These are the children of Kargadd, the troll that Ekundayo is sworn to kill. Head there, in the upper right corner you will meet two fairies Falchos and Tiressia. Go up the path to meet Sinnet. This will bring Jethal's quest to a conclusion for the time being. You will find the thief, Kergan, trying to palm the armour off to a seller. Unwanted LegacyWhen you've killed the two trolls that Hargulka leaves behind, quick save and examine the nearby statue of Torag. Initially, only the Young Hydra is in aggro range. Before leaving, help yourself to provisions and minor loot from the containers in the hut. Jubilost is standing on the near side of the river. STR: 10, DEX: 18, CON: 16, INT: 16, WIS: 12, CHA: 10. If you brought a rope, this should be an easy check. I think the trolls are overpowered in your case (or may be Bartholomew died because of AOE damage from your attacks/spells). pathfinder: kingmaker bartholomew release troll. Cast Protection from Arrows (Communal) if you are able to along with any other AC boosts. You have a number of options. There is a body on the shore. Kesten Garess will meet you to give you a whistle-stop tour. They're not hostile, so position your characters strategically and speak to Ivar who will promptly change into a wolf himself. When they're dead, Jaethal will come up with a jolly wheeze: raise one of the elves as an undead pal. There is a building in the north of the area that requires a key so ignore it for the time being. After looting their bodies, look under a tarpaulin for a Cloak of Resistance +1. These are fairly powerful creatures with 102HP and a nasty acid spit attack. Unlock the door next to it leading to a treasure room. You will earn 375XP for saving his life. If you heal him, he will start to utter a curse. For the best outcome to Jaethal's character arc, allow the elf girl to die. After a short while, you will be attacked by a War Wisp. Being able to recruit Bartholomew as an advisor later brings two benefits. Question him and you will learn he is the Wilber named on the coins and that they are a curse. Do not take the Neutral Good choice - it will cost you your rope! If you choose to wait, three hours will pass after which two Trolls and a Branded Troll appear. This is the self-appointed "Voice of the Dragon". One of the chests is a Mimic. You may want to rest before tackling the Troll Lair Depths. Fill your Cleric's level 3 slots with Resist Energy (Communal). Instead ask how you can help to learn that he needs two coins to put over his eyelids. The other containers hold minor loot. Go to Shaynih'a and tell her what Storyteller said about about her Spear Fragment to conclude her quest. Hard to spot on the bottom wall is a sarcophagus containing another Ancient Scrap of Script-Covered Leather (2/16). Dimwit will be one of the trolls attacking Bartholomew if the player didn't order him to be killed earlier. When you reach the crossing point over the Shrike River, continue west. He wants you to take him to any dwarven ruins you find. Examine the statue (DC20) for an XP reward. Another critic of the safety of lands which aren't yet ours. There's not really much to see there unless you have a thing for wyverns. If you are not able to cast the basic cantrips (acid splash, jolt and so forth) bring someone who can, such as Octavia. Continue round the corner and kill a Troll and two Trollhounds. The voice that answers is not that of the child. The creature is vulnerable to Magic Missile so if you can use that, do so. This is part of another relic set and another one you won't be completing for a good, long while. The dead Sentinels carry Masterwork weapons. He sells a unique handaxe but I would save your money. Return to the world map and head east. Approach the column in the centre and you will be thrown into battle against the Lonely Warrior, a level 15 undead. If you want a few bonus XP, interact with the portal for a Knowledge (Arcana) check (DC24). If you don't, he will help you later. I don't believe the choice matters. All lead to Hargulka setting his minions on you and leaving so you may as well try the Intimidate option to get a few XP out of the confrontation. Hargulka has 236HP, which is the main thing you have to burn through, and five powerful melee attacks. The Secret Sanctum will be added to your world map. Assuming you picked up the scorched necklace fragments and the Restovic relics, you should be able to turn these in. Fortunately, she'll spend her first round casting Summon Nature's Ally. Return to the Old Beldame and give her the plants and berries that you've gathered for a reward. At least two of those are