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The primary drawback to Tank characters is they generally have horrible magic defense, and this is true for the most part in Suikoden III. Finally, their speed is usually way below average or just plain average, meaning they will never get more than 1 or 2 attacks per turn.

This speed problem is made worse if your enemy is lined up far away and your characters have to run a long way to attack them. To avoid spoilers, I have denoted which characters are Tanks in section 5. When a complete set is equipped on a character in the active party, it gives certain bonuses. The sets and what they do: -Prosperity Set. Money from battles is x7. Estella comes with it. The Tunic is a random prize for the 5, bet in Billy's card game.

Placing someone with the support skill Potch Finder into the party raises the amount of potch received further. Money from battles is x3.

Estella comes with the Robe. Chris automatically gets them at the end of her chapter 2. For example, if you hit for pts. Landis also comes with it. The Leather is a prize for Kathy's races. It can also be won as a random prize for Kathy's races. Boosts Counterattack rate. Yumi and Yuiri come with the Casque. Mua also comes with it. Makes squishy noises when you walk and may boost the occurrence of random battles not sure.

The Helm is a random item for the Magician treasure boss in Thomas' chapters. It is also a random treasure for the corpse closest to the Blue Mantrix at Mt. The Armor can be bought for 40, potch from Dominic. Twaikin also comes with it. Cecile comes with the Gloves. Credit and thanks to TexasAndroid who provided most of the content for this section. You can obtain it in chapter 4 after visiting Lake Castle.

To avoid spoilers, check the recruit list in section 5c and entries to to find out. No offense taken. To the best of my knowledge, neither Prima nor Brady are planning an official strategy guide for the US version. The Japanese strategy guide is the only one I know of.

Ryvius' FAQ also here at gamefaqs is great if you want to know where to get items and has a spoiler-free recruit list. The best internet resource for all things Suikoden is definitely Blue Moon's web site, suikosource. The site contains comprehensive lists, story summaries for the games, secrets, links to other useful Suikoden sites, and lots of other goodies.

If you have a quick question, the message boards at gamefaqs and suikosource are both great resources. Be warned that you may see spoilers in the topic headers at both places and please avoid doing the same with any questions you may ask there.

Introduction The Walkthrough is intended mainly to get you through the story with some helpful suggestions thrown in. If you want to deviate from it to level up, walk around and talk to the townspeople, watch some plays, and so on, by all means, do so. I have clearly noted what will make the story advance so if you don't want to proceed at that time to do something else, go for it.

This is especially true if you're going for the Chris Level 99 trick. In terms of skill selection, I have a tendency to go for physical skills then healing magic. I am severely biased against Fire and Earth Magic-the first one because it generally will hit your own group and the second because it's only useful in a fight at the very end. I go for physical skills first because your characters will either be too low of a level to effectively use most offensive magic or you won't get better magic users until later in the game.

The skills system is meant so you can customize your characters the way you see fit so the ultimate decisions are up to you. When I mention what skills to boost, they are also just meant as recommendations. I have denoted when you recruit and how many stars with brackets [ ] at the end of each chapter so as to avoid spoilers before they happen.

In terms of when you should save, I will mention it at key times but other times I leave it up to your common sense. It goes without saying but it's the angriest player who beats the Super-Mega Boss From Hell then the console resets and 40 hours of game play time are lost forever. It is always a good idea to fight all the possible treasure bosses in a chapter at least once. To make them re-spawn after minutes, loot the entire chest. The only time you don't want them to do that is if you really don't want to fight them again-leaving some items in the chest will make the bosses re-spawn at a much slower rate usually a few hours.

Fighting treasure boss monsters is a great way to make a lot of money not to mention getting a nice stash of skill points. In my walkthrough I generally suggest fighting these bosses at least more than once per chapter. After the cutscene, pick his story again to start playing. When the conversation's done between Hugo, Lulu, and Sgt. Joe No Support Walk to the right of the screen to talk to the man with his arms folded outside of the hut.

