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by kimagure

Table of Contents

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Guide and Walkthrough by kimagure

Version: 0.99 | Updated: 12/27/2021

Table of Contents

  1. Introduction
    1. Using This Guide
    2. Difficulty Levels
    3. Fully Installing the Arcane Unleashed DLC
  2. Game Basics
    1. Character Information
    2. Items and Equipment
    3. Movement in Area Maps
    4. Combat
    5. Traveling in the Overworld Map
    6. Resting
    7. Home Base
  3. Prologue
  4. Act 1: Stolen Land
    1. A. Oleg's Trading Post
    2. B. Nettle's Crossing
    3. North Narlmarches: Waterlogged Lowland
    4. C. Ancient Tomb
    5. D. Pine Patch
    6. E. Thorn Ford
    7. F. Swamp Road: Technic League Random Encounter
    8. G. Technic League Encampment
    9. North Narlmarches: Boggard Hunting Grounds
    10. A-2. Oleg's Trading Post Revisited
    11. North Narlmarches: Oak-That-Strayed
    12. H. Abandoned Hut
    13. I. Temple of the Elk
    14. J. Old Sycamore
    15. A-3. Oleg's Trading Post Revisisted
    16. Outskirts: Endless Plains
    17. Outskirts: Fangberry Cave
    18. Outskirts: Two-River's Field
    19. Shrike Hills: Riverine Rise
    20. Shrike Hills: Trail in the Hills
    21. K. Stag Lord's Fort
    22. A-4. Oleg's Trading Post Revisited
    23. North Narlmarches: Old Oak
    24. North Narlmarches: Tuskgutter's Lair - Amiri: Prove Your Worth Part 1
    25. North Narlmarches: Tranquil River Bend
    26. North Narlmarches: Three-Pine Islet
    27. North Narlmarches: Glade in the Wilderness
    28. Shrike Hills: Old Mesa
  5. Act 2: Troll Trouble
    1. A. Jamandi Aldori's Mansion (Act 2)
    2. B. Capital: Tuskdale
    3. Varnhold: Sorrowflow - Kalikke/Kanerah
    4. Oleg's Trading Post: Artisan Bokken
    5. B-2 Capital Revisited
    6. C. A Ford Across the Skunk River
    7. South Narlmarches: Overgrown Pool
    8. D. Ruined Watchtower
    9. South Narlmarches: Bandit Camp
    10. E. Swamp Witch's Hut
    11. South Narlmarches: Monster Den
    12. F. Lone House
    13. B-3. Capital Revisited and Bald Hilltop
    14. C-2. A Ford Across the Skunk River (Troll Invasion)
    15. D-2. Ruined Watchtower (Troll Invasion)
    16. South Narlmarches: Wilderness Encounter - Dalton
    17. South Narlmarches: Wilderness Encounter - Kobold Shaman and Branded Trolls
    18. F-2. Lone House (Troll Invasion)
    19. South Narlmarches: Kobold Trail
    20. South Narlmarches: Kobold Camp
    21. South Narlmarches: Troll Clearing
    22. G. Dwarven Ruins
  6. Act 2, Part 2: Adventuring After Troll Trouble
    1. Settling Regions During Acts 2 and 3
    2. A-1. Verdant Chambers (Group Visit)
    3. A-2. Verdant Chambers (Solo Visit)
    4. Shrike Hills: Ratnook Hill
    5. B. Bridge over the Gudrin River
    6. Kamelands: Mud Bowl
    7. Kamelands: Wolf's Lair
    8. Kamelands: Empty Skull Rock
    9. C. Secluded Lodge
    10. D. Lost Child: Swamp Witch's Hut (Revisited)
    11. Lost Child: Random Encounter - Lizardfolk
    12. E. Lost Child: Lizardfolk Village
    13. Kamelands: Bald Stones
    14. Silverstep: Dragonleaf Gulch
    15. Silverstep: Ironstone Gully
    16. Shrike Hills: Lonely Barrow
    17. Silverstep: Ancient Mine
    18. F. The Lonely Hunter: Lake Silverstep Village
    19. G. The Lonely Hunter: Silverstep Grove
    20. H. Varnhold
    21. I. Candlemere Tower
    22. Shrike Hills: Arbor Rock
    23. Shrike Hills: Hilltop Trail
    24. Dire Narlmarches: Saint Galvan's Gullet
    25. Dire Narlmarches: Brown Baldhead
    26. Dire Narlmarches: Tenacious Marsh
    27. Dire Narlmarches: Swamp Ruins
    28. Dire Narlmarches: Sunny Hillock
    29. J. An Ancient Curse, Part Two: Bald Hilltop
  7. Act 2 Companion Quests
    1. Kalikke/Kanerah: A Task for the Sweet Teeth
    2. Amiri: Prove Your Worth Part 2 - Hodag's Lair
    3. Valerie: Shelyn's Chosen
    4. Jaethal: Investigate My Death
    5. Linzi: Easier to Ask Forgiveness
    6. Tristian: Kingdom of the Cleansed
  8. Artisan Quests
    1. Artisan Bokken: An Ancient Formula
    2. Artisan Dragn: Onslaught
    3. Artisan Shaynih'a: One Thousand and One Questionable Stories
    4. Artisan Nazrielle: Nazrielle's Greatest Creation
    5. Artisan Varrask: Obliteration
    6. Artisan Sharel: A Bloody Craft
    7. Artisan Kimo Tavon: A Trail of Misfortune
    8. Artisan Kimo Tavon: Affairs of the Heart
    9. Artisan Mim: Three Wishes - Talon Peak
    10. Artisan Irlene: A Simple Favor
  9. Act 3: Season of the Bloom - A. Capital: Tuskdale
    1. B. An Amusement for Nobles
    2. C. Monster Invasion
    3. D. Random Encounter: Wilderness Clearing
    4. E1. Shrike Hills: Lonely Mill
    5. E2. Shrike Hills: Goblin Village - Mother of Monsters
    6. F. Bridge Over the Gudrin River (Revisited)
    7. G. Witch Hunt
    8. A-2. Capital: Unrest in the Streets
    9. H. Goblin Fort
    10. I. Return to the Capital
    11. J. Womb of Lamashtu
  10. A3. Capital: After the Season of the Bloom
    1. K. An Ancient Curse, Part Three - Bald Hilltop
  11. Act 3 Companion Quests
    1. Ekundayo: A Feast of Feasts
    2. Amiri: Pariah
  12. Tenebrous Depths
    1. Tenebrous Depths - Part 1
    2. Tenebrous Depths - Part 2
  13. Version Information / Update Status

