Harrim will express his contempt for the "traitor god". Due to this need, most trolls stake out large territories as their own, and fights between rivals are quite common. Ask why you should show mercy rather than killing him outright and you can get more information out of him. But that's a long time in a game where time is a resource. Afterwards, unlock the chest using the key you found earlier and you will find a unique breastplate, the Heart of Valor, a Dwarven Helm Shard (6/10) and some gold. Use Ekundayo on his own and move the cursor around until you see the attack icon. He should know how to end these scoundrels. Go across to the other side of the village where you'll find two Lizardfolk, Tassath and Shalur, near a vegetable patch, arguing. The Ancient Will-o'-Wisp is quite nasty but it doesn't go invisible so you can hit it reliably. Look for a hidden cache on the path containing a Dwarven Helm Shard (2/10). Sad to say, but being a man of the people is not the best choice here. Question him and you will learn he is the Wilber named on the coins and that they are a curse. You have good and evil options for dealing with them and then a bunch of choices. Cast Protection from Arrows (Communal) if you are able to along with any other AC boosts. This is the Eight Legged Curse: monstrous spiders emerging from Bald Hill. Head through the door on the right to reach another balcony. Ask him about himself and what he's doing and he's not very forthcoming. One of the chests is a Mimic. You don't want to set them off, but just in case Do not attempt to clear the traps because you will aggro the Recaps. I guess it's finally time to check out Bridge Over the Gudrin River. There is another trap (DC21) in the room beyond. 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. 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. Grab the three volumes of 'Transmutations and Bodily Poisons' for Bokken and make sure that Valerie is in your party. You can then visit him after Season of Bloom, and he will have reset again. You will have a number of options to deal with him. At the same time, you will learn about the existence of Hodag a monster that Amiri requires in her personal quest. You will have the opportunity to add Ekundayo to your party at this point. When they're dead, grab a Token of the Dryad from the undergrowth. When he succumbs to the sunlight, you will unlock the Know Their Weaknesses trophy. You will pass the Sapphire Field kingdom resource which is well worth claiming. They will spend the first round buffing themselves so hit them with Stinking Cloud and see why it is so highly rated. Lots of trolls, typically in packs of four. You will come across a group of bandits around a covered wagon. You will pass Iron Mine, a kingdom resource, to the north. Examine the fallen tree to find Nyta's Letter and an Old Wedding Ring. Look for an overturned boat where you will find a Dart +2. Don't attack him. 3. A male troll tends to live a solitary existence, partnering with a female for only a brief time to mate. The two containers near the doorway you came through hold minor loot. Visit Lone House and talk with Bartholomew Delgado about trolls that can resist fire. Return to your throne room to close out the chapter. When you reach the junction that goes south to the Bridge Over the Gudrun River, head northeast instead. Equip it on anyone able to use it right away. Afterwards, Harrim will approach. While you're here, grab the stash of minor loot from nearby. If the player manages to rescue him from the trolls, he will assign the quest Guiding Beacon. Continue north and observe that the footprints change. If you can't see the trap, don't worry. A sack in the top right corner contains the final Dwarven Helm Shard (10/10). And that is why Regongar gets to kick his heels in the throne room in my playthroughs. You have business there, so pay it a visit. Head there and speak to the exiled lizardfolk Kagar. Tartuk will question why you're here killing trolls and kobolds. Jubilost is standing on the near side of the river. If you have a day to kill because you're waiting for an event, opportunity or project to complete before you hit the trail again, you're probably strong enough to take on Ratnook Hill. At the next crossroads (close to Tuskgutter's Lair), head southwest. Dialogue (Bartholomew - Varnhold Chapter), Dialogue (The Cursed King/Queen - Bartholomew), SadisticMageBefore (e50a599961407de41a55b5cd87045364), Dialogue (The Nature of the Beast - Dimwit), "Of Transmutations and Bodily Poisons", Part I. Continue north to fight a Troll and two Trollhounds. The trap cramps your style quite badly so make sure you have your ranged attackers take out the Shaman. Given his evil nature and all the blood in the cellar..the choices are obvious. Yup, I took him and screwed Octavia. Back in your capital, go into Kalikke's house where you will meet Naiho, Elki and Tevi, the Sweet Teeth. Buff Amiri up and head along the path a little. The only characters not affected are Amiri, Valerie, Dog and a female main character. Return to the world map and you will be back at the location where you met the escort. Search among the ruins for a hidden cache containing a Torag's Pendant. You have 14 days before the situation becomes urgent again. Continue west and kill a group of wolves. Regardless, you're done with this location for the time being. If they give you trouble, hit them with Stinking Cloud. The Neutral choice is not very rewarding. 