You will find another group of wolves in your way: an Alpha Wolf, a Worg and five Ferocious Wolves. Follow him to the road and you can give him the brooch you found for a decent XP reward. When you're travelling the world map, you might bump into this guy. The open gate to the interior is just to the right, but ignore it for the moment. The biggest threat is a level 7 Transmuter who will Haste his allies and then Slow you. Immediately to your right is a stash containing a Melted Shard of a Ring (3/13). If you're burdened with loot from the Troll Lair, you can sell to him as well; just be careful not to sell him anything irreplaceable (the Heart of the Anvil looks like a common gem, for example) because he may shortly disappear from the game one way or another. Speak to the Old Beldame and ask about the lost child (remember him?). 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. Eventually, you will end up in your throne room. Afterwards, speak to Rismel. Choose the Lawful Good option if you want the best outcome. Give them any new equipment you bought and check spellbooks. Get Resist Electricity on your party before you start making your way up the path. Keep an eye out for a hidden stash of minor loot underneath a tree. Another trap. leave Octavia in captial when you visit bart and allow him to contiune experiment? Head across the river and go west to find a couple of Kobold Sentinels fighting an uneven battle against a trio of Ferocious Wolves. Proceed to the location. You will learn that Tartuk was brought back to life but cursed to actually be Tartuk rather than merely pretending to be as before. Manage all your favorite fandoms in one place! Required fields are marked *, Commentdocument.getElementById("comment").setAttribute("id","a57ed2cf2dd8d444e06084d0522d901f");document.getElementById("f756645e86").setAttribute("id","comment"), Pathfinder: Kingmaker Troll Trouble Walkthrough. In the meantime, you can do stuff that you didn't do in the previous chapter - for example, the Tremendous Centipede beneath Old Sycamore if you gave that a wide berth. Your email address will not be published. Examine the troll behind the bars, talk to the scientist and complete the quest. Sleep in the camp site in the northwest of the area and when Viscount Smoulderburn attacks, protect yourselves with Resist Energy (Electricity) and Remove Fear. There are three Trollhounds in the first room which serve as a good demonstration of the power of the Devourer of Metal. If you're protected by Remove Fear, that doesn't do anything. Smoulderburn has AC 33 so is a bit tricky to hit: True Strike, Inspire Courage and Blessing of the Faithful help. Head north to find a Dizzyhead and a Token of the Dryad along with two Giant Slugs. As you head down the corridor you will have to fight a Dread Skeleton Elite and three Nightmare Skeletal Champion Archers. When it's dead, you can loot the other chests for a Shock Light Crossbow +1 among other treasures. Before leaving, help yourself to provisions and minor loot from the containers in the hut. Hit the Doomspider with Glitterdust and its AC will drop to sensible levels. Since he can't harm you (or frighten you), it's just a matter of time. Select "Bokken's Alchemical Shop" and drop it somewhere on the grid. Give Bokken the books you've found to update his quest. Make your way to the southeast corner where you will find the Scythe Tree waiting. Buff Amiri up and head along the path a little. If you are able to make one of the alignment checks, do so. When you start seriously thinning their numbers, enemies will start fleeing.
F. Lone House - Pathfinder: Kingmaker Walkthrough & Guide - GameFAQs 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. There are two Fighters, an Alchemist, a Rogue and a Bard. Otherwise, you may want to get a headstart on Research into the Nature of Curses. A locked (DC28) crate to the right of the "scary box" contains a unique scimitar, Slicer. You must go there alone! Put them on the altar to complete the quest and allow the ghost to finally rest in peace. Speak to him and ask to trade stories. There are two locked chests (DC23). Buff up and head north. There is a Branded Troll accompanied by seven Trollhounds just below your current position. Save your game and continue further into the throne room to find Hargulka accompanied by Tartuk. Since they come from all sides, the archers can really catch you on the hop. Version: 1.1y | Updated: 02/20/2023 FAQ of the Month Winner: October 2021 | Highest Rated Guide. Head northeast from your starting position. At the end of the corridor is a hidden cache with minor loot. It's physical AC is high (AC34) but its touch AC is pathetic, so touch attacks (e.g., Acid Splash boosted by sneak damage) are quite effective. Enjoy a traditional RPG experience inspired by games like Baldur's Gate, Fallout 1 and 2 and Arcanum. At the top, there is a cave entrance to your right. Go there to confront the fool. The Neutral choice is not very rewarding. When they're dead, loot their bodies for Masterwork shortswords. Run back to the Old Beldame (again) and give her the letter. Ask him to be an advisor. Try to avoid being flanked so they don't inflict large amounts of sneak damage. There is a chest to the right of some steps containing a Rusty Dwarven Key along with the Commandant's Journal (First Half). Unless you want his loot which is quite nice. 