Head to Oleg's Trading Post. Return to where you found Nyta's body and put the Old Wedding Ring on her body for a small XP reward. Soon after this, you will need to meet Ekundayo (refer to the quest A Score to Settle) and Jubilost (Renowned Explorer quest). That said, if a candidate for the necklace is able to use dueling swords, the Lord Protector will make it that the wearer is a lot less likely to hit allies. If the player manages to rescue him from the trolls, he will assign the quest Guiding Beacon. On your way back, stop over at the Lone House area and pay Bartholomew (who is still in his laboratory) a visit. Black Whip is a quest item in Pathfinder: Kingmaker. You will be confronted by the troll leader, Hargulka. Guiding Beacon is a quest in Pathfinder: Kingmaker. 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They do lots of damage, have high AC, DR 15/adamantine, breathe out poison gas and are immune to almost everything. Back home, browse Hassuf's wares and buy the Onslaught Jambarts which are part of Dragn's armour set. When this is complete, click on "Settlements" and construct a a new village in the Outskirts. Unfortunately, they're not hostile so you can't get the drop on them. However, to do anything you need to prise off the lid. Nearby among the bushes is a hard-to-spot (DC27) stash containing 2000G. This is not essential but it moves the quest along organically. The latter is an annoying enemy who uses Greater Invisibility (so that most of your attacks miss) and Mirror Image (so that more of your attacks miss) before hitting you with mind-affecting magic. It is possible to recruit Bartholomew without completing certain portions of his quests. There are four Worgs and a Ferocious Worg here. Across the road, is spot where you can climb up to a small area if you pass an Athletics Check (DC22). Head east from the Silverstep Grove. After New Troll Sightings event if you visit Lone House you will find Bartholomew Delgado in his laboratory, attacked by several trolls, including Dimwit if he was not freed or killed. Ask where he might be and she'll point the finger of blame at a witch living in the Narlmarches. Buff Amiri up and head along the path a little. The quest will be completed. There is a chest to the right of some steps containing a Rusty Dwarven Key along with the Commandant's Journal (First Half). Interact with the pile of fish nearby and add your fish to the pile. If you don't, he will help you later. When he burns through a character's fire resistance, top it up. From the junction, head northeast to cross over into Varnhold and continue northeast to cross the Crooked River. Before asking about the fire-resistant trolls, ask what he is selling. Kill the troll Help Bartholomew Delgado kill Branded Troll (Healing Item). They shouldn't cause you too much trouble, particularly if you blind them with Glitterdust. When he's dead, loot the nearby container for a Dwarven Helm Shard (8/10) and a Torag's Pendant. There's a key elsewhere on the level but you may be able to pick the DC22 lock anyway. before heading north. Ignore the door to the right because you will pick up a key for it shortly. Protection from Evil is useful and Blur / Displacement on your front line fighter is essential. Make a hard save at the entrance in case you get stuck. There is a container with some gems and a hidden cache with the Cypress Queen's Goblet (1/5) among other things. Haste your party and use effects like Archon's Aura and Prayer to reduce Hargulka's melee effectiveness further. There is a body on the shore. She stole the money to pay for a printing press. Your email address will not be published. When you're ready to proceed, take the stairs down to the Depths. There's also a hidden cache in the corner with a Token of the Dryad. When there are sixteen days remaining on the curse timeline, you will receive an event, "Troll Invasion". When the area is clear, loot the nearby containers (one of them locked, DC18) for a Dart +1 along with other stuff. It doesn't sleep on a pile of gold, but there is a body in its lair with some fantastic loot: a Flaming Earth Breaker +2, the Taldan Whip (2/5), the Professor's Hat and an Extend Metamagic Rod. Don't cross but follow the trail east to find a new crossing point at the aptly named Ford Across the Skunk River. They're mostly low level and no threat. The crates in the cart contain minor loot and supplies. Follow the dog until you find a man called Ekundayo. You can grab a Masterwork longsword from the Werewolf and find a stash a short distance further south with a decent amount of gold and gems and a Taldan Warrior's Dog Tag. There's a trap at the end. The inactive one is soot-blackened. Leave and return to the main trail. There's an exit to the lower level in this room and you can get to the east of this level from there. The next time Dragn visits your throne room, he will tell you that the armour he is working on has been stolen and tell you that the thief is by the Thorn River. You have to kite Kargadd into the area with sunlight. So not terribly useful. It's high time we looked for this Lost Child. Open the chest for the Soot-Blackened Hammer (5/5) and a Shock Frost Heavy Mace +1. Send just one person through the gate at the top to trigger the two