Showing posts with label Prologue. Show all posts
Showing posts with label Prologue. Show all posts

Sunday, December 8, 2013

To a Ranger's Aid

Bestowal dialogue

'Please...there is but one last of my kin in the Midgewater Marshes. Reniolind is his name. A young scholar of my kind. He was not here when Amdir came and may yet be alive.
'Go to him quickly. He had gone to study the ruins of the old Marshwater Fort at the centre of the Marshes. You must tell him...warn him...to beware Amdir's scream!'

Background

When you entered the Mustering Cave, you found you were too late to help Mundol. Amdir had already come and mortally wounded him.

Objective 1

Reniolind can be found in the old Marshwater Fort, which lies at the centre of the Midgewater Marshes, west of the Mustering Cave.
Mundol asked that you warn the last of the Rangers in the Midgewater Marshes, Reniolind, a young scholar, of Amdir's betrayal.
Mundol: 'It is too…late for me. The wounds are mortal. Even now I…can feel my life slipping away….
'Hurry…warn Reniolind! he should be in the ruins of the…old Marshwater Fort at the centre…of the Midgewater Marshes!'
Complete the Instance: To a Ranger's Aid quest.
You have unlocked the movie 'The Hobbits Leave the Shire'.

Objective 2

Barliman Butterbur can be found in the common room of The Prancing Pony Inn in Bree-town.
With Reniolind's dying breaths, he asked you to find his chieftain, Strider. He instructed you to speak with Barliman Butterbur, the proprietor of The Prancing Pony Inn in Bree, to learn where Strider may be found.
Barliman Butterbur: 'Well now, what is it I can do for you today?'

Chasing Amdir

Bestowal dialogue

'Poor Toradan. If his words are true, his kinsmen are in great danger! This Mundol he spoke of before he passed must be warned!
'Now, I don't know exactly where this Mustering Cave is, but if Toradan warned Constable Tanglerush, then Tanglerush must know its location.
'Tanglerush is a Constable in Staddle, down the road south of Combe. You will likely find her loitering about town centre. Quickly, you must find her.'

Background

You found Amdir -- or at least the wraith that was once Amdir -- imprisoned in the dungeons of the Blackwolds' hideout. Amdir escaped and is now stalking the Rangers in Bree-land.

Objective 1

Constable Tanglerush is in Staddle town centre, south of Combe.
As his last act, Toradan sent you to tell Constable Underhill of a message he sent to Constable Tanglerush regarding the danger Amdir might pose to his kinsmen. Underhill told you to go to Tanglerush and make certain she passed the message to Mundol.
Constable Underhill: 'The Big Folk that keep watch in Staddle may know where the mustering cave is. Go and find Constable Tanglerush.'
Constable Tanglerush: 'Ho there, what cause have you to be running around like that? Toradan is dead? That can't be...I saw him not too long ago. He had me deliver a message to his kinsman at the cave across the Midgewater Marshes. When I went to deliver the message I found the cave empty.
'I'm on duty now, or I'd make the journey across the Marshes myself. Maybe you'd go instead?
'Follow the road out of Staddle to the east, down the slope leading into the Marshes. Cross straight through, but be careful. The Midgewater Marshes have become a dangerous place of late. Do your best to steer clear of the Marshwater Fort at the heart of the Marshes, though. The cave is set at the foot of a tall hill near the entrance to the Midgewater Pass.'

Objective 2

Mundol is hiding at a place called the Mustering Cave on the far east side of the Midgewater Marshes, near the Midgewater Pass.
Constable Tanglerush did not find Mundol within the cave when she attempted to deliver her warning. Perhaps it is not too late to warn Mundol.
Constable Tanglerush: 'Make haste! Mundol must be warned before it is too late.'
Mundol: 'Delay not! It is too late for me. Amdir...Amdir arrived ahead of you. He must be stopped. The Nine must not take him....

Saturday, December 7, 2013

The Hideout

Bestowal dialogue

'Ye've done all that was asked of ye, and done a good job o' it too, so I suppose it's time to show ye where to find Skunkwood. He's second under Éogan, one o' the strange men that I mentioned. Skunkwood handed the Blackwolds over to them a short time ago, that's when bad changes started taking place around here.
'Skunkwood's used me, and a lot o' other good folk here in Combe. Everything ye've seen so far in the Chetwood should prove that to you. We've risked a lot to have a chance to stop the Blackwolds once and for all, <name>. It is time we finish this.
'The hideout is located at the foot of the Staddle Falls at the north-west end of Staddle Pond. You'll be welcomed inside. Maybe you'd best go talk to that fellow what you're working for first though.'

