The Wererat Lair location is added to your map. When the first batch of enemies are dead, two Branded Trolls and a Greater Trollhound will emerge from inside the ruins. Tristian will seem puzzled that the affair ended in violence. When you're ready to proceed, take the stairs down to the Depths. You have a number of options but to progress the quest, you have to select "I think you should talk to Valerie alone". It's one of the millions of unique, user-generated 3D experiences created on Qnnit. You may want to being Harrim with you and have him memorise Delay Poison (Communal). There is a mechanism on the floor that you can interact with to cause it to rotate and reveal different symbols. When traveling to the left of the fortress, you will meet some trolls attacking merchants. Go back to your fortress and enter the tavern (either select it when you go to the fortress or exit the throne room and go all the way to the right to see the marker leading to it). There are a couple of outstanding companion quests and nothing more urgent to do. This is part of a puzzle in the dungeon and you can ignore it for the time being. From the Ruined Watchtower, return to the ford across the Murque River and cross to the other side. And it might be worth a trip back regardless to acquire a new quest. Return to the path and start making your way east to the deserted village, cutting your way through a Greater Worg and three Ferocious Worgs. If you were successful, you will earn 2800G. Head north to Oleg's Trading Post and when you get there, buff Valerie however you please - Shield and Displacement from a friendly Alchemist (or herself if you've built her as a caster) is good, along with Strength and Dexterity buffs. This is not a particularly wise choice and will cost you the services of Ekundayo. Otherwise, helpless characters will be murdered by the Doomspider. Search a nearby body for some minor loot and a Greatclub +2. Continue round the corner and kill a Troll and two Trollhounds. The Candlemere itself is located to the bottom left of the capital. It is located in the west of the region. Speak to him and ask to trade stories. At least two of those are subject to attacks of opportunity so they shouldn't give you much trouble. This is not essential but it moves the quest along organically. If your party is fatigued, you can choose to rest here since the encounters elsewhere in the area are brutal. Sometimes being a goody-two-shoes doesn't pay off. You can murder hm if you're in the habit of murdering harmless creatures. Locations outside the areas you've explored so far will be above your level so be careful how far afield you venture. Make your way back south. Regardless, exhaust his conversation options for background information and make a note of where he is. Anyone affected should simply get out of the way when they are able to move so that they don't end up killing each other. 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. Can only be obtained if visited Bartholomew Delgado during second stage of Troll Invasion. It's perfectly doable at 8th level. Eventually, they will decide to duel. There's a key elsewhere on the level but you may be able to pick the DC22 lock anyway. 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. Ask how you can help her and she will direct you to a location called the Mud Bowl to find 10 black rattleheads. When the 14 days have passed, you will likely have some new events demanding your attention, including Troll Sightings. There are a couple of other things to pick up while you're here: a Token of the Dryad in the bushes and a Taldan Warrior's Dog Tag by the lake. After you've dealt with them, search the bushes to the left of the path for a Taldan Warrior's Dog Tag. Continue east to an abandoned hut. There is a hidden stash nearby with a Ring of Protection +2. Cross the river and interact with the cliff to climb up. Make your choice and return to Bokken. The best option is the "[Requires Chaotic]" one which allows you to make Tartuk your vassal. Select Settlements / Shambling Steps and build Nazrielle's Weapon Shop and Varrask's Weapon Shop. However, having seen what became of his colleagues, you can reason with him anyway, making him realise that the voice in his head is not Nethys after all. If Octavia isn't with you, you may need a dose of Inspire Competence. You will climb down to a deserted campsite. Head a short distance up the slope and Jubilost will announce that this is the place he was searching for, giving you 1800G. You have a number of options. Head northeast from your starting position. You're not very bright, are you Tristian? Travel to Old Sycamore. As a reward, you will be given 1800 experience points. Search the campsite and you will find a rope and a crowbar among other minor loot. Head through the door on the right to reach another balcony. If you killed the leader you will be able to loot his magic weapons, armour and gear. Search a nearby container for the Soot-Blackened Gloves (3/5). I would suggest a Longhouse to begin with along with a pier by the water. The Chaotic Good option is slightly more rewarding than the others. There's another hidden chest here with a Heavy Shield +1. so that you can claim the Refugee Camp. Before leaving the area, grab a stash of minor loot (locked, DC22) to the right of the exit. Let her tell her story and you will earn 600XP and gain a new artisan. 