Start making your way back to your capital. The XP reward is nice to have right now but you'll get it later anyway. All rights reserved. The Greater Trollhound has 150 HP and a howl that causes fear. Head a short distance up the slope and Jubilost will announce that this is the place he was searching for, giving you 1800G. Talk to her and learn about the missing son. You can then visit him after Season of Bloom, and he will have reset again. Examine it for various options. This one, special fish will summon an Ancient Wyvern for you to fight. Take a detour to the Swamp Witch's Hut to hand in the Black Rattlecaps for some gold and XP. They're mostly low level and no threat. To advance the quest, read the walkthrough of The Nature of the Beast main quest. Examine the box next to the cart. This update will fix the issue with negative status effects not being removed after a boss fight with the Songbird, and the issue with Nahyndri not dying instantly in The Treasure of the Midnight Isles DLC. They depict the creation of a phylactery for a lich and the lich slaughtering innocents. As you make your way east along the road, you will find the bodies of two bandits. Afterwards, speak to Rashor and he will invite you to his village. Assign an advisor to the problem immediately, because ignoring the problem will wreck your barony before it's even properly started. The Snipers stand well back and have a habit of targeting your squishier guys. The woman claims that the witch from Narlmaches is to blame. Continue south and clear a pair of traps (DC23 and DC21) from outside the double doors leading west. It is also stalked by four Venomhodags which are moderately nasty creatures. He's fine with a few stragglers, or a helpless prisoner, but . Grab Jaethal's Old Dagger and make sure that Jaethal is in your party. Return to the world map where you will see the new locations that Ekun pointed out. Head further up the slope and you will meet a (sort-of) friendly Troll named Jazon. However, this benefits you not at all so I suggest you keep it. It will trigger the quest. Talk to them, they will ask you to kill the Scythe-Tree, who destroyed the village. Continue east and when the path forks, turn southeast towards Lake Silverstep Village and go in. If you succeed, you have a number of ways to deal with him. When they're dead, remove any equipment (Ring of Protection / Amulet of Natural Armor) that you gave Kalikke and head over to the tower. You will find a large group of three Tatzylwyrms and three Greater Tatzylwyrms in your way. Continue north and you will spot a log among the trees containing another Taldan Warrior's Dog Tag and minor loot. You can question him further about this troll, Kargadd, and you will learn that its weakness is sunlight. The Greater Trollhound drops an Amulet of Natural Armor +2. To complete it, go to the top of the location and proceed to the hill. The enemies don't drop loot worth a damn but there is a locked (DC30) chest to the south of them with a Light Shield +2. Go inside and remove the trap (DC22) from the floor panel and search it for the Devourer of Metal composite longbow which will make Ekundayo even more of a murder machine. If you can make it, the Charisma check is good because it scares off the trolls. Mirror Image or Displacement can help greatly here. 3. After that little exchange, exhaust her conversation options. There are a couple more things to pick up while we're here. If you can make the skill checks, you will gain decent experience - Inspire Competence is your friend. You will learn that the Great Ancestor has ordered them to plant dope-weed instead of heal-herb. You can either escape or kill them. Ask him what he's doing and ask about the dwarven outpost. Kalikke will ask you to send the Sweet Teeth on errands so that she does not have to meet them. Needless to say, you don't want to take on hordes of powerful enemies while fatigued. You receive a letter from Svetlana expressing her concerns about Bokken. After seven days, when the problem has been solved, go to Shambling Steps to confront Nazrielle about the dodgy weapons. When you start seriously thinning their numbers, enemies will start fleeing. For the last bit of back-and-forth, return to Nazrielle to complete the quest. I encountered a bug here: resting near the Dwarven Ruins does not appear to remove fatigue. You may want to return to your capital to rest up and unburden yourself. If you killed the leader you will be able to loot his magic weapons, armour and gear. Next to the painting is a hidden wall switch (DC20) which reveals a secret room to the right. Lots of trolls, typically in packs of four. After you kill it, you can unlock a chest (DC28) containing a Noble Warhammer which