Question him about his family - but don't have him executed as a spy - and agree to help him. This event will appear in your list 14 days before the deadline. Kill her (and maybe everyone else involved as well), "(Chaotic Neutral) Smiled, muttered 'why not'", "Answered that he didn't feel like it" (unless you want "kicked a dog" on your conscience), Either. Open it up to find an Old Technic League Letter and the Gear's Rule bracers. If you side with Jhod, the skill checks that will need to make (Athletics, Mobility, Lore: Nature or Diplomacy) are much harder but more rewarding if you pass. It's not actually all that tough. There are three Quickspiders and two Doomspiders close to your starting position. Each dryad is bound to a single tree, most commonly an oak, and sickens (and eventually dies) if it moves more than 300 yards from it. Travel to Silvershire and speak to Mim. There's a crate outside the northernmost hut with a couple of potions. Tell the Satyr that you're the baron of these lands which gives you a number of options to deal with them. The shaman will run off leaving you to deal with a horde of hostile goblins: Commando Commander x2, Sneakwhack, Horsereaper, Sentry x3, Roc Eye x2, Sly Eye x5. Jubilost will have a response to that. When you've killed them, a Hamadryad and three Treants will attack. When the second team return to the real world, two Dire Venomwolves and a Greater Owlbear-like Treant will appear. Click on the campfire to rest and when you awaken, click on the dais again to obtain the Bird Bones. This is a pain. Are they part of the greater First World plotline? When it is on, you can pass through the fog without being whisked elsewhere. This leads to a chamber with a Primal Spider Matriarch, four Giant Primal Spiders, a Doomspider and three Spider Swarms. Cross over to the other side of the bridge and you will see that the road is blocked by bandits who are extorting passers-by. Their room is the large one at the top of the stairs. Go to the storeroom next door where you will notice that the back door has been recently used. When you deliver the absinthe to Mim and return to your throne room, you will be on a 14 day timer to complete the quest. You have to Visit the Shrine of Lamashtu on a Moonday. If you make the leap of logic that a "cleft" is a "gulch", you might figure out that the location is Dragonleaf Gulch. Continue and you will see Nightmare Skeleton Soldiers attacking the barbarian warriors (who, to be fair, stand up for themselves just fine). If one survives, both will. She is the widow of the dead trader whose body you found at the Lone House. They tell you that they are working for the Stag Lord. Equip the first world lantern in a belt slot. Campaign Coins. In case you're wondering, you still can't go further east. The Brawlers drop minor magic weapons. Nok-Nok should start off close and Dog (or Okbo by now) should be able to charge up ahead of the rest of your party. As you approach Kesten's camp, four random monsters (Ferocious Owlbear, Ferocious Wyvern, Primal Manticore) will burst out of freed prisoners and militiamen. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews . Cross Lake Silverstep and the Womb of Lamashtu will appear on your world map. If you can get a couple of good rounds from Ekun and the initiative rolls are kind, this fight is quite manageable. Agree to speak to Hassuf on his behalf. The various crates in the cave contain potions, provisions and lots of animal hides, some of them quite valuable, although the Lizardfolk Skins are worthless. Found in the caves beneath Old Sycamore, surrounded by frogs that become hostile when the idol is taken. If you exhaust their conversation options, you can choose to abandon the hunt. Past the hydra are some rocks that you can scramble up. There's a bit of loot to grab in the next cave (but mercifully no more spiders). Head southeast and kill a (not very) Ferocious Hydra. If you're nice, you can win them over. Otherwise, you should put them to work when you return to your capital. However, Ekundayo is a dab hand with Lore (Nature) so make a couple of checks (DC25 and DC20) to get her on her feet again. A guard is trapped underneath a monster. You will find Lidika in the bottom left corner of the village down by the water. Choose to drop poison on the petals. Continue into the cavern to the north and eliminate the Giant Slug there. If you have more time than that, reload the save you made earlier and do the Mother of Monsters quest instead. The Shaman drops some great stuff: the unique Longshank Bane spear, a Breastplate +2, a Belt of Physical Form +4, the Paragon of Winter ring and the Taldan Spur (5/5). Head north and you should unmask two more Doomspiders. If you don't mind a whiff of cheese, don't speak to Kesten, respec at the inn so that you have lawful alignment and come back here. Go back to kingdom management. Assign an advisor to it right away because it will seriously degrade your kingdom stats if left unattended. a) Token of the Dryad, Cypress Queen's Flower; b) Wand of Burning Arc (27 charges). Next to the river is a Token of the Dryad. (add buffs, disarm traps etc) . 