Classic Adventures


Chapter 1 -

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 learned 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.

Chapter 2-

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. Talk to the mayor of the town (come on, it's Trademeet, you know where he is).

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. They are on the far left side (some people miss this!).

In the basement you will find your first couple of major clues. Kill them as you find them. When ready, look for the secret doors. 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. At this point, you can leave the U series of mods and start the UK series.

To start the UK series, decline to keep helping the captain. She will suggest that you go see Lord Baltis. He has a vistor from Waterdeep that needs help.

Lord Balthis will introduce you to Althon. Althon needs his assistant (Icar) to be escorted to the town of Piney Bluff.

To complete the U series, 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 finished, head back to the fisherman on his boat so he can bring you back to the docks.

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. 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.

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.

When the Mistmoor module is done, 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.

On the Selgaunt Bridge, if Rihn or Vildamyr is in the party, you will meet Pel'ja. If you agree to her quest, she will teleport you to the Vault of Ages. 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. He will explain to you that your quest is to obtain information about a man named Lashan who tried to conquer the Dales but failed. So he ran to Myth Drannor with the hopes of finding magic which would help him win the war. He was never seen again.

This part of Myth Drannor is the School of Wizardry. Rihn and vildamyr both have several dialogs to give you some history about what happened during the fall of the city. Outside the school, there are several encounters. None require a fight if you are smart enough to talk out of battle.

Inside the school, you will find some bodies of Lashan's men. Lashan himself is no where to be found but someone else here can clue you in to what happened. Again, you don't have to fight. Once you have the information you need, you can leave Myth Drannor. Just head back to Pel'ja and she will teleport you back to the Vault.

Ilewtharyn will be somewhat surprised about your information. He will then heal Rihn and send you all back to the Selgaunt Bridge district. If you haven't already done so, go into the Outlook Inn and talk to Jak and Stein. If you agree to their proposal, you can then talk to Captain Morgan downstairs who will sail you to Westgate.

Chapter 3-

Once you arrive in Westgate, organize your party and check the nearby containers for items that will help you. You need to find a way off the docks before you get recaptured. Head North to leave the area by way of a doorway. You have 2 options for leaving; both will take you out of the city and to an area near the abandoned temple. Make your way to the top of the map.

The next area on your map is the abandoned temple that Stein told you about. Search around and you will find it isn't so abandoned.

Clear out the Slavers. Don't forget to go into the temple area of the dungeon, check your map. Once you have cleared the place out, tell the slaves they can leave (extra XP for this). You should now have a new area on your Worldmap for the next slaver area and mod (A2).

The slavers transfer their captives from the temple to a fortress up in the mountains. Here you will find an ancient fortress that they are using as well as a small settlement nearby of escaped slaves. The A2 mod is basically simple, clear out the slavers. In the process, you will have several new NPCs that can join your party. Icar, Buranta, and Markessa are the new joinable characters. You will also find Chaarna here as a prisoner. She has become the leader's apprentice and so will have learned many new spells from when you last met her. Chaarna can rejoin your party if you wish.

Throughout the A1 and A2 mods, you have come across the name Suderham. You now know that it is the location of the slaver's strongholds as well as hopefully your townspeople. Collect the Slave Trader's Pass in A2 to use as access into Suderham once you get there. There are people here who will help you, you just need to find them.

Suderham is located on a volcanic island. During the A3 mod, you must find a way into the slaver's stronghold and confront them. The battle with the slavers will not be easy.

You awake in a cell. One of the slavers seems to be enjoying the fact that you were betrayed. After he leaves, the world starts to fall apart. The ground keeps shaking and you need to escape! Travel through the dungeons of the Slave Lords looking for a way to escape.

Once you exit the dungeons, you will find that Suderham is crumbling under the assault of lava flowing into the town. You need to escape but the only ship left is heavily guarded by the last of the town guards and the Slave Lords themselves. This is your last battle with these cruel people. Clearing out the last of the Lords will allow you to take the ship back to Selgaunt. This concludes Chapter 3.

Chapter 4-

Once you arrive in Selgaunt, you will need to help your townfolk find a new home. Go ahead and wander around Selgaunt and the towns of Cormyr. You will notice that this is mostly open with few people. You have now completed the mod so far.