended the battle and as a reward gets the key to priesless Oria
    room. While the party rests Drake continues to play the game. After some time
    he completes rank 1 and takes nice reflex saving throws belt as the reward.
    Then he enters rank 2 and completes it too. The reward is the potion which
    increase permanently wisdom but decreases the dexterity. This potion is good
    for Alice. Rank 3 reward is the very useful damage reduction Abishai hide armor
    which is good for Dexy. But the party has no time and other ranks are not
    completed. The south room are full of shadows but Drake and Alice turns them
    and there is some hidden entrance through the wall in one of the coffins. The
    next room are full of trapped adventurers. After Drake broke the mirror the
    adventurers attack the party but the team killed them. The south treasurer is
    locked and Dexy returns to prism device and rotates it to south and fires with
    lighting bolt. Now the treasurer is opened and there is Nathaniel bag of
    holdings in one of the crates. Now its time to visit Kuldahar painting. The
    party goes upstairs from east stairs and speaks to painting. Leon says "Lysan"
    and the party goes upstairs again. Now they are in some strange room with
    locked door with shadow on the floor and hidden door from this room with
    inscription "embrace the shadow". The hidden door is locked and cannot be
    opened. Leon suggests to stay on the shadow on the floor. Dexy does it and
    after taking some damage quits from shadow. Now the hidden door can be opened
    but the door with shadow is locked. Leon returns to prism device and rotates
    the mirror in the north corridor to the west, then he rotates the prism to
    north and fires lighting bolt. The door to the shadow is opened. There is a
    strange altar who speaks to Drake but Drake knows from Xhaan the true name of
    this god Aeij-Kilenzr't and banishes this god. The god is angered and some
    storm damages Drake. Drake tries to escape the room but the room is locked.
    Dexy embraces the shadow again to open the hidden door and Leon fires lighting
    bolt to open the door for Drake. Badly wounded Drake escapes the room and Alice
    heals him. Now the evil god is banished and its time to visit high priestless
    Oria. Her room is in north-east part and can be opened with the key from battle
    square reward. After some confrontation Oria and her winter wolves attack the
    party. The wolves are killed and Oria is damaged but she breaks some strange
    staff and dissapears. Drake is surprised and don't know what happened. When the
    party exits her room some strange ethernal ghost appears and attacks the party.
    It seems that this is Oria. Drake use his weapon but the weapon is useless, the
    magic is useless. Leon understands what happened and suggests to run to the
    game room. The party runs to the game room and Oria chases the party. Leon
    switches to "Inner Sanctum" mode and activates it. Now the priestless is
    vulnerable and can be damages. Soon she is dead. Leon switches to normal mode
    and activates it. Now the party returns to upper castle.
       Xhaan is greatful that the evil god is banished and leaves the castle. After
    speaking with Nathaniel Drake returns him his equipment and gives him the
    ingredients for Oswald ship. Nathaniel leaves the castle and tells the party
    that they can meet him in Kuldahar. Now its time to meet reinforcements. The
    party leaves the castle.
        The reinforcements from Luskan and Neverwinter have arrived. Captain
    Mariner is the Neverwinter commander and captain Rahm is the Luskan commander.
    After some discussion it is decided that Neverwinter forces will return to
    Neverwinter for more reinforcements and Luskan forces will go to Targos. Drake
    presents Ulbrec's letter and the replaced letter from spy Tanner. After some
    time the magical properties of the replaced letter showed the true face of
    captain Mariner and his soldiers. He was not a true captain Mariner but
    doppleganger spy. False Mariner was surprised and the party killed the
    doppleganger spies. After speaking with Rahm it is decided to go to the East
    Path in order to reach Kuldahar and the Severed Hand. The Legion of Chimera
    must be stopped. Rahm will meet the party on Ice lakes. So the party is ready
    for next adventure.
     Chapter 3:
       After some long path the party enters the Wandering village. On the path the
    party meets Thvara Baelm and her forces. After some speaking with Thvara Drake
    the party knows that Thvara was sent by Aurilies and now returns to the ice
    castle but the party already destroyed the Aurile forces in the castle and
    Thvara is not happy to hear this. She orders to attack the party but soon their
    forces are destroyed. The dire wolves from north smelled the blood and attacks
    the party. After some tough battle the party is unable to continue the battle
    and Leon uses his Chaos spell to stop wolves attack. This works and wolves are
    more easy to destroy. Badly wounded party enters the village. Some hunters
    offer first to speak with village elder. The strange dark elf merhcant Nym is
    interested in party quest. He says that the East pass is under the control of
    Legion of Chimera and it will be suicide to reach the Kuldahar from East path.
    He recommends to find Black Raven monastery and reach the Kuldahar from
    Underdark passage under the monastery. The monastery can be reached from River
    Caves. The caves are near Black marsh which can be reached from Fell wood.
    After speaking with Venla the Healer the party rests and Venla says about some
    rare herb "frost rose " which grows on the Black Marsh and can be used for some
    good potions. Drake speaks to Suoma the Elder. Suoma can't help the party and
    recommends to speak to Venla about missing children. She also has some spells
    which are useful for Leon. Hunter Tahvo has some warrior's equipment. Venla
    tells that a lot of children are dissapeared from the village and may be our
    party can help the villagers. So everything is clear and the party is ready to
    investigate the Fell Wood for clues.
       While near entrance to the Fell wood some trolls attack the party. Some
    spells and might kills the trolls. Some barbarian team asks some questions and
    attacks the party. Barbarians are tough but very weak to mind-affecting spells.
    So the path is clear only the lonely rent is not explored. The party enters the
    tent and meets stupid Ogre Agog and witch Limha. Limha tries to trick the group
    but Drake senses her evilness. She tries to persuade the party that all is okey
    but small child little Hannu escapes from the pit in tent and tells that Limha
    is responsible for children kidnapping and she transformed the children to
    animals in order to save her beauty. The only way to release children is to
    kill Limha. But Limha escapes the tent and Agog attacks the party. He is too
    weak to struggle with Drake and soon he is dead. Drake and other party members
    leave the tent but a lot of trolls and Limha awaits the party near tent. After
    some tough battle Limha escapes and some salamanders attack the party. Limha
    tries to cast Chaos spell on party but Leon's magic missile disrupts the
    casting. Limha casts charm spell on Leon and Leon is charmed. Drake quickly
    attacks Limha and Limha is dead. Leon attacks Drake but Drake escapes from Leon
    until the charming effect dissapears. Now Limha is dead and the children are
    free. Its time to return to the village.
