GRIM DAWN · CAIRN · BOUNTIES

The Long Road

The Rovers' bounty table sends you chasing ghosts through Old Arkovia's ruins more than anywhere else — here's where all twenty targets actually are.

The Long Road cover art

The situation

A faction built on exile, running a board built on ruins

The Rovers call themselves Rhowari — descendants of a king who renounced his throne rather than watch Arkovia fall to its own arrogance. Fittingly, their bounty table sends you back into the wreckage of that fallen city more than any other faction's does. Where Devil's Crossing and Homestead spread their targets across open wilderness, the Rovers keep pulling you underground, into the Undercity, the mines, and the ruins that gave the Rhowari their reason to leave in the first place.

That makes this board more vertical than most — several bounties stack inside the same multi-level dungeons rather than sitting in open fields, which changes how you plan a run at it.


The method

The mechanics are identical — the terrain isn't

01

Same rules as every other faction table

Up to five bounties available at once, one active per faction at a time, and a target only becomes killable for credit once its bounty is accepted — pre-clearing an area first just means a respawn later.

02

Plan by dungeon level, not just by zone

Several Rover bounties specify a floor, not just a location — Mortallis on level 2 or 3 of the Steps of Torment, Zarthuzellan specifically on floor 3, the Oligarchs split across two levels of the Undercity. Knowing which floor before you go down saves a lot of backtracking through empty rooms.

03

A few targets are genuinely vague — budget time for them

Not every bounty on this board names a precise spot. Revenants and some Skeletal Golems are described only as “wherever Undead spawn,” which is accurate but not especially helpful. Treat these as opportunistic kills you pick up while doing other bounties in the area, rather than dedicated trips.


The board

Where all twenty actually are

Old Arkovia's surface — the Foothills and Four Hills

  • Cronley's Forges — three Outlaw Forges scattered around the camps of the Four Hills, all north of the Old Arkovia rift gate.
  • Grum — a skeletal monstrosity found in the ruins of the Crumbling Watch, out in the Arkovian Foothills.
  • Lord of Lost Souls — Baron Wradlith, in a cavern called the Spined Cove, also in the Arkovian Foothills.

The Arkovian Undercity

  • The Oligarchs — three spirits: Nomos Dred on the first level, Laudos Vagra and Rhovena Kur on the second.
  • The Lost Oligarch — Oligeane Dar, a fourth Oligarch with several possible spawn points across the Undercity's levels.
  • Shattered Soul — Kilrian, the Tainted Soul, found on the third level of the Undercity.

Twin Falls, Broken Hills, and Barren Highlands

  • Skeletal Knights — found wherever Undead spawn, but most reliably around Twin Falls and the nearby Old Arkovia ruins. Only kills in Act 1 and 2 areas count — summoned skeletons in places like the Tomb of Archon Barthollem don't.
  • Children of Arkovia — Harpy Accursed Oracles, spread across the Broken Hills and Barren Highlands.
  • Rixna Plaguefeather — a harpy hero with five possible spawn points west of the Broken Hills rift gate.
  • Hive Royalty — two wasp queens, Ulraprax and Ronaprax, with hives in both Twin Falls and the Rocky Coast.
  • Pest Control — Venomwing Stingers, most easily farmed from the Twin Falls rift toward the Swarming Hive or Cronley's Hideout.
  • Royal Jelly — a delivery bounty; the jelly itself can be farmed from the Stirring Hive or Swarming Hive, or pulled from your stash.

The Steps of Torment

  • Mortallis — a Skeletal Knight Hero found on level 2 (Pain) or level 3 (Misery).
  • Zarthuzellan — Grand Priest Zarthuzellan, specifically on floor 3, at the Gates of Anguish.

Smuggler's Pass

  • Voldrak — Voldrak the Destroyer, guarding the end of Smuggler's Pass.

The Foggy Bank

  • Rolderathis — High Priest Rolderathis, in the Sunken Reliquary, accessed via the Flooded Passage.

No fixed location — wherever Undead spawn

  • Revenants — Flame, Frost, or Storm Revenants, found broadly across Undead-infested zones.
  • Skeletal Golems — Skeletal Monstrosities and Gargantuans, most notable in and around the Arkovian Undercity but not confined to it.

Delivery bounties

  • Ancient Heart — gathered from your stash or farmed as needed, no fight required.
  • Equilibrium — a relic crafted at any Blacksmith, then turned in.

The mixup

Three spots where the board gets confusing

“Wherever Undead spawn” is accurate, not lazy. Revenants and Skeletal Golems really don't have a single fixed zone. If you're chasing one of these bounties in isolation, you'll likely spend more time than the reward is worth — better to pick them up while doing something else nearby.

Skeletal Knights has a hidden restriction. Only kills in proper Act 1 and Act 2 world areas count toward the total. Enemy-summoned skeletons in places like the Tomb of Archon Barthollem look identical but won't progress the bounty, which is the most common reason this one stalls out.

Cronley's Lackeys and Cronley's Forges overlap territory. If you're clearing the Four Hills for one, you'll likely stumble into targets for the other. Running both bounties in the same session, when available, saves a second trip to the same camps.


Summary

  1. The Rovers' bounty table works the same as any other — five available at once, one active per faction, no credit for kills made before accepting.
  2. Three bounties sit on Old Arkovia's surface, three more inside the Undercity itself.
  3. Six cluster around Twin Falls, Broken Hills, and Barren Highlands, several of them tied to wasps or harpies.
  4. Two are locked to specific floors of the Steps of Torment, and one each to Smuggler's Pass and the Foggy Bank.
  5. Two bounties have no fixed location at all, and two more are pure crafting or stash deliveries with no fight attached.
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