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. Head east, hugging the edge of the path and you will come across three bandits, a fighter, an alchemist and an archer. A hard-to-spot (DC27) and locked (DC25) chest outside the southwesternmost house contains an Amulet of Natural Armor +2. Walkthrough Locate the wizard's house You get this quest from Dalton in Special Encounter (Dalton) which you can get after starting Troll Trouble. And so the quest begins. 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. I strongly recommend going for Loyalty 3 first because annexing Kamelands makes Silverstep available for annexing as well. If you tell him he's a threat to himself, you can give him various reasons why he should die. On your way back, stop over at the Lone House area and pay Bartholomew (who is still in his laboratory) a visit. There's locked door on the left of the room. The check itself is DC17. If you want a few bonus XP, interact with the portal for a Knowledge (Arcana) check (DC24). You need to pass an Athletics (DC26) check to get up there and there are three Greater Enraged Owlbears stalking the place. In preparation for later events, you may want to buy a rope and a crowbar as well. At the bottom of the stairs, you will fight a pair of Kobold Blades and a Trollhound. Search their knapsack to find a Bastard Sword +1. This leads to a number of other options. Check the body of one of the bandits for a Turquoise Brooch. Doing so will allow you to summon their assistance later. Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young.
paizo.com - Online Campaigns - Kingmaker . She's looking for an author to write about her adventures. Hostilities will ensue. Keep an eye on it and return to your capital when the time comes. Let her tell her story and you will earn 600XP and gain a new artisan. Go into the room beyond and interact with the column. A popular method is to cast Grease at the location where the fight will take place and give Valerie Freedom of Movement. If you are not able to cast the basic cantrips (acid splash, jolt and so forth) bring someone who can, such as Octavia. Return to the main path and continue south. Kesten Garess will meet you to give you a whistle-stop tour. The Eyes of the Eagle and Trickster's Gloves are both worthwhile purchases from Hassuf. You can make a Knowledge (World) check (DC23) to decipher the central pillar. Duke Dazzleflare isn't really any tougher than all the Ancient wisps you've been fighting up to this point. Examine the ground nearby to find a Ring of Protection +1. The Wererat Lair is in the woods to the east of the Abandoned Hut. This one, special fish will summon an Ancient Wyvern for you to fight. Return to your capital and rest. 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). I'm inclined towards the Chaotic Neutral response. Ask who they are and, if you don't have any yet, you can ask Tiressia for five feather tokens for Melianse. At the same time, you will receive a visit from a potential artisan. 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. It is located in the west of the region. Your only lead for the time being is the witch's hut in South Narlmarches which you've doubtless passed several times already. For the time being, don't go out of your way to claim resources, but if you're passing and have the BP, you may as well. If you haven't yet levelled up your Treasurer, you should do so. When you've killed it, look for a nearby stash containing a Token of the Dryad and some gems. There is a Ferocious Slurk to take care of. 2023 GAMESPOT, A FANDOM COMPANY. Do not worry about it for the time being. Ekun should concentrate on killing the Nereid from a distance that leaves him unaffected by her aura. But not Grease so lay that down and then lay into them with the person wielding the Demolisher. Head back down and return to the fork in the road. I suggest that you built it on the river as close as possible to Tuskdale. Continue east and you'll be able to cross the Shrike River to the north. Ordinary coins won't do however. Otherwise, level up another advisor. There's some worthwhile loot there if you want to grab it. Suggest to Rismel that he might be a bit bonkers. In the meantime, you may want to explore the Dire Narlmarches or venture into the first few levels of the Tenebrous Depths. You are going to pick up a new companion shortly. You will see the Monster Den a short distance to your north. Details about it are described in the Swamp Bouquet and Mushrooms from the Mud Bowl errands. Go down the slope west towards the shore. Go south to find 4 Ferocious Wolves. There's a trap at the end. It is also stalked by four Venomhodags which are moderately nasty creatures. A new update 2.0.7k is here! Unwanted LegacyQuick save before examining the glowing rune on the back wall. Back home, browse Hassuf's wares and buy the Onslaught Jambarts which are part of Dragn's armour set. Afterwards, continue up the path and you will find a Torn Damp Page on the ground. If you succeed in