The book is a quest item for Bokken while the Skymetal is the first in another relic set. Return to your capital and go to the Capital Square. Be careful not to accidentally sell anything irreplaceable because you won't be able to get it back after leaving the area. Head northwest and you will find Remus spouting nonsense to the assembled brainwashed. Unlock the square container (DC26) for a unique greataxe, Second Execution. [SPOILER] So, Bartholomew Delgado : r/Pathfinder_Kingmaker - reddit Grab a Two-Bladed Sword +1 from under a tarpaulin and look for a nearby hidden cache (DC16) for a locked container (DC18) containing some gold and gems. You can try the Dexterity check but ringing the bell has the same effect with no chance of failure. You will earn 300XP if he survives and you will meet him later. Ekun's leads aren't very good so far. You will now be able swap between them using the Action Bar. When you reach the junction that goes south to the Bridge Over the Gudrun River, head northeast instead. Make sure you can target her quickly when she appears. There is a "Requires Lawful" option that you can take which gives you a shortcut into Hargulka's Lair. After it's dead, Amiri's companion quest will complete. You will come across a group of bandits around a covered wagon. Head immediately north and examine the body by the wall to update your journal. Insist of stopping his experiments. Return to the world map where you will see the new locations that Ekun pointed out. Jhod will also come and see you to report on the events at Bald Hill. He will give you 3 potions of Cure Light Wounds and 100G before leaving. Head north and you will find Ivar accompanied by three Alpha Worgs. You will have an alignment option when responding to him. 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. Go up the path to meet Sinnet. If you have any throne room events pending (for example, advisor rank-up events), go there and deal with them. You companions will have a view as to his deserved fate. Agree to investigate to initiate Kingdom of the Cleansed. Continue west to the next junction and then turn south towards the house of the mage that Dalton mentioned. Dog can keep one of them tripped. Grab some minor loot from another crate and head back through the door in the north. Tell the Berserker that you wish to speak with their chieftain and you will be taken before him. If you are able to make one of the alignment checks, do so. When you've killed them, you can open a trapped chest (DC22) by the side of the road which contains 1GP. If you tell him to free the troll, Valerie will come over all Lawful Stupid. The Fighter drops a Masterwork longsword and the ranged guys drop composite bows. Speak to him and ask to trade stories. If you are able to open the chest (DC 37), you can grab the gems and Shard of Knight's Bracers (7/10) along with a bunch of gems. If you made the knowledge check, you can fight it now, although that's not optimal. The Tremendous Centipede is weak compared to the monster beneath Old Sycamore. Return to the world map and you will be back at the location where you met the escort. Enjoy a traditional RPG experience inspired by games like Baldur's Gate, Fallout 1 and 2 and Arcanum. As soon as you are on the spot, the quest will be completed. Do not take the Neutral Good choice - it will cost you your rope! Kesten Garess will meet you to give you a whistle-stop tour. Save your game before talking to Jennas son, Tig. Make your way east along the southern part of the settlement and search the rubble next to a dilapidated shrine for a Taldan Warrior's Dog Tag. You will see the Monster Den a short distance to your north. Hug the left of the path and you will find a container filled with scrolls and minor loot by the water. There are a couple of outstanding companion quests and nothing more urgent to do. It's tough and you start unbuffed but your whole party should be able to hack it to death easily enough. Among the dead bodies and other carrion is a Dying Dwarf. 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. And that is why Regongar gets to kick his heels in the throne room in my playthroughs. Jaethal will find a note bearing the symbol of Pharasma among Enneo's abandoned possessions. The quest will be completed. Ekun should concentrate on killing the Nereid from a distance that leaves him unaffected by her aura. The house to the east belongs to Kaessi; go in there to update the Sorrowflow companion quest. Head across the river and go west to find a couple of Kobold Sentinels fighting an uneven battle against a trio of Ferocious Wolves. Select Settlements / Shambling Steps and build Nazrielle's Weapon Shop and Varrask's Weapon Shop. There is another chest with a potion and a bit of gold. It also has DR 10/slashing so equip slashing weapons. Or Acid trophy and you will get to speak to him. Try and make the Diplomacy check because it's worth a substantial 720XP. They're not very elite, however, and will crumble readily. The Trolls are dangerous but that Kobold is a little bastard. The boar has concealment but is otherwise weak, weak, weak. You will find out why trolls are not afraid of fire. When the enemies are dead, grab a Ring of Protection +1 and the Wyvern Skin Cloak from the Silky's remains. Unlock the door to the south. There is a trap at the bottom of the nearby stairs so don't go down there at this time. Go west from where you fought the Nereid. You will find a Falcata +1 inside. Continue round the corner and kill a Troll and two Trollhounds. Give this task to Tristian (Councilor). Head through the gate and make your way northeast to the large tree in the courtyard. Act 2 - Troll Trouble - Pathfinder: Kingmaker - GameFAQs To proceed, ask about the trolls and he will say that a troll was caught in one of his fire traps but was unharmed. You have an invitation from Maegar Varn to pay him a visit. You will find Varrask the Wildfist standing near your starting location. 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. When Hargulka is dead, turn your attentions to Tartuk who is hopefully nauseated, blinded and paralysed. If you are able to, get Unbreakable Heart on Valerie, Amiri and / or Dog. Head north and examine a log by the path. 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. Dimwit continues to attack Bartholomew, ignoring everything else. Pathfinder: Kingmaker - Troll Trouble Walkthrough After completing the initial quests in your log, you'll enter the free roaming portion of the game with no main quest to take care of for awhile.. You cross Bridge over the Gudrin River. Loot a nearby body the a White Cog-wheel Ring, a Handaxe +1 and a Bandit's Letter which makes for interesting reading. Don't take these straight to Dorsy, however, since there may be a better option. You can either escape or kill them. He is speaking to someone named Amalia, who is an adherent of the cult. Give them to Melianse and she will offer to be your friend. You will find Willas Gunderson standing by the bar in the Beer Mug Inn back in your capital. Return to the main path and cast Resist Electricity (Communal) on your party. 