The locations detailed in the walkthrough are all referenced to the numbered and lettered locations shown in the map above. City names are abbreviated, locations numbered and teamwork feat locations marked with lower case letters. Locations which can be reported to Volo are marked by red asterisks * . All of the individual thumbnail images can be clicked to open an annotated full size map in a separate window so you can check the locations of individual encounters or loot versus the text.
We're not including maps for all of these areas. Some of them are simply one room dungeons or small enough that you won't need maps to get around. Just remember to search everywhere and hit the "Z" key to highlight containers. We've also decided to exclude the Special OLM map encounters and put them into a separate section as their locations are random and in most cases can be done at any time in the game.
Sa - Samargol
Upon arriving in Samargol, we head over to talk to Sa'Sani who informs us that she can't protect us unless we are under her employ. Doesn't give us a lot of choice, so we agree to help her. She gives us a ring, Sa'Sani's signet ring, signifying that we are under her protection. Sa'Sani is convinced the shipwreck was no accident and asks us to return and investigate the wreck. She also wants us to recover some of her cargo if possible. We manage to convince her to give us 2000 gp to better equip ourselves. We try talking to Volo but he doesn't have much to say so we head over to the merchant area.
We run into a tiefling merchant named Vadin'ya who has a nasty habit of referring to us as birds, calling me "her little magpie". If she wasn't the only other source of employment at the moment, I would show her my bird of prey imitation and peck her eyes out. It seems Vadin'ya does have a job for us though. She wants us to track down a Dire Boar by the name of Bal'alak and bring his tusks back to her. She says that the boar can be found in the plains just across the river north of city.
Next to Vadin'ya we run into a druid, Umoja and his dinosaur companion, Yushai. We figure his skills will come in handy and ask him to join us. (Besides the dinosaur is just too cool.) We now have our first cohort.
As we continue exploring, we run into Bounty Hunter Kwesi. She's also interested in Bal'alak tusks and gives us bounty bag to store them along with any other "bounties" we might find. Kwesi will also have bounties of spiders (8 venom sacs), dinosaur claws and boar tusks so check back with him often. She will also buy any other creature parts that you recover as well. (Note: The Bounty bag is BUGGED thru v1.21. Once anything goes into the bag it can not be removed and put back into your inventory. Items can be sold by dragging and dropping them into Kwesi's, or any other bounty collector's inventory. We suggest dumping the bounty bag and buying a magic bag from one of the merchants to store your creature parts. This is fixed in v1.22) The drop rate on the spider venom sacs and boar tusks is very low, so be patient.
Nearby is a woman by the name of Inshula (a ranger). We hire her after negotiating her fee down from 500 gp to 300 gp. Since the party is full, she says she'll go and wait for us at the local Tavern, Leira's Trick.
We decide to head over to the tavern and run into some crazy person called the Doomsayer. Just a bunch of mindless raving from someone who obviously should go back on their meds.
So it's off to the shipwreck we go. As you leave, you're going to hit the Overland Map (OLM) for the first time. Make sure you have a party member selected with high search, spot and hide skills. There are a lot of hidden goodies on the OLM and you'll only find them with decent skill levels.
1 -Shipwreck
Seems as though we have some competition for the cargo. There are 4 Batiri Scavengers and a pair of Batiri Guards searching thru the wreck site along with a handful of Velociraptors as well. Looks like we'll have to deal with them so we can claim the cargo for ourselves. We spot a couple of large Jungle Beetles at the far western edge of the beach as well. After we've handled them, we examine the hull and the ship's rigging, a dead body washed up on the beach and a broken weapon. All of the evidence seems to point to sabotage. This was no boating accident! We manage to find six crates of ore (this will vary from 4 to 6) washed up on the beach which we claim. Once we finish searching the area, we gather up the loot dropped by the Batiri and exit the area.
