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by kimagure

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Guide and Walkthrough by kimagure

Version: 0.99 | Updated: 12/27/2021

Table of Contents

  1. Introduction
    1. Using This Guide
    2. Difficulty Levels
    3. Fully Installing the Arcane Unleashed DLC
  2. Game Basics
    1. Character Information
    2. Items and Equipment
    3. Movement in Area Maps
    4. Combat
    5. Traveling in the Overworld Map
    6. Resting
    7. Home Base
  3. Prologue
  4. Act 1: Stolen Land
    1. A. Oleg's Trading Post
    2. B. Nettle's Crossing
    3. North Narlmarches: Waterlogged Lowland
    4. C. Ancient Tomb
    5. D. Pine Patch
    6. E. Thorn Ford
    7. F. Swamp Road: Technic League Random Encounter
    8. G. Technic League Encampment
    9. North Narlmarches: Boggard Hunting Grounds
    10. A-2. Oleg's Trading Post Revisited
    11. North Narlmarches: Oak-That-Strayed
    12. H. Abandoned Hut
    13. I. Temple of the Elk
    14. J. Old Sycamore
    15. A-3. Oleg's Trading Post Revisisted
    16. Outskirts: Endless Plains
    17. Outskirts: Fangberry Cave
    18. Outskirts: Two-River's Field
    19. Shrike Hills: Riverine Rise
    20. Shrike Hills: Trail in the Hills
    21. K. Stag Lord's Fort
    22. A-4. Oleg's Trading Post Revisited
    23. North Narlmarches: Old Oak
    24. North Narlmarches: Tuskgutter's Lair - Amiri: Prove Your Worth Part 1
    25. North Narlmarches: Tranquil River Bend
    26. North Narlmarches: Three-Pine Islet
    27. North Narlmarches: Glade in the Wilderness
    28. Shrike Hills: Old Mesa
  5. Act 2: Troll Trouble
    1. A. Jamandi Aldori's Mansion (Act 2)
    2. B. Capital: Tuskdale
    3. Varnhold: Sorrowflow - Kalikke/Kanerah
    4. Oleg's Trading Post: Artisan Bokken
    5. B-2 Capital Revisited
    6. C. A Ford Across the Skunk River
    7. South Narlmarches: Overgrown Pool
    8. D. Ruined Watchtower
    9. South Narlmarches: Bandit Camp
    10. E. Swamp Witch's Hut
    11. South Narlmarches: Monster Den
    12. F. Lone House
    13. B-3. Capital Revisited and Bald Hilltop
    14. C-2. A Ford Across the Skunk River (Troll Invasion)
    15. D-2. Ruined Watchtower (Troll Invasion)
    16. South Narlmarches: Wilderness Encounter - Dalton
    17. South Narlmarches: Wilderness Encounter - Kobold Shaman and Branded Trolls
    18. F-2. Lone House (Troll Invasion)
    19. South Narlmarches: Kobold Trail
    20. South Narlmarches: Kobold Camp
    21. South Narlmarches: Troll Clearing
    22. G. Dwarven Ruins
  6. Act 2, Part 2: Adventuring After Troll Trouble
    1. Settling Regions During Acts 2 and 3
    2. A-1. Verdant Chambers (Group Visit)
    3. A-2. Verdant Chambers (Solo Visit)
    4. Shrike Hills: Ratnook Hill
    5. B. Bridge over the Gudrin River
    6. Kamelands: Mud Bowl
    7. Kamelands: Wolf's Lair
    8. Kamelands: Empty Skull Rock
    9. C. Secluded Lodge
    10. D. Lost Child: Swamp Witch's Hut (Revisited)
    11. Lost Child: Random Encounter - Lizardfolk
    12. E. Lost Child: Lizardfolk Village
    13. Kamelands: Bald Stones
    14. Silverstep: Dragonleaf Gulch
    15. Silverstep: Ironstone Gully
    16. Shrike Hills: Lonely Barrow
    17. Silverstep: Ancient Mine
    18. F. The Lonely Hunter: Lake Silverstep Village
    19. G. The Lonely Hunter: Silverstep Grove
    20. H. Varnhold
    21. I. Candlemere Tower
    22. Shrike Hills: Arbor Rock
    23. Shrike Hills: Hilltop Trail
    24. Dire Narlmarches: Saint Galvan's Gullet
    25. Dire Narlmarches: Brown Baldhead
    26. Dire Narlmarches: Tenacious Marsh
    27. Dire Narlmarches: Swamp Ruins
    28. Dire Narlmarches: Sunny Hillock
    29. J. An Ancient Curse, Part Two: Bald Hilltop
  7. Act 2 Companion Quests
    1. Kalikke/Kanerah: A Task for the Sweet Teeth
    2. Amiri: Prove Your Worth Part 2 - Hodag's Lair
    3. Valerie: Shelyn's Chosen
    4. Jaethal: Investigate My Death
    5. Linzi: Easier to Ask Forgiveness
    6. Tristian: Kingdom of the Cleansed
  8. Artisan Quests
    1. Artisan Bokken: An Ancient Formula
    2. Artisan Dragn: Onslaught
    3. Artisan Shaynih'a: One Thousand and One Questionable Stories
    4. Artisan Nazrielle: Nazrielle's Greatest Creation
    5. Artisan Varrask: Obliteration
    6. Artisan Sharel: A Bloody Craft
    7. Artisan Kimo Tavon: A Trail of Misfortune
    8. Artisan Kimo Tavon: Affairs of the Heart
    9. Artisan Mim: Three Wishes - Talon Peak
    10. Artisan Irlene: A Simple Favor
  9. Act 3: Season of the Bloom - A. Capital: Tuskdale
    1. B. An Amusement for Nobles
    2. C. Monster Invasion
    3. D. Random Encounter: Wilderness Clearing
    4. E1. Shrike Hills: Lonely Mill
    5. E2. Shrike Hills: Goblin Village - Mother of Monsters
    6. F. Bridge Over the Gudrin River (Revisited)
    7. G. Witch Hunt
    8. A-2. Capital: Unrest in the Streets
    9. H. Goblin Fort
    10. I. Return to the Capital
    11. J. Womb of Lamashtu
  10. A3. Capital: After the Season of the Bloom
    1. K. An Ancient Curse, Part Three - Bald Hilltop
  11. Act 3 Companion Quests
    1. Ekundayo: A Feast of Feasts
    2. Amiri: Pariah
  12. Tenebrous Depths
    1. Tenebrous Depths - Part 1
    2. Tenebrous Depths - Part 2
  13. Version Information / Update Status

