There is a "Requires Lawful" option that you can take which gives you a shortcut into Hargulka's Lair. Before you go in, grab provisions from the drying racks and some Masterwork weapons and a Trident +1 from a weapon rack. You may want to have the character with the highest Persuasion skill down a Potion of Eagle's Splendor and quicksave. Wander among the houses grabbing minor loot from the various containers. Continue east and when the path forks, turn southeast towards Lake Silverstep Village and go in. Head upstairs and speak to both Kanerah and Kalikke to find out more about them. Bring up the map and you will see a building labelled as "Sartayne's house". The quest will be over, and you can either leave the man alone or finish him off. This next bit's a pain. Search the campsite and you will find a rope and a crowbar among other minor loot. They are almost certainly too powerful for you right now (they're 18th level and you're 8th). Jubilost is standing on the near side of the river. Be on the lookout for a trap on the ground ahead. Go in there both to rest and to buy the Onslaught Gauntlets for Dragn. These aren't as powerful as Viscount Smoulderburn (they only have AC24 for starters) but they have Natural Invisibility so you will miss frequently due to concealment. There are two Lizardfolk Sentinels just past your starting point. Which monsters and which dungeon are unspecified at this point. Continue east and you'll spot the man responsible for the traps, Bartholomew Delgado. Conclude any business in the capital and make your way to Narlkeep. From the Ruined Watchtower, return to the ford across the Murque River and cross to the other side. Next, you will have to return to Bartholomew to help him in the battle against trolls (go to the Lone House location). Guiding Beacon is a quest in Pathfinder: Kingmaker. Unfortunately, he'll stand at distance and pelt you with rocks all the day long. Backtrack to the main road and start cautiously making your way south. If you brought a rope, this should be an easy check. He directs you to mage named Bartholomew to find out more about these trolls. Immediately south is a hidden panel in the wall which contains minor loot. You will find the dog near where Amiri used to train. With Inspire Competence and gear, Octavia can have Trickery +26 or more which is sufficient to remove the DC36 trap, earning you 1440XP. We're heading east. She will thank you for killing the Stag Lord and will promise a valuable reward. Foes No MoreTartuk is one of five enemies that you can turn into an ally. It doesn't sleep on a pile of gold, but there is a body in its lair with some fantastic loot: a Flaming Earth Breaker +2, the Taldan Whip (2/5), the Professor's Hat and an Extend Metamagic Rod. Black Whip is a quest item in Pathfinder: Kingmaker. The boar has concealment but is otherwise weak, weak, weak. I don't believe the choice matters. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Go west along the northern edge of the map. Enjoy a traditional RPG experience inspired by games like Baldur's Gate, Fallout 1 and 2 and Arcanum. The Ancient Will-o'-Wisp is quite nasty but it doesn't go invisible so you can hit it reliably. There is a Branded Troll accompanied by seven Trollhounds just below your current position. To the left of your fortress, there is a Ford Across the Skunk River location. Head east from your capital and continue east. There are two more bas reliefs which are DC19 and DC27 to decipher. You will increase loyalty by three points and get 600 XP. Keep an eye out for a hidden stash of minor loot underneath a tree. This will take you out of the sequence and give you another chance to quick-save. There are several more Dizzyheads nearby and in the corner, a trapped (DC22) and locked (DC25) chest containing Gloves of Dueling. Cross into Silverstep and keep following the trail. Hug the left side of the path and climb up the hill to the left. This will give Valerie a decent attack boost which she will need against his 29 AC. Head across to Shaynih'a and she will give you a Spear Fragment to show to Storyteller back in your capital. The well is to the left of his house. This is why a separate savegame is advised. As soon as you are on the spot, the quest will be completed. You'll have a number of choices to proceed. Hopefully, that way only the Alpha will make it to your party in the initial instance and you can concentrate your attacks on him without his lesser brethren tripping your melee guys. You will see the Monster Den a short distance to your north. Head through the hidden door in the north wall. You need to hit it with cold iron weapons, both to overcome its DR and to stop it regenerating. To proceed, ask about the trolls and he will say that a troll was caught in one of his fire traps but was unharmed. Tartuk will question why you're here killing trolls and kobolds. She will say that her son could have gone to the Lake Candlemere. If you kill him, you can grab some modest loot.
