Pathfinder kingmaker dwarven ruins

Pathfinder kingmaker dwarven ruins DEFAULT

Act 2: Troll Trouble

G. Dwarven Ruins

From the Troll Clearing: 1) W, 2) SW, 3) W x3.

1. Troll Wilderness

Hunting in this area during rest: Lore (Nature) DC

Wilderness Events
  1. Jubilost. If you brought Jubilost with you, he will give you 1, gold and tell you about the article he intends to write about your lands. You have a chance to respond (CG, N, CN, LE moral choice). The CN option does not end the conversation, and requires you to make another choice; this can offer free chaotic points if you’re looking to adjust your alignment. Your response will affect the tone of the article that is ultimately published. This completes the Quest: Renowned Explorer ( exp and exp).
  2. Jazon (Humanoid 6, Barbarian 3, Fighter 2). He is an educated troll. There are two initial options to end this conversation: 1) say you want to look around (NG moral choice) or 2) start combat (LE moral choice).
    • If your main character is Lawful (LG, LN, LE), you'll get the chance to say: “All right, take me to your kings …”, which will cause Jazon to escort you inside the ruins to the Troll Lair Event A. This counts as one of the three Lawful choices needed for the Achievement: In the Name of the Law. You must take this choice if you want to convince Jazon not to fight you when you meet him again later inside the ruins; this is the only possible way to make him back down short of avoiding his room entirely.
    • You will also get the opportunity to ask him about their new kingdom Trobold. If you ask him “6. So trolls aren’t eating people anymore?” and then grill him about whether he eats people, you’ll unlock a conversation option “All right, YOU don’t eat people anymore. …” (CN moral choice). This leads to a Diplomacy DC 20 check (45 exp), with the only other option being combat (no moral choice). Combat will also begin if you fail the check.
    • On Normal difficulty, he has AC 24, hp, Fort +19/Ref +5/Will +4 saves, regeneration 5 (removed by fire or acid), and fire resistance He makes 3 attacks: a bite at +13 to hit for 1d8+13 damage and 2 claws at +14 to hit for 1d6+13 damage (including Rage and Power Attack bonuses and penalties). This should be an easy fight. Jazon carries a Hide Armor +3.
  3. Kobold Boomsayer (Bard 5), Kobold Sniper x2 (Rogue 5), Kobold Skirmisher x2 (Fighter 5), Kobold Alchemist (Alchemist 5). This combat will lead directly to Event D. The Snipers and Boomsayer carry Masterwork Light Crossbows. The Skirmishers carry Masterwork Shortbows.
  4. Ekundayo. If Ekundayo's in your party, he will tell you about rock trolls and his mortal enemy Kargadd (90 exp). This advances the Quest: A Score to Settle. He will have this conversation in the Troll Lairin the hallway between Locations A and L if you took the Lawful choice with Jazon and skipped this encounter.
  5. Troll (Humanoid 6), Trollhound x2 (Magical Beast 4).
  6. Ferocious Wolf x3 (Animal 2), Kobold Sentinel (Fighter 2). The Kobold Sentinel carries: Old Dwarven Chest Key, which unlocks Treasure #4 on this map.
  7. G1. Broken Wall (Athletics DC 18 - 33 exp). G2. Broken Wall (Athletics DC 19 - 33 exp). You take some unstated amount of damage on failure (~ 2d6). Going up will position you in the NW corner of the fort. I would not actually recommend starting the battle here, since you will risk triggering the enemies at both Locations H and I.
  8. H1. Branded Troll (Humanoid 6, Barbarian 3), Kobold Sniper x2 (Rogue 5); H2. Troll (Humanoid 6), Kobold Sniper x2 (Rogue 5).
    • The Snipers carry Masterwork Light Crossbows. You can change the layout of the enemies by going up the walkway at Location G1 and then returning.
  9. I1. Troll x2 (Humanoid 6), Trollhound x2 (Magical Beast 4); I2. Branded Troll x2 (Humanoid 6, Barbarian 3), Greater Trollhound (Magical Beast 12). Group I2 will appear immediately after you defeat Group I1, continuing the combat.
    • On Normal difficulty, the Branded Troll has AC 16, hp, Fort +16/Ref +5/Will +4 saves, regeneration 5 (removed by acid and fire), and fire resistance It makes 3 attacks: a bite at +11 to hit for 1d8+11 damage and 2 claws at +12 to hit for 1d6+11 damage (including Power Attack and Rage).
    • The Greater Trollhound has AC 19, hp, Fort +14/Ref +10/Will +4 saves, and regeneration 5 (removed by acid and fire). It makes a single bite attack at a +20 to hit for 2d8+12 damage. It also attempts to trip opponents on attack.
    • The Trollhounds use Trollhound Howl (Will DC 14 or be paralyzed with fear on failure or shaken on success). This combat may be challenging depending on your party composition, but the trolls are very susceptible to control spells. The Greater Trollhound is the largest threat, so make sure it stays on your tank. The Greater Trollhound carries an Amulet of Natural Armor +2.
  10. Statute. If Harrim is in your party, he will start a conversation if you interact with this statue. This is one of three conversations that are necessary for Harrim’s Companion Quest: Unwanted Legacy.
  11. Spike Trap (Perception DC 25, Trickery DC 25 - exp): Triggering it deals 11d6+6 piercing damage.
  12. Acid Fog Trap (Perception DC 26, Trickery DC 26 - exp): Triggering it deals 2d6 acid damage per round for any character in the fog.

Wilderness Treasure
  1. Log (Perception DC 7): Token of the Dryad, Shard of Knight’s Bracers.
  2. Locked Chest (Perception DC 20, Trickery DC 21): Scroll of Haste, 25 gold.
  3. a) Rations, Rope; b) Citrine x2, Silver Ring, 26 gold, Dwarven Helm Shard.
  4. Locked Chest (Trickery DC 26 or the Old Dwarven Chest Key at Event F): Heart of Valor (Mithral Breastplate +2, +4 vs. fear), gold, Dwarven Helm Shard.
  5. a) Gold Ring; b) Scroll of Fireball, Dart +1, 13 gold.

