Ravenloft Beyond the Gate Spoilers
Ravenloft Beyond the Gate Spoilers
I won’t go into too many details here, you can download a comprehensive walkthrough and spoiler document on the same page as the module, here’s just a few hints to let you know what to expect without first downloading anythingHenchmen you can Summon with the Altar in the Dark Well.
- Alieye Katt - Rogue
- Panto Flashman - Bard
- Lazuli Lesifeyn - Sorceror
- Nurse Reyne - Cleric
- Marred Halloman - Barbarian
Lillocent
A Cleric / Rogue, she can be found in the silver mines locked up with her father, she does have an interesting exchange with her husband if you allow her
An undead fighter, she’s pretty tough and if you are playing a male character she can be romanced
At some point you will get a mystic reading from Madam Eva, there are 8 symbols to choose from and each grants you a special token with it’s own spell you can cast once per day. Here are a list of the symbols, what the stand for and what spell the card token allows you to cast once per day.
- 0 - Mortred - Chaos - Rod of Wonder
- 1 - Fendris - Dark - Shadow Conjuration
- 2 - Alfala - Earth - Summon Earth Elemental
- 3 - Icarus - Sky - Call Lightning
- 4 - Haffa - Goodness - Healing Circle
- 5 - Ceratis - Light - Searing Light
- 6 - Rama - Order - Word of Faith
- 7 - Ninda - Evil - Magic Circle Against Alignment
If the devious Ravenloft Castle is too much for you, remember, you only need two things from it which are easily accessible from the place you teleport into, Listue’s diary page and the +7 sword behind the fireplace in the Weeping Chambers, you can avoid the rest with no real impact on the module’s ending. If you are a Cleric or Paladin and hope to face Strahd von Zarovitch in a showdown with the Amulet of Ravenkind, then you will be sorely disappointed, it doesn’t work on him.
Shadowlords - Enter the Shadow - Part 5 - Spoilers
Shadowlords - Skull Gorge - Part 3 - Spoilers
Henchmen
Once again there are 3 familiar faces that can be used for a henchman but you can only choose 1. I chose Anera again because she seems more integral to the plot.
Here are the list of henchmen:
- Nooble Unders.
- Tiera Swift.
- Anera.
Misty Forest
The only thing I noticed that seemed to stump some people was the buried woman Teardrop, you will need a shovel which can be found in a barrel next to a farmhouse in the centre of the map and the chest she is buried in can be located in one of the graves that the mage made for his loved one.
Dirk of Shadows
This can be bought from a shady character in the downbelow area underneath the atrium area of the Forever Lords. Apparently it is needed for Tiera’s love quest.
3 Tests
I won’t spoil these for you as they were obvious to me and apparently to everyone else who seemed to complete them at the vault, I chose the good path this time as I often do the first time through an adventure but may experiment at a later date and embellish this spoiler afterwards.
Shadowlords - Stonemeet - Part 4 - Spoilers
Shadowlords - Stonemeet - Part 4 - Spoilers
Henchmen
Once again there are 3 familiar faces that can be used for a henchman but you can only choose 1. I chose Anera again because she seems more integral to the plot.
Here are the list of henchmen:
- Nooble Unders.
- Tiera Swift.
- Anera.
Firestorm
If you can find the hilt and the broken blade then the Dark Elf Armourer in town can fix it up for you, it is a pretty good longsword, with some good defensive capabilities.
Boar’s Skull
Spread about the south, east and west maps are two crystals and a boar’s skull, combine all 3 and you have an item that can summon forth an animal protector, limited to the classes it can be used by.
Key to the Witches Lair
Lethmere, the Death Guild’s leader will give you the key if you can stop the mysterious harvesting of his undead kin.
Location of the Witches Lair
If you haven’t already stumbled upon it then the location to the hidden door that leads to the witches lair can be obtained from the Priest of Lathander by proving the Zhent’s duplicity in a scheme to control the market.
Shadowlords - Skull Gorge - Part 3 - Spoilers
Shadowlords - Skull Gorge - Part 3 - Spoilers
Henchmen
Once again there are 3 familiar faces that can be used for a henchman but you can only choose 1 initially. I chose Anera again because she seems more integral to the plot. Once inside you will meet Og Hruth, an Half-Orc Barbarian, if he joins you will have some added muscle but he too has a habit of dying pretty quickly if you’re not too careful.
