Subtlety of Thay Walkthrough Guide Part I


Subtlety of Thay NWN2



Subtlety of Thay is a NWN2 module for Obsidian's cRPG Definition of 2006, Neverwinter Nights 2. Subtlety of Thay is a traditional, party-based Dungeons & Dragons adventure campaign.

Subtlety of Thay Walkthrough


I found this walkthrough somewhere in my drafts. It is based on notes I wrote down years ago. I only wrote it up to the point of Glarondar, but have since decided to continue writing it.

Chargen. The author advises the use of FRW Character Creator in order to set your character's level (3-5) and wealth (as opposed to using the console).

• To do this, download FRW from the above link and install it; i.e, just place FRW Character Creator.mod into your NWN2 Modules folder and that's it. To play, click on New Module.

• Once you are in this module speak with Chatter & Burr in the Artist's Refuge to set your level and wealth. My fifth level Fighter received 4,450 GP; enough to purchase a +1 weapon, +1 tower shield, and set of full plate. She had about 300 GP to spare.

• Now, physically go through the process of leveling your character to fifth; then export the character, start the Subtlety of Thay campaign (New Campaign, NOT New Module), and select your character to play!

Dragonjaw Mountains Cave.


The road from Glarondar to here was long and difficult...
We trekked nearly fifty miles north to the Dragonjaw Mountain Range, to the portion they call the Tannath range.
The mountains here aren't as rugged as the rest of the range, which we could see looming off in the distance, but the climb was still difficult.
Orin Landers is one of the mercenaries from town I hired. He's handy enough with an axe, but not much else.
Mercenaries, they're all the same. All they want is their gold. Furio is no exception to that, especially not him.
We all agreed that anything found in the cave is mine to keep. Their payments were large, but a pittance of what I will get for returning the missing Amulet to the museum.
The directions we got from town were a bit off, and we stepped foot into the wrong cave a day ago and lost Katrina, the third mercenary in my group.
We buried her in an unmarked grave and kept moving.
Finally, though, we found the bandit's cave, and the amulet is just past whatever awaits us inside. It must be here. We're close now, so close...
- DM dirtywick.

No, I don't have gamma issues. It's supposed to be dark, it's a cave.

Main Quest Phase 1: Recover the Amulet. The party finds themselves in a cave just north of Glarondar. It isn't explicitly mentioned for quite a while, but we are in the country of Algarond. You and your companions have tracked down a thief to this cave.. the thief stole an amulet from the Glarondar museum. The object of this segment is to recover it for curator Liam.

Companions. You will have two companions along for the ride: a Half-elf Rogue (Furio) and a Strongheart Halfling Barbarian (Orin Landers), both of whom are only second level.. however, they at least come with their own equipment.

• Set Puppet mode to ON and set Party AI to OFF. This gives you full control of what your companions do in combat.

• Switch to Strategy cam mode and turn ceilings OFF, Marquee select ON and free cam ON.

• Access your Skill tab and drag the Search icon to your Quickbar. This is how you detect traps and find secret trapdoors and other cool stuff.

• Note that spellcasters may rest in this first passageway in order to memorize their spells.

• Experience points are awarded for using Disable Device & Open Lock, but only if the PC uses the skill. Future companions WILL receive XP for such actions, however (e.g, Azumi).

• XP are also awarded for passing social skill checks (Bluff, Diplomacy, Intimidate).

• Much of the treasure is randomized.

You are now ready to roll! 

• Have Furio unlock the door at the end of the passageway (DC-21). Or you can find the Rusty Old Key hidden in a fake rock by the entrance (tap the Z-key to highlight items). You will be assailed by three bandits in the next room. The sneak attacker yields a Potion of Invisibility if you kill him before he quaffs it.

Wood Pile: Torch. Barrel: Light Crossbow, Bolt (99), Potion of Cure Light Wounds (2).
 
• There are a few bandits hanging out in the shrine to Cyric to the west. One of them drops a Small Key that unlocks a DC-27 chest holding random treasure (it can vary greatly). Ignore the secret door behind the boulder. You cannot get through there until later in the campaign.
 
• Return to the first room and activate Furio's Search mode to detect the traps down the next passageway.
 
• Slay the two bandits in the next room. You will notice a Strange Door that cannot be unlocked conventionally. This door is vital to the plot but you won't be able to get past it at this point.


• Have Furio unlock the other door (DC-24).

• Slay the bandit ringleader in the next room (300 XP) and loot her corpse for the Ancient Amulet (+1 to all stats) and Gloves of the Hin Fist +1.