Background

Ellie Cutleaf has arranged a meeting with Skunkwood and offered to lead you to the Blackwold's hideout.

Objective 1

Toradan is in his room up the stairs across the common room in The Comb and Wattle Inn, south-east of Ellie Cutleaf's house.
Ellie provided you with directions to the Blackwold hideout and assured you that you would be welcomed within. She also mentioned that Éogan and Skunkwood discussed the recent capture of Amdir. She suggested you speak with Toradan before continuing to the hideout.
Ellie Cutleaf: 'What are ye doing here? Time is of the essence…Skunkwood is waiting, and if news of Jagger Jack reaches him before ye arrive, he might become suspicious.'
Constable Underhill: 'So, if Ellie is to be trusted,the Blackwold hideout is at the base of the cliff near the Staddle Falls, south of the Combe guard-house! You should take this news to Toradan!'
Toradan: 'You have returned and with news of the Blackwold leaders. You have done well. Now is the time to move against Skunkwood and Éogan.
'You should make your way to this hideout of theirs and speak to Skunkwood. Once there, tell him that you heard rumour about the prisoner they took from Archet and would like to see if the tales about him are true.
'Once you make your way to Amdir, free him and make your escape. I will follow you to the hideout and aid you. Hurry now!'

Objective 2

The entrance to the Blackwolds' hideout is next to the bottom of Staddle Falls, at the north-east end of the Staddle Pond, south of the guard-house.
Toradan told you to enter the Blackwolds' hideout and speak to Skunkwood. Once you learn the location of Amdir, you are to free him and help him escape.
Toradan: 'Hurry to the Blackwolds' hideout, <name>. You need to find Amdir and release him. I will follow after!'
Constable Underhill: 'Toradan's plan is a bold one, but it might succeed. You should make your way to the Blackwold's hideout and see if you cna find were they are holding your frend Amdir. I'd be quick about it too!'

Objective 3

Constable Underhill is in Combe centre, near The Comb and Wattle Inn.
Toradan's plan to free Amdir came to a shocking end, as Amdir was driven insane by his morgul-wound and slew Toradan. Amdir now seems bent on destroying all the Rangers. Constable Underhill must know of this development.
Constable Underhill: 'Toradan...slain by Amdir? How is that possible?
'Seek out Constable Tanglerush immediately. If Toradan's warning does not reach his kin, who is to know what devilry will ensue.
'Quickly now!'

A Critical Strike

Bestowal dialogue

'If I'm to help ye, then ye've got to trust me. We need to deal with the wolves and their keeper, Jagger Jack. Jack spends his time talking to those strange, dark-skinned Men within the ruins occupied by the Blackwolds.
'Find him and kill him, else he'll keep breeding his wolves with the Warg. While ye search for Jack at the camp, look for corpses o' dead beasts: sheep, cattle, even deer. It's likely the poor creatures are the food for the wolves. Use the poison on the corpses, and we may well kill off a good number of Jack's beasts.
'While you deal with Jack and the wolves, I'll talk to Skunkwood and others about a "new recruit" I've found. I might be able to get you into Skunkwood's hideout.'

Background

Ellie believes that you can score a telling blow against the Blackwolds and their masters in the northern Chetwood. Armed with a poison provided by Leecher Cartwell, she sends you to the Blackwold camp in the Chetwood to deal with their wolf-keeper, Jagger Jack, and the fell offspring of the Warg.