Act 1: Stolen Land

J. Old Sycamore

From Pine Patch: 1) NW, 2) SW, 3) SE, 4) E. From Oleg’s: 1) S, 2) SE x2, 3) SW x3. From the Temple of Elk to Thorn Ford: 1) S, 2) NE, 3) E, 4) SE, 5) NE, 6) SE, 7) NE. From Thorn Ford to the Old Sycamore: 1) SE x3, 2) E.

Hunting in this area during rest: Lore (Nature) DC 18.

If you come here from Pine Patch, I would recommend making a limited visit solely to pick up the remaining NPC companion(s) that were on Tartuccio’s team. Coming here before you complete the Temple of the Elk will prevent you from getting Tristian until after you defeat the Stag Lord.

While you could reasonably survive most of this area at level 2, a lot of the skill checks in this area have high DCs and a lot of the enemies use poison and cause stat damage. Ability score damage only heals at a rate of 1 point per rest on Normal difficulty or higher, and can otherwise only be recovered through a spell like Lesser Restoration (Cleric 2). There are also a number of encounters that will be very challenging—if not murderous—for a 2nd level party with only 5 characters and which can even be challenging for a full 3rd level party. The boss battles in particular (Bdaah, Sootscale, Grarrukh, the Tremendous Centipede) are best handled at level 3 or 4.

If you are coming here after completing Thorn Ford and the Technic League Encampment, then you should be able to complete the entire area with a full 2nd level party, though you may need to rest multiple times or reload for failed skill checks. I would recommend avoiding the traversal points that require Mobility or Athletics checks until you reach level 3.

If you are coming to this area after the Temple of the Elk, you should be level 3 or really close to it and should be able to handle this area without a problem. Bring a cleric and have him prepare multiple Lesser Restoration spells, just to be safe.

Regardless of whether you choose to come to this area before or after finishing the Temple of the Elk, you should be able to get enough experience by the end of the area for your party to reach level 4 or be very close.

1. Old Sycamore (Surface, Southern Half)

Kesten Garess will speak to you as soon as you enter the map. You’ll get other chances to ask him about his past, so don’t feel like you need to ask him for his life story at this time.

There is a war going on between the Kobolds and Mites. You can join one side or declare war on both parties. If you are morally Neutral (LN, NG, N, CN, NE), you can refuse to get involved and watch from the sidelines (and loot the bodies of both sides). This counts as one of the three “Neutral” story choices that will get you closer to the Achievement: Taking No Sides. There are more than 3 opportunities to make a choice, so you don't NEED to take this choice. If you aren’t Neutral, you’ll be forced to pick a side. I would personally recommend siding with the Mites since their side has clerics that use Hold Person and channel negative energy and are generally more difficult to deal with than the kobolds. But you could also choose based on the loot you can get from each side (and particularly their boss Sootscale/Bdaah). Sootscale carries a Belt of Incredible Dexterity +2 and a Masterwork Light Mace; Bdaah carries a Headband of Alluring Charisma +2 and a Scimitar +1. The kobold casters carry Masterwork weapons that you can sell for 100 gold each, which also makes an alliance with the Mites appealing.

Regardless of your choice, a battle breaks out (with one, both, or neither faction hostile to you, depending on your choice). You won’t get experience from the deaths of kobolds and/or mites with whom you are friendly/allied, but you can still loot their bodies for the (very minor) treasure they possess. If you're Neutral, you can get a large exp bonus at the end of the area that isn't available if you picked a side, so don't worry that you'll lose out on a ton of exp if you stay Neutral. The listed groups may change slightly, depending on which faction you support (if any).

I have separated the North and South sides of the Surface and Caves maps and roughly recommend going along the letter order for each side. If you came here directly from Pine Patch and are level 2, I recommend going along the far south of the map (Event B) to the entrance of the cave and then proceeding through the caves and Events A-J. You can skip Events G and H in the caves if you are level 2 and hostile to the kobolds. After that, I would recommend leaving and returning to this map at a later time.