85. r/Pathfinder_Kingmaker. There's a rock you can search for a Taldan Warrior's Dog Tag. Search a crate by a hut for yet another Taldan Warrior's Dog Tag. If you want to clear the map, you can go northwest towards where you fought the Owlbear and kill the three Greater Dire Bears in your way. Can I sell it for more to a collector ? Look for a hut among the prisoner cages. She will suggest holding the party in the inn but someone named Ntavi will interrupt and suggest that the party be held in the Hunting Grounds. The addition of Morhalan doesn't make this much more difficult than casting Stinking Cloud. You will have to fight another goblin group: Commando Commander, Sneak, Arch-Chemist, Horsereaper and two Ferocious Worgs. To the north is a gate to an inner compound. Otherwise, head to the Secluded Lodge and wait for Moonday to come around. Were you not paying attention, Kesten? Kill the goblins (two Sneaks and two Roc-Eyes). Let it get close so that you don't aggro it at the same time as the worgs near the entrance and then continue left to take out the three Greater Worgs and Alpha Worg. This gives you time get your barony onto a solid footing - rank up your advisors, establish a second town, maybe conduct a little more Curse research. If you go south from here, you will be able to go behind the first hydra pen. If you ask where the surgery is to take place, you can make an alignment choice. Search some rubble to the south of the shrine for a Taldan Warrior's Dog Tag. Afterwards, you will see another brief vision with the Guardian of the Bloom. The Hunting Lodge is a short distance to the east of your capital. If you want to waste time, you can go back to Lake Silverstep Village and sympathise with Ollie's widow. Cross over the Crooked River and head south (this is the route you took to Talon Peak earlier). Otherwise, you will be speaking to someone named Kerreg. Make your way around to the gate. Buff up (Haste is good) and head through, the eastern portal. Continue further and search a crate near the hut for the Energy Source ring and a Token of the Dryad. However, there's somewhere that you want to locate first. If you don't kill them now, you will have to deal with them a little later, so you might as well. What you will find there depends on your actions at the Goblin Fort. Dryads with druid levels add this racial modifier to their wild empathy checks. Head to the Goblin Village revealed on your map. Nok-Nok will run ahead and taunt the king ("shatshanks drench breeches" - an insult to cherish). Compared to what Kimo produces and will produce in the future, his offer is not worth it. At certain points in the countdown to Ancient Curse, Part 3, various events will occur. They tell you that they were made to drink water and then simply released. Head south along the path and when you get to the bridge, you will find Tigni's hidden stash of coins in the grass to the left. There's a body nearby with some minor loot. If you continue down the stairs, you will find a body on the ground with some minor loot. Continue to the end of the path and search among the rocks for a Taldan Snaffle (3/5). As you exhaust her conversation options, be sure to peek into the stewpot. When Mim delivers an item, she will ask you to visit her in Silvershire. Buff up and head up the path. Search under a rock for the final Shard of Knight's Bracers (10/10). If your alignment is good or evil, this is easy. If you don't want to make this complicated for yourself, simply attack her. You can get the wine by sending the Sweet Teeth to repair Oleg's fence, but those errands take weeks. The pen next to it is empty but you can find some minor loot to the side of it. Afterwards, raid its nest for the Roc Egg that you've come here for. Its skin seems wooden and its hair appears to consist of leaves and flower blossoms. Save before approaching the gate. Continue north where you will find some guards and citizens fighting Owlbears, Hydras and Wyverns. Tell the Old Gnome that you have business to take care of to give yourself a chance to save your game and heal. Cast Delay Poison (Communal) because there are spiders. More enemies will come from the bandit camp, including the Fake Stag Lord himself who is a Bard. While you're fighting these, you'll probably aggro the next group of enemies as well, including two Alchemists. Pathfinder: Kingmaker - Definitive Edition . Head up the slope behind the hut and search among the trees for a Melted Shard of a Ring (10/13). Basically, you want Displacement, Blur and Mirror Image to go toe-to-toe with this superbeast. The first part is played out as an illustrated book episode. Grab the Hydra's Head from its remains. See for yourself: Creative Director Alexander Mishulin will tell you more! Speak to the refugee on the other side of the road who is visibly distraught. He tells you that his brother, Tomin, went missing on his way to Varnhold. Storyteller is a character in Pathfinder: Kingmaker. Tiressia will be in the middle of trying to convince Falchos to leave the area until someone can destroy the . Return to the capital and speak to Hassuf to receive the Confirmation of Sharel's Innocence. If you ordered Kesten back to the capital, he and Jhod will join in (probably too late to contribute meaningfully), If you went to Womb of Lamashtu to rescue Kesten, Jhod will die from the injuries inflicted by this thing. If you bring up kingdom management, you will have an event card that demands your presence in the throne room, "Unrest in the Streets". This will unlock a piece of Curse research. Interact with the dais and place the Mysterious Bird on there. The Alchemist drops a Light Crossbow +1, a Chainshirt +1 and some dodgy Lizardfolk Skins. When the creature is dead, turn your attention to the Everblooming Flower and burn that mother. "CLICK" means that you've pressed the correct switch in the sequence: The wall will open up, allowing you to grab the unique Skullcrusher heavy mace. Head east from your capital. Jhod tells you that the problem is reaching epidemic proportions. Speak to Ntavi if you like. Exhaust her conversation options (apart from the one where you murder her for no reason at all) and she will tell you approximately where to look. Do not leave your throne room for the moment. When it's dead, you'll discuss what you've learned: that the illness is caused by a parasite which incubates in the stomachs of the afflicted. Below and to the left of the wyverns remains is a third trap (DC20). Ask him about himself and you can make a Bluff check. Check the cart to your right for ingredients and a new recipe, Succulent Sausages. You need to make specific choices to unlock a trophy: This leads to you helping them to compose a song. As always, the most difficult challenge gives the highest reward. The Redcap drops a Token of the Dryad. When you get to the bears' location, search a rock for a Token of the Dryad. In the first room. Start making your way across the bridge. Make your way to Lake Silverstep Village. Continue until you find a container with some minor loot on your left and buff up. Continue to the tower and the Ancient Roc will fly down to defend her nest. There's still a bit of clearing up to be done in the city. In the throne room, you will find your companions and advisors gathered. Head back through the Hidden Creephole and start making your way south and west. Mim, the goldsmith from Silverstep, has the decency to seek you out. They've got little to say right now, but you can search a pile of rocks to find a Token of the Dryad. As the tied-up goblin predicted, the Owlbear refuses to touch him and turns on its keepers instead, killing one. Exhaust her conversation options and you will notice inconsistencies in her account. Start making your way back to the area entrance along the upper path. Advance and you will find yourself in battle with a Greater Enraged Owlbear. Read the full list of changes: store.steampowered. Each dryad is bound to a single tree, most commonly an oak, and sickens (and eventually dies) if it moves more than 300 yards from it. Question her further to learn that her pregnancy is a troubled one. Tristian and Jhod will arrive with the report for the events at Bald Hill, earning you 6500G. On your way out of the area, sell all the Masterwork weapons you looted from various ne'er-do-wells to Tigni. Continue along the path to the end. If you press them you will see either "CLICK" or "THUD". A portal will appear which you can step through. The next time Kimo drops something off, he will ask you to visit him again. She proposes to make the townsfolk a Roc egg omelette and tells you that there's a Roc that lives on Talon's Peak. Backtrack to the bridge and cross over the road. When the rest of the enemies are dead, you can destroy the Everblooming Flower. Return the gems to Irlene and she will tell you to return in a week. Head south from this location and you will come across a group of "Marauders" taking advantage of the chaos. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews . There isn't a lot you can right now, because you can't explore freely in Varnhold at this time. There's a hidden cache in the northwest of the area that contains more minor loot. When you reach the next cavern, you will see a trap in the centre of the room and you will be attacked by three Primal Giant Spiders. Head west further into the camp. Speak to Kesten and you will learn that the goblins are deliberately infecting human prisoners. Search a crate near a rock outcrop for a pair of Bracers of Armor +4. You will find a Goblin Horsereaper who wants you to feed the Hydra in the pen next to him and tempts you with the "expar-ince" you'll earn. On your way back west, stop off at Bridge Over the Gudrin River if you strongarmed Tigni in the Goblin Fort. Return to the kitchen and speak to the Tedrims' servant, Tsanna. Continue south to find a Giant Flytrap. Go there and you will find two Greater Tatzylwrms and a body. Next, head over near the house and