2023 GAMESPOT, A FANDOM COMPANY. There is another floor puzzle in this room which you can simply make a note of for the time being. Go to the place where trolls lair is located, enter the fortress and turn left from the first room to find the one who killed Ekundayos family. You will find a cache with a Dwarven Helm Shard (1/10). He'll drop some tidy loot: a Keen Scimitar +1, a Mithral Chainshirt +1, a Belt of Giant Strength +2, a Ring of Protection +1 and a Cloak of Resistance +2. Return to the entrance to the Troll Lair, buff up and go through. Backtrack to where the slope forked and go right. After the envoy has given his advice, Jhod Kavken will speak to you about a cursed location nearby that feels similar to the corruption you found at the Temple of the Elk, which will add Bald Hilltop to your world map and initiate the Ancient Curse quest. Examine the fallen tree to find Nyta's Letter and an Old Wedding Ring. You will find it to the south of Bridge over the Gudrin River. They are stooped, fantastically ugly, and astonishingly strong - combined with their claws, their strength allows them to literally tear apart flesh to feed their voracious appetites. When the enemies are dead, grab a Ring of Protection +1 and the Wyvern Skin Cloak from the Silky's remains. Exhaust his conversation options but don't kill him and don't simply dismiss him. Return to the world map and make your way southeast from the Ruined Watchtower. Grab the three volumes of 'Transmutations and Bodily Poisons' for Bokken and make sure that Valerie is in your party. Continue north from Maegar and search the crate for a unique necklace, The Heart of Ira. Proceed north up the path and pay attention to the sign about traps. It's not much of a detour to check it out. Avoid the traps and slip between the Redcaps as they patrol. You learned everything you could about trolls.Their lair is located at the Dwarven Ruins location. It means that Jenna slandered her. Continue west and you will see Mud Bowl to the south. The quest will be over, and you can either leave the man alone or finish him off. Search a create for a Dwarven Helm Shard (7/10) and some scrolls and potions. You have business there, so pay it a visit. If you fancy taking on a powerful mid-boss, buy some cold iron weapons from Verdel. When he's dead, loot the nearby container for a Dwarven Helm Shard (8/10) and a Torag's Pendant. Kalikke will note the ruined tower and point out the boss of the area. Picking the flowers is a DC27 check so maybe save scum as well. In the end, you can order Bartholomew to release the captive troll or leave him as is. When you're travelling the world map, you might bump into this guy. You won't be avoiding violence for much longer, however, so I suggest you cast some long-lasting buffs. When the enemies are dead, clear the spike trap (DC25). He is speaking to someone named Amalia, who is an adherent of the cult. Honor his request and select the first option to instantly go to the enemy. Haste your party and use effects like Archon's Aura and Prayer to reduce Hargulka's melee effectiveness further. The voice that answers is not that of the child. Leave the cave and cross the bridge. You will come across a group of peasants near a tree looking for treasure. Search the box nearby for an Ancient Scrap of Script-Covered Leather (3/16). You may want to rest here if you used up valuable abilities in the Monster Den. Hug the left of the path and you will find a container filled with scrolls and minor loot by the water. Hopefully, your buffs should keep you safe: it will breathe fire to little effect and miss with its other attacks due to concealment. Do not cross yet. Continue west towards Verdant Chambers. If you're protected by Remove Fear, that doesn't do anything. Don't climb up at this point because it will put you at a disadvantage in a tricky encounter. Take a detour to the Swamp Witch's Hut to hand in the Black Rattlecaps for some gold and XP. It is possible to recruit Bartholomew without completing certain portions of his quests. Visit the throne room and learn from Kesten about the unusually high troll activity in the region. When they're