Suggest that you look for it together and Jubilost will agree to join your party. You should be able to afford a few cool items from Hassuf. Return to the bandit room. Continue up the path, but hug the left side so that you don't trigger an ambush from an Ancient Will-o'-Wisp because you can't target it from here. Select one of the events to go to the throne room. By now the enemies you'll face will be fairly easy. Continue to the northeast of the room where there is a pair of Trolls and a group of kobolds, including an always-annoying Boomsayer. You may want to bring Regongar with you along with Valerie if you've built her as a Sorcerer. He will want to wait a while to ambush some trolls who come this way. Select Settlements / Shambling Steps and build Nazrielle's Weapon Shop and Varrask's Weapon Shop. Hug the left side of the path and climb up the hill to the left. By the way, even if you dont save the boy, you will still need to talk to her and tell her about the tragedy. After the envoy has given his advice, Jhod Kavken will speak to you about a cursed location nearby that feels similar to the corruption you found at the Temple of the Elk, which will add Bald Hilltop to your world map and initiate the Ancient Curse quest. She stole the money to pay for a printing press. Return to the previous room and unlock the other door. Head into the cave. Pathfinder: Kingmaker Troll Lair Depths Walkthrough, Pathfinder: Kingmaker Barons Business in Tuskdale Walkthrough, Pathfinder: Kingmaker Troll Lair Walkthrough, Pathfinder: Kingmaker Ruined Watchtower Walkthrough, Pathfinder: Kingmaker Baronial Business after the Troll Trouble Walkthrough, Pathfinder: Kingmaker Dwarven Ruins Walkthrough, College Kings Walkthrough & Complete Guide (All Scenes), Plan B: Terraform Planning For City Growth, PUBG Vikendi Map (Bear Cave, Bunkers, Lab Camps), Soul Knight All Gift Codes (March 2023) Free Gems & Items, Star Stable Codes for Star Coins, Star Rider & Clothes (March 2023). They are stooped, fantastically ugly, and astonishingly strong - combined with their claws, their strength allows them to literally tear apart flesh to feed their voracious appetites. There is a Ferocious Slurk to take care of. You have a choice. When you return to the road, bring Amiri with you because we can do her companion quest. He will spam Searing Light which does quite a lot of damage. You have various choices for dealing with him. With 73 HP, the Worgs are tough but the Alpha is something else. Go south down the lower passageway. You must go there alone! Designed for use with the rules in the Pathfinder Beginner Box and the perfect bridge to the exciting options of the full Pathfinder Core Rulebook, these adventures take your heroes to 4th level and beyond as they venture further into the nearby wilderness and face fearsome foes lurking all too close to home! If you succeed at a Knowledge (World) check (DC22), you get the option to tell them that they're on a fool's errand. Do not sell this weapon - it can penetrate adamantine DR which is a very valuable property. Outside in the square, a new merchant named Enneo the Travelling Merchant has set up shop. Question him and you will learn he is the Wilber named on the coins and that they are a curse. Don't attack him. I encountered a bug here: resting near the Dwarven Ruins does not appear to remove fatigue. Look for a hidden cache on the path containing a Dwarven Helm Shard (2/10). He is a lot more powerful than the average troll. Quicksave before trying to skin it - its hide is quite valuable. You do not start off in combat so you have an opportunity to both equip him and treat his wounds which are quite severe. The leader of the motley crew drops a Token of the Dryad while one of the other bandits drops a Heavy Crossbow +2. There is a hidden and locked (DC21) box with minor loot. When you leave, Shimmerglow will summon Vesket and his guards. Loot the remains and you will find a Coin with Callitropsia's Name and two Coins with Wilber's Name. Leave the cave and cross the bridge. Search the campsite and you will find a rope and a crowbar among other minor loot. Search to the right of the Hodag's Lair to find a Shard of Knight's Bracers (5/10). Outside the door to Bartholomew's laboratory is a group comprising a Branded Troll and four Ferocious Trollhounds. Agree to help fight the monster and he will open the portal. After you kill it, you can unlock a chest (DC28) containing a Noble Warhammer which is a +3 weapon. Head north from your capital and claim the Fruits and Berries resource (15 BP, +1 Loyalty). Afterwards, you can loot Vesket's body for his key (if you couldn't open the chest earlier), his unique trident, Bound