You're done for the time being, so head back to your capital. Heal him for a small XP boost. Hopefully, that way only the Alpha will make it to your party in the initial instance and you can concentrate your attacks on him without his lesser brethren tripping your melee guys. The Old Beldame will come out of the house and you can now go into the garden. Acid too to a lesser extent. You will to some rocks which require an Athletics check (DC22) to climb. You can't explore the rest of the level from here. The Wererat Lair is in the woods to the east of the Abandoned Hut. Speak to him again and he will buy the coins, tokens and dog tags that you've picked up. The room beyond has a trap on the floor (DC21). When you get the Lone House, you will find trolls. You will be attacked by a pair of Will-o'-Wisps. As it happens, this coincides with where we're going soon. If you are able to make an Athletics check (DC24 - you can try multiple times but it will fatigue you), you will clear the rubble and create a second exit. Regardless, he will say that the formula needs to be tested on something more human and suggests wererats. There is another chest with a potion and a bit of gold. Asking about the child will yield a possible lead (the boy's mother). Jhod will hand you a copy of 'Independence', the magazine containing Jubilost's article on your barony. You can use Fear, Hideous Laughter, etc. There's a trap at the end. Have Ekun cast Aspect of the Falcon and Sense Vitals. Once across, go north and then turn southwest at the junction. There is a short cut up the slope which requires Lore (Nature) followed by Athletics to negotiate. After the battle ends, one of the group's leaders, Rashor, will point you to his village. Do not take the Neutral Good choice - it will cost you your rope! Afterwards, continue up the path and you will find a Torn Damp Page on the ground. Biography Hargulka is the leader of the trolls that have invaded the Stolen Lands and taken over the Bronzeshield Fortress . He gives you the key to his laboratory and tells you to wait for him. Head across to Shaynih'a and she will give you a Spear Fragment to show to Storyteller back in your capital. The Greater Trollhound is the largest threat, so make sure it stays on your tank. Continue north and you will spot a log among the trees containing another Taldan Warrior's Dog Tag and minor loot. There are two Ancient Golems in the room beyond. Octavia and / or Regongar will want it for their own purposes. Read the full list here: store.steampowered. Wall Panel (Perception DC 14, Trickery DC 21): Hidden Brick (Perception DC 18): Scroll of Cure Light Wounds x3. Also, be sure to unlock the door at the very south center of the map. This is the Eight Legged Curse: monstrous spiders emerging from Bald Hill. Fireball is very important as well, if you can use it. If not, cast Expeditious Retreat (if you can), drink a potion of Invisibility and head up the stairs by the Manticore. This will bring Jethal's quest to a conclusion for the time being. Now that you have some breathing room, note the rune symbols on the sun and moon statues in the center of the Depths map, then head back upstairs and turn the Sun and Moon discs respective to the symbols you saw down below. If you heal him, he will start to utter a curse. Charming town with lots of traditional buildings. There is a loot stash on the right-hand wall near the entrance. Go a short distance southeast for more wisp-on-wisp action (an Ancient and two War Wisps). If you're able to kill them, loot the dead bodies nearby for a suit of Studded Leather +2 and some minor loot. Otherwise it's worth a decent amount of gold. The group nearest you comprises a Troll Rock Thrower and two Kobold Snipers. Go to the east of the village and you can check out the Beer Mug Inn. This counts as one of the three Evil choices you need for the. This is not essential but it moves the quest along organically. Acid Fog Trap (Perception DC 26, Trickery DC 26 - 180 exp): Triggering it deals 2d6 acid damage per round for any character in the fog. Return to the path and go north to where you were ambushed. Head to the world map and make your way to Silverstep Grove. You will meet Kalikke inside and will have to dismiss your other companions to proceed. Dpeak to Fashor who's standing by the animal pen. Jazon drops a suit of Hide Armor +3 while the Spark Shaman drops a Belt of Incredible Dexterity +2. Stick this on Kalikke if you're using her, otherwise