2. Troll Lair

Lair Events
  1. Hargulka and his guards: Hargulka is the king of the trolls here.
    • Jazon will bring you directly to this conversation if you selected the Lawful choice outside in Event B.
    • You can attack him (LG or no moral choice) or engage in dialogue. Speaking to him or taking the LG moral choice will lead to a number of options: 1) Intimidate DC 20 (45 exp), 2) an offer for peace (LN moral choice), 3) staring at him in contempt, 4) attacking, or 5) saying you’d rather leave. All choices lead to Hargulka leaving and a combat against Trolls x2 (Humanoid 6).
    • If you took the Lawful choice with Jazon, you can go outside to have all of the encounters that you missed. You'll appear on the Troll Wilderness map at Location I1, surrounded by enemies, and immediately enter combat.
  2. Statue of Torag. If Harrim is in your party, he will have the second of three necessary conversations for his Companion Quest: Unwanted Legacy. There is a hidden Lore: Religion check that you (or a companion) need to make to get the best outcome on this quest, so save first and reload if you don’t see it.
  3. Trollhound x3 (Magical Beast 4).
  4. Magic Missile Trap (Perception DC 20, Trickery DC 20 - 45 exp). If triggered, this 3 Magic Missiles (1d4+1 force damage each) will strike each party member.
  5. Branded Troll (Humanoid 6, Barbarian 3), Trollhound x3 (Magical Beast 4). There are two groups.
  6. Locked Door (Trickery DC 22 or the Rusty Dwarven Key at Treasure #4).
  7. Troll (Humanoid 6), Trollhound x3 (Magical Beast 4).
  8. Kobold Sentinel (Fighter 2), Trollhound x2 (Magic Beast 4).
  9. Lightning Bolt Trap (Perception DC 20, Trickery DC 20 - 45 exp): 5d6 electricity damage, Reflex DC 16 for half.
  10. J1. Sun Puzzle Switch; J2. Moon Puzzle Switch. The solution is shown at Troll Lair Depths at Location G.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).
  11. Nagrundi (Humanoid 6, Ranger 5), Trollhound (Magical Beast 8).
    • On Normal difficulty, Nagrundi has hp, 21 AC, Fort +19/Ref +8/Will +4 saves, and fire resistance She makes 3 attacks: a bite at a +13 to hit for 1d8+14 damage and 2 claws at a +15 to hit for 1d6+14 damage(with Power Attack).
    • Her trollhound is her animal companion and it has AC 18, 92 hp, Fort +11/Ref +9/Will +2 saves, and regeneration 3 (fire and acid removes). It makes 1 attack at a +13 to hit for 1d10+16 damage.
    • Despite being a named enemy, Nagrundi shouldn’t be a particularly difficult opponent for a level 7 party (which you should be by this point).
  12. Sunlight. Kargadd will turn to stone if he fails a Fort save here. Save in this area.
  13. Karga (Humanoid 6) and Argadd (Humanoid 6):
    • These two rock troll kids ask why you want to kill their dad, Kargadd. You have a number of ways to deal with them: 1) Stop Ekun (requires Good, NG moral choice); this is one of three special Good choices you need for the Achievement: the Good Guy. 2) Stop Ekun (NG moral choice); this leads to an Intimidate DC 20 check (LG moral choice, 45 exp on success, combat starts if you fail). 3) Allow Ekun to attack (LE moral choice); this starts combat against the two troll kids.
    • Kargadd will appear about a round after you deal with these two.
  14. Kargadd (Humanoid 7, Fighter 5).
    • On Normal difficulty, he has: AC 20, hp, and Fort +21/Ref +3/Will +4 saves. He makes 3 attacks: a bite at a +21 to hit for 1d8+21 damage (with Rage and Power Attack) and 2 claws at a +21 to hit for 1d6+23 damage (with Rage and Power Attack). He'ss a fairly powerful opponent, but it shouldn’t be too difficult to beat with a level 7 party (which you should likely be by this point). If Ekun is in your party, you will complete the Quest: A Score to Settle with Kargadd’s death ( exp). Kargadd carries a Belt of Physical Might +2 (+2 to Str and Con).
    • You can gain the Achievement: Know Their Weakness by killing him with sunlight. To do this, move your entire party to the east side of the prior room (the entrance room) while pulling him into the sunlight with your tank. This is easier to do with Ekun’s Dog than with a tank like Valerie, given Dog’s higher speed. You may need to reload a few times and to wander around a bit to pull him into position, since he generally avoids the sunlight and likes to throw rocks when your characters are at range. This is doable by moving your tank to the right side to get him near the northern part of the room, then moving your tank to the S/SW wall to try to lure him into the light. Once he’s in the light, have the tank attack him to keep him in the light and to force him to make a save every round until he fails. The save starts at DC 20 and increases by +1 each round. Kargadd has a +21 Fort, so it’ll take him a little bit of time to fail his save. It’s honestly much more difficult to kill him by sunshine than to kill him normally. You’ll get the same loot regardless, and his statue will eventually disappear with other bodies (meaning that you can’t come back with a Flesh to Stone (6) spell later, in case you’re curious.
  15. Locked Door (Trickery DC 21 or the Bronze Dwarven Keyat Treasure #12.
  16. Dying Dwarf (Perception DC 7): You can: 1) heal him (NG moral choice, 67 exp), 2) finish him off (CG moral choice), or 3) leave him to die (NE moral choice).
    • If you heal him, he will start cursing you and you get additional options that include LN, CN, NG moral choices unless Tristian is in the party. 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). 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). Harrim will reject Torag’s blessing out of spite.
    • If Tristian is in the party, he’ll automatically do the second heal (no alignment change) and you’ll get the blessing. If you select “2. Somebody do something!” and Aimri is in the party, she’ll kill him, stopping the curse. If you select “5. [Retreat towards the exit] …”, the dwarf will attempt to cast the curse, but that option appears to be bugged and doesn’t do anything.
  17. Kobold Artist (Fighter 2). You need to make a moral choice to end the conversation (LE, CG, N). The LE choice leads to combat.
  18. Wall Switch (Perception DC 20). This opens a hidden door.
  19. Kobold Sentinel (Fighter 2). There are two of these in the area that act independently.
  20. Branded Troll x2 (Humanoid 6, Barbarian 3), Troll (Humanoid 6).
  21. Locked Door (Trickery DC 22 or the Steel Dwarven Key at Treasure #7).
  22. Branded Troll (Humanoid 6, Barbarian 3), Troll (Humanoid 6), Trollhound (Magical Beast 4).
  23. Branded Troll (Humanoid 6, Barbarian 3), Trollhound x3 (Magical Beast 4).

