Following the above strategy, we were successful in two out of five fights, and on each successful attempt nobody was brought to “Death’s Door”. (right). Like Seeking Adventure. Recommended requirements Video card: VRAM: 6 GB, NVIDIA GTX 1060 / GTX 1660 Super or AMD Radeon RX 590 CPU: Intel Core i7-4790 or AMD Ryzen 3 3200G Memory: 12 GB With this, youâll finally be done exploring and ready to deal with this Everbloom Flowerâ¦. This is where you come in. I killed the Owlbear Trent. it drops 3 unique fruit and a monk’s favorite amulet. While this may look uncomfortably similar to the poison mist in the Swamp Witchâs Hut area, it actually has an entirely – mostly benign – function. The coins, it turns out, are the clue you were looking for, as they’re more than humble currency - they’re the tools of a curse. If the event card “Troll Trouble” hasn’t appeared yet, or if you feel comfortable in letting it sit for a day or two longer, you should consider taking a different route on your return trip. Lure them south and bottleneck them near the ruins, as theyâre much easier to deal with one at a time. Check out New Items, Restocks, Preorders & Clearance Items - updated every hour! Defeat the worgs and strip them of their hides, then continue west to the edge of the ruins whence they prowled. Once the Tatzlwyrms are dead, loot them, then search a log south of them [Perception 18] to find a Scroll of Cure Light Wounds, a Potion of Enlarge Person, a Scroll of Scorching Ray and numerous less interesting trinkets. You might not get the conclusive answers you were hoping for, but asking the latter question will allow you to complete another task before leaving. Leave the witch’s house and venture east past where the Dire Boars were to reunite with the road. A rock [Perception 19] to the southeast of this chest, well-hidden by foliage, contains a Taldan Warriorâs Dog Tag. The mystery behind the village’s destruction and Callistropsia’s transformation into the Scythe-Tree has been more or less resolved. With those preparations complete, ascend through the secret passage you found and when you arrive, hold your position. Their HP are decent (84) and their Armor Class is good (25), and despite it not making any sense, they have the ability to go invisible on a whim, which will give them concealment and allow to attack while your own characters are flat-footed. This starts the quest Swamp Bouquet. You’ll need to circumvent these ruins by continuing west for a bit, but before that, let’s clear up a small encounter to the east. Along the western edge of this group of trees you can find a chest [Perception 20]. When you emerge from the narrow cleft you found at the end of the Womb of Lamashtu cavern complex, youâll find yourself in another world. Feats like Precise Strike and Outflank can really shine here, if you have them, and as important as spell-buffs are to victory, flanking and positioning your warriors once the battle actually starts is important, as well. Sure enough, head downhill to the southwest and youâll find two groups of Primal Giant Spiders. Don’t disparage this humble log, however, as it hides a great treasure, including 1,011 GP, twenty-two Pearls, six Exquisite Pearls and a Taldan Warrior’s Dog Tag. Just ensure they don’t get around to your archers and casters and you shouldn’t have much trouble with these mutts. Speaking of chopping the Scythe-Tree down, one last note - the Scythe Tree has Damage Reduction against piercing and bludgeoning attacks, so be sure you’re using slashing weapons. When you interact with it, youâll get a new option, [Throw the birdâs bones into the water. It attacks fast and hits hard, but its Attack bonus isn’t high enough to render your tanks moot, like the Greater Enraged Owlbears. Assuming you avoid the temptation to just murder these two fey outright (a [Chaotic Evil] act which will only net you some experience and a Chainshirt +1), engage in dialogue with them. Another chest [Perception 32] can be found on the western edge of the chamber. ... Harrim should be in the party when you visit the Dwarven Ruins. This isn’t an accident, as the voices surrounding you will attest to. Use spells like Delay Poison to mitigate this damage. As always, if you don’t care to bother with this expedition, feel free to skip it and return to the capital - the way back should be relatively clear. Other than that, the only bit of loot to be had is a chest [Trickery 20] amidst the ruins, just south of the specter-haunted shrine. Not only was poor Wilber twice-cursed, but so was Callistropsia, Nyta’s bride which became the Scythe