If you killed Tartuk first and are evilly aligned, you can make Hargulka your vassal (or release him) instead. Head back to the path and as it curves around, turn to the northwest. There's another hidden chest here with a Heavy Shield +1. The Wererat Lair is in the woods to the east of the Abandoned Hut. Backtrack to the Murque River and make your way east along the southern shoreline. You have to kite Kargadd into the area with sunlight. When you leave, Shimmerglow will summon Vesket and his guards. Dragn Woradash is demanding compensation for use of the Shield Road which his clan used to manage. Hopefully, you can charge them down before he causes you too much trouble. There's an exit to the lower level in this room and you can get to the east of this level from there. If you come back later, there will be three Dire Boars here. Failing all else, you can seek out Anoriel in the tavern and respec your main character. There are three loot containers, one of them trapped (DC22) containing a Wand of Prayer. Buff up and head north. Being able to recruit Bartholomew as an advisor later brings two benefits. You will increase loyalty by three points and get 600 XP. Ask him about himself and what he's doing and he's not very forthcoming. He was caught in the blast from one of the traps and is now too frightened to move. You will spot the Bandit Camp to the east. Head back to the world map. Again you have a number of responses. It also has DR 10/slashing so equip slashing weapons. While these are usually nonlethal, trolls are aware of each others weaknesses and will use such knowledge to kill their own kind if food is scarce. You will be attacked by the scarecrow and the inhabitant of the house. Continue east and you will run into two low-level bandits. One or two Events will have popped up, one to speak to Harrim and possibly another if your Loyalty stat reached 20. Question it to learn that the spirit calls itself Count Shimmerglow. Quicksave before entering and then have Linzi sing Inspire Competence. The round container neat the otther door contains a Taldan Stirrup (1/5) and a Ring of Luck. Turn around and head northeast up the path. He won't be around forever so take the opportunity to buy the Boots of Elvenkind he's selling. If you are not able to cast the basic cantrips (acid splash, jolt and so forth) bring someone who can, such as Octavia. If not, cast Expeditious Retreat (if you can), drink a potion of Invisibility and head up the stairs by the Manticore. If you can make it, the Charisma check is good because it scares off the trolls. If you heal him, he will start to utter a curse. When he's dead, retrieve the Cypress Queen's Flute (4/5). and speak to Bokken. Approach the column in the centre and you will be thrown into battle against the Lonely Warrior, a level 15 undead. Pathfinder Kingmaker has 21 unique potential advisers to help manage the Stolen Lands. Make your way along the wall and you will come to the location where you would have climbed up to. If you take the Chaotic Neutral option and send them to a random place on the map, you will meet them again later. 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. You may want to rest here if you used up valuable abilities in the Monster Den. You can take this if you like - skip ahead to the audience with Hargulka and then come back up. Before you go in, grab provisions from the drying racks and some Masterwork weapons and a Trident +1 from a weapon rack. Look for an overturned boat where you will find a Dart +2. The Old Beldame will come out of the house and you can now go into the garden. 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. Grab a Torag's Pendant from the ground and then continue south to face off against 6 Greater Giant Spiders. They're not hostile, so position your characters strategically and speak to Ivar who will promptly change into a wolf himself. You will see the Swamp Witch's Hut to the south. Valve Corporation. Be on the lookout for a trap on the ground ahead. He asks you to retrieve a whip that the trolls stole. 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. Make sure you can target her quickly when she appears. 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. The shaman drops a Wand of Bless and a Cloak of Resistance +2. If you choose to wait, three hours will pass after which two Trolls and a Branded Troll appear. Head to the top left corner of the room where you will find three containers with the Commandant's Journal (Second Half) and the Old Dwarven Chest Key. Leave through the exit in the Troll Lair Depths when you're ready. You're done for the time being, so head back to your capital. There are a couple of other things to pick up while you're here: a Token of the Dryad in the bushes and a Taldan Warrior's Dog Tag by the lake. When it's clear, you can head down to the Ancient Tomb. In the next room along is a locked chest (DC30) with the Hand of Magus Dann. Back in your capital, go into Kalikke's house where you will meet Naiho, Elki and Tevi, the Sweet Teeth. Have Ekun cast Aspect of the Falcon and Sense Vitals. The thing is that you will have to lure an evil spirit out of him and attack it. You will come across a group of bandits around a covered wagon. At the next junction, you will be able to claim another resource, Ancient River Bed. You will also see a new quest appear, Beneath the Stolen Lands. From the junction, head northeast to cross over into Varnhold and continue northeast to cross the Crooked River. Speak to the Old Beldame and ask about the lost child (remember him?). Pick up Nazrielle's Cursed Sword from the ground. 5. To proceed, ask about the trolls and he will say that a troll was caught in one of his fire traps but was unharmed. If they give you trouble, hit them with Stinking Cloud. 