You will want to grab the Demolisher heavy pick and someone who can wield it. Both locations yield decent loot and are worth the trip. If you tell him he's a threat to himself, you can give him various reasons why he should die. Examine the statue (DC20) for an XP reward. You have a number of options but to progress the quest, you have to select "I think you should talk to Valerie alone". Be aware that the chapter is drawing to a close. The Nereid projects a Fascination aura that stops anyone attracted to females dead in their tracks. Head north and examine a log by the path. Terrorizing Tig is a bonus. Run back to the Old Beldame (again) and give her the letter. Otherwise, level up another advisor. Select the "show the herb" option and you will get an errand to being her three mudleaves, gloomberries and dizzyheads. It will be called Troll Lair afterwards. Afterwards, speak to Rashor and he will invite you to his village. Continue east and you will pass Empty Skull Rock to the south. 80. r/Pathfinder_Kingmaker. He has some interesting stuff, but nothing that made me feel compelled to part with 1000s. Further in, there is a trap (DC21) on the floor. 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. Pathfinder Kingmaker: Magic Items List (Locations & Effects) ? The Bronze Dwarven Key unlocks the final door. When they're dead, you'll have a tricky series of speech checks (DC30). Give this task to Tristian (Councilor). Continue heading south where you will find a barrel in the corner of the room containing a Torag's Pendant. 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. You will be able to find a couple since someone will be able to make the necessary Mobility check. We'll follow after him later. A messenger hands you a letter for Valerie. Select Settlements / Shambling Steps and build Nazrielle's Weapon Shop and Varrask's Weapon Shop. I managed it with Kalikke using empowered blasts on the Tremendous Centipedes. He will use Lay on Hands repeatedly to heal himself so equip Valerie with potions of Healing. You're not able to do this if you chose another option earlier. However, since the amount of backtracking is the same (and to make the walkthrough easier), head back to the entrance and go east. Backtrack a little and head down the southern corridor. Continue round the corner and kill a Troll and two Trollhounds. Before examining the sarcophagus, equip a melee character with Second Execution and cast Remove Fear on your party. Sense Vitals is useful on anyone who can cast it. The Young Elves have a few Masterwork weapons and a Ring of Protection +1 and you will find an Elven Curve Blade +1 on the ground. Dimwit continues to attack Bartholomew, ignoring everything else. Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. If Octavia isn't with you, you may need a dose of Inspire Competence. You can then speak to him again and he will agree to go to your capital as an advisor. Head west from the campsite to a moderately tricky encounter vs. a Branded Troll, two Trolls and a Kobold Boomsayer. It's more-or-less immune to fire. Instead ask how you can help to learn that he needs two coins to put over his eyelids. He's not very tough and drops a Masterwork handaxe. Be careful as you make your way down because there is a trap (DC22) at the bottom. When you've defeated it, head all the way east to find a hidden cache containing a Wand of Crushing Despair. You will also want the Cold Iron Dagger. Save your game and continue further into the throne room to find Hargulka accompanied by Tartuk. Continue northeast to the top of the area where you will find a hidden stash with some gems. When you were last here, you were too low-level to tackle this place but it should be manageable now. Exhaust her conversation options (apart from the one where you murder her) and she will give you an Invitation from the Kingdom of the Cleansed. However, before proceeding further, you want to cast Protection from Acid (Communal). Otherwise, helpless characters will be murdered by the Doomspider. March north to Oleg's Trading Post. If you have access to something like Hold Monster, it will come in useful. Once there, seek out Bokken and ask him to be your court alchemist. Go a short distance left after disarming the first trap and you will find a log with some minor loot. Leave through the exit in the Troll Lair Depths when you're ready. You will find a large group of three Tatzylwyrms and three Greater Tatzylwyrms in your way. Make your way to the northeast corner and kill some more oversized amphibians and grab another Token of the Dryad. Head through the hidden door in the north wall. There's also a hidden cache in the corner with a Token of the Dryad. There are a total of six plants to harvest. It won't inconvenience Hargulka too much but it may well take Tartuk out. All rights reserved. He deserves to be hanged in chains! This one, special fish will summon an Ancient Wyvern for you to fight. He will join your squad, and you will need to continue the quest by finding the old fortress. It is also trapped (DC22) and locked (DC20). At the next crossroads (close to Tuskgutter's Lair), head southwest. There are several more Dizzyheads nearby and in the corner, a trapped (DC22) and locked (DC25) chest containing Gloves of Dueling. This is why a separate savegame