Buff up before approaching, however. Return to your capital and find Tristian who tells you that there is no trace of Ruthgert. Afterwards, unlock the chest using the key you found earlier and you will find a unique breastplate, the Heart of Valor, a Dwarven Helm Shard (6/10) and some gold. Buff up before approaching the rift in the centre. All trolls spend most of their time hunting for food, as they must consume vast amounts each day or face starvation. Failing all else, you can seek out Anoriel in the tavern and respec your main character. Continue north and you will spot a log among the trees containing another Taldan Warrior's Dog Tag and minor loot. Climb down (Athletics DC8) and take out the Ferocious Manticore in the courtyard. Head east from Tuskdale and when you reach the junction, head northeast rather than turning south towards Bridge over the Gudrun River. STR: 10, DEX: 18, CON: 16, INT: 16, WIS: 12, CHA: 10. If your alignment is not lawful or evil, make a quicksave because the optimum outcome to this quest will depend on a skill check. From the Ruined Watchtower, head southwest and cross the Murque River. Quicksave before going to the throne room. You can grab a Masterwork longsword from the Werewolf and find a stash a short distance further south with a decent amount of gold and gems and a Taldan Warrior's Dog Tag. Given his evil nature and all the blood in the cellar..the choices are obvious. Yup, I took him and screwed Octavia. Act 2 - Troll Trouble An Ancient Curse You start off in your new capital, which occupies the former site of the Stag Lord's Fort. Two doors have opened in the west wall but the way back to the entrance is now sealed. Quicksave and go east for an illustrated book episode. Follow the dog until you find a man called Ekundayo. Head across to the other side of the square and look for Nazrielle. Jhod will also come and see you to report on the events at Bald Hill. It is possible to recruit Bartholomew without completing certain portions of his quests. Heal him for a small XP boost. These aren't too bad by now. Start constructing your settlement. Maybe. Halfway along the northern wall is a trapped and locked (DC22) with more unimportant stuff. Go up the path to meet Sinnet. Both locations yield decent loot and are worth the trip. The Chaotic Good option is slightly more rewarding than the others. Head northeast to a wooden house close to the eastern edge of the map and search a crate for a Frost Scythe +2 and minor loot. She drowned them(!) At the next junction, you will be able to claim another resource, Ancient River Bed. When you get there, make a note of the Overgrown Pool location a short distance to the east. Go to the left bank of the river where you will find a hard-to-spot (for you, the player; the DC is 7) cache containing a Shard of Knight's Bracers (2/10). Have someone equip the Demolisher and put Freedom of Movement on your frontline. Search among the ruins for a hidden cache containing a Torag's Pendant. The mage loks a bit battered, but his defenses seem to be holding. When they're dead, remove any equipment (Ring of Protection / Amulet of Natural Armor) that you gave Kalikke and head over to the tower. Go inside and remove the trap (DC22) from the floor panel and search it for the Devourer of Metal composite longbow which will make Ekundayo even more of a murder machine. This next bit's a pain. When you do, hostilities will ensue. Head there and speak to the exiled lizardfolk Kagar. Make your way to the area exit. After you've dealt with them, search the bushes to the left of the path for a Taldan Warrior's Dog Tag. These creatures have 100HP and DR 10/cold iron But they're fairly slow and you should be able to open up with a salvo from Ekun. 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. Valve Corporation. If you're wondering what to do with the fish you picked up outside the cave, return to where you spoke to Ivar. Rest up and check your calendar and settlements. It will trigger the quest. The loot container in the corner holds an Ancient Cyclops Coin. Memorize them, set the plates right on the upper level, then go back and enjoy your chest with some gold and excellent armor. Pathfinder Kingmaker: Magic Items List (Locations & Effects) ? Immediately south is a hidden panel in the wall which contains minor loot. You will find another group of wolves in your way: an Alpha Wolf, a Worg and five Ferocious Wolves. You should be at a crossroads between Three-Pine Islet and a Glade in the Wilderness. You will meet up with the Guardian of the Bloom again. You will find a cache with a Dwarven Helm Shard (1/10). If you have access to something like Hold Monster, it will come in useful. 