Send Ekun's wolf after them. Backtrack and go east and you'll come across another group of wolves. After it's dead, Amiri's companion quest will complete. Don't take these straight to Dorsy, however, since there may be a better option. There's minor loot to be picked up. Head back to the path and go east. He will ask for help in the battle against the troll. So Shall You ReapDon't pursue the fleeing cultists. Vesket will charge him and be struck down. Annexing the Kamelands is also required to unlock Tristian's companion quest. Approach the wererats to the north but don't immediately attack. Afterwards, speak to Rashor and he will invite you to his village. Return to the world map and head southwest from Old Sycamore and enter the Thorn River Bank location. The loot container holds a Robe of Water which gives a +2 bonus to the DC of cold spells. You can attack right away or you can speak to him which leads to a number of options. Continue west and kill a group of wolves. When you reach the crossing point over the Shrike River, continue west. Grab a Torag's Pendant from the ground and then continue south to face off against 6 Greater Giant Spiders. The ranger will join your group. Failing all else, you can seek out Anoriel in the tavern and respec your main character. Gameplay [ edit] Loot their bodies to find a silver thingy and begin the quest. Travel to Old Sycamore. You will to some rocks which require an Athletics check (DC22) to climb. Save your game and continue further into the throne room to find Hargulka accompanied by Tartuk. It also has DR 10/slashing so equip slashing weapons. Backtrack to the Murque River and make your way east along the southern shoreline. When they're dead, pick up the one, special Fish from the Silverstep Lake from among all the others lying on the shore. If you are able to make one of the alignment checks, do so. You will see Dragonleaf Gulch to the south (assuming your Perception is high enough) and Ironstone Gully to the east. Version: 1.1y | Updated: 02/20/2023 FAQ of the Month Winner: October 2021 | Highest Rated Guide. You can unlock the door back to the entrance area of you like. Make a note of this location because you will be back here much, much later. He gives you the key to his laboratory and tells you to wait for him. To the right of the tree is a location where you can climb the wall if you can make the DC22 Athletics check. Make your way to Candlemere Island in South Narlmarches. Head south back towards the village. Claim the Abandoned Laboratory near Lone House on your way. Head to Narlkeep to speak Shaynih'a. 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. Hostilities will ensue. Tell the Berserker that you wish to speak with their chieftain and you will be taken before him. Immediately south is a hidden panel in the wall which contains minor loot. He will ask you to put the coins on Erastil's altar. However, if he's surrounded by melee attackers (besides your guys and Dog, there are four Lizardfolk Sentinels fighting alongside you), he will provoke attacks of Opportunity and be struck down. If you have a character able to cast Stinking Cloud, cast Delay Poison (Communal) on your party. Unlock the door to the north but don't charge in because there is a trap (DC20) on the floor. Depending on your choice - after troll trouble he is either a potential advisor or stays grumpy in the house. "The law is with him", Valerie? You will be reunited with your original party, so you don't have to make your way back to the capital alone. Search the campsite and you will find a rope and a crowbar among other minor loot. As a reward, you will be given 1800 experience points. If you follow the "your house" line of questioning, you can mention his family. Leave the town and bring up the kingdom management screen. The other containers yield minor loot. Look for another way out you can climb the wall to the right of the tree, but only if you pass the athletics test. There is a sack by the fire containing a Dwarven Helm Shard (9/10). Barge past him and check the locked container (DC18) next to his house for a couple of scrolls among other things. You can now unlock the large doors. Well, i trust grand diplomat with back whip. Head north from your starting point. Note that the Lawful Good response really does lead to no reward. Backtrack to where the slope forked and go right. You have an invitation from Maegar Varn to pay him a visit. For the best outcome to Jaethal's character arc, allow the elf girl to die. You probably witnessed the "cleansing" he talks about. You will be attacked from front and behind by three War Wisps. Cross over to the south side of the Gudrin River if you're not already there and head east. Fight your way through a group of four War Wisps. Thank you, Valerie. TrollSubjectZero (1b317ed6609cd1b4a8814bb2406bc56e), Dialogue (The Nature of the Beast - Dimwit), Dimwit is a unique troll that can be found at the. The two containers near the doorway you came through hold minor loot. Instead, proceed further up the corridor and kill another Branded Troll and three Trollhounds. There's a trap at the end. If you fancy taking on a powerful mid-boss, buy some cold iron weapons from Verdel. I would equip this on Octavia or Linzi, since you don't want to be attacked by someone who would actually benefit from the sneak damage. You are told that you need to "Defeat the monsters" and "Get the key from the dungeon". There is minor loot in the container to the left of the door. Details about it are described in the Swamp Bouquet and Mushrooms from the Mud Bowl errands. Go back to the previous room and go through the door to the west. If the player visits the Lone House before they need to visit Bartholomew for second phase of Troll Trouble they may convince Bartholomew to either release Dimwit, or let the troll go. You'll have a number of choices to proceed. If you didn't meet him, you can make speech checks or offer a bribe of five rations to gain entrance to the village. Amusingly, if you browse his wares, he has Volume 2 in his stock. 5. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. If you are able to make an Athletics check (DC24 - you can try multiple times but it will fatigue you), you will clear the rubble and create a second exit. Dragn Woradash is demanding compensation for use of the Shield Road which his clan used to manage. If Harrim is in your party, he will convince Waine to become a follower of Groetus. Pathfinder Kingmaker has 21 unique potential advisers to help manage the Stolen Lands. There are a couple more things to pick up while we're here. Alternatively, you can start following clues from Ivar's house. You receive a letter from Svetlana expressing her concerns about Bokken. You can have Sartayne take Nazrielle's place, which is pointless, or let him go which is actively harmful. By now, she should be capable of taking on the Ferocious Hodag since it's not that tough. 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. You have business there, so pay it a visit. If you go into the kingdom management interface, you may see a new event called Tenebrous Depths. Buff up when you get across because there is another Nereid battle. At the crossroads, head east again and cross over into the Kamelands where you will arrive at the Secluded Lodge. You can't do anything with this for the moment so speak to the man standing on the cliff's edge, Ivar. This may be sufficient to reveal a trap (Perception DC36) across the passageway. Order it to release the child and Shimmerglow will agree. Give him his whip for 1500G. There is a hidden cache nearby with a Token of the Dryad. Head through the door on the right to reach another balcony. Once you get to the other side, look in the undergrowth to the left for the Cloak of the Winter Wolf. Select "Search for traces of the campers" for a Perception check (DC20) to hear screams from the east. If you retrieve the armour pieces through intimidation, you can throw Kergan in jail or let him go. Head northwest and you will find Remus spouting nonsense to the assembled brainwashed. It seems that a merchant looked after him while he was ill but took his tools as payment. You need to pass an Athletics (DC26) check to get up there and there are three Greater Enraged Owlbears stalking the place. Head across to the other side of the square and look for Nazrielle. The entire horde will attack. March north to Oleg's Trading Post. Loot the bodies of the trolls to find a Torag's Pendant and a unique greatclub, The Crusher. Start constructing your settlement. Bring rope if possible and keep Ekundayo with you at least for the time being. Quicksave so that you can try again if you don't see it within a reasonable time frame.
paizo.com - Online Campaigns - Kingmaker Head through to the room that Kargadd emerged from. 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. After defeating them, you may want to use Inspire Competence because there are a number of high DC checks in this room. If you are unable to recruit him, you can murder him. Instead, make a Mobility check (DC22) to cross the gap to where you fought the wolves earlier. You'll probably want to take a little time to level up your advisors at this point since there is nothing else pressing. There is a container with some gems and a hidden cache with the Cypress Queen's Goblet (1/5) among other things. There are two Lizardfolk Sentinels just past your starting point. First, each adviser position gains bonuses from a particular ability score. Because there's no rest for the wicked, Jhod will come up next and suggest that you employ Bokken as your court alchemist, initiating The Court Alchemist. The DC30 Knowledge (Arcana) check gives you a clue for the puzzle in this room. Return to the place where you fought the trolls and kobolds and head west. If Octavia isn't with you, you may need a dose of Inspire Competence. 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. You can get your fish back afterwards if you like. It may take a couple of goes, depending on how the RNG gods arrange matters, but you should prevail. Since you need to wait for further developments, you can take time out to recruit Kalikke (and her sister). 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. Tell that the Scythe Tree has been destroyed for an XP reward. After killing the annoying creatures, grab some minor loot from a cache and then examine the body of Nyta on the ground. At the end of the corridor is a hidden cache with minor loot. There are five more at the bottom of the slope in two groups. Search their knapsack to find a Bastard Sword +1. An adult troll weighs around 1,000 pounds. One contains a suit of Chainmail +2 while the other contains minor loot. Be careful at the top. Your only lead for the time being is the witch's hut in South Narlmarches which you've doubtless passed several times already. You will learn that the Great Ancestor has ordered them to plant dope-weed instead of heal-herb. When they're dead, loot another Taldan Warrior's Dog Tag from the undergrowth near the rocks. As you do so, creatures will start pouring out. Talk to the witch Old Beldame and learn that, apparently, she did not do anything wrong. Or you can simply kill them, which is what you'll have to do anyway if you fail the checks. Search the chest to the left of it to find the Soot-Blackened Tongs (4/5) and some Bracers of Armor +3. However, there's a lots to do before you go there. When they're dead, grab a Token of the Dryad from the undergrowth. Do so. At the top are three traps and a pair of patrolling Redcaps. 