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Storm of Zehir Walkthrough Guide


Storm of Zehir Walkthrough Guide



Welcome to my walkthrough guide for Storm of Zehir, a cRPG Definition released by Obsidian Entertainment in 2008. For an overview of Storm of Zehir, please refer to 2005-2010 cRPGs.


The Vigilant



We find ourselves on the Vigilant en route to Samargol in Samarach. Lastri, the halfling captain, starts waffling on about a passenger manifest.

Read the Adventurer's Guide with a non-dumb character: 250 XP for each party member.

Volothamp Geddarm goes belowdecks to ride out the storm that's brewing. Follow him and you'll see the manifest Lastri was on about, especially if you remember to hit the Z key to highlight it.

Click on the manifest and create the other three characters of your party using the interface that pops up.

Storm of Zehir Starting Level


We can create and build up to four 4th level characters at the beginning of the game. In the early game, one companion can join our party very early on in the proceedings, for a party of five. We can then recruit another companion once we have a character take the Leadership feat, which can be taken as early as 6th level. Thus, we can have a full party of six as early as 6th level. This is what we are aiming for.

Storm of Zehir Party Composition


Party composition is of critical importance. A balanced, traditional party is recommended for new players. In my opinion, it's also more fun. It was more fun in IWD and IWD2, and it's more fun in SoZ as well.

By that I mean, one tank, one wizard, one cleric and one rogue. 

I don't recommend getting creative with builds and multi-classing (mix-ins) unless you know exactly what you are doing, as you might gimp your skill, spellcasting or BAB progression. Nor do I recommend selecting races with severe ECL penalties: yes, they will be more powerful at the end of the campaign, but it's the early-to-mid game that counts.

Assuming the characters are created and built to focus on a specific combat/utility role, and not diluted to become Jacks-of-all-trades, such traditional parties will get through the campaign without too much trouble; mainly, because they don't sacrifice core progression just to do fancy stuff, late-game.

The first created character should be the OLM character


What that means is, the first character we create should be the one that is tailored to excel on the overland map (OLM). It should be the stealthiest character, it should be the survivalist character, it should be the skillmonkey. Thus, it should be Rogue or Ranger. That is because the game defaults to the first created character when we reload on the OLM. If our first created character isn't the stealthy OLM one, then they are going to attract aggro from the roaming monsters, which gets old quickly.

Note that Rogues travel slower over the OLM than Rangers, but they utilize more skills on the OLM (which means we find more treasure). A Rogue/Ranger build would be perfect for the OLM, but that would impact our Rogue skills too much. And trust me, you DON'T want your Rogue skill progression negatively impacted in SoZ.

Storm of Zehir Builds


A Storm of Zehir build is nothing more than a number of levels in a class or mix of classes along with the stats, feats and skills chosen (in the case of Sorcerers and Bards, spell picks also factor in). Classes may be taken in a specific order in order to push the limits of power and flexibility, but it's just not necessary.

If you're new to D&D 3.5, don't get overwhelmed by heavily multi-classed builds and all the technical rules: I'm going to keep this simple by posting builds with clearly defined combat and utility roles whose skillset is easily recognizable and who will complement one another in battles and general adventuring. That's what makes them "the best": each build will be more than good enough from beginning to end.

Fighters hold back the aggro so that Wizards, Clerics and Archers can unleash hell (AoEs and projectiles). On the flip-side, Wizards and Clerics buff, ward and heal the Fighter. That is what I mean by classes complementing one another.

Unlike MotB builds, we should build our SoZ characters with about 15 levels in mind, making sure that they have clearly defined roles from the outset. It's possible to grind the party on the OLM to 30th level, but that's boring. Obsidian should have enforced a level cap of 15 for SoZ. I recommend just relying on a 15th level party + crafts and itemization to beat the game. 30th level is a cakewalk and ruins the fun completely.

Indeed, I'd go so far as to say that you cheated if you farmed XP on the OLM just to reach epic levels: you didn't work within restrictions, which is a large part of the fun and challenge in playing cRPGs in the first place. The same goes for editing the module in the toolset to allow for six player-created party members instead of just four + two companions: that's cheating. Play how you like, though. I don't care. Just don't tell me SoZ is easy when you grinded a party of six to 30th.

Storm of Zehir Rogue Build


  • Race: Moon Elf
  • Stat-line: 16-20-6-14-8-8
  • 01. Rogue 1: Able Learner, Sneak Attack (1d6) (save 5 skillpoints)
  • 02. Rogue 2: Evasion (cross-class SPs: Survival, Spellcraft)
  • 03. Rogue 3: Point Blank Shot, Sneak Attack (2d6), Trap Sense (1)
  • 04. Rogue 4: Uncanny Dodge, Dex +1
  • 05. Rogue 5: Sneak Attack (3d6)
  • 06. Rogue 6: Rapid Shot, Trap Sense (2)
  • 07. Rogue 7: Sneak Attack (4d6)
  • 08. Rogue 8: Improved Uncanny Dodge, Dex +1
  • 09. Rogue 9: Dodge, Sneak Attack (5d6), Trap Sense (3)
  • 10. Rogue 10: Mobility
  • 11. Rogue 11: Sneak Attack (6d6)
  • 12. Rogue 12: Improved Critical: Longbow, Trap Sense (4)
  • 13. Rogue 13: Spring Attack or Improved Evasion, Sneak Attack (7d6)

Skills: Appraise, Disable Device, Hide, Move Silently, Open Lock, Search, Spot, Survival, Tumble, UMD.

Moon Elf gives us +2 Dex and longbow proficiency. Note how I didn't mix-in Fighter for the extra feats: I like to keep my Rogue utility skills peaked in SoZ, and for good reason.

This build gets in damaging ranged sneak attacks. It is NOT useless on the battlefield. Indeed, it kicks ass.

The Survival skill has been somewhat overrated by me in the past in that it does not grant huge bonuses to movement speed on the OLM. Besides, there are items that buff that skill enough for the movement speed to be tolerable.

Storm of Zehir Fighter Build


This character draws the aggro so that spellcasters are free to cast spells and archers are free to fire their ranged weapons. The tank is the backbone of the party: without it, other party members can't do their thing without being chased down, attacked and killed off. This tank is also capable of inflicting non-trivial melee damage.
    
  • Shield Dwarf Male Lawful Good, Fighter 7 / Dwarven Defender 6.
  • Stat-line: 18-13-18-8-9-6.
  • Background: Bully
  • Dex 13 (requirement for Dodge), Int 13 allows for Disarm and Expertise, but expertise can't be used with Defensive stance.
  • 01. Fighter 1: Weapon Focus: Scimitar, Dodge
  • 02. Fighter 2: Power Attack
  • 03. Fighter 3: Toughness
  • 04. Fighter 4: Str +1, Cleave
  • 05. Fighter 5: --
  • 06. Fighter 6: Blind-Fight, Leadership
  • 07. Fighter 7: --
  • 08. Fighter 7 / Dwarven Defender 1: Str +1, Defensive Stance (1)
  • 09. Fighter 7 / Dwarven Defender 2: Improved Critical: Scimitar, Defensive Awareness (1)
  • 10. Fighter 7 / Dwarven Defender 3: Defensive Stance (2)
  • 11. Fighter 7 / Dwarven Defender 4: --
  • 12. Fighter 7 / Dwarven Defender 5: Str +1, Weapon Specialization: Scimitar, Defensive Awareness (2)
  • 13. Fighter 7 / Dwarven Defender 6: Dwarven Defender Damage Reduction 3/-

Wields Scimitar +2 with corrosive or cold enchantment. Umoja buffs the weapon with Flame Weapon.

How to make this character a supertanker in Samarach: craft Full Plate +1 and Tower Shield +1, get Brooch of Shielding from Tempest's Fury, get Ring of Protection +3 and Amulet of Natural Armor +3 from waterfall cave. There is another tanking item in Luskan if we attack the pirates on the docks.

Buff with Bless, Aid, Prayer, Magic Circle, Recitation, Heroism, Bull's Strength, Bear's Endurance, Greater Invisbility, Stoneskin, Haste, Flame Weapon (Umoja), Endure Elements (Umoja).

Should have AC 40 when Defensive Stance is activated.

Storm of Zehir Cleric Build


The Cleric buffs, debuffs, wards and heals. This healer is also an offensive spellcaster (Domains) and a ranged combatant (Zen Archery, Rapid Shot).

  • Stat-line: 10-13-14-12-18-8
  • Human, Lawful Good
  • Domains: Fire (for Fireball) and Water (for Ice Storm).
  • The choice of god doesn't matter though Torm, Tyr and Ilmater are the LG gods. Take Zen Archery at BAB 3.
  • 01. Cleric 1: Spellcasting Prodigy, Point Blank Shot
  • 02. Cleric 2: --
  • 03: Cleric 3: Rapid Shot, 2nd circle spells
  • 04: Cleric 4: --
  • 05: Cleric 5: 3rd circle spells (Fireball)
  • 06: Cleric 6: Zen Archery
  • 07: Cleric 7 --

Other feats: Take Extend and Empower spell.
Skills: Concentration, Diplomacy, Heal, Spellcraft.

Storm of Zehir Wizard Build


The wizard buffs, debuffs, wards and casts direct damage spells. This Wizard also doubles as crafter and archer.

  • Stat-line: 14-16-6-20-8-8. 
  • 01: Wizard 1: Spellcasting Prodigy
  • 02: Wizard 2: --
  • 03: Wizard 3: Craft Wondrous Items, 2nd circle spells (Invisibility, Ghostly Visage)
  • 04: Wizard 4: Int +1, Fox's Cunning, Tasha's Hideous Laughter
  • 05: Wizard 5: Craft Magic Arms and Armor (3rd circle spells: Haste, Slow)
  • 06: Wizard 6: Extend Spell, Fireball, Heroism
  • 07: Wizard 7: Greater Invisibility, Ice Storm
  • Beetle: +1 HP per level

Sun Elf generalist wizard. Sun Elf for the +2 Int, took the Wizard's Apprentice history for +1 Spellcraft, Lore and Craft Alchemy, and Generalist (I don't like being barred from schools). 

Skills: All crafting skills except Craft Trap. Takes Lore, Spellcraft, Concentration.

Feats: Spellcasting Prodigy is a no-brainer for most spellcasters. It's the equivalent to Spell Focus: All and grants extra spells per lvl.

