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A Guide To Rydhordel Woods

 

 

 

 

 

 

 

 

 

A Guide to Rydhordel Woods.

 

By Kristoff

 

 

 

         

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Rydhordel Woods is a fun zone for low-level characters (levels 16-21 solo are recommended). It contains plenty of exp and equipment along with interesting puzzles and a great storyline.

It was released to the world of Medievia in September, 2001. Since that time, many adventurers have attempted to take on the challenge of defeating the monsters that lurk inside of it and solving its numerous puzzles. Some have succeeded, but others have given up in frustration.

            If you are stuck in Rydhordel Woods and do not know where to go next, this guide is exactly what you need. It contains a step-by-step walkthrough that will get you through every obstacle you encounter as you search for the mysterious monolith and its demonic inhabitant.

            At the end of this guide, there is an appendix with a complete list of all equipment and treasure that can be found within the zone. This list is organized by class and alignment and should be useful for anyone who wishes to quickly find what equipment will be the most useful to him/her. Keep in mind though that every piece of equipment tweaks differently, so the stats listed in this guide should only be taken as a rough guide.

 

 

Outside Rydhordel Woods.

 

 

            The story of Rydhordel Woods is given in Announcement 404. It speaks of an area that was previously a popular destination for hunting and walking. Unfortunately, an asteroid shower put an end to the area’s popularity. Recently, observers have spoken of an eerie glow emanating from the woods and a large, metal object jutting out of the ground nearby. Several adventurers have gone to explore the area and come up missing.

            When landing on a dragon, a player can survey and see a “Densely packed area of ancient trees.” A circular road can be seen on the map, with three zone entrance rooms lined up in a north-south direction. When entering the southernmost of these three rooms, the player finds himself on a path that leads north. There is not much to do here except to follow the path north, at which point one finds oneself in front of a gigantic golden tree. Trying to look at the tree or move to a different room will instantly result in one being teleported suddenly into a hedge maze. It is here that the real adventure begins.

 

Hedge Maze.

            The Hedge Maze is easy to get out of, so don’t panic. Read the room descriptions, especially in the northeastern section of the maze. There you will find a book tied to a branch. Most of the book is illegible but there are two pages that can be read. The author of the book explains that he is trying to escape the guards. These guards have enslaved the people and are forcing them to dig for something. Rumors have it that they are looking for a demon who is buried deep within “the monolith”. The author also says that there is a way to escape the forest by going through a water-filled cavern beneath “the Master’s lair.” Looking around in the Hedge Maze, you will likely come across “Jamynie”, who is a little girl hiding in the shadows. You may also run across the ghost of a boy who was killed by some unknown beast. There are also lots of scruffy dogs running around in this area and slimy snakes who hide in the shadows. Here is a complete list of the mobs to be found:

 

1. Jamynie: Worth 367k exp; Loads: A Bright Pink Ribbon --- Trash

2. The Ghost of a Slain Child: Worth 199k exp; Loads: A Child’s Wooden Toy --- Lev. 8, Held, +2int; Sturdy Green Knee Pants --- Legs, Lev. 9, -5 armor, +1 con

3. A Swarm of Hornets: Worth 134k exp; Loads: A Dart-Like Hornet Stinger --- Lev. 11, Thrown, 5d3 damage

4. A Scruffy Brown Dog: Worth 113k exp; Loads: A Well Chewed Bone --- Weapon, Lev. 11, Mage & Cleric Only, 5d3 damage

5. A Slimy Snake: Worth 142k exp; Loads: A Wristband Made of  Snakeskin --- Lev. 12, Wrist, -7 armor, +18 hp

 

            There are two ways to get out of the Hedge Maze: A secret exit in the northwest, and a normal exit in the southwest. Both exits lead to the Rydhordel Park.

 

The Park.