Old Sycamore (Southern) Events
  • A. Mites: Sneaky Mite (Rogue 1, Fey 1), Mite x4 (Fey 1). Kobolds: Kobold Sentinel (Fighter 3), Kobold x3 (Warrior 1). Mites have DR 2/cold iron.
  • B. Giant Frogs x2 (Animal 2).
  • C. Peaceful Mites and Kobolds: The Mite Hunter tells you that this is a peaceful zone and asks you to kill a wolf. It will give you the Errand: Death to the Worgs! This errand is fairly difficult to complete at level 3, and you may wish to come back at a latter time. The Worg is in the northeast part of the map at Location NN.
  • D. Giant Frog x2 (Animal 2).
  • E1. Climb Up the Trunk (Mobility DC 21 - 13 exp). Failure on the path up causes 3d6 slashing damage. This leads to area E2. There is no check on the way down.
  • F. Mites: Mite Priest (Cleric 4, Fey 1), Sneaky Mite (Rogue 1, Fey 1), Mite x4 (Fey 1). Kobolds: Kobold Bone Shaman (Sorcerer 3), Kobold Flame Shaman (Sorcerer 2), Kobold x5 (Warrior 1).
    • The Mite Priest will use Hold Person (2) and can Channel Negative Energy for 2d6 damage. The Kobold Bone Shaman has Acid Resistance 5 and will use Cause Fear (1) and various rays. The Kobold Flame Shaman has Fire Resistance 5 and will use Magic Missile (1). The Kobold Bone and Flame Shamen carry Masterwork Light Crossbows.
  • G1. Climb the Hill (Mobility DC 21, 13 exp). This leads to area G2. The path down is a Mobility DC 22 (13 exp) check. Failure on either path results in 3d6 damage (there previously was no damage on the path down, but that has been adjusted in an update).
  • H. Tatzlwyrm x2 (Dragon 3). Tatzlwyrm bites carry a poison (Fort DC 12, 1d2 Str damage 1/round for 2 rounds). Ability score damage can be healed with a Restoration, Lesser (Cleric 2) spell or will otherwise heal at a rate of 1 point per rest.
  • I. Kobold Sentinel (Fighter 2), Kobold x2 (Warrior 1). A second group will spawn from the caves after a round or two that includes: Kobold Alchemist (Alchemist 3), Kobold x3 (Warrior 1). The Kobold Alchemist has Fire Resistance 5 and will throw bombs that deal 2d6+2 fire damage.
  • J. Elk x3 (Animal 2). These Elk are peaceful, but you can kill them for exp and Meat if you wish.
  • K. Fireball Trap (Perception DC 18, Trickery DC 18 - 36 exp): This trap deals 3d6 fire damage in an area if triggered, and it wakes the Bandits at Event L.
  • L. Sleeping Bandits. Bandit Necromancer (Wizard 3), Bandit (Rogue 3), Bandit x2 (Fighter 2).
    • You can sneak up on them (and even Coup de Grace these enemies) if you did not trigger the traps at Location K.
    • The Necromancer likes to use Scare (2) if you actually end up fighting this group, which might cause your party to run into the fireball traps. It’s safest to either Coup de Grace him or to disable the traps first. You can actually Coup de Grace most/all of this group by having your melee characters remove their armor, turning on sneak, moving characters next to each of the enemies, pausing the game, reequipping armor, then having them use Coup de Grace on each of their targets. It’s cheap, but pretty funny and you might be able to kill the entire group that way. If you really want to Coup de Grace them, swap your ranged characters to melee weapons and have them also join in on the death.
    • The Necromancer carries Bracers of Armor +1, while the archer Bandit carries a Composite Longbow.
  • M1. Overgrown Passage (Athletics DC 20 - 13 exp). This leads to M2. You take 2d4 damage on failure (there previously was no damage, but that has been fixed). The path back is the same (Athletics DC 22 - 13 exp).
  • N1. Overgrown Passage (Perception DC 19, Athletics DC 23 - 13 exp). This leads to N2. Failure results in some amount of damage that isn't listed in the chat window (my guess is 2d4 or 2d6). There is no check to return back from N2 to N1.
  • O. Mite Sentinel (Fighter 2, Fey 1), Mite Yearling (Fighter 1, Fey 1), Sneaky Mite (Rogue 1, Fey 1). They are guarding Treasure #1.12 and will attack if you approach.

Old Sycamore (Southern) Treasure
  • 1. Agate Earring, Silver Buckle, 9 gold.
  • 2. Box (Perception DC 14, Trickery DC 10): Potion of Shield of Faith, Hematite, Incense, 22 gold, Green Quartz, Potion of Mage Armor.
  • 3. Twigs (Perception DC 12): Hematite, Potion of Mage Armor, 1 gold.
  • 4. a) Potion of Mage Armor, Turquoise, Silver Spoon, Golden Earring, 14 gold; b) Potatoes.
  • 5. Kobold body: Garnet Ring, 87 gold, Bone Necklace x2, Jade.
  • 6. a) Rapier, Fowl, 14 gold; b) 19 gold, Dagger, c) Chest (Trickery DC 15): Gold Trinket, Silver Inkwell, 16 gold; d) Chest (Trickery DC 22): Wand of Lead Blades (17 charges), Club +1.
  • 7. Decorated Scabbard, 1 gold, Silver-Embroidered Purse.
  • 8. Body: A Crumpled Letter, Club, Light Crossbow, Scorched Fragment of a Necklace, Ancient Rostlandic Coin, Restovic Ranger’s Broken Arrow, 36 gold, Leather Armor.
  • 9. Log (Perception DC 6): Ancient Rostlandic Coin.
  • 10. a) Milk x2; b) Golden Trinket, Potion of Cure Light Wounds, Milk, Flour x2, Ale x3; c) Leather Armor +1. The Leather Armor +1 will look very similar to ordinary Leather Armor and can be overlooked if you aren't careful.
  • 11. Golden Earring, Golden Trinket, 19 gold.
  • 12. Cold Iron Dagger +1, Bracers of Armor +1. Hold onto the Cold Iron Dagger +1. It's useful to have one in your inventory to use against enemies with DR/cold iron (mostly fae) and because some enemies will have fast healing unless you hit them with a cold iron weapon (like linnorms).

