Shadow-Cursed Lands
The party navigates a decaying wilderness overtaken by a lethal necromantic miasma while seeking a route to Moonrise Towers. Survival requires securing escalating sources of light and magical wards to traverse both the outer reaches and the deeper, darker zones. Along the way, players can ally with Harper scouts, confront cultist convoys, and work toward lifting the land's ancient blight.
- Region
- Act Two
- Levels
- 6-10
- Getting there
- From Rosymorn Monastery, follow the Rosymorn Monastery Trail west and pass through the zone transition archway into the Mountain Pass path to the Shadow-Cursed Lands (alternatively, take the elevator up from Grymforge in the Underdark) (X: -175 Y: -175)
- Connects to
- Rosymorn Monastery Trail, Grymforge, Last Light Inn, Reithwin Town, House of Healing, Moonrise Towers, Grand Mausoleum
- Related quests
- Travel to Moonrise Towers · Infiltrate Moonrise Towers · Lift the Shadow Curse · Wake up Art Cullagh · Punish the Wicked · Find Arabella's Parents · Find Rolan in the Shadows · Investigate the Selûnite Resistance
- Services and people
- Kar'niss · He Who Was · Oliver · Harper Lassandra · Harper Branthwen · Dolly Dolly Dolly
- Enemy types
- Shadows · Wraiths · Shadow-Cursed Undead · Shadow-Cursed Harpers · Shadow-Cursed Ravens · Shadow-Cursed Shambling Mounds · Meazels · Cursed Kuo-Toa
The short version
What matters
- •Ambushing Kar'niss and releasing Dolly Dolly Dolly to grant the entire party permanent immunity to the deep shadow curse.
- •Saving Rolan from the shadows in the southern wilderness path before he dies and transforms into an undead.
- •Playing hide-and-seek with Oliver at the House in Deep Shadows for the Ring of Shadows and progress toward lifting the curse.
Common mistakes
- •Entering the deeper darkness beyond the river without obtaining the Pixie's Blessing or carrying an active Moonlantern.
- •Forgiving Madeline during the ritual with He Who Was, which triggers combat but still allows you to loot the Raven Gloves.
- •Long resting near the southern bridges after hearing about Rolan's departure, causing his off-screen death.
What you can skip
- •Siding with Kar'niss' cultist convoy, which needlessly forfeits the Moonlantern and forces a tougher fight at Moonrise Towers later.
Walkthrough
The area in the order you play it. Tick things off as you go: they tick off in the checklists below too.
-
1
When you arrive in the northeast Ruined Battlefield via the Grymforge elevator o
tip: Casting the Light cantrip on a weapon provides infinite illumination without sacrificing your off-hand equipment slot.
Tip: Casting the Light cantrip on a weapon provides infinite illumination without sacrificing your off-hand equipment slot.
Watch out: Stepping into the shadows without active light inflicts the Shadow Curse, dealing necrotic damage every turn until you perish.
-
2
The Drider Convoy and the Moonlantern
When traveling the central road or meeting the Absolutists near the Mountain Pass trail, summon the caravan using the Spider's Lyre and link up with Kar'niss and his retinue. Join the hidden Harper ambush squad along the main path to slay the drider and cultists, loot his functional lantern, and interact with it to inspect the creature trapped inside. Free the pixie Dolly Dolly Dolly to obtain the Filigreed Feywild Bell, granting your entire party permanent immunity to the deep curse without holding a light source.
Tip: Passing a DC 10 Deception check convinces Kar'niss to hand over the lantern and walk his followers into the lethal shadows without a fight.
Watch out: Escorting Kar'niss safely to Moonrise Towers causes him to scale the walls with the lantern, locking you out of early deep curse immunity.
-
3
The House in Deep Shadows and Oliver
When you reach the dilapidated house east of the waypoint (`X: 65, Y: 25`), speak with Oliver, the cursed boy lingering in the ruins. Agree to play hide-and-seek, slipping into turn-based stealth to find him behind the cart outside during round one, and then avoid his summoned shadowy "family" in round two without engaging in direct combat. Claim the Ring of Shadows as your reward, taking note of his location for when your quest to lift the shadow curse requires reuniting him with Thaniel.