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. Now that you have all three Cog-wheel Rings, interact with the statue of Torag. Buff up heavily. The room beyond has a trap on the floor (DC21). If you do get the leader to drink the potion, you'll lose his loot which is worth around 1800G all told. When all the wolves are dead, you can find another cache of minor loot in the bushes just above where the path forks. Despite being a named troll, he's not much tougher than a Branded Troll. You have business there, so pay it a visit. Give them any new equipment you bought and check spellbooks. If Harrim is in your party, he will convince Waine to become a follower of Groetus. Alternatively, you can start following clues from Ivar's house. Otherwise, he will simply disappear. They shouldn't cause you too much trouble, particularly if you blind them with Glitterdust. Backtrack to the trail and continue west. As you head down the corridor you will have to fight a Dread Skeleton Elite and three Nightmare Skeletal Champion Archers. If you want some pointless combat, head east up the slope where you will face a pair of Hodag-like Treants. The ones on the left of the road are melee attackers while there are two archers on the other side of the road. Quicksave before going down into the laboratory. If you passed a diplomacy check when speaking to Ezvanki during your ennoblement ceremony, 'Ezvanki's Offer' is a no-brainer. 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. Quicksave and when you're ready, speak to Rismel, the figure standing by the portal. Clear the DC 22 trap from the floor before you accidentally set it off. When you've killed them, you can open a trapped chest (DC22) by the side of the road which contains 1GP. If you allowed him to keep experimenting on poor Dimwit, you can recruit him as an advisor. A hard-to-spot (DC27) and locked (DC25) chest outside the southwesternmost house contains an Amulet of Natural Armor +2. When you finish speaking, he will leave. You may want to quicksave if you let the dog go. They cost 80G each and I suggest that you buy 100 in the first instance. Head south and you will come to slope you can climb down (Mobility DC21). There are two Lizardfolk Sentinels just past your starting point. There is also a well that you can interact with. The fighters and archers will target Jaethal preferentially so she may spend a while on the ground. Head north from your starting point. 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. They are still hostile to you, however. Wander among the houses grabbing minor loot from the various containers. The Wererat Lair location is added to your map. There is a locked (DC20) chest in front of the house with some minor loot. When they're dead, you will find a Token of the Dryad on the ground nearby. Note that you still want to keep Harrim in your party. The first thing you want to get off is Stinking Cloud. STR: 10, DEX: 14, CON: 12, INT: 19, WIS: 8, CHA: 12. "I'm your baron!". Make sure you can target her quickly when she appears. If you have upgraded Tuskdale to a town, you can construct a Printing House for free. You will be attacked from front and behind by three War Wisps. When they're dead, grab a Token of the Dryad from the undergrowth. They're not hostile, so position your characters strategically and speak to Ivar who will promptly change into a wolf himself. Continue northeast to the top of the area where you will find a hidden stash with some gems. In the end, you can order Bartholomew to release the captive troll or leave him as is. When they're dead, loot their bodies for Masterwork shortswords. Head into the area where the bear was and you will find a group of two Alpha Wolves, two Worgs and two Ferocious Wolves. Select the "show the herb" option and you will get an errand to being her three mudleaves, gloomberries and dizzyheads. Check the body of one of the bandits for a Turquoise Brooch. At some point, Bokken will visit to give you your first gift. Ask her what happened and she will tell you about some men trying to carry a scary box ashore. Return to your capital and go to the Capital Square. Speak to them and you will have options to save them (or not). Hostilities will ensue. If you read his diary you will learn of his experiments on some unfortunate named Dimwit. Sometimes being a goody-two-shoes doesn't pay off. When you reduce his HP to 0, you will unlock the Fire. Cross over the Skunk River. You can try the Dexterity check but ringing the bell has the same effect with no chance of failure. There's an exit to the lower level in this room and you can get to the east of this level from there. The main quest would bring you here shortly but since you have time to kill and you're already here From your starting point in the north of the area, head south a short distance and you will find a cache with a Torag's Pendant, something else that Storyteller will buy off you. After your victory, talk to Bartholomew, go to his laboratory and head down. Buff up mildly. You want to see the "[Lore (Religion) check passed]" option in your response. Return to the path and continue south. Terrorizing Tig is a bonus. Make your way to Thorn Ford. Return to the Lone House location, head down to the lab and save a man from the trolls. bite vs Anton: 1d20 + 15 (1) + 15 = 16 claw vs Anton: 1d20 + 15 (16) + 15 = 31 Talk to him to begin this quest. For the time being, don't go out of your way to claim resources, but if you're passing and have the BP, you may as well. You will encounter some Trolls and Kobolds that were waiting to ambush you had you gone through the gate. Don't