Ancient Will-o'-Wisps, otherwise you'll get bottlenecked. Sometimes being a goody-two-shoes doesn't pay off. Head across to the other side of the path where you will find three Ferocious Wolves and two Alpha Wolves. Pay attention to the Sniper at the back of the group because it is somewhat dangerous. The loot container in the corner holds an Ancient Cyclops Coin. He'll help you later if you let him live. You will find Varrask the Wildfist standing near your starting location. Return to the bandit room. When Hargulka is dead, turn your attentions to Tartuk who is hopefully nauseated, blinded and paralysed. Don't refuse. When you're travelling the world map, you might bump into this guy. This will summon an Ancient Will-o'-Wisp and two War Wisps. Otherwise You will be fighting Jazon, who is a Branded Troll, a second Troll, a Troll Rock Thrower who skulks at the back of the room doing what he does best and a bunch of Kobolds including a pair of shamans. At the next crossroads (close to Tuskgutter's Lair), head southwest. Outside in the square, a new merchant named Enneo the Travelling Merchant has set up shop. If you have a day to kill because you're waiting for an event, opportunity or project to complete before you hit the trail again, you're probably strong enough to take on Ratnook Hill. Continue round to a fallen tree leaning against the wall. Search among the undergrowth to the right of the bridge for another Taldan Warrior's Dog Tag. Blind the Trolls with Glitterdust, stick a couple of attackers on the Branded Troll and make sure you take down the Boomsayer who simply spams Thundercall to make you miserable. If you have Nazrielle's Cursed Sword, pay a quick visit to your settlement to give it to her. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. Fortunately, she'll spend her first round casting Summon Nature's Ally. He is speaking to someone named Amalia, who is an adherent of the cult. This will give Valerie a decent attack boost which she will need against his 29 AC. Tartuk will question why you're here killing trolls and kobolds. It's more-or-less immune to fire. Otherwise, arm yourself with the Mallet of Woe. Do not take the Neutral Good choice - it will cost you your rope! Thank you, Valerie. There is a trap on the floor and the room is occupied by a Kobold Death Shaman and six Greater Giant Spiders. Win or lose, Valerie will get something to remember Sinnet by: a scar across her face. Immediately south is a hidden panel in the wall which contains minor loot. There are two more bas reliefs which are DC19 and DC27 to decipher. Head left to pick up a Token of the Dryad and some minor loot and then go through the door on the right where you will find Jazon. You can question him further about this troll, Kargadd, and you will learn that its weakness is sunlight. Hostility ensues. If you have a pet Smilodon, you'll know that it has lots of attacks and the Smilodon-like Treant is no different. If you examine the walls nearby. They will spend the first round buffing themselves so hit them with Stinking Cloud and see why it is so highly rated. All rights reserved. You will see Dragonleaf Gulch to the south (assuming your Perception is high enough) and Ironstone Gully to the east. When you're ready to proceed, head west to the Verdant Chambers. Buff up and head down to meet the trolls. If you got one of the wererats to drink the formula, you'll have one less enemy to deal with. Memorize them, set the plates right on the upper level, then go back and enjoy your chest with some gold and excellent armor. You'll probably want to take a little time to level up your advisors at this point since there is nothing else pressing. Head to Narlkeep and return the armour to Dragn to make him a happy dwarf. As you approach the area exit, there will be more Tatzylwyrms to steamroller and a hidden stash next to the road with minor loot. Return to the world map and you will be back at the location where you met the escort. Further in the cave is another group of Centipedes, this time with a second Tremendous Centipede. There are plants along here called Mudleaf. Make your way east along the southern part of the settlement and search the rubble next to a dilapidated shrine for a Taldan Warrior's Dog Tag. Go back downstairs and speak to Tevi and give him something to do. Clearly he's not all there. Make your way along the wall and you will come to the location where you would have climbed up to. You can speak to him about what's going on in the village for some interesting background info. Be careful as you make your way down because there is a trap (DC22) at the bottom. Suggest that you look for it together and Jubilost will agree to join your party. A couple of days after the letter arrives for Valerie, Jaethal will demand to see you in the throne room. The Cyclops drops a Greataxe +1 while the Zombie Lord drops a Masterwork scimitar. Unwanted LegacyWhen you've killed the two trolls that Hargulka leaves behind, quick save and examine the nearby statue of Torag. So Shall You ReapDon't pursue the fleeing cultists. The check is made by your main character, so choose whichever one is most likely to succeed. Levelling Loyalty up to rank 3 will allow you to annexe Kamelands while levelling up Community to