Objective 1

Jagger Jack and the animal corpses will be in the Blackwold ruins in the north Chetwood, north of the guard-house, east of Combe.
Ellie told you to find Jagger Jack and poison the wolves' food source, while she tries to arrange a meeting with Skunkwood, the Blackwolds' leader, for you.
Ellie Cutleaf: 'Quickly now, head into the Chetwood and find the Blackwold's encampment within the ruins inthe north-west Chetwood. Be careful…there is evil brewing there that may shake your very bones.
'While you are dealing with Jagger Jack and the wolves, I'll talk to Skunkwood and find a way to get you into their hideout.'
Constable Underhill: 'If Ellie is right and this wolf-keeper will continue to breed wolves and Wargs, then we should do everything we can to put a stop to it.
'Do as she asks and seek out this Jagger jack at the Blackwold encampment in the north-west Chetwood.'
Defeated Jagger Jack

Objective 2

Ellie Cutleaf's house is in the north-west corner of Combe, on the banks of the pond.
You should return to Ellie Cutleaf with word of your victory against Jagger Jack and to learn if she has arranged a meeting with Skunkwood at the Blackwold hideout.
Ellie Cutleaf: 'If ye've been to those ruins, then ye know now about the evil spreading through the Blackwolds. I was able to meet with Skunkwood, though he was talking to one o' them strange men. He mentioned someone named Amdir.
'Skunkwood said that he would meet with ye, but you'll need to be quick. Once Jagger's death is discovered, Skunkwood will become suspicious.'

Greater Responsibility

Bestowal dialogue

'When Skunkwood took me to the Blackwold's encampment in the Chetwood, I met Jagger Jack. Jack is training the wolves for the Blackwolds. He keeps most o' them deep in the ruins in the north parts of the woods.
'If we're going to put a stop to the Blackwolds, then we may need to do a little mischief o' our own. I'm not wont to do this, mind you, but we need to stop them wolves before they're used against Combe.
'Leecher Cartwell can help us and will. Talk to him at his house, up on the cliff south of Combe centre. Tell him that I need a poison to kill the wolves.'

Background

According to Ellie, someone named Jagger Jack trains the wolves deep within the Blackwold Hideout. She met him when she was brought there and felt very ill at ease in the area.

Objective 1

Leecher Cartwell's house overlooks Combe on the road south towards Bree.
Ellie Cutleaf has instructed you to acquire some poison from Cartwell, the local leech, to use against the Jagger Jack's wolves.
Leecher Cartwell: 'Ellie got herself in trouble, did she? I've been near the wood of late to gather herbs and such. Something has the animals there stirred up, for certain.
'If this will help make things right between Ellie and the Combe-folk, I will help. I think I know just the thing. I'll need fresh honey, blackwort root, and several red berries.
'There are beehives behind the abandoned house, south of Combe. The berries grow in patches in a valley just over the hill behind the house. Blackwort root is found near the wolf-den in the north Chetwood.'

Objective 2

There are beehives behind the abandoned house south of Combe. Red berries grow in patches in the valley behind the house. Blackwort root grows near a wolf-den north-east of the Combe lumber camp.
Leecher Cartwell has agreed to make the poison Ellie requested, but needs your assistance gathering the ingredients.
Leecher Cartwell: 'Fresh honey, blackwort root, and red berries. That is all I need to make the poison.'

Objective 3

  • Bring the honey, blackwort roots, and red berries to Leecher Cartwell
Cartwell's house is on a low cliff in the south-west corner of Combe.
Your search for Cartwell's herbs and honey took you into danger, but your efforts were fruitful. You should return at once to Cartwell with the ingredients.
Constable Underhill: 'Better we don't speak too often. If Ellie is found to be working with us, we may endanger her. I'd rather not see her harmed if she truly wishes to make amends.'
Ellie Cutleaf: 'What are ye doing here, hanging about? Please hurry!'
Leecher Cartwell: 'Ah! There you are, it will be just a moment, and I'll have the poison for you...
'Be careful with this. It'll not hurt you or I, nor even the little folk -- except perhaps to make us mildly ill -- but the normal woodland creatures would suffer terribly if you don't use caution.
'You should return to Ellie and let her know that the poison is ready.'
Collected Cartwell's Poison

Objective 4

Ellie Cutleaf's home is in the north-west corner of Combe, on the banks of the pond.
After a short distilling process, Cartwell handed you a sweet-smelling phial. He assured you that the poison would kill the wolves threatening the Chetwood and the inhabitants of Combe, then sent you back to Ellie Cutleaf.
Leecher Cartwell: 'Take the poison to Ellie. Tell her that I truly hope she finds her eay through this. She is a good woman but sometimes easily misled.'
Constable Underhill: 'Better we don't speak too often. If Ellie is found to be working with us, we may endanger her. I'd rather not see her harmed if she truly wishes to make amends.'
Ellie Cutleaf: 'You have the poison from Cartwell?
'I trust Cartwell. Now that we have the poison, we may be ready to strike at the Blackwolds in their Chetwood home.'