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. If you can't see the trap, don't worry. There is a hidden stash nearby with a Ring of Protection +2. In a land that is currently lawless? Depending on your choice - after troll trouble he is either a potential advisor or stays grumpy in the house. This encounter will give you the name of the troll leader, Hargulka. They cost 80G each and I suggest that you buy 100 in the first instance. Besides the teacher, there are three Kobold Blades, an Archer and a Pupil (rogue). Head inside the ruins. This time she is accompanied by two Ferocious Hydras and two Nixie Pranksters. Don't go into the ruins just yet. This basically tells you when you need to pay attention to the place. You have good and evil options for dealing with them and then a bunch of choices. Ask what they were arguing about and they will tell you about the danger posed by the Scythe-Tree. You are pretty much home and dry. The first thing you want to get off is Stinking Cloud. I ended picking the chaotic neutral option and told him to kill the troll. Eventually, they will decide to duel. There will also be people waiting to see you. You may want to claim the nearby Remnants of Dwarven Fortifications. Let's just say that robbing the corpse may not bring you good luck. Version: 1.1y | Updated: 02/20/2023 FAQ of the Month Winner: October 2021 | Highest Rated Guide. Tell her that you know what happened to the village and you will be able to choose a version of events. 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. There are two slightly more powerful undead in this corridor: a Ferocious Skeletal Champion and another Nightmare Skeletal Champion Archer. Return to the Lone House location, head down to the lab and save a man from the trolls. At the destination, go forward and look around the big tree on the right. There's a neat trick that you can do when you're camping in territory that you've annexed: you can stick your main character in the Special Roles slot and get rations for free. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. Have Ekundayo kick things off - he should be able to down a Trollhound. Memorize them, set the plates right on the upper level, then go back and enjoy your chest with some gold and excellent armor. There is a mechanism on the floor that you can interact with to cause it to rotate and reveal different symbols. When they're dead, loot their bodies for Masterwork shortswords. Bokken will somehow figure that he needs to test the potion on himself and will undergo a surprising transformation. Tristian will want to talk to you about the cultists that you may have encountered on the road. Regardless, the quest will be completed, and you will be ordered to return to the barons castle. At the next crossroads (close to Tuskgutter's Lair), head southwest. There is a body on the shore. Return to your capital and speak to Jenna who is suitably grateful. After you've slaughtered them, you will find a trapped (DC22) backpack with a suit of Half Plate +2. The other enemies drop Masterwork weapons as usual. The Perception choice is probably the easiest to make unless you have a character with very high Intelligence or Charisma. All that lies between you and escape are a pair of 2nd-level Ferocious Wolves. Do not cross yet. Talk to the man and help him destroy the creature. There's a trap at the end. You will be attacked by three stealthed Ferocious Worgs and a Greater Werewolf. Pathfinder Kingmaker has 21 unique potential advisers to help manage the Stolen Lands. Any 7th level character should be capable of taking them out. Alternatively, you can take the Lawful Evil option if you want a fight; otherwise take the Neutral Good option. However, before proceeding further, you want to cast Protection from Acid (Communal). 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. Be careful that you don't run into them. Assuming you've annexed the Kamelands, you will want to visit your new settlement there to recruit artisans. Continue to the edge of the map and you will see a Gloomberry. You start off in your new capital, which occupies the former site of the Stag Lord's Fort. The Cyclops drops a Greataxe +1 while the Zombie Lord drops a Masterwork scimitar. These aren't too bad by now. Your envoy informs you that money is missing from the treasury (-30BP). One contains a suit of Chainmail +2 while the other contains minor loot. Return to the place where you fought the trolls and kobolds and head west. Which is OK but hardly worth all that. 38. We'll follow after him later. If you read his diary you will learn of his experiments on some unfortunate named Dimwit. As you approach the area exit, there will be more Tatzylwyrms to steamroller and a hidden stash next to the road with minor loot. Follow the path south until you see a dog beckoning you to follow it. After killing them, look for a concealed log containing some gems. There's locked door on the left of the room. Go inside and head down to the basement. Head east from Tuskdale and when you reach the junction, head northeast rather than turning south towards Bridge over the Gudrun River. If your Loyalty rank increased to 20, Tristian will ask you to make a choice. A nervous Linzi suggests that she knows who the culprit might be. Then her sister, Kanerah, will take her place. Ignore the door to the north for the moment and disable a trap slightly further along the corridor (DC21). Save your game and continue further into the throne room to find Hargulka accompanied by Tartuk. Bartholomew is involved in the quests Troll Trouble and The Nature of the Beast during which his house is attacked by trolls and trollhounds. 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If you built her a workshop, Shaynih'a will visit you and ask you to come and speak to her, initiating her artisan quest. Advance up the path to meet a large group of kobolds head-on: a Boomsayer, Alchemist Master, two Skirmishers and two Snipers. They drop Masterwork longswords. Just south of the bandits is a log containing minor loot. 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. As you make your way east along the road, you will find the bodies of two bandits. Backtrack and go east and you'll come across another group of wolves. You can have Sartayne take Nazrielle's place, which is pointless, or let him go which is actively harmful.