rank 3 will allow you to claim North Narlmarches. Head north to find a Dizzyhead and a Token of the Dryad along with two Giant Slugs. The next room down is used as a larder. Return to the path and start making your way east to the deserted village, cutting your way through a Greater Worg and three Ferocious Worgs. Head west from here to some low ruins. Jhod tells you that the curse afflicting the place will reach its peak strength in a month. So, shall I release the troll or let Bart continue wioth his experiments? If you speak to Tartuk you can learn a great deal about the kobolds. There are five more at the bottom of the slope in two groups. Check the timer for the Ancient Curse quest. Bring rope if possible and keep Ekundayo with you at least for the time being. Instead, continue northwest to the Ruined Watchtower. Do not worry about it for the time being. Move your party to the right of the coffin before you attempt to get the lid off. If you read the quest description, Linzi will mention bringing a few potions of Invisibility. When they're no longer a problem, you can grab some minor loot from a hidden compartment in wall of the corridor. If you succeed at a Knowledge (World) check (DC22), you get the option to tell them that they're on a fool's errand. A nervous Linzi suggests that she knows who the culprit might be. Search a create for a Dwarven Helm Shard (7/10) and some scrolls and potions. Continue west to arrive back in the entrance. Look for a hidden cache on the path containing a Dwarven Helm Shard (2/10). Return to the previous room and interact with the switch on the floor. Clear another trap and continue northwest to find the Bandit Leader and his group. Kesten Garess will meet you to give you a whistle-stop tour.. Initially it takes the form of an illustrated book episode. So Shall You ReapIn the upcoming fight, take out Hargulka first. You'll be attacked by another group of wolves: three Dire Wolves, an Alpha Wolf and a Ferocious Worg. Being able to recruit Bartholomew as an advisor later brings two benefits. Drop a Stinking Cloud - it disables the War Wisps quite nicely. Willas arrives in your throne room demanding justice. Thank you Tristian, I was going to talk to him anyway. He will throw three fire bombs per round. You can also start a project. Fighting them will aggro an Alpha Worg, another Apha Wolf and a Dire Wolf from the right, so position your squishier characters accordingly. Head further up the slope and you will meet a (sort-of) friendly Troll named Jazon. You will see the eastern door in the bandit room open up. Head a short distance up the slope and Jubilost will announce that this is the place he was searching for, giving you 1800G. A hidden crate a short distance to the northeast contains a Sai +1. Continue further east and you will find an Amulet of Natural Armor +1 hidden in the grass. Fireball Trap (Perception DC 22, Trickery DC 22 - 36 exp): 5d6 fire damage if triggered (Reflex DC 16 for half). Exhaust his conversation options to learn that a spirit calling itself "Great Ancestor" is manipulating Vesket, the village chief. Cast Delay Poison (Communal) and head east, where you will find a Torag's Pendant among some rubble, and then north. Instead ask how you can help to learn that he needs two coins to put over his eyelids. You will have the opportunity to add Ekundayo to your party at this point. June 30, 2022 . However, this benefits you not at all so I suggest you keep it. A new update 2.0.7k is here! Continue round the corner and kill a Troll and two Trollhounds. It's not on your quest list, but there's something you can unlock now rather than later. After his turn, Ruthgert, the "First Faithful", will address the gathered throng. If you followed my Linzi build, she will have a Perception of 21 at this point. Go into the room beyond and interact with the column. Otherwise, destroy them and be done with it. Head there and speak to the exiled lizardfolk Kagar. Unlock the door next to it leading to a treasure room. He drops a unique dagger, Arcane Protector, a Cloak of Resistance +2 and a Headband of Vast Intellect +4. Return to the path and head northwest to the river. Before examining the sarcophagus, equip a melee character with Second Execution and cast Remove Fear on your party. pathfinder: kingmaker bartholomew release troll. The first task you should see to is enroute to Tuskdale. Only the Cyclops is remotely dangerous and even he can be cut down fairly easily. Just south of them is a hidden chest with some minor loot. You may want to bring Regongar with you along with Valerie if you've built her as a Sorcerer. Backtrack to the start of the level and go back upstairs. As you head down the corridor you will have to fight a Dread Skeleton Elite and three Nightmare Skeletal Champion Archers. Go north up the passage and clear two traps from the floor. There are four low pillars around the centre and three are active. After you've slaughtered them, you will find a trapped (DC22) backpack with a suit of Half Plate +2. Question him and then follow him around the place. She will ask you to meet her in the Verdant Chambers, unlocking the Just Reward quest. Continue north and you will bump into two Kobold Sentinels. Have Ekun cast Aspect of the Falcon and Sense