search some herbs to score some Edible Moss , then muster the depths of your perception to pass a [Perception 1] check to reveal a stash containing . If one of your advisors didn't make it, the surviving advisor will want you to do the other thing (i.e. Head to the Bald Hilltop once more and buff up - Delay Poison (Communal) is essential unless you've done the Divine Protection from Poison project. When the deadline is reached, your advisors will congratulate you and you will receive 8600G. Keep an eye on the date, though - on 6th Calistril you want to start making your way to the Shrine of Lamashtu regardless. Instead, go into the kitchen. Select "Your knowledge and skills are unusual" and you will able to employ her as an advisor. There's a locked chest (DC34) in the camp containing a diamond and some diamond dust. If you are able to make a Lore: Nature (DC20) check, you will note that the berries are fatally poisonous. Return to the refugee and return her pearls. Note that they are quite tough and not worth fighting. If your alignment is Chaotic, this is easy - just bring everyone together and the cultist will eventually be unmasked. Pick your way carefully through the area. Go south and kill a Technic League Fighter, Archer, Rogue and Bard. 20 days-or-so before the deadline, Octavia and Regongar will seek you out in your throne room and tell you that an agent from the Technic League is in the tavern. There's another hydra in a pen that you can kill if you want to. Sell the stuff you don't need downstairs and return to Varrask to give him the blood. Do not simply have the agent thrown out because that will lock you out of their companion quest. At the end, you will find the so-called Goblin Prince who is wearing the pearls on his head. The volunteer will survive if you pass the skill check. If your Lore (Nature) skill is shaky, kill the Roc Eye from a distance and make a quick save before approaching the bush. Continue southeast down the path. A short distance ahead is a Quickhydra. Visit her outside her shop and she will tell you about an associate, Ollie, who disappeared with a chest of gemstones which was to be a downpayment for an amazingly rare item. Force attack one of them and all four will become hostile. Woodcraft (Ex) Search under a rock for another Taldan Warrior's Dog Tag. you will find two chests, one containing minor loot, the other a Frost Composite Longbow +1. Equip cold iron weapons and head slightly northeast from the ex-hydra where you will find three rather more powerful Primal Hydras. Search its remains for a Melted Shard of a Ring (6/13). If you have completed Witch Hunt, rest and return to your capital. There's a Taldan Warrior's Dog Tag under a rock and next to it a chest with scrolls of Acid Fog and Disintegrate. Afterwards, you can loot the area. There's a locked (DC25) container nearby that you can loot for some gold. Near the northern tunnel is an Agile Light Pick +3 embedded in the rock. When you get six territories, you can upgrade another village to a town. Once done, turn your attention to the west, where another cavern full of centipedes awaits. I recommend that you go to the Womb of Lamashtu first and for the purposes of a walkthrough, I'll assume that you're going to do that. If Kesten went to the Womb of Lamashtu first, things will play out slightly differently in this section. When they're dead, you will find the last Melted Shard of a Ring (13/13) on one of the Primal Spider Matriarchs. You will have another scene with goblins and a wyvern which doesn't reciprocate their admiration. I'm talking about the token of dryad ,taldan warrior dogtag or torag's pendant. Head south down the slope from the sisters to the water area and continue down to fight three Owlbears. You need concealment and haste. OK, I'm clearing inventory before I hit Stag Lord Fort and I have a question: WTF am I supposed to do with the dryad tokens? However, after you've beaten her up, she will surrender, allowing you to question her. Choose to throw the bird's bones in and you will have a second option. You will find Sharel a short distance to the southwest, having been arrested by a guard. Sharel is a tailor and Kimo is a bowyer. Before continuing, pick a Kameberry (a rare cooking ingredient) and grab some minor loot from a stump. To the right of the cart is a stash with a Token of the . Token of the Dryad: NW of Shambling Mound [P13] Lab Journal: . Tsanna is most suspicious - she has a limp, has come in through the back door, has burnt something in the fireplace and is cooking something that isn't a meal. Ask him about the relic he mentioned and he will talk at length about a hammer named Obliteration, initiating his artisan quest. If you examine the fireplace, you will notice that something has been burnt in there. Pathfinders! Make your way to the Hunting Grounds (which hopefully you made safe) and go east to find the location of the party (it's marked on your map). You may want to steal the Professor's Hat from whomever is wearing it, since you'll need to pass a few