dead, loot a Masterwork dagger and Amulet of Natural Armor +2 from the lost sister. You have good and evil options for dealing with them and then a bunch of choices. Pathfinder: Kingmaker - Definitive Edition , Prologue - The First Step on the Road to Glory, Of Cows and Other Matters of Political Importance, Trickery, Stealth, Knowledge (World), Perception, Use Magic Device, Poison Resistance +2; Discovery: Precise Bomb, Elemental Focus - Water; Infusion - Extended Range; Point-Blank Shot, Shroud of Water; Wild Talent - Kinetic Healer, Elemental Overflow; Infusion - Kinetic Blade; Precise Shot, Metakinesis - Empowered; Infusion - Torrent; Deadly Aim, Mobility, Stealth, Lore (Nature), Perception, Elemental Focus - Fire; Infusion - Burning Infusion; Point-Blank Shot, Metakinesis - Empowered; Infusion - Extended Range; Spell Penetration, Athletics, Mobility, Stealth, Lore (Nature), Perception, Favored Enemy - Giant Humanoids; Point Blank Shot; Precise Shot, Endurance; Favored Terrain - Forest; Weapon Focus (Longbow), Favored Enemy - Magical Beasts; Boon Companion, "We tried picking a lock" (Trickery 25 - Octavia should manage this without too much difficulty), One of us tried to jump onto the cart (Mobility, followed by Lore: Nature), "Precautions were definitely in order" (requires rope), "We talked it over and chose a volunteer", "jump to the other side" (Mobility 15), "Trade Agreement with Mivon" if you persuaded Dalton to trade in your barony, "Research into the Nature of Curses: Tartuk" if you learned of Tartuk's curse, Decent Perception or the Wand of Find Traps. It's hard to swallow, but agree. Back in the previous room, there is a nook in the far wall with a Torag's Pendant and some scrolls. In the square, Linzi will introduce you to Tessie the Quill, a merchant who sells books. Agree to let the guards escort you to Varnhold. You should have two relic sets (helmet shards and soot-blackened tools) to give to the Storyteller to receive the Trailblazer's Helm and a decent chunk of gold and XP. If you examine the walls nearby. You will pass Iron Mine, a kingdom resource, to the north. Nip back to Varrask and give him his tools to recruit him as an artisan. They're mostly low level and no threat. He will join your squad, and you will need to continue the quest by finding the old fortress. At some point, Bokken will visit to give you your first gift. Assuming you've annexed the Kamelands, you will want to visit your new settlement there to recruit artisans. Before you go in, grab provisions from the drying racks and some Masterwork weapons and a Trident +1 from a weapon rack. Go down the slope west towards the shore. The inactive one is soot-blackened. When this is complete, click on "Settlements" and construct a a new village in the Outskirts. Loot the remains and you will find a Coin with Callitropsia's Name and two Coins with Wilber's Name. Initially, you will be fighting six Giant Spiders. Run back to the Old Beldame (again) and give her the letter. You are looking for the "[Lore (Religion) check passed]" option which is required for the best outcome for Harrim's personal quest. When you reduce his HP to 0, you will unlock the Fire. Return to the village and look for a man named Aysel who seems very upbeat about the Silver Dragon. Cast Protection from Arrows (Communal) if you are able to along with any other AC boosts. She will ask you to meet her in the Verdant Chambers, unlocking the Just Reward quest. There is another trap (DC21) in the room beyond. When he's dead, retrieve the Cypress Queen's Flute (4/5). There are enemies in the courtyard below which Ekundayo can take care of. Otherwise, arm yourself with the Mallet of Woe. The quest will begin after you have your share of fun ruling the Kingdom a bit. STR: 16, DEX: 20, CON: 14, INT: 10, WIS: 13, CHA: 10. Version: 1.1y | Updated: 02/20/2023 FAQ of the Month Winner: October 2021 | Highest Rated Guide. The Young Elves have a few Masterwork weapons and a Ring of Protection +1 and you will find an Elven Curve Blade +1 on the ground. A little further on is another trap and another patrolling Redcap. Harrim will express his contempt for the "traitor god". At the top, there is a cave entrance to your right. Do not worry about it for the time being. Before asking about the fire-resistant trolls, ask what he is selling. If you're able to kill them, loot the dead bodies nearby for a suit of Studded Leather +2 and some minor loot. Head through the gate and make your way northeast to the large tree in the courtyard. The check itself is DC15. Loot the nearby crates to find a Dwarven Helm Shard (5/10) amongst other things. He wants you to take him to any dwarven ruins you find. Loot his remains for a Belt of Physical Might +2. This will take you out of the sequence and