He's not really worth killing, however - he gives 0 XP and meagre loot. Go to the east of the village and you can check out the Beer Mug Inn. You will be able to find a couple since someone will be able to make the necessary Mobility check. After you've cleaned their blood off your blades, loot their camp for some tasty loot including a Phylactery of Negative Channeling and an Arcane Protector dagger. First, each adviser position gains bonuses from a particular ability score. However, if you are protected, they won't really be able to hurt you so you simply need to wait until your attacks connect. These are fairly powerful creatures with 102HP and a nasty acid spit attack. The woman claims that the witch from Narlmaches is to blame. You will increase loyalty by three points and get 600 XP. If you haven't yet levelled up your Treasurer, you should do so. Afterwards, continue up the path and you will find a Torn Damp Page on the ground. Agree to let the guards escort you to Varnhold. Grab a Token of the Dryad from around the roots and buff up. Interact with the tree and a trio of monsters will be summoned: a Hydra, a Manticore and an Owlbear. Cross over to the south side of the Gudrin River if you're not already there and head east. When you win, you get to make a choice. The trolls and kobolds are arguing over spoils and one of the kobolds produces the whip that Bartholomew was after. The two bodies in front of the tree only have minor loot. There is a chest to the right of some steps containing a Rusty Dwarven Key along with the Commandant's Journal (First Half). So, shall I release the troll or let Bart continue wioth his experiments? Unfortunately, he'll stand at distance and pelt you with rocks all the day long. 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). Just to the left of your starting point is a hidden stash with minor loot. There's minor loot to be picked up. Save your game and continue further into the throne room to find Hargulka accompanied by Tartuk. Among the ruins of the fortress you will find the portal and Rismel in front of it. If you have the complete set of Restovic relics, he will trade these for a story, earning you 4000G and 600XP. The Wererat Lair location is added to your map. Head down there and you will come across a group of Bandit Raiders. Climb back down from this area and go immediately south. Keep bludgeoning weapons equipped and backtrack to the room where you met the bandits. A Troll and three Trollhounds will wander down from the north after which you should remove a trap from the floor in front of you. It costs 400BP (or equivalently 32,000G) and an additional 50BP to build a settlement. You companions will have a view as to his deserved fate. Another Ancient Will-o'-Wisp will attack you. You will want to have Slow memorised. After killing the annoying creatures, grab some minor loot from a cache and then examine the body of Nyta on the ground. Cast Protection from Acid (Communal) before venturing further into the swamp. Pathfinder: Kingmaker is your initial isometric party-based computer RPG set in the Pathfinder fantasy world. However, there's a lots to do before you go there. Head northeast from your starting position. Haste your party and use effects like Archon's Aura and Prayer to reduce Hargulka's melee effectiveness further. The ones on the left of the road are melee attackers while there are two archers on the other side of the road. At least two of those are subject to attacks of opportunity so they shouldn't give you much trouble. 174. Ruthgert will say something along the lines of "you haven't seen the last of me" and vanish. Otherwise, answer how you please. There is another floor puzzle in this room which you can simply make a note of for the time being. It's not on your quest list, but there's something you can unlock now rather than later. If you have a character able to cast Stinking Cloud, cast Delay Poison (Communal) on your party. The check itself is DC17. Speak to Valerie about it to learn that Valerie's former order is demanding that she return to Shelyn's service, initiating the quest Shelyn's Chosen. You will find Willas Gunderson standing by the bar in the Beer Mug Inn back in your capital. After New Troll Sightings event if you visit Lone House you will find Bartholomew Delgado in his laboratory, attacked by several trolls, including Dimwit if he was not freed or killed. Backtrack to the Murque River and make your way east along the southern shoreline. Return to where you found Nyta's body and put the Old Wedding Ring on her body for a small XP reward. Return to the trail and continue north where you will spot Arbor Rock to your left. Buff Amiri up and head along the path a little. Go into the Clutch Hut next door and speak to Virish. After it's cleared, buff up. You will encounter some Trolls and Kobolds that were waiting to ambush you had you gone through the gate. Terrorizing Tig is a bonus. June 30, 2022 . You will to some rocks which require an Athletics check (DC22) to climb. As it happens, this coincides with where we're going soon. Continue up the path, but hug the left side so that you don't trigger an ambush from an Ancient Will-o'-Wisp because you can't target it from here. You may want to return to your capital to rest up and unburden yourself. You are looking for the "[Knowledge (World) check