Stolen Land

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Stolen Land
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A Noble Welcome, Troll Trouble

Stolen Land is a Chapter quest in Pathfinder: Kingmaker.

Synopsis[edit | edit source]

We're setting off on our first big adventure! Jamandi Aldori, a Restovic Swordlord, is testing the contenders, weighing who shall be ruler of the Stolen Lands. There's only one way to prove that you're worthy of the title: rid the area of the ravaging bandits and their leader, the bloody cutthroat known only as the Stag Lord. Tremble, ye scoundrels — we are coming!

Keep track of passing time![edit | edit source]

  • Jamandi Aldori said that we have no more than three months to conquer the Stolen Lands. That sounds like more than enough, but we should still be mindful of the passing time.
  • Notably, the quest will also develop differently, depending on what the player decides to do in the meantime. Tracking down Tartuccio will make finding bandits different, while dealing with the kobold/mite conflict will cause the situation at the Temple of the Elk to change.

Go to the Trading Post[edit | edit source]

  • We can find shelter, and get fresh information about the bandits, at the trading post of a certain Oleg Leveton. Let's get there!

Protect the Trading Post![edit | edit source]

  • We seem to have stirred up a hornet's nest! The fight at the trading post only made the bandits angry, and soon a whole gang will be here! Jamandi Aldori made it clear that keeping this trading post safe is one of the conditions for receiving the baron's title. So we have to to protect this place and its people, no matter what it takes!

Get some rest at Oleg's Trading Post[edit | edit source]

  • When the danger was past, we decided to get some rest on the second floor of Oleg's Trading Post. We'll deal with the Stag Lord and his thugs — once we're refreshed and ready.

Set off to Thorn Ford and the bandit camp there[edit | edit source]

  • What a mess! While we were resting at the trading post, our leader suddenly stared into empty space, moving his/her lips as if he/she were talking to someone! And then he/she said he/she knows where the bandits who attacked the trading post are camped! We'll never find the Stag Lord's fortress in all this ominous fog that blankets the area. But if we track down this gang, we'll be able to follow their trail. Off we go!

Follow the visions![edit | edit source]

  • Jhod, Erastil's priest, told us of a vision that directed him to the Temple of the Elk. It seems that something really exciting awaits us there!

Search for new clues[edit | edit source]

  • The encounter with the bandits led to nothing! We failed to discover where the Stag Lord's fortress might be. But we can still search the camp. Maybe we'll find some clues...

Examine the old hut that the Stag Lord is interested in[edit | edit source]

  • Now we know the location of an old hut that the Stag Lord wanted destroyed for some reason. We're going there to find a way to fight the enchanted fog.

Search for Nugrah?[edit | edit source]

  • Maybe we should find Nugrah the druid — the insane father of the Stag Lord.

Uncover the mystery of the ancient Temple of the Elk[edit | edit source]

  • We looked into the past of the Stag Lord, and his cruel druid father. After talking to his/her invisible advisor, our leader has made a decision. It's time to move on! The ancient Temple of the Elk awaits us — where we shall face the source of that ominous fog.

Defeat the carnivorous beasts at the Temple of the Elk[edit | edit source]

  • Tristian, a priest we met at the Temple of the Elk, confirmed our worst fears! The fog was summoned by evil magic, and it cannot be cleared away until all the evil beasts that fill the temple are defeated. Well, fighting these dangerous beasts is a worthy task for us! We can handle them — and then we'll go talk to that priest again.

Talk to Jhod about our adventures in the Temple of the Elk[edit | edit source]

  • Now that the Temple of the Elk is cleared out, we can return to the trading post, catch up on the news and discuss our future plans. And, of course, tell Jhod what happened in the Temple!

Wait until the fog clears away[edit | edit source]

  • Our priest friends Jhod and Tristian recommend we wait until the fog clears away. Then we'll finally be ready to set off for the Stag Lord's fortress!

We poisoned the Stag Lord's wine[edit | edit source]

  • Inventiveness is a hero's greatest weapon! We poisoned the Stag Lord's wine at the river camp. That will make it hard for him to fight!

Henchmen[edit | edit source]

  • The player can deal with Akiros Insmort and Kressle, two of the Stag Lord's henchmen, and convince them to either join their fight against the Stag Lord or convince them to leave his employ.
  • The player can also deal with Auchs and Dovan, as well as the captive owlbear to make their attack easier.

Defeat the Stag Lord[edit | edit source]

Finally it's time to perform the feat that we're here for! Attack! Assault the Stag Lord's fortress! The fate of the Stolen Lands hangs in the balance.

Share the joyous news with Oleg![edit | edit source]

  • The Stag Lord is defeated! His iron hand rules the Stolen Lands no longer. Quickly, let's get to the trading post, and share the good news with Oleg!
  • We should talk to Jhod about our findings at the Temple of the Elk before we depart for Restov.
  • We should talk to Kesten about Tartuccio before we depart for Restov.

Tell Jamandi Aldori about your victory over the Stag Lord.[edit | edit source]

  • It's time to claim our rightful reward! Oleg's prepared everything we need to travel to Restov. We just need to take care of any unfinished business here and tell him we're ready!

