He needs to examine its corpse for more information. The shaman drops a Wand of Bless and a Cloak of Resistance +2. Sounds like a quest! Return to your throne room to close out the chapter. Take a detour to the Swamp Witch's Hut to hand in the Black Rattlecaps for some gold and XP. At the crossroads, head east again and cross over into the Kamelands where you will arrive at the Secluded Lodge. There's a log nearby to cross the ravine (Mobility DC19) which saves some backtracking. If your party is fatigued, you can choose to rest here since the encounters elsewhere in the area are brutal. Head through to the room that Kargadd emerged from. At the top, go left and defeat a pair of Gargoyles. You also have a bunch of items to sell to Storyteller in the throne room. When the area is clear, loot the nearby containers (one of them locked, DC18) for a Dart +1 along with other stuff. You're done for the time being, so head back to your capital. The only other bandit who is a remote threat is the 8th level Fighter. Fill your Cleric's level 3 slots with Resist Energy (Communal). At the next crossroads (you should be close to the Technic League Encampment), follow the trail south and west and then turn southeast. Once across, go north and then turn southwest at the junction. If they give you trouble, hit them with Stinking Cloud. To the bottom left of your capital is the Lake Candlemere there is also a small island with a tower in the middle of it. You'll find him packing, as it seems the troll menace has grown too great for him to risk. Start making your way back west across the area, disarming all the traps on your way. There's a crate filled with minor loot close to the area exit. Continue east and cross over into Silverstep. Further along, you will fight an Ancient Will-o'-Wisp and two War Wisps. You are told that you need to "Defeat the monsters" and "Get the key from the dungeon". You want someone capable of casting Acid Splash to finish off regenerating creatures. This one, special fish will summon an Ancient Wyvern for you to fight. Let her tell her story and you will earn 600XP and gain a new artisan. If Ekun is going to be your Mobility guy, he'll want Boots of Elvenkind as well. Visit Lone House and talk with Bartholomew Delgado about trolls that can resist fire. Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young. You can question him further about this troll, Kargadd, and you will learn that its weakness is sunlight. When they're dead, Jaethal will come up with a jolly wheeze: raise one of the elves as an undead pal. The Trolls are dangerous but that Kobold is a little bastard. You will encounter some Trolls and Kobolds that were waiting to ambush you had you gone through the gate. Return to the world map and head east from the Swamp Witch's Hut. When they've been taken care of, return to the bandit room and go up the northern passageway. These are more like it - level 14 enemies. Talk to her and learn about the missing son. By now, she should be capable of taking on the Ferocious Hodag since it's not that tough. Win or lose, Valerie will get something to remember Sinnet by: a scar across her face. Tartuk doesn't have many HP but he has an extremely high AC. Can only be obtained if visited Bartholomew Delgado during second stage of Troll Invasion. You will pass Iron Mine, a kingdom resource, to the north. He will spam Searing Light which does quite a lot of damage. Return to your capital and take care of any throne room business. The house to the east belongs to Kaessi; go in there to update the Sorrowflow companion quest. Check the timer for the Ancient Curse quest. Needless to say, you don't want to take on hordes of powerful enemies while fatigued. He is a lot more powerful than the average troll. He deserves to be hanged in chains! If you go south and east, you will come across another group of bandits. Designed for use with the rules in the Pathfinder Beginner Box and the perfect bridge to the exciting options of the full Pathfinder Core Rulebook, these adventures take your heroes to 4th level and beyond as they venture further into the nearby wilderness and face fearsome foes lurking all too close to home! Take out the Alchemist with Ekun and send surviving melee characters (such as Dog) after the archers. Head left to pick up a Token of the Dryad and some minor loot and then go through the door on the right where you will find Jazon. If you didn't meet him, you can make speech checks or offer a bribe of five rations to gain entrance to the village. Head southeast from the dead Troll. Before going into the village, you can explore the area. STR: 10, DEX: 18, CON: 18, INT: 10, WIS: 14, CHA: 10. Keep to the left and you should bump into a bunch of stealthed bandits. 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. Manage all your favorite fandoms in one place! This should bring you close to the Hodag Lair. Head east and continue east past the Lonely Barrow. 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. Make your way to the area exit. This is worth a visit for a decent bow for Ekun and a new recipe. She complains that her son Tig has run away and that she's not been able to find him. There are four low pillars around the centre and three are active. This is the first of new set of relic fragments. Do not cross yet. Run back to Tiressia and tell her that Elga Verniex is back in the village and she will give you a letter to give her. Heal him rather than finishing him off. There is a container with some gems and a hidden cache with the Cypress Queen's Goblet (1/5) among other things. These are fairly powerful creatures with 102HP and a nasty acid spit attack. Grab a Token of the Dryad from around the roots and buff up. Open the door and save your game. Regardless, the quest will be completed, and you will be ordered to return to the barons castle. If you had Jazon escort you to meet Hargulka, this can end peacefully. Shaynih'a will ask you to visit her to update her artisan quest as well. Since you're in the area, it would be rude to refuse. This encounter will give you the name of the troll leader, Hargulka. This isn't immediately forthcoming but there's stuff to do in the meantime. 