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 21.

Wilderness Events
  1. Jubilost. If you brought Jubilost with you, he will give you 1,800 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 (112 exp and 187 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, 140 hp, Fort +19/Ref +5/Will +4 saves, regeneration 5 (removed by fire or acid), and fire resistance 96. 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 Lair in 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, 104 hp, Fort +16/Ref +5/Will +4 saves, regeneration 5 (removed by acid and fire), and fire resistance 96. 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, 150 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 - 135 exp): Triggering it deals 11d6+6 piercing damage.
  12. Acid Fog Trap (Perception DC 26, Trickery DC 26 - 180 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), 623 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 159 hp, 21 AC, Fort +19/Ref +8/Will +4 saves, and fire resistance 96. 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 counts as 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, 220 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's 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 (112 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 Key at 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), 110 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): 371 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 humanoid (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 only be here if you didn't kill him earlier. 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, 140 hp, Fort +19/Ref +5/Will +4 saves, regeneration 5 (removed by fire or acid), and fire resistance 96. 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 236 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 and one of the three vassals required for the Achievement: Foes no More. 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 and one of the three vassals required for the Achievement: Foes no More. 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 187 exp or 322 exp, depending on whether or not you completed all three conversations before this event. This will complete the Companion Quest: Unwanted Legacy (450 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), 2,122 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) 147 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 150 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 Companion Quest: 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.