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Video-Based Walkthrough for NWN2: Storm of Zehir by David Milward


INTRODUCTION  |  USING YOUR CHARACTERS  |  EQUIPPING YOUR CHARACTERS  |  EPIC BUILDS  |  CAST OF CHARACTERS  | 
PROLOGUE  |  ACT I  |  ACT II  |  ACT III  |||  MotB  |  SoZ  |  MoW  | 
About the Walkthrough  |  Future Updates  |  About the Maps  |  About the Author  | 
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STORM OF ZEHIR  |  EPIC BUILDS   |  CHARACTER DEVELOPMENT FOR SOZ   |  CHARACTER ROSTER   |  ITEM CRAFTING IN SOZ  
Prologue  |  Act 1  |  Act 2  |  Act 3  

Act II:   Crossroad Keep  |  Neverwinter  |  Phandalin  |  Thundertree  |  Conyberry  |  New Leaf  |  Leilon  |  West Harbor  |  Epic Levels  |  Return to Neverwinter  |  Port Llast  |  North Sword Coast  |  Thayan Enclave  |  Khelgar's Quests  |  Volo's Quests  |  Missing Associates  | 

Missing Associates

Sword Coast Overland Map

New Leaf Shortage

This is the first main storyline quest on behalf of whichever cartel is sponsoring the party. I use the Crossroad Keep portal to reach New Leaf. Once there, I enter the common room of its Tavern and try to speak with the New Leaf Quartermaster there. He's apparently hiding something.

I leave New Leaf for the Overland Map. There will now be close by some Bandits who will insist on attacking me, no matter how much higher level I am. I kill the Bandits easily enough. One thing that I make sure to do is pick up a Serpent Figurine from the corpse of the Bandits' leader.

Having the Serpent Figurine in my inventory acts as a beacon of sorts. The closer I get to their base, the brighter the Figurine will glow. The Forktongue Den in any event is at #38 on the Overland Map.

Forktongue Den

I start off at #1 on the Forktongue Den map. I don't have time to buff up, since a lot of Forktongue Bandits and Forktongue Clerics from #2 will attack me immediately, and more will stream in from other parts of the Den. I still cut them down quite easily enough.

At #3 will be the leader of the Forktongue Bandits, Mikul, and several of his minions. I also kill them off easily. There are also chests in the room that between them hold:

To complete this quest, I need to bring the good news of Mikul's demise first to the New Leaf Quartermaster, and then Martin Keller in Neverwinter. Keller rewards me with 1,800xp. He also suggests that I need to meet with him and the other cartel leaders in Conyberry.

Also, Pureblood Assassins (EL 13) will now begin appearing on the Overland Map as random encounters.

Conyberry Meeting

Now I take the portal to Conyberry. I enter the common room of the Tavern and buff up to the max.

The Cartel leaders, Martin Keller, John Archen, Aster Merris, are in the common room. Once I get close enough, Jordan Wright also arrives and a rather melodramatic scene ensues.

Wright dies, and several Yuan-ti Holy Guardians and regular Yuan-ti arrive. A Storm of Vengeance from Umoja suffices to ensure swift victory, leaving them as sitting ducks for my warriors. The three cartel leaders promptly leave.

Il'Foss and Kizu

I return to Crossroad Keep and speak with Sa'Sani. She has received a messenger from her Missing Associates, Il'Foss and Kizu. I am to meet them in her place.

A place called the Night's Rest Inn now appears on the Overland Map, east on the road from Crossroad Keep at #39.

I enter and it soon becomes evident that an ambush intended for Sa'Sani was in the works. There aren't that many enemies, so I succeed in cutting them down in physical combat.

Il'foss leaves behind the Emerald Staff (Quarterstaff, Create Undead (11) 1 / day, Crushing Despair 1 / day, +2 Intelligence, evil only), but I have no use for it. Kizu leaves behind Kizu's Shortsword (Shortsword +3, Wyvern Poison on hit). This actually becomes Gallard's main hand weapon for what's left of the game. Wyvern poison can drain a LOT of Constitution from its target on every hit, and has a saving throw DC of 17.

Whispers in the Marsh

I return to West Harbor, for a quest that could not have begun until after I had uncovered Il'foss and Kizu. Sheydann Zinn and Jan Buckman will now both be absent from West Harbor. I speak with Goodwife Aruna, and she informs me that Sheydann Zinn has seduced Jan Buckman into his cult.

The Swamp Cult now appears just a little east of West Harbor, at #7 on the Overland Map. I buff up to the max.

Within view will be the cult's altar, with both Sheydann Zinn and Jan Buckman near it. I approach them to begin dialogue. Making a couple of Diplomacy skill checks suffices to convince Jan to abandon the Cult. Sheydann Zinn and the rest of the Cultists soon attack me. Jan would have joined them in the attack had I not been able to make the Diplomacy checks. The Cultists are spread out, so I'm easily able to take them down in a process of attrition.

The Loot that they leave behind, or is found in their containers includes a Composite Longbow (1) and a Scythe +2. Sheydann Zinn leaves behind the Venomdrinker (Scimitar +1, +1d4 negative energy damage, Poison 1d2 Strength / DC=18, +1 saving throws vs. poison). This is a weapon certainly worthy of consideration, although I had other plans.

I speak to Jan Buckman, and he gives me the Unwilling Pendant (-2 penalty to saving throws vs. mind-affecting spells, +2 Constitution, +10% cold damage resistance). He promptly leaves the area.

I return to West Harbor and speak to Goodwife Aruna again. She gives me 1,800xp and the Gardener's Gloves (+3 saving throws vs. poison, +1 regeneration, +5 acid resistance) for destroying the Cult and keeping Jan alive. The xp reward would have been reduced to 1,530xp had Jan died. Logan wears the Gardener's Gloves for the rest of the game. These gloves are more of a fit for him, since they offer some defensive benefits and since he's more of a damage dealer and not wearing an armor that has a high maximum Dexterity bonus to begin with.

Murder at Crossroad Keep

I return to the Merchant Headquarters of Crossroad Keep. The short of it is that Sa'Sani is in fact a Yuan-ti, she has murdered Na'Sarin, and has fled back to Samarach.

Khelgar also wants to shut down the merchant company, I can either let him, let Variel run the company, or take it over myself. As far as I can tell, this is a purely roleplaying choice, and I'm not aware of any significant consequences tied to the choice. I took the third choice.

Next, I take the portal back to Samarach in order to start Act III.



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