Cutleaf's Good Intentions

Bestowal dialogue

'Now here's an idea. Ellie is looking for new blood, so why not help her out? You could mask yourself as a ruffian and offer to join the Blackwolds. Gain her confidence, and we might find out where the Blackwold leaders are hiding! Of course, it would be dangerous! Do you think you're up to the task?
'Ellie's house is in the north-west corner of town, by the pond. There are some large cages nearby -- she breeds dogs, I think.
'Go and speak with her...and remember, you're a brigand!'

Background

Ellie Cutleaf, a resident of Combe, is mentioned by name in the letter you found in the Blackwold recruit's pack.

Objective 1

Ellie Cutleaf's house lies in the north-west corner of Combe, on the banks of the pond.
After discovering the identity of the Blackwold agent, Constable Underhill asked you to enter the ranks of the Blackwolds by speaking with Ellie Cutleaf and doing whatever she asks of you.
Ellie Cutleaf: 'Not another one! I'd thought I'd gotten all o' those letters back. You'd be better served just going home. You don't want to join up with the Blackwolds.
'I listened to Skunkwood, their leader, and helped them breed some wolves. I admit, I did it for the promise o' riches, but I regret it. Jagger Jack is their real wolf-master, and he had me breed a local wolf with one o' them Wargs. When they took me into their camp, deep within the Chetwood, I got afeared right quick. There's something not right there. I've done something terrible, <name>, and I need help getting out.
'The den-mother I helped them breed is kept at Skunkwood's farm in the north Chetwood. She needs to be killed before her next litter is born, else her pups'll do worse damage to the Chetwood and the folk here.'

Objective 2

Skunkwood's farm can be found by following the road east up the hill and then north into the Chetwood. Follow the road east through the woods and towards the northern end of the Midgewater Marshes.
Constable Underhill ordered you to try and insinuate yourself into the Blackwolds' good graces by doing tasks for their agent, Ellie Cutleaf. However, Ellie admitted her involvement and her desire to leave that part of her life behind. She has asked you for help righting her wrongs.
Defeated Skunkwood's den-mother

Objective 3

  • Talk to Ellie Cutleaf
Ellie Cutleaf's house lies in the north-west corner of Combe, on the banks of the pond.
Ellie Cutleaf asked you to slay the den-mother she bred with a Warg for Jagger Jack, the wolf-keeper of the Blackwolds. You should return to her with news of your success.
Constable Underhill: 'Ellie wants out does she? We may be able to help her then. if she's willing to help us defeat the Blackwolds, then I see no reason not to help her.
'Just remember, <name>, she once worked with the Blackwolds.'
Ellie Cutleaf: 'I'm glad that you were able to defeat the Den-mother before she bore any more of those half-Wargs.
'Now there's just Skunkwood to deal with. He spends most of his time in the Blackwold hideout these days. There are dark-skinned men who sometimes attend him, clearly not from these parts, and that Jagger Jack fellow.'

Finding Amdir

Bestowal dialogue

'Thank you for your aid, <name>. My kindred and I were driven from the Bounds of the Shire by the Nazgûl of Mordor. They pursued us eastward and slew many of us. It was my goal to join Amdir, but I have heard rumour of his fate in Archet. They say he was stabbed with a morgul-knife and led off by some evil men -- the ones who lent the Blackwolds aid. There are few left now with power over such wounds, and those that I know of dwell some distance from here. We must find Amdir, and quickly, if we are to save him.
'He is likely being held by the Blackwolds somewhere in the Chetwood. We must find a way to enter their lair and free him, but first we must find them. Speak with Constable Underhill...he may be of help. You can usually find him outside, near The Comb and Wattle.
'Once you have learned of the Blackwolds' lair and believe you can gain entry, return to me. Hurry, before it is too late.'

Background

The stranger that summoned you was a kinsman of Amdir who is seeking the missing Ranger.