This is the bujutsu teacher. Talk to him and select Notes to get a quick primer on how skills work. Joe-Accuracy up to a C Hugo's Repel skill which you'd have to add for him can naturally go up to an S but I don't give him this skill until chapter 3 at the earliest.

He is at his best when paired with Fubar. Lulu is similar to Hugo in that his best asset is his speed. Joe is a serviceable healer and his melee attacks do good damage but his speed, like all duck characters, is below average.

You can walk around and talk to all the villagers if you like. Talk to the little girl running around up the main street outside to get an Antitoxin. You can also talk to a duck clan member inside the inn to get a Medicine D. Go to the item hut and buy another Medicine D and also an Antitoxin. To make the story progress, go to the front of the village and talk to the man shining some armor outside his hut.

This is Jimba and he will not tell you the story about the armor. Luce and Lucia come out at this time to tell Hugo to deliver a message. Cycle through the dialogue options from top to bottom to get filled in on the mission. When you're given the choice of whether or not to accept Lucia's request, you can pick the top choice if you're confident "I'm up to it" or the second choice "Um When Lulu says he wants to go, too, you can say that you'll look out for him or that everyone will be fine together.

After everyone's done talking, you'll receive the! Letter to Zexen. You can wander around the village some more if you like but you can't exit. When you're ready to make the story progress, enter the top hut on your mini-map and choose "I suppose so. When Lucia gives Hugo a hug, you can pick the first choice "Well then, I'm off" to properly say goodbye or pick the second choice "I'll be fine! When you exit the village, you'll run into Jimba, who will ask you to do a favor for him.

Hugo will accept and you'll receive the item! After you leave the village the world map will open up. Go back to Karaya and save at the inn or at Lucia's house. Exit Karaya again. Here's the first lull in the game when I recommend taking some time to get some money. As I said before, the first chapters for each character except Chris will be similar to this.

It really pays off to take the time to do this now rather than later but again it's up to you. Head to Plain of Amur-North. If you run into some spiders and get poisoned, wait until after the battle to heal.

Access Sgt. If you run out of that spell then use the Antitoxin. Cross the plains to get to Duck Village. Time to play the lottery! You have an option here. All the Magic Sword runes have 2 spells-the first level one adds elemental damage to your attacks and the other reduces elemental damage.

You can tell what element each Magic Sword rune corresponds to by its name. The Magic Sword runes aren't that great until later in the game when your characters can deal more damage so I feel it's pretty worthless early.

Either way, when you get the money, go to the lottery board and hit X. A duck in a boat will come up. Buy 5 Sequential tickets and 5 Random tickets. From here on, when I say buy tickets for the lottery, this is what I mean. You can go around the village talking to the ducks if you want but I suggest you don't pick up anything they offer you. This is because Hugo has limited inventory space compared to the other main characters and he'll need it later on. You need to kill about minutes for the lottery to turn over.

I spend this time going out and fighting random battles to get experience and skill points. I recommend you do so because they'll come in handy. If you don't care to do that, send Hugo out to Plain Amur North and let the console sit while you talk on the phone or watch TV. The Purple Creepers will sometimes drop an item called a! If you get one of these, hang on to it-you'll need it to recruit a character later. You only need one! Screw so if you get more just toss the extras.

The rare encounter for the Plains is the Wild Boar. If you run into him, I recommend that you be at least level 14 with all your characters. Just defend with Lulu and Sgt. When anyone gets hurt pretty bad, use Sgt.

Joe's water rune to cast Kindness Drops. Use your healing items once that spell runs out. You can get up to level 15 by just fighting the yellow spiders for a while. After 20 minutes is up, go back to Duck Village and save at the Inn.

Check the lottery board. If the results aren't in yet, go back out and check back in after every 5 minutes or so. When the results are up, check through your tickets.

If you didn't get at least 2nd prize , potch soft reset by holding down the shoulder buttons plus Start and Select. You should then load your most recent game which is the one at the inn. Check the board again and keep soft resetting until you get at least 2nd prize. It usually takes me on average minutes to get the 2nd prize but it may take you longer some times. I've won the 1st prize , potch a few times but it'll probably take you considerably longer before hitting it.

