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by kimagure

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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

K. Stag Lord's Fort

From Oleg’s Trading Post to the river crossing: 1) S, 2) SE x2, 3) SW x3, 4) W, 5) SE. From Riverine Rise to the river crossing: 1) S, 2) E, 3) S x2, 4) SW. From the river crossing to the Stag Lord’s Fort: 1) SW x3.

From the Trail in the Hills to the Stag Lord’s Fort: 1) SW, 2) W x2, 3) SW x2.

You can’t hunt in the area, but you can rest with rations. You could alternatively step outside the area and go to the world map if you want to hunt.

I. Outside the Fort

Exterior Events
  • A. Kressle is here with her bandits to help you in your assault, if you were Good and didn’t kill her at the Thorn Ford. If you ask her about her plan, you’ll have a choice between 1) agreeing to attack him head on or 2) sneaking in.
    • If you pick option 1, Kressle will automatically die and you’ll be forced directly into combat with the Stag Lord (Event T below) along with all of his lieutenants/top fighters: Akiros, Auchs, Dovan, and the owlbear. To quote Tony Stark, “not a great plan”.
    • If you pick option 2, you’ll get to explore the area and prepare. I highly recommend option 2 as it will let you deal with some/most of the biggest threats separately.
  • B. Thylacine x3 (Animal 1).
  • C. Fort Gate. If you interact with the gate, you will get the choices to 1) challenge the Stag Lord directly (LG moral choice), 2) Bluff (DC 21 - 56 exp) and pretend you’re new recruits, 3) attack, or 4) leave.
    • Challenging him directly (option 1) will bring you right before the Stag Lord and his full group (Event T), which is a very dangerous choice.
    • If you succeed on the Bluff check (option 2), they’ll open the gates and let you in, but they’ll attack you as soon as you get through the gates.
    • If you try to attack (option 3), they’ll simply refuse to let you in.
    • You can choose whatever option you want, but I personally recommend leaving for now (option 4) or avoiding the gates to begin with. The gate can be reopened from the other side after you get in.
  • D. Zombie x7 (Undead 2). Octavia will make quick work of undead with the cantrip Disrupt Undead (0) and sneak attacks, if she targets flanked enemies. Mind affecting control spells are useless against the undead.
  • E. Zombie Lord (Undead 2, Fighter 1), Zombie x8 (Undead 2). The Zombie Lord will drop a Masterwork Scimitar.
  • F. Zombie Lord x3 (Undead 2, Fighter 1), Zombie x9 (Undead 2). The Zombie Lords will drop Masterwork Scimitars.
    • This is a large and fairly dangerous group. I highly recommend using control spells like Grease (1), Web (2), or Create Pit (2) to limit their numbers and attacks.
  • G. There are two different means of getting into the fort in this area.
    • 1) Climb Over the Wall (Mobility DC 20, 18 exp). Success will get you inside the wall. If you fail, you will lose the chance to climb over the wall and the entire party will take 3d6 slashing damage. Once inside, you can return outside by climbing over the wall.
    • 2) Broaden the Passage by Force (Athletics DC 20, 18 exp). You will make it inside regardless of whether you fail or succeed on this roll. If you fail this check, 4 hours will pass, and the Stag Lord and his forces will be alerted. If you succeed you’ll make it inside unnoticed. You can unequip the armor from whatever character has the highest Athletics score to improve your roll. You’ll have time to reequip the armor on the other side (unless you fail).
    • You can do both options 1 and 2 if you want the additional exp.
Exterior Treasure
  • 1. Body: Topaz Ring, Ancient Rostlandic Coin, 13 gold.
  • 2. a) Silver Chain, Silver Statuette x2, 4 gold; b) Heavy Pick +1; c) 723 gold.
  • 3. Taldan Warrior’s Dog Tag (Perception DC 6).
  • 4. Taldan Warrior’s Dog Tag.