        Venla and other villagers are grateful. Suoma recommends to speak with
    hunter Tahvo. Tahvo tells the party about strong ghost who killed two hunters.
    The ghost has the name Sordirsin the Tusked and he is south-east from the
    village. Drake speaks to ghost. Ghost is angered on thieves who stole his horn
    and his mind is confused. The party decides don't kill the ghost for now and
    investigate what happened. Woman villager Pairi near village tells that some
    strange men were there and they went to the Fell wood. Its time to visit Fell
        The old place with tent is familiar to the party but its time to move to
    the Fell wood itself. There is a hunter's ghost who is the spirit of the wood.
    The spirit warns the party to leave the wood. This wood is cursed and a lot of
    undead Restless dead are in the wood. He also tells that the west path leads to
    safety. The party goes north-west from spirit and meets some winter wolves. The
    wolves are dead and the wolf's pents are the reward from the battle. Now the
    party moves north and some trolls attack the party. After trolls death the
    party goes west and leaves the wood. What the hell is going on? - says Drake.
    It seems that the wood is the magic maze and it is very easy to lost in this
    maze. Drake recommends to mark the place in the wood with some dropped useless
    item on the ground. This will help to find known and unknown places. Now the
    party enters the wood with the spirit and goes to the north-east part. There
    are two skeletons and some traps. Skeletons are quickly turned by Alice and
    Drake takes some healing potions from the hole in the tree stump. Drake drops
    some arrows on the ground and the party goes north. The area is same but there
    is no dropped arrows on the ground and the stump doesn't have the hole. Leon
    tells that the party is now in some new area which is same as previous area. In
    order not to be tricked Drake drops another arrows on the ground. Now the party
    goes north and Drake notices the arrows which he droped in the first skeleton
    area. It seems that the party returns back. The party goes north again and then
    east. This new area is same as previous two area but is not marked by the
    party. From this area the party goes east again and enters the new area with
    the tree in the middle. The enemies are dead and the party meets Carynara the
    dryad. Drake speaks to her and she warns the party to leave the wood from west
    but Drake persuades her to give some instructions. Dryad tells that if the
    party wants to reach the heart of the wood then "from pond go south-east,
    north-east, north-west then from small creek go north-west, north-east and
    south-east to the heart of the forest". But what pond the answer is unknown.
    Now Drake marks this place as a place with dryad and the party goes north-east.
    Some trolls attack the party and soon trolls are killed. Drake marks this place
    with droped darts and the party goes south-east. The next area is more large
    then previous areas and a lot of restless dead skeletons attack the party. Soon
    they are turned and Dexy marks the place with arrows. Now the party decides to
    go south-east but Alice notices some strange Will-o-wisp near north-east
    entrance. It seems that this Will-o-wisp wants the party to show the right way.
    So the party goes north-east. The next area is same as previous but is not
    marked. The will-o-wisp shines near south-east entrance and the party goes
    south-east area. The new area is same as previous two areas but there is no
    will-o-wisp in this area. Alice senses that the party is near the clue and her
    intuition tells her to go north-west. The party goes north-west and enters the
    same area as previous three areas but this area is not marked. Will-o-wisp
    appears near south-east entrance and dissapears. The party goes south-east and
    enters NEW area with a circle of stones and a dead body near stones. At last
    the drinking horn is found on the dead body and its time to visit the ghost in
    village. From west entrance the party leaves the wood, rests in the tent and
    returns to village.
       Drake returns the horn to ghost Sordirsin. Ghost now rests in peace and the
    party searches his tomb for some useful items and returns to Tahvo. Elder Suoma
    has the last mission for our party and recommends to speak with Kurttu. The
    trader Nym leaves the village. Kurttu tells the story about her daughter's
    husband Kyosti who dissapeared not long ago. His wife Carita and his friend
    Leevi may know something. Drake speaks to Carita and Leevi but they know
    nothing about this situation so its time to investigate situation in Fell wood.
       Spirit of the wood knows something but he will not talk about this situation
    to the party until the party will solve the mystery of Restless dead in the
    wood. In order to put the Restless dead to rest the party must find and put out
    the ghost lights in the heart of the wood. The task is difficult and its time
    to visit the place with the circle of stone where drinking horn was. Leon
    remembered the path to this place: from spirit go north-east, then north, east,
    east, from dryad go south-east, north-east, north-east, south-east, north-west,
    south-east. Following this instructions the party enters the place with the
    circle of stones and dead body. Now the new paths are opened from this place.
    The party go south-east and enters the area with the pond in the middle. It
    seems that this is the area what dryad told. Leon wrote this instructions:  "
    from pond go south-east, north-east, north-west then from small creek go
    north-west, north-east and south-east to the heart of forest". Following this
    instructions the party enters the heart of the forest. Witch candles and death
    candle attacks the party with electrical damage. The party was not so ready for
    this battle and Leon tries to attack the candle with spell but they are immune
    to magic. Drake hits the candle with sword but candle dissapears and teleports
    in another place. Leon is useless and tries to avoid the battle. Alice offers
    to concentrate on less tough enemies such as witch candles. After some hard
    battle witch candles are now destroyed and its time to destroy death candle.
    Drake as the most resistive to electrical damage attracts candle's attention
    and soon this candle is destroyed. So the Restless dead curse is disappeared
    and its time to report the success to spirit. The party leaves the heart of the
    forest and Drake speaks to spirit. The spirit is pleased and he has some Fell
    wood remains for the party. He tells that Kyosti is dead and his grave is near
    Fell wood. The party leaves Fell wood and goes north-west from the tent. The
    Kyosti's spirit is near the Grave. Alice speaks to him but he has no tongue and
    cannot speak. Alice tells him that he is dead and he can speak without a
    tongue. Kyosti tries to speak and his attempt is successfull. He tells that he
    was murdered by his wife Carita and his friend Leevi. They are lovers and
    Kyosti was useless. Leevi also cut him his tongue but the ghosts can speak
    without a tongue so he mistakes. Its time for party to confront Carita and
       The adventurers return to village but there is no Carita and Leevi in the
    village. Kurttu says that they escaped from the village. After speaking with
    elder Suoma about the situation soon the sky covers with dark and two
    half-dragon tween appears in the village. They are Isair and Madae the leaders
    of the Legion of Chimera. They speak to Drake and other party and warn the
    party that the Legion is very powerful and our party can't change anything. The
    trader Nym informed them about the party plans. As a warning they turned some
    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
        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
         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
       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
         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
        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.
