You can reassure her or extort money from her. If Kesten went to the Womb of Lamashtu first, things will play out slightly differently in this section. Kill time until then - I annexed North Narlmarches. Travel around the Narlmarches for a little while and you will have a scripted encounter with some poachers. Go back to kingdom management. Don't underestimate Tsanna - she hits you with Slay Living which does horrible damage. However, their research suggests that it's not a curse but rather someone deliberately attacking your barony. When the rest of the enemies are dead, you can destroy the Everblooming Flower. Refresh any buffs and continue south where you will find the Poisonous Hydra. This isn't as good as you might think, since it is only powerful against animals, which aren't really a threat, rather than magical beasts which are. Make the Mobility 21 check (it's a lot easier than the Dexterity 17 one). Click on the campfire to rest and when you awaken, click on the dais again to obtain the Bird Bones. If you came here first, Jhod will survive. Behind the first hut are a couple of crates, one of which contains minor loot while the other contains a Token of the Dryad. Kill the Black Dweomerowlbear wandering around. If one of your advisors didn't make it, the surviving advisor will want you to do the other thing (i.e. She is a 12th-level Inquisitor. While you're fighting these, you'll probably aggro the next group of enemies as well, including two Alchemists. If you want to clear the map, you can go northwest towards where you fought the Owlbear and kill the three Greater Dire Bears in your way. These are still fairly weak, although Hyland accounts for himself better than Kesten. Search among the rocks at the bottom of the area for a Taldan Warrior's Dog Tag. Advance and you will find yourself in battle with a Greater Enraged Owlbear. Make your way west into the main camp to clear another horde battle: Sneakwhack, Sneak, Roc Eye x2, Horsereaper, Dogcutter x3, Dire Wolf x3. Having obtained this, go through the patch of fog just below and to your right. Unfortunately, she does not have your item. Search some rubble to the south of the shrine for a Taldan Warrior's Dog Tag. Your envoy will tell you of an urgent message from Jamandi Aldori, expressing concern that Varnhold has cut off all contact and demanding that you investigate. The Pathfinder: Kingmaker guide includes a full walkthrough of the game's main campaign, including various side quests, companion quests and strategies. Drop a Stinking Cloud on their heads and slaughter them. When you're ready to wrap things up, speak with Linzi and tell her that it's the perfect time for one of her performances. Edrist will visit your throne room approximately 60 days before the deadline. Continue to the end of the path and search among the rocks for a Taldan Snaffle (3/5). Kill two Ferocious Wyverns. There are a couple containers to loot nearby. There's nothing much to see in the lodge at this time. Leave the throne room and go to the Capital Square for a scene with two peasants arguing about whether to leave the city. The guards will probably hinder your efforts by surrounding the enemies. When the time is up, you will receive the "Monster Invasion" event card, which requires you to go to the your throne room. If you ask about the flower, he will eventually let slip that he is in love with "a lady in the forest". Go through the gate to the north. Make your way down the path. That's nice of him. You'll have a couple of traps to clear and you will meet a pair of escaped prisoners. We invite you to participate in the beta-test of the 2.1.0 update. Make your way around to the gate. If you examine the barrels in the corner, you will find a Sling Staff +2 and some gold. There are also a number of trash enemies - two Sentries and three Sly Eyes which are irrelevant. Finally, he tells you that there is a goblin village somewhere in the Kamelands and hands you Kesten's Letter which adds the Shrine of Lamashtu to your world map. Morhalan's hiding place will be revealed on your world map. She may be an evil priestess of a very evil goddess but she's a competent advisor and gives you some redundancy for the Councilor and High Priestess posts. Because why not? If you exhaust their conversation options, you can choose to abandon the hunt. However you can return to Hunting Lodge at any time and finish the hunt. Just north of the Owlbears are another three Great Worgs, one of whom starts out stealthed. On the left of the cave is a locked (DC29) chest with a pair of Bracers of Armor +4 and the Peridot Wyvern which may be used to summon an ally for a few minutes per day. Head south from this location and you will come across a group of "Marauders" taking advantage of the chaos. Stick Octavia and Regongar in your party. Your quest will update but don't go before you collect the loot. Tristian and Jhod will arrive with the report for the events at Bald Hill, earning you 6500G. Owlbear's Head from Greater Enraged Owlbear in northwest part of the map. Compared to what Kimo produces and will produce in the future, his offer is not worth it. Sticky Header . Go there, talk to Kesten and start the tracking. Make sure that the lantern is on and you can explore the level. Exactly what depends on what you did with Tsanna. Combat will begin after you've eavesdropped three times or when you decide to attack them. The same in the D20 SRD! You will have