Hollow
The Hollow serves as a bustling refugee camp inside the Emerald Grove where tieflings sheltered from Elturel gather under the leadership of Zevlor. You explore cavernous passageways, interact with traders and refugees, recruit companions like Wyll, and decide whether to aid them against the escalating tensions with the druids and outside goblins.
- Region
- Emerald Grove
- Levels
- 2-4
- Getting there
- North from the Emerald Grove main gate, down into the sunken cavernous trench (X: 206, Y: 496)
- Connects to
- Emerald Grove, Sacred Pool, Secluded Cove, Druid Grove Underground Passage
- Related quests
- Save the Refugees · Defeating the Goblins · Save the First Druid · Save Arabella · Steal the Sacred Idol · Find Your Belongings · Investigate the Beach · Return the Locket
- Services and people
- Arron · Dammon · Mattis · Auntie Ethel · Zevlor · Wyll · Rolan · Alfira
- Enemy types
- Goblins · Bugbears · Harpies
The short version
What matters
- •Recruit Wyll at the training dummy to secure a warlock companion and advance his personal questline.
- •Persuade Rolan, Lia, and Cal to stay so they can save multiple tiefling refugees later in Act 2.
- •Stock up on giant strength elixirs from Auntie Ethel and unique combat gear from Dammon and Arron before moving on.
Common mistakes
- •Letting Arka execute Sazza in the Makeshift Prison; always step in to keep Sazza alive for her escape route and related achievements.
- •Stealing or moving around in front of Pandirna while she is paralyzed; cure her with Lesser Restoration first so she tolerates your presence, though she still forbids stealing.
- •Triggering combat or entering the Sunlit Wetlands before shopping at Auntie Ethel, which causes her to permanently abandon the Hollow.
What you can skip
- •Striking down the Strange Ox here, as preserving it yields superior narrative content in later acts.
- •Starting an armed revolt inside Zevlor's office before finding evidence against Kagha.
Walkthrough
The area in the order you play it. Tick things off as you go: they tick off in the checklists below too.
-
1
The Entry Confrontation
When you pass through the inner archway into the cavern at X: 204, Y: 501, you encounter Aradin and Zevlor in a fierce confrontation. You can intervene during the argument by passing a DC 10 Insight check to anticipate the blow, allowing you to punch Aradin, punch Zevlor, or defuse them peacefully with DC 10 Persuasion or Intimidation. Before leaving the entry ramp, introduce yourself to the merchant Arron stationed nearby at X: 205, Y: 545.
Tip: Convincing Aradin and Zevlor to stand down keeps both NPCs cooperative so you can learn about Aradin's contract later.
Watch out: Striking Zevlor causes the tieflings to resent you, while failing to mediate can knock out either party.
-
2
The Smithy and Northern Stalls
When you move along the western edge toward the forge at X: 180, Y: 557, you can browse Dammon's smithy wares, and speak to Auntie Ethel at X: 192, Y: 546 for free healing supplies. Then talk to chef Okta at X: 180, Y: 540 to receive a bowl of camp gruel, and speak to Rolan, Lia, and Cal at X: 178, Y: 535. Before leaving the smithy area, persuade Rolan and his siblings with a DC 10 Persuasion check so they decide to stay and defend the camp.
Tip: Auntie Ethel restocks three Potions of Hill Giant Strength after every long rest or level up while she remains in the Hollow.
Watch out: Telling Rolan and his siblings to flee causes them to leave immediately, guaranteeing that several tiefling refugees die during Act 2.
-
3
The Training Ground & Paddock
When you proceed into the central yard at X: 215, Y: 550, you find Wyll instructing young tieflings and can recruit him directly into your party. Then speak with Guex at X: 215, Y: 565 and pass a DC 10 Athletics, Insight, or Detect Thoughts check to correct his swordplay technique for an Inspiration point. Before leaving the yard, approach the cattle paddock at X: 218, Y: 540 to cast Speak with Animals and pass a DC 10 Arcana check with the Strange Ox.
Tip: If you skipped recruiting Shadowheart on the beach, she rests nearby on a bedroll in this yard.
Watch out: Attacking the Strange Ox now locks out its unique interactions and storyline rewards in Acts 2 and 3.
-
4
The Locket Dispute & Tiefling Hideout
When you head toward X: 195, Y: 550, you encounter Barth accusing the tiefling youth Meli of stealing a treasured family locket. Then step in to de-escalate the dispute using DC 10 Persuasion or Intimidation to protect Meli and preserve the trust of the local children. Before leaving the market path, speak with Doni at X: 227, Y: 553 to uncover the concealed hatch behind him, or use small character forms to slip through the rocky crevice into the hidden Tiefling Hideout.
Tip: Returning the recovered locket to Barth later from the kids' hideout earns you bonus experience and 25 gold.
Watch out: Allowing Barth to strike Meli turns Mol and the tiefling children permanently hostile to your requests.
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5
The Storehouse & Scout Zorru
When you reach the locked Storehouse door at X: 204, Y: 560, pick the lock (DC 10 Sleight of Hand) to discover the paralyzed guard Pandirna inside. Then cast Lesser Restoration on Pandirna to cure her legs so you can explore the storehouse safely without alerting the grove guards. Before leaving the northern path, bring Lae'zel to Zorru at X: 186, Y: 570 to interrogate him about the Githyanki patrol sightings.
