Return to your capital because you want to make Jubilost your Treasurer, since you've probably had an empty advisor slot up to this point. There are a number of houses dotted around the square that you can burgle. When you do, hostilities will ensue. Continue east around the rock and then up the slope. The round container neat the otther door contains a Taldan Stirrup (1/5) and a Ring of Luck. June 29, 2022; creative careers quiz; ken thompson net worth unix 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. Follow it up the slope to the northeast where you will find an injured Ekundayo on the ground. He will open up a little more. But not Grease so lay that down and then lay into them with the person wielding the Demolisher. Loot their bodies to find a silver thingy and begin the quest. Cast Protection from Arrows (Communal) if you are able to along with any other AC boosts. 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 have to wait a while for the quest to update. Head down the path and meet a dog. Select one of the events to go to the throne room. 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. Afterwards, speak to Rismel. Search for a hidden cache in the rubble nearby for a Torag's Pendant. Head into the area where the bear was and you will find a group of two Alpha Wolves, two Worgs and two Ferocious Wolves. Search among the ruins for a hidden cache containing a Torag's Pendant. Run back to the Old Beldame (again) and give her the letter. Cast Stinking Cloud on top of the enemies. Which is OK but hardly worth all that. These are fairly powerful creatures with 102HP and a nasty acid spit attack. 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. Kesten Garess will meet you to give you a whistle-stop tour. Continue north and kill a bunch of Worgs and Greater Worgs. These are more like it - level 14 enemies. There's not really much to see there unless you have a thing for wyverns. You want someone capable of casting Acid Splash to finish off regenerating creatures. The Nereid will summon a Huge Water Elemental and use Confusion. There is a short cut up the slope which requires Lore (Nature) followed by Athletics to negotiate. You may want to bring Regongar with you along with Valerie if you've built her as a Sorcerer. She complains that her son Tig has run away and that she's not been able to find him. You can try intimidating them (DC22) to get them to leave or, if you ask what they're doing, you can make a diplomacy check (DC28) to make a deal with them. He wants to go back to the road but is afraid of traps. Search the Sentinel's remains for an Old Dwarven Chest Key. This is worth a visit for a moderately difficult battle and some very worthwhile loot. We're heading east. so that you can claim the Refugee Camp. When you enter you will be met by a lizardman named Kagar who mentions a "youngling". To the bottom left of your fortress, there is a special mark shaped like a house Swamp Witchs Hut. Ekun's leads aren't very good so far. Nearby among the bushes is a hard-to-spot (DC27) stash containing 2000G. You should take the opportunity to level up one of your advisors (whoever is free). He'll help you later if you let him live. They are still hostile to you, however. Set him to work on something (I had the Enchanted Wind opportunity open at this time). A gnome on the riverbank is calling for help. Head north, keeping an eye out for traps - there are two of them (DC19). She will say that her son could have gone to the Lake Candlemere. You will see the Ancient Mine just to your north. Loot the opened chest for a Red Cog-wheel Ring, a Breastplate +2, the Trollreaper greataxe and a Soot Blackened Apron (1/5), the first of another relic set. This is manageable at 5th level, although not terribly rewarding. This is the self-appointed "Voice of the Dragon". You will meet Kalikke inside and will have to dismiss your other companions to proceed. You can visit the location if you like, although the walkthrough will bring you here later so I would recommend that you skip it for the time being. The Cyclops drops a Greataxe +1 while the Zombie Lord drops a Masterwork scimitar. A hidden nook in the floor contains a Torag's Pendant and scroll of Fireball. If you explore the world further, you cannot cross the Sellen River in the west at this point. Examine the troll behind the bars, talk to the scientist and complete the quest. Initially, only the Young Hydra is in aggro range. You need to make one of the speech checks. Defeat the leader and decide what do you want to do kill him or spare him. Just before crossing over into Dire Narlmarches, camp. You can also start a project. They shouldn't cause you too much trouble, particularly if you blind them with Glitterdust. If Tartuk Hastes Hargulka, counter it with Slow (hit them with Slow regardless). Don't take these straight to Dorsy, however, since there may be a better option. There are also traps, including on the supposedly safe path to Bartholomew's house. Otherwise You