Outcome[edit | edit source]

The Stag Lord, that bloodthirsty bandit, who had seized power over the Stolen Lands, is finally defeated. The road to a new barony is open before us!

Walkthrough[edit | edit source]


Keep track of passing time![edit | edit source]

  • Jamandi Aldori said that we have no more than three months to conquer the Stolen Lands. That sounds like more than enough, but we should still be mindful of the passing time.


  • Something to keep in mind throughout the course of the game is that most main storyline quests have a time limit. In the case of Stolen Land, the player is given 90 days to resolve the issue of the Stag Lord. Unencumbered by the responsibilities of rulership that come with later Chapters of the game, 90 days is a generous amount of time to handle all main quest, companion quest, and errand quest opportunities that arise, so there is little to worry about. If you find yourself with less than 20 days remaining, it may be time to focus on removing the Stag Lord from power if you haven't advanced to the stage of laying siege to the Stag Lord's Fort.


Go to the Trading Post[edit | edit source]

  • We can find shelter, and get fresh information about the bandits, at the trading post of a certain Oleg Leveton. Let's get there!


  • With nowhere else to go, Oleg's Trading Post is the first destination for our burgeoning adventuring party.
  • Along the way to Oleg's Trading Post there is a guaranteed 'random' encounter with three hostile thylacine. If you feel the need to rest before or after this encounter, Jamandi Aldori has made sure to give your party enough camping supplies and rations to make it through one night without needing to hunt. Now is as good a time as any to begin managing your party's rest habits however. Hit the 'Manage' button to manage your companions activities while camping; in general it's a good idea to have a character assigned to hunting, camouflaging the camp, cooking, and at least one lookout if not two. At earlier levels when it's harder to succeed at each of these tasks and there are fewer party members to go around, you may want to pare down to just hunting and camouflaging with a character assisting each task to help ensure success. If all else fails, you can quicksave before resting and reload if the results are undesirable, but either way, Oleg's Trading Post Awaits.


Protect the Trading Post![edit | edit source]

  • We seem to have stirred up a hornet's nest! The fight at the trading post only made the bandits angry, and soon a whole gang will be here! Jamandi Aldori made it clear that keeping this trading post safe is one of the conditions for receiving the baron's title. So we have to to protect this place and its people, no matter what it takes!


  • Upon arrival at the trading post, Bokken can be seen running away from the trading post. Kressle and her bandits are in the middle of shaking Oleg down for 'taxes' that he owes the Stag Lord. You are given an array of alignment based responses to handle the bandits:
    1. (Neutral Good) Allows the player to give the bandits an opportunity to leave without bloodshed; Kressle will drink an invisibility potion and escape, but the remaining bandits will attack the party.
    2. (Lawful Neutral) Allows the player to attack the bandits directly, giving an identical outcome to the (Neutral Good) option as Kressle drinks her invisibility potion and escapes all the same.
    3. (Requires Evil) Allows the player to shake Oleg down if their alignment is already evil. Oddly enough, the bandits leave without a fight in this case and the player is rewarded with 300 Gold Coins. Oleg only briefly acknowledges that the player shook him down the first time he is traded with.
  • Regardless of how the interaction with the bandits is resolved, Oleg is convinced that they will return with greater numbers soon in retribution for the player's actions. Oleg has a few tricks up his sleeve, namely a box of Alchemist's Fire, a crate of steel traps, and a jug of tar; the Alchemist's Fire may be placed near the entrance or given to the player's party directly, while interacting with a nearby crate and jug will automatically disperse the traps and tar to damage and slow the enemy respectively. If the player asked Oleg about the fleeing man from earlier, then Bokken will give the party a single Potion of Cure Light Wounds; pass a [Diplomacy 16] check to convince the old alchemist to join in on the action himself. There appears to be some variation on whether or not Bokken will help by engaging in combat, though if he does not appear to help in person there are extra boxes set up as obstacles for the bandits. If the player didn't shake Oleg down upon arrival, the trader will reward the player with 100 Gold Coins.


Get some rest at Oleg's Trading Post[edit | edit source]

  • When the danger was past, we decided to get some rest on the second floor of Oleg's Trading Post. We'll deal with the Stag Lord and his thugs — once we're refreshed and ready.


  • After the battle is finished the player will be prompted to rest in the trading post's small inn, which will be interrupted by the appearance of a mysterious ethereal nymph known as the Guardian of the Bloom. The Guardian with plead with the player to bring the Stag Lord low and dispel the magical mist that suffuses the lands. In doing so the Guardian will reveal the location of Thorn Ford, which will ostensibly become the next leg of your journey. Before you leave however...
  • Speak to Anoriel Eight Eyes for some details about her background and to open up the option to hire mercenaries as custom companions and receive respecialization training. Right next to her is Oleg's wife, Svetlana, who will give some more background on the trading outpost, as well as the errand quest Svetlana's Ring; Svetlana will ask the player to spare the "dark-haired woman who wields dual axes" before they leave. Exit the inn and speak with Bokken to pick up the errand quests Fangberry for Bokken and Moon Radishes for Bokken, followed by Oleg to trade any unwanted loot that you have picked up so far. Note that Oleg has a Bag of Holding, Small for sale; this is an expensive item for this early in the game, but should probably be one of your first purchases since the reduction in party encumbrance will be a great boon in the absence of a full party and will allow you to pick up that much more loot before having to return to the trading post.