Lair Treasure
  1. Potion of Heroism (Perception DC 18).
  2. Gold Ring, Jade, Moonstone, Rations.
  3. Chest (Trickery DC 18): Potion of Cure Moderate Wounds, 50 gold.
  4. Rusty Dwarven Key, Silver Ring, Commandant’s Journal (First Half), gold.
  5. Edible Moss.
  6. a) Gold Ring, Potion of Cure Light Wounds x2, Torag’s Pendant, Dwarven Helm Shard; b) Chest (Perception DC 20): Potion of Cure Moderate Wounds x2, Exquisite Pearl, Heavy Shield +1.
  7. Body: Steel Dwarven Key, Gold Ring, Jasper, Torag’s Pendant.
  8. Potion of Cure Moderate Wounds, Soot-Blackened Gloves.
  9. Mushrooms.
  10. a) Scroll of Divine Power x2, Potion of Fox’s Cunning, Potion of Barkskin x3, Dwarven Helm Shard; b) Floorboard (Perception DC 18): Scroll of Fireball, Torag’s Pendant.
  11. Scroll of Bless x3, Potion of Cure Moderate Wounds, Scroll of Cure Light Wounds, Rations, Book: “On the Nature of the Divine”.
  12. Bag (Perception DC 7): Bronze Dwarven Key, Peridot, Exquisite Pearl, 25 gold, Honey, Torag’s Pendant, Trout x3.
  13. a) Agate 11; b) Chest (Perception DC 7, Trickery DC 5): Gold Ring, Silver Ring, 50 gold, Cypress Queen’s Goblet.
  14. Wall Panel (Perception DC 14, Trickery DC 21): gold, Agate x3, Pearl x7, Frost Greatsword +1, Green Quartz x3.
  15. Hidden Brick (Perception DC 18): Scroll of Cure Light Wounds x3, Torag’s Pendant.
  16. a) Copper Ring, Pearl x2, Green Quartz, Bloodstone, Turquoise, 25 gold, Torag’s Pendant; b) Trapped Tile (Perception DC 20 to spot, Perception DC 22 to spot trap, Trickery DC 22 to disarm - 36 exp): Devourer of Metal (Oversized, Greater Corrosive, Composite Longbow +1).
  17. Scroll of Aid, Bloodstone.
  18. Locked Chest (Trickery DC 19): Scroll of Cure Serious Wounds, Dwarven Urgrosh +1.
  19. Chest in Campfire (Trickery DC 21): Scroll of Raise Dead, Starknife +1.