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. They're not very elite, however, and will crumble readily. He will then suggest that your barony might make a good vassal of Pitax. Continue west where you'll find a pile of fish. She won't have anything more to do with you for the time being. Take out the Alchemist with Ekun and send surviving melee characters (such as Dog) after the archers. If you're able to kill them, loot the dead bodies nearby for a suit of Studded Leather +2 and some minor loot. Cast Remove Fear before advancing further. Head back to Bartholomew for a chat. Return to where you found Nyta's body and put the Old Wedding Ring on her body for a small XP reward. The trapped (DC22) chest next to contains some Masterwork weapons and a Keen Longsword +1. He won't be around forever so take the opportunity to buy the Boots of Elvenkind he's selling. The room is now filled with Dread Skeleton Soldiers and a Nightmare Skeletal Champion Archer. r/Pathfinder_Kingmaker Hello, crusaders! Regardless, the quest will be completed, and you will be ordered to return to the barons castle. Head further up the slope and you will meet a (sort-of) friendly Troll named Jazon. Grab a Torag's Pendant from the ground and then continue south to face off against 6 Greater Giant Spiders. This quest takes some time to play out, so you can get it underway before doing other stuff. Dimwit continues to attack Bartholomew, ignoring everything else. There are three Branded Trolls just inside the doors that you need to fight your way through. Another body at the foot of the tree has a Wand of Burning Arc and you will find a Token of the Dryad and the Cypress Queen's Flower (2/5) on the ground (it's hard to spot under the tree, but it's there). While exploring this area, you will have a fixed encounter at some point. At the next crossroads (you should be close to the Technic League Encampment), follow the trail south and west and then turn southeast. Return to the main path and cast Resist Electricity (Communal) on your party. The one in the corner is trapped (DC22) and locked (DC23). He will give you 3 potions of Cure Light Wounds and 100G before leaving. Head northeast from your current position and cut your way through four bears. Halfway along the northern wall is a trapped and locked (DC22) with more unimportant stuff. If you want some pointless combat, head east up the slope where you will face a pair of Hodag-like Treants. You can learn more about the history of the area by asking about the village. Afterwards, you will learn who's behind the mischief: Tartuk. After defeating them, you may want to use Inspire Competence because there are a number of high DC checks in this room. He is a rather sketchy individual, but agree to investigate anyway. Continue east and cast Delay Poison (Communal) when you see the purple miasma. In preparation for later events, you may want to buy a rope and a crowbar as well. If he is ordered to release Dimwit, and you are Neutral you can use a dialogue option to apologize for interfering. Apart from the DR, he's not that tough. If you're wondering what to do with the fish you picked up outside the cave, return to where you spoke to Ivar. You should have a number of additions to your kingdom management: Claiming the territory is a good idea if you are able to afford the BP. The Eyes of the Eagle and Trickster's Gloves are both worthwhile purchases from Hassuf. The Silky spams Hold Person and Hideous Laughter, targeting the character with the lowest will save so kill her as a priority. You will see the Ancient Mine just to your north. 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. Upstairs, you will find a couple of Branded Trolls and some Trollhounds along with three containers. Agree to follow him and you will be in battle against a Branded Troll. There's some worthwhile loot there if you want to grab it. Instead, continue northwest to the Ruined Watchtower. Go there to confront the fool. You will have random encounters with cultists as you travel. Afterwards, speak to Rismel. Exhaust his conversation options to learn that a spirit calling itself "Great Ancestor" is manipulating Vesket, the village chief. Let the enemies come to you. Tell her that you know what happened to the village and you will be able to choose a version of events. Head back upstairs and activate another switch to open the door in front of you. If your party is fatigued, you can choose to rest here since the encounters elsewhere in the area are brutal. There are a couple of things to do while you're here. Being able to recruit Bartholomew as an advisor later brings two benefits. Take out anyone who might pose an actual threat - there are a few higher level Fighters, Archers and Rogues and