There's no reason to keep losing lottery tickets so just discard those. The complimentary lottery prize for Duck Village is Recipe 3. After you get that, the complimentary prize will always be a Fish Badge, which you can buy at item stores later on and isn't that great. If you were lucky or patient enough to get the , potch prize, congrats-you won't have to worry about money for Hugo again until his chapter 3!

The , potch prize will do you just fine for now, though. After you get the money, save your game. Go to the item shop and buy Sgt. Joe a Silver Beak. Buy a couple of Escape Scrolls as well. Escape Scrolls are very handy items. Any time you're in a dungeon area, you can use an Escape Scroll to immediately go back to the exit regardless of where you are. Very nice for leaving quickly after beating a tough boss all the way at the end of a dungeon.

Try to always have one or two of these in your party inventory for each of your characters. Head out of Duck Village and go to Brass Castle.

At the first screen of Brass Castle, there will be a man with a black turban standing around by the easternmost bench. Talk to him and buy any Ancient Texts and Salt he has. The Ancient Texts are a rare item so he usually won't have it. Keep going west another screen and you'll come to an area with a Blacksmith, an Armor Shop, and an Item Store. Go to the Blacksmith and sharpen Sgt. Joe, Lulu, and Hugo's weapons up to level 7. Go to the Armor Shop and check their Rarity section.

If they have Byakko Chainmail, get it for Sgt. Buy Boots for Hugo and Lulu each replace their sandals. You can talk to all the people if you like. Most of them don't say anything interesting but some of it is kind of funny. Head west one more screen and you'll trigger a cutscene.

After everyone's done talking head east to go back inside the castle. In case you're wondering, there's nothing you can do with the hungry knight outside the dining hall who likes Super Pickles. Just trust me on that and don't go out of your way to get Super Pickles. Head to the bottom of the screen and go into the last room on the right. Walk up to the man behind the desk-this is the bujutsu teacher. These are the skills I suggest you get: Sgt.

Whatever you do, I highly recommend that you don't train up any skill magic-related. This includes Sgt. Joe's Water ability and Hugo's Wind ability. If you took time out to level up a lot in the Plains area you may have more skill points left over even after getting the above. Spend it on whatever else you want except magic and don't bother to add new skills. Head back out west and you'll be in the western courtyard.

In this area is a Rune Shop and a Tutor, but there's nothing to do at either place so keep heading west until you get to the blue save point. Save then exit west to get back to the world map. Head to the Zexen Forest and you'll trigger another cutscene. You'll notice herbs growing in certain areas of the forest. I never bother to pick them. Depending on how far along they are, you can get these items at A, B, C, and D level.

You can sell the AsianHerbs to the Trader at Brass Castle and later on at another location in chapter 2. The rare encounter for Zexen Forest is the Father Holly, who is super dangerous.

He can wipe out your characters at this point in a hurry. At the first fork, take the bottom path. The top path leads to the same spot but I usually take the other out of habit.

Keep heading west another couple of screens until you get to an area where there's three paths on your mini-map. You will see a small sliver of yellow on the center bottom of the mini-map, indicating a small pathway. Head towards it and you'll trigger a cutscene where you meet Fred and Rico. When he asks if you know anything about evil brewing, pick either choice, it doesn't really matter. After that encounter, head to the small pathway where you'll find your first corpse.

You can loot it to get Recipe 2. Head back and take the bottom exit this time. Continue on the path and you'll be back on the World Map. Head to Vinay del Zexay VdZ to trigger yet another cutscene. Head into town and you'll trigger still another cutscene.

After this, you can walk around to talk to the townspeople. Again, if anyone offers you something, I recommend you not take it yet. From the entrance where you came in, go to the lower left exit on the mini-map. On this next screen, head to the small gate to the left and hit X to enter. This is Chris Lightfellow's house. You will trigger a cutscene where Hugo delivers Jimba's pentacle to Chris' butler.

