This point provides access to travel by the World Map. It will also be the point of arrival if the party got here from Dyrford Village
There will be a few Wood Beetles and a few Sporelings here. The Beetles leave behind Beetle Shells when killed, while the Sporelings leave behind Sporelings.
There will be a few Wood Beetles here. The Beetles will leave behind Beetle Shells when killed.
Here is where you can find the Cipher named Brynlod and his group of Deadfire mercenaries if you are pursuing the bounty on him.
There will be a Wolf pack here, led by a couple of Elder Wolves. Be advised that Wolves are capable of knocking their targets Prone. All of the Wolves will leave behind Wolf Hides when killed. The Elders will also leave behind Elder Wolf Fangs as well.
There will be several Xuarip Skirmishers here, led by a Xuarip Priest. All of them leave behind Xuarip Tongues when killed. The Skirmishers leave behind Xuarip Spears and Small Shields when killed. The Priest will leave behind a Xuarip Quarterstaff and a random gem or two.
The base of the statue is actually a concealed entrance. There's four ways to open the entrance:
Opening the entrance reveals stairs that lead down to the Dyrford Ruins at #29.
There will be several Widowmaker Spiderlings here, led by a couple of Widowmakers. They are capable of causing poisoning with their attacks. All of them leave behind Spider Venom Sacs when killed.
Here is a cave opening, which leads down to the Grisly Cave at #1.
Here is a cave opening, which leads down to the Grisly Cave at #3.
These items strictly speaking are not necessary for the completion of any quest. They do serve to give some sort of ominous foreshowding that there's a cult dedicated to Skaen nearby.
There will be several Wurms at these spots. They shouldn't be difficult for any reasonably capable party. They leave behind Wurm Wings when killed.
A dead adventurer here can be looted for some coins.
Here is another point that provides access to travel by the World Map.
There will be several Forest Lurkers here, along with a couple of Pwgras and a Menpwgra. This battle can be dangerous, because the Pwgras and Menpwgras will let the Lurkers do the front line fighting while they themselves can cast Druid spell. A sound strategy is to hit them with spells that can minimize their ability to cast spells (e.g. Confusion, stunning through Returning Storm). All of the creatures will leave behind Awakened Woods while the Menpwgra will leave behind an Awakened Adra.
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