The Nature of the Beast - Pathfinder: Kingmaker Wiki The initial creatures are a Bear-like Treant and a Quick Boar. Barge past him and check the locked container (DC18) next to his house for a couple of scrolls among other things. Backtrack and continue west. Hold Person will not work on Hargulka because he has Freedom of Movement but it may take Tartuk out of the fight. If you use my Valerie build, she has True Strike, Mirror Image, Displacement and Dragon Breath (which is quite effective). Climb down (Athletics DC8) and take out the Ferocious Manticore in the courtyard. 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. Do not go through the gate. Head into the area where the bear was and you will find a group of two Alpha Wolves, two Worgs and two Ferocious Wolves. There's a scroll in a bush if you feel a burning need to pick it up. Espaol - Latinoamrica (Spanish - Latin America). Go there to confront the fool. Start making your way back east, keeping an eye out for traps all the while. You will climb down to a deserted campsite. Kanerah and Kalikke will swap places a couple of times. The round container holds potions while one of the crates contains the Cypress Queen's Quill (3/5). We'll follow after him later. After seven days, when the problem has been solved, go to Shambling Steps to confront Nazrielle about the dodgy weapons. Return to the entrance to the Troll Lair, buff up and go through. This time she is accompanied by two Ferocious Hydras and two Nixie Pranksters. Arresting him is somehow Lawful Evil. They are, however, susceptible to Stinking Cloud. Head east along the riverbank and go into the Lizardfolk Village. He's not very tough and drops a Masterwork handaxe. Insist of stopping his experiments. Head back upstairs and activate another switch to open the door in front of you. Report to Bokken and tell him that the wererat died. Initially, only the Young Hydra is in aggro range. At the fork continue east. Head south back towards the village. Win or lose, Valerie will get something to remember Sinnet by: a scar across her face. There is a body on the shore. There are five more at the bottom of the slope in two groups. The scorched fragments will get you the Necklace of Double Crosses and unlock the Tale Of The Days Long Gone trophy. 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. You will visit the place anyway during the main campaign, but there is also a marker clearly indicating where you need to go. Make sure you have a rope. When the 14 days are up, the Rotten Beasts event will appear in your event list. 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. I let Octavia boss me around and prevented further experiments. The Secret Sanctum will be added to your world map. When you get the box open - however you do it - a Dread Zombie Cyclops along with four Zombies and a Zombie Lord will be summoned. At the next junction, turn northwest and follow the trail to find a crossing point over the Murque River. Kalikke will note the ruined tower and point out the boss of the area. If you can't open it. When they're dead, loot a Masterwork dagger and Amulet of Natural Armor +2 from the lost sister. Choose either of the first options (thanks, Ekundayo) and you'll move onto another page.
Pathfinder Adventure: Troubles in Otari - Paizo After New Troll Sightings event if you visit Lone House you will find Bartholomew Delgado in his laboratory, attacked by several trolls, including Dimwit if he was not freed or killed. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. The Bronze Dwarven Key unlocks the final door. Manipulate the floor puzzle so that the lightning rune is showing. You will pass the Lonely Barrow to your south. After it's cleared, buff up. Continue east around the rock and then up the slope. Continue further east and you will find an Amulet of Natural Armor +1 hidden in the grass. The Wererat Lair is in the woods to the east of the Abandoned Hut. pathfinder: kingmaker bartholomew release troll. Summon Kanerah again and have her make Mobility checks to get back up to the tower and down again for a few free XP. This will lead to a new project which you may want to put on the back burner for the time being. There's little point in doing further exploration for the time being. If you take the Chaotic Neutral option and send them to a random place on the map, you will meet them again later. Be sure to buy the Bag of Holding in his stock - you should easily have enough gold. Otherwise, arm yourself with the Mallet of Woe. If you head up the nearby slope, you can climb up the wall if you make the necessary Athletics check (DC18). Talk to them, they will ask you to kill the Scythe-Tree, who destroyed the village. There are a number of ways to even the odds. You will encounter some Trolls and Kobolds that were waiting to ambush you had you gone through the gate. Lone House, Bartholomew Delgado, Bridge over the Gudrin River +1 +3 dodge bonus to AC, immune to nauseated: Beastrender: Falchion: Goblin Fortress +2: . Just to the north of his house is a crate containing a Taldan Warrior's Dog Tag, a Wand of Burning Hands and 799G. It's more-or-less immune to fire. Assuming you picked up the scorched necklace fragments and the Restovic relics, you should be able to turn these in.