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. If you want to, you can buy some Feather Tokens for the Nixie back at the overgrown pool but you can also get some for free later. If you head down to the courtyard, you will find a locked chest (DC21) near the gate containing a scroll of Haste and some gold. Head to the Swamp Witchs Hut location. Exit the throne room (when interacting with the map inside, you return to the kingdom management screen) and walk around the city until you see the Guardian of the Bloom. While these are usually nonlethal, trolls are aware of each others weaknesses and will use such knowledge to kill their own kind if food is scarce. Head west along the Skunk River and you will come to a crossing point. Go to the east of the village and you can check out the Beer Mug Inn. Don't ignore these altogether because they will get more difficult each time and corrode your barony's stability. Tartuk will question why you're here killing trolls and kobolds. You should take the opportunity to level up one of your advisors (whoever is free). Go to Shaynih'a and tell her what Storyteller said about about her Spear Fragment to conclude her quest. Jhod will also come and see you to report on the events at Bald Hill. Leave through the exit in the Troll Lair Depths when you're ready. Soon after this, you will need to meet Ekundayo (refer to the quest A Score to Settle) and Jubilost (Renowned Explorer quest). June 30, 2022 . The tempting thing to do is kill Sinnet - he really asks for it. If you read his letter, you know what common sense tells you anyway: there is no such thing. Backtrack and head north, or follow the path along the shore of Candlemere and head east. Have at least one ally equip a cold iron weapon. If you killed the leader you will be able to loot his magic weapons, armour and gear. Open the chest for the Soot-Blackened Hammer (5/5) and a Shock Frost Heavy Mace +1. 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. Return to the trail and continue south, heading east at the next junction. Continue northeast and turn left at the crossroads. Your call. If you succeed at a Knowledge (World) check (DC22), you get the option to tell them that they're on a fool's errand. Unwanted LegacyInteract with the statue and Harrim will wax philosophical. Head northeast from your current position and cut your way through four bears. Inspire Competence is useful too. If you succeed, you have a number of ways to deal with him. See here for possible candidates. At the next junction head southeast. In preparation for later events, you may want to buy a rope and a crowbar as well. 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. Sartayne is a 7th-level Magus who will summon two leopards and then spend several rounds self-buffing, starting with Mirror image. Search a hidden chest a short distance to the right for a Robe of Earth and some gold. Continue to the edge of the map and you will see a Gloomberry. Instead, continue west to the Overgrown Pool because there are some people who've been waiting a long time for you to fetch Feather Tokens. Just to the north of his house is a crate containing a Taldan Warrior's Dog Tag, a Wand of Burning Hands and 799G. You will learn that the creature is manipulating the Lizardfolk to feed off their fear, shame and misery. 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. If you examine the walls nearby. The Cyclops drops a Greataxe +1 while the Zombie Lord drops a Masterwork scimitar. Haste and Heroism help as does True Strike. You can loot Giant Spider Legs if you like; they're a cooking ingredient and quite valuable. You will have the opportunity to add Ekundayo to your party at this point. This brings you out by the Troll Clearing. At least two of those are subject to attacks of opportunity so they shouldn't give you much trouble. Head immediately north and examine the body by the wall to update your journal. You need to hit it with cold iron weapons, both to overcome its DR and to stop it regenerating. In the end, you can order Bartholomew to release the captive troll or leave him as is. Hargulka has 236HP, which is the main thing you have to burn through, and five powerful melee attacks. 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. pathfinder: kingmaker bartholomew release troll. Equip the Heart of Ira and buff up with potions before going in. Head back down and return to the fork in the road. The enemies here also drop Masterwork weapons. A hidden nook in the floor contains a Torag's Pendant and scroll of Fireball. The Snipers stand well back and have a habit of targeting your squishier guys. If Ekun is going to be your Mobility guy, he'll want Boots of Elvenkind as well. He has a surprisingly large number of HP. Stinking Cloud will disable out the mass of them. If you speak to Tartuk you can learn a great deal about the kobolds. Return to the world map and head east. If you are able to, get Unbreakable Heart on Valerie, Amiri and / or Dog. Return to your throne room to close out the chapter. Give Tiger (the cat) to Ekun to boost his Lore (Nature) and have Linzi use Inspire Competence. Head north and you will find Ivar accompanied by three Alpha Worgs. Continue north from Maegar and search the crate for a unique necklace, The Heart of Ira. Continue south and clear a pair of traps (DC23 and DC21) from outside the double doors leading west. Upstairs is an easy chest (DC16) containing an Old Diary that you can read. 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! I'm inclined towards the Chaotic Neutral response. Ignore the imposing statue of Torag for the moment but grab some minor loot from a container next and read the Worn Parchment for some hints for a puzzle. When the enemies are dead, clear the spike trap (DC25). Ask him to be an advisor. You'll also want to keep one of your High Priest, Regent and Councilor free. Another Ancient Will-o'-Wisp will attack you. You are looking for the "[Knowledge (World) check passed]" option which is required for the best outcome for Harrim's personal quest. Head south down the path until you come across a group of eight Tatzylwyrms. Head down the path and meet a dog. June 29, 2022; creative careers quiz; ken thompson net worth unix You can also recruit him as an advisor if you are able to select the "[Requires Neutral]" option.