Set off to Thorn Ford and the bandit camp there[edit | edit source]

  • What a mess! While we were resting at the trading post, our leader suddenly stared into empty space, moving his/her lips as if he/she were talking to someone! And then he/she said he/she knows where the bandits who attacked the trading post are camped! We'll never find the Stag Lord's fortress in all this ominous fog that blankets the area. But if we track down this gang, we'll be able to follow their trail. Off we go!


  • While all of the currently available information will point the player in the direction of Thorn Ford, it may be a better idea to head Southeast from Oleg's Trading Post. Doing so will uncover the Ancient Tomb location, which opens up the opportunity to recruit one of the two companions that decided to travel with Tartuccio at the end of the prologue; unless the player hired a mercenary or two from Anoriel Eight Eyes, or managed to tackle the Technic League Encampment already, then your party should have a couple empty slots. Unless the player is planning on proceeding through the game with a less-than-full party, adding the additional companions is invaluable at such low levels, and visiting Thorn Ford first will take enough time that Tartuccio and company will have left the Ancient Tomb. To follow this walkthrough in the Ancient Tomb, please proceed to the article for A Bitter Rival.
  • Whether the player is picking back up with the walkthrough after completing the recommended portion of A Bitter Rival or continuing directly to this step, the next move is to make the trip to Thorn Ford. If the player is approaching from Oleg's Trading Post, travel southwest; if the player is approaching from the Pine Patch, travel northwest.
  • Immediately to the east of where the party starts is a [Perception 6] check which will reveal a stump with an Ancient Rostlandic Coin.
  • Heading due south will bring the party to the small bandit camp where Kressle is hiding out. The party should buff up before engaging if possible, as the amount of bandits may be tough to handle. If the player is following this walkthrough and went to the Ancient Tomb before coming to Thorn Ford, Kressle will engage the party in conversation before combat begins; combat is inevitable, but if the main character has a good alignment then there is a [Good] alignment choice which will cause Kressle to give up Svetlana's Wedding Ring before she leaves the bandits to fend for themselves.
    • If the player chose to come to Thorn Ford before going to the Ancient Tomb then an additional bandit sub-chief by the name of Akiros Insmort will be present and delivering an admonishment to Kressle. In this case the player is presented with an array of alignment choices [Lawful Good], [Chaotic Good], [Neutral] and [Neutral Evil], with which to respond to Akiros. All of these choices have the same outcome: Akiros will flee, and the conversation will proceed with Kressle as above.
  • Upon approaching the man who is tied up in the middle of the camp, a conversation is started. The man introduces himself a Jhod Kavken, a priest of Erastil from the country Galt; Jhod expounds that he is in the Stolen Lands chasing a vision of an abandoned temple of Erastil known as the Temple of the Elk. Before releasing Jhod the player is given an alignment choice of (Neutral Good) or (Lawful Evil); the outcome of both is the same, and Jhod will make his way to Oleg's Trading Post and will serve as a merchant for the rest of the chapter. Releasing Jhod will also start the errand quest Find the Temple of the Elk. Near Jhod is a locked chest that can be opened with a [Trickery 15] check.
  • Near the base of the tree house in the bandit camp is a tarp covered cache containing the Stag Lord's Wine; passing a [Perception 18] check allows the player to interact with the wine, either taking it for themselves, smashing or spilling the jars, or even poisoning the wine if the party passes a hidden [Lore (Nature)] check. The wine is worth a good bit of gold on its own, but if the player is able to poison the wine that will make a later encounter at the Stag Lord's Fort easier.
  • Following the path southwest will reveal two traps [Perception 17] [Trickery 17] just before the second river crossing.
  • Moving north of the empty wagon past the second river crossing the party will run into a pair of bandits, as well as a [Perception 15] check to reveal a hidden cache with a Ring of Protection +1 and a Masterwork Heavy Flail.


Examine the old hut that the Stag Lord is interested in[edit | edit source]

  • Now we know the location of an old hut that the Stag Lord wanted destroyed for some reason. We're going there to find a way to fight the enchanted fog.