the DC20 Lore (Religion) check, you have three options. Go to the place where trolls lair is located, enter the fortress and turn left from the first room to find the one who killed Ekundayos family. And that is why Regongar gets to kick his heels in the throne room in my playthroughs. Instead, return to your capital. He was caught in the blast from one of the traps and is now too frightened to move. Head down the path and meet a dog. Bartholomew Delgado is a reclusive mage living at the Lone House. This is another dwarven relic that will have Harrim musing on the inevitability of death and decay. You will want to grab the Demolisher heavy pick and someone who can wield it. Show him the coins you gathered from the Ancient Will-o'-Wisp and his pals for an XP reward. Select the "show the herb" option and you will get an errand to being her three mudleaves, gloomberries and dizzyheads. Leave them to it but kill the Trollhound with acid yourself because it regenerates. Cast Delay Poison (Communal) and head east, where you will find a Torag's Pendant among some rubble, and then north. Make your way to Thorn Ford. This is the self-appointed "Voice of the Dragon". Lawful Good gets you nothing, Lawful Stupid costs you a trader. Once there, seek out Bokken and ask him to be your court alchemist. He will use Lay on Hands repeatedly to heal himself so equip Valerie with potions of Healing. Pathfinder: Kingmaker Wiki is a FANDOM Games Community. You need to make one of the speech checks. Follow the dog until you find a man called Ekundayo. Before you cross over into the Dire Narlmarches, you'll probably want to rest. He is a lot more powerful than the average troll. When they're dead, search the ground nearby for another Melted Shard of a Ring (4/13). Continue further east and fight your way past another two bandits to a bandit Conjurer. Do not go in there yet - you'll come back later. Return to the Old Beldame and give her the plants and berries that you've gathered for a reward. To progress, head through the door to the north of the school room. They have fairly weak Will saves so Hideous Laughter is useful. When the first batch of enemies are dead, two Branded Trolls and a Greater Trollhound will emerge from inside the ruins. The ranger will join your group. What you find when you emerge depends on how you resolved matters with Tartuk and Hargulka. 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. He asks you to retrieve a whip that the trolls stole. Head up the stairs and kill the two Redcaps. The shaman drops a Wand of Bless and a Cloak of Resistance +2. Send just one person through the gate at the top to trigger the two Ancient Will-o'-Wisps, otherwise you'll get bottlenecked. Ask what they were arguing about and they will tell you about the danger posed by the Scythe-Tree. Nice thing for a mother to say but it gives you an idea as to where to look. After a couple of rounds, they will be joined by two Greater Giant Spiders. When this is complete, click on "Settlements" and construct a a new village in the Outskirts. Head back out of the room. When they're dead, remove any equipment (Ring of Protection / Amulet of Natural Armor) that you gave Kalikke and head over to the tower. When he's dead, loot the nearby container for a Dwarven Helm Shard (8/10) and a Torag's Pendant. 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. Hug the left of the path and you will find a container filled with scrolls and minor loot by the water. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. Search a nearby log for a Token of the Dryad and a Shard of Knight's Bracers (4/10). You will have random encounters with cultists as you travel. Head south and deal with a bear to your right. The trolls and kobolds are arguing over spoils and one of the kobolds produces the whip that Bartholomew was after. Gameplay [ edit] For Freedom of Movement, most characters should be able to use the Mace that Hargulka dropped. Return to where you were previously and continue north. Head into the area where the bear was and you will find a group of two Alpha Wolves, two Worgs and two Ferocious Wolves. Click on the cart to start an storybook sequence. Alternatively, you may want to level up an advisor since problem events will start increasing in difficulty. These are properly nasty. Ignore the entrance to the Troll Lair for the moment and follow the wall around. I managed it with Kalikke using empowered blasts on the Tremendous Centipedes. Search a nearby container for the Soot-Blackened Gloves (3/5). Nearby among the bushes is a hard-to-spot (DC27) stash containing 2000G. If Harrim and Jubilost are not part of your current party, you may want to return to your capital to fetch them because they have quests that intersect with places that we are going to go to. Make your way back south. Go south down the lower passageway. If you have the complete set of Restovic relics, he will trade these for a story, earning you 4000G and 600XP. You want Resist Fire (Communal) on your party. Run down to see a large group of kobolds attacking a handful of gnomes. At the crossroads, head east again and cross over into the Kamelands where you will arrive at the Secluded Lodge. Don't cross at