Your first stop on the Swamp Witch’s Hut Expedition is the Kobold Trail area, which will be marked on your map as the Whitish Hills if you discover this area before the Troll Invasion event appears. This area is found just across the Murque River, and an ideal place to make the crossing is at the aptly named “Ancient Crossing” node, which is just southwest of the Bandit Camp area. To reach this area from the capital, follow the directions below:

  • Northwest
  • Southwest to reach landmark: A Ford Across the Skunk River
  • South (cross Skunk River)
  • Southwest
  • South to reach landmark: Lone House
  • Southwest
  • Southwest to reach the Murque River
  • Northwest (path turns north and runs along Murque River) to reach landmark: Ancient Crossing
  • South (cross Murque River)
  • Northwest (path veers southwest)
  • Southeast

If you’re following the walkthrough chronologically, however, you’ll most likely be at the Ancient Watchtower area, the directions from which are as follows:

  • Southeast
  • South to reach landmark: Ancient Crossing
  • South (cross Murque River)
  • Northwest (path veers southwest)
  • Southeast

However you reach it, enter the Whitish Hills area to discover… an Illustrated Book Episode!

  1. “Defying all danger, we followed the path.”

Pass a [Lore (Nature) 15] check and you’ll get a variety of options, most of which just provide flavor text. If you still have some Rope in your inventory, however, you can pick the following option:

  1. Precautions were definitely in order. We readied a rope to ensure the daredevil’s safety.

This does not use up your rope, fortunately.

  1. [Choose a character] We talked it over and chose a volunteer to try crossing the river.

Rope or not, proceed with the crossing and you’ll see several scores displayed. Only Mobility immediately matters, the Strength and Athletics checks are just there to save you if something goes awry.

(1 of 2) Choose a character with the best Mobility score,

Choose a character with the best Mobility score, (left), and if you make it to the other side of the river you’ll find a kobold shrine you can venerate, desecrate or ignore for various rewards. (right)

  1. [Mobility 15] …jumped to the other side.

If you pass this check, you’ll make it across the river and to the end of this illustrated book episode, if not, or if you pick the option …flail his/her arms about wildly, trying to regain his/her balance. you’ll be presented with further checks, either an [Athletics 15] or [Strength 15] check, with the latter only being available if you used the rope earlier. Fail either of those and you’ll have to pass a [Fortitude 20] check to try and mitigate the damage you take for your previous failure.

If you fall into the water, you’ll still be able to make it to the end of the illustrated book episode by picking the option Refusing to give up, we went in search of another way to cross the river. followed by It wasn’t long before we found where the mysterious kobold path led.

Whether you manage it via a successful Mobility check, or by taking the long route, once you’re across the river you’ll eventually stumble upon an example of kobold craftsmanship the likes of which you’ve never seen before. To deal with this odd shrine you have three options: the [Neutral Good] decision to respect and repair the shrine will result in you finding an Emerald, the [Neutral] decision to leave it alone will bestow the good luck of running across some boars, which will net you Camping Supplies x6 and the [Chaotic Evil] option will allow you to pluck a Ruby from the shrine’s remains. Everybody wins, but the evil approach is the most lucrative.

Note: If you’re exploring this area as part of the Swamp Witch’s Hut Expedition, the next area in the expedition is the Kobold Camp.

Guide Information

  • Publisher
    Deep Silver
  • Platforms
    Linux, Mac, PC
  • Genre
    RPG
  • Guide Release
    29 January 2020
  • Last Updated
    24 November 2020
    Version History
  • Guide Author
    Nathan Garvin

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At the mansion of the Swordlord Jamandi Aldori, adventurers have gathered, lured by the promise of dominion should one of them conquer the nearby Stolen Lands and oust its current overlord - the Stag Lord. You are one such adventurer, and Jamandi’s offer isn’t just a benevolent call-to-arms to make the Stolen Lands safe for normal folk, there’s political angles to its conquest, and the ultimate allegience of its new ruler. More than that, however, a sinister, primordial force has her own interests in the Stolen Lands, and a desire to see new rulers rise… and fall. The Pathfinder: Kingmaker guide includes a full walkthrough of the game’s main campaign, including various side quests, companion quests and strategies.

Inside the guide:

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