  • From here the non-linear player experience really starts to pick up, and the player has a variety of options moving forward:
    1. The first option would be for the player to proceed with the current quest line since they're already out and about. Heading northwest along the Thorn River will bring the player to the Abandoned Hut, which hosts the next stage the this quest line. Be aware that traveling this path is likely to force a 'random' encounter with some Technic League slavers and start the quest Hand of the Technic League, and the encounter can be very challenging since the player has no time to buff up or otherwise prepare in advance, and this will be one of the earliest showcases of enemy magic users.
    2. For the second option, if the player is concerned with the passage of time affecting the progress of the quests they're on then they may want to return to or take the first steps towards resolving A Bitter Rival. Dallying for a while won't drastically affect how the quest plays out if the player has already cleared the Ancient Tomb, and trying to resolve the conflicts at Old Sycamore will be more difficult without taking the time to explore and acquire more equipment and experience beforehand. If the player hasn't been to the Ancient Tomb yet they should proceed due east from Thorn Ford to that location, or if the player has cleared the Ancient Tomb already they should head southeast along the Thorn River until they have revealed the location to Old Sycamore.
    3. For the third option, if the player has been diligent about picking up as much loot as possible, it's highly likely that the party's encumbrance is pretty high at this point. Traveling back to Oleg's Trading Post may be a good idea in order to offload loot, allow the party to rest up, turn in any quests they've completed, and purchase new equipment from the assorted merchants around the trading post. If the player chooses this option it may be a good idea to head along the likely unexplored northeastern path to discover and clear the Boggard Hunting Grounds along the way. Upon arrival Oleg should offer up the quest Tuskgutter, which Amiri will happily jump at the opportunity to join in on. This is as good an excuse as any to take some time to explore the region and uncover some areas that are unrelated to the plot or any quests at all. Traveling to the east and southeast of Oleg's Trading Post will reveal locations such as the Endless Plains, Two-Rivers Field, Fangberry Cave (related to Fangberry for Bokken), the Waterlogged Lowlands, Nettle's Crossing, Riverine Rise, and Ratnook Hill. Almost all of these areas are within reason for the party to explore at this point, with Ratnook Hill being the only exception; the party can likely handle locating and disarming the traps outside of the cave for some easy experience, but the cave's inhabitants will probably be too strong for the party until Chapter II. Exploring further west is best left for when the player would like to continue with Stolen Land and complete Hand of the Technic League and Find the Temple of the Elk.

Search for Nugrah?[edit | edit source]

  • Maybe we should find Nugrah the druid — the insane father of the Stag Lord.


  • Regardless of the player's approach, when the time comes to visit the Abandoned Hut the path will vary depending on where the player is coming from. If the player is coming directly from Thorn Ford or Old Sycamore, travel northwest, while a party coming from Oleg's Trading Post will have to travel west. Oak-That-Strayed is a single encounter location just to the east of the Abandoned Hut that the player will reveal either coming from or returning to Oleg's Trading Post, and is worth stopping for in both cases to pick up the Restovic Sorceress's Discharged Staff located in the northwester corner, though the encounter may be a bit tough for a low level party.
  • Upon arrival, the Guardian of the Bloom will appear and guide the party towards a vision of Nugrah and the man who would become the Stag Lord; be sure to pick up the herbs next to where the Guardian appears as it can be used later in this area. Right next to the vision is a hidden crate requiring a [Perception 8] check to notice.
  • Following the path forward leads to a fork in the road:
    1. Taking the left path leads down a small hill with a couple ferocious wolves, a collapsed well with Nugrah's Old Notes, and a pile of rubble with an Ancient Rostlandic Coin requiring a [Perception 17] check to notice.
    2. Taking the right path leads to a dilapidated hut and another vision of Nugrah and the Stag Lord.
  • The dilapidated hut has a chest with a [Trickery 21] lock, which may be a difficult check at this level, so save before trying to open if you're committed to not returning to the area later.
  • Moving further east will cause the Guardian to manifest again, encouraging the player to continue searching the area for more clues regarding Nugrah's whereabouts and sharing more about herself if the player asks. Continuing just behind her will prompt a [Perception 1] check to notice a loose stone with Nugrah's Lost Note; picking this note up will cause the Guardian to reappear and task the player with going to the Temple of the Elk and cleansing whatever curse plagues it.
  • Directly west of where the Guardian appears is a [Perception 6] check to reveal a pile of rubble with a Token of the Dryad.
  • Inside the deserted house is a single ferocious wolf, and a seemingly empty chest. This chest allows the player to store items however, and the dried herbs laying around beside it, combined with Nugrah's Old Notes should be enough clues to indicate that the player will need to leave some herbs inside the chest. Make sure that you right click and split out one unit of herbs before dropping them in the chest, as the magic of the chest will consume all of the herbs in the stack. Make sure you hang on to the book, "Of Transmutations and Bodily Poisons", Part I, as it will be used later on for An Ancient Formula.

Uncover the mystery of the ancient Temple of the Elk[edit | edit source]

  • We looked into the past of the Stag Lord, and his cruel druid father. After talking to his/her invisible advisor, our leader has made a decision. It's time to move on! The ancient Temple of the Elk awaits us — where we shall face the source of that ominous fog.