2. Old Sycamore (Surface, Northern Half)

Old Sycamore (Northern) Events
  • AA. Sneaky Mite (Rogue 1, Fey 1), Mite x4 (Fey 1); Kobold x5 (Warrior 1).
  • BB. Elk x2 (Animal 2).
  • CC. Dead Body (Lore: Nature DC 19 - 13 exp).
  • DD. “Spend the Night Here”.
    • If you choose to rest here, you will be attacked during the night by Viscount Smoulderburn (Aberration 9, Sorcerer 4). Smoulderburn has a +33 AC, 124 hp, Fort +8/Ref +16/Will +16 saves, DR 5/magic, cold resistance 5, and immunity to electricity and spells. He also makes touch attacks at a +21 to hit that deal 2d8 electricity damage, and will use Scare (2) on your party.
    • I strongly recommend avoiding this event for now and coming back later.
  • EE. Mite Scout (Rogue 2, Fey 1), Mite x4 (Fey 1); Kobold Bone Shaman (Sorcerer 3), Kobold x4 (Warrior 1).
  • FF. Celestial Radish Patch. There are a number of kobolds lying around in the radishes.
    • You need the Moon Radishes to complete the Errand: Moon Radishes for Bokken. Speak to the Kobold Flame Shaman or interact with a radish to start a conversation. There are moral choices that require skill checks: 1) CN, Trickery DC 19 - 99 exp; 2) LG, no check - 54 exp; 3) LN, Diplomacy DC 18 - 87 exp; or 4) NE, Intimidate DC 17 - 82 exp.
    • Failure on the CN (option 1) or NE (option 4) checks will start combat. Failure on the LN check (option 3) only eliminates that option.
    • If you enter into combat, you'll fight: Kobold Flame Shaman (Sorcerer 5), Kobold Sentinel x2 (Fighter 2), Kobold Archer x2 (Fighter 2). All of these kobolds are high and will start combat sickened. It’s best not to attack the kobolds since that will cause all of the radishes to be lost and cause you to fail the errand.
  • B2. Descend the Hill (Mobility DC 22, 13 exp): See B1 above.
    • If you arrive at this location from B1, you will immediately enter into combat with the Thylacine at Event GG.
    • If you try the Mobility check and fail, the entire party will take 3d6 slashing damage (there previously was no damage, but that has been fixed).
  • GG. Thylacine (Animal 1).
  • HH. Lonely Shambling Mound (Plant 9). The Shambling Mound is not hostile but can be attacked.
    • On Normal difficulty, it has AC 21, 86 hp, Fort +11/Ref +7/Will +5 saves, fire resistance 10, and immunity to electricity, mind affecting effects, paralysis, sleep, and polymorph, among other conditions. It makes 1 attack at a +13 to hit for 2d6+11 damage and, if it hits, it makes an automatic grapple attempt at a +18 to hit for 2d6+5 damage.
    • This can be a challenging battle at level 3. If you find the battle to be too tough, you can leave it for now and come back later, since you’ll have to return to this map in the future anyway. It carries an Engraved Silver Pendant and an Emerald. Save at least one Emerald for later in your stash, as you’ll need it for a quest. The pendant says “Bertha” on it, but that’s just flavor text, and the item has no future use in the game; you can feel free to keep it or sell it as you wish.
  • II. Elk x3 (Animal 2).
  • JJ. Wolf x3 (Animal 2).
  • KK1. Climb the Hill (Mobility DC 21 - 13 exp, 3d6 slashing damage on failure): This connects to Location KK2. The path down also requires a check (Mobility DC 21 - 13 exp, 3d6 damage on failure). The path down previously didn't result in damage.
  • I2. Overgrown Passage (Athletics DC 22 - 13 exp). This leads to Location I1. You will still make it through without taking damage if you fail, but you won’t get exp for a successful first traversal.
  • LL. Megaloceros (Animal 4), Elk x3 (Animal 3). These are neutral like the other Elks.
  • MM. Wolf x4 (Animal 2).
  • NN. Grarrukh (Magical Beast 4, Barbarian 3) and Wolf x4 (Animal 2). This continues the Errand: Death to Worgs! Grarrukh will start a conversation as you approach. You can either decide to fight him (LG moral choice) or choose to help him and betray the mite hunters. Two of the wolves are stealthed (Perception DC 30) and will not appear unless you enter into battle.
    • If you want to fight him, I recommend waiting until you reach level 4 before you speak to him, as this can be a difficult battle for a 3rd level party. On Normal difficulty Grarrukh has AC 19, 73 hp, and Fort +10/Ref +9/Will +6 saves. He makes one attack, a bite at +16 to hit for 1d6+12 damage. Since he has a low Will save, Linzi may be successful with Hideous Laughter (1).
    • You only see two wolves at the start; a third will appear from just southeast of the bushes, while a fourth will appear from the north. You may wish to preemptively place a Grease spell immediately northeast of the bushes before beginning the conversation, to try to get an advantage. Killing Garrukh will net you 56 exp and 180 exp (for completing the errand). Grarrukh can be looted for an Amulet of Mighty Fists +1. If you return to the Mite Hunter, he’ll give you 283 gold.
    • If you choose to help him (NE moral choice), you will begin the Errand: Fresh Meat. You’ll need to go back to the peaceful kobolds/mites at Location E and make a Bluff check (DC 22 - 67 exp, NE moral choice) to convince one of them to go check to make sure he’s dead. If Tristian is in your party, he’ll admit the truth and you’ll fail the errand. Failing the Bluff check will also cause you to fail the Errand: Death to Worgs! If you succeed (180 exp), Grarrukh will reveal the location of a chest (Treasure #2.29) which cannot otherwise be discovered.
  • OO. Thylacine x7 (Animal 1).
  • PP. Giant Centipede x6 (Vermin 1). They are stealthed but can be seen with a Perception DC 31 check.
  • QQ. Entangle Trap (Perception DC 18, Trickery DC 18 - 36 exp). It causes an Engangle (Ref DC 11) effect if triggered.
  • RR. Mite x4 (Fey 1). A round or two later, additional enemies will spawn from the caves: Mite x2 (Fey 1), Giant Centipede x3 (Vermin 1).