Dpeak to Fashor who's standing by the animal pen. When they're dead, search the dead body to find two potions of Invisibility (ha! At the crossroads, head east again and cross over into the Kamelands where you will arrive at the Secluded Lodge. Since they come from all sides, the archers can really catch you on the hop. The ranger will join your group. When he's dead, retrieve the Cypress Queen's Flute (4/5). Nice thing for a mother to say but it gives you an idea as to where to look. Alternatively, you can start following clues from Ivar's house. Tell her that you know what happened to the village and you will be able to choose a version of events. Otherwise, he will simply disappear. They're mostly weak apart from the leader who is 7th level. To the right of the tree is a location where you can climb the wall if you can make the DC22 Athletics check. Find Dragn and give him the Onslaught pieces. and speak to Bokken. If you guessed "Will-o'-Wisp", you'd be correct. You can sell all the Masterwork crossbows that the Snipers dropped while you're at it. Before you cross over into the Dire Narlmarches, you'll probably want to rest. If you do get the leader to drink the potion, you'll lose his loot which is worth around 1800G all told. Later in the game, you will want to increase this reserve. For the time being, keep 100BP in reserve to deal with emergencies. Try to avoid being flanked so they don't inflict large amounts of sneak damage. Instead, return to your capital. If the player returns the Black Whip to Bartholomew during Guiding Beacon and didn't force him to release or kill Dimwit then the player may recruit him as an advisor; Bartholomew can serve as Treasurer or Grand Diplomat. If you want some pointless combat, head east up the slope where you will face a pair of Hodag-like Treants. Talk to him to begin this quest. He won't be around forever so take the opportunity to buy the Boots of Elvenkind he's selling. Assign an advisor to the problem immediately, because ignoring the problem will wreck your barony before it's even properly started. The two chests to the right of the throne contain gold and minor loot. Ordinary coins won't do however. You need Delay Poison, Resist Fire and Protection from Fire. If you bring him Kagar, the old Lizardman you met outside the village. There is a trap at the bottom of the nearby stairs so don't go down there at this time. You have a number of ways to respond. If you're wondering what to do with the fish you picked up outside the cave, return to where you spoke to Ivar. Make your way to Candlemere Island in South Narlmarches. Vesket will tell you to go and speak to Stishchak in the Spirit Hut. Loot the nearby crates to find a Dwarven Helm Shard (5/10) amongst other things. Stefano Moskoni is an annoying Pitaxian who has come to deride your efforts. Your only lead for the time being is the witch's hut in South Narlmarches which you've doubtless passed several times already. If it proves too difficult, there's no shame in coming back later since there is nothing essential here. If you got one of the wererats to drink the formula, you'll have one less enemy to deal with. Exhaust his conversation options and, if you like, sell anything weighing you down to the merchant. Your email address will not be published. Hello, crusaders! Follow the water round and you will find a satyr named Falchos and a dryad named Tiressia in conversation. Unwanted LegacyQuick save before examining the glowing rune on the back wall. Afterwards, loot the dead trolls and then check the boxes and crates by the cart for a Token of the Dryad and various cooking ingredients. Just south of the bandits is a log containing minor loot. There is also a hidden compartment on the wall with some minor loot. Attempt to solve the puzzles using the rings and Harrim will show you how it's done. 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. You will learn that the Great Ancestor has ordered them to plant dope-weed instead of heal-herb. Send Ekun's wolf after them. When they're dead, have Kallike use her Water Blast ability on the flames surrounding the trapped Water Elementals to free them. A short distance to the right of Bartholomew is a hidden cache containing a Dwarven Helm Shard (4/10). If you want a shortcut down, take the broken steps (Mobility 19) for a few XP. This quest takes some time to play out, so you can get it underway before doing other stuff. However, Ekundayo is a stealthy sort. If you are unable to recruit him, you can murder him. STR: 10, DEX: 18, CON: 18, INT: 10, WIS: 14, CHA: 10. Failing all else, you can seek out Anoriel in the tavern and respec your main character. However, to do anything you need to prise off the lid. Avoid the traps and slip between the Redcaps as they patrol. Look for an overturned boat where you will find a Dart +2. 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. If you can make the skill checks, you will gain decent experience - Inspire Competence is your friend. It seems that Ditael, another of Nazrielle's apprentices, has run off with the weapon that Nazrielle was crafting for you, initiating her artisan quest. You can follow the corridor round if you want - there are a few enemies to kill and traps to remove but also some doors that you can't open at this point. You can make a Knowledge (World) check (DC23) to decipher the central pillar. Continue round the walls to find another trap (DC26). Fight your way through a group of four War Wisps. Head east from Tuskdale and when you reach the junction, head northeast rather than turning south towards Bridge over the Gudrun River. Hit the road again. It's not much of a detour to check it out. 3. Next to the painting is a hidden wall switch (DC20) which reveals a secret room to the right. If you killed the leader you will be able to loot his