This is what we want to see, damage numbers floating over all the enemies:


Without Wizards and Clerics for buffing and warding, tanks don't survive in SoZ. The combat encounter design in SoZ is much harder than in most other cRPGs: the enemies are tough, there are many of them and they come for us when they hear commotion. A lot of people, in their ignorance, will say "nonsense." But then, for example, they bumble into the Sauringar Temple and their party gets ripped a new one in one second flat. Because SoZ is so easy, right?

The above party covers all bases. If you roll with that party and recruit Inshula and Umoja in addition, then you should enjoy playing SoZ.

When you've finished Chargen you should fill in any spellbooks with buffing spells before going belowdecks and resting.

The storm hits and the ship wrecks in an exotic, tropical region: Samarach.

Storm of Zehir Map: OLM



The Storm of Zehir realtime Overland Map (OLM) -- search this document: [0.1] -- is an innovative addition to NWN2, but the high frequency of random encounters might frustrate new players. Ideally you want to engage enemies on your terms (ie, farming XP and crafting ingredients) rather than constantly being ambushed by the many roaming mobs.


To avoid forced engagement as much as possible you need a "survivalist" character or cohort, aka companion. That would be one who has the skills to adventure in the wild, like a Ranger or Druid. Your bread and butter skills are Hide, Move Silently (Stealth), Survival (Speed), & Spot (finding stuff). Other skills help in the wild, but none more than these, so make sure when this character levels up that you put points into these vital skills.

Also try to find, buy, or craft equipment that boosts these skills so that it's even easier to move around and not draw the aggro (e.g, Jungle Headdress, Watchman's Helm, elven boots and cloaks etc.), and make sure when you exit from an area onto the overland that you do so with your survivalist, so she takes the lead while traveling. Your survivalist should be the first character you create in chargen; the leader. I could go into detail as to why, but you'll realize the reasons as you play.

If none of your created characters are survivalists, hire the ranger cohort (Inshula sar Mashewe) from the Openpalm Bazaar (that's the first hub of the game). Note that she doesn't level Spot by default, so raise it ASAP. Put points into Search and Lore, too, but stealth & speed are paramount.

Faster OLM movement is dependent on the survivalist's actual Survival skill and movement rate coming from items, feats, race etc. Inshula is suitable here, and as a Ranger receives the Woodland Stride feat as a bonus. The absolute fastest character on the OLM would probably be a Gray Orc Monk with the Dash feat and high Survival, but any skilled survivalist will do.

If you still bump into enemies or can't outrun them for some reason (worgs, wyverns, megaraptors), try to use a Tanglefoot Bag and run away again. Wild Empathy is also helpful to use on certain creatures, such as dinosaurs.

Lastly, if you fix the teleporter in your Keep, then you can travel to any town instantly.


Party & Teamwork Feats


At sixth level have one of your party members take the Leadership feat, this enables you to recruit a second cohort and adventure with a party of six, just like in the Infinity Engine cRPGs. As the plot progresses you might notice Crossroad Keep hosts an Adventurer's Guild where you can be trained with Teamwork Feats that affect your party as a whole. One of them is called Team Rush and what it does is make all your party members move at the speed of the fastest party member, both overland and in normal exploration and combat areas. To gain this feat all you need to do is have all party members with at least one point in the Survival skill; and complete a simple FedEx quest. The reward might sound trivial, until you realize your fastest party member is a Grey Orc Monk with Dash and Survival...

Cohorts aka Companions


The early-game companions are found in the Openpalm Bazaar at the start of the campaign: Inshula the Ranger (5) & Umoja the Druid (5).

New players would be crazy not to take one of them along on the first couple of missions. Indeed, I recommend keeping them in the party for the campaign's duration. In that case, don't create Ranger or Druid characters because Inshula and Umoja already cover those bases.

By default you create four characters and recruit one cohort, but with the Leadership feat you may recruit a second cohort for a full party of six, like in Baldur's Gate. You can't select the Leadership feat until sixth level, so you can only have a party of five until that point. Still, five is enough to get by with in the meantime.

The first available cohorts are found in the Openpalm Bazaar at the start of the campaign: Inshula and Umoja. As a new player you would be crazy not to take one of them along on the first couple of missions. I recommend the former because she has stealth for the OLM. When using Inshula as my OLM character, I like her to take ranks in Survival, Hide, Spot, Search and Lore. I also build her as an archer despite her Ranger focus in two-weapon fighting.

Lastri the Swashbuckler will likely be the third prospective cohort you come across (since one of your first quests is to rescue her). Chir Darkflame is located close by in the "mindflayer market" but she's a little less attractive thanks to being a svirfneblin (Level Adjustment +3). Anyway, those are the first few cohorts that are available to you.

Samarach


Omgar's Teeth



Shipwrecked! 


Volo, the party and surviving crew members of the Vigilant are shipwrecked at Omgar's Teeth, near the town of Samargol in Samarach. Night has fallen, and rain is pelting down.

A force of hostile, goblin-like batiri natives greet the party on the beach. They are basically cannibilistic jungle goblins that want to slay and eat us. 


Volo tries to parlay with the tribe. During that time, we can scavenge the immediate vicinity for equipment (Z-key to highlight). There are nine objects that can be scavenged, but you probably won't be able to loot them before Volo fails in his first parlay attempt.

Buff tank: Bull's Strength, Bear's Endurance, Bless, Aid.
Debuff mobs: Bane.

In order to buff quickly, right-click the portrait of the recipient of the buff and then click on the spells in your quickbar. Note that some buffs are centred on the caster.

The party enters a three-phase battle against waves of batiri. 

Ghzermag the Wild


Ghzermag the Wild drops Hide Armor and Greataxe when slain.


Clawkeeper Kzheemoc


Clawkeeper Kzheemoc drops Longbow and Arrow x99 when slain.


Shoudul of the Skulls


Shoudul of the Skulls drops nothing when slain.


The party is then flanked by a back-up force, 10-strong:


Samarachan guard patrol


After an interval, a Samarachan guard patrol arrives at the scene, finishes off the batiri and raises the fallen.


However, they take us prisoner and march us to Samargol.

Note that the nearby batiri cave can't be entered yet. We'll be coming back soon, though.


Samargol - Surviving the Wreck: 600 XP.
New Feat: Shipwreck Survivor.
If no one dies: Protector: Survival +1

Openpalm Bazaar



Before you lies the city of Samagol, capital of Samarach. A massive stone wall encircles the city.

The patrol escorts Volo, Luaire and the party to the gates of Samargol -- the Openpalm Bazaar -- where they report to their superior, Captain Dajos, who begins to interrogate the party.

Sa'Sani


An influential merchant and owner of the Vigilant, Lady Sa'Sani, intervenes. She orders her servants, Volo and Luaire, to be released to her. 


The party is also released providing they remain under her protection, and don't leave the city.


The party overhears Sa'Sani and Volo talking about missing associates. This quest is added to our journal though there is nothing we can do at this time.

Before speaking to Sa'Sani, recruit the Druid, Umoja. That way, he receives 500 XP as well.

Sa'Sani released us because she wants to us to recover lost Vigilant cargo as well as investigate the cause of the shipwreck.


Nas'Sirin, Osi and Luaire are part of Sa'Sani's merchant house. You will NEVER get the better of Nas'Sirin in conversation, he's the sharpest tool in the shed and Sa'Sani's advisor. Osi Tchaluka is her majordomo, and Luaire is a nervous wreck for some reason.

Agree to help Sa'Sani find Il'foss and Kizu and to act under her employ. This will allow you to exit the city.

• Quest Completed: Samargol - Into Samargol: 500 XP.

Sa'Sani assigns you two tasks and gives you 2000 gp and her Signet ring (AC Def +1, HPs +5) which proves you work for her. 

• Quest: Samargol - Job Application
• Quest: Samargol - Unnerving Evidence

Cohorts



There are two cohorts or companions hanging out in the Openpalm Bazaar: Umoja the druid and Inshula the ranger.

Umoja is a Neutral Good Human Druid (5) of Ubtao. He has a pet dinosaur that is quite useful in combat.


Inshula sar Mashewe is a Neutral Human Ranger (5) of Silvanus. She is a good archer.


We can't hire them both until we reach sixth level and take the Leadership feat. Also, unless we pass a Diplomacy check, 300 GP is needed to recruit Inshula whereas Umoja is free, can summon a dinosaur, and can cast Call Lightning and Flame Blade.

Thus, it would seem that Umoja is the best choice for now. However, Inshula makes for a good OLM character because she has access to Hide, Move Silently and Survival. If none of our created characters are OLM-based, we'd be fools not to take her.

Merchants


Irim and the Vadin'ya are the two main merchants. They sell heaps of stuff you probably can't yet afford [Storm of Zehir Item List]. Vadin'ya gives you three quests but leave them for now. At this point you should definitely buy bows, crossbows, slings and ammo from Irim and Vadin'ya. Don't need to buy armor yet; you can craft full plate when we return from our first quest.

Kwesi is a bounty collector standing next to Inhsula. Buy and sell all creature bits (aka crafting components) to her. Hearts, lungs, tusks, pelts, teeth etc.

Coins of Life


The Temple of Waukeen sells Coins of Life of which you already have four. These act as Raise Dead spells and can be helpful. However, the most important thing to purchase is Healer's Hits. Not one, not five and not ten, but 20 or so. Give them to the character with the best Healing skill (Cleric). Put them on the quickbar and use them liberally during and after battles.

Ammo is also important in low level D&D. Really important. If you don't take advantage of ranged attacks, combat is going to be much, much harder. And if you think 100x arrows, bolts and bullets is more than enough, you are sadly mistaken. Buy 400x for each character.

Crafter's Guild


The Crafter's Guild is where you can craft stuff. Who would have thought? But yeah. I would loot the place for Full Plate and Tower Shield recipes, but leave the other recipes alone. Don't clutter your recipe book with useless garbage! We'll craft armor and shield soon, but not now.

Leira's Trick Inn


We can rest at the inn safely and for free. In the future, it costs 50 GP per rest.


We are heading south, back to the shipwreck site at Omgar's Teeth, where we fought the batiri. Make sure you have selected the character with the best Hide and Move Silently scores to move on this map. That way, you only fight OLM aggro on your terms, and at a time that is suitable to you.


Note that some OLM enemies can be paid off: we can give them money to make them leave us alone. This is useful if we are deperate or have cash to burn.

