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Chapter Ten. "Island of the Fallen"
addon

Ho-ho-ho! So much mead flowed down the thick dwarf's mustache! Although, of course, that amount is nothing compared to what settled in his stomach! For a whole week we celebrated the victory over the demonic spawn. People were rebuilding their homes, burying the dead, and clearing debris from the roads, but none of that concerned us, for the tavern had survived! We sang, danced, and made merry with the other lucky souls whom we ourselves had rescued. But all good things must come to an end, and the bald paladin dragged us back on the road again, signing new contracts with us. I cannot say that this upset me much, because adventures pay well, and I was getting tired of drinking anyway.
We set off for Kuldahar, where some unfinished business remained. The Barbarian shaman was still there, and he was very pleased with our success. He briefly explained the essence of the matter: the barbarian tribes, united by a new chief, intend to grind the Ten Cities into powder and reclaim the north.
After a bracing journey through the air, we arrived in a small town located closest to the barbarian camp. An interesting town. True, in the first ten minutes we nearly committed infanticide, but oh well. In the tavern, we met an alcoholic bard who reeked of vomit and rice vodka from ten meters away. While retching, he told us a sad story about how he made a perilous journey to the North in search of the Ice Rose, where he eventually drank himself into oblivion. There were less pleasant people there as well, whom I cannot bring myself to describe.
But back to business. The shaman led us to the barbarian camp and we, as a diplomatic delegation, were granted an audience with the chief. The chief, naturally, turned out to be either stupid or cunning; he called us murderers and banished the shaman who brought us somewhere to their Sacred-Island-of-Exile-and-Tombs-With-Ancestral-Spirits. Fortunately, we managed to talk our way out of it by pressing their religious dogmas and fear of god—our leader is good at sophisticated lying. He doesn't really look like a paladin at all; for some reason, he even painted his armor black and drew a fiery eye on the shoulder guard. Generally speaking, they have all become very strange. The dwarf talks to himself, the ranger disappears somewhere for several hours at night, and the elf has an expression on his face as if he sat on a hedgehog. Well, that is actually explainable, considering the blast-grass I've been slipping into his food.
Either way, we set off for this misty island, brazenly making use of a boat and the steering skills of a local fisherman, Young Ned, despite his feeble objections—after all, we are indirectly responsible for the shaman. What a place, I tell you! Ghouls! Spirits! Psychopaths and murderers, monsters and corpse-eaters! Huge, fat, smelly, worm-ridden rotting dead things reaching for my throat, into which you can fire a dozen arrows and they won't even flinch! In short, we were amazed by such audacity and barely fought our way through those crowds. The sand boiled under our feet, snow evaporated and immediately fell as precipitation, freezing in mid-air into razor-sharp icicles that ripped through the rotting bodies of restless zombies, and the soil was drenched in streams of blood, including our own. Beneath the surface of the island, we found dark, musty tunnels packed to the brim with creatures. There were some there whose same scream threw us into shock, slashing the body with wounds as if by sword strokes. In the end, we found the tomb of that very chief, who claimed that the spirit of their great warlord had entered his deceased body. The same one, by the way, who once sealed that portal for which we shed blood in East Haven. After searching the sarcophagus and analyzing the disturbances in astral space, the mage declared that everything said by the chief was a blatant lie, proven, among other things, by an amulet dropped nearby. I don't know how he figured it out, but I didn't trust the bastard from the start.
Fortunately, we soon found the exiled shaman as well. After gossiping about all these exciting topics, we teleported back to the town with him and agreed on a cunning plan. He kills the guards and penetrates the camp using his evil sorcery, while we head to the other end of the continent to meet the Prophetess, who will decipher for us the true nature of the spirit that entered the chief's body.
Nothing new.

Kristy's testimony.