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. Back in your capital, go into Kalikke's house where you will meet Naiho, Elki and Tevi, the Sweet Teeth. You may want to claim the nearby Remnants of Dwarven Fortifications. So Shall You ReapIn the upcoming fight, take out Hargulka first. Afterwards, give Kanerah the Disk of the Eclipse. Tell him what became of the people he sent to Candlemere Island and that there is nothing of value there. To complete it, go to the top of the location and proceed to the hill. He tried to curse you! Advance towards the rift as you battle these creatures because when you kill the first Greater Giant Spider, a Silky and a Doomspider will emerge from the rift. Cross over the Skunk River. ), a scroll of Freedom of Movement, "Of Transmutations and Bodily Poisons", Part III and a Piece of Skymetal (1/17). If you have a day to kill because you're waiting for an event, opportunity or project to complete before you hit the trail again, you're probably strong enough to take on Ratnook Hill. You can question the girl and ask her about the "wanderer" who warned them that Jaethal was after them. Don't cross at Ford Across the Skunk River. Either way you get a story. Head into the passage on the left and pay attention to the sunlight coming in through the ceiling. Dimwit continues to attack Bartholomew, ignoring everything else. Afterwards, search the Sniper's body for the Black Whip. There is also part III of 'Transmutations and Bodily Poisons' if you need it. You can unlock the door back to the entrance area of you like. When they're dead, look around to spot a pair of hunters trapped on the hilltop. Unlock the square container (DC26) for a unique greataxe, Second Execution. You will earn 375XP for saving his life. What do you know? When the 14 days have passed, you will likely have some new events demanding your attention, including Troll Sightings. There is a ghost near one of the houses talk to it to start the quest. When, Ditael hands the sword over, he will be relieved to be rid of the - literally - cursed thing. Hug the left of the path and you will find a container filled with scrolls and minor loot by the water. Report to Bokken and tell him that the wererat died. If you can't open it. Buff up before approaching the rift in the centre. If you read the quest description, Linzi will mention bringing a few potions of Invisibility. After you've killed them, you will see a bunch of hostile Lizardfolk fighting a smaller bunch of non-hostile Lizardfolk, including a named NPC, Rashor. This house belongs to Brevis who is a trader. Proceed north up the path and pay attention to the sign about traps. Do not go through the gate, because you're not able to target the Owlbear beyond (a stupid interface issue). Bring up the map and you will see a building labelled as "Sartayne's house". Make your choice and return to Bokken. bite vs Anton: 1d20 + 15 (1) + 15 = 16 claw vs Anton: 1d20 + 15 (16) + 15 = 31 Time to find out why Jenna sent us on a wild goose chase. Continue east and you'll spot the man responsible for the traps, Bartholomew Delgado. 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. Head south down the path a short distance and turn down the path to the left. Afterwards, you can loot Vesket's body for his key (if you couldn't open the chest earlier), his unique trident, Bound Thunder, a suit of Hide Armor +1 and an Amulet of Natural Armor +1. Talk to the man and help him destroy the creature. Memorize them, set the plates right on the upper level, then go back and enjoy your chest with some gold and excellent armor. You will find Bartholomew in his creepy basement. Afterwards, check out the merchants in the square. If you succeed in the DC20 Lore (Religion) check, you have three options. He is speaking to someone named Amalia, who is an adherent of the cult. After killing the annoying creatures, grab some minor loot from a cache and then examine the body of Nyta on the ground. Otherwise, you need to let him go, drive him off or have him killed. Agree to follow him and you will be in battle against a Branded Troll. There will also be people waiting to see you. It seems that the merchant Enneo has a dagger that belonged to her. You will come across a group of bandits around a covered wagon. There's a stash of gold up here as well. Show him the coins you gathered from the Ancient Will-o'-Wisp and his pals for an XP reward. Continue west where you'll find a pile of fish. Continue east around the rock and then up the slope. The quest will be completed. When the fight is over, Ekundayo will tell you that he can feel that the specific troll he is hunting is nearby. You may want to rest before tackling the Troll Lair Depths. If you can make the skill checks, you will gain decent experience - Inspire Competence is your friend. Defeat all enemies, and if Tig is saved, speak to him. Return to the world map and head east. You will come across a group of peasants near a tree looking for treasure. If you have Bartholomew's whip, take a detour to the Lone House. Eventually, they will decide to duel. You will want to grab the Demolisher heavy pick and someone who can wield it. At some point (and the fact that it's "at some point" and not "always" is annoying), you will have a scripted encounter. Ruthgert will say something along the lines of "you haven't seen the last of me" and vanish. Choose the Lawful Good option if you want the best outcome. At the next junction, turn northwest and follow the trail to find a crossing point over the Murque River. The scorched fragments will get you the Necklace of Double Crosses and unlock the Tale Of The Days Long Gone trophy. Put them on the altar to complete the quest and allow the ghost to finally rest in peace. You need a location called Verdant Chambers. You can either escape or kill them. You will have the opportunity to add Ekundayo to your party at this point. 