The Swordlords require our help. This time, the {baron/baroness} must travel east, and discover what happened to another vassal of the Aldori – Maegar Varn, a brave warrior who founded the colony of Varnhold.
Strange news from Restov: it seems that Maegar Varn, our closest neighbor, and someone who'd been quite kind to the {baron/baroness} in the past, has suddenly become reclusive, cutting off all communication with the outside world. Jamandi Aldori wants an explanation for this silence, but she can't be bothered to travel to Varnhold herself. Instead, she makes it our {baron/baroness}'s job to figure everything out!
Varnhold is a ghost town – there's not a single soul in sight! We should look around and find out where everyone's gone.
The leader of the spriggans occupying Varnhold claimed that it was empty when they got there. The scoundrel must be lying... right? If not, then who or what drove the spriggans from their home?
Addendum_2_1 (8c0f88fec9285fe4c8ba565e66d9a393)
"Vordakai" – this cryptic word must be connected to everything going on around here. But what – or who – is this Vordakai?
Addendum_2_2 (0bac2efe964ffd94da1a2e574572f759)
It seems all of Varnhold's troubles began after Willas Gunderson explored that terrifying tomb in the dead of night, and brought a mysterious bracelet back to town. We have to figure out where that trinket came from, and where it went – along with the town's inhabitants!
Addendum_2_3 (a68d70768abe2954bbee32c6aeecad7d)
The spriggan leader mentioned that his tribe was forced from their own lair. We should figure out what's stalking these woods – and what's capable of scaring even monsters away.
That mysterious raven that's been following the {baron/baroness} since Varnhold has delivered a message from Vordakai: the annihilator of that unfortunate town wishes to meet with us personally. We're to head for his "sanctuarrry", and find out what Vordakai did with the population of the entire town.
That strange raven that's been following the {baron/baroness} these past few days came with an invitation from Vordakai, the unmaker of Varnhold. There's no time to lose! – There may yet be hope of saving the townsfolk, if we can deal with that villain!
The doors of Vordakai's grim, ancient abode lie open to us. Will we be able to find our way back out of this ghastly grave? Well, there's no time to worry about that now – we have to discover what happened to Varnhold, and whether its inhabitants can still be saved!
Our arcane specialists are puzzled. According to their predictions, a powerful arcane spell will soon blanket the capital and the surrounding lands. Our capital will meet the same fate as poor Varnhold. What are we to do?!
“
The past should stay in the past. The {baron/baroness} put an end to the cyclops empire, just as it was struggling to rise from the ashes, securing {his/her} rule over the land. – Both {his/her} own land, and the lands of Maegar Varn. But the {baron/baroness} already has enough trouble on {his/her} hands without additional territories and the duties they bring: traitors have infiltrated the ranks of {his/her} most trusted companions!
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Walkthrough[ | ]
Although this quest shares the name with the chapter, but the main objectives are all handled in The Lost Relic quest.
Until the quest is completed you will be receiving undead attack events, days shown in An Ancient Curse quest deadline timers for convenience:
If you have Amiri in the party his group will be friendly from the start. Otherwise you will have to persuade them:
Tell them that you are baron/baroness of the local lands: Diplomacy DC 19 check (+45xp) if you are an Elf, Half-Elf, Halfling or Gnome. No check for other races. Valerie will back you up if you fail the check.
Hidden Perception DC 21 check or having Tristian in party to notice the sick woman and help healing her. (Neutral Good) and (Lawful Neutral) choices, 469 as a reward.
Once they are friendly you can ask them several questions and reveal Kellid Barbarian Camp location. Also you can heal the woman without any checks if you haven't done so already.
For four races mentioned above you can kill them with (Lawful Evil) choice, but only when they are unfriendly. If you had Amiri do the negotiations then you get (Chaotic Evil) options.
For the rest of the races it's (Chaotic Evil) in both cases.
Tell them that you are baron/baroness: Diplomacy DC 20 check (+45xp) for Elf, Half-Elf, Halfling or Gnome races and no-check for others. Valerie will back you up on failed check.
Tell them that you are just a traveller: Diplomacy DC 20 check (+45xp)
Intimidate DC 25 check (+180xp), failure leads to combat.
As long as you persuaded them to let you come in you can talk to Bolga
Most of the information is flavor, but you can reveal Kellid Barbarian Camp location. Also you can rest one for free or [Attack] them.
But the most notable is "The spriggans who lived in this cave are under my protection. Please leave so they can return to their home." line, if you have used [Requires Lawful] choice with Agai back in Varnhold Stockade.
Do not select this option until you have finished all the dialog options that you want, because they will immediately leave the cave if you succeed at the check.
Once you try to get into the camp Book Event (Kellid Barbarian Camp) will happen, you can make there several choices that will earn you respect among barbarians or anger them, including Diplomacy DC 21 check (+56xp) and Athletics DC 20 check (+45xp) on the last page.
But nothing really stops you from ignoring those two quests and going straight for Vordakai's Tomb and defeating Vordakai.
Unused codes[ | ]
Addendum_2_4 (a86e56e7de08d974fb1a1e3a115dcfac)
Addendum_3_2 (2656faf7b82ff0c498414ecd9a8dc8a0)
How did barbarians end up here? They sure are far from their homeland! Maybe these warlike strangers are behind the disappearance of the region's peaceful residents...