We can hit R-key to rest on the OLM, but there is a chance of ambush.

You can unlock the OLM camera using DebugMode 1 → toggleoverlandcamera. This will allow you to zoom in and out and rotate and pan the cam on the OLM, which can be very helpful in some situations.

Exit to the OLM.

Job Application & Unnerving Evidence



We're doing two quests in the cove of Omgar's Teeth:

Quest: Samargol - Job Application (cargo retrieval)
Quest: Samargol - Unnerving Evidence (sabotage investigation)

As soon as you re-enter the cove, you'll see some cargo on your left. Loot the placeable for Ore x1. Hit the I-key to call up your inventory and then click on the cargo button to see the ore.


This place smells of seaweed... and decay. - Inshula.
Watch out that we don't run into your little brothers around here, Yushai. - Umoja. 

Pro-tip: Leave a party member at the exit marker. That way, you don't have to backtrack all along the beach when you're done. Remember this for other areas and dungeons; it saves so much time.

Buff up and slay the hostiles lurking about on the beach and loot their corpses for crafting components and whatever else they drop: velociraptors (Dinosaur Claw), batiri scavengers, jungle beetle (Bombardier Beetle Venom Sac).


Note: Keep 4x Dinosaur Claws in your inventory for a quest in the Lantanese Lumber Camp.

Finding the cargo (ore)


Sa'Sani will be happy if you find one unit of ore but there are seven units of ore to be found (though once I found nine). The first is to your left as you first arrive, the second and third are nearby, the fourth is near the first velociraptor you slay, the fifth is near the rigging of the ship and the sixth and seventh are near the batiri cave which you cannot enter at this time.

There's a zalantar spear on a weapon rack just outside the cave. Later you'll find that zalantar is a tradeable rare resource.

Finding evidence of sabotage


There are four pieces of evidence to find. Click the corpse on a mound by the cargo, click the gaping hole in the hull of the ship, click the rigging, and head up and around the hill to click the broken spear.

Now that you have salvaged some of Sa'Sani's cargo, and obtained evidence of sabotage, hike back to Samargol and collect your rewards.

• Quest: Samargol - Job Application: 700 xp + -1 ore.
• Quest: Samargol - Unnerving Evidence: 600 xp + 2,200 gp

Goods, Resources & Trade Bars


Quest: Samarach - The Lady's Apprentice. Sa'Sani will now review the evidence, at which point Osi Tchaluka interjects. He tells you a bit about being a merchant. It comes down to this: find more of Sa'Sani's ore and convert the goods into trade bars, then exchange the trade bars for cash through Osi. Whatever we find now, is ours.

1x ore unit = 8x trade bars and 8x trade bars = 120 gp from Osi. That, of course, is quite pitiful. Considering how rare it is to come across ore on the OLM (random Spot and Batiri encounters), it's just not worth it to go out of your way looking for more. Besides, at this stage of the game you have enough ore to craft a few weapons and armors (but it's not even necessary at this stage).

Ore, timber and skins are the main goods in Samarach. Like the lost ore, timber and skins can also be found randomly on the OLM (Spot & Search). But remember your wagon capacity at this time is only 10 units of goods or resources, so exchange them for trade bars whenever you can at towns.


The three other relevant towns in Samarach are Torich, Taruin and Rassatan. After completing a quest Torich will offer us our first rare resource, salt (1x salt unit = 75 trade bars). There are other, much more precious resources, but not in Samarach. Later trading becomes a little more involved on the Sword Coast, but not by much. I'll explain once we reach the Sword Coast. For now, just don't be afraid to exchange goods for trade bars (and trade bars for cash).

Storm of Zehir Crafting



Feel free to use recovered ore to craft weapons and armors, if you like. For example, with our ore, we can now craft a set of Full Plate for our tank at the Blacksmith's Workbench in the Crafting Stations building on the northern end of the Bazaar. 

Recipe Location


There are several RECIPES in the trunk: Full Plate, Large Steel Shield, Tower Shield, Tanglefoot Bag, Shuriken, Dart, Throwing Axe, Bolts, Bullets, Blank Scroll, Magical Potion Bottle.

For full plate, it costs 750 GP + 2 units of ore and we need 7 ranks in Craft Armor (I had 13 at the point of finding the ore) This is much cheaper than buying it, probably going to end up being about half price.

Osi also has RECIPES for sale: AC Bonus Enchantment +1, Weapon Enhancement Bonus +1, Corrosive Weapon (1d6 acid), Flaming Weapon, Frost Weapon, Shocking Weapon, Thundering Weapon.

I recommend the bolded crafts above for your tank (remember to enchant both armor and tower shield). The Corrosive Weapon enchantment is great because there are too many fire-immune enemies and it still works against trolls. But we need the Craft Magical Arms & Armor feat in order to enchant and enhance.

To craft the full plate and tower shield, simply move your character next to the Blacksmith's Workbench, open the Armor Recipes book and click the recipe. The ore and gold will be deducted, and the items will be added to your inventory automatically. This gives our tank AC +8 over our starting gear!

To add an enchancement (+1) or enchantment (corrosive weapon), open your enchantment recipe book, click the recipe, and then click the item you want to enhance/enchant. However, you may not be able to afford to do this yet, and you may not have the feat yet (Craft Magical Arms & Armor). Do it ASAP, though. 

So what's the easiest way to get some cash-flow going that will fund such crafts? Do the first few quests offered by Sa'Sani, Volo and Vadin'ya.

OLM ItemsYou want these items ASAP:

OLM items sold by Vad'inya [Storm of Zehir Item List]: Cloak of Elvenkind (Hide +5), Boots of Elvenkind (Move Silently +5), These are pretty cheap so you should be able to afford them now. Later, when we have taken out Flamespar, Vadin'ya sells the Ring of Hiding (Hide +6).

OLM items sold by Irim Mendar [Storm of Zehir Item List]: Watchman's Helm (Search, Spot & Listen +8). You probably can't afford this yet but just keep it in mind.

At this point it's probably prudent to not underestimate your need for ammo and Healer's Kits.

Stone Knives Tribe



Missing Personnel


Quest: Samargol - Missing Personnel. Talk to Sa'Sani again and she thinks the ship was sabotaged. She seeks the captain of the ship, Lastri. Head out again and hike south of the shipwreck along the coastline. There you will spot the Stone Knives tribe cave. 

OLM character Hide score: 19.


Stone Knives Tribe Cave. Various bones and other debris litters the mouth of this small cave.

This place is bare - this tribe is not faring well. - Inshula.

Ok, so this is the first non-trival battle in SoZ. The first four Stone Knives warriors are hostile. I buff the tank with Bless, Bull's Strength and Bear's Endurance, then send him in to tank while the other four party members fire ranged weapons from the back row.


Chieftain Zhechrrog


Then, we move in deeper to confront Chieftain Zhechrrog. We can slay her or let her go for 750 XP.

Once again, the dwarf tanks the mob. But he gets dazed. So the spellcasters launch a couple of fireballs to show the cannibals how to cook flesh properly.


Roasted!

Chieftain Zhechrrog: Shard of the Samarlogh +1 (short sword, Positive Energy 1d4, Extra Melee Damage: Bludgeoning), Ring of Protection +1, Leather Armor +1, Batiri Key.

Weapon Rack: Shortbow, Arrow +1 x99, Kama +1, Onyx Spear (Massive Criticals 1d6, Keen).

Crate: Keening Reeds (arrow x20),  Obsidian, Malachite, Bloodstone, Bastard Sword +1, Potion of Cure Moderate Wounds.

Other: Dagger +1.

Lastri Kassireh


Free Lastri Kassireh either using the batiri key or brute strength, then return to Sa'Sani for a reward: 1,000 xp + 2,000 gp.

Sell off all the gear you don't need to Irem, not Vadin'ya. Irem gives you more gold. You can definitely afford to enhance your arms and armor to +1 now. Also, make one or two weapons corrosive if you have the levels.

Quest: Samagol - Seeking the Truth. Sa'Sani now wants you to track down Luaire at the Lantanese Lumber Camp in the far north of Samarach. But first, head to Leira's Trick tavern and speak with Lastri.

Batiri Cave



Samargol - Unaccounted For


Lastri wants you to find Second Mate, Nerul. She gives you the batiri keystone that's needed to enter the cave in Omgar's Teeth. Hike back again and use the keystone on the stone pylon. Buff before entering the cave.

Pause the game as soon as you enter. A hostile Deinonychus charges the party. Push the tank forward to block the gate and make a chokepoint. Sometimes, a steady stream of batiri charge to the gate as well, but not always. If the batiri don't come in force, move up to and block the second gate once you've taken out the dino. Tank the batiri mob as the marksmen pick them apart from a position of safety (behind the tank).


Chieftain Taelunangul


Chieftain Taelunangul stands at the back of the cave, at the throne. She's quite tough and will summon allies. She can survive four fireballs and then start healing herself. Tanks can draw mobs from both sides of the cave as well as the throne.


Loot the Jungle Headdress (helmet, Survival +3) and give it to your OLM character.

  • Cargo: Ore x4 
  • Basket: Potion of Cure Moderate Wounds, Greenstone, Healer's Kit +3. 
  • Armor Pile: Batiri Buckler (Arcane Spell Failure -05%, Damage Vulnerability: Fire 10% Damage Weakness, Weight Reduction: 50% of Weight).

Second Mate Nerul


Free Second Mate Nerul and he gives you Sailor's Shelter (amulet, Saves vs. Fear +3). Now return to Lastri in Leira's Trick.

Note how, upon returning to Samargol, we can access the tavern from the OLM:


Samargol - Unaccounted For: 1000 xp.

Cohort - Lastri Kassireh - Neutral Lightfoot Halfling Swashbuckler (5) of Umberlee.

We should also have reach sixth level, which means we can take the Leadership feat and recruit our sixth party member, which should be Inshula.

In addition, we should have about 25,000 GP. With that, it is best to craft corrosive melee and ranged weapons -- for everyone if possible. Acid 1d6, ftw.

Samargol - Plainsrunner



This is the first quest given to us by Vadin'ya. She wants us to slay a dire boar and bring back its tusk. This quest can be undertaken as soon as we reach the Openpalm Bazaar.


Bal'alak the Ferocious


Vadin'ya wants you to slay Bal'alak the Ferocious, a dire boar grazing north of Samargol, just across the bridge.