subject to attacks of opportunity so they shouldn't give you much trouble. The quest will be over, and you can either leave the man alone or finish him off. TrollSubjectZero (1b317ed6609cd1b4a8814bb2406bc56e), Dialogue (The Nature of the Beast - Dimwit), Dimwit is a unique troll that can be found at the. Ask who they are and, if you don't have any yet, you can ask Tiressia for five feather tokens for Melianse. You should be at a crossroads between Three-Pine Islet and a Glade in the Wilderness. Make a hard save at the entrance in case you get stuck. Start with the top one where you will find a hidden cache containing a Bronze Dwarven Key, a Torag's Pendant some minor loot. After you've slaughtered them, you will find a trapped (DC22) backpack with a suit of Half Plate +2. Continue up the path and you will come across a ghoul standing outside a run-down cottage. Continue round to a fallen tree leaning against the wall. Ask where he might be and she'll point the finger of blame at a witch living in the Narlmarches. 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. The check itself is DC17. Let the three Trollhounds and Branded Troll come to you before disarming it. Search the containers by the campfire for minor loot, lots of cheese and a useful pair of Swiftfoot Boots which work well on a less mobile character like Valerie or Harrim. This leads to a number of other options. Before you leave the area, check out the top right corner for some minor loot. You can sell all the Masterwork weapon that you picked up in the Lonely Barrow to lighten your load. There are enemies visible to your right: two Trolls and two Trollhounds. There is another floor puzzle in this room which you can simply make a note of for the time being. Head east and look for a stash containing a Token of the Dryad among some bushes. The main quest will take us to this area shortly so backtrack past the Ruined Watchtower to the river. If you examine it, you will figure that it wasn't killed by the Tatzylwyrms. Head through the gate and make your way northeast to the large tree in the courtyard. If you can make it, the Charisma check is good because it scares off the trolls. Your only lead for the time being is the witch's hut in South Narlmarches which you've doubtless passed several times already. Initially, you will be fighting six Giant Spiders. When they're dead, search a nearby chest for gold and the Ancestral Dwarven Shield. Turn your attention to the Owlbear which is still all but impossible to target from this side. Follow the path south until you see a dog beckoning you to follow it. It is possible to recruit Bartholomew without completing certain portions of his quests. Regardless, the quest will be completed, and you will be ordered to return to the barons castle. When they're dead, have Kallike use her Water Blast ability on the flames surrounding the trapped Water Elementals to free them. There's a stash of gold up here as well. Interactions Bartholomew comes across as a perfectly normal person for a wizard, but if the player explores his shed they can find out that he is performing brutal experiments on a captured troll named Dimwit to unlock the secret of regeneration and immortality. Head north out of the village and take care of some Dire Boars on your left. You will be reunited with your original party, so you don't have to make your way back to the capital alone. Go back to your fortress and enter the tavern (either select it when you go to the fortress or exit the throne room and go all the way to the right to see the marker leading to it). You will to some rocks which require an Athletics check (DC22) to climb. You starting point is approximately halfway down the eastern edge. Afterwards, head back north to the Murque River. This is the Eight Legged Curse: monstrous spiders emerging from Bald Hill. Buff up heavily. After his turn, Ruthgert, the "First Faithful", will address the gathered throng. At the next crossroads (you should be close to the Technic League Encampment), follow the trail south and west and then turn southeast. Do not worry about it for the time being. 