Ruthgert himself is a 5th-level Cleric. You'll need to harvest three of them shortly so you may want to get this out of the way. He's an archer so unequip the Savage Bow and Bracers of Archery from whoever is currently using them. When the 14 days are up, the Rotten Beasts event will appear in your event list. Take them out as a priority and get your squishier characters out of the line of fire. Afterwards, continue up the path and you will find a Torn Damp Page on the ground. Choose either of the first options (thanks, Ekundayo) and you'll move onto another page. He's not really worth killing, however - he gives 0 XP and meagre loot. You will meet Kalikke inside and will have to dismiss your other companions to proceed. Continue east around the rock and then up the slope. 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. 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. Ask where he might be and she'll point the finger of blame at a witch living in the Narlmarches. Continue west to arrive back in the entrance. You will be able to find a couple since someone will be able to make the necessary Mobility check. Besides a couple of composite bows and a Masterwork longsword, the loot they leave behind is frankly pitiful. Try and make the Diplomacy check because it's worth a substantial 720XP. You will also want the Cold Iron Dagger. This is part of a puzzle in the dungeon and you can ignore it for the time being. When they're dead, loot a Masterwork dagger and Amulet of Natural Armor +2 from the lost sister. The main quest will take us to this area shortly so backtrack past the Ruined Watchtower to the river. Instead ask how you can help to learn that he needs two coins to put over his eyelids. Jhod will also come and see you to report on the events at Bald Hill. If Harrim is in your party, he will convince Waine to become a follower of Groetus. If you tell him he's a threat to himself, you can give him various reasons why he should die. At the crossroads, head east again and cross over into the Kamelands where you will arrive at the Secluded Lodge. Do not cross yet. When the first batch of enemies are dead, two Branded Trolls and a Greater Trollhound will emerge from inside the ruins. You will spot the Lonely Barrow to your east, but this is a bit high level for you now. You will have an initial selection of Kingdom Events as well. Leave the town and bring up the kingdom management screen. Continue west and then north. Go into the room to the south where you will find a Kobold Shaman teaching a group of kobolds and a pair of trolls rudimentary common. Head north and you will find Ivar accompanied by three Alpha Worgs. If you fancy taking on a powerful mid-boss, buy some cold iron weapons from Verdel. You can continue waiting if you like, but nothing will happen. 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. To advance the quest, read the walkthrough of The Nature of the Beast main quest. You will come across a Young Dweomercat being attacked by five Ferocious Trollhounds. He will want to wait a while to ambush some trolls who come this way. 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. See here for the complete list of tasks and their rewards. Next it is a hidden cache with a Pile of Notes which make for interesting reading. The trolls and kobolds are arguing over spoils and one of the kobolds produces the whip that Bartholomew was after. You will learn that the Great Ancestor has ordered them to plant dope-weed instead of heal-herb. Around this time your emissary will hassle you about the trivial matter of Oleg's taxes - it seems that the rascal has neglected to pay them. Success earns you XP while failure earns you pain. Hard to spot on the bottom wall is a sarcophagus containing another Ancient Scrap of Script-Covered Leather (2/16). There is also a hidden compartment on the wall with some minor loot. He also drops some decent loot. 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. Proceed north up the path and pay attention to the sign about traps. You'll find Amiri and Jaethal here if you want to talk to them. There is a trap at the bottom of the nearby stairs so don't go down there at this time. Go inside. Unwanted LegacyWhen you've killed the two trolls that Hargulka leaves behind, quick save and examine the nearby statue of Torag. You have various alignment-options to finish the quest. Follow the dog until you find a man called Ekundayo. When you're ready to proceed, take the stairs down to the Depths. Two Trolls and a Branded Troll are attacking a merchant named Dalton and his guard. Leave her alone for now and continue south. 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. We've fixed Ageing and the Flying Time Undertow effect for the commander and their companions, Icy Prison spell got its name back, important keys no longer disappear, and much more. Make your way to Candlemere Island in South Narlmarches. After you've cleared the areas, backtrack to the fork and take the path leading southwest. You are told that you need to "Defeat the monsters" and "Get the key from the dungeon". Make the immediate area safe and then speak to Waine. I told Bart to release him, but now he is acting vold towards me, but worried Octavia will freak out if I say continue with experiments. 