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Stag Lord's Fort is a location in Pathfinder: Kingmaker.

StagLord'sFortInterior

Notes[]

  • Location is revealed through Stolen Land quest, high perception check is just a technicality so that you don't discover it manually.
  • You can get inside the fort through the gates or through the broken wall passage with (Mobility 20) and/or (Athletics 20) checks.
    • Passing the Mobility check will get you to the other side and +18xp. Failing will damage the whole party with 3d6 Slashing damage.
    • Passing the Athletics check will get you to the other side and +18xp. Failing will still get you over to the other side, but 4 hours will pass and alarm will be set off.
  • Dialogue (Stag Lord Fort's Gates) will begin if you interact with the gates. You have several ways to deal with the situation:
    • (Lawful Good) choice to confront Stag Lord straight away on HIGHLY unfavorable terms: fighting against him, his gang and his lieutenants at the same time, while there are still several bandits in the fort.
    • Trick the gatekeeper to open the gates with (Bluff 15) (Must have met Akiros Insmort in Thorn Ford) or (Bluff 21) checks. Failing a check just lets you pick another option.
    • Leave the gates with [Attack] and [Leave] options.
  • In the fort there boxes that require (Athletics 19) check to remove them and free up some loot. Success grants +18xp. Failure makes you spend 4 hours.
  • In the middle of the fort there is a Dialogue (Caged Owlbear).
    • You can try to calm it down with (Lore (Nature) DC 18), 33xp if passed the check.
    • If you calmed the owlbear, then you can make it help you during the fight with the Stag Lord by choosing the (Neutral) option.
    • You can free it with (Chaotic Good) option, if the owlbear was calmed - it will wander away, otherwise it will attack you.
    • You can try to lock the cage with (Trickery 14) check. Success grants +125xp.
    • You can try to kill the owlbear with (Stealth 19) check. Success grants +135xp, failure rises the alarm in the fort.

NPCs[]

Encounters and Loot[]

Corpse (Ditch)
Corpse (Outside Ruins, South house)
  • 723
Corpse
Pick
Shattered Slab (Outside Ruins, north house)
Stones
(hidden DC 6)
(Outside Ruins, east house)
Dovan From Nisroch's stash (Ditch)
Chest (West from Gates)
Barrel
Satchel
(hidden DC 22)
(locked DC 17)
(Well)
Sack (Stables)
Chest
Travel Pack
(hidden DC 16)
(Viewpoint)
Chest
(locked DC 16)
(South Fort's Side)
Sack (Kennel)
Satchel
Chest
(locked DC 22)
(Kennel, behind boxes)
Chest
Travel Pack
(hidden DC 16)
(East Fort's Side)
Barrel
Bookshelf (Inside, East Room)
Chest
Hammer
Satchel
(locked DC 14)
Chest
(locked DC 23)
Bookshelf (Inside, Bedroom)
Bookshelf
Chest
Chest
(hidden DC 15)
(locked DC 15)
Bookshelf (Inside, Hallway)
Barrel
Crate (Inside, Storage)
Magic Chest
(Use Herbs)
(Inside, Prison)
Dialogue
(Regongar in party)
(Entrance)
NPC / Combat
(If spared Kressle)
(Entrance Road)
Combat (Ditch)
Combat (Outside Ruins)
Combat
Combat
Climb over the wall. (West Wall)
  • Mobility DC 20, +18xp
    Get to the other side on success, 3d6 Slashing damage on failure
Broaden the passage by force.
  • Athletics DC 20, +18xp
    Get to the other side. On failure waste 4 hours and alarm will be activated.
Return behind the wall.
  • Mobility DC 0
    Get to the other side on success. Breaks on failure.
Gates
(If interacted from outside)
(Gates)
Combat
Combat (West from Gates)
NPC / Combat (Stables)
Combat (Stables)
Combat (South Fort's Side)
Combat (Kennel)
Move the boxes.
  • Athletics DC 19, +18xp
    Remove boxes, waste 4 hours on failure.
Dialogue (Owlbear Cage)
Combat
(If released)
Combat (East Fort's Side)
Trap
Combat
Dialogue
(Midfight)
Combat (Main House)
vs.
Allies
(Whoever befriended)
Dialogue
(After Battle)
Trap (Inside, East Room)
Trap
  • Acid Arrow Trap code
    • (hidden DC 19), (disarm DC 19), +36xp on disarm
    • CL 1
Trap (Inside, Storage)
  • Spikes Trap code
    • (hidden DC 18), (disarm DC 18), +27xp on disarm
    • CL 7, 8d6+5 Slashing damage
Combat (Inside, Prison)
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