Thunder, a suit of Hide Armor +1 and an Amulet of Natural Armor +1. If you have a character able to cast Stinking Cloud, cast Delay Poison (Communal) on your party. As soon as you are on the spot, the quest will be completed. When they're dead, you will find a Token of the Dryad on the ground nearby. The trolls and kobolds are arguing over spoils and one of the kobolds produces the whip that Bartholomew was after. Cross over to the south side of the Gudrin River if you're not already there and head east. Failing all else, you can seek out Anoriel in the tavern and respec your main character. Agree to let the guards escort you to Varnhold. You'll be attacked by another group of wolves: three Dire Wolves, an Alpha Wolf and a Ferocious Worg. The Guardian of the Bloom will appear on the battlements to gloat. You will find the thief, Kergan, trying to palm the armour off to a seller. However, Ekundayo is a stealthy sort. You will summon the Water Elementals to help which will keep the creature occupied while Kanerah gets into position to destroy the creature with her fire blasts. Kalikke will note the ruined tower and point out the boss of the area. You will find four Ferocious Wolves fighting a single Trollhound. Avoid the traps and slip between the Redcaps as they patrol. He tells you that the Great Ancestor instructed them to eat their own eggs. He will then suggest that your barony might make a good vassal of Pitax. These aren't as powerful as Viscount Smoulderburn (they only have AC24 for starters) but they have Natural Invisibility so you will miss frequently due to concealment. Instead, return to your capital. The inactive one is soot-blackened. Harrim will express his contempt for the "traitor god". The main quest will take you through South Narlmarches shortly, Harrim's personal quest requires the main quest to progress as well and you want to be higher level before heading to the Verdant Chambers. Back in Tuskdale, head to the Main Square to look for Enneo only to find that he's fled. Don't climb up at this point because it will put you at a disadvantage in a tricky encounter. Head through the gate and make your way northeast to the large tree in the courtyard. Go the nearby Lone House location, finish off some enemies and find Bartholomew in the upper right corner of the map. Afterwards, speak to Rashor and he will invite you to his village. Pathfinder Kingmaker: Notable Loot Locations (UPDATED) [February 2023] The next time you go into Kingdom Management, you will find two new pieces of Curse research. before heading north. There are two Ancient Golems in the room beyond. Otherwise, level up another advisor. Pathfinder: Kingmaker is your initial isometric party-based computer RPG set in the Pathfinder fantasy world. Can only be obtained if visited Bartholomew Delgado during second stage of Troll Invasion. If you examine it, you will figure that it wasn't killed by the Tatzylwyrms. After you've made your decision, you will figure out that Enneo is probably behind this whole charade. There is a new curse research project available, Jenna Tannerson. He sells a unique handaxe but I would save your money. She will now open up - in more ways than one since she will now buy and sell and you probably have plenty of loot to offload. It will trigger the quest. This next bit's a pain. All five will hit you with sneak attacks so be prepared to take some damage. When the enemies are dead, grab a Ring of Protection +1 and the Wyvern Skin Cloak from the Silky's remains. However, before proceeding further, you want to cast Protection from Acid (Communal). Ask him what he's doing and ask about the dwarven outpost. r/Pathfinder_Kingmaker Hello, crusaders! This will summon an Ancient Will-o'-Wisp and two War Wisps. Next it is a hidden cache with a Pile of Notes which make for interesting reading. For what it's worth, the "(Neutral)" option leads to the best outcomes. After some smack talk, Tartuk will summon some more kobolds on the other side of the river and Haste them. This is not a particularly wise choice and will cost you the services of Ekundayo. Otherwise, he will simply disappear. Note that you still want to keep Harrim in your party. Just before crossing over into Dire Narlmarches, camp. 