Tree. Heâll ramble on cryptically about the “Goddess” – presumably the Guardian of the Bloom youâre seeking, and give you vague advice for how to escape this place. Here you will find a list of all companions in Pathfinder: Kingmaker, their locations, special features, romances as well as tips on skills and equipment. When you’re done dealing with The Old Beldame, return to Tiressia. If it wasnât painfully obvious before, this is not a natural environment. If you choose the [Detect Magic] option, you’ll confirm that enchantments are at work keeping the corpse from rotting; quite possibly a labor of love on the part of the fey that now threaten you. Even un-Hasted, lesser warriors should have little trouble cutting this weed down to size. In the former case, this can be done by taking Octavia (or any other mage) and heading through the southeastern fog-free path until you spot the Scythe-Tree. There are two ways of going about this, either lure the Scythe-Tree to you, or protect yourself from the poison. This should pretty much be the default for Amiri, Valerie and Jaethal if you kept them with their default weapons, but if not… well, Trollreaper will work just as well against this tree as it will against Trolls. Go through either northern mist to arrive at a section of the Other World unremarkable save for an Old Gnome, his camp, and another oddly-oppressive rock. While appearing similar to the wisp you encountered earlier at Old Sycamore these ethereal creatures are nowhere near as dangerous. The Will-o’-Wisps only need a touch attack to deal damage, making them somewhat difficult to tank. Defeat these relatively mundane foes, then turn your attention to the fence to the east. Once done, re-equip the Magical Lantern and return to the Old Gnomeâs camp and more importantly the oddly-ominous stone. If you defeat these foes you’ll be free to loot a corpse to the northeast. Finally, pick up the Cypress Queenâs Crown the Primal Manticore dropped. Bows are right out, of course, even though the double Web strategy otherwise shows some promise. Something to keep in mind for later, no doubt. Deprived of this advantage, their Attack Bonus (+14) is fairly mediocre and while their damage per hit is high (1d8+14) as they get plenty of attacks per round (4), they’re not offensively impressive. The following is my suggested path on handling the encounters/areas, and it is what I believe is the most playable order to handle events. Carve up the boars, then abandon the road for a bit and head up to the northwest, where you’ll encounter a pack of Worgs, including a Ferocious Worg. (1 of 3) If you don’t have silver weapons, try to overpower the werewolf’s damage reduction with sheer damage output. Pathfinder: Kingmaker – Unique Items: Weapons, Armour, Shields, Belts, Boots, Gloves, Helmets, Bracers, Cloaks, Amulets, and Rings “I’ve learned what happened to the village, slain the monster, and freed a cursed soul…” you can muse about where guilt lies with the whole affair, but it ultimately goes nowhere. Charging through poison to engage the tree probably isn’t the wisest idea, and again it’ll be buffs that turn this from a challenging fight to an utter rout - that and perhaps a bit of strategy on your part. Each region has its own variant on name, with “Stollenwurm” or “Stollwurm” most often used in Switzerland, while Bergstutz is the traditional Austrian term. Other than that, the only bit of loot to be had is a chest [Trickery 20] amidst the ruins, just south of the specter-haunted shrine. Another chest to the south is less well-hidden, and it contains more masterwork weapons and a potion. That being the case, just ring the bell on the gate (or if you must test your luck, throw pebbles at the window) to draw the witch’s attention in a more cordial manner. Save before interacting with one, as they’re surprisingly difficult [Knowledge (Nature) 27] to harvest, and you’ll want to harvest as many as you can. Continue north and you’ll find another intact hut, the inhabitant of which - a Ghoul named Dorsy - is even more unsavory than the witch to the south! Opting out entirely isn’t ideal, but you can convince Falchos to abandon the Dryad by passing a [Diplomacy 20] check, which is also a [Chaotic Neutral] action. Finally, loot a pile of rocks near one of the corpses (the one with the wand) to obtain a Token of the Dryad and the Cypress Queen’s Flower. It’s also worth noting again that, if you want, you can provoke them from outside the thicket and just shoot them down with ranged attacks. Of particular note she sells an Amulet of Natural Armor +1, a