Examine the troll behind the bars, talk to the scientist and complete the quest. After defeating them, you may want to use Inspire Competence because there are a number of high DC checks in this room. Halfway along the northern wall is a trapped and locked (DC22) with more unimportant stuff. If you back out of the kingdom management interface, you can enter it again by clicking on the table in front of your throne. Nearby among the bushes is a hard-to-spot (DC27) stash containing 2000G. Pick up a Torag's Pendant from the floor and look for a chest on a raised ledge. You have various alignment-options to finish the quest. As always when you spend some time on kingdom management, a bunch of things pop up demanding your attention so return to your Throne Room. If you do get the leader to drink the potion, you'll lose his loot which is worth around 1800G all told. Interact with the pile of fish nearby and add your fish to the pile. It's not tough but it has a ranged attack that causes the entangled status. You will climb down to a deserted campsite. There is nothing to do immediately, but you should have a couple of quests awaiting your attention. There is a locked (DC 30) container on the wall with a pair of Lesser Gloves of Dueling. Cross over to the south side of the Gudrin River if you're not already there and head east. The first task you should see to is enroute to Tuskdale. You need to make one of the speech checks. A nervous Linzi suggests that she knows who the culprit might be. Give this task to Tristian (Councilor). If you recruited Nazrielle, her apprentice, Sartayne, will appear to offer an apology. If you follow the "your house" line of questioning, you can mention his family. He's fine with a few stragglers, or a helpless prisoner, but . 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. All five will hit you with sneak attacks so be prepared to take some damage. r/Pathfinder_Kingmaker Hello, crusaders! The Trolls are dangerous but that Kobold is a little bastard. For Freedom of Movement, most characters should be able to use the Mace that Hargulka dropped. Before you cross over into the Dire Narlmarches, you'll probably want to rest. Both locations yield decent loot and are worth the trip. Cross into Silverstep and keep following the trail. If you search around the nearby houses, you will find a couple more loot containers. Talk to the witch Old Beldame and learn that, apparently, she did not do anything wrong. Locations outside the areas you've explored so far will be above your level so be careful how far afield you venture. Loot the enemies and grab some gold and gems from some nearby dead bodies. The leader of the motley crew drops a Token of the Dryad while one of the other bandits drops a Heavy Crossbow +2. Afterwards, check out the merchants in the square. Octavia and / or Regongar will want it for their own purposes. Talk to Jenna in the upper left corner. There are two Lizardfolk Sentinels just past your starting point. This is the enemy that would have prevented you from escaping through the main gate earlier. With better equipment than you had earlier, Tranquil River Bend should be manageable. Speak to Corax and mention a reward and you will receive 400G. When you reach the crossing point over the Shrike River, continue west. Afterwards, continue up the path and you will find a Torn Damp Page on the ground. A locked (DC28) crate to the right of the "scary box" contains a unique scimitar, Slicer. Jubilost is standing on the near side of the river. You will find Willas Gunderson standing by the bar in the Beer Mug Inn back in your capital. Return to the path and head northwest to the river. Continue north and kill a bunch of Worgs and Greater Worgs. It will trigger the quest. You can have Sartayne take Nazrielle's place, which is pointless, or let him go which is actively harmful. Trollreaper is the first magical Greataxe you've found. If Harrim is in your party, he will convince Waine to become a follower of Groetus. He drops a unique dagger, Arcane Protector, a Cloak of Resistance +2 and a Headband of Vast Intellect +4. Pack plenty of provisions. They're mostly weak apart from the leader who is 7th level. You can pick up part of a relic set so it's worth a visit. Grab a diamond from his remains. Return to your capital and take care of any throne room business. 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. 