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. Together with the clue from the bas relief ("using several natural elements"), you are supposed to figure out that you have to target the other pillars with cantrips: Doing so will open up a secret room behind. Buff up and head down to meet the trolls. Nearby among the bushes is a hard-to-spot (DC27) stash containing 2000G. Start making your way back to your capital. When the 14 days have passed, you will likely have some new events demanding your attention, including Troll Sightings. 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. Firstly, he provides redundancy in the Grand Diplomat post. Follow the dog until you find a man called Ekundayo. Before examining the sarcophagus, equip a melee character with Second Execution and cast Remove Fear on your party. Keep going and you will reach the village proper. so that you can claim the Refugee Camp. She stole the money to pay for a printing press. Kill them and head south a short distance to find a hidden (DC25) and locked (DC19) cache containing a Cloak of Shadows. This will bring Jethal's quest to a conclusion for the time being. . Select "Bokken's Alchemical Shop" and drop it somewhere on the grid. A nymph will appear and then sic the monster on the main character. You can question the girl and ask her about the "wanderer" who warned them that Jaethal was after them. If he is ordered to release Dimwit, and you are Neutral you can use a dialogue option to apologize for interfering. You can pick up this quest after you visit Bartholomew during the Nature of the Beast quest. Defeat the leader and decide what do you want to do kill him or spare him. They depict the creation of a phylactery for a lich and the lich slaughtering innocents. Otherwise, helpless characters will be murdered by the Doomspider. Continue to the edge of the map and you will see a Gloomberry. A short distance to the northwest are three Giant Slugs. Go to the east of the village and you can check out the Beer Mug Inn. Instead ask how you can help to learn that he needs two coins to put over his eyelids. When the first batch of enemies are dead, two Branded Trolls and a Greater Trollhound will emerge from inside the ruins. If you got one of the wererats to drink the formula, you'll have one less enemy to deal with. Backtrack to the main road and start cautiously making your way south. Keep to the left and you will find a chest containing Full Plate +2. The one to the south of the square contains a tricky (DC29) chest with a Light Mace +1. You're not able to do this if you chose another option earlier. Examine the ground nearby to find a Ring of Protection +1. He seems very excited about the formula he's discovered. But that's a long time in a game where time is a resource. From the Lone House, head southwest. Afterwards, check out the merchants in the square. You can murder hm if you're in the habit of murdering harmless creatures. Unlock the door to the south. After killing it, go back and report on completing your task. The group nearest you comprises a Troll Rock Thrower and two Kobold Snipers. 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. Agree to initiate his companion quest Unwanted Legacy. You can have Sartayne take Nazrielle's place, which is pointless, or let him go which is actively harmful. After you've cleared the areas, backtrack to the fork and take the path leading southwest. When the enemies are dead, grab a Ring of Protection +1 and the Wyvern Skin Cloak from the Silky's remains. You need a location called Verdant Chambers. Backtrack to the start of the level and go back upstairs. The creature is vulnerable to Magic Missile so if you can use that, do so. Be careful when you reach the stairs because there is a trap (DC21) at the bottom. Leave them to it but kill the Trollhound with acid yourself because it regenerates. 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. When, Ditael hands the sword over, he will be relieved to be rid of the - literally - cursed thing. When you've killed them, you can open a trapped chest (DC22) by the side of the road which contains 1GP. When the area is clear, loot the nearby containers (one of them locked, DC18) for a Dart +1 along with other stuff. Return to the Lone House location, head down to the lab and save a man from the trolls. Pay attention to the +1 Economy if built next to a Longhouse or Tavern and place it accordingly. Speak to Corax and mention a reward and you will receive 400G. It has decent defence and 152HP. If you are able to, get Unbreakable Heart on Valerie, Amiri and / or Dog. For the last bit of back-and-forth, return to Nazrielle to complete the quest. This one, special fish will summon an Ancient Wyvern for you to fight. You will also want the Cold Iron Dagger. You may want to have the character with the highest Persuasion skill down a Potion of Eagle's Splendor and quicksave. It's perfectly doable at 8th level. Head back to Bartholomew for a chat. Go up the path to meet Sinnet. Note that you cannot proceed further into the keep. Open up the compartment that's revealed for a suit of Full Plate +1, a Belt of Physical Perfection +2, the Onion Soup recipe and some gold. Among the dead bodies and other carrion is a Dying Dwarf. This will take a while because he has +20 to Fortitude saves and the DC starts at 20 and increases by 1 per round. There's a tough enemy encounter here but a nice weapon to grab as well. There is another group of Dire Boars further down - this is one dangerous village! Interact with the tree and a trio of monsters will be summoned: a Hydra, a Manticore and an Owlbear. To progress, head through the door to the north of the school room. There is a body on the shore. Spread your non-melee combatants out so that fewer people take damage. Head east and continue east past the Lonely Barrow. Quicksave and when you're ready, speak to Rismel, the figure standing by the portal. Unlock the door to the north but don't charge in because there is a trap (DC20) on the floor. When you're ready for a fight, go into the back cave. There is a crate filled with minor loot out front and if you go round to the side, you will find the Hunter's Letter which makes for very interesting reading. As long as you let him keep the troll you should be able to recruit him as a councillor.