  • Travel south from the Abandoned Shack to reach the Temple of the Elk; the player may either head back east and cross the Thorn River at Thorn Ford, or wrap around the river from the west.
  • Upon arrival the Guardian will appear briefly to warn the player of the dangers ahead.
  • Immediately west of the starting location is a [Perception 15] check to notice some brambles with a Token of the Dryad.
  • To the northwest, in some brambles right next to a Primal Dire Boar, is another Token of the Dryad
  • Towards the northeast is a Bear-like Treant, a powerful foe for the unprepared early-level party thanks to its DR/5 (cold iron). Unfortunately, the treant is mauling one of your future companions, Tristian; the poor cleric won't be able to help at all in this encounter, and is quickly knocked out of the fight. Don't worry, he will be revived once your enemy is defeated.
  • The western side of the platform has a hidden chest requiring a [Perception 17] check to notice.


Talk to Jhod about our adventures in the Temple of the Elk[edit | edit source]

  • Now that the Temple of the Elk is cleared out, we can return to the trading post, catch up on the news and discuss our future plans. And, of course, tell Jhod what happened in the Temple!


  • After the party has spoken to Tristian and either recruited him or turned him down, and assuming the party has had an encounter with Kalannah it might be a good time to tackle the Technic League Encampment to free Regongar and Octavia, fleshing out the full roster of companions for this chapter of the game. To follow this walkthrough in the Technic League Encampment, please refer to the article for Hand of the Technic League.
  • If the player has picked up Tuskgutter (quest) at some point and has Amiri in their party, now could be an opportune time to complete that since Tuskgutter's Lair isn't too far from the Temple of the Elk. Refer to that quest's article for a walkthrough.
  • If the player has not yet had a dream about the drowned man in the form of an illustrated book episode, they likely will soon; the dream refers to the Shrike River, which really mean that the player needs to explore Nettle's Crossing. If the player still hasn't been back to Oleg's Trading Post yet, now would be a good time to head back to pawn some equipment, turn in Finding the Temple of the Elk, and likely level up if they haven't already.
  • The player will need to wait for the fog from the Temple of the Elk to clear before continuing with Stolen Land, so this would be a good time for the player to head to Nettle's Crossing to resolve the nightmares from Riverbed Nightmare. This is also good opportunity to explore areas located in the eastern parts of the Outskirts as mentioned earlier in this walkthrough, including the Endless Plains, Two-Rivers Field, Fangberry Cave, the Waterlogged Lowlands, Riverine Rise, and Ratnook Hill, most of which hold short encounters detailed in their location article:
    1. The Endless Plains have a solitary Manticore, which should give the party a run for their money, but is killable as early as level 2 with some luck. Refer to the location article for more details
    2. Two-Rivers Field has a handful of wolves and boggards. Refer to the location article for more details
    3. Fangberry Cave is a quest location involved in Fangberry for Bokken. Refer to the quest article for more details.
    4. The Waterlogged Lowlands are an illustrated book episode rather than an explorable area. Refer to the location article for more details.
    5. Riverine Rise has a single Large Water Elemental and some minor loot. Refer to the location article for more details
    6. Ratnook Hill has a series of traps and a few Wererats, the latter of which will probably be too strong for the player's party to handle until Chapter II. Refer to the location article for more details.


Wait until the fog clears away[edit | edit source]

  • Our priest friends Jhod and Tristian recommend we wait until the fog clears away. Then we'll finally be ready to set off for the Stag Lord's fortress!


  • At this point the player will need to finish the next stage of A Bitter Rival before they can continue with Stolen Land. Please refer to that quest's article to pick up with the confrontation at Old Sycamore.
  • There are a several areas that can be explored before the player goes to the Stag Lord's Fort for some final pieces of loot and experience if time permits:
  1. If the player still has not taken care of Tuskgutter (quest), they should take care of it now since starting Chapter II will inundate the player with plenty of other quests to resolve. Please refer to the quest article for more details.
  2. The Glade in the Wilderness is home to Silent, the Wolf Alpha and his pack. Please refer to the area article for more details.
  3. The Old Mesa has a single Greater Werewolf; the creature's DR10/silver will make it difficult to damage, but sneak attacks and spells should make the encounter winnable. Please refer to the area article for more details.
  4. The Tranquil River Bend can be located west of Tuskgutter's Lair. This area is swarming with boggards, and not the weak ones that the player has encountered thus far. The rewards for completing this area in Chapter I are plentiful, but will likely require backtracking to rest frequently as the enemies are quite difficult for the level the player's party should be at right now. Please refer to the location's article for more details.
  5. Three-Pine Islet has several Tatzlwyrms, which shouldn't be too dificult to fend off. There is a loose tile hidden with a [Perception 8] check with some minor loot to the north, and a Scorched Fragment of a Necklace hidden in a pillar with a [Perception 20] [Trickery 20] trap around it. One of the sacks by the abandoned boat has the Rice-n-Nut Pudding (recipe).
  6. The Trail in the Hills has a single Mature Leopard; the leopard is a sack of hit points and has a ton of attacks with a high attack bonus, but deals little damage per hit and has a rather low AC. Have a tank head in first buffed up with everything the party has; Shield of Faith, Barkskin, and Blur are all strong low-level spells for this purpose. Make sure to pick up the Scorched Fragment of a Necklace in the southeastern corner near the edge of the map. Please refer to the area article for more details.