            If you come out of the northwest exit, you will run into a large amber fountain. If you come out of the southwest exit, you will find a sign that says “Rydhordel Park Maze”. Whichever place you end up at, you will now see that you are in a large park that has not been in use for some time. Tall grass is growing everywhere and the whole place is in disrepair. Many of the same mobs that were in the hedge maze are also in the park as well as new ones which have not been seen before.

Mobs in the park:

 

  1. A Frantic/Desperate Mother: Worth 371k exp; Loads: An Elegant Gown of Crushed Velvet --- Lev. 13, Body, Cleric & mage only, Anti-Evil, +10 mana; An Oval Locket Made of Silver --- Neck, Cleric & mage only, +16 mana, -1ss

 

  1. Wehndil, The Gardener: Worth 455k exp; Loads: A Small Garden Spade --- Lev. 14, Weapon, 4d3 damage, Cleric and mage only, -12 armor, +11 mana; Dirt Stained Pruning Gloves --- Cleric only, Lev. 14, Hands, +13 mana, +3 wis

 

 

In order to exit the park, simply go to the southeastern part of the area and find the sign that says “Entrance to Rydhordel Park”. Walk down the path south of here to enter the forest.

 

The Forest.

This rectangular shaped forest area stretches from east to west and is filled with evil beasts as well as good people who are trying to hunt them. To the north and slightly west is a shadowy grove. A large, aged tree can be found in this grove as well as several unicorns. When you first enter the forest, you will find blackberries lying on the ground. Pick them up and eat them. They’re very tasty! To the east is a path that leads to the Game Warden’s Shack. To the southwest is a vegetable patch and a cottage. To the far south, near the middle of the area, is a large tree trunk.

 

Mobs found in the forest:

1.              A Vine-Roped Bear: Worth 281k exp; Loads: A Carved Section of Bear Meat --- Casts strength when eaten; Claw Embedded Paws of a Bear --- Hands, Lev. 13, Anti-thief, +3 str, -1 ss

2.              A Shadow Striped Tiger: Worth 186k exp; Loads: A Striped Belt of Tiger Fur --- Lev. 13, Anti-good, +1 stamina, +33 move

3.              A Huntress: Worth 356k exp; Loads: A Backpack Made of Deerhide --- Lev. 14, Holds 55 stones, About, +2 con; A Black Steel Throwing Knife; Oaken Shaft Spear With a Steel Tip --- Lev. 15, Weapon, Long, 4d7 damage, +3hr, +2dr

4.              An Alabaster Unicorn: Worth 192k exp; Loads: Braided Mane of an Alabaster Unicorn --- Lev. 12, Head, +1con, +10hp

5.              A Wolf With Mottled Fur: Worth 283k exp; Loads: The -Stained Fang of a Large Wolf --- Anti-good, Anti-thief, Held, Lev. 13, +0dr, +2hr; A Wolf’s Pelt of Mottled Fur --- Lev. 13, Anti-thief, About, +13hp, -9 mana

 

The Game Warden’s Shack.

            A path to the east of the forest leads to the Game Warden’s Shack. On the way there, you are likely to run across Hamryck. Hamryck has his foot caught in an animal trap and is in a lot of pain. “Help me!” he says to you. Unfortunately, there is really not much you can do for him except to put him out of his misery. If you decide to steal his mace and armguards though, make sure you cast remove curse on these items before wearing them or you will not be able to take them off! Continue on the path east and you will go through the porch and into the shack. Climb the stairs and then go north to find the Game Warden. You can also go down to the basement if you want but there is nothing in there. When you get to the Game Warden, he is an emotional mess. He just can’t deal with all of these beasts running around. Be merciful and kill him quickly. You will get some nice thief equipment as a reward for your benevolence.

