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NWN 2: Storm of Zehir Online Walkthrough by David Milward


INTRODUCTION  |  NPCs & ITEMS   
NWN2 OC  |  MotB  |||  SoZ: SAMARACH  |  THE SWORD COAST  |  RETURN TO SAMARACH
About the Walkthrough  |  About the Maps  |  About the Author  |  Where to Begin
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The Sword Coast:   Sword Coast Overland Map  |  Alchemist's House  |  Arcane Brotherhood Outpost, 1st Floor  |  Arcane Brotherhood Outpost, 2nd Floor  |  Banite Enclave  |  Blacklake District  |  Cold Iron Mine  |  Crossroad Keep  |  Crossroad Keep Interior  |  Crystal Cave  |  Dragon Caves  |  Forgotten Ruin  |  Forktongue Den  |  Gothaladreum  |  Hideout  |  Merchant Headquarters  |  Onyx Cave  |  Pirate Cove  |  Parrum's Rock  |  Port Llast  |  Priory of the Depths  |  Shadow Cult  |  Temple of Waukeen  |  Thayan Enclave  |  West Harbor

Dragon Caves

Dragon Caves

  1. Here is the exit to the Sword Coast.

  2. As soon as you bend this corner, you’ll run into Pitney and Ginni Lannon, as well as Tarmas apparently. They warn you of Lizardfolk ahead, and then depart.

  3. Around here and the adjoining rooms are the crafting stations where you can make use of your recipes.

  4. Secret doors.

  5. Here you’ll have to fight some Lizardfolk. A chest in this room holds an Amulet of Natural Armor +1 and a Dagger +1. There is also a barrel of Harbor Mead. An inspection, with a higher Appraise check revealing more info, suggests that somebody in West Habor had inside dealings with the dragons.

  6. Here are more Lizardfolk to fight. One of them will drop a Wand of Frost. A chest in the room also holds the Goodwife’s Cloak and the Relic of Semuanya.

  7. Here you’ll have to fight some Lizardfolk and Bombardier Beetles. A weapon rack in the room holds a Fen-Tamer.

  8. More Lizardfolk to fight. They’ll leave behind Alchemical Silver Shurikens and Alchemical Silver Throwing Axes.

  9. There is a statue of Tyr in this room, or at least something that appears to be one. Trying to smash it only provokes a little bit of magical damage. Trying to beseech it for a blessing only leads to a Mephit ambush.

  10. In this room, you’ll have to fight an Umber Hulk Thrall. A chest holds a Wand of Magic Missiles. There is also a magic jar in this room which you can’t do anything about for now.

  11. In this room you’ll have to fight several Lizardfolk and Water Elementals. Their sorcerer will leave behind a Wand of Frost. Their Chieftain leaves behind a Battleaxe +2 and the Chieftain’s Key.

  12. You’ll need the Chieftain’s Key to unlock this room. Inside is the real and imprisoned Tarmas.

  13. Black DragonsHere is the dragons’ hoard. You may have noticed first that the dragons aren’t in the cave at the moment. And remember the other Tarmas you saw when you first entered the caves? It’s time to head back to West Harbor. Outside the gates you’ll find Mayor Buckman, the Lannons, and the real Tarmas. Buckman’s deal with the dragons gets fully explained. In the meantime, one of them apparently assumed a magical disguise as Tarmas to get inside the town and drive out the residents. Now it is up to you to deal with the dragons. Their acid breath doesn’t actually do that much, and they will fall to sustained melee attacks. So get them one at a time, and then take care of their Lizardfolk minions. One of the Lizardfolk leaves behind a Greatsword +2. You get 1,200xp and the Dragonslayer feat. Mayor Buckman also offers you the local training grounds free as a trading post for Sa’Sani. In the meantime, you can now loot the dragon hoard, which will contain gems of varying price, as well as a Katana +2, a Chainmail +2, and Littlefang.
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