Octavia could use the extra boost so that she doesn't get fatigued so readily. However, similar to claiming the Outskirts, this will cause another 14 days to pass which you don't want to happen right now. Equip it on anyone able to use it right away. Clear another trap and continue northwest to find the Bandit Leader and his group. If you do pop back, Kesten will add something else to your plate. It is immune to acid damage. You can continue waiting if you like, but nothing will happen. Start making your way back to your capital. Go back downstairs and speak to Tevi and give him something to do. STR: 10, DEX: 18, CON: 18, INT: 10, WIS: 14, CHA: 10. The Bone Shaman carries a. S. Troll (Humanoid 6), Trollhound (Magical Beast 4). Grab a Torag's Pendant from a cache and continue along the wall. When they're dead, search the dead body to find two potions of Invisibility (ha! First, face the Young Hydra (torch it with fire, as is tradition), then the Ferocious Manticore (buffs will mean it won't hit much and when it does, just use a potion), and finally the Owlbear, who is the only real challenge as he doesn't care much for your evasive buffs and has very high damage stats and high resistance to CC thanks to its Fortitude. Help them get the better of their attackers. Head to the hut in the northeast of the village. There's a tough enemy encounter here but a nice weapon to grab as well. Shimmerglow has 136HP and AC27 (after buffing with Shield). Continue tanking and wearing down the trolls with Acid and Acid Arrow until they fall. G2. Head a short distance up the slope and Jubilost will announce that this is the place he was searching for, giving you 1800G. Quicksave before going down into the laboratory. Tell that the Scythe Tree has been destroyed for an XP reward. There are enemies visible to your right: two Trolls and two Trollhounds. If you stop off in Narlkeep (your new settlement in South Narlmarches), speak to Dragn and ask about his family relic to initiate his artisan quest, Onslaught. 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. It's up to you what you do with her, but I might point out that in this sort of game, creating undead doesn't generally increase world happiness. Only the Cyclops is remotely dangerous and even he can be cut down fairly easily. Kalikke will note the ruined tower and point out the boss of the area. That would have come in useful just now! Inside you'll find some loot, the best among it being the Frost Greatsword +1 (two-hander). F. Kobold Teacher (Sorcerer 2), Troll x2 (Humanoid 6), Kobold Blade x3 (Fighter 4), Kobold Archer (Fighter 2), Kobold Pupil (Rogue 5). Continue up the path and you will come across a ghoul standing outside a run-down cottage. Afterwards, speak to Rashor and he will invite you to his village. Note that you still want to keep Harrim in your party. The other chest in the room and the weapon rack both yield junk. Which is OK but hardly worth all that. Waine can be found in the center of the map. There's another hidden stash in the rocks to the south which contains minor loot. Return to the entrance to the Troll Lair, buff up and go through. You should have plenty of gold from selling loot and you'll be able to acquire new artisans and will also be able to turn Tuskdale into a town. 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. Ignore the imposing statue of Torag for the moment but grab some minor loot from a container next and read the Worn Parchment for some hints for a puzzle. There is a conversation choice that requires a hidden Lore: Religion check, which will cause him to destroy the anvil in rage, . Afterward, loot the chest nearby to acquire Dart +2. The LN and CN moral choices will result in your characters getting the Crushing Despair debuff (Bard 3) for 9 minutes (-2 morale penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls). He's not pleased. Three of these can be found in the area. If Ekun is going to be your Mobility guy, he'll want Boots of Elvenkind as well. Listen to Enneo's version of events to initiate Jaethal's first companion quest, Investigate My Death. Fairly shortly, you will have a scripted encounter. Hunting in this area during rest: Lore (Nature) DC 21. Open the chest for the Soot-Blackened Hammer (5/5) and a Shock Frost Heavy Mace +1. Then her sister, Kanerah, will take her place. A sack in the top right corner contains the final Dwarven Helm Shard (10/10). Instead, continue west to the Overgrown Pool because there are some people who've been waiting a long time for you to fetch Feather Tokens. He will want to wait a while to ambush some trolls who come this way. You will find the dog near where Amiri used to train. All rights reserved. Return to the Rusty Dwarven Key room and take the stairs up. Once you arrive, a man named Rismel, a deranged cleric that's been overcome by some sort of curse. You may want to have the character with the highest Persuasion skill down a Potion of Eagle's Splendor and quicksave. 