We return to Sa'Sani in Samargol with news of the recovered cargo and the evidence we've gathered. She gives us a healthy reward of 1800 gp which we plan to use to upgrade our equipment. Sa'Sani needs time to examine what we've found, but in the meantime she wants us to see if we can rescue Lastri. The odds on her survival are long, but we agree. Osi Tchaluka will finally talk to us. He has a number of useful crafting recipes, including all of the elemental weapon damage recipes as well as the +1 armor and weapon enchantments. After cleaning out his stock, we leave Samargol and head south.
2 - Stoneknive Tribe Cave
This cave is located just to the south east of the shipwreck. When you enter, you'll be attacked by 4 Batiri warriors. Deal with them and search the weapon rack in the first side chamber near the front of the cave to find a Kama +1, a Onyx Spear and a shortbow. Continue to head deeper in the cave to confront the Batiri Matron and her cronies. Lastri is here, locked up in a cage but otherwise fine. It's your choice as to how you deal with the Batiri: (1) either allow them to leave peacefully or (2) start a bloody rampage thru the Batiri population. After the Batiri are either dead or have left, it's time to free Lastri. Either use the key you got from the Batiri or have your rogue pick the lock. Lastri will head out of the cave and you'll be able to meet up with her again in Samargol. Don't forget to loot the chest for a bastard sword +1. If you decided to kill all of the Batiri, make sure you recover the Shard of Samargol from the bodies. When you're done, it's time to go back to Samargol. We finish looting the remains of the four batiri at the front of the cave and leave. We decide to explore the coast a bit, so we head southeast for a while and then cut north to Rassatan. We decide to pay a visit.
Ra - Rassatan
The only places you can visit are the Forgotten Pearl Tavern and the Temple to Waukeen. Enter the tavern and talk to Redfeyer. Redfeyer has lost a magical amulet and he wants you to recover it for him. He says he lost it a cave to the east and points you to the Singing caverns.
3 - Singing Caverns *
A swarm of bats and several green spiders make this a place we won't put on any tourist guides. Be careful of traps in the caves. Kill everything in here and follow the clues from the sound of the amulet. The amulet is in a chest to the south. Grab the amulet and return it to Redfeyer in Rassatan for the reward. Don't forget to grab the bat wings - they're a crafting component for certain recipes. We finish grabbing loot and leave the cave deciding to take the road back to the west and return to Samargol.
Back in Samargol
Sa'Sani was pleased that we manage to rescue Lastri and rewards us with 2000 gp for rescuing her. She mentions that Lastri told her that she suspected Luaire of being responsible for the sabotage. Sa'Sani sent Luaire off to the Lantan lumber camp with a message to deliver to Ilfoss and Kuzi at Crossroad Keep. So she wants us to follow him and make sure the message actually got thru. She also tells us that Lastri is over in the tavern and wants to speak to us.
We head over to the inn and talk to Lastri. Seems her second mate is missing and Lastri wants us to find him. We're not optimistic given the cannibalistic nature of the Batiri but we agree to help. Lastri gives us a strange stone key that she found at the wreck site - she thinks it might unlock the entrance to the cave at the shipwreck site. We tell her we'll take a look.
We decide to see if Volo needs any help. He has a couple of jobs for us. It seems he is compiling a journal of the sword coast and wants our help in gathering information on "interesting" places. He also he wants a local bird, a parrot. Now what we do we look like, Pets-R-Us? Maybe Vadin'ya can help. She might be more willing if we manage to bring her Ba-alaks tusk so we decide to leave Samargol and head north
It doesn't take long to find Ba-alak or to kill him either. We grab his tusks and return to Samargol. We give his tusks to Vadin'ya and ask her about a parrot for Volo. Seems that Vadin'ya DOES have a parrot and although she has a buyer, she agrees to give us the parrot in exchange for something rare and unusual, perhaps from the black market to the southeast. We decide to head to the black market first and then go to the lumber camp first and see what we can find out about Sa'Sani's associates. 4 - Underdark Black Market *
We arrive at the black market and are warned by the bouncer not to bother the other customers. We enter and make our way to the first illithid we see - Oin'Chakalop. We can't get anything coherent from her despite repeated attempts. We try Zhiir next. It seems that Zhiir does have some special merchandise, (including a bottle of Deepwine and several wondrous item recipes) but before he will give us access to his special stock he wants a favor in return. He asks us to recover some research that he commissioned and he tells us it is off to the northeast at a place called Tempest's Fury. We agree and continue looking around. (Note: If your sleight of hand skill is high enough you can pickpocket 2 bags of holding from Zhiir.)