is advised. . Outside the door to Bartholomew's laboratory is a group comprising a Branded Troll and four Ferocious Trollhounds. Letting him keep the armour locks you out of Dragn's masterwork for no benefit whatsoever while killing him will cause the quest to fail. Backtrack to the main road and start cautiously making your way south. Go in there both to rest and to buy the Onslaught Gauntlets for Dragn. You'll find the body of the boar lying on the ground just to the north of the area where the Moon Radishes grow. What can go wrong, I really disliked something that comes up later: (spoiler inc obviously). Kill the troll Help Bartholomew Delgado kill Branded Troll (Healing Item). Search the Sentinel's remains for an Old Dwarven Chest Key. The one in the corner is trapped (DC22) and locked (DC23). This is not essential but it moves the quest along organically. Return to your capital and go to the Capital Square. Return to the main path and continue south. The shaman drops a Wand of Bless and a Cloak of Resistance +2. If you use my Valerie build, she has True Strike, Mirror Image, Displacement and Dragon Breath (which is quite effective). This is the first of new set of relic fragments. The round container holds potions while one of the crates contains the Cypress Queen's Quill (3/5). If you have any throne room events pending (for example, advisor rank-up events), go there and deal with them. When they're dead, have Kallike use her Water Blast ability on the flames surrounding the trapped Water Elementals to free them. The Ancient Will-o'-Wisp is quite nasty but it doesn't go invisible so you can hit it reliably. Do not cross yet. Continue further east and you will find an Amulet of Natural Armor +1 hidden in the grass. Secondly, he provides merchant services in your throne room. You will return to the Spirit Hut and Kagar will cast Glitterdust to reveal Shimmerglow. There is a trap on the floor and the room is occupied by a Kobold Death Shaman and six Greater Giant Spiders. 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. Memorize them, set the plates right on the upper level, then go back and enjoy your chest with some gold and excellent armor. 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. Make sure you can target her quickly when she appears. See here for the complete list of tasks and their rewards. A body at the end has a Steel Dwarven Key and a Torag's Pendant. Keep an eye on it and return to your capital when the time comes. There are two Ancient Golems in the room beyond. Regardless of the outcome, hostilities will ensue. In fact, you have 13 days and 8 hours left because when the timer reaches 14 days, stuff will start happening. These are fairly powerful creatures with 102HP and a nasty acid spit attack. The check itself is DC15. I don't believe the choice matters. Haste your party and use effects like Archon's Aura and Prayer to reduce Hargulka's melee effectiveness further. There is a short cut up the slope which requires Lore (Nature) followed by Athletics to negotiate. You will learn that the Great Ancestor has ordered them to plant dope-weed instead of heal-herb. There is a hidden cache nearby with a Token of the Dryad. You are told that you need to "Defeat the monsters" and "Get the key from the dungeon". Your email address will not be published. If you made the knowledge check, you can fight it now, although that's not optimal. Backtrack and make your way east along the northern bank of the river. This encounter will give you the name of the troll leader, Hargulka. Cross back into Kamelands where you will pass Bald Stones to the north. When they're dead, look around to spot a pair of hunters trapped on the hilltop. When they're dead, search the top left corner for a locked chest (DC15) containing a Dwarven Helm Shard (3/10) and a couple of scrolls. You can have Sartayne take Nazrielle's place, which is pointless, or let him go which is actively harmful. If you examine the sun and moon statues, you will see the solution to the floor puzzle upstairs: a sort of fish rune and a lightning bolt rune. The Silky spams Hold Person and Hideous Laughter, targeting the character with the lowest will save so kill her as a priority. If you fancy taking on a powerful mid-boss, buy some cold iron weapons from Verdel. Fortunately, no undead come pouring out of sarcophagi. There is minor loot in the container to the left of the door. Buff up mildly. You may want to buy the Trapspringer's Gloves from Hassuf first. If you search around the nearby houses, you will find a couple more loot containers. Head east from your capital and continue east. This will allow you to complete Amiri's first companion quest. You will probably aggro the large group outside the house at the same time. The initial creatures are a Bear-like Treant and a Quick Boar. If you come here during the day. Afterwards, search the Sniper's body for the Black Whip. At the next crossroads (you should be close to the Technic League Encampment), follow the trail south and west and then turn southeast. Talk to Jenna in the upper left corner. You need Delay Poison, Resist Fire and Protection from Fire. The creature is vulnerable to Magic Missile so if you can use that, do so. When the 14 days have passed, you will likely have some new events demanding your attention, including