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. You may want to have the character with the highest Persuasion skill down a Potion of Eagle's Splendor and quicksave. Pathfinder Adventure: Troubles in Otari - Paizo Heal him for a small XP boost. Don't feel obliged to rush into this. Return to the path and follow it round as it heads north. Quicksave and have Linzi use Inspire Competence before you examine the sarcophagus because there are moderately difficult skill checks to make which give you a decent chunk of XP. There's minor loot to be picked up. Assuming you picked up the scorched necklace fragments and the Restovic relics, you should be able to turn these in. Otherwise, let him go. Search a crate by the side of the house to find an Ancient Rostlandic Coin. After killing it, go back and report on completing your task. Have your party stand on the sunlit area, unlink Dog and have him go through the door to cause Karga and Agadd to appear. If the player returns the Black Whip to Bartholomew during Guiding Beacon and didn't force him to release or kill Dimwit then the player may recruit him as an advisor; Bartholomew can serve as Treasurer or Grand Diplomat. There are a total of six plants to harvest. Make your way back round to the schoolroom where you'll find that a chest has appeared in front of the sun and moon statues. Foes No MoreTartuk is one of five enemies that you can turn into an ally. The tempting thing to do is kill Sinnet - he really asks for it. However, if you are protected, they won't really be able to hurt you so you simply need to wait until your attacks connect. Stand just outside their perception range and drop a Web on top of them and follow it up with Grease. Don't ignore these altogether because they will get more difficult each time and corrode your barony's stability. Proceed north up the path and pay attention to the sign about traps. Head south to rescue him. Besides the teacher, there are three Kobold Blades, an Archer and a Pupil (rogue). Hug the left of the path and you will find a container filled with scrolls and minor loot by the water. 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. In the Swamp Witchs Hut location, which we have already encountered in the Lost Child and Gnarled Branches quests, look for the village in the lower part of the map. You will have the opportunity to add Ekundayo to your party at this point. Besides a couple of composite bows and a Masterwork longsword, the loot they leave behind is frankly pitiful. Head east and look for a stash containing a Token of the Dryad among some bushes. If you use my Valerie build, she has True Strike, Mirror Image, Displacement and Dragon Breath (which is quite effective). The latter is quite powerful and uses Rapid Shot so take it out as a priority. Willas arrives in your throne room demanding justice. The Sentinels and Archers are the same weaksauce creatures you fought earlier. He gives you the key to his laboratory and tells you to wait for him. Do not go through the gate, because you're not able to target the Owlbear beyond (a stupid interface issue). Head into the area where the bear was and you will find a group of two Alpha Wolves, two Worgs and two Ferocious Wolves. Open up the compartment that's revealed for a suit of Full Plate +1, a Belt of Physical Perfection +2, the Onion Soup recipe and some gold. Firstly, he provides redundancy in the Grand Diplomat post. The most interesting thing here is that you can complete several quests at the same time: take Harrim (companion quest called Unwanted Legacy), Ekundayo (A Score to Settle quest) and Jubilost (Renowned Explorer quest) with you and go there. When he's dead, loot the nearby container for a Dwarven Helm Shard (8/10) and a Torag's Pendant. Ignore the door to the right because you will pick up a key for it shortly. Or you can simply kill them, which is what you'll have to do anyway if you fail the checks. When they're dead, climb up and grab a suit of Leather Armor +2 and other stuff from a couple of loot caches. Backtrack, cross over the path and head west to the edge of the map where you will find the hapless Ditael facing off against a pair of Dire Wolves. Not yet you're not. Defeat the sinister lights (skulls), search them and find some coins. but tells you that others are now trying to open the box and that they can be found in the cave in the northwest of the village. If you explore the world further, you cannot cross the Sellen River in the west at this point. If you guessed "Will-o'-Wisp", you'd be correct. You can either escape or kill them. 6 days ago. Continue north from Maegar and search the crate for a unique necklace, The Heart of Ira. Again you have a number of responses. These are more dangerous than the ones you've been fighting up to now but so long as you are protected against their venom, they're not too much of a threat. Return to Oleg's Trading Post. They have fairly weak Will saves so Hideous Laughter is useful. When they've been taken care of, return to the bandit room and go up the northern passageway. 