Here are the list of henchmen:
- Nooble Unders.
- Tiera Swift.
- Anera.
- Og-Hruth.
Orc Temple
There’s a pressure plate hidden in an alcove near the door that cannot be opened, once inside, destroy the mechansim on the left, with ranged weapons or with spells, if you don’t then you will be electrocuted as you cross the main floor to collect the Shimmering Armour.
Note:
There is also opal to be found on the Orc Captain I believe it was that had similar properties to this suit of armour but I found no reasonable method of using the two together.
Orc Chieftan Fight
To make this battle easier, defeat the minions in the side rooms first, because if you have Tony K’s AI they will just follow you after you pass and it’s best to split the combat up. Once you have defeated them, rush down to the Orc Chieftan’s throne room and launch a missile or preferably a fireball (wand of fire maybe?) at the keg in the middle of the room, it should explode pretty easily and thin and weaken the ranks of your foes within.
Tal’Nash
This is where it gets buggy, the ideal scenario is that you get Quincel’s aid, talk to Jared and persuade him to open the door, defeat Tal’Nash’s minions and then the wizard himself, he will then blurt out where you are supposed to travel to next with a warning before dying.
Shadowlords - Hills Edge - Part 2 - Spoilers
Shadowlords - Hills Edge - Part 2 - Spoilers
Henchmen
Once again there are 3 familiar faces that can be used for a henchman but you can only choose 1. I chose Anera again because she seems more integral to the plot than the others but I’m sure I read somewhere once that all 3 have romantic dialogues.
Here are the list of henchmen:
- Nooble Unders - Fighter.
- Tiera Swift - Thief.
- Anera - Cleric.
Other Spoilers
I couldn’t really find anything spoiler-ish in this module, everything was pretty straight forward and obvious, if you spotted anything unusual, post a comment and let me know please ![]()
Shadowlords - The Message - Part 1 - Spoilers
Shadowlords - The Message - Part 1 - Spoilers
Henchmen
There’s a fair few henchmen to choose from but for the most part you are limited to one one, with the exception of the goblin caves where another joins you temporarily. There doesn’t seem to be any auto respawns early on for henchmen, if Anera dies in the goblin caves she seems to disappear for good, but if she dies while facing Shrak she will resurrect herself.
Here are the list of henchmen:
- Nooble Unders - Fighter - Found in the Monastary where you start your adventure.
- Tiera Swift - Thief - Found getting in trouble outside the main gate.
- Anera - Cleric - Found at the loading transition of the abandoned mining town.
- Topak Arniman - Fighter - Found inside the goblin caves, he is the only henchman that can be added as well as one other henchman but once you find your way to his camp he will leave for good.
Cave Spider
This mini boss is only open to halflings and gnomes, the entrance to which can be found in the first cave system you come to that has a crazy old miner still trying to make his riches there. It’s a nasty little fight but there is a +1 named shortsword for loot in a cocoon as well as some random loot.
Shresh the Goblin Elder and the Puzzle Ring
The answer to this riddle is 3.14, the value of pi, enter 3,1 then 4 to receive a +1 ring of protection.
A Harper’s Tale - Part 3 - Selgaunt - Spoilers
A Harper’s Tale - Part 3 - Selgaunt - Spoilers
Henchmen
There is only one plot henchman, and they will be the opposite sex to the player character, it is the same character from the previous 2 adventures and a romance is presumed. Some of the combat in the module can get pretty difficult, so if you’re looking for a meat shield the plot henchman isn’t a very good one.
Stores
The stores are filled with everything you might need, their buying limit is 50,000 gold pieces though. Check out the General Store near to the Adventurer’s Guild for some nice equipment.
Cobble Island - Secret
There’s a hidden transition to an otherwise inaccessible area of the map on Cobble Island, see screenshot for location of transition.
Cobble Island - Secret Trapdoors
Cobble Island - Jammed Door
The door leading to the lighthouse top has been barred, there are actually 3 ways to open it,
- Dry Ice (Wis / Con Check)
- Vial of Acid (Int / Dex Check)
- Lever (Str Check)
All the items can be found on the island and it’s not a very big place at all.
Ferry Captain’s Missing Fiance
Once you complete the Cobble Island mission, the Ferry Captain will ask you to locate his missing fiance, location of the trapdoor leading to her location as seen in the screenshot below.