       The party leaves the tower and meets the spirit of mother Egenia in the west
    house. Drake speaks to her. It seems that she wants to know what happened with
    her children after her death. Drake promises to know more about this but now
    its time to fight Hiepherus. The party goes north to the cemetary and enters
    the cave. Hiepherus and his minions attack the battle. The battle is tough but
    all enemies soon are dead.
       Nathaniel and Iselore are pleased and reward the party. Nathaniel also tells
    about Gerbash who fights Yuan-Ti somewhere and has a tower key. Now its time to
    enter another Kuldahar part to the east.
       A lot of Yuan-Ti are in the Kuldahar. The nearest house is Conlan's house.
    He is a smith and has some very useful items. Conlan also worried about his son
    Sheemish who fights some Yuan-Tis near Orrick's tower. He also tells the story
    about Orrick's leaving from Kuldahar some years ago. His son Sheemish went to
    the Orrick's tower to find some magic items which can be useful with battle
    against Yuan-Ti. The party leaves Conlan's house and goes to the Orrick's
    tower. Drake tells Sheemish that our party has arrived to Kuldahar to help with
    fight. Sheemish has some good wizard scrolls which he found in the tower and
    wants the party to tell his father Conlan that Sheemish is alright. Conlan
    rewards the party and its time to visit Iselore. The archdruid is near the
    Heartstone gem and protects the gem from Yuan-Ti. He is glad to see adventurers
    and tells that Yuan-Ti come from the portal in the Kuldahar. The portal cannot
    be closed from Kuldahar and the only way is try to enter portal and close it
    from the other side. The other side area is a jungles where Yuan-Ti and their
    guardian control the portal. Iselore tells the story about Isair and Madae. It
    seems that they lived in Kuldahar with their mother and when their mother was
    died the villagers thought that they killed their mother and twins killed a lot
    of villagers and left the town. They were the mercenaries for Arcane
    brotherhood in Luskan and soon they met their father demon Belhifet  in the
    void and their demonic nature prevailed. Now they are in the Severed Hand and
    want to retrieve Heartstone gem from Kuldahar. Iselore will tell the pass to
    Severed Hand if the adventurers will close the portal. In one of the houses the
    party meets Gerbash. This dwarf warrior is wounded and a healing potion heals
    him. He also has the tower key which he wants to deliver to Jermsy in the
    tower. Drake takes the key and returns to the tower to Jermsy. Drake also
    speaks with mother Egenia's spirit and tells her Iselore's story about her
    children. Now the spirit can rest in peace. Drake returns to entire party and
    now its time to enter portal to the north.
         The jungle area seems unusual for the party. There are some Yuan-Tis. In
    the central area there is strange idol and two religious steles. Dexy takes
    this steles and loots the idol, but the idol is cursed and the party is
    unconscious. After some time Drake meets some warriors and their leader Mezro
    in the south-east area. Mezro and his warriors fight with Yuan-Ti and they are
    their enemies. "Enemy of my enemy is my friend". There is also another
    religious stele in the east area. There is an Yuan-Ti priestless and a lot of
    initiates. Priestless tells to initiates about their Cult of Seth and what
    every initiate must know. After ending conversation the party kills the
    enemies. Leon managed to write the lecture and now the party knows the answers
    on all cult questions. Drake takes four initiates robes and the party wears
    with this robes. Now the adventures can infiltritate the snake cult temple
    without a fight. There is another religious stele in the area near dead
    initiates. In the south-west area there is an entrance to temple area and some
    pillars with missing parts. Drake put all religious steles to holes but one
    part is missing. The party enters the temple.
         Some Yuan-Ti archers try to ask the questions about snake cult but Leon
    knows the answers and tells the right answers. There is a deadly wall trap but
    Dexy disarms it. The lever in the central area east of entrance is trapped. But
    Dexy succeeds to disarm it and Leon pulls the nearest east lever to release
    undead from their prison. Undead attack some Yuan-Ti and Dexy enters the room
    where undead were and takes the last religious stele. North part is a temple
    sacrifice area. The high priestless Ojaiha serves the Seth. Drake talks to
    Ojaiha and tries to convince her to leave her forces from Kuldahar but his
    attempt is failed. So the battle has begun. This is tough battle but Ojaiha is
    dead . Now its time to visit the treasure room north-east. The door is locked
    and can be opened when all 10 bricks, exept the eleventh east brick, will be
    pushed. After some time Leon while experimenting with bricks the door is now
    opened and the party can loot a lot of useful items. Now its time to leave the
    temple and summon dragon Guardian.
         Before placing the last religious stele to its place the party rests and
    prepares to battle with guardian. Alice and Leon summon some monsters and cast
    some defensive spells especially stone skin spell. Drake put the last part to
    pillar hole and the action has begun. Dragon guardian is very strong and
    resistant. Nobody see such monster (BEWARE!!!). Summoned monsters attack dragon
    but dragon feels their hits as mosquito bites. Drake attacks the guardian but
    his slashing damages a little but the dragon is very tough. Its time to change
    the strategy. Drake escapes from battle to the party and Dexy goes to Drake's
    place. Soon all summoned monsters are dead and dragon is attracted by Dexy.
    Dexy escapes and dragon follows her. Leon casts chain lighting and disintegrate
    spells. Dragon is more damaged. Leon continues to damage dragon with some
    offensive evocation spells while Dexy escapes from dragon. But soon Leon is
    under the panic and dragon attacks Leon. Alice removes fear from Leon. The
    mirrored images save Leon from death and the entire party escapes back to
    temple for respite. Dragon is badly wounded but is very tough. Its time to
    prepare for second attempt with dragon guardian. Alice heals all party members.