We talk to Xo'rill. It seems that Xo'rill has a caged glacial snake that Vadin'ya would accept in trade, but it's a bit pricey so we decide to take a pass on it for the time being. (Note: you can use a Corrolax Egg to satisfy Vadinya's quest so buying the caged glacial snake is not required). Xo'rill is holding some deep gnomes as slaves (including Chir Darkflame, one of the cohorts) to be sold to another customer. We try every option we can think of (short of taking them by force), but we simply can't find a way to convince him to release or sell the prisoners to us. Since we haven't completed Zhiir's quest yet, we opt to leave and settle this later. There is a locked chest to the west that you can open and loot for a greatsword +2, but doing so will cause the entire group of Illithids and the bouncer to attack.
Note: If you delay visiting the Underdark black market until after you've talked to Ottlemar (see the Taruin section below) you will be able to buy a bottle of deepwine from Zhiir for 2500 gp without having to complete the Tempest Fury Quest. You also have the option to attack the Mindflayers during the conversation with Xo'rill and free the gnomes. If you do that before you've completed Zhiir's Tempest Fury research quest, it will be locked off. When you attack Xo'rill all of the mindflayers will go hostile and it's not an easy fight. Zhiir will drop a bottle of Deepwine and Xo'rill will drop the Caged Glacial Snake and that you can use to complete the quests for Vadinya and Ottlemar respectively. We suggest that you complete the Tempest Fury research quest first and then decide how to deal with the issue of the deep gnome prisoners.
5 - Lantan Lumber Camp
We arrive at the Lumber camp and talk to the gnomes. Dall Nickleplate says that no one has come to use the portal. When we investigate further he says it wouldn't have done any good anyway as the portal is broken. So it's obvious that Luaire hasn't been there and no message was sent. Dall asks for our help with some "local troubles". There are some "pesky dinosaurs" that are disrupting camp activities, some strange disturbances around camp around midnight, and plus they are missing one of the parts to the portal. We tell him we'll do what we can.
We wait until around midnight and head outside the camp enclosure. Just to the north we encounter the source of disturbances - it's a ghost. And a gnomish one at that. The ghost attacks and just when we almost have it destroyed, the ghost stops attacking. She explains that she was murdered by another gnome named Leva. She wants justice. She asks that we recover her body and show it to Dall. We start looking in the trees just to the north of the camp and recover the body. We return to Dall, show him the body and confront Leva. One problem solved.
We decide to tackle the dinosaurs next. We exit to the overland map and hunt around for a little while. Eventually we find and kill a group of Deinonychus. We recover the claws as proof, return to the camp and show Dall the claws. Problem 2 Solved.
We talk to Dall about the portal. Their artificier is dead; murdered Dall believes. He gives us a sample of the toxin taken from the artificiers blood - maybe it will shed some light on the murderer. Our mage is able to fabricate a new part (Spellcraft check) and the portal is up and running. Problem 3 solved. (Note: If you don't have high enough Spellcraft, you'll get the Ticking Dinosaur special encounter - so called because the part the dinosaur ate is ticking inside it. You'll need to exit the Lumber Camp and return to the OLM to find the dinosaur, kill it, recover the part and return to the camp.)
Now that we've fixed the portal, Dall says he will send a messenger thru to Crossroad Keep and one to Sa'Sani as well.