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. 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. Note that you cannot go further east for the time being. The boar has concealment but is otherwise weak, weak, weak. There are four low pillars around the centre and three are active. From the Ruined Watchtower, return to the ford across the Murque River and cross to the other side. Return to where you found Waine and start making your way northwest. This leads to a Diplomacy DC 20 check (45 exp), with the only other option being combat (no moral choice). For the sun/moon disc puzzle, this guide instructs you to match the symbols in the screenshot, then instructs you to change the symbols to S and Fish.. which are the same symbols in the screenshot. As you do so, creatures will start pouring out. Troll Trouble is a Quest in Pathfinder: Kingmaker . You want to see the "[Lore (Religion) check passed]" option in your response. Categories Grab the three volumes of 'Transmutations and Bodily Poisons' for Bokken and make sure that Valerie is in your party. You can sell all the Masterwork crossbows that the Snipers dropped while you're at it. Afterwards, loot the dead trolls and then check the boxes and crates by the cart for a Token of the Dryad and various cooking ingredients. Naturally, she's ambushing you. He will then suggest that your barony might make a good vassal of Pitax. After the battle, speak with Kagar, who will tell you he plans to move the tribe elsewhere for survival. It seems that trolls are menacing Bartholomew Delgado. If you were successful, you will earn 2800G. Check out your Personal Chambers where you will find a Flail +1 on a table next to your Personal Stash. A couple of days after the letter arrives for Valerie, Jaethal will demand to see you in the throne room. Assuming you're 7th level and have someone in your party capable of casting Resist Energy (Communal), you should be able to teach this fool not to attack unsuspecting campers. Backtrack to the main road and start cautiously making your way south. Three more are in the previous room. There's a scroll in a bush if you feel a burning need to pick it up. Notifications View All. Delay Poison, Communal can be very useful for this area, so have your Wizard memorize it and/or buy the scroll equivalent (x2 or more) from Arsinoe in your capital before resting and entering. Buff up heavily. As you make your way east along the road, you will find the bodies of two bandits. there are 2 suspicious sun and moon statues in the basement - go look at them, yeah i found them after posting, hadnt gone downstairs yet, gave me a nice +2 fullplate, Theres 3 secret rooms. It makes a single bite attack at a +20 to hit for 2d8+12 damage. If you speak to Tartuk you can learn a great deal about the kobolds. If you can't open it. The last one, is described in the part 2 of the commanders journal: The moon has to face the skyforge (north) and the sun has to face the entrance of the keep (west). When it does, you may want to gain a level or three before venturing west, where some strong enemies await (level 7 is a good bet). Try to avoid being flanked so they don't inflict large amounts of sneak damage. It's more-or-less immune to fire. a) Agate 11; b) Chest (Perception DC 7, Trickery DC 5): Gold Ring, Silver Ring, 50 gold. Continue southeast from the Kobold Camp. Bokken will apologise (as he bloody well should) and the quest will be complete. You will be attacked by the scarecrow and the inhabitant of the house. You might expect by now that there will be some tough creatures up here and there are: two level 14 Owlbears. If you heal him again (the NG moral choice), all of your characters except Harrim will get the Good Hope (Bard 3) buff for 9 minutes (+2 bonus on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls). What you find when you emerge depends on how you resolved matters with Tartuk and Hargulka. When they're dead, loot their bodies for Masterwork