Defeat the Stag Lord[edit | edit source]

  • Finally it's time to perform the feat that we're here for! Attack! Assault the Stag Lord's fortress! The fate of the Stolen Lands hangs in the balance.


  • With Tartuccio's scheming out of the way, and exploration finished up for this chapter, it's finally time to put the Stag Lord to the sword. Head south from Oleg's Trading Post to reach the Stag Lord's Fort.
  • If the player spared Kressle during their encounter at Thorn Ford she'll be waiting outside the walls of the fort with a group of like-minded bandits who are done working for the Stag Lord. Kressle is willing to help the player's party fight the Stag Lord if they wish, suggesting a direct frontal assault. This isn't a good idea since the player won't have the same opportunities to make the encounter with the Stag Lord easier that that would otherwise have clearing the fort out first. Suggest that Kressle only join when she hears the sound of fighting, and she will wait to enter combat until the player has engaged the Stag Lord.
  • Head to the northeast of the starting location to find some Thylacine feasting on a corpse in a ravine. The body has a Ancient Rostlandic Coin, but there is nothing else to see in the eastern part of the fort's exterior.
  • Return to the starting location, then head either north or west:
  1. Following the path north will lead directly to the front gates of the fort. Interacting with the gate will give the player several options, most of which end with the player assaulting the fort outright. The (Lawful Good) option will take the player's party directly to the Stag Lord and his lackeys. In this case the honorable path is also a royal pain, as carving your way through the camp the old fashioned way will give the player several opportunities to make the encounter with the Stag Lord easier.
  2. Alternatively, the player can convince the bandits to let the party in with a [Bluff 21] check; the bandits will realize their error almost immediately after letting the party in, and will turn hostile.
  3. If the player would like a slightly stealthier entrance they can head west along the fort's walls to find a few skill check points to enter away from enemies.
  • Whichever path the player would like to take, it's worth exploring the western exterior of the fort first.
  • Immediately west of the starting location are several packs of zombies. Zombies should pose any particular challenge for the party, but they are numerous and resistant to damage, and there are a handful of Zombie Lords thrown into the mix.
  • Search the ruins for a surprising amount of loot, including a shattered stone slab with a Taldan Warrior's Dog Tag, and some rubble hidden with a [Perception 6] check to find another Taldan Warrior's Dog Tag.
  • The western side of the fort wall has two skill checks to enter the fort stealthily, a [Mobility 20] check, and an [Athletics 20] check. The player can actually pick one, jump back to the other side, then do the other in order to get a bit of extra experience. For some reason, the Athletics check is no longer able to be used if the player has opened the gates to the fort, so perform that check before doing so if you would like the experience.
  • Taking either skill check to get into the fort places them right next to Akiros Insmort, the same bandit that they may have encountered berating Kressle at Thorn Ford if they went there before going to the Ancient Tomb. Akiros has several possible interactions:
  1. If the player has a (Lawful) alignment, they may convince Akiros to submit to the law peacefully, in which case he will leave the fort and return to his homeland. This will reward the player with some experience as if they had passed a skill check.
  2. The player may attempt a (Neutral Good) [Diplomacy 23] check to convince Akiros to help them fight the Stag Lord.
  3. There is a (Neutral) option to pass an [Intimidation 18] check to convince Akiros to leave the fort now in peace.
  4. Passing a hidden [Lore (Religion) 25] check upon starting the conversation will allow the player to comment on Akiros' reverent tone about Erastil, in which case he will decide to help the player defeat the Stag Lord.
  5. Finally, the player may attack Akiros outright, in which case he will call the nearest group of bandits into the fray, unless the group has already been slain. This is the only option which will result in receiving Akiros' equipment, so if that is a priority then the conversation will have to end in combat.
  • Whether the player enters from the front gate or from the wall near Akiros, one important thing to keep in mind throughout this area is that the last bandit left alive in every group of bandits will flee towards another group of bandits, potentially extending combat encounters to encompass multiple packs of bandits in a row.
  • Entering from the front gate, there is a trio of bandits right at the gate, another trio around the campfire directly to the northeast, and a pack of ferocious wolves to the east of the campfire.
  • There is a pile of heavy crates next to the campfire blocking the way to a pair of chests; the crates can be moved, but will take 4 hours to do so unless the party passes and [Athletics 19] check. Save before attempting to move the crates if the party has buffed up, as it would be rather inconvenient to fail and expend the buffs immediately. One of the chests has a lock requiring a [Trickery 22] check to unlock.
  • Returning to the gate, proceed east into the next small pack of bandits. There is a locked satchel hidden on the well with [Perception 22] and [Trickery 17] checks; the satchel has a couple magic items, including an Amulet of Natural Armor +1, which the party likely hasn't come across before.
  • Moving west the player will reach Akiros if they haven't encountered him already; don't get close to him yet, the party will want to dispatch more bandits before engaging him so he doesn't call for help. There is also a sack with some herbs, which will be needed later on in this area.