cross but follow the trail east to find a new crossing point at the aptly named Ford Across the Skunk River. Follow the water round and you will find a satyr named Falchos and a dryad named Tiressia in conversation. Help them get the better of their attackers. The top sarcophagus contains an Ancient Scrap of Script-Covered Leather (1/16). Before you go in, grab provisions from the drying racks and some Masterwork weapons and a Trident +1 from a weapon rack. When they're dead, loot a Masterwork dagger and Amulet of Natural Armor +2 from the lost sister. Afterwards, give Kanerah the Disk of the Eclipse. Head to the throne room and show the Spear Fragment to Storyteller who will recount the story associated with it. And so the quest begins. Afterwards, search the body on the ground for the Dirty Travel Log. If you're burdened with loot from the Troll Lair, you can sell to him as well; just be careful not to sell him anything irreplaceable (the Heart of the Anvil looks like a common gem, for example) because he may shortly disappear from the game one way or another. Exit the throne room (when interacting with the map inside, you return to the kingdom management screen) and walk around the city until you see the Guardian of the Bloom. There's a Troll and a Trollhound who need to be killed. You will be attacked by a pair of Will-o'-Wisps. You have to find the Ruined Watchtower to the left of the fortress and go there. There are a couple of loot stashes here, one of which is locked (DC21). To advance the quest, read the walkthrough of The Nature of the Beast main quest. so that you can claim the Refugee Camp. Backtrack to the Murque River and make your way east along the southern shoreline. Go across to a side cave on the left where you will find a couple of loot stashes containing a Taldan Warrior's Dog Tag among other things. 4. Further north is a named troll, Nagrundi, accompanied by a Trollhound. March to Thorn Ford to cross the river. There's locked door on the left of the room. You will now be able swap between them using the Action Bar. Summon Nature's Ally III Trap (Perception DC 20, Trickery DC 20 - 45 exp): Summons 2-3 Giant Spiders (Vermin 7) if triggered. If you are able to, building a Bulletin Board (Lawful alignment only) is also a good idea. By the way, even if you dont save the boy, you will still need to talk to her and tell her about the tragedy. Fortunately, no undead come pouring out of sarcophagi. Cross back into Kamelands where you will pass Bald Stones to the north. Grab a Torag's Pendant from a cache and continue along the wall. Drops from Kobold Sniper (Guiding Beacon) in Troll Lair Depths. He will join your squad, and you will need to continue the quest by finding the old fortress. After this, deal with the stuck cart, and then talk to Jubilost. You will return to the Spirit Hut and Kagar will cast Glitterdust to reveal Shimmerglow. She will say that her son could have gone to the Lake Candlemere. Use Ekundayo on his own and move the cursor around until you see the attack icon. Agree to help him and he will ask you to test it on a dog. The quest will begin after you meet Jenna in the throne room (you will have to receive some visitors). If you have events near completion, you may want to return to your capital and wait them out in your throne room. 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. Search a body lying on the ground nearby for a Wand of Fireball, an Amulet of Natural Armor +2 and a Shard of Knight's Bracers (3/10). Afterwards, you will have to make an alignment-based choice: Your choice will determine options in a future kingdom event; see here for details. For the time being, keep 100BP in reserve to deal with emergencies. You can now unlock the large doors. The locked chest outside the house near the bottom left corner contains the Grilled Silver Eel recipe along with some silver eels. Note that if you do not order him to stop, you may be able to recruit him as an advisor later. Return to the Old Beldame and give her the plants and berries that you've gathered for a reward. 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. Use a Stinking Cloud on them if you have one to spare. Head back through the gate and find Kagar. Put them on the altar to complete the quest and allow the ghost to finally rest in peace. Run back to the Old Beldame (again) and give her the letter. So not terribly useful. Head to the world map and make your way to Silverstep Grove. He has a surprisingly large number of HP. If you succeed at a Knowledge (World) check (DC22), you get the option to tell them that they're on a fool's errand. If you go into the kingdom management interface, you may see a new event called Tenebrous Depths. When they're no longer a problem, you can grab some minor loot from a hidden compartment in wall of the corridor. Harrim will punch the anvil, smashing it. If you want to, you can buy some Feather Tokens for the Nixie back at the overgrown pool but you can also get some for free later. At the same time, you will receive a visit from a potential artisan. Return to your capital and take care of any throne room business. Take out anyone who might pose