Classic Adventures Walkthrough
Stuck in Saltmarsh, or unsure what to do in Myth Drannor? Here's some help!
Oakhurst
Your parents had retired from adventuring many years ago. They setup a small business and farm near a village called Oakhurst. You have grown up in this town and have learn some class skills from the adventuring knowledge of your parents.
As someone with more skills in weapons than most, you have become the leader of the militia. It is because of this leadership that Mayor Jermien has requested you to lead a party into the mysterious ravine in hopes of negotiating the purchase of some magical apples that hold the power to heal any ailment.
The goblins are normally a pest to your village, raiding farms for food and stealing from merchants that try to travel in and out of town. At summer solstice, the goblins ususally come into town with one magic apple which they sell to your town for 50gp. The solstice is still several weeks away but several farmers have picked up serious ailments that normal potions can't cure. They will not survive until the solstice.
Talk to Jermien down at the village fountain. He will go over all the details one last time for you. There is also an additional quest to find information about an adventuring team that went into the ravine last month and hasn't returned. The mother of two of the adventures is willing to pay for any information you can find about their whereabouts.
After completing the fortress, return to Jermien for a serious surprise. After discussions with him, head to the SE corner of the map.
Saltmarsh
You are now in the town of Saltmarsh (okay so it looks like Trademeet). Talk to the Militia Captain and she will get your next quest started.
If you have never played the U1-2-3 mods, here is a quick run through.
Talk to the mayor (the captain told you to do this). He will give you the quest to clear out the mansion of it's ghosts. Head out the SouthWest gate.
On the mansion's map, go inside for a strange discovery. Make sure you check all the shelves! Once you have looked around, head upstairs.
Here, there are several locked doors. Enter each one to find more clues. You should find a couple of stupid kids that need rescuing. You will also find a man tied up, Ned. Release him and he can join your group. Once ready, head down the other set of stairs.
In the basement you will find your first couple of major clues. Kill them as you find them. When ready, look for the secret down. After clearing out the skeletons, you will find the original home owner. Check the desk and table for items.
Go through the other secret door and you will see what is really happening out at the haunted mansion. Clear out the place. The boss has to die for you to prove you came here. Watch out for Ned!
Take all of your clues back to Saltmarsh. The captain will meet you at the gate. From there, you all head back to the mayor to confirm your suspicions.
The captain will ask for a council meeting. Come back to the mayor's house after 12 hours or so to begin. She has more information to give to all of the nobles. From here, you will head out to the Sea Ghost.
On the Sea Ghost, clear the ship of enemies and look for more clues. At the bottom level of the ship, you will find another NPC and some major clues. Once done, head back to the fisherman on his boat so he can bring you back to the mayor's house.
Talk to the captain. She is going to want another meeting of the nobles to explain the serious problem you have discovered. Thus ends the U1 module and the end of this project, for now. At this point, your Worldmap now works. The swamp is available to access to start the U2 mod.
In U2, you are sent to the swamp to find the secret location that either the smugglers or the lizardmen are using. You will find this to be the new home of the lizardmen. Go into their lair and talk to the chief. He will give you a quest to help compensate his loses from you (you have been killing his people after all).
The quest consists of clearing out some wyverns nearby. Keep exploring and you will find more secrets.
Return to the chief and he will want you to join them in a battle against a far greater threat to the area, sahuagins! The chief and his minister will explain what is really happening. You need permission from the Saltmarsh council to help. This will also allow Saltmarsh to send troops to the cause.
For evil players, here is a chance to wipe out the lair of all the lizardmen. They are a possible threat to Saltmarsh, right? Also, the shaman leader can have a task for you as well. The rewards from the fight are well worth it!
Return to the Saltmarsh captain and tell her what you discovered in the swamp. She will get the council to agree to send soldiers to the area near the sahuagin fortress (which used to be the lizardmen's fortress). You will also be asked to join in the fight. If you killed the lizardmen, you will still be able to go on to the sahuagin fortress.
On the new area of your map, fight all the sahuagin that you encounter. Assuming you didn't attack the lizardmen, their chief will ask you to go find the minister and talk to him. Find him down at the bottom left of the map and he will direct you to the secret entrance to the fortress that the lizardmen used to escape from the sahuagin. If you are playing evil, you can talk to an aquatic elf in the same place the minister would be.
Your goal inside is to stop a prism that controls the elevation of the fortress. Dropping the fortress down into the water will fill the place with water (which the sahuagin need to breath with); keeping the place raised allows air to flow in (which the lizardmen need to breath with). All you have to do is make sure the prism doesn't work properly.
For added fun, go try to kill the sahuagin chief. This is not required but the rewards will be worth the fight. Killing the lizardman engineer is all that is really required.
When you have finished in the fortress, go tell the minister and the chief what you did. You can now return to Saltmarsh as heroes. The U modules are now finished.
After talking to the Saltmarsh Captain, you will be approached by a little girl. Be nice to her and you can start a small quest I have created for Saltmarsh. This will also begin your series of clashes with a strong evil religion in this part of Faerun. Something we never experienced on the Sword Coast.
Once you have reported your findings to the temple and to the captain, you should head to Mistmoor. This town has a strange history to it. Talk to any of the townspeople then go find the local inn.
Mistmoor
The current (and last) Lord of Mistmoor is in a dire situation and needs your help. Offer to help him clear out his family's manor of it's ghosts. Unlike the task in Saltmarsh, there really are ghosts here. Solve the mystery of the ghosts and clear out the manor of the evil residing in it.
Check your journal diary if you are stuck.
Selgaunt
Head to Selgaunt's Bridge district. Here you will meet several famous people in Faerun. You will also have the chance to finally travel to Westgate and start the Slaver series! Yeah!!!
In Selgaunt, if Rihn is in the party, you will meet Pel'ja. If you agree to her quest, she will teleport you to the Vault of Ages.
Myth Drannor
From here, you get to start a new party. Althon, Rihn, and Vildamyr will automatically join the party. You have two more NPCs you can add, including some new ones. Once you are organized. ask Ilewtharyn to send you to Myth Drannor.
In Myth Drannor, find out what happened to Lashan by going to the School of Wizardry. Talk to the head of the School of Wizardry. You can also do some optional sub-quests in Myth Drannor. Once you are ready to leave, head back and talk to Pel'ja, she will teleport you back to the Vault of Ages. Report back to Ilewtharyn and he will send you back to Selgaunt.
Westgate
Coming soon.
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