  • Once the bandits just ahead of the stabled horses are dead, the player can return to Akiros and follow any of the choices above. Once Akiros is taken care of one way or another, it's time to take care of the Stag Lord's pet owlbear.
  • Head northeast again, past the last bandit camp that the party killed. Don't go too far, as it is the same direction as the encounter with Stag Lord, and starting the fight at this point would be premature.
  • The owlbear's cage door can be interacted with, and doing so presents several options:
    1. A succesful [Lore (Nature) 18] check will calm the owlbear. This will open up a (Neutral) option to convince the bear to help the player fight the Stag Lord, but it also allows the player to choose any of the other options still.
    2. Passing a [Trickery 14] check allows the player to lock the cage securely, preventing the owlbear from breaking out.
    3. The owlbear can be killed silently with a [Stealth 19] check, with none of the bandits any the wiser. Failing this skill check will still kill the owlbear, but it will also immediately start the encounter with the Stag Lord.
    4. A (Chaotic Good) alignment choice will allow the player to release the owlbear, in which case it will wander off on its merry way without bothering anyone.
  • Once business with the owlbear is done, keep tight to the edge of the buildings until the party comes across a large group of bandits. Do your best to prevent party members or enemies move further to the east, as that might drag our next pair of bandits into the fray.
  • Approach the next camp from the south, as approaching from the west will put the party on the direct path for a [Perception 19] [Trickery 19] trap, and will allow the player to notice a hidden travel pack with a [Perception 16] check. The upcoming bandits are two more of the Stag Lord's sub-chiefs, Auchs and Dovan From Nisroch. These two are tougher than the average bandit, and better equipped, which means they can give the player a rough time, especially since the player's mobility is cut off from the trap and Dovan will quickly drink a displacement potion at the start of a fight. Ideally the player will spot these two before combat can start so they can position properly, then start combat with a Hold Person or Grease spell to stop Dovan from getting displacement. Hold Person would be better since Dovan has a rather poor Will save, though Grease will still be useful since Auchs has a rather poor reflex save. Once Dovan has taken enough damage he will stop the fight and attempt to bargain with the player, offering the location of a stash of loot, including an Amulet of Natural Armor +1, and a Diamond; it's up to the player whether that's worth enough to offset losing his equipment, and Auchs will fight to the death in either case.
  • With Auchs and Dovan down, it's time to take on the Stag Lord. Head back west towards the owlbear's pen. If the party is low on spells and buffs it might be worth returning to the world map to rest since this is the penultimate fight of Chapter I. With all of the bases for this fight covered, recruiting Kressle, killing, recruiting, or releasing Akiros, Dovan, Auchs, and the owlbear, and poisoning the Stag Lord's wine, the player should have a lot of things going for them regardless.
  • With all preparations complete, it's time to take the Stag Lord on. Despite the build up, this fight isn't particularly hard unless all of the sub-chiefs still live and fight for the Stag Lord. The Stag Lord will instantly teleport to high ground after appearing, and several more bandits exit the building he was in behind him, so there are a decent amount of enemies to contend with. To say nothing of the Stag Lord himself, the bandit cleric and rogue should be the top priorities, the former for her penchant for casting Hold Person, and the latter because due to the number of combatants he will be able to sneak attack the party readily. The Stag Lord will likely take a few rounds to buff himself up, so take advantage of that time to lay on some heavy damage spells and ranged attacks; Hold Person can come in clutch again, as the Stag Lord's Will save is rather poor. When the Stag Lord is about to die, the player is presented with an array of alignment options in conversation: the choice doesn't really matter, all paths lead to killing the Stag Lord, but there are options for (Chaotic Good), (Lawful Neutral), (Lawful Evil), and (Chaotic Evil).
  • With the Stag Lord defeated, it's almost time to call it a wrap on Chapter I. Check to the west of the stairs for a travel pack containing that can only be found with a [Perception 21] check, then enter the building the Stag Lord came from.
  • In the central room there is a hidden chest requiring a [Perception 15] check to notice, and a [Trickery 15] check to unlock.
  • In the room to the east there are a pair of traps on the floor, [Perception 20] [Trickery 20], and [Perception 19] [Trickery 19] respectively. One chest is locked with a [Trickery 23] lock, while a satchel has a [Trickery 14] lock.
  • Heading to the western part of the house the party will find a jail cell, guarded by a [Perception 18] [Trickery 18] trap. The jail cell requires a [Trickery 15] check to unlock, and inside is the wayward druid and father of the Stag Lord, Nugrah. Unfortunately the man has gone quite mad, and believe that the party has been sent by the Stag Lord to kill him once and for all, which, ironically, is exactly what the party will have to do. Despite being caged for an indeterminate period of time, Nugrah is still quite the threat due to his level, so it is best to take him out as quickly as possible, or at least have him surrounded by melee characters to make him pay for each spell.
  • The chest in this room may seem like a red herring at first, but it operates just like the chest from the Abandoned Hut. Remember the herbs you were told to hang on to earlier? Drop one in this chest to find the true contents of the chest. The chest contains some nice loot, but the player will definitely want to hang on to the book "Of Transmutations and Bodily Poisons", Part II, as it is used in the quest An Ancient Formula.