When the butler asks if you want anything, you can pick money and he'll give you potch. Pick food and you'll get some food items. After you're done with that, exit and head to the large red building in the center of the mini-map it's the building with steps leading up to it and the big fountain outside. This is the Guild Hall where you need to go to deliver Lucia's letter. Walk up to it to trigger a cutscene with the guard. After everyone's done talking, head to the middle bottom exit on the mini-map.

If you didn't get the , potch prize in Duck Village, buy 10 more lottery tickets here. Head to the Trade Shop. Go up to the counter and hit X to call the Trader. Sell any Ancient Text and Salt you bought before. Buy any Deer Antler and Crystal Balls they may have.

Head to the Armor Shop and check their Rarity Section. Exit this screen to the bottom right. The next screen you see should have a red building in the lower right corner on your mini-map. This is the inn but you don't want to go there yet. Head to the middle area in the center of all the stands to see a cutscene between Melville and Guillaume.

After this, exit the screen to the lower left on the mini-map to get back to the area with all the shops. Keep heading left and you'll see a little girl in a red outfit outside the Rune Shop. Get close to her and you'll trigger a cutscene. The little girl is Alanis and she meets with her friend Elliot. After they're done talking, follow them into the alley on the top right before the exit at the very top on the mini-map. Head into the alley until you come to a dead end. Walk up to the ladder at the center top of the screen and hit X then up for Hugo to climb.

Climb up another ladder and make your way to the window. After Melville shows up and everything gets straightened out, just pick all three dialogue options one at a time from top to bottom. Exit the Saint Loa Knights' hideaway. If you need to replenish your spells or HP, go to the inn and rest. Make your way back to the city entrance. You'll see the 3 kids standing next to the guard. Walk up and talk to them. After the talking is over, set up your formation like this: Hugo Lulu Sgt.

Go there and you'll see some more conversation with your group. After that's over, head inside. The Cavern is completely straightforward with no path branches so just keep heading straight through.

During random battles, always use Melville and Alanis' Child Combo attack. Not only is it hilarious, but it's quite useful once they get up some levels. They'll have a hard time surviving some of the early battles, but once they level up they'll be fine. There are no rare encounters in the North Cavern. Once you reach a clearing, your group will decide to make camp. Head up the very long circular pathway. Go through the next tunnel. At the screen after you'll see some more dialogue.

When you're given the choice pick the top one "We better go in, too". Now head down this equally long circular pathway. At the bottom you'll fight a battle with some of the bandits. If you're at level 18 or so you shouldn't have any problems. Head into the tunnel.

Midway through here you'll see a blue crystal save point. Save your game then keep going forward. You'll see another cutscene where you find out the truth about Guillaume. After that, Hugo, Lulu, and Sgt. Joe will fight 4 bandits. You shouldn't have much problems with them-concentrate on taking them down one at a time.

Once that battle is over, Melville will duel Guillaume. There's no way to win this duel so pick whatever choices you like and it will end shortly. After it's over, you'll see another series of dialogue between your characters. Once that's through, you'll be outside the North Cavern. If you didn't level up to at least 20 with Lulu, Sgt. Joe, and Hugo, go back inside and do it now. Realizing such trade ing metal, particularly if it is immediately below their ac- interruptions were harmful to not just the merchant tual station.

Referring to someone or something as one houses, but the entire nation, a young Athkatla mer- of the higher ranks is seen as a compliment… or flattery. The Council Because the societal emphasis is so heavily depend- decreed that Athkatla, home of their Houses, would ent on measurable material wealth, there is little regard be the new capital of Amn.

Given their economic in- given to racial stereotypes. As long as a potential cus- fluence across all levels of society, there were none tomer or business partner adheres to the basic societal who dared oppose them. Under the Council, Athkatla rules—and has the money to back their position—it does flourished, becoming the busiest trade port on the not matter who they are or where they are from.

