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Ruined Battlefield

Shadow-Cursed Lands | ||||
Grymforge | ||||
↑ | ||||
Last Light Inn | ← | Ruined Battlefield | → | Rosymorn Monastery Trail |
↓ | ||||
Reithwin Town |
“A great battle was fought here - I can practically hear the din of blade against blade, axe against shield.„
Overview and access[edit | edit source]
The Ruined Battlefield occupies approximately a half of the Shadow-Cursed Lands, covering its eastern part and ending on the shore of the side stream running into the local course of the River Chionthar. To the north-west, it is adjacent to the Last Light Inn, a protected island of safety and currently a base of operations for Harpers. Further to the west across the streambed lies the Reithwin Town, another large part of the cursed area. To the south-west, at the shore of the major river, stands the main landmark of the whole cursed area: the Moonrise Towers stronghold, the destination point of the party's adventures in the Act Two.
The Ruined Battlefield contains both possible points where the Shadow-Cursed Lands can be entered:
- The elevator from Grymforge opens into a small antechamber adorned in the same style as the whole subterranean fortress. In its far end the gate lead to the cursed area, opening at X: 121 Y: 229.
- The path from the Rosymorn Monastery Trail comes out to a small clearing at X: 167 Y: -28. From it, a path leads to a makeshift camp of the forces of the Absolute, where the cultists (and their possible captives, if any) await to be escorted to the Moonrise.
Upon entering the Shadow-Cursed lands from whatever point the
is considered complete.The actual area where the Shadow Curse has its impact starts a bit further, at X: 112 Y: 193 and X: 139 Y: -33 respectively, and can be clearly seen as a line of greenish-black emanations rising from ground. If any party member crosses the line without any means of defense from the curse,[1] the Turn-based mode is turned on automatically, and all non-protected party members receive 2d4 damage each turn until they expire.
Enduring two turns of the Shadow-Curse impact earns the
inspiration for characters with the background.The party also have unique layout for their Campsite if they choose to go to the camp from the Ruined Battlefield. Despite having the respective design, the campsite is considered to stay out of impact of the Shadow Curse. Performing a long rest within the area grants the inspiration to party members with the background.
Encounters in the Darkness[edit | edit source]
Exploring the Ruined Battlefield offers the party numerous encounters with various characters who also traverse the shadowed area for their own purposes and needs, or creatures already warped by the curse and patiently waiting in the darkness to assault the unwelcome guests. Surviving three combat encounters within the cursed territory earns the
inspiration for characters with the background.Meeting the Harpers[edit | edit source]
When entering the Shadow-Cursed Lands from Grymforge, at X: 74 Y: 152 the party meet a group of Harper scouts led by Lassandra. They notice the player character first, and a cutscene starts, where Lassandra demands of player to show themselves. Apart from introducing themselves straightaway, the set of possible response options depends on the feats of the character in question.
- Lower your weapon first.
- A nightmare in the dark. +1 +1
- Someone who will snap both you and your weapons in two unless you lower them. +1 +1
- I find the best introductions are made while sitting around a fire, perhaps with drinks? -1 +1 +1 +1
- I am but a faithful adherent - I do not wish to fight you.[2]
- An escaped lunatic. Be careful, or the madman will take over... +1 +1
- Peace - I am a druid. This land and its festering shadows - what do you know of it? -1 +1 +1 +1
- Warrior-at-arms. I mean you no harm. -1 +1 +1 +1
- I am but a simple monk - I am no threat. +1 +1 +1
- One who has sworn an oath to do no harm. Lower your weapons, please. +1 +1 +1
- I'm [Player Character Name], Knight of the Crown, right hand of the law.
- A paladin - one who will only take you down if you're foolish enough to strike first. +1 +1
- A ranger who knows the marks of a hunting party - what are you tracking?
- Try to slink back into the shadows.
- I'm a sorcerer, so kindly lower your weapons or things might get ugly. Very ugly. +1 +1
- I'm a sorcerer, so kindly lower your weapons - or who knows what my magic might do. +1 +1
- An expert in magic. Perhaps I can aid you in traversing this darkness. What do you know of it? -1 +1 +1 +1
While they are speaking, one of the Harpers, Yonas, falls prey to the Shadows. After that, a battle with six Shadows is commenced, where the newly-warped Yonas sides with them and has to be killed. If all other Harpers survive the fight,[3] characters with are granted the inspiration. The player character also has options to run away from the fight or to stay neutral to both sides.
Meeting the Absolute followers[edit | edit source]
When entering the Shadow-Cursed lands from the Mountain Pass, a dialogue with a Goblin Brawler starts automatically. She is patrolling the entrance and gives the party short instructions on safety measures within the curse.