A massive dire boar paws at the dirt, creating great gouges in the earth in its quest for food.


47 XP, 144 XP (party sixth level), Bal'alak's Tusks.

Return the auto-looted tusks to Vadin'ya: 700 xp + 2,500 gp. 

Samargol - Pretty Bird


This is the first quest given to us by Volo. He wants you to find him a talking bird. Speak with Vadin'ya. She has the parrot but won't sell it to you. What you have to do is go to the Underdark Black Market to the southeast and find another pet for her first. 

She marks it on your map so hike over there and enter. Buy the Glacial Snake from Xo'rill's Misc. section (~500 GP) [Storm of Zehir Item List]. Now, get the parrot from Vadin'ya and give to Volo for 800 XP and 3,000 GP.  While here you can pick up a quest from the other mindlafyer, Zhiir: The Black Market - For Special Customers Only. Leave this quest for later. Also, do not aggro anyone here yet.

Korath Embersmith


Our party encounters KE on the OLM (random). No tank? No chance.


70 XP, 500 XP (party 6th level), 5,600 GP, Giant's Heart.

Samargol - Heavy Weaponry



This is the second quest given to us by Vadin'ya. She wants a flaming weapon from firenewts in the mountains, in the Mines of Selgol.

Mines of Selgol


The Selgol mines are a fair hike from Samargol.


Discarded tools and other equipment litter the entrance to this mine. Numerous footprints are evident in the dirt.

Firenewts - the Father of Dinosaurs knows well their scent. - Umoja.

Place is infested with fire-immune Fire Newts. Corrosive weapons are recommended.

Bookcase: Light Hammer +1, Amethyst, Topaz, Malachite.
Armoire: Flute, Lens of Detection, Thieves' Tools +3.
Skeleton: Scrolls of Identify, Haste, Cure Moderate Wounds, Remove Disease, Raise Dead.

Overlord Flamespar



It's best to move in with the tank and draw them back to the doorway in order to limit the amount of simultaneous attacks on the tank. However, even with that tactic the Cleric may need to stand behind the tank and spam healer's kits on him.


Overlord Flamespar: Great Axe of Flame +1 (greataxe, Fire +1d6), Snaketongue Amulet (Improved Saving Throws: Poison +1), Chainmail +1, Phenelope.

Torich - Into the Salt Mines


Also, while you're up here, it just so happens that Essien in the Broken Pick tavern of Torich wants the Mines of Selgol cleansed of the fire newts so that salt mining can resume there. Tell him the deed is done for 600 xp + Your first rare resource node: Salt. 1x Salt = 75 trade bars.

Ok, deliver the axe to Vadin'ya who  gives it to her half-orc bodyguard, Atriuk. 600 xp + 3,000 gp. Her store now upgrades [Storm of Zehir Item List].

Lantanese Lumber Camp



Hidden among the thick foliage is a small logging camp. Except for a small entryway, it's surrounded on all side by walls of magical energy.

What strangeness is this? I have never seen trees harvested so. - Inshula.
Hmm.. Ubtao is not fond of this place. It shall me seen to if they take too much. - Umoja.

Samargol - Seeking the Truth


Sa'Sani now wants you to track down Luaire at the Lantanese Lumber Camp in the far north of Samarach.

Dall Nickleplate greets you at the entrance. Luriare is gone and the portal is broken.

Lumber Camp - Local Troubles


You need to help the gnomes with a few of their problems before the portal can be fixed.

Follow Dall to the portal.

Lumber Camp - Pesky Dinos


Dinos have acquired a taste for gnomes. You need to thin them out and bring Dall three sets Dinosaur Claws as proof of the deed. You should already have these, but if not you will have to hit the OLM in search of Deinonychus encounters. 600 XP.

Lumber Camp - Disturbances


Logging equipment is being sabotaged. You don't actually need to do this quest, but rest until midnight and beat up the hostile ghost on the outskirts of camp and then talk to her. Loot the Mound of Earth for the Gnomish remains and take them to Dall. 700 XP.

Lumber Camp - Jiggle the Handle


This can be solved with solid Craft or Spellcraft skills (I had 14). Use Spellcraft or just Craft to repair the portal in order to send the message. Otherwise, we need to find the Sickly Megaraptor on the overland map. 600 + 1000 xp.

Dall then gives you a sample of the artificer's blood and the Distilled Toxin. 700 xp.

The mechanic, Ahri "Golemkin", trades in golem parts etc. If you leave camp and immediately retrn, you will see spidery constructs scampering out of camp.

Lumber Camp - Infestation


Ahri the mechanic wants you to find and destroy four of her escaped clockroaches, bringing back their parts as proof of the deed.

Note that if you leave the camp and then return clockroaches will be going haywire. Ahri asks you to track them down and bring back their parts. You'll find them everywhere so slay and loot four and take the parts back. 600 xp + Collapseable Clockroach...

There's a bounty collector Nil Shefrustle standing next to Dall who you can trade with now.

Anyway take the toxin to Sa'Sani for 700 XP.

Two easy quests that are acquired in towns:

Taruin - The Finest Wine


Hike to Taruin, enter the Serpent's Demise tavern and speak with Ottelmar who wants you to retrieve some Deepwine. He's hard to see, being a halfling. Hike back to the black market and talk to Zhiir for this. If you have appraise/lore you can halve the price (2,500 GP). If you slay him there is no price. Now hike back up to Taruin and give the Bottle of Deepwine to Ottelmar. 600 xp + 5,500 gp.

Rassatan - The Singing Pendant


Hike over to Rassatan, enter the Forgotten Pearl tavern and speak with Redfeyer who wants you to find his missing pendant. He marks the Singing Caverns on the map, which are located just to the east.

The faint sound of a woman's voice drifts out of the depths of the cavern, beckoning you inside.
What an eerie melody... I have never heard anything so haunting. - Inshula.

Start slaying swarms of bats and spiders, which spawn when we loot the chests. Watch out for Web.

Chest: Potion of Cure Moderate Wounds x3.
Chest: Ring of Minor Acid Resistance.
Giant Green Spider (Giant Spider Venom Sac x2)
Dirt Mound: 567 GP, Amulet of Natural Armor +1, Greenstone x2, Copper Crown, Empty Ale Stein, Adventurine.
Chest: The Singing Pendant (Regeneration 1, 3/day), 73 GP.

There is another arcane nexus here. Deliver the pendant to Redfeyer. 700 xp + ale for everyone.

Tempest's Fury



Make your way to the Black Market. We've already been here briefly as part of the Pretty Bird quest.


Talk to Zhiir:


Underdark Black Market - For Special Customers Only


Zhiir asks you to collect some wizard lore at Tempest's Fury, which he marks on your map.

This battered tower rises out of the swamp.

Enter the tower and talk to Sylph who warns you about Shamal. There's an arcane nexus on your left. This is part of a very involved quest later on and it goes beyond Samarach so you can't do anything with it yet.

Proceed to the next room and slay ice mephits and the elemental.

Loot this place and you should find three vault keys and a Empty Ring of Djinni Summoning.

Use the keys on the vault and loot the chest for Tempest's Fury Research. Be careful, the chest is trapped and can inflict up to 80 damage, which is enough to insta-kill low lvl rogue builds.

Shamal


Four large air elementals will gate in followed by Shamal. Use the Empty Ring of Djinni Summoning (Use: Activate item, NOT the special Dismissal ability - that's for the elementals) on Shamal to bind him within it so that you don't have to fight him. Then use the Ring of Djinni Summoning to summon Shamal as an ally. Shamal is a 10th level Outsider. He is a very useful summon.

Loot: Glowing Air Essence x4, Archer's Belt, Headband of the Binder, Gloves of Spellcraft, Brooch of Shielding, Ring of Minor Cold Resistance, Sorlyn's Ditty, Ruby, Emerald.

You can also manually slay Shamal for Ruby, Sapphire and Diamond.

Now take the cabal lore back to Zhiir for 700 xp + access to his store [Storm of Zehir Item List].

Zhiir won't trade with you until you do the above quest. Only Xor'rill.

Note the DC 35 chest. There's a greatsword +2, composite longbow +2 and 2,200 gp in it.

Note the gnome prisoners. Don't open either the chest or the prison because the place will go hostile and you'll miss out on a merchant.

Max both mindlflayers can pay for a single item: 1,000 GP.

If you've done Zhiir's quest and are done with the mind flayers slay them and free the "livestock": 1,000 xp.

Corpse of Zhiir: Deepwine and 2,500 gp.
Cohort - Chir Darkflame - Chaotic Evil Deep Gnome Wizard (3) of Beshaba.

Yuan-ti of Sauringar Temple



Warning: I don't recommend taking on yuan-ti holy guardians until the party is at least seventh level. Also, there is a DC-40 lock and trap.

Stuff gets real here, so if you haven't explored the optional OLM areas or done the other optional quests, I'd do that now.

The quests that concern us are as follows:

  • Vadin'ya's Third Quest: Samargol - The Batiri Bargain
  • Volo's Second Quest: Samargol - Sightseeing
  • Matriarch Cuamogh: Relic of the Shattered Spear

These three quests require that we venture into the same lethal territory: the yuan-ti infested Ruined Temple, aka Sauringar Temple. Volo wants us to find a fragment in the ruins whereas Vadin'ya wants a gem from the Shattered Spear Tribe. But the Matriarch of the tribe, Cuamogh, sends us into the ruins to retrieve a spear which they will exhange for the gem Vadin'ya wants. 

To satisfy Volo's quest we only have to explore the first part of the ruins, but to satisfy Vadin'ya's we have to clear the place of yuan-ti entirely, which isn't easy. Well, stealth is possible but these battles are too fun to bypass, imo. 

Shattered Spear Tribe


First, make your way to the Shattered Spear Tribe in the north.


You feel numerous eyes on you as you approach. Skulls of strange creatures mounted on wooden poles adorn the cave's entrance.

Show respect - this is a strong clan. - Umoja.

You can just go in and slaughter them all for the Bane of the Batiri history feat (Batiri in OLM encounters are automatically afraid of you). However, OLM Batiri are hardly a threat (max EL 8). 

Weapon Rack: Batiri Club (Slashing 1d4), Light Shield +1.

Shattered Spear Tribe - Relic of the Shattered Spear


Matriarch Cuamogh is standing at the northern end of the cave, flanked by elite warriors and shaman. She wants you to recover a Shattered Spear, a sacred relic of theirs from a ruined temple. She promises to give you the gem Vadin'ya wants in return. Loot everything in Cuamogh's cave, head out and hike southward to the ruined temple.