    Dexy is useless in the battle with dragon because her piercing damage is
    nothing to dragon. Drake's slashing damage is less useful. The only hope is
    Alice and Leon but they are out of many spells. So the strategy will be
    following: Drake and Dexy are decoys for dragon and Alice watch the health of
    Drake and Dexy and heals them with heal spell. Drake and Dexy avoid the fight
    and must attract the attention in the short area. Leon summons mordenkainen's
    sword and strikes the dragon from the distance. If the situation will become
    very dangerous then he tries his tensor's transformation. So the party leaves
    the temple to fight dragon again. The plan is successful and soon the dragon is
    dead. After the battle the party became more resistive to acid. The portal soon
    will be closed and its time to hurry back to portal to Kuldahar.
        In Kuldahar another threat appears. Isaer and Madae try to assault Kuldahar
    with Cedra and her forces. Iselore refuses to surrender and give the heartstone
    gem to twins. The enemies attack heartstone gem from all sides. The enemies
    reinforcements are arriving. Soon all the enemies are dead and its time to
    speak with Iselore. This battle is not so difficult as with guardian. Now the
    party knows that the way to Severed Hand is from Dragon's eye. Its time to go
    to the Dragon's eye and visit this ancient place.
        The path to the cave is trapped and a lot of frost salamanders attack the
    party. Their leader high sorceress Izbelah casts some offensive spells. Drake
    manages to damage Izbelah and soon she dissapears so until next time. The
    entrance to the cave is cleared and its time to enter level 1 Dragon's eye
        The area is full of enemies such as Yuan-Ti, thiefs and some other
    monsters. To the south-west there is a armory and some useful items. Near
    armory some wyverns attack the party. After killing them Leon takes wyvern
    stingers from their corpses. There is also the rope in the armory. Some guards
    guard the bridge but they no longer be alive and Drake takes another rope from
    the bridge. Dexy detects a very dangerous blades trap which cannot be disarmed.
    The party decides to avoid this trap and explore another areas. In the
    north-east part there is a prison and torture room. Dexy pulls the lever near
    the iron maidens in the torture room. The door is opened but there are a lot of
    enemies in the prison and the toughest enemy is a powerful mage who casts
    improved invisibility and a lot of high level spells. Alice managed to dispel
    his invisibility with invisibility purge spell and Drake quickly kills the
    mage. The prisoners now can escape to armory and the last prisoner Nheero
    Fhuthma is released. He tells the story about yourself and his companion Mandal
    Graye who arrived to Dragon's eye in order to investigate some things about
    human transformations but Nheero was imprisoned and he didn't know the fate of
    his companion aasimar Mandal who is somewhere in Dragon's eye. Drake obeys to
    investigate what happened and the party goes to the passage with blades trap.
    There is a hall with Seth's statue and high commander Grishum defends this
    place. The enemies are defeated but there is no the way to the lower level of
    Dragon's eye. Leon notices some braziers and puts the fire agate gem in one of
    the braziers. The brazier is flamed. There are another four braziers in this
    area and the party puts another four fire agates to braziers. Soon the statue
    moves and the pass to level 2 is opened.
        The second level is also dangerous. After some exploration Dexy marked some
    important places: The egg chamber is north-west from exit, the exit to level 3
    is south-east, the alchemist's lab is south-west and the remains of Mandal
    Graye is north-east too more east. After some battle the party arrives to
    Mandal Graye's corpse. There is a rope in his chest and some useful items. The
    party also met druid Nathaniel to the west. There is something strange in
    Nathaniel but he can heal the party and sell some items. The alchemist's lab is
    full of useful items. There is also the journal of D'hey Jazerrion which
    explains how to create wyvern poison and how to create potion which transforms
    human to Histachii. Leon takes the journal and he also finds some ingredient
    called mandrake root. May be this information will be useful later but now its
    time to return to Nheero and tell him information.
        Nheero hears the tale about Mandal's death but he needs some ingredient
    called modified mandrake root. With this ingredient the human can become
    histachii temporary and only Mandal knows where is this ingredient but he is
    dead. The solution will be to find Mandal's sword which belongs Mandal and
    awake his spirit. Its time to visit level 3 Dragon's eye.
        Level 3 is more then previous levels. There are some Neo Orogs and elite
    Yuan-Ti. While exploring north area Dexy is trapped into the room and the
    entrance is blocked by the stone. Some strong undead attack Dexy but Drake
    destroys the blocked stone and soon the party is victorious. One room is
    trapped by toothing and there is an Iron Golem who guards the sword in the
    centre of the room. Golem is tough but he don't like slashing damage. Dexy
    disarms the toothing and takes the sword which belongs to Mandal. But before
    returning the party decides to explore this area: there is a central hall with
    snake statue and a lot of locked doors, the south-east door which cannot be
    locked, south hall with broken passage, the entrance to the deeper levels is
    south near the exit but cannot be unlocked. The other west room with some slims
    contains some strange door with inscription. Dexy detects the trap near the
    door and disarms it. The door is unlocked and the way is clear. There are two
    library rooms with fountains in this section. The
    last north room is unaccessible because of Seth's eye. Its time to return to
    Mandal and return his sword.
        Mandal's spirit walks but after putting the sword to his chest the spirit
    is freed and shows the location of modified mandrake room. This place is
    located in level 2 but can only be accessed from level 1 exit near the place
    where wyverns have attacked the party. This place is guarded by Ancient Wyvern.
    He has modified mandrake root.
        Now all is done and its time to return to Nheero. He tells to use the
    library to create Histachii brew and wyvern poison. The library now is not
    empty and the alchemist D'hey is in his library. Leon puts the improved
    mandrake root to the north alchemist table and D'hey goes to push the lever.
    Soon the lever is pushed and Histachii brew is ready. Now its time to create
    wyvern poison. Leon puts all four wyvern stingers from level 1 wyverns to south
    alchemist table and then pushes the lever. Soon the four bottles of wyvern
    poison are ready. Now its time to bring Histachii brew to Nheero.