give you another chance to quick-save. Pay attention to the Sniper at the back of the group because it is somewhat dangerous. At the bottom of the stairs, you will fight a pair of Kobold Blades and a Trollhound. You may want to bring Regongar with you along with Valerie if you've built her as a Sorcerer. Ignore the door to the north for the moment and disable a trap slightly further along the corridor (DC21). Interactions Bartholomew comes across as a perfectly normal person for a wizard, but if the player explores his shed they can find out that he is performing brutal experiments on a captured troll named Dimwit to unlock the secret of regeneration and immortality. You will learn that she told her son in anger to drown himself in Candlemere Lake. If the player manages to rescue him from the trolls, he will assign the quest Guiding Beacon. There's not really much to see there unless you have a thing for wyverns. Dog can keep one of them tripped. Before examining the sarcophagus, equip a melee character with Second Execution and cast Remove Fear on your party. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. Instead, proceed further up the corridor and kill another Branded Troll and three Trollhounds. The ranger will join your group. The other containers yield minor loot. When the 14 days are up, the Rotten Beasts event will appear in your event list. Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. This is an update to his artisan quest which you can complete now. Buff up and head north. But which ones? Search the Sentinel's remains for an Old Dwarven Chest Key. You will return to the Spirit Hut and Kagar will cast Glitterdust to reveal Shimmerglow. just go to his laboratory and try to convince him, lots of options available. These are the children of Kargadd, the troll that Ekundayo is sworn to kill. However, not all of them may best suit your realm and leader. Annexing the Kamelands is also required to unlock Tristian's companion quest. If you have Nazrielle's Cursed Sword, pay a quick visit to your settlement to give it to her. You will find the thief, Kergan, trying to palm the armour off to a seller. Pathfinder Kingmaker: Notable Loot Locations (UPDATED) [February 2023] This encounter will give you the name of the troll leader, Hargulka. At some point (and the fact that it's "at some point" and not "always" is annoying), you will have a scripted encounter. Ask where he might be and she'll point the finger of blame at a witch living in the Narlmarches. Be on the lookout for a trap on the ground ahead. The locked chest outside the house near the bottom left corner contains the Grilled Silver Eel recipe along with some silver eels. In the top-left corner are a pair of stealthed Venomhodags. This may be sufficient to reveal a trap (Perception DC36) across the passageway. The large chest reveals itself to be a Mimic. In preparation for later events, you may want to buy a rope and a crowbar as well. But not Grease so lay that down and then lay into them with the person wielding the Demolisher. Unlock the square container (DC26) for a unique greataxe, Second Execution. Since he can't harm you (or frighten you), it's just a matter of time. There are five more at the bottom of the slope in two groups. Ignore him for the moment, because there's stuff to pick up first. Continue west to arrive back in the entrance. After all, if you turned down every quest that came your way, where would you be? Outside in the square, a new merchant named Enneo the Travelling Merchant has set up shop. The Silky spams Hold Person and Hideous Laughter, targeting the character with the lowest will save so kill her as a priority. The boar has concealment but is otherwise weak, weak, weak. Select "Search for traces of the campers" for a Perception check (DC20) to hear screams from the east. It is also stalked by four Venomhodags which are moderately nasty creatures. Continue north and you will spot a log among the trees containing another Taldan Warrior's Dog Tag and minor loot. This initiates the Troll Trouble quest. They're not hostile, so position your characters strategically and speak to Ivar who will promptly change into a wolf himself. Make sure you have a rope. There are two Lizardfolk Sentinels just past your starting point. Send just one person through the gate at the top to trigger the two Ancient Will-o'-Wisps, otherwise you'll get bottlenecked. Continue further east where you will be attacked by six Giant Poisonous Frogs. Quicksave and go east for an illustrated book episode. He will throw three fire bombs per round. The Nereid is unaffected but the Nixie and frogs should be disabled. Return to where you found Waine and start making your way northwest. You will see the eastern door in the bandit room open up. You can learn