38. If you passed a diplomacy check when speaking to Ezvanki during your ennoblement ceremony, 'Ezvanki's Offer' is a no-brainer. There's also a hidden cache in the corner with a Token of the Dryad. The ranger will join your group. Before entering the ruins, get Shield on as many party members as possible (an Alchemist + Infusion helps). Enjoy a traditional RPG experience inspired by games like Baldur's Gate, Fallout 1 and 2 and Arcanum. Hargulka has 236HP, which is the main thing you have to burn through, and five powerful melee attacks. The Nereid is unaffected but the Nixie and frogs should be disabled. Apart from the DR, he's not that tough. A body a short distance to the west has a Token of the Dryad and some minor loot. 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. Continue further east and fight your way past another two bandits to a bandit Conjurer. There are two more bas reliefs which are DC19 and DC27 to decipher. Search among the undergrowth to the right of the bridge for another Taldan Warrior's Dog Tag. Dpeak to Fashor who's standing by the animal pen. She will thank you for killing the Stag Lord and will promise a valuable reward. Otherwise, destroy them and be done with it. You start off in your new capital, which occupies the former site of the Stag Lord's Fort. Return to the path and go north to where you were ambushed. If you have access to something like Hold Monster, it will come in useful. Pick up Nazrielle's Cursed Sword from the ground. If you can make it, the Charisma check is good because it scares off the trolls. A woman named Jenna Tannersen will appear in your throne room around this time. Next, you will have to return to Bartholomew to help him in the battle against trolls (go to the Lone House location). This is not essential but it moves the quest along organically. Another critic of the safety of lands which aren't yet ours. Or Acid trophy and you will get to speak to him. You get 450 experience points as a reward. Apologise to him. Success earns you XP while failure earns you pain. Drops from Kobold Sniper (Guiding Beacon) in Troll Lair Depths. Well, i trust grand diplomat with back whip. You can sell all the Masterwork crossbows that the Snipers dropped while you're at it. See here for the complete list of tasks and their rewards. The main quest would bring you here shortly but since you have time to kill and you're already here From your starting point in the north of the area, head south a short distance and you will find a cache with a Torag's Pendant, something else that Storyteller will buy off you. Make your way to Narlkeep. Head to the Swamp Witchs Hut location. Erm, no. Quicksave before entering and then have Linzi sing Inspire Competence. The player can either allow Bartholomew's experiments to continue, or they can order him to release or kill Dimwit. It's not much of a detour to check it out. Advance up the path to meet a large group of kobolds head-on: a Boomsayer, Alchemist Master, two Skirmishers and two Snipers. just go to his laboratory and try to convince him, lots of options available. She drowned them(!) Continue round to a fallen tree leaning against the wall. A short distance to the right of Bartholomew is a hidden cache containing a Dwarven Helm Shard (4/10). Go a short distance left after disarming the first trap and you will find a log with some minor loot. All rights reserved. If you have him (just him; unlink the rest of your party) sneak round, you can find a dead body on the ground with a unique dueling sword, Swordsman's Passion. Search a create for a Dwarven Helm Shard (7/10) and some scrolls and potions. Head south and open up the trail west along the northern bank of the Gudrin River. There is also a merchant near the gate if you want to offload junk that you don't want to carry back to civilisation. Find Lykka and tell her about the Cyclops for 300XP and some gold and gems. If you make the diplomacy check, he will tell you that he and others are afraid of the Great Ancestor. Go south to find 4 Ferocious Wolves. He will buff Hargulka and then pelt you with Magic Missiles (note that he is immune to these). When he succumbs to the sunlight, you will unlock the Know Their Weaknesses trophy. Open it up for a unique suit of armour, Blessed Path, and a large quantity of gold. Search a body lying on the ground nearby for a Wand of Fireball, an Amulet of Natural Armor +2 and a Shard of Knight's Bracers (3/10). Once across, head west and follow the trail as it loops to find the Kobold Trail. You will find out why trolls are not afraid of fire. Your email address will not be published. They will spend the first round buffing themselves so hit them with Stinking Cloud and see why it is so highly rated. This will bring