Pathfinder: Kingmaker - Wikipedia If you have an evil alignment, you can actually turn Hargulka against Tartuk and have him cut the little pipsqueak to size. After you've cleared the areas, backtrack to the fork and take the path leading southwest. Afterwards, you can grab some minor loot from the container. When they're dead, you will find a Token of the Dryad on the ground nearby. Afterwards, give Kanerah the Disk of the Eclipse. Be careful that you don't run into them. Search to the right of the Hodag's Lair to find a Shard of Knight's Bracers (5/10). Back in the throne room, Kassil may have news of Jamandi's response to the way you (mis)handled Oleg's tax issues. However, they are accompanied by a Boomsayer who will make your life hell if you don't kill him. You will emerge in some sort of storage room. This is another illustrated book episode. The Greater Trollhound has 150 HP and a howl that causes fear. Leave your capital and make your way west to a Ford Across the Skunk River. I would suggest a Longhouse to begin with along with a pier by the water. When the fight is over, Ekundayo will tell you that he can feel that the specific troll he is hunting is nearby. Initially it takes the form of an illustrated book episode. Equip it on anyone able to use it right away. If you brought a rope, this should be an easy check. When you've defeated it, head all the way east to find a hidden cache containing a Wand of Crushing Despair. 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. When the first batch of enemies are dead, two Branded Trolls and a Greater Trollhound will emerge from inside the ruins.
Act 2 - Troll Trouble - Pathfinder: Kingmaker - GameFAQs Head across to the other side of the path where you will find three Ferocious Wolves and two Alpha Wolves. You will see a Coal Mine just to the west which you can claim. You will have a number of options to deal with him. If you fail, curse and reload the save before the battle. You have various choices for dealing with him. You may want to claim the nearby Remnants of Dwarven Fortifications. He is a rather sketchy individual, but agree to investigate anyway. After some smack talk, Tartuk will summon some more kobolds on the other side of the river and Haste them. You can't explore the rest of the level from here. Go down to the lower level again and look for the Sun and the Moon statues in the central chamber they will have the right symbols. Anyway, you are presented with a good / evil choice as to whether to hunt down the idiots who just tried to murder you. After killing the enemies, look to the left of them for a hidden log containing some gold. Head to the top left corner of the room where you will find three containers with the Commandant's Journal (Second Half) and the Old Dwarven Chest Key. Ruthgert will say something along the lines of "you haven't seen the last of me" and vanish. You will find Maegar Varn speaking to a merchant. Hold Person will not work on Hargulka because he has Freedom of Movement but it may take Tartuk out of the fight. 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. He is speaking to someone named Amalia, who is an adherent of the cult. Note that if you do not order him to stop, you may be able to recruit him as an advisor later. Speak to Corax and mention a reward and you will receive 400G. Guiding Beacon is a quest in Pathfinder: Kingmaker. 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. He wants you to take him to any dwarven ruins you find. The time passed will probably trigger the next throne room event. You will pass the Lonely Barrow to your south. Cast Remove Fear before advancing further. Cross the river and interact with the cliff to climb up. After you've made your decision, you will figure out that Enneo is probably behind this whole charade. Speak to Kagar and Tig who will leave to return to his mother. Otherwise it's worth a decent amount of gold. just go to his laboratory and try to convince him, lots of options available. Search the rowing boat near your starting point for the Note Wrapped in an Oiled Leather. If the RNG screws you over, reload. This time she is accompanied by two Ferocious Hydras and two Nixie Pranksters. Retain Bartholomew. If you are not able to cast the basic cantrips (acid splash, jolt and so forth) bring someone who can, such as Octavia. Make your choice and return to Bokken. Despite being a named troll, he's not much tougher than a Branded Troll. Chat with Vesket, then go outside and walk into the building on the right. If you met him on the road, you