Objective 1

Constable Underhill can be found outside The Comb and Wattle Inn in Comb.
Toradan has asked you to speak with Constable Underhill to learn ways of finding the Blackwolds' hideout. He is certain Amdir will be found among them.
Toradan: 'You should speak with Constable Underhill near The Comb and Wattle. He may have some thoughts on how to discover the Blackwolds' hideout.'
Constable Underhill: 'Toradan sent you, did he? It's good to have the Hero of Archet on our side!' The hobbit lowers his voice. 'There's still a Blackwold agent in town. We think he's trying to rebuild the band from among the local ruffians and bullies. We need proof though. A letter or parchment would do, if it came from the agent himself.
'Many of the brigands hole up in Chetwood. Follow the road east, until you come to the guard-house, where Constable Wren is stationed. From there, head north and look for the brigands' watchfires scattered through the wood. Search their packs for signs of their summons.
'Let me know right away if you find anything... we need to know what they're up to!'

Objective 2

  • Search a Blackwold recruit's pack
Many of the scattered Blackwolds dwell in the hills east of Combe.
Following Toradan's advice, you spoke with Constable Underhill about the Blackwold brigands. The hobbit constable suggests that you search amongst the campfires of the Blackwolds to the east of Combe for one of the brigand agent's letters.
Constable Underhill: 'The Blackwolds have taken up residence in the Chetwood to the east. You had best begin your search there.'
You discovered a letter

Objective 3

Constable Underhill awaits your return near Combe centre, outside The Comb and Wattle Inn.
Searching through a pack found near a small encampment of Blackwolds, you found a letter from the Blackwold agent. You should return to Constable Underhill with the letter.
Constable Underhill: 'Hallo! What's this? Ellie Cutleaf! Well, I should have guessed. She's smart and disreputable, by all accounts... and she's just the sort who might led us to the Blackwold's agent.
'She won't lead you to this Amdir fellow, I don't think, but it's a start. We must gain access to the leader somehow. He'll have the answers we seek.'

An Urgent Summons

Bestowal dialogue

'The man who came through the village -- he reminded me of Amdir in his behaviour -- said he was looking for "the Hero of Archet." I can only assume that he spoke of you!
'He said the matter was most urgent, and that if I saw you, I was to direct you to The Comb and Wattle Inn, where he will be waiting for you. The Comb and Wattle is in the centre of Combe to the south.
'He seemed most grim to me. I would travel to Combe immediately and speak with the innkeeper, Lizbeth Honeymeade. She should know where to find this man.'

Background

A stranger to Archet left an urgent message for "the Hero of Archet", requesting an audience.

Objective 1

Lizbeth Honeymeade is the proprietor of The Comb and Wattle Inn in Combe, south of Archet.
Jon Brackenbrook said you were to meet the grim stranger in Combe. He recommended that you speak with the innkeeper, Lizbeth Honeymeade, who can tell you what room the stranger is staying in.
Jon Brackenbrook: 'Lizbeth runs a fine establishment in Combe. Head there now and speak with her.'
Lizbeth Honeymeade: 'Oh my. Look here, a real live hero! It's not often we get such respectable folk through here.
'My, how my tongue runs on! Toradan told me to sent you upstairs to his room as soon as you arrived. The stairs are across the room there, and Toradan's is the door at the end of the hall. He said you shouldn't delay none.'

Objective 2

Toradan's room is at the end of the hall at the top of the stairs across the common room.
You have come to The Comb and Wattle Inn, as instructed, and spoken to the proprietor. Lizbeth Honeymeade told you that the man who sent you the message, Toradan, is waiting for you in his room.
Lizbeth Honeymeade: 'Keep it quiet that I have one of them Norhtmen here. The Comb and Wattle is normally a nice place.'
Toradan: 'The Hero of Archet, I suppose? I am pleased to finally meet you. I am sorry for the cryptic summons, but I dared not betray my whereabouts to just anyone.
'There is much we need to discuss. Will you hear me?'

Burying the Dead

Bestowal dialogue

'As we prepared for the Blackwold assault and stood at the defence of Archet, many of the good folks of this town perished, both within the gates and beyond.
'The battle was great, but in the end we defeated the brigands' onslaught. Some of the good men who were lost still remain unburied, but the people of this town have their hands full with their own great losses. It would be to our shame if those unburied bodies were dishonoured by wild beasts.
'I would ask this one last favour of you: seek out those poor men and grant them honour in death. Dirk Mudbrick fell at the sheep-farm south-west of Archet, Nate Whisperwood died defending the Hunter's Lodge, and Cal Sprigley's farmhand -- Wil Wheatley -- perished in battle just to the west of Bronwe's Folly.'