is a +3 weapon. Continue west to arrive back in the entrance. Gameplay [ edit] We've prepared a hot-fix for Pathfinder: Wrath of the Righteous - 2.0.7n. He sells a unique handaxe but I would save your money. If not, cast Expeditious Retreat (if you can), drink a potion of Invisibility and head up the stairs by the Manticore. The quest will begin after you have your share of fun ruling the Kingdom a bit. If you follow the "your house" line of questioning, you can mention his family. Back in your capital, go into Kalikke's house where you will meet Naiho, Elki and Tevi, the Sweet Teeth. Cast Delay Poison (Communal) on your party and go south. As you approach the area exit, there will be more Tatzylwyrms to steamroller and a hidden stash next to the road with minor loot. Assuming you killed Hargulka, you can loot his remains for some very decent stuff: the unique Mallet of Woe, a Belt of Physical Might +4 and the Iron Dwarven Key which will allow you to open the remaining doors in the complex. The quest will be completed. This house belongs to Brevis who is a trader. You will finish the quest by leaving the location. Vesket will tell you to go and speak to Stishchak in the Spirit Hut. There is a stash in the south of the encounter area with a Torag's Pendant. Ask why you should show mercy rather than killing him outright and you can get more information out of him. The Candlemere itself is located to the bottom left of the capital. Continue west up a slope and you will find a stash of gems by the river. If you're protected by Remove Fear, that doesn't do anything. Shortly after combat begins, a fear effect will be triggered but Remove Fear negates this. So, shall I release the troll or let Bart continue wioth his experiments? I think the trolls are overpowered in your case (or may be Bartholomew died because of AOE damage from your attacks/spells). Go inside and head down to the basement. A nymph will appear and then sic the monster on the main character. He has an AC which is basically requires 20 to hit and DR 10/- which is symptomatic of the game's basically unfair encounter design. Dimwit continues to attack Bartholomew, ignoring everything else. The trap cramps your style quite badly so make sure you have your ranged attackers take out the Shaman. A hidden crate a short distance to the northeast contains a Sai +1. Leave the cave and cross the bridge. The thing is that you will have to lure an evil spirit out of him and attack it. You need Delay Poison, Resist Fire and Protection from Fire. Select Narlkeep and build Shaynih'a's Shop of Exotic Curiosities. However, Ekundayo is a stealthy sort. Head up the stairs and kill the two Redcaps. Before going into the village, you can explore the area. As you head down the corridor you will have to fight a Dread Skeleton Elite and three Nightmare Skeletal Champion Archers. 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. However, there's a lots to do before you go there. 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. Don't take these straight to Dorsy, however, since there may be a better option. Continue east and you'll spot the man responsible for the traps, Bartholomew Delgado. When you return to the throne room, Kesten Garess will tell you of Troll sightings in the Narlmarches and suggests that you investigate the rumours yourself. Bartholomew comes across as a perfectly normal person for a wizard, but if the player explores his shed they can find out that he is performing brutal experiments on a captured troll named Dimwit to unlock the secret of regeneration and immortality. A woman named Jenna Tannersen will appear in your throne room around this time. For what it's worth, the "(Neutral)" option leads to the best outcomes. There's a secret door in the wall leading to a room containing a trapped (DC22) and locked (DC18) chest containing a Cloak of Resistance +1, Bracers of Archery and some unusual cooking ingredients. 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. Go a short distance southeast for more wisp-on-wisp action (an Ancient and two War Wisps). You can continue waiting if you like, but nothing will happen. You will find a cache with a Dwarven Helm Shard (1/10). Head south down the path until you come across a group of eight Tatzylwyrms. Jazon drops a suit of Hide Armor +3 while the Spark Shaman drops a Belt of Incredible Dexterity +2. Head south and open up the trail west along the northern bank of the Gudrin River. In preparation for later events, you may want to buy a rope and a crowbar as well. You will want to grab the Demolisher heavy pick and someone who can wield it. Go back to your fortress and enter the tavern (either select it when you go to the fortress or exit the throne room and