HILLTOP FOOTHILLS

2. Near death Brownbear
3. Ferran Valiantheart
4. Elven Crypt
5. Deekin
6. Hurst Farmhold
7. Rumgut Cave
8. The Shadow Hart
Quick Access


1. To Hilltop

This is where you enter the map the first time. Apart from a few quiet dears and a few bears or wolves (don't forget to pick up the bears hides after you killed them), there is nothing really dangerous here. (Your PC should be level 2 after Hilltop quests). The only problem you might have is to find your way through. Notice the slopes which let you change level, else it looks quite like a labyrinth.


2. Near-death Brownbear

This wounded bear is friendly, but you'll need Animal Empathy to 'talk' to it. He was pierced by an arrow and you can remove the arrow and cure him, which will make all the bears encounters on this map neutral. Beware, if you have 'talked' to him and decide to give him a coup de grâce, you'll get a 3 points evil shift.


3. Ferran Valianheart

Near the road this elf is standing by a small fire which he proposes to share with you. Accept, he has good informations and a quest for you. You can notice kobolds and orcs corpses all around the place, and he'll inform you that the group of kobolds running from Hilltop were attacked here by a group of gnolls. The gnolls defeated most of the kobolds, though some run away, partly to the Elven Crypt and a few to the mountains. The gnolls took prisonners and headed maybe to the High Forest.

Ferran is a ranger and an arcane archer of the High Forest woodelves. He is hunting the elusive Shadow Hart to get its horns to make a cure for his wife. The Shadow Hart is a rare and wonderful beast which teleports some distance away each time it feel threaten. There is probably something for you here!

When you bring him back the horns, you'll get 300XP and 7 points toward good if you don't ask for any reward. Else you get only the 300XP and Valiantheart Longbow. Evil characters can of course try any other behaving with him.


4. Elven Crypt

If you have talked about it with Ferran, you'll know that this place was a burial place for elven warriors of Aschalon, but as the tale is shameful, all you can guess is that it probably is full of traps - and treasures. Also that some kobolds have taken refuge in there, though most have probably fallen to the old elfs' traps.

You must now check the place!


5. Deekin

As soon as he sees you, Deekin runs to you. He is a funny friendly kobold. He used to be a kind of bard to his master, a great white dragon named Tymofarrar! But he is afraid to get back to his master as he broke one of the artifacts his was carrying, stolen from Drogan's house. By the way you learn that the theft of the artifacts was Tymofarrar's idea! Alas, the tower statue Deekin was carrying is broken though he kept what was inside: a "shining thing". But he will not give it to you unless you fulfill his quest, which is to convince the dragon to emancipate him - or maybe kill the dragon, Deekin doesn't really seem to care. He'll wait for you cowering in some place in Blumberg until you fulfill his quest.


6. Hurst Farmhold

When you get near the farm, you spot a few kobolds (maybe two of them). Nathan Hurst will come to your help if he is given time to. He is a druergar, but he can be friendly if you tell him you are Drogan's apprentice. He then will nearly remember you and tell you about a quest of his own: his daughter Becka has been kidnapped by a giant who, before this, had always been a good neighbour, though a little strange maybe. He would be grateful if you could help him rescue her as his wife is about to give birth and he doesn't want to leave the farm.
When you have fulfilled this quest, Nathan will give you an amulet and you'll get 150XP.

Inside the house, Toli Hurst is complaining about her pregnancy if you have not yet rescued Becka, or she thanks you if you have. In this case Becka will be here too. But the most "interesting" character is the Farm Hand. If you play "we've met before and you insulted me", you can even have him fired when Toli hears about it. You"ll meet him again with his friends later south of the farm.


7. Rumgut Cave

Here is the giant nicknammed Humgut from whom you are supposed to take back Hurst's daughter. He is singing when you enter, so happy to have a wife to cook for him. You can see that Becka is locked in a corner of the cave.

You now have four ways to fulfill your quest:
- if your PC is good in persuasion, you can praise Humgut's singing and he'll propose a drinking contest to you. (Ask him where he got his name from.) You can pretend you drink while he does, and he'll collapse after the third bottle.
- talk for a while with him - avoid insults - and you'll learn that he is sure Becka will grow up to match his size one day, he'll mate her then. You can try persuasion also in telling him at some point that you are fully grown. He'll let her go then.
- if your PC is good in moving silently, talk for a while with him - avoid insults as well, and you can ask him to talk to Becka. Do so then, and she'll figure out a plan: she'll cook a very good dinner for him and he'll probably get asleep after he has eaten. Go outside and come back. The giant should sleep and you can move around - be careful to be very silent. Pick up the key behind him and set Becka free.
- else you can disapoint him - though never call him an idiot - and let yourself get locked with Becka. As soon as you get inside the cage, a rat will appear from a pile of rocks. Kill it or not and try the pile of rocks, they'll lead you outside the cave through a secret passage way. (Don't forget Becka!)
- if you kill the giant (just call him idiot!), Becka will be very disappointed and your alignement will shift to chaotic.

Whichever way you choose, try to have a look at the cooking pots (even by coming back after you took Becka outside), they hold fenberries.

When Becka is outside the cave, let her get back home alone, but don't forget to see Hurst later to get your reward.


8. The Shadow Hart

This quest is really a matter of luck, specially if your PC is not a ranger, a druid or a barbarian. You only have a tiny chance for the stag to appear at any of these five locations. But if your PC belongs to one of these classes or has a good search skill, you'll be able to discover the stag tracks and get a better chance for it to appear. You'll know that the stag has appeared in one of the locations when you'll get "you hear a strange animal somewhere near".

When eventually you meet the Shadow Hart, better make a quick save before trying to kill it. If you only succeed in wounding it, your PC will have to run all through the map to finish his kill (which he will do automatically). In the end you can take the stag's horn and heart. Bring the first back to Ferran - or go to Fiona with it, and keep the latter for use in Drogan's grinder.

You can also choose to warn the stag that he is being hunted. This will give you 200XP and 2 Good points before the Shadow Hart disappears for good.

 

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