will be fighting Jazon, who is a Branded Troll, a second Troll, a Troll Rock Thrower who skulks at the back of the room doing what he does best and a bunch of Kobolds including a pair of shamans. If you built her a workshop, Shaynih'a will visit you and ask you to come and speak to her, initiating her artisan quest. The next thing you want to do is claim the Outskirts which cause 14 days to pass. Continue east to an abandoned hut. The Troll 1 continues attacking Anton, but Troll 2 turns his attention to Ekun who is weilding the acid infused greatAxe. These aren't too bad by now. Dimwit will be one of the trolls attacking Bartholomew if the player didn't order him to be killed earlier. This will bring you out by one of the exits to the upper level. pathfinder: kingmaker bartholomew release troll It is also trapped (DC22) and locked (DC20). He was caught in the blast from one of the traps and is now too frightened to move. At the next junction, you will be able to claim another resource, Ancient River Bed. Among the ruins of the fortress you will find the portal and Rismel in front of it. Kanerah and Kalikke will swap places a couple of times. At some point, you will see a notification pop up. Dragn Woradash is demanding compensation for use of the Shield Road which his clan used to manage. Report to Bokken and tell him that the wererat died. The round container holds potions while one of the crates contains the Cypress Queen's Quill (3/5). Grab the contents of a hidden cache a short distance to the northwest of the campfire and head east where you will be attacked by three Ferocious Wolves. You learned everything you could about trolls.Their lair is located at the Dwarven Ruins location. This may be sufficient to reveal a trap (Perception DC36) across the passageway. Since you're on your own, this can be a nasty fight: you're outnumbered and your opponent is kinda hard to hit. If you succeed at a Knowledge (Arcana) check, you will figure that it's an invisible creature controlling the child telepathically rather than a spirit possessing him. As you make your way east along the road, you will find the bodies of two bandits. Search the undergrowth nearby for a Taldan Warrior's Dog Tag. Order it to release the child and Shimmerglow will agree. Search to the right of the Hodag's Lair to find a Shard of Knight's Bracers (5/10). Go the trader nearby and buy Varrask's Tools for 50G. Head to Narlkeep and return the armour to Dragn to make him a happy dwarf. You can pick up part of a relic set so it's worth a visit. Backtrack, cross over the path and head west to the edge of the map where you will find the hapless Ditael facing off against a pair of Dire Wolves. There are a total of six plants to harvest. Go a short distance left after disarming the first trap and you will find a log with some minor loot. Equip it on anyone able to use it right away. As a reward, you will be given 1800 experience points. Suggest that you look for it together and Jubilost will agree to join your party. Before examining the sarcophagus, equip a melee character with Second Execution and cast Remove Fear on your party. Back on the world map, bring up the Kingdom Management screen (square button). Immediately to your right is a stash containing a Melted Shard of a Ring (3/13). 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. Search among the undergrowth to the right of the bridge for another Taldan Warrior's Dog Tag. There is a chest to the right of some steps containing a Rusty Dwarven Key along with the Commandant's Journal (First Half). 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. Backtrack and go east and you'll come across another group of wolves. Approach the wererats to the north but don't immediately attack. There is a hidden cache nearby with a Token of the Dryad. Make your way to Candlemere Island in South Narlmarches. He tried to curse you! Have Ekun take out the Boomsayer while your melee attackers go after the trolls. Ask about Trobold and you can question him about Tartuk and Hargulka. You will probably aggro the large group outside the house at the same time. There is also part III of 'Transmutations and Bodily Poisons' if you need it. On the other side, you will be attacked by a pair of Will-o'-Wisps. Further north is a named troll, Nagrundi, accompanied by a Trollhound. 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. Turn your attention to the Owlbear which is still all but impossible to target from this side. Again, a dose of Inspire Competence can help make it safe. Make your choice and return to Bokken. By the way, even if you dont save the boy, you will still need to talk to her and tell her about the tragedy. It is located in the west of the region. After killing them, look for a concealed log containing some gems. There is a "Requires Lawful" option that you can take which gives you a shortcut into Hargulka's Lair. Return to Oleg's Trading Post. One contains a suit of Chainmail +2 while the other contains minor loot. Only the Cyclops is remotely dangerous and even he can be cut down fairly easily. There's little point in doing further exploration for the time being. Ask her what she wants and she will give you a letter to give to Hassuf. 