to fight another goblin group: Commando Commander, Sneak, Arch-Chemist, Horsereaper and two Ferocious Worgs. This throne room event will occur about now. Note: Optional areas not included here - they. As you approach Kesten's camp, four random monsters (Ferocious Owlbear, Ferocious Wyvern, Primal Manticore) will burst out of freed prisoners and militiamen. If you want to complete your circuit of the camp, head southeast. If you go south from here, you will be able to go behind the first hydra pen. Ask for their key and you may (in fact probably will) notice that they are nervous. You will find the "Stranger" in the end room. Otherwise, head to the Secluded Lodge and wait for Moonday to come around. The person being condemned to destroy a thousand kingdoms to atone for her transgression is the Guardian of the Bloom. The creature drops some First World Fruit (which is a rare cooking ingredient) and an Amulet of Mighty Fists +3. You will also lock yourself out of a trophy. Exhaust Kesten's conversation options and those of other advisors who chip in. Head west initially. Follow the path around and take out another pair of Fighters and a Bard. The Brawlers both drop Falchions +1, suits of Hide Armor +1 and Rings of Protection +1. Start making your way up the western side of the map. Keep an eye out for the Arch-Chemist behind the fence whom you may not initially spot until he starts lobbing bombs. If you invited Bartholomew Delgado along and ask him to help, the skill checks are much easier. A monster stole her great-grandmother's string of pearls. To Do; Page Source Pick the Rare Bog Flower growing there. Afterwards, you can free the prisoners from their cages by clicking on the doors. There is also a Stinking Cloud trap between the two groups of enemies which you may or may not care about. The volunteer will survive if you pass the skill check. Go through and you will emerge in a cave with three other exits (the one you just used is one-way). I had this problem last night, but you can indeed check the date in game. Select the "Troubling events" option and exhaust his conversation options and he will give you the Magical Lantern which will allow you to navigate the magical fog. Continue south to find a Giant Flytrap. Start making your way west where you will encounter a Black Dweomerowlbear and a Greater Enraged Owlbear. It's just a normal Masterwork club, however, so save your money. Tsanna can be employed and is more valuable alive than dead. When Sharel delivers an item, he asks that you visit him in Tatzlford. Jhod tells you that the problem is reaching epidemic proportions. Agree to help her open a shop and she will work for you as an artisan. Make a hard save here. Assuming your response to this provocation is non-lethal, you can persuade them to stay in your Barony (DC16). Return to the capital and speak to Hassuf to receive the Confirmation of Sharel's Innocence. By this point, you should be able to defeat the enemies regardless. Let it get close so that you don't aggro it at the same time as the worgs near the entrance and then continue left to take out the three Greater Worgs and Alpha Worg. Two Black Dweomerowlbears and a Purple Dweomerowlbear will be summoned to defend it. Primal Spider Matriarch, Primal Giant Spider, Quickspider, Quickspider Swarm. You can take the time to claim resources in North Narlmarches, explore the Dire Narlmarches and maybe tackle the Tenebrous Depths if you've not done so already. There's a crate outside the northernmost hut with a couple of potions. The fifth cultist flees the scene. Buff up and head up the path. At the same time another eight Primal Giant Spiders will appear in the south of the cave. Backtrack up the road and head east when you can. Use bombs, cantrips, AoE spells (e.g. When the scene has finished, go through either of the northern fog patches. You should have 200 or more days remaining. Be careful that you don't "interact" with the prisoners since that seems to result in you killing them instead. Follow TV Tropes. ALL RIGHTS RESERVED. Continue down to the repurposed torture chamber and buff up - a potion of Heroism is good for the skill checks. The Neutral option means that you'll be waiting a fair while to acquire one, so you may as well as swallow your conscience and agree to look for one. When they're dead, clear the trap and have a tough party member head further into the cave to trigger another spider assault accompanied by a pair of Redcaps. Head to Bridge Over the Gudrin River and start making your way east. First page: 1) rush into the gorge (Dexterity DC 17 - 28 exp) or 2) climb the ridge (Mobility DC 21 - 56 exp). When it finishes, interact with the water. She tells you that they have been spotted on your lands, revealing the Six Bears Camp on your world map. As always, the most difficult challenge gives the highest reward. 