will find Rashor here. Keep to the left and you will find a chest containing Full Plate +2. If you back out of the kingdom management interface, you can enter it again by clicking on the table in front of your throne. If you can't open it. When it's defeated, search the various containers for an Amulet of Natural Armor +1 and minor loot. The top sarcophagus contains an Ancient Scrap of Script-Covered Leather (1/16). Search a nearby log for a Token of the Dryad and a Shard of Knight's Bracers (4/10). Take a look at the booty near the boat to learn about the adventure seekers who went here before. Lightning protection will defang the creatures while you take them out. Make your way along the wall and you will come to the location where you would have climbed up to. Regardless of the outcome, Kargadd himself will appear to do battle. You can question him further about this troll, Kargadd, and you will learn that its weakness is sunlight. 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. The Fighter drops a Masterwork longsword and the ranged guys drop composite bows. After you've killed them, you will see a bunch of hostile Lizardfolk fighting a smaller bunch of non-hostile Lizardfolk, including a named NPC, Rashor. A nymph will appear and then sic the monster on the main character. Nip back to Varrask and give him his tools to recruit him as an artisan. Have someone equip the Demolisher and put Freedom of Movement on your frontline. The Goblet is the first in another relic set. You will pass Iron Mine, a kingdom resource, to the north. Duke Dazzleflare isn't really any tougher than all the Ancient wisps you've been fighting up to this point. Only the Cyclops is remotely dangerous and even he can be cut down fairly easily. Afterwards, loot the dead trolls and then check the boxes and crates by the cart for a Token of the Dryad and various cooking ingredients. The round container holds potions while one of the crates contains the Cypress Queen's Quill (3/5). The building will take 10 days to complete so you'll want to do stuff in the meantime. It is also trapped (DC22) and locked (DC20). Ekun should concentrate on killing the Nereid from a distance that leaves him unaffected by her aura. You will find Waine among some trees, terrified. After a short while, you will be attacked by a War Wisp. The ones on the left of the road are melee attackers while there are two archers on the other side of the road. The next time you level up an advisor, make sure it's the Treasurer; otherwise you don't receive bonus BP for your ranks in other areas. You need to keep those two well back so that Bokken doesn't get attacks of opportunity against them. When you're travelling the world map, you might bump into this guy. You can pick up this quest after you visit Bartholomew during the Nature of the Beast quest. It is also stalked by four Venomhodags which are moderately nasty creatures. Be on the lookout for a trap on the ground ahead. Harrim will punch the anvil, smashing it. Don't climb up at this point because it will put you at a disadvantage in a tricky encounter. The Evil choice gives you a ruby while the Good choice secures you an emerald. It's not tough but it has a ranged attack that causes the entangled status. A locked (DC28) crate to the right of the "scary box" contains a unique scimitar, Slicer. If your main character is a Paladin, you're in luck. Select Settlements / Shambling Steps and build Nazrielle's Weapon Shop and Varrask's Weapon Shop. Don't blow all your funds shopping with Hassuf, because you want to buy a suit of Mithral Full Plate +1 for Valerie from Verdel, particularly if you're taking her down the combat Sorcerer route. Continue to the northeast of the room where there is a pair of Trolls and a group of kobolds, including an always-annoying Boomsayer. Make a hard save at the entrance in case you get stuck. When the 14 days have passed, you will likely have some new events demanding your attention, including Troll Sightings. If you read his diary you will learn of his experiments on some unfortunate named Dimwit. The inactive one is soot-blackened.
Pathfinder: Kingmaker - Troll Trouble Walkthrough - Neoseeker Even if you can't use it, it's worth 5000G which is a decent chunk of change. . Continue west and you will see Mud Bowl to the south. Shortly after combat begins, a fear effect will be triggered but Remove Fear negates this. This is why a separate savegame is advised. When the area is clear, loot the nearby containers (one of them locked, DC18) for a Dart +1 along with other stuff.