600 xp + 1,400 gp + The Symbul's Sly Smile (grants dmg reduction 1 when in your inventory).


Temple Ruins


The Sauringar temple ruins are almost completely overgrown with jungle vegetation. Amidst the stone ruins lies a staircase which descends into the darkness.

This is THE defining combat encounter for the Samarach segment of SoZ.

We are confronted with three doors. Watch out for proximity traps on the floor: DC 28 (140 XP), DC 26 (130 XP). The left and right door can be entered straight away, but we need to pull the lever in the left chamber in order to unlock the central door.


Yuan-ti Holy Guardian


One Yuan-ti Holy Guardian lurks in the left and right chambers. Yuan-ti Holy Guardians are immune to acid, fire and electrical, but not cold. Thus, our corrosive weapons as well as Umoja's Flame Weapon are useless. Ice Storm, Hammer of the Gods and ILMS are good if we want to inflict non-trivial direct damage on them. 

In addition, Yuan-ti Holy Guardians sport 50% concealment (Displacement: Blind-Fight feat), are Hasted (counter: Slow) and inflict on-hit acid (counter: Ring of Minor Acid Resistance sold in the Underdark Black Market, post Tempest's Fury). The Spider Constructs (Blade Spider Cogs) are much easier to dispatch since they are not immune to on-hit acid and fire.

Bookshelf: Ruin Fragment (for Volo), Sauringar Tome (saves vs. Poison +1), Scrolls of Web, Summon Creature III, Flame Arrow, Death Armor, Confusion, Animate Dead, Raise Dead.

Pull the lever in the shrine at the back to open the central door that opens to a long hall, laced with traps, that leads to a dangerous mob of yuan-ti. 

It's best to just send your tank down the hall to block it while your archers and spellcasters fire from behind. But don't even bother unless your tank is buffed with Bless, Prayer, Aid, Bull's Strength and Bear's Endurance as well as with concealment (Greater Invisibility) and damage reduction (Stoneskin).

My tank has AC 40 with Defensive Stance activated. Thus, he can square up and take them on with out being ripped a new asshole instantly.

Serpentguard D'shai



There are six more yuan-ti to fight lead by Serpentguard D'shai. Oddly, the serpentguard is not immune to acid. Loot his corpse for a scimitar +2 and ring of resistance +2.

The Sauringar treasury is the northernmost room, with a DC 40 lock on the door. It can be bashed down, but it's trapped. My Rogue had just enough skill after she was buffed with Heroism.


Lockbox (DD DC-22): Scroll of Raise Dead.
Chest (trapped): Shattered Spear, 3244 GP, Bracers of Armor +1, Wand of Fireball.

Return the spear to Cuamogh for 1,600 xp and the Flawless Gem, which you should deliver to Vadin'ya to receive 700 xp + 5,000 gp. Also deliver the Ruin Fragment to Volo for 600 XP and 1,400 GP.

That short but difficult dungeon is one of the highlights of SoZ.


Chokemist Cave: Luaire


Strange spores, carried aloft by a strange wind originating from within the cave, occasionally billow forth from the cave mouth.

Lair of Luaire

Samagol - Sabotage


Now that the message has been sent Sa'Sani asks you to identify that toxin. Talk to Vadin'ya about it and she identifies it as derived from the Chokemist plant. More ominously it is known as "Breath of Talona"...

You need to go to Chokemist cave west of Samargol to hunt down this Luaire freak.

Here is Luaire in his scaley green-skinned glory, breathing in chokemist and not getting confuzzled. After his mandatory evil rant slay the dog and his three Corrupted Spiders. Loot his corpse for Saboteur's Stiletto +1 (1d4 Acid), Amulet of Protection +1, Dragon Bile, Emerald, Improved Thunderstone.

Don't linger here long because the Chokemist will poison you and cause confusional states.

Now, before returning to Sa'Sani with the news that Luaire was yuan-ti you should complete Volo's quests because he leaves Samarach with her. 


Samargol - Local Delicacy


This is the third quest given to us by Volo: he wants a steak. That means finding and slaying a "dino-saur", a megaraptor. it's usually found southwest of the Waterfall cave.

The reptilian creature is old and somewhat blind, relying mostly on its hearing and sense of smell to hunt its prey. It has a blue circle under it indicating a non hostile state so make it hostile and slay it.

Return the Dinosaur Steak to Volo for 600 xp and 1,500 gp.

That's it for Volo's quests. You can tell him about your adventures as you proceed and gain feats like Tourist, then Wanderer, Wayfarer etc.

Tourist: Search +1 (5 locations).

Wrapping up Samarach



Samargol - Northward Bound


We receive 1,000 XP for taking out Luaire. The Council has ordered Sa'Sani to be exiled from Samarach until her innocence is proven, or she'll be executed. Nas'Sirin desires to relocate to Rassatan but Sa'Sani decides to leave immediately for Crossroad Keep, asking you to meet her there. So Sa'Sani, Volo, and Nas'Sirin leave for the Lantanese portal. Osi remains.

Ok, we're off to the Sword Coast. Hike back up north to the Lantanese lumber camp. Tell Dall you're ready to enter the portal and step through!

However, the portal malfunctions and you end up in a crypt, greeted by a hostile necromancer and his skeletal minions. 

Crypt of a Dwarven Necromancer


What the...? Where in the nine hells did you come from? - Dwarven Necromancer.


Necromancer: Improved Tanglefoot Bag, Improved Choking Powder.

Sarcophagi: Emerald, Shield of the Watch (AC vs. Human +2), Armor of Comfort (iron heavy armor, AC Bonus +2, Heal +2, Weight Reduction: 20% of weight).

Take your leave of the crypt to find yourself on the Sword Coast OLM.

Sword Coast



Ok, we are now in the Sword Coast. This is the second phase of our campaign. We start off in the far south. We need to get to Crossroad Keep to meet up with Sa'Sani. Follow the road north a bit until you reach the town of Leilon. 


Leilon


You approach the central square of Leilon. A small mining community, the quiet in the village is occasionally punctuated by the sound of a smelter working in the distance.

We can buy ore at a comparatively low price here (indicated by a blue-colored 6 on the towns Goods & Resources window), but Timber (12) and Skins (5) are quite expensive (thus, we should sell timber and skins to Leilon, not buy them from Leilon). 

Leilon's Rare Resource is the legendary Adamantine, which is of course very expensive at this point of the campaign (300).


At this point, if we can afford it, we could buy 10 units of ore (60 TBs) and sell them at Thundertree (90 TBs) for a trade-bar profit of 30 TBs. Then, we could purchase timber at Thundertree, where it's abundant and cheap (3) and sell it at Highcliff, where it's scarce and expensive (12). So we could buy ten units of Timber from Thundertree for 30 trade bars and sell them to Highcliff for 120, thereby making a trade bar profit of 90 trade bars or 1350 GP. Then, we buy 10 units of ore from Highcliff... rinse repeat.

However, manual trading is quite tedious with our limited cargo capacity of 10 units. Cargo capacity gets upgraded to 15 units once we get to Crossroad Keep, but what we really want to do is establish trading posts and trade routes, which spawn caravans on the OLM that generate income for us "automatically", over time.

Crossroad Keep


Before you lies Crossroad Keep, once the bastion of the legendary Knight-Captain.

Before you lies Crossroad Keep, once the bastion of the legendary Knight-Captain.

Upon entry to the keep's courtyard,  we spot Sa'Sani talking to Khelgar Ironfist from NWN2. 

Completed: Samargol - Northward Bound: 600 xp.

Pro-tip: Do NOT sell expensive items to Jacoby. He can only pay max of 1,000 GP per item! Instead, sell expensive items to the gnoll merchant in the Thayan Enclave in Neverwinter city (10,000 GP).  [Storm of Zehir Item List]

Crossroad Keep - The Next Step


It seems the enterprising Sa'Sani has bought up buildings in the Keep. Follow her to the Merchant HQ and enter.

Completed Quest: Crossroad Keep - The Next Step: 300 xp.

Crossroad Keep - Missing Associates


Sa'Sani wants you to find those missing associates (Il'foss and Kizu) who were supposed to operate from this Keep, and she believes that if you travel to Neverwinter and speak with the prominent cartels there, you'll find out their fate. This is basically the main quest. I'll cover it in the next post. There are more important things to do first!

Trading Posts & Trade Routes


Crossroad Keep - Sword Coast Trader


Sa'Sani wants you to set up a trading post at one of the nearby towns: Highcliff, Thundertree or Leilon. She increases the cargo capacity of your wagon from ten to fifteen units (which you may fill with any combination of Goods & Rare Resources), and gives you 100 trade bars for this purpose.

Setting up a Trading Post


Now, the closest and easiest towns in which to establish trading posts are Highcliff and Thundertree. Why? Their fee for doing so is just 100 trade bars and five units of ore or timber, respectively. So travel to a town and establish your trading post. How? Click on the town on the OLM, inquire about establishing a trading post, and construct the trading post.


Hand-holding: Exit Crossroad Keep and buy five units of ore from Highcliff. Travel to Thundertree and establish a trading post by paying the fee (5x ore). Buy five units of timber from Thundertree and travel back to Highcliff. Establish a trading post by paying the fee (5x timber). Voila. Two trading posts established.


We can see that our routes are ready to be established, but what we need are caravans.


Setting up Caravan Routes


So return to Sa'Sani at the merchant HQ. Next, she wants you to establish a caravan route from Crossroad Keep to the newly established trading post in order to bring in consistent income.

Speak to Caravan Master O'Dell just outside the HQ to do just that. For example, if your trading post was established at Thundertree it will cost 2,500 GP to set up the route, and you can upgrade the caravan twice more for 5,000 and 7,500 GP. These upgrades presumably impact the speed of the caravan and its ability to survive attacks by roaming OLM monsters.

Now we can see our caravans going along their trade routes in real-time:


How to get Tons of Trade Bars Quickly


You can speed up trade bar accumulation by exiting to the OLM and rest spamming. Just keep clicking on Crossroad Keep and hit the 2 key to rest spam. Example of accumulation with three trade routes established and fully upgraded: 50 rests = about 1735 trade bars which equates to 26,025 GP through Variel. After upgrading propaganda and fourth trade route: 18,000 trade bars.