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. The Secret Sanctum will be added to your world map. When they're dead, remove any equipment (Ring of Protection / Amulet of Natural Armor) that you gave Kalikke and head over to the tower. Bring rope if possible and keep Ekundayo with you at least for the time being. You will immediately be thrown into combat against 4 Tatzylwyrms, 2 Greater Tatzylwyrms and a Nixie Prankster. Select the "show the herb" option and you will get an errand to being her three mudleaves, gloomberries and dizzyheads. Three more are in the previous room. After all, if you turned down every quest that came your way, where would you be? Send just one person through the gate at the top to trigger the two Ancient Will-o'-Wisps, otherwise you'll get bottlenecked. Kill them and the Dweomercat will promise her assistance at some later date. Go northeast at the next junction and cross back over into Shrike Hills. In the square, Linzi will introduce you to Tessie the Quill, a merchant who sells books. You may want to being Harrim with you and have him memorise Delay Poison (Communal). Afterwards, you will have to choose a name. You may want to quicksave if you let the dog go. Ignore the door to the north for the moment and disable a trap slightly further along the corridor (DC21). The Wererat Lair location is added to your map. You have various alignment-options to finish the quest. You have 14 days before the situation becomes urgent again. All trademarks are property of their respective owners in the US and other countries. She will thank you for killing the Stag Lord and will promise a valuable reward. They're not hostile, so position your characters strategically and speak to Ivar who will promptly change into a wolf himself. Cross over to the south side of the Gudrin River if you're not already there and head east. If you have a character able to cast Stinking Cloud, cast Delay Poison (Communal) on your party. Continue east to an abandoned hut. Another Ancient Will-o'-Wisp will attack you. However, you should ignore it for the time being. You can use the time remaining productively. You will have to wait a while for the quest to update. On subsequent playthroughs, just blind him and kill him like you would any other troll! When you enter the area, you will hear someone named Waine calling out for help. You will also start to find Dizzyhead plants. Summon Nature's Ally III Trap (Perception DC 20, Trickery DC 20 - 45 exp): Summons 2-3 Giant Spiders (Vermin 7) if triggered. To advance the quest, read the walkthrough of The Nature of the Beast main quest. 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. Quicksave and when you're ready, speak to Rismel, the figure standing by the portal. You will pass the Sapphire Field kingdom resource which is well worth claiming. The voice that answers is not that of the child. you will be able to acquire the key later. Leave the town and enter kingdom management. Back in Tuskdale, head to the Main Square to look for Enneo only to find that he's fled. Hello, crusaders! The Nereid will summon a Huge Water Elemental and use Confusion. Look for another way out you can climb the wall to the right of the tree, but only if you pass the athletics test. Go the nearby Lone House location, finish off some enemies and find Bartholomew in the upper right corner of the map. Continue heading south where you will find a barrel in the corner of the room containing a Torag's Pendant. Go inside. You have good and evil options for dealing with them and then a bunch of choices. Not yet you're not. Head north, keeping an eye out for traps - there are two of them (DC19). You have a number of options but to progress the quest, you have to select "I think you should talk to Valerie alone". Jhod tells you that Remus (the mad guy who told you where Tartuccio was in the first act) has been spreading fear among the people. At the top, there is a cave entrance to your right. Just to the south of it is a hidden cache containing an Ancient Rostlandic Coin. There are plants along here called Mudleaf. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. Hostilities will ensue. Eliminate the Trollhounds as a priority because their bites can cause disease. If you stand in the location shown, you will avoid it. Amiri will announce her intention to kill the creature. Let the three Trollhounds and Branded Troll come to you before disarming it. Unwanted LegacyQuick save and examine the anvil. Check the body of one of the bandits for a Turquoise Brooch. Cast a Stinking Cloud ahead of you, like so: This should mean that the most dangerous enemy, the Bandit Necromancer, starts off disabled. He tells you that the Great Ancestor instructed them to eat their own eggs. Wade into the river to where the cart is stranded. Start with the top one where you will find a hidden cache containing a Bronze Dwarven Key, a Torag's Pendant some minor loot. Continue north and