passed]" option which is required for the best outcome for Harrim's personal quest. Hit the road again. You may want to bring Regongar with you along with Valerie if you've built her as a Sorcerer. The Nereid will summon a Huge Water Elemental and use Confusion. Next it is a hidden cache with a Pile of Notes which make for interesting reading. This is another dwarven relic that will have Harrim musing on the inevitability of death and decay. If you read his diary you will learn of his experiments on some unfortunate named Dimwit. The Silky spams Hold Person and Hideous Laughter, targeting the character with the lowest will save so kill her as a priority. After seven days, when the problem has been solved, go to Shambling Steps to confront Nazrielle about the dodgy weapons. Go into the room to the south where you will find a Kobold Shaman teaching a group of kobolds and a pair of trolls rudimentary common. There is a hidden and locked (DC21) box with minor loot. One of the chests is a Mimic. When you defeat him, he will shift back to human form and you have to decide what to do with him. The check itself is DC17. Agree to investigate to initiate Kingdom of the Cleansed. If you want a bit more treasure, head over to the northeast corner where you will find an Alpha Wolf and a trio of Ferocious Wolves. The entrance room has a sealed door to the east and a passage to the south. At some point, Bokken will visit to give you your first gift. Jhod tells you that the curse afflicting the place will reach its peak strength in a month. This is why a separate savegame is advised. Follow the water round and you will find a satyr named Falchos and a dryad named Tiressia in conversation. Get Resist Electricity on your party before you start making your way up the path. 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. At the next junction, turn northwest and follow the trail to find a crossing point over the Murque River. If you take the Chaotic Neutral option and send them to a random place on the map, you will meet them again later. Head to the Swamp Witchs Hut location. At the destination, go forward and look around the big tree on the right. Troll Lair, First floor (hidden floor . This is not essential but it moves the quest along organically. They are still hostile to you, however. If he is ordered to release Dimwit, and you are Neutral you can use a dialogue option to apologize for interfering. Head east and continue east past the Lonely Barrow. Which is OK but hardly worth all that. He will then suggest that your barony might make a good vassal of Pitax. Buff up mildly. Before you cross over into the Dire Narlmarches, you'll probably want to rest. Continue east to an abandoned hut. There is a chest at the end with some minor loot. This is not a particularly wise choice and will cost you the services of Ekundayo. Head south and you will come to slope you can climb down (Mobility DC21). Go back downstairs and speak to Tevi and give him something to do. Apologise to him. Make your way east along the southern part of the settlement and search the rubble next to a dilapidated shrine for a Taldan Warrior's Dog Tag. 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. You can speak to him about what's going on in the village for some interesting background info. Otherwise, assuming Tartuk survived, you will find a group of leaderless kobolds close to the exit. Search a crate by the side of the house to find an Ancient Rostlandic Coin. Otherwise, let him go. Spells that target movement (Grease or Web) will not work against Hargulka but things which target Will saves, such as Glitterdust, work on both of them because they have fairly low Will saves. This time she is accompanied by two Ferocious Hydras and two Nixie Pranksters. By the way, even if you dont save the boy, you will still need to talk to her and tell her about the tragedy. If you go south and east, you will come across another group of bandits. Over the course of the game, this will save you from having to sit through dozens of lengthy loading screens. One of the doors upstairs is locked (DC17). Try and make the Diplomacy check because it's worth a substantial 720XP. 5. Search the pack on the ground for a unique Kama, Talon of the Wise. He will hint that he can make something truly amazing if only he could get his hands all three volumes of 'Of Transmutations and Bodily Poisons', initiating his artisan's quest. We're heading east. You then need to refrain from attacking him until he finally succumbs to the sunlight. If you have a day to kill because you're waiting for an event, opportunity or project to complete before you hit the trail again, you're probably strong enough to take on Ratnook Hill. He wants you to take him to any dwarven ruins you find. just go to his laboratory and try to convince him, lots of options available. Afterwards, speak to Rashor and he will invite you to his village. And if it's blinded with Glitterdust, it's not too much of a threat anyway. Only fire seems to cause a troll to hesitate, but even this mortal threat is not enough to stop a trolls advance. Rest up and check your calendar and settlements. There is another trap (DC21) in the room beyond. Smoulderburn has AC 33 so is a bit tricky to hit: True Strike, Inspire Courage and Blessing of the Faithful help. A woman named Jenna Tannersen will appear in your