Jethal's quest to a conclusion for the time being. Just to the south of it is a hidden cache containing an Ancient Rostlandic Coin. Interact with it and you can detect magic and gain some XP if you succeed at a will check. This is for later but there's something you might be able to do now. Head back to the path and as it curves around, turn to the northwest. When you get the Lone House, you will find trolls. Lawful Good gets you nothing, Lawful Stupid costs you a trader. It will be called Troll Lair afterwards. The ones on the left of the road are melee attackers while there are two archers on the other side of the road. When you've killed them, you can open a trapped chest (DC22) by the side of the road which contains 1GP. Head south at the first junction and then turn west. However, be careful that you don't accidentally have her try to punch enemies. Examine the troll behind the bars, talk to the scientist and complete the quest. Unwanted LegacyWhen you've killed the two trolls that Hargulka leaves behind, quick save and examine the nearby statue of Torag. Exhaust his conversation options but don't kill him and don't simply dismiss him. Continue north and you will spot a log among the trees containing another Taldan Warrior's Dog Tag and minor loot. There is a hidden panel in the far wall containing a Potion of Heroism. You should have two relic sets (helmet shards and soot-blackened tools) to give to the Storyteller to receive the Trailblazer's Helm and a decent chunk of gold and XP. But not Grease so lay that down and then lay into them with the person wielding the Demolisher. To complete it, go to the top of the location and proceed to the hill. Like all good villains, he will reveal his motivations and then you get to make a choice. Speak to Corax and mention a reward and you will receive 400G. Pay attention to the Sniper at the back of the group because it is somewhat dangerous. Conclude any business in the capital and make your way to Narlkeep. Fill your Cleric's level 3 slots with Resist Energy (Communal). There are enemies in the courtyard below which Ekundayo can take care of. Follow it up the slope to the northeast where you will find an injured Ekundayo on the ground. Clearly he's not all there. Try and make the Diplomacy check because it's worth a substantial 720XP. For the upcoming mission, you will want one or more of the following: You may want to equip yourself with equipment that boosts these abilities: Strength and Dexterity boosting gear, Boots of Elvenkind, Eyes of the Eagle and so forth. Make your way back south. Ignore the door to the north for the moment and disable a trap slightly further along the corridor (DC21). There are three Branded Trolls just inside the doors that you need to fight your way through. There are two Fighters, an Alchemist, a Rogue and a Bard. At the end of the corridor is a hidden cache with minor loot. You will have to wait a while for the quest to update. Afterwards, he will pick you out of the crowd and suggest that you show your devotion to the people by offering up your life in sacrifice. Lots of trolls, typically in packs of four. Stefano Moskoni is an annoying Pitaxian who has come to deride your efforts. There are three loot containers, one of them trapped (DC22) containing a Wand of Prayer. Before examining the sarcophagus, equip a melee character with Second Execution and cast Remove Fear on your party. Secondly, he provides merchant services in your throne room. At the destination, go forward and look around the big tree on the right. Back home, browse Hassuf's wares and buy the Onslaught Jambarts which are part of Dragn's armour set. He's fine with a few stragglers, or a helpless prisoner, but . Head there and speak to the exiled lizardfolk Kagar. Instead, make a Mobility check (DC22) to cross the gap to where you fought the wolves earlier. As you approach the area exit, there will be more Tatzylwyrms to steamroller and a hidden stash next to the road with minor loot. To unlock a later region upgrade for South Narlmarches, you must select "I'll help you fight the monster". 