Head to Narlkeep and return the armour to Dragn to make him a happy dwarf. There's not really much to see there unless you have a thing for wyverns. Your only lead for the time being is the witch's hut in South Narlmarches which you've doubtless passed several times already. Look for an overturned boat where you will find a Dart +2. You want to see the "[Lore (Religion) check passed]" option in your response. Grab a Token of the Dryad from around the roots and buff up. 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. Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. Make your way back round to the schoolroom where you'll find that a chest has appeared in front of the sun and moon statues. Outside in the square, a new merchant named Enneo the Travelling Merchant has set up shop. Heal him rather than finishing him off. before heading north. From the junction, head northeast to cross over into Varnhold and continue northeast to cross the Crooked River. There is a locked (DC20) chest in front of the house with some minor loot. Dimwit is an enemy in Pathfinder: Kingmaker. Grab the contents of a hidden cache a short distance to the northwest of the campfire and head east where you will be attacked by three Ferocious Wolves. You'll find Amiri and Jaethal here if you want to talk to them. All trolls spend most of their time hunting for food, as they must consume vast amounts each day or face starvation. For example, a Wizard with their high Intelligence would work best as a Magister or Treasurer. 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. Jubilost is standing on the near side of the river. The XP reward is nice to have right now but you'll get it later anyway. There's little point in doing further exploration for the time being. This is an optional dungeon that gradually opens up as the game progresses. Check the body of one of the bandits for a Turquoise Brooch. Start making your way west along the shoreline. Books. If the RNG screws you over, reload. If you met him on the road, you will find Rashor here. Continue north and kill a bunch of Worgs and Greater Worgs. This is manageable at 5th level, although not terribly rewarding. Otherwise, assuming Tartuk survived, you will find a group of leaderless kobolds close to the exit. Waine. 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. This is for later but there's something you might be able to do now. The only other bandit who is a remote threat is the 8th level Fighter. Run down to see a large group of kobolds attacking a handful of gnomes. If you are able to, building a Bulletin Board (Lawful alignment only) is also a good idea. By the way, even if you dont save the boy, you will still need to talk to her and tell her about the tragedy. Search the back wall for a locked panel (DC21) containing a Frost Greatsword. You may want to being Harrim with you and have him memorise Delay Poison (Communal). You have to kite Kargadd into the area with sunlight. A good way to deal with her is to cast a Stinking Cloud in the general vicinity of where she is and use Glitterdust to uncover her. There are enemies visible to your right: two Trolls and two Trollhounds. On your way back, stop over at the Lone House area and pay Bartholomew (who is still in his laboratory) a visit. When you reduce his HP to 0, you will unlock the Fire. If you choose to wait, three hours will pass after which two Trolls and a Branded Troll appear. Pay attention to the +1 Economy if built next to a Longhouse or Tavern and place it accordingly. In preparation for later events, you may want to buy a rope and a crowbar as well. If you guessed "Will-o'-Wisp", you'd be correct. Wade into the river to where the cart is stranded. He asks you to retrieve a whip that the trolls stole. Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young. He will use Lay on Hands repeatedly to heal himself so equip Valerie with potions of Healing. It's hard to swallow, but agree. pathfinder: kingmaker bartholomew release troll. Send just one person through the gate at the top to trigger the two Ancient Will-o'-Wisps, otherwise you'll get bottlenecked. Ekun's leads aren't very good so far. Return to the village and look for a man named Aysel who seems very upbeat about the Silver Dragon. You will be attacked by a pair of Will-o'-Wisps. you can make a Knowledge (Arcana) check (DC23) for a Cthulhu reference. Which monsters and which dungeon are unspecified at this point. Interact with the pile of fish nearby and add your fish to the pile. Head northeast from your starting position. When the fight is over, Ekundayo will tell you that he can feel that the specific troll he is hunting is nearby. The quest will be completed. Go down the slope west towards the shore. When you defeat him, he will shift back to human form and you have to decide what to do with him. When the trolls are defeated, you have a number of responses you can make. The most interesting thing here is that you can complete several quests at the same time: take Harrim (companion quest called Unwanted Legacy), Ekundayo (A Score to Settle quest) and Jubilost (Renowned Explorer quest) with you and go there. However, before proceeding further, you want to cast Protection from Acid (Communal). You can grab a Masterwork longsword from the Werewolf and find a stash a short distance further south with a decent amount of gold and gems and a Taldan Warrior's Dog Tag. If you follow the "your house" line of questioning, you can mention his family. If you speak to Tartuk you can learn a great deal about the kobolds. Follow the path south until you see a dog beckoning you to follow it. Loot a nearby body the a White Cog-wheel Ring, a Handaxe +1 and a Bandit's Letter which makes for interesting reading. 