magic weapons, armour and gear. You will receive this notification when the curse timer reaches 28 days. You should have plenty of gold from selling loot and you'll be able to acquire new artisans and will also be able to turn Tuskdale into a town. You can now unlock the large doors. Go a short distance left after disarming the first trap and you will find a log with some minor loot. She stole the money to pay for a printing press. Hopefully, your buffs should keep you safe: it will breathe fire to little effect and miss with its other attacks due to concealment. One of the chests is a Mimic. Cast Remove Fear before advancing further. If you succeed in the DC20 Lore (Religion) check, you have three options. Quicksave before going to the throne room. There's a stash of gold up here as well. You will come across a Young Dweomercat being attacked by five Ferocious Trollhounds. She guesses that he might be near the river. It's hard to make out among the dead bandits, but there is a body on the floor with a Melted Shard of a Ring (2/13). Besides a couple of composite bows and a Masterwork longsword, the loot they leave behind is frankly pitiful. If you come here during the day. Note that you cannot go further east for the time being. Jhod will also come and see you to report on the events at Bald Hill. There is a chest at the end with some minor loot. Once there, seek out Bokken and ask him to be your court alchemist. Continue north and kill a bunch of Worgs and Greater Worgs. You have a number of options but to progress the quest, you have to select "I think you should talk to Valerie alone". This update will fix the issue with negative status effects not being removed after a boss fight with the Songbird, and the issue with Nahyndri not dying instantly in The Treasure of the Midnight Isles DLC. Head through to the next room and would you believe it? If you have an evil alignment, you can actually turn Hargulka against Tartuk and have him cut the little pipsqueak to size. You want to see the "[Lore (Religion) check passed]" option in your response. If you stand in the location shown, you will avoid it. Then her sister, Kanerah, will take her place. Continue east and you will find a Spectre wandering around. It is possible to recruit Bartholomew without completing certain portions of his quests. You will find Maegar Varn speaking to a merchant. Then you simply need to withstand Hargulka's melee assault - Mirror Image and Displacement are perhaps more useful than Shield and Barkskin here - while Ekundayo burns through his HP pool. 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. The enemies don't drop loot worth a damn but there is a locked (DC30) chest to the south of them with a Light Shield +2. Speak to Lykka nearby who's a friendly nixie. Continue north and turn west at the crossroads. When they're dead, look around to spot a pair of hunters trapped on the hilltop. He's fine with a few stragglers, or a helpless prisoner, but . If you are able to make one of the alignment checks, do so. In the Swamp Witchs Hut location, which we have already encountered in the Lost Child and Gnarled Branches quests, look for the village in the lower part of the map. He has an AC which is basically requires 20 to hit and DR 10/- which is symptomatic of the game's basically unfair encounter design. What can go wrong, I really disliked something that comes up later: (spoiler inc obviously). You'll need to harvest three of them shortly so you may want to get this out of the way. But which ones? You can continue waiting if you like, but nothing will happen. Question it to learn that the spirit calls itself Count Shimmerglow. After it's dead, Amiri's companion quest will complete. Don't take these straight to Dorsy, however, since there may be a better option. If you don't, he will help you later. Head to Oleg's Trading Post. Again, a dose of Inspire Competence can help make it safe. He will buff Hargulka and then pelt you with Magic Missiles (note that he is immune to these). Loot the enemies and grab some gold and gems from some nearby dead bodies. Search a crate by the side of the house to find an Ancient Rostlandic Coin. Have at least one ally equip a cold iron weapon. The Greater Trollhound has 150 HP and a howl that causes fear. When you enter the area, you will hear someone named Waine calling out for help. He seems very excited about the formula he's discovered. Only fire seems to cause a troll to hesitate, but even this mortal threat is not enough to stop a trolls advance. I managed it with Kalikke using empowered blasts on the Tremendous Centipedes. And that is why Regongar gets to kick his heels in the throne room in my playthroughs. Rest up and grab the Onslaught armour pieces from your Personal Stash. If you have events near completion, you may want to return to your capital and wait them out in your throne room.
Pathfinder: Kingmaker - Troll Trouble Walkthrough If you can make it, the Charisma check is good because it scares off the trolls. Lawful Good gets you nothing, Lawful Stupid costs you a trader. This is a quest item and there are three of them in the immediate vicinity. When you've dealt with them, you can find a Token of the Dryad in the bushes to the north. Exhaust his conversation options to learn that a spirit calling itself "Great Ancestor" is manipulating Vesket, the village chief. Leave the town and enter kingdom management. Grab some minor loot from another crate and head back through the door in the north. But that's a long time in a game where time is a resource. 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. Agree to help him and he will ask you to test it on a dog. A hidden crate a short distance to the northeast contains a Sai +1. Otherwise, level up another advisor. 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.