
1 - After finishing your first pocket plane related quest, you have the opportunity to travel to Saradush. This is where you enter the city from your pocket plane, and of course you are instantly lulled into combat against some of Gromnir's Il Khan soldiers. Afterwards a helpful NPC named Melissan gives you the skinny on the city, the siege, and the numerous Bhaalspawn running around. She updates you with your first Saradush quest, which is to somehow confront Gromnir, who has barricaded himself within his stronhold while Fire Giants are besieging the city. At least being a god-child isn't boring. Additionally, just after you finish your conversation with Melissan, a man named Fezhak to the south will be struck by a catapult and his son will cry out for help. If you have a Cleric in your party with Raise Dead, you can raise the man from the dead for an experience bonus and a point of reputation. You will not be able to enter the stronghold until you find a way into the Prison (Location #11). There are a couple of different ways in, see the location entry for specifics. Some notes on encounters in Saradush: First, stay off of the streets. The city is under siege and just being outside is dangerous. You may want to hole up in the tavern and send someone fast and nimble out to do your errands. Second, there are Bhaalspawn everywhere. Do not assume that you are so powerful and unique anymore. Third, most of the enemies you encounter will have magical weapons (+1 and +2 regularly), often dual wield these magic weapons, and carry potions (healing is extremely common, as is invisibility). Fourth, all mages you fight will cast Time Stop. Be prepared. There are entrances into the sewers scattered throughout the map. These arent marked, but there are so many its hard to miss them all. You cannot access the sewers until you retreive the key from #12 or go through the prison (#11). 2 - This entrance leads to the top level of the castle where Gromnir is, although you will not be able to go through here directly until you have entered through the prison at #11. Standing outside protecting the city is Errard, whom you need to talk to for the quest 'Betrayal at the Gates' (see areas #3, #4, and #6). When Kiser sends you to speak with Errard, you'll have two choices... you can either kill Errard, pleasing Kiser enough that he allows you to rescue the Countess' son (not much experience), or you can tell Errard that Kiser wants him dead and the mage will cast a divination spell to determine the Countess' son location. He'll then send you back to Kiser's home to confront him with the truth (more experience and better solution). 3 - When your party enters these headquarters you get the tail end of the exchange between Captain Samand, The Countess Santele, Kiser Jhaeri and Mateo that leads to Mateo's arrest. By questioning the Captain, and then Mateo, you can begin the quest to prove his innocence. Mateo begs you to talk to the Countess Santele (#4), who is the witness to Mateo's wrong doings. 4 - If you confront Mirnelle Santele about the conversation you had with Mateo (#3) she easily caves in and explains to you that Kiser forced her to witness against him. She sends you to talk to Kiser and try to get her son back, whom Kiser has kidnapped. Once her son is returned to her, you can talk to the countess for the quest experience and 2000 gold. 5 - Some elves mull about here, lost, homeless, and picked on. After protecting them from the soldiers you can help them get off the streets by speaking to Sister Farielle (location #10). This will get you a rather small experience reward, but experience nonetheless. 6 - This is Kiser Jhaeri's home, the merchant involved in the 'Betrayal at the Gates' quest. See our Kiser's Home walkthroughs for more information. 7 - Two street urchins are standing here behind the Tavern. One, named Squip, knows some information that can help you with Lazarus' missing spellbook quest, see location #8. 8 - This is the Arcana Archives, where upon entering you will learn that you cannot buy from or sell to the shop owner Lazarus Librarus until you help him find his stolen spellbook. This is accomplished by talking with Hectan in the bar (location #9), who will deny having anything to do with the theft. Then head back out to the Urchin Squip at location #7, who will admit that he stole the book for Hectan. Head back into the Tavern and confront Hectan with what you've learned and he will offer the spellbook if you get him a Teleportation scroll from Lazarus. Speak with Lazarus and acquire the scroll, then return to Hectan. You can either warn Hectan of the consequences, or let him use the scroll and die (which loses you a point of reputation). Now you can purchase items from Lazarus, which mainly includes some very nice high level spells. 9 - The local watering whole, the Tankard Tree, stands here. It is a great place to sell equipment, rest, and talk to several notables including Hectan the spellbook thief, Viekang the former teleporting Bhaal child, Volo the famous chronicler, Peltje the insane, and Pyrgam the proprieter. You can also defend a bar wench's honor here and fight some unruly Il Khan soldiers, if you'd like (although you don't obtain any reward). If you speak to Viekang, he tells you his story about how he used to teleport every time he was afraid. Melissan has taught him never to be scared, which has stripped him of this ability, and he hints to the fact that he wants the ability back. If you cast Horror on him, Viekang will become scared once more and learn to use his teleporting ability again, giving you an experience reward. One item worthy of note is that you can gain entry to the Prison (#11) by listening to the mad advice of Peltje. 10 - Just outside this Temple of Waukeen, you can intervene in a fight between some humans and dwarves and earn some experience. Simply threaten to unleash the wrath of a Bhaalspawn and they will go their separate ways. Inside, Sister Farielle sells quite a few nice items, healing services, etc. She can also help house the homeless elves (#5), and can provide you with a key to the Prison (#11). If you are of good alignment, she will provide this key willingly and warn you of the undead in the prison. If you are of evil alignment, you can still get the key if you threaten to expose a recent affair. 11 - To access the Saradush Prison here, you must first get the key by either pick pocketing, threatening or reasoning with Sister Farielle at #10. There are also a few other ways to gain access to the prison. The first is by fighting your way through the guards at Gromnir's Barracks (#12), raiding the chests there, and then using the sewer key to gain entrance to the many different sewer grates located around town. Once in the sewer, you can make your way up into the prison. The third way into the prison is to talk to Peltje at the tavern (#9), then hire a concubine to take you to the lower levels. 12 - These are the entrances to Gromnir's Barracks. Soldiers will confront you almost imediately when entering, but if you manage to get to the locked chests you can acquire a key to the sewers which will let you into one of the many different portholes beneath the city. This is quite a fight if you force your way, as they will bring in reinforcements and you'll end up fighting a swarm of enemies. |