 

Mobs in Game Warden’s Shack:

1.      Hamryck (on the path leading to the shack): Worth 281k exp; Loads: A Rusty Mace With a Leather Wrapped Handle --- Cursed, Lev. 11, Cleric & mage only, Weapon, 4d4 damage, +14 mana, -2 armor; Armguards Made of Interwoven Leather Strips --- Cleric & mage only, Arms, Lev. 12, +12 mana, +11 hp

2.      The Game Warden: Worth ???k exp; Loads: An Aged Ivory Tooth --- Good thief only, Held, +1dr, -8 armor; A Finger Sheath Made from The Carved Out Claw of a Large Animal --- Thief only, Finger, Lev.17, +2hr, +1dr; Warden’s Heavy Gloves --- Lev. 16, Evil thief only, Hands, +10hp, +1hr; A Steel Throwing Hammer --- Lev. 15, Thrown weapon, Anti-mage, 3d4 damage

 

The Vegetable Patch and Cottage.

      To the southwest of the forest is a cottage with a vegetable patch in its yard. A scarecrow is here as well as many crows. Inside the cottage there is a handcrafted figurine hanging on the wall. Walk south from the figurine and you will meet Mathaelda, the Witch. She explains to you telepathically that some guy named “Feyrlish” has gone “down in that lair” and instructs you to look for the trunk in the forest. She will also buy potions from you or sell you potions if you need any.

 

A list of Mathaelda’s potions:

1.      A Deep Blue Potion --- Casts remove poison; costs 140 coins

2.      A Misty Potion --- Casts detect evil, detect invisibility, & detect magic; costs 140 coins

3.      A Menthol Potion --- Casts teleport; costs 190 coins

4.      A Swirling Potion of Blue and White --- Casts word of recall; costs 40 coins

5.      A Green Potion --- Casts cure critical; costs 50 coins

 

      To the west of the figurine is Mathaelda’s cat. How cute. Kill it and take its collar. This item is very useful to single class warriors and thieves as it allows them to cast word of recall without the use of potions. To the west of Mathaelda’s cat is a conservatory with a strange plant in it.

 

Mobs in the vegetable patch and cottage:

1.      A Scarecrow: Worth 295k exp; Loads: A Weather Beaten Fedora --- Lev. 16, Head, +11hp, -14 armor; A Sun Faded Threadbare Shirt --- Lev. 13, Body, +1hr, +10 hp

2.      A Black Crow: Worth 142k exp; Loads: Nothing

3.      Tabytha, Mathaelda’s Pet: Worth 137k exp; Loads: Tabytha’s Lavendar Collar --- Neck, Lev. 12, Regenerates word of recall spell, Holds a maximum of five charges

4.      An Animated Plant: Worth 381k exp; Loads: A Sweet Smelling Bulbous Root --- Casts remove poison if eaten

 

 

The Large Trunk

      Go back to the forest and look for a room titled “A Large Trunk Deep in The Middle of The Forest.” Look around and you will see that there is a large hole in the trunk. Type “enter trunk” to descend into the dank and fetid tunnels.

 

The Dank and Fetid Tunnels.

      Now you will see that you are in an underground lair of some sorts. This must be the place that book was talking about that you found in the hedge maze! It sure was nice of Mathaelda to tell you how to get here, too bad you had to kill her cat. ;)

      If you want to leave the tunnels and go back to the forest, you can simply walk north from the place where you first enter the area. Otherwise, you can go west and find a small hole in the tunnel which contains nothing, southwest where there is an intersection and two doors, or east where there is yet another door and two guards guarding it.

      There are also lots of guards running around in other places as well as large rats that infest the area. If you look at the guards you will see that they are obviously not human as they are covered with green scales.

 

Mobs in the Dank and Fetid Tunnels:

1.      An Enormous Rat: Worth 177k exp; Loads: A Juicy Slab of Rat Meat --- Food; A Stiff, Coiled Rat Tail --- Lev. 14, Held, -11 armor, +16 mana

2.      A Burly Guard: Worth 348k exp; Loads: A Long, Se       Battle-Blade --- Weapon, Evil-only, Lev. 15, Two-handed, 6d3 damage, +4hr, +3dr;Vambraces Fashioned From Large, Metallic Scales --- Arms, Lev. 15, -1dex, +25hp

 

      Head southwest to the intersection and the two doors. The door to the south is locked and you will have to find the key. The door to the west is open though, so take it instead. Beyond that door, you will find the barracks.

