The Road to Pellam
This quest guide was written by the player
Ilex, and posted on March 19, 2009.
The recommended minimum for this quest is level 8.
Starting the Quest
After you have completed both the Sunlight Staff and Carver Shaman quests, Whelan
will offer another quest: clearing the road to Pellam. This quest is quite a
bit harder than the first two, and before attempting it you should complete the
Pellam Graveyard Quest
given by Sonja in the encampment. You can clear the road to Pellam first if
you wish, but the graveyard quest will help ensure that your character is
strong enough to survive.
Whelan will start the quest by telling you some backstory:
'As I told you before, our town was over run by an army of
kobolds. They have set up a camp far off to the southeast of this
encampment, blocking the path back to Pellam, and their otherwise loose
troop is held together by their leader Uffspigot.
If you can eliminate Uffspigot, I believe it will cause enough confusion
that they will disband. This should allow us to return safely to Pellam,
or what's left of it.'
Completing the Quest
From the large waypoint in the stony field, head southward until you reach the
druid's tree home. From the tree, work your way eastward along the southern
edge of the field. You'll run into another carver camp, but at this point you
should have no difficulty at all in dispatching the shaman there.
Somewhere along the southern edge of the field, you'll find a gap in the wall
that marks the road to Pellam. Head southward on the road, but look ahead for
guards using the '
look' and '
scan'
commands. For example, '
look south',
'
look east', etc. Keep in mind that if it's night time,
you might not be able to see unless you cast '
dancing lights'
or '
throw' a candle ahead of you.
The Kobold Camp
At the edge of the camp you'll meet one or two kobold guards. These should be
easy to dispatch, as they don't bother to call for help. Inside the camp is
more dangerous, as there are a lot of kobolds in close proximity and they tend
to investigate nearby events.
A good idea is to methodically go through the camp and dispatch all of the
kobolds you find, one at a time. Retreat as necessary to the edge of the camp
to rest and heal, but be aware that scouts and kobolds on patrol return from
time to time and will reinforce the camp numbers.
Avoid Uffspigot and his two guards until the camp is clear! Once you've
cleared the majority of the camp, it will be safer to attack Uffspigot.
Should he prove too difficult for you, you should be able to safely flee
without being ambushed by other kobolds in the camp.
Uffspigot is a priest of a dark god, and will cast spells both to heal himself
and weaken attackers. Even so, when attacking Uffspigot, his two most deadly
weapons are his two guards. The guards are substantially weaker than he is,
but they do a lot of damage quickly.
The Pellam Town Waypoint
A good strategy is to target and kill one of the guards, then flee and heal.
Return and target the other guard, then flee and heal. Finally, return and
finish Uffspigot himself. If you are grouping with friends, make sure you
agree on a plan to dispatch the guards first, as quickly as possible.
After this, the road to Pellam should be clear. You can make your way
east then south until you reach Pellam. Once there, '
pray' at the Pellam
town waypoint, then use the '
waypoint' command to return to the camp and
inform Whelan.
Things to Consider
On the way eastward out of the stony field, you'll encounter green-skinned imps
and another shaman. The imps are aggressive and have poisoned attacks; if you
find yourself sick when you reach the edge of the kobold camp, it's a good idea
to rest or sleep it off.
Pace your mana and hitpoints while in the camp. Make sure you've got enough
reserves to be able to escape should things get too rough.
The pool near of the center of the kobold camp confers refresh on any drinking
it. This can be very helpful for warriors and thieves using movement intensive
combat skills.