3. Troll Lair Depths

Depths Events
  • A. Locked Door: requires the Iron Dwarven Key. You can find multiples of this key in the throne room in the far W corner of this map.If you are having problems opening doors even after obtaining one of these keys, make sure that a human (as compared to Ekun’s Dog) is trying to open the door. Animals can’t use keys.
  • B. Locked Door (Trickery DC 30 or the Iron Dwarven Key).
  • C. Spike Trap (Perception DC 22, Trickery DC 22 - 67 exp). This trap deals 8d6+5 piercing damage if it hits.
  • D. Trollhound (Magical Beast 4), Kobold Sentinel x2 (Fighter 2), Kobold Archer (Fighter 2).
  • E. Summon Monster Trap (Perception DC 21, Trickery DC 21 - 56 exp): Summons 1d3 Wolves (Animal 2).
  • F. Kobold Teacher (Sorcerer 2), Troll x2 (Humanoid 6), Kobold Blade x3 (Fighter 4), Kobold Archer (Fighter 2), Kobold Pupil (Rogue 5). The Kobold Teacher and Pupil carry Masterwork Light Crossbows. The Kobold Blades carry Masterwork Shortswords.
  • G. Moon and Sun Statues. If you look at the base of the statues, they’ll give the solution to the puzzle at Troll Lair Locations J1 and J2. Solving the puzzle reveals Treasure #6.
  • H. Branded Troll (Humanoid 6, Barbarian 3), Troll x3 (Humanoid 6), Kobold Boomsayer (Bard 5), Kobold Archer x2 (Fighter 2). The Boomsayer carries a Masterwork Crossbow.
  • I. Spike Trap (Perception DC 21, Trickery DC 21 - 54 exp): deals 7d6+4 piercing damage if it hits.
  • J. Spike Trap (Perception DC 20, Trickery DC 20 - 45 exp): deals 6d6+4 piercing damage if it hits.
  • K. Locked Door (Trickery DC 29).
  • L. Kobold Blade x2 (Fighter 4), Trollhound (Magical Beast 4). The Kobold Blades carry Masterwork Shortswords.
  • M. Jazon (Humanoid 6, Barbarian 3, Fighter 2), Troll x2 (Humanoid 6), Kobold Flame Shaman (Sorcerer 5), Kobold Flame Shaman (1 hp), Kobold Blade (Fighter 4), Kobold Archer (Fighter 2), Kobold (Rogue 5). There are additional kobolds in this room that will run away unless you say that you intend to kill them (LG moral choice). These are: Kobold Blade x2 (Fighter 4), Kobold Sentinel (Fighter 2), Kobold Archer (Fighter 2).
    • Jazon will be enraged and will attack you unless you made the Lawful choice outside and convinced him to bring you inside for negotiations. If you did make that choice, you can convince him to walk away peacefully. If you made the Lawful choice, Jazon will recognize that it was Hargulka who took away the dream of peace and he’ll leave without fighting. The remaining enemies (including the kobolds who would have fled) all attack.
    • On Normal difficulty, Jazon has AC 24, hp, Fort +19/Ref +5/Will +4 saves, regeneration 5 (removed by fire or acid), and fire resistance He makes 3 attacks: a bite at +13 to hit for 1d8+13 damage and 2 claws at +14 to hit for 1d6+13 damage (including Rage and Power Attack bonuses and penalties). This shouldn’t be a particularly difficult battle for a level 7 party, as long as your party can deal acid damage (Trollreaper, Devourer of Metal, Acid Splash (0) cantrip, an Alchemist's acid bombs, etc…).
    • Jazon carries a Hide Armor +3; the Kobold Flame Shamans carry Masterwork Light Crossbows, and one carries a Belt of Incredible Dexterity +2. The rogue also carries a Masterwork Light Crossbow.
  • N. Rune of the Langebukk clan. This is the third conversation necessary for Harrim’s Companion Quest: Unwanted Legacy. There is a hidden Knowledge: World check. You (or a companion) need to make this check to get the best outcome for this quest, so save first before interacting with the rune and reload if you don’t see it.
  • O. Secret Door (Perception DC 17).
  • P. Mimic (Aberration 10). It will reveal itself if a character draws near. It is immune to acid damage.
  • Q. Web Trap (Perception DC 22, Trickery DC 22 - 67 exp): If triggered it casts Web (2) in the area (Reflex DC 15).
  • R. Kobold Bone Shaman (Sorcerer 5), Giant Spider x6 (Vermin 7). The Bone Shaman carries a Masterwork Light Crossbow and the Silver Dwarven Key.
  • S. Troll (Humanoid 6), Trollhound (Magical Beast 4).
  • T. Branded Troll (Humanoid 6, Barbarian 3), Trollhound x7 (Magical Beast 4).
  • U. Fireball Trap (Perception DC 23, Trickery DC 23 - 90 exp): This trap deals 8d6 fire damage (Reflex DC 16 for half).
  • V. Dispel Magic Trap: Caster level check 1d20+7.
  • W. Branded Troll x3 (Humanoid 6, Barbarian 3).
  • X. Hargulka (Barbarian 7, Humanoid 6) and Tartuk (Wizard 11). There will be a conversation as you approach. There are a number of moral choices in this conversation (LG, LN, CN, LE, CE). If you are Evil, you can also say: “I see you haven’t taught your pet to heel”. This counts as one of the three Evil choices you need for the Achievement: Evil Is My Name, and it leads to additional LE, NE, CE choices that ultimately end with Hargulka killing Tartuk.
    • On Normal difficulty, Hargulka has hp, 25 AC, Fort +23/Ref +10/Will +5 saves, DR 1/-, and he makes 5 attacks: 3 mace attacks at a +22/+17/+12 to hit for 2d6+21 damage, a claw at +16 to hit for 1d6+9 damage, and a bite at +14 to hit for 1d8+9 damage. He also has a permanent Freedom of Movement (4) effect, making him immune to spells like Grease (1) or Web (2).
    • Tartuk has AC 30, 94 hp, Fort +8/Ref +10/Will +7 saves, and he is immune to Magic Missile (1). Tartuk will cast Haste (3) at the start of combat and Magic Missile (1).
    • Combat ends when you defeat both of them, but the following dialogue changes depending on which of these two you kill first. Hargulka carries treasure including: an Iron Dwarven Key, the Mallet of Woe (+3 Heavy Mace that deals 2d6 damage and grants a continuous freedom of movement effect), and a Belt of Physical Might +4. Tartuk carries treasure including: an Iron Dwarven Key, a Headband of Alluring Charisma +4, a Ring of Protection +2, and a Ring of Luck.
      • If you defeat Hargulka first, you can ask Tartuk about his past as Tartuccio (Intimidate DC 23, 90 exp). A successful check gives you more options in the end game if you are working toward the secret, “best” ending. Tartuk says he didn’t wish war, and he sought to suppress the trolls’ wish to kill humans. You have a number of choices on how to deal with him: 1) let him go (NG moral choice), 2) attack him (LN moral choice), or 3) attack him (NE moral choice). If you are Chaotic, you can also allow him to stay in the ruins with the kobolds. This counts as one of the three special Chaotic choices you need for the Achievement: They Call Me Unpredictable. Allowing him to stay will give you access to kobold buildings in your kingdom (though you also get access to them if you were peaceful with and didn’t kill the kobolds at the Old Sycamore).
      • If you defeat Tartuk first, you can talk to Hargulka about his intentions. You have a number of choices on how to deal with him: 1) let him go (NG moral choice), 2) attack him (LN moral choice), or 3) attack him (NE moral choice). Ekundayo will object if you decide to let him go, and he may leave your party depending on your interactions to date—taking all of his equipment with him. If you are Chaotic, you can also allow him to stay in the ruins with the trolls, which will definitely cause Ekun to leave. Unequip him with anything good before combat if you want to make this choice. This counts as one of the three special Chaotic choices you need for the Achievement: They Call Me Unpredictable. Allowing him to stay will let you build the building: Troll Quarters in your kingdom.
    • According to the internet, it used to be impossible to complete Harrim’s Companion Quest: Unwanted Legacy if you took the Chaotic choices and allowed Tartuk or Hargulka to stay, since you would be immediately kicked out of the ruins and no longer able to return. That is no longer the case, and you can still complete Harrim’s quest and continue to explore/loot the ruins even if you decide you want kobold/troll neighbors.
    • Allowing either the kobolds or trolls to keep their kingdom used to prevent you from obtaining the Project: Restoration of Bronzeshield Fortress, the Region Upgrade: Bronzeshield Fortress, and the Project: Restoration of the Road of Shields. This no longer appears to be the case. I believe you can now restore the Road of Shields even if you allow the kobolds or trolls to stay (I guess you repair the fortress for them and rope them into helping with security on the road).
  • Y. Anvil. If Harrim is in your party, he will have an event. There is a conversation choice that requires a hidden Lore: Religion check, which will cause him to destroy the anvil in rage. If you completed the three conversations at Troll Wilderness Location J, Troll Lair Location B, and Troll Depths Location N, Harrim will hit the anvil again and gain the item: Heart of the Anvil. Hold onto it for the future, as it’s important for his future quests. You get exp or exp, depending on whether or not you completed all three conversations before this event. This will complete the Companion Quest: Unwanted Legacy ( exp).
  • Z. Locked Door. This requires the Silver Dwarven Key from the Bone Shaman at Event R.
  • AA. Mimic (Aberration 10).