So that's basically how we got to the addon) now I'll describe everything by screenshots

screenshot №1
We are in a new land. The shaman teleported us here and then ran away

screenshot №2
This is a temple where I found a cache and tried to rob it. Naturally, there was a trap there, so the range died, then I resurrected him. We found a magic sling in the cache, gave it to the mage)
The screenshot shows the process of resurrecting the ranger

screenshot №3
This is the house of the local "sheriff", the forest guard. He told us that three hunter brothers came to town and are setting traps, killing animals, etc. He tried to talk to them, but they don't listen to him.
He also mentioned that a wolf attacked him, which he took as a punishment from the Forest God, who in his opinion grew angry because he cannot protect the animals. The forester miraculously stayed alive.

screenshot №4
We are in the tavern. There we met a Bard who told us his sad love story. I'll try to summarize it briefly: Once upon a time there was a bard in some kingdom. And he heard that the king was summoning all poets, minstrels, and bards to his castle. Either he was holding a contest for the best story, ballad, or just because, I don't remember. Our bard lived in the castle for some time, came up with a story, and began to sing. Suddenly, during the song, he saw a princess looking at him. She immediately captured his heart. He began to try and sing even better to make an impression. In the end, the king was satisfied and the bard stayed at their court (or just lived there, idk). From this meeting, he began to communicate with the princess; they walked in the forest, talked, and eventually fell in love. But the thing was that the princess had a fiancé and she was supposed to marry him. And when the wedding day came, the princess declared before everyone that she loved the bard and wanted to marry for love. Naturally, the fiancé didn't like this; he began to protest. The king was calmer, although he also looked at his daughter with indignation. The restless fiancé decided to be tricky and proposed a trial to the king that the bard must complete in order to stay with his beloved. The goal of the trial was an ice rose, which the bard had to find and bring to the king. Enchanted by love, the minstrel gathered his things and set off on the search. For several years he wandered the north in search of the rose but could not find it. Only later did he realize that this was a trick to separate him from the princess. So he stayed in this village (where we met him), sitting in the tavern and drowning his pain in drink.

screenshot №5
This is us already on the island, killing undead

screenshot №6
These fat creatures are very hardy and strong[br][/br]
screenshot №7
Slashed its belly with a sword and guts are on the ground

screenshot №8
Necromancer's tower. Sells and buys items
pity it wasn't screenshotted from inside[br][/br]
screenshot №9
Here animals attacked us, also strong

screenshot №10
Night hunt for ghouls

screenshot №11
Summoned a zombie who goes first (meat forward), and behind him the ranger with a bow)

screenshot №12
Entered a small cave, and there's a bunch of dead things. Some are fast, others hardy and strong, some are occasionally strong

screenshot №13
The first time it didn't work as usual, had to reload, get buffed, and throw spells.

screenshot №14
Once again in search of the spawn of darkness

screenshot №15
And this is the tomb where we found the amulet) I asked Lok if I could kill the ghost guards alone and indeed I did, even with the loss of the range (resurrected him right on the screenshot).

screenshot №16
Oh, yes. There we also met a strange spirit who turned into armor after a conversation. At first, we put it on and immediately died. But when we talked to him differently, he turned into armor that didn't kill upon wearing. The spirit said that one would be able to talk to him, i.e., sort of summon him from the armor... Anyway, I put the armor on the ranger and tried to talk to the spirit, but this bastard tricked us\ The ranger was torn to pieces and a huge something appeared in his place, which you can see on the screenshot. I have no idea who it is; he has the "blur" spell on him, so nothing can be seen.
The range is just unlucky, dies often

screenshot №17
This is us preparing to sail away from the island. If you look closely, you'll see the boatman

screenshot №18
We returned to town and met a werewolf. He attacked us and then ran away. Talking to the residents, we found out that one of the hunter brothers was killed by a wolf. To get full information, we went to the brothers' house. Inside we found one of them (idk where the other one is, we never found him... maybe he died too, or maybe he bolted). He told us that he and his brother were hunting and suddenly a wolf attacked them. The beast instantly killed the brother, then attacked this one, but he managed to defend himself and the wolf ran away. He also said that he suspects the sheriff of this. Without thinking long, we went to the sheriff, but he wasn't home\ Well, we went to the tavern, spent the night there, and the next day went back to the forester. This time he was already home. We talked to him and found out that he had become a werewolf after being attacked by a wolf. The forester was very upset about this; he didn't even know himself. But we helped him. We went to the tavern owner, who once belonged to some brotherhood and was a wizard. He gave us an amulet that suppresses the process of turning into a beast. We gave it to the sheriff and everything seems to have settled.

screenshot №19
Standing by the tavern

Be strong. Believe