Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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Resurrection Gone Wronger Module Walkthrough
By kookoo88
This is a walkthrough for the Modules "Resurrection Gone Wronger, Romancing the Bob" and "Resurrection Gone Wronger, I See Silly People". It contains details for all the areas and for the quests, inclunding henchie quests.
   
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Description and Warnings
Description:

Saving the world is hard. Saving yourself is harder.
In the first game, you found yourself stuck in a fantasy world with magic and monsters. You worked hard to find your way back to your home; a slightly psychotic little mudball called earth. Three clerics agreed to work together to send you back. However, it seems a little bit of zombie mush got on one of the scrolls and something went wrong. You have not left this world to your great dismay. Now you are stuck on a fantasy world with danger and intrigue all around and only one rumor of a way back. The question becomes, what will you do with the rest of your life here? Will you find a nice little house and settle down, or will you try to become as powerful as possible, your name going down as legend. Or will you cling to a thread of hope and try to get back home once again.
There are numerous quests that can lead to different endings. You can retire at almost any time buy buying a house, farm, inn, merchant company or ship. Each of those have different random endings. Also, there are a few other ends to different quests.

It is very important that I thank three contributors to this module. Fester Pot and Maddyanne contributed areas to the module that are just amazing.
The city of Ballemmor, the rural area between Ballemmor and Saint Grynir’s Keep, the exterior of Saint Grynir’s Keep, The inn and keep in Ballemmor and various interior areas of Ballemmor were all created by Fester Pot. It seems as though he uses a different toolset than the rest of us and much of my area designs are inspired by him. If you have the opportunity, you should play Almraiven and Shadewood. They are fascinating and spooky modules that keep you on the edge of your seat. You can also check out his blog, where he updates his next module, and offers advice on area building.
The Windy Coast, Stormy Coast, Northern Wilderness Glade and all of the areas within those areas were done by Maddyanne as is the Zombie Bar. My absolute favorite area in the module is the Windy Coast. It is insanely beautiful, full of adventure, and the Sea Spray Inn looks so amazing, with rooftop dining even. Take a moment to pay attention to the gardens around there. True artwork. There are also numerous custom items; many fine liquors, foods and equipment that give the module depth and flavor. If you get the chance, check out the ground breaking module, the Citadel.
Another contributor is Mistress from the Realms of Mythology. I worked with her on updating the Lexicon and discovered that she is a brilliant scripter. The reason this module even works is because of her scripting prowess. I cannot truly begin to tell you how much I appreciate her help and friendship.
In addition, QSW, Eva Galana and Thirdpres all contributed some amazing beta testing that have helped me to get this game running better. Without them, it might never have gotten released.

A few warnings:

Warning 2: This module has adult content and the possibility of same-sex relationships. These can all be avoided if you wish. There is an adult walkthrough if you wish to avoid these areas. There is also a non-adult version.

Warning 3: The adult content is mild and doesn’t even begin to compare to ADWR, so you will be disappointed if you compare it to that. lol.

Warning 4: Save often, and I don’t mean quicksave. Always have a few extra saves that you can go back too. It is possible to die in numerous ways in this module.

Warning 5: There is an instance where there is an option for your character to commit suicide. I debated this and decided that it would be an option for many people. I tried to do it as tastefully and thoughtfully as possible. I truly hope no one is offended or upset by it.

Warning 6: Almost all treasure in the game is guarded. If anyone spots you taking their stuff, they will attack you, or in the cities, they will call the guards.

Warning 8: It is possible to break quests. As in life, many paths interweave. There are certain quests that can result in killing a plot character for another quest. Many of the quests are evil or good, so they may interfere with each other.

Warning 9: You can make the henchpeople hate you, it’s not hard. They will leave you if they do and you cannot get them back. If you start a romance then break up with them, they will leave you. This will kill their quest if you’re not done with it.

Side note: There are a number of bards in the module that have random lines from songs. Can you figure out what all the songs are? There are over 200 lines from songs.

Known bug2: The default Bioware Script that generates treasure for the Bookcases is flawed and tends to generate the same scroll all the time. It is beyond my knowledge how to fix it.
Areas
Cities:

There are three major cities in the module and two small towns. The cities are Ballemmor, Revmone and Vellior. The towns are Lequa and Falthnorp. Each city has a carriage service that will take you to any of the others.

Revmone: A pleasant city. The Baron Revmone runs it well.
Quests: 1. Zombie Bob’s quest begins here. 2. Jeffan Ralane’s quest begins here. 3. Magic Milk – one cow here, and a person to talk to in the street. 4. You can buy a merchant company at the Merchant’s Guild. There is a quest associated with it. 5. Karkle’s quest goes through here with one of the guards.
Buildings:
Revmone Keep: Two levels and you can go on top of the building for an awesome view.
Traveller’s Inn: A nice inn where you can get a drink and a room to rest in.
Revmone Market: There are 4 stores here. General goods, Smithy, Potions, and a ranger store.
Merchant’s Guild: Headquarters for merchants. Two quests come through here and you can buy a merchant company for the right price. You can end the game after buying the company if you wish.
Revmone Mill: The miller is a key NPC in Zombie Bob’s quest.
Twillet Manor: Key area for Zombie Bob’s quest.
Wizard Olzimor’s: Magic shop and minor character in Zombie Bob’s quest.
642 Forest Road: no interest.