The temporary camp, acting as a relay point for the cultists of the Absolute, is at X: 87 Y: -49. When approaching it, a cutscene starts where Warrior Gronag baits a Hyena to fetch a bone, throwing it in the shadowed bushes. If he is not stopped, the hyena obeys and is consumed. Otherwise, the party can not only spare the hyena, but order the goblin to do the same thing (with the same woeful outcome). For the Dark Urge, doing this grants the inspiration . If the hyena is spared, she may be talked to via afterwards. She tells the player character about being too cowardly to leave the goblins, but can be inspired through several ability checks. In the latter case, she runs away, only to be affected by the curse.[4]
The followers of the Cult of the Absolute: two half-orcs Bedi and Kansif, accompanied by three goblins (including Gronag), are waiting for the guide who will provide them a safe path through the shadows. The guide can only be called upon using a Spider's Lyre, taken from either Nere or Minthara. After playing it a drider by the name Kar'niss appears nearby, holding an operational Moonlantern. Calling him grants the inspiration for characters with background.
The drider leads the convoy through the darkness,[5] from time to time urging them to keep close. When they reach the point of the Harpers' ambush (see below), the dialogue starts automatically, and the player character must pick a side in the upcoming battle. Unlike ambushing the convoy with the Harpers, in this case there is no chance to evade the fight and obtain the Moonlantern peacefully.
If the party chose to side with the Absolutists, they continue the way after the fight is resolved. After reaching Moonrise, the drider climbs up the castle wall and disappears together with the Moonlantern. It is not possible to attack him to kill and loot without making all other guards hostile. Successfully finishing the route earns the inspiration
for characters with the background.
Regional waypoints[edit | edit source]
This location contains the following waypoint:
Related locations[edit | edit source]
Related quests[edit | edit source]
Characters and Creatures[edit | edit source]
Cult of the Absolute[edit | edit source]
Harpers[edit | edit source]
Other[edit | edit source]
- He Who Was
- Hyena
- Oliver
- Raven
- Rolan - conditional
Creatures[edit | edit source]
Loot[edit | edit source]
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
- Family Ring - The ring can be found in a hole among rocks by following blood tracks, behind a camp in the Ruined Battlefield X: 108 Y: 128
- Frost Prince - Found in a Gilded Chest to the southeast X: 80 Y: -96, near an ambush of Shadow-Cursed Needle Blights.
- Gloomstrand Shield - Found in a locked chest south of the Tollhouse in the Ruined Battlefield X: -60 Y: -114.
- Hammergrim Mist Amulet - Located in a locked chest tucked away in a ruined house, just east of the tollhouse, in the Shadow-Cursed Lands X: -12 Y: -7
- Ironwood Club - Looted from the Shadow-Cursed Shambling Mound at X: 40 Y: 60
- Luminous Gloves - Inside the Potter's Chest at X: -52 Y: 11.
- Penumbral Armour - In a locked chest in the abandoned house by the river just east of the Last Light Inn at X: 33 Y: 145.
- Raven Gloves - Obtained by siding with He Who Was during the quest.
- Ring of Mental Inhibition - Found inside a locked wooden chest in Oliver's house X: 76 Y: 39
- Ring of Self Immolation - Looted from a locked Wooden Chest X: 25 Y: 63. If needed, the key is nearby on a skeleton, alongside a note.
- Ring of Shadows
- Ring of Twilight - Found inside a Traveler's Chest hidden behind some pots inside a ruined tower in the Ruined Battlefield X: -34 Y: -12.
- Shadow-Cloaked Ring - Looted from the Shadow Mastiff Alpha at X: -49 Y: 36. The nearby everburning torches must be destroyed before the Mastiff will appear.
- Thermoarcanic Gloves
Notes[edit | edit source]
- ↑ This can be any source of light: a torch, a weapon issuing light by itself or imbued with Act Two, a working Moonlantern, buffs like from Isobel or from Dolly Thrice. Also, Shadowheart, as long as she remains a follower of , does not feel the effect of the Shadow Curse while she is within the area of its lesser impact, which is the whole Ruined Battlefield, except the small mansion across the Last Light Inn. spell, or, later in
- ↑ The Cleric characters may use this line or unique one, which depends on their chosen deity. As of Patch 8, the dialogue file provides options for all deities available for this character Class.
- ↑ Of the whole squad, Harper Karrow must be watched most carefully, as he is armed with a crossbow and tends to walk far from the targets to gain advantage. This often makes him step deeper in the shadows and be consumed by the curse, too. If this happens, Karrow immediately sides with the Shadows.
- ↑ Disposing of both the Gronag and the hyena can be helpful if the battle with the other Absolutists is commenced.
- ↑ The party can also instigate a fight with the convoy before calling the drider. In this case, they must convince the drider afterwards of their noncomplicity, and of that they are a True Soul due to reach the Moonrise Towers.