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. Ignore the door to the north for the moment and disable a trap slightly further along the corridor (DC21). It will trigger the quest. The scorched fragments will get you the Necklace of Double Crosses and unlock the Tale Of The Days Long Gone trophy. Head south and deal with a bear to your right. Summon Nature's Ally III Trap (Perception DC 20, Trickery DC 20 - 45 exp): Summons 2-3 Giant Spiders (Vermin 7) if triggered. Go in there both to rest and to buy the Onslaught Gauntlets for Dragn. 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. Or Acid trophy and you will get to speak to him. When you return to the Throne Room, there will be a new piece of Curse research waiting for you. Make sure you have a rope. The Lost Sister has a nasty ability called Blinding Beauty which can strike nearby allies blind if they fail a Fortitude 25 saving throw. If Tartuk Hastes Hargulka, counter it with Slow (hit them with Slow regardless). Don't cross but follow the trail east to find a new crossing point at the aptly named Ford Across the Skunk River. Talk to her and learn about the missing son. Before asking about the fire-resistant trolls, ask what he is selling. . Before entering the ruins, get Shield on as many party members as possible (an Alchemist + Infusion helps). If you are able to, get Unbreakable Heart on Valerie, Amiri and / or Dog. Examine the campfire. The round container holds potions while one of the crates contains the Cypress Queen's Quill (3/5). If you have a pet Smilodon, you'll know that it has lots of attacks and the Smilodon-like Treant is no different. The well is to the left of his house. Insist of stopping his experiments. Visit Lone House and talk with Bartholomew Delgado about trolls that can resist fire. Haste your party and use effects like Archon's Aura and Prayer to reduce Hargulka's melee effectiveness further. Buff up and head down to meet the trolls. [SPOILER] Bartolomew and the Troll :: Pathfinder: Kingmaker General There is also part III of 'Transmutations and Bodily Poisons' if you need it. You will want to make the Intimidate (DC23) check here. Later in the game, you will want to increase this reserve. 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. Quicksave so that you can try again if you don't see it within a reasonable time frame. Ask about Dimwit and you'll have a number of choices. Use a Stinking Cloud on them if you have one to spare. Needless to say, you don't want to take on hordes of powerful enemies while fatigued. You'll probably want to take a little time to level up your advisors at this point since there is nothing else pressing. F-2. Lone House (Troll Invasion) - Pathfinder: Kingmaker - GameFAQs But that's a long time in a game where time is a resource. Visit the throne room and learn from Kesten about the unusually high troll activity in the region. If you read his letter, you know what common sense tells you anyway: there is no such thing. There are four low pillars around the centre and three are active. Since he can't harm you (or frighten you), it's just a matter of time. However, to do anything you need to prise off the lid. Search the Sentinel's remains for an Old Dwarven Chest Key. A hard-to-spot (DC27) and locked (DC25) chest outside the southwesternmost house contains an Amulet of Natural Armor +2. Don't feel obliged to rush into this. Do not take the Neutral Good choice - it will cost you your rope! Loot their bodies to find a silver thingy and begin the quest. Guiding Beacon is a quest in Pathfinder: Kingmaker. Shortly after combat begins, a fear effect will be triggered but Remove Fear negates this. Ignore the door to the right because you will pick up a key for it shortly. The workaround is to rest just inside Dwarven Ruins which you can do without triggering enemy encounters. If your main character is a Paladin, you're in luck. You are looking for the "[Knowledge (World) check passed]" option which is required for the best outcome for Harrim's personal quest. Chat with Vesket, then go outside and walk into the building on the right. Sometimes being a goody-two-shoes doesn't pay off. And it might be worth a trip back regardless to acquire a new quest. Search a nearby container for the Soot-Blackened Gloves (3/5). The time passed will probably trigger the next throne room event. See here for possible candidates. You will receive this notification when the curse timer reaches 28 days. Tell her that you know what happened to the village and you will be able to choose a version of events. You will come across a group of bandits around a covered wagon. You can go and seek out Jaethal in the inn and speak to her about the quest and find out a bit more about her, including the identity of the 'Nortellara' she mentioned. This is not really a fair fight because Sinnet is much stronger than Valerie can possibly be by this stage. Kill the troll Help Bartholomew Delgado kill Branded Troll (Healing Item). 