Old Sycamore (Northern) Treasure
  • 13. Ancient Rostlandic Coin, Dagger x2, Silver Ring, Vegetables.
  • 14. Dueling Sword +1, Hide Armor, Potion of Cure Light Wounds x2, 19 gold.
  • 15. Box (Trickery DC 15): Decorated Scabbard, Silver Chain, Eggs x2, 26 gold.
  • 16. Longsword, Light Shield, Dagger, Leather Armor, 42 gold.
  • 17. Potion of Shield of Faith x2, Exquisite Pearl, Shortbow, Leather Armor.
  • 18. Token of the Dryad (Perception DC 13).
  • 19. Nuts.
  • 20. Lab Journal, Potion of Restoration (Lesser) x2, Potion of Cure Light Wounds x3, Chainshirt +1.
  • 21. Branch (Perception DC 17): Ancient Rostlandic Coin.
  • 22. Stump (Perception DC 13): Hematite, Golden Earring, 17 gold.
  • 23. Log (Perception DC 14): 4 gold, Agate, Potion of Cure Light Wounds, Citrine, Clear Quartz.
  • 24. Pocket Mirror, Artificial Flower, Exquisite Pearl, 21 gold.
  • 25. Stones (Perception DC 19): Wand of Ear-Piercing Scream (9 charges), Alchemist’s Fire x4.
  • 26. Bags: Amulet of Natural Armor +1, Citrine Necklace, Decorated Scabbard x2, Pearl x4.
  • 27. Satchel (Trickery DC 14): Potion of Reduce Person, Heavy Pick, Potion of Mage Armor, 18 gold.
  • 28. Token of the Dryad.
  • 29. Buried Chest (Athletics DC 16 - 13 exp): Failing this check will cause 4 hours to pass. This chest can only be discovered if you take a specific choice with Garrukh at Event NN.
    • The chest is protected by a Finger of Death spell that deals 150 unholy damage (Fort DC 26 to reduce this to 3d6+15 unholy damage) to the first character that attempts to open it. Daveynopenope reported that this trap is a DC 35 to spot (DC 39 on unfair mode). I haven't verified it personally, but expect that it's a similar DC to unlock, which would be a ton of exp (~1,400 exp). So you might want to save this trap for sometime when you're at a higher level.
    • I highly recommend having Jaethal interact with the chest, since she won’t be harmed by the Finger of Death spell. After the spell discharges, you’ll discover that the chest is locked (Trickery DC 23).
    • The chest contains: a Lesser Phylactery of Negative Channeling, a Scroll of Slay Living, and a Scroll of False Life (Greater).

3. Old Sycamore Caves: Southern/Kobold Side

The kobolds are hostile if you are at war with their side.

Old Sycamore Caves (Southern/Kobold) Events
  • A1. Kobold Gatekeeper (Fighter 2); A2. Kobold Flame Shaman (Sorcerer 3), Kobold Archer x2 (Fighter 2), Kobold Sentinel (Fighter 2). If you are friendly with the kobolds, the Gatekeeper will guide you through the traps at Locations B and C.
  • B. Acid Arrow Trap (Perception DC 18, Trickery DC 18 - 27 exp): the triggering character is targeted by the spell Acid Arrow (2) (2d4 acid damage for 2 rounds).
  • C. Burning Hands Trap (Perception DC 18, Trickery DC 18 - 27 exp): The triggering character triggers the spell Burning Hands (1) (Ref DC 11, 3d4 fire damage).
  • D. Storybook Event: A pitfall trap activates. You can: 1) jam the trap (Trickery DC 14 - 85 exp); 2) surge forward; or 3) retreat. You will fall to the Old Sycamore Depths at Location 5.L and take 2d6 bludgeoning damage if you fail the Trickery check or choose option 2. Option 3 takes you out of the Storybook Event, but you cannot advance without completing the event.
  • E. Giant Spider x3 (Vermin 3). Giant Spiders have a low attack bonus, but their bite carries a Poison (Fort DC 12/14, 1d4 dex damage, 1/round for 6 rounds, requires 2 consecutive saves). There are multiple groups of these enemies and they will be hostile even if you are friendly to the kobolds.
  • F. Web Trap (Perception DC 18, Trickery DC 18 - 27 exp): If triggered, a Web (2) spell covers the area (Reflex DC 15 to avoid).
  • G. Giant Centipede x3 (Vermin 1).
  • H. There are multiple groups of Kobolds in this room. If you are hostile to the kobolds, more than one of these groups may trigger if you attack one group.
    • H1. Kobold Bone Shaman (Sorcerer 3), Kobold Alchemist (Alchemist 2), Kobold Sentinel (Fighter 2), Kobold Archer (Fighter 2).
    • H2. Kobold Bone Shaman (Sorcerer 3), Kobold Sentinel x2 (Fighter 2), Kobold Archer (Fighter 2).
    • H3. Kobold Alchemist (Alchemist 2), Kobold Sentinel x2 (Fighter 2).
    • H4. Kobold Flame Shaman (Sorcerer 5), Kobold Flame Shaman (Sorcerer 3), Kobold Sentinel x3 (Fighter 2). The 5th level Flame Shaman will use Scorching Ray (2).
  • I. Chief Sootscale's chambers. If you are hostile to the kobolds, triggering the group at I1 will also trigger the groups at I2 and I3.
    • I1. Kobold Alchemist (Alchemist 3), Kobold Sentinel x2 (Fighter 2). If you are not hostile, there will be a Kobold Alchemist and two Kobold Sentinels immediately outside. The Kobold Alchemist will ask the Sentinel for a password, but you can simply walk by and open the door without being stopped.
      • The Kobold Archers in group I3 will take potshots at you if you fight group I1 in the fenced area. You may wish to hold position outside of the fenced area to lure this group out and to protect your characters.
      • While you are here, take a moment to go to the Old Sycamore Depths to take the Miner’s Lever at Treasure #5.7 before returning.
    • I2. Chief Sootscale (Rogue 3, Fighter 3), Kobold Bone Shaman (Sorcerer 3), Kobold Crier (Fighter 2). If you are friendly to the kobolds, you can convince Sootscale to give you the Mites’ Relic so you can talk to Tartuk. You can also convince him to let Tartuccio’s former companions go, which will let you recruit them. If you ask him how you can help in the war, he’ll give you the Errand: Death to Queen Bdaah! You'll get 180 exp and 493 gold if you defeat Bdaah and return.
      • On Normal difficulty, Sootscale has AC 19, 48 hp, Fort +5/Ref +9/Will +2 saves, and immunity to poison, death effects, ability score damage, and poison. He makes 1 attack at +12 to hit for 1d4 damage, with an additional 2d6 sneak attack damage against flanked targets.
      • This may be a rather difficult fight if you are here at level 2, given the large number of enemies. If you defeat Sootscale, you can tell him to leave with his servants (CG moral choice) or you can kill him. Telling him to leave ends the combat; he'll give you the Mites’ Relic before leaving with all remaining kobolds. If killed, Chief Sootscale carries: Mites’ Relic, Masterwork Light Mace, and a Belt of Incredible Dexterity +2.
    • I3. Kobold Archer x4 (Fighter 2). If you are hostile to the Kobolds, the remaining potential companions will have staged a prison break and will be here fighting these archers. You can recruit them now. If you have already recruited Tristian at the Temple of the Elk, they’ll be too tired from their wounds and won’t be usable until Act 2.
  • J. If you are friendly to the Kobolds, the remaining companion(s) will be imprisoned here.
  • K. Giant Spider x2 (Vermin 3).
  • F. Web Trap (Perception DC 18, Trickery DC 18 - 27 exp): If triggered, a Web (2) spell covers the area (Reflex DC 15 to avoid).
  • L. Giant Spider x4 (Vermin 3).
  • M. Gate to Mite Side. The Miner’s Lever from the Old Sycamore Depths at Treasure #5.7 can be used on the cart to open this gate.