go all the way to the right to see the marker leading to it). The area is littered with traps. A trolls appetite and its regenerative powers make it a fearless combatant, ever prepared to charge headlong at the nearest living creature and attack with all of its fury. The Old Beldame will come out of the house and you can now go into the garden. you will be able to acquire the key later. You will find Bartholomew in his creepy basement. Or lie. If it proves too difficult, there's no shame in coming back later since there is nothing essential here. Tell the Berserker that you wish to speak with their chieftain and you will be taken before him. Backtrack to the previous room and unlock the door to reveal a balcony. What can go wrong, I really disliked something that comes up later: (spoiler inc obviously). When they've finished speaking, How to Build a Kingdom will start and you will have a tutorial for managing your barony. The first task you should see to is enroute to Tuskdale. Return to your capital and speak to Jenna who is suitably grateful. If you fail, curse and reload the save before the battle. All that lies between you and escape are a pair of 2nd-level Ferocious Wolves. Do not go through the gate, because you're not able to target the Owlbear beyond (a stupid interface issue). wnesha 2 yr. ago Kesten will notify you that the troll attacks are getting worse throughout the kingdom - that's usually when the Delgado map changes Annexing the Kamelands is also required to unlock Tristian's companion quest. The other containers yield minor loot. If you explore the world further, you cannot cross the Sellen River in the west at this point. Quicksave before entering and then have Linzi sing Inspire Competence. He needs to examine its corpse for more information. Head south towards the Skunk River. Go into the Clutch Hut next door and speak to Virish. Speak to him and ask to trade stories. Once you get to the other side, look in the undergrowth to the left for the Cloak of the Winter Wolf. Meet the wizard in his laboratory When you get the Lone House, you will find trolls. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. The Secret Sanctum will be added to your world map. There are a couple of Tatzylwyrms and a Greater Tatzylwyrm in your way but they shouldn't be more than a minor bump in the road. Make your way east along the southern part of the settlement and search the rubble next to a dilapidated shrine for a Taldan Warrior's Dog Tag. Follow him to the road and you can give him the brooch you found for a decent XP reward. They cost 80G each and I suggest that you buy 100 in the first instance. When you reduce his HP to 0, you will unlock the Fire. You are told that you need to "Defeat the monsters" and "Get the key from the dungeon". You want to get Glitterdust on him so that he's slightly easier to hit. Select Settlements / Shambling Steps and build Nazrielle's Weapon Shop and Varrask's Weapon Shop. Head east from your capital and continue east. Retain Bartholomew. With better equipment than you had earlier, Tranquil River Bend should be manageable. Keep going and you will reach the village proper. Climb the tree trunk and kill the Redcap at the top. It's perfectly doable at 8th level. Question it to learn that the spirit calls itself Count Shimmerglow. You start off in the north of the area. If you were able to make Tartuk your vassal, you will emerge in the courtyard of what is now an established kobold settlement. Click L3 to view the state of the barony and opt to buy some Build Points. Head through to the next room and would you believe it? If you do so and Octavia begins to verbally bait him, you must intervene or fight him. This will give Valerie a decent attack boost which she will need against his 29 AC. After disposing of them, head down to the end of the path where you will find a dead body with some minor loot. Keep to the left and you should bump into a bunch of stealthed bandits. One contains a suit of Chainmail +2 while the other contains minor loot. If your Loyalty rank increased to 20, Tristian will ask you to make a choice. When they've been taken care of, return to the bandit room and go up the northern passageway. Despite being a named troll, he's not much tougher than a Branded Troll. The Wererat Lair is in the woods to the east of the Abandoned Hut. Afterwards, continue up the path and you will find a Torn Damp Page on the ground. Dragn Woradash is demanding compensation for use of the Shield Road which his clan used to manage. After you've cleared the areas, backtrack to the fork and take the path leading southwest. You can use the time remaining productively. Either option will add the Thorn River Bank location to your world map. You'll