Belt of Mighty Constitution +2 and some Scrolls of Greater Invisibility. Be sure to pick the dialogue options “What happened to the village?” followed by “A girl from the village married a dryad?”, as this will unlock more dialogue options later on. Looks like youâve got more work to do. The Ferocious Worgs will prove more troublesome, so concentrate your attention on them to eliminate them one at a time and consider throwing out a Bless or Prayer to put a thumb on the scales. Ignore it for now and head northeast instead, stopping to pick some of the Gloomberries that grow around here. Whether you pick the [Lawful Good] option or extort a reward from Tiressia is up to you. Their use of Power Attack compromises their Attack further, but ensures they’ll deal heavy damage if they hit, and for some reason they have access to Stunning Blow. Unfortunately that act alone wasn’t sufficient to rid him of whatever bonds tie him to this world, so show him the coins you found. Collect these bones, then head west to return to the pool of bitter regrets near the ruins. You’ll begin on the northern edge of the map, along a path that runs south through the area. Whispering, hissing lights. The penalty for this act of desecration? If you kill the Scythe-Tree before talking to Falchos and Tiressia, the quest Gnarled Branches may not start when you talk to them later, so be sure to talk to them before killing the Scythe-Tree. Note: You can put the Mysterious Bird on this rock if you wish. Be wary as you explore near the northern fence, however, as four Venomhodags prowl up there, and you can’t easily reach them from the swamp witch’s hut. Game content and materials are trademarks and copyrights of their respective publisher and its licensors. We won’t be listing Weapons and Armor, unless notable, but we will be highlighting Key Items, NPCs and other actions that have consequences if they are ignored. If you don’t interact with Nyta’s corpse until after you have the Ancient Wedding Ring you can dispose of this ring at her corpse, but the end effect is functionally identical to just putting flowers near the corpse. This should only leave the Gloomberries, which you’ll get to shortly. With that, your business with the Scythe-Tree should be finished so simply return to Falchos and Tiressia and tell them the news. What this “eldest” entity is and why she needs to atone are a mystery as of yet, but it does suggest that even should you end the threat the Guardian of the Bloom poses to your barony, it may be just the beginning of your troubles. Leave the dungeon and return to the world map and check your kingdom tab to find the new event “Honor the Fallen”. Continue following the edge of the scrub to the southeast until you find a spot where you can attempt an [Athletics 26] check. Compared to the three Greater Enraged Owlbears, they’re relatively weak, but they’re not push-overs by any means. There’s also a more obscure Dizzyhead [Perception 27] just east of the shrine, or a short distance southwest of the one near the Giant Slugs. She lives in a house outside the village.” and Tiressia will give you A Letter from Settrex to His Daughter to deliver to Elga. Remove ads and unlock special features, Baronial Business after the Troll Trouble, Baronial Business after the Varnhold Expedition, Return to the Bridge Over the Gudrin River, War of the River Kings - River Blades' Camp, War of the River Kings - Pitax Royal Palace, Sound of a Thousand Screams - Saving Allies, Sound of a Thousand Screams - Exploring the House at the Edge of Time, Sound of a Thousand Screams - Mirror Memories and Three Keys to the Apology, Sound of a Thousand Screams - Showdown with Nyrissa, The Cursed King - Showdown with the Lantern King, Chapter 1 - Getting Started in the Outskirts, Chapter 1 - Trailing Tartuccio and the Stag Lord, the wisp you encountered earlier at Old Sycamore. But what do I do next?”⦠or if you need to prepare first (last chance to do so!) Sure, slightly spoilerific, but youâll probably want to be prepared. Your email address will not be published. Venture northwest, then north to spot the Giant Fly Trap and engage with your tank. Even though they’re individually pretty easy to cut down, it’ll take time, and while you work on one of the slugs, the other two will be punishing you. These attacks also deal electrical damage, and only require a touch attack to hit. Slowly pick Mudleaves and work your way to the northeast until the path opens up in front of a stream. Pick the dialogue option [Put the coins on Erastil’s altar] to free the tormented spirit, and in return it’ll