Complete the Return to the Verdant Chambers expedition in pathfinder kingmaker. Defeat the Giant Flytrap, Owlbear, Young Hydra, Manticore, and Redcaps.
- 1Upon entering the area, you will immediately face the Nymph’s Giant Flytrap. This creature has a high Attack bonus, attacks frequently, deals 15-20 damage per hit, and possesses substantial HP and a decent Armor Class. Your entire party starts surrounding it, which can be used for flanking but requires moving archers and casters out of immediate danger to avoid attacks of opportunity. Immediately after, buff your party with Haste and Prayer. Winning this battle may require multiple attempts and some luck.
- 2Alternatively, upon spawning, run northwest to the keep’s gate. Veer northeast at the gate and attempt a Mobility 20 check to jump the gap. If successful, heal, buff up, save your game, and then cross back over the gap to engage the Giant Flytrap on your terms. This strategy yielded more favorable results than fighting it immediately.
- 3With buffs hopefully active, heal and proceed into the keep to confront the Owlbear, Young Hydra, and Ferocious Manticore (or whichever are still alive). Use careful luring to fight these creatures one at a time. Be cautious when navigating your party through the gate, as movement assignments can sometimes register to the top of the wall instead of the ground. The Owlbear is likely the most dangerous of these, but manageable for a fully buffed party.
- 4Loot around the exterior of the keep to find a Torag’s Pendant.
- 5Work your way up to the walls and kill the three Redcaps, including the one on the northeastern walls. Defeating the third Redcap concludes this area's combat encounters. The Guardian of the Bloom does not appear.
- 6Discover hidden treasures: on the northernmost section of the walls, a pile of rocks with a Perception 23 check hides a Torag’s Pendant. The eastern-most turret hides another Torag’s Pendant with a Perception 9 check.
- 7Head down into the courtyard and search near the tree for a third pile of rocks hiding a Token of the Dryad.
- 8Near the steps to the west of the tree, a final pile of rocks with a Perception 9 check houses a Rune-covered Ancient Leather Scrap.
- 9You can attempt to disarm a trap inside the keep. Go up the stairs from the courtyard and enter the keep. Before a locked door, you will find a trap requiring Perception 36 and Trickery 36. Disarming this difficult trap yields a hefty amount of XP; in one playthrough, 1,440 XP was gained. Failure will be punished.
- 10With these tasks complete, exit the Verdant Chambers.
After the Verdant Chambers Expedition:
You have now completed the exploratory expedition in the Verdant Chambers. Chapter 2 still has much to offer, including more expeditions, large areas to explore, two main quest chains (each with two parts and a total of fifteen sub-main quest segments), and several involved side quests. The first superquest, Troll Trouble, is about to begin. It is suggested to return to the barony to check for future developments, which will be covered in the Troll Trouble - Events Overview section.
- Consider using the Mobility check to jump the gap near the keep's gate to gain a tactical advantage against the Giant Flytrap.
- Buff your party with Haste and Prayer before engaging major threats.
- Lure enemies one at a time when possible to manage combat encounters more effectively.
- Be aware of potential movement assignment issues when navigating the gate into the keep.
- The trap inside the keep is very difficult; save your game before attempting to disarm it.
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