shortswords. Continue east and cast Delay Poison (Communal) when you see the purple miasma. Afterwards, you will have to choose a name. Since you're in the area, it would be rude to refuse. After all, if you turned down every quest that came your way, where would you be? When it's clear, you can head down to the Ancient Tomb. The other containers hold minor loot. Quicksave and go east for an illustrated book episode. Back in Tuskdale, head to the Main Square to look for Enneo only to find that he's fled. Make your way to Candlemere Island in South Narlmarches. Take the trail leading east and at the next crossroads, take the southwest path. When you defeat him, he will shift back to human form and you have to decide what to do with him. The answer is to have the Sun (J1) set to the lightning bolt (SE symbol revealed) and the Moon (J2) set to the fish (NE symbol revealed). Head back through the gate and find Kagar. Tristian will seem puzzled that the affair ended in violence. Check the body of one of the bandits for a Turquoise Brooch. When you finish speaking, he will leave. N. Tartuk or Hargulka will be at this location if you allowed either of them to stay. You may want to rest before tackling the Troll Lair Depths. One of the doors upstairs is locked (DC17). The main quest will take us to this area shortly so backtrack past the Ruined Watchtower to the river. When, Ditael hands the sword over, he will be relieved to be rid of the - literally - cursed thing. [Perception 16] to find floor tiles with gemstones hidden underneath, then collect the Dryad token from the board. The next time you level up an advisor, make sure it's the Treasurer; otherwise you don't receive bonus BP for your ranks in other areas. This is the Heart of the Anvil and you should keep hold of it. Click on the cart to start an storybook sequence. You can fight him of course (which will get you Cypress Queen's Flute, Quarterstaff +2, and Cloak of Resistance +1), but proving to him he's wrong will yield better results (you must meet the Lore check to achieve this). Tartuk can tell you about his curse and resurrection if you speak to him here. If you are having problems opening doors even after obtaining one of these keys, make sure that a humanoid (as compared to Ekuns Dog) is trying to open the door. Once Tartuk goes down, Hargulka will become at once a shadow of his former self and concede. If you have events near completion, you may want to return to your capital and wait them out in your throne room. Don't cross at Ford Across the Skunk River. [Retreat towards the exit] , the dwarf will attempt to cast the curse, but that option appears to be bugged and doesnt do anything. Unwanted LegacyQuick save and examine the anvil. Speak to him and ask to trade stories. Make a hard save. You may want to claim the nearby Remnants of Dwarven Fortifications. They have four attacks and DR 10/magic but they're manageable. Afterward, unlock the door and disarm the trap. If you passed a diplomacy check when speaking to Ezvanki during your ennoblement ceremony, 'Ezvanki's Offer' is a no-brainer. If you allowed him to keep experimenting on poor Dimwit, you can recruit him as an advisor. 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). Once you've cleared the map, a random encounter nearby should trigger on the world map whereupon a man named Dalton will tell you about a mage named Bartholomew that can help you with the trolls. Thank you, Valerie. Return to the world map and head east from the Swamp Witch's Hut. However, since the amount of backtracking is the same (and to make the walkthrough easier), head back to the entrance and go east. (CN moral choice). When it's defeated, search the various containers for an Amulet of Natural Armor +1 and minor loot. The Fighter drops a Masterwork longsword and the ranged guys drop composite bows. Showing 1 - 8 of 8 comments If you select 2. Jazon (Humanoid 6, Barbarian 3, Fighter 2). It also attempts to trip opponents on attack. This opens a hidden door. Search the undergrowth nearby for a Taldan Warrior's Dog Tag. Unfortunately, none of the merchants in your capital sell them but hopefully you have a couple at least. . You will find a large group of three Tatzylwyrms and three Greater Tatzylwyrms in your way. Give them any new equipment you bought and check spellbooks. Once you get back to Tuskdale, seek Valerie out and ask about her wound to close this quest off.
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