Ballemmor: A beautiful city, truly a work of art by Fester Pot.
Quests: 1. Murder at the Inn, see the ♥♥♥♥♥ chief to begin. 2. Body in the Basement. Bottom of 13 Hume’s Lane. 3. Magic Milk – one cow here and a ♥♥♥♥♥ to talk to. 4. Rats in the Basement Quest at 29 King’s Ave. 5. Home Ownership-parrot missing quest goes through 128 White Stag Road.
Buildings:
Ballemmor Keep: Designed by Fester Pot. One level, lots going on. This is where the henchperson Kitallin is. Lawful good paladin. Two quests come through here.
Fey’s Kiss Inn: Designed by Fester Pot. It is where the room for the Murder in the Inn quest is. You can purchase drinks or a night’s stay.
General store: purchase goods
Magic Shop: purchase goods
Smithy: Designed by Fester Pot. purchase goods. Small part in Pirate Captain quest.
14 Humes Lane, Designed by Fester Pot. 3 floors. Blackmarket on upper floor, Body in the Basement Quest begins in basement.
128 White Stag Road : Designed by Fester Pot. 2 floors. Missing parrot part of home own quest.
29 King’s Avenue: Designed by Fester Pot. 3 floors. Rats in the Basement quest begins by talking to cook. Body in the basement quest ends here.
Mill: locked.

Vellior: A dark town that is suffering under heavy taxes from their Baroness.
Quests: 1. Missing Wife begins at inn. 2. Magic Milk – one cow here. 3. Murder in the Inn, Dark stranger in 15 Irontree Inn. 4. Shillia’s Mother lives at 8 Crow Lane 5. Taxman is key to Jeffan Ralane’s Quest.
Buildings:
Vellior Keep: large 4 area keep, key to Jeffan Ralane’s quest. Jailmaster part of Zombie Bob’s quest.
Crow’s Feather Inn: buy liquor and rent rooms here. Magic Milk quest begins with tavern patron.
Vellior Market: Place to buy goods. Armor smith, Weapon smith, potions and general goods.
Magic Shop: place to buy magical goods. You meet Iack here.
15 Irontree Lane: 2 story house. Character in Murder at the inn quest is here.
8 Crow Lane: Shillia’s Mother.
6 Irontree Lane:

Falthnorp: A quaint little town that would be nice to settle down in. You can purchase the inn, farm, or house. If you purchase any of these, you can use them to keep your stuff or end the game at any time.
Quests: 1. Purchase Inn 2. Purchase farm. 3. Purchase house. 4. Magic Milk – one cow in town and one in mill house.
Buildings:
Inn: You can buy liquor or rent rooms here. If you purchase it, you can have rooms for free. Character for Magic Milk quest here. Quest and weekly pay for 10 weeks. There is a farmer that is part of the magic milk quest here, and a patron that is part of the home ownership/parrot quest.
Farm: You can purchase this farm. Quest and weekly pay for 10 weeks
House: You can purchase this house. Quest.

Lequa: A snowy seaport. Meet a fine girl here or purchase a ship. Jeffan Ralane’s quest goes to a ship captain and the harbormaster. You meet Zaltammar here.
Quests: 1. Purchase ship, on dock behind Warehouse, quest and weekly pay. 2. Jeffan Ralane’ quest goes to harbormaster and ship’s captain.
Buildings:
Harbormasters office: office and storage area. Harbormaster is key character in Jeffan’s quest.
Seagull Inn: Buy liquor or spend the night.
Lequa Warehouse. General market
36 Sea Foam Road: Owner has a piece for the Pirate Captain’s quest.

Rural area between St. Grynir’s Keep and Ballemmor: This is a rural area of Ballemmor. Beautifully designed by Fester Pot.
Quests: 1. Magic Milk quest. 2. Zombie Bob’s quest 3. Baron Ooshy’s Quest 4. Karkle’s quest
Buildings:
Perrlot Manor: Key part of Zombie Bob’s quest.
13 Pumpkin Lane: Pumpkin Lady lives here. Part of Karkle’s Quest.
42 River Road: commoner house, no interest.
770 Rural Road: Harvey Tittle’s house, key character in Baron Ooshy’s Quest.
779 Rural Road: Bomia Triddlenode’s house
804 Rural Road: empty - locked

Saint Grynir’s Keep: The exterior of the keep was designed by Fester Pot. More proof that he does more with the toolset than anyone else. Food market here.
Quests: 1. Porn for Orphans, 2. Bubbly Pies for Orphans. 3. Shillia’s quest 4. Karkle’s quest 5. Stonehenge quest 6. Baron Ooshy’s quest.
Buildings:
Main Keep: 2 library levels and 3 lower levels, all designed by Maddyanne. Slight alterations made here and there for quest reasons. Temple of Viknor is on the second level. Kuo Toa quest character on second level. Main setting for Shillia’s quest. Karkle’s quest meets a bard here. Stonehenge quest acolyte is here.
Orphanage: Key area for Shillia’s quest. Where they keep all the kiddies. Bubbly Pies and Porn for Orphans quests start here too.

Places of interest:

Windy Coast: Farthest north area. Absolutely stunning. Lots to do. Created by Maddyanne, my favorite area. All areas here were designed by Maddyanne with amazing thought to detail.
Barbarian Barrows: dangerous dungeon, not part of any plot. Nice xp and treasure.
Singing Cave: Sea hag’s area, key part of Shillia’s quest.
Sea Spray Inn: place to rent a room or purchase liquor. Karkle’s quest, with innkeeper’s daughter.
Wizard’s tower. Key part of Golem staff quest. Wizard’s apprentice will teleport you back to any of the cities. Stonehenge quest for Iack, speak to assistant.

Stormy Coast: Coastal area with lots to do. All areas here, except for monk’s quarters were designed by Maddyanne.
Hunting Lodge: Locked from here, key part of Jeffan’s quest.
Order of the Solemn Wind. An order of monks, part of golem staff quest.
Cave: Skeleton Pirate cave. Quest here from skeleton captain. Ship ownership quest.

Northern Wilderness Glade: Area designed by Maddyanne.
Ranger’s Cabin: Nice shop, beautifully done and rangers and druids can rest there at any time.