Vitals. Then you simply need to withstand Hargulka's melee assault - Mirror Image and Displacement are perhaps more useful than Shield and Barkskin here - while Ekundayo burns through his HP pool. Another body at the foot of the tree has a Wand of Burning Arc and you will find a Token of the Dryad and the Cypress Queen's Flower (2/5) on the ground (it's hard to spot under the tree, but it's there). Continue east around the rock and then up the slope. Examine the troll behind the bars, talk to the scientist and complete the quest. Loot the opened chest for a Red Cog-wheel Ring, a Breastplate +2, the Trollreaper greataxe and a Soot Blackened Apron (1/5), the first of another relic set. Buff up before approaching the rift in the centre. Note that if you do not order him to stop, you may be able to recruit him as an advisor later. Head north to Oleg's Trading Post and when you get there, buff Valerie however you please - Shield and Displacement from a friendly Alchemist (or herself if you've built her as a caster) is good, along with Strength and Dexterity buffs. Leave them to it but kill the Trollhound with acid yourself because it regenerates. Go inside and remove the trap (DC22) from the floor panel and search it for the Devourer of Metal composite longbow which will make Ekundayo even more of a murder machine. Take a detour to the Swamp Witch's Hut to hand in the Black Rattlecaps for some gold and XP. Try to avoid being flanked so they don't inflict large amounts of sneak damage. Tartuk doesn't have many HP but he has an extremely high AC. If you have the complete set of Restovic relics, he will trade these for a story, earning you 4000G and 600XP. Otherwise, answer how you please. Visit the throne room and learn from Kesten about the unusually high troll activity in the region. Start with the top one where you will find a hidden cache containing a Bronze Dwarven Key, a Torag's Pendant some minor loot. When they're dead, search the top left corner for a locked chest (DC15) containing a Dwarven Helm Shard (3/10) and a couple of scrolls. Clear the DC 22 trap from the floor before you accidentally set it off. After seven days, when the problem has been solved, go to Shambling Steps to confront Nazrielle about the dodgy weapons. Just kill him and be done with it. Continue north and you will pass Wolf Lair to the west. You will emerge in some sort of storage room. The Evil choice gives you a ruby while the Good choice secures you an emerald. Take them out as a priority and get your squishier characters out of the line of fire. Kill them and the Dweomercat will promise her assistance at some later date. There are a couple of Tatzylwyrms and a Greater Tatzylwyrm in your way but they shouldn't be more than a minor bump in the road. The Boomsayer, as always, is the primary threat. There's a log nearby to cross the ravine (Mobility DC19) which saves some backtracking. If you met with Tristian, there will be a new event "Support the Councilor's Endeavors" which takes 14 days and will increase your barony's Loyalty rank. Run back to Tiressia and tell her that Elga Verniex is back in the village and she will give you a letter to give her. He complains about the state of the roads in your barony, even though there is no way that this place can be part of your barony at this point. Dragn Woradash is demanding compensation for use of the Shield Road which his clan used to manage. Have Ekun take out the Boomsayer while your melee attackers go after the trolls. You will find Bartholomew being attacked by a Troll, a Branded Troll and Dimwit. There is a trap at the bottom of the nearby stairs so don't go down there at this time. When you defeat him, he will shift back to human form and you have to decide what to do with him. Continue north and you will spot a log among the trees containing another Taldan Warrior's Dog Tag and minor loot. You will find out why trolls are not afraid of fire. Picking the flowers is a DC27 check so maybe save scum as well. The Candlemere itself is located to the bottom left of the capital. Return to Lake Silverstep Village (you don't need to go in if you don't want to) and you will be able to cross Lake Silverstep. The Manticore is also manageable for a beefy main character but the Owlbear is too tough for you to manage and there's something even worse if you try to leave through the front gate. Select one of the events to go to the throne room. Ignore it again and continue deeper into the trees. At the next junction, you will be able to claim another resource, Ancient River Bed. There are four Dire Boars just to the south and past them is a house, a garden with a scarecrow in it and a gate. Agree to let her keep it and then agree to go and look for it to initiate her first companion quest, Easier to Ask Forgiveness. For the last bit of back-and-forth, return to Nazrielle to complete the quest. Dog can keep one of them tripped. The DC30 Knowledge (Arcana) check gives you a clue for the puzzle in this room. Pathfinder Kingmaker has 21 unique potential advisers to help manage the Stolen Lands. Let's just say that robbing the corpse may not bring you good luck. Continue north and turn west at the crossroads. Be careful not to accidentally sell anything irreplaceable because you won't be