We talk to Nil Sheafrustle as well. Nil is collecting bounties on spiders (Venom sacs), stag beetles (shells), Deinonychus (claws), will'o'wisps (glamers) and wyverns (stingers). There is supposed to be a special reward called a Spherelight for returning the will'o'wisp glamers but we opted to keep them for crafting.
We decide to explore the jungle to the east a bit, and happen to stumble onto a rare Corrolax Egg. We wonder if Vadin'ya would take this in exchange for the Parrot? We cut south and follow a trail thru the jungle - at the end of the trail we encounter an odd creature called One-of-Many. This thing EXUDES evil and we decide to simply give it a wide berth for the time being. We make note of its location and decide to come back later and take care of it. Maybe. Before returning to Samargol we decide to explore the peninsula south of us.
6 - Tower *
The tower is occupied by a group of 3 bugbears and a bugbear cleric. We kill them and recover a +1 warmace and a potion of cure light wounds. We head south and follow the coast down the eastern edge of the penisula until we encounter a cave.
7 - Kobold caves *
We enter the cave and are attacked by a band of 9 kobolds and a kobold sorceror. We kill them almost as fast as they attacked us. We spot a chest and manage to remove the trap (DC 28) and pick the lock (DC 28), Inside we find two cure medium potions. We leave the cave and continue south down the peninsula until we encounter a set of ruins in the jungle.
8 - Ruins *
We enter the ruins to find 5 lizardfolk warriors. They attack so we're forced to kill them. We loot the bodies and a chest at the back to find several gems. We leave the ruins and retrace our path to the north and turn west. We go as far as we can along the coast and are about to turn around when we spy an old crypt. Odd place for a crypt but we decide to investigate.
9 - Crypt *
There are a number of skeletons and dead bodies dressed in armor here but they are motionless. We open the sarcophagus in the center of the room to find it filled with gold, 2 ancient trap parts, 2 bloodstones and 2 fire opals. When we take the treasure the armor clad figures which are actually skeletons and zombies attack. Turn undead kills all of them except for one stubborn zombie but our blades make short work of him. There's nothing on the bodies so we leave the crypt and head back to the east and return to Samargol.
On the way we decide that perhaps we've waited too long to rescue the second mate. We bypass Samargol and head south back to the shipwreck cove.
Cave at Shipweck Site
We arrive at the shipwreck site and use the Batiri Keystone we got from Lastri to open the stone door. The minute we enter we are attacked by about a dozen Batiri and Batiri Younglings. After we fight our way thru them, Chief Taelunangul and a Batiri Guard join the fray. When their all dead we tell the Mate that Lastri sent us and he gives us the Sailor's Shelter as a reward. We loot the chief's body to recover the Jungle Headress, and search the various containers and bodies to find a Batiri Buckler, a shortbow, a longbow and some miscellaneous gems and items. In addition there are 4 ore crates that you can recover and add to your cargo inventory. We leave the cave and head back to Samargol.
Samargol
We arrive in Samargol and talk to Sa'Sani about what we learned at the gnome camp. She says we should ask Vadin'ya about the toxin.
We head over to Vadin'ya and give her the toxin. She immediately recognizes it as originating from an area where chokemist vines are found and marks the location for the Chokemist caves on our map. We give her the Corollax Egg that we found and get Volo's parrot in return. Vadin'ya has another job for us if we're interested. She tells us that the firenewts are known for using flaming weapons and she wants us to recover one for her.
We take the Parrot and deliver it to Volo. He seems very pleased although the parrot has a nasty toilet mouth! Bird is cursing a blue streak at Volo. He says he'll train it out of him. Right Volo. Nonetheless, Volo is happy and gives us 3000 gp and asks us if we can get a fragment from a ruin for him. Shouldn't be a problem. Lots of ruins in the jungle. We tell him about the locations we've visited and we earn the Tourist Epithet feat (the first in a sequence of 8 feats).