Completed Quest: Crossroad Keep - Sword Coast Trader: 700 XP.

Don't forget to talk to Variel for more trade bars. She is standing around with Sa'Sani.

The object is to explore the Sword Coast region, establish trading posts at the other towns and set up caravan routes to increase your income. Here are the prerequisites for establishing trading posts in each town, and their (initial) rare resources (which are used for upgrading your Keep and crafting):

Highcliff Trading Post


  • 100 trade bars and five units timber (buy the timber from Thundertree)
  • Rare Resource = mithral
  • Jacoby then stocks "wizards' wares" at Crossroad Keep (expensive robes and a few other enchanted items, scrolls).

Thundertree Trading Post


  • 100 trade bars and five units Ore (buy the ore from Leilon)
  • Rare Resource = zalantar
  • Jacoby then stocks Duskwood and Shederran-based ranged weapons.

Leilon Trading Post


  • 300 trade bars five units of Skins (buy the skins from Phandalin)
  • Rare Resource = adamantine
  • Jacoby then stocks adamantine items. 

Phandalin Trading Post


  • 200 trade bars + 5 units ore
  • Rare Resource = cold iron
  • (only after talking to Danley in the inn and then clearing out the cold iron mines for him.)

Conyberry Trading Post


  • 500 trade bars + 10 units skins
  • Rare Resource = dark steel

New Leaf Trading Post


  • 800 trade bars + 10 units ore
  • Rare Resource = zalantar

West Harbor Trading Post


  • Free
  • Rare Resource = harvest mead or dragon mead
  • (only after completing the quest, one way or the other)

Port Llast Trading Post


  • 100 trade bars + 5 units ore
  • Rare Resource = knucklehead ivory
  • (only after completing the Army of the Dead & Wrath of Umberlee quests)

An important feature of our trading posts is the ability to ship goods and resources back to the Crossroad Keep trading post (Caravan Master O'Dell) instead of maually lugging it back in our wagon. 

This allows us to store the g&r centrally, but it also makes it easier to build upgrades through Variel, and craft at the HQ. In case that's misleading, we must have the g&r in our wagon inventory in order to upgrade the keep, and craft. But being able to tailor our wagon load through O'Dell is convenient.

We can also establish trade routes through town trading posts, not just through the Crossroad Keep one run by O'Dell. We can establish trade routes between towns, not just between town and keep.

The next easy routes to establish would be the ones between Leilon and the keep, and Phandalin and the keep, but play how you like.
 
Variel will supply you with trade bars as the days go by. Remember that these can be converted to cold, hard cash. When you want to upgrade the keep, talk to her. To begin upgrading the Keep, donate 500 trade bars and supply the g&r:

Crossroad Keep Upgrades


  • Portal: 5 units adamantine (Leilon) + 5 darksteel (Conyberry and Phandalin)
  • Greycloak weapons: 5 units cold iron (Phandalin) + 5 zalantar (Thundertree)
  • Greycloak armor: 5 units mithral (Highcliff) + 5 adamantine (Leilon)
  • Waukeen Shrine: 5 units timber (Thundertree) + 5 mithral (Highcliff)
  • Propaganda: 5 units ore + 5 timber + 5 skins (Phandalin)
  • 200 xp for each upgrade

Each upgrade increases our income by a percentage. None are necessary to plot progression or even wealth accumulation.

At the HQ we can rest up, craft, and warp back to Samarach using the Lantanese portal run by Orias. 2,000 gp to get to Samarach, free to return.

Don't forget... to adventure! This isn't a trading sim, it's a D&D game!

Black Lake



Time to hike north to the city of Neverwinter. Pay the 200 gp for the entry pass. You can only explore Blacklake district.


Cartel Offices


Enter the Temple of Waukeen. The cartel offices are in the eastwing. There are three cartels to choose from. We need to join one. 


  • Circle of Friends represented by John Archen (Diplomacy +2)
  • Forgotten Lords represented by Aster Merris (Appraise +2)
  • Fated Winds represented by Martin Keller (Intimidate +2)

Cartel Membership


The membership fee is 250 trade bars. We receive a trivial feat reflective of the chosen cartel as well as a pass that allows us to enter Neverwinter freely in the future. In addition, the chosen cartel impacts Jacoby's merchant inventory in Crossroad Keep. For example, the Dread Wraps and Skin of Shadows are available for purchase if we chose the Fated Winds cartel. These are powerful MotB items.

We need to rise in the ranks of our chosen cartel. The ranks and trade bar donations are: Associate (250), Colleague (1,000), Fellow (2,000), Dictator (2,000).

Cartel Quests


Ask your cartel rep if they have any work. The quests and rank requirements for quest acquisition are as follows:

  • Neverwinter City: Sating the Sensate (Associate)
  • Neverwinter City: Trading Post (Associate)
  • Port Llast: Under New Management (branches into Army of the Dead & Wrath of Umberlee) (Associate)
  • New Leaf: Shortage (Plot-critical) (Colleague)

Thus, we only need to donate 1,250 trade bars to our cartel in order acquire all of these quests immediately. 

However, we only have to complete New Leaf: Shortage because it ties directly into the yuan-ti conspiracy: the Forktongue bandits are actually a cult of Zehir trying to take over the Fated Winds cartel, with Wright as their agent. 

After the subsequent meeting in Conyberry, Sa'Sani's Missing Associates quest kicks back in: the party is sent to track down Zehir worshippers, Il'foss and Kizu, at the Night's Rest.
 
Crossroad Keep: Missing Associates. We began this quest at the beginning of the game. Wright, who is standing next to Keller, remains tight lipped about Il'foss and Kizu, apart from the admission that he met with them.

New Leaf: Shortage



Our cartel rep tells us of a trade shortage in New Leaf. We need to find the source of the problem. Hike over to New Leaf, enter the tavern and speak to the quartermaster. He's a bit shaken and hiding something...

Forktongue Bandits


Back on the OLM, Forktongue bandits start spawning. They are the source of the problem because they are raiding caravans along the trade routes. 

Note that these bandits spot us regardless of our hiding skill, and they cannot be bargained with or reasoned with. In addition, they respawn with alarming frequency, but they also have tons of ammo: alchemical, acid, piercing, ice - every kind.


My ranged attackers are strong with Rapid Shot. Here they take out a bandit before the tank can close in:


Serpentine Figurine


Loot a serpentine figurine from one of the Forktongue bandits. The figurine will glow brightly when we're southwest of New Leaf, near the river that has a stone crossing.

We should then be able to spot the Forktongue bandit hideout. 

Forktongue Bandit Hideout



The hideout is crawling with Forktongues. Indeed, there are 25 staggered throughout the winding dungeon and 20 of them start seeking us out as soon as we announce our presence. This is good CED.


Mikul


The Forktongue leader, Mikul, is holed up at the deepest point of the hideout, flanked by a hoard of treasure stolen from the New Leaf region. Like most bosses in SoZ, he prefers to hang back with a few reinforcements while his minions soften us up.

Dwarven Defender tank activates Defensive Stance. Initial Rapid-Shot volley from archers:


That is the sort of ranged damage my party is doing per round at 10th level. Now you know why I favor Rapid Shot + Extended Haste.

I recommend going for concentrated fire on the three Forktongue Clerics, who are dangerous offensive spellcasters. The first Cleric can barely be seen here, but those damage numbers are floating above him:


Note how much harder to take down, how much tankier, every foe is in SoZ compared to other RPGs.

Also, employ doorways as chokepoints. The tank blocks the door while the archers -- who are way back -- fire through the doorway:


That guy got OWNED.

Our buffs begin to expire after taking out 20 or so Forktongues. We recast as many as we can before making our way to Mikul. Our tank charges toward the Cleric as the rest of the party peppers him with projectiles:


The Cleric drops like a sack of potatoes under the blistering hail, but the Forktongues execute a flurry of sneak attacks on the tank as the Forktongue barb rages hard and starts swinging his greataxe around:


 The party Wizard steps in to cast Slow because our tank is almost on his last legs:


Umoja steps in to call down lightning strikes. He takes out Mikul!


But the Forktongue barb had enormous staying power. He needed to be wittled down over a few more rounds. During that time, our tank barely managed to stay on his feet (AC 40):


Thus, the Forktongue threat to New Leaf was ended. This is solid low level CED.  

Loot: studded armor +3, chain mail +3, sickle +2

Return to the quartermaster in New Leaf tavern and then to your cartel rep: 1,800 xp.

Conyberry Cartel Meeting



A meeting is set up by the three cartels to discuss the role the Fated Winds played in the New Leaf trade shortages.


Hike over to Conyberry and enter the tavern. Wright soon makes his appearance. He is twisted, and we hear of the deity "Zehir" for the first time. Then, Wright drops dead and yuan-ti guardians and abominations spawn into the common room: tons of them.

However, they are not buffed like the ones in the Sauringar Temple of Samarach. These ones are easily overwhelmed by AoE castings. Well, it takes a few castings to take them out, our tank needs to survive, and we have to watch out for any yuan-ti that manage to slither around the tank.


Slay them for 1,900 xp and take your leave of the tavern. 

You may now see Snaketongue assassins on the OLM (EL 13). They like to cast Ghostly Visage. Mostly, they drop low-tier gems.


Hike back to Crossroad Keep and speak with Sa'Sani.

The Missing Assoicates quest kicks back in now, though it may be proceeded by a non-essential quest called Protection Money. Thus, you may have to speak to Sa'Sani twice in order to push the MQ along.

Night's Rest Inn - Il'foss & Kizu



It seems Nas'Sirin's heard news of the missing associates, Il'foss and Kizu. We are to meet up with them at the inn, though it's likely a trap.

The inn is located close to the Keep:


Enter and confront Il'foss and Kizu, Zehir-worshipping scum. They tell us that Sa'Sani is also yuan-ti, but of Sseth. Slay them: 1,900 xp.

There is not much to say about this battle other than that Kizu is an AC Lord and Il'foss summons ghouls and skeleton warriors. My Dwarven Defender soloed this encounter on D&D Hardcore Rules difficulty setting.


Corpse of Il'foss: Emerald Stave; of Kizu: Short Sword of Kizu.

Return to the merchant HQ. Before continuing with the main quest you may like to complete the OLM content on the Sword Coast.

Viper Temple



We return to the HQ only to find that Sa'Sani has warped back to Samarach after murdering Nas'Sirin.