Northern Wilderness Gnoll Territory: This is an area controlled by gnolls. Gateway to the Black Ice Keep and the Sea Caves.
Old Fort: This is where the gnoll chief lives. Merchant company quest.
Wizard’s tower: Gnoll wizard here, central character in golem staff quest.

Black Ice Keep: Coastal keep for the Black Ice Guild a group of dangerous smugglers and thieves. You can go on top of the keep and on the wall for nice views. There are four interior areas. The magic milk quest comes through here, as does a part of Zombie Bob’s quest. The temple of Lishera is here.
It is possible to become a member of the guild if you are a rogue. There are quests for guildmembers and they may rest there.

Sea Caves: The temple of Xorknill *evil goddess of destruction* is here. The Kuo Toa caves are reached through here.
Kuo Toa Caves: Baron Ooshy’s quest is here. Fishy type people as well. Zaltammar’s quest item in hidden treasure room.

Unknown Ruins: The temple of Chalvette is here as is the Z
Zombie Bob's Quest
Zombie Bob’s Quest:
You meet up with Zombie Bob on the Ancient Road outside of the Farunth Ruins. He will give you a scroll telling what happened in the ceremony. Plus two magical items should he join your party.
In Revmone, Zombie Bob will remember it as his home when before you cross the stream. He will tell you where his mother lives and wax nostalgic. He will tell you some of his story then. He will also tell you of his girlfriend and how the Miller used to be like a father to him. Speak to the Miller first. He’s in the building with the waterwheel.
The Miller’s name is Taln Whalbaum. He will tell of the lad and how he was picked on as a child and how even his mother didn’t like him. He will tell you of the merchant’s daughter if you ask him the right questions.
You can speak to the potion seller at the Revmone market for a little bit of back story. The Wizard Olzimor will talk a bit too., they are not necessary to the plot though.
Go see Zombie Bob’s mother at the Twillet Manor, she is in the kitchen. She will tell you that her life was hard and you can let her know about Zombie Bob or not. Then go talk to Lady Twillet upstairs. You will have to sneak past the nurse, or talk your way past her. You will learn of Liselle Twillet, now Liselle Perrlot.
Liselle Perrlot is in the rural area outside of Ballemmor. She is in the Perrlot Manor upstairs. Go speak to her. You can tell her about Zombie Bob or not, but she will tell you of their past either way.
After that, you have the option to go have Zombie Bob brought back to life.
You can go to the High Cleric of Viknor on the second floor of St. Grynir’s keep if you’re good aligned, she will bring him back to life for a hefty price.
You can go to the High Druid in the Forest if you are neutral aligned. She will bring him back to life if you go get a Crystal Rose of Undeath from the Unknown Ruins. Go to the ruins and speak to the Cleric of Chalvette to get the to lower levels. Go to the next level down. In the middle of that area is a secret room. You have to find it. It will lead to a lower level where there is a flower. The Crystal Rose of Undeath will be there. Take it back to the Druid and she will bring him back to life.
The last option is the Cleric of Chalvette if you are evil aligned. He will want you to rescue his wife from the dungeons of Vellior Keep. He knows of a secret entrance from the Vellior Barrows, but it’s dangerous. The only other way is to do Jeffan’s quest by talking to the chambermaid, or to get there through the secret passage from the hunting lodge. Once there, talk to the Jailmaster. The jailmaster wants you to capture a prisoner from the Black Ice keep and bring him back. If you do that, he’ll release the cleric’s wife. After that, you can go back to the cleric and he’ll bring back Zombie bob. You can go back and tell Liselle if you like, or you can lie to her.
Romance:
You can start a romance with Zombie Bob regardless of what gender you are. Or you can continue to travel with him, or you can take him back to Liselle and let them run away together.
Jeffan Ralane’s Quest
Jeffan Ralane’s Quest:

At the Lonely Dryad Inn. If you go inside, you can meet a henchperson by the name of Jeffan Ralane. He is a chaotic good ranger.
When you enter Revmone, he tells you of how his mother was raped by Baron Vellior and she gave birth to him. Baron Vellior died and his daughter took over the seat. It is illegal for a woman to have the seat of a barony in this kingdom, plus she’s evil. He wants you to help him get the seat of the Barony of Vellior
Go speak to Baron Revmone. He will support Jeffan if he managed to take the seat.
Go speak to the taxman in Vellior. He’ll tell you about the harbor master in Lequa, that you might find help there, or that you could go speak to a chambermaid. Either one will give you access to the Baroness, but will negate the need to speak to the other.
A ship’s captain in Lequa will have to help you convince the harbormaster to help you. Once he does, you can go talk to the harbor master about a secret passage.
Speak to the Harbor Master in Lequa. He will give you access to a secret passage to a hunting lodge that the baroness stays at. It is in the harbormaster’s storage area.
Or, you can speak to a chambermaid on the second floor of Vellior Keep about how she was abused by Lady Vellior. She tell you of a secret passage to a hunting lodge in the back of the storage rooms and will give you a key to the lower levels of the keep. The secret passage will not show unless you have this part of the quest opened up.
Go into one of the secret passages to the hunting lodge of Baroness Vellior. You will have the option of killing Jeffan or Baroness Vellior. Neither will let the other live and you must choose a side. If you kill the Baroness, take Jeffan to Baron Revmone and he will give a patent of Nobility to Jeffan. Then take that to the Seneschal of Vellior and he will see to it that Jeffan is recognized.
At that point, you have the option of marrying Jeffan and becoming his Baroness if you are female. This will end the game.
If you kill Jeffan, you will have the option of marrying the Baroness if you are a man, but not sleeping with her. You can end the game here, or you can continue exploring the world as her husband as long as you don’t make a big deal about it.
If you are female, you can become the Baroness’ lover and either end the game or continue exploring the world.
Shillia's Quest
Shillia’s Quest:

Shillia stops you shortly after leaving the forest and mentioned that she wanted to look for information about her father. her father was an elf by the name of Siltar Skyleif, who spent a night with Shillia’s mother. Shillia recently received a letter telling her of his death. With the letter, came his diary telling of his childhood. He was raised in an orphanage, talked to ghosts and skeletons and then went into the world and got himself killed. Shillia wants to check out the information in it and find out more. She wants to start by talking to her mother. Her mother, Leena Halbuck, lives with her husband in the city of Vellior.
Talk to Leena Halbuck and she will tell you that he was raised at St. Grynir’s Keep and that you should talk to the orphan master.
Talk to the orphan master, he will give you information and tell you to talk to a maid who will give you more info and then tell you to talk to a guard who bullied Siltar.
Talk to the “helpful guard” and he will tell you more of Siltar, then tell you to see the weapons master.
The weaponsmaster will tell you more and then say to speak to the PrisonMaster. To get to the prison master, go to the Archpriestess’ chambers and either get through the locked door, or find the secret entrance in the room with the statue next to it. Beyond that is the prison.
Speak with the prisonmaster and he will tell more then send you down to the archives master in the level below.
The archives master will tell you more, then send you down to the lower levels of the prison to talk to the skeletons.
In the evil levels of the prison, there are two skeletons, Harry Bones and Larry Bones. One liked Siltar, one didn’t. They will tell you more and send you on.
There is a mindflayer lord at the end of that dungeon. Speak to him and he will tell you of Saint Grynir, you can kill him, or make a deal with him. If you kill him, the portal in the next room will unlock. If you do the quest, he will send you to the Windy Coast to get an orb for him. *caution this could end in death* Go to the singing cave, talk to the Sea Hag, you can sleep with her to get it, but will wake up in a prison, or you can give her a wand of resurrection for it. When you get the orb, it will be fake, if you succeed at a hard lore check you will notice it and can demand the real one, otherwise you will take the fake back to the mindflayer and he will notice it and send you back for the real one, this will shift alignment evil.. When you bring him the real one, he will unlock the portal and you can go on.
The portal will take you to Saint Grynir who will tell you the last part of Siltar’s story. The quest will be complete.
Romance: If you’re nice to Shillia, you can have a relationship with her and either continue to journey, or go back to her grove to end the game.
Golem Staff Quest & Iack and Zaltammar’s Quest
Golem Staff Quest & Iack and Zaltammar’s Quest:

Complicated quest.
Iack Romance, only if you’re a gnome female.
Zaltammar Romance, he’ll hit anything that moves.

Iack’s Quest:
Wants you to get the Golem Staff. Knows of a wizard that can help.
Go to Windy Wizard on the Windy Coast. The wizard will want you to get a golem piece for him.
Go to the bottom level of the Unknown Ruins. It is in a chest near the throne. There is a secret passage outside there.
Go back to the Windy Wizard. Give him the item and he will tell you of a Key Wand in the vault of Baron Revmone.
Steal the Key Wand from a black crate in the vault. *good luck* Take it back to the Windy Wizard who won’t know what to do with it. Do Zaltammar’s Quest now.

Zaltammar’s Quest.
Wants you to get the Golem Staff. Knows of a wizard that can help.
Go to Ollie Runebasher, a gnoll wizard in a small tower in the upper left corner of the Gnoll Territory.
He will ask you to get a wand of speed from some monks.
Go to the order of the Solemn Wind on the Stormy Coast. Father Sam is in a cave under the stone circle. He will tell you that you need to meditate. Go to the middle of the stone circle and meditate for one hour. Needs super high concentration or discipline. If you fail, try again or go back to Father Sam and steal, bluff, or intimidate it out of him. Or kill him.
Take the wand to Ollie. He will tell you of a Dragon Orb kept by the kuo toa. Talk to a fishy looking kuo toa who will tell you of a secret door in the back of the treasure room. Go get that and take it back to Ollie who won’t know what to do with it.

Golem Staff Quest:

Now that you have the Key Wand and the Dragon Orb, you can take them to either Ollie or the Windy Wizard. They will activate them.
They will tell you of a vision in the orb of stairs down into ancient caverns.
Go to the Forest Caves. In the passage is a secret door that will now appear. You may need to run back and forth a couple of times to spot it. Be sure you have Iack or Zaltammar or both.
Go through the secret door down to the ancient caverns. There is a portcullis there. Iack or Zaltammar will open it. If you have both, they will attack each other and you must choose a side.
Once you go through the door, there will be a beholder or two. They suck. Come ready to battle. Once you kill them, You will come to two statues. You get to guess which one is real. Hee hee. Btw. Iack and Zaltammar used you. So sorry.

Iack, Stonehenge side quest:

Iack notices the stone circles on the Stormy and Rainy Coasts and wants to know more about them. You must hit triggers on each of them with Iack in the party and he will give you the quest. Once you have the quest, you can ask about them at the Sea Spray Inn, talk to the innkeeper. He will tell you a little bit. One of the Solemn Wind brothers knows a little about it as well. The next person to talk to is the apprentice in the Wizard’s Tower on the Windy Coast. She will tell you more about them and tell you about an acolyte at Saint Grynir’s Keep who may have a book on it. Talk to that person and she will give you a copy of the book for 10 gold. You can read it for more info about them. After that, take the book back to the apprentice for a pearl as a reward.
Karkle’s Quest
Karkle’s Quest:

To Kill People. Must have Karkle in party the entire time you do this quest. At every turn you have the option of killing Karkle instead. This quest will rack up lots of evil alignment shifts.
Begins with conversation on the Ancient Road before you get to Lonely Dryad Inn.
He wants you to kill guard in Revmone. Male Guard near the archery range. Convince him to go rescue kitten outside of town. Kill him or not.
Then he wants you to kill Druid in Forest Wilderness, Druid Grove. Kill him, or remove Karkle, or Karkle will attack.
Then he wants you to kill a bard in St. Grynir’s Keep. You may convince the bard to go to secluded location. Karkle will attack if you don’t.
Next is zombie in the Zombie Bar. Will go to secluded location with you. Kill it there.
Next is Potion seller at Black Ice Keep in the main level, past the storage rooms. Snake lady that Karkle wants dead. Karkle will attack if you don’t.
Next is shopkeeper at the Temple of Rahvan to the west of Vellior. Karkle wants a very nice whip from him. Karkle will attack if you don’t.
Next is pretty lady at the Sea Spray Inn. She spurned Karkle and Karkle wants her dead. Karkle will attack if you don’t.
Last is Pumpkin Lady at the house on Pumpkin Lane in the rural area between St. Grynir’s Keep and Ballemmor.
That is the end of the quest.
Property ownership quests
Property ownership quests:

You can purchase 5 properties currently: Home, farm, inn, ship, and merchant company. They each have a quest that begins when a messenger approaches you at any one of the carriage stops, 5 days after you purchase the property.

Home:

The home is in Falthnorp. There is no weekly pay for this property.

The messenger will approach you after 5 days and tell you that the parrot has been stolen from your home.
Go speak to the guard in Faloft that is patrolling. She will tell you that she found the door open and your parrot missing. She will tell you one of the patrons at the inn talked to a halfling that asked about a parrot.
Go talk to the patron who will tell you about the halfling whose daughter lost her parrot. The patron told the halfling about your parrot. He tells you that the halfling lives in Ballemmor on White Stag Road.
Go to 128 White Stag Road and talk to the mother. Here you have the option of buying a new parrot or just taking yours.
If you agree to buy a parrot, go to the general goods store and buy a quiet parrot with beautiful plumage. Take it back and the girl will observe that it is dead. Take the parrot back to the shopkeeper for a shout out to Monty Python, and get a live parrot. Take that back to the girl. Then talk to the parrot on the perch. The parrots will be exchanged and you will now have your parrot in your inventory. *note – if you have the animate dead spell memorized when you talk to the girl while the dead parrot is in your inventory, it will add a twist. ;)*
Take your parrot back to your house. When you enter, it will fly back to its perch and you will be rewarded with a book that was hidden behind a wallboard.

Farm:

The farm is in Falthnorp. The weekly pay for this property is in the form of goods, magically enhanced food, like potatoes, apples, pie and that sort of thing.

The messenger will approach you after 5 days and tell you that the farmer’s daughter has been kidnapped.
Go back to the farmer and he will tell you that his daughter is missing and beg for your help finding her. The guard has not been able to find anything and neither has he. Offer to go ask around.
Talk to the ranger in town. He will tell you that he saw a half-orc talking to the girl. The half-orc left town without the girl, but the girl was gone shortly after that. He will tell you that the half-orc headed toward Revmone.
Go to the Revmone Market. The half-orc will be there and will tell you that he is innocent. Midway through his conversation with the girl, he felt an urge to leave. As he was leaving, the girl was talking to a woman and headed deeper into the forest.
Go back to the area where the girl was last seen. It is a little area surrounded by trees in the southwest corner of Falthnorp below the home. Go to the corner of the clearing and tracks will now be there. Click on the tracks to initiate a conversation that will send you deeper into the forest.
In the forest, you will find a dryad next to a large tree. The dryad saw the half-orc talking to the girl and was afraid for the girl so took her to the tree, but you can take her home now. You can agree to let the girl come back anytime she wants, or forbid the girl from ever coming back, or you can leave the girl there and tell the parents that she’s dead.
Go back to the parents and tell them whichever option you chose. You will also have the opportunity to go back and kill the half-orc if you wish to accuse him of killing the girl.

Inn:

The inn is in Falthnorp. The weekly pay is gold between 20-95 gold pieces. In addition, there will be the occasional gem or item from customers who didn’t have gold to pay their tab.

The messenger will approach you after 5 days and tell you that one of the patrons has been causing problems.
Go back and talk to Hilda Innsbruck. She will tell you of a patron that has been causing problems at the inn and terrorizing customers. She will ask that you deal with him.
*not finished*

Ship:

The ship is in Lequa. The weekly pay is gold between 100-200 gold pieces. In addition, there will be gems or items from shipments and payments.

The messenger will approach you after 5 days and tell you pirates have been attacking ships.
Go to the first mate of your ship. She will tell you that skeleton pirates have been attacking the shipping lanes and she fears for your ship. She will give you a crest of purity to use to destroy whatever is animating the skeletons.
Note: if you talk to the Skelly Captain before killing them all, you can get a quest for him, but it is an evil quest with alignment shifts.
Go to the damp cave on the Stormy Coast. There you will find the skeleton pirates. When you enter the cave, you may turn them hostile right away if you just like hack and slash, or you can go in and talk to the priest in the chamber with the glowing red light. If you talk to him, you can pay him 10,000 gold to leave your ship alone and just attack the rest. Or, you can turn him hostile and kill him. You must kill all the pirates in the cave before you can destroy the red light. **You must also loot their bodies so that they are not around anymore. At that point, click on the light and a conversation will enable you to destroy it using the crest of purity.
Go back to the first mate and let her know that you either made a deal, or that you destroyed them. You will get some xp.

Merchant Company:

The merchant company is at the Merchant’s Guild in Revmone. The weekly pay is gold between 200-500 gold pieces along with occasional items or gems from payments or gifts from business associates.