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. Make sure you can target her quickly when she appears. Fairly shortly, you will have a scripted encounter. You companions will have a view as to his deserved fate. There is also one group of bandits who help distract the trolls. For the best outcome to Jaethal's character arc, allow the elf girl to die. When you leave, Shimmerglow will summon Vesket and his guards. Start making your way west and south. Continue east and you will pass Empty Skull Rock to the south. Head east and continue east past the Lonely Barrow. Nice thing for a mother to say but it gives you an idea as to where to look. Tartuk doesn't have many HP but he has an extremely high AC. Cross over into your barony and check that there's nothing requiring your urgent attention. You can continue waiting if you like, but nothing will happen. There's an exit to the lower level in this room and you can get to the east of this level from there. Check out your Personal Chambers where you will find a Flail +1 on a table next to your Personal Stash. 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. Continue round to a fallen tree leaning against the wall. There are two locked chests (DC23). Quicksave and go east for an illustrated book episode. What do you know? What can go wrong, I really disliked something that comes up later: (spoiler inc obviously). Ask why you should show mercy rather than killing him outright and you can get more information out of him. Go northeast at the next junction and cross back over into Shrike Hills. You will have a scripted event on the road. After dealing with them, loot the leader's body to find a Torag's Pendant, a suit of Full Plate, a Masterwork bastard sword, a Belt of Mighty Constitution +2 and a unique shield, the Protector of Unjust which will go well on Harrim. Agree to initiate his companion quest Unwanted Legacy. Go a short distance southeast for more wisp-on-wisp action (an Ancient and two War Wisps). What you are looking for is a Lizardfolk Village it is also highlighted by a unique marker (to the left of the lake). Head back upstairs and activate another switch to open the door in front of you. There's a Troll and a Trollhound who need to be killed. If you brought a rope, this should be an easy check. I'm inclined towards the Chaotic Neutral response. Search for a hidden cache in the rubble nearby for a Torag's Pendant. 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. Unfortunately, none of the merchants in your capital sell them but hopefully you have a couple at least. As soon as you are on the spot, the quest will be completed. If you have any throne room events pending (for example, advisor rank-up events), go there and deal with them. It's perfectly doable at 8th level. Head across into the South Narlmarches region and you will emerge by the Ruined Watchtower. After killing them, look for a concealed log containing some gems. Use Ekundayo on his own and move the cursor around until you see the attack icon. However, if he's surrounded by melee attackers (besides your guys and Dog, there are four Lizardfolk Sentinels fighting alongside you), he will provoke attacks of Opportunity and be struck down. Be careful when you reach the stairs because there is a trap (DC21) at the bottom. Head into the passage on the left and pay attention to the sunlight coming in through the ceiling. There are two slightly more powerful undead in this corridor: a Ferocious Skeletal Champion and another Nightmare Skeletal Champion Archer. Leave the town and enter kingdom management. The trolls and kobolds are arguing over spoils and one of the kobolds produces the whip that Bartholomew was after. You will pass the Abandoned Laboratory, a future kingdom resource to the northwest. Tristian will seem puzzled that the affair ended in violence. When he succumbs to the sunlight, you will unlock the Know Their Weaknesses trophy. Dimwit is a unique troll that can be found at the Lone House as a captive of Bartholomew Delgado. Cast a Stinking Cloud ahead of you, like so: This should mean that the most dangerous enemy, the Bandit Necromancer, starts off disabled. You start off in the north of the area. 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. Otherwise, you may want to get a headstart on Research into the Nature of Curses. In the meantime, you may want to explore the Dire Narlmarches or venture into the first few levels of the Tenebrous Depths. Any 7th level character should be capable of taking them out. Examine the statue (DC20) for an XP reward. Send Ekun's wolf after them. Search the rowing boat near your starting point for the Note Wrapped in an Oiled Leather. You then need to refrain from attacking him until he finally succumbs to the sunlight. 