II. Inside the Fort

Fort Interior Events
  • H. Akiros Insmort (Barbarian 5, Fighter 1). He is the Stag Lord’s right hand.
    • If you are Lawful (LG, LN, LE), you can 1) ask him to surrender and confess his crimes. This counts as one of the three Lawful choices needed for the Achievement: In the Name of the Law (there are more than 3 options to make a choice).
    • You can otherwise 2) convince him to help you defeat the Stag Lord (Diplomacy DC 23 - 90 exp, NG moral choice); 3) convince him to leave the Stag Lord (Intimidate DC 18 - 33 exp, N moral choice), or 4) attack. You can also lure him to your side if you make a fifth, hidden Lore: Religion check (DC 25 - 36 exp).
    • Attacking him or failing at one of the skill choices will trigger the bandit groups at Locations I and N, so you should take those enemies out first if you want to fight him.
    • On Normal difficulty, Akiros has AC 20, 74 hp, Fort +11/Ref +2/Will +2 saves, and he makes 2 attacks at +11/+6 to hit for 1d10+5 damage. He's a Barbarian and will use Rage at the start of combat for an additional +2 bonus to hit and to damage. Given his low reflex and will saves, he will be very susceptible to control spells such as Grease (1) or Cacophonous Call (2). He carries a Bastard Sword +1 and a Breastplate +1.
  • I. Bandit Brawler (Barbarian 4), Bandit (Fighter 3), Bandit Alchemist (Alchemist 4), Bandit Bard (Bard 2). The Archer will carry a Composite Longbow.
    • The Alchemist will throw Tanglefoot Bombs, which can prevent your melee characters from moving. The Bard will use Hideous Laughter (1).
    • I would recommend having your tank charge the Bandit Brawler from the North, while having another melee character go after the Alchemist and Bard from the NW. Control spells such as Grease (1), Create Pit (2), Hideous Laughter (1), or Cacophonous Call (2) can help. These enemies are low-level enough that they can be affected by Daze (0).
    • The last of the bandits will try to run and warn the Stag Lord by ringing the bell at Location P, so be prepared to stop them with control spells like Daze (0), having a melee character nearby to deal massive damage, or by making sure to weaken all enemies in a group before finishing the second to last-one off.