174. When the 14 days are up, the Rotten Beasts event will appear in your event list. There are three Trollhounds in the first room which serve as a good demonstration of the power of the Devourer of Metal. In the end, you can order Bartholomew to release the captive troll or leave him as is. Among the Kobolds prioritise the Boomsayer and Sniper. The one to the south of the square contains a tricky (DC29) chest with a Light Mace +1. First, each adviser position gains bonuses from a particular ability score. A good way to deal with her is to cast a Stinking Cloud in the general vicinity of where she is and use Glitterdust to uncover her. Return to the previous room and unlock the other door. Look for another way out you can climb the wall to the right of the tree, but only if you pass the athletics test. You can visit the location if you like, although the walkthrough will bring you here later so I would recommend that you skip it for the time being. Once across, head west and follow the trail as it loops to find the Kobold Trail. He also drops some decent loot. There are three loot containers, one of them trapped (DC22) containing a Wand of Prayer. By now, she should be capable of taking on the Ferocious Hodag since it's not that tough. There is another path up the hill here. Before going into the village, you can explore the area. If you go into the kingdom management interface, you may see a new event called Tenebrous Depths. Give this task to Tristian (Councilor). You will see a Coal Mine just to the west which you can claim. Upstairs, you will find a couple of Branded Trolls and some Trollhounds along with three containers. This encounter will give you the name of the troll leader, Hargulka. Select the "show the herb" option and you will get an errand to being her three mudleaves, gloomberries and dizzyheads. You will learn that she told her son in anger to drown himself in Candlemere Lake. March north to Oleg's Trading Post. These creatures have 100HP and DR 10/cold iron But they're fairly slow and you should be able to open up with a salvo from Ekun. 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. You will find a large group of three Tatzylwyrms and three Greater Tatzylwyrms in your way. Otherwise, he will simply disappear. Search among the ruins for a hidden cache containing a Torag's Pendant. They drop Masterwork longswords. When they're dead, search the ground nearby for another Melted Shard of a Ring (4/13). Select it and Harrim will call you a blasphemer and strike the anvil a second time, knocking a jewel free. Give them to Melianse and she will offer to be your friend. You should have six or seven days until you need to pay attention to an Ancient Curse and four or five days until Bokken's Alchemical Workshop is complete. Just south of them is a hidden chest with some minor loot. Search their knapsack to find a Bastard Sword +1. Return to the world map and make your way southeast from the Ruined Watchtower. You may want to have the character with the highest Persuasion skill down a Potion of Eagle's Splendor and quicksave. Loot their bodies to find a silver thingy and begin the quest. Not yet you're not. You will immediately be thrown into combat against 4 Tatzylwyrms, 2 Greater Tatzylwyrms and a Nixie Prankster. Keep to the left and you will find a chest containing Full Plate +2. Your call. This is the enemy that would have prevented you from escaping through the main gate earlier. Start making your way west and south. At the next junction head southeast. But which ones? The Sentinels and Archers are the same weaksauce creatures you fought earlier. Therefore, you have to get into melee range so that he attacks, walk away (and eat the attack of opportunity) and so on until he stands on the sunlit spot. The most useful consequence of this is that you get to have a merchant in your throne room, albeit a sadist and a degenerate. Ignore him for the moment, because there's stuff to pick up first. Regardless of the outcome, Kargadd himself will appear to do battle. Make your way to Candlemere Island in South Narlmarches. Eliminate the Trollhounds as a priority because their bites can cause disease. There's a scroll in a bush if you feel a burning need to pick it up. When you've defeated it, head all the way east to find a hidden cache containing a Wand of Crushing Despair. Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. When the first batch of enemies are dead, two Branded Trolls and a Greater Trollhound will emerge from inside the ruins. If you didn't meet him, you can make speech checks or offer a bribe of five rations to gain entrance to the village. You can try the Dexterity check but ringing the bell has the same effect with no chance of failure. If you come here during the day. You may want to return to your capital to rest up and unburden yourself. He will die if trolls brought him below 0 health . Buff Amiri up and head along the path a little. You can use the time remaining productively. Quick save because the RNG is a swine. At some point, Bokken will visit to give you your first gift. Return to the trail and continue east at the junction. At