Agarwaen's Home >
Shadows of Amn > Umar Hills
Umar Hills (AR1100)*
When you first approach here you will be a witness of a
conversation between the worried citizens of this little village and their
mayor, Minister Lloyd. It turns out there are people going missing. Some of the
citizens will blame it on the wolves, the others on the ogre and even on Umar
the Witch herself. Mayor will try to calm them down by saying the he already
hired one group of adventurers to solve the disappearances enigma. Although the
group hasn't came back yet. Minister Lloyd will thus be looking for another band
of adventurers. through the course of their ramblings you'll also learn that a
local ranger by the name Merella has gone missing too.
Here you'll find some worried merchants who are trying to
do business in this village. The merchants will put in their 5 cents about the
happenings in the area. You can lighten their pockets should you wish to.
Pick the pockets.
If you want to see the traps on this level, hover your mouse over SHOW TRAPS.
This shoddy inn is run by a man named Vincenzo. He's quite nuts with Umar the Witch and thinks that it is due to her that there are all these disappearances in the village. If you agree to hear his long story he'll present you with the Umar Witch Project Journal - a clear pun on the Blair Witch movie =).
Pick the pockets.
Here you'll find a massive archive of the Umar Witch Project Journal, some 70 copies in all.
Check the three crates and shelves for some
There is not much here. Check out the locked closet.
PICK THE LOCK: 950 exp;
In this room you'll find a Book Merchant whose business is going bad. Hey if he had all those copies of Umar Witch Project Journal maybe it would get better, who knows.
Pick the pockets of the poor Book Merchant.
This is the humble abode of a mayor of this village. When
you talked to Minister Lloyd you can mention that you were sent here by a boy,
Delon, in Athkatla. You can offer to solve their problems in return for a
reward. What if you don't ask for a reward ?! If
you do ask for a reward, the Mayor will promise to give you a suit of magical
armor. If you are REALLY nasty, you can demand a payment of gold in advance too.
You'll receive a small gold sum. After the deal is sealed, Minister Lloyd will
describe the situation about the missing ranger Merella, the disappearances of
people in the area and Mazzy Fentan's adventuring party. After his longwinded
speech he'll tell you to go check out Merella's cabin to the east or go talk to
Madulf up north.
DEMAND GOLD IN ADVANCE: 300 Gold.
After you've returned from the Temple Ruins and slain the Shade Lord, go talk to the mayor to collect your reward. If you are going to press him for extra gold, he'll give it to you albeit you'll lose some reputation.
DEMAND GOLD: 25000 exp, Party loses 1 reputation, The Night's
Gift +5, 267 Gold.
It is really up to you whether the 267 gold worth 1 reputation point.
Near this house you'll find a man by the name of Daar.
He's a boyfriend of Jermien's daughter Colette and has trouble coming to terms
with her father. The young man is clearly stricken by his
inability to do something about his predicament.
BRING MIMIC'S BLOOD: 19250 exp, Ilbratha +1.
Just above Jermien's home you'll be hailed by a bunch of
kids, Dirbert, Neler and Valsben, who would like to become adventurers. They'll
ask you to buy them three bastard swords and some ale. You have a few choices
here: refuse to that outright, buy just the swords, buy just the ale, or buy
swords and ale.
BUY SWORDS AND ALE: 2000 exp, 200 Gold.
There are a bunch of peasants here that you could talk to in order to gain some information about the killings etc. Pay attention to Kaatje's story - she's got a lot to say.
There is a bunch of tasty chickens here. You can try to pickpocket one of them (if such thing is possible). You'll find a Beljuril gem hidden away in one of the chickens. You should take this gem before you complete the Temple Ruins area, otherwise the chickens and hte gem will be gone. Ogres probably ate them =)
Pick the chicken's pocket (if there is such a
You'll find some hostile wildlife near this crossing way.
SPOTTED LION: 974 exp.
This is the cabin of the ranger Merella who has gone missing. Just carefully search this place to collect clues as to how to proceed further. If you find Merella's Journal or the Note from Mazzy Fentan you will gain important clues as to what to do next (See *).
Check out the containers for treasure and clues.
Check out the two tables, shelves and a
This bedroom shows clear signs of struggle. It looks like someone was killed here and dragged outside. Pay attention to the floor - you will find a valuable item.
Check out the room (ground and shelves).
When you are ascending the massive stone stairs, somewhere near the top you will be hailed by a bunch of rangers. Should you be the enemy to Valygar, i.e. you've accepted the quest from Tolgerias the wizard to hunt Valygar down, the rangers will attack you. If you prove them that you mean no harm to Valygar, they'll let you through.
Kill the rangers if you have to.
This is the hideout of a ranger Valygar who you were to find. Valygar is a capable ranger and will be a great addition to the party.
The hall is pretty much empty.
Check out the crate for some gold.
At first Valygar will be quite suspicious of your intentions and rightly so. Afterall, he's got the Cowled Wizards after him. If you decide to listen to his story you'll learn that his body, whether alive or not, seems to be the key to the Planar Sphere that appeared in the Slums some weeks ago and was created by his ancestor - the necromancer by the name Lavok. Valygar will propose you to go on a quest of ridding Faerun of Lavok's existence. It is up to you whether you let him join your party or kill him for his body. You could also refuse his offer and let him live, however, Valygar will abandon his hideout and could be located later through his servant in Athkatla.
This is Valygar's equipment if he joins your party: Corthala Family Blade, Corthala Family Armor, Spear, Dagger, Long Bow, Arrows (60).
VALYGAR JOINS: 9500 exp.
In this cave you will find the Mimic that Jermien has sent you to find. The Mimic shapechanged into a treasure chest. Kill it in order to get it's blood. In the chest you'll find some nice treasure.
Kill the mimic and take the treasure from the
If you've given the spoiled brats some swords and ale then you'll find them here fighting a "dragon". The "dragon" turns out to be a Diseased Giberling and it scares them away.
DISEASED GIBBERLING: 50 exp, [Color Spray].
There are some Umberhulks here, so watch out. They can confuse the hell out of your party. After you kill them, check out the rocks for some treasure.
Kill the beasts and scour for treasure.
Before you go speak with the Ogre and his animal friends, go a bit north and look for a necklace that lies on the grass. What a pity - someone lost it.
LOOT: Tiger Cowrie Shell Necklace.
Madulf and his fellas are one of the main suspects in the recent slayings in Umar Hills. By talking to them you will learn that they are actually Sythsillian deserters. All they want is to be left alone and, perhaps, do some trading with the village. If you leave his group alone, Madulf will ask you to deliver a word to the mayor that Madulf and his bunch will protect the village from the orcs in the mountains. In return they just want to be left alone. Should you decide to deliver this message, go talk to Minister Lloyd.
While you are talking to them, you can lighten their pockets of some valuables.
Pick the pockets.
You may decide to slay them regardless of their stories and report to the mayor about the job done. If you do so, Minister Lloyd will tell you to wait a few hours while he finds that item that he was going to give you. When you return to him a few hours later, you'll learn that there was another killing in the village and that you killing Madulf didn't solve the problem.
MADULF:1750 exp, Morning Star;
If you kill them you will also get the stuff that is pickpocket able too, unless you already stole it.
After you've slain the Shade Lord (is it ?) talk to Madulf to receive your reward for brokering the deal between the village of Imnesvale and the Ogre.
REWARD: Shield of the Lost +2.