 

The Barracks.

 

                  Walk a little down the hallway to the west and you will see a room off to the north. This is the Ready Room, and in it are Dedrondra and Fyrdcher. They are both scaly green men just like the others, and they are playing a game of cards. If you listen to them, you will learn that they are impatient with the progress of the tunnels and are wondering how long it is going to take. Go ahead and kill them to get some cleric and mage eq. Now go south, back into the hallway. Follow the hallway as it turns south. At the end of the hallway is a door. Open it and go inside. This is the office of Quisenil, Master of the Guards. Quisenil is very upset with the lack of progress on the tunnels as he says that “It could be anywhere! These tunnels will go on forever!” Kill him to get that key that you needed as well as some thief eq.

 

Mobs in barracks.

1.      Derondra: Worth 651k exp; Loads: Fur-Trimmed, Black Leather Boots --- Feet, Lev. 16, Mage and cleric only, +9 mana, +2hp; A Fibrous, Multi-Colored Scarf --- Neck, Mage only, +1int, +2str

2.      Fyrdcher: Worth 465k exp; Loads: A Rune-Carved Ring of Polished Bone --- Finger, Lev. 17, Mage and cleric only, +24 mana, +1 wis

3.      Quisenil: Worth 460k exp; Loads: A Serpentine Amber Globe --- Light, Lev. 17, Evil only, +21hp, -1hr; A Worked Piece of Stone Shaped as a Key --- unlocks door to corridor of stone; A Large Shield Embossed With Twin-Headed Serpents --- Shield, Lev. 19, Evil thief only, +16hp, -1ss; A Necklace With an Amber Teardrop --- Neck, Evil thief only, +13hp, +1hr

 

         Now go back to the dank and fetid tunnel, back to the intersection with the two doors. Unlock the door to the south, open it, and enter the corridor of stone.

 

Corridor of Stone.

 

            Follow the corridor south until it becomes a “circular corridor of stone.” There are all kinds of monuments and suits of armor lining the walls in this place. Some of the suits of armor seem to be magically animated as they are walking around with no one in them. In the southeastern part of the circular corridor, there is a plaque that reads “The Giant Crystal of Duulanthiel”. The crystal is missing. There is a slab that serves as a door to the east in the western side of the circular corridor. Unfortunately, its locked. In order to find the key, you must find the old man who is wandering around the area. He is known as “The Senile Conjurer” and is to blame for much of what is going on in Rydhordel Woods. If you listen to him, he will talk about how guilty he feels for what he did. “I did not mean to help him” he says. “He held my family, he offered me treasures. All I did was point him to where the demon was.” Punish him for his misdeeds by killing him mercilessly and you will be rewarded with the key to that slab plus some nice eq. Now go unlock the slab on the western side of the circular corridor. In here you will find Al’ Dreynth, the Priest. This guy is obviously the mastermind behind the operation as his room is full of treasure and he is shuffling gold coins back and forth absent-mindedly. He starts bragging about how he’s going to find the demon and all the world will then know his true power. Kill him and get the key to his treasure chest, along with some evil cleric eq.