Beholder Cave
This is an optional area that you might stumble into, make sure you have protection from death magic before you go in otherwise you will not last long at all. Location to entrance shown in screenshot below.
Prismatic Dragon
This is another optional area that you might stumble into, I couldn’t kill it with my Rogue/Fighter/Champion of Torm, maybe spellcasters would have more luck?
Prison Break
There will come a time when you have to break someone out of prison and initially you may find it frustrating to keep finding yourself in prison yourself after a failed attempt where you thought you did everything right.
The trick is that not only must you use a potion of invisibility or such like but the doors must be reclosed and the key replaced on the scales on the wall, all without being seen, only then can you leave the prison and not become an inmate yourself.
Idiot Contest
If you hadn’t worked out from the clues you’ve found on your journeys then the lead to Albertus can be found with Little Jim the Twit, once you confront him he will use a device to teleport away but then drop it in the process, you will need to pick it up and use it to complete the adventure.
You can also skip all the sidequests if you’re really in a rush but I don’t fancy your chances if you do.
After his “show” which you trigger by clicking on the village idiot contest sign you can find him milling about opposite the Illusionist’s Tower.
A Harper’s Tale - Part 2 - Hooknose Crag - Spoilers
A Harper’s Tale - Part 2 - Hooknose Crag - Spoilers
Henchman
You start off with the same plot henchman you did in part 1 but apart from a few lines of dialogue, he or she (depending on your characters gender) are not needed for this adventure if you prefer to go it alone. If you don’t have anything to disarm traps with then she’s/he’s handy as she/he can do it for you and there’s alot of traps in this game.
She can get lost if you blow up the mines and she was too far behind, when I went to blow up the mines I tried talking to her to get her to wait for me but there was no such dialogue, I then used the radial menu to dismiss her, blew the mine came back and her dialogue was that of a henchman but she was not in my party.
Loot
There’s not as much loot to be had as Part 1 but there is still a fair amount, sell it to Marga Rita Gwinkin for the best price.
RAPTS Rod and Combat
This rod can be used in combat but can take a while to activate, goo for getting out of tricky situations where death seems inevitable if a little costly.
Traps
The maze is trap heavy but if you bought Leandra’s Locator from a store in Part 1 - Escort Duty, then you will have an easy time of it.
Dragon Dung and Spirits
Combining Dragon Dung with a bottle of spirits gives you an item that can let off a stinking cloud, however, only have one bottle of spirits in your inventory at a time otherwise the script will use every bottle of spirits you have in your inventory.
Easiest Way Through the Maze
I found the easiest way to get through the maze was to label the entryways and exits, so the very first door you enter you stick a pin to it and call it “1 Enter” and where you come out label it “1 Exit”.
Go as far as you can remembering or jotting down places you want to return to such as unexplored doors and portals or which numbered trek leads to Shano, the Starving Elf for example.
When you can go no further or end up or come back on yourself for every new door and portal you enter and exit from label them “2 Enter” and “2 Exit” and so on. This way you can easily see where you’ve been and can backtrack if needed
The Prison
The actual puzzle to get the key to the final door is simple enough but getting the 4 keys to the other cells is not so easy and you need to free them in order to get the components and the clues to solve the Prison Puzzle.
There’s a key on each level of the Soncreat’s Maze, they’re not guarded by boss monsters and are placed in a nondescript fashion meaning they can be missed if your camera angle is wrong. I should have really taken screenshots of each location but it didn’t occur to me, I guess at the time I didn’t think it was that hard.
Soncreat’s Trap Puzzle
If your stuck on this puzzle go to a previous save game come back and reading from left to right activate the 1st pillar, then the 2nd and lastly the 5th and that will open the door so you can proceed.
A Harper’s Tale - Part 1 - Escort Duty - Spoilers
A Harper’s Tale - Part 1 - Escort Duty - Spoilers
Henchmen
There is only one henchmen in the game and in the game they (the henchman will be the opposite sex to what the PC chooses) are also as part of the story and a love interest. He/she is pretty good at disarming traps and opening doors so you needn’t worry in that department. The main thing you have to worry about is that if your henchman dies the game ends! Keeping him/her alive can take a fair amount of effort sometimes but it helps if you tell him/her to use only ranged weapons.