Tip: Ungrouping your party and sending a single invisible character makes winning both rounds of hide-and-seek effortless.
Watch out: Attacking Oliver immediately instead of playing his game causes him to retreat into a portal and permanently forfeits the Ring of Shadows.
-
4
In Oliver's house at `X: 76, Y: 40`, unlock the wooden chest to retrieve the Rin
tip: Approaching the Potter's Workshop requires a DC 18 Perception check to reveal four Meazels before they silence and garrote your characters.
Tip: Approaching the Potter's Workshop requires a DC 18 Perception check to reveal four Meazels before they silence and garrote your characters.
Watch out: Forgiving Madeline during He Who Was's ritual incites him to attack, locking you out of the Raven Gloves quest reward.
-
5
Head northwest of the central waypoint to the ruined stone tower at `X: 25, Y: 5
tip: In Honour Mode, keep characters beyond 5m of the Shambling Mound to avoid its Wretched Growth legendary action and rely on magical slashing or radiant damage rather than resisted fire or immune lightning.
Key fight: Shadow-Cursed Shambling MoundTip: In Honour Mode, focus the Shambling Mound down with fire and radiant damage from elevated positions to avoid its lethal Devour legendary action.
Watch out: Dawdling or taking a long rest once Rolan ventures into the southern wilderness causes him to die and transform into a Shadow-Cursed Undead.
Choices here
What you decide here and what it leads to.
Confronting Kar'niss and the Convoy
encountering the drider Kar'niss in the Ruined Battlefield (via Harper ambush or escort)
- Side with the Harpers or deceive Kar'niss into surrendering the lamp→ fight and kill Kar'niss (or trick him into the dark where he and the cultists succumb to the curse), securing an intact Moonlantern early and gaining Harper trust
- Side with the cultists against the Harpers→ kill the Harpers, alienating Last Light Inn; Kar'niss escorts you to Moonrise Towers, taking the Moonlantern with him to the roof until late Act 2
Most players pick: Side with the Harpers or deceive Kar'niss into surrendering the lamp
Kar'niss appears as an enemy boss later at Moonrise Towers if spared here.
Fate of Dolly Dolly Dolly
inspecting the looted Moonlantern
- Release the pixie→ she grants Pixie Blessing (party-wide passive immunity to both levels of the Shadow Curse without holding a lantern) and the Filigreed Feywild Bell to reapply it
- Keep the pixie trapped→ keep using the Moonlantern as an equipped held item with a limited light radius; Dolly Dolly Dolly remains hostile
Most players pick: Release the pixie
Dolly Dolly Dolly remembers your kindness and helps prevent hostile press coverage in Act 3.
Punishing Madeline (He Who Was)
completing the trial ritual at He Who Was' camp after retrieving Madeline's ledger
- Punish Madeline (make her stab herself once or call her a coward)→ He Who Was is satisfied and rewards you with the Raven Gloves (summons Quothe the Raven)
- Forgive Madeline (or make her stab herself repeatedly)→ He Who Was turns hostile and attacks; you must kill him but can still loot the Raven Gloves
Most players pick: Punish Madeline
Forcing her to stab herself or shaming her breaks Paladin Oaths of Devotion and Ancients, while forgiving her breaks Oath of Vengeance.
Rescuing Rolan from the Shadows
approaching the bridge/crane in the southern wilderness path near Reithwin Town
- Defeat the attacking shadows immediately→ Rolan survives, thanks you begrudgingly, returns to Last Light Inn, and later becomes a powerful ally in Act 3
- Delay, ignore, or long rest after triggering the area→ Rolan dies and rises as a Shadow-Cursed Undead, cutting off his Act 3 questline at Ramazith's Tower
Most players pick: Defeat the attacking shadows immediately
Proximity timer: entering the vicinity triggers the combat; moving away or resting guarantees his death.