 

Mobs in a corridor of stone:

1.      An Animated Suit of Armor: Worth 303k exp; Loads: A Large Emerald Shield Emblazoned With an Archaic Coat of Arms --- Shield, Lev. 18, -11 armor, -2 ss; A Burnished Breastplate Embossed With an Archaic Coat of Arms --- Body, Lev. 18, AC-App 5, -23 armor

2.      The Senile Conjurer: Worth 601k exp; Loads: An Elliptical Section of Marble Engraved With Runic Symbols --- Key, Unlocks Al ‘Dreynth’s sanctuary; An Ebony Kris --- Weapon, Lev. 17, Anti-cleric, Backstabber, 4d4 damage, +1hr, +33 mana; A Tight-Fitting Green Dragon Scale Shirt --- Body, Lev. 9, AC App 10, +1 dex

3.      Al’ Dreynth, the Priest: Worth 970k exp; Loads: A Black Iron Key--- open’s treasure chest; A Polished Shillelagh Studded With Red Gems --- Weapon, Lev. 18, Cleric only, 6d6, +14hp, +9 move; A Bejeweled Helm of Maleficence --- Head, Lev. 22, Evil cleric only, +9hp, +0ss; An Ornate High-Cawled Mantle --- About, Lev. 22, Evil cleric only, +28 mana; Finely Tuned Gauntlets Encrusted With Jewels --- Hands, Lev. 19, Evil cleric only, +7 mana, +8 hp

 

Now walk south to the storage room. Unlock the chest and open it. Sometimes there is nothing in the chest, and sometimes there is this item:

 

An Ornate Circlet of Gold Set With an Emerald --- Head, Lev. 20, Warrior and thief only, +3hr, +2 dr

 

Look around and you will see a lever in the storage room. Pull the lever. You will hear the sound of metal scraping.

 

Dank and Fetid Tunnels Part II.

 

Now go back to the Dank and Fetid Tunnels. Remember that door to the east that was guarded by two guards? Their names are Khernol and Chergint, and you are going to have to kill them next.

 

Mobs at eastern door:

1.      Khernol, the Guard: Worth 396k exp; Loads: A Triangular Stone Engraved With Runes --- Key, unlocks eastern door in dark and fetid tunnel; A Pair of Slime Covered Leggings --- Legs, Lev. 17, Anti-thief, Evil only, +3hr, +11hp; A Lantern Filled With Phosphorescent Slime Residue --- Light, Lev. 17, Evil only, +1dr, +10 hp

2.      Chergint, the Guard: Worth 408 exp; Loads: An Interlocking Bracelet of Slimy   

      Scales --- Wrist, Lev. 17, Evil only, Anti-warrior, +2hr, +2dr; A Voluminous

      Cloak of Glinting Scales --- About, Evil only, Lev. 16, Anti-warrior, +12hp, +3str

 

       Unlock the eastern door and go inside. You will find yourself in a chamber of rock. If you forgot to pull the lever in Al’Dreynth’s storage room, then you will have to go back and do it before continuing on. Otherwise, you can go east from here and enter the excavated tunnel.

 

The Excavated Tunnel of Rock.

            This tunnel leads east but then spreads out in many different directions. There are large green gems all over the floor here. Each one of these gems is worth 5000 coins if sold at a shop. Hiding somewhere in the shadows in this area is Feyrlish. He is the guy that Mathaelda told you about back in the cottage. When you find him, he whispers to you and informs you that these men have enslaved everyone and forced them all to dig in order to find the demon. However, what is really horrifying is when you find out who exactly these slaves are. It turns out that all of those “missing” adventurers are still down here, except that they are undead zombies! Feyrlish has lost his mind and will probably attack you. Kill him and take his wrist shackles and old battered waterskin, along with a large crystal. The waterskin comes with slime mold juice in it and can be used to gross out your friends when you get bored and thirsty. The large crystal is a key, but no one in the land of Medievia has ever been able to figure out what it unlocks. Luckily, you do not need to know what it unlocks in order to finish the zone. As you travel east in the tunnel you will come to an intersection in which you can go south, north, or continue east. Go south and follow the tunnel around until it ends. You will see a patch of light coming through a hole in the ceiling and shining on some marks on the ground. Go down and you will magically pass through the floor. Here you will finally face Drenaliok, the Demon. I guess the green scaly men just didn’t look hard enough for the demon or they would have found him as easy as you did. Kill Drenaliok and get some really nice evil mage eq. You may even get a silvery ring of regeneration. After looting his eq, go back up and retrace your steps till you get to the intersection in the excavated tunnel. This time, continue heading east and follow the path until you get to the top of a steep slope. The western wall is shimmering here and you can walk through it. Doing so takes you inside the Monolith.