We then tell Sa'Sani what we learned about the toxin and she urges us to head to the Chokemist Caves and investigate. We decide to sell off some the cargo we've found and explore the eastern half of Samarch before we do so. We leave Samargol and follow the follow the road east until we reach Nimbre.
Ni - Nimbre
As you walk into Nimbre, you get a first hand look at the Samarach version of the Spanish Inquisition. The Samarach Guard is in the midst of arresting a number of the local civilians on suspicion of being Yuan-ti. Paranoid much? You have three options here: (1) attack the Samarach soldiers, (2) let them cart the villagers away or (3) try to get them to wait while you snoop around.
Unfortunately, as of v1.21 - the third option to this quest is bugged. What should happen is this: Go inside one of the buildings on the west side of village and talk to the Loremaster. If your Spot skill is high enough, you can notice some incriminating tatoos on the loremaster's arm. When you confront the loremaster about them, he and a couple of friends who spawn in, will attack your party immediately. When they are killed, you can loot the loremaster's body to find a bloodied scroll which exposes the loremaster as a yuan-ti. Delivering the scroll to the Samarach Inquisitor - err, Captain, will show him who the true villian was and the villagers will be set free. The actual bug is that required skill score for the Spot check is 100. Sounds like the coding is tad off as I would have guessed a score of 8 to 10 was expected. There is a fix for this in our download section called the Nimbre Fix. (click here)
Without the override fix, that means either bad luck for the Samarach Inquisition or the villagers. If you do fight the Samarach Patrol you can search the bodies to find the Gilded Armor, a longsword +1 and a Periapt of Wisdom +2.
Regardless of the option you chose, search the locked chest in the Loremaster's backroom for the Drums of Haunting and an emerald. In a second room is a set of bookshelves that contains a few scrolls.
Don't forget to check out the wild boars in the village as well. If your sleight of hand is high enough you can distract the wildboars and find a Periapt of Wisdom +2 in the mound of dirt. We leave Nimbre and its problems behind and head to the east.
10 - Cave (NE of Singing Caverns, east of Nimbre)
Inside this cave are five ogres and a couple of goblins occupy this cave. They attack when we enter. We kill them and collect the Giant's hearts and a couple of potions. We search the cave and find a +1 kama in a trapped and locked chest.
11 - Firenewt cave
There are 2 fire elementals, 3 firenewt warriors, 2 firenewt archers, and a fire ball slinging firenewt sorceror in this cave. Don't these guys know that playing with fire can be dangerous? We kill the lot and loot the bodies to find some scrolls, gems and a couple of potions. We leave the cave and head west and then turn north to Taruin.
Ta - Taruin
We stop by the Serpeant's Demise Tavern and talk to Ottlemar. If you have a decent lore skill you can impress him with your knowledge of wine and he'll ask you to try to acquire a vintage bottle of Deepwine for him. We've already scoped out the local merchants in Samargol, so it looks like the Underdark Black Market is our only hope. We'll have to handle this a little later. We leave Taruin and continue north to Torich
To - Torich
The only places you can visit are the Broken Pick Tavern and the Temple to Waukeen. We decide to pay a visit to the tavern. We ask the bartender if he's heard any rumours and he tells us about a cursed mine to the west. We also talk to Essien, one of the local miners. Essien is kind of nervous but we convince to him tell us what's wrong. He tells us that the mine has been overrun with firenewts. He's asked the soldiers for help but they aren't doing anything about the problem. He wonders if we might be able to help.