Old Sycamore Caves (Southern/Kobold) Treasure
  • 1. Box (Perception DC 12): Silver Statuette, Silver Disk, Pocket Mirror, Garnet Ring, Artificial Flower, Potion of Shield of Faith, 6 gold.
  • 2. Ancient Rostlandic Coin (Perception DC 6).
  • 3. Silver Ingot, Silver Ring, 23 gold.
  • 4. Golden Trinket, Jade Pin, Potion of Shield of Faith, Silver Statuette x2, 21 gold.
  • 5. Mushrooms.
  • 6. Silver Statuette, Crystal Ball, Golden Trinket, Scroll of Vanish, 21 gold.
  • 7. Golden Trinket, Jade Pin, Potion of Shield of Faith, Silver Statuette x2, 21 gold.
  • 8. 14 gold, Agate, Silver Spoon x2, Golden Trinket.
  • 9. Taldan Warrior’s Dog Tag.
  • 10. Bag (Perception DC 12): Potion of Resist Acid, Potion of Enlarge Person.
  • 11. Bag (Perception DC 12): Honey, Fruits x2.
  • 12. Box (Perception DC 10): 12 gold, Jade, Silver Spoon, Topaz Ring, Silver Statuette, Green Quartz.
  • 13. Copper Ring, Silver Ring, Potion of Mage Armor, Silver Spoon, Decorated Scabbard, 23 gold.
  • 14. Gilded Horn, Potion of Vanish, 3 gold.
  • 15. Taldan Warrior’s Dog Tag (Perception DC 17).

4. Old Sycamore Caves: Mite Side

The mites are hostile to you if you are at war with their side. They are otherwise friendly.

Old Sycamore Caves (Northern/Mite) Events
  • AA. Giant Centipede x4 (Vermin 1). This group of giant centipedes are hostile, even if you are friendly with the mites. There are multiple groups of these enemies. The Giant Centipedes will attack you with Giant Centipede Poison on hit (Fort DC 11 or take Dex damage).
  • BB. Gatekeeper Quoggy (Fighter 4, Fey 1), Giant Centipede x3 (Vermin 1). He carries a Bridge Hoist Part. This is usable at Location HH. If you are friendly with the Mites, he will give you the Errand: Mandible Jewelry. He is looking for the Mandibles of a Huge Spider that is located at the Old Sycamore Depths at Treasure #5.17. He will give you the Bridge Hoist Part as a reward (180 exp).
  • CC. Giant Centipede (Vermin 1).
  • DD. Mite Priest (Cleric 4, Fey 1), Mite Guardsman (Fighter 3, Fey 1), Mite Sentinel x2 (Fighter 2, Fey 1), Mite (Fey 1), Giant Centipede (Fey 1). The Mite Priest will use Hold Person (2) and Channel Negative Energy. Target it with your ranged attacks and control spells.
  • EE. Giant Centipede x3 (Vermin 1). There are multiple groups of these enemies.
  • FF. Mite Sentinel (Fighter 2, Fey 1), Mite Scout (Rogue 2, Fey 1), Mite Priest (Cleric 4, Fey 1), Mite x2 (Fey 1). If you’re hostile to the mites, the Mite Priest will use Hold Person (2), so it’s better to approach from the NE direction so you can attack the priest first.
  • GG. Mite Sentinel (Fighter 2, Fey 1), Mite Scout (Rogue 2, Fey 1), Mite Butcher x2 (Rogue 3, Fey 1), Mite x2 (Fey 1), Giant Centipede (Vermin 1). If you are friendly with the Mites, you can speak with a Mite to get a moral choice as to how to deal with the kobold prisoner (NG, LN, CE). The Mite Butchers carry Masterwork Daggers if killed.
  • HH. Broken Bridge. The Bridge Hoist Part can be used to lower the bridge and connect to the area to the south.
  • II. II1. Giant Centipede x2 (Vermin 1); II2. Giant Centipede x3 (Vermin 1).
  • JJ. Mite Priest (Cleric 4, Fey 1), Mite x6 (Fey 1). One mite is telling stand up jokes about kobolds. You can stand around and listen if you’re friendly with the mites.
  • KK. Mite Sentinel x3 (Fighter 2, Fey 1), Mite x2 (Fey 1), Giant Centipede x2 (Vermin 1).
  • LL. LL1. Mite Scout (Rogue 2, Fey 1); LL2. Mite Sentinel (Fighter 2, Fey 1), Mite Priest (Cleric 4, Fey 1), Mite (Fey 1); 3) Warrior Queen Bdaah (Ranger 5, Fey 1), Seneschal Vaggik (Cleric 4, Fey 1), Mite Butcher (Rogue 3, Fey 1). Group LL2 guards the gate to Sycamore Hall.
    • If you’re friendly to the mites, Bdaah will tell you that you need the Mites’ Relic to get into the Sycamore Hall, and she offers to reward you generously if you beat Chief Sootscale. if you ask how you can help with the war, she will give you the Errand: Death to Chief Sootscale! She will give you 487 gold if you defeat Sootscale and return (180 exp).
    • If you’re hostile to the mites, all of these groups will attack once you enter the area. On Normal difficulty, she has AC 15, 48 hp, Fort +5/Ref +8/Will +4 saves, DR 2/cold iron, fire resistance 10, and immunity to poison, petrification, death effects, and ability score damage. She makes attacks at +8 to hit for 1d4+10 damage.
    • If you defeat Bdaah, you can choose to spare her (CG moral choice, 45 exp) or to kill her. Bdaah carries a Scimitar +1 and a Headband of Alluring Charisma +2. Those two items are good for the current level, but will be quickly outpaced, so don’t feel like you’re missing anything important if you decide not to kill her. The Mite Butcher carries a Masterwork Dagger.
  • MM. Tartuccio (Sorcerer 6), Kobold Sentinel x4 (Fighter 2), Kobold Archer x2 (Fighter 2), Kobold x5 (Warrior 1).
    • On Normal difficulty, Tartuccio has AC 12, 39 hp, Fort +2/Ref +3/Will +4 saves, and fire resistance 5. Tartuccio will start off with Fireball (3) spells.
    • Two Kobolds Sentinels (Fighter 2) will appear near the entrance (by the rest of your party) after a round. They’re kobolds and should be easy to kill.
    • The easy way to deal with this battle is to have your tank (probably Valerie) immediately move toward Tartuccio while having your other characters back off and hit him with ranged attacks. The kobolds’ attack rolls should be too low to reliably hit your tank with attacks of opportunity. Tartuccio will cast Fireball (3), centered around the tank and will likely hit all of the kobolds. Valerie may be able to avoid all of the damage if she Evasion, but even if she doesn't, there’s a decent chance that can eat two fireballs without actually dying or falling to Death’s Door (given her high Con), while those two fireballs will massacre the kobolds. Tartuccio will carry: Restovic Inquisitor’s Broken Crossbow, a Wand of Magic Missiles (18 charges, caster level 3), and a Ring of Protection +1.