Back in the Lantanese Lumber Camp of Samarach we learn from Dall Nickleplate that Sa'Sani is heading toward Narubel Pass, wherefrom the Viper Temple is accessed that bridges Samarach with Chult. 


Narubel Pass: Viper Temple


An ancient, weathered ruin lies ahead of you. A doorway, almost invisible against the surrounding walls, gapes slightly.

 
Enter the temple and startle Sa'Sani: 2,400 XP:


Es'San


A yuan-ti force led by Es'San ambush Sa'Sani in the temple. It is up to the party to hold them off. It is best two draw the aggro out in two packs. The first five or six charge the party while Es'San buffs himself behind them.


The Dwarven Defender lures the first pack to the chokepoint of the staircase. The rest of the party remain at the doorway, firing from range at the pursuing enemies that are locked onto the tank:


At this party level (11th), the battle can be a bit touch and go. The Snaketongue warlocks spam Eldritch Spear (Brimstone Blast) and sometimes cast Slay Living, for example. Es'San likes to unleash Ice Storm as well.

Es'San gates out after incurring damage. We'll catch up with him in the finale.

Loot: Bastard Sword +3, Chain Shirt +2, Heavy Shield +3, Ring of Protection +2, Composite Longbow (3), Lighting Arrows.

Speak with Sa'Sani again:


Sa'Sani requests that we wipe out the Se'Sehen clan led by N'Safa. Then Volo appears. He gives us Volo's Rejuvenating Ring (HPs +25) and Volo's Custom Chicanery (Thieves' Tools: Disable Device +4, Open Lock +4, Move Silently +2). We can also access his store.

Chult


Ok, we are now in Chult. This is the third and final phase of the campaign.


11th level party takes on EL 17 Megaraptors with ease (86 XP ea, 963 CE XP):


Thus far, I have only covered the plot-critical path of the Sword Coast. We can see how easy it is to advance it to this point; the point at which we head back to Samarach, and from there into Chult. However, things get tougher once we reach Chult, unless we take advantage of oversights and exploits.

Ok, now we can do the Chult OLM content.

Temple of the World Serpent


Time to infiltrate the Se'Sehen clan. Now while it can be fun to just blaze through this place you'll get more experience and satisfaction by not doing so.


Entrance Hall


Speak to Preacher Madeem. Intimidate him and he'll be impressed. He tells you to speak with Serpentlord Hal'Seh. That yuan-ti's in the northeastern room but he'll blow your cover by detecting Sauringarism...


Hal'Seh wields the acimitar, Tsaa Olo's Disaster.

Standing in the southeastern room is a merchant who sells a ring of greater acid resistance.

In the southwestern room you can scry Hierophant N'Safa for 1,000 xp.

The northwestern room contains a DC 35 lock and leads to the armory, DC 45.

This door is trapped, DC 40. Enter the armory. DC 40 locks and +3 loot.

Exit and head to the next floor.

Main Level


700 xp for not setting off the alarm.

This place is cunningly trapped. Set off a trap and you're either dead, near death, or the alarm sounds.

Speak with Nessa here to learn of a book with pass phrases for the next floor.

Loot the southwestern rooms and then head to the western hall and then north, avoiding or disarming the 15 dart traps and sneaking past the golem sentry.

Sneak into the Shadowdancer's chambers at the end and loot the chest for the Se'Sehen Alamanac. Now head back to Nessa and downstairs to the library.

Loot the bookshelf for some level 9 spells and then speak to the Archivist. He thinks he knows you so bluff him.

Head to the large southeastern room and speak with Serpentlord Ar'Sulis who tells you there's no way upstairs and that he's awaiting an emissary.

(Ar'Sulis wields a Venomdrinker.)

Use sleight of hand on him for a Se'Sehen key. Explore the three southern-most rooms.

Head into the room Ar'Sulis is facing and solve the Harptos pattern using the almanac to complete the phrase. Now head upstairs.

Holy Sanctum


750 xp for not setting off the alarm.

My modus operandi in here was to scout the whole area out with my rogue, disarming all the deadly traps and looting right under the noses of the prowling yuan-ti.

Serpentlord Ul'Shan's in the northwesternmost room. Leave him alive.

(Ul'Shan wears a ring of greater fire resistance.)

Now enter the Throne of the World Serpent for 1,500 xp. You just bypassed a whole clan of yuan-ti.

New Feat: MASTER INFILTRATOR.

Herald of Zehir



Approach the Throne to confront Hierophant N'Safa, Serpentlord Li'Shai, DREAD HERALD OF ZEHIR and... Z-E-H-I-R.

(Slumped on the floor in a dead heap is Es'San who was sacrificed for being owned by you in the viper temple.)



Herald of Zehir Battle


  • HERALD OF ZEHIR: Fang of Zehir
  • Hierophant N'Safa: tower shield +3, periapt of wisdom +6
  • Li'Shai: headband of intellect +6

New Feat: SERPENT'S BANE

Speak with the Zehir deity who warns that you'll meet it again.

Now return to Sa'Sani in the viper temple for 3,000 xp.

Game over.

OLM: Overland Map Locations [0.1]


Samarach: Optional OLM Locations



The following locations, encounters and item discoveries are optional. The locations are static (they don't change from game to game), but the encounters and items are randomly drawn from preset pools. We can tell Volo about some of the above adventures. As a reward, we gain feats such as Tourist, Wanderer, Wayfarer etc. For example: Tourist: Search +1 (5 locations).

We are only dealing with the Samarach segment at this point (the map on the left). The white line represents a mountain range and division between Samarach and Chult. To get to Chult, we must have completed the plot-critical path in both Samarach and the Sword Coast.

• Crumbling Tower. This is a small crumbling tower - most of the walls have collapsed, but the lower ones still seem sturdy. A large, thick wooden door seems to be the only entrance.

South of Lantanese lumber camp, north of Chokemist, bugbear infested (Warmace +1). A pathetic, one-room dungeon that is hardly worth your time.

• Marble Crypt. This is a lonely, marble crypt. There is no indication of who - or what - is buried within.

Westernmost Samarach, west of Bugbear tower, undead infested. Sarchophagus: Ancient Trap Parts x2, 300 GP, Fire Opal x2, Bloodstone x2. Loot the receptable spawns hostile skeletons and zombies. You will need to unlock or bash down the door to get out.

• Jungle Ruins. A staircase leads down into the depths of this jungle ruin.
Tip of peninsula, lizardfolk and arcane nexus
Gloves of the Yellow Rose +1 x2.
Chest (OL DC-22, DD DC-21): Greenstone, Fluorspar, Amethyst.

• Kobold Cave. This is a narrow opening leading underground.
On eastern side of peninsula. It's one-room dungeon with kobolds in it. Chest (OL DC-28, DD DC-28): Potion of Cure Moderate Wounds x2.

• Ogre Cave. The cave entrance is wide and tall enough for a large creature, but crude attempts have been made to conceal it with boulders and dead trees.
North east of Singing Caverns. several ogres (Giants Heart) and goblins.
Chest (trapped): 435 GP, Kama +1.

• Firenewt Cave. The faint smell of brimstone and charcoal emanates from the cave entrance.
North east of the Crypt and west of the Mines of Selgol, firenewts and fire elementals. Beware the sorcs who unleash fireballs.
Crate: Potion of Cure Serious Wounds x3, Scroll of Restoration, GP.
Sorcerer: Scrolls of Fireball & Fireburst.

• Abandoned Mine. This is an old, abandoned mine. Several tracks lead in, but none lead out.
between Torich and Waterfall cave, shadow infested (drops Shadow Dust, need +1 to hit).
Crate: Phenelope x3, Garnet.
Crate: Amethyst x5, Topaz.

• Wraith Crypt. Between Taruin and Tempest's Fury, wraith-infested, scimitar +2.

• Cabin. This cabin lies half-hidden in the foothills, concealed by lush jungle growth.
Follow the shoreline southeast of Rassatan. Enter and inside there's a journal.
Foreboding music plays in this area, but no one is here.
Chest (OL DC-28, DD DC-28): 250 GP, Glittering Necklace, Scroll of Displacement.
Bookshelves: Journal (of a Fisherman).

• Waterfall Cave. Great effort has been expended to disguise the massive entrance to this cave with rubble and jungle plants. Massive footprints lead in and out of the cave.
The Wild Elves OLM encounter will mark its location on your map, assuming you asked them about it. However, it can be discovered independently of the elves.

Holed up inside the cave is a two headed fell troll. Slay it and loot the gigantic corpse for a Ring of Protection +3, Amulet of Natural Armor +3, Lesser Magic Bag, 753 GP, Canary Diamond, Star Sapphire, Ruby (x6), Fire Agate, Silver Necklace.

• Nimbre. What is this village? Walk up and talk to the Samarchan captain. The villagers are accused of yuan-tiism. You can slay the Samarchans, but the villagers aren't happy. You can let the Samarchans take them to Samargol and nothing seems to happen, not even a journal update.
Captain: Longsword 1, Gilded Armor, Periapt of Wisdom 2.

There's a minor merchant, a boring boar farmer and a Loremaster. Loot the Loremasters home. Apparently the loremaster is a yuan-ti spy, but they set the Spot check too high. There is a mod to fix this and restore some content here.

• Viper Temple. This is the gateway to Chult. Northernmost location in Samarach, northwest of the mines. Gated by plot progression. We can't access it for a long time.

Samarach: Optional OLM Encounters


These people and creatures appear with a blue circle under them. They will remain spawned until dealt with.

• Wild Elves: They recognize Umoja as a Mazewalker from Mezro. They will tell you about a cave near a waterfall (this is the waterfall cave with the fell troll that has a ring of protection +3 and Amulet of natural armor +3), concealed by mist. You can then attack them.

• Diseased townsfolk. You can [Diplomacy] [Heal] them for 500 xp or kill them for chump change.

• Delirious Hunter. He has been poisoned. Again, you can [Heal] him or give him an antidote for 500 xp.

• Sister Horta. The hag will attack you unless you Intimidate her or have a companion do so in their own way (300-500 XP). If you choose to fight, Horta is a Warlock. She carries a Ring of Wizardry (2).

• Charm Peddler. Quite possibly the most useless encounter in the game. Tries to rip you off 250 GP.

• Strange Druid. You see a strange figure dressed in an assortment of black, animal furs. Dark shadows circle the foliage around him. Kutamba and his 4 panthers. He will attack. Carrying Zalantar Spear, Zalantar Light Shield.