 

Mobs in the excavated tunnel of rock:

 

1.      An Undead Adventurer: Worth 434k exp; Loads: A Broken Axe --- Weapon, Lev. 10, 1d1 damage; Thick Metal Shackles Attached to a Heavy Chain --- Feet, Lev. 18, Cursed, -1int, +3dr; A Pair of Ragged, Stained Pants --- Legs, Lev. 20, +13hp, +3 dex

2.      Feyrlish: Worth 487k exp; Loads: An Unusually Large Crystal of Iridescent Quality --- Key, use unknown; A Broken Axe --- Weapon, Lev. 10, 1d1 damage; A Set of Worn Wrist Shackles --- Multi-slot both wrists, Lev. 18, +4hr, +2dr; An Old, Battered Waterskin --- Drink container, Can be worn as shield, comes with slime mold juice in it

3.      Drenaliok, the Demon: Worth 1,270k exp; Loads: A Whip of Frozen Anguish --- Weapon, Lev. 20, Mage only, 6d5 damage, +19 mana, -11 armor, Cold effect; A Skull of Bleak Despair --- Head, Lev. 19, Evil mage only, +22 mana, +1 ss;A Collar of Dark Amber --- Neck, Lev. 21, Evil mage only, +14hp, -1 save_breath; A Silvery Ring of Regeneration --- Finger, Allows wearer to regenerate mana faster

The Monolith.

            You are now inside the mysterious monolith. On the eastern wall is a door that’s unlocked. Go through it and you will end up outside. You can’t walk out of the zone from here though as there are trees blocking the way. You’ll have to go back into the monolith. If the door back into the monolith closes up on you, just search next to it and it will open back up. Now go to the western wall inside the monolith. The wall here looks kind of strange, so search and you will find a secret exit. Go west and you will find a hall with numerous plaques. The plaques tell the story of a man named Drenol. This man sacrificed his family and his entire town in order to glimpse a realm no mortal man had stepped foot in. As a result, he became a demon. At first, he was extremely powerful, but was eventually weakened by the aged ennui. This lead to his capture and imprisonment in the monolith. As you walk through the hallway, you will likely be greeted by the Keeper of The Monolith. This man tells you that the demon cannot be awakened or terrible things will happen and that you should go far away from here. Little does he know that the demon is already ! Kill the Keeper if you want and take his flowing black robes hemmed with runic scrollwork, or leave him be and just head west where you will find an altar.

 

Mobs inside the Monolith:

1. The Keeper of the Monolith: Worth 679k exp; Loads: Flowing Black Robes Hemmed With Runic Scrollwork --- About, Lev. 17, Mage and cleric only, +32 mana

 

 Search in the altar and find a secret exit to the west. Inside the western room is 3,433 gold coins, and an obsidian gem worth 10,000 coins. There is a black portal in the western wall. Go west through the portal and you will be back at the path that leads to the golden tree. Go east from here and you will be in the wilderness. You have now completed Rydhordel Woods. Congradulations!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Appendix - EQ listing by class & alignment.

 

 

 

Evil cleric only.

 

A Bejeweled Helm of Maleficence --- Head, Lev. 20, +9 hp, +0 ss (loads on Al’ Drenyth, the Priest)

 

An Ornate High-Cawled Mantle --- About, Lev. 22, +28 mana (loads on Al’ Drenyth)

 

Fine Tooled Gauntlets Encrusted With Jewels --- Hands, Lev. 19, +7 mana, +8 hp (loads on Al’ Drenyth)

 

Cleric only.