Ford Across the Skunk River. Assuming you're 7th level and have someone in your party capable of casting Resist Energy (Communal), you should be able to teach this fool not to attack unsuspecting campers. You'll reach the somewhat hard-to-connect-the-dots conclusion that this dwarven outpost might just be the lair of the trolls that are menacing your barony. After some chit-chat, the battle against the Gargoyle-like Treant will start. You can take this if you like - skip ahead to the audience with Hargulka and then come back up. Fill your Cleric's level 3 slots with Resist Energy (Communal). Before embarking on another quest, you may want to spend some time on kingdom management. They drop Masterwork longswords. Continue west and you will see Mud Bowl to the south. Since you're in the area, it would be rude to refuse. Go a short distance left after disarming the first trap and you will find a log with some minor loot. The Goblet is the first in another relic set. Waine. Regardless, you're done with this location for the time being. Regardless of the outcome, Kargadd himself will appear to do battle. He wants to go back to the road but is afraid of traps. The Guardian of the Bloom will appear on the battlements to gloat. Go north up the passage and clear two traps from the floor. Tristian will break the news that the curse wasn't lifted, merely abated, initiating part 2 of An Ancient Curse. After killing the enemies, look to the left of them for a hidden log containing some gold. You have a number of options but to progress the quest, you have to select "I think you should talk to Valerie alone". These are 6th to 8th level enemies, although one of them will transform explosively into a rather more powerful Owlbear. After you've slaughtered them, you will find a trapped (DC22) backpack with a suit of Half Plate +2. Return to your capital and find Tristian who tells you that there is no trace of Ruthgert. You will have a number of options to deal with him. You will have an alignment option when responding to him. Afterwards, make your way to the area exit in the southwest. Fight your way through a group of four War Wisps. Keep going and you will reach the village proper. Pathfinder: Kingmaker is an isometric role-playing game developed by Cypriot [2] [3] studio Owlcat Games and published by Deep Silver, based on Paizo Publishing 's Pathfinder franchise. It's more-or-less immune to fire. In a bad case of writer's pet, if Regongar is in your party, he will override you in this matter and attack the children. Go all the way back round and head back downstairs. If you succeed at a Knowledge (Arcana) check, you will figure that it's an invisible creature controlling the child telepathically rather than a spirit possessing him. This brings you out by the Troll Clearing. While you're immune to electricity, go across to the other side where there's a Mobility (DC20) check to get across a ditch. 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. When you reach the junction that goes south to the Bridge Over the Gudrun River, head northeast instead. Cast Remove Fear before advancing further. Cross the river and interact with the cliff to climb up. 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. You do not start off in combat so you have an opportunity to both equip him and treat his wounds which are quite severe. Note that even when you have the BP and a Treasurer, the Trade Agreement with Surtova will almost certainly never pay for itself and pillaging the Temple of the Elk locks you out of a decent kingdom upgrade for marginal benefit. Cross back into Kamelands where you will pass Bald Stones to the north. Otherwise it's worth a decent amount of gold. There are three rooms to the side. If you want to close off Dorsy's part of the quest, tell him that you gave the coins to Wilber and he will attack. The Greater Trollhound has 150 HP and a howl that causes fear. Go up the path to meet Sinnet. Pathfinder Kingmaker: Magic Items List (Locations & Effects) ? You can attack right away or you can speak to him which leads to a number of options. You will learn that he is Dragn's grudge-bearing brother. He's not very tough and drops a Masterwork handaxe. You can loot a large quantity of chocolate, honey and sweet syrup from the various containers. There is a hidden panel in the far wall containing a Potion of Heroism. Do not go through the gate. A short distance to the west of the bandits is a well-hidden (DC22) container. Sad to say, but being a man of the people is not the best choice here. 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. 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 hidden cache nearby with a Token of the Dryad. Pathfinder Kingmaker has 21 unique potential advisers to help manage the Stolen Lands. Examine the box next to the cart. Win or lose, Valerie will get something to remember Sinnet by: a scar across her face. Loot the enemies and grab some gold and gems from some nearby dead bodies. A gnome on the riverbank is calling for help. Instead ask how you can help to learn that he needs two coins to put over his eyelids. You'll find him packing, as it seems the troll menace has grown too great for him to risk. Further in, there is a trap (DC21) on the floor. There are three Branded Trolls just inside the doors that you need to fight your way through. Agree to help fight the monster and he will open the portal. You can help him back to the road (NG, LG . June 30, 2022 . Return to the trail and continue south, heading east at the next junction. 