  • J. Bandit (Warrior 4), Bandit (Fighter 2), Bandit (Rogue 2). The rogue carries a Composite Shortbow.
    • The last of the bandits will try to run and warn the Stag Lord by ringing the bell at Location P.
  • K. Bandit Brawler (Barbarian 5), Bandit Alchemist (Alchemist 4), Bandit (Fighter 4). The alchemist is to the south. Have a melee character go after it separately.
    • The last of the bandits will try to run and warn the Stag Lord by ringing the bell at Location P.
  • L. Ferocious Wolf x4 (Animal 2).
  • M. Crates. You need to move them to get access to the chests (Athletics DC 19 - 18 exp). 4 hours will pass if you fail the check.
  • N. Bandit Illusionist (Wizard 3), Bandit (Fighter 3), Bandit (Warrior 3), Bandit (Rogue 3), Bandit x2 (Rogue 2). The rogues carry Composite Shortbows and Composite Longbows.
    • The last of these bandits will try to run and warn the Stag Lord by ringing the bell at Location P, so make sure to finish off the enemies nearest to the alarm first (and to lock down the last enemy fast).
  • O. Caged Owlbear (Magical Beast 14). If you don’t deal with the owlbear before confronting the Stag Lord, it will attack you from behind once that combat begins. You can: 1) calm the owlbear (Lore: Nature DC 18 - 33 exp), 2) open the cage and free the owlbear (CG moral choice), 3) lock the cage securely (Trickery DC 15 - 125 exp), or 4) kill the caged owlbear quietly (Stealth DC 19 - 45 exp, 90 exp).
    • If you successfully calm the owlbear (option 1), you can have it help you in the upcoming fight (N moral choice). You can try option 1 before trying any other check.
    • Opening the cage (option 2) will cause it to attack you unless you’ve calmed it first. It’s a 14 hit die creature with 147 hp, 17 AC, Fort +15/Ref +12/Will +5 saves, and three attacks at +20 to hit: a bite (1d8+18 damage) and 2 claws (1d6+18 damage). This can be a difficult battle for a level 4 party when faced alone, and you really don’t want to face it with the Stag Lord.
    • Locking the cage (option 3) will prevent it from joining in the battle later.
    • Option 4 kills the owlbear if successful.
  • P. Alarm bell. If the last bandit of any group makes it to the bell, it will alert the Stag Lord and he will be prepared to face the party, along with any of his lieutenants (Auchs, Dovan, and Akiros) you haven't already dealt with.
  • Q. Bandit (Fighter 4), Bandit x2 (Rogue 4), Bandit Cleric (Cleric 3), Bandit (Fighter 2), Bandit (Rogue 2). The Bandit Cleric carries a Masterwork Club. The Bandit Rogues carry Composite Shortbows.
    • There are a lot of enemies in this group. A well-placed Grease (1) and/or Create Pit (2) spell will help.
  • R. Trap Summon Monster II (Perception DC 19, Trickery DC 19 - 36 exp): This summons 1d3 dogs if triggered.
  • S. Auchs (Fighter 6), Dovan from Nisroch (Rogue 4, Fighter 2). These enemies will be with the Stag Lord if a bandit successfully raised the alarm and if he is prepared. Taking them out first will make the fight significantly easier.
    • On Normal difficulty, Auchs has AC 12, 63 hp, Fort +11/Ref +2/Will +5 saves, and he makes 2 attacks at a +12/+7 to hit (with Power Attack) for 1d10+17 damage (with Power Attack).
    • Dovan has AC 19, 53 hp, Fort +6/Ref +10/Will +0 saves, and he makes one attack at a +13 to hit for 1d6+10 damage and an additional 3d6 sneak attack damage while invisible or against flanked targets. He's immune to the nauseated condition, meaning Cacophonous Call (2) will not work on him.
    • Dovan will immediately use a Potion of Invisibility at the start of battle, before buffing himself with Cat's Grace (2) and Haste (3). I would recommend casting Faerie Fire (Wizard/Tristian 1) or Glitterdust (Wizard 2) to make him easier to deal with, since he's a LOT easier to manage if you prevent him from turning invisible. I also recommend charging him with your melee characters to take him down first, since he can do significant amounts of damage with sneak attack.
    • Auchs can be neutralized with any control spell that targets Reflex or Will. Try to make sure your tank ends up closer to him than any melee DPS, since he hits like a truck.