reward you by telling you of a trinket it hid under a boulder. However you go about it, defeat the Venomhodags, then loot their lair to find a branch [Perception 19] hiding some baubles to the west, and a corpse near which you’ll find a suit of Leather Armor +2, along with some less-interesting items to the southeast. Keep the Magical Lantern stashed away and head through some mist to the north to seemingly travel back to where you last saw the ghostly images, near where you killed the last pair of Primal Giant Spiders. In the latter case, Dorsy will reward you with a Cloak of Resistance +2, which you may prefer to the phylactery that Wilber will give you. Telling Dorsy you used the coins will provoke it to attack, but if there’s still a choice to be made, you can let morality or practicality guide you; in the former case Wilber is an innocent, but he hardly seems aware enough to be suffering, unlike Dorsy, although Dorsy kind of deserves it for cursing Callistropsia. You should hopefully have obtained enough plants to return to the Old Beldame and complete Swamp Bouquet, but before that, there’s one more encounter in this area you can attend to along the way. You’ll take damage each round you remain in the mist and for a few rounds thereafter, making it a significant hindrance to further exploration. This time, the word “greater” is somewhat misplaced, as it doesn’t fare any better in combat than the Werewolf you slew in the Old Mesa area. Follow it north to reach a fork, at which venture northwest to find the path forward guarded by another nest of Tatzlwyrms, led by a Greater Tatzlwyrm. Win this fight and youâll find out that the battle may have been won, but the war isnât won yet, as the Old Gnome will show up to tell you (cryptically, as usual) what comes next. Last updated on May 27th, 2018. (left), You can also return to Tiressia to pass on some correspondence between the dryad and the Old Beldame. Interact with the stone to [Place the bird on the dais], then use the hearth by the Old Gnomeâs tent to rest. Don’t expect this to hold them, as their Reflex Saves are awfully high. Can you tell me what it is?” and she’ll instruct you to find three Mudleaf, Gloomberry and Dizzyhead samples for her. Itâs all an illusion of choice, however, as the southeastern and southwestern mists will take you back to the previous area and the northern mists both lead to the same area, albeit two different parts of said area. The real goal of the spell isn’t to catch them behind the fence however, but rather to slow them down as they run around said fence and approach from the west. Your reward for besting these beasts? You’ll find this Mud Bowl area - the source of the Black Rattlecaps she wants - just east of Candlemere Tower, in fact, which might be worth hitting on your way back to Tuskdale. Neither are easy foes, but the offensive power of three Owlbears easily surpasses the Giant Flytrap. If you pick the dialogue option “Who is there? When the last Owlbear falls youâll immediately shift focus to the other party. After all, there’s no gain in heading back the way you came, and since you’ll get back to Tuskdale just as well by heading east and north through the Kamelands (as opposed to backtracking through the Narlmarches), you ought to consider it. Before you return to the Old Beldame, however, note the Giant Slugs further north. Equip the Magical Lantern again and head north past the pond of bitter regrets, then turn east past some more mist to return to where you saw the will-o-wisps accosting the Guardian of the Bloom. As for continuing on with the main questline, however, you’ve already paved the way - the next objective is to return south and deal with the Dwarven Ruins, so take care of business back at the capital, rest up, then head back out! Make your way around the shrine by heading north, then east, stopping to loot a chest near a house to the north. Search the western edge of the stream and pass a [Perception 18] check to spot a locked [Trickery 20] chest, inside of which you’ll find a Potion of Cure Light Wounds, a Scroll of Cure Serious Wounds, a Scroll of Cure Moderate Wounds, a Potion of Enlarge Person, a Scroll of Cure Serious Wounds and a variety of trinkets. If you asked The Old Beldame if she was Elga Verniex you’ll be able to report to the Dryad about the location of the missing half-breed fey. Threats. On the other hand, you can pick the [Neutral Evil] option to loot the corpse, in the process obtaining a Gold Ring, a Ring of Protection +1 and an Emerald. (1 of 2) Talk to the forgetful ghost to start the quest “Coins for