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A HUNT THROUGH THE DARK

-Expanded Edition -

WALKTHROUGH

by Markus “Wayne” Schlegel

Page 1 of 33
BASIC HINTS
hand if your first attack is resisted. Take
Start chapter one with an elven character of the spell penetration feat as soon as
levels four to five. Choose the subrace possible.
“drow” to get the drow traits like
Darkness, Spellresistance and ability Your opponents are based on the same
bonuses. ruleset as your character. They will be
Rogues, Fighters, Wizards and many
Combine classes. Starting a Rogue gives combinations of the classes you can
you plenty of skillpoints and the sneak choose. They are equipped with magical
attack ability. At least one level Fighter items, too, and they will use potions. This
gives you martial weapon feats, armour means you will face powerful opponents
feats and many hitpoints. One level with good armour classes, attack rolls and
Sorcerer or Wizard gives you the ability to saving throws.
use many wands, rods and staves. The
“Use magical Device” skill has the same Prepare for this and use your mind to find
effect. their weakness. Spellcasting DC can be
increased by the use of Metamagic feats.
Keep an eye on your ability scores. Summon monsters and use them to shield
Wizards need very high intelligence for you against your opponents. Try to finish
spellcasting DC. Sorcerers need charisma. enemy spellcasters before they cast their
Strength and Endurace are important for powerful spells or try to intercept them.
fighters while characters using light
armour take advantage from high dexterity. Detailed information about the weaknesses
of your opponents will be given in the
Plan your feats before you get them. following chapters.<
Choose paths and walk them to the end.
For example a melee fighter doesn’t need
any ranged weapon feats. Wizards do best
with ranged weapons and spells. Specialize
in a school (e.g. Necromancy).

Use potions and keep an eye on their stock.


They often turn tides from impossible to
challenging. Don’t forget: Your henchman
can be powered up by potions, too.

Good combat potions are: Bull’s Strength,


Endurance, Bless, Haste, Invisbility,
Barkskin, Cat’s Grace.

Spells like Protection from Alignment


(Evil) and Prayer are helpful, too.

Most creatures of the underdark have the


ability to resist magic. Wizards and
Sorcerers will have to beat this
spellresistance to get their spells through.
High intelligence or charisma will help
much but be prepared to have a plan B at

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A HUNT THROUGH THE DARK 4 Lieutenant Llomir guards the
CHAPTER 1 – THE HUNT BEGINS riverside. He will give you a short
briefing before you leave. One of his men,
Calulith, is willing to join you as your
henchman. It’s wise to pay his price. (200
gp after some negotiations)

Follow the river south. Engage the


5
goblin archers and advance to the
cavemouth of the lair entrance and follow
1 the tunnel down.
2

10
3 4

8
11 9
5 12

1 Piwiewien has set camp to the west of 13


a large underground river. Her scouts
6 7
found a goblin camp to the south.
Approach her and report for duty. She will
order you to enter the goblin lair and make
slaves. As a newcomer, this is a test of
your abilities.
6 The tunnel leads into a large cavern
2 Talk to the mage Thriandir. He is – the first defense line of the
assigned to provide magical support. goblins. Archers open fire from their cover
It’s clearly obvious that he has no respect behind a line of crates. Get into melee as
for Piwiewien and he will ask you to join a fast as possible and finish them quickly.
scheme against her, if you show your
dislike of her. Thriandir will also sell Goblins are weak creatures, but in numbers
supplies to you but his prices are quite they are quite a plaque. Offensive spells
high. like Sleep, Fear, Hold Person, Burning
Hands and Fireball will come in handy to
Don’t forget to check all the supply crates reduce their numbers quickly. Although
of the camp site. The drow have brought goblins are cowards they are well
many spare potions, traps and even armour organized and will often set traps and are
and weapons. Take what you need and well known to combine archers with melee
prepare yourself for your first quest. forces. Expect to find yourself surrounded
by many weak enemies.
3 Rizzen, one of Piwiewien’s
commanders has discovered digging
sounds in the western tunnels. He is a weak
leader, almost unable to make decisions
without proper orders. Talk to him and
give him some advice.

Page 3 of 33
Follow the corridor to the east until holds the key to the prison. You can find
7
you reach a second large cavern. some of your own scouts – goblins, too –
This area is heavily trapped. Follow the in the prison.
marked path to bypass the traps and keep
an eye on your henchman. He might need 11 Now attack the main fireplace,
some healing. where the core of the goblin forces
is gathered. This battle will be tough – you
will face different groups of goblins who
will attack you simultaneously. Again
concentrate on shamans and elite warriors
first. Avoid the areas 12 and 13 in this
fight.

The females and young have gathered


12
in the south eastern part of the lair.
Capture them, when all resisters are dead.

13 The goblin leader and his high


shaman can be found here. The
leader has a powerful magical club and
will use it with high skill while his shaman
will try to attack you with spells. The best
strategy is to rush them and to concentrate
on one of them, to take him out quickly.
Now it is time to change weapons.
8 Tell Calulith to ready his crossbow The goblin treasury holds some nice
and prepare yourself. You are facing the magical items. You can find the keys to the
second defense line of the goblins – a band chests on the goblin leader’s dead body.
of archers is waiting for you. Advance
carefully and take them out one by one. Return to the drow camp, now.
Watch your step – there are traps in the
corridor.

9 Tell Calulith to ready his melee 16


weapons again and prepare yourself
for a tough battle. A mixed group of guards
is waiting in front of the final door to the 15
goblin lair. You will face a shaman, an
elite warrior and a group of goblins. 14
Concentrate your first attacks on the
shaman and the warrior. The others are just
minor threats.

The time is right to take a rest and prepare


for the coming battles. Use potions and
spells and open the door (pick the lock or
bash it). Another group of guards will
await you on the other side. Deliver the slaves to Piwiewien and
14
add the diseased ones if you like.
Stick to the northern wall and attack Talk to Thriandir, restock your supplies
10 the torturer and his guards first. He and sell unneeded items.

Page 4 of 33
15 The digging sounds are getting the cavern. He wields a magical greataxe
louder. Tell Rizzen to set the so be careful. One or two lucky blows can
defenses and take a rest. be fatal. His shaman fires Melf’s Acid
Arrows and Magical Missiles. Try to
The remaining goblin scouts managed separate them and again lure them into the
16 to escape into a cavern maze to the corridor.
north. Piwiewiem already sent a group of
drow after them but they are missing. Your The camp of the missing drow is deserted.
job is to follow them and to find and kill The fireplace is still warm but there is no
the goblins. Be sure to have enough trace of their whereabouts.
potions and some torches before you enter
the tunnel to the maze. 22 This cavern is an Aranea lair. It is a
trap. If you enter the center of the
room the spiders will gate in and attack
you from behind. Prepare yourself before
you enter their cavern. The dead bodies of
the missing drow are here. They still hold
26 many useful items and an interesting diary.
25
24 Rest at the camp and cross the bridge to the
21 west.
23
22 23 This is the site of a historical battle.
The drow call it Chalash Mortar. A
19 passage leads to the upper parts of the
18 Underdark, here. Advance carefully, the
20
dead are not at rest here.
17
This is the lair of Castando the
24
The tunnel collapses when you enter illusionist. He is an insane human
17
the maze. You will have to find and has retreated into the solemnity of the
another way back to the camp. Underdark. When you enter his cave he
will approach you in the form of Klauth,
Turn to the right and follow the the infamous ancient red dragon of the
18
corridor to the east. The tunnel fills Neverwinternights campaign. Talk to him
with grey smoke – vulcanic gases which and ask him some questions. He will soon
can have a blinding effect on you. get angry and reveal his true form. Go into
melee and kill the mage. A closer
Fight the fire beetles and make your examination of the divining pool will give
19
way into their lair. You will find you access to two secret areas. Expect
Ilmrym, the leader of the missing drow VERY heavy fighting there – entering is
there. He has some nice magical weapons not recommended.
and armour.