        Nheero takes the brew and wants the party to meet him on the level 2 in the
    egg chamber. The party goes to egg chamber and detects Nheero who is now
    Histachii. After some rest Nheero takes his normal appearance and the party
    takes sabotaged histachii brew. Its time to go to the level 3 and continue the
        Now the room with Seth's eye can be available. Drake uses sabotages
    histachii brew and transforms to histachii. He goes to this room and kills
    another two histachii then touches the candles. The way to the south hall is
    free and the party first rests in order to remove the potion effects from
    Drake. The south hall is full of efreeti and soon they are dead. Small girl
    Thorasskus is saved from monsters and Drake speaks to her but soon he discovers
    that Thorasskus is not a girl but a Yuan-Ti high priestless who tries to trick
    the party. Thorasskus is angered and her snakes attack the party. Soon the
    enemies are dead but Thorasskus escapes to the hole. Dexy notices the hole in
    the hall and the party follows to the hole. This hole leads to the treasury and
    there are some useful items especially the medallion of the lost. The
    inscription of the medalion tells about some holy sword called Holy Avenger
    which is the great weapon against evil creatures. This sword is buried
    somewhere in the Kuldahar cemetary with the hero who used this sword. There is
    also the rope in one of the crates and the fountain. After some exploration
    Leon puts the bottle of wyvern poison to fountain. It seems that the fountains
    are the key to the locked door to another area. The high priestless Thorasskus
    is near the snake statue and soon she is dead. There are four fountains in this
    area and after putting all bottle of wyvern poison to fountains the door which
    is situated south-east of exit is now opened and the party is ready to go
    downstairs to the lower level.
       This level is magma chamber. After killing demon Cornugon the party goes
    west but the pass is blocked. East pass is free but the bridge to the south is
    broken. After putting four ropes to bridge the bridge is repaired and the party
    can go further. On the pass there is a Inquisitor Venomin who jumps to lava to
    end his life. Something strange in this place. Archon near the boat can travel
    to islands in the lava but for some money. Dexy tricks him that the party
    already payed him and he travels to Lord Pyros domain for free. The domain is
    destroyed and there is no livings in this area. The party travels to Jasper's
    embassy. The only living in this area is salamander ambassador Jasper. Drake
    speaks to him. It seems that this place was ruled by Lord Pyros and King
    Lothar. But after Pyros's death the war between elementals and Yuan-Ti occurs
    and now there is no living creatures in this area. Lord Pyros was killed by
    Inquisitor Venomin and king Lothar ordered to battle with Yuan-Ti. Soon king
    Lothar was killed and the chaos is now controlled by creature Zil-tyor. There
    is also a closet with some good items. The areas such as guard post and
    amphitheatre are empty. The exit from this area is in the Fields of Slaughter 
    area but the exit is guarded by Zil-tyor and his minions. The battle is
    inevitable and soon all enemies are dead and the exit is opened. Now its time
    to quit this area.
       The next area is same as previous area. The bridge on the south is repaired
    and Archon is near the boat. Drake and other party members can't understand
    that. They exit this area but returned to the same area. It seems that the
    solution is there. In the guard post there is a king Lothar but Jasper told
    that king Lothar is dead. How can that heppened? When asking about going to
    Lord Pyros domain Archon tells that Pyros has some important meeting. Its time
    to speak with Jasper but Jasper behaves strange and tells that he knows nothing
    about Pyros's death and the war against Yuan-Ti. In the amphitheatre there are
    a lot of flame walkers who speak about some Yuan-Ti witch sorceress Izbelah who
    is now dead. While travelling to Lord Pyros domains the party are witnesses of
    the poisoning Lord Pyros. The killer is Venomin. Then in Jasper's embassy
    Venomin tells the truth that he killed Pyros and now he wants to kill himself.
    King Lothar is angered and destroys Jasper's embassy, then he calls to fight
    with Yuan-Ti and their priestless Thorasskus. Something strange in this place
    because the party hears this actions before and now this actions occur. Near
    the bridge Venomin commits suicide. Leon tells that this place is cursed in
    time and its time to get out of here from Fields of slaugher.
        The next area is same as previous. It seems like some kind of infinite
    loop. In the Pyros domain lord Pyros is alive and he is not dead. He tells
    about some entertainment action that will occur in the amphitheatre. Leon
    thinks that after quiting this place the party travels one day earlier and can
    see the events in this place. In the cage there is an Yuan-Ti sorceress who is
    imprisoned. King Lothar is in his citadel. It seems that this sorceress was
    imprisoned because she casts some dangerous spell in this area and now her fate
    is unknown. Venomin is inquisitor and he tells lord Pyros that Izbeliah casted
    some safe spell called modified temporal stasis spell in order to prevent the
    convulsion of nature and she is innocent. Lord Pyros tells king Lothar that
    everything is ok and there is no need to punish Izbelah and make the war
    against Yuan-Ti. The party goes to amphitheatre and tells about play. So the
    action has begun and soon the party is sleeping. While the action taking place
    king Lothar goes to Izbelah's cage and kills her. After ending the party goes
    to king Lothar's citadels and listens the converasation between Lothar and
    Venomin. Lothar tells Venomin that Pyros wants to create fire world and Venomin
    was the instrument in Pyros's hands and the Izbelah's spell will cause the
    convulsion of nature. Venomin is nervous and it seems that he is ready to kill
    Pyros. Now Drake travels to Pyros domain and gives the Pyros some antidote. So
    its time to exit this place from fields of slaughter.
       The next is same as expected. The party travels to new place mephit lair.
    Izbelah has casted the spell and there is a judge for her actions. She is
    guilty and goes to the cages. Dexy unlocks the chest in the lair and takes some
    useful items. It seems that while casting this spell she created a time loop.
    Its time to get out of here.
       The next area is the same but the party sees that Izbelah is ready to caast
    the spell on lava. Its time to hurry. Leon casts Haste on Dexy and Dexy runs
    like a hell to the Archon's boat from west side. The trap is evaded and the
    party travels to Jasper's embassy. Drake speaks to Izbelah to persuade don't
    cast the spell but Izbelah disagrees. Drake orders to kill Izbelah as quick as
    possible or the party will be trapped in the time loop forever. Alice and Leon
    summon some creatures and Drake with Dexy attack Izbelah. Soon the witch is
    dead, the curse is over and now its time to leave this place.