You may notice from the screenshots that I have a fair few henchmen, that’s because I use the OHS add-on that allows you to add custom henchmen into almost any module.
Respawns
There’s a fair amount of triggered respawns going on, head into a map one direction and respawns are triggered elsewhere so often backtracking yields more combat (and more loot!)
Meat found after Animal’s Death
You might wonder at first what purpose the meat drops from some animal MOBS, well, you can buy a magic plate that when used can turn the meat into a hot meal, you can consume the meal and heal some hit points or you can sell the meal for over 300gp at most vendors!
Magically Appearing Chests
These chests are often placed in tucked away corners, at the end of dead end corridors or in innocuous recesses. They contain a host of goodies, some of which won’t be worth much on their own but can be used to create items that are either very handy, can be converted to something better by Moll Tingly (see below), or can be sold for a good amount of coin.
Archenbridge - Moll Tingly
Keep all your magical components, rods of frost, gems and stuff you’ve created from items you’ve found as Moll Tingly can convert them into rings or necklaces (your choice, she can even supply the base items) that although expensive initially to make can be sold at a very large profit in her shop.
Archenbridge - Paulson’s Clothing Store
The proprietor of this store sells ordinary jewellery and clothing items. Not useful to an adventurer? They certainly are! The magic talismans you find in the magically appearing chests (see above) can only be used on ordinary items and while the odd item or two thusly enchanted can be useful, chances are you will want to sell the rest and they make a good tidy sum to go into your pocket too and if greed doesn’t motivate you enough to give you the idea it also means you can sell basic items you find or buy for greatly improved profit when you use the talismans on them.
Archenbridge - Avi Keddem
He can be found in the House of Pleasures. If you want to do the side quest to find the missing items you will need to speak to him so that you can speak to Maggie, she has a trapped trapdoor in one of her rooms leading to a secret basement area that has all the missing items.
Archenbridge - Zhor d’Arz
You might have found several broken weapons and damaged armour, this smith can repair them and some of them are pretty good even. If you’re not keen on them you can always sell them back to him for a profit.
Zhor can also make a special suit of armour, if you’ve already sold or used most of the items he needs to make it then you can find all of them under the Archenbridge Temple in the catacombs.
Many of the items are on the lower level that can only be accessed by secret trapdoors hidden on the catacomb level. Look out for plumes of coloured mists to find most of them. Of the other two, one can be found where you meet the resurrected vampire, in the middle near the fencing. The other, can be found directly north to the right of the gate that you face on your way out in the north of the map.
Resurrected Vampire
To kill him permanently you need to destroy his coffin first.
Below the Ruined Keep - West of Archenbridge
Here you will need to pass a door that automatically closes once you pass it, however, for me it closed before I could go through, I thought it was a show stopping bug but one of my henchmen (see above) must have bashed through it as the door vanished once I used the debug command to teleport past it.
Broken Link Pin
If you accepted the side quest to get the link pin fixed from Sully in Sister Mercy’s Mill near the beginning of the adventure you can visit Zhor to get it fixed in Archenbridge then once you complete the adventure head back to give Sully the repaired pin and collect your reward.
It’s not actually that far and yields a good amount of coin and experience but don’t expect to get much richer than you may have already been made in this short jaunt, he’s just a miller after all ![]()
The Pool of Radiance - Spoilers
The Pool of Radiance Spoilers
Henchmen
There are several henchmen available, most from the halls of training, but there is a dual wielding Halfling Fighter in New Phlan that is particularly good but he is only with you until you complete the quest of Kuto’s Well. Of course, once you kill the bad guy there you could always not speak to him thus completing the quest and keep him for the duration of the adventure.
Other Tips and Spoilers
Save often! Some things can and do go wrong. My only issue with my way through this version was that somehow I messed up a guard faction making the good guys red, a simple reload and I was away again.
Keep an eye on your journal as it’s not always 100% clear what you should do next exactly, apart from that everything is pretty much straight forward, go kill this, bring that back, lots of hack and slash, some nasty traps in the thieves mansion and a few trap doors, that’s it, oh and watch out for the 2 nasty mazes.
As for the quests, there’s one main place to pick up quests and although you have to rerun the dialogue each time you want a quest you can easily do this to pick up all the available quests. It saves ALOT of backtracking.