Troll Sightings. Send them to wolf heaven and search among the remains of various meals for some minor loot. Continue east and cross over into Silverstep. Report to Bokken and tell him that the wererat died. Speak to them and you will have options to save them (or not). Remove any armour from the party member with the highest Athletics ability, quick save and interact with it for a storybook segment. All that lies between you and escape are a pair of 2nd-level Ferocious Wolves. Open the door and save your game. Head inside the ruins. the place will be empty so camp until nighttime if necessary. Search among the undergrowth to the right of the bridge for another Taldan Warrior's Dog Tag. Speak to him again and he will buy the coins, tokens and dog tags that you've picked up. You can attack right away or you can speak to him which leads to a number of options. Listen to Enneo's version of events to initiate Jaethal's first companion quest, Investigate My Death. You will learn that the creature is manipulating the Lizardfolk to feed off their fear, shame and misery. Remember to disengage Defensive Fighting - Valerie will need 20s to hit otherwise. If you bring him Kagar, the old Lizardman you met outside the village. Go a short distance southeast for more wisp-on-wisp action (an Ancient and two War Wisps). Make a decision. Head outside into the square. Two Trolls and a Branded Troll are attacking a merchant named Dalton and his guard. Make your way to Thorn Ford. Before leaving, help yourself to provisions and minor loot from the containers in the hut. One or two Events will have popped up, one to speak to Harrim and possibly another if your Loyalty stat reached 20. Ask about "other dangers on the road" and a location named Hodag Lair will be added to your map. Summon Nature's Ally III Trap (Perception DC 20, Trickery DC 20 - 45 exp): Summons 2-3 Giant Spiders (Vermin 7) if triggered. This is an update to his artisan quest which you can complete now. There will also be people waiting to see you. Being able to recruit Bartholomew as an advisor later brings two benefits. Search a nearby container for the Soot-Blackened Gloves (3/5). The Secret Sanctum will be added to your world map. Cast Remove Fear before advancing further. There are two ways to do this: speak to Aysel and follow the "Let's talk about this hunter" thread to receive a Diplomacy 19 check to have Aysel add Silverstep Grove to your map. Unlock the door to the north but don't charge in because there is a trap (DC20) on the floor. Run down to see a large group of kobolds attacking a handful of gnomes. Go inside and head down to the basement. Maybe. The area is littered with traps. This will summon an Ancient Will-o'-Wisp and two War Wisps. With Inspire Competence and gear, Octavia can have Trickery +26 or more which is sufficient to remove the DC36 trap, earning you 1440XP. Head south to rescue him. This is another illustrated book episode. Ask why you should show mercy rather than killing him outright and you can get more information out of him. In the end, you can order Bartholomew to release the captive troll or leave him as is. If you tell him to free the troll, Valerie will come over all Lawful Stupid. Now that Troll Trouble has begun, this place has become a lot more interesting. Can only be obtained if visited Bartholomew Delgado during second stage of Troll Invasion. Have Tristian or Harrim memorise Delay Poison (Communal) and Remove Paralysis. Ask her what happened and she will tell you about some men trying to carry a scary box ashore. Backtrack and head north, or follow the path along the shore of Candlemere and head east. You have to find the Ruined Watchtower to the left of the fortress and go there. Insist of stopping his experiments. Again, a dose of Inspire Competence can help make it safe. The room is now filled with Dread Skeleton Soldiers and a Nightmare Skeletal Champion Archer. Continue east and you will find a Spectre wandering around. Head east from Tuskdale and when you reach the junction, head northeast rather than turning south towards Bridge over the Gudrun River. Bartholomew Delgado is a character in Pathfinder: Kingmaker. Unwanted LegacyInteract with the statue and Harrim will wax philosophical. bite vs Anton: 1d20 + 15 (1) + 15 = 16 claw vs Anton: 1d20 + 15 (16) + 15 = 31 The quest is completed. Head down the path and meet a dog. 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. Leave your capital and make your way west to a Ford Across the Skunk River. This house belongs to Brevis who is a trader. Search the pack on the ground for a unique Kama, Talon of the Wise. Head back out of the room. The Chaotic Good option is slightly more rewarding than the others. There are is a trap across a doorway (DC27 to spot and remove). Do not go through the gate, because you're not able to target the Owlbear beyond (a stupid interface issue). If you can't be bothered to fight them, you can try to Intimidate them. At the end of the corridor is a hidden cache with minor loot. Kanerah and Kalikke will swap places a couple of times. Quicksave before going to the throne room. 