 

Dirt Stained Pruning Gloves --- Hands, Lev. 14, +13 mana, +3 wis (loads on Wehndil, the Gardener)

 

Evil mage only.

 

A Skull of Bleak Despair --- Head, +22 mana, +1 ss (loads on Drenaliok, the Demon)

 

A Collar of Dark Amber --- Neck, Lev. 21, +14hp, -1 save_breath (loads on Drenaliok, the Demon)

 

Mage only.

 

A Whip of Frozen Anguish --- Weapon, Lev. 20, 6d5 damage, +19 mana, -11 armor, cold effect (loads on Drenaliok, the Demon)

 

A Fibrous, Multi-Colored Scarf --- Neck, +1int, +2str (loads on Derondra)

 

Good cleric and mage only.

 

An Elegant Gown of Crushed Velvet --- Body, Lev. 13, +10 mana (loads on a frantic mother)

 

Cleric & mage only.

 

A Well Chewed Bone --- Weapon, Lev. 11, 5d3 damage (loads on a scruffy brown dog)

 

A Small Garden Spade --- Weapon, Lev. 14, 4d3 damage (loads on Wehndil, the Gardener)

 

A Rusty Mace With a Leather Wrapped Handle --- Weapon, Lev. 11, Cursed, 4d4 damage, +14 mana, -12 armor (loads on Hamryck)

 

An Oval Locket made of Silver --- Neck, +16 mana, -1 ss (loads on a frantic mother)

 

Armguards Made of Interwoven Leather Strips --- Arms, Lev. 12, +11hp, +12 mana (loads on Hamryck)

 

Fur Trimmed, Black Leather Boots --- Feet, Lev. 16, +2hp, +9 mana (loads on Derondra)

 

A Rune-Carved Ring of Polished Stone --- Finger, Lev. 17, +24 mana, +1 wis (loads on Fyrdcher)

 

Flowing Black Robes Hemmed With Runic Scrollwork --- About, Lev. 17, +32 mana (loads on Keeper of the Monolith)

 

Good thief only.

 

An aged ivory tooth --- Held, +1dr, -8 armor (loads on Game Warden)

 

Evil thief only.

 

Warden’s Heavy Gloves --- Hands, Lev. 16, +1hr, +10hp (loads on Game Warden)

 

A Large Shield Embossed With Twin-Headed Serpents --- Shield, Lev. 19, +16hp, -1 ss (loads on Quisenil)

 

A Necklace with an Amber Teardrop --- Neck, +1hr, +13hp (loads on Quisenil)

 

Thief only.

 

A Finger Sheath made from The Carved Out Claw of a Large Animal --- Finger, Lev. 17, +2hr, +1dr (loads on Game Warden)

 

Warrior and thief only.

 

A Thick, Wooden Cord of Green Vine --- Waist, Lev. 15, +5hp, -1ss (loads on woodsman)

 

An Ornate Circlet of Gold Set With an Emerald --- Head, Lev. 20, +3hr, +2dr (loads in treasure chest near Al’ Drenyth)

 

All evil classes.

 

A Long, Se       Battle-Blade --- Weapon, Lev. 15, Two-Handed, 6d3 damage, +4hr, +3dr (loads on a burly guard)

 

A Lantern Filled with Phosphorescent Slime Residue --- Light, +1dr, +10hp (loads on Khernol, the Guard)

 

A Serpentine Amber Globe --- Light, Lev. 17, -1hr, +21hp (loads on Quisenil)

 

All evil classes except thief.

 

A Pair of Slime Covered Leggings --- Legs, Lev. 17, +3hr, +11 hp (loads on Khernol, the Guard)

 

All evil classes except warrior.