6 days ago. When all the wolves are dead, you can find another cache of minor loot in the bushes just above where the path forks. Make the immediate area safe and then speak to Waine. The house to the east belongs to Kaessi; go in there to update the Sorrowflow companion quest. 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. Make a Lore: Nature (DC15) check and you can calm them so that they can help retrieve the cart from the river. In the end, you can order Bartholomew to release the captive troll or leave him as is. 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. Equip the Heart of Ira and buff up with potions before going in. 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. Continue west and kill a group of wolves. When you do so, two Dread Skeleton Elites will appear on the other side of the room. Have at least one ally equip a cold iron weapon. 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. From the Lone House, head southwest. You can target them from outside their area using ranged weapons and they can't touch you. Make your way to Candlemere Island in South Narlmarches. If you have a pet Smilodon, you'll know that it has lots of attacks and the Smilodon-like Treant is no different. You probably witnessed the "cleansing" he talks about. Stand just outside their perception range and drop a Web on top of them and follow it up with Grease. The loot container holds a Robe of Water which gives a +2 bonus to the DC of cold spells. Together with the clue from the bas relief ("using several natural elements"), you are supposed to figure out that you have to target the other pillars with cantrips: Doing so will open up a secret room behind. you can make a Knowledge (Arcana) check (DC23) for a Cthulhu reference. There is a container with some gems and a hidden cache with the Cypress Queen's Goblet (1/5) among other things. Dragn Woradash is demanding compensation for use of the Shield Road which his clan used to manage. For the best outcome to Jaethal's character arc, allow the elf girl to die. Continue east and you will find a Spectre wandering around. Fireball Trap (Perception DC 22, Trickery DC 22 - 36 exp): 5d6 fire damage if triggered (Reflex DC 16 for half). Hopefully, your buffs should keep you safe: it will breathe fire to little effect and miss with its other attacks due to concealment. The book is a quest item for Bokken while the Skymetal is the first in another relic set. Rest up and check your calendar and settlements. Avoid the traps and slip between the Redcaps as they patrol. Give Tiger (the cat) to Ekun to boost his Lore (Nature) and have Linzi use Inspire Competence. 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. You cross Bridge over the Gudrin River. There's not really much to see there unless you have a thing for wyverns. Back in your capital, go into Kalikke's house where you will meet Naiho, Elki and Tevi, the Sweet Teeth. The room beyond has a trap on the floor (DC21). When you leave again, bring 12 rations (enough for 3 rests with Ekun's special ability). When traveling to the left of the fortress, you will meet some trolls attacking merchants. If the player manages to rescue him from the trolls, he will assign the quest Guiding Beacon. Return to the path and go north to where you were ambushed. This will summon an Ancient Will-o'-Wisp and two War Wisps. They shouldn't cause you too much trouble, particularly if you blind them with Glitterdust. When you defeat him, he will shift back to human form and you have to decide what to do with him. They depict the creation of a phylactery for a lich and the lich slaughtering innocents. You will climb down to a deserted campsite. 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. A body at the end has a Steel Dwarven Key and a Torag's Pendant. If you make a World (Knowledge) check (DC23), you'll gain a few XP. If you were successful, you will earn 2800G. pathfinder: kingmaker bartholomew release troll. While exploring this area, you will have a fixed encounter at some point. Head to the world map and level up your party members (you should be level 5). Just to the left of your starting point is a hidden stash with minor loot.
pathfinder: kingmaker bartholomew release troll Ask him about himself and what he's doing and he's not very forthcoming. Annexing the region will unlock a new project, "Restoration of the Bronzeshield Fortress". Continue north and observe that the footprints change. Make sure you can target her quickly when she appears. Make a DC14 Mobility check to climb down. Quicksave before going to the throne room. Two doors have opened in the west wall but the way back to the entrance is now sealed. Due to this need, most trolls stake out large territories as their own, and fights between rivals are quite common. You should take the opportunity to level up one of your advisors (whoever is free).