Sword Coast. Adamantine Mug. House of The Lady of Masks. Lady Bellasdreia sells perfume merchants, offering discreet and superb service. Brundith Fine Furnishings. Specializes in replica furniture Pride of Athkatla. An enclosed market for traveling merchants. Cloakspell tower. Famous landmark forbidden to the public An old inn, tavern, and festhall. Seven Songs Importing. A business that specialized in 4. Copper Coronet. A seedy dive whose regulars include exotic goods.

Shadowgates House. A private club that catered 5. Council House. Council of Six. Shop of the Bizarre. Strange shop that specializes in 6. Crown Aflame. This lavish theater was a previous temple magic items. Silkstone Fashions. Dancing Dolphins House. This mansion is used to host accessories. Silverale Hall. This inn, tavern, and festhall is the oldest in 8. Den of the Seven Vales.

Diamond Dragon. The most expensive jewelry shop in Temple Bell. This shop specializes in the sale of religious the city. Dome of the Rose. An elegantly designed monastery Temple of Helm.

A temple that also houses the Order of devoted to the deity Lathander. Five Flagons. A popular tavern. Temple of Sune. A new temple larger and more opulent Grave District. Filled with ornate monuments and than all the others in the district. Temple of Talos. Long abandoned temple overrun with Great Griffin. This massive, seven-ton bell is used to warn beggars. The Black Frog. A seedy and dirty tavern. Hall of the Society of the Lost Ingot.

A former temple of The most recognizable landmark Ilmater used as a meeting place for merchants. Harfin Draether. An expansive tavern renowned for its its greatest guilds and merchant houses.

Violators of the city wide restrictions on magic face Laws censure, banishment or even death. While the stated Law in Athkatla is based on the Golden Rule—those goal of the organization is to protect the security of the who have the gold make the rules. Actions that would city and guard against the potential devastation a rogue be considered illegal or immoral in other lands are mage might cause, many individual members of the tolerated, providing the offenders are rich enough to pay Cowled Wizards use their position for personal profit the pre-determined fines.

Lewd and licentious behavior and gain. Often this involves cutting secret deals with are rampant in the city, slavery is common, and even the various parties that are not officially sanctioned by their thieves within the city are permitted to operate provided organization. Despite this, there is little recourse for they follow the terms of written contracts.

The identi- practice in Athkatla, all exclusively under contract with ty of any individual Cowled Wizard is known to their the various High Houses of Amn. Enforcement of this immediate family and—at most—a small circle of other ban on arcane magic is under the purview of the Cowled members they work within the organization.

Wizards, who administer brutal punishment on any The Cowled Wizards meet in secret in the hidden who flout this law. Many of the High Houses now re- chambers beneath the city, located under Jane Lane. Originally controlling—foreign mages visiting the city gradually operating out of Waterdeep, they were forced to flee the transformed the organization into a brutal autocratic city when the Masked Lady, Lhestyn Arunsun, came to force with the sole goal of suppressing potential rivals power in DR and waged a campaign to purge them to their station.

In Athkatla, they found a soci- Council operating in Athkatla, which is overseen by ety that allowed them to prosper and thrive, and by the an individual known as the Grandmaster of Shadows. In truth, the Grandmaster is always a member of exile from Waterdeep.

Because of this, the Shadow Thieves low and disgraced as they were in their exile. Even though they are an open secret within Athkatla, Though the Shadow Thieves have many despised the Shadow Thieves still prefer to operate discreet- rivals, like the Xanathar Thieves Guild in Waterdeep ly. The Shadow Council that controls the guild un- and the Rundden in Calimshan, their true enemies will derstands that secrecy and subtlety are their greatest forever be the Lords of Waterdeep.

Even after more than weapons, and this belief has trickled down through the a century, the Shadow Thieves still harbor a desire for ranks to every officer, agent and member. The full extent vengeance against the heirs of those who first cast them of their convoluted, ambitious machinations are known out of their ancestral home.