• Korath Embersmith. Attack this Fire Giant (immune to fire) for 5,500 GP and Giant's Heart. This guy can appear for a level 5 party. If you kill him at that lvl you will get 84 XP for the kill plus a bonus of 600 XP for the encounter.

• Samarach Soldiers. The over-zealous xenophobes want to test you for yuan-tiism. If you don't pay them 2,000 gp, they'll try to kill you. So slay these dogs for Greatsword +1, Ring of Protection +1. For a sixth lvl party this encounter yields 384 XP.


• One Of Many. Talk with it. Attack it. Give it companions. Beware DC 37 fear.

Samarach OLM Item Discoveries


• Tree. A large tree limb lies on the ground, burrowed through by termites. [Craft Weapon] Stripping off the outer layers of the limb, you craft a light but interesting staff, using the tiny termite trails within the wood to your advantage.

• Howling Staff (quarterstaff, Sonic 1d6, Damage Penalty -2, Weight Reduction: 70% of Weight).

• Nest. [Move Silently] You notice a panther has killed a large mature female Corollax nearby.
Corollax Egg: I believe this item can be used instead of the Glacial Snake (quest).

• Delicate Totem, Ornate Sculpture, Ancient Part Traps.

Sword Coast: Optional OLM Locations


• Cabin. This place is directly north of crystal cave, near elven tower. Skullcrusher summons ivory shieldmaidens.
◦ Brainscrambler +1 (morningstar, on-hit ability drain DC-16 Wisdom, on-hit Confusion DC-20 25% 1 round)
◦ Cloak of Protection Vs. Evil (AC def +2 vs. Evil)
◦ Ring of Freedom of Movement
◦ Belt of Frost Giant Strength (Strength +4)
◦ Ivory Horn of Valhalla (Summon Ivory Shieldmaiden)
◦ Cadorna Family Sword +1 (greatsword, cold iron, Keen)
Chest: Studded Leather Armor +3, Longbow +2, Arrow +2 x99, Amulet of Natural Armor +2, potions.

• Arcane Brotherhood Outpost. Luskan pirates and beserkers, Hosttower wizards and a Pirate Captain who has a Luskan Battlemage's Rapier.
Loot: Enduring Vestaments, a ring of resistance +3 and about 6,000 gp.
There is an arcane nexus here.

• Forgotten ruin. There's an iron golem in here.
Forgetful robes and recipes.

• Malarite Hermit's Cave. As you approach this cave, the hair on your neck stands on end. Something here is not right.
Mad Hermit: Loot his corpse for a Greataxe +3 and Scale mail +3.
Chest: Delicate Totem, Potion of Heal, scrolls of Slay Living, Mass Contagion, Drown and Inferno.

• Gnoll cave. The leader has a flail +2.

• Onyx Cave (Sharran Temple): you need to cast Darkness on the door (through dialogue window that pops up when you click on the door). This spell can be purchased from the Thayan gnoll merchant in Black Lake.
Darkmoon Monks led by Cleric of Shar.
Kill off the Sharran Monks and Clerics of Shar.
Divine Champion of Shar - Morningstar +2
Dark Moon Master - Thundering Handwraps +2 (monk gloves, gauntlets, Sonic +1d6).
Unlock the door (DC-35)
Chest: 245 GP, Fire Opal, Obsidian, Sapphire.
Chest: Deadly Negative Energy Trap Kit, Thieves' Tools +10, Stone of Controlling Earth Elementals.
Footlocker: Adamantine Katana, Sharpshadow Blade +1 (kukri, Hide +2, Move Silently +2).
Cohort: Ribsmasher (DC-30 locked cell).
NEW FEAT: SLAYER OF SHARRANS.

• Pirate Cove.
Captain "Blunderbuss" McGant: rapier +2
Chaplain Alessa: Talos' Fury
First Mate "Sparks": shortbow +2
There is an arcane nexus here.

• Eldreth Valuuthra camp. There are rangers here that attack on sight.

• Undead barrow. There are vamps in here and Lathar's Last Belt. Recipe for Gloves of Dexterity +6 and Headband of Intellect +6, also ring of major fire resistance. There's an arcane nexus here.

• Ruined Keep. Four gargoyles in here and some more +5/+6 recipes.
Broken Bookcase: Recipes: AC Bonus Enchantment +3, Amulet of Health +6, Spell Resistance, Cloak of Resistance +5, Bracers of Armor +3.

• Illefarn Ruin, actually a drow hideout. Warriors, arachnomancers and obligatory priestess of Lloth.
Loot her corpse for full plate +2 and cloak of resistance +2, Potion of Barkskin (2).
Hard to believe they don't even have a stash to loot, but there you go.

• Hunting Cabin. Slain hunters strewn about the floor and a crazed malarite druid with dire pets. Duskwood crossbow in here.
Corpse: Piercing Arrow x45, Composite Shortbow (4).
Bookcase: Recipe: Ring of Major Cold Resistance.

• Banite Enclave. This dungeon is no laughing matter. Clerics of Bane, agents and bodyguards just standing around waiting for an ass kicking. Destroy the Bane statue and loot their treasury, then head to the northernmost room to own the leaders.
Imperceptor Krassis: full plate +3, 523 GP
Fell Emriss: warhammer +3
Sulakh of the Ebon Hand: Fist of Bane (on-hit Inflict Moderate Wounds [7] Level 3), Sapphire
Painbinder Zyrax: cloak of protection +3, Greater Holy Water
1,200 xp.
New Feat: BANE OF THE BANITES
Free Timothy Arneson for 500 xp.
There is an arcane nexus here.
Gold Piles: 600 GP
Chest: Garbage loot and 700 GP.

• Abandoned Mine. Duergar.
Duergar Leader: heavy crossbow +2, 458 gold, Mild Poison Arrow.
Chest DC-24: Deadly Trap recipes.

Sword Coast: Optional OLM Encounters


• Eldreth Veluuthra camp. It's just a fight against clerics and rangers. footlocker contains scroll and potions.

• Human mob. You can spot that they're slaves to Thayans and attack the slavers.
Garish rewards you with Zouldrin's Bauble.
Ograths' marauders: Dagger +1, Halberd +1, GP

• Wood Elf. It's a party of elves. If you're friendly they will offer you items for sale, including elven chain, ammo, bows and elven boots and cloaks (+5 hide bonuses), ring of the wood elves (SR 16). however, they do not buy so you'd better be cashed up.

• Strange Gnomes. You see a pair of gnomes. Neither seem to be aware of your presence. One speaks incessantly to the other, while the other chants the word "No" repeatedly.
Beat some sense into Noduab & Enleva, then loot their corpses for random ammo.

• Drow Kinslayer: Drow vs. Wood Elves.

• Old man (Daelton Canners): can educate ignorant adventurers on the basics of Realmslore.

• Liam Haverstead - free him, you get nothing.

• Wood Elf Female. It's a hostile dryad with treants and a wolf backing her up.

• Kana. Spar with her for 500 xp, then kill her and loot her corpse for a Katana +3. Not an easy encounter if you're low level (she sports concealment and devastating crits).

• Group of Chickens. A group of chickens approaches.
Speak to the leader and cast antichickenator on it. 600 xp, chain shirt +3. This is a reference to the famous Baldur's Gate quest, covered here.

• Wood Elf. Sells you stuff, some of it good - like elven chain.

• Dwarven Defenders. They're fighting ogres. Reward = Solemn Promise warhammer

• Cristov's Crew. You approach a band of adventurers.
These guys are pirates. Slay them.
◦ Cristov Darkmoor - Eyepatch of the Great Sea Corsair (Spot +5, Invisibility [3] 1/day).
◦ Zhantu
◦ Saravevor
◦ Alaine

• Creature Handler. A well dressed man tenderly strokes the feathered mane of a large wyvern. As you approach he eyes you suspiciously.
Says his wyvern is injured. Is actually a Zhentarim sky mage, kill for ~1000-2000 gp, or heal wyvern for 700 GP.

• Sobbing child. It's an archer ambush.

• Blue Dragon (Nes'tr'ryu). Talks and attacks. Blue Dragon Scales x3, Blue Dragon Horn. Hilariously, this thing took IGMS after IGMS without even attacking (probably out of its range).

• Quest: Fowl Play. Talk to the Chicken Leader who is actually an adventurer named Darius Noth. Use Wild Empathy to him normally and listen to their story, then ask if you can help them out. Cast Dispel Magic on them for 600 XP. He will give you Chain Shirt +3. Use Diplomacy to get a Dagger +2, too. You can then slay the fools.

Sword Coast OLM Item Discoveries


• Tree. Open Lock check. In the woods west of Gnoll Cave.
Loot: Arcane Archer Chain Shirt, Blue Diamond, Nymph Cloak +6 (party level 10).

Chult OLM Encounters:

Note that Hide and Move Silently scores of 23 are not enough to reliably move about undetected.

• EL 17: Megaraptor x3, 80 XP ea, 850 XP @ party 13th level
EL 16 Fell Trolls, EL 15 Fire Giants, EL 16 Yuan-ti Abominations, EL 15 Wyverns
• Delirious Hunter. Give two antidotes for 500 XP.

Optional Areas:

• Abandoned Camp *:
• Destroyed Temple *:
• Barrow *: Ogre Mage x4, Warmace +3, Greataxe +3, Hide Armor +3, 4,500 GP
• Ruined Shrine *: Nothing at all here.
• Dwarven Mine: Talk to Foreman (Breastplate +3, Flail +3), attack. Up against dwarf miner crew and three elder earth elementals (Radiant Power Essence x3).
Chest (DC-38): Ruby x3, Beljuril, Blue Diamond, Star Sapphire, Diamond x2, Emerald x3.
• Foreign Temple:
• Yuan-ti Temple *: Chest: Diamond, Beljuril, Star Sapphire, Rogue Stone, Ring of Major fire resistance.
Zecorian's Demesne. Use Spellcraft to break the wards. Dread Wraiths x3 (Dread Wraith Rags x3). DC 40 trap and lock.
◦ Zecorian: ring of protection +4, bracers of armor +8
◦ vamp lord: halberd +4, ring of major fire resistance, 7627 gp
◦ vamp lord: morningstar +4, chainmail +4, ring of divine power(5)

Return to: Neverwinter Nights 2 (index).

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