also want to keep one of your High Priest, Regent and Councilor free. There is a short cut up the slope which requires Lore (Nature) followed by Athletics to negotiate. He will then suggest that your barony might make a good vassal of Pitax. Search the containers by the campfire for minor loot, lots of cheese and a useful pair of Swiftfoot Boots which work well on a less mobile character like Valerie or Harrim. The best option is the "[Requires Chaotic]" one which allows you to make Tartuk your vassal. Take her up on her offer and she will give you a Ring of Protection +2. If you have access to something like Hold Monster, it will come in useful. They're not hostile, so position your characters strategically and speak to Ivar who will promptly change into a wolf himself. Hard to spot on the bottom wall is a sarcophagus containing another Ancient Scrap of Script-Covered Leather (2/16). Quicksave before going to the throne room. You do not start off in combat so you have an opportunity to both equip him and treat his wounds which are quite severe. Back in Tuskdale, head to the Main Square to look for Enneo only to find that he's fled. You can question the girl and ask her about the "wanderer" who warned them that Jaethal was after them. Espaol - Latinoamrica (Spanish - Latin America). This should bring you close to the Hodag Lair. Question him and you will learn he is the Wilber named on the coins and that they are a curse. Ask him about himself and what he's doing and he's not very forthcoming. The building will take 10 days to complete so you'll want to do stuff in the meantime. Elsewhere, you may encounter Stefano Moskoni and his bodyguards being attacked by two Trolls and two Branded Trolls. In the meantime, you may want to explore the Dire Narlmarches or venture into the first few levels of the Tenebrous Depths. Initially it takes the form of an illustrated book episode. Return to the throne room and look for someone named "Storyteller" in the bottom left corner of the room. Search a crate by the side of the house to find an Ancient Rostlandic Coin. There are two Fighters, an Alchemist, a Rogue and a Bard. Do not cross yet. Since they come from all sides, the archers can really catch you on the hop. Continue west and you will see Mud Bowl to the south. Take the trail leading east and at the next crossroads, take the southwest path. I let Octavia boss me around and prevented further experiments. Go to the place where trolls lair is located, enter the fortress and turn left from the first room to find the one who killed Ekundayos family. 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. Bokken will apologise (as he bloody well should) and the quest will be complete. Fortunately, no undead come pouring out of sarcophagi. Dialogue (Bartholomew - Varnhold Chapter), Dialogue (The Cursed King/Queen - Bartholomew), SadisticMageBefore (e50a599961407de41a55b5cd87045364), Dialogue (The Nature of the Beast - Dimwit), "Of Transmutations and Bodily Poisons", Part I. Follow Tristian out to the Capital Square. You will have a scripted event on the road. Since you're in the area, it would be rude to refuse. Return to the path and go north to where you were ambushed. If your party is fatigued, you can choose to rest here since the encounters elsewhere in the area are brutal. Spread your non-melee combatants out so that fewer people take damage. 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. Your envoy will give you a summary of the current state of your barony. Success earns you XP while failure earns you pain. If you want a shortcut down, take the broken steps (Mobility 19) for a few XP. 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. There are four low pillars around the centre and three are active. The next thing you want to do is claim the Outskirts which cause 14 days to pass. As it happens, this coincides with where we're going soon. We'll follow after him later. From the Lone House, head southwest. When you finish speaking, he will leave. It won't inconvenience Hargulka too much but it may well take Tartuk out. Give Tiger (the cat) to Ekun to boost his Lore (Nature) and have Linzi use Inspire Competence. Return to the path and follow it round as it heads north. Kill them and head south a short distance to find a hidden (DC25) and locked (DC19) cache containing a Cloak of Shadows. Heal him rather than finishing him off. 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. There is a mechanism on the floor that you can interact with to cause it to rotate and reveal different symbols. A hidden nook in the floor contains a Torag's Pendant and scroll of Fireball. After you've dealt with them, search the bushes to the left of the path for a Taldan Warrior's Dog Tag.