The messenger will approach you after 5 days and he will tell you that there is a problem with shipments and that your Merchant Clerk needs your immediate attention.
Go talk to your Merchant Clerk who will tell you that gnolls have been attacking wagon trains and have even killed one of your drivers. She asks that you go into gnoll territory and kill the chief.
If you go into gnoll territory, you will be able to turn the gnolls hostile if you prefer hack and slash, otherwise, go to the gnoll chief in the fortress and talk to him about the attacks on the wagons. He will offer reparation for the dead driver in the form of cloaks, and then offer a deal for you to distribute weed that they grow. You can agree to this, or you can attack them.
Go back to the Merchant Clerk and let her know which you chose. She will ask for 5000 gold start up costs if you agree to distribute weed. You will get xp either way.
Side Quests Part 1
Black Ice Keep Quests: Note: I wrote these without much regard to henchies. There is no henchie interaction in them. They are mainly for the player.

Membership: Speak to the Lieutenant standing next to the three treasure chests on the Lower level of the keep. You must have at least one level of rogue. She will tell you to unlock the three chests. Then she will tell you to untrap the three chests. They must be in order and the order is in the journal, or you can ask her again. Once you have done that, speak to the lieutenant again and she will admit you into the guild. All teleports from the keep will be free and there are two additional locations you can go to. You can then rest at the keep and get more quests from the lieutenant. The quests are:
Delivery for Anareese:

Anareese needs three items delivered to different customers from the docks. You will find her in the docks. The first is Jiggle Juice to be delivered to the magic shopkeeper in Vellior. The second is an item to take to the magic shop in Vellior, and the last is the Star of to take to a high priestess in the Archpriestess’ chambers in Saint Grynir. These are very simple tasks with no difficulty other than running around, but there is a reward and xp.

Angus’ Dirty Deeds:

Angus is on the main level of the Black Ice Keep near the main doors. He wants you to intimidate the potion seller in Vellior to get him to stop selling poisons to a thief’s guild there. Then he wants you to kill Bojiim, a dock hand in Lequa. Once you do those things, he will reward you.

Karin’s Persuasion:

Karin is on the main level of the Black Ice Keep. She wants you to use your skills in persuasion to convince an old man by the name of Grobin to give info to the guild once a week. If you succeed, you will be asked to arrange for the release of a prisoner in Revmone. You must bluff and persuade the Marshal of Revmone to succeed in that. You will be given a reward. In the adult version, you will have the opportunity to achieve a very high persuade check to have an encounter with Karin if you are half-orc or dwarven male.

Ingle’s Thievery:

A rogue by the name of Ingle had some locks and traps that need to be bypassed. He is on the lower level of the Black Ice Keep.
You have to recover a Blue Dragon Egg from the upstairs office of the Windy Wizard. There are numerous traps and guardians that are extremely dangerous. Once you get that, he will want you to get a Red Dragon Egg from the Barrows on the Windy Coast. He will reward you.

Evard’s Influence: In adult version only.

This task is for human/elven/half-elven men with a charisma of 14 or higher.
If you wish to use sexuality to accomplish goals for the Black Ice Guild, speak to Evard, in the upper levels of the Black Ice Keep.
You will approach the Ilanthia Earthlief on the second level of the Ranger’s cabin and become her partner. You will have two opportunities to spend time with her. You must sleep with her the second time. If you do, go back and talk to Evard and get the information of how they want her to help. Then talk to the Ilanthia. She will agree and you can return for a nice reward.

Ellina's Influence: In adult version only.

This task is for human/elven/half-elven women with a charisma of 14 or higher.
If you wish to use sexuality to accomplish goals for the Black Ice Guild, speak to Ellina, in the upper levels of the Black Ice Keep.
You will approach the Marshal of Vellior and become his partner. He should be on the main level of the keep. You will have two opportunities to meet with him for dinner. You must sleep with him the second time. If you do, go back and talk to Ellina and get the information of how they want him to help. Then talk to the Marshal. He will agree and you can return for a nice reward.

Magic Milk Quest: Most complicated and dangerous quest. *Caution this could end in death.*

Five cows; one in Revmone, one in Ballemmor, one in Vellior, two in Falthnorp, all have the ability to talk. However, you must succeed at a medium listen check to hear them. There is a trigger for each that will fire once, after that you can speak to them until you hear them talk. You must speak to each one in order to do the quest. They tell you about a lady that comes by at night and milks them. She gets glowing milk each time.
Once you’ve spoken to all five cows, you will be able to continue. Go speak to a lady in Vellior who will tell you about kids tipping cows. Then go speak to a farmer at the inn in Falthnorp who will tell you about the lady stepping through a teleport spell. Then go speak to a lady walking around in Revmone who will tell you about a mysterious lady around the pasture. Then go talk to a ♥♥♥♥♥ rogue in Ballemmor who will tell you about a small wizard lady who ran across the river to the rural area. Then go to the rural area between Ballemmor and St. Grynir and talk to the fisherman who will tell you about the lady and give you her address.
Go speak to the gnome wizard lady and confront her. She will tell you about the magic milk and how it drugs people to get information. Then she will teleport you to a prison in the Black Ice Keep.
Once you are there, you will be approached by the jailmaster who will take you to speak to a lieutenant about the matter. Once you speak to the lieutenant, she will offer to have you take out the gnome wizard because she was clumsy. If you refuse, you go back to jail. If you accept, take out the wizard and there is an item that will allow you to release the spell.