an actual threat - there are a few higher level Fighters, Archers and Rogues and Ruthgert himself is a 5th-level Cleric. If you want a few bonus XP, interact with the portal for a Knowledge (Arcana) check (DC24). Go south down the lower passageway. A letter arrives from the Maegar Varn of Varnhold, proposing an alliance between your lands. Amiri will announce her intention to kill the creature. The boar has concealment but is otherwise weak, weak, weak. One container holds minor loot while the other has a Belt of Mighty Constitution +4. He is a lot more powerful than the average troll. It seems that the merchant Enneo has a dagger that belonged to her. You will see the Monster Den a short distance to your north. You have a number of options but to progress the quest, you have to select "I think you should talk to Valerie alone". When you start seriously thinning their numbers, enemies will start fleeing. If you have Bartholomew's whip, take a detour to the Lone House. There is a "Requires Lawful" option that you can take which gives you a shortcut into Hargulka's Lair. Make your way to the southeast corner where you will find the Scythe Tree waiting. Interact with the pile of fish nearby and add your fish to the pile. Go back inside for an easy battle against a Kobold Sentinel and two Trollhounds. This will summon an Ancient Will-o'-Wisp and two War Wisps. 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. However, Ekundayo is a stealthy sort. Next to the painting is a hidden wall switch (DC20) which reveals a secret room to the right. Otherwise, answer how you please. A short distance to the west of the bandits is a well-hidden (DC22) container. Head there, in the upper right corner you will meet two fairies Falchos and Tiressia. You'll need to harvest three of them shortly so you may want to get this out of the way. Cast Delay Poison (Communal) on your party and go south. There are two Ancient Golems in the room beyond. For what it's worth, the "(Neutral)" option leads to the best outcomes. You will find Maegar Varn speaking to a merchant. I suggest that you built it on the river as close as possible to Tuskdale. Trollreaper is the first magical Greataxe you've found. He directs you to mage named Bartholomew to find out more about these trolls. When you leave again, bring 12 rations (enough for 3 rests with Ekun's special ability). Harrim will express his contempt for the "traitor god". He's not very tough and drops a Masterwork handaxe. Sounds like a quest! That would have come in useful just now! 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. You should be able to afford a few cool items from Hassuf. Buff up. Assign an advisor to it right away and wait one day for it to complete. Follow the path south until you see a dog beckoning you to follow it. There are plants along here called Mudleaf. Hug the left of the path and you will find a container filled with scrolls and minor loot by the water. 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. Speak to the Old Beldame and ask about the lost child (remember him?). This initiates the Troll Trouble quest. To the side is a trapped (DC22) and locked (DC25) chest containing a unique heavy pick, Demolisher. Be sure to buy the Bag of Holding in his stock - you should easily have enough gold. He is a rather sketchy individual, but agree to investigate anyway. This should bring you close to the Hodag Lair. It seems that trolls are menacing Bartholomew Delgado. Be careful that you don't run into them. There are four Dire Boars just to the south and past them is a house, a garden with a scarecrow in it and a gate. Report to Bokken and tell him that the wererat died. Have Tristian or Harrim memorise Delay Poison (Communal) and Remove Paralysis. Otherwise, destroy them and be done with it. The next room down is used as a larder. Stefano Moskoni is an annoying Pitaxian who has come to deride your efforts. Head to Narlkeep and return the armour to Dragn to make him a happy dwarf. However, if he's surrounded by melee attackers (besides your guys and Dog, there are four Lizardfolk Sentinels fighting alongside you), he will provoke attacks of Opportunity and be struck down. There are several more Dizzyheads nearby and in the corner, a trapped (DC22) and locked (DC25) chest containing Gloves of Dueling. Loot the bodies of the trolls to find a Torag's Pendant and a unique greatclub, The Crusher. This is the enemy that would have prevented you from escaping through the main gate earlier. You may want to rest before tackling the Troll Lair Depths. Gameplay [ edit] Unlock the door to the south. This is not a particularly wise choice and will cost you the services of Ekundayo. The workaround is to rest just inside Dwarven Ruins which you can do without triggering enemy encounters. The Fighter drops a Masterwork longsword and the ranged guys drop composite bows. Have your party stand on the sunlit area, unlink Dog and have him go through the door to cause Karga and Agadd to appear. Keep an eye out for a hidden stash of minor loot underneath a tree. Head into the passage on the left and pay attention to the sunlight coming in through the ceiling.