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. Return to your capital and go to the Capital Square. 4. 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. The monster is in the lower right corner of the location. You will pass the Kobold Camp to your south which can give you a respectable XP reward for very little effort on your part. Clear another trap and continue northwest to find the Bandit Leader and his group. The house to the east belongs to Kaessi; go in there to update the Sorrowflow companion quest. All trademarks are property of their respective owners in the US and other countries. Kalikke will note the ruined tower and point out the boss of the area. When they're no longer a problem, you can grab some minor loot from a hidden compartment in wall of the corridor. So, shall I release the troll or let Bart continue wioth his experiments? Lightning protection will defang the creatures while you take them out. Another trap. Continue east and you'll be able to cross the Shrike River to the north. After this, deal with the stuck cart, and then talk to Jubilost. All five will hit you with sneak attacks so be prepared to take some damage. Head south to rescue him. Bartholomew Delgado is a character in Pathfinder: Kingmaker. Return to Shaynih'a and tell her how Hassuf responded. This is not really a fair fight because Sinnet is much stronger than Valerie can possibly be by this stage. Bartholomew is involved in the quests Troll Trouble and The Nature of the Beast during which his house is attacked by trolls and trollhounds. An alternative is to have Linzi engage Inspire Courage before you approach Sinnet and his crew. Visit the throne room and learn from Kesten about the unusually high troll activity in the region. Backtrack and head north, or follow the path along the shore of Candlemere and head east. It costs 400BP (or equivalently 32,000G) and an additional 50BP to build a settlement. Books. Return to the path and follow it round as it heads north. Manipulate the floor puzzle so that the lightning rune is showing. You can pick up part of a relic set so it's worth a visit. 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. If you want a bit more treasure, head over to the northeast corner where you will find an Alpha Wolf and a trio of Ferocious Wolves. 2023 GAMESPOT, A FANDOM COMPANY. Head through to the room that Kargadd emerged from. There are two slightly more powerful undead in this corridor: a Ferocious Skeletal Champion and another Nightmare Skeletal Champion Archer. 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. There's a trap at the end. He will use Lay on Hands repeatedly to heal himself so equip Valerie with potions of Healing. The first task you should see to is enroute to Tuskdale. This will lead to a new project which you may want to put on the back burner for the time being. You start off in your new capital, which occupies the former site of the Stag Lord's Fort. 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. The one to the south of the square contains a tricky (DC29) chest with a Light Mace +1. There is a group of elves a short distance to the northwest. You will encounter some Trolls and Kobolds that were waiting to ambush you had you gone through the gate. Head down there and you will come across a group of Bandit Raiders. If you want a few bonus XP, interact with the portal for a Knowledge (Arcana) check (DC24). Search their knapsack to find a Bastard Sword +1. Kalikke will ask you to send the Sweet Teeth on errands so that she does not have to meet them. He'll help you later if you let him live. 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. You will finish the quest by leaving the location. Both locations yield decent loot and are worth the trip. The quest will be completed. You will return to the Spirit Hut and Kagar will cast Glitterdust to reveal Shimmerglow. Firstly, he provides redundancy in the Grand Diplomat post. Before you leave the area, check out the top right corner for some minor loot. Initially, you will be fighting six Giant Spiders. Pathfinder: Kingmaker Wiki is a FANDOM Games Community. Heal him rather than finishing him off. There are a number of ways to even the odds. Now that you have all three Cog-wheel Rings, interact with the statue of Torag. You should take the opportunity to level up one of your advisors (whoever is free). Talk to the man and help him destroy the creature. Make your way to Narlkeep. Regardless of the outcome, Kargadd himself will appear to do battle. Head outside into the square. Go inside the hut and speak to the child, Tig. Head to Narlkeep and return the armour to Dragn to make him a happy dwarf. When you've killed them, you can open a trapped chest (DC22) by the side of the road which contains 1GP. Regardless, exhaust his conversation options for background information and make a note of where he is. You have a choice. 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