12 - Selgol Salt Mines *
The mines are infested with firenewts - almost two dozen of them. (This is one case where you need to keep a close eye on your party AI. If you're not careful, party members will run off to engage the next group before the last one is finished with potentially disaster results.) We head into the mines and meet the first group comprised of 2 firenewt warriors and a firenewt archer. We kill them and loot the bodies for a single potion of fox's cunning. In a chest in the western-most room we find a light hammer +1 and three gems (malachite, topaz and amethyst). In an armoire in the back of the room where this first group came from we find a lens of detection and thieve's tools +3. We continue down the hall to the east, and encounter a second much larger group comprised of 3 firenewt warriors, 2 firenewt archers, 1 firenewt scout 1 firenewt sorceror and a hell hound. We set up a defense at the door to the room and drop a web spell into the room. The fight is going fairly well when we are attacked from behind by a third group comprised of 2 firenewt warriors, 1 firenewt archer, 1 firenewt alchemist and another hellhound. Fortunately we are able to survive the combined assault but we're pretty battered up. We loot the bodies and find a light crossbow +1, bolts of piercing, potions of cat's grace and bull's strength and some gold. We decide to return to the Broken Tavern to rest and recuperate. We leave the Mines barely evading a group of firenewts outside and head back to Torich. we rest overnight at the inn and return.
We continue exploring the mines and run into the final group of firenewts: 4 elite firenewt warriors, 2 archers, 1 firenewt alchemist, 1 firenewt sorceror, another hellhound and the Flamespar Overlord. Good thing we decided to rest. After a tough fight, we loot the bodies to find a suit of chainmail +1, a snaketongue amulet and a Great Fire Axe. We grab the loot and leave the mines.
We head west and report our success to Essien. Didn't seem very grateful though. We leave the Broken Pick and head west to check out the mine.
13 - Cursed Mine *
There are two groups of undead here, each comprised 4 shadows. When you've dealt with them search the Mine. We find two unlocked chests and recover the gems inside. We leave the mine and head south to Taruin. We discover a crypt to the southeast and decide to investigate
14 - Crypt (SE of Taruin) *
There are two sarcophagi in this crypt (both trapped). When you try opening either one, a group of four wraiths will attack. When they are all dead, search the sarcophagi for a Chain Shirt +1, a Scimitar +2, a Ring of Insight and the Noble's Cap. Don't forget the Wraith Residue. We leave the crypt and turn south to Samargol.
We turn the Great Fire Axe over to Vadin'ya and she asks us to find a flawless gem for her. She tells us that we should go to the Shattered Spear tribe in the north and ask them. We decide to go to east instead to the underdark blackmarket and ask about Ottlemar's wine
15 - Shattered Spear Clan *
The Batiri Shattered Spear Clan have the flawless gem that Vadin'ya is interested in. When you enter, you are confronted by a sentry who will allow you to enter the cave and talk to the matriarch, Guamogh. You have three options: (1) you can either wipe out the entire clan and recover the gem, (2) pickpocket the gem from Guamogh, or (3) strike a deal with the clan. Guamogh says she will give you a gem if you go to a ruined temple to the south and recover a tribal artifact called the shattered spear. You can loot the locked chest without the Batiri attacking. If you kill the entire clan, you earn the Bane of the Batiri Epithet feat. (Sorry don't have the treasure drops for this location yet.) Note: the v1.22 beta patch changes the options on this encounter so that it's possible to return the shattered spear to the clan AND subsequently attack the entire tribe afterward. In v1.21 that is not possible.
16 - Ruined Temple *
One look at the inside of this place and you just KNOW this is going to be fun. You are going to have to kill several Yuan-ti Holy Guardians, Serpeant Lord D'Shai and along a number of spider constructs to empty this place out. If you aren't stocked up with healing potions and a couple of antidote potions or neutralize poison spells you might want to leave, stock up and return. Be careful of traps in here. There are two traps (DC 26 and DC 28) in the entry chamber, in the rooms on either side and a large trap that covers the entire area of the middle section of the central passage. There is a single Yuan-Ti and 1 or 2 spider constructs in each of the first two rooms on the left and right. In order to get thru the door in the center of the entry chamber you are going to have to clear the room on the left and activate the lever in the room that adjoins it.