the next junction, turn northwest and follow the trail to find a crossing point over the Murque River. Head back to the path and go east. Immediately south is a hidden panel in the wall which contains minor loot. When Hargulka is dead, turn your attentions to Tartuk who is hopefully nauseated, blinded and paralysed. Pathfinder Adventure: Troubles in Otari - Paizo You have a number of options. Shaynih'a will ask you to visit her to update her artisan quest as well. Bokken will apologise (as he bloody well should) and the quest will be complete. Go inside. Alternatively, you can take the Lawful Evil option if you want a fight; otherwise take the Neutral Good option. It will be called Troll Lair afterwards. If you have the complete set of Restovic relics, he will trade these for a story, earning you 4000G and 600XP. Inside the room, you'll find an Emerald in a locked chest (DC26) which you should hold onto if you don't already have one. This will net you 450 XP. There's a crate filled with minor loot close to the area exit. You might expect by now that there will be some tough creatures up here and there are: two level 14 Owlbears. A new update 2.0.7k is here! 2023 GAMESPOT, A FANDOM COMPANY. You will learn that this place is known to the trolls and kobolds as "Trobold". Head to the villages entrance and tell the guard you want to talk to the leader. Get Resist Electricity on your party before you start making your way up the path. Be careful not to accidentally sell anything irreplaceable because you won't be able to get it back after leaving the area. Back on the world map, bring up the Kingdom Management screen (square button). Since you helped him out earlier, he will agree on the condition that you build him a new laboratory. A short distance to the right of Bartholomew is a hidden cache containing a Dwarven Helm Shard (4/10). Afterwards, continue up the path and you will find a Torn Damp Page on the ground. Ruthgert will say something along the lines of "you haven't seen the last of me" and vanish. On your way to the leader you will be able to decide what to do with the trolls kids kill them or let them be. There are also traps, including on the supposedly safe path to Bartholomew's house. There's a secret door in the wall leading to a room containing a trapped (DC22) and locked (DC18) chest containing a Cloak of Resistance +1, Bracers of Archery and some unusual cooking ingredients. To the right of the tree is a location where you can climb the wall if you can make the DC22 Athletics check. When they're dead, you can grab a Token of the Dryad from nearby. There is a locked (DC 30) container on the wall with a pair of Lesser Gloves of Dueling. Another Ancient Will-o'-Wisp will attack you. At the top, there is a cave entrance to your right. At the next crossroads (close to Tuskgutter's Lair), head southwest. You will find a Taldan Warrior's Dog Tag in a bag next to a hut. However, be careful that you don't accidentally have her try to punch enemies. Go to the left bank of the river where you will find a hard-to-spot (for you, the player; the DC is 7) cache containing a Shard of Knight's Bracers (2/10). If you are a melee-capable character, arm yourself with the Cold Iron Dagger since the Redcaps have 60HP and DR 10/cold iron. Exhaust his conversation options and, if you like, sell anything weighing you down to the merchant. Head up the stairs and kill the two Redcaps. If you back out of the kingdom management interface, you can enter it again by clicking on the table in front of your throne. Thank you, Valerie. so that you can claim the Refugee Camp. Ignore the entrance to the Troll Lair for the moment and follow the wall around. 80. r/Pathfinder_Kingmaker. Search for a hidden cache in the rubble nearby for a Torag's Pendant. Go down the slope west towards the shore. At the crossroads, head east again and cross over into the Kamelands where you will arrive at the Secluded Lodge. You can follow the corridor round if you want - there are a few enemies to kill and traps to remove but also some doors that you can't open at this point. Across the road, is spot where you can climb up to a small area if you pass an Athletics Check (DC22). If you do pop back, Kesten will add something else to your plate. 