able to get it back after leaving the area. Do not go in there yet - you'll come back later. You will also find a Taldan Warrior's Dog Tag in another container and minor loot in a third. He says that the brands are applied with some kind of artifact rather than by hand and then gives you a Wand of Acid Arrow. ALL RIGHTS RESERVED. They're not very elite, however, and will crumble readily. You can sell all the Masterwork weapon that you picked up in the Lonely Barrow to lighten your load. After the place has been made safe, search the hidden and trapped (DC22) panel in the northern wall to find a Headband of Inspired Wisdom +2. Enjoy a traditional RPG experience inspired by games like Baldur's Gate, Fallout 1 and 2 and Arcanum. Jhod will also come and see you to report on the events at Bald Hill. Order it to release the child and Shimmerglow will agree. Before speaking, you might make a Perception check (DC 20) to notice that he is exhausted. If you stop off in Narlkeep (your new settlement in South Narlmarches), speak to Dragn and ask about his family relic to initiate his artisan quest, Onslaught. Bartholomew Delgado is a reclusive mage living at the Lone House. We'll follow after him later. Do not go through the gate, because you're not able to target the Owlbear beyond (a stupid interface issue). The Goblet is the first in another relic set. There is also one group of bandits who help distract the trolls. Continue west and then north. The best option is the "[Requires Chaotic]" one which allows you to make Tartuk your vassal. Otherwise you can make a Strength or Dexterity check to start a fight at an advantage - either one troll down or the kobold shaman out cold. Make your way to the southeast corner where you will find the Scythe Tree waiting. You should be able to afford a few cool items from Hassuf. Halfway along the northern wall is a trapped and locked (DC22) with more unimportant stuff. Search the chest to the left of it to find the Soot-Blackened Tongs (4/5) and some Bracers of Armor +3. The other containers hold minor loot. If you have access to something like Hold Monster, it will come in useful. If you do so and Octavia begins to verbally bait him, you must intervene or fight him. You are looking for the "[Knowledge (World) check passed]" option which is required for the best outcome for Harrim's personal quest. Continue to the northeast of the room where there is a pair of Trolls and a group of kobolds, including an always-annoying Boomsayer. Kesten Garess will meet you to give you a whistle-stop tour. Backtrack to the Murque River and make your way east along the southern shoreline. You can try intimidating them (DC22) to get them to leave or, if you ask what they're doing, you can make a diplomacy check (DC28) to make a deal with them. You will find an exit to the outside (which you should ignore for the time being) and a couple of chests with minor loot. The trapped (DC22) chest next to contains some Masterwork weapons and a Keen Longsword +1. Let it come to you and defeat it however you please since it is not very powerful. Head northeast to a wooden house close to the eastern edge of the map and search a crate for a Frost Scythe +2 and minor loot. Quick save because the RNG is a swine. A woman named Jenna Tannersen will appear in your throne room around this time. After you've dealt with them, search the bushes to the left of the path for a Taldan Warrior's Dog Tag. You will receive this notification when the curse timer reaches 28 days. Which monsters and which dungeon are unspecified at this point. Continue east to an abandoned hut. He also drops some decent loot. Time to find out why Jenna sent us on a wild goose chase. Before entering, you may want to remove useful stuff from your companions - +2 light armour and what have you. Leave your capital and make your way west to a Ford Across the Skunk River. You will find the dog near where Amiri used to train. If you follow the "your house" line of questioning, you can mention his family. The BLT is no more powerful than the creature you fought at the Temple of the Elk ages ago. The Eyes of the Eagle and Trickster's Gloves are both worthwhile purchases from Hassuf. Defeat all enemies, and if Tig is saved, speak to him. Return to the place where you fought the trolls and kobolds and head west. Click on the cart to start an storybook sequence. Quicksave and go east for an illustrated book episode. Unwanted LegacyQuick save before examining the glowing rune on the back wall. A couple of days before the curse develops, head back to your capital. Speak to Lykka nearby who's a friendly nixie. You will learn that the Great Ancestor has ordered them to plant dope-weed instead of heal-herb. The Greater Trollhound has 150 HP and a howl that causes fear. Head down the path and meet a dog. 5. You will come across a group of five seriously outclassed bandits (all 3rd level). Talk to them, they will ask you to kill the Scythe-Tree, who destroyed the village. Grab the three volumes of 'Transmutations and Bodily Poisons' for Bokken and make sure that Valerie is in your party. When it's clear, you can head down to the Ancient Tomb. Bokken will somehow figure that he needs to test the potion on himself and will undergo a surprising transformation.