Discover how to reach the Bandit Camp in Pathfinder: Kingmaker, and decide whether to fight, recruit, or banish its inhabitants. Learn about loot and choices.
Alright, so you're looking to find this Bandit Camp in Pathfinder: Kingmaker. It's not exactly a major stronghold, more like a small gathering of five bandits, including a leader and a couple of named folks like Shortie and Berta. They're hanging out with their latest haul. You'll find this area nestled between the Lone House and the Ruined Watchtower, but the direct route isn't obvious, so we'll have to take the scenic path.
Getting There:
If you're coming from the Lone House area, you'll want to head generally Southwest, then continue Southwest until you hit the Murque River. From there, swing Northwest, following the river as it curves North. Keep heading North, and then finally East to reach the camp.
If you're starting from the Ruined Watchtower, it's a bit simpler: head Southeast, then East.
The Encounter:
When you approach, have your tankiest character lead the way. The bandits will initiate a chat, and honestly, Shortie isn't exactly the sharpest tool in the shed. It seems like a fight is coming, but the Bandit Leader, seeing your authority, might offer a deal. They're pretty cynical, seeing themselves as 'tax collectors' rather than bandits, which ironically aligns with Oleg's view. Whether you believe them or not, they'll offer to join your service.
Your Choices:
This is where your alignment really comes into play. You've got a few options:
- Lawful Good: The straightforward path is to put them down by force. It's the 'right' thing to do.
- Neutral Good: You can let them join if they promise to clean up their act and quit banditry.
- Chaotic Neutral: Tell them to get lost and leave your lands. Surprisingly, they'll actually listen!
- Lawful Evil: Accept them into your service, but make it clear that all their 'taxes' belong to you now.
- Chaotic Evil: Let them join, but only if they first kill Shortie. This will trigger a fight against Shortie with your party and the other bandits siding with you.
Fighting the Bandits:
If you decide to go the combat route, don't worry too much. They're not as tough as the bandits you fought near the Lone House. Simple buffs like Bless and Prayer should be more than enough. The rewards for defeating them are pretty good: the Bandit Leader drops a Bastard Sword +1, Scalemail +2, and a Light Shield +2. Berta has a Shortbow +1, and Shortie carries a Shortsword +1 and a Masterwork Shortsword. Plus, there are other bits and bobs that should net you a few hundred gold.
Loot and Treasure:
Regardless of how you handle the bandits, there's more loot to be had. Check the chests and crates near their wagon for a Wand of Cure Light Wounds, a Heavy Mace +1, two Scrolls of Haste, and Torag’s Pendant, among other miscellaneous items. If you're feeling particularly thorough, there's a hidden stump southwest of the camp. With a Perception check of 25, you can loot it for some extra gold.
Final Thoughts:
Ultimately, how you deal with this bandit group is up to you and how you want to shape your rule. Whether you're a ruthless enforcer, a forgiving leader, or someone willing to employ less-than-savory characters, the game offers you the choice. Just remember, accepting these bandits into your service might cause some unrest in your kingdom down the line.
If you're wrapping up the Verdant Chambers Expedition, this should be your last stop before heading back to your capital. Time to sell off that extra gear and prepare for your next adventure!
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content