Murder at the Inn Quest:

Speak to the ♥♥♥♥♥ chief in the southwest corner of Ballemmor. He will tell you that a ♥♥♥♥♥ has been falsely accused of murdering a merchant at the inn. He will ask that you snoop around and find out more about the murder.
Go to the inn. You can talk to the innkeeper and the waitress for clues. Then go talk to the guard upstairs. The guard will send you to the marshal at the keep. The marshal will give you a little information but say that the evidence is overwhelming. He will ask you to deliver a letter requesting info from the Merchant Mistress at the Merchant’s Guild in Revmone. Go speak to her.
The merchant Mistress will give you a letter that doesn’t help at all. Ask around the guild. There is another merchant that tells you about a mysterious stranger that may be somewhere in Vellior. If you go to the inn, someone will tell you that there is dark cloaked guy who stays upstairs at one of the houses nearby. Go speak to him and he will tell you about a temple to Rahvan outside of Vellior. If you kill him, you will get a letter to the same effect.
Go to the temple of Rahvan, it’s through a maze past the Vellior Barrows. It’s a big two story building. The head cleric is on the top floor. Talk to her and she will tell you that the merchant killed was a spy for them and that the king had her killed. If you kill her, you will get a letter to that effect.
Go back to the marshal and give him this information. He will take you to the Baron Ballemmor. The Baron will admit to it and offer a deal to the ♥♥♥♥♥ chief. Take the deal to him and he will accept. Take his acceptance back to the Baron. Then go back to the ♥♥♥♥♥ chief to get your reward.
Side Quests Part 2
Missing Wife Quest:

Speak to a male, human tavern patron at the Crow’s Feather Inn in Vellior. He mentions that his wife had gone missing while taking care of camp for a group of adventurers. A ranger in the group tracked her to some unknown ruins in the forest to the south. However, he turned back when a group of zombies appeared that would have been too much for him.
Dern tells you that his wife wore a pretty necklace with a blue stone that was bound to her. find the pretty necklace with a blue stone on a female zombie in the Unknown Ruins deep in the southern part of the forest. She is at the Zombie Bar in the ruins. You have to succeed on a spot check, so go to the female zombie with pigtails and keep asking until you succeed and you’ll notice the necklace. She will ask for brains. You can either kill her, or go to the store in the Zombie Bar and buy some brains and give them to her. This is an alignment hit of -10 evil. When/if you get the necklace, take it back to the man and he’ll give you a book that should help increase bluff skills when used.

Baron Ooshy’s Quest:

Go to the bottom of the kuo toa caves and speak to the baron. He will tell you of how a group of adventurers slaughtered his daughter. You can refuse the quest with no consequences. You can accept it and he will tell you to recover items that were stolen and bring back the heads of the adventurers. You can just get the items, but the payout will be less. You will get a paper with the locations of the adventurers from the Baron’s whip which makes it much easier.
The first is a paladin in the upper level of St. Grynir’s. Go talk to him and he will take you on a ledge. He will tell you the teddy bear is in the archives. You can kill him or not. You can also wait until you have the teddy bear. It is an act of evil to kill any of the adventurers. It will not make the faction hostile unless someone sees you. The teddy bear is in a chest in the back of the prison, which is behind the archpriestess’ chambers. There is a locked door, or you can find a secret door in the room with a statue. Once you have the bear, you can do the next part of the quest.
The gnome wizard is in a house in the rural area of Ballemmor. You can either kill him or leave him alive and bargain for the belt he’s wearing.
Then you go to the Lonely Dryad Inn up to the rooms and there is a female ranger there. She will have the last item. You can kill her or not. If you do kill any of them, be sure to take their heads in the body’s inventory.
You must have all three items at once to get reward. You must have all three heads and all three items if you want the full reward. Give them back to Baron Ooshy and you will have completed the quest.

Skelly Pirate Quest:

The Skelly Pirate Captain in the cave on the Stormy Coast has a quest. Speak to him and he will tell you that he wants a compass of the undead to help him attack ships easier. This is an evil quest and will result in alignment change.
He will tell you that he needs two pieces to complete the compass. The Smithy in Ballemmor has one and a Dock Hand in Lequa has the other. Talk to the smithy first and get the item. It will take some convincing. You can kill him, but that could lead to problems. Then go to the dock hand in the house in Lequa. Convince him to give you the other piece, or buy it from him.
Take everything back to the Skelly Captain and he will give you a reward.

Body in the Basement Quest:

You have to fall down the hole in the kitchen of 14 Hume’s Lane to get to the basement. The only key to the basement is in the basement. Once there, you have to find the secret door. Once you find the secret door, go through it to the prison cell. You either have to cast knock or pick the lock of the door to get to the body and find the diary. Once you find the diary, take it to one of the guards roaming around Ballemmor, they are on the main roads. They will tell you to take it to the Seneschal in Ballemmor Keep. He will look through the records and discover an investigation from 100 years ago. The diary will solve the answer to a crime and an extremely cold case will be resolved. Go to 29 King’s Avenue and give Kevin Kandim a letter clearing the name of an ancestor to receive a book, gold and xp.

Rats in the Basement:

I’m going to let you figure this one out. Warning: Save before you go into the basement. It is possible to die and end the game here. =P

Porn for Orphans Quest:

Not as bad as it sounds. One of the orphans on the second floor of the orphanage wants you to get an adult book with pictures out of the keep. The book is in the archives in the bottom corner in a stack of books. Take it back to him or refuse.

Bubbly Pies for Orphans Quest: A girl on the main level of the Orphanage wants you to get her bubbly pies. Either tell the orphan master on her for evil points, or get her the pies from the marketkeeper outside for good points.
Romancing the henchies; a guide to the adult content of Resurrection Gone Wronger
This guide tells where the adult and mature themed content of Resurrection Gone Wronger is. It contains spoilers for this content.

There is adult language and cussing throughout the module. Mostly where I felt it would be realistic. Many conversations have none of this at all.

There is video game violence and opportunities to take “evil” paths.

There are two instances where the player is able to commit suicide. Life is hard and if it where to happen that a person really was stuck in an entirely different world. There would be a good chance that they would at least consider suicide. I tried to be considerate and tasteful in the representations of it.