In the bookshelves in the room on the left you can find the Sauringer Tome, some scrolls and the ruin fragment that Volo wants. When you've killed the first two holy guardians loot their bodies for some piercing arrows and lightning bullets. Don't forget to pick up the blade spider cogs from the remains of the spider constructs. Then flip the lever to open the central passageway. Remember that trap! In the central chamber at the end of that corridor are two Yuan-Ti holy guardians and 3 spider constructs. Off to the right in the adjoining room are two more Yuan-Ti Holy guardians and Serpeant Guard D'Shai. We end up drawing the Yuan-ti down that corridor and made a stand in the first chamber on the left. In the center of the north wall of that last central chamber is a DC 40 door. GOOD LUCK! If you manage to get past it, you'll find two trapped chests (DC 26). The one on the left contains the Shattered Spear relic, Bracers of Armor +1 and a Wand of Fireballs. The second chest contains an Amulet of Natural Armor +1, 4 scrolls, and a Potion of Cure Serious wounds. Don't forget to serach the bodies as Serpeant Guard D'Shai drops a scimitar +2.
After we've finished looting, we head back to the Shattered Spear clan and return the relic to the matriarch Guamogh in exchange for the flawless gem. We head back south to Samargol and deliver the gem to Vadin'ya for 5000 gp. Unfortunately she doesn't have any more tasks for us. Pity - she pays so well. We head over to Volo and deliver the ruin fragment to him. He gives us 1400 gp and the Simbul's Sly Smile. We try to find out more about Volo and the Simbul but he's not saying much. Volo tells us that he's heard that Dinosaur steak is a delicacy and he wants to try some. What the heck - we've played jeweler, travel guide, and pet shop for him - might as well play caterer as well. Wait until he sees the delivery charge though. We also tell Volo about the latest places we've visited and earn the Wanderer Feat.
While we here, we trade in 100 trade bars to Osi and finish the Lady's Apprentice quest. We hated to part with the trade bars but we wanted some extra cash. (Note: If you don't exchange the 100 trade bars for gold PRIOR to leaving for the Sword Coast, you won't be able to complete the Lady's Apprentice Quest and the journal entry will NOT close off. You can't complete it later on when you return to Samarach.) We decide to finally check out Tempest's Fury, so we stock up on healing kits and head east.
17 - Tempest's Fury *
As we enter the tower, the sylph warns us to leave. Maybe we should have listened. On the left side of the entry hall is an arcane nexus but again don't worry about it for now. Follow the entry hall into a main chamber with four doors. The door on the north wall is locked and can't be picked. It requires a key - three keys to be precise. There's a skeletal corpse near the large summoning circle in the center of the room. Search the body to find a Scarab of Protection +1, Bracers of Armor +1 and a quarterstaff +1. When you open any of the other 3 doors you'll be attacked by a number of ice mephits and a water elemental. When they are killed, loot the adjoining rooms. In the north room, loot the scroll case to find 8 scrolls. In a locked and trapped chest, you'll find a Vault Key, a signed contract, a Ring of Minor Cold Resistance and a magical flute - Sorlynn's Ditty. In the center room, there is another trapped and locked chest containing the second vault key and an empty ring of Djinni summoning. In the southern room, in a third locked and trapped chest, there is a Brooch of Shielding, a scroll and a the third vault key. For good measure you can recover the mephit carcasses and an essence from the elemental. Once you have all three vault keys you can safely unlock the vault door. Now brace yourself because this is where things get really interesting. If you have any buff spells you want to cast this is a good time to do so. Go to the back of the vault and open the trapped and locked chest (DC 33 on both). Turn around fast because Shamal, the Djinni who owns this place is here along with four summoned air elementals and he is NOT happy. If you do this the hard way, you're in for a tough fight. If you do it the EASY way, you can use the Empty ring of Djinni summoning once to dismiss one (or more) of the elementals AND then use it a second time to trap the Djinni inside the ring, converting the ring into a Ring of Djinni Summoning in the process. We did it the east way. We finish looting the place and grab the Tempest's Fury Research, the Headband of the Binder, the Archer's Belt, Gloves of Spellcraft and a tower shield +1 from the vault chest. We finish looting the place and grab the Tempest's Fury Research from the vault chest and take it back to Zhiir in the Underdark Black Market.