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. If you are able to, building a Bulletin Board (Lawful alignment only) is also a good idea. Move your party to the right of the coffin before you attempt to get the lid off. Initially, you will be fighting six Giant Spiders. Due to this need, most trolls stake out large territories as their own, and fights between rivals are quite common. There is a chest to the right of some steps containing a Rusty Dwarven Key along with the Commandant's Journal (First Half). After you've made your decision, you will figure out that Enneo is probably behind this whole charade. You get 450 experience points as a reward. Thank you Tristian, I was going to talk to him anyway. Sevintan 4 yr. ago I just did this with Strengthen enemies, though it took two tries. When you enter the area, you will hear someone named Waine calling out for help. Save your game before talking to Jennas son, Tig. STR: 10, DEX: 14, CON: 12, INT: 19, WIS: 8, CHA: 12. If you are a melee-capable character, arm yourself with the Cold Iron Dagger since the Redcaps have 60HP and DR 10/cold iron. Backtrack to the trail and continue west. Find Lykka and tell her about the Cyclops for 300XP and some gold and gems. You will pass Iron Mine, a kingdom resource, to the north. The fighters and archers will target Jaethal preferentially so she may spend a while on the ground. You will find an exit to the outside (which you should ignore for the time being) and a couple of chests with minor loot. If you succeed at a Knowledge (World) check (DC22), you get the option to tell them that they're on a fool's errand. You will see the eastern door in the bandit room open up. bite vs Anton: 1d20 + 15 (1) + 15 = 16 claw vs Anton: 1d20 + 15 (16) + 15 = 31 Stefano Moskoni is an annoying Pitaxian who has come to deride your efforts. Dimwit is a unique troll that can be found at the Lone House as a captive of Bartholomew Delgado. Harrim will express his contempt for the "traitor god". Before embarking on another quest, you may want to spend some time on kingdom management. Leave through the exit in the Troll Lair Depths when you're ready. You will receive this notification when the curse timer reaches 28 days. This is part of another relic set and another one you won't be completing for a good, long while. TrollSubjectZero (1b317ed6609cd1b4a8814bb2406bc56e), Dialogue (The Nature of the Beast - Dimwit), Dimwit is a unique troll that can be found at the. Before asking about the fire-resistant trolls, ask what he is selling. Otherwise, helpless characters will be murdered by the Doomspider. Continue west up a slope, keeping left. At the same time, you will receive a visit from a potential artisan. Instead, return to your capital. Follow the path south until you see a dog beckoning you to follow it. Keep going and you will be attacked by an Ancient Will-o'-Wisp and three War Wisps. Pay attention to the +1 Economy if built next to a Longhouse or Tavern and place it accordingly. Don't take these straight to Dorsy, however, since there may be a better option. Start with the top one where you will find a hidden cache containing a Bronze Dwarven Key, a Torag's Pendant some minor loot. The ghost will say that it cant fall asleep because of the lights visible in the well. It is located in the west of the region. When you've killed it, look for a nearby stash containing a Token of the Dryad and some gems. Otherwise, answer how you please. For what it's worth, the "(Neutral)" option leads to the best outcomes. If you search the various containers you will find minor loot and a new recipe, Fish-on-a-Stick. In fact, you have 13 days and 8 hours left because when the timer reaches 14 days, stuff will start happening. There is a short cut up the slope which requires Lore (Nature) followed by Athletics to negotiate. Continue northeast to the top of the area where you will find a hidden stash with some gems. It is also stalked by four Venomhodags which are moderately nasty creatures. Continue east and when the path forks, turn southeast towards Lake Silverstep Village and go in. There is a loot stash on the right-hand wall near the entrance. Black Whip is a quest item in Pathfinder: Kingmaker. With Inspire Competence and gear, Octavia can have Trickery +26 or more which is sufficient to remove the DC36 trap, earning you 1440XP. Make sure you have a rope. 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. The quest is completed. Soon after this, you will need to meet Ekundayo (refer to the quest A Score to Settle) and Jubilost (Renowned Explorer quest). For the upcoming mission, you will want one or more of the following: You may want to equip yourself with equipment that boosts these abilities: Strength and Dexterity boosting gear, Boots of Elvenkind, Eyes of the Eagle and so forth. Be careful at the top. The most interesting thing here is that you can complete several quests at the same time: take Harrim (companion quest called Unwanted Legacy), Ekundayo (A Score to Settle quest) and Jubilost (Renowned Explorer quest) with you and go there. Backtrack to the corridor where you fought the skeletons and follow it around. Help them and find out about a mage living nearby. Head southeast from the dead Troll. When they're dead, search the ground nearby for another Melted Shard of a Ring (4/13). Which is OK but hardly worth all that. The Lost Sister has a nasty ability called Blinding Beauty which can strike nearby allies blind if