throne room around this time. Head inside the ruins. You need Delay Poison, Resist Fire and Protection from Fire. But not Grease so lay that down and then lay into them with the person wielding the Demolisher. There is a hidden panel in the far wall containing a Potion of Heroism. They do lots of damage, have high AC, DR 15/adamantine, breathe out poison gas and are immune to almost everything. There are a number of ways to even the odds. There are a couple of outstanding companion quests and nothing more urgent to do. Since you're on your own, this can be a nasty fight: you're outnumbered and your opponent is kinda hard to hit. Defeat all enemies, and if Tig is saved, speak to him. Be on the lookout for a trap on the ground ahead. She stole the money to pay for a printing press. Open it up for a unique suit of armour, Blessed Path, and a large quantity of gold. Defeat the sinister lights (skulls), search them and find some coins. Ignore him for the moment, because there's stuff to pick up first. 38. You need to keep those two well back so that Bokken doesn't get attacks of opportunity against them. It seems that Ditael, another of Nazrielle's apprentices, has run off with the weapon that Nazrielle was crafting for you, initiating her artisan quest. By now, she should be capable of taking on the Ferocious Hodag since it's not that tough. You will have a number of options to deal with him. In a bad case of writer's pet, if Regongar is in your party, he will override you in this matter and attack the children. He will spam Searing Light which does quite a lot of damage. Proceed north up the path and pay attention to the sign about traps. This is a quest item and there are three of them in the immediate vicinity. Another trap. Cast a Stinking Cloud ahead of you, like so: This should mean that the most dangerous enemy, the Bandit Necromancer, starts off disabled. Unwanted LegacyInteract with the statue and Harrim will wax philosophical. She will thank you for killing the Stag Lord and will promise a valuable reward. She will claim to know nothing and then figure out that Sartayne has been sabotaging her efforts. You can attack right away or you can speak to him which leads to a number of options. Grab Jaethal's Old Dagger and make sure that Jaethal is in your party. Talk to him to begin this quest. Tell him what became of the people he sent to Candlemere Island and that there is nothing of value there. Return to the entrance to the Troll Lair, buff up and go through. However, you should ignore it for the time being. Make your way to the northeast corner and kill some more oversized amphibians and grab another Token of the Dryad. You will learn that she told her son in anger to drown himself in Candlemere Lake. Head north from your capital and claim the Fruits and Berries resource (15 BP, +1 Loyalty). Head upstairs and speak to both Kanerah and Kalikke to find out more about them. They depict the creation of a phylactery for a lich and the lich slaughtering innocents. When they're dead, grab a Token of the Dryad from the undergrowth. Then you simply need to withstand Hargulka's melee assault - Mirror Image and Displacement are perhaps more useful than Shield and Barkskin here - while Ekundayo burns through his HP pool. You will find the dog near where Amiri used to train. Use Ekundayo on his own and move the cursor around until you see the attack icon. After it's dead, Amiri's companion quest will complete. When you start seriously thinning their numbers, enemies will start fleeing. You want to see the "[Lore (Religion) check passed]" option in your response. I managed it with Kalikke using empowered blasts on the Tremendous Centipedes. The main quest will take us to this area shortly so backtrack past the Ruined Watchtower to the river. March north to Oleg's Trading Post. Return to the world map and head east from the Swamp Witch's Hut. Levelling Loyalty up to rank 3 will allow you to annexe Kamelands while levelling up Community to rank 3 will allow you to claim North Narlmarches. If you killed the leader you will be able to loot his magic weapons, armour and gear. You want to get Glitterdust on him so that he's slightly easier to hit. Buff up heavily. Sounds like a quest! Exhaust his conversation options but don't kill him and don't simply dismiss him. Return to Shaynih'a and tell her how Hassuf responded. The Ancient Will-o'-Wisp is quite nasty but it doesn't go invisible so you can hit it reliably. There is another path up the hill here. Vesket will charge him and be struck down. The trap cramps your style quite badly so make sure you have your ranged attackers take out the Shaman. Otherwise you can make a Strength or Dexterity check to start a fight at an advantage - either one troll down or the kobold shaman out cold. Again you have a number of responses. Head north, keeping an eye out for traps - there are two of them (DC19). Do so. Otherwise, level up another advisor. The locked chest outside the house near the bottom left corner contains the Grilled Silver Eel recipe along with some silver eels. When the enemies are dead, the gnomes will draw attention to their cart stuck in the river. The monster is in the lower right corner of the location. Tell him that you are hunting trolls as well and he will mark three locations on your map: Dwarven Ruins, Kobold Trail and Troll Clearing.