        The party suddenly teleports to ice castle. Wizard Nickademus summoned the
    party in order to help him to get rid of demons from castle. The exit is
    blocked and the party must kill all demons in the castle in order to leave the
    castle. There is no way to leave this area and Drake agrees to Nickademus's
    offer. Soon all enemies are dead and the task is complete. Now its time to
    leave this place again to fields of slaughter.
       This area is an Orc's village area. The pass is blocked by another party of
    enemies and their leader Saablic Tan. Drake speaks to him. It seems that
    Saablic is a faithful servant of Madae and Isair and he is belongs to Legion of
    Chimera. He tells the story about his past life when he was transformed to
    Umber Hulk by evil wizard Malavon and how Madae and Isair released him. Now he
    is a loayal and a faithful servant of Legion and the enemy. Saablic orders to
    attack the party. The enemies are tough especially fallen bladesingers. Soon
    all enemies defeated and the party enters the Orc's village. Dexy tells that
    the party was sent by Saablic and orcs recommend to talk to their leader
    Kratuuk. Kratuuk tells about elven lich near the village and wants to kill the
    lich. The party agrees and Kratuuk gives the key to the gates. The party leaves
    the village and meets some orcs reinforcements. Its time to kill the lich.
    Elven cleric Saradon tries to purify this place with holy water but lich
    M'darfein kills Saradon. So the action has begun. Lich is a strong enemy and
    has some very powerful magic. He casts improved invisibility on self but Alice
    casts invisibility purge  then Leon casts dispel magic and Drake quickly kills
    lich. Alice takes the holy water from cleric's corpse and its time to report
    success to Kratuuk. Kratuuk is not pleased because the party tricked him and
    attacks the party. Soon all orcs are dead and Drake frees elves from their
    prison. Its time to continue the adventure. In one of the tents near dead lich
    Leon finds very useful scroll with Delayed blast Fireball spell and writes it
    to spellbook. Alice puts the holy water into the pond near entrance and now the
    fields of slaughter and waterfall are purified. The team enters the next area.
       Saablik Tan again tries to kill the party. the battle is more tougher but
    soon Saablic tan and his party are dead. Leon takes the dagger which increases
    intelligence from Saablic's corpse and equips it. There are also some
    half-dragons but they are not so difficult to defeat. Its time to return to
    Kuldahar and prepare for new adventure.
       In Kuldahar Drake speaks to Nathaniel about Dragon's eye but Nathaniel tells
    that he was never been in Dragon's eye. It seems that the Nathaniel in dragon's
    eye is faked but there is no time for investigation. Leon remembers about
    meddallion of the lost and its time to visit cemetary. After some exploration
    Drake detects the grave with inscription "Old Kholsa, traveler and farmer.
    Perished in his bed at the age of hundred and seven". The holy avenger is risen
    from the grave and some enemies awaken too. Drake takes holy avenger and equips
    it. Alice and Leon casts some summonings. The battle is very tough but the
    delayed blast fireball and flame strike spells are very useful in this
    situation especially against sorceress and priest. Soon the lost followers are
    sent to their death second times and Drake gains strength and vitality. After
    some preparations the party is ready to visit Severed Hand fortress.
    Chapter 6
      The entrance to the fortress is guarded but Dexy tells that the party are the
    delegates from the east and the access to fortress is granted.
      On the first floor some enemies try to stop the adventurers but soon they are
    dead. One strange thing has happened: after killing demon Glabrezu he appears
    again on his place. Drake speaks to demon and knows that the demon is immortal
    and can not be killed. So this situation must be investigated. There are a lot
    of slaves on the first floor of the fortress. Jerre Stoh one of the slaves
    tells that the demons are immortal but must some way to destroy them. Another
    slave Ysha tells about the building plans that contain some error and must be
    corrected. Drake agrees to help her and takes her plans. The woman Vashti
    Zerran in the storage tells about the thief who stole the food. Xavier Torsend
    is in his office and the party takes the diplomatic pass from Xavier. This pass
    allows the party to access some restricted areas in Severed hand. Drake also
    tells Xavier about slaves and soon Xavier leaves his place. Its time to
    investigate the second floor.
      There is a private alchemical lab with lady Dracein and her pet. Dexy sneaks
    to lab and loots some useful items here. Slave Roga Thulc wants the party to
    convince Vylu to stop her pranks. She summoned some elementals and behaves
    strangely. The local librarian Cedrin Zil allows the party to explore the
    library. Among the books Leon finds Zaem's diary. In this diary explained some
    notes of the mage Zaem and his studies. Leon speaks to Cedrin Zil and asks
    about this diary. Cedrin tells that Zaem commited suicide some days ago but
    after some talking it was unclear: why the attempt to speak with his soul
    failed? It seems that someone was interested in killing his soul and this is
    not a suicide. The Zaem's summoned creature can be a killer. Cedrin recommends
    to talk with Zaem's apprentice Kav Lathram on the second floor and Zaem's girl
    Jaebrilla on the fourth floor. Dexy talks to Vylu Prehv but it seems that she
    is mad. Roga Thulc thinks that Vylu is ill and may be Ruinlord Eradru on the
    forth floor can help. Drake shows the building plans to Kav Lathram and Kav
    alter them. Then Drake speaks to Kav about Zaem's death. Kav tells that some
    destroyed documents were discovered on dead Zaem. Kav was able to restore some
    of them and it seems that this documents are forgeries and the real documents
    are missed. Zaem may be killed because of his research. There is a demonic
    construct who attacks the party but soon the demon is killed. Two mages speak
    strangely and dissapear. In their room there is a Garuk's diary. Garuk is the
    keeper of globe of essense in the central hall and can tell nothing. There is a
    Vese Nejj who offers to explore the Wizard tower on the fourth floor in order
    to join her order. Dexy discovers some strange items: Ring of Nourishment and
    Virulent Agent in the Kav's room.
      Dexy returns to first floor and gaves Ysha altered plans. Now its time to
    move upstairs to third floor.
      This floor is full of monsters, demons and legion of chimera's soldiers. The
    north-east room has some strange pool. The throne room is guarded by two
    immortal demons who are the twins bodyguards and Drake decides to avoid the
    meeting with this demons. There are also some useful items on this floor:
    bonding agent (west room), Iyachtu Xvim holy symbol and Ilmater holy symbol.
    Its time to visit floor 4.