they fail a Fortitude 25 saving throw. When they're dead, you will find a Token of the Dryad on the ground nearby. Cast Protection from Arrows (Communal) if you are able to along with any other AC boosts. He will use Lay on Hands repeatedly to heal himself so equip Valerie with potions of Healing. She stole the money to pay for a printing press. There are two slightly more powerful undead in this corridor: a Ferocious Skeletal Champion and another Nightmare Skeletal Champion Archer. He is speaking to someone named Amalia, who is an adherent of the cult. Dog can keep one of them tripped. Wade into the river to where the cart is stranded. The initial creatures are a Bear-like Treant and a Quick Boar. Literally. You need Delay Poison, Resist Fire and Protection from Fire. Head to the world map and make your way to Silverstep Grove. The most useful consequence of this is that you get to have a merchant in your throne room, albeit a sadist and a degenerate. 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. Apologise to him. Search the Sentinel's remains for an Old Dwarven Chest Key. Continue east around the rock and then up the slope. Note that you cannot go further east for the time being. Agree to look for the boy to receive Loyalty +1. I told Bart to release him, but now he is acting vold towards me, but worried Octavia will freak out if I say continue with experiments. However, if you interact with the blue tile, you will open a way to the south. You need to keep those two well back so that Bokken doesn't get attacks of opportunity against them. Shaynih'a will ask you to visit her to update her artisan quest as well. Unfortunately, none of the merchants in your capital sell them but hopefully you have a couple at least. When you win, you get to make a choice. They are, however, susceptible to Stinking Cloud. Shimmerglow has 136HP and AC27 (after buffing with Shield). Return to your capital and go to the Capital Square. Report to Bokken and tell him that the wererat died. He does spam Magic Missile, however, but Shield keeps you safe. Remove any armour from the party member with the highest Athletics ability, quick save and interact with it for a storybook segment. You have business there, so pay it a visit. If you succeed in the DC20 Lore (Religion) check, you have three options. This monstrosity has 60HP and an extremely high AC (24) so make it second priority since the other creatures can't really harm you. The Troll 1 continues attacking Anton, but Troll 2 turns his attention to Ekun who is weilding the acid infused greatAxe. He directs you to mage named Bartholomew to find out more about these trolls. A popular method is to cast Grease at the location where the fight will take place and give Valerie Freedom of Movement. If they give you trouble, hit them with Stinking Cloud. This is worth a visit for a moderately difficult battle and some very worthwhile loot. Continue east and you will find a Spectre wandering around. Summon Kanerah again and have her make Mobility checks to get back up to the tower and down again for a few free XP. Make your way into the Ruined Watchtower itself. When you return to the road, bring Amiri with you because we can do her companion quest. Continue north from Maegar and search the crate for a unique necklace, The Heart of Ira. These aren't as powerful as Viscount Smoulderburn (they only have AC24 for starters) but they have Natural Invisibility so you will miss frequently due to concealment. After the place has been made safe, search the hidden and trapped (DC22) panel in the northern wall to find a Headband of Inspired Wisdom +2. Continue up to the wall where you will find another Torag's Pendant in a hidden cache. Just south of the bandits is a log containing minor loot. There's locked door on the left of the room. The Boomsayer, as always, is the primary threat. The Evil choice gives you a ruby while the Good choice secures you an emerald. When you've killed them, you can open a trapped chest (DC22) by the side of the road which contains 1GP. Eventually, they will decide to duel. Search a nearby container for the Soot-Blackened Gloves (3/5). Start making your way back east, keeping an eye out for traps all the while. Continue north and turn west at the crossroads. If you retrieve the armour pieces through intimidation, you can throw Kergan in jail or let him go. The Wererat Lair location is added to your map. Go down the slope west towards the shore. When you were last here, you were too low-level to tackle this place but it should be manageable now. There is also part III of 'Transmutations and Bodily Poisons' if you need it. You will summon the Water Elementals to help which will keep the creature occupied while Kanerah gets into position to destroy the creature with her fire blasts. Ruthgert will say something along the lines of "you haven't seen the last of me" and vanish.
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