Go back to the collapsed tunnel and 25 You find the missing goblins here.
20 They try to convince you to let them
follow the corridor west. You will
find a lizardmen lair to the west. Try to go. It’s up to you to kill them or let them
lure them into the corridor and separate go. They have poor equipment and are
them into small groups. The lizardmen will weak but they have nothing left to loose so
fire poisoned crossbow bolts and use expect heavy resistance.
scimitars. Their leader has retreated into

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24 You are at the shore of the mage has some additional magical items in
underground river now. Again cross his inventory. Especially the “Earth
the eastern bridge and follow the river. Hammer” can be very helpful against the
You will find a shallow spot where you Elementals.
can enter the river.
You will face several groups of Svirfneblin
You let yourself drift back to the camp. fighters. They all wear heavy armour and
deal a good amount of damage with their
magical crossbows and warhammers. Like
drow they have some degee of spell
resistance depending on their experience
level and further more all Svirfneblin are
able to become invisible once per day.
29
Most of your Svirfneblin opponents are
dual classes fighter/rogues. So be prepared
26 for sneak attacks. Their reflex saves are
very good, as are their fortitude saves.
28
25
Svirfneblin standard combat procedures:

27 Svirfneblin are masters of illusion and


stealth. On sighting an opponent they often
try to hide or turn invisible to get him by
surprise. Another Svirfneblin technique is
Things have changed dramatically at to surround the opponent and kill him with
25
the camp. A Svirfneblin strike force ranged fire. Other techniques relay on the
broke into the western tunnels. Rizzen and combination of melee attacks and ranged
his men are missing. Part of the supplies fire.
already have been relocated to the
riverside. Be careful when you advance into the
27
western tunnels. Rest early, rest
26 As you enter the main cavern a often. Use potions to boost your strength
greater earth elemental attacks from and AC. Use the remaining drow as
the south. Assist your troops and kill it reinforcements and lure the Svirfneblin to
with ranged weapons. Go back to them. Mind affecting spells can sometimes
Piwiewien and tell her about the events in be a blessing. Hold Person or Confusion
the cave maze. She gets excited about your work fine. The Svirfneblin will come in
discovery of Chalash Mortar and reveals groups of 2 to 4 – don’t rush or sneak past
details about the real purpose of your band them or you will soon be surrounded by
– the upper tunnels of the Night below, enemy forces. Take them one by one.
maybe even.
The cleric is near. The Svirfneblin
28
Your new orders are to fight your way have illuminated this tunnel with
back into the western tunnels and to kill strange dancing lights. Resistance gets
the Svirfneblin leader – a powerful cleric. heavier now.

Prepare for heavy fighting. You will need 29 Finish the earth elemental and
all your fighting abilities to succeed. advance to the cleric. He may try to
Thriandir will offer you to restock your converse with you but your task is clear.
supplies one last time. Take this chance Get him into melee combat before he is
and buy all the potions you need. The able to cast his spells. Use potions of

Page 6 of 33
invisibility and speed to get the advantage Nevertheless you can choose your personal
on your side. Mages and clerics may relay lieutenant. Nelad is a seasoned rogue and
on summoned monsters to beat the cleric. has very good melee equipment. Al’kranal
Don’t try mind affecting Spells – he has is a sharpshooter and really hits the spot in
really strong wits. ranged combat situations.

When your task is done return to the drow Return to Piwiewien when you have made
camp and follow the eastern tunnel to the your decision and she will give you your
river. Piwiewien is already waiting for you. first assignment as scout commander. The
Report your success to her and prepare to Svirfneblin are far from defeated and a
leave the area. group of them is following you even into
the upper tunnels of the Night Below. Your
Congratulations – you have completed A task is to set an ambush and kill all
Hunt Through the Dark - Chapter 1. ¢ pursuing Svirfneblin forces.

œ THE END  Prepare for battle, rest and talk to


Thriandir. Thriandir is upset about his role
as a provider of supplies. Be decent and
flatter him. He will sell you some useful
items, like potions of speed and
A HUNT THROUGH THE DARK invisibility. Thriandir will get more and
more bored and you won’t get much more
CHAPTER 2 – INTO THE UNKNOWN
opportunities to trade with him.
Piwiewien leads your group to Chalash When you are done follow the tunnel
2
Mortar and you climb the ancient passage to the east.
to the upper tunnels. Yours is the honor to
scout the way as the drow advance into the
unknown. Finally the group gets a rest.

3 4

1 5
2

3 The promised troops – four assassins


– are waiting here. Order them to
sneak to the east and follow them.
1 Piwiewien promotes you to the rank
of scout commander – a title without 4 You order the assassins to take cover.
power. Now it is officially your task to Hide yourself in one of the two short
scout all dangerous areas and you have still tunnels and prepare for battle.
no soldiers under your command.

Page 7 of 33
5 The Svirfneblin arrive after a short Return to Thriandir when you are ready for
period of waiting. Be patient and the maze. He tells you, that he needs
wait until the scouts continue their way magical crystals for enspelling and asks
ahead of the main forces. Use a fire globe you to search for them in the tunnels.
or spells like Ice Storm or Fireball to inflict
as much damage to as many opponents as
possible. The assassins will attack now. Be 8 Thriandir casts his spell and
careful with area affecting spells. You transports you into a system of mine
might hit your own men – a fatal mistake. tunnels. They are still in use, so there are
only few spots suitable for a rest. Be
Speak to one of your remaining assassins careful, avoid any contact to the miners.
when everything is over. Tell him to guard
the area and let your henchman take over
the command of the backlines. Then return
to the camp. 9

10 8

9 You hear unknown drow voices


behind the wall. Are there other drow
in this area?

Report your success to Piwiewien. It 10 Follow the main tunnel to the west
6
turns out that the way to the surface is and enter the mine shaft downward.
blocked by a magical portal. One soldier
has tried to touch it – he was killed.
Thriandir claims that the magic of the 14
portal is too strong to be dispelled. He has
found a tunnel maze with a small entrace
near the ceiling of the cavern. Even tough
Piwieiwien has her doubts about this plan,
she agrees to send a single drow for 10 11 13
exploration – you.

7 Take a rest and take a look at the


portal if you like. Be careful and 12
keep your distance. Llomir will ask you
about the loot of your former missions. He
wants his share for keeping his knowledge
secret. It’s up to you to give him his part or
to turn him away.

Page 8 of 33
11 You find another mine shaft in the working at these tunnels. Expect a lot of
central room. This shaft leads to a miners here.
large mining complex.
16 This is the main melting pot of the
12 South of the central room is the mine. Expect a lot of miners and transports
kitchen. You are again facing to the storage area here.
Svirfneblin – and their chef is preparing a
meal at the moment. This is the secondary melting pot. It
17
is merely to avoid overcapacities and
13 The eastern tunnel leads to a large almost cold at the moment.
underground lake. This lake is the
source of the underground river you found 18 This is the mine storage area. Ore,
in chapter 1. mithral and goods are stored here
before transported to the outpost.
14 The northern tunnel leads to a crystal
cavern. Collect all crystals – 19 Don’t waste your time in the mine.
Thriandir will pay a good price for them. Follow the tracks to the north until
You may also rest here. you reach a large mine door. Pull the lever
in the wall opening. All mine levers are
Return to the central room when you are labelled in Svirfneblin. Take some notes to
done and enter the mine shaft. know what they open.

21 19

22
19 17
18

11 15

16

23 20

You have just entered the central mining You are standing on the crossroads, now.
complex of the Svirfneblin. This mine All mine doors are locked but only the
grew from an old outpost designed for doors of the mining area can be opened by
defense against the drow raids to the accessible levers.
surface. The Svirfneblin found rich mithral
ore and soon thereafter the purpose of the 22 The main control room of the mine
outpost had changed. The so called doors is behind the locked portcullis.
“outpost mine” is still one of the most You will have to find a way to open them.
profitable mines of Blingdenstone.
20 The southeastern tunnel leads to an
These tunnels are the youngest parts ore node. The Svirfneblin have
15
of the mine. The Svirfneblin are still trapped an “ore devourer” - a rustmonster
– in there. Be careful when you decide to