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. Start making your way back west across the area, disarming all the traps on your way. If you are able to make one of the alignment checks, do so. Otherwise, helpless characters will be murdered by the Doomspider. Given his evil nature and all the blood in the cellar..the choices are obvious. Yup, I took him and screwed Octavia. Soon after this, you will need to meet Ekundayo (refer to the quest A Score to Settle) and Jubilost (Renowned Explorer quest). Pathfinder: Kingmaker - Definitive Edition , Prologue - The First Step on the Road to Glory, Of Cows and Other Matters of Political Importance, Trickery, Stealth, Knowledge (World), Perception, Use Magic Device, Poison Resistance +2; Discovery: Precise Bomb, Elemental Focus - Water; Infusion - Extended Range; Point-Blank Shot, Shroud of Water; Wild Talent - Kinetic Healer, Elemental Overflow; Infusion - Kinetic Blade; Precise Shot, Metakinesis - Empowered; Infusion - Torrent; Deadly Aim, Mobility, Stealth, Lore (Nature), Perception, Elemental Focus - Fire; Infusion - Burning Infusion; Point-Blank Shot, Metakinesis - Empowered; Infusion - Extended Range; Spell Penetration, Athletics, Mobility, Stealth, Lore (Nature), Perception, Favored Enemy - Giant Humanoids; Point Blank Shot; Precise Shot, Endurance; Favored Terrain - Forest; Weapon Focus (Longbow), Favored Enemy - Magical Beasts; Boon Companion, "We tried picking a lock" (Trickery 25 - Octavia should manage this without too much difficulty), One of us tried to jump onto the cart (Mobility, followed by Lore: Nature), "Precautions were definitely in order" (requires rope), "We talked it over and chose a volunteer", "jump to the other side" (Mobility 15), "Trade Agreement with Mivon" if you persuaded Dalton to trade in your barony, "Research into the Nature of Curses: Tartuk" if you learned of Tartuk's curse, Decent Perception or the Wand of Find Traps. The XP reward is nice to have right now but you'll get it later anyway. If you have good AC, you should be OK. Head inside where you will find a Tremendous Centipede, four Giant Centipedes and a Spitting Giant Centipede. Here is a secret: On the upper level, you can find two plates with images of the Sun and the Moon. The next thing you want to do is claim the Outskirts which cause 14 days to pass. A Branded Troll will make his way up the stairs to where you are fighting the Rock Thrower and more Snipers will move around the walls to attack you. If you have Nazrielle's Cursed Sword, pay a quick visit to your settlement to give it to her. He's not really worth killing, however - he gives 0 XP and meagre loot. They have fairly weak Will saves so Hideous Laughter is useful. The one in the corner is trapped (DC22) and locked (DC23). [SPOILER] So, Bartholomew Delgado : r/Pathfinder_Kingmaker - reddit Climb down (Athletics DC8) and take out the Ferocious Manticore in the courtyard. He has some interesting stuff, but nothing that made me feel compelled to part with 1000s. He tells you that he's been swindled by a gang whom he employed to retrieve his possessions from Candlemere Island and who have subsequently vanished. paizo.com - Online Campaigns - Kingmaker After killing the annoying creatures, grab some minor loot from a cache and then examine the body of Nyta on the ground. Visit him during Season of Bloom, If you annoyed him by insisting to stop his experiments, he will be preparing to leave and has reset. There is a doorway blocked by an energy field. At the same time, you will receive a visit from a potential artisan. You can then visit him after Season of Bloom, and he will have reset again. Stick this on Kalikke if you're using her, otherwise Octavia could use the extra boost so that she doesn't get fatigued so readily. Continue west to the next junction and then turn south towards the house of the mage that Dalton mentioned. You will have a choice as to what to do with the press. If you haven't yet levelled up your Treasurer, you should do so. Make sure you can target her quickly when she appears. This next bit's a pain. Head across to Shaynih'a and she will give you a Spear Fragment to show to Storyteller back in your capital. If you want to explore the final section of the upper level, unlock the door to the north and make your way around the school room and then back south to the other exits to the upper level. However, since the amount of backtracking is the same (and to make the walkthrough easier), head back to the entrance and go east. Buff up and head north. Act 2 - Troll Trouble An Ancient Curse You start off in your new capital, which occupies the former site of the Stag Lord's Fort. After killing them, look for a concealed log containing some gems. He's not pleased. Quicksave before entering and then have Linzi sing Inspire Competence. Cast Stinking Cloud on top of the enemies. Continue further east and fight your way past another two bandits to a bandit Conjurer. After you kill it, you can unlock a chest (DC28) containing a Noble Warhammer which is a +3 weapon. The Wererat Lair is in the woods to the east of the Abandoned Hut. Search the ground a short distance ahead for some gold, gems and the Chaos Shard dagger. You may want to being Harrim with you and have him memorise Delay Poison (Communal). When he's dead, loot the nearby container for a Dwarven Helm Shard (8/10) and a Torag's Pendant. 