Tip: Sneak before looting the locked alchemy cabinet behind Pandirna so you remain outside her direct field of vision.
Watch out: Attacking or failing to mollify Pandirna causes her to shout for guards, making the entire camp hostile.
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6
The Makeshift Prison & Sazza
When you enter the northern cave appendix at X: 189, Y: 587, you discover Arka aiming a loaded crossbow at the caged goblin Sazza. Then position your character between them and pass a DC 10 Persuasion or Intimidation check to stop Arka from pulling the trigger. Before leaving the prison, pick the cage lock (DC 10 Sleight of Hand) and hop down to the rocky ledge behind the cage to find the concealed stone door leading into the Underground Passage.
Tip: Disabling or clearing the Underground Passage before freeing Sazza guarantees a smooth, trap-free escape.
Watch out: Letting Arka shoot Sazza kills her immediately, permanently locking out her questline and the "She Cannot Be Saved" achievement.
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7
Zevlor's Secluded Chamber
When you enter the stone doorway near the oxen at X: -55, Y: 65, you meet Zevlor inside his command sanctuary to discuss the plight of the refugees. Then speak with him about Kagha's ritual to receive his quest to plead with the druid leadership or find another way forward. Before leaving the Hollow, loot the locked heavy wooden chest in the back of the room using Zevlor's Key (or a DC 10 Sleight of Hand check), and climb the rear ladder to explore the high secluded overlook.
Tip: You can pickpocket Hellrider's Pride gloves directly from Zevlor here if you do not want to wait for quest completion.
Watch out: Agreeing to assassinate Kagha brazenly without gathering proper evidence causes the druids to immediately massacre the tieflings in the Hollow.
Choices here
What you decide here and what it leads to.
Rolan's Fate
Talking to Rolan, Lia, and Cal near the Hollow entrance
- Convince them to stay→ Rolan helps defend the grove, later protects refugees in Act 2, and can become a powerful allied summon in Act 3
- Tell them to leave→ They abandon the refugees immediately, causing refugee children to die during the Act 2 crossing and locking out Rolan's full Act 2/3 storyline and unique rewards
Most players pick: Convince them to stay
Missing the Persuasion check or ignoring the argument locks in their departure once you resolve the Grove conflict.
Recruiting Wyll
Speaking to Wyll in the Hollow training ground
- Invite Wyll to travel with you→ Wyll joins your active party or camp as an Origin companion and initiates his companion questline (*The Blade of Frontiers*)
- Refuse or ignore him→ Wyll remains in the Grove training tieflings, but will seek out your camp automatically later if you recruit Karlach
Most players pick: Invite Wyll to travel with you
Siding with the goblins to raid the Emerald Grove later causes Wyll to permanently abandon the party and turn hostile.
Sazza and Arka's Execution
Entering the Makeshift Prison cave
- Step between them and talk Arka down→ Keeps Sazza alive, unlocking the quest *Save the Goblin Sazza*
- Allow Arka to shoot Sazza→ Sazza is executed immediately, ending her storyline and locking out the *She Cannot Be Caged!* achievement
Most players pick: Step between them and talk Arka down
Letting Arka murder an unarmed, caged prisoner breaks the Oath of Devotion for Paladins.
Freeing Sazza
Talking to the caged Sazza after sparing her
- Lockpick the cage and smuggle her out through the Underground Passage→ Grants safe passage into the Goblin Camp, introduces you peacefully to Minthara, and allows completing *Save the Goblin Sazza* for the *Assassin's Touch* dagger
- Leave her caged or kill her yourself→ Sazza perishes when the grove situation resolves, preventing her from vouching for you at the Shattered Sanctum
Most players pick: Lockpick the cage and smuggle her out through the Underground Passage
Tiefling guards and druids will turn hostile if they spot you escorting Sazza out in the open.
Zevlor's Request (Kagha Confrontation)
Speaking to Zevlor in his Secluded Chamber
- Agree to speak with Kagha on the refugees' behalf→ Advances *Save the Refugees* peacefully and opens paths to expose Kagha or halt the Rite of Thorns
- Attack Zevlor or refuse to help→ Initiates combat with the tiefling leadership or leaves the refugees to be expelled into the goblin ambush
Most players pick: Agree to speak with Kagha on the refugees' behalf
Killing Zevlor permanently breaks tiefling progression across Acts 1–3 and forfeits his end-game ally summon.
Checklists
Don't miss 0/7
Secrets
0/4
Shops and people
- Arron: Sells mundane equipment, weapons, and magical accessories like the Ring of Flinging, Spellthief, and Gloves of Missile Snaring
- Dammon: Offers arms and armor including the Safeguard Shield and Hunting Shortbow, while also handling infernal iron crafting
- Auntie Ethel: Provides health mixtures, alchemical ingredients, and utility potions
- Mattis: Runs a minor trick table selling assorted knickknacks, thieves' tools, and novelty rings
Tips
- Keep Dammon unharmed and assist the refugees to guarantee he survives into later acts, where he crafts specialized infernal gear for your team.
Not listed for this area: enemies.
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