skill checks in the subsequent conversations. Head northeast to clear out the rest of the camp. To be sure, he deserves a slap with a wet fish, but that isn't going to get him back to work. Spread your party out before attacking them, moving your squishier characters to the north of the area. Tiressia is a local dryad at the Swamp Witch's Hut.She has lived in the area for an undisclosed period of time with her lover Falchos and was a witness to the tragedy that befell the nearby village.. Interactions []. Before he dies, he will mention a place called the Womb of Lamashtu. When it finishes, interact with the water. This isn't as good as you might think, since it is only powerful against animals, which aren't really a threat, rather than magical beasts which are. You'll want to hit it with Cold Iron and Fire attacks to prevent its regeneration. You can pick up Masterwork shortswords from the dead goblins. I particularly enjoyed her opinion of each of her children: "a disgusting abomination - without a single flaw". The team that remains behind will fight the tougher enemies so choose accordingly. When Irlene delivers her first item, she will have a proposal for you. You should be able to turn in a bunch of artifacts to Storyteller: Cypress relics, Taldan relics, Forest Knight's Bracers and Ring of Reckless Courage. 25 days-or-so before the deadline, your kingdom will align with your current alignment, rather than the one you had back at the start of Act 1. Keep an eye out for the Arch-Chemist behind the fence whom you may not initially spot until he starts lobbing bombs. It has a breath attack and a powerful bite but should fall readily to your combined assault. Drop a Stinking Cloud on their heads and slaughter them. He will tell you that he is no thief, having been falsely accused by a merchant in the capital. Killing it will aggro the rest of the nearby creatures - two Quickbears, a Black Dweomerowlbear and another Quickhydra. Search the locked chest (DC27) in the north of the cavern to find the unique Decapitator falcata. Equip cold iron weapons and go south to find a Primal Giant Flytrap. You've fought tougher. If you go through these fog patches, you will be whisked elsewhere and at this point, you are unable to control it and may end up lost and frustrated. Head north into the camp proper where you will come upon a group of non-hostile goblins who have been drinking jagwart. Sneak damage is great, particularly with Crippling Strike. Check "An Ancient Curse, Part Three" in your journal. Assuming you've annexed North Narlmarches, head to Tatzlford (your settlement in North Narlmarches). There is also a Stinking Cloud trap between the two groups of enemies which you may or may not care about. Accept to unlock the Followers trophy. Otherwise, don't trust Kesten's instincts. Head to Silvershire and give her the emerald. Olika's room is the middle of the lower three rooms. A monster stole her great-grandmother's string of pearls. You can give this to Ntavi for some XP and she and Ekun will vanish. Make a hard save here. Use the shortcut to return to the area entrance. When they're dead, move your squishy characters south a short distance and have your main character interact with the flower. Moray drops a Ring of Protection +3 which will be an upgrade for one of your characters. There is a trap at the end and four Primal Giant Spiders. You will see some goblins forcing prisoners into the river. Artifact locations. He tells you that you must kill the Everblooming Flower in this world and in the real world at the same time. A short distance to the right is an abandoned goblin cart with some minor loot. Speak to the Dryad who will tell you tell that Kimo is too predictable. When the enemies are dead, Maestro Janush makes an entrance accompanied by two Fighters and two Archers. When you've killed the bird, loot its remains for some meat and an Amulet of Natural Armor +1. There are several sources for these "feather tokens" you'll need to appease Melianse: Buy A Pouch of Feather Tokens from Bartholomew in the Lone House area. He says that trophies will be awarded for killing the three dire monsters and that whoever brings two or more heads back will be declared victors. After the enemies are cleared, you can grab some minor loot from a nearby chest. Follow the route that you took to Sorrowflow. The front side shows the Glyph of the Open Road, and the reverse shows . (dryad tokens, coins, dogtags) you can also sell them to oleg. Assuming you allowed Tsanna to live, find her at the Shrine of Lamashtu. He claims to have been a smith in Kyonin, where the forge burned out his eyes. Climb the hillock to the south of him and search the undergrowth for the Taldan Horseshoe (4/5). Unfortunately, she does not have your item. If Kesten is here and you went to the capital first, the goblins will be dead and he will be fighting an Owlbear on his own. However you come by a Unicorn Horn, give it to Irlene to complete her quest. However, you're almost done and there's still another pack of wolves to kill