You will find another group of wolves in your way: an Alpha Wolf, a Worg and five Ferocious Wolves. Therefore, you have to get into melee range so that he attacks, walk away (and eat the attack of opportunity) and so on until he stands on the sunlit spot. 3. Travel to Old Sycamore. You have to kite Kargadd into the area with sunlight. There are a couple of loot stashes here, one of which is locked (DC21). Either way you get a story. Kill them and head south a short distance to find a hidden (DC25) and locked (DC19) cache containing a Cloak of Shadows. The Evil choice gives you a ruby while the Good choice secures you an emerald. When you win, you get to make a choice. When you're ready to proceed, head west to the Verdant Chambers. Either option will add the Thorn River Bank location to your world map. Interact with it and you can detect magic and gain some XP if you succeed at a will check. Let the three Trollhounds and Branded Troll come to you before disarming it. There are two ways to do this: speak to Aysel and follow the "Let's talk about this hunter" thread to receive a Diplomacy 19 check to have Aysel add Silverstep Grove to your map. Regardless, the quest will be completed, and you will be ordered to return to the barons castle. When you finish speaking, he will leave. Head south at the first junction and then turn west. ALL RIGHTS RESERVED. You have business there, but I suggest leaving it for the time being. Note that you cannot go further east for the time being. However, be careful that you don't accidentally have her try to punch enemies. Next it is a hidden cache with a Pile of Notes which make for interesting reading. Continue north and you will spot a log among the trees containing another Taldan Warrior's Dog Tag and minor loot. He'll help you later if you let him live. Alternatively, you can take the Lawful Evil option if you want a fight; otherwise take the Neutral Good option. If you make a World (Knowledge) check (DC23), you'll gain a few XP. There is a chest at the end with some minor loot. He's fine with a few stragglers, or a helpless prisoner, but . When the 14 days have passed, you will likely have some new events demanding your attention, including Troll Sightings. When you've dealt with them, you can find a Token of the Dryad in the bushes to the north. He has an AC which is basically requires 20 to hit and DR 10/- which is symptomatic of the game's basically unfair encounter design. Bring rope if possible and keep Ekundayo with you at least for the time being. However, similar to claiming the Outskirts, this will cause another 14 days to pass which you don't want to happen right now. Continue west to arrive back in the entrance. Agree to let her keep it and then agree to go and look for it to initiate her first companion quest, Easier to Ask Forgiveness. You might expect by now that there will be some tough creatures up here and there are: two level 14 Owlbears. However, this benefits you not at all so I suggest you keep it. You also need Delay Poison (Communal) if you don't have it up already. Approach the wererats to the north but don't immediately attack. 38. Continue north to fight a Troll and two Trollhounds. Return to the Lone House location, head down to the lab and save a man from the trolls. What do you know? Among the dead bodies and other carrion is a Dying Dwarf. If you don't, he will help you later. Find Lykka and tell her about the Cyclops for 300XP and some gold and gems. You will see Dragonleaf Gulch to the south (assuming your Perception is high enough) and Ironstone Gully to the east. You can target them from outside their area using ranged weapons and they can't touch you. The XP reward is nice to have right now but you'll get it later anyway. You companions will have a view as to his deserved fate. There is a crate filled with minor loot out front and if you go round to the side, you will find the Hunter's Letter which makes for very interesting reading. Quicksave and when you're ready, speak to Rismel, the figure standing by the portal. Listen to Enneo's version of events to initiate Jaethal's first companion quest, Investigate My Death. All five will hit you with sneak attacks so be prepared to take some damage. Regardless of the outcome, hostilities will ensue. They have fairly weak Will saves so Hideous Laughter is useful. you can make a Knowledge (Arcana) check (DC23) for a Cthulhu reference. The biggest threat is a level 7 Transmuter who will Haste his allies and then Slow you. After your victory, talk to Bartholomew, go to his laboratory and head down. You should be at a crossroads between Three-Pine Islet and a Glade in the Wilderness. Don't decide what to do with Remus right away. There is another trap (DC21) in the room beyond. Tristian will seem puzzled that the affair ended in violence. If you examine the walls nearby. You should have six or seven days until you need to pay attention to an Ancient Curse and four or five days until Bokken's Alchemical Workshop is complete. You will have to wait a while for the quest to update. It won't inconvenience Hargulka too much but it may well take Tartuk out. Go into the room beyond and interact with the column. Bartholomew's House I've played through the Troll Chapter probably 10 different times, and every other time, Bartholomew's area gets invaded by trolls at some point, I go there and save him (or fail to), and he asks me to recover the black whip. You simply need to return to his house and offer him a place at your court after finishing the main quest. Pathfinder: Kingmaker is your initial isometric