Depths Treasure
  1. Torag’s Pendant (Perception DC 7).
  2. Locked Chest (Trickery DC 32 or the Old Dwarven Chest Key at Treasure #17): Shock Frost Heavy Mace +1, Potion of Cure Moderate Wounds x2, Soot-Blackened Hammer.
  3. Mushrooms.
  4. Wall Panel (Perception DC 21 to spot, Perception DC 22 to spot trap, Trickery DC 22 - 36 exp): Headband of Inspired Wisdom +2, Potion of Cure Moderate Wounds x2. The trap sets off a Fireball (3) which deals 5d6 fire damage (Reflex DC 16 for half).
  5. a) Hidden Case (Perception DC 16): Scroll of Hold Person, 29 gold, Potion of Aid; b) Locked Chest (Trickery DC 15): Potion of Cure Moderate Wounds, Clear Quartz, 48 gold.
  6. Blessed Path (Full Plate +2, +2 enhancement bonus to Wis and Cha, +4 sacred bonus vs compulsion and poisons, and Paladins get +2 Smite Evil/day), 2, gold.
  7. Wall Panel (Perception DC 16, Trickery DC 16): Scroll of Acid Arrow x2, Gold Ring, Exquisite Pearl.
  8. Floor Tile (Perception DC 16): Pearl x14, Exquisite Pearl.
  9. Token of the Dryad.
  10. Dwarven Helm Shard.
  11. a) Green Quartz x3, Turquoise x2, 32 gold; b) Potion of Cure Light Wounds x3, Clear Quartz, 21 gold; c) Shock Light Crossbow +1, 60 gold.
  12. Torag’s Pendant.
  13. a) Chainmail +2; b) Agate x4, Turquoise x2, Silver Ring, Tuskwater Oysters x3.
  14. Mushrooms.
  15. Dwarven Helm Shard (Perception DC 7).
  16. Edible Moss.
  17. a) Suitcase (Perception DC 16): Old Dwarven Chest Key, Scroll of Haste; b) Silver Ring, Jasper, Citrine; c) Moonstone, 65 gold, Commandant’s Journal (Second Half).
  18. Torag’s Pendant (Perception DC 7).
  19. a) Bloodstone, Citrine x2, 12 gold; b) gold,
  20. Bracers of Armor +3, Iron Dwarven Key, Soot-Blackened Tongs.
  21. a) Peridot, 48 gold; b) Scroll of Cure Serious Wounds (Trickery DC 16).
  22. Torag’s Pendant (Perception DC 0).
  23. Wall Panel (Perception DC 16, Trickery DC 16): Potion of Cure Moderate Wounds x2, Moonstone.
  24. a) Locked Chest (Trickery DC 14): Scroll of Scorching Ray x2, 53 gold, Potion of Shield of Faith x2; b) Trapped Chest (Trickery DC 22): Masterwork Greataxe, Masterwork Dagger x2, Half-Plate, Keen Longsword +1.

4. Troll Wilderness (On Exit)

Wilderness Events (on Exit)
  • M. The surviving kobolds will be here unless you let them have their own country. You can either: 1) let them leave (NG moral choice, Diplomacy 18 - 33 exp), 2) let them leave (LE moral choice, Intimidate DC 18 - 33 exp), or 3) attack them (CE moral choice). You will gain exp after this encounter.
  • N. Tartuk or Hargulka will be at this location if you allowed either of them to stay. Tartuk can tell you about his curse and resurrection if you speak to him here.
  • O. Merchant.
  • P. Jazon. Jazon will be here if you convinced him to leave peacefully (after taking the Lawful choice). He says that he only hunts animals like deer and boar and that he's living in the ruins peacefully.

5. Leaving the Area

I recommend stopping by the Hodag's Lair on your way back to complete Amiri's CompanionQuest: Prove Your Worth. If you need to sell items, you might also want to stop by the Swamp Witch’s Hut while you're in the neighborhood. I’d otherwise recommend returning to the Capital or stopping by the Verdant Chambers at this time.

6. Random Encounter after Troll Invasion

You may encounter a scripted random encounter with 3 Trolls (Humanoid 6) while traveling in the South Narlmarches. They’ll run away from you immediately.

