Travel: Technic League Encampment
First step, travel to Thorn Ford, which you should know the way to by now. From there you’ll want to go the following directions:West Northwest Southwest Southwest
With any luck you’ll make it to the Technic League Encampment without being fatigued, but if not, you can always rest when you reach the area. You’ll want to be fully rested, too, as a rather large fight awaits.
Battle The Technic League
From where you start at the southwestern end of the area, head north until you reach the northern-most edge of the area. From here, turn west and you should spot a tent, near which two stragglers - a Technic League Bowman and a Technic League Swordsman - lurk. Pounce upon them and kill them, a feat which shouldn’t alert the rest of the camp, then carefully proceed to the west until the rest of your foes are in view.
The majority of your foes still remain, and they include two Technic League Mages, a Technic League Bowman, a Technic League Swordsman and Kalannah. With any luck you should be able to rush the eastern-most Technic League Mage and put them down before they can cause you any trouble, but the second Mage and Kalannah are better protected. You’ll either have to risk an Attack of Opportunity by the Swordsman to reach them, let them wreck magical mischief unopposed, or try to debilitate the Swordsman with magic of your own. The last is arguably the best option, if it works, and once the Mages and Kalannah are defeated you should be well on your way to victory.
You can sway the odds more in your favor by freeing some prisoners - Regongar and Octavia - who are bound west of the eastern-most tent. They’ll immediately leap to attack and spoil any element of surprise your may otherwise have had, but they’ll also hopefully draw fire to themselves and spare you the attention.
Otherwise the enemies have the same abilities here that they had during the random encounter. The Mages will spam Blindness, Kalannah will summon some Wolves, and the Swordsman is just there to deter you from hinder the casters.
Decide Kalannah’s Fate
After you defeat your enemies, Kalannah will immediately begin to beg for mercy, and in her current predicament, she’s far more forthcoming with information. Her former slave, Regongar, however, is hungering for revenge. Get what information you can out of her, then pick between three options: allow Regongar to kill her, kill her yourself, or let her go free (a [Neutral Good] act). There’s no immediate penalty for killing her, and if she doesn’t leave the camp alive you can loot her Wand of Expeditious Retreat and Headband of Vast Intelligence +2, making her demise a lucrative one.
|Reward: For defeating the Technic League under Kalannah|
Decide what you will, and regardless of your choice Regongar and Octavia will offer to join you. They were willing enough to fight at your side after you freed them, and look to continue in that line of work if you merely accept them. The unlikely pair are both spell-casters, with Regongar being an Eldritch Scion and Octavia being a Rogue/Wizard. Regongar won’t be of much immediate use as an arcane spellcaster, as his spells are suited to enhancing his combat abilities, and should ideally remain so. Octavia, despite her level in Rogue, is your typical spell-caster, albeit her high Dexterity and Rogue proficiencies will make her more competent than usual at ranged combat, for the short-term.
Did You Know?: RPG veterans might suspect that Octavia was inspired by Imoen, as both are Rogues (or Thieves, in 2nd Edition Dungeons and Dragons) who augmented their skulduggery with magic. Both will be use largely the same, as well, with Octavia standing back and lending ranged support - either with a Short Bow or with magic.
With that, you’ve avenged the attack of the Technic League and have acquired two new companions. If you stole an ally away from Tartuccio earlier, you should now have six possible companions (not including your protagonist). Whomever you do not currently have in your party will return to Oleg’s Trading Post, and you’ll be able to select which characters you wish to bring with you every time you depart. Of course, if you put dedication to evil over practicality, you can pick the [Chaotic Evil] option to attack the two, if you wish.
Note: If Octavia is the only proper Wizard available to you, consider having her scribe all the scrolls you’ve found thus far… including the Scroll of Reduce Person she comes equipped with.
Before you leave, it’s time to get to looting and liberating. Free any remaining prisoners - including your abducted companion, if applicable, then plunder the bodies of the slain to score a Masterwork Longbow from the Bowman, two Estocs +1 from the Mages, and from Kalannah you’ll acquire a Wand of Expeditious Retreat and Headband of Vast Intelligence +2… if you killed her or allowed her to be killed, anyways.
In a chest near the eastern tent you’ll find a Scroll of Bane, a Potion of Mage Armor and a Potion of Reduce Person, while the two sacks (DC 12) in the camp contain trinkets and food. In the chest near the western-most tent you’ll find another Headband of Vast Intelligence +2. Again, if Octavia is your only mage, this makes for fine headgear, as it’ll increase the DCs of her spells and give her another 1st level Wizard spell slot, at the very least.
With that, you should be done in the Technic League Encampment. Return to the area transition in the southwestern corner of the map, as the Temple of the Elk beckons.