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. To complete it, go to the top of the location and proceed to the hill. Regardless, he will say that the formula needs to be tested on something more human and suggests wererats. You will pass the Sapphire Field kingdom resource which is well worth claiming. The house to the east belongs to Kaessi; go in there to update the Sorrowflow companion quest. Before speaking, you might make a Perception check (DC 20) to notice that he is exhausted. If you have the complete set of Restovic relics, he will trade these for a story, earning you 4000G and 600XP. The tempting thing to do is kill Sinnet - he really asks for it. This will give Valerie a decent attack boost which she will need against his 29 AC. Quicksave and go east for an illustrated book episode. Return to the village and look for a man named Aysel who seems very upbeat about the Silver Dragon. Equip the Heart of Ira and buff up with potions before going in. Jubilost with acid bombs is a reliable damage dealer as is Octavia with Magic Missile. Return to the trail and continue south, heading east at the next junction. Spells that target movement (Grease or Web) will not work against Hargulka but things which target Will saves, such as Glitterdust, work on both of them because they have fairly low Will saves. To the bottom left of your capital is the Lake Candlemere there is also a small island with a tower in the middle of it. When there are sixteen days remaining on the curse timeline, you will receive an event, "Troll Invasion". Afterwards, Harrim will approach. Continue round to a fallen tree leaning against the wall. Kallike has a crossbow but don't equip it otherwise she won't be able to use Kinetic Blade or Gather Power. If you have an evil alignment, you can actually turn Hargulka against Tartuk and have him cut the little pipsqueak to size. You will see the eastern door in the bandit room open up. In the square, Linzi will introduce you to Tessie the Quill, a merchant who sells books. You'll have a number of choices to proceed. Continue north and you will pass Wolf Lair to the west. Unwanted LegacyQuick save before examining the glowing rune on the back wall. If you search the various containers you will find minor loot and a new recipe, Fish-on-a-Stick. Ignore him for the moment, because there's stuff to pick up first. You can take out the Alpha Worgs for the extra XP if you like, or you can simply concentrate attacks on Ivar. Unlock the door to the south. Keep to the left and you should bump into a bunch of stealthed bandits. pathfinder: kingmaker bartholomew release troll. Return to where you found Nyta's body and put the Old Wedding Ring on her body for a small XP reward. Buff up before approaching, however. You'll find Amiri and Jaethal here if you want to talk to them. Do not worry about it for the time being. Hard to spot on the bottom wall is a sarcophagus containing another Ancient Scrap of Script-Covered Leather (2/16). These are more like it - level 14 enemies. If you retrieve the armour pieces through intimidation, you can throw Kergan in jail or let him go. Head back to the path and go east. Not scrolls. Don't go into the ruins just yet. If you guessed "Will-o'-Wisp", you'd be correct. Head back upstairs and activate another switch to open the door in front of you. 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. Grab the three volumes of 'Transmutations and Bodily Poisons' for Bokken and make sure that Valerie is in your party. There is a locked (DC20) chest in front of the house with some minor loot. Speak to Valerie about it to learn that Valerie's former order is demanding that she return to Shelyn's service, initiating the quest Shelyn's Chosen. Do not go through the gate. When they're dead, you will find a Token of the Dryad on the ground nearby. Instead, continue northwest where you will find three Ferocious Wolves and a Kobold Sentinel. Pathfinder: Kingmaker Wiki is a FANDOM Games Community. Help them get the better of their attackers. With better equipment than you had earlier, Tranquil River Bend should be manageable. Take them out as a priority and get your squishier characters out of the line of fire. Go across to the other side of the village where you'll find two Lizardfolk, Tassath and Shalur, near a vegetable patch, arguing. I would suggest a Longhouse to begin with along with a pier by the water. When you return to the throne room, Kesten Garess will tell you of Troll sightings in the Narlmarches and suggests that you investigate the rumours yourself. The two bodies in front of the tree only have minor loot. Continue west towards Verdant Chambers. The ones on the left of the road are melee attackers while there are two archers on the other side of the road. This brings you out by the Troll Clearing. He should know how to end these scoundrels. After some chit-chat, the battle against the Gargoyle-like Treant will start. However, to do anything you need to prise off the lid. Return to the world map where you will see the new locations that Ekun pointed out. Even if you can't use it, it's worth 5000G which is a decent chunk of change. On subsequent playthroughs, just blind him and kill him like you would any other troll! Afterwards, check out the merchants in the square. He also drops some decent loot. You may want to bring Regongar with you along with Valerie if you've built her as a Sorcerer. After the place has been made safe, search the hidden and trapped (DC22) panel in the northern wall to find a Headband of Inspired Wisdom +2. However, if one fails, you can attempt another. The check itself is DC17. You may want to rest here if you used up valuable abilities in the Monster Den. Select "Search for traces of the campers" for a Perception check (DC20) to hear screams from the east. Your call. If you can't open it. Soon after this, you will need to meet Ekundayo (refer to the quest A Score to Settle) and Jubilost (Renowned Explorer quest). Make a hard save. 