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Giants and Wyrm
Side quest
Giants across the water from Zephyr have started hunting with tamed wyrm.
Ulfwyn
In the east of Zephyr, Ulfwyn, a retired soldier, is rounding up farmers to fight the giants across the water to the north-east, who now have tamed wyrm. He lets you scout ahead.
Across the Water
The giants live in abandoned dwarven caves, one square north-east of Zephyr.
The Dwarven Caves
You come down in the north-west. The way on is in the east. 614 gold (1) lies in the south-west.
The Dwarven Temple
Infant wyrm are coming out of a portal (W) beside the temple. It is controlled from below. Take the steps down in the temple.
Below the Temple
This floor is a grid of rooms joined by doors. On the map, the rooms are named by column, A to E from west to east, and row, 1 to 7 from north to south. Each room’s pedestals stand together in its middle, one for each of its doors: the middle one works the north door, the one to its left the west door, the one to its right the east door, and the one below the middle the south door. Placing an orb on a pedestal or removing one reverses its door: a shut door opens, and an open door shuts. You come down the steps into D7. The ladder up to the orb is in E1. The shortest way there takes four stages; the directions in parentheses are how to walk from the step before.
Stage 1: Two Orbs
- D7: Take the orb from the north pedestal. The north door shuts.
- D7: Put it on the west pedestal. The west door opens.
- C6 (west, then north): Take the orb from the north pedestal. The north door shuts.
- C7 (south): Put it on the west pedestal. The west door opens.
- B7 (west): Take the orb from the north pedestal. The north door shuts.
- C6 (east, then north): Put it on the north pedestal. The north door opens.
- C7 (south): Take the orb from the west pedestal. The west door shuts.
- C6 (north): Take the orb from the south pedestal. The south door shuts. You now carry two orbs.
Stage 2: The West Column
- B5 (north, then west): Put an orb on the west pedestal. The west door opens.
- A5 (west): Put the other orb on the north pedestal. The north door opens.
- A6 (south): Take the orb from the south pedestal. The south door shuts.
- A4 (north twice): Put it on the north pedestal. The north door opens.
- B5 (south, then east): Take the orb from the east pedestal. The east door shuts.
Stage 3: The Second Row
- A2 (west, then north three rooms): Take the orb from the south pedestal. The south door shuts. You carry two orbs again.
- A2: Put one on the east pedestal. The east door opens.
- B2 (east): Put the other on the east pedestal. The east door opens. Fetch the Bow of Might (2) from C1 now (east, then north), before step 19 shuts the way to it.
- A1 (back to B2, then west and north): Take the orb from the east pedestal. The east door shuts.
- C2 (south, then east twice): Put it on the east pedestal. The east door opens.
- C2: Take the orb from the north pedestal. The north door shuts.
Stage 4: To the Ladder
- D2 (east): Put the orb on the east pedestal. The east door opens.
- A2 (west three rooms): Take the orb from the north pedestal. The north door shuts.
- E2 (east four rooms): Put the orb on the north pedestal. The north door opens; go north into E1 and climb the ladder.
Optional: Agnuth's Armored Pants
Agnuth’s Armored Pants (1) lie in B4, a room the route above never opens. Reaching them is a puzzle of its own.
The Orb
Touch the orb to close the portal. An Enchanted Battle Axe (1) lies beside it. The ladder now leads straight back up to the temple.
Ulfwyn's Thanks
Ulfwyn thanks you, a little sorry to have missed the fight.
The party's journal
There are giants that live in abandoned dwarf caves across the water to the northeast. What is strange is that they've been seen hunting with tamed wyrm. The town of Zephyr has always been able to deal with giants, but they won't be able to handle both giants and wyrm. Ulfwyn, a retired soldier, is trying to organize a raiding party to stop the giants. He can only find unwilling companions. Maybe we should help.
There are giants that live in abandoned dwarf caves across the water to the northeast. What is strange is that they've been seen hunting with tamed wyrm. Maybe we should check it out.
Infant wyrm are emerging from a portal near a dwarven temple. The giants must be rearing them while young to train them. We can only close the portal by finding the source inside the temple.
We've staved off the magic allowing the wyrm into the caves. The giants will no longer be able to raise them.