    • You will be confronted by Bdaah and Sootscale as you exit if you haven’t killed them or chased them away. You can tell the truth and tell them that Tartuccio deceived them or lie and tell them that he escaped (CN moral choice). If you tell them the truth, you can give them both relics (gain 384 exp and 72 exp). If you lie to them, you can keep one of the relics for yourself (72 exp) and give one to the side of your choice, which provokes the other side into combat. The relics aren’t needed for anything else in the game and can each be sold for 250 gold.
    • Regardless of whether you lie or tell the truth, if you’re Chaotic (CG, CN, CE), you can keep both relics and tell them to worship your gloves instead (72 exp). This is a special Chaotic choice that counts as one of the three needed for the Achievement: “They Call Me Unpredictable”, and they will form a cult in your name.

Old Sycamore Caves (Northern/Mite) Treasure
  • 16. Crate (Perception DC 12): Golden Trinket, Potion of Vanish, Golden Earring, Scroll of Shocking Grasp, 2 gold.
  • 17. (a) Box (Perception DC 12): Pocket Mirror, 15 gold, Silver Bell, Jade, Scroll of Shocking Grasp; (b) Ancient Rostlandic Coin.
  • 18. Crate (Perception DC 12): Silver Statuette, 9 gold, Agate, Scroll of Shield of Faith.
  • 19. Crystal Ball, Silver-Embroidered Purse, 14 gold.
  • 20. Box: Silver-Embroidered Purse, 10 gold, Silver Inkwell.
  • 21. Token of the Dryad.
  • 22. Rice x3.
  • 23. a) Butter x3 (Perception DC 12); b) Recipe: Shepherd’s Pie.
  • 24. 16 gold, Topaz Ring, Incense, Potion of Cure Light Wounds.
  • 25. Potatoes x2.
  • 26. Ancient Rostlandic Coin.
  • 27. Onions, Cheese.
  • 28. Scroll of Protection from Evil (Communal), Citrine, Scroll of Protection from Chaos (Communal), Silver Spoon, 13 gold.
  • 29. Scroll of Mage Armor, Garnet Ring, Scroll of Divine Favor, Heavy Shield +1, 5 gold.
  • 30. Token of the Dryad.
  • 31. Scorched Fragment of a Necklace.
  • 32. Hematite, Amber, Greatsword +1. This is a good weapon for Amiri.

