GRAVEYARD
Safer Travels
First, I remember to have Elanee equip the Club +1 I had been saving. Then I return to Fort Locke.
I next speak with Marshall Cormick, who would like patrols resumed to make the nearby roads safer. Unfortunately, Lieutenant Vallis won't send out any more patrols. So I speak to Vallis myself, and promise to investigate what happened to the patrols.
Toll Road
The Graveyard will appear on the World Map after I've spoken to Vallis. I travel there, but run into a random encounter. Some bandits want to collect a toll, but I decide to kill them for the xp. They're quite easy to kill. Their leader leaves behind a Polished Key, which opens a nearby chest. The chest itself has Greater Gloves of Concentration (+6 to Concentration), which will be Valeria's gloves for the rest of the game. She holds onto the Gloves of Concentration for Sand.
Undead in the Graveyard
I arrive at #6 on the south side of the Graveyard map. There will be a lot of undead about. Skeletons aren't much of a worry. Zombies can inflict disease though. I go into 'follow me' mode, rush forward to get the attention of the nearby hordes of undead, and then lead them back to where I first entered the Graveyard so that they all converge on my party. I then switch to 'attack' mod once they close in. Elanee will wait until enough Zombies close in and position herself before unleashing a Call Lightning spell to catch as many undead possible. This will make killing them off much easier and minimize the risk of disease to party members. I repeat the process for the other large horde of undead towards the southeast corner of the Graveyard.
The Skeleton Captain at #1 of the map will leave behind a Skeleton Rib that can be distilled into a Faint Earth Essence. A grave at #1 also has a recipe book called The Fundamentals of Abjurative Enchantment.
A grave at #2 has the Lesser Boots of Tumbling (+4 to Tumble) which Neeshka wears for now. It also has random loot, and in this playthrough I got lucky and scored a Diamond that I can use for crafting purposes.
Small Crypt
I enter the Small Crypt through the door at #3 on the Graveyard Map. I find myself at #1 on the Small Crypt map. There will be rooms to either side at #2 and #3. There will be traps leading to each room, so I'm careful not to rush forward. I alternate between the 'stand your ground' and 'attack nearest' commands to let them come to me and attack them when they get close enough. There will be also be plenty of undead, but they're easily dispensed with either through physical force of through a well-placed Call Lightning spell.
A sarcophagus in the room at #3 has Storm +1, a Light Hammer that also inflicts an extra +1d4 electrical damage. I can't use it until I can identify it.
There will be a lot of Zombies in the room at #4. Elanee waits until most of them have closed in before invoking Call Lightning from the right spot. It becomes cleaning house afterwards.
There is a lever at #5 that unleashes a Turn Undead effect if such is your preference. A sarcophagus at #6 has a scroll of Animate Dead.
I now make my way across to the Large Crypt, the entrance to which is at #4 on the Graveyard map.
Large Crypt
I begin to explore the larger crypt of the Graveyard when I arrive at #1 on the map. It's pretty much more of the same. Treading carefully forward, so that I can find and recover traps (of which there are many). Wasting the skeletons with brute force, and having Elanee used a well-placed Call Lightning spell when enough Zombies gather around the party.
Most of the item containers have random loot, but there are a few set pieces. A Ring of Insight (+5 Lore) and a Falchion +1 can be found at #2. A Mithral Morningstar is left behind by one of the Zombies found at #3. A Katana +1 gets left behind by a Skeleton at #5.
The Ring of Insight is useful in the interim as it helps Valeria identify items. In fact, it helps her identify the Storm +1 so that she can equip it. I don't really have much use for the others, so I'll just sell them.
At #7 will be more undead, plus a Ghoul. Elanee's Call Lightning helps things along. The Ghoul leaves behind Ghoul Claws, which can be distilled into a Weak Air Essence and a Faint Power Essence. It also leaves behind a Ring of Resistance +1, which Valeria equips on an iterim basis.
Commander Tann
Now I go the room at #9. There I find a Shadow Priest holding Commander Tann captive. The Priest raises four dead corpses as Zombies. Valeria, Neeshka, and Khelgar rush forward. I position Elanee carefully so that she hits the Priest and all of the Zombies at the same time, and yet does not hit the chest near the Priest. The Zombies are soon blown away or cut down. It then becomes a simple matter of ganging up on the Priest.
The chest itself has random loot. The Priest leaves behind a Headband of Intellect +2, which Valeria will equip. He also leaves behind a Heavy Shield +1, which Khelgar equips, as well as a few other miscellaneous items. The Light Shield +1 gets handed over to Elanee.
I then speak with Commander Tann. My quest now becomes to find the three missing men who were under Tann's commander.
The Lost Patrol
I hit the nearby switch, which will open the gates that are indicated by #10. I go north from #10, killing more undead along the way with familiar methods. At #11 is the first of Commander Tann's missing men, Bruneil, who's still alive.
I return to near the gates at places marked #10. There is a trap to the east, which Valeria recovers.
I next send Khelgar ahead into the room at #12. There will be plenty more Skeletons and Zombies. Khelgar and Valeria hold them up, while Elanee carefully positions herself in order to catch as many undead as possible with her Call Lightning spell. Inside the room is another of Commander Tann's men, Garret, only he is now dead.
Now I head north to #13. I recover a few traps further north still. At #14 is the last of Commander Tann's missing men that I need to find, Blaine. I get 75xp for finding all three.
I then head out of the crypt through the door at #15, which brings me to #5 on the Graveyard map.
Vallin's Treason
Now I return to Fort Locke. Lieutenant Vallis takes it upon himself to usurp control over Fort Locke from Commander Tann. I could try a Diplomacy check (which I can't make yet) or an Intimidate check (which Khelgar will guarantee success on) to get the Garrison Soldiers to back down. But on the balance I get more xp for killing the lot of them. Vallis leaves behind a Chainmail +1 that Elanee equips.
*Evil* Zarathos chooses dialogue options that involve staying out of it or even letting Vallis have Tann, but the result is the same. Vallis wants no witnesses to his little coup, so I end up having to kill him and his two thugs to save Tann anyway.
Marshall Cormick's Reward
First, I speak to Marshall Cormick, who promises me a reward should I make it to the City of Neverwinter. I get 75xp. I don't show it in the video, but I also sell off my excess loot to Galen.
Next, I speak to Commander Tann, who would like me to investigate a nearby Bandit Camp.