a Dead Man’s Eyes”, Talk to the forgetful ghost to start the quest “Coins for a Dead Man’s Eyes”, (left), then loot some nearby rubble for a “Taldan Warrior’s Dog Tag”. @gerhart for me it was automatic after defeating all the enemies with the first party. If you already gave the coins you got from the wisps to Wilber you won’t be able to give them to Dorsy and vice-versa, meaning one of these two souls is doomed to remain in the land of the living. Pick the dialogue option “Elga Verniex is back. Once the well is opened (you’ll get the option to perform a [Detect Magic] and [Will 20] check at the well, but they don’t really achieve much) you’ll be confronted by two War Wisps and an Ancient Will-o-Wisp. Instead, turn your attention to the mist portals that adorn this section of the Other World, including one to the east and west of the dais you saw the ghostly nymph on, and two (also to the east and west) along the southern end of the area. From the area transition in the northwestern corner of the map, follow the edge of the map south to find a thicket of trees. This damage is mitigated by a Reflex Save, not Armor Class, so your warriors will be particularly susceptible to it. Before returning to the specter back east, first head west and dispatch the Tatzlwyrms, in case you didn’t do so already. Should you not find that appealing, it’ll sell for 3,750 gold. Inside you’ll find Gloves of Dueling, which gives their wearer a +4 bonus on CMD checks to resist being disarmed. Like with the Greater Werewolf you fought earlier, you can just overwhelm this Damage Reduction with sheer power (Sneak Attacks work well) or elemental damage. You saw the origin story of the Stag Lord back in the day, now it looks like this nymph is getting her own. While the Scythe-Tree lurks to the east, you might as well be kind to this old specter and deal with whatever lurks in the well, which is to the west. Not that they can’t do damage if they hit, but your frontliners should have a high enough Armor Class by now to make that unlikely. Exterminate them, then search around for some plants growing nearby, including a Shambeltus mushroom to the east, for what that’s worth. With some searching you should find a spot where you can pass via an [Athletics 22] check, but before you pass through, save your game and spellbuff, as a significant fight awaits you beyond the foliage. If you need to sell items, you might also want to stop by the Swamp Witch’s Hut while you're in the neighborhood. The final area covered in the Swamp Witch’s Hut Expedition, you can reach this area from the Monster Den area by following these directions: Kill some boars, (left), then dispatch a pack of worgs. When the road bends southwest you should encounter a new foe, the Will-o-Wisp. They’re no less dangerous in melee, having a high Attack bonus, but fortunately their Armor Class is laughably low. It’s a high level monster but killable. Investigate the corpse first and when you interact with it you’ll notice it’s remarkably well preserved. First it’s some Giant Frogs, then some Tatzlwyrms (including a Greater Tatzylwyrm), and finally a Poisonous Shambling Mound. In this Dark Souls Remastered Guide we’re going to show you the easiest root through the game, as well as things you don’t want to miss when you are in each location. East of the shrine you’ll find some ominous purple mist. That Everbloom Flower was resistant to brute force, but letâs see how it likes poison, eh? A potential spot of difficulty may arise with the fact that the chest requires a [Perception 15] check to spot, which should be technically passable by any character, but it may require some save/loading if your sneaky character isnât particularly observant. The wait time will likely be long enough for any shorter buffs (like Haste) to expire, but after a moment more portals will open up, out of which three Owlbears will emerge. A pack of Ferocious Worgs lie hidden, and they’ll shortly be joined by a Greater Werewolf. Other than endeavoring to ensure your characters don’t form an attractive line, there’s little you can do but hope RNG is on your side. Backtrack southwest down the Mudleaf pass and return to the road, and once there continue following it south. Throwing a rock can come with a bit of unintended vandalism followed by the hostility of the hut’s owner, making it a less than ideal approach, while simply opening the gate will end with a similar result. If you have two tanks, split them up, otherwise keep your tank for the Owlbear fight. If engaged in melee, the wisps are likely to resort to single-target attacks.