Sours: /pc/pathfinder-kingmaker/faqs//g-dwarven-ruins

More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. Taking care of business first, they deliver the tatzlwyrm corpses to a representative of the wizard in New Stetven, and also collect their half of Akiros's bounty from the Temple of Abadar. At the end of the passage ahead you’ll find an apparent dead-end, although with a successful [Perception 35] check you’ll spot a secret door. In my capitol I build that free shrine. If you speak to him, he’ll answer questions. 0 Utterly baffling to have something like this in the game. Mixing together isometric RPG gameplay with a kingdom sim, you'll need to constantly keep a close eye on everything that goes on in your barony. The easiest region to claim next is to the South of the River Skunk in the Dwarven Ruins. Iobaria, Casmaron. Avistan continental map. Compare Prices and Buy Cheapest Game CD Key for Pathfinder: Kingmaker on PlayStation 4. If you have Harrim with you, he will destroy the dwarven anvil, and find a valuable gem in it. To help you get as complete an experience as possible, here are the locations of companions in Pathfinder: Kingmaker and where you can find them. Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. 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. Explore and conquer the Stolen Lands and make them your kingdom! Pathfinder Kingmaker is a very complex and punishing game that requires a lot of difficulty adjustments, reloading, preparation, reading and comprehension. Announced through a Kickstarter campaign in , the game was released for Microsoft Windows, macOS, and Linux on 25 September Pathfinder is a tabletop RPG based off of the Ruleset of Dungeons and Dragons. Pathfinder: Kingmaker - Enhanced Plus Edition is the first isometric party-based computer RPG set in the Pathfinder fantasy universe. Items that increase Strength (affecting Athletics) and Dexterity (affecting Mobility) are helpful as well. You can learn the information of trolls and kobolds here from him. gain +3 Dodge bonus to Armor Class and +3 Insight bonus to saves against Giants & Goblinoid subtypes in Pathfinder: Kingmaker. Recommended for You: All Pathfinder Kingmaker Guides! Dwarven Ruins is a location in Pathfinder: Kingmaker. Pathfinder:Kingmaker Minimal and No Reload Thread (spoilers, obviously) so I go for the common folk. Pathfinder: Kingmaker – Troll Trouble Walkthrough After completing the initial quests in your log, you'll enter the free roaming portion of the game with no main quest to take care of for awhile. Greater Inner Seas Map of Avistand and Garund (HD) Pathfinder Kingmaker Wiki is a FANDOM Games Community. When you arrive, a friendly troll named Jazon will approach you. Ruins nothing, but looks bad. Dwarven Ruins is a location in Pathfinder: Kingmaker. and go into the Dwarven Ruins. 1 Synopsis Show the dwarven ruins to Harrim Examine the ruined dwarven fortress with Harrim 2 Walkthrough 3 Outcome 4 Secrets Many ages ago, the dwarves built a road through these lands – though it has long since grassed over. A Dwarven Sphere, one of the many types of Animunculi present in Dwemer ruins. discs. Troll Lair Two-bladed Sword +1, Pearl x3, Grinding Stone x2, 49 gold. Remarks: The complaining dwarf is a bit annoying, but an extremely good support as a melee cleric, … Near the Sun dial) -Dwarven Ruins (troll lair bottom floor, under floor stone next to the fire in the room with the glowing rune) Written by Sareg Nenn / Sep 26, A quick solution to statue puzzle within the mansion during the prologue. Jubilost has some dialogue if you ask the Old Gnome “1. Dwarves are one of the races in Pathfinder: Kingmaker. Dwarven Smith Paraphernalia is a collection of relics in Pathfinder: Kingmaker. Chapter 1: Candle in the Dark (5) . There's more to Pathfinder: Kingmaker than just killing bandits and ridding the land of vicious trolls! You don’t need to know her story in advance, but if you know her, you will meet familiar and beloved characters, as well as many new companions, allies, plot twists and threats that greatly expand and enrich the original plot. Enjoy a classic RPG experience inspired by games like Baldur's Gate, Fallout 1 and 2 and Arcanum. found at Old Oak on a Troll) and of course the Boots of Elvenkind (+5 on all mobility throws, loot from the Stag Lord). Or you you can ask Jazon to bring you to the troll king for peace talks. Probably Dwarven ruins. James Jacobs gave an update about the progress of the project and the reasons for its delay in a Paizo Blog post published Tuesday, July 28, … Harrim should be in the party when you visit the Dwarven Ruins. This fight is unavoidable so buff your characters beforehand and summon some minions. Pathfinder: Kingmaker is the first single-player isometric CRPG set in the world of a top-selling D&D type role-playing game by Paizo. In the throne room, you will meed Hargulka and Tartuk. 2 Stores to choose from! A subreddit for all things involving Pathfinder Kingmaker made by Owlcat Games. Subscribe. It will turn into the quest item Bird Bones after you rest (either by setting up camp or through the campfire at Location E. D. Old Gnome. It was co-published by Paizo Inc. & Owlcat Games and associated with the Kingmaker computer game.. Dwarf name generator - Pathfinder . These ruins contain Dwemer Automatons such as Dwarven Centurions, Dwarven Spiders, and Dwarven Spheres that search for their fallen creators, the Dwarves. Contents. On southwest corner of the map is a small island behind mobility skill check where you can use the old wedding ring if you wish. Dwarven Ruins Puzzle (Not the Sun/Moon) spoiler. Pathfinder: Kingmaker is based on one of the most popular Adventure Paths of the same name. If you kill Jazon, you will get Hide +3. Pathfinder: Kingmaker—The Puzzle Box, an adventure written by Chris Avellone, Alexander Mishulin, and Arseniy Krymov for 8th-level characters, was released on December 19, As far as I know there are three secret rooms to unlock via. Written by Sareg Nenn. As with any cRPG, Pathfinder: Kingmaker's companions play a large role in how your journey progresses, bringing not just different abilities but also personalities that can shape bits of your story to the mix. Pathfinder: Kingmaker – Season of Bloom Walkthrough The best time to start the Varnhold's Lot DLC is during the downtime between Season of Bloom and the beginning of The Varnhold Vanishing . Perhaps those wounds on his heart should … Introduction (3) . Dwarven Ruins Notes & Tips. This name generator will give you 10 random names fit for the Dwarves part of the Pathfinder universe. Once you have all 5 fragments you can turn them in to the storyteller for 1,xp, 10,xp, and a good story. Keep going south, to the east of the road, there's a steep hill you can climb. This guide is aimed towards new players so that you start off with some knowledge and to know what you are up against, and obviously this is only the tip of the iceberg. Harrim asks to go to some Dwarven ruins. -Soot Blackened Hammer: Dwarven Ruins (troll lair bottom floor, chest nearby the southern door to the top floor of the lair.) Pathfinder : Kingmaker Heh, I played the intro so much I have the statue puzzle memorized now. For example, you can bring a Belt of Giant Strength (e.g. Gnomes have always been known for their rugged design, so even after they were abandoned, this fortress has withstood the pressure of time and seems to still be largely intact. You May Also Like: In Pathfinder: Kingmaker, our main character is supported by up to five companions. It is so close I can touch it. -Dwarven Ruins (chest on the southwestern parapet) -Dwarven Ruins (troll lair top floor, chest in the room with Kargadd) -Dwarven Ruins (troll lair top floor, body of Nagrundi. Kyonin - the elven homeland. Let them think I give a crap about them. Session 10, A New Beginning (Sarenith - Erastus) 6th - 19th Sarenith Our heroes arrive in Restov. Kingdom Management. Pathfinder is a tabletop RPG based off of the Ruleset of Dungeons and Dragons. I am 16 years old or older AND I agree to receive exciting news and other information from Owlcat Games. Dwarven Ruins – in a barrel on the northwestern parapet. All trademarks are property of their respective owners in the US and other countries. Name Of Fragments – Dwarven Helm Shard; Number of fragments – 7 (once you have all the fragment return to storyteller for reward) Location Of All Fragment. Five Kings Mountains - Dwarven homeland. Chapter 2: Battlefield of the Crafters (15) Pathfinder: Kingmaker - Statue Puzzle Solution. Subscribe to receive the latest news about the game and get a gift – a digital artbook from Pathfinder: Kingmaker for free! Ah, wow. You need to put the Mysterious Bird on the Dais to advance the puzzle. By doing this, you provide your personal data to Owlcat Games. Unwanted Legacy is a quest in Pathfinder: Kingmaker. A subreddit for all things involving Pathfinder Kingmaker made by Owlcat Games. Harrim thinks other ruins of his people might remain here. The heat sears my face, and the sparks sting my cheeks. Dwarven Helm Shard is an artifact fragment in Pathfinder: Kingmaker. After you wiped out trolls in the dwarven ruins, you can claim the third area for your barony. Pathfinder: Kingmaker is an isometric role-playing game developed by Russian studio Owlcat Games and published by Deep Silver, based on Paizo Publishing's Pathfinder franchise. Inner Seas Map. Upgrading your capital from a village to a town in Pathfinder: Kingmaker requires a few specific conditions to be met that the game won't tell you about. Kingmaker Adventure Path compiles the six Pathfinder Adventure Path issues of the Kingmaker Adventure Path into a single hardcover volume, with rules updated for Pathfinder Second Edition.It is expected to be released in the second half of Order to Click Statues. The Candle Puzzle¶ Go through a door to the northwest and up some stairs, stopping to disarm a trap at the top. Dwarves are sturdy artisans who have carved their homes from deep within the mountains. The game is similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. From Pathfinder: Kingmaker Wiki This is the ruins of an ancient dwarf fortress built near a similarly ancient trade route. 1 Storyteller's Reward 2 Their Story 3 Locations 4 Also See gold coins, experience This is their story, as told by the Storyteller: "I see the flames of the forge.