Share the joyous news with Oleg![edit | edit source]

  • The Stag Lord is defeated! His iron hand rules the Stolen Lands no longer. Quickly, let's get to the trading post, and share the good news with Oleg!


  • With that, the journey to the Stag Lord's Fort is complete, and it's time to head back to Oleg's Trading Post for a well deserved reward and some rest. Unless the player is dangerously close to running out of time to turn in this quest, it may be worth it to carry as much of the loot as possible from the Stag Lord's Fort, even up to the party being heavily encumbered since the party has no reason to rush anymore. Don't forget to stop at Nettle's Crossing to turn in Riverbed Nightmare along the way back.
  • Again, time permitting, this would be a good opportunity to finish fully exploring the Outskirts before moving on to Chapter II as events will come hard and fast once you have your barony.


Tell Jamandi Aldori about your victory over the Stag Lord.[edit | edit source]

  • It's time to claim our rightful reward! Oleg's prepared everything we need to travel to Restov. We just need to take care of any unfinished business here and tell him we're ready!


  • Once the player is sure they've done as much exploration as they can or will during this chapter, speak to Oleg to travel back to Restov instantly. There's just a handful of conversations left between you and your coronation, but they will have long lasting impacts on the politics and intrigue surrounding your barony.
  • One of the first choices that the player will have to make during this ceremony is who their envoy will be. An envoy is someone familiar with the politics of the Stolen Lands and the countries around them, chiefly Brevoy and the split between the Issian House Surtova and the Rostlandic Aldori Swordlords. Three envoys are available to our baron or baroness to be:
    1. Kassil Aldori is the adopted son of Jamandi Aldori, and as such favors political choices that are helpful to the Aldori Swordlords. Kassil will be able to serve the baron/baroness as a general when assigning advisors, a role which can also be filled by Amiri or Regongar. Kassil will not be available as an advisor for a time due to quest related reasons, so it may be best to assign either Amiri or Regongar as your general off the bat.
    2. Shandra Mervey is an experienced diplomat who comes recommended by Natala Surtova, the sister of King Noleski, the leader of Brevoy. While Natala's thinly veiled threats towards the baron/baroness may be off putting, Shandra will favor political choices which maintain the status quo, with House Surtova continuing to rule a united Brevoy. Shandra may also serve the baron/baroness as a councilor when assigning advisors, a role which can be also filled by Tristian or Tsanna. A hidden benefit to having Shandra is that for quest related reasons Tristian will not be available as an advisor for a time, which can disrupt activities in the barony while the quest is in progress since having Tsanna available as advisor is unlikely and requires completing a quest line in a very specific way. That being said, Shandra will also leave for a time in the same chapter, so without Tsanna the barony will be left without a councilor for some time no matter what.
    3. Lander Lebeda is one of the heirs to House Lebeda travelling incognito. Lander may seem to be the go to choice for a player that doesn't want to choose between the Aldori Swordlords or House Surtova, but he comes with his own problems as an envoy. Lander will have a quest related event during the same chapter as all the other envoys, though the results of his quest line can severely negatively impact the kingdom, and some may consider his views as too immature for such an important position. Should the player choose to go with Lander, he can serve the baron/baroness as a regent, a role which can also be filled by Octavia or Valerie.
  • The player may also mingle with two other barons-to-be, Maegar Varn and Hannis Drelev. Of the two, Maegar is certainly the more pleasant to speak with, and his barony of Varnhold will play a central role in Chapter III. Where Maegar and our protagonist had to earn their way into their positions, Hannis is of noble birth and paved the way to his barony with mercenaries and gold. Not to worry, he'll get what's coming to him later on.
  • Ezvanki Keeg should be a distantly familiar face, as he was present at Jamandi Aldori's Mansion during the attack, healing Jamandi while she did battle with the summoned monsters. Ezvanki has little to share aside from some information on his position as the high priest of Erastil in Restov. If the player can pass a [Diplomacy 18] check, then Ezvanki will offer to help build a shrine somewhere in the barony free of charge.
  • Ioseph Sellemius should be another, slightly more familiar face, as he was also present at Jamandi Aldori's Mansion, though only during the introductions to Jamandi's challenge. Ioseph will offer to help the player out with some resources in exchange for an exclusive contract to use the builder's guild in Restov for construction throughout the barony. This may seem like a great deal which manifests in 500 free Build points for the player, but comes at the cost of a 25% markup on the price of all future construction in the barony. The player may eventually talk their way out of this contract with the aid of a treasurer, but that will take time and resources which may be better spent elsewhere. If the player can forego the instant gratification of the initial build points, then declining the offer will be more profitable in the long run.
  • When all of the banter is over, it's time to get to the moment we've been building towards this whole chapter: your coronation! Speaking with Jamandi will give the player their chance to declare which envoy they have chosen, followed by a short cutscene of Jamandi officially bestowing the player with their noble title.
  • And with that, you've finished Chapter I! Hopefully this walkthrough has been helpful thus far. For now, it's time to proceed to Chapter II, kicking off with the quest How to Build a Kingdom.