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. Continue north and observe that the footprints change. Take the coins and show them to the ghost. To the south are a group of five Dire Boars. Backtrack to the previous room and unlock the door to reveal a balcony. Note that you cannot go further east for the time being. Honor his request and select the first option to instantly go to the enemy. He was caught in the blast from one of the traps and is now too frightened to move. Continue east and when the path forks, turn southeast towards Lake Silverstep Village and go in. Regardless, exhaust his conversation options for background information and make a note of where he is. Go back inside for an easy battle against a Kobold Sentinel and two Trollhounds. Wilber will find rest at last and you can search a nearby container for your reward: the Phylactery of Positive Channeling. You can't do anything with this for the moment so speak to the man standing on the cliff's edge, Ivar. Once across, go north and then turn southwest at the junction. Clear another trap and continue northwest to find the Bandit Leader and his group. Quicksave so that you can try again if you don't see it within a reasonable time frame. Besides the XP, there's not a lot of point. The first thing you want to get off is Stinking Cloud. Head inside the ruins. When you start seriously thinning their numbers, enemies will start fleeing. You can question the girl and ask her about the "wanderer" who warned them that Jaethal was after them. The top sarcophagus contains an Ancient Scrap of Script-Covered Leather (1/16). There is some fallen rubble to the south. There's a crate filled with minor loot close to the area exit. When they're dead, you can grab the other two Gloomberries and search a log to find Shard of Knight's Bracers (6/10) and a Token of the Dryad. As you approach the house, you will find summoned Giant Spiders fighting trolls, handily serving as a distraction while you murder them. When you reduce his HP to 0, you will unlock the Fire. This is worth a visit for a decent bow for Ekun and a new recipe. There's not really much to see there unless you have a thing for wyverns. When they're dead, search the dead body to find two potions of Invisibility (ha! If Ekun is going to be your Mobility guy, he'll want Boots of Elvenkind as well. Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young. You will learn that he is Dragn's grudge-bearing brother. June 30, 2022 . However, not all of them may best suit your realm and leader. Unless you want his loot which is quite nice. Since you helped him out earlier, he will agree on the condition that you build him a new laboratory. Continue west to the next junction and then turn south towards the house of the mage that Dalton mentioned. Head back upstairs and activate another switch to open the door in front of you. If you do get the leader to drink the potion, you'll lose his loot which is worth around 1800G all told. Only the Cyclops is remotely dangerous and even he can be cut down fairly easily. If you have the complete set of Restovic relics, he will trade these for a story, earning you 4000G and 600XP. Do not take the Neutral Good choice - it will cost you your rope! Look for another way out you can climb the wall to the right of the tree, but only if you pass the athletics test. After looting their bodies, look under a tarpaulin for a Cloak of Resistance +1. You can pick up part of a relic set so it's worth a visit. Anyone affected should simply get out of the way when they are able to move so that they don't end up killing each other. Continue east and you'll spot the man responsible for the traps, Bartholomew Delgado. Speak to Kagar and Tig who will leave to return to his mother. Get out of the village, killing the rest of the lizards, and then leave the location and go back to the capital, where you need to talk with Jenna in the tavern. 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. The ranger will join your group. Cross into Silverstep and keep following the trail. Assign an advisor to it right away and wait one day for it to complete. The Nereid will summon a Huge Water Elemental and use Confusion. You companions will have a view as to his deserved fate. There are a couple of loot stashes here, one of which is locked (DC21). Amiri will announce her intention to kill the creature. The entrance room has a sealed door to the east and a passage to the south. There are two traps just beyond (DC22 and 25), one immediately in front of the other. pathfinder: kingmaker bartholomew release troll. Keep to the left and you will find a chest containing Full Plate +2. See here for possible candidates. There's a neat trick that you can do when you're camping in territory that you've annexed: you can stick your main character in the Special Roles slot and get rations for free. If you tell him to free the troll, Valerie will come over all Lawful Stupid. 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. Start making your way back west across the area, disarming all the traps on your way. At the next junction, turn northwest and follow the trail to find a crossing point over the Murque River. If you were successful, you will earn 2800G. 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.