Players Guide for:   Dalewinter 2 - Shadows of the past 

Welcome to Dalewinter.. we hope you enjoy your stay.

Contents
~~~~~~~~~

1 - Module Introduction
2 - Background information
3 - Tips (Minor spoilers)
4 - Hints (Major Spoilers!)





1 - Module Introduction
~~~~~~~~~~~~~~~~~~~~~~~~

Dalewinter 2 is a module for 1-4 players of levels 3-5.

The module will take between 8-10 hours depending on how many of the side 
quests you attempt.

If you don't have a character of level 3 or above, the game will automatically
send you to the gatekeeper, who will offer you the opportunity to gain enough
experience to reach level 3.

The module is designed to be played by a single party working co-operatively.

It is not necessary to have completed Dalewinter 1 before attempting this module,
although a few NPCs may mention events that took place in that module.

Be warned that the guards take a dim view of people sleeping in the streets, so you 
will need to find shelter before resting within the city limits.


2 - Background Information
~~~~~~~~~~~~~~~~~~~~~~~~~~~

Dalewinter is a medium sized city formed many years ago by the Devir family, when they 
built their ancestral home here, and their guards and servants set up home at the foot
of the castle walls. Over many years this settlement grew into the thriving market city
it is today.

Dalewinter is still ruled by the Devir family, and over the years several other groups 
have made their base in the City. 

Unsurprisingly for a City built on trade, there is a thriving merchant company known as
the Oakensheild Merchant Company, and much as wolves tend to live where there are plenty
of sheep, a thriving thieves guild has also sprung up in the city.

The City Guard wage a constant war to keep these two sides from destroying the city in 
their struggles. Whilst in the centre of the City a fairly new religion has based their
main temple, and will preach their religion to any that would listen to them.


You have arrived in the City from the South from the area near the village of Deepglade.
On your travels you heard rumours of some kind of haunting afflicting the City, and have
travelled hear to see how you may help (or profit?) from the situation.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 SPOILERS BELOW!

PLEASE ONLY READ ON IF YOU NEED HELP WITH THE GAME (THESE TIPS/HINTS GIVE INFORMATION
THAT SHOULD NOT BE AVAILABLE TO STARTING CHARACTERS)












 SPIOLERS FURTHER BELOW!

















3 - Tips (Minor Spoilers)
~~~~~~~~~~~~~~~~~~~~~~~~~~

There are five main factions in the City.

Devir Family
City Guard
Merchants 
Priest
Thieves

Each faction has their own set of quests.  Try doing quests from different factions 
to boost experience and possibly gain more information.


The ghosts seem to mainly appear during the night, so try moving through the city 
during the day time to reduce attacks.

Any ghosts you meet that you don't kill could injure innocent citizens.. this may 
make it harder to find that shop keeper you desperately need to buy something from,
so it is wise to kill all the ghosts you meet.

All of the citizens of the city have their own stories to tell.. some more useful than
others, so it is sometimes worth stopping to talk to the locals.

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MORE SPOILERS BELOW!! DO NOT READ ON UNLESS YOU ARE STUCK!

































4 - Hints (Major Spoilers)
~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Devir's generally move the main plot forwards at each stage.

You may need to complete several side quests in order to continue the main quest.

Some of the side quests are only available after you have visited the graveyard.

If you're struggling to find the thieves guild.. talk to Malador in the Darkblade tavern 
in the Old Quarter.






~~~~~~~~~~~~~~~~~~~~~~~~~~
 MAIN PLOT SPOILERS
~~~~~~~~~~~~~~~~~~~~~~~~~~

It doesn't matter which group you do the quests for you can still only do the highest 
level quest for one of the groups.




When you reach the Sages home, the room with lots of doors with creatures behind:
The clue is in the name of the region he found the creatures.

The lever in the center resets all the doors to a closed position.. 
Once all the doors are closed:

if you open the doors in the correct sequence based on the first letter of their 
names (and the name of the area on the sign in the center)  the exit door will open.



When you reach Delgrains final resting place:  Placing the amulet in his sarcophagus
will weaken him sufficiently that he can be killed.