Page 9 of 33
fight it – it can easily destroy your arms Enter the main cavern of the Svirfneblin
and armour. Summon monsters or use outpost and avoid any contact. Use a
ranged weapons. This is a safe place for potion of invisibility or hide yourself in the
resting when it’s cleared. shadows. Follow the southern wall to the
west and try to avoid any guard by
21 The middle tunnel to the north leads summoning monsters to lure them away.
into another mining area with long
straight tunnels. Ignore the miners, make a 24 You see a door at the northern wall,
U-turn and kill the guards in front of the guarded by a group of Svirfneblin and
southern door. Pick the lock or bash the two earth elementals. This is the exit to the
door and enter the adjoining room. inner areas of the outpost. Leave it for now
and turn south. Avoid any contact until you
You are back in the main control reach the inner defence wall
23
room. Kill the guard and pull the two
northernmost levers. One of them opens The gate of the defence wall is
25
the portcullis, the other the way to the guarded by two Svirfneblin soldiers.
Svirfneblin outpost. Follow the Attack them and kill them. They use
southwestern tunnel and enter the outpost. standard Svirfneblin tactics and should be
no problem. Pull both levers. The first will
disarm the traps in front of the gate while
23 the second opens the inner gate.
24

26 Turn east and enter the small side


door. You are in the defence tunnels
of the entrance area. There are two levers,
again. The right one disarms the traps of
the portal area. Pull him first. The left one
25 opens the magical portal.
26
27 As soon as you pull the left lever the
27 portal opens and Piwiewien’s forces
enter the outpost. They advance through
the entrance area and attack the inner gate.
You may lean back and watch them as they
secure the door to the inner outpost area.
You enter the main cavern of the When the assault is over no Svirfneblin has
Svirfneblin outpost. There are two ways to survived.
succeed.
Find Thriandir and talk to him. He is
First is to fight your way through the surprised to see you again alive and claims
numerous Svirfneblin and their minions. to have magically unlocked the entrance
This may be difficult even though it is portal. It’s up to you to tell Piwiewien the
possible to separate them into small truth but it may be wise to let him get away
groups. with his lie … for now.

The other way is to use stealth and sneak Thriandir opens the inner door – with his
past the guards. Potions of invisibility are typical complaints – and Piwiewien lets
very useful in this case. The way below is her forces attack the inner outpost area.
only one possibility. You may choose a
different one.

Page 10 of 33
“Inquisitor” – the high cleric of the
outpost. The Inquisitor is fascinated by the
drow and everything of their culture and
making. His study is located on first floor,
but there is a secret door in the torture
29 28 chamber.

The drider wants his freedom for more


information about the artefacts.

31 Enter the torture chamber and get the


7 prison key from the desk. The secret
door is in the western wall, near the desk.
Give the key to the drider and he tells you
of the three artefacts:

1) Deomdaryl - a Longsword +3 (Keen,


You find yourself surrounded as the Massive cirticals +5 Dam.)
Svirfneblin try to throw you back out of 2) Shakti’s Piwafwi – Confusion 1/d,
the outpost. When the assault is over talk Endure Elements 2/d, Identify 3/d, +10
to Piwiewien. She wants you to explore the Hide
dungeon level while the other drow 3) Ring of Improved Invisibility
advance to the first floor.
It’s up to you to let him escape …
Your lieutenant Nelad joins you again.
Talk to Thriandir. He pays a good price for Use the secret door to get up to the
the crystals. Inquisitor’s study.

28
33

32

30
31

29

28 The outpost dungeon is deserted. 32 Commander Llomir is already looting


the study. You catch him by surprise.
30 Only one prisoner is left - a drider – a The artefacts are nowhere to be found but
horrible crossing between spider and Llomir pretends to be unknowing. Speak to
drow. The drider tells you of three magical him again and nail him on the artefacts.
artefacts hidden in the chamber of the With enough pressure he will admit that he
took them and propose a deal to you.

Page 11 of 33
Agree to the deal and choose one of the the greater part of her forces to the
38
three as your part of the loot. gate. Follow them and open the gate.
The tunnel opens into another entrance
This level of the outpost is just a kind of area – the entrance from above.
barracks. Some of Llomir’s men are
looting this area but there is nothing of 39 Bindar, the leader of the outpost, has
importance to be found. Let them have made his last stand here. Advance into
their share and leave for the second floor. the entrance room and kill them all. Bindar
is a powerful wizard. He will retreat
behind his soldiers to cast spells.

39 Check the exit and return to Piwiewien,


when the Svirfneblin are dead. She is very
38 pleased and tells you again to prepare for
leaving the area.
37
Visit Bindar’s lab before you leave.
37
36 Thriandir has made a mess of this
area in his search for valuables but he
missed the secret door in the western wall.
35 This door leads to Bindar’s real lab.
34
Wizards and Sorcerers may even enspell
their own wands. Some spells up to level
33 four are suitable to be placed in wands.
Check Bindar’s notes for further
34 The Svirfneblin defend this level at instructions.
all costs. Piwiewien is raging and
orders you to lead the attack at the Return to Piwiewien, when you are done.
complex to the west. Take a rest and
prepare yourself for heavy fighting. Congratulations – you have completed A
Hunt Through the Dark - Chapter 2. ¢
35 A group of drow soldiers joins you
when you advance to the west. This œ THE END 
complex is a temple and Blewandan, the
“Inquisitor” awaits you with his men. Be
careful in your attacks and don’t mindless
into the room. Kill the defenders one by A HUNT THROUGH THE DARK
one and use area effect spells and
CHAPTER 3 – UP TO THE LIGHT
summoned minions. Your companions will
give you some cover.
Piwiewien lets her men take another forced
36 When the defenders are dead search
march. They follow the old Svirfneblin
the northern sanctuary room for the
tradeway upwards. The environment is
key to the iron gate. Return to Piwiewien
changing and the drow can feel the magical
to report your success. She is pleased. The
aura of the Underdark fainting more and
way to the last defense line of the gnomes
more. As they arrive in a large system of
is open, now. The fighting at the outpost
caves Piwiewien orders a rest.
has reached its final stage.
Exhaustedly you make yourself
Rest again and prepare for the final
38 comfortable and fall into a deep trance. But
battle. Piwiewien sends Llomir and

Page 12 of 33
your normally dreamless regeneration Thriandir has left shortly after your arrival
blurs into a strange vision. to inspect the rear defenses. Talk to Nelad
and take him with you as your henchman.
You approach the goddess Lolth, queen of
spiders in her realm. Lolth questions you Go back to the fireplaces and finish your
about your journey, Piwiewien and rest if necessary. Inspect your new drow
Thriandir and finally grants you three abilities and prepare yourself.
blessings. Be decent and treat her with the
proper humility and respect. When this 5 Follow the eastern tunnel and talk to
conversation is over, your vision blurs the guard at the river. He tells you
again and you find yourself back at the about D’vaernon, one of the rear guards.
camp. He disappeared when he was checking the
cavern of luminous mushrooms.to the east.
6 Enter this cavern, but follow your way
2 back and leave through the tunnel to the
east.
4 1 5 As you follow your steps back you see
Thriandir standing in a small cavern. He
3 gets attacked and is killed by a lightning
bolt before you can help. Hurry to help
your remaining troops and kill the enemy
A soldier wakes you and tells you assassins and golbins.
1
that Piwiewien wants to see you.
Stand up and take a look around at the Thriandir is gone, obviously totally
camp. destroyed by the lightning. Ask the
remaining soldiers about the strange drow
Piwiewien is praying to Lolth as you attackers and take one of the drow
2
approach her. She begs for new life assassin’s hearts. Return to Piwiewien.
for your fallen comrades – and Lolth grants
her the powers to call one of them back Piwiewien is totally shocked when tell her
into life. The cleric takes a break as she of Thriandir’s death. The appearance of the
notices your arrival and asks you about enemy drow is alarming her even more and
your rest. It’s up to you to tell her about so she wants you to bring her one of their
your strange vision or not. Whatever you hearts. When you hand it to her she tries to
do, be careful with your words. You are divine the origin of the drow but her spell
walking a narrow path between blasphemy backfires in a blaze of lightning.
and politics. Piwiewien’s divination
powers are dwindling. She has no idea, Talk to Llomir about Thriandir’s death. He
which way to go and the old chronicles are is alarmed by the new course of action and
no help anymore. So your new orders are offers you his cooperation. You should
once again to explore the surrounding area accept this.
and to find the passage up to the surface.

2 Now turn to the west and follow the


You are standing on the crossroads, now. western tunnel to the Drider Lair.
There are different ways to find the way Those horrible creatures are the survivors
ahead. Let’s choose one of them and of the last drow attack – centuries ago.
describe it in detail. Lolth turned them into undying driders – as
a punishment for their failure. They even
The other commanding officers of your lost their names after all those years,
group are gathered in Piwiewien’s cavern. calling themselves the “Nameless Ones”.