Many of these rumors are, in fact, false narratives planted by the Shadow Thieves them- This is a table of enemies or monsters that an selves to obscure their true goals. Protection rackets are understood as a cost of doing Random Encounters in Athkatla business, and political leaders rely on the Shadow d6 Encounter Thieves for protection… and often hire them to spy on or 1 Demodand in pursuit of an escaped Carceri prisoner steal from their rivals.

Similarly, the merchants of the city rely on the Shadow Thieves to coordinate the sale 2 Dread Doppelganger posing as a fellow adventurer and distribution of black market goods to smugglers, pi- 3 Shadow Thief Slavers thugs looking to replace rates and various other underworld figures in numerous escaped slaves cities up and down the Sword Coast.

Violence is always an option, and in addition to theft and burglary they are also adept in assassina- 5 Tasloi who have infested a forest or sewer system tion and kidnapping… though prisoners are only taken if 6 Sirene band hunting to retrieve a stolen sacred item they can be ransomed for substantial profit. In magic items and slaves. They can spend gp to get an additional slaves. When this happens, all of the magical items in roll to a maximum of 10 rolls per day.

More powerful customers might mean the d Magic Item Cost neogi bring an additional 1d6 gray renders. The brain-addled ranger has had a great number of memorable experiences, but he has no skill whatsoever when it comes to putting pen to paper. A combi- nation of key historical figures and rapidly changing economic factors did much to shape the city within a rel- atively short amount of time.

For After many years, Balduran returned to his home harbor threats within the city, the Flaming Fist does its best to and invested his accumulated wealth in its growth. Facilitating would someday bear his name grow into a major me- such illicit activities is an extensive sewer system and tropolis. His most famous project was the construction network of subterranean structures.

These lights are at ploring Anchorome. Although their relationships are struction in the same lot. The typical style for buildings strained at times—especially with Amn during the Iron in the city is towards the tall and narrow, reflecting the Crisis—this conflict remains a trade rivalry that has nev- fixed amount of area available for development within er broken out into open war.

However, the Gate is not without urban decay, which is especially common in the Northeast Outskirts,. Perhaps not ell of as a hamster fart, as stinky second for sure. The northwest repre- MINSC sents the opposite side of this coin, containing most of the finer estates belonging to wealthy Baldurians.

Hired by the Each Duke is democratically elected by landowners Dukes and paid through tariffs and taxes, the Flaming within the Gate, serving for life or until resignation. Although anyone works hard to ply their own trade without getting noticed.

Bhaal fore- wealthy merchants, renowned military leaders, and saw that he would die in the Time of Troubles and en- famous adventurers. The current Dukes consist of acted a plan that would allow him to return to life.

While Ulder Ravengard also commander of the Flaming that plan took more than a century to come to fruition, Fist , Belynne Stelmane and Dillard Portyr. Having been dead for more than a century, he now duke Thalamra Vanthampur. A newcomer to the city, works to rebuild his following and thus strengthen his Eo Ashmajiir, has been aggressively politicking to be divine might.

Famous inn and tavern. Gate was originally ruled by wealthy farmers. Sailors 2. Blade and Star. Inn with reasonable prices. Blushing Mermaid. Seedy tavern. They even- 4. Citywatch Citadel. Fortress of the city watch. Counting House. The largest bank in the city.

Elfsong Tavern. Tavern famous for the haunting song of sea captains as rulers of the Gate. The four were orig- an elven maiden. Sells fireworks and magic items. Flaming Fist Fortress. One of the tallest build- 9. Hall of Wonders. Temple to Gond. Helm and Cloak Inn. High end inn for the wealthy. Duchal Palace. The seat of power for the dukes of portant individuals visiting the city. High House of Wonders. Temple to Gond and the vides sleeping quarters for temporarily displaced nobles location of many contraptions and relics.

Iron Throne Tower. Seat of power for the defunct Iron As its name suggests, the Ducal Palace has been built Throne mercantile house, now a meeting place for the to emulate the residences of more conventional royalty, Raven Circle. Home to the Arkhstaff The Flaming Fist family of sages. Temple dedicated to Tymora. Low Lantern.