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. Unfortunately, he'll stand at distance and pelt you with rocks all the day long. In your Throne Room, you will receive a visit from Dragn and Shaynih'a who will give you items. However, to do anything you need to prise off the lid. You will see the eastern door in the bandit room open up. Win or lose, Valerie will get something to remember Sinnet by: a scar across her face. This is the Heart of the Anvil and you should keep hold of it. You'll need to harvest three of them shortly so you may want to get this out of the way. Search the campsite and you will find a rope and a crowbar among other minor loot. Talk to her and learn about the missing son. They are almost certainly too powerful for you right now (they're 18th level and you're 8th). If you have upgraded Tuskdale to a town, you can construct a Printing House for free. Let her tell her story and you will earn 600XP and gain a new artisan. Afterwards, make your way to the area exit in the southwest. Send them to wolf heaven and search among the remains of various meals for some minor loot. You will now be able swap between them using the Action Bar. Keep to the left and you will find a chest containing Full Plate +2. The ranger will join your group. Make a Lore: Nature (DC15) check and you can calm them so that they can help retrieve the cart from the river. Afterwards, he will pick you out of the crowd and suggest that you show your devotion to the people by offering up your life in sacrifice. If you have Bartholomew's whip, take a detour to the Lone House. Use acid to kill the Branded Troll. This next bit's a pain. Alternatively, you may want to level up an advisor since problem events will start increasing in difficulty. Speak to him and ask to trade stories. Make your way to the northeast corner and kill some more oversized amphibians and grab another Token of the Dryad. The only characters not affected are Amiri, Valerie, Dog and a female main character. You will have an initial selection of Kingdom Events as well. Head north and examine a log by the path. Go back downstairs and speak to Tevi and give him something to do. Your email address will not be published. Speak to Lykka nearby who's a friendly nixie. Head across the river and go west to find a couple of Kobold Sentinels fighting an uneven battle against a trio of Ferocious Wolves. The Nereid is unaffected but the Nixie and frogs should be disabled. 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. Head east from the Silverstep Grove. I let Octavia boss me around and prevented further experiments. Do not lay flowers next to the body either. The open gate to the interior is just to the right, but ignore it for the moment. Go southeast to find a locked chest (DC17) containing a Shard of Knight's Bracers (1/10), the first of another relic item set, and a Heavy Crossbow +1. If you examine the walls nearby. After all, if you turned down every quest that came your way, where would you be? The area is littered with traps. 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. To the south are a group of five Dire Boars. Keep to the left and you should bump into a bunch of stealthed bandits. The thing is that you will have to lure an evil spirit out of him and attack it. The check itself is DC15. He tells you that the Great Ancestor instructed them to eat their own eggs. If you tell him he's a threat to himself, you can give him various reasons why he should die. If Harrim and Jubilost are not part of your current party, you may want to return to your capital to fetch them because they have quests that intersect with places that we are going to go to. At some point, Bokken will visit to give you your first gift. Jhod will also come and see you to report on the events at Bald Hill. If you succeed at a Knowledge (World) check (DC22), you get the option to tell them that they're on a fool's errand. Quicksave so that you can try again if you don't see it within a reasonable time frame. After a round or so, he will be joined by four Dread Skeleton Elites and three Ferocious Skeletal Champion Archers (level 12 undead). Vesket will charge him and be struck down. Continue north and observe that the footprints change. It seems that the merchant Enneo has a dagger that belonged to her. You have to kite Kargadd into the area with sunlight. After dealing with it, look in the corner of the courtyard for a hidden cache with a Rune-covered Ancient Leather Scrap (1/16). An alternative is to have Linzi engage Inspire Courage before you approach Sinnet and his crew. In fact, you have 13 days and 8 hours left because when the timer reaches 14 days, stuff will start happening. Pay attention to the Sniper at the back of the group because it is somewhat dangerous.