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Dwarven Ruins and Companions - Who to bring? [spoilers]
Do I really have to take Harrim, Jubilost, /and/ Ekundayo to the Dwarven Ruins? I normally use none of them. Does taking Jubilost matter at all? Can I bring Harrim back afterward to look at stuff? Can I avoid killing Ekun's nemesis and bring him back later? What are the downsides of not bringing each of them?
Last edited by Teao; 18 Oct, @ am
Jubilost you can take there anytime, you literally just have to walk like 20 feet and his quest is complete.

Harrim you can't do his quest till you actually beat the place and futhermore you can only complete his quest if don't spare the trolls or kobolds. So you can just bring him there once you complete the place (assuming you don't spare them).

Ekun is the one you have to bring with you. He needs to kill a troll that is to your left side on the first floor of the place. But once you kill the guy you dont need him anymore. That being said shortly after the guy you get a bow "Devour of Metal" that simply destroys most everything(and it does acid damage as well so really good for the trolls) and with his pet as an off tank(don't worry if he dies they come back after you rest) he is really usefull (and his dreary personality really grows on you, i wasn't planning on using him at first but he ended up being one of my main party memebers). Not sure what happens if you kill the boss without him since i didnt do that.

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Pathfinder: Kingmaker Let's Play - Part 11 - Dwarven Ruins (Full Playthrough)

Notes & Tips

When you arrive, a friendly troll named Jazon will approach you. You can learn the information of trolls and kobolds here from him. If you kill Jazon, you will get Hide +3. Or you you can ask Jazon to bring you to the troll king for peace talks.  (even if you chose to be peaceful, you still need to fight the trolls in the end. However if you chose the peach path you can let Jazon live)

(tip: if you brought Jubilost with you, you can complete his personal quest Renowned Explorer)

If you let Jazon take you to the troll king, you will directly meet Hargulka in dawrven ruins. However, if you chose the violent approach, you need to fight your way to the entrance of the ruins. Defeat the trolls, troll hounds and kobolds, and loot the Old Dwarven Chest Key and Token of the Dryad.

Hargulka, the king of the trolls is waiting for you inside the ruins. You can learn some information from him, but no matter what you chose, eventually you need to fight. Hargulka will leave the hall and destroyed the passage, and let the rest of trolls to flank you. Defeat them and further explore this level.

Kargadd, the arch-enemy of Ekundayo, is at the first chamber on the southwestern side of the level. (Ekundayo also tells you that Kargadd is allergic to the sun, like all rock trolls.) But before you fight Kargadd, you need to decide how to deal with his children. After Kargadd show up, defeat him to complete Ekundayo's personal quest and loot his corpse for Belt of Physical Might +2 and some Soot-Blackened Gloves.

There's a dying dwarf in a storage room near Kargadd's chamber, if you attempt to save him, he will bestow curse on your team. You can also end his pain just leave him be.

Near the Kobold you can find a hidden panel (Perception 20), it reveals a secret treasure room. 

There are two rotatable dwarven device on this level, you need to find the correct pattern on the lower level of the ruins, in its classroom. Once you rotate the device correctly, an secret chest will appear in the classroom of lower level of the ruins.

Jazon, the pacifist troll can be found at the lower level of the ruins, you can persuade him to leave, or strike him down with the rest of the trolls. (Jazon is slightly stronger than other troll, but acid can still kill him)

To the north of the lower level, you can find troll's storage room and throne room. In the storage room you can find the whip for quest Nature of the Beast. (However, you can also give the whip to Octavia). In the throne room, you will meed Hargulka and Tartuk. This fight is unavoidable so buff your characters beforehand and summon some minions. If you have Harrim with you, he will destroy the dwarven anvil, and find a valuable gem in it.

General Information

  • Location: ??
  • Recommended Level: ??




Notable NPCs:






Ruins dwarven pathfinder kingmaker

Pathfinder: Kingmaker &#; Dwarven Ruins Walkthrough

Dwarven Ruins Walkthrough

Speak with the Troll Pacifist

When you arrive, head uphill to the northwest, then turn northeast, following the path until you encounter a well-groomed troll (well-groomed for a troll, in any case) named Jason. To summarize this strange encounter, Jason claims to be a representative of the cleverly-named kingdom of Trobold. Trobold is led by two kings, the troll king, Hargulka, and the kobold king, Tartuk. This alliance was forged by Tartuk’s bestowal of fire immunity (which Jason incorrectly conflates with immortality) to the trolls. While he claims that Trobold’s goal is peaceful relations with the borba (civilized humanoids &#; yourself included), Tartuk’s earlier antics at the Skunk River ford and the rampaging trolls in the area tell a different story. To emphasize this point, Jason will warn you about exploring any further, as apparently the process of civilizing the rest of the trolls isn’t quite complete yet.

Surprisingly there aren’t many pitfalls in this conversation. If you pick the dialogue option &#;All right, what do you want from me?&#; you’ll unlock the dialogue options &#;Tell me more about Trobold&#; and [Lawful] &#;All right, take me to your kings and we’ll see if trolls can hold a civil conversation. I’m the king/queen of the lands your Trobold stands on, and as such, your kings and I have much to discuss.&#;, which will bypass the rest of this area entirely. There’s quite a bit of enemies worth killing and some loot worth picking up, however, so you might not want to make use of this [Lawful] dialogue choice, even if you can.

On the other hand, if you picked the dialogue option &#;Tell me more about Trobold&#; and follow it up with &#;So trolls aren’t eating people anymore?&#; then continue pestering Jason about the trolls’ diet, you’ll eventually get a [Chaotic Neutral] dialogue option. This, finally, will frustrate Jason to the edge of rage, and only a [Diplomacy 20] check will avert violence. Other than this [Chaotic Neutral] option and a blatantly offensive [Lawful Evil] option, there’s a good chance Jason will leave you alone even if you persist in your desire to explore Trobold despite Jason’s misgivings.

Make what decisions you will with Jason; if you kill him you’ll be able to score a suit of Hide +3 from him, which well, it’s debatable whether it really competes with the Breastplate +2 you found earlier, but it’s certainly better than any Chainmail +1 you have still in use.

Jubilost Discovers the Dwarven Ruin

If you brought Jubilost along with you, he’ll pester you shortly after entering the area, recording the location of the ruins on his map before sternly informing you that he can’t give your barony a good review. You can influence his writing by picking the [Chaotic Good] (moderate review), [Neutral] (positive review) or [Lawful Evil] (negative review) responses, but it’s mostly just flavor, so feel free to act as your protagonist would. Either way, Jubilost will choose to stick around until he’s done writing up his article (possibly a dangerous decision, given the article’s contents!) and in the meantime he’ll continue traveling with you. Win.