party-based computer RPG set in the Pathfinder fantasy world. Afterwards, speak to Rismel. Cast Delay Poison (Communal) and head east, where you will find a Torag's Pendant among some rubble, and then north. Head into the area where the bear was and you will find a group of two Alpha Wolves, two Worgs and two Ferocious Wolves. Even if you can't use it, it's worth 5000G which is a decent chunk of change. Vesket will charge him and be struck down. Two Trolls and a Branded Troll are attacking a merchant named Dalton and his guard. Leave your capital and make your way west to a Ford Across the Skunk River. Hello, crusaders! Kill the lot of them and open the nearby chest to find the Galt Ragout recipe, a Soot Blackened Brand (2/5) and some gold. You can cheese the Owlbears. Two doors have opened in the west wall but the way back to the entrance is now sealed. Sad to say, but being a man of the people is not the best choice here. Head to the world map and make your way to Silverstep Grove. There is a hidden panel in the far wall containing a Potion of Heroism. If he's not disabled, he will get off Enervation which is a pain to heal. The latter is an annoying enemy who uses Greater Invisibility (so that most of your attacks miss) and Mirror Image (so that more of your attacks miss) before hitting you with mind-affecting magic. Go back to the previous room and go through the door to the west. As you do so, creatures will start pouring out. If you retrieve the armour pieces through intimidation, you can throw Kergan in jail or let him go. You do not start off in combat so you have an opportunity to both equip him and treat his wounds which are quite severe. He tells you that the Great Ancestor instructed them to eat their own eggs. Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young. Go north for a battle against a Nereid, a Nixie Prankster and four Giant Poisonous Frogs. A male troll tends to live a solitary existence, partnering with a female for only a brief time to mate. To advance the quest, read the walkthrough of The Nature of the Beast main quest. A Branded Troll will make his way up the stairs to where you are fighting the Rock Thrower and more Snipers will move around the walls to attack you. Equip the Heart of Ira and buff up with potions before going in. [4] Announced through a Kickstarter campaign in 2017, the game was released for Microsoft Windows, macOS, and Linux on 25 September 2018. Fight your way through a group of four War Wisps. If you killed Tartuk first and are evilly aligned, you can make Hargulka your vassal (or release him) instead. He should know how to end these scoundrels. When they're dead, you can grab the other two Gloomberries and search a log to find Shard of Knight's Bracers (6/10) and a Token of the Dryad. Initially, you will be fighting six Giant Spiders. Barge past him and check the locked container (DC18) next to his house for a couple of scrolls among other things. You'll also want to keep one of your High Priest, Regent and Councilor free. Do not go through the gate, because you're not able to target the Owlbear beyond (a stupid interface issue). Search a nearby log for a Token of the Dryad and a Shard of Knight's Bracers (4/10). When the enemies are dead, grab a Ring of Protection +1 and the Wyvern Skin Cloak from the Silky's remains. At some point (and the fact that it's "at some point" and not "always" is annoying), you will have a scripted encounter. You will pass the Sapphire Field kingdom resource which is well worth claiming. Hit the road again. Loot the bodies of the trolls to find a Torag's Pendant and a unique greatclub, The Crusher. The Goblet is the first in another relic set. Like all good villains, he will reveal his motivations and then you get to make a choice. Keep bludgeoning weapons equipped and backtrack to the room where you met the bandits. Bokken will apologise (as he bloody well should) and the quest will be complete. One contains a suit of Chainmail +2 while the other contains minor loot. If you want some pointless combat, head east up the slope where you will face a pair of Hodag-like Treants. The other containers yield minor loot. Make your way to the area exit. When he's dead, retrieve the Cypress Queen's Flute (4/5). There's a trap at the end. Pack plenty of provisions. You need to hit it with cold iron weapons, both to overcome its DR and to stop it regenerating. There is a pair of Dire Boars a little further down if you want to do some hunting - Ekundayo can take them out before they barely have time to react. Check the body of one of the bandits for a Turquoise Brooch. Head east along the riverbank and go into the Lizardfolk Village. Quick save because the RNG is a swine. Speak to Lykka nearby who's a friendly nixie. When they're dead, have Kallike use her Water Blast ability on the flames surrounding the trapped Water Elementals to free them. Before going in, you'll want to rest, however. Return to Lake Silverstep Village (you don't need to go in if you don't want to) and you will be able to cross Lake Silverstep. Quicksave before going down into the laboratory. An adult troll weighs around 1,000 pounds. Grab some minor loot from another crate and head back through the door in the north. When, Ditael hands the sword over, he will be relieved to be rid of the - literally - cursed thing. You will learn that Tartuk was brought back to life but cursed to actually be Tartuk rather than merely pretending to be as before. If you're protected by Remove Fear, that doesn't do anything. Hopefully, you can charge them down before he causes you too much