We return to the Underdark Black Market and give the Tempest's Fury research to Zhiir. Now that we have access to Zhiir's special merchandise we buy a bottle of Deepwine (you can use Lore to cut the price from 5000 gp to 2500 gp). We leave the underdark and head back north to Taruin and deliver the Deepwine to Ottlemar for 5500 gp. We decide to explore the jungle to the west and we find a Megaraptor. This poor guy has seen better days so put him out of his misery and grab a dino steak for Volo. We head back to Samaragol and deliver the steak to Volo for 1500 gp. We decide that we've put of dealing with Luaire long enough so we head west to the Chokemist Caves.
18 - Chokemist Caves
We find Luaire near the back of the caves. He admits to causing the sabotage and starts raving. He orders his corrupted spiders to attack. Despite the webs they fling about, we manage to kill the spiders fairly easily and turn our attention to Luaire. For all the trouble he's caused, he doesn't put up much a fight, but before he dies he admits to being a Yuan-ti! This is not going to please Sa'Sani. We loot his body for the Saboteur's Stilleto, and Amulet of Natural Armor +1, an emerald, and a vial of toxic poison called Dragon Bile. We grab the venom sacs from the spiders just for good measure, and leave the cave and head back to Samargol
Back in Samargol
We arrive at the bazaar and stop to talk to Osi to see if he he's gotten any new inventory. He tell's us that Sa'Sani is very pleased with what we've accomplished and gives us a Ring of Minor Fire Resistance. When we tell Sa'Sani what we learned from Luaire, she is frantic. If word of this gets out, she'll be forced to leave Samargol at the least. Sure enough, within minutes of telling he, a Samarach Captain arrives and tell's Sa'Sani that we are no longer welcome in Samargol. (Note: Depsite what the journal entry says you can still enter and exit Samargol anytime after this.) Sa'Sani, Nas'sirin and Osi discuss the next step with Nas'Sirin arguing for moving operations to Rassatan. Sa'Sani says no, and says she is moving operations to the Sword Coast. She says she, Volo and Nas'Sirin are going to the Lantan lumber camp and will use the portal to go to Crossroad Keep. We should follow as soon as possible.
19 - Abandoned Cabin
We knock on the door but no one answers so we go on in. We find a journal here in a set of bookshelves and a glittering necklace, some gold, and scroll in a trapped (DC 28) and locked (DC 28) chest. We read the journal. The owner of the cabin had a brother, Jerod, who was dragged to his death in the ocean. Now whenever the cabin's owner goes down to the beach, Jerod's ghost won't leave him alone - begging him to join him. We search the coastline south of the cabin but we can't find anything. Perhaps we'll come back later.
20 - Waterfall Cave *
This cave is occupied by a single Fell Troll. Kill him and loot the place for a Amulet of Natural Armor +3, Ring of Protection +3 and a Lesser Magic Bag.
21 - Viper Temple
The location is not accessible until part 3.
Lantan Lumber Camp
With no more exploration to do we decide to head for the sword coast. We arrive at the Lantan Lumber camp to find that Ahri "Golemkin" needs our help. She wants you to destroy Clockroaches outside the camp and return with 4 Clockroach Parts to repair her malfunctioning clockroaches. So we head back to the OLM, find some clockroaches, kill them, grab the parts and return to Ahri. Ahri gives us a Collapsible Clockroach as a reward.
We head over to Dall and tell him we're ready to leave. He fires up the portal and we step thru ........ (continued in Part 2)