  • Reward: For finding the Dwarven Ruins with Jubilost

Clear the Western Reaches

Continue north after parting ways with Jason (or his corpse), then turn west, following the trail that runs along the outside of the fort. You’ll shortly run across a group of hostile kobolds blocking your way, which shouldn’t provide any challenge to your party, but it’s not a good sign for Trobold/Borba relations. Kill them and continue west, stopping only long enough to dispatch a second group of kobolds before the path turns north.

Continue north around the western edge of the castle until you find representatives of the other species that occupies Trobold: a Troll and a pair of Trollhounds. Cut them down, then note a gate to the east. Before you enter the keep, let’s clear out all the enemies outside. Continue northwest until the path splits. The northern fork will lead uphill, where you can locate a crumbling section of wall which you can then scale with a successful [Athletics 20] check. This possibility will be considered further when it comes time to actually enter the castle.

Instead make your way down the western fork to encounter three Ferocious Wolves and a Kobold Sentinel, enemies that are woefully underpowered by now. While not much of a challenge, the kobold will drop an Old Dwarven Chest Key, so be sure to grab that, then search a nearby log [Perception 7] to score a Token of the Dryad.

Scale the Wall

Now turn your attention to the castle. Either way you enter you should witness a scene where the kobolds you encountered at the &#;Kobold Camp&#; area find &#; and are accepted into &#; Trobold. How nice for them. The rest of the trolls and kobolds here won’t be as accepting of you, and Jason’s warning of their hostility towards &#;borba&#; seems understated, if anything. Not really looking like peaceful relations with Trobold are going to be be possible if &#;peaceful coexistence&#; on their part takes the form of &#;attack on site&#;.

If you climbed the walls, start out by heading towards some nearby stairs, where you’ll find a trap [Perception 22] that you’ll need to disarm [Trickery 22]. If you go down these stairs you’ll find yourself fighting the strongest enemies in the courtyard, starting out with two Trolls and two Trollhounds. After these are defeated, two more Trollhounds and a Greater Trollhound will show up. All of these foes can be bottlenecked quite well on or near the stairs, which will give you a great advantage, and really it’s the only tactic you should need but some spell buffs won’t hurt.

You do need to be wary of the Greater Trollhound, however, as its howl (which it’ll invariably use when it approaches in melee) can paralyze all characters within a radius if they fail at a [Will 16] check. Other than that, it’s got a respectable pool of HP, a high Attack bonus, and the ability to trip characters more or less at will. Because the Greater Trollhound has the ability to chew through any two warriors, the Will Saves you make at the beginning of the fight will likely determine how things play out. Should two or more of your warriors be paralyzed for any length of time, things could turn very badly. Feats like &#;Shake It Off&#; can make a huge difference here, as can the spell &#;Remove Paralysis&#;, if you have it ready. Failing that, bottlenecking the enemies and hopefully keeping the Greater Trollhound behind a lesser Trollhound might give your warriors time to recover.

The rewards are well worth the effort, however, as the Greater Trollhound can be looted for an Amulet of Natural Armor +3. The barrels and crates nearby will yield a Dwarven Helm Shard and some baubles, a Rope and Camping Supplies and Rations.

After killing and looting the first group of monsters, continue downstairs and make your way northeast across the ruins near a gate to the interior, ultimately making your way up some more stairs to the keep’s opposite battlements. Turn southeast and slaughter two Kobold Archers and another Troll (this one is fond of throwing boulders), which should be the last of the monsters in this area.

The demise of your foes allows you to loot the battlements in peace. Atop the tower near the boulder-throwing troll (the eastern-most part of the castle) you’ll find a crate and a chest, the latter of which is locked [Trickery 20]. Get inside to grab a Scroll of Fireball and some coins. On the southern-most tower you’ll find a trap [Perception 22] [Trickery 22], behind which lies a chest, which you can open with the Old Dwarven Key you found earlier. Inside you’ll find the Heart of Valor, a Dwarven Helmet Shard and GP. The Heart of Valor is a Mithral Breastplate +2 that gives its wearer a +4 morale bonus on saves versus fear effects, making it a wonder suit of armor for a Cleric or Jaethal. Granted, Clerics tend to have high Will Saves, but they can also remove fear from your other party members, making it imperative to keep them from being hindered by mind-altering effects.

The last bit of loot in the courtyard is near the gate, where you’ll find a chest [Perception 20] lying near the rubble just north of the gate. Unlock it [Trickery 20] then loot it to score a Scroll of Haste and some coins.

Breach the Gate

Things play out a little differently if you just go through the gate. Make your way through the gate and venture northeast through the courtyard. When you near the wall opposite the gate, the rock-happy Troll atop the battlement will shout at you, alerting reinforcements, before throwing a boulder that falls just short. Because of the troll’s alarm, a host of Kobolds will come from the keep and attack, joined by the odd Troll. Like the enemies atop the wall, they can be bottlenecked fairly easily, just retreat back through the gate and slay them there. Be wary, however, as many of the kobolds (and at least one of the trolls) will use ranged attacks. After this, things will play out more or less the same, with two Trollhounds and two Trolls guarding the entrance to the interior, who are reinforced by two more Trollhounds and a Greater Trollhound. The loot is the same, either way, although you do get a bit more experience by going through the front gate due to the extra kobolds.

However you go about doing it, the way to the interior of the dwarven ruins should now be clear. Before you head inside, however, consider calling for Ekundayo and/or Jubilost, as both have quests that can be resolved in this area. Jubilost’s quest, Renowned Explorer, is as simple as bringing him to the Dwarven Ruins area, whereas the object of Ekundayo’s vengeance, the rock troll Kargadd, can be found inside the dwarven ruins. You can secure vengeance for Ekundayo without him (don’t worry, he’ll get over it), but if you want to see things play out in a more personally satisfying manner well, it’s your call.

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Dwarven Ruins Puzzle - EP53 - Pathfinder Kingmaker Enhanced Edition

Nrain felt his breath on her lips, and the intimate scales tightened slightly. Two thin silver chains crawled over her and clung to the edges of the outer armor, stretching, not allowing the outer scales to be closed. Now he could touch and took advantage of it, began to run his finger along her intimate scales, really soft and very sensitive, describing circles, coming closer to.

The holes, she felt it.

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