A tavern built into a sailing ship. Many Coins. Money exchange. Tallest building in the city and within the city. What began as a consolidation of currently occupied by a wizard named Lorroakan. Rose Portal. Shrine to Lathander. Sea Tower of Balduran. Flaming Fist fortress and prison. The rise of the Flaming Fist indeed resulted in re- Smiling Boar. High end restaurant run by halflings. Sorcerous Sundries. A magical shop run by the Red Wizards. Guild hall. Three Old Kegs. The company continues to receive regular pay- Unrolling Scroll.

Shrine to Oghma. Watchful Shield. Temple to Helm. Temple to Umberlee. In addition to the city itself, Flaming Fist patrols en- The Wide. The largest market in the city. Similar out- and the Friendly Arm Inn. However, their reach largely posts have been founded in Anchorome and Chult.

Every group of Amnian military presence. In this campaign, they family. A blaze is put in command of a fort or a mission.

Examples of this include aid- d6 Encounter ing Sembia in its defense against the Grand Army of 1 Dread doppleganger posing as a Flaming Fist captain Tuigan. Another is their activity in Tethyr, an unstable 2 Gibberling horde erupts from burrows on the roadside nation currently embroiled in a long civil war.

Items are restricted by how persuasive the the required level for the item and reserve rarer items to customer can be with Rilsa reflected in the Persuasion those customers who they consider influential. However, roll. It takes a day for Rilsa to acquire the item from the a successful Deception check at DC 20 can bypass this appropriate contact.

The Red Wizards can have a purchased item teleported from Thay within an hour. The high priest only makes the rarest items available to those he considers to be pious in nature reflected in a Religion roll.

The majority of the elven population distract themselves with music, dancing under the stars Suldanessellar is an elven city in the Forest of Tethir and praying to the Seldarine. For some elves, the de- ruled by Queen Ellesime. It houses the Tree of Life and spair of the place becomes too much and they either join serves as a meeting place for all of the elvish tribes the Shadar-Kai or wander out into the Black Branches within the Forest of Tethir, including the Elmanesse to be torn apart by the wolfweres.

They have founded an Suldanessellar is all that remains of the ancient elven organization called the Order of Icarus. Members of the kingdom of Keltormir. The elves of that ancient kingdom Order are the only ones that the siblings allow to leave were saved from complete annihilation by the great elven their realm. Members of the Order seek out magical se- hero Tethir—the inspiration for the name of the forest. A crets or capture learned sages or spell casters to bring seed given to the elves by their god, Rillifane Rallathil, back to their masters.

In current times, Suldanessellar is still recovering The inhabitants of the real world Suldanessellar from a tragedy that nearly destroyed it a century ago. Jon have been tormented by its dark reflection for the entire Irenicus, a great elven wizard exiled from the city, tried century of its existence.

When an elf in Suldanessellar to use the Tree of Life to complete a ritual that would goes into their daily trance, they can communicate transform him into a god. Those Bodhi, he captured Queen Ellesime and poisoned the who have loved ones trapped in the shadow realm can Tree of Life. Due to a pact with the Dark Powers of the Shadowfell, his spirit was drawn into a dark reflection of the treetop city.

Trapped in this Domain of Dread, Irenicus—with the help of his sister—is still able to inflict misery on the elves of Suldanessellar from his prison.

The Shadowfell This dismal echo of Suldanessellar exists in the Shadowfell. This realm is lorded over by the siblings Jon and Bodhi Irenicus. In their version of the elven city it is always night. The city is as beautiful as its counterpart, except for a few places that have been twisted to reflect the inhabitants, such as the palace where Jon rules and the tower where Bodhi roosts.

The former House of the Horn has become a lair for the Shadar-Kai, a twisted race of elves associated with the Raven Queen—the dark ruler of the entire Shadowfell. Finally, the branches on the borders of the city are black and malformed, becoming the domain of bloodthirsty wolfweres. The branches grow thicker the further one travels, and only with the permission of either Jon or Bodhi will a path open up for someone to escape back into the real world. Jon and Bodhi lure travelers from across the Forest of Tethir into their cursed domain.