      From this floor the party can access four towers: War tower, Cleric tower,
    Wizard tower and Officers tower. Alice goes to the kitchen and speaks with cook
    Miram about stolen slaves food on the fisrt floor but Miram knows nothing.
    Alice also finds some demon's blood in the kitchen. Dexy speaks to Jaebrilla
    about Zaem's death. Jaebrilla says that Zaem was happy with her and there is no
    reason for him to kill himself. She also tells about Zaem's work and it seems
    that there are two persons who knew about Zaem's work: Saablic Tan and Kav. It
    seems that Zaem was killed because of his work. Saablic Tan is already dead and
    the one person who remains is Kav, but Cedrin Zil already spoke about about
    Zaem's work so may be he stole the documents and killed Zaem. Thief Riki sells
    some stuff and he offers to poison the guards in the barracks. The party needs
    three ingredients to create strong poison: bonding agent, virulent agent and
    demon's blood. The poison can be created in alchemist's lab on the second floor
    and then must be places to the food in the kitchen. Drake speaks with
    Hatemaster Drothan and shows him the Ganuk's diary. Drothan tells about some
    priest of Ilmater who is imprisoned in the War tower. It seems that this priest
    knows how to destroy the globe of essence. Drothan also tells that the access
    to priests chambers in the Cleric tower can be accessed through the portal and
    the each party member must possess Xvim holy symbol. Ruinedlord has some potion
    of mental clarity which can restore the mind for Vylu. The other two are rooms
    are barracks and demons training.
        On the second floor Alice restores the Vylu's mind with potion and she is
    grateful. Roga is also grateful and tells some information about some areas in
    the Severed hand. Leon tells Kav some information about Zaem and it seems that
    the killer is Cedrin Zil. Cedrin Zil tells that there is no clues about his
    guilty and after some talk he tells his hypothesis of murder. After speaking
    with Vese about Zaem's murder she is convinced and Cedrin is executioned. Dexy
    goes to the alchemical lab and creates the lethal virulent poison from demon's
    blood, virulent agent and bonding agent.
        Drake goes to the first floor and speaks with Vashti about thief. Vashti
    offers to catch the thief while he attempts to steal. After some time the thief
    appears and steals some food. Drake follows him and confronts him. The thief is
    the creature Zaem. This creature is the creature of killed mage Zaem. After
    Zaem's death the creature became no longer feed and became to steal the food.
    Drake gives him the ring of Nourishment which allows the creature no longer be
    hungry. Vashti is pleased.
        Now its time to poison the guards. Dexy puts the poison to the food in the
    kitchen on the fourth floor. The guards are poison and the party can search
    some useful items in the barracks. Riki tells about some cleric who is
    imprisoned in war tower but Drake already heard this.
        Its time to visit War tower.
        The first floor on the War tower is the prison. The guards are not glad to
    see the party and they are all dead. The key to the priosn is on the table.
    Dexy opens three prison cells. In one of the cells there is a lemure and some
    monks. Drake speaks to lemure called Ormis Dohor and he tells that he is a monk
    from Black Raven monastery and he was transformed to lemure by cleric Brutai
    Mar. The only way to release him from lemure's form is to find the andidote in
    the priest chambers in the Cleric tower. The other prisoners are Carl and Puddy
    Talltale. Puddy is very frightened and he wants to leave this fortress back to
    his homeland. Drake offers to find the safe way to get out of here. The last
    prisoner is Toral Sorn. He is the priest od Ilmater. He tells the party that
    the demons can be destroyed if the Blessed Ilmater sanctification ritual will
    be completed. The place to perform this is Cleric tower in front of the statue
    of Ilmater. The ingredients of this ritual are tome of Ilmater, Ilmater holy
    symbol, bonds of suffering, tears of suffering. Just put this ingredients in
    front of the statue and read the words from tome of Ilmater. After completing
    this ritual the holy water will be available and the party can put this holy
    water to the pool on the third floor. This will prevent Isair and Madae to use
    the power from this pool. So the party has Ilmater holy symbol and its time to
    search another ingredients. The second floor is the torture room and after
    killing some enemies Alice takes the bonds of suffering. The third floor has
    two locked doors that can't be opened without the proper key. Its time to leave
    this tower.
        The next tower for visiting is Wizard tower. While trying to enter Wizard
    tower some demons from demon training room attack the party. The battle is easy
    and the entrance to Wizard tower is cleared. The first floor of the wizard
    tower has five portals: upper portal, two middle and two lower portals. The
    right combination is reauired in order to enter the second floor. After some
    studying Leon understands that the key is the star and the portals must be
    chosen in following way: upper portal, right lower, left middle, right middle,
    left lower, upper portal. So the star is marked and the access to the second
    floor is opened. There is a goblin Weenagoo who is the first goblin wizard and
    he trains apprentices. There is also Orrick the Grey's spellbook. While
    speaking with Weenagoo Drake knows that the master of this tower is great
    wizard Orrick. The third floor is library. In the library there is Tome of
    Ilmater and Orrick's book of Mythal. The fourth last floor is the observatory
    with astrolabe. Orrick the Grey is there. Dexy take Larrel's bones which are
    the remains of the elven leader Larrel who now rests in peace. Orrick tells
    some stories about the Madae and Isair. It seems that Orrick arrived to Severed
    Hand before twins arrival and now the twins became more powerful and Orrick can
    lose his position. Drake tells about Puddy's problem and Orrick obeys to
    teleport Puddy back to his homeland. Orrick also offers his help if the party
    will join him and don't join Vese Nejj. The party agrees. Its time to visit
    Cleric tower.
       But before entering the Cleric tower Alice goes to the fisrt floor and takes
    the tears of suffering from Jerre Stoh. Now all ingredients are ready and its
    time to begin the ritual. The fisrt level in the Cleric's tower is the hall
    with statues. The most awful is the statue of Xvim the evil god. Drake puts the
    ingredients in front of the Ilmater statue but the process of ritual is
    interrupted because the statue of Xvim speaks to Drake. Xvim wants to make a
    deal with the party: the party must kill 10 innocents and Xvim will recall his
    demons in the final battle with Isair and Madae. Drake refuses and Xvim is
    angered. A lot of demons appears near the party. The battle is very tough but
    Alice and Leon summons a lot of alies and Leon uses his delayed blast
    fireballs. During this battle Dexy and Drake were killed but then ressurected
    by Alice. Now its time to continue the ritual. After completing the ritual the
    statue of Xvim is destroyed and Drake the holy water of Corellon Larethian.