    • If you defeat Dovan during this encounter, he’ll swear to leave the lands and to point you to a cache holding loot. You can accept (LE moral choice, 36 exp), which will reveal his stash at Treasure #15. If you refuse and kill him, his body will have: an Agile Rapier +1, Chainshirt +1, and any potions he didn't drink. Valerie and Tristian will be unhappy if you accept his offer. Auchs carries items including: a Greatclub +1, a Belt of Mighty Constitution +2, Toy Dragon, and Toy Knight. The Toy Dragon and Toy Knight are flavor items that have no actual purpose (and little value).
  • T. Entrance to the Stag Lord’s Keep. You will fight the Stag Lord as you approach this location. You may wish to rest after facing all of the other encounters, as you will have fought a large number of enemies by this point. The fort’s internal security sucks, and the upcoming encounter won’t change, even if you rest while inside the compound.
    • I would recommend fighting the enemy group at Location Q first, so you don’t accidentally trigger them once the combat begins. You should deal with Akiros at Location H and fight Auchs and Dovan at Location S first, otherwise he'll call them in as reinforcements.
    • The enemies are: Stag Lord (Ranger 8), Bandit Cleric (Cleric 3), Bandit (Rogue 4), Ferocious Wolf (Animal 2), Bandit x2 (Fighter 3), Bandit (Rogue 3).
      • Akiros (Barbarian 5, Fighter 1), Auchs (Fighter 6), and Dovan from Nisroch (Rogue 4, Fighter 2) will also join in the fight if you did not previously defeat them, like I suggest.
      • Kressle and her bandits and Akiros will come and help you if you previously convinced them to switch sides. There will be minor story differences in the future if Akiros and Kressle survive. The owlbear will join the battle (either for or against you) starting the second round unless you freed it, killed it, or locked it up.
    • On Normal difficulty, the Stag Lord has 17 AC, 92 hp, Fort +11/Ref +11/Will +4 saves, cold resistance 10, and he makes 3 attacks at a +10/+10/+5 for 1d8+9 damage. He is susceptible to Cacophonous Call (2), Hold Person (2) and other will-focused spells. If you poisoned his wine at Thorn Ford, the Stag Lord will be sickened (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for a significant amount of time, if not the entire battle.
    • Start the encounter by having your tank (Valerie) charge the Bandit Rogue by the wolf, since that'll place her right next to all of the melee characters at the start of combat. I recommend placing one melee fighter on the left side to deal with the Cleric and to hinder her attempts to cast Hold Person (2). You could also/alternatively have a melee character wait at the top of the stairs all the way around the right side of the building, to get a jump on the Stag Lord. I'd personally prioritize locking down the Cleric, since she can cause you serious trouble if she paralyzes your tank, but there are benefits to locking down the Stag Lord. Deal with the Rogues first of the other bandits, as the Rogues can do a lot of damage with sneak attack and flanking.





    • You can make this battle easier and temporarily incapacitate/remove a number of the enemies with a carefully placed Create Pit (2) or Grease (1) spell. I recommend putting it to the NE of your tank, to get that small group of enemies. After all the enemies on the ground area are cleared, leave your tank in the area to draw the Stag Lord’s arrows and to wait for the enemies return (if you used Create Pit). This isn’t a particularly difficult battle if you’ve cleared out all of his top fighters first and if you go into the battle prepared, though he may be able to take down a few characters if he gets a lucky crit or two.



    • You'll get a moral choice (CG, LN, LE, CE) when you defeat the Stag Lord. Akiros and Kressle will just have flavor text if they survive, and the owlbear will be happy to just stand around and chill or return to its pen.
    • The Stag Lord carries: Stag Lord’s Broken Charm, Savage Bow, Woodland’s Aegis, Stag Helmet, Boots of Elvenkind, Lesser Bracers of Archery, Cloak of Winter Veil. These are all very good items for this stage of the game. The Stag Lord’s Broken Charm is a plot item I would recommend holding onto in your Stash, since it has little sale value and since I think it may have plot use at the end game, though it isn’t the only item that could work, if it does. The Woodland’s Aegis is Studded Leather Armor +2 that lets you use Barkskin (2) once per day as a 3rd level druid. Barkskin (2) gives a +2 natural armor bonus which can replace an Amulet of Natural Armor if you want to use a different necklace for a character. The Savage Bow lets a character use the Aspect of a Falcon spell as a 1st level druid 3 times/day. Both are great items. One bandit carries a Composite Shortbow.

Fort Interior Treasure
  • 5. Flour x3, Herbs x2.
  • 6. a) Milk 2; b) 19 gold, Turquoise, Potion of Shield of Faith, Dagger x2.
  • 7. Case (Perception DC 22, Trickery DC 17): Wand of Vanish (10 charges), Amulet of Natural Armor +1.
  • 8. Chest (Trickery DC 16): Potion of Shield of Faith, 25 gold, Engraved Bracelet.
  • 9. a) Rice x3; b) Potion of Shield of Faith, Potion of Enlarge Person, 19 gold.
  • 10. a) Locked Chest (Trickery DC 22): Cloak of Resistance +1; b) Glaive +1.
  • 11. Greataxe, Potion of Reduce Potion, 14 gold, Potion of Enlarge Person.
  • 12. Kukri +1 (Perception DC 21).
  • 13. Pack (Perception DC 16): Golden Trinket, Silver Spoon, Artificial Flower, 25 gold.
  • 14. Trout x4.
  • 15. Buckler +1, Fauchard +1.