• Loot the ringleader's desk for 300 GP and a Note with Instructions. It seems the bandits were contracted by someone named Zuma to steal the amulet (Quest: Who is Zuma?)

Wine Crate: Thieves' Tools +1, Healer's Kit +1, Potion of Lore (3), Potion of Bless (2), Potion of Lesser Restoration, Potion of Cure Disease, Potion of Cure Light Wounds, Potion of Cure Moderate Wounds. Armoire: Cleric's Robe, Conjurer's Robe, Monk's Oufit, Warlock's Outfit, Banded Mail, Leather Armor, Padded Armor, Studded Leather Armor, Chain Mail, Hide Armor, Scale Mail, Heavy Shield, Light Shield, Tower Shield. Weapon Rack: Arrow (99), Bolt (99), Bullet (99), Dagger, Scimitar, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling, Dart (50), Throwing Axe (50). Weapon Rack: Great Axe, Falchion, Warmace, Quarterstaff, Halberd, Spear. Weapon Rack: Battle Axe, Hand Axe, Dagger, Short Sword, Club, Warhammer, Mace. Locked Chest: Wand of Moderate Summoning (Summon Creature III, 5, 1 charge/use), 9 GP.

• The door behind the rock face cannot be accessed (at least at this time).

• Ok, we're done here! Backtrack to the first passageway and exit the cave to the surface...

The Road to Glarondar.

 
The party will find themselves in the northeast of a wilderness area on the outskirts of Glarondar.

• Head west across the bridge and slay the wolves that attack you on the other side.

To the south a trio of bandits will try to rob you. Take your pick:

a. Intimidate them (DC-15). They will run off like cowards (50 XP, Evil +1).
b. Slay them if you fail the check (unconfirmed).
c. Bluff them (DC 11). Tell them Zuma sent you to drop off payment (100 XP).
The dialogue suggests that an item (a book?) or gold has been removed from your person, but nothing seems to be.
d. Pay them off. Give them 50 GP to leave you in peace (50 XP).

Quest: The Dead Religion, Documented. Just to the west is an unkempt graveyard. Step inside to disturb a ghast that is feeding on a corpse. Slay it, being wary of its on-hit poison.

• Loot the corpse of a priest behind the statue for the Tattered Journal & Masterwork Cold Iron Throwing Axe x50.

The journal covers battles fought during the decline of the spirit-worshiping wild elves of the Yuirwood. Hold onto it if you wish to complete this quest once you reach Glarondar.

• Slay the Aglarond Longdead (skeletons) that spawn as a result of looting the corpse.

I believe the skellies won't spawn and you also won't receive this quest if the ghast is dead when you loot the corpse.

Quest: Poor Tarvis. Ok, head farther south to meet Tarvis, a diminutive merchant standing beside his broken wagon.


Tarvis requests you retrieve the goods that were stolen from him by the bandits. Take your pick:

a. Threaten his life and then kill him (Chaotic +3, Evil +3, 200 GP, Cloak of Protection +1).
b. Tell him you have better things to do.
c. Accept his request to retrieve the stolen goods from the bandits. See below.

Head east along the road and cross the bridge that leads to the other side of the river. Thar be bandits here.. who will attack on-sight. Slay these dogs and loot the captain's corpse for Scale Mail +1.

• See that yellow tent? You can actually walk inside it (I don't want to tell you how long it took me to work that out). But if you're in Strategy cam mode it will be extremely difficult to see the lockbox within it. So switch cam modes if that's the case. To no surprise the lockbox is locked (DC-28). By default Furio won't be able to unlock it. Maybe you're a better rogue.. otherwise, just bash it open and loot Tarvis' Stolen Goods.

Note: In the southeast of the map there is a transition marker that takes you to Watchwall Camp; however, nothing can be achieved there at this point in the story. Forget about it for now.

Return to Tarvis and take your pick:

a. Lie about having the goods. He will see through your deceit and turn hostile, forcing you to slay him.
b. Deliver the goods without a hitch and don't let him scam you (120 XP, 200 GP). The lil' fellow will thank you and trundle off to Glarondar.
Odd: The goods are not removed from your inventory.
c. Destroy his "ill-gotten" property in front of him; then kill him (200 XP, Lawful +3, 200 GP, Cloak of Protection +1). Completed Quest: Poor Tarvis.

Ok! We're done with the wilderness for now. Head southwest and click on the transition marker to be whisked away to the city of Glarondar!

Note: Don't leave valuable items on your companions as they will be lost when they leave the party in Glarondar.
.
Continued in Part II.

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