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. Afterwards, select "We tried to pull the cart out". The Guardian of the Bloom will appear on the battlements to gloat. There will also be people waiting to see you. He was caught in the blast from one of the traps and is now too frightened to move. Go inside the hut and speak to the child, Tig. Hostilities will ensue. They're mostly weak apart from the leader who is 7th level. However, there's a lots to do before you go there. Head further west for a challenging encounter against four Ferocious Worgs and an Alpha Worg. You can rotate the plates and select certain symbols. Among the ruins of the fortress you will find the portal and Rismel in front of it. Head across the river and go west to find a couple of Kobold Sentinels fighting an uneven battle against a trio of Ferocious Wolves. If your Loyalty rank increased to 20, Tristian will ask you to make a choice. Return to your capital and rest. There's a secret door in the wall leading to a room containing a trapped (DC22) and locked (DC18) chest containing a Cloak of Resistance +1, Bracers of Archery and some unusual cooking ingredients. Unlock the door next to it leading to a treasure room. Failure just means you lose eight hours. You will want to grab the Demolisher heavy pick and someone who can wield it. After the envoy has given his advice, Jhod Kavken will speak to you about a cursed location nearby that feels similar to the corruption you found at the Temple of the Elk, which will add Bald Hilltop to your world map and initiate the Ancient Curse quest. There are a couple of things to do while you're here. If you are a melee-capable character, arm yourself with the Cold Iron Dagger since the Redcaps have 60HP and DR 10/cold iron. She will claim to know nothing and then figure out that Sartayne has been sabotaging her efforts. This is another dwarven relic that will have Harrim musing on the inevitability of death and decay. You need a location called Verdant Chambers. Head immediately north and examine the body by the wall to update your journal. Amusingly, if you browse his wares, he has Volume 2 in his stock. There's a log nearby to cross the ravine (Mobility DC19) which saves some backtracking. Despite being a named troll, he's not much tougher than a Branded Troll. He says that the brands are applied with some kind of artifact rather than by hand and then gives you a Wand of Acid Arrow. Travel to Old Sycamore. Just south of the bandits is a log containing minor loot. The check itself is DC17. When the first batch of enemies are dead, two Branded Trolls and a Greater Trollhound will emerge from inside the ruins. 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. STR: 10, DEX: 18, CON: 18, INT: 10, WIS: 14, CHA: 10. If you have events near completion, you may want to return to your capital and wait them out in your throne room. Spread your non-melee combatants out so that fewer people take damage. There is a chest at the end with some minor loot. You can either escape or kill them. Don't climb up at this point because it will put you at a disadvantage in a tricky encounter. Tristian will want to talk to you about the cultists that you may have encountered on the road. Now to track down Ivar. Only fire seems to cause a troll to hesitate, but even this mortal threat is not enough to stop a trolls advance. From the Lone House, head southwest. June 30, 2022 . Blind the Trolls with Glitterdust, stick a couple of attackers on the Branded Troll and make sure you take down the Boomsayer who simply spams Thundercall to make you miserable. Kesten Garess will meet you to give you a whistle-stop tour. For Freedom of Movement, most characters should be able to use the Mace that Hargulka dropped. She will thank you for killing the Stag Lord and will promise a valuable reward. You can interact with a tile at the top of the room to reveal a hidden area beyond. Give them any new equipment you bought and check spellbooks. A sack in the top right corner contains the final Dwarven Helm Shard (10/10). Advance up the path to meet a large group of kobolds head-on: a Boomsayer, Alchemist Master, two Skirmishers and two Snipers. Either way, you will be able to secure the Iron Mine kingdom resource. There is a loot stash on the right-hand wall near the entrance. After dealing with it, look in the corner of the courtyard for a hidden cache with a Rune-covered Ancient Leather Scrap (1/16). It is also trapped (DC22) and locked (DC20). This is the self-appointed "Voice of the Dragon". Head back through the gate and find Kagar. Make a hard save at the entrance in case you get stuck. Return to the world map and head east from the Swamp Witch's Hut. TrollSubjectZero (1b317ed6609cd1b4a8814bb2406bc56e), Dialogue (The Nature of the Beast - Dimwit), Dimwit is a unique troll that can be found at the. Meet the wizard in his laboratory You can then visit him after Season of Bloom, and he will have reset again. Leave the cave and cross the bridge. Otherwise, arm yourself with the Mallet of Woe. Head north, keeping an eye out for traps - there are two of them (DC19). 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. 