Oliver's Games
finding Oliver at the House in Deep Shadows
- Play hide and seek and defeat or bypass his shadow family→ receive the Ring of Shadows (grants *Pass Without Trace*) and pacify him for now
- Attack Oliver directly→ he retreats through a shadow portal into a boss confrontation early without granting the ring
Most players pick: Play hide and seek and defeat or bypass his shadow family
Oliver is required later for Halsin's quest *Lift the Shadow Curse*.
Checklists
Don't miss 0/6
Achievements here
Items
0/4
Key fights
Enemies: Shadow-Cursed Shambling Mound, 2 Vine Blights, 6 Needle Blights, and 2 Shadow-Cursed Harpers
Threats: Multiattacks, Adhesive Whip (pulls targets), Entangling Roots, Devour (instantly executes restrained targets), and exploding Needle Blights (Needle Volley / Death Burst piercing damage)
Weaknesses and resistances: Resistant to cold damage and non-magical physical damage, immune to lightning (heals from it); vulnerable to fire damage and susceptible to Radiant damage
Tactics: Hold high ground on the ruined tower ledges, ignite the surrounding vegetation, take out fragile Needle Blights at range before they close distance to explode, and burst down the mound with fire and radiant attacks
Rewards: Ring of Shadows, assorted scrolls/camp supplies, and heavy XP
Enemies: Waves of Shadows, Wraiths, Shadow-Cursed Harpers, Shadow-Cursed Flaming Fists, Shadow Mastiffs, and Shadow-Cursed Githyanki Warriors targeting Halsin's Shadowfell portal
Threats: Sheer horde numbers, ranged archers firing Volley at the fragile portal, Strength Drain from Shadows, and Life Drain from Wraiths
Weaknesses and resistances: Most undead enemies are vulnerable to radiant damage and sunlight effects, but resistant to necrotic and non-magical physical damage
Tactics: Cast large area-denial spells (Wall of Fire, Hunger of Hadar, Sleet Storm) across the beach approach chokepoint, project Spirit Guardians near the rock platform, and shoot Darkness or cast Globe of Invulnerability on the portal to block ranged attacks until the timer expires
Rewards: Thaniel rescued from the Shadowfell, Halsin recruited to the active party, and Outlander inspiration "Grove Keeper's Keeper"
Enemies: Ch'r'ai Tska'an (Githyanki Warlock leader), Veteran Raider Zunii, and Veteran Warriors (Ma'athal, Bradi'ith)
Threats: Repelling Agonizing Blast, Form of Dread (Frightened condition), Githyanki War Magic, Soul Sacrifice (Honour mode legendary action), and heavy Githyanki melee bursts with Misty Step
Weaknesses and resistances: Resistant to psychic damage via Psionic Ward; vulnerable to crowd-control spells (Hold Person, Tasha's Hideous Laughter, Banter/Stun) and counterspelling
Tactics: Avoid triggering the choke at the western gate unprepared, detect the ambush with the Qua'nith Psionic Detector or stealth, take the stone parapets for high-ground advantage, and silence or crowd-control Tska'an immediately to stop eldritch volleys
Rewards: Psionic Ward Armour, rare Githyanki greatswords/crossbows, and Mind Flayer Parasite Specimen
Enemies
A hostile drider escorting cultists through the Ruined Battlefield who casts Sanctuary to shield himself during battle.
Shops and people
- Quartermaster Talli: Sells camp supplies, weapons, shields, and miscellaneous adventuring gear outside Last Light Inn.
- Dammon: Sells specialized armors and weapons at his forge near the stables of Last Light Inn.
Tips
- Inspect the Moonlantern retrieved from Kar'niss and release the trapped pixie named Dolly Dolly Dolly to receive a permanent blessing, eliminating the need to hold a light source while traversing heavy curse zones.
Not listed for this area: secrets.
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