trouble. In the next room along is a locked chest (DC30) with the Hand of Magus Dann. Tristian will break the news that the curse wasn't lifted, merely abated, initiating part 2 of An Ancient Curse. Head immediately north and examine the body by the wall to update your journal. If you succeed in the DC20 Lore (Religion) check, you have three options. You will be able to find a couple since someone will be able to make the necessary Mobility check. The latter is quite powerful and uses Rapid Shot so take it out as a priority. Find Dragn and give him the Onslaught pieces. Three more are in the previous room. Return to your capital and rest. Pay attention to the Sniper at the back of the group because it is somewhat dangerous. When it's clear, you can head down to the Ancient Tomb. You'll need to harvest three of them shortly so you may want to get this out of the way. If Ekun is going to be your Mobility guy, he'll want Boots of Elvenkind as well. You will pass the Lonely Barrow to your south. Examine the campfire. At the end of the corridor is a hidden cache with minor loot. The large chest reveals itself to be a Mimic. A little further on is another trap and another patrolling Redcap. After dealing with them, loot the leader's body to find a Torag's Pendant, a suit of Full Plate, a Masterwork bastard sword, a Belt of Mighty Constitution +2 and a unique shield, the Protector of Unjust which will go well on Harrim. She's looking for an author to write about her adventures. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. At the next crossroads (close to Tuskgutter's Lair), head southwest. Equip it on anyone able to use it right away. If Harrim is in your party, he will convince Waine to become a follower of Groetus. Smoulderburn has AC 33 so is a bit tricky to hit: True Strike, Inspire Courage and Blessing of the Faithful help. This is the self-appointed "Voice of the Dragon". You can get your fish back afterwards if you like. Head east, hugging the edge of the path and you will come across three bandits, a fighter, an alchemist and an archer. You will find Waine among some trees, terrified. You can't do anything with this for the moment so speak to the man standing on the cliff's edge, Ivar. As you head down the corridor you will have to fight a Dread Skeleton Elite and three Nightmare Skeletal Champion Archers. The best option is the "[Requires Chaotic]" one which allows you to make Tartuk your vassal. You can loot a large quantity of chocolate, honey and sweet syrup from the various containers. Around this time your emissary will hassle you about the trivial matter of Oleg's taxes - it seems that the rascal has neglected to pay them. Continue down. He won't be around forever so take the opportunity to buy the Boots of Elvenkind he's selling. Head across into the South Narlmarches region and you will emerge by the Ruined Watchtower. If you want to close off Dorsy's part of the quest, tell him that you gave the coins to Wilber and he will attack. This is part of a puzzle in the dungeon and you can ignore it for the time being. There is a chest to the right of some steps containing a Rusty Dwarven Key along with the Commandant's Journal (First Half). Go a short distance left after disarming the first trap and you will find a log with some minor loot. Afterwards, you will have to make an alignment-based choice: Your choice will determine options in a future kingdom event; see here for details. You can follow the corridor round if you want - there are a few enemies to kill and traps to remove but also some doors that you can't open at this point. Dimwit continues to attack Bartholomew, ignoring everything else. One of the doors upstairs is locked (DC17). This will lead to a new project which you may want to put on the back burner for the time being. Honor his request and select the first option to instantly go to the enemy. In preparation for later events, you may want to buy a rope and a crowbar as well. If the player returns the Black Whip to Bartholomew during Guiding Beacon and didn't force him to release or kill Dimwit then the player may recruit him as an advisor; Bartholomew can serve as Treasurer or Grand Diplomat. Climb down (Athletics DC8) and take out the Ferocious Manticore in the courtyard. The main quest will take you through South Narlmarches shortly, Harrim's personal quest requires the main quest to progress as well and you want to be higher level before heading to the Verdant Chambers. However, you should ignore it for the time being. They're not hostile, so position your characters strategically and speak to Ivar who will promptly change into a wolf himself. Your email address will not be published. There are two traps just beyond (DC22 and 25), one immediately in front of the other. Make your way to Candlemere Island in South Narlmarches. It is also trapped (DC22) and locked (DC20). Ask how you can help her and she will direct you to a location called the Mud Bowl to find 10 black rattleheads. Across the road, is spot where you can climb up to a small area if you pass an Athletics Check (DC22). Don't refuse. When they're dead, search the top left corner for a locked chest (DC15) containing a Dwarven Helm Shard (3/10) and a couple of scrolls. If you're able to kill them, loot the dead bodies nearby for a suit of Studded Leather +2 and some minor loot. Open the chest for the Soot-Blackened Hammer (5/5) and a Shock Frost Heavy Mace +1. Search the box nearby for an Ancient Scrap of Script-Covered Leather (3/16). If you can make the skill checks, you will gain decent experience - Inspire