 

An Interlocking Bracelet of Slimy Scales --- Wrist, Lev. 17, +2hr, +2dr (loads on Chergint, the Guard)

 

All classes except cleric. (Any alignment)

 

An Ebony Kris --- Weapon, Lev. 17, Backstabber, 4d4 damage, +1hr, +33 mana (loads on Senile Conjurer)

 

All classes and alignments:

 

A Child’s Wooden Toy --- Held, Lev. 8, +2 Int (Loads on ghost of a slain child)

 

A Stiff, Coiled Rat Tail --- Held, Lev. 14, -11 armor, +16 mana (loads on an enormous rat)

 

Sturdy Green Knee Pants --- Legs, Lev. 9, -5 armor, +1 con (Loads on ghost of a slain child)

 

A Pair of Ragged, -Stained Pants --- Legs, Lev. 20, +13hp, +3 dex (loads on undead adventurer)

 

A Wristband made of Snakeskin --- Wrist, Lev. 12, -7 armor, +18hp (loads on a slimy snake)

 

A Set of Worn Wrist Shackles --- Multislot both wrists, Lev. 18, +4hr, +2 dr (Loads on Feyrlish)

 

A Backpack made of Deerhide --- About, Lev. 14, +2 con, holds 55 stones (loads on Huntress)

 

An Oaken Shaft Spear with a Steel Tip --- Weapon, Lev. 15, Long, 4d7 damage, +3hr, +2dr (Loads on Huntress)

 

A Broken Axe --- Weapon, Lev. 10, 1d1 damage (loads on undead adventurer and Feyrlish)

 

A Braided Mane of an Alabaster Unicorn --- Head, Lev. 12, +10hp, +1 con (loads on an alabaster unicorn)

 

A Weather Beaten Fedora --- Head, Lev. 16, +11hp, -14 armor (loads on scarecrow)

 

A Sun-Faded Threadbare Shirt --- Body, Lev. 13, +1hr, +10hp, (loads on scarecrow)

 

A Burnished Breastplate Embossed with an Archaic Coat of Arms --- Lev. 18, body, AC-App 5, -23 armor (loads on an animated suit of armor)

 

A Tight Fitting Green Dragon Scale Shirt --- Body, Lev. 9, AC-App 10, +1 dex (loads on Senile Conjurer)

 

Tabytha’s Lavendar Collar --- Neck, Lev. 12, Regenerates level 11 spell of Word of Recall, holds a maximum of 5 charges (loads on Tabytha, Mathaelda’s pet)

 

A Black Leather Collar Embedded With Thick Metal Spikes --- Neck, Lev. 10, -2 dex, -2 int (loads on a scruffy brown dog)

 

Vambraces fashioned from large, metallic scales --- Arms, Lev. 15, +25hp, -2 dex (loads on a burly guard)

 

A Large Emerald Shield Emblazoned with an Archaic Coat of Arms --- Shield, Lev. 18,  -11 armor, -2 ss (loads on animated suit of armor)

 

An Old Battered Waterskin --- Shield, Drink Container, comes with slime-mold juice in it (loads on Feyrlish)

 

Thick Metal Shackles Attached to a Heavy Chain --- Feet, Lev. 18, Cursed, -1 Int, +3 dr (loads on an undead adventurer)

 

A Silvery Ring of Regeneration --- Finger, allows user to regenerate mana faster when worn. (loads on Drenaliok, the Demon)

 

Food, Treasure, and Trash.

 

A Juicy Slab of Rat Meat --- Food (loads on an enormous rat)

 

A Sweet Smelling Bulbous Root --- Food, casts remove poison if eaten (loads on an animated plant)

 

A Carved Section of Bear Meat --- Food, casts strength when eaten (loads on a vine-roped bear)

 

A Blackberry --- Food (loads on ground in forest)

 

A Bright Pink Ribbon --- Trash (loads on Jamynie)

 

A Hand Crafted Figurine --- Trash (loads in cottage)

 

A Large Gem of Green Crystal --- Treasure, worth 5000 coins (loads in excavated tunnel)

 

A Large Obsidian Gem --- Treasure, worth 10,000 coins (loads in monolith)

 

 

 

 

 

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