more about the history of the area by asking about the village. Head through to the room that Kargadd emerged from. With better equipment than you had earlier, Tranquil River Bend should be manageable. You don't want to set them off, but just in case Do not attempt to clear the traps because you will aggro the Recaps. If you ask about the goddess, you can make a Diplomacy (DC25) check to talk some sense into him which is the ideal outcome. Cast Protection from Acid (Communal) before venturing further into the swamp. If you can make it, the Charisma check is good because it scares off the trolls. You will also see a new quest appear, Beneath the Stolen Lands. This is a quest item and there are three of them in the immediate vicinity. He drops a unique dagger, Arcane Protector, a Cloak of Resistance +2 and a Headband of Vast Intellect +4. If you guessed "Will-o'-Wisp", you'd be correct. There's another hidden stash in the rocks to the south which contains minor loot. If you are able to make one of the alignment checks, do so. Head to Narlkeep to speak Shaynih'a. When they're dead, you can loot a chest for a Wand of Fireball and Bracers of Armor +1. He will use Lay on Hands repeatedly to heal himself so equip Valerie with potions of Healing. Success earns you XP while failure earns you pain. Backtrack and head north, or follow the path along the shore of Candlemere and head east. The two chests to the right of the throne contain gold and minor loot. If you do so and Octavia begins to verbally bait him, you must intervene or fight him. There are is a trap across a doorway (DC27 to spot and remove). There is a chest to the right of some steps containing a Rusty Dwarven Key along with the Commandant's Journal (First Half). Dialogue (Bartholomew - Varnhold Chapter), Dialogue (The Cursed King/Queen - Bartholomew), SadisticMageBefore (e50a599961407de41a55b5cd87045364), Dialogue (The Nature of the Beast - Dimwit), "Of Transmutations and Bodily Poisons", Part I. Speak to the Old Beldame and ask about the lost child (remember him?). In the meantime, you may want to explore the Dire Narlmarches or venture into the first few levels of the Tenebrous Depths. Retain Bartholomew. They're mostly weak apart from the leader who is 7th level. Turn around and go south. Go to Shaynih'a and tell her what Storyteller said about about her Spear Fragment to conclude her quest. The fighters and archers will target Jaethal preferentially so she may spend a while on the ground. As long as you let him keep the troll you should be able to recruit him as a councillor. but tells you that others are now trying to open the box and that they can be found in the cave in the northwest of the village. . Head to the villages entrance and tell the guard you want to talk to the leader. Outside the door to Bartholomew's laboratory is a group comprising a Branded Troll and four Ferocious Trollhounds. If you back out of the kingdom management interface, you can enter it again by clicking on the table in front of your throne. You have various choices for dealing with him. Before embarking on another quest, you may want to spend some time on kingdom management. 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. The check is made by your main character, so choose whichever one is most likely to succeed. Even if you can't use it, it's worth 5000G which is a decent chunk of change. If Ekun is going to be your Mobility guy, he'll want Boots of Elvenkind as well. Cast a Stinking Cloud at the portal in preparation for the next things to emerge: the Lost Sister and a Smilodon-like Treant. You are pretty much home and dry. After it's cleared, buff up. A letter arrives from the Maegar Varn of Varnhold, proposing an alliance between your lands. You can go and seek out Jaethal in the inn and speak to her about the quest and find out a bit more about her, including the identity of the 'Nortellara' she mentioned. Have your party stand on the sunlit area, unlink Dog and have him go through the door to cause Karga and Agadd to appear. Pick up a Torag's Pendant from the floor and look for a chest on a raised ledge. Immediately to your right is a stash containing a Melted Shard of a Ring (3/13). Speak to them and you will have options to save them (or not). Ask her what happened and she will tell you about some men trying to carry a scary box ashore. Continue east and when the path forks, turn southeast towards Lake Silverstep Village and go in. Continue east and you will pass Empty Skull Rock to the south. At the next crossroads (close to Tuskgutter's Lair), head southwest. Clear another trap and continue northwest to find the Bandit Leader and his group. This will summon an Ancient Will-o'-Wisp and two War Wisps. If you have a pet Smilodon, you'll know that it has lots of