Page 13 of 33
Talk to the “Nameless Leader” and he tells Umber hulks are subterranean monsters
you about their horrible life. Sywym that look like a cross between a great ape
Hun’nett, their leader seems to be and a beetle, Umber Hulks leave behind a
responsible for their lot. He fled the final wake of destruction wherever they go.
battle and left his men behind. The driders They often rely on their powerful sonic
are still yearning for revenge and they say attacks, stunning their opponents before
he didn’t leave the area, yet. They promise ripping them apart with their large tongs.
you great rewards for his head.
A good strategy to fight them is, to
6 Leave the Drider Lair and follow the advance slowly and attack them on sight
northern tunnel. This is the old with area effect spells like Fireball. They
Svirfneblin tradeway. always attack in hordes.

7 The lair of the Umber Hulks is in a


9
medium sized cavern to the west.
They are animals and devour their prey
immediately when they catch it. Don’t
expect any treasure in their lair.
7
8 You can find the lair of Hanxam, the
8 beholder to the east of the tradeway.
Follow the cavern mouth downward to the
beholder’s main hall. Hanxam once was a
high ranking member of the Mulmaster
Beholder Corps. But he got into serious
trouble and had to flee into the Underdark.
Talk to him. He wants you to find a
mysterious Mindflayer Creature to the
south. It’s obvious that Hanxam and this
mindflayer are rivals. Hanxam will trade
with you if you ask him properly. He has a
handful of interesting items and a good
supply of potions. You can also rest here if
you like.

1
5
6

The tunnel opens into larger caverns but


the tradeway leads straight to the north.

Umber Hulks have made their lair in this 5 Leave Hanxam when you are ready
area. They are predators, trapping all kinds and follow the tradeway back to the
of creatures who wander this area. Expect camp. Again follow the tunnel to the east
several attacks of those creatures. until you enter the cavern of luminous

Page 14 of 33
mushrooms. Search this area this time and things are getting rough and try to separate
pay close attention to the northern wall. his minions to kill them first. Yharasden
There is a small tunnel with two luminous will try to infiltrate your mind to render
mushrooms to the left and to the right. you helpless. Shield yourself against mind
Search the dead end of this tunnel and you affecting spells if possible.
will find a secret door. This is the entrance
to the Ilithid Lair. Pass through the door There is a chance that you are able to
and enter the portal – now you have found rescue D’vaernon. He will stop fighting
the mindflayer. after Yharasden is dead but he is still in
Yharasden the mindflayer is a scout for his danger because the other creatures won’t.
community. Mindflayers are linked to the Kill all enemies and search Yharasden’s
overmind in their hometown and they are belongings. He has a Wand of Winds. Take
always connected. They all have powerful it, cut out his brain and leave for Hanxam.
mental abilities and will try to dominate
the minds of weaker creatures to twist Hanxam is very pleased about your success
them to their will. Even more mindflayers and even tells you the information you
nourish from the brains of other creatures seek in advance. Don’t try to trick him by
and will suck them out of the living body keeping the Ilithid’s Brain for yourself.
of their poor victim. They are even more The Beholder is a valuable merchant. Let
feared than the drow and are incredibly him have his brain … for now.
evil and disgusting.
The exit to the surface is right in front of
Talk to Yharasden. He has captured your you. All you have to do is to find a way to
companion D’vaernon and made him his negate the toxic smoke south of the drow
slave. D’vaaernon’s mind is corrupted by camp. It seems somebody has magically
the Ilithid’s will and he obeys him with enhanced this smoke to create a
enthusiasm. Yharasden tries to intrude into unpenetratable barrier. Hanxam tells you
your mind, too. But he fails – Lolth’s that his main eye has no problems in
blessings protect you. He communicates dispelling the toxic components of the
telepathically and tries to persuade you smoke. Maybe a simple spell of dispelling
into killing his rival, Hanxam, the would do the same.
beholder. Don’t forget, your goal is to find
the way to the surface. You are not
supposed to help anybody in this area. But
whatever you do, pay attention to your
benefit from it.

For this walkthrough we decide to kill


Yharasden. Try to negotiate with him
about the release of D’vaernon. The
mindflayer won’t let him go. Now step
back, prepare and attack Yharasden. Your
first strike should deal a good amount of
damage. Yharasden tries to get distance to
you while his minions attack. Follow him
and keep him busy. Yharasden has a good
magic resistance and very good saving
throws against mind affecting spells.
Empowered magic missiles work well
against him until he shields himself against
magic. Retreat into his entrance area when

Page 15 of 33
9 Leave Hanxam and follow the of “wild” undead. Follow the bridge to the
Svirfneblin tradeway north. The path southeast.
follows the shore of a large lake until it
starts descending down. 50 This is the lair of Sywym Hun’nett,
former archmage of Sorcere. Sywym
survived the defeat of the drow by turning
himself into a undead being – a lich. This
transformation bound him to this area but it
made him almost invulnerable. He was
able to defeat all attempts to destroy him
but he had to pay his price.

10 The process of transforming a living being


into a powerful undead creature – a lich –
is very complicated. The life energy of the
creature is transferred into a vessel called
Phylactery. This Phylactery is of great
importance to the whole process and must
be of a certain value, size and consistence.
Sywym’s problem was that he had no
portable object meeting the demands to be
11 the Phylactery. In his dire need he chose a
crystal pillar in the tradeway area and
transferred his life force to it. Imagine his
9 frustration, when he discovered, that the
process had gone wrong, trapping him to
10 East of the road is a open area, the Phylactery area and stripping him of
surrounded by water. This is the site many of his powers.
of the last battle of the drow. The place is
littered with bones and again the dead are Centuries have passed and Sywym still
alive. Be careful when you enter the battle “lives” in his lair. He allows you to
site. Many undead will rise and attack you. approach him and shows himself friendly
and helpful. As conversation comes to the
Some of them are Skeletal Warriors, the subject of the driders he gets uneasy. Is
remains of powerful Rashemni warriors. there a hint of regret?
They wield their twohanded swords with
all their former strength and weapon skill. Don’t let yourself fool of Sywym’s
Avoid any melee combat with them and try friendliness. He has quite a good number
to overcome them with ranged weapons of Skeletal Warriors to protect him and his
and magic. Again it is wise to retreat to the magical powers are still very strong. Move
tradeway and lure them away one by one. to the Phylactery and start preparing for
All of the undead are immune to mind battle. Sywym watches you with interest
affecting spells (what mind?) and most of but doesn’t interfere. Don’t touch the
them have some kind of spell resistance. Phylactery yet and use your new powers to
Expect heavy fighting. protect yourself against death magic. Go
through your potion inventory and drink
The battle site leads to a small bridge, anything of use. You need to do maximum
guarded by skeletal warriors. They are damage for at least three rounds.
obviously controlled by a greater power
and will defend the bridge against all kinds

Page 16 of 33
Now attack the Phylactery. Mage may cast Return again to Piwiewien and tell her that
offensive spells like chain lightning while the passage is cleared. As Sywym told you,
fighters try to bash the pillar into pieces. the southern tunnel leads up into a spider
The lich attacks you now and sends his cavern. Prepare yourself well, rest and
minions against you. Ignore them and trade with Hanxam.
concentrate on the Phylactery. Finally the
Phylactery breaks, shattering into pieces Since you are leaving this area you may
and Sywym’s undead body is consumed in want to kill Hanxam. Beholders are very
a flash of lightning. But the battle is not tough opponents. They attack with their
over, yet. Now turn at Sywym’s minion. It small eyes, making gaze attacks like
may be wise to run to the northern corner Charm Person, Charm Monster, Slay
of the cavern to get room for casting spells. Living and Paralyze while their central eye
Don’t try to flee over the bridge – more is able to negate magic. Prepare yourself
Skeletal Warriors are waiting for you. well and protect yourself from death
magic. Improve your saving throws as far
This fight is very hard – but you are not as possible and try to finish the Beholder in
supposed to do it. When all enemies are melee combat. Best is to simply slay him
finally laid to rest take a look at Sywym’s in powerful strikes. Avoid the gaze of his
coffin. Don’t forget his skull and make central eye when you intent to use magic.
your way back to the driders.
3 If you are ready for the spiders talk to
The “Nameless Leader” is very pleased but Piwiewien again. She again sends
they have only few things to give as a you ahead to clear the way for the troops.
reward. You may choose between some
magical items, gold and information. You The spider cavern looks abandoned at first
can clearly feel the atmosphere cooling glimpse. But it is a trap. The spiders will
down after this. Leave the driders and jump at you when you try to advance into
return to the drow camp. their cavern. Take them in turns. Area
effect spells like Fireball and Ice Storm are
2 Talk to Piwiewien again and tell her very helpful.
about your findings. Now that
Thriandir is dead it’s up to you to find a 14 14
way to dispel the toxic smoke. Madame
keeps herself far from trouble – like
always.