5. Old Sycamore Depths

Old Sycamore Depths Events
  • A. Skeletal Champion x3 (Undead 2, Fighter 1), Skeleton x3 (Undead 2). The Skeletal Champions carry Masterwork Longswords.
    • They have low saving throws, particularly Reflex saves, making Grease (1) and Create Pit (2) effective. Undead are immune to mind controlling spells, including Hideous Laughter (1). The cantrip Disrupt Undead (0) involves a ranged touch attack and is particularly effective against them.
  • B. Burning Hands Trap (Perception DC 20, Trickery DC 20 - 45 exp): This trap deals 5d4 fire damage (Ref DC 14 for half).
  • C. Giant Centipede x2 (Vermin 1).
  • D. Giant Centipede x3 (Vermin 1), Spitting Giant Centipede (Vermin 1).
  • E. Hidden Door (Perception 1).
  • F. Mite Hermit (Rogue 3, Fey 1). He will attack you if you speak to him 3 times. He carries a Wand of Bane (12 charges), a Masterwork Dagger, 3 Scrolls of Restoration (Lesser), and minor treasure.
  • G. Giant Centipede x2 (Vermin 1), Spitting Giant Centipede (Vermin 1).
  • H. Puzzle Door. The puzzle switch can be located with a Perception DC 8 check. This can be solved by having characters stand on the two plates before pushing the brick/switch on the wall.
  • I. Skeletal Champion x3 (Undead 2, Fighter 2). They have Masterwork weapons and two of them wear Half-Plate armor. Given that Half-Plate has a max Dex bonus of +0, it will likely be worse than Banded Mail for your tanks, but it can be sold for decent money.
  • J. Giant Spider x3 (Vermin 3). There are multiple groups of these spiders.
  • K. Web Trap (Perception DC 20, Trickery DC 20 - 45 exp). If triggered, a Web (2) spell covers the area (Reflex DC 15 to avoid).
  • L. You will land at this location if you fell due to the Kobold floor trap at Location 4.D.
  • M. Giant Spider x5 (Vermin 3).
  • N. Web Trap (Perception DC 23, Trickery DC 18 - 22 exp). If triggered, a Web (2) spell covers the area (Reflex DC 15 to avoid).
  • O. Giant Spider (Vermin 7), Giant Spider x2 (Vermin 3).
  • P. Traversal. You need to click on the foot icon to move between location P1 and P2.
  • Q. Spitting Giant Centipede x2 (Vermin 1), Giant Centipede x4 (Vermin 1). The Spitting Giant Centipedes will use Spit, which is a touch attack that deals 1d4 acid damage.
  • R1. Giant Centipede x4 (Vermin 1); R2. Spitting Giant Centipede x1 (Vermin 1) (3 groups); R3. Spitting Giant Centipede x2 (Vermin 1), Tremendous Centipede (Vermin 8). Attacking any of these enemies will trigger all groups.
    • On Normal difficulty, the Tremendous Giant Centipede has AC 17, 92 hp, Fort +13/Ref + 4/Will +4 saves, and immunity to mind affecting effects and being prone. It has a bite attack at a +13 to hit for 2d6+13 damage and a ranged touch attack at a +6 to hit for 1d6 acid damage.
    • The Tremendous Giant Centipede has Giant Centipede Poison (Fort DC 19 save or take 1d3 Dex damage). This has a 10 ft. splash effect and can hit multiple characters in a small area, so spread your melee characters out around the centipede.
  • S. Spitting Giant Centipede (Vermin 1), Giant Centipede x3 (Vermin 1).
  • T. Hidden Door (Perception DC 1).
  • U. Traversal. You need to click on the foot icon to move between Locations U1 and U2.
  • V. Giant Centipede x3 (Vermin 1).
  • W. Giant Poisonous Frog x2 (Animal 2), Giant Frog x3 (Animal 2). These animals are neutral unless you attack them or take the Golden Toad at Treasure #15. Giant Poisonous Frogs have a poison that will deal Con damage (Fort DC 18) on a failed save.
  • X. Spitting Giant Centipede x3 (Vermin 1), Giant Centipede x1 (Vermin 1).
  • Y. Hidden Door (Perception DC 1).
  • Z. Spitting Giant Centipede x2 (Vermin 1), Giant Centipede x2 (Vermin 1).
  • AA. Giant Centipede x2 (Vermin 1).

Old Sycamore Depths Treasure
  • 1. Decorated Scabbard, Scroll of Protection from Law, Silver Inkwell, Copper Ring, 23 gold.
  • 2. Chest (Perception DC 14): Potion of Resist Acid, Potion of Shield of Faith, Scroll of Protection from Evil, 24 gold.
  • 3. Taldan Warrior’s Dog Tag (Perception DC 17).
  • 4. a) Chest: Jasper, 4 gold, Half-Plate +1, Tongi +1; b) Body: 14 gold, Turquoise, Golden Trinket, Ivory Comb, Taldan Warrior’s Dog Tag, Potion of Remove Curse.
  • 5. Golden Earring, Potion of Vanish, 5 gold.
  • 6. a) Wand of True Strike (16 charges), Cloak of Resistance +1; b) Medicinal Herb Petals, Special Hops, 16 gold, Restovic Swordlord’s Empty Sheath; c) Shining Scale, Sharp Claw, Old Map of Avistan, 9 gold.
  • 7. Miner’s Lever. This can be used in the Old Sycamore Caves, Kobold Side at Location 3.M to open the gate.
  • 8. 13 gold, Scroll of Scorching Ray, Potion of Cure Light Wounds, Potion of Shield of Faith.
  • 9. Ancient Rostlandic Coin.
  • 10. Restovic Paladin’s Crumpled Helmet, Light Pick +1.
  • 11. a) Bag (Perception DC 10): Potatoes, Soft Cheese, Edible Moss, Mushrooms; b) Silver Bell, 4 gold, Exquisite Pearl, Garnet Ring, Pearl, Silver Earring; c) Ancient Rostlandic Coin.
  • 12. Token of the Dryad (Perception DC 6).
  • 13. Ancient Rostlandic Coin.
  • 14. Scroll of Snowball, Silver Inkwell, 4 gold, Headband of Inspired Wisdom +2.
  • 15. Golden Toad. If you take it, then the Toads in the area (Location W) will become hostile. This has no greater story purpose and can be safely sold for 250 gold.
  • 16. Token of the Dryad (Perception 6).
  • 17. Mandibles of a Huge Spider. This is needed for the Errand: Mandible Jewelry at the mite side of the Sycamore Depths at Location 4.BB.
  • 18. a) Recipe: Jeweled Rice; b) Scorched Fragment of a Necklace.
Old Sycamore Depths Exits

VII. Exit to Old Sycamore Surface at Location 2.AA. The other side of this exit is revealed on the surface level once you use this exit for the first time.

6. Leaving the Area

By the time you finish with the Old Sycamore, you’ll have a lot of loot. This is a good time to return to Oleg’s Trading Post.

Feel free to leave behind any armor that will take you past moderate weight, since it won’t go away and since you’ll have to return to the map in the future anyway. There’ll be a closer/more convenient shop than Oleg’s later in the game, so don’t bother to come back here just to pick it up during Act 1. If you want, you can make things more convenient for yourself by bringing all of the treasure up to the surface layer, but it really doesn’t matter—especially since carrying heavy loads can fatigue/exhaust your characters.