       On the second level of the cleric's tower there is a portal but this portal
    can be accessed if all party members will possess Xvim holy symbols. Some
    enemies on the level 2 and level 3 has this symbols. Now the party has four
    Xvim symbols and its time to enter portal which leads to the priest chambers on
    the level 4. The leader of clerics is Tyranar Brutai Mar and he has monk's
    antidote. Its time to visit war tower again.
       Toran Sorn tells that holy water must be placed to the pool on the third
    floor of fortress and the globe of essence must be destroyed. Drake tells Puddy
    that Orrick will help him to return home. Dexy uses the antidote on Ormis Dohor
    and Ormis is cured from lemure's form. He obeys to help the party in the final
    battle with Isair and Madae.
       On the fourth floor thief Riki tells about some meeting on the top level of
    officers tower. The party goes to the third floor and Alice puts the holy water
    to the pool. Now Isair and Madae are less powerful. On the second floor the
    globe of essence is well-guarded and the battle with the defenders is tough.
    Soon Drake hits the globe and the globe is destroyed. Now the demons are mortal
    and the party kills the demon on the first floor. The slaves are freed. The
    throne room on the third floor is empty. Its time to visit officers tower.
        The first floor in the officers tower is the training room for warriors.
    The second floor is the monks training hall. The third floor is empty and the
    last floor is the meeting place. Captain Pudu meets half-dragon Vyxein. The
    attempt to bluff them is failed and the battle has begun. Captain Pudu has the
    key to the higher levels of the War tower and its time to return to War tower.
        In the torture room in the War tower there is a guard Stubnok with note
    from captain Pudu. According to the note Stubnok was stupid. Before entering
    the top level of the War tower the party rests and is well prepared. There are
    a lot of enemies on the top level. The half-dragons from other side and the
    Legion of Chimera soldiers from the other side. After killing the leader of
    Half-Dragons Drake orders to escape and the party goes back downstairs. On the
    level 3 the party meets the mage Buvai de'Naly. Buvai tells that the Madai and
    Isair want to see the party and the party is teleported to the throne room on
    the third floor of fortress.
         Isair and Madae have put aside time in their busy schedule and granted the
    party an audience. The talk is short: Why the party have come there? The answer
    is not so important because the final battle has begun. Madae casts BLASPHEMY
    spell and the entire party exept Leon is paralized. But the monks and their
    leader Ormis Dohor teleport to help the party to fight with enemies. Leon
    detects the mage Buvai de'Naly east from  the door who summons a lot of enemies
    and Leon disintegrates him. Drake and the other party members are no longer
    paralized and they escapes to the west. Alice summons some allies and Leon help
    her. Isair is invisible but Alice dispels this effect with invisibility purge.
    Drake kills some enemies who attack monks. Soon all enemies exept twins are
    dead and a group of monks with summoned creatures attack the twins. Drake uses
    Maximize attack feat and attacks Isair. Isair tries to use mass dominate spell
    but his spell is failed against the party but some monks and summons are
    dominated. Alice dispels this effect and the monks and creatures are alright.
    Madae's sword is powerful weapon because it can cause decease or paralysis but
    Dexy attracts her attention and runs from her to the opposite part of the hall.
    Isair tries to summon some monsters but Leon banishes them with his spells.
    Soon Isair is hurt and the twins escape from battle to the pool. The party is
    tired but the battle is not ended. Alice heals all and casts the protection
    from evil spell and some other remaining spells. Isair and Madae are weakened
    because the pool is useless for them but the enemy tough reinforcements has
    arrived, especially the slayer knights of Xvim. Leon with his mirrored image
    delays the enemies while the other party run to the throne hall where the party
    summonings await. Alice casts Gate spell near the entrance while Leon runs to
    the party. The enemies follow Leon. The powerful summoning Cornugon attack the
    enemies. Now its time for Leon to use his powerful offensive spells such as
    delayed blast fireball, chain lighting and horrid wilting. Disintegrate spell
    is useless against twins. Drake tries to defeat slayer knights of xvim while
    Dexy attracts Madae and Isair from Drake. Alice heals Drake with Heal spell.
    Soon all enemies exept twins are dead and Drake attacks wounded Isair. Soon
    Isair is near death and the twins are confused. The pain appears and the twins
    suffer. Mage Orrick appears and tells that mythal is active and it has claimed
    Isair and Madae as its own. Isair and Madae are defeated and its time to get
    out of here. The party leaves the fortress to celebrate the victory!!!
    Part 4: Conclusion
      So the story is ended and you can rest now. If you use FAQs to beat the game
    then first concentrate on game information then on FAQ information. FAQ cannot
    cover all game process.
       NOTES:  While playing the game I've met three enemies who used Improved
    Invisibility spell (wizard in Dragon's eye level 1 prison, lich in the Fields
    of Slaughter and Isair). This spell made them invincible if you didn't prepared
    Invisibility purge or See invisibility spell. Dispel magic spell can also
    cancel invisibility but only if enemy failed Will save (Isair has very high
    Will saving throw). This is very great game disadvantage. Turn undead ability
    is also useless because high undead creatures are too strong for experienced
    cleric too and there were few undead in the game. Piercing weapon is also
    useless against a lot of tough enemies at the latest chapters. The battle with
    guardian dragon in Yuan-Ti jungles is the real challenge and may be the most
    difficult battle in the game. You also will reload the game in order to beat
    Isair and Madae in final battle because this battle is the second most
    difficult battle in the game, especially for non-evil characters. Increase your
    AC is very difficult and high level enemies will hit you if you have high AC. I
    managed to increase rogue's AC to 31 but this helped a little.
      Credit to Black Isle for Icewind Dale 2 game but I prefer Neverwinter Nights
    game more than Icewind Dale 2 because of great 3D graphics in Neverwinter
    Nights. The graphics in IWD2 is beautiful 2D and only game process, sounds and
    music are excellent. The main reason to play this game for me was game process
    and the memory of previous Icewind Dale game.
      This document will not be updated in future.
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