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). In your Throne Room, you will receive a visit from Dragn and Shaynih'a who will give you items. You will climb down to a deserted campsite. Buff up. If you examine the walls nearby. Search a crate by the side of the house to find an Ancient Rostlandic Coin. Head left to pick up a Token of the Dryad and some minor loot and then go through the door on the right where you will find Jazon. The check is made by your main character, so choose whichever one is most likely to succeed. This one, special fish will summon an Ancient Wyvern for you to fight. Continue round the corner and kill a Troll and two Trollhounds. Ruthgert will say something along the lines of "you haven't seen the last of me" and vanish. Return to your capital and find Tristian who tells you that there is no trace of Ruthgert. Follow him to the road and you can give him the brooch you found for a decent XP reward. The quest is completed. It will be called Troll Lair afterwards. Guiding Beacon - Pathfinder: Kingmaker Wiki Search a hidden chest a short distance to the right for a Robe of Earth and some gold. The door to the east is sealed. This is the enemy that would have prevented you from escaping through the main gate earlier. Pack plenty of provisions. Head to the tavern and you will find Jenna standing just to the left of the bar. Proceed to the location. For the last bit of back-and-forth, return to Nazrielle to complete the quest. Female trolls work as a group, spending a great deal of time teaching young trolls to hunt and fend for themselves before sending them off to find their own territories. Guess what comes through. Climb down (Athletics DC8) and take out the Ferocious Manticore in the courtyard. Ask what they were arguing about and they will tell you about the danger posed by the Scythe-Tree. He has some interesting stuff, but nothing that made me feel compelled to part with 1000s. You will find Waine among some trees, terrified. They are stooped, fantastically ugly, and astonishingly strong - combined with their claws, their strength allows them to literally tear apart flesh to feed their voracious appetites. Continue north to fight a Troll and two Trollhounds. I guess it's finally time to check out Bridge Over the Gudrin River. The Nereid is unaffected but the Nixie and frogs should be disabled. While exploring this area, you will have a fixed encounter at some point. you will be able to acquire the key later. Instead, proceed further up the corridor and kill another Branded Troll and three Trollhounds. There's a crate filled with minor loot close to the area exit. For the time being, keep 100BP in reserve to deal with emergencies. 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. If you come back later, there will be three Dire Boars here. Make a DC14 Mobility check to climb down. Remember to disengage Defensive Fighting - Valerie will need 20s to hit otherwise. You can unlock the door back to the entrance area of you like. Speak to him and ask to trade stories. Failing all else, you can seek out Anoriel in the tavern and respec your main character. Further in, there is a trap (DC21) on the floor. Instead, make a Mobility check (DC22) to cross the gap to where you fought the wolves earlier. Head back to the world map. The ghoul's name is Dorsy. You can sell all the Masterwork crossbows that the Snipers dropped while you're at it. When they're dead, look around to spot a pair of hunters trapped on the hilltop. Make a note of this location because you will be back here much, much later. It's high time we looked for this Lost Child. You're done for the time being, so head back to your capital. Initially it takes the form of an illustrated book episode. This is the first of new set of relic fragments. Head north to find a Dizzyhead and a Token of the Dryad along with two Giant Slugs. The tempting thing to do is kill Sinnet - he really asks for it. They do lots of damage, have high AC, DR 15/adamantine, breathe out poison gas and are immune to almost everything. You will visit the place anyway during the main campaign, but there is also a marker clearly indicating where you need to go. Halfway along the northern wall is a trapped and locked (DC22) with more unimportant stuff. There's also a hidden cache in the corner with a Token of the Dryad. So, shall I release the troll or let Bart continue wioth his experiments? There are a number of houses dotted around the square that you can burgle. The most useful consequence of this is that you get to have a merchant in your throne room, albeit a sadist and a degenerate. He's not really worth killing, however - he gives 0 XP and meagre loot. At least two of those are subject to attacks of opportunity so they shouldn't give you much trouble. The Wererat Lair is in the woods to the east of the Abandoned Hut. Speak to them and you will have options to save them (or not). Go to the east of the village and you can check out the Beer Mug Inn. Head east and look for a stash containing a Token of the Dryad among some bushes. Jhod will hand you a copy of 'Independence', the magazine containing Jubilost's article on your barony. Backtrack to the start of the level and go back upstairs. He gives you the key to his laboratory and tells you to wait for him. There is another trap (DC21) in the room beyond. There is a body on the shore. You will learn that this place is known to the trolls and kobolds as "Trobold". As you do so, creatures will start pouring out. Go into the room beyond and interact with the column. Loot the opened chest for a Red Cog-wheel Ring, a Breastplate +2, the Trollreaper greataxe and a Soot Blackened Apron (1/5), the first of another relic set.