73 dark rock slim . Move squishier characters into the previous cave and have one character advance into the cave to trigger an assault from four Primal Giant Spiders and a Quickspider close to the northeast entrance. Near to the bridge, you will find a group of unhappy peasants and a merchant, Tigni Jusmert. Inside Jamel Visser will tell you that you will be hunting owlbears, hydras and wyverns. A guard named Delia will give you a sitrep. If you don't want to make this complicated for yourself, simply attack her. Ask about the three wishes and she will name her second wish: berry wine from Kyonin or Elven Absinth. Point out that his prices are three times higher than anyone else's and you have a number of options. Select the Teleport button and you will see a list of possible destinations. However, you're almost done and there's still another pack of wolves to kill on this map - an Alpha Worg and three Greater Worgs on the way to the area exit. The traps are simple (DC6) but numerous and there's a Goblin Horsereaper taunting you to chase him through them. You see the clue about the limp if you succeeded in the second series of checks in the illustrated book episode (the Stealth check is trivial for Nok-Nok or Ekun). Besides Dumra, everyone's story is inconsistent. Controlled Fireball) to take out the swarms. Select the following options: This will lead to Nok-Nok winning the duel, eliminating the king as an enemy and gaining his crown, Stubborn Head. There's a body nearby with some minor loot. If you killed or exiled her, the Priest will "curse" you": +2 to Persuasion, -1 AC vs animals and magical beasts. Patch notes and instructions to install the beta can be found here: store.steampowered 242 183 r/Pathfinder_Kingmaker Join 15 days ago The Wiki Is Hilariously Bad. Read the full list here: store.steampowered. There are a total of four slaves to free, two in the pen on the right of the area and two in the pens on the left. They tell you that they were made to drink water and then simply released. Equip cold iron weapons and head slightly northeast from the ex-hydra where you will find three rather more powerful Primal Hydras. When they're dead, the Old Gnome will appear asking why you "crave the crown". Back out of the conversation. It seems that Tigni has been profiteering. Head south to the Swamp Witch's Hut. Sharel is a tailor and Kimo is a bowyer. Search under a rock for another Taldan Warrior's Dog Tag. The team that remains behind will fight the tougher enemies so choose accordingly. There's a crate containing gold and gems by the hut next to Tigni's cage and if you search among the rocks a short distance to the north, you will find a Taldan Warrior's Dog Tag. When you emerge on the other side, you will be treated to a brief vision, Head north and you will be treated to a lengthy scene. However, the swamp witch denies that she have the boy, and suggest you to search the Lizardfolk's Village. Have a stealthed rogue scout ahead a little to start clearing the four DC 27 traps from the floor. If you continue north, you will trigger an assault from a large group of Primal Giant Spiders and Doomspiders. If you are able to make a Lore: Nature (DC20) check, you will note that the berries are fatally poisonous. The official reddit and message board for Steven Low's site and books: Overcoming Gravity 2nd Edition, Overcoming Poor Posture, and Overcoming Tendonitis. Return to the sick old man. There is also a seemingly endless stream of wolves which are the work of a Bandit Conjurer who should be terminated with extreme prejudice. To the north is a gate to an inner compound. Do so and ask him what he wanted to tell you. When they're dead, clear the two traps from in front of the totem and speak to the prisoners to free them. Agree to fetch it for him. A witch must choose and prepare her spells ahead of time. Speak to the Dryad who will tell you tell that Kimo is too predictable. Save your game, travel to the Secluded Lodge and enter. If you can get a couple of good rounds from Ekun and the initiative rolls are kind, this fight is quite manageable. Quick save before examining the chest. If you examine the fireplace, you will notice that something has been burnt in there. If your alignment is Chaotic, this is easy - just bring everyone together and the cultist will eventually be unmasked. Interact with the dais and place the Mysterious Bird on there. The addition of Morhalan doesn't make this much more difficult than casting Stinking Cloud. There's a crate filled with minor loot near the entrance to the southern tunnel. I recommend that you make the settlement in Silverstep your second town to facilitate managing your kingdom in the next act. However some weapons are simply better than others, this guide is here to show you some of the best weapons you can find in this game. Search a crate by a hut for yet another Taldan Warrior's Dog Tag. Witch Hunt. The Shaman will kick things off by summoning an army of Redcaps. Agree to track down the poachers. When it is on, you can pass through the fog without being whisked elsewhere. The Dweomerowlbear has Mirror Image which makes it a royal pain to deal with. On the appointed day, make your way to the shrine where Kesten will be waiting for you. The Alchemist is a pain since he uses Greater Invisibility which makes him hard to spot and target. Climb the hillock to the south of him and search the undergrowth for the Taldan Horseshoe (4/5). Return to the previous cave and head cautiously down the eastern tunnel. A chest on the left of the cave contains a suit of Banded Armor +3 while a final locked chest (DC30) contains the unique Hairsplitter estoc. Being a tribute to such classics as Baldur's Gate and Neverwinter Nights, it brings back memories of beloved gameplay mechanics and embarks the player on a hand-crafted, story-driven adventure. Either way, you will learn that Maestro Janush is in the vicinity. Make your way to Lake Silverstep Village. You can then send him to Jhod for help which is the best outcome for