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Siege of Dragonspear Online Walkthrough by Beren


INTRO & ABOUT | CHARACTERS | ITEMS | SHOPS
AREAS | QUESTS | IMPORTING ITEMS TO BG2

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Quests: Main Quests | Character Quests | Prologue | Chapter 7 | Chapter 8 | Chapter 9 | Chapter 10 | Chapter 11 | Chapter 12 | Chapter 13

Chapter 10 Quests
Skie's Gone Missing | Helvdar's Lucky Charm | On the Fence | Mizhena's Amulet | The Uncommon Cold | The Wounded Zealot | Memories Of Battles Past | Troop Train | Den Of Thieves | The Problem With Pritchard | The Trial | Morning Report | Foehammer's Blessing | Understanding the Crusade | Troll Breakout | The Myconid Tower | Murs and the Brigands | The Good Druids | The Wychlaran and the Berserker | Moving Crates | Slime Sickness | Ghost Dragon Guardian | The Cabal | Gurgle and Floss | The Lost | Blind Albino Wyrmlings | Drow Runaways | Skrunk's Elementals | Accessing the Warrens | The Dungeon Slug

THE GOOD DRUIDS

Two druid factions are in conflict with each other. One side wants to take extreme measures to protect the natural world. The other sees the extreme measures as corrupting of the natural world itself, and wants to stop those measures. It's up to you whose side you take.

Underground River, Surface

  1. A couple of Druids named Jamven and Chorster will be at 11 near the large tree on the surface of the Underground River, trapped in vines. You can free them either through using a single-target spell that breaks spell defenses like Breach or Spell Thrust, or by force-attacking them until they start dialogue with you.

    They want you to stop their former mentor, Ferrusk, from corrupting lifeforms and sending them into the world. They give you the Enchanted Seed, with the hope that you'll use it on the roots of the same tree they were next to. That starts the Quest.

  2. Continue eastwards. Chances are you will need to fight your way past the Crusaders that guard the gate at 12. The entrance to the Underground River is at 15.
  3. Underground River

  4. You will start off at 1 in the Underground River. Travel towards the southeast corner.

    Ferrusk will initially be at 21, but then be at 22. Doing this Quest in a good-aligned way will inevitably mean having to fight Ferrusk. Approach the tree at 23 and he will warn you to stay away from it. Click on that same tree and he will then attack you, aided by two Ankhegs and two Dark Treants.

    He leaves behind a few items:
    Inform Chorster and Jamven of your success, and they will reward you with +1 to Reputation, 12,000xp and a Club called The Root of the Problem.

  5. Alternatively you can side with Ferrusk, and agree to kill Chorster and Jamven instead. They will be forewarned of your betrayal, and summon Bears and Spiders to help them.

    Chorster leaves behind:
    Jamven leaves behind:
    Bring their heads back to Ferrusk, and he'll give you two random Potions.

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