Background

While you were fighting through Archet, some of the good folk of this fair village perished during the assault.

Objective 1

Dirk Mudbrick's body can be found at the sheep-farm, south-west of Archet. Nate Whisperwood's body can be found near the Hunter's Lodge, east of Archet. The body of Wil Wheatley can be found just to the west of Bronwe's Folly, south of Archet.
Jon Brackenbrook has asked that you bury the remains of the fallen who perished in the Blackwold raid with honour.
Jon Brackenbrook: 'Dirk never made it out of the sheep-farm, Nate died just outside of the Hunter's lodge, and Wil Wheatley did just to the west of Bronwe's Folly.'
Buried Dirk Mudbrick's body
Buried Nate Whisperwood's body
Buried Wil Wheatley's body

Objective 2

Jon Brackenbrook can be found by the ruins of The Mad Badger Inn in Archet.
You should return to Jon Brackenbrook and let him know that you have buried the fallen as he asked.
Jon Brackenbrook: 'Good, it is done. Those men died bravely and deserved a proper burial. Once more, Archet is in your debt.
'Now, before you leave, there is something I must tell you. A queer man came through Archet while you were away, and I believe he was looking for you!'

Thursday, December 5, 2013

Assault on Rath Teraig

Bestowal dialogue

'Dwalin has sent many Longbeards marching to Rath Teraig, and Dorongúr Whitethorn has dispatched many Elf-warriors of his own. Skorgrím sought to divide the peoples of Ered Luin, but his actions have only strengthened their resolve to stand against him.
'Skorgrím Dourhand will die in Rath Teraig, <name>. While the Elves and Durin's Folk draw away the greater part of the goblin army, you will enter behind their lines and join up with Avorthal.
'When you have readied yourself, return to me and I will show you the path to Avorthal.'

Background

Dwalin of Thorin's Halls and Dorongúr Whitethorn of Duillond have assembled their forces, and you have prepared the way into Rath Teraig. All stands ready for the assault on the goblin-army.

Objective 1

Langlas is at the hunter's lodge, east of Gondamon.
Langlas told you to speak to him when you are ready to travel. When the assault begins, he will show you a path leading behind enemy lines, where Avorthal awaits you.
Langlas: 'It is time! The combined armies of the dwarves and Elves have already begun their assault on the cleft of Rath Teraig. Avorthal awaits you within the valley. We must go!'

Objective 2

Langlas is at the hunter's lodge, east of Gondamon.
Skorgrím was driven from Ered Luin, but not slain. Langlas awaits an audience with you to decide your course.
Langlas: 'Many good dwarves and Elves perished at Rath Teraig, <name>, and though Skorgrím was not defeated, he has fled and his threat has abated for now.
'I am worried about the lands of the south. If Skorgrím was able to cause so much harm in Ered Luin, he can surely cause as much or more in Bree-land or the Lone-lands. I fear that we have not seen the last of Skorgrím Dourhand.
'We must send word to my captain. He will know what to do. But you must leave right away, <name>. Are you prepared?'

Preparations for the Assault

Bestowal dialogue

'I will send word to Mathi Stouthand and Gailthin in Gondamon of Avorthal's safe return and to warn their masters. The Free Peoples of Ered Luin must unite if they are to drive Skorgrím and his goblin allies from this land.
'While Lord Dwalin and Master Dorongúr assemble their forces, I have an urgent task for you, <name>. The goblins have mustered in Rath Teraig, and if we are to have any hope of reaching Skorgrím, we must thin their ranks.
'Journey to the outskirts of Rath Teraig, the valley south of Gondamon, and speak with the dwarf there, Ingo. He will have more instructions for you. Aid him and Dwalin and Doronogúr may have a greater chance for victory.'

Background

With the release of Avorthal, the threat of war between the Dwarves of Gondamon and the Elves of Duillond has been averted, but the dangers posed to both kindreds remain, embodied by Skorgrím's Dourhands and the goblin-army they have raised.

