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Pathfinder: Kingmaker
Official Strategy Guide

Developer: Owlcat Games
Publisher: Deep Silver
Author(s): Nathan Garvin
Editor(s): Claire Farnworth
First Published: 25-09-2018 / 00:00 GMT
Last Updated: 24-09-2019 / 02:50 GMT
Version: 1.0 (????) 24-09-2019 / 09:43 GMT

Pathfinder: Kingmaker Official Guide

7 hrs ago · Guide Information · Version History

Chapter 2 - South Narlmarch/Kamelands Expedition

Whitish Hills

Your first stop on the search for the Trolls is the Whitish Hills, which will require you to cross the Murque River. An ideal place to do this is the Ancient Crossing, an empty node that for landmark purposes has a name. To reach this area from Tuskdale, 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

Lot of steps in this journey, and yes, there’s sadly no more direct a route than this. Not that you’ve discovered, anyway, although there’s an alternate route that takes you past the Ruined Watchtower. In any event, 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. [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, 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.

Guide Information

  • Publisher
    Deep Silver
  • Platforms
    Linux, Mac, PC
  • Genre
  • Guide Release
    25 September 2018
  • Last Updated
    24 September 2019
    Version History
  • Guide Author
    Nathan Garvin

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