III. Inside the Stag Lord’s Keep

Keep Events
  • A. Spike Trap (Perception DC 18, Trickery DC 18 - 27 exp): On failure, the triggering character takes 4d6+3 piercing damage if it hits.
  • B. Locked Door (Trickery DC 15).
  • C. Nugrah. Unlocking the door and entering the room will start combat with Nugrah (Druid 7).
    • On Normal difficulty, he has AC 16, 46 hp, and Fort +5/Ref +1/Will +10 saves. He is prone to using Flame Strike (3) for 7d6 damage (half fire, half divine) (Reflex DC 17 for half), which can do significant damage to your party. I recommend keeping your ranged characters out of sight (and out of Flame Strike range) while sending melee characters (and Octavia) into the room to do damage. He will die quickly from melee damage and Octavia’s sneak attacks.
    • Nugrah carries: Nugrah’s Crumpled Note, Masterwork Club, and Hide Armor +2.
  • D. Lightning Bolt Trap (Perception DC 20, Trickery DC - 45 exp): On failure, a Lightning Bolt (3) fires for 5d6 electricity damage (Reflex DC 16 for half).
  • E. Acid Arrow Trap (Perception DC 19, Trickery DC - 36 exp): On failure, an Acid Arrow (2) fires at the triggering character for 2d4 acid damage if it hits.
Keep Treasure
  • 1. Eggs x4.
  • 2. Old Map of Avistan, 2 gold, Book: “Prodigal Sons”.
  • 3. Empty Chest. If you place a herb into the chest and close it (as with the chest in the Abandoned Hut), it will turn into a chest containing: Wand of Cat’s Grace (16 charges), Scroll of Stoneskin, Scroll of Freedom of Movement, and Book: “Of Transmutations and Bodily Poisons, Part II”. Hold onto the book for a future quest.
  • 4. Grinding Stone, 15 gold.
  • 5. Locked Box (Perception DC 15, Trickery DC 15): Moonstone, Golden Trinket, Silver Chain, 23 gold.
  • 6. Wooden Plate, Carved Figurine, 12 gold.
  • 7. a) Bottle of Oil, 16 gold, Book: “Secret Overlords…”, Book: “The Great Debates…”; b) Diamond Dust, Tian Xia Ink, 6 gold, Book: “The Legend of the Pathfinder…”. Diamond Dust is useful for certain spells, so I’d recommend keeping it.
  • 8. Locked Box (Trickery DC 23): Punching Dagger +1, Padded Armor +1.
  • 9. Locked Case (Trickery DC 14): Silver Buckle, 20 gold.
  • 10. a) Rusty Horseshoe, 12 gold; b) Light Hammer +1. The Light Hammer is on top of the chest; hold the “Tab” key to find it.
  • 11. Shining Scale, 16 gold.

IV. Leaving the Area

Once you’re finished here, you should return to Oleg’s Trading Post to sell the loot. Make sure to stop by Nettle’s Crossing on the way back to turn in the Quest: Riverbed Nightmare. You'll get 300 exp and a Shortspear +1 for completing that Quest. You may need to pick up more Fangberries on the way if you didn’t stop back at Oleg’s after the Fangberry Cave.

I don’t recommend traveling with heavy encumbrance, as that’ll needlessly slow you down. You should give yourself a bit of leeway in your encumbrance and you may need to rest on the way back, especially if you stopped by Nettle’s on the way. Items left behind on the Stag Lord's Keep map will be lost after you finish Act 1. If you really want to sell minor items like heavy armor, I would recommend dropping them off at the Old Sycamore (or making a trip or two back and forth between the Stag Lord’s Fort and the Old Sycamore), as your barony’s capital will be built on the same place as the Stag Lord’s Fort and will have stores.