on this map - an Alpha Worg and three Greater Worgs on the way to the area exit. When you've damaged him enough, he will surrender and be "arrested", although you still have to kill his associates. You will find Mastro Janush's diary in a box on a shelf. When you get there, you shouldn't rank up again (unless you have absolutely nothing better to do) because you need to bring other advisors to the same level. Pick your way southwest through the huts and you will come across another group of drunken goblins. Agree to track down the poachers. He will tell you of a beautiful flower that grows in the swamps. Loot the camp before speaking to Nilak. Continue forward and you will see your rivals in the hunt, the Embeth Travelers, slaughter an Ancient Wyvern after which you have some options. One of their number, Verdrin, is ill. Of course, you know what's wrong. There are various ways to deal with this whole situation but frankly, you may as well deal with this Stag Lord like you dealt with the previous one. Add to Cart. How things progress depend on how previous events played out: I don't like this: persuading the refugee girl to go home is good, but persuading the peasants on the road to go home is bad. Further west are more Technic League goons: a Rogue, Archer, Fighter and Cleric. Kill the bandits nearby (some fighters and a cleric) and then kill another cleric nearby. Combat will begin after you've eavesdropped three times or when you decide to attack them. Search around the hut to your left and you will find a Taldan Warrior's Dog Tag. When you're ready to proceed, take the southeast exit. A chest on the left of the cave contains a suit of Banded Armor +3 while a final locked chest (DC30) contains the unique Hairsplitter estoc. The Storyteller collects objects from eras past and the stories that come with them, and is willing to reward those who come to him with more. Kesten will want you to open a hospital) in honour of your former advisor. You can also sell all the junk (or Masterwork weapons) you picked up at the Goblin Fort. When the time is up, you will receive the "Monster Invasion" event card, which requires you to go to the your throne room. There is a trap just inside the gate and beyond that a group of around ten goblins. If you examine the barrels in the corner, you will find a Sling Staff +2 and some gold. Unfortunately, for the optimum outcome to Amiri's questline, you have to pull them apart. Token of the Dryad (Perception DC 19). Return to the world map and make your way to Bridge Over the Gudrin River since the place has changed since you were last there. If you search the carts nearby, you will find a locked (DC21) crate containing a Shock Dagger +1. Quick save before examining the chest. . When they're dead, the Old Gnome will appear asking why you "crave the crown". Walk cautiously because there is a trap (DC20) in your way. Continue east and a new location called Lonely Mill will appear. Continue north to the town centre where you will fight two Owlbears, a Ferocious Wyvern, a Yellow Dweomerwyvern and a Yellow Dweomermanticore. Go southeast and east to find the place. Regardless of your choices and successes and failures, you will end up in the Secluded Lodge. Approach the portal and a Green Dweomermantcore will emerge. You will emerge in another place entirely. Near the entrance you will find some escaped prisoners and a short distance after that, Kesten and his militiamen ineffectually fighting a large group of goblins. After you kill the Owlbear that emerges, Urkhed is pretty ungrateful, all things considered. I won't give suggestions for managing your kingdom in the walkthrough text, but priorities for Act 3 are: You can build to help raise a stat to 60. Your choice has consequences. Search a rock just beneath it for a Taldan Warrior's Dog Tag. When the Shaman is defeated, turn your attention to the Winter Wolf. If you want to complete your circuit of the camp, head southeast. If you want to, you can climb down from here for a shortcut to the entrance, although it's a one-way trip. When the scene has finished, go through either of the northern fog patches. Backtrack to the previous cave and take the northeast passage. The goblin here is a merchant. Leave the cave and head to Tatzlford. "How can this be?" Speak to Ekundayo. The Purple Owlbear has Mirror Image, which is a pain. One contains minor loot while the other is trapped (DC22) and contains the unique studded leather armour Vest of Hundred Pockets together with some Masterwork weapons. A servant tells you he is ill, giving you an alignment option. When you get to the bears' location, search a rock for a Token of the Dryad. There is a chest filled with minor loot in the northwest corner. Assign an advisor to the Expert Mountaineering project which will cut your travel time significantly in the next chapter. A Goblin Commando Commander and a Sneakwhack are there. Return to the Hunting Lodge and report back to Jamel Visser who will declare you the winner.
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