Two apparently insane Gnomes named Noduab and Enleva. The relevancy of their babbling will not become apparent until Act III.
The Port Llast Garrison. The commander, Haeromos, bristles at your presence because he’s convinced that you’re guilty of the massacre. Pulling off a successful Bluff or Diplomacy skill check means that you’ll be able to question the surviving witness, Alaine. A good enough Diplomacy skill means that you can get her to acknowledge the possibility that it was somebody else disguised as you. Sand and Shandra become at odds with each other over whether she should be used at your upcoming trial, and you have a choice between gaining influence with one and losing influence with another. It is ultimately inconsequential since matters are destined to proceed through the same bottleneck anyway. Play this as you see fit.
Four Guards are waiting for you outside of the Arms Alliance Inn, and want to exercise vigilante justice at your expense. You can either kill them, or use Diplomacy or Intimidate to get them to back down, which earns you 250 xp.
Inside the Alliance Arms Inn are a number of people to speak to. Including:
Felgor, the innkeeper, who tips you off the Elgun is telling tall tales.
Calindra, who’d like you to find out what happened to her partner, Bradbury. You won’t be able to find out until you proceed to a certain point within the Duskwood Grove.
Malin, who relates that no deer for the hunting were to be found in the Duskwood and she was instead driven out by ferocious beasts like Dire Boars.
Elgun, who’s spreading all kinds of wild tales related to the Ember massacre. If you speak to Malin, Haljal at #1, and Alaine at #4, you’ll be able to point out discrepancies in his stories and then get him to recant publicly. This earns you 500xp.
World Map Transitions. After speaking to Haeromos, Ember and Duskwood are now available on your world map. Time to head to Ember.
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