Here is where the game begins, around the campfire. Caravan Master Odema give me the quest to find some springberries and water as ingredients for a healing balm. A female Human Fighter named Calisca will also join you as a temporary companion.
Here is a Rogue named Heodan, who is also a merchant for the moment. He sells generic and lower-end weapons and armor. You may want to buy a spare weapon from him so that you can use it to save his life later on (see note #18 below). Also, Heodan remains available as a merchant up until Sparfel is killed by Glanfathan Hunters (see note #13 below).
There are also a couple of opportunities to speak with him and earn Disposition points. One opportunity arises when you ask him about why he joined the caravan. Clever, Cruel or Passionate responses become available.
The other opportunity is when you ask him about the Aedyr Empire. Diplomatic or Rational responses become available.
An Orlan's Cradle can be found here. Remember to hold onto any plants you come across. They may seem inconsequential now, but can really come in handy for item creation and enchantments later on.
A pair of Young Wolves can be found here. If your main character is not a tank character, you can send Calisca ahead to hold them in position so that you can either attack them at a distance or flank them. They're otherwise not all that difficult to kill. They leave behind a pair of Wolf Hides that can be sold off to Heodan.
The Springberry that Caravan Master Odema wants can be found here.
A dead traveler can be found here. He can be looted for a Leather Armor.
Here is where Sparfel leaves behind the Full Waterskin. Clicking on the Full Waterskin places it in your stashed quest item inventory, and leads to Sparfel making his way back and collapsing with an arrow in his back, and your party getting attacked by a pair of Glanfathan Hunters. One hunter uses an axe and will approach from across the bridge. The other will fire arrows from the south. Flank and attack the melee one, since he closes in fairly quickly and can hit hard. That will make taking out the archer easier. Note that any item you can find prior to clicking on the waterskins, even those more to the southwest, can be sold to Heodan. It is after clicking on the waterskins and having to kill off the Hunters that Heodan will no longer be available as a merchant.
A pistol called The Disappointer can be found here if the party is in Stealth Mode. It can either be equipped as an interim missile weapon, or it can be sold off to Heodan if it isn't too late. Keep in mind that its "Terrible" quality that reduces its Accuracy and damage counts as a Quality Enchantment, so it can be replaced with a beneficial Quality Enchantment like Fine or Exceptional or Superb.
More Glanfathan Hunters can be found here. Some of them attack in melee, while one of them fires arrows from a distance. Again, if you don't have a tanking character, let Calisca go on ahead so that you can either flank them or hit them at distance.
They leave behind Hatchets, Medium Shields and Hide Armors. The loot may present an opportunity for either Calisca or your own character to adopt a tank set up with an emphasis on Deflection at the expense of Accuracy.
You will discover most of the caravan slaughtered upon your return. Several Glanfathan Hunters will be holding Heodan hostage. The first dialogue option presents the opportunity to make either a Lore 1 or an Intelligence 15 check to avoid injury to Heodan. If you are unable to make that check, he will wind up with Bruised Ribs (-20 Fortitude Defense, -2 Constitution).
The next dialogue option that involves either voluntarily surrendering your weapons, or making an Attribute check that involves any of your Attributes, or a low number Athletics or Lore skill check, to avoid it. Suffice it to say that it's better to make one of the checks, since the Hunters will attack anyway.
Their leader will charge after Calisca and yourself, while the others will surround Heodan. A workable strategy is to have Calisca hold up the leader while the other character flanks the Hunters who have surrounded Heodan.
Once the fight ends, Caravan Master Odema warns the party to get inside the nearby ruins to avoid getting killed by a magical storm.
As the party flees for the nearby ruins, a Hunter will grab onto Heodan. You can either make a Dexterity 15 check or sacrifice a melee weapon you are currently holding in order the shake the Hunter off of Heodan. If you do neither, Heodan will die then and there and you'll end up in the next dungeon without him.
Sorcerer's
Place is a project run entirely by fans and for fans. Maintaining
Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!
Supporting Sorcerer's Place
Has Sorcerer's Place been useful? If you'd like to show your appreciation
for our hard work on the site, and help us pay the bills the site generates
every month, please consider helping support SP.
Thank you!