BANDIT CAMP
Bandit's Ransom
I now speak with Liza at #6 on the Fort Locke map (just below) in order to gain the quest to rescue hostages from nearby Bandits.
The Bandit Camp will now appear on the world map. I arrive at #5 on the Bandit Camp map (just below).
Valeria, at least for this quest, loans her Light Shield +1 to Elanee. Also, Elanee only has three Barkskins at this point, so she casts them on herself, Khelgar, and Neeshka. There is a reason for all of this. It is Elanee, Khelgar, and Neeshak who will be getting into the thick of things with the Bandits. Valeria will mostly be staying out of combat when it becomes time to rescue the prisoners.
I rush ahead, and encounter a few Bandits, one of whom can cast Clerical spells. I beat them by flanking them whenever possible. The Bandit who could cast spells leaves behind an Amulet of Natural Armor +1. By the way, I never use Amulets of Natural Armor in the OC since they will be rendered obsolete by the use of Barkskin spells by either Bishop or Elanee.
I then proceed to kill off the rest of the Bandits inside the inner palisades. I don't hold back on healing potions when any of my characters have taken significant damage. A chest at #2 will have either random items or some gold, plus an Elixir of Horus-Re (one time use of Sunbeam (13)).
I rest up and buff again. The Bandits' prisoners will be in a stockade at #3. Problem is, several more Bandits will appear and attack if I try to leave the Bandit Camp with the Prisoners. There is a 250xp bonus to be earned, but only if I can keep all of the Prisoners alive. The trick is a simple one. I have Valeria hug the near corner of the stockade, and leave her there. The reason is that the Prisoners will huddle around her, and thus keep themselves out of sight from the Bandits. Valeria only attacks if a Bandit shows up at the entrance to the stockade so as to threaten the prisoners. Valeria thereby allows Elanee, Khelgar, and Neeshka to run around doing all the leg work. Needless to say, Neeshka, Khelgar, and Elanee are ready to quaff healing potions if necessary to keep themselves in it. I make doubly sure to check the Journal entry titled "Bandit's Ransom" to make sure all of the Prisoners are still alive once it's all done.
I leave the palisades, whereupon the Prisoners thank me. Valeria earns 2 points of approval with Neeshka by showing appreciation for her assistance. *Evil* Zarathos makes a point of losing -2 influence with Neeshka by telling her to be quiet. The reason is that I actually want Neeshka to turn on me during one of the final battles in the game.
The video concludes with me reporting back to Liza for my 250xp bonus.
6th Level
Elanee returns the Light Shield +1 to Valeria. Now my characters have earned enough xp to advance to the 6th level.
One highlight is that Khelgar acquires the Skill Focus (Craft Armor) feat. The objective is for him to soon craft a Zalantar Light Shield and a Mithral Chain Shirt for Valeria.
Another highlight is that Valeria acquires the Practiced Spellcaster feat, which will allow her spells to last longer longer and do more damage despite taking levels in other classes such as Rogue and Swashbuckler.
Tor's Holy Symbol
I then speak to a priest of Ilmater named Tor, who is at #10 on the Fort Locke map. He would like me to find his Holy Symbol for him, which has been stolen by Bandits. Now I go through the door at #4 of the Bandit Camp map.
I start off at #1 on the Bandit Den map. The room at #2 will have a few Bandit Scouts, and the Bandit Sergeant. I win by setting up flanking positions whenever possible and wearing them down. The Sergeant leaves behind a Ring of Fortitude (+1 to Fortitude saves) which Neeshka wears for now. The chests in the room will have Drums of Haunting (3 charges of Animate Dead (5), 1 charge of Cause Fear, 2 Charges of Fear (2)), and several random items. In this instance, I got a Tower Shield which I had Khelgar equip. He passed on his Heavy Shield +1 to Elanee.
I then make my way towards the central room at #4. Valeria activates 'follow mode', opens the door, and then ducks off to the side. The point is to lure out the Wizard so that he can't attack me at a distance, but instead forced to bring himself within reach and allowing me to kill him quickly. The Mage leaves behind a Wand of Lightning and a Robe of Fire Resistance (+15 fire resistance). I'll hold onto the Robe for Qara when she joins.
I clear out more enemies along the perimeter, the rooms marked by #3, using the same methods. I sometimes use the 'Follow Me' command to prevent my party members from going too far and bringing more enemies than I want into the fight. There is of course plenty more loot to be had as well.
The room at #4 has a trap in the middle which I recover. A chest in the room has random loot, plus Tor's Holy Symbol.
The party then brings the Holy Symbol back to Tor for 200 xp. I then check out Tor's wares. I'm not interested in the Robe of Energy, but I buy up the craftable components like the Bat Wing, the two Imp Stingers, and the Stag Beetle Horn. These items can be distilled into a Faint Air Essence, two Faint Fire Essences, and a Faint Earth Essence respectively.
Bandit Bounty
Now I return to the Bandit Den. I disarm a trap at #5, and then kill the remaining Bandit Scouts who charge me. There will be a trap to the door leading to the room at #6.
The room at #6 has the Bandit Chief. One option is to make a Diplomacy check to convince him to join the Fort Locke Garrison. Although this earns 700xp, it isn't ideal because there will be no gold reward afterwards. The way to get the most benefit is to talk him into not kidnapping anymore hostages, by starting with the dialogue option of "I am here to rescue the prisoners" and then getting him to promise. This course earns 700xp and more later. The weapon rack has a few mundane items, while the chest has an Amulet of Undead Turning (Extra Turning feat).
The chest in the room at #7 has a topaz, and several random items. The cabinet is one of the containers that I can milk for either an Emerald or a Diamond. I got an Emerald.
I return to Fort Locke and speak with Commander Tann. I get 500gp, plus another 100xp that I wouldn't have gotten if I had talked the Bandit Chief into joining the garrison.
*Evil* Bandit Bounty
There are a couple of less savory options available. One is to make an Intimidate check on the Bandit Chief to convince him to bribe for his life. Making that check will earn 200xp and 300gp. However, it is unlikely to earn a second reward from Commander Tann because it will take a very high Bluff check to convince Tann that you've truly dealt with the bandit problems. Doing it this way also earns 3 points towards a chaotic alignment.
Zarathos shows the bloodthirsty option, which is to kill him. It earns a point towards an evil alignment, although it also involves settling for less xp in exchange for the Bandit Chief's Astral Blade +1 (+1d4 sonic damage) and his Studded Leather +1.
Now I'm off to Highcliff.