3 Don’t worry. The hardest work is


done. Take a closer look at the 13
smoke clouds to the south, but don’t enter 12
them. Use the Wand of Winds you found
in Yharasden’s lair and aim at the center of
the cloud. The spell clears the area and you
can enter the southern tunnel, now.
Examine this tunnel and take the poison
amplifier. This strange device was installed
by the Svirfneblin to turn natural volcanic
vapours into toxic smoke. With the After your passage through the spider
removal of the amplifier the southern 12
cavern you find yourself in a turmoil.
tunnel is save. The soldiers are alarmed by the death
spiders and Piwiewien is under pressure.

Page 17 of 33
Many of the drow think the group has lost 17 Somebody is coming your way. Hide
the favour of Lolth and they want answers. yourself and wait. It’s a group of
Piwiewien makes you responsible for the surface adventurers. They came through a
death of the spiders. You are the scapegoat cavern opening to the north but their tunnel
for all her failures and mismanagement. collapsed behind them. They are searching
All you can do is to agree in her “deicide” for an exit, too. Talk to them and persuade
– you must prove your innocence by them, to attack the bugbears. They will
clearing the remaining path to the surface. eagerly attack the heavily defended lair
Since you have been doing this for the and you will have easy play killing the
greater part of the path behind you, this is remaining opponents – whoever survives.
nothing new at all. Try to talk to Llomir. This is a great opportunity to get many
He is on your side this time – but magical items. Kill the surface dwellers
Piwiewien has her eyes on him so he won’t and don’t forget the bugbear treasury.
be a help. Cedric has the key.

13 Turn north and talk to the guard at


the Bugbear Lair to the west.
Bugbears have a strong militaristic 20
organisation and their lair will be heavily
fortified. It’s wise to leave them alone for
this time. Examine the tunnels to the north
first. 18

19

19 Return to the blocked passage and


follow the eastern tunnel. Tarnes
16 Tane, a human archmage, has his home
17 18
here. He tells you much about the alliance
against the drow and their end. Tarnes has
bound his life force to the maze behind his
cavern. He took an oath to keep the magic
of the maze functional but he grew tired of
his task over the centuries. Tarnes finally
tells you the word of passage to enter the
15 15 maze and he offers even more advice if
you are stuck within. You may also trade
with him. He provides a good selection of
spells and has useful items.
15 Nelad follows you and offers his help
for a share of the loot. He wants
The final stage of your journey has begun.
something valuable – and he wants it in
Prepare yourself another time and use the
advance. It’s up to you to negotiate with
sundial to enter the maze.
him and to pay his price or not. He can be
a valuable addition but you can make it on
your own.

16 The old exit to the surface is blocked.


There is no way to get through here.
Follow the tunnel to the west.

Page 18 of 33
This level confronts you with a new form
of guardians – Battle Horrors. These
22 23 animated suits of armour hover on a
24
magical force field and attack you with
their powerful claymores and crossbows.
The basic idea in the design of this level is,
to defeat any intruders by the use of sheer
21 violence. Many guardians are posted in
niches – unreachable for melee weapons.
27 They will often attack from behind.
20
28 The great entrance chamber is trapped
26 25 heavily with incendiary clouds. Try to
dispel it or protect yourself and your
henchman against elemental damage.

20 The guardian of the first defense There is a pressure plate in the long
29
system is an Iron Golem. Those corridor. On entering it opens the
constructs are of magical origin and portecullis of the surrounding cells,
nothing more than an animated suit of releasing four Battle Horrors on the
armour. Nevertheless their strength is unfortunate intruder. There is no way to
superhuman and they deal heavy damage. avoid this example of masterwork dwarven
To make things even worse iron Golems stonemasonry. Prepare for heavy fighting
are immune to almost any magical attacks before entering this area.
including fire, ice and other offensive
magic. But they have one critical weakness 30 At the end of the bridge passage waits
– they are vulnerable to lightning. The another Iron Golem. Attack him with
door to the following rooms opens only ranged weapons and keep distance as long
when the golem is dead. as possible. He should be an easy target
after all. Open the portal as usual (picking,
22 You enter a maze of teleporters. This bashing etc.) and enter the next level.
a test of the mind. Tarnes already
told you that the solution is simple. Always
take the RIGHT teleporter. 30

27 Open the locked door with your


thieving skills, spells or brute force
and advance to the next level.

29

28

31
30 27

Page 19 of 33
31 This level is again a test of the mind The Dire Bear will even remain after the
– and the eye. Avoid the invisible death of his master. Avoid melee combat
teleporters and make your way to the secret unless your armour is very good and kill
door in the western wall. Enter it and it him with ranged weapons and spells.
takes you straight to the exit to the Great Summoned creatures like Elementals can
Hall of the Fallen Heroes. It is time to take be easily dispatched by casting Dismissal.
a good rest and to prepare for the final
battle now. Use all protective magic you 32 With Tarnes’ death the way to the
have and again prepare for dealing a great surface is cleared. Step forward to
amount of damage in a short time. the final gate – and see the world blur as
you feel yourself drifting away …

Congratulations – you have completed A


Hunt Through the Dark - Chapter 3. ¢
32
œ THE END 

A HUNT THROUGH THE DARK


CHAPTER 4 – CORMANTHOR

31 You find yourself again in the spiderweb


pits, Lolth’s realm. She is pleased with
your performance and reveals, that your
Tarnes appears as you enter the great hall. main target was not the recapture of the
He is free again but he won’t let you leave passage to the surface. Piwiewien’s quest
but tries to kill you. You see yourself is to seize an ancient artefact, a Mythallar.
confronted not only with Tarnes, a
powerful wizard but also with one of his Be patient and show the right amount of
minions, a dire bear. You best chance is to respect to your goddess and she will grant
ignore the bear and finish the mage as long you additional powers for your journey to
as he hasn’t cast his full repertoire of the surface.
protective spells. Go into melee combat
and slay him with powerful blows. This After your return to the world of Faerun
has to go fast because Tarnes will not you find yourself again in the reality of the
hesitate to cast Time Stop to finish you off. Underdark. While trying to recover from
your latest vision Nelad tries to steal
If your character is too weak to finish something from you. He breaks his
Tarnes quickly you are in serious trouble. attempts as Piwiewien arrives with her
Try to survive the first couple of rounds forces.
and keep distance to your enemies.
Summon monsters to keep them busy and Piwiewien sees her deepest wishes within
attack Tarnes with spells and ranged reach and prays in triumph to Lolth.
weapons. Retreat down to the corridor Knowing that she is not favoured by the
when necessary. spider queen you dare to stand against her.

Page 20 of 33
She seems to ignore your insults and leaves Agree with his proposals and leave the
for the surface. Most of the drow follow monument area to explore the area.
her – only Nelad stays with you in the hall.
3 EASTERN FOREST
Nelad starts powering himself up until all
drow have left the area. Then he attacks
you from behind and tries to kill you.
Avoid his blows and dispel his protective
enchantments if you can. He is still
vulnerable against magical attacks and a 3b 6
powerful fighter can still wound him.

Nelad tells you, that he was a chosen of


Lolth, too. His quest was to kill you – or to
die trying so. It is up to you to grant him a
quick death or to let him suffer the
transformation to a drider. Leave the hall
for the surface when you are done.

6 The forest is getting very dense to the


2 east. A strange hut, constructed from
a large tree is standing close to a cliff.
4 3 Take the key from the lone ranger at the
Rivulet, break the door or pick the lock.
You can find some nice arrows, poison and
other hunting equipment inside.

