This is where the party first arrives. It becomes apparent you canÂ’t leave for Neverwinter by ship because the Lizardlings are sabotaging all the ships that try to leave port.
Here youÂ’ll run into some Sailors who pick a fight with you. ThereÂ’s no way out of losing influence with Elanee by displaying eagerness, or with Khelgar by trying to avoid it. It is apparently possible to avoid this by giving the Sailors a wide berth.
Here youÂ’ll find a merchant named Branson Marlek. He sells:
Here youÂ’ll find Gera and Zachan again. They give you a quest to find their two children, whom they believe got lost in the nearby castle ruins.
Here youÂ’ll find Captain Flinn, the captain of the ship thatÂ’s supposed to take you to Neverwinter. He canÂ’t do anything until you do something about the Lizardlings though.
Here youÂ’ll find a down on his luck armorer named Edario, who sells:
Here is where youÂ’ll find a man named Par. He wants your help clearing some pirates out of his house. When youÂ’ve completed the task, he gives you two each of Potions of Speed, BearÂ’s Endurance, and Cure Serious Wounds. You also get 200xp for your efforts.
Here is where youÂ’ll find Elder Mayne. He wants you to do something about the Lizardling attacks. But first, you must pass through Shandra JerroÂ’s farm, which heÂ’ll mark on your map.
Here is where youÂ’ll find Juni, who wants you to find her husband, William. He apparently got lost in the nearby ruins.
Here is where youÂ’ll find Mozah. He wants you to look into the whereabouts of some adventurers he provided tour guide services to, because they still owe him backpay.
World Map Transition. If youÂ’ve spoken to Elder Mayne, youÂ’ll now be able to access ShandraÂ’s Farm.
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"Ahhh, night has laid her shroud upon us. A perfect time for a warm fire and a story to regale you all...were you not so distracted by pressing quests, that is." -Haer'Dalis, Baldur's Gate II