Objective 1

Make your way along the road toward Gondamon and turn south toward the valley of Rath Teraig. Speak with Ingólfr the dwarf at the barricade there.
Langlas directed you to speak with the dwarf Ingólfr at the outskirts of the valley of Rath Teraig.
Langlas: 'Head north toward Gondamon, then south and west to find Ingólfr. Ask if there is anything that you can do in preparation for the battle that we must undertake.'
Ingólfr: 'Langlas sent you? He's a queer sort that one, but a fine fellow for sending aid. If he thinks you are capable, then I have no reason to keep you from your task.
'You will find all manner of foul goblins beyond our barricade here. Do your best to avoid the truly dangerous ones and be careful not to travel too deeply within the valley...fearsome are the goblins beyond the great peak at the heart of Rath Teraig.'

Objective 2

  • Defeat melee goblins in Rath Teraig (0/8)
  • Defeat ranged goblins in Rath Teraig (0/8)
The goblins are mustering in Rath Teraig, the valley south of Gondamon.
Langlas has sent word to Mathi Stouthand and Gailthin to begin preparations for an assault on Skorgrím's goblin-army in Rath Teraig. As well, he instructed you to begin thinning the enemy forces there.
Ingólfr: 'Goblins are crawling in these hills, and the sooner that we clear them out, the sooner we can get this fight underway.'

Objective 3

Langlas is at the hunter's lodge, east of Gondamon.
You have prepared the way for the assault on Rath Teraig, as Langlas had instructed you. You should return to Langlas with news of your success.
Ingólfr: 'Tell Langlas, at his cabin, that all is well and the way is prepared.'
Langlas: 'You have done well, <name>. Once the dwarves and Elves have arrayed their forces, the assault on Rath Teraig will begin.'

Rescue by Moonlight

Bestowal dialogue

'We must not delay, <name>. We must rescue Avorthal from the Dourhands before they are able to set sail!
'The Dourhands control the port-city of Kheledûl, to the east, and the ship they plan to carry Avorthal is surely docked there. Kheledûl is defended by a score of Dourhands, and it is a position of great strength. We cannot hope to attack it directly.
'If we are to have any hope of rescuing Avorthal from Kheledûl, we will need the help of one who knows the city. I know a dwarf, a Longbeard named Svanr, who was harbour-master of the port before the Dourhands captured the city. You will find him to the east of here, not far from Kheledûl.'

Background

Avorthal had been moved from the Dourhand encampment where he was being held and will soon be taken aboard a ship destined northward and beyond all hope of rescue.

Objective 1

Svanr may be found east of the hunter's lodge, not far from Kheledûl.
Langlas told you that Svanr the former harbour-master of Kheledûl, can help you sneak into the city and onto the ship where Avorthal is being held.
Langlas: 'Svanr is a Longbeard, and he was once the harbour-master of Kheledûl. Long has he watched the city in the days since the Dourhands claimed it, and he may be able to help us retrieve Avorthal from within its walls.'
Svanr: 'If you want to get inside Kheledûl, I'm the dwarf you need. The Dourhands have left my fine harbour sink into filth and disrepair...any foe of theirs is a friend of mine!
'A ship came out of the north and has been sitting at anchor for a few days now. From what I can gather, she's called the "Irestone", and her captain is a particularly unpleasant-looking Dourhand. If he's planning on taking this Elf-prince back north on his ship, you'll need to hurry. I overheard the guards at the gate saying the ship wouldn't be long in port.
'During the day, you will be too visible, but at night you need not be a buglar to sneak into Kheledûl undetected. You'll want to stay clear of the night-watch, or they'll raise the alarm.'

Objective 2

Svanr is just outside the port-city of Kheledûl.
Svanr told you to speak with him when you are ready to sneak into Kheledûl.
Svanr: 'If you are prepared, let us go.'

Objective 3

The Ranger Langlas is at the hunter's lodge, west of Kheledûl.
Now that Avorthal is safe, You should return to Langlas and give him the grim tidings the Elf-prince learned during his captivity.
Langlas: 'Avorthal is safe, and the promise of peace is much closer than it was, but Ered Luin is not free of the threat of war just yet, <name>.
'We must defeat Skorgrím Dourhand and end his menace, and we must do this quickly, before he can put the second stage of his plan into motion.'