A Guide to Rydhordel Woods.
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.
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
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
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:
- 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
- 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,
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.
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
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
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.
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.
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,
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
4. A Swirling Potion of Blue and White --- Casts
word of recall; costs 40 coins
5. A Green Potion --- Casts cure critical; costs
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
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.
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
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
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:
Ornate Circlet of Gold Set With an Emerald --- Head, Lev. 20, Warrior and thief only, +3hr, +2 dr
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.
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
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,
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
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
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.
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)
Dirt Stained Pruning Gloves
--- Hands, Lev. 14, +13 mana, +3 wis (loads on Wehndil, the Gardener)
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)
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)
and mage only.
An Elegant Gown of Crushed
Velvet --- Body, Lev. 13, +10 mana (loads on a frantic mother)
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)
An aged ivory tooth --- Held,
+1dr, -8 armor (loads on Game Warden)
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)
A Finger Sheath made from
The Carved Out Claw of a Large Animal --- Finger, Lev. 17, +2hr, +1dr (loads on Game Warden)
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
A Pair of Slime Covered Leggings
--- Legs, Lev. 17, +3hr, +11 hp (loads on Khernol, the Guard)
All evil classes
Bracelet of Slimy Scales --- Wrist, Lev. 17, +2hr, +2dr (loads on Chergint, the Guard)
except cleric. (Any alignment)
An Ebony Kris --- Weapon,
Lev. 17, Backstabber, 4d4 damage, +1hr, +33 mana (loads on Senile Conjurer)
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)
Collar --- Neck, Lev. 12, Regenerates level 11 spell of Word of Recall, holds a maximum of 5 charges (loads on Tabytha, Mathaelda’s
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)
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)