1
4 WESTERN FOREST

1 Piwiewien has reached the surface


but she has failed her true mission.
She is searching for a powerful artefact, a
Mythallar, which was supposed to protect 4b
the exit to the surface. But it seems to be
gone and all structures in this area seem to
be long abandoned. Piwiewien is raging.
She orders you to explore the surrounding
forest and to find a trace of the Mythallar.
8
2 Llomir, your former fellow
commander and opponent wants to
speak to you at the river. He has bad The forest seems to get lighter to the north.
feelings about Piwiewien’s new goals and A small path leads into the hills to the
has no trust in her leadership qualities. south.

Page 21 of 33
5 FOLLOWING THE RIVULET 7 THE LUMBER CAMP

11 Following the rivulet you reach an


10
open area with small swamps. Insects
are all around as you follow the stream
north until you surprise a human ranger.
Kill him as fast as possible or he will get
away to warn his people.

7b

11 9 Heading north you stumble across a


camp of lumberjacks. Although it is
dark they are still at work and try to flee
when they get aware of you. Don’t let them
flee and attack them with ranged weapons
to get them down quickly. If they get away
they will surely give a warning to any
surface dwellers around.

10 Follow the trail to the north. It leads


straight to a small settlement. Return
to Piwiewien and report your findings. She
decides to attack the settlement to find
information about the whereabouts of the
Mythallar. Your new orders are to prepare
for the attack.

Don’t answer her call right away. There


are still unexplored areas. Again head
west and turn south this time.

You will arrive in a strange grove,


surrounded by cliffs.

9 THE GROVE

5b You will meet a druid here, who tends to


the surrounding forest. He won’t attack
you and will even talk to you, but since
The rivulet still continues north. You may you are a drow he will be of hostile
follow it and discover the village but you attitude.
may also leave this area for the monument
to explore the western parts of the forest.

Page 22 of 33
Now, this is a decisive situation. You may work”. Each kill results in getting evil. So
turn against the druid and kill him and his avoid the kills if you plan to be good or
pets for his insulting behaviour. You may neutral.
also try to give him some insights in your
own background. And you may even learn
about his philosophy and faith. Some
decent conversation may even convince the
druid to offer you the test of Mielikki. This
20
initiation ritual will change your alignment 19
to good and neutral. You will drop Lolth as
your goddess to become faithful to 21
15 14
Mielikki.
18
The Test of Mielikki has two parts. The
first part is a test of the mind. Listen
carefully to the druids explanations before 16
you take the test. Your answers will have
13
great influence to your alignment and the 17 12
druid’s reactions. Mielikki teaches to live
in harmony with nature. But this does not
mean to turn away invention and Advance to the village center and
15
civilization. Old animals will die, the meet Piwiewien. She laughs at the
strong will survive. That’s the way of desperate attempts of villagers to defend
nature. People may built settlements and themselves and gives orders to search the
roads, but they should be a part of nature smaller buildings.
and nature should be a part of the
settlement. 16 to 20 Your new task is to enter
and secure the smaller
The second part of Mielikki’s test is a test houses and barns while Piwiewien enters
of your courage. Your task is to defend 3 the large main building of the village. This
stags against predators. If all three are task is quite easy. It’s up to you to protect
killed you have failed. Mielikki grants you some surviving villagers from your looting
a gift for every stag which survives. Your comrades or to kill them with your own
drow abilities will be lost forever. hands. The only threat is the village smith
but even he is no match for you.
Return to Piwiewien when you are done.
Llomir meets you in one of the houses and
Piwiewien starts her attack on the village. shares some of his thoughts about
Your part is to lead the right flank at the Piwiewien’s engagement on the surface
rivulet. Rest, prepare yourself and follow with you.
the rivulet north until you reach the village.
21 Advance to the large main building
12 Four drow soldiers meet you as you when you are done with the smaller
enter the village area. Piwiewien’s buildings. Piwiewien is questioning the
troops attack the southern village gate. local mayor at the moment. She does this
with her own mixture of ignorance and
14 Advance to the eastern gate and brutality with the result of the death of the
open it by picking or force. A mayor’s wife. The situation changes
handful village guards tries to defend but dramatically when Thriandir enters the
they have no chance against you. You may scene and takes over control. Everything
decide to let your troops do the “dirty was nothing but a big scheme. His death,

Page 23 of 33
the attacks of the unknown drow and the mage. Get him down quickly to prevent
disappearance of Calulith were all arranged him from casting.
to hide the truth. Thriandir has enough of
Piwiewien’s incompetence. Al’kranal Talk to Thriandir, when the defenses are
always was his man and he changes sides broken. The drow forces advance to the
now. Llomir refuses to help Piwiewien fortress, now.
anymore and now it’s up to you to help
Piwiewien once more … or to survive
within the ranks of Thriandir. Your only
chance is to declare yourself neutral as
well.

Thriandir kills Piwiewien and you are


brought outside, where you meet the other
survivors of Piwiewien’s group.
24
Thriandir finishes his questioning inside 25
and decides to advance to a nearby
fortress. This structure is the seat of the
local ruler and Thriandir expects to find the
Mythallar there. Declare your fealty to him 26
and join his forces in their attack on the
fortress.
24 Things are getting rough at the
fortress gate. Since the drow are not
able to use their innate ability of levitation
they depend on the use of brute force to
break the gate open. Thriandir uses one of
22 his spells to destroy the gate. But as the
23 drow advance into the inner defences a hail
of missiles goes down on them.

25 and 26 All ramps to the inner


fortress area are blocked
22 The drow encounter fortifications in and the drow run into a death trap. A
their advance. The defenders had a shower of fireballs goes down on them and
warning and therefore the obstacles are finally even Calulith, one of Thriandir’s
manned with human swordsmen and commanders falls victim to them. The
sharpshooters. Thriandir lets his goblin drow forces are shaken and with no leader
auxiliaries launch the first attack. They left they are helplessly stumbling around.
“succeed” in disarming the traps in front of Withdraw from battle and return to the
the obstacles. obstacles you came from.

23 Your part in the attack is to make it


behind the enemy swordsmen to take
out the sharpshooters. Don’t let yourself
be distracted by the swordsmen. Get close
to the sharpshooters, kill them in melee 27
combat or use area effect spells to get them
down quickly. The defenders are lead by a 28

Page 24 of 33
27 The attack on the fortress has failed Thriandir needs a special force to infiltrate
and to complete the terrible situation, the fortress, now. And you will be this
sawn is breaking on the horizon. Thriandir force. Restock your supplies, buy new
withdraws his remaining forces to the equipment if you like. Rest and prepare
monument – and you are ordered to protect yourself and leave to the day lit surface.
his retreat as a rear guard.
29 Follow the rivulet to the village, get
28 Fight your way down the hills and by and follow its further flow until
leave the overrun trail south into the you reach waterfalls. Enter the cavern and
forest. You will still have to fight your way climb the slope to enter a series of tunnels.
through the upcoming human forces but
finally you will make your way back to the
monument. 32

Finally there is time to rest. Thriandir tells


you more about his background and his
reasons to betray Piwiewien. He is with a
group of renegade drow, house Jaelre. 30
They were driven out from
Menzoberranzan decades ago and found 29
their way to the surface. It is there where
they took shelter to rebuild their strength
and to pursue their goals of conquest and
power. They believe in Vhaeraun, the
masked god and they share his dream of a
empire of drow on the surface of Faerun. 31

You can meet the armour smith Gario, the 31 This is the foundation area of the
rogue Lomilmar and the healer Delade at fortress well. Two ladders lead
the camp and purchase equipment and upwards to the well. They are old and worn
weapons from them. Thriandir himself will but you should be able to climb them.
sell spells and mage items to you when you
have completed his next mission. But stay at the pool and examine the
30
blocked door. Obviously somebody
They brought the captives from the village has tried to prevent entry to the area
to the monument and Thriandir is still beyond. This is the entrance to an ancient
trying to get his information about the elven tomb. Great treasure lies behind but
Mythallar and the fortress. Now it’s your great dangers, too.
turn to try the impossible. Go to the south-
western corner of the Great Hall and Those who dare to break the sealed doors
question the humans. Their leader Westin will find themselves in a small tomb with
will refuse to tell you anything. It’s up to an entrance area and three large caverns.
you to threaten him or to try with friendly The entrance is heavily trapped with all
words. He will not tell you anything. Talk kinds of deadly traps.
to Lilla. She knows nothing. Now talk
again to Westin. If you start threatening Leave Llomir at the stairs and be
32
him again, a little boy interferes and tells sure to be well prepared when you
you the secret entrance to the fortress. approach the door to the main chamber.
Return to Thriandir and tell him about your Use summoned creatures to trigger the
discovery. traps if you fail to disarm them. If need to

Page 25 of 33
trigger them by yourself prepare with all They are equipped with various enchanted
means of protection you have. bolts and will fire with good accuracy. Try
to separate the defenders. When they are
defeated climb the ladder to the fortress
yard.?