They do this by open- ing pathways in the forest when the moon of Selune is at its fullest. These pathways seem to lead into. Gathering place for cursed hamadryads. H item does not normally require attunement, it now 2. Harpist House. A place where elves come to listen to requires one beautiful music played. House of the Forsaken. Asylum and prison. House of the Horn. House of Icarus. Where members of the Order of Icarus weeks and explain the item was stolen from her and stay when in Suldanessellar.

House of Silence. Where most elves come to meditate. House of the Moon. A smaller temple dedicated to the family will starve goddess Sehanine Moonbow. House of the Talisman. Where non-elves can come to They gamble to see how long each owner of the stay. Not an inn, but similar in purpose. House of the Treekeeper. Abandoned house, often the item survives after obtaining it.

Within 3d6 days squatting ground for those lost to madness. Where Jon Irenicus rules. A defaced state of Queen Ellesime. Temple to Rillifane. A temple to the elven god Rillifane. The Black Branches.

Wolfweres have set up in these twist- belonging to the lair of her recently slain child ed black branches and ensure that no one gets far if they 7 1 week after first obtaining the item, the new owner try to escape the cursed city.

The Gazebo. A romantic place where elves try to forget greater restoration spell is cast upon the item the reality of their situation.

Tower of Blood. Where Bodhi keeps residence. The Shadar House of the Moon Kai will reveal a random magic item for each 50 gp Elven magic items are made available to those who donated. This is reflected Kai will sell an item that has a curse associated with it. A successful Intimidation check ensures that they do not.

Organizations Underdark. Its location corresponds with the southwestern such as the Shadow Thieves and Zhentarim now have border of Amn and Tethyr on the surface world. The city permanent trading establishments within the city. In ad- is small, existing entirely within a single large cavern dition to the drow population and surface traders, there with most of its living areas built inside of hollowed are thousands of quaggoth and svirfneblin slaves that out stalagmites.

Despite its size, it has become a major support the drow houses, and even a few Illithid and trading hub between the drow and other races. The city aboleth envoys can be found within the city. The largest branch Carcerus is located in Ust Natha, but there are about a half-dozen This prison is used not only by Ust Natha, but by other drow other branches, including a small house in the city cities such as Rilauven and Guallidurth; even non-drow cities of Menzoberranzan.

The house is headed by Matron such as the nearby dwarven city of Iltkazar use the prison on Mother Phaere Despana, who killed her mother to take occasion for their worst criminals. It is considered by most over the house more than a century ago.

She is aided by Underdark denizens as unescapable and being consigned to a powerful archmage named Malavon, who joined her a the prison a fate worse than death. The reason for this is that few years ago when his branch of Despana was forced it is run by demodands from the infernal plane of Carceri.

A portal to the plane of Carceri is even located in its lower depths. Some of the prisoners rumored to be held in the pris- Encounters on include powerful drider, rogue illithid such as Alhoon and even a few specimens of phaerrim.

Worst of all, some believe This is a table of enemies or monsters that an that the demodands keep a small number of bebilith that adventurer might come across while in Ust Natha or in they have tortured into serving their needs. These spider-like the surrounding regions.

Some items can always be found at the four chuul market. A customer can also spend gp to get a roll on the rare item chart. They may roll a maximum of 5 times per day. Our helper ma name Medallion of thoughts gp promise never to revea l he r elation Ring of mind shielding gp to the world, for such a revn. Boo and I shook other and paw and swore to each Wand of lightning bolts 15, gp Periapt of proof against poison 20, gp to never reveal her identity.

An aquatic building where visiting The most powerful items can be found at the aboleth Aboleth stay. The aboleth deal in ancient artifacts from 2. User Settings. Skip carousel. Carousel Previous. Carousel Next. What is Scribd? Uploaded by Evan Husada Sidrap. Did you find this document useful? Is this content inappropriate? Report this Document. Flag for inappropriate content. Download now. TXT For Later. Related titles.

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