you will spot a log among the trees containing another Taldan Warrior's Dog Tag and minor loot. You do not start off in combat so you have an opportunity to both equip him and treat his wounds which are quite severe. Be careful when you reach the stairs because there is a trap (DC21) at the bottom. You can target them from outside their area using ranged weapons and they can't touch you. If you have an evil alignment, you can actually turn Hargulka against Tartuk and have him cut the little pipsqueak to size. He will buff Hargulka and then pelt you with Magic Missiles (note that he is immune to these). Pay attention to the +1 Economy if built next to a Longhouse or Tavern and place it accordingly. Otherwise, destroy them and be done with it. You may want to return to your capital to rest up and unburden yourself. There are also traps, including on the supposedly safe path to Bartholomew's house. Ask whether he's interested in operating exclusively within your barony and you will be able to make a reasonably straightforward Diplomacy / Intimidate check to get him to agree (assuming the ruddy RNG doesn't roll a 2). When he's dead, loot the nearby container for a Dwarven Helm Shard (8/10) and a Torag's Pendant. We're heading east. They drop Masterwork longswords. The Goblet is the first in another relic set. Click on the cart to start an storybook sequence. However, if you interact with the blue tile, you will open a way to the south. Head through to the next room and would you believe it? Return to Shaynih'a and tell her how Hassuf responded. Go across to a side cave on the left where you will find a couple of loot stashes containing a Taldan Warrior's Dog Tag among other things. I'm inclined towards the Chaotic Neutral response. From the Ruined Watchtower, return to the ford across the Murque River and cross to the other side. You probably witnessed the "cleansing" he talks about. To the south are a group of five Dire Boars. You'll find the body of the boar lying on the ground just to the north of the area where the Moon Radishes grow. There is a hidden cache nearby with a Token of the Dryad. All rights reserved. Before embarking on another quest, you may want to spend some time on kingdom management. This quest takes some time to play out, so you can get it underway before doing other stuff. If you examine the sun and moon statues, you will see the solution to the floor puzzle upstairs: a sort of fish rune and a lightning bolt rune. 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. I really disliked something that comes up later: (spoiler inc obviously) During the operation on the woman to remove her seed, you can ask bartholomew to drop by and the game then tells you "the mad sadistic mage bartholomew is here for some reason" <thats literally what it says. Make your way to the southeast corner where you will find the Scythe Tree waiting. Suggest to Rismel that he might be a bit bonkers. This will summon an Ancient Will-o'-Wisp and two War Wisps. If you got one of the wererats to drink the formula, you'll have one less enemy to deal with. Afterwards, you will learn who's behind the mischief: Tartuk. Continue to the northeast of the room where there is a pair of Trolls and a group of kobolds, including an always-annoying Boomsayer. Cast Resist Lightning (Communal) before you go near it, however. . He won't be around forever so take the opportunity to buy the Boots of Elvenkind he's selling. However, similar to claiming the Outskirts, this will cause another 14 days to pass which you don't want to happen right now. Continue northeast and turn left at the crossroads. If you met with Tristian, there will be a new event "Support the Councilor's Endeavors" which takes 14 days and will increase your barony's Loyalty rank. Use acid to kill the Branded Troll. Speak to the Old Beldame and ask about the lost child (remember him?). If you have good AC, you should be OK. Head inside where you will find a Tremendous Centipede, four Giant Centipedes and a Spitting Giant Centipede. There are a couple more things to pick up while we're here. The leader of the motley crew drops a Token of the Dryad while one of the other bandits drops a Heavy Crossbow +2. Head north a short distance. Cast Protection from Acid (Communal) before venturing further into the swamp. This is part of a puzzle in the dungeon and you can ignore it for the time being. I ended picking the chaotic neutral option and told him to kill the troll. Talk to him to begin this quest. Afterwards, select "We tried to pull the cart out". Be careful as you make your way down because there is a trap (DC22) at the bottom. 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. You may want to rest here if you used up valuable abilities in the Monster Den. Ekun's leads aren't very good so far. Before leaving, help yourself to provisions and minor loot from the containers in the hut. After this, deal with the stuck cart, and then talk to Jubilost. Anyone affected should simply get out of the way when they are able to move so that they don't end up killing each other. Loot the bodies of the trolls to find a Torag's Pendant and a unique greatclub, The Crusher. After his turn, Ruthgert, the "First Faithful", will address the gathered throng. Afterwards, head back north to the Murque River. Smoulderburn has AC 33 so is a bit tricky to hit: True Strike, Inspire Courage and Blessing of the Faithful help. Head northeast from your starting position. A hidden nook in the floor contains a Torag's Pendant and scroll of Fireball. Before asking about the fire-resistant trolls, ask what he is selling. Search a create for a Dwarven Helm Shard (7/10) and some scrolls and potions.