attacks and the Smilodon-like Treant is no different. Designed for use with the rules in the Pathfinder Beginner Box and the perfect bridge to the exciting options of the full Pathfinder Core Rulebook, these adventures take your heroes to 4th level and beyond as they venture further into the nearby wilderness and face fearsome foes lurking all too close to home! I guess it's finally time to check out Bridge Over the Gudrin River. It seems that a merchant looked after him while he was ill but took his tools as payment. Otherwise it's worth a decent amount of gold. Backtrack to the corridor where you fought the skeletons and follow it around. Conclude any business in the capital and make your way to Narlkeep. I let Octavia boss me around and prevented further experiments. You will immediately be thrown into combat against 4 Tatzylwyrms, 2 Greater Tatzylwyrms and a Nixie Prankster. You can then speak to him again and he will agree to go to your capital as an advisor. Climb down (Athletics DC8) and take out the Ferocious Manticore in the courtyard. She's looking for an author to write about her adventures. Do not go through the gate. Select it and Harrim will call you a blasphemer and strike the anvil a second time, knocking a jewel free. Maybe. Go there and interact with it. Continue north and kill a bunch of Worgs and Greater Worgs. If the player visits the Lone House before they need to visit Bartholomew for second phase of Troll Trouble they may convince Bartholomew to either release Dimwit, or let the troll go. Go inside the hut and speak to the child, Tig. Assign an advisor to it right away and wait one day for it to complete. You cross Bridge over the Gudrin River. This is for later but there's something you might be able to do now. You start off in your new capital, which occupies the former site of the Stag Lord's Fort. Head south and you will come to slope you can climb down (Mobility DC21). Among the dead bodies and other carrion is a Dying Dwarf. Don't take these straight to Dorsy, however, since there may be a better option. Return to the trail and continue north where you will spot Arbor Rock to your left. Search among the undergrowth to the right of the bridge for another Taldan Warrior's Dog Tag. They aren't hostile so you can't get the drop on them. Unfortunately, they're not hostile so you can't get the drop on them. If Tartuk Hastes Hargulka, counter it with Slow (hit them with Slow regardless). There's locked door on the left of the room. Head to the throne room and show the Spear Fragment to Storyteller who will recount the story associated with it. Another body at the foot of the tree has a Wand of Burning Arc and you will find a Token of the Dryad and the Cypress Queen's Flower (2/5) on the ground (it's hard to spot under the tree, but it's there). Select "Look around carefully" for a Knowledge (Arcana) check (DC20). You can now unlock the large doors. Manage all your favorite fandoms in one place! Search a nearby log for a Token of the Dryad and a Shard of Knight's Bracers (4/10). After dealing with it, look in the corner of the courtyard for a hidden cache with a Rune-covered Ancient Leather Scrap (1/16). Head inside the ruins. There is another path up the hill here. If you're wondering what to do with the fish you picked up outside the cave, return to where you spoke to Ivar. Look for a hidden cache on the path containing a Dwarven Helm Shard (2/10). Head west along the Skunk River and you will come to a crossing point. Ordinary coins won't do however. Two doors have opened in the west wall but the way back to the entrance is now sealed. Kesten Garess will meet you to give you a whistle-stop tour. Go back to the previous room and go through the door to the west. He complains about the state of the roads in your barony, even though there is no way that this place can be part of your barony at this point. The Wererat Lair is in the woods to the east of the Abandoned Hut. Another trap. Unlock the door next to it leading to a treasure room. You will have a scripted event on the road. It's hard to make out among the dead bandits, but there is a body on the floor with a Melted Shard of a Ring (2/13). Head north from your starting point. A locked (DC28) crate to the right of the "scary box" contains a unique scimitar, Slicer. Click on the cart to start an storybook sequence. See here for possible candidates. This is not really a fair fight because Sinnet is much stronger than Valerie can possibly be by this stage. If you choose to wait, three hours will pass after which two Trolls and a Branded Troll appear. After looting their bodies, look under a tarpaulin for a Cloak of Resistance +1. One or two Events will have popped up, one to speak to Harrim and possibly another if your Loyalty stat reached 20.