Competence is your friend. There are a number of ways to even the odds. Your email address will not be published. The monster is in the lower right corner of the location. When they're dead, grab a Token of the Dryad from the undergrowth. You will learn that he is Dragn's grudge-bearing brother. The Candlemere itself is located to the bottom left of the capital. The only characters not affected are Amiri, Valerie, Dog and a female main character. She stole the money to pay for a printing press. You'll find him packing, as it seems the troll menace has grown too great for him to risk. However, Ekundayo is a stealthy sort. There is a mechanism on the floor that you can interact with to cause it to rotate and reveal different symbols. Open up the compartment that's revealed for a suit of Full Plate +1, a Belt of Physical Perfection +2, the Onion Soup recipe and some gold. This is why a separate savegame is advised. There is another chest with a potion and a bit of gold. Picking the flowers is a DC27 check so maybe save scum as well. If you have a pet Smilodon, you'll know that it has lots of attacks and the Smilodon-like Treant is no different. Otherwise, answer how you please. Agree to help fight the monster and he will open the portal. You have business there, so pay it a visit. Continue east around the rock and then up the slope. Apologise to him. After some smack talk, Tartuk will summon some more kobolds on the other side of the river and Haste them. Otherwise, you will need to succeed at one of the skill checks. It's perfectly doable at 8th level. Dimwit is a unique troll that can be found at the Lone House as a captive of Bartholomew Delgado. You can question the girl and ask her about the "wanderer" who warned them that Jaethal was after them. The enemies don't drop loot worth a damn but there is a locked (DC30) chest to the south of them with a Light Shield +2. You will find the thief, Kergan, trying to palm the armour off to a seller. The Greater Trollhound drops an Amulet of Natural Armor +2. This quest takes some time to play out, so you can get it underway before doing other stuff. Time to find out why Jenna sent us on a wild goose chase. Make your way down the map to the village gate. At the next junction, turn northwest and follow the trail to find a crossing point over the Murque River. Next, you will have to return to Bartholomew to help him in the battle against trolls (go to the Lone House location). Inside the room, you'll find an Emerald in a locked chest (DC26) which you should hold onto if you don't already have one. Head west from your starting point where you will find a bunch of kobolds trashing a camp. If you are able to open the chest (DC 37), you can grab the gems and Shard of Knight's Bracers (7/10) along with a bunch of gems. If you followed my Linzi build, she will have a Perception of 21 at this point. He deserves to be hanged in chains! You will have random encounters with cultists as you travel. If your alignment is not lawful or evil, make a quicksave because the optimum outcome to this quest will depend on a skill check. This leads to a number of other options. However, there's a lots to do before you go there. Bokken will somehow figure that he needs to test the potion on himself and will undergo a surprising transformation. Go down to the lower level again and look for the Sun and the Moon statues in the central chamber they will have the right symbols. When he burns through a character's fire resistance, top it up. Move your party to the right of the coffin before you attempt to get the lid off. Loot the enemies and grab some gold and gems from some nearby dead bodies. Together with the clue from the bas relief ("using several natural elements"), you are supposed to figure out that you have to target the other pillars with cantrips: Doing so will open up a secret room behind. Pathfinder: Kingmaker is an isometric role-playing game developed by Cypriot [2] [3] studio Owlcat Games and published by Deep Silver, based on Paizo Publishing 's Pathfinder franchise. Agree to let the guards escort you to Varnhold. Annexing the region will unlock a new project, "Restoration of the Bronzeshield Fortress". You're at a reasonable advantage with these guys. Head east and look for a stash containing a Token of the Dryad among some bushes. It's not tough but it has a ranged attack that causes the entangled status. Continue east and when the path forks, turn southeast towards Lake Silverstep Village and go in. You will also start to find Dizzyhead plants. Sometimes being a goody-two-shoes doesn't pay off. Pick up a Torag's Pendant from the floor and look for a chest on a raised ledge. There is a hidden stash nearby with a Ring of Protection +2. Locations outside the areas you've explored so far will be above your level so be careful how far afield you venture. Once you get to the other side, look in the undergrowth to the left for the Cloak of the Winter Wolf. If you built her a workshop, Shaynih'a will visit you and ask you to come and speak to her, initiating her artisan quest. If you explore the world further, you cannot cross the Sellen River in the west at this point. There are three Trollhounds in the first room which serve as a good demonstration of the power of the Devourer of Metal. Keep going and you will reach the village proper. Be careful that you don't run into them. Walkthrough Locate the wizard's house You get this quest from Dalton in Special Encounter (Dalton) which you can get after starting Troll Trouble. Backtrack and go east and you'll come across another group of wolves.