In the “Rats in the Basement” quest where a cook at a home in Ballemmor asks you to get rid of some rats, if you accept it and go down to the basement, you will find an “Emo Bunny”. The cook will ask you to hug it to make it go away. If you tell it that you are going to hug it, the Emo Bunny will try to make you kill yourself. You can try to resist with discipline and a will save, or you can just give in.

The second instance is on the coast where you have the ability to jump off the cliff. You can decide not to. It is a contemplative moment.

Also, I would like to note that if you do the quest of the Henchman Karkle, he asks you to kill for him and turns you into a serial killer by the time that you are done. It is an evil quest by an evil character.

In 2.0, “Angus’ dirty deeds quest asks you to assassinate someone.

Adult Content:

WARNING: The prisoner punishment quest in the prisons of Saint Grynir Keep is added as of 2.0. This is a very extreme bdsm experience for human/half-elf/elf women. It is 11,000 words of bondage and punishment dialogue. I highly recommend that you do not engage in this unless it is really your thing. If you should begin it, there is something called a “safe word”. It is vital that you use this and end the conversations if at anytime you feel uncomfortable with it! I really mean it. Please do not do this if it makes you uncomfortable.

The Black Ice Guild quests added in 2.0 contain adult options. If you are a man, you will get Evard’s quest. If you are a woman, you will get Ellina’s quest. These involve seducing an individual to accomplish a goal for the guild. They are heavy in sex content, each one containing two possible scenes with the same individual. They are only for human/half-elf/elf with a charisma of 14 or higher.

If you complete Karin’s quest in the Black Ice Keep and you are a male half-orc or dwarf with an extremely high persuade, you can convince her to have sex with you in a storeroom.

If you purchase the house, farm or inn, you may rest there and have a scene of masturbation. This can be avoided by simply resting. There is both male and female masturbation, but the male is developed more at this moment. If you are in a relationship, then that conversation will fire instead of the masturbation conversation.

You may rest at the merchant company, but no adult content.

It is possible to have romances with the henchies in the game, as well as one NPC. In these, it is entirely dialogue with the characters blacked out during the dialogue. In each, the erotic part is optional. There are also numerous escapes from the erotic parts, particularly when they are heavy in detail.

The NPC that one can have a romance with is the Baroness Vellior if you choose her side in Jeffan Ralane’s quest. She will only have a relationship with a high charisma female adventurer.
To activate the adult part of this romance, visit her in the hunting lodge if she has asked for the romance. It is a mildly descriptive conversation of what is done without a lot of detail.

With the henchpeople, you must earn the romance. Each henchperson starts out with a “mood” of 10. In conversations triggered throughout the world, they will start conversations with you. Your responses in these conversations can add or subtract “mood” points. When they reach a “mood” of 3, they will leave you for good regardless of how far you are in their quest. When you reach a “mood” of 17, they will ask you for a romance if you are their type, or a friendship.

If you agree to a romance, when you rest at an inn, they will offer to have sex with you. You may engage in sex, cuddle, or just rest for the night/day/8 hours.

You may only have a romance with one person at a time. This is due to the fact that it is insanely complicated to write and script it otherwise. I have made it as of version 2.0 that you can end a relationship. This has the consequence of the henchperson leaving you immediately.

The same sex content is not very well developed. I apologize for this. I’m much more comfortable with hetero content. I tried to be respectful and tasteful though.

Gothiya: Gothiya will romance human, half-elf or elven characters of either gender.

She will romance you if you are nice to her enough. The adult content in this is heavy. It includes object sex if the player is female. There is also spanking and domination and anal sex at one point. If the player is in a romance with her in the basement of Vellior, she will state that she feels “Naughty”. That adult content is only available once and only if you are already in a romance.

Zombie Bob: It is possible to fall in love with Zombie Bob, however, when you rest, there is only the option of holding hands.

UnZombie Bob: UnZombie Bob will have a relationship with a male or female character of any race.

If you are nice to him in his triggered conversations, he will offer to have a permanent relationship with you. He will also offer a permanent relationship if you complete his quest.
The adult content contains written touching and nudity and mild sexual details as well as oral and basic sex.

Karkle: Karkle will have a relationship with any female character.

If you are mean to Karkle he will offer to be your ♥♥♥♥♥. He’s chaotic evil. That’s how he rolls.
This is the most extreme adult conversation. Once again, it is blacked out and entirely written. Karkle will try to dominate the player and there are details of what is done. The player can allow him to dominate and do what he wishes to the player. The player is allowed numerous escapes throughout the conversation. The details are different for tall races than the gnome or halfling. At no time is the player forced, only controlled if willing.

Jeffan: Jeffan will have a relationship with a female human, half-elf, or elf. He is also homophobic.

If you wish a romance with him, flirt with him if you’re female. If you flirt with him and you’re male, he will it will reduce his mood toward you, eventually leaving your party permanently. He will not romance a half-orc, dwarf or anyone of a short race.
The adult content is fairly detailed written touching and nudity and sexual details such as oral and basic sex.

Iack: Iack will only have a relationship with a female gnome.

If you are a female gnome, you may have a relationship with Iack. You must be nice to him.
This is the second most extreme adult conversation. You have the option of spanking or being spanked, or simple oral and basic sex. There are numerous escapes in this one.

Zaltammar: Zaltammar will hit anything that moves.

He will offer romance if you are nice to him. The adult conversation when you rest is mild. It contains written touching and nudity and mild sexual details such as oral and basic sex.

Shillia: Shillia will have a relationship with male or female character of any race.

Be nice to her and accept her advances when you trigger a conversation. She also offers a relationship if you finish her quest. You can end the game at that point, or accept the relationship.
The adult conversation when you rest is mild. It contains written touching and nudity and mild sexual details such as oral and basic sex.