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. Loot a nearby body the a White Cog-wheel Ring, a Handaxe +1 and a Bandit's Letter which makes for interesting reading. Bartholomew recruiting. : r/Pathfinder_Kingmaker - reddit Try and make the Diplomacy check because it's worth a substantial 720XP. What you are looking for is a Lizardfolk Village it is also highlighted by a unique marker (to the left of the lake). Keep an eye on it and return to your capital when the time comes. He will ask you to put the coins on Erastil's altar. When the enemies are dead, the gnomes will draw attention to their cart stuck in the river. You can rotate the plates and select certain symbols. Once you get to the other side, look in the undergrowth to the left for the Cloak of the Winter Wolf. I suggest that you built it on the river as close as possible to Tuskdale. This isn't immediately forthcoming but there's stuff to do in the meantime. Talk to them, they will ask you to kill the Scythe-Tree, who destroyed the village. Give them any new equipment you bought and check spellbooks. Suggest that you look for it together and Jubilost will agree to join your party. You're not able to do this if you chose another option earlier. Defeat all enemies, and if Tig is saved, speak to him. Continue northeast to the top of the area where you will find a hidden stash with some gems. In the meantime, you may want to explore the Dire Narlmarches or venture into the first few levels of the Tenebrous Depths. Ekun's leads aren't very good so far. Speak to Corax and mention a reward and you will receive 400G. He has a surprisingly large number of HP. 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. Return to the trail and continue north where you will spot Arbor Rock to your left. The mage loks a bit battered, but his defenses seem to be holding. Pathfinder: Kingmaker - Troll Trouble Walkthrough - Neoseeker Rather than fight them fairly, you can target them with missile weapons if you go south a short distance. Go in there both to rest and to buy the Onslaught Gauntlets for Dragn. Enter your settlement in the South Narlmarches (which I assume is called Narlkeep) and start building Dragn's Armor Shop. Before asking about the fire-resistant trolls, ask what he is selling. Avoid the traps and slip between the Redcaps as they patrol. Speak to Lykka nearby who's a friendly nixie. Assuming you killed Hargulka, you can loot his remains for some very decent stuff: the unique Mallet of Woe, a Belt of Physical Might +4 and the Iron Dwarven Key which will allow you to open the remaining doors in the complex. Return to your capital because you want to make Jubilost your Treasurer, since you've probably had an empty advisor slot up to this point. Before you go in, grab provisions from the drying racks and some Masterwork weapons and a Trident +1 from a weapon rack. When you're ready to proceed, head west to the Verdant Chambers. Tristian's Holy Lance ability on your best attacker is quite nice for these since they are evil. Return to your capital and go to the Capital Square. Pathfinder: Kingmaker - Troll Trouble Walkthrough After completing the initial quests in your log, you'll enter the free roaming portion of the game with no main quest to take care of for awhile.. The entrance room has a sealed door to the east and a passage to the south. This is a quest item and there are three of them in the immediate vicinity. Speak to him again and he will buy the coins, tokens and dog tags that you've picked up. Take the trail leading east and at the next crossroads, take the southwest path. At the same time, you will learn about the existence of Hodag a monster that Amiri requires in her personal quest. Bartholomew's House : r/Pathfinder_Kingmaker - reddit Search to the right of the Hodag's Lair to find a Shard of Knight's Bracers (5/10). The Old Beldame will come out of the house and you can now go into the garden. After defeating the trolls Bartholomew Delgado will tell you to retrieve the Black Whip from Dwarven Ruins. 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. Search the campsite and you will find a rope and a crowbar among other minor loot. Question it to learn that the spirit calls itself Count Shimmerglow.