this sidequest. If you have completed Witch Hunt, rest and return to your capital. He also tells you that goblins have started appearing anticipating the "day of glory for Lamashtu". The Redcap drops a Token of the Dryad. In a small village nestled amidst the greenery, there lived a boy unlike any other. The Hunting Lodge is a short distance to the east of your capital. Again you have a good / evil choice where the evil choice is obviously stupid. When you get to the bears' location, search a rock for a Token of the Dryad. However, Ekundayo is a dab hand with Lore (Nature) so make a couple of checks (DC25 and DC20) to get her on her feet again. If you search the carts nearby, you will find a locked (DC21) crate containing a Shock Dagger +1. You can also sell all the junk (or Masterwork weapons) you picked up at the Goblin Fort. You're better off simply buying the absinthe from Hassuf for 400G. Janush isn't very tough. Head south down the slope from the sisters to the water area and continue down to fight three Owlbears. When they're dead, Elina from the Beer Mug Inn will appear. When you get there, you shouldn't rank up again (unless you have absolutely nothing better to do) because you need to bring other advisors to the same level. Continue to the tower and the Ancient Roc will fly down to defend her nest. Basically, you have three choices as to what to do with Tsanna: It seems to me that merely being evil is no crime and that no crime has been carried out. Resist Fire (Communal) will be useful along with your normal buffs. If you let her live, Tsanna tells you that she will be at the Shrine of Lamashtu if you want to speak to her. Head east through the gap to the south of Verdel's Smithy and you will find a bunch of guards fighting against a Purple Dweomerowlbear, a pair of Red Dweomerwyverns and other miscellaneous creatures. A goblin will open the gate to a Hydra pen. When you kill these, two Yellow Dweomerwyverns will appear in the area. When it's dead, your main team will rejoin them and you will be attacked by a Primal Manticore and a Primal Hydra. Before approaching it, cast Resist Cold (Communal) and buff up Nok-Nok a bit since he'll be on his own for a little while shortly. When she's dead grab the Blood of the Murderer of Varrask's Family from her remains along with a Belt of Giant Strength +2, an Amulet of Natural Armor +1 and a Cloak of Resistance +2. There are various ways to deal with this whole situation but frankly, you may as well deal with this Stag Lord like you dealt with the previous one. In the first room. After you've killed it, you will have to make a choice as to whether to keep the disturbing implications to yourself or warn the people. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier. Go back down through the area with the traps and head west through a gate. At some point, you will have a scripted encounter with a Priest of Lamashtu. A Goblin Commando Commander and a Sneakwhack are there. When the spiders are taken care of, you can deal with the two traps and the Redcap Trickster. If you ask about where you are, you can make a Knowledge (Aracana) check to deduce that you are in the First World. Outside the tent is an Old Gnome whom you can speak to. There's a hidden (DC26) crate next to it with the Mother's Warmth kukri. Afterwards, you can loot the area. Noyelles-ls-Seclin Fax number. Defeat the enemies, move up and follow the trail of the escaped Lamashtu priest. Return to the kitchen and speak to the Tedrims' servant, Tsanna. When you get six territories, you can upgrade another village to a town. Speak to Una and Kabron Tedrim standing in front of the bar. For the best outcome select "Don't submit to despair". Grab some minor loot from a corpse and go through. To make you feel extra bad, there are four unicorns wandering peacefully in a forest glade. She is very interesting to speak to. Before continuing, pick a Kameberry (a rare cooking ingredient) and grab some minor loot from a stump. If you ordered Kesten back to the capital, he and Jhod will join in (probably too late to contribute meaningfully), If you went to Womb of Lamashtu to rescue Kesten, Jhod will die from the injuries inflicted by this thing. epic RPG from the creators of the critically acclaimed Pathfinder: Kingmaker. Otherwise, she will simply attack. Admit that the picnic was a team effort and ask how he is. Otherwise, give him the berries to close off the errand. Head to your throne room and Linzi will tell you that Mim has gone missing, last seen walking towards Talon Peak. Head through the makeshift barrier and you will be fighting two Dire Venomwolves and an Owlbear. Otherwise, let Jhod speak. They will be back in the caverns with a fairly modest Giant Flytrap to eliminate. Otherwise, you can obtain one by killing the Lonely Shambling Mound at Old Sycamore when you have a moment. Collect water from the pond and you will obtain the quest item Vial with Poisoned Water. If you do ask Elina for a bottle of wine, say that it's for Ntavi and you will receive Cheap Wine. Buff up majorly and head through the Hidden Creephole. There are a bunch of goblins at the back of the area who mutter vague threats. She tells you to talk to Ollie's wife, Lidika, who can be found in Lake Silverstep. Go further into the cave to find four more Primal Giant Spiders and a Giant Slug. Head northeast to clear out the rest of the camp. 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