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. There is a doorway blocked by an energy field. You will come across a Young Dweomercat being attacked by five Ferocious Trollhounds. Start making your way back west across the area, disarming all the traps on your way. Head through the gate and make your way northeast to the large tree in the courtyard. The latter is quite powerful and uses Rapid Shot so take it out as a priority. Say that you're surprised to see a trader here and you will be able to try to Intimidate him (DC25). If you are unable to recruit him, you can murder him. You want Resist Fire (Communal) on your party. There are a number of ways to even the odds. Give him his whip for 1500G. If you head up the nearby slope, you can climb up the wall if you make the necessary Athletics check (DC18). You then need to refrain from attacking him until he finally succumbs to the sunlight. You can pick up an errand, Feather Tokens, there. You receive a letter from Svetlana expressing her concerns about Bokken. Don't attack him. Head east along the riverbank and go into the Lizardfolk Village. The Greater Trollhound has 150 HP and a howl that causes fear. you can make a Knowledge (Arcana) check (DC23) for a Cthulhu reference. Upstairs, you will find a couple of Branded Trolls and some Trollhounds along with three containers. After looting their bodies, look under a tarpaulin for a Cloak of Resistance +1. You can also start a project. Don't climb up at this point because it will put you at a disadvantage in a tricky encounter. You have business there, so pay it a visit. Initially, you will be fighting six Giant Spiders. Once you get back to Tuskdale, seek Valerie out and ask about her wound to close this quest off. Dog can keep one of them tripped. To the side is a trapped (DC22) and locked (DC25) chest containing a unique heavy pick, Demolisher. Search the box nearby for an Ancient Scrap of Script-Covered Leather (3/16). Return to the world map and head east. Continue northeast and turn left at the crossroads. Hargulka has 236HP, which is the main thing you have to burn through, and five powerful melee attacks. If you do get the leader to drink the potion, you'll lose his loot which is worth around 1800G all told. If you have events near completion, you may want to return to your capital and wait them out in your throne room. When they're no longer a problem, you can grab some minor loot from a hidden compartment in wall of the corridor. You will meet Kalikke inside and will have to dismiss your other companions to proceed. The next time Dragn visits your throne room, he will tell you that the armour he is working on has been stolen and tell you that the thief is by the Thorn River. She won't have anything more to do with you for the time being. Visit the throne room and learn from Kesten about the unusually high troll activity in the region. There are a couple of loot stashes here, one of which is locked (DC21). This is not a particularly wise choice and will cost you the services of Ekundayo. Go into the room beyond and interact with the column. If you brought Jubilost along just to see the ruins, it may be worth a trip back your capital to change to your first-choice companion. You are looking for the "[Knowledge (World) check passed]" option which is required for the best outcome for Harrim's personal quest. Tell her that you know what happened to the village and you will be able to choose a version of events. There is a locked (DC 30) container on the wall with a pair of Lesser Gloves of Dueling. Finally, you will have a decision to make about the girl's fate. 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 large chest reveals itself to be a Mimic. 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. There is a pair of Dire Boars a little further down if you want to do some hunting - Ekundayo can take them out before they barely have time to react. Invisibility or Stealth and Freedom of Movement together with Expeditious Retreat. You need to make one of the speech checks. The room beyond has a trap on the floor (DC21). The Wererat Lair location is added to your map. The top sarcophagus contains an Ancient Scrap of Script-Covered Leather (1/16). He's not really worth killing, however - he gives 0 XP and meagre loot. Pick up Nazrielle's Cursed Sword from the ground. The Wererat Lair is in the woods to the east of the Abandoned Hut. Head to Narlkeep to speak Shaynih'a. You will then have a bunch of possibilities to resolve the problem. Look for another way out you can climb the wall to the right of the tree, but only if you pass the athletics test. It's perfectly doable at 8th level. Go there and interact with it. Quicksave so that you can try again if you don't see it within a reasonable time frame.
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