The guards on the walls are taken totally


by surprise. You may choose to fight and
33 kill them or you may hurry ahead, into the
main tower. Every sharpshooter will spawn
three swordsmen upon dying. So fighting
34 32 them means a real slaughter.

35
33 The main chamber holds much
information about the life of Gilendil,
the elven leader who is buried in this place.
Approaching the western chamber will
awaken the guardians of the tomb and they
will not hesitate to attack. Those creatures
may have been elven warriors in life but Upon entering the main tower you
now they are nothing but spectres and they 35
will find yourself amidst a war camp
will not hesitate to feast upon your life of the human forces. Your mission was to
force. Prepare means of restoration or enter the main tower and then to call
protect yourself from life drain. Thriandir with his pipe. So it is your choice
to fight the human forces alone or to use
34 Gilendil awaits you in the southern the pipe to call Thriandir and his forces.
chamber. He has some magical Thriandir’s next orders are to follow
talents and his sword “El Bailo”, a dancing Al’kranal to the next floor of the tower to
sword, which is able to fight on its own, secure the area.
still serves at his side. Magic users may
find simple magic missiles effective The first floor of the tower serves as
against Gilendil while fighters may rely on 36
barracks. East and west of the central
brute force. It is wise to first concentrate hall are rooms for soldiers and officers and
attacks on Gilendil. Summoned minions four store rooms hold arms and armour.
may prove a valuable shield against
Gilendil’s hard blows. Don’t forget to Human forces attack as you enter the hall.
collect the dancing sword after defeating it Help Al’kranal defend against this assault
and take Gilendil’s possessions from his and talk to him when it is over. He reacts
coffin. Now proceed to the fortress well. hostile, trying to prove his superiority over
you, when a messenger arrives to call him
The fortress well is merely a large pool down to his master.
with a walkway around. Human forces are
deployed to guard this area and they will
attack on sight. Beware the sharpshooters.

Page 26 of 33
should rely on summoned minions to avoid
melee combat. Dispel magic works well
37 against Vicho’s support spells. Your
opponents are buffed well so be sure to
cast high level spells with high DC ratings.
Mind affecting spells will most likely have
no effect. Characters relying on melee
combat should boost their AC as high as
36 possible and keep healing potions at hand.
Separating Vicho’s troops will be difficult
but may help a lot.

Don’t forget to collect your opponents gear


after defeating them. Some pieces are
really powerful.

Another wave of humans attacks right after 39 Another group of knights awaits you
his leave. Defend yourself again. Then in the chapel while the throne room
explore the area and don’t forget the four is deserted.
locked store rooms.
40 The exit to the top floor of the tower
37 Your orders are to stay and guard the is in the South and West corner of
area but since the area is cleared and this area. The final stage of this chapter has
any threats will only come from above, begun.
advance to the next floor.
You have entered the private chambers of
Baron Morningshade, the lord of this area.
He awaits the intruders in his bedroom.
Thriandir arrives with some drow forces
right in that moment, when you enter the
39
room. Al’kranal immediately tries to
38 discredit you for disobeying his orders. But
Thriandir tells him to be quiet and starts
questioning the baron. The following
conversation leads into an agreement
between the baron and the drow…

Congratulations – you have completed A


Hunt Through the Dark - Chapter 4. ¢
40
œ THE END 

38 This floor consists of the throne room


in the South and Western part and the A HUNT THROUGH THE DARK
chapel in the North and East. Vicho, CHAPTER 5 – ACERERAK
Bishop of the Vigilant One, awaits you
with some of his knights in the entrance
The baron leads Thriandir and his drow
chamber. He will try his best to bring you
into the depths of the forest. He claims to
down and his knights are armed well.
know the location of another “Elven
Prepare well for this fight. Weaker
Stone”, which once served to protect one
characters like spellcasters and bards

Page 27 of 33
of the outposts of ancient Myth Drannor.
After long hours of marching they finally 5
reach the river Duathamper. Thriandir is
getting impatient as the drow encounter an
ambush.

4 3

1a
1c
2

4 At the western side of the ruins leads


a trail deeper into the forest. You will
1b find a cavern behind a waterfall where
Delade, Lomilmar and Gario are hiding
behind an illusionary wall. They intend to
hide until the situation has settled and the
1 Elven archers have laid this ambush. elves are gone. Thriandir has always had
They fire at you from three sides. preparations to survive his own dead. The
Your comrades are caught totally by hiders believe, that he will come back to
surprise and even Thriandir himself finally rescue them. Nevertheless the three of
falls to the arrows of the attackers. them are your last source of supplies, arms
and equipment. Be sure to buy enough
2 Flee to the east and follow the river healing potions, spells and gear before you
until you meet Llomir. He ran from leave them behind.
the ambush, too, and got waylaid by some
elves. You may help him, but he will 5 On the northern edge of the ruins
defeat his opponents himself if necessary. leads another path into the hills. Fight
Llomir offers to join you. It is up to you to your way through the wolves at the pass
take him with you or to leave him alone. and follow the hilltop to the west.
But you will miss some conversations and
many details if you choose to go on alone. 7

3 Follow the river eastward. More


elves will attack until you finally
reach a trail leading north. You are about
to find the “monument” the baron spoke 6
of. It was merely an old elven watchtower.
It was never meant to hold any magical
artefacts. You were fooled and it is
obvious that the baron’s elven stone was
only a lie.

5b

Page 28 of 33
8 The westernmost entrance is nothing
6 You will find Baron Fredrick and his but a trap. Any adventurer entering
knights camping at the hillside and the chamber behind the door will fall into a
overhear their conversation with the elves. pit just to find himself facing Acererak’s
Unknowingly they told Thriandir the truth. minions in combat.
There is a Mythallar in this area – deep
down in an evil place in these hills. The 9 The eastern entrance leads to the
elven watchtower once was meant to Crystal of Wishes. This artefact is
control this place and prevent the evil from another object of Acererak’s perverted
spreading into the woods. sense humour. At the first glimpse the
crystal seems to be an artefact of boundless
7 Eager to seize the artefact for power granting the adventurer any wish.
yourself you decide to pay a visit to He may get piles of gold or powerful
that spoken place and leave the pass weapons. But it twists any wish to turn it
through the northern exit. into the contrary. You may get piles of
gold but this means loosing your
You are approaching the tomb of Acererak, equipment. You may get a powerful
an archmage from the ancient times of the weapon but you won’t be able to wield it.
Netherese Empire. You may wish to get to Acererak but the
crystal will only get you to a fake tomb.
The worst problem is that the crystal won’t
let you leave easily. Be careful with your
wish to get out. You may get out but the
crystal will choose your destination …

10 The middle entrance is the right way


8 9 to enter Acererak’s tomb.
10

18
20
17
23

19
7b
22
21
Acererak was specializing in the creation 14
of Mythallars. The Netherese used those
magically fused artefacts to protect their
outposts and installations and to power 12
11 15
their floating cities. The archmage
survived the fall of Netheril with the help 16
of his personal Mythallar and made further
use of its powers to prolong his life to the
current day. He built his lair far in the 11 You will enter through the corridor
depths of Cormanthor forest and developed of traps. There are two secret doors
a twisted sense of humour, using this in the eastern wall leading to the next area.
installation as a trap to catch adventurers Be careful with the traps when you make
for his own entertainment. your choice.

Acererak’s Tomb has three entrances.

Page 29 of 33
12
18 The Maze of Doors is protected by another group of Servants and Warmasters
powerful Netherese golems. You there.
must fight them to get by. You will meet
another common threat of Acererak’s 16 A corridor leads to a series of doors
realm – the undead servants of Acererak. where Golathamor, the first of
There are three doors in this area. Only one Acererak’s pets waits for you. The Demon
is open at first. Prepare for heavy fighting Golathamor is trapped inside his cavern.
before you go through. He begs you to release him by destroying
the floor sign in the doorway. You have no
choice. Your way to Acererak leads
through the chamber of Golathamor. The
Demon will attack you as soon as the floor
sign is destroyed. But he will attack you
anyways when you enter his chamber. Be
prepared when you approach.

Golathamor usually attacks with his special


sword. But he may also use fire spells. As
a creature of Balor he is resistant to several
13 forms of elemental damage as well as to
magic in general. You will need powerful
spells to get through. He is also immune to
mind-affecting spells.

Nevertheless the long imprisonment in


13 It leads into the Tomb Caverns to a Acererak’s realm has left Golathamor
storage area. Acererak has brought weakened. He will finally fall to your
some of your old companions back to life – spells and blows. Search his lifeless body
to fight as undead zombies against you. and take the Demon’s heart. You will need
Especially Piwiewien and Thriandir will do it at the end. Golathamor has a nice
their best to bring you down. You will do collection of magical items in his chests.
good to take them out first. Expect Examine the floor sign at the southern end
powerful magical attacks. The key to the of the Demon’s chamber. You will find a
next door of the maze lies in the locked trap door there.
storage area.
17 Acererak will test the powers of your
14 This second door leads to the mind in the following areas. You
Warmaster Burial Chamber. This will easily find Acererak’s Preparation
chamber is a big trap. You will have to Room.
fight four powerful Netherese Warmasters
to open the third door. Be prepared to 18 A corridor leads north to a locked
counter the Warmasters’ aura of fear. This door. This door is the entrance to
could be a potion of clarity as well as other Acererak’s Inner Sanctum, but it’s locked.
means of mind protection. The Warmasters Serveral steps will be needed to get the
are powerful clerics as well as powerful key.
fighters. Avoid their Blade Barriers and
keep on moving. 19 First go to the Torture Chamber and
get the Jar of Oil from the lecturn.
15 The third door leads through another
corridor in the Tomb Caverns to the 20 Now get back to the Preparation
Chapel of Evil. You will have to fight Room and follow the eastern

Page 30 of 33
Corridor to a room full of coffins.
Servants of Acererak and Warmasters will 26 Follow the adjoining footbridges
try to defend this room but they should be until you reach the Netherese
no match for you by now. Chapel. Your way back is blocked, now.
Enter the Chapel and watch Acererak’s
21 Now enter the portal in the South and creatures fight each others. It’s up to you to
East and take the skeleton key from wait for the victor or to kill them all. Pull
the pedestal. This key will unlock the door the lever at the southern wall and continue
at the Chain Rope. the corridor eastward and downstairs.

22 You enter another small area within


Acererak’s Tomb. The archmage has
placed some Mummies in an abandoned
sleeping quarters. The most interesting
object in this area is a weathered pillar
with a stuck lever. Use the Jar of Oil at the
lever and pull it down. Now you will find a
new door in the Preparation Chamber.
27
23 Another door leads to Acererak’s
Chamber of the High Rituals. This
Chamber will be defended by Juggernauts
and Servants. It holds nothing more of
interest. Return to the Preparation Room
and go through the new door. The key to
Acererak’s Inner Sanctum is in the desk.
Don’t forget the chests. They hold nice 27 You will find a dryad. Acererak
magical items. enslaved her for his own pleasures.
She begs you to release her by destroying
Take a rest and leave to the Inner Sanctum. the prison of her soul – a containment urn
somewhere in Acererak’s Inner Sanctum.
34 To open the locked gates at the footbridges
30 You need to find four peculiar gems, one
33 diamond, one ruby, one amethyst, and one
29 emerald. Most of them can be found in the
chest at the dryad’s place.
32 Leave the dryad and go back to the
31 28
footbridges, to the room with the two
coffins. Place the diamond and the ruby
into the coffin of the corpse and the
25 emerald and the amethyst into the coffin of
the baby. Now pull the lever. You will hear
a rumbling sound and the footbridge gate
26 and the northern door will be open for you.
24 28
29 The Inner Footbridges are heavily
24 You find yourself again in an trapped. Be careful with your steps.
entrance corridor. And again there is Check the guard rooms for useful
a secret door in the northern wall. information before you enter the
westernmost corridor.

Page 31 of 33
Bxylymulamoth is waiting here for you.
29 This corridor seems a dead end at The dragon is probably the most dangerous
first glimpse. You will find a large of Acererak’s pets. Be sure to have your
group of hounds at its northern end and the mind protected against his aura of fear and
dryad’s containment urn is locked away in your skin against his fire breath.
a small closet. Bxylymulamoth has powerful claws and
teeth, too, but you can easily escape him if
31 Watch out for traps, finish the you retreat into the corridors in the North
hounds and make sure everything is of his lair. The dragon is too large to
cleared before you approach the southern follow you there. You have several options
door. Now it’s time to use all protective to get him down. Summon minions and let
magic you have. Wear Bondar’s helmet or them attack him. Retreat to the savety of
use a potion of clarity. Speed is essential so the corridors and fire missiles. Break his
make sure you are hasted before entering. spell resistance and then get him down
The following fight looks like the standard with your magic – or simply protect
encounter you had so many times before. yourself and bash him into pieces.
A large group of Servants of Acererak
attacks upon entering the room. But behind Take the dragon’s skull when he is dead
them lurks the next of Acererak’s pets, a and don’t forget to search his treasure. He
Undead Tyrant. Even though the Tyrant has a powerful sword which may come in
will not sustain many blows he will use his handy with Acererak.
eyes to kill you, disintegrate you, charm
you or simply paralyse you. Don’t tarry 33 Now process to the offering chamber
around with the servants when the Tyrant and put the Dragon Skull, the
enters combat. Try to get away or into Beholder Eye and the Balor Heart into the
direct confrontation to get him down as offering pool. Acererak accepts the items
quick as possible. and opens his wardstone chamber for you.
Put his wardstone (it is found in the
When your opponents are defeated go and chamber with Bondar and his companion)
search the body of the Tyrant. Take one of into the pedestal to open the final door to
his eyes and search the Tyrant’s lair for the portal. The way to Acererak is open
treasure. You will find the key to the urn. now.
Break it to free the dryad.
34 The final stage of your “hunt” lies
At first glimpse this may be a dead end before you. Take time to reorganize
here. Many adventurer would get bored your equipment, prepare healing potions
and would leave Acererak’s lair after some and ready your protections. Acererak is a
searching. archmage of powers beyond your
imagination. He had centuries to learn
But again there is a secret door to about magic. Rest, prepare yourself
Acererak’s domain. Search the western perfectly and enter the portal.
wall of the corridor near the small closet.
You should find it there, waiting for you. Acererak’s lair is deep below his tomb.
The door leads into two small chambers Over the centuries only his skull is left but
and another corridor in the Tomb Caverns. it contains more powers than any mortal
Search the chambers for more secret door could wield. Acererak has brought the dead
and you will finally reach another large bodies of his pets back into his lair and
hall. prepares them to be reanimated. This is the
reason why he wanted the remains of them
32 This is the Chamber of the Dragon. back. Your performance was very
Acererak’s third pet, the Dracolich entertaining for him, so he has decided to

Page 32 of 33
keep you as one of his pets as well. The
Demilich will tell you much about himself
and the Mythallar he uses to prolong his
life, but at the end he will surely try to kill
you.

Acererak is incredibly hard to kill. Use the


sword you found in Bxylymulamoth’s lair
and keep a lot of healing potions at hand.
The lich tries to kill you with his magic so
be prepared to resist all kinds of Death
Magic. Ignore Acerak’s minions and make
use of the chamber and the corridor to
recover your wounds. You may finally
manage to bring the skull down, but you
will not be able to finally kill him. His life
force is sustained by the Mythallar and will
recover give time.

Approach the Mythallar and take it.


Normal adventurers would surely fall to
Acererak’s mental attacks. But you are
protected